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CENTRALIZED GAMING SYSTEM WITH
MODIFIABLE REMOTE DISPLAY
TERMINALS

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FIELD OF THE INVENTION

The present invention relates generally to gaming systems and, more particularly, to a centralized gaming system with modifiable remote display terminals.

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BACKGROUND OF THE INVENTION

Heretofore, gaming systems have generally been decentralized despite the presence of a central server. In such systems, the central server is linked to a plurality of gaming machines. In response to a wager, the gaming machines execute game software to randomly select an outcome and awarding an appropriate payout based on the outcome. The game software resides in memory located within the gaming machines. Accounting meters and a random number generator may reside in either the machines or the central server. The above-described arrangement suffers from numerous drawbacks.

First, if a gaming machine malfunctions and/or suffers an unplanned power loss, game activity data at the time of 25 power loss can be difficult to precisely track. Untracked data may void a payout for a valid outcome that occurred just prior to the loss of power. Also, because the game software resides in the gaming machine, the gaming machine must be re-booted and must initialize the game software when 30 brought back online.

Second, because live and historical outcome data are stored in the gaming machine, it can be difficult to generate reports concerning the activity of each gaming machine. Such data must be individually downloaded from each 35 gaming machine. To generate a comprehensive report of all gaming machines, the downloaded data must then be combined.

Third, techniques for modifying or replacing the game software in the gaming machines are generally inconvenient, 40 time-consuming, and expensive. In one technique, the entire machine is disconnected from the central server and replaced with a new machine. This involves the shipment of machines to and from a gaming establishment and requires the services of an appreciable number of skilled and semi- 45 skilled service personnel. The service personnel must identify the machines to be replaced, locate the machines on the gaming establishment floor, and then replace the existing machines with the new machines. In another technique, the memory chip(s) containing the software is replaced with 50 new software. Once again, the service personnel must identify the machines to receive the new memory chip(s), locate the machines on the gaming establishment floor, and then replace the existing memory chip(s) with the new memory chip(s). Also, any game-specific elements (e.g., artwork, 55 button labels, etc.) must be replaced so that the machine is tailored to the new software. In yet another technique, the new software can be downloaded to the gaming machine from either the central server or a personal computer temporarily linked to the gaming machine. This downloading 60 technique facilitates modifications to the game software in that it does not require removal of the gaming machine and does not require service personnel to visit the gaming machine site or the gaming machine itself. Nonetheless, the procedure for downloading the new game software to the 65 gaming machine across a communications link can be time-consuming and subject to security concerns. The

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machine is generally out of service and therefore not generating any revenues during the time at which the new software is being downloaded. Also, regulated gaming jurisdictions may be reluctant to permit new software to be downloaded to the gaming machine without some assurance that the downloaded software complies with local regulations. Therefore, the downloaded software may need to be verified and authenticated.

Fourth, decentralized gaming systems typically limit the games available for play on each gaming machine. Because different casino players are attracted to different types of games of chance, a player may find it difficult to locate a gaming machine configured to play his/her preferred game. Heretofore, the player generally has had to walk around and search the casino floor for the preferred gaming machine. If the player is part of a group and different members of the group wish to play different games, the members of the group have had to split up to play their preferred games.

Although more centralized gaming systems have heretofore been proposed, such proposed systems have merely included a central game bank containing multiple gaming machines playable with handheld units plugged into "plug and play pods" remote from the central game bank. If one of the gaming machines in the central game bank is being used by one of the remote handheld units, the system does not allow that gaming machine to be selected by another of the remote handheld units for play at the same time. Thus, the central game bank is not a true multi-user game server, but rather provides a limited one-on-one system where each gaming machine in the central game bank can only be used by one of the remote handheld units at a time.

A need therefore exists for a centralized gaming system that overcomes one or more of the aforementioned shortcomings associated with existing gaming systems.

SUMMARY OF THE INVENTION

In accordance with the present invention, a centralized gaming system comprises a central server system and a plurality of display terminals remote from and linked to the central server system. The central server system includes a master game server, a game execution server, and a database server. The master game server stores a plurality of games of chance. Each game includes respective game play software and respective audiovisual software. In response to one of the games being selected for play at one of the display terminals, the game play software for the selected game is loaded from the master game server into the game execution server and is executed by the game execution server to randomly select an outcome. The audiovisual software for the selected game is selectively executed at the display terminal to visually represent the outcome on a display of the display terminal. The database server collects game activity data based on the outcome and maintains such data for report generation and player tracking purposes. The master game server may evaluate the collected game activity data and, in turn, modify one or more of the display terminals for maximizing earnings and target marketing.

BRIEF DESCRIPTION OF THE DRAWINGS

The foregoing and other advantages of the invention will become apparent upon reading the following detailed description and upon reference to the drawings.

FIG. 1 is a block diagram of a centralized gaming system embodying the present invention.

FIG. 2 is a block diagram of a game available for play on the centralized gaming system.

3 4

FIG. 3 is an isometric view of a smart card terminal etc., manages the game play execution for the game 20. The

employed in the centralized gaming system. outcome randomly selected by the game 20 is stored in the

FIG. 4 is an isometric view of a remote display terminal database server 18. Referring back to FIG. 1, in response to

employed in the centralized gaming system. a Payer's request at one of the remote display terminals 12

„„ _ . •, • r, ,• , • , ( to play a game, the master game server 14 downloads the

FIG. 5 is a side view of the remote display terminal. J. • , A m * *u * » »u *•

r 3 audiovisual software 20a tor that game to the requesting

FIG. 6 is a flow diagram of a method of configuring terminal 12 and loads the game play software 20fc for that

remote display terminals in the centralized gaming system to game into the game execution server 16.

maximize earnings. -phe game execution server 16 contains the game play

While the invention is susceptible to various modifica- 1Q software of all games currently selected for play (i e., games

tions and alternative forms, specific embodiments have been in session) at the remote display terminals 12. As stated

shown by way of example in the drawings and will be above, the game play software is loaded from the master

described in detail herein. It should be understood, however, game server 14 into the game execution server 18. If the

that the invention is not intended to be limited to the same game is selected for play at more than one of the

particular forms disclosed. Rather, the invention is to cover 15 remote display terminals 12 at the same time, the game play

all modifications, equivalents, and alternatives falling within software utilizes true multi-user procedures so that only one

the spirit and scope of the invention as defined by the copy of the game play software for that game need be loaded

appended claims. into the game execution server 16.

DESCRIPTION OF ILLUSTRATIVE ^e database server 18 stores any data to be maintained

EMBODIMENTS 20 an^ use^ to generate reports. Such data may, for example,

include live and historical game activity data and accumu

Turning now to the drawings and referring initially to lated acc0unting meters. The game activity data includes the

FIG. 1, there is depicted a centralized gaming system outcomes randomly selected by the games played on each

comprising a central server system 10 and a plurality of terminal 12. The accounting meters store credits in, credits

remote display terminals 12a fc c . . The remote display 2J out; credits played, credits won, etc. for each of the remote

terminals are identified hereafter by the reference numeral display terminals 12. The data residing in the database server

12, whether referring to one terminal or multiple terminals. 18 may be marked with the PIN of the terminal 12 that

The central server system 10 includes a master game server generated the data. The database server 18 may, in turn,

14, a multi-user game execution server or play engine 16, include an open interface for player tracking or generating

and database server 18. The servers 14, 16, and 18 may be 3Q audit reports. The audit reports may be organized by record

physically housed in separate boxes externally linked to type, terminal PINs, game name, game type (slots, poker,

each other by transmission lines or wireless technology, or ken0; bingo, etc.), or some other criteria

may be physically housed in a common box and internally xhe muiti_game remote display terminal 12 allows a

linked by wires and/or computer bus architecture, or may player at the terminai 12 to play any of the games of chance

run on the same hardware. 35 storecj m the master game server 14. For example, if the

The plurality of remote display terminals 12 are linked to master game server 14 contains eighty-seven slot games, ten

each other and the central server system 10 by a high-speed poker games, one blackjack game, one keno game, and one

local or wide area network using a data transfer protocol bingo game, any of these one hundred games may be played

such as 100 Base-T Ethernet or Gigabit Ethernet, which at each remote display terminal 12 even if the same game is

support data transfer rates of 100 megabits per second and 40 already being played at another one of the remote display

1 gigabit per second, respectively. Alternatively, the remote terminals 12. Because the central system 10 is a true

display terminals 12 and the central server system 10 may "server" of game software utilizing multi-user procedures,

each be outfitted with transceivers that support two-way the same game or different games can be simultaneously

wireless communication. Each remote display terminal 12 is played on different ones of the remote gaming terminals 12.

assigned a respective permanent identification number (PIN) 45 Each time a game is selected for play on one of the remote

for identifying the terminal 12 to the central server system display terminals 12, the game play software for the selected

10 and allowing the central server system 10 to address the game is loaded from the master game server 14 into the

terminal 12. game execution server 16 and run on the game execution

The master game server 14 stores master copies of all server 16. If the same game is selected for play on multiple

games of chance available for play on the remote display 50 terminals 12 at the same time, the game play software for the

terminals 12. The games of chance may, for example, selected game is merely loaded into the game execution

include slots, poker, blackjack, keno, and bingo. The games server 16 the first time the game is selected. The game play

are preferably stored in nonvolatile, read-only memory such software utilizes multi-user procedures to accommodate

as a hard drive, CD, DVD, etc. players at different terminals 12 who wish to play the same

As best shown in FIG. 2, each game of chance 20 may be 55 game at the same time. In an alternative embodiment in defined as including two components: executable audiovi- which the game play software does not utilize multi-user sual software 20a and executable game play software 20b. procedures, the game play software for the selected game is The audiovisual software 20a includes all audiovisual rou- loaded into and run on the game execution server 16 each tines of the game 20 and all game-related I/O functions time the game is selected such that multiple copies of the except for peripheral I/O functions that are not game spe- 60 game play software for the same game are simultaneously cific. The audiovisual routines selectively play audio and running on the game execution server 16. visual resources to manage the content of visual images The remote display terminal 12 includes a central prodisplayed by a remote display terminal 12 on which the cessing unit (CPU) 22 and memory structure 24. The CPU routines are executed and the content of sounds emitted from 22 includes the terminal's operating system, which is speakers of the terminal 12. The game play software 20b, 65 responsible for managing general peripheral I/O functions which includes underlying game play routines involving such as bill validators, coin mechanisms, printers, hoppers, math tables, a random number generator, metering, auditing, etc. The memory structure 24 preferably includes a primary

storage unit 24a and a secondary storage buffer 24b. The primary storage unit 24a may be battery-backed random access memory. The secondary storage buffer 24fc may be a hard drive or disc storage used only for buffering/caching. The secondary storage buffer 24b contains the audiovisual 5 software 20a (see FIG. 2) for the last N number of games selected for play at the associated terminal 12, where N depends upon storage capacity. For example, the storage buffer 24b may contain the audiovisual software for the last ten games selected for play at the associated terminal 12. Alternatively, the storage buffer 24b may contain sufficient storage capacity to contain the audiovisual software of all the games stored in the master game server 14.

After a player at a remote display terminal 12 has redeemed any credits remaining on terminal 12 and the terminal 12 has remained idle for a predetermined period of 15 time ranging from a few seconds to a few minutes, the remote display terminal 12 may be configured to notify prospective players as to the games available for play on the remote display terminal 12. Toward that end, the remote display terminal 12 displays a game selection menu with a 20 plurality of game selection indicia. If the remote display terminal 12 has not remained idle for the predetermined period of time, instead of the game selection menu the terminal 12 may display the primary screen of the last game played on the terminal 12. 25

To play one of the games available for play on the remote display terminal 12, a new player selects one of the game selection indicia on the game selection menu. If the video display of the remote display terminal 12 is outfitted with a touch screen, the player makes this selection by touching the 30 video display at the location of the game selection indicia for the game the player wishes to play. Alternatively or in addition, the remote display terminal 12 may include physical lighted push-buttons or other means for selecting the game selection indicia. The push-buttons are arranged rela- 35 tive to the game selection indicia in such a way that visually associates the push-buttons with respective ones of the game selection indicia.

In response to selecting one of the game selection indicia, the remote display terminal 12 sends a message to the master 40 game server 14 identifying the sending terminal's PIN and the selected game (including the version of any audiovisual software residing in the secondary storage buffer 24b). If the audiovisual software for the selected game is buffered in the secondary storage buffer 24b and the master game server 14 45 verifies that the buffered version matches the version stored in the master game server 14, the master game server 14 loads the game play software for the selected game into the game execution server 16 and directs the remote display terminal 12 to load the buffered audiovisual software from 50 the secondary storage buffer 24b into the primary storage unit 24a.

If the correct version of the audiovisual software is not buffered in the secondary storage buffer 24b, the master game server 14 may immediately update any buffered ver- 55 sion with the correct version by downloading the correct version of the audiovisual software to the secondary storage buffer 24b of the appropriate remote display terminal 12. Alternatively, the master game server 14 may direct the remote display terminal 12 to inform the player that the 60 selected game is temporarily unavailable and implement the update process according to a predefined schedule. The schedule may call for updates on all or groups of the remote display terminals 12 at predetermined times, such as during off-peak hours. 65

With the game play software loaded into the game execution server 16 and the buffered audiovisual software loaded

into the primary storage unit 24a, the game execution server 16 proceeds to execute the game play software for the selected game. Initially, the game execution server 16 directs the operating system of the remote display terminal 12 to execute an audiovisual routine that will display the main screen of the selected game. If, for example, the selected game includes a multi-line, five-reel video slot game, the main screen may include five symbol-bearing reels, game session meters, and various on-screen "soft" buttons for placing wagers, cashing out, obtaining help, and initiating play. The game session meters vary from game to game but with respect to slots, for example, may include credits, line bet, total bet, and paid.

Next, the player places a wager at the remote display terminal 12. To be able to place a wager, the player must add credits to the "credits" meter for the remote display terminal 12 on which the player wishes to play. Toward that end, the centralized gaming system preferably promotes wagering without cash, i.e., cashless gaming, to minimize the need for service personnel to visit the remote display terminals 12. To realize wagering without cash, smart card terminals 26 of the type illustrated in FIG. 3 are interspersed throughout the gaming establishment. Alternatively, cashless gaming may be accomplished by other means such as tickets/coupons, magnetic cards, or the like.

Referring briefly to FIG. 3, the smart card terminal 26 includes a smart card reader/dispenser 28, a cash acceptor 30, and a cash dispenser 32. To obtain a smart card prior to playing at one of the remote display terminals 12, the player deposits cash (bills) into the cash acceptor 30. After the desired amount of cash has been deposited, the player presses a vend card button 34 to cause the terminal 26 to dispense a smart card from the smart card dispenser 28. The smart card is embedded with a microcontroller having a memory storing funds corresponding to the amount of cash deposited into the smart card terminal 26. The use of smart cards for cashless gaming is advantageous over other cashless media, such as credit cards, because smart cards generally heighten a player's awareness of funds spent.

In an alternative embodiment, the smart card not only serves as a funds handling card but also serves as a player tracking card. To be able to track the player, the smart card terminal may include a player interface, such as a keyboard and/or a touch screen, that allows the player to enter player tracking information. The player tracking information may be limited to personal identification information or may include additional details such as play data as disclosed in U.S. Pat. No. 5,179,517 to Sarbin et al. and player preference data as disclosed in U.S. Pat. No. 6,110,041 to Walker et al. Instead of vending new smart cards at the smart card terminal 26, the gaming system may require the player to obtain a new smart card directly from a registration authority in the gaming establishment, which acquires the player tracking information prior to tendering the smart card. The player tracking information is preferably stored in a personal record residing in the database server 18 in FIG. 1 or a separate player tracking database coupled to the open interface of the database server 18. The smart card stores a personal identifier for addressing and accessing this personal record. If the smart card terminal 26 only accepts smart cards but does not vend new cards, then the player inserts his or her smart card (obtained from the registration authority) into the smart card reader 28 prior to depositing cash into the cash acceptor 30.

Referring back to FIG. 1, to place a wager at the remote display terminal 12, the player inserts his or her smart card into a card reader (see FIG. 4) of the remote display terminal

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