METHODS FOR GAME PLAYER IDENTIFICATION
One embodiment of the invention includes a method of monitoring behavior of a group of casino game players. The method includes identifying a group of casino game players for profiling; profiling the game players based upon their actions in a gaming establishment; and providing options for game play and service to the game players based upon their profile.
This application claims priority under 35 U.S.C. 119(e) from U.S. Provisional Application Ser. No. 60/640,663 filed Dec. 30, 2004, which application is incorporated herein by reference.
COPYRIGHTA portion of the disclosure of this patent document contains material that is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent document or the patent disclosure, as it appears in the Patent and Trademark Office patent files or records, but otherwise reserves all copyright rights whatsoever. The following notice applies to the software and data as described below and in the drawings that form a part of this document: Copyright © 2005, WMS Gaming Inc.
FIELDThis patent application pertains generally to gaming systems, and more particularly to methods for controlling a gaining machine in response to the machine's environment.
BACKGROUNDGaming devices such as slot machines offer patrons to purchase an opportunity to plan a game of chance. Modem gaming devices typically employ a computer system and a display that presents a gaming interface to a patron. Patrons in a casino may be offered complimentary services, such as beverages. Casinos typically also includes security personnel who monitor activity of casino patrons. Improved gaming devices are needed.
SUMMARYOne embodiment of the invention includes a method of monitoring behavior of a group of casino game players. The method includes identifying a group of casino game players for profiling; profiling the game players based upon their actions in a gaming establishment; and providing options for game play and service to the game players based upon their profile.
Another embodiment includes a method of identifying suspicious gaming patron activity. The method includes collecting data regarding the activity of a multiplicity of gaming patrons; processing the data with a neural network to identify typical gaming patterns; and analyzing the activity of gaming patrons and identifying activity that departs from the typical gaming patterns.
One other embodiment includes a machine-assisted method. The method includes tracking the gaming activity of a patron; if the gaming activity of the patron meets a criterion, identifying the patron as a preferred status patron, collecting a biometric sample from the patron, and associating the biometric sample with patron's preferred status;
collecting biometric samples from patrons in a gaming establishment;
if one of the biometric samples collected from patrons in the gaming establishment matches the biometric sample of the preferred status patron, declaring that patron from whom the biometric sample was collected should receive preferred treatment.
BRIEF DESCRIPTION OF THE DRAWINGSThe present invention is illustrated by way of example and not limitation in the accompanying drawings in which:
Methods and apparatus for sensing activity and location of a gaming device are described herein. In the following description, numerous specific details are set forth. However, it is understood that embodiments of the invention may be practiced without these specific details. In other instances, well-known circuits, structures, and techniques have not been shown in detail in to avoid obscuring the understanding of this description. Note that in the description, references to “one embodiment” or “an embodiment” mean that the feature being referred to is included in at least one embodiment of the invention. Further, separate references to “one embodiment” in this description do no necessarily refer to the same embodiment; however, neither are such embodiments mutually exclusive, unless so stated and except as will be readily apparent to those of ordinary skill in the art. Thus, the present invention can include any variety of combinations and/or integrations of the embodiments described herein. Moreover, in this description, the phrase “exemplary embodiment” means that the embodiment being referred to serves as an example or illustration.
This description is divided into four sections. First, an exemplary gaming device and exemplary gaming environments are described. The, techniques for detecting tampering and suspicious gaming are described. Next, the use of biometric sensing with gaming devices, systems, and methods is described. Then, geolocation of gaming devices is described.
Exemplary Gaming Devices, Systems and Environments
Referring now to
A payoff mechanism 345 allows for payoff through coins, bills, or a card. A switch 335 allows the device to be shut off. A light sensor 355 is configured inside the gaming device to detect if the gaming device is opened. A motion sensor 360, such a tilt sensor, is configured to detect movement of the device. A biometric sensor 365 such as a video sensor is configured to detect a patron in the vicinity of the device. A global positioning system 370 is mounted in the gaming device and coordinated with a satellite system to identify the geographic location of the gaming device. It is understood that
Referring now to
Detecting Tampering or Suspicious Gaming
In varying embodiments, techniques are used to detect tampering with a gaming device. In an embodiment, physical access to the device is detected using a light sensor or motion sensor. For example, in an embodiment, a light sensor is configured so that if a sealed machine is opened, the light sensor detects light that enters the machine when it is opened. This event is communicated to a security system and/or security personnel through a network connection. In another embodiment, a motion sensor is configured to detect movement of a device or motion inside a device and send a notice of the movement. This allows detection that a machine is being stolen, abused, or otherwise tampered with. In varying embodiments, evidence of possible tampering is analyzed by the gaming device, or by a computer system accessible through a network.
In varying embodiments, tampering or other improper use of gaming devices is detected by monitoring user activity. Referring now to
In varying embodiments, patron activity is be tracked through other techniques, including player identification cards. A tracking card is an object, usually a card that fits in a wallet, that contains a unique code for a game patron. In varying embodiments, a bar code, magnetic code, or radio frequency identification (RFID) tag is used as a patron identification code. Embodiments of gaming devices are equipped with a code reader, so that the machine can recognize the gaming patron. As the patron engages games in a casino (or multiple casinos), the patron's activity is tracked through the tracking card, and unusual patron behavior is identified, monitored, and analyzed. For example, unusual cash out patterns or betting patterns by a particular patron are tracked as the patron visit gaming machines or casinos.
In varying embodiments, the user inputs and cash out occurrences are monitored and analyzed by one or more computer systems to identify unusual or suspect behavior. For example, a pattern of bill insertion soon followed by a cash out can indicate the use of counterfeit currency. Unusual cash out patterns can also indicate that tampering is occurring. More complex patterns, or departures from expected patterns, can also be detected. For example, repeated or unusual sequences of user inputs can indicate tampering or other improper use of a gaming device that should be investigated.
In another embodiment, tampering or improper use are detected by monitoring activity across a number of networked devices. Activity patterns are observed and stored, and patron activity is compared to observed patterns. For example, new patron activity is compared against stored activity patterns, and patron activity that deviates from the range of activity predicted by the patterns is identified as suspicious. Instances of identification theft, for example through a stolen credit card, are detected.
In varying embodiments, a gaming profile (or “signature”) are developed for an individual gaming patron, or for patrons generally. In an embodiment, if the activity of a gaming patron deviates from his or her gaming profile, a possible case of identity theft is declared and investigated. In another embodiment, a general profile that applies to patrons generally is developed based upon ranges of activity that are expected from gaming patrons. If a particular gaming patron's activity deviates from a range of activity predicted by the general profile, the patron is declared suspicious, and responsive action is taken. In varying embodiments, patron activity are analyzed with a neural network. Neural networks are discussed in U.S. Pat. Nos. 6,067,535, 6,038,555, 5,966,650, 5,010,512, and 4,876,731, which are incorporated herein by reference.
In an embodiment, unusual or idiosyncratic gaming activity is used to identify a particular patron from a group of patrons. For example, tracking sufficient unusual input sequences occurring at a multiple devices, or sequential use of devices, allows identification of a particular patron.
Referring now to
In an embodiment, both an individual and a general profile are used to detect possible identity theft. Referring now to
Biometric Sensing
In varying embodiments, biometric techniques are used to identify and/or track patrons. In an embodiment, a video sensor in a gaming establishment and is connected to a computer system that analyzes data from the video sensor. A video sensor, such as a video camera, is configured to communicate with a gaming device or other computer system through a wired or wireless direct connection or through a network. Facial recognition technology is used to identify a patron from a video image. A faceprint is generated from the image. The faceprint is compared to face prints in a faceprint database to identify a patron of interest.
In varying embodiments, a list of patrons is designated for VIP treatment: If the faceprint of a VIP patron is identified from a video image, special services is directed to the patron.
Referring now to
In other embodiments, faceprints for other categories of patrons are be cataloged and referenced. In an embodiment, faceprints of problem gamblers, banned patrons, and minors are tracked. In one embodiment, a known minor is recognized. In another embodiment, a faceprint is analyzed to determine whether the patron is a minor, based upon the dimensions of the faceprint.
In another embodiment, biometric technology is used to confirm that the patron using a tracking card is actually the patron associated with the tracking card. In varying embodiments, a gaming device compares the patron identity indicated by a player tracking card to the identity associated with a faceprint of the patron who is using the machine to determine whether the patron using the card is actually the patron associated with the card. This confirmation of patron identity prevents a patron from lending a tracking card to another patron. Instances of fraudulent use of tracking cards is also identified. Gaming devices that are equipped with facial recognition technology generally require increased storage and processing capacity compared to comparable gaming systems that lack recognition technology.
Other biometric techniques can also be used to identify patrons. For example, in an embodiment, fingerprint scanning or iris scanning techniques are used to recognize a patron. Biometric sampling and analysis is further described in U.S. Pat. Nos. 6,810,480, 6,810,135, 6,801,641, 6,783,459, 6,728,881, 6,722,985, 6,709,333, 6,612,928, and 6,508,709, which are incorporated herein by reference.
Geolocation
In an embodiment, gaming device includes a system for identifying the geographic location of the device. In one embodiment, a global positioning system (GPS) is used to locate the device. Global positioning systems are described in U.S. Pat. No. 6,104,815, which is incorporated herein by reference. In another embodiment, a cellular transmission is used to locate the gaming device through triangulation.
In another embodiment, an internet protocol is used to identify where a gaming device is located. In an embodiment, a traceroute check can follow the path that TCP/IP packets take going from one point to another and identify the source of a transmission. Alternatively, an IP address is be checked against a database of countries of origin of IP addresses or a database of IP address owners. A geolocation database is available from QUOVA, INC, for example. Further geolocation techniques are described in U.S. Pat. No. 6,684,250, which is incorporated herein by reference. In an embodiment, operation of a gaming device that is operating from an illegitimate IP address (e.g. from an IP address that differs from the realm of expected IP addresses) is detected and discontinued.
In varying embodiments, geolocation techniques allow identification of illegal or unauthorized operation of a gaming machine. For example, identification of the geographic location of a gaming device allows for detection a stolen gaming device or unauthorized transport of the game. In an embodiment, if a gaming device is operated in an unauthorized or unexpected location, the unauthorized use device is handled through deactivation, retrieval, or blockage of network access to a gaming network.
In another embodiment, a portable gaming devices is controlled or disabled based upon data received from a geographic locating system and a database of data for geographic regions. In varying embodiments, gaming devices on cruise ships or aircraft are be located, and that operation of the gaming device is coordinated with jurisdictional regulations as the craft moves about the world. For example, if a cruise ship moves to waters where gaming is not permitted, the gaming device is shut off.
In an embodiment, a gaming device is automatically configured to comply with regulations in a jurisdiction where gaming is permitted, based upon the data received from a geographic locating system. For example, a geographic locating system also allows a device to be configured based upon which casino it is placed in. In an embodiment, a database of geographical coordinates for casinos is maintained, and a gaming device is matched to a particular casino based upon the geographic locating data obtained from the device. A database of configuration information for the casinos is maintained and used to configure gaming devices based upon which casino matches the gaming device location.
Referring now to
In varying embodiments, anti-spoofing strategies are used to prevent faking of a device location. For example, multiple geolocating systems are employed so that a spoofed location is identifiable from inconsistencies among the systems.
Referring now to
Claims
1. A method of monitoring behavior of a group of casino game players, comprising:
- Identifying a group of casino game players for profiling;
- Profiling the game players based upon their actions in a gaming establishment; and
- Providing options for game play and service to the game players based upon their profile.
2. The method of claim 1 wherein the profiles are categorized.
3. The method of claim 2 wherein the categories comprise one or more of high rollers, gambling addicts and game cheaters.
4. The method of claim 1 wherein profiling is performed using artificial intelligence.
5. The method of claim 1 wherein options are provided using artificial intelligence.
6. The method of claim 1 wherein the players are profiled using biometric parameters.
7. The method of claim 1, further comprising maintaining a database of players and a profile for each player.
8. The method of claim 6, further comprising maintaining options for game play and for service for each player in the database.
9. The method of claim 1 wherein the options include limiting access to gaming machines for players having a preselected profile.
10. The method of claim 1 wherein the options include providing additional services for players having a preselected profile.
11. The method of claim 1 wherein the options include banning players having a preselected profile from playing games.
12. The method of claim 1 wherein the options include monitoring player behavior and identifying correlations with behavior of other players.
13. The method of claim 11 wherein correlations are identified with artificial intelligence.
14. A method of identifying suspicious gaming patron activity comprising:
- collecting data regarding the activity of a multiplicity of gaming patrons;
- processing the data with a neural network to identify typical gaming patterns; and
- analyzing the activity of gaming patrons and identifying activity that departs from the typical gaming patterns.
15. The method of claim 13 comprising identifying the gaming activity of an individual gaming patron and developing a gaming profile for the individual gaming patron from the data collected from the individual gaming patron.
16. The method of claim 14 further comprising comparing the activity of a gaming patron to the patron's gaming profile and declaring a possible identify theft if the activity of the gaming patron deviates from the patron's gaming profile.
17. The method of claim 13 comprising processing data from a general gaming population to develop a range of expected gaming activity, and identifying gaming activity that falls outside the range of expected gaming activity as suspicious.
18. The method of claim 13, further comprising processing data to identify behavior indicative of a conspiracy by more than one patron to defraud a casino.
19. The method of claim 17, further comprising analyzing the behavior of groups of patrons in order to identify conspiracies.
20. A machine-assisted method comprising:
- tracking the gaming activity of a patron;
- if the gaming activity of the patron meets a criterion, identifying the patron as a preferred status patron, collecting a biometric sample from the patron, and associating the biometric sample with patron's preferred status;
- collecting biometric samples from patrons in a gaming establishment;
- if one of the biometric samples collected from patrons in the gaming establishment matches the biometric sample of the preferred status patron, declaring that patron from whom the biometric sample was collected should receive preferred treatment.
21. The method of claim 19, further comprising developing a profile for identifying high rollers and comparing a patron's activities to the profile.
Type: Application
Filed: Dec 22, 2005
Publication Date: Sep 14, 2006
Inventors: Jerome Carpenter (Woodridge, IL), Faith LeBrun (Chicago, IL), Steven Lee (Naperville, IL), James Sutton (Cary, IL), Craig Sylla (Round Lake, IL)
Application Number: 11/275,301
International Classification: A63F 9/24 (20060101);