MXPA06004282A - Gaming methods and systems - Google Patents

Gaming methods and systems

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Publication number
MXPA06004282A
MXPA06004282A MXPA/A/2006/004282A MXPA06004282A MXPA06004282A MX PA06004282 A MXPA06004282 A MX PA06004282A MX PA06004282 A MXPA06004282 A MX PA06004282A MX PA06004282 A MXPA06004282 A MX PA06004282A
Authority
MX
Mexico
Prior art keywords
results
gaming
game
coupled
machines
Prior art date
Application number
MXPA/A/2006/004282A
Other languages
Spanish (es)
Inventor
Wolf Bryan
A Paulsen Craig
T Nguyen Binh
Original Assignee
Igt
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Igt filed Critical Igt
Publication of MXPA06004282A publication Critical patent/MXPA06004282A/en

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Abstract

Disclosed are central determination methods and systems in which pools and sub-pools of outcomes can be distributed among various units of the central determination system. The methods and systems are applicable to Class II and, in some implementations, Class III gaming configurations. The methods and systems disclosed herein can be implemented in a gaming machine network, wherein one of the gaming machines distributes game outcomes to other gaming machines in the network. The gaming machines can be oriented in a peer-to-peer configuration, a central storage medium configuration, a stand alone configuration, an autonomous gaming machine configuration, and other network configurations. Methods are disclosed for managing the distribution of outcomes among the gaming machines in the various networks.

Description

BACKGROUND AND METHODS OF GAMEPLAY BACKGROUND OF THE INVENTION The present disclosure relates to gaming machines, networks, systems and methods for providing games of chance. The games in the U.S. they are divided into Class I, Class II or Class III games. Class I games include social games that are practiced for minimal prizes or traditional ceremonial games. Class II games include bingo games, tab removal games if played on the same site as bingo games, lottery, punch cards, tip jars, instant bingo and other bingo-like games. Class III games include any game that is not a Class I or Class II game, such as games of chance that are typically offered in non-Indian casinos, regulated by the State. Many games of chance that are played at gaming terminals fall into the Class II and Class III game categories. Various games, particularly the Class II and Class III game categories, can be implemented as server-based games on a server-client system. Server-based games, in general, are those where the games and capabilities of a game terminal depend on a central server. The terminal can download applications from the central server game or can resort to the central server to operate the games. In a games-ante-demand system, a player can operate a terminal games to request a particular game for play. In a download configuration, the requested game is downloaded from the central server to the game terminal and then executed in the game terminal. In a server-based configuration, on the other hand, the requested games are run on the server and the player interacts with the server to play the game. For example, in the US patents. No. 5,779,549, "Datábase Driven Online Distributed Tournament System" and in U.S. Patent No. 6,409,602, "Slim Terminal Gaming System" both of which are incorporated herein by reference, describe server-based systems where no processing occurs in the game terminal. The game runs on the central server and the game terminal operates as an I / O input / output device (I / O = INPUT / OUTPUT) for a player to interact with the central server. The game, meter tracking and other game functions are all carried out in the central server. Game with central determination refers to any method or game system in which a central computer determines the results of the game, independently of the player's limitation in a game terminal. Most conventional central determination systems are used for class II games. For example, an electronic Bingo game can be implemented as a central determination game in which a number of game terminals are in communication with the central computer. The central computer raffles Bingo numbers from a set of results to determine who wins. Morris et al., In the U.S. patent. No. 5,324,035, "Video Gaming System With Fixed Pool of Winning Plays and Global Pool Access," which are hereby incorporated by reference, describes a centrally determined gaming system in which a central processor or computer generates games. A plury of master procedures is coupled to the central computer. Each central processing unit is also coupled to one or more gaming terminals. In this way, a master processing unit serves as an interface between the central processor and the gaming terminals to manage game requests from gaming terminals, and distribute games from the central processor to the gaming terminals.
In the patent of the U.S.A. No. 5,324,035, patent ('035), a purpose of the master processing units, is to handle network traffic. This is because the conventional gaming systems of that era had a simple central processor such as the system described in the '035 patent, they do not have bandwidth and speed required to handle the volume of data transferred in a casino with a multitude of electronic gaming terminals. In this way, conventional game systems such as the system described in the '035 patent require two levels of processors or computers, ie the central game processor and the master processing units. Both the central processor and the master processing signals are required to perform the calculations necessary to generate games, and distribute these games to the gaming terminals. In addition, the system described in the '035 patent requires the hierarchy of the gaming terminal which communicates directly with the master processing units and the master processing units communicate directly with the central processor. The central determination system of the '035 patent does not provide alternative configurations that could be better suited for certain casino and hotel environments, for example where the gaming terminals are configured to be unique directly to each other. Furthermore, the system of the present '035 does not offer effective techniques to monitor the use of games in various gaming terminals in the system. What are required are flexible methods and systems to optimize the generation, distribution and administration of gaming results between game terminals in various configurations and game system implementation. COMPENDIUM OF THE INVENTION Methods and apparatus are described, including computer program products, which implement and use techniques for methods and central determination systems, in which sets and sub-sets of results can be distributed among various units of the system. According to one aspect of the present invention, a game system includes a plurality of game machines coupled together on a data network. Gaming machines include distribution gaming machines and a plurality of receiving gaming machines. A finite set of results stored in the storage medium with access by the distribution gaming machines. The distribution game machine is coupled to distribute game results from the finite set on the data network. Each of the receiver game machines is coupled to receive one or more of the distributed results over the data network. The machine of games of distribution and the machines of games of reception are operated for game to consume the results. According to one aspect, the game system includes a suitable recording unit to keep a record of results distributed to the various gaming machines and the results that remain in the finite set. According to another aspect of the present invention, a game system is implemented in an inter-equal configuration. The game system includes a plurality of gaming machines coupled together in a data network. In finite sets of results it is distributed among the gaming machines and stored in one or more storage media accessible by the gaming machines. One or more of the gaming machines dock to receive distributed results from the other gaming machines in the inter-equal gaming network and to send distributed results to the other gaming machines in the network. Each of the gaming machines is operable to consume the results distributed, for example, in a game of chance. In one aspect, the game system includes a recording or recording unit, coupled to keep a record of the results distributed to the gaming machines and the results that remain in the finite set. According to another aspect of the present invention, a gaming system includes a processor-readable storage medium coupled to a data network. The storage medium saves a finite set of results. A plurality of gaming machines are also coupled to the data network. Each game machine is coupled to access and retrieve one or more of the finite set results in the data network. Gaming machines are operated to play by consuming results, for example in a game of chance. In one aspect, the game system further includes a recording unit or register coupled to maintain a record of the retrieved results of the gaming machines and the results that remain in the finite set. In one aspect, the system also includes a distribution computer coupled to the data network to populate the storage medium with the finite set of results. In accordance with another aspect of the present invention, a game system includes a plurality of game machines in a stand-alone configuration. The gaming machines are coupled to a data network. One of the gaming machines is a distribution gaming machine having a result generating unit coupled to generate results, and in some implementations, sets of results, stored in a storage medium accessible by the distribution gaming machine. The distribution game machine is coupled to distribute the game result sets in the data network. Other gaming machines in the network are coupled to receive one or more of the distributed sets of the distribution gaming machine over the data network. The machines of games of distribution and reception are all operated to play consuming the results of the distributed sets. In one aspect, the distribution gaming machine further includes a payout monitoring unit coupled to monitor payout amounts for distributed sets of results. According to another aspect of the present invention, a game system is provided to have autonomous gaming machines. The game system includes a recording unit coupled to a data network. The recording unit is coupled to record consumed results of a finite set of results stored in a processor-readable storage medium. The gaming system also includes a plurality of gaming machines coupled to the data network. At least one of the game machines has a result generating unit coupled to generate one or more game results, generally in response to a game request received from a player. The gaming machines at least are coupled to notify the recording unit of the generated game results. The recording unit is coupled to record the generated game results as the consumed results of the finite set. In one aspect, the recording unit is also coupled to maintain a record of the game results remaining in the finite set stored in the storage medium. In one aspect, the game system further includes a warning unit coupled to send a warning message or report to the gaming machine when consuming a winning or forgiving result defined by one or more of the generated results. In accordance with another aspect of the present invention, a method for managing the distribution of the results in a game system is provided. The game system includes a plurality of gaming machines coupled together in a data network. A finite set of results is distributed among the gaming machines. Each result has a status of consumed or not consumed. One of the gaming machines is coupled to receive one or more results distributed from other machines in the data network. Other gaming machines are coupled to send one or more of the distributed results to the gaming machine in the data network. The gaming machines are each operated for play to consume the distributed results. A threshold is defined for one or more gaming machines. In one implementation, each threshold represents a minimum or maximum number of results not consumed for the respective game machine. In an implementation it is determined when a number of unequipped results are distributed to one of the gaming machines, is less than the threshold defined for that gaming machine. When the number of results not consumed is less than the threshold, a result request message is sent. In response to the results request message, an additional of the distributed results is obtained and sent to the gaming machine. All of the above methods along with other methods of aspects of the present invention can be implemented in software, written software in read-only or microcode memory, physical equipment and combinations thereof. For example, methods of aspects of the present invention may be implemented by computer programs incorporated into machine-readable media and other products. In general, aspects of the invention can be implemented in network gaming terminals, game servers and others of these devices. These and other features and benefits of aspects of the invention are described in more detail below with reference to the associated drawings. BRIEF DESCRIPTION OF THE DRAWINGS FIGURE 1 shows a block diagram of a centrally determined gaming system 100, constructed in accordance with an embodiment of the present invention. FIGURE 2 shows a block diagram of a central determination gaming system 200, constructed in accordance with another embodiment of the present invention. FIGURE 3 shows a block diagram of an inter-equal game system 300, constructed in accordance with another embodiment of the present invention. FIGURE 4 shows a block diagram of a central determination gaming system 400, constructed in accordance with another embodiment of the present invention. FIGURE 5 shows a block diagram of a central determination gaming system 500, constructed in accordance with another embodiment of the present invention. FIGURE 6 shows a block diagram of an autonomous system 600, constructed in accordance with an embodiment of the present invention. FIGURE 7 shows a block diagram of an autonomous game system 700, constructed in accordance with an embodiment of the present invention. FIGURE 8 shows a block diagram of a storage means 120, and related apparatus, constructed in accordance with an embodiment of the present invention. FIGURE 9 shows a block diagram of a method 900, for managing the distribution of results in a gaming system, performed in accordance with an embodiment of the present invention. FIGURE 10 shows a flow chart of a method 1000 of a directory service for establishing and maintaining a record of results in a game system, performed in accordance with an embodiment of the present invention. FIGURE 11 shows a flow chart of a method 1100, for managing the distribution of results in a gaming system, performed in accordance with an embodiment of the present invention. FIGURE 12 is a block diagram of a number of game machines in a game network, constructed in accordance with an embodiment of the present invention, which can be configured to implement some methods of the present invention. . FIGURE 13 illustrates a gaming machine, constructed in accordance with an embodiment of the present invention, which can be configured to implement some methods of the present invention. FIGURE 14 is a block diagram of an exemplary network device, constructed in accordance with an embodiment of the present invention, which can be configured as a game server to implement some methods of the present invention. DETAILED DESCRIPTION OF THE MODALITIES Reference will now be made in detail to certain specific embodiments of the invention, including the best modes contemplated by the inventors to carry out the invention. Examples of these specific modalities are illustrated in the accompanying drawings.
While the invention is described in conjunction with these specific embodiments, it will be understood that it is not intended to limit the invention to the embodiments described. On the contrary, it is intended to cover alternatives, modifications, and equivalents as may be included within the spirit and scope of the invention as defined by the appended claims. Furthermore, numerous specific details are set forth below in order to provide a complete understanding of the present invention. The present invention may be practiced without some or all of these specific details. In other cases, well-known process operations have not been described in detail so as not to obscure the present invention. Modes of the present invention provide methods and systems in which sets and subsets of results can be distributed among various units of a game system. The methods and systems described here apply to gaming systems including class II game configurations and, some class III implementations. In one embodiment, the methods and systems described herein are implemented in a game system described in the commonly assigned and co-pending patent application of Nguyen et al. , patent of the U.S.A. No. - /, (File of the agent No. IGT1P034X2 / P-277CIP2), and titled "Secured Virtual Network in a Gaming Environment", presented on March 10, 2005, which is hereby incorporated by reference. The units in the game systems described herein may include a distribution computer or gaming machines, a central computer and / or database and one or more gaming machines operable to play. The distribution computer is an implementation of a game server described below. For use in the described embodiments, an example of a convenient gaming machine and associated methods are disclosed in the commonly assigned and co-pending patent application of Nguyen et al., U.S. Patent Application. Serial No. 10 / 995,636 (Agent's File No. IGT1P146), titled "Class II / Class III Hybrid Gaming Machine, System and Methods" filed on November 22, 2004, which is hereby incorporated by reference. The computers, machines and units described here can be located in various locations, depending on the desired implementation. For example, in a system mode, a distribution computer is located in an administrative facility, a gaming machine is located in a casino, and another gaming machine is located in a hotel room. In another mode, the distribution computer and all the gaming machines are located in a single casino. The apparatus within the various units is described below. As used herein, "computer" generally refers to a data processing apparatus such as a server or computer, configured to register these operations, including those described below. The computer in general includes hardware and software that runs to perform the various operations. FIGURE 1 shows a central determination gaming system 100, constructed in accordance with an embodiment of the present invention. In FIGURE 1, a distribution computer 105 is in communication with a convenient data network 110. Examples of data network 110 include in a local area network (LAN = local area network) or a wide area network (WAN = wide aspects network) such as the Internet or any combination thereof. Those skilled in the art will appreciate that any data network 110 that allows the communications described herein is suitable for use in the system 100, including the networks described below with respect to Figures 12, 13 and 14. In FIGURE 1, the gaming system 100 further includes a plurality of electronic gaming machines 115a, 115b and 115c. The hardware and software of the gaming machines 115a-c is described below according to FIGS. 12-14 according to embodiments of the present invention. The gaming machines 115a-c are in communication with the distribution computers 105 in the data network 110. The gaming machines 115a-c and the distribution computer 35 each have, a convenient communication interfaces 135a, 135b, 135c and 135d coupled to the data network 110 to facilitate communications over the network 110. In one example, the communication interfaces 135a-d are Ethernet gateways. Those of skill in the art will appreciate that communication interfaces 135a-d can be implemented as other convenient high-speed communications interfaces. In the other embodiments described herein, gaming machines and computers have similarly coupled communication interfaces, although they are not illustrated in all examples. In FIGURE 1, the game system 100 allows the generation and distribution of results and sets of results between the gaming machines 115a-c. The results generated and distributed according to modalities of the present nation are game outcomes for any of a variety of games, that is, game applications that can be played using modalities of the present invention. For example, in a game, each of the results includes an indication of a winning or losing game outcome. In addition, or in another modality, each result includes or designates an amount of prize for the particular game that is carried out. In FIGURE 1, each of the gaming machines 115a-c communicates directly with the distribution computer 105 over the data network 110. Preferably, there is no intermediary computer or central computer, through which the gaming machine it communicates to reach the distribution computer 105 and vice versa. In FIGURE 1, in one embodiment, the results for the game to be performed are initially stored in a finite set of results in a storage means 120 such as a database or convenient memory device. The distribution computer 105 is coupled to distribute some or all of the results of the stored finite set in the storage means 120. The electronic game machines 115a-c are coupled to receive these distributed results. In one embodiment, subsets of the finite set of results, referred to herein as subsets of results, are distributed among the respective gaming machines. As shown in FIGURE 1, in this example, the subset 125a is received and stored by the gaming machine 115a in a convenient storage means, the subset 125b is received by the gaming machine 115b and so on. The subsets 125a, 125b and 125c, as shown in FIGURE 1, form subsets to the whole or the master set of results in the finite set 120. FIGURE 2 shows a gaming system 200 in constructed according to another embodiment of the invention. present invention. The game system 200 of FIGURE 2 is similar to system 100 of FIGURE 1 in many aspects. However, in the system 200, one of the plurality of game machines coupled to the data network 110, that is to say the game machine 205, is replaced by the distribution computer 105. The game machine 205 also referred to herein as "distribution game machines" or "distribution machine" is coupled to control the distribution of results from the finite set of results in the storage means 120 to the gaming machines 115a-c. Those skilled in the art will appreciate in this embodiment that the gaming machine 205 includes the software and hardware necessary to perform the methods for generating and managing finite set of results on the medium 120 and communicate directly with the gaming machines 115a -c, for distributing one or more results of the finite set to those gaming machines 115a-c, similar to the distribution computer 105 in FIGURE 1. In FIGURE 2, the gaming system 200 further comprises a recording unit 210 coupled to keep a record of the distributed results of the finite set to the gaming machines. For the same reason, the recording unit 210 regularly updates the recording or recording to track the results that remain in the finite set. The operation of the recording unit 210 a describes with greater star continuation. In one embodiment, the recording unit: 10 is placed on the distribution game machine 205, as shown in FIGURE 2. In another embodiment, the recording unit 210 is coupled elsewhere to maintain the record, for example , in one of the gaming machines 135a-c, or as a stand-alone device coupled to the data network 210. In FIGURE 2, the gaming system 200 also includes a result generating unit 215 that is operated to generate the results of the finite set of results in the storage means 120. In one embodiment, the result generating unit 215 includes a random number generator, which generates random numbers using deterministic or non-deterministic methods, as desired for the particular implementation . These random numbers are used to define results using conventional techniques known to those skilled in the art. In one embodiment, a seed is used to the distribution game machine 205 from any of a variety of sources and fed to the random number generator (RNAG) to generate random numbers. In one embodiment, the result generating unit 215 is located on the distribution game machine 205, as shown in FIGURE 2. In another embodiment, the result generating unit 215 is located on a computer or server within which the gaming machine 205 communicates with the data network 110. Those promises in the art pressure that the number and amounts of cumulative awards for the results generated by the generating unit of results 215, must comply with the game regulations applicable in the or jurisdictions where the methods and systems described here are practiced. In systems 100 and 200, generally the gaming machines 115a-c serve as receiving gaming machines, of which these gaming machines couple to receive one or more of the finite set results, and distributed by the distribution computer 105 or the distribution gaming machine 205. In one embodiment, the distribution gaming machine 205 also serves as a receiving gaming machine. In this embodiment, the gaming machine 205 receives its own subset of results 125d from the finite set of results, as do the receiving gaming machines 115a-c. In this way, games can be played on any of the machines 115a-c, 205 coupled to the network 110. In other embodiments, any of the other game machines 115a-c can be configured as the distribution game machine 205, depending on the desired implementation. FIGURE 3 shows a gaming system 300 constructed in accordance with another embodiment of the present invention. System 300 includes a plurality of gaming machines 115a-d coupled with a convenient data network 110, as shown. The gaming machines 115a-d are in communication with each other over the data network 110. In some implementations, this arrangement of the system 300 is referred to as an "inter-peer" configuration. That is, each gaming machine 115a-d is configured to have the functionality of both a receiving gaming machine and a gaming distribution machine, as described above with respect to FIG. 2. In FIGURE 3, the finite set of The results described above are distributed in subset among the gaming machines 115a-d. In general these subsets of results 125a-d distributed between the respective gaming machines 315a-d, are stored in processor-readable storage media or other convenient memory devices within or accessible by the gaming machines Í15a-d. Because each gaming machine of the system 300 is operated both as a distribution gaming machine and a receiving gaming machine, gaming machines can exchange results or subsets of results with each other. This inter-peer configuration is beneficial for implementations where certain of the gaming machines are played more frequently than others. More results will be consumed in the machines where much is played. Since the results are consumed that subsets of the machines in which much is played, these machines can request and obtain results from other machines of the system, as required. According to this, in an implementation, the system is optimized in such a way that the gaming machines obtain results to achieve fast response times and to maximize the user's enjoyment of the games played on these machines. As used herein, the term "consumed" is used to refer to the use and output of game results during play in any of the various game machines described herein. The terms "not consumed" and "not consumed" are used interchangeably here to describe results that have not yet been consumed by the game. For example, an electronic poker result is consumed when that result is provided to a player of a poker game application during or otherwise as a result of the game. In FIGURE 3, the game system 300 allows the distribution of subsets 125a-d as shown according to a variety of methods. In one embodiment, similar to system 200 of Figure 2, one of the gaming machines 315a-d initially serves as the distribution gaming machine 205, and distributes subsets of a finite set of results between the various machines. In one example, as shown after that distribution, each machine 315a-d has a unique subset of one or more of the finite set of results. Those skilled in the art press that, in one embodiment, each gaming machine 315a-d stores a simple subset of the results. In another embodiment, each gaming machine 315a-d may store more than one of these subsets. In yet another embodiment, instead of distributing the subsets 315a-d, a single machine such as the gaming machine 315a controls the finite set of results 120 similar to system 200 of FIG. 2, and outputs the finite set to the others. 315b-d machines in the network, as required. FIGURE 4 shows a gaming system 400 constructed with another embodiment of the present invention. The game system 400 of FIGURE 4 is similar to most aspects of the system 300 of FIGURE 3. That is, the system 400 incorporates all apparatus and methods of the system 300. In addition, the system 400 includes the unit Directory service 402 coupled to data networks 110, described below. In this embodiment, each of the subsets 125a-125d distributed over the respective gaming machines 315a-d, as described above, are all unique subsets of a finite set of results initially distributed by the system 400. In FIGURE 4, in one embodiment, the subsets 125a-125d are distributed among the gaming machines, independently of any gaming request message received on one or more of the gaming machines 315a-d. For example, in one embodiment, the sets are distributed before the game starts on any of the machines 315a-d. In one embodiment, after the finite set of results in the storage medium 120 is completely consumed by the gaming machines 315a-d in the network 400, a result generating unit 215, described herein, is coupled to generate a additional set of results for storing in the medium 120 and distributing between the gaming machines 315a-d. In Figures 3 and 4, each of the gaming machines 315a-d coupled to the data network 110 may have access to its own subset or one of the subsets associated with the other gaming machines in the data network 110. . This is, because the gaming machines 315a-d are in an inter-equal configuration, the gaming machines 315a-d can send and receive results and the subsets of results to each other, as desired. In Figure 4, in one embodiment, the directory services unit 402 provides a directory service by including a recording unit 210 coupled to maintain the record of the consumed results in the gaming machines from the distributed subsets 125a- d. In a modality, this record also indicates the results that remain in the finite set that have not yet been consumed. In addition, this recording unit 210 maintains a register 410 of the result locations and subsets of results distributed among the gaming machines. In this way, as results and subsets of results are exchanged between the gaming machines 315a-d, update messages are sent from those gaming machines 315a-d to the directory services unit 402, such that the unit Recording 210 updates the result record 410 to show the locations of the various results and subsets of results. Preferably, the record 410 is also updated to indicate the status of those results, for example, "consumed", "not consumed". In one example, in the peer configuration of Figure 4, the gaming machines 315b requests results from subsets 125a of the gaming machine 315a. The gaming machine 315a sends the requested result to the distribution computer 105, at which time the recording unit 210 updates the register to show that the particular result is supplied and consumed by the gaming machine 315b. In another embodiment, the recording unit 210 waits until it receives a confirmation message from the gaming machine 315b indicating that the particular result was consumed before updating the register 410. Those with technical skill should appreciate that the directory service unit 402 may be implemented in another apparatus of a game system, such as one of the game machines 315a-d of the Figures 3 and 4. A benefit of the directory services unit described herein, including the recording unit 210, is the monitoring of results and sets or subsets distributed among the game machines of the game system. In this way, for example, a uniform distribution of results between the gaming machines can be maintained, when desired. In one implementation, when results are consumed at a lower speed in certain machines, the results can be requested from these machines, for example by the distribution gaming machine 205 in Figure 2, and to other machines in the system for consumption. Or in another implementation, the distribution gaming machine 205 cancels or notifies the gaming machines to cancel those unused results. In yet another implementation, each game machine of the system 400 has its own recording unit to maintain the record or otherwise monitor results consumed on that machine. The gaming machines 315a-d are coupled to communicate this information with each other, for compensation of load of results in the various machines. In yet another embodiment, described with reference to Figures 3 and 4, results, subsets and result sets may be stored redundantly between a plurality of game machines 315a-d in the game system. In this way, when a set of results in one of the machines 315a is closed or in a manner available, the same results can be recovered or consumed in another of the machines 315b-d. Also, preferably each of the subsets 125a-d includes a minimum percentage compensation required by the jurisdiction where the gaming system is implemented, for example 75% pay. For example, in one embodiment, the redundancy in the system 400 is such that the subsets 125a-d are copies of each other. In this embodiment, each subset is stored in a storage medium within or coupled to the respective gaming machines 315a-d. For audit and validation purposes, the recording unit 210 maintains a record from which the result is consumed in which gaming machines in the data network. In another embodiment, the register 410 maintained by the directory services unit 402 is replicated through a plurality of gaming machines in the network. For example, in Figure 4, copies of the register 410 maintained by the recording unit 210 can also be provided in the gaming machines 315a and 315c. In this way, gaming machines can access this information in various places, even when the directory service unit 402 or one of the gaming machines 315a and 315c fails or is otherwise unavailable. In another embodiment, described with respect to Figure 4, the directory services unit 402 includes a validation unit 415 which operates in conjunction with the recording unit 210, to verify that the results consumed in the various gaming machines, as shown in FIG. recorded by the recording unit 210, they satisfy the minimum required percentage of compensation for the jurisdiction where the gaming machines are played. For example, when the rewards for the consumed results exceed a predetermined maximum, then the directory service unit 402 may a retribution reduction message to the result generating unit 215, of Figure 2, to generate appropriate results for future subsets and result sets. In this way, the directory service unit 202 not only allows audits but also ensures compliance with the requirements of jurisdictional remuneration. Figure 5 shows a gaming system 500 constructed in accordance with another embodiment of the pre invention. Unlike the system 500 of Figure 1, in Figure 5, the processor-readable storage medium 120 is directly coupled to the data network 110. In this mode, the distribution computer 105 is coupled directly to the storage means 120 over a convenient communications link established directly with the storage means 120. The distribution computer 105 interacts directly with the storage means 120, but does not interact directly with the machines of games 115a-c. The storage means 120 stores the finite set of results, similar to the modalities described above. In this embodiment, the distribution computer 105 is coupled to populate the storage medium 120 with result sets. In Figure 5, in one embodiment, the finite set of results is accessed on the storage medium 120 on a transaction-by-transaction basis by the various gaming machines 115a-c. That is, each game machine searches for one or more results on a base as required by the game played on that machine. In this manner, each gaming machine 115a-c is coupled to retrieve one or more of the finite set results, as required for the game. In an alternate embodiment, gaming machines 115a-c may search for a group or a subset of results, for example before the game begins. In Figure 5, in one embodiment, the recording unit 210 is coupled to the storage means 120 to maintain a record of the results that is retrieved by the various gaming machines 115a-c and the results are left in the finite set of results, as described here. The recording unit 210 can be located in various locations. In one implementation, the recording unit 210 is placed on the storage medium 120, as described below with respect to Figure 8, and updated on a transactional basis as results are retrieved by the various gaming machines 115a-c. In another implementation, the recording unit 210 is placed on the distribution computer 105 and updated in a similar manner. In Figure 5, in one implementation, a gaming machine such as the machine 115a is coupled to retrieve one or more of the finite set results in the storage means 120, in response to a game request message received in the gaming machine through a convenient interface, as described below. In another implementation, the game machine is coupled to retrieve results from the finite set in the storage means 120, without considering the game request messages received in that game machine. For example, a subset of finite set results can be retrieved by the gaming machine 115a before the game begins. In Figure 6, an alternate modality is contemplated wherein each gaming machine 615a-d operates as an autonomous apparatus or unit. Each gaming machine 615a-d stores its own set of results. In one embodiment, the result set 625a-d stored by the various gaming machines 615a-d are self-contained; that is, the sets do not form subsets of a larger finite set. It is contemplated that, in one embodiment, one of the gaming machines includes a result generating unit 215, which is further described herein, to generate game results for the particular game or games played on the gaming machine 615a and for games that are played on other 615b-d gaming machines. Each game machine is coupled to receive these results and populate storage means coupled with the respective game machines, with those results to define finite sets 625a-d for each gaming machine. Accordingly, the processor of each gaming machine is coupled to retrieve one or more of the finite set results stored in a storage medium in or in communication with the processor in that gaming machine. In Figure 6, in one embodiment, when the finite set of results is consumed in a storage medium of a gaming machine, the result generating unit is coupled to populate the storage medium with a new finite set of results. In one embodiment, a game machine requests the new result set by sending a request message to the result generating unit 215 on the gaming machine 615a. In Figure 6, in another embodiment, an expiration time is established and associated with each set 625a-d. When the expiration time is reached, for example four months, the associated results are eliminated and are no longer available. Those with skill in the art will appreciate that the implementation of these expiration times depends on the regulations of the jurisdiction or jurisdictions where the game systems described herein are practiced. In Figure 6, in one embodiment, sets 625a-d are acquired from the result generating unit 215 in game machine 615a. In this implementation, a compensation monitoring unit 630 monitors the results obtained from the results generating unit 215 and interacts with the results generating unit 215 to ensure that results are balanced so as to maintain a certain percentage of compensation. For example, in one jurisdiction, a 75% payback rule is maintained by the compensation monitoring unit 630. A manufacturer that controls the earnings generator wants to keep 10% of the profits. The casino includes 10,000 games / games results in the gaming machines in a game system, coupled as illustrated in Figure 6. Each game is one dollar to play. In this example, the casino will buy the manufacturer's game results for 10% of the value of $ 10,000 of game results or $ 1000 dollars. The casino will pay 75% of the results or $ 7500 and keep the rest $ 1500 as profit. In another, an implementation of the system 600 of Figure 6, the game machine 615a functions as a kiosk, selling results or sets of game results generated by the result generating unit 215 to other gaming machines. Figure 7 shows a gaming system 700 with autonomous gaming machines 715a and 715b. The gaming machines 715a and 715b are in communication with a distribution computer 105, over a convenient data network such as the network 110 of Figure 1. In this mode, one or both of the gaming machines 715a and 715b communicate directly with the distribution computer 105. In an alternate embodiment, the gaming machines 715a and 715b communicate with the distribution computer 105 through an intermediate computer or other data processing apparatus. In Figure 7, a finite set of results is stored in the storage medium 120 coupled to the distribution computer 105. A range of allowable results, for example the AX results, is defined for the finite set in the storage medium 120 In a modality, a recording unit 210 is coupled to the storage means 120 to maintain a record 730 of the results. Those skilled in the art will appreciate that the recording unit 210 can be located in various locations of the system 700 including within the distribution computer 105 or otherwise, in communication with the storage means 120 as shown in Figure 7. In Figure 7, each gaming machine 715a and 715b includes a respective result generating unit 215a, 215b as shown in Figure 7. The result generating unit 215a is coupled to generate one or more gaming results in the gaming machine. games 715a. The same is true for the result generator 215b in the gaming machine 715b. In one embodiment, unit 215a generates results in response to a game request message received in a player's machine 715a. In Figure 7, in one embodiment, when the result generating units 215a and 215b generate game results for the respective game applications that are played on the machines 715a and 715b, each game machine is coupled to send update messages that cite the game results generated in the recording unit 215. In another embodiment of the system 700 of Figure 7, the generated game results themselves are sent from the gaming machines 715a and 715b to the recording unit 210 directly or through the distribution computer 105, depending on the desired implementation.
In FIGURE 7, the recording unit 210 is coupled to record the received game results in a register 130 that is held by the recording unit 210 and stored in the storage medium 120. In one embodiment, this register 730 includes a list showing the range of allowable results for the game system 700. When an update message is received, indicating that a game result is generated within the range in any of the game machines in the system 700, the recording unit 210 is coupled to update the register 730, to indicate that the particular game result has been consumed, as shown. In one example, as shown in FIGURE 7, the result C indicates that it has been consumed by one of the gaming machines, while the results A, B and D have not been consumed. In an alternate mode, a predetermined number of each result can be consumed and the record keeps a total of the number of each of the consumed results. In one implementation, the register 730 also includes an indication of the location for the result, that is, in which game machine the particular result was consumed. FIGURE 8 shows a storage means 120 constructed in accordance with an embodiment of the present invention. In the storage medium 120 is a finite set of results 805 as described above. FIGURE 9 shows a method 900 for managing the distribution of results in a gaming system, as described with respect to FIGURE 8. The method 900 of FIGURE 9 is applicable to other gaming system modalities described herein. In FIGURES 8 and 9, a set 805 includes the 1-N results, defined in step 905 as shown. In a modality, a predetermined amount of each result is defined, taking into account the amount of prize required to satisfy the desired percentages of retribution. These results are cited in the result register 815. In this embodiment, the storage means 120 further includes the recording unit 210 described above, and a warning unit 820. In another embodiment, the recording or recording unit 210 and the warning unit 820 are located external to storage means 120, for example in distribution computer 105 of FIGURE 7. Those skilled in the art will appreciate that registration unit 210 and warning unit 820 can be implemented using various configurations of tooling and software to achieve the methods described here.
In FIGURES 8 and 9, in step 910, the register unit 210 maintains a result register 815, which in one embodiment is defined to cite the predetermined results of step 905. In addition, in step 910, the registration of results 815 additionally includes a status indicator for each result, for example, "consumed" or "not consumed", indicating that 1-N results have been consumed by the various gaming machines coupled to the data network 110. In one embodiment , a predetermined amount of each result can be consumed and accordingly, the register 815 is further defined to include a number that remains for each result, that is, that both of that result has not yet been consumed. In an alternate mode, the record keeps an account of the number of each result consumed. In one embodiment, this system 700 of FIGURE 7, the gaming machines 715a and 715b coupled to the data network include result generators 215a and 215b for randomly producing results within a permitted range of results as described above. Initially, all predetermined results defined in step 905 are allowed. In step 915 of FIGURE 9, as individual results are generated and consumed by any of the various gaming machines, the gaming machines send notification messages in the data network to the registration unit 210. In step 920, in response to receiving these notification messages, the registration unit 210 updates the set. That is, the register unit 210 updates the result register 815 to show what results have been consumed by the various gaming machines in the network, and the field in the "remaining number" column for each result, as shown in FIG. FIGURE 8. In step 925, provided that none of the results have been consumed, the method repeats steps 915 and 925 as additional notification messages are received. In a modality, as mentioned above, a predetermined amount of each result may be consumed and the record keeps an account of the number of each remaining result or alternatively consumed. In step 925 of FIGURE 9, when a result is completely consumed, that is, that the predetermined amount of this result has been reached, a warning condition is activated, in step 930. In response to this warning condition in In step 935, the warning unit 820 sends a warning message to the gaming machines in the data network. This warning message indicates that the particular winning or losing result has been completely consumed and is no longer available. In response to receiving this warning message, the game machine (s) will no longer provide the particular winning or losing outcome to play the game, even if it is generated by the result generating units located on those machines until more instruction is received from the machines. the warning unit 820. In a method, performed in accordance with the system 200 shown in FIGURE 2, the distribution game machine 205 generates a plurality of results to define a set. The assembly is stored in the storage medium 120. The distribution game machine 205 then broadcasts an "available set" message to the gaming machines 135a-c in the data network 110 that the machine 205 has the set available for use . In response to receiving the aggregate message available, the distribution gaming machines may request individual results from the finite set for consumption or in another mode, you may request a subset of the finite set of results as a subset 125a of results for local storage in the 115a gaming machine in a convenient storage medium.
FIGURE 10 shows a method 1000 of a directory service for establishing and maintaining a record of results in a game system, performed in accordance with an embodiment of the present invention. The method 1000 applies to the various modalities of the game system described herein. In some embodiments, the method 1000 is often performed by the recording unit 210 which may be located in the directory service unit 402 in various gaming machines, or as a standalone apparatus as described above. In FIGURE 10, processing begins at step 1005 where the game results are generated by any of a variety of techniques as described herein or otherwise known? by those with skill in the art. In step 1010, a set or sets including sub-con untos, of those results are defined as described herein. In step 1015, the record for tracking the results receives data describing the results, for example in the form of a list. Examples of this register include register 410, described above with reference to FIGURE 4 and register 730, described above with reference to FIGURE 7. In FIGURE 10, in step 1020, the processing continues with the identification of locations for the various results, sub-sets and sets of the results in the gaming machines or the various storage means in the particular gaming system, as shown in registers 410 and 730. As described here, the results and sets of Results can be placed on various devices and can be retrieved and exchanged as described for the particular implementation. Using the register, the register unit 210 tracks the locations of these results as they move from location to location. In one example, when the results are initially generated by the result generating unit 15 and stored in an appropriate storage medium, this storage means is identified as the initial location for the various results. Then, as the results are grouped into sets and passed to different storage media or various gaming machines, the list is updated accordingly to reflect the new location. In FIGURE 10, in step 1025, the identified locations of the results and sets are listed in the register, for example as shown in register 410 of FIGURE 4 and register 730 of FIGURE 7. In the Step 1030, the status of the various results is identified in the record. This state, in one modality, indicates whether the particular result or set of results has been consumed or not, as shown in register 815 of FIGURE 8. In one example, when the results are generated and listed in the list initially in the registration, at step 1015, before being distributed or otherwise made available for use by the gaming machines, the initial state of all the results is "not consumed". In step 1035, the status of the various results and sets is recorded, for example as shown in 730 of FIGURE 7. In "FIGURE 10, in step 1040, when the results begin to change locations and are used, the update messages are sent from the various apparatuses to the registration unit 210 indicating the change of information, for example the new location or change in status for the particular result or set of results. Updates may take various forms in accordance with embodiments of the present invention In one embodiment, the update message lists the particular result, an indication of the particular field to be updated, this location or status and the new information for that field, by example, a different gaming machine in which the result resides., the result itself is passed to the registration unit 210 or another unit or apparatus where the registration unit 210 is placed before being transferred to the new location. In this way, the register unit 210 updates the record by intercepting the result itself. In another embodiment, when the result is consumed, the gaming machine or other apparatus in which the result is consumed sends an appropriate update message to the registration unit 210, indicating that the status information must be updated for that result to that shows "consumed." In FIGURE 10, in step 1045, the record is updated to reflect the new location or other new status information of the results in response to receiving the update message from step 1040. FIGURE 11 shows a method 1100 for administering the distribution of results in a game system, performed in accordance with an embodiment of the present invention. The method 1100 applies to the various embodiments of the game system described herein and illustrated in the FIGURES. In some embodiments, the method 1100 is performed by the distribution computer 105 of FIGURES 1, 2, 5 and 7. In other embodiments, the method 1100 is performed by a distribution unit 220 coupled to the data network 110, by example in the systems shown in FIGURES 3, 4 and 6. Those skilled in the art will appreciate that this distribution unit 220 performing method 1110, can be coupled to data network 110 as a stand-alone device or in another mode, located within one of the gaming machines coupled to the data network 110. In FIGURE 11, the method begins at step 1105 by defining thresholds for unconsumed results. Thresholds are defined for one or more of the gaming machines in the system. In one embodiment, a threshold represents a minimum number of non-consumed results for a particular gaming machine at any given time. In another embodiment, a threshold is defined to represent a maximum number of non-consumed results for a given gaming machine. In this way, the thresholds can be used to ensure that the proper load balance is performed over a period of time. For example, certain game machines in the system can be used more strongly than others, for various reasons. Defining thresholds of non-consumed results for these gaming machines ensures that the results are provided in those gaming machines to meet the demand to practice the game. For the same reason, less frequently used gaming machines do not require having the unnecessarily large set of unconsumed results. The threshold may be different from one gaming machine to the next and may be adjusted depending on the use of the particular gaming machine. In one example, a threshold for a particular gaming machine in the network is defined as a constant C by the average games per day, per hour, minute, etc. that are played on that machine. In this way, for example a gaming machine in a popular location that is played twice as much as a machine in a less popular location, may have thresholds twice as high as the machine in the less popular location. In FIGURE 11, in step 1110, the method continues with the determination of when a number of unconsumed results distributed to one of the gaming machines is less than the minimum number of results or more than the maximum number of results that is define by the threshold for that gaming machine. For example, a gaming machine known to be widely used has a threshold defined in step 1105 of a minimum number of 100 results to be distributed to that gaming machine. In step 110, it is determined whether this minimum has been reached. In another machine, for which a maximum number of results is defined by the threshold, step 1110 involves determining whether the number of actual distributed results to that gaming machine is greater than the defined threshold. In FIGURE 11, in step 1120, when the threshold has been exceeded in either a minimum or maximum context, as described above, a result request message is sent. The result request message indicates that a transfer of results is required. In one example, when a gaming machine in which there are fewer results than the minimum number defined by the threshold, the result request message requests that more results be delivered to that gaming machine. The result request message may be sent to the distribution computer 105 or other gaming machines coupled to the network, requesting that the computer or gaming machines send one or more results to the requesting gaming machine. In another example, for a gaming machine in which there are more results than the predefined threshold threshold for this gaming machine, the request message requests the transfer of results for this gaming machine to other gaming machines or the gaming machine. distribution of the system. In FIGURE 11, in step 1125, in response to receiving the result request message, the results are redistributed as required. For example, when the results are required by the gaming machine that sends the request message, one or more of the other gaming machines in the network 110 or distribution computer sends results to the requesting gaming machine. 0, alternatively, when there are more results in the gaming machine than the maximum of the predefined threshold, other gaming machines or distribution computer are identified with the requesting gaming machine as available to receive results. The requesting gaming machine then sends the results to those gaming machines or distribution computer. In FIGURE 11, the method 1100 of managing the distribution of results uses the information maintained in the register of the record unit 210 to easily track the location and status of the various results defined in the system. As the record is updated, determination step 1110 of FIGURE 11 can be made to identify an appropriate time for redistribution of those results. The register unit 210 provides several benefits for the game systems and methods described herein. By keeping records such as the register 410 shown in FIGURE 4 and the register 730 shown in FIGURE 7, the registration unit allows the exchange of results between the game machines in the system. For example, not only a gaming machine can have easy access to its own set or sub-set of results, but it can also request results from a distribution computer, such as the distribution computer 105 in FIGURE 1, or another machine. of games on the net, in any of the various game systems described here. As the results move from location to location, the registration line updates the record using the techniques described here. In another embodiment, when the distributed results are left in a gaming machine and are not consumed for a predetermined period of time, or when a maximum number of results are provided to the gaming machine, those results are transferred back to the gaming machine. Distribution or distribution game machine using the techniques described above. That is, the results are sent back to the distribution computer instead of being transferred directly to other gaming machines. The gaming machine sends a report message back to the distribution computer indicating the particular results that have not been consumed, for example 3 instances of the winning result X, 4 instances of the losing result Y, etc. The records are updated in accordance with the status of those results and the new location on the distribution computer or distribution gaming machine as explained above. The accounting data is updated, for example, accrediting the establishment or the gaming machine. In some embodiments, the distribution computer then re-distributes the results to other gaming machines in the network. In inter-equal systems, preferably each gaming machine is responsible for its own results. For example, in one implementation, a first gaming machine in the system sends a message to accounting, which received 1000 results and is responsible for $ 100 of revenue. When a second gaming machine runs out of results, the second gaming machine sends a request for results. In response to the request message of the second game machine, the first game machine determines that its threshold has been exceeded and therefore has results to distribute. The first gaming machine sends a response message to the second gaming machine, indicating that the first gaming machine can provide 200 of its 1000 outcomes. The first gaming machine sends the 200 results to the second gaming machine by adjusting the respective sets on those machines. The second gaming machine then adjusts its accounting gauges that the second gaming machine is responsible for 200 additional results, that is, $ 20 of results. The first gaming machine adjusts its accounting gauges to indicate that the first gaming machine is responsible for $ 20 less than its results. By implementing methods and systems in accordance with the present invention, in some embodiments, gauges are provided in the individual gaming machines in the gaming machine network. Preference meters are implemented in physical equipment and / or combinations of software and hardware. The meters track, for example, the amount of money received, number of coins received, number of games played, number of coins played, number of games won, number of coins won, amount of money won, total game percentage, number of open doors, number of critical inclinations issued, number of tickets accepted, etc. These meters can be accessed remotely often through a casino slot accounting system ("SAS"), or directly on the gaming machine, and verified to ensure that they have been reached. the percentages of retribution desired. In general, players can use the methods and game systems described herein when acquiring sessions or games through the various game machines of the game system. Players can acquire one or more results, subsets of results and result sets as desired and allowed by the particular game system. Each player can acquire results of the or sets, for example when starting the games. In some embodiments, gaming machines incorporate feeding devices that are operated by players to request, often purchasing, results stored in any of the various locations described above. Players can continue with games on machines by acquiring results through the gaming machines. In general, gaming machines provide player interfaces to the various game systems described herein. Each game machine describes and processes the player's power including requests for play by the players. A gaming machine constructed in accordance with embodiments of the present invention monitors the progress of the player's game including winnings. The gaming machine includes devices described below, configured to receive and store a player's bets. The game machine is coupled to detect when a game requested by a player involves receiving a winning result. The gaming machine in general incorporates a display to show the amount of winning results. In general, software is implemented through the game system to provide the result sets and coordinate the methods described here and other processing steps so that the game system is operable., as will be understood by those with skill in the specialty. A convenient apparatus is provided for generating the results in a format suitable for the games provided to the players in the gaming machines. In some modalities, the results that are provided in the sets and subsets include a predetermined amount of winning results. In an implementation, this predetermined number is established in the generation of the results. In some embodiments, software is provided on the gaming machines to indicate to a player the number of winning results acquired so far by the player. Some games of the present invention may be implemented, in part, in a game device such as the game machines described herein in accordance with game data received from a game server such as distribution computers, distribution machines and units. of distribution described here.
The game device can receive this game data through the data network 110, such as a dedicated data network and / or a public data network such as Internet . An example of a gaming system, also referred to herein as a gaming network, which can be used to implement methods performed in accordance with the embodiments of the invention, is illustrated in FIG.
FIGURE 12. The establishment of games 1201 can be any kind of game establishment such as a casino, gambling hall, an airport, a store, etc. In this example, the gaming network 1277 includes more than one gaming establishment, all of which are networked to gaming server 1222. Here, gaming machine 1202 and the other gaming machines 1230, 1232, 1234 and 1236, they include a main cabinet 1206 and an upper case 1204. The main case 1206 houses the main game elements and can also accommodate peripheral systems, such as those using dedicated gaming networks. The upper case 1204 can also be used to house these peripheral systems. The master game controller 1208 controls the game on the gaming machine 1202 according to instructions and / or game data of the game server 1222 and receives or sends data to various input / output devices 1211 on the gaming machine 1202. In the embodiment, the master game controller 1208 includes a processor and an independent game logic module. The master game controller 1208 may also communicate with a display 1210. A particular game entity may wish to provide networked game services that provide some operational advantage. In this way, dedicated networks can connect to gaming machines with host servers that track the performance of gaming machines under the control of the entity, such as for accounting administration, electronic funds transfer (EFTs = electronic fund transfers). ), cashless tickets, such as EZPayMR, marketing management, and data tracking, such as player tracking. Therefore, the master game controller 1208 can also communicate with the EFT system 1212, the EZPayMR system 1216 (a cashless ticketing system owned by the present invention) and the player tracking system 1220. The systems of the machine of games 1202 communicate the data in the network 1222 via a communication board 1218. It will be appreciated by those skilled in the art that the present invention can be implemented in a network with more or fewer elements than those illustrated in FIGURE 12. For example , the player tracking system 1220 is not a necessary feature of the present invention. However, player tracking programs can help sustain a player's interest in an additional game during a visit to a gaming establishment and can entice a player to visit a gaming establishment and participate in various gaming activities. . Player tracking programs provide rewards to players that typically correspond to the level of player sponsorship (for example, the player's game frequency and / or the total number of games in a given casino). Rewards to player tracking can be free meals, free accommodation and / or free entertainment.
Furthermore, the DCU 1224 and the 1225 translator are not required for all 1201 establishments. However, due to the sensitive nature of much of the information in a gaming network (e.g. electronic funds transfer and tracking data) player), the manufacturer of a host system usually employs a particular network language that has proprietary protocols. For example, 10 to 20 different companies produce host systems for player tracking, where each host system can use different protocols. These property protocols are usually considered highly confidential and are not publicly disclosed. further, in the gaming industry, gaming machines are produced by very different manufacturers. The communication protocols in the gaming machine typically have wiring in the gaming machine and each gaming machine manufacturer can use a different proprietary communication protocol. A game machine manufacturer can also produce host systems, in which case its gaming machine is compatible with its own host systems. However, in a heterogeneous gaming environment, gaming machines from different manufacturers, each with its own communication protocol, can connect to the host system of other manufacturers, each with another communications protocol. Therefore, aspects of communication compatibility with respect to protocols used by gaming machines in the system and protocols used by host systems should be considered. A network device that links to a gaming establishment with another gaming establishment and / or central system will sometimes be referred to here as a "site controller". Here, site controller 1242 provides this function for game establishment 1201. Site controller 1242 is connected to a central system and / or other gaming establishments by one or more networks, which may be public or private networks. Among other things, site controller 1242 communicates with game server 1222, to obtain game data, such as ball drop data, bingo card data, etc. In the present illustration, the gaming machines 1202, 1230, 1232, 1234 and 12736 are connected to a dedicated gaming network 1222. In general, the DCU 1224 functions as an intermediary between the different gaming machines in the network 1222 and the gaming machine 1222. site controller 1242. In general, the DCU 1224 receives data transmitted from the gaming machines and sends the data to the site controller 1242 in a transmission path 1226. In some instances, when the physical equipment interface used by the host machine games are not compatible with site controller 1242, a translator 1225 can be used to convert serial data from DCU 1224 to a format accepted by site controller 1242. The translator can provide this conversion service to a plurality of DCUs. In addition, in some dedicated gaming networks, the DCU 1224 can receive data transmitted from the site controller 1242, for communication to the gaming machines in the gaming network. The received data can for example communicate synchronously with the gaming machines in the gaming network. Here, CVT 1252 provides cashless gaming services and cash out games to gaming machines in game establishment 1201. Broadly speaking, CVT 1252 authorizes and validates gaming machine tools without cash (also referred to here as "tickets"). or "vouchers"), including but not limited to tickets to cause a gaming machine to display a game score and tickets to change for cash. Furthermore, CVT 1252 authorizes the exchange of tickets for exchange for cash. These processes will be described below in detail. In one example, when a player attempts to cash a ticket to exchange money for cash at the kiosk for cash exchange 1244, the kiosk for cash exchange 1244 reads the validation data from the cash change ticket and transmits the validation data to CVT 1252 for validation. Tickets can be printed for gaming machines by the cash exchange kiosk 1244, by a stand-alone printer, by CVT 1252, etc. Some gaming establishments will not have a cash exchange kiosk 1244. Conversely, a cash exchange ticket can be made effective through a cashier (for example from a grocery store) by a gaming machine or by a specially configured CVT . Going to FIGURE 13, further details of the gaming machine 1202 are described, the machine 1202 includes a main enclosure 1304, which generally encloses the interior of the machine (not shown) and is visible to the users. The machine cabinet 1304 a main door 1308 facing the machine, which opens to provide access to the interior of the machine. Connected to the main door are buttons or switches for powering by the player 1332, a coin acceptor 1328, a bill validator 1330, a coin tray 1338 and a bottom glass 1340.
Visible through the front door is a monitor for 1334 video display and a 1336 information panel. The 1334 display monitor will typically be a cathode ray tube, a high resolution flat panel LCD, or other video controlled monitor electronically, conventional. The information panel 1336 may be a screen-printed glass panel, illuminated from the rear, with text indicating general game information, including for example the number of coins in play. The bill validator 1330, the player power switches 1332, video display monitor 1334 and the information panel are devices used to play a game on the gaming machine 1202. The devices are controlled by circuits housed inside the cabinet main 1304 of the machine 1202. The gaming machine 1202 includes an upper case 1306 placed in the upper part of the cabinet 1304. The upper case 1306 houses a number of devices, which can be used to add features to a game in the gaming machine 1202, including speakers 1310, 1312, 1314, a ticket printer 1318, which can print tickets with 1320 bar codes used as cashless instruments. The player tracking unit mounted within upper case 1306 includes a keypad 1322 for feeding player tracking information, a fluorescent display 1316 for displaying player tracking information, a 1324 card reader, for providing a card with tape or magnetic tapes containing information for player tracking, a microphone 1343 for feeding voice data, a speaker 1342, for projecting sounds and a lighting panel 1344, for displaying various lighting patterns used to convey game information. In other embodiments, the player tracking unit and the associated player tracking interface devices such as 1316, 1322, 1324, 1342, 1343, and 1344 can be mounted within the main machine cabinet 1304 on the machine of games or on the side of the main cabinet of the gaming machine. It is to be understood that the gaming machine 1202 is no more than an example of a wide range of gaming machine designs in which the present invention can be implemented. For example, not all convenient gaming machines have superior boxes or player tracking features. In addition, some gaming machines have 2 or more gaming-mechanical and / or video exhibitors. Some game machines are designed for bar counters and have displays that face upwards. Furthermore, some machines can be designed totally for non-cash systems. These machines can not include features such as bill validators, coin acceptors and coin trays. On the contrary they can have only ticket readers, card readers and ticket dispensers. Those skilled in the art will understand that the present can be displayed on most of the gaming machines now available or that are developed next. Furthermore, some aspects of the invention can be implemented in devices that lack some of the features of the gaming machines described herein, for example work station, desktop computer, portable computing device such as a personal digital assistant or portable device. similar, a cell phone, etc. The patent application of the U.S.A. Serial No. 09 / 967,326, filed on September 28, 2001 and entitled "Wireless Game Player," (file of Agent No. IGT1P043US) is here incorporated by reference. Returning to the example of FIGURE 13, when a user wishes to play on the gaming machine 1202, he inserts cash through coin acceptor 1328 or bill validator 1330. In addition, the player can use an instrument without cash of some kind to register credits in the gaming machine 1202. For example, the bill validator 1330 can accept a voucher or voucher of the printed ticket, including 1320, as a credit indicia. As another example, the card reader 1324 can accept a debit card or smart card containing cash or credit information that can be used to register credits in the gaming machine. During the course of a game, a player may be required to make a number of decisions. For example, a player may vary his bet in a particular game, select a game for a particular prize or make game decisions regarding game criteria that affect the outcome of a particular game (for example, with which cards he stays). The player can make these selections using the power switches by the player 1332, the video display screen 1334 or use some other hardware and / or software that allows a player to feed information into the game machine (eg a was inferred from the graphic user (GUI = graphical user interface) presented in the display 1316).
During certain functions and events of the game, the gaming machine may exhibit visual and auditory effects that may be perceived by the player. These effects contribute to the excitement of a game, which makes a player more likely to continue playing. Hearing effects include various sounds that are projected by the horns 1310, 1312, 1314. Visual effects include flash lamps, strobe lights or other patterns that are displayed from lamps of the gaming machine 1202, from lamps after the lower glass 1340 or the light panel in player tracking unit 1344. After the player has completed a game, the player can receive game tokens from coin tray 1338 or ticket 1320 from printer 1318, which can be used for more games or to make a prize effective. In addition, the player may receive a ticket 1320 for food, merchandise or games from the printer 1318. The ticket type 1320 may relate to past games recorded by the player tracking software, within the gaming machine 1202. In some modalities, these tickets can be used by a player to obtain game services.
IGT gaming machines are implemented with special features and / or additional circuits that differentiate them from general-purpose computers (eg desktop PCs and laptops) .Game machines are highly regulated to ensure fairness and in many cases In some cases, gaming machines are operated to provide multi-million dollar monetary prizes, therefore, to satisfy security and regulatory requirements in a gaming environment, hardware and software architectures can be implemented in gaming machines. which differ significantly from those of general purpose computers A description of game machines with respect to general purpose computing machines and some examples of the additional (or different) components and features found in the gaming machines are described below. first sight, you can think that adapting PC technologies to the gaming industry would be a simple proposition because both PCs and gaming machines employ microprocessors that control a variety of devices. However, due to reasons such as 1) the regulatory requirements that are imposed on the gaming machines, 2) the arduous environment in which the gaming machines operate, 3) security requirements and 4) fault tolerance requirement, Adapting PC technologies to a gaming machine can be quite difficult. In addition, techniques and methods to solve a problem in the PC industry, such as compatibility aspects and device connectivity, may not be suitable in the game environment. For example, a failure or weakness tolerated in a PC, such as software security gaps or frequent system crashes, can not be tolerated in a gaming machine because in a gaming machine, these failures can lead to a direct loss of game machine funds, such as stolen cash or loss of revenue, when the gaming machine is not operated properly For purposes of illustration, a few differences between PC systems and gaming systems will be described. A first difference between common gaming machines and PC-based computer systems is that gaming machines are designed to be state-based systems.In a state-based system, the system stores and maintains its current state in a non-volatile memory, such that, in the event of a power failure or other failure, the game machine will return to its current state when the power is restored. a player is shown a prize for a game of chance, and before the prize can be given to the player the energy fails, the game machine when restoring the energy, will return to the state where the prize is indicated. But as anyone who has used a PC knows, PCs are not state machines and a majority of data is usually lost when a failure occurs. This requirement affects the design of software and hardware in a gaming machine. A second important difference between game machines and common PC-based computer systems are for regulation purposes, the software in the gaming machine used to generate the game of chance and operate the gaming machine has been designed to be static and monolithic to avoid fraud by the operator of the gaming machine. For example, a solution that has been used in the gaming industry to prevent fraud and satisfy regulatory requirements has been to manufacture a gaming machine that can use a proprietary processor that runs instructions to generate the game of chance from an EPROM or another form of non-volatile memory. The decoding instructions in the EPROM are static (without change) and must be approved by game regulators in a particular jurisdiction and installed in the presence of a person representing the game's jurisdiction. Any changes to any part of the software required to generate the game of chance, such as adding a new device driver used by the master game controller to operate a device during gambling generation, may require burning a new EPROM , approved by the gaming jurisdiction and reinstalled in the gaming machine in the presence of a game controller. Regardless of whether the EPROM solution is used, to achieve the approval of most gaming jurisdictions, a gaming machine must demonstrate sufficient safeguards to prevent the operator of a gaming machine from tampering with the hardware and software in a certain way. that gives him an unfair and in some cases illegal advantage. The code validation requirements in the gaming industry affect both physical equipment designs and software in gaming machines. A third important difference between common gaming machines and computer systems is the number and types of peripheral devices used in a gaming machine that is not as large as in PC-based computer systems. Traditionally, in the gaming industry, gaming machines have been relatively simple, in the sense that the number of peripheral devices and the number of functions of the gaming machine has been limited. Also, in operation, the functionality of gaming machines is relatively constant once the gaming machine is deployed, ie, infrequently new peripheral devices and new gaming software are added to the gaming machine. This differs from a PC where users will go to buy different combinations of devices and software from different manufacturers and connect them to a PC to adjust to their needs depending on a desired application. Therefore, the types of devices connected to a PC can vary greatly from user to user, depending on their individual requirements and can vary significantly over time. Although the variety of devices available for a PC may be greater than in a gaming machine, gaming machines still have unique device requirements that differ from a PC, such as device security requirements that are usually not addressed by PCs. For example, monetary devices such as coin dispensers, ticket validators and ticket printers and computing devices that are used to regulate the entry and exit of cash to a gaming machine have security requirements that are typically not addressed in the PCs. Therefore, many PC techniques and methods developed to facilitate device connectivity and device compatibility, do not address the safety emphasis of the gaming industry. To solve some of the aspects described above, a number of hardware components, software components and architectures are used in gaming machines that are typically not found in general purpose computing devices, such as PCs. These components and hardware / software architectures, as described below in more detail, include but are not limited to watchful synchronizers, voltage monitoring systems, state-based software architecture and physical support equipment, specialized communication interfaces, security monitoring and trust memory. A watchdog synchronizer is usually used in IGT gaming machines to provide a mechanism for software failure detection. In u? Normal operation system, the operation software has regular access to control registers in the watchdog synchronizer subsystem to "re-activate" the watchdog. In the event that the operation software fails to have access to the control registers within a predetermined time frame, the watchdog synchronizer will interrupt and generate a system restart. Typical watchdog synchronizing circuits contain an interrupt counter register for loading, in order to allow the operating system to adjust the interruption interval within a certain time interval. A distinguishing characteristic of some preferred circuits is that the operation software can not completely disable the function of the watchdog synchronizer. In other words, the watchdog synchronizer always works from the moment the power is applied to the card. Computer platforms for IGT games, preferably using several power supply voltages to operate portions of computer circuits. These can be generated in a central power supply or locally on the computer card. If any of these voltages fall outside the tolerance limits of the circuits it energizes, a non-predictable operation of the computer may result. Although most of the most modern general purpose computers include circuits for voltage monitoring, these types of circuit only report voltage status to the operating software. Out-of-tolerance voltages can cause software failure, creating a potential uncontrolled condition in the game computer. The gaming machine of the present assignee typically has energy supplies with more closed voltage ranges than those required by the operating circuits. In addition, the circuits for voltage supervision implemented in IGT game computers typically have two control thresholds. The first threshold generates a software event that can be detected by the operating software and generate an error condition. This threshold is triggered when a voltage for power supply falls outside the tolerance range of the power supply, but is still within the operating range of the circuits. The second threshold is adjusted when a voltage for power supply falls outside the operating tolerance of the circuits. In this case, the circuits generate a restart stopping the operation of the computer.
The standard method of operation for gaming software for IGT slot machines is to use a state machine. Each game function (bet, game, result, etc.) is defined as a state. When a game moves from one state to another, critical data regarding the game software is stored in a custom non-volatile memory subsystem. In addition, game history information regarding previous games played, the amounts wagered and so on, must also be stored in a non-volatile memory device. This feature allows the game to recover the operation to the current state of play in the event of a failure, loss of energy, etc. This is critical to ensure that the credits and the player's bet are retained. Typically, battery-backed RAM devices are used to preserve this critical data. These memory devices are not used in typical general-purpose computers. IGT game computers usually contain additional interfaces including serial interfaces, to connect specific internal and external subsystems to the slot machine. As noted above, some preferred embodiments of the present invention include parallel, digital interfaces for high-speed data transfer. However, even serial devices may have electrical interface requirements that differ from the "standard" EIA RS232 serial interfaces that are provided for general-purpose computers. These interfaces can include EIA RS485, EIA RS422 interfaces, optical fiber serial, optically coupled serial, serial loop-type serial interfaces, etc. In addition, to preserve the serial interfaces internally in the slot machine, serial devices can be connected in a shared garland form, where multiple peripheral devices are connected to a single serial channel. IGT gaming machines can be alternately treated as peripheral devices to a casino communication controller and connected in a shared wreath form to a single serial interface. In both cases, the peripheral devices of preference are assigned device addresses. If so, serial driver circuits must implement a method to generate or detect unique device addresses. Serial ports of computers for general purposes are not capable of doing this.
Circuits for security monitoring detect intrusion in an IGT gaming machine by monitoring security switches connected to access doors in the slot machine cabinet. Preferably, access violations result in game suspension and may activate additional security operations to preserve the current state of the game. These circuits also work when the power is interrupted by the use of a battery backup. In operation without power, these circuits continue to monitor the access doors of the slot machine. When the power is restored, the gaming machine can determine if a security breach occurred while the power was off, for example by software to read status records. This can trigger entries for event log and additional operations for data authentication by the slot machine software. Trusted memory devices are preferably included in an IGT gaming machine to ensure the authenticity of software that can be stored in less secure memory subsystems, such as mass storage devices. Trusted memory devices and control circuits are typically designed to not allow modifications to the code and data stored in the memory device while the memory device is installed in the slot machine. The code and data stored on these devices can include authentication algorithms, random number generators, authentication keys, kernels of operating systems, etc. The purpose of these trusted memory devices is to provide gaming regulatory authorities, a trusted authority at the root within the computing environment of the slot machine that can be tracked and verified as original. This can be achieved by removing the trusted memory device from the slot machine computer and verifying the contents of the trusted memory device in a separate third party verification device. Once the trusted memory device is verified as authentic and based on the approval of the verification algorithms contained in the trusted device, the gaming machine is allowed to verify the authenticity of additional codes and data that can be located in Game computer assembly such as codes and data stored on hard drives.
Mass storage devices used in general-purpose computers typically allow codes and data to be read from and written to the mass storage device. In a gaming machine environment, the modification of the game code stored in a mass storage device is strictly controlled and will only be allowed under specific maintenance-type events with required electronic and physical triggers. Although this level of security can be provided by software, IGT gaming computers that include mass storage devices, preferably include hardware-level mass storage data protection circuits that operate at the circuit level to monitor attempts to modify data. in the mass storage device and will generate both software error triggers and physical equipment in case a data modification is attempted, without the electronic and physical activators themselves being present. Game machines used for class III games, generally include software and / or hardware to generate random numbers. However, gaming machines used for class II games may or may not have the RNG capabilities. In some machines used for class II games, the RNG capacity may be disabled. FIGURE 14 illustrates an example of a network device that can be configured as a distribution computer, distribution machine, distribution unit or other game server, to implement some methods of the present invention. The network device 1460 includes a master central processing unit = CPU (CPU = central processing unit) 1462, interfaces 1468 and a bus 1467 (for example a PCI bus). In general, interfaces 1468 include gates 1469 suitable for communication with the appropriate means. In some embodiments, one or more of the interfaces 1468 include at least one independent processor and in some cases, volatile RAM. The independent processors can be for example ASICs or any other appropriate processors. According to some embodiments, these independent processors perform at least some of the functions of the logic described herein. In some embodiments, one or more of the 1468 interfaces control intense communication tasks such as middle control and administration. By providing separate processors for intense communications tasks, interfaces 1468 allow the master microprocessor 1462 to efficiently perform other functions such as route calculations, network diagnostics, security functions, etc. Interfaces 1468 are typically provided as interface cards (sometimes referred to as "line cards"). In general, the interfaces 1468 control the sending and receiving of data packets in the network and sometimes support other peripherals used with the network device 1460. Among the interfaces that can be provided are FC interfaces, Ethernet interfaces, retransmission interfaces raster, cable interfaces, DSL interfaces, ring network interfaces and the like. In addition, various very high-speed interfaces can be provided, such as fast Ethernet interfaces, gigabit Ethernet interfaces, ATM interfaces, POS interfaces, FDDI interfaces, ASI interfaces, DHEI interfaces and the like. When acting under the control of appropriate software or microcode, in some implementations of the invention, the UPC 1462 may be responsible for implementing specific functions associated with the functions of a desired network device. According to some modalities, the UPC 1462 achieves all these functions under the control of software including an operating system and any appropriate application software. The UPC 1462 may include one or more processors 1463 such as a processor of the Motorola family of microprocessors or the MIPS family of microprocessors. In an alternate mode, the processor 1463 is physical equipment specially designed to control the operations of the network device 1460. In a specific embodiment, a memory 1461 (such as a non-volatile RAM and / or ROM) is also part of the UPC 1462. However, there are very different ways in which memory can be coupled to the system. The memory block 1461 can be used for a variety of purposes such as for example temporary storage and / or storing data, programming instructions, etc. Regardless of the configuration of the network devices, they may employ one or more memory or memory modules (such as for example memory block 1465) configured to store data, program instructions for general-purpose network operations and / or other information regarding the functionality of the techniques described here. The program instructions can control the operation of an operating system and / or one or more applications, for example.
Because this information and program instructions can be used to implement the systems / methods described herein, the present invention relates to machine-readable media that includes program instructions, status information, etc., to perform various operations described herein. Examples of machine-readable media include, but are not limited to, magnetic media, such as hard drives, floppy disks, and magnetic tape; optical media such as CD-ROM discs; magneto-optical means; and physical equipment devices that are specially configured to store and perform program instructions, such as read-only memory (ROM) devices and random access memory (RAM). The invention can also be incorporated into a carrier wave traveling in an appropriate medium such as airwaves, optical lines, power lines, etc. Examples of program instructions include both machine code, such as that produced by a compiler, and files that contain higher level code, which can be executed by the computer using an interpreter. Although the system shown in FIGURE 14 illustrates a specific network device of the present invention, it is by no means the only network device architecture in which the present invention can be implemented. For example, an architecture that has a single processor that handles communications as well as directs calculations, etc., is often used. In addition, other types of interfaces and means may also be employed by the network device. The communication path between interfaces can be based on bus (as shown in FIGURE 14) or based on switching fabric (such as crossbar). The devices and materials described above will be familiar to those with skill in the techniques of physical equipment and computer software. Although many of the components and processes are described above in the singular for convenience, it will be appreciated by a person skilled in the art that multiple components and repeated processes may also be employed to practice the techniques of the present invention. Although the above invention has been described in some detail for purposes of clarity and understanding, it will be apparent that certain changes and modifications may be practiced within the scope of the appended claims.

Claims (26)

  1. CLAIMS 1. A gaming system comprising a plurality of gaming machines coupled to a data network, the plurality of gaming machines includes a gaming distribution machine, which has a finite set of results stored in a storage medium with access by the distribution gaming machine, the distribution gaming machine is coupled to distribute gaming results from the finite set of results on the data network, and a plurality of gaming receiver machines, each coupled to receive one or more than the results distributed in the data network, the machines of distribution and reception games operate so that the results are consumed by the game. The gaming system according to claim 1, further characterized in that it comprises a register unit coupled to maintain a record of the distributed results to the gaming machines and the results that remain in the finite set. 3. The gaming system according to claim 1, characterized in that the distributed results received in one of the gaming machines define a subset of the finite set of results. 4. The game system according to claim 1, characterized in that each result includes an indication of a winning or losing game result. 5. The gaming system according to claim 1, characterized in that each result includes a prize amount. 6. A gaming system comprising a plurality of gaming machines coupled to a data network, a finite set of results distributed between gaming machines and stored in storage media accessed by gaming machines, one of the machines of games is coupled to receive one or more of the distributed results from another of the gaming machines in the data network and send one or more of the results distributed to the other gaming machines in the data network, and which are operated to consume the results distributed by the game. The game system according to claim 6, further characterized in that it comprises a registration unit coupled to maintain a record of the results distributed to the gaming machines and the results that remain in the finite set. The gaming system according to claim 6, characterized in that each storage medium is in communication with a respective one of the gaming machines. The game system according to claim 8, characterized in that each storage means stores one or more of the distributed results as a subset of results. The game system according to claim 6, characterized in that each result includes an indication of a winning or losing game result. The gaming system according to claim 6, characterized in that each subset contains a unique subset of results. The gaming system according to claim 6, characterized in that at least a portion of the results are stored redundantly in one of the storage means. The game system according to claim 6, characterized in that the results in each subset are predefined as winning or losing game results. 14. a gaming system, characterized in that it comprises: a processor-readable storage medium coupled to a data network, the storage means stores a finite set of results; a plurality of gaming machines coupled to the data network, each gaming machine is coupled to access and retrieve one or more of the results of the finite set in the data network, the gaming machines operate so that the game consumes the results 15. The gaming system according to claim 14, characterized in that it also comprises a register or recording unit coupled to maintain a record of the results obtained by the gaming machines and the results that remain in the finite set. 16. The gaming system according to claim 14, characterized in that it also comprises a distribution computer coupled to the data network to populate the storage medium with the finite set of results. The game system according to claim 14, characterized in that the game machine is coupled to retrieve the one or more results from the finite set in response to a game request message that is received in the game machine. The game system according to claim 14, characterized in that the game machine is coupled to retrieve the one or more results from the finite set, independently of the game request message received in the game machine. 19. A gaming system comprising a plurality of gaming machines coupled to a data network, the plurality of gaming machines includes a gaming machine having an output generating unit coupled to generate a plurality of sets of results stored in the storage medium accessed by the distribution gaming machine, the distribution gaming machine is coupled to distribute the gaming result sets in the data network and a plurality of gaming receiver machines each coupled to receive one or more of the sets distributed in the data network, the machines of distribution and reception games operate so that the game consumes the results of the distributed sets. 20. The gaming system according to claim 19, characterized in that each result includes a retribution amount. 21. The gaming system according to claim 20, characterized in that the distribution gaming machine includes a payout supervision unit coupled to monitor the amount of compensation for the distributed sets of results. 22. The gaming system according to claim 19, characterized in that each result includes an indication of a winning or losing game result. 23. A gaming system, characterized in that it comprises: a registration unit coupled to a data network, the registration unit is coupled to record results that are consumed from a finite set of results stored in a processor-readable storage medium.; a plurality of game machines coupled to the data network, at least one of the game machines has a result generator coupled to generate one or more game results, in response to a game request that is received from a player, each gaming machine is coupled to notify the registration unit of the generated game results; wherein the registration unit is coupled to record the generated game results as the consumed results of the finite set. 24. The gaming system according to claim 23, characterized in that the recording unit is further coupled to maintain a record of the results of games remaining in the finite set stored in the storage medium. 25. The gaming system according to claim 23, characterized in that it further comprises a warning unit coupled to send a warning message to the gaming machines, when consuming a winning or losing result defined by one or more of the results of game generated. 26. A method for managing the distribution of results in a gaming system, which includes a plurality of gaming machines coupled to a data network, a finite set of results distributed among the gaming machines, each result having a consumed state or not consumed, one of the gaming machines is coupled to receive one or more of the distributed results of other gaming machines in the data network, an additional gaming machine is docked to send one or more of the gaming machines. results distributed to the gaming machine in the data network, and operable so that the game consumes the distributed results, the method is characterized in that it comprises the steps of: defining a threshold for one or more of the gaming machines, each threshold represents a minimum number of results not consumed for the respective first game machine; determining when a number of unconsumed results distributed to one of the gaming machines is less than the threshold defined by the first gaming machine; send a message requesting results, when the number of unelected results distributed to the gaming machine is less than the threshold; retrieve, in response to the results request message, an additional distributed result; and send the recovered result to the gaming machine.
MXPA/A/2006/004282A 2005-04-18 2006-04-18 Gaming methods and systems MXPA06004282A (en)

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