WO2007143789A1 - Gaming host system - Google Patents

Gaming host system Download PDF

Info

Publication number
WO2007143789A1
WO2007143789A1 PCT/AU2007/000833 AU2007000833W WO2007143789A1 WO 2007143789 A1 WO2007143789 A1 WO 2007143789A1 AU 2007000833 W AU2007000833 W AU 2007000833W WO 2007143789 A1 WO2007143789 A1 WO 2007143789A1
Authority
WO
WIPO (PCT)
Prior art keywords
gaming
client
host
message
messages
Prior art date
Application number
PCT/AU2007/000833
Other languages
French (fr)
Inventor
Jennifer Dawn Fowler
Original Assignee
Jennifer Dawn Fowler
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
Priority claimed from AU2006903208A external-priority patent/AU2006903208A0/en
Application filed by Jennifer Dawn Fowler filed Critical Jennifer Dawn Fowler
Priority to AU2007260587A priority Critical patent/AU2007260587A1/en
Publication of WO2007143789A1 publication Critical patent/WO2007143789A1/en

Links

Classifications

    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3223Architectural aspects of a gaming system, e.g. internal configuration, master/slave, wireless communication
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements

Definitions

  • the present invention relates to a gaming host system.
  • Casinos licensed clubs, and other venues provide a wide variety of services for their patrons. These services are provided via a variety of machines including slot machines, or Electronic Gaming Machines (EGMs), table games, complimentary prize-distribution points and/or self-service information points (kiosks), cashiers, retail outlets, ticket-in- cash-out (TICO) machines, and coffee-dispensing machines, etc.
  • EGMs Electronic Gaming Machines
  • Kiosks complimentary prize-distribution points and/or self-service information points
  • cashiers cashiers
  • retail outlets retail outlets
  • ticket-in- cash-out (TICO) machines ticket-in- cash-out
  • coffee-dispensing machines etc.
  • the machines may be connected in a trusted communications network to permit, for example, collection of data, and use of centralised electronic accounts for gaming credits (i.e. gaming points).
  • the network may also allow for player loyalty schemes, security auditing, provision of jackpots, provision of promotional prizes, and operational and commercial management.
  • Gaming machines may require prescribed regulatory equipment to be included for use in providing regulatory reports, which are jurisdiction-dependent. Regulatory recording equipment may be connected to the network.
  • gaming venues may wish to have administrative, or back office, functions, for example analysis of patron-specific or machine-specific gaming statistics.
  • an electronic gaming machine may require an EEPROM, specific to the game on that machine, to be installed.
  • the gaming machine may be connected by one port to a jackpot server, and by a different port to a machine interface, which can be connected to a Player-Tracking Module (PTM) for receiving and reading a patron's identification card.
  • PTM Player-Tracking Module
  • a number of gaming machines, via their machine interfaces, may be connected via a switch to a hub in the gaming venue.
  • a number of hubs may be connected to a local controller.
  • the local controllers in a venue are connected to a host, which coordinates functions in the venue.
  • the many components found in a single gaming network may communicate with each other using many different communications protocols, including proprietary protocols belonging to equipment manufacturers.
  • a gaming host system including: a host server for processing data messages, formatted according to at least one message template, and sent to and from different types of client terminals; at least one message processor for routing said messages and determining compliance with said template; and client components for the client terminals, at least one of said terminals including a gaming machine, each of said client components including a communications unit for connection to said at least one message processor, and an interface unit for extracting data based on said template from and for the respective client terminal and processing and generating the data messages according to said template
  • the present invention also provides a gaming host system for communicating with and controlling different gaming venue machines which use different communication protocols, said system including a host server for communicating with said machines using data messages formatted using at least one message layer template for the machines.
  • the present invention also provides a gaming host system, including: a host server for processing data messages, formatted according to selected stored message templates, and sent to and from different types of client terminals, at least one of said terminals including a gaming machine, and said terminals each being associated with at least one of said templates; and at least one message processor for routing said messages and determining compliance with said templates.
  • a host server for processing data messages, formatted according to selected stored message templates, and sent to and from different types of client terminals, at least one of said terminals including a gaming machine, and said terminals each being associated with at least one of said templates; and at least one message processor for routing said messages and determining compliance with said templates.
  • Figure 1 is a block diagram of a preferred embodiment of a gaming host system
  • Figure 2 is a block diagram showing a host communications link of the host system
  • Figure 3 is a block diagram of a host server of the host system
  • Figure 4 is a block diagram of a client component of the host system
  • Figure 5 is a block diagram of a message processor of the host system
  • Figure 6 is a block diagram of a message template used for communication in the system
  • Figure 7 is a flow chart of the operation of the message processor
  • Figure 8 is a further block diagram of a client component of the host system
  • Figure 9 is a block diagram of connected client components of the host system
  • Figure 10 is a block diagram of connected back office client components of the host system
  • Figure 11 is a physical architecture diagram of the host system; and Figure 12 is a software architecture diagram of the host system.
  • a gaming host system 100 has an architecture that allows easy and rapid inclusion of new functionality and new components.
  • the system allows interconnection of system elements provided by different developers and manufacturers, including elements designed for different communications protocols.
  • the gaming host system 100 supports a variety of gaming infrastructure, for example a central host with multiple venues, single site venues, or a venue with multiple sites.
  • the system is scalable to support a number of machines and terminals across different geographic areas, i.e. different client terminals.
  • the gaming host system 100 includes a host server 102, at least one message processor 106, that can be connected to the host server 102 via a host communications link 104, and at least one client component 110.
  • a client component 110 can be considered to incorporate or be installed on or connected to a respective client terminal 406, eg a game machine.
  • the host communications link 104 may be implemented using, for example: a wired serial connection (e.g. RS-232 or USB) or an Ethernet connection (e.g. TCP/IP); a wireless IR or RF connection (e.g. TCP/IP); or a pair of network servers (host network server 202 and at least one local network server 206) connected via a network 204 (e.g. a LAN, WAN or the Internet), as shown in Figure 2.
  • a network 204 e.g. a LAN, WAN or the Internet
  • a component communications link 108 may be implemented using, for example: a wired serial connection (e.g. RS-232 or USB) or an Ethernet connection (e.g. TCP/IP); or a wireless IR or RF connection (e.g. TCP/IP). Having a wireless component communications link 108 enables a number of client components 110 to be relocated around a venue without rewiring communications links.
  • a wired serial connection e.g. RS-232 or USB
  • an Ethernet connection e.g. TCP/IP
  • a wireless IR or RF connection e.g. TCP/IP
  • the host server 102 includes: a server communications unit 302 including communications layer components 303; a data message translator 304 including message translation layer components 305; data message templates 306; a database 310; and business control logic 308 including transaction layer components 307, primitive application layer components 311, and API, MIS and reporting layer components 312.
  • the control logic 308 also includes local application layer components 314 of local applications that have access to the transaction layer components 307 and a set of transaction rules 309.
  • the local applications can be deployed on the host server 102 or selective client components 110.
  • the local applications may handle system-wide jackpots, calendar data, security monitoring or hot player monitoring.
  • the primitive application layer components 311 are code modules that perform a single task, are re-usable, and operate on the message format supported by the message layer components 305.
  • the host server 102 is protocol independent, database independent, operating system independent and does not need to be separated or co-located with the other servers which form part of the system.
  • the host server 102 ensures all transaction messages are initiated, directed and processed as atomic transactions. This ensures that configuration of functionality and local, site or regulatory requirements are simply a matter of enabling or disabling the processing of the requisite atomic transaction.
  • An atomic transaction includes one or more data messages for handling or controlling a single operation or function of a client terminal.
  • a composite transaction can be completed by a combination of independent atomic transactions that are controlled and co-ordinated by the host server 102.
  • the data message translator 304 translates transmitted and received data messages in accordance with the data message templates 306, and an example message template is described below with reference to Figure 6.
  • the data message templates 306 define the fields of information required by, and provided by, each client component 110. If the data messages comply with a host template, i.e.
  • the client terminal may send messages according to a different template that is stored as one of the data templates 306 accepted by the system 100.
  • the translator 304 will then translate between the format of the accepted client terminal template and that of the host template.
  • the control logic 308 includes a set of control rules 309 (embodied in control program code) which allow, for example: configuration to enable operation with a different client component 110, implementation of different jurisdictional requirements, or adjustment for each different business environment.
  • a certain rule in the logic 308 may require that a particular example client component 110 which provides regulatory reporting be activated when the gaming host system 100 is installed in a legal jurisdiction that requires this form of reporting.
  • Another example rule may be for the preferred language of written or spoken words used by a client component 110.
  • the control logic 308 may be a server-side Java application implemented using a tool such as Java Platform, Enterprise Edition (a.k.a. J2EE) from Sun Microsystems, Inc. (Santa Clara, CA, USA). Having control logic 308 for controlling the configuration of the many client elements 110 advantageously allows for rapid implementation of the gaming host system 100 in any regulatory, technical or business environment.
  • the host server 102 can include a jackpot process or code component to provide a wide range of jackpot systems, for example "random mystery”, “progressive”, “personal progressive” and linked “progressive”. These jackpot types are configurable by data messages sent from host server 102 to a jackpot or loyalty server HOH. Also a promotional process or code component may provide a wide range of prizes and give- aways driven by a number of different configurations and qualifications according to the player, the terminal (type, denomination, manufacturer, game configuration etc), the location, the time/date, etc or any combination of these characteristics.
  • a skill-based use of "screen real estate" at the terminal may also be configured at the host server 102. This may be configured to utilise buttons or other controlling devices at the terminal (mouse, touchscreen etc) and may depict images onto the screen to allow players to participate in "skill based" or non-randomly-generated prizes.
  • the database 310 records data about the operation of the gaming host system 100, including data on the operation of a client component 110 and business analysis for marketing and commercial purposes, e.g. tracking of locations, maintenance history, financial performance and current status.
  • the database 310 may be implemented using a standard database product, e.g. from Oracle Corp. (Redwood Shores, CA, USA) or SQL Server from Microsoft Corp. (Redwood, CA, USA), and a connectivity tool, e.g. Java Data Base Connectivity (JDBC) from Sun Microsystems, Inc.
  • JDBC Java Data Base Connectivity
  • the host server 102 may be accessed or controlled using a computer control interface, such as secure web interface (not shown).
  • a computer control interface such as secure web interface (not shown).
  • the message processors 106 each direct data messages between one or more client components 110 and the central host server 102 of the gaming host system. At the site of and for a single site implementation the message processor 106 is incorporated into the central host server 102. By connecting any desired number of client components 110, the gaming host system 100 is easy to reconfigure or scale up or down in size.
  • the message processor 106 includes a communications unit 502, which enables communication with a client component 110 and the host server 102.
  • the communications unit 502 includes communications layer components 303.
  • the message processor 106 also includes a data message analyser 504, which analyses data messages transmitted from either a client component 110 or the host server 102 and determines the appropriate destination for the data message.
  • the data message analyser 504 includes message translation layer components 305 and transaction layer components 307.
  • the analyser 504 may incorporate a data translator 304. Each data message is expected to conform to one of the data message templates 306 on host server 102.
  • a data message template 600 as shown in Figure 6, includes a header 602 including the source and the destination 604 of a data message.
  • the data message template 600 also includes a body 606 which includes at least one information-carrying message field 608, for example, for data representing a unique patron ID, a unique client component number, allocation of the client component, a number of gaming credits to add or subtract from a patron account and a cash amount to add or subtract from a patron account.
  • Different data message templates are provided for different specific functions of gaming host system 100.
  • New data message templates 306 are configured into host server 102 when new functionality, for example a client component 110, is included in the gaming host system 100.
  • the templates are managed and updated through configuration screens which ensure that there is little if any requirement for additional programming to include new terminals or clients.
  • the message processor 106 ensures that the inherent protocols, message formats or message standards of any client 110 do not constrain their connection to the system - but rather that the system will accept any transaction format, protocol or message set which it finds within the message template library 306 and will process it accordingly.
  • the message processor 106 operates, as shown in Figure 7, to receive a data message (step 702) and compare the received data message to the data message templates 30 currently stored in host server 102 (step 704). If the received data message does not match a message template (determined at step 706) the received data message is delivered to an error handling procedure at step 708. If the received data message does fit a template, the message processor 106 analyses the header 602 (step 710) to determine the destination of the received data message. Once the destination has been determined, the received data message is transmitted to the destination (step 712).
  • the message processor 106 may be separate to or incorporated as part of the host server 102.
  • local servers 206 at the sites incorporate one or more message processors 106, as shown in Figure 11.
  • a client component 110 includes a machine 406 of a venue for use by the patron, for example, the machine 406 may be an electronic gaming machine (EGM).
  • the client component 110 also includes a component-machine interface unit 404, which is configured to interface between machine 406 and a component communications unit 402.
  • the component communications unit 402 enables the client component 110 to communicate via a component communications link 108 with message processor 106, using data messages.
  • Each client component 110 in gaming host system 100 may have a different machine 406 (e.g. manufactured by third party suppliers), but has common component communications unit 402, thereby enabling all client components to communicate with a message processor 106 using the data message templates 306.
  • Having common communications units 402 between all client components 110 advantageously enables client components 110 to be added to and removed from a gaming host system with little system reconfiguration.
  • the host will still accept and process its transactions and messages provided the format of the messages complies with a data template for the client terminal stored with the accepted templates 306. If, however, the terminal or client 110 is connected to the host 102 via a component-machine interface 404 of the host system 100, then additional functionality is available.
  • the component-machine interface 404 allows for the downloading of all infonnation into a terminal from the host - i.e. the platform and the content of the terminal 110.
  • the communications unit 402 may be an Ethernet card or a wireless Ethernet card.
  • the component-machine interface unit 404 is one or more boards which connect to standard ports of the gaming machine or other terminal 110. Memory on the machine interface board(s) is used to store identification, security and download-driver computer program instruction code which a) enables the processing of existing legacy data from the terminal 110 to the host 102 and b) allows the host 102 to download both platform and content software to the terminal 110.
  • a machine 406, as shown in Figure 8, may include open hardware 804 and secure hardware 802 connected by a legally certified interface 806.
  • Open hardware 804 includes off-the-shelf components, such as a computer, corresponding software and standard user interfaces (e.g. a computer mouse and a video display).
  • Secure hardware 802 may include a reconfigurable games engine, soft meters, a proximity ID, secure buttons or keypad, a hard meter, a card reader, cash deposit and vending units, and a ticket reading/vending unit.
  • Including open hardware 804 in a client component 110 advantageously allows one or more components 110 to be deployed rapidly, using readily-available and inexpensive off-the-shelf components, thus taking advantage of the latest user-interface technologies, e.g. video developed for computer gaming.
  • FIG 9 shows examples of the front of house client components 110 which provide services for gaming patrons.
  • Each client component 110 is connected to a message processor 106.
  • the example client components include a biometric ID machine HOA, a promotions kiosk HOB 3 a cashier computer HOC, a membership computer HOC, a computer located on a table game 11OE, an electronic gaming machine (EGM) 11 OF, a legacy electronic gaming machine HOG, a player loyalty client HOH, a security audit client 11 OJ, a coffee machine 11 OL and a ticket-in ticket-out (TICO) unit 100M. All of the components 110 communicate via the component communications link 108 using the component communications unit 402.
  • EGM electronic gaming machine
  • TICO ticket-in ticket-out
  • Promotions kiosk 11 OA may provide a wide range of promotional rewards, for example a "welcome back" reward or a "lucky draw” reward that is generated randomly. Rewards may be delivered as gaming credits to a patron, or as a "ticket” for redemption at a cashier. A promotions kiosk 11 OA may also provide details to patrons about their status, as recorded in the host server 102.
  • the system 100 may incorporate a unit for printing and reading cash value tickets, known as a "Ticket-In Ticket-Out” (TICO) unit 10OM. This simplifies hand pays and reduces hopper fields.
  • TICO Ticket-In Ticket-Out
  • the client component 110 is reconfigurable. For example an electronic gaming machine 11OE, may be reconfigured "on the fly" when the host server 102 transmits new-game data messages to that client component 110.
  • this allows for rapid provision of new games throughout a venue, thereby maximising its usage and the profitability of each electronic gaming machine 11OE or other gaming client components 110.
  • a new types of client component 110 may be integrated into the gaming host system 100 through the inclusion of a component-machine interface unit 404 and a component communications unit 402 into the new machine. This positions the operator of a venue to take advantage of new games in the market.
  • the client component 110 may be provided with credit card-style readers to enable cashless transactions for purchase or sale of gaming credits.
  • Examples of back office client components 110 which provide 'back office' services for gaming are shown in Figure 10.
  • Each client component 110 is connected to a message processor 106.
  • the example client components include regulatory recording equipment 1 ION, a commercial management system HOP, a marketing database 11OQ, a surveillance system 10OR, a gaming statistics unit 10OS, an operations management system HOT and a location management system 11 OU.
  • the location management system 11 OU uses RFID chips included in each terminal / client / gaming machine 110. A mat of RFID readers of the system 11 OU is laid in the floor or the ceiling of the venue, thus providing the regulatory requirement for constant vigilance in locating and tracking all gaming terminals in all venues. Reporting may be provided by denomination, manufacturer, model, game, location and security.
  • Client component malfunction or maintenance messages when received by host server 102, may activate notification messages, according to the control logic 308, to be sent from host server 102 to an operations management system HOT.
  • the host server 102 may also monitor all client component-related events, including signals and alarms. Alarms, such as security breaches or wins, are automatically forwarded from a client component 110 to host server 102, which records a full audit trail of alarms and events.
  • the gaming host system 100 is secured by securing the host server 102, message processors 106 and client components 110 using available standard data security protocols currently utilised.
  • the host communications link 104 and component communications link 108 are also secured by available standard data security protocols.

Abstract

A gaming host system (100), including a host server (102) for processing data messages, formatted according to at least one message template (306), and sent to and from different types of client terminals (110). The host server (102) includes or communicates with at least one message processor (106) for routing the messages and determining compliance with the template. The system (100) includes client components (402, 404) for the client terminals, at least one of the terminals including a gaming machine (406). The client components include a communications unit (402) for connection to a message processor (106), and an interface unit (404) for extracting data based on the template from and for the respective client terminal (110) and processing and generating the data messages according to the template.

Description

GAMING HOST SYSTEM
FIELD
The present invention relates to a gaming host system.
BACKGROUND
Casinos, licensed clubs, and other venues provide a wide variety of services for their patrons. These services are provided via a variety of machines including slot machines, or Electronic Gaming Machines (EGMs), table games, complimentary prize-distribution points and/or self-service information points (kiosks), cashiers, retail outlets, ticket-in- cash-out (TICO) machines, and coffee-dispensing machines, etc.
The machines may be connected in a trusted communications network to permit, for example, collection of data, and use of centralised electronic accounts for gaming credits (i.e. gaming points). The network may also allow for player loyalty schemes, security auditing, provision of jackpots, provision of promotional prizes, and operational and commercial management.
Gaming machines may require prescribed regulatory equipment to be included for use in providing regulatory reports, which are jurisdiction-dependent. Regulatory recording equipment may be connected to the network.
In addition to the provision of services for patrons, gaming venues may wish to have administrative, or back office, functions, for example analysis of patron-specific or machine-specific gaming statistics.
Existing networked gaming systems that provide multiple services for patrons and venues normally consist of multiple components that may be difficult to connect and coordinate.
For example, an electronic gaming machine may require an EEPROM, specific to the game on that machine, to be installed. The gaming machine may be connected by one port to a jackpot server, and by a different port to a machine interface, which can be connected to a Player-Tracking Module (PTM) for receiving and reading a patron's identification card. A number of gaming machines, via their machine interfaces, may be connected via a switch to a hub in the gaming venue. A number of hubs may be connected to a local controller. The local controllers in a venue are connected to a host, which coordinates functions in the venue.
The many components found in a single gaming network, including those listed above, may communicate with each other using many different communications protocols, including proprietary protocols belonging to equipment manufacturers.
Existing systems may provide multiple failure points and performance bottlenecks. In addition, it may be difficult to integrate new applications, e.g. data warehouses or asset management systems, into existing systems. Furthermore, different legal jurisdictions have different regulatory requirements regarding the operation and the monitoring of gaming and gaming machines; existing systems may require specific hardware or software modifications for different jurisdictions.
It is desired to provide a gaming host system that can be soft-configured and that is able to integrate functions or components with little or no additional hardware required, or at least provide a useful alternative.
SUMMARY
In accordance with the present invention, there is provided a gaming host system, including: a host server for processing data messages, formatted according to at least one message template, and sent to and from different types of client terminals; at least one message processor for routing said messages and determining compliance with said template; and client components for the client terminals, at least one of said terminals including a gaming machine, each of said client components including a communications unit for connection to said at least one message processor, and an interface unit for extracting data based on said template from and for the respective client terminal and processing and generating the data messages according to said template
The present invention also provides a gaming host system for communicating with and controlling different gaming venue machines which use different communication protocols, said system including a host server for communicating with said machines using data messages formatted using at least one message layer template for the machines.
The present invention also provides a gaming host system, including: a host server for processing data messages, formatted according to selected stored message templates, and sent to and from different types of client terminals, at least one of said terminals including a gaming machine, and said terminals each being associated with at least one of said templates; and at least one message processor for routing said messages and determining compliance with said templates.
DESCRIPTION OF THE DRAWINGS
Preferred embodiments of the invention are hereinafter described, by way of example only, with reference to the accompanying drawings in which:
Figure 1 is a block diagram of a preferred embodiment of a gaming host system; Figure 2 is a block diagram showing a host communications link of the host system;
Figure 3 is a block diagram of a host server of the host system;
Figure 4 is a block diagram of a client component of the host system;
Figure 5 is a block diagram of a message processor of the host system; Figure 6 is a block diagram of a message template used for communication in the system; Figure 7 is a flow chart of the operation of the message processor; Figure 8 is a further block diagram of a client component of the host system; Figure 9 is a block diagram of connected client components of the host system; and Figure 10 is a block diagram of connected back office client components of the host system;
Figure 11 is a physical architecture diagram of the host system; and Figure 12 is a software architecture diagram of the host system.
DETAILED DESCRIPTION
A gaming host system 100, as shown in Figure 1, has an architecture that allows easy and rapid inclusion of new functionality and new components. The system allows interconnection of system elements provided by different developers and manufacturers, including elements designed for different communications protocols. The gaming host system 100 supports a variety of gaming infrastructure, for example a central host with multiple venues, single site venues, or a venue with multiple sites. The system is scalable to support a number of machines and terminals across different geographic areas, i.e. different client terminals.
The gaming host system 100, as shown in Figure 1, includes a host server 102, at least one message processor 106, that can be connected to the host server 102 via a host communications link 104, and at least one client component 110. A client component 110 can be considered to incorporate or be installed on or connected to a respective client terminal 406, eg a game machine.
The host communications link 104 may be implemented using, for example: a wired serial connection (e.g. RS-232 or USB) or an Ethernet connection (e.g. TCP/IP); a wireless IR or RF connection (e.g. TCP/IP); or a pair of network servers (host network server 202 and at least one local network server 206) connected via a network 204 (e.g. a LAN, WAN or the Internet), as shown in Figure 2. An advantage of an Internet protocol based host communications link 104 is that a gaming operator can use a single gaming host system 100 to operate a number of gaming venues.
A component communications link 108 may be implemented using, for example: a wired serial connection (e.g. RS-232 or USB) or an Ethernet connection (e.g. TCP/IP); or a wireless IR or RF connection (e.g. TCP/IP). Having a wireless component communications link 108 enables a number of client components 110 to be relocated around a venue without rewiring communications links.
The host server 102, as shown in Figures 3, 11 and 12, includes: a server communications unit 302 including communications layer components 303; a data message translator 304 including message translation layer components 305; data message templates 306; a database 310; and business control logic 308 including transaction layer components 307, primitive application layer components 311, and API, MIS and reporting layer components 312. The control logic 308 also includes local application layer components 314 of local applications that have access to the transaction layer components 307 and a set of transaction rules 309. The local applications can be deployed on the host server 102 or selective client components 110. The local applications may handle system-wide jackpots, calendar data, security monitoring or hot player monitoring. The primitive application layer components 311 are code modules that perform a single task, are re-usable, and operate on the message format supported by the message layer components 305. The host server 102 is protocol independent, database independent, operating system independent and does not need to be separated or co-located with the other servers which form part of the system.
The host server 102 ensures all transaction messages are initiated, directed and processed as atomic transactions. This ensures that configuration of functionality and local, site or regulatory requirements are simply a matter of enabling or disabling the processing of the requisite atomic transaction. An atomic transaction includes one or more data messages for handling or controlling a single operation or function of a client terminal. A composite transaction can be completed by a combination of independent atomic transactions that are controlled and co-ordinated by the host server 102. The data message translator 304 translates transmitted and received data messages in accordance with the data message templates 306, and an example message template is described below with reference to Figure 6. The data message templates 306 define the fields of information required by, and provided by, each client component 110. If the data messages comply with a host template, i.e. a format, used and processed by the control logic 308 of the host server then no translation is required and the messages are simply routed by the translator 304. However, the client terminal may send messages according to a different template that is stored as one of the data templates 306 accepted by the system 100. The translator 304 will then translate between the format of the accepted client terminal template and that of the host template.
The control logic 308 includes a set of control rules 309 (embodied in control program code) which allow, for example: configuration to enable operation with a different client component 110, implementation of different jurisdictional requirements, or adjustment for each different business environment. For example, a certain rule in the logic 308, may require that a particular example client component 110 which provides regulatory reporting be activated when the gaming host system 100 is installed in a legal jurisdiction that requires this form of reporting. Another example rule may be for the preferred language of written or spoken words used by a client component 110. The control logic 308 may be a server-side Java application implemented using a tool such as Java Platform, Enterprise Edition (a.k.a. J2EE) from Sun Microsystems, Inc. (Santa Clara, CA, USA). Having control logic 308 for controlling the configuration of the many client elements 110 advantageously allows for rapid implementation of the gaming host system 100 in any regulatory, technical or business environment.
The host server 102 can include a jackpot process or code component to provide a wide range of jackpot systems, for example "random mystery", "progressive", "personal progressive" and linked "progressive". These jackpot types are configurable by data messages sent from host server 102 to a jackpot or loyalty server HOH. Also a promotional process or code component may provide a wide range of prizes and give- aways driven by a number of different configurations and qualifications according to the player, the terminal (type, denomination, manufacturer, game configuration etc), the location, the time/date, etc or any combination of these characteristics.
A skill-based use of "screen real estate" at the terminal may also be configured at the host server 102. This may be configured to utilise buttons or other controlling devices at the terminal (mouse, touchscreen etc) and may depict images onto the screen to allow players to participate in "skill based" or non-randomly-generated prizes.
The database 310 records data about the operation of the gaming host system 100, including data on the operation of a client component 110 and business analysis for marketing and commercial purposes, e.g. tracking of locations, maintenance history, financial performance and current status. The database 310 may be implemented using a standard database product, e.g. from Oracle Corp. (Redwood Shores, CA, USA) or SQL Server from Microsoft Corp. (Redwood, CA, USA), and a connectivity tool, e.g. Java Data Base Connectivity (JDBC) from Sun Microsystems, Inc.
The host server 102 may be accessed or controlled using a computer control interface, such as secure web interface (not shown).
The message processors 106 each direct data messages between one or more client components 110 and the central host server 102 of the gaming host system. At the site of and for a single site implementation the message processor 106 is incorporated into the central host server 102. By connecting any desired number of client components 110, the gaming host system 100 is easy to reconfigure or scale up or down in size.
With reference to Figure 5, the message processor 106 includes a communications unit 502, which enables communication with a client component 110 and the host server 102. The communications unit 502 includes communications layer components 303. The message processor 106 also includes a data message analyser 504, which analyses data messages transmitted from either a client component 110 or the host server 102 and determines the appropriate destination for the data message. The data message analyser 504 includes message translation layer components 305 and transaction layer components 307. The analyser 504 may incorporate a data translator 304. Each data message is expected to conform to one of the data message templates 306 on host server 102. A data message template 600, as shown in Figure 6, includes a header 602 including the source and the destination 604 of a data message. The data message template 600 also includes a body 606 which includes at least one information-carrying message field 608, for example, for data representing a unique patron ID, a unique client component number, allocation of the client component, a number of gaming credits to add or subtract from a patron account and a cash amount to add or subtract from a patron account. Different data message templates are provided for different specific functions of gaming host system 100. New data message templates 306 are configured into host server 102 when new functionality, for example a client component 110, is included in the gaming host system 100. The templates are managed and updated through configuration screens which ensure that there is little if any requirement for additional programming to include new terminals or clients. The message processor 106 ensures that the inherent protocols, message formats or message standards of any client 110 do not constrain their connection to the system - but rather that the system will accept any transaction format, protocol or message set which it finds within the message template library 306 and will process it accordingly.
The message processor 106 operates, as shown in Figure 7, to receive a data message (step 702) and compare the received data message to the data message templates 30 currently stored in host server 102 (step 704). If the received data message does not match a message template (determined at step 706) the received data message is delivered to an error handling procedure at step 708. If the received data message does fit a template, the message processor 106 analyses the header 602 (step 710) to determine the destination of the received data message. Once the destination has been determined, the received data message is transmitted to the destination (step 712).
The message processor 106 may be separate to or incorporated as part of the host server 102. For multiple sites, local servers 206 at the sites incorporate one or more message processors 106, as shown in Figure 11.
A client component 110, as shown in Figure 4, includes a machine 406 of a venue for use by the patron, for example, the machine 406 may be an electronic gaming machine (EGM). The client component 110 also includes a component-machine interface unit 404, which is configured to interface between machine 406 and a component communications unit 402. The component communications unit 402 enables the client component 110 to communicate via a component communications link 108 with message processor 106, using data messages. Each client component 110 in gaming host system 100 may have a different machine 406 (e.g. manufactured by third party suppliers), but has common component communications unit 402, thereby enabling all client components to communicate with a message processor 106 using the data message templates 306. Having common communications units 402 between all client components 110 advantageously enables client components 110 to be added to and removed from a gaming host system with little system reconfiguration.
If the terminal 406 or client 110 is connected to the host 102 via an existing or legacy machine interface, the host will still accept and process its transactions and messages provided the format of the messages complies with a data template for the client terminal stored with the accepted templates 306. If, however, the terminal or client 110 is connected to the host 102 via a component-machine interface 404 of the host system 100, then additional functionality is available. The component-machine interface 404 allows for the downloading of all infonnation into a terminal from the host - i.e. the platform and the content of the terminal 110.
The communications unit 402 may be an Ethernet card or a wireless Ethernet card. The component-machine interface unit 404 is one or more boards which connect to standard ports of the gaming machine or other terminal 110. Memory on the machine interface board(s) is used to store identification, security and download-driver computer program instruction code which a) enables the processing of existing legacy data from the terminal 110 to the host 102 and b) allows the host 102 to download both platform and content software to the terminal 110.
A machine 406, as shown in Figure 8, may include open hardware 804 and secure hardware 802 connected by a legally certified interface 806. Open hardware 804 includes off-the-shelf components, such as a computer, corresponding software and standard user interfaces (e.g. a computer mouse and a video display). Secure hardware 802 may include a reconfigurable games engine, soft meters, a proximity ID, secure buttons or keypad, a hard meter, a card reader, cash deposit and vending units, and a ticket reading/vending unit. Including open hardware 804 in a client component 110 advantageously allows one or more components 110 to be deployed rapidly, using readily-available and inexpensive off-the-shelf components, thus taking advantage of the latest user-interface technologies, e.g. video developed for computer gaming.
Figure 9 shows examples of the front of house client components 110 which provide services for gaming patrons. Each client component 110 is connected to a message processor 106. The example client components include a biometric ID machine HOA, a promotions kiosk HOB3 a cashier computer HOC, a membership computer HOC, a computer located on a table game 11OE, an electronic gaming machine (EGM) 11 OF, a legacy electronic gaming machine HOG, a player loyalty client HOH, a security audit client 11 OJ, a coffee machine 11 OL and a ticket-in ticket-out (TICO) unit 100M. All of the components 110 communicate via the component communications link 108 using the component communications unit 402.
Promotions kiosk 11 OA may provide a wide range of promotional rewards, for example a "welcome back" reward or a "lucky draw" reward that is generated randomly. Rewards may be delivered as gaming credits to a patron, or as a "ticket" for redemption at a cashier. A promotions kiosk 11 OA may also provide details to patrons about their status, as recorded in the host server 102.
The system 100 may incorporate a unit for printing and reading cash value tickets, known as a "Ticket-In Ticket-Out" (TICO) unit 10OM. This simplifies hand pays and reduces hopper fields.
The client component 110 is reconfigurable. For example an electronic gaming machine 11OE, may be reconfigured "on the fly" when the host server 102 transmits new-game data messages to that client component 110. Advantageously this allows for rapid provision of new games throughout a venue, thereby maximising its usage and the profitability of each electronic gaming machine 11OE or other gaming client components 110.
A new types of client component 110, for example an electronic card game or an electronic racing game, may be integrated into the gaming host system 100 through the inclusion of a component-machine interface unit 404 and a component communications unit 402 into the new machine. This positions the operator of a venue to take advantage of new games in the market.
The client component 110 may be provided with credit card-style readers to enable cashless transactions for purchase or sale of gaming credits.
Examples of back office client components 110 which provide 'back office' services for gaming are shown in Figure 10. Each client component 110 is connected to a message processor 106. The example client components include regulatory recording equipment 1 ION, a commercial management system HOP, a marketing database 11OQ, a surveillance system 10OR, a gaming statistics unit 10OS, an operations management system HOT and a location management system 11 OU. The location management system 11 OU uses RFID chips included in each terminal / client / gaming machine 110. A mat of RFID readers of the system 11 OU is laid in the floor or the ceiling of the venue, thus providing the regulatory requirement for constant vigilance in locating and tracking all gaming terminals in all venues. Reporting may be provided by denomination, manufacturer, model, game, location and security.
Client component malfunction or maintenance messages, when received by host server 102, may activate notification messages, according to the control logic 308, to be sent from host server 102 to an operations management system HOT.
The host server 102 may also monitor all client component-related events, including signals and alarms. Alarms, such as security breaches or wins, are automatically forwarded from a client component 110 to host server 102, which records a full audit trail of alarms and events.
In a gaming environment the gaming host system 100 is secured by securing the host server 102, message processors 106 and client components 110 using available standard data security protocols currently utilised. The host communications link 104 and component communications link 108 are also secured by available standard data security protocols.
Many modifications will be apparent to those skilled in the art without departing from the scope of the present invention as herein described with reference to the accompanying drawings.

Claims

CLAIMS:
1. A gaming host system, including: a host server for processing data messages, formatted according to at least one message template, and sent to and from different types of client terminals; at least one message processor for routing said messages and determining compliance with said template; and client components for the client terminals, at least one of said terminals including a gaming machine, each of said client components including a communications unit for connection to said at least one message processor, and an interface unit for extracting data based on said template from and for the respective client terminal and processing and generating the data messages according to said template.
2. A gaming host system as claimed in claim 1, wherein the message processor processes data messages for the host server received using a number of communications protocols to determine whether the messages can be accepted and processed by the host server by comparing each data message for a match to a known template of a plurality of said templates.
3. A gaming host system as claimed in claims 1 or 2, including said client components for at least one of the following client terminals: a kiosk, a cash register, a display computer, a table game computer, a back office system, and a coffee machine.
4. A gaming host system as claimed in claim 3, wherein said back office system generates regulatory reports, commercial reports, marketing reports, gaming statistics, operational reports, and/or location management reports.
5. A gaming system as claimed in any one of the preceding claims, wherein said messages contain data representing gaming functions of a gaming establishment, said functions including at least one of hot player handling, system wide jackpot and player promotions.
6. A gaming system as claimed in any one of the preceding claims, wherein the host server includes one of said message processor.
7. A gaming system as claimed in any one of the preceding claims, wherein the message processors are installed at respective gaming venues.
8. A gaming system as claimed in any one of the preceding claims, wherein the communications unit uses an encrypted Internet protocol for communications with said processor.
9. A gaming system as claimed in any one of the preceding claims, wherein the communications unit uses a wireless communications protocol for communications with said message processor.
10. A gaming system as claimed in any one of the preceding claims, wherein the data messages of and for a client terminal are processed using jurisdictional control rules for the jurisdiction of the client terminal.
11. A gaming system as claimed in any one of the preceding claims, wherein the data messages each relate to a respective single operation or function a client terminal.
12. A gaming system as claimed in any one of the preceding claims, wherein said data messages include data for loading a new game from the host server onto the game machine.
13. A gaming system as claimed in claim 4, wherein said back office system includes a location management system including RFID readers located in gaming venues and RFID tags installed in said client terminals.
14. A gaming host system for communicating with and controlling different gaming venue machines which use different communication protocols, said system including a host server for communicating with said machines using data messages formatted using at least one message layer template for the machines.
15. A gaming host system, including: a host server for processing data messages, formatted according to selected stored message templates, and sent to and from different types of client terminals, at least one of said terminals including a gaming machine, and said terminals each being associated with at least one of said templates; and at least one message processor for routing said messages and determining compliance with said templates.
16. A gaming host system as claimed in claim 15, wherein the message processor processes the data messages to determine whether the messages can be accepted and processed by the host server by comparing each data message for a match to one of said stored templates.
17. A gaming host system as claimed in claims 15 or 16, wherein said client terminals further include at least one of the following: a kiosk, a cash register, a display computer, a table game computer, a back office system, and a coffee machine.
18. A gaming host system as claimed in claim 17, wherein said back office system generates regulatory reports, commercial reports, marketing reports, gaming statistics, operational reports, and/or location management reports.
19. A gaming system as claimed in any one of claims 15 to 18, wherein said messages contain data representing gaming functions of a gaming establishment, said functions including at least one of hot player handling, system wide jackpot and player promotions.
20. A gaming system as claimed in any one of claims 15 to 19, wherein the host server includes said message processor.
21. A gaming system as claimed in any one of claims 15 to 20, wherein the message processors are installed at respective gaming venues.
22. A gaming system as claimed in any one of claims 15 to 21, wherein the data messages of and for a client terminal are processed using jurisdictional control rules for the jurisdiction of the client terminal.
23. A gaming system as claimed in any one of claims 15 to 22, wherein the data messages each relate to a respective single operation or function a client terminal.
24. A gaming system as claimed in any one of claims 15 to 23, wherein said data messages include data for loading a new game from the host server onto the game machine.
25. A gaming system as claimed in claim 18, wherein said back office system includes a location management system including RFID readers located in gaming venues and RFID tags installed in said client terminals.
26. A gaming system substantially as hereinbefore described with reference to the accompanying drawings.
PCT/AU2007/000833 2006-06-14 2007-06-14 Gaming host system WO2007143789A1 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
AU2007260587A AU2007260587A1 (en) 2006-06-14 2007-06-14 Gaming host system

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
AU2006903208 2006-06-14
AU2006903208A AU2006903208A0 (en) 2006-06-14 Gaming host system

Publications (1)

Publication Number Publication Date
WO2007143789A1 true WO2007143789A1 (en) 2007-12-21

Family

ID=38831327

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/AU2007/000833 WO2007143789A1 (en) 2006-06-14 2007-06-14 Gaming host system

Country Status (2)

Country Link
AU (1) AU2007260587A1 (en)
WO (1) WO2007143789A1 (en)

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US6499027B1 (en) * 1998-05-26 2002-12-24 Rockwell Collins, Inc. System software architecture for a passenger entertainment system, method and article of manufacture
US6674767B1 (en) * 1999-10-04 2004-01-06 Microsoft Corporation Flexible system and method for communicating between a broad range of networks and devices
WO2004002592A1 (en) * 2002-06-26 2004-01-08 Igt Communication protocol for gaming system configuration
AU2004200734A1 (en) * 2003-02-26 2004-09-16 Wms Gaming Inc. Gaming management service in the service-oriented gaming network environment
WO2005105235A1 (en) * 2004-04-22 2005-11-10 Wms Gaming Inc. Identifying components of a casino game

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US6499027B1 (en) * 1998-05-26 2002-12-24 Rockwell Collins, Inc. System software architecture for a passenger entertainment system, method and article of manufacture
US6674767B1 (en) * 1999-10-04 2004-01-06 Microsoft Corporation Flexible system and method for communicating between a broad range of networks and devices
WO2004002592A1 (en) * 2002-06-26 2004-01-08 Igt Communication protocol for gaming system configuration
AU2004200734A1 (en) * 2003-02-26 2004-09-16 Wms Gaming Inc. Gaming management service in the service-oriented gaming network environment
WO2005105235A1 (en) * 2004-04-22 2005-11-10 Wms Gaming Inc. Identifying components of a casino game

Also Published As

Publication number Publication date
AU2007260587A1 (en) 2007-12-21

Similar Documents

Publication Publication Date Title
US11210898B2 (en) Graphic capture in a mobile loyalty network
CN103177510B (en) Be combined in the embedded user interface in game station and system
US8696465B2 (en) Modular entertainment and gaming systems configured to consume and provide network services
US8414397B2 (en) Gaming terminal network with a message director
US8197344B2 (en) Gaming terminal data monitoring network
US6908391B2 (en) Modular entertainment and gaming system configured for network boot, network application load and selective network computation farming
US6916247B2 (en) Modular entertainment and gaming systems
AU2007260965B2 (en) Mobile device for providing filtered casino information based on real time data
AU2001283264B2 (en) Gaming system with player tracking
CN101548300A (en) Remote configuration of gaming terminals
JP2019535070A (en) Bill discriminating cash dispensing apparatus used in casino facilities, system and method thereof
CN101263534A (en) Method and system for instant-on game download
WO2007121577A1 (en) Networked computerized wager-based game system
AU2022204924A1 (en) Data collection cloud system for electronic gaming machines
WO2007143789A1 (en) Gaming host system
AU2013200162A1 (en) Gaming host system
WO2008057294A2 (en) External control of a peripheral device through a communication proxy in an electronic wagering game system
JP2004041545A (en) Internet protocol address setting method and game medium dispensing management system

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 07719075

Country of ref document: EP

Kind code of ref document: A1

WWE Wipo information: entry into national phase

Ref document number: 2007260587

Country of ref document: AU

NENP Non-entry into the national phase

Ref country code: DE

ENP Entry into the national phase

Ref document number: 2007260587

Country of ref document: AU

Date of ref document: 20070614

Kind code of ref document: A

32PN Ep: public notification in the ep bulletin as address of the adressee cannot be established

Free format text: NOTING OF LOSS OF RIGHTS EPO FORM 1205A DATED 25.05.2009.

122 Ep: pct application non-entry in european phase

Ref document number: 07719075

Country of ref document: EP

Kind code of ref document: A1