Patents by Inventor Robby M. Friedman
Robby M. Friedman has filed for patents to protect the following inventions. This listing includes patent applications that are pending as well as patents that have already been granted by the United States Patent and Trademark Office (USPTO).
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Patent number: 9542805Abstract: A gaming system for conducting a wagering game displays images having dynamically changing shapes. In one embodiment, a display device displays a screen for a wagering game. The screen presents a first image that follows a first spline. The first spline is defined by one or more curves passing through a first set of control points. A processor determines a second set of control points to define a second spline for the first image. The screen displays the first image transitioning from following the first spline to following the second spline. The screen may present a graphical interaction involving the first image, and the processor is configured to determine the second set of control points in response to the graphical interaction. The graphical interaction may occur between the first image and a second image. Alternatively, an input from a player causes the graphical interaction with the first image.Type: GrantFiled: March 11, 2013Date of Patent: January 10, 2017Assignee: Bally Gaming, Inc.Inventors: Victor Vasquez Lerias, III, Jamie W. Vann, Robby M. Friedman, Jason M. Hoffman, Michael J. Irby, Robert W. Morgan, Kazuki Murakami
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Patent number: 9542807Abstract: A behavior controller system and its operations are described herein. In embodiments, the operations can include determining an outcome to present for a wagering game. The wagering game includes a wagering game object configured to present the outcome using a set of possible behavioral responses. The operations can further include, based on the outcome, determining priorities for the set of possible behavioral responses and performing at least a portion of the set of possible behavioral responses according to the priorities. The operations can further include; and causing the wagering game object to present the outcome for the wagering game based on the performing the at least the portion of the set of possible behavioral responses.Type: GrantFiled: May 15, 2014Date of Patent: January 10, 2017Assignee: Bally Gaming, Inc.Inventors: Peter R. Anderson, Robby M. Friedman, Mark B. Gagner, Timothy T. Gronkowski, Michael J. Irby, II, Victor T. Shi, John L. Walsh
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Patent number: 9189917Abstract: Dynamic skinning can be propagated between a base game and a portal game. A base game and a portal game can be unidirectionally or bidirectionally “hooked” into each other to utilize perceivable elements of the other. For instance, a first set of dynamic perceivable elements are defined for a base game and a second set of dynamic perceivable elements are defined for a portal game. These sets of dynamic perceivable elements can change based on various conditions. The base game can rely on the second game (or code or configurations associated with the second game) for dynamic skinning that varies with the portal game while the portal game can rely on the base game (or code or configurations associated with the base game) for dynamic skinning that varies with the base game. Furthermore, a perceivable element can traverse a base game and a portal game.Type: GrantFiled: January 21, 2014Date of Patent: November 17, 2015Assignee: Bally Gaming, Inc.Inventors: Peter R. Anderson, Robby M. Friedman, Michael J. Irby, II
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Publication number: 20140248934Abstract: A behavior controller system and its operations are described herein. In embodiments, the operations can include detecting one or more events that occur within a wagering game. The wagering game can feature a wagering game object that can automatically (e.g., intelligently) respond to the one or more events. The behavior controller system can use event-driven behavior controllers, such as a behavior tree. The behavior controller system can determine, and activate, tasks on the behavior tree that cause the wagering game object to respond to the one or more events. In some embodiments, the behavior controller system can also prioritize tasks that may be performed by behavior trees to prevent conflicts between wagering game objects during a wagering game.Type: ApplicationFiled: May 15, 2014Publication date: September 4, 2014Applicant: WMS Gaming, Inc.Inventors: Peter R. Anderson, Robby M. Friedman, Mark B. Gagner, Timothy T. Gronkowski, Michael J. Irby, II, Victor T. Shi, John L. Walsh
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Patent number: 8758125Abstract: A behavior controller system and its operations are described herein. In embodiments, the operations can include detecting one or more events that occur within a wagering game. The wagering game can feature a wagering game object that can automatically (e.g., intelligently) respond to the one or more events. The behavior controller system can use event-driven behavior controllers, such as a behavior tree. The behavior controller system can determine, and activate, tasks on the behavior tree that cause the wagering game object to respond to the one or more events. In some embodiments, the behavior controller system can also prioritize tasks that may be performed by behavior trees to prevent conflicts between wagering game objects during a wagering game.Type: GrantFiled: July 24, 2009Date of Patent: June 24, 2014Assignee: WMS Gaming, Inc.Inventors: Peter R. Anderson, Robby M. Friedman, Mark B. Gagner, Timothy T. Gronkowski, Michael J. Irby, Victor T. Shi, John L. Walsh
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Publication number: 20140135128Abstract: Dynamic skinning can be propagated between a base game and a portal game. A base game and a portal game can be unidirectionally or bidirectionally “hooked” into each other to utilize perceivable elements of the other. For instance, a first set of dynamic perceivable elements are defined for a base game and a second set of dynamic perceivable elements are defined for a portal game. These sets of dynamic perceivable elements can change based on various conditions. The base game can rely on the second game (or code or configurations associated with the second game) for dynamic skinning that varies with the portal game while the portal game can rely on the base game (or code or configurations associated with the base game) for dynamic skinning that varies with the base game. Furthermore, a perceivable element can traverse a base game and a portal game.Type: ApplicationFiled: January 21, 2014Publication date: May 15, 2014Applicant: WMS Gaming, Inc.Inventors: Peter R. Anderson, Robby M. Friedman, Michael J. Irby, II
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Patent number: 8663005Abstract: An editing tool generates a progressive game skin and code for instantiating the progressive game skin. The progressive skin indicates various perceivable elements (e.g., visual elements, aural elements, etc.) and skin configurations (e.g., layout for perceivable elements, timing for presenting perceivable elements, properties of perceivable elements, etc.). The progressive skin may also indicate target presentation devices for presenting the perceivable elements indicated by the progressive skin. The progressive skin editing tool provides the progressive skin to a device that controls one or more devices that will present the perceivable element indicated by the progressive skin. The controlling device (“media controller”) reads the progressive skin and causes the one or more devices to present the indicated perceivable elements as indicated by the progressive skin (“instantiates the progressive skin”).Type: GrantFiled: November 13, 2009Date of Patent: March 4, 2014Assignee: WMS Gaming, Inc.Inventors: Peter R. Anderson, Robby M. Friedman, Michael J. Irby, II
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Publication number: 20140004924Abstract: A gaming system for conducting a wagering game displays images having dynamically changing shapes. In one embodiment, a display device displays a screen for a wagering game. The screen presents a first image that follows a first spline. The first spline is defined by one or more curves passing through a first set of control points. A processor determines a second set of control points to define a second spline for the first image. The screen displays the first image transitioning from following the first spline to following the second spline. The screen may present a graphical interaction involving the first image, and the processor is configured to determine the second set of control points in response to the graphical interaction. The graphical interaction may occur between the first image and a second image. Alternatively, an input from a player causes the graphical interaction with the first image.Type: ApplicationFiled: March 11, 2013Publication date: January 2, 2014Applicant: WMS GAMING INC.Inventors: Victor Vasquez Lerias, III, Jamie W. Vann, Robby M. Friedman, Jason M. Hoffman, Michael J. Irby, Robert W. Morgan, Kazuki Murakami
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Publication number: 20110218042Abstract: An editing tool generates a progressive game skin and code for instantiating the progressive game skin. The progressive skin indicates various perceivable elements (e.g., visual elements, aural elements, etc.) and skin configurations (e.g., layout for perceivable elements, timing for presenting perceivable elements, properties of perceivable elements, etc.). The progressive skin may also indicate target presentation devices for presenting the perceivable elements indicated by the progressive skin. The progressive skin editing tool provides the progressive skin to a device that controls one or more devices that will present the perceivable element indicated by the progressive skin. The controlling device (“media controller”) reads the progressive skin and causes the one or more devices to present the indicated perceivable elements as indicated by the progressive skin (“instantiates the progressive skin”).Type: ApplicationFiled: November 13, 2009Publication date: September 8, 2011Applicant: WMS Gaming, Inc.Inventors: Peter R. Anderson, Robby M. Friedman, Michael J. Irby, II
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Publication number: 20110021263Abstract: A behavior controller system and its operations are described herein. In embodiments, the operations can include detecting one or more events that occur within a wagering game. The wagering game can feature a wagering game object that can automatically (e.g., intelligently) respond to the one or more events. The behavior controller system can use event-driven behavior controllers, such as a behavior tree. The behavior controller system can determine, and activate, tasks on the behavior tree that cause the wagering game object to respond to the one or more events. In some embodiments, the behavior controller system can also prioritize tasks that may be performed by behavior trees to prevent conflicts between wagering game objects during a wagering game.Type: ApplicationFiled: July 24, 2009Publication date: January 27, 2011Applicant: WMS Gaming, Inc.Inventors: Peter R. Anderson, Robby M. Friedman, Mark B. Gagner, Timothy T. Gronkowski, Michael J. Irby, Victor T. Shi, John L. Walsh