Methods and systems for anonymous player profile storage and retrieval
A method and personal instrument for players to store and retrieve their game and player preference profile without registering for a named personal player account therefore retaining their anonymity. When playing multilevel games, the described embodiments allow storing and retrieving the game level and/or other player or game information such that the game may be subsequently resumed at the same or a different gaming machine. Gaming machines may be configured to offer Anonymous Player Profile Storage and Retrieval using personal readable storage instruments such as machine readable Player Profile Tickets, personal memory devices, PIN-based keypad or modalities. Active anonymous players may be monitored while retaining their anonymity and consequently may earn loyalty bonuses and be prompted with promotional offers. Monitored active anonymous players may even be invited to join a conventional named player tracking scheme for additional benefits, if they wish to reveal their identity.
Latest CYBERVIEW TECHNOLOGY, INC. Patents:
This application claims the benefit under 35 U.S.C. § 119(e) of Provisional Application No. 60/889,923, filed Feb. 14, 2007, which application is hereby incorporated herein by reference in its entirety.
BACKGROUND OF THE INVENTION1. Field of the Invention
The present inventions relate generally to the field of regulated pay computer-controlled games, either pay-for-play (e.g. entertainment arcades, amusement arcades) or pay-for-wager (e.g. casino, video lottery, Fixed Odds Betting terminals or FOBT).
2. Description of the Prior Art and Related Information
No group has exerted more influence on the contemporary casino slot floor than the WWII and “baby boom” generations. A demographic that is at or is nearing the age of retirement, these generation represents a dominant segment of the casino gaming market, largely because of their disposable income and because of the wealth of time they have available to devote to recreation.
Because of this marketplace dynamic, casino gaming machine designers and operators have focused their industry around the WWII and baby boom generation players. A large percentage of the operating gaming machines are themed with cartoon and movie icons of these eras. Since players at or nearing retirement age tend to be less technologically savvy than younger players, gaming machines have evolved at a much slower pace than computing technologies. In addition, since the WWII and baby boom generation players did not grow up playing console video games, little motivation has existed and few inroads have been made in bringing console style video games to the casino floor.
Because of its reluctance to evolve, the casino gaming marketplace faces a number of risks in the coming years. The WWII/baby boomer generations will not dominate the gaming marketplace forever. While the process of changing game symbols and icons to better suit the next generation of players should not prove difficult, the process of changing the very essence of casino games will undoubtedly prove to be a more challenging endeavor.
It stands to reason that the next generation of casino players, a generation that has been raised on interactive console-based video games, is not likely to be entertained by games of a less technologically sophisticated era. Because the console video game paradigm involves “beating” games by advancing through a series of levels, it is logical that Generation X and Generation Y gamers will respond positively to casino games that work along similar lines. Spinning reels are not likely to entertain a player who grew up commanding armies, fulfilling mythical quests, winning super bowls, and rescuing princesses in distress amidst dazzling colors and rich graphics and sound.
In order to support the new brand of console-style casino games that must inevitably be developed, some key changes will need to be made to the layout and design of casino gaming machines. One such key change will involve the console video game paradigm of saving games. Because games in which a player advances through a series of levels typically cannot be conquered in a single setting, the player must have a means of storing his or her game at its current level of completion so that he or she may resume it later. In the current casino marketplace, no framework for capturing, storing, or retrieving this information exists.
Current casino games are also not adequately equipped to handle player preferences storage and retrieval. Moreover, as games continue to evolve, players will have increasingly more power to affect their gaming experience by changing the look, layout, and behavior of games to match their preferences. Currently, no reliable and convenient mechanism exists to “remember” a player's game preferences each time he or she begins a game within casinos.
SUMMARY OF THE INVENTIONAccordingly, an embodiment of the present invention is a method, including providing a first network-connected regulated gaming machine configured to enable a player to change personal parameters associated with the player during a game session on the first gaming machine, the first gaming machine including a first ticket printer and a first ticket reader; providing a first memory accessible by the network; enabling the player to start a first game session on the first gaming machine with default personal parameters; changing the default personal parameters; enabling a player to end the game session on the first gaming machine; storing the changed personal parameters and an anonymous unique identifier in the first memory for later retrieval, the stored personal parameters being referenced by the anonymous unique identifier; printing, by the first ticket printer, a first ticket including at least the anonymous unique identifier; providing a second network-connected regulated gaming machine that includes a second ticket printer and a second ticket reader; reading, by the second ticket reader, at least the anonymous unique identifier printed on the first ticket upon presentation of the first ticket by the player to the second gaming machine; retrieving from the first memory via the network the stored personal parameters referenced by the read anonymous unique identifier, and enabling the player to start, on the second gaming machine, a second game session configured with the retrieved personal parameters.
According to further embodiments, the first memory may be located in the first gaming machine and the retrieving may be performed by copying the stored personal parameters directly from the first gaming machine to the second gaming machine via the network in a peer-to-peer fashion. Alternatively, the first memory may be located in a remote central server coupled to the network and the retrieving may be performed by copying the stored personal parameters from the memory located in the remote central server to the second gaming machine via the network. For example, the personal parameters may include game layout preferences, game configuration preferences, game themes preferences, a last game level achieved, a last point played in the game, a preferred starting point in the game, a player selected avatar, a player selected nickname (or pseudo-name), sound volume, and/or game accrued non-monetary benefits, to name but a few of the possibilities. The method may further include a step of printing, by the first ticket printer, a second ticket associated with winnings or remaining credits of the player when a cash-out function is activated. The first ticket and the second ticket may be merged on a single ticket. The method may further include a step of encoding the anonymous unique identifier printed of the first ticket by the first ticket printer in a machine readable code, the machine readable code being one of, for example, a 1D barcode, a 2D barcode and OCR text that is readable by the first ticket reader and the second ticket reader. The method may also include a step of encoding the anonymous unique identifier and the personal parameters printed of the first ticket by the first ticket printer in a machine readable code, the machine readable code being one of, for example, a 1D barcode, a 2D barcode and OCR text that is readable by the first ticket reader and the second ticket reader. The method may also include a step of printing a machine readable verification code comprising at least a PKI certificate and a signature of the anonymous unique identifier and the personal parameters on the first ticket to enable, when the first ticket is being read by the first reader or the second reader, authentication of the anonymous unique identifier and the personal parameters, the authentication including at least proof of origin of the PKI certificate. Steps of the first ticket reader reading at least the anonymous unique identifier printed on the first ticket presented by the player on the first gaming machine and retrieving the personal parameters referenced by the anonymous unique identifier from the first memory may also be carried out. The method may also include a step of the second ticket printer printing a second ticket including at least the anonymous unique identifier. The first game in the first game session and the second game in the second session may be the same game. The first game in the first game session and the second game in the second session may be the same game and the second enabling step may be carried out such that the second game is configured to resume from where the first game ended or left off. The method may also include steps of monitoring an activity of the player identified by the anonymous unique identifier by a remote central server and recording, in a database, the recorded activity being referenced by the anonymous unique identifier. The monitoring step may be carried out to enable the player to, for example, earn loyalty bonuses, be prompted with promotional offers, and/or be invited to join a conventional named player tracking scheme for additional benefits if the player wishes to reveal his identity. The second providing step may be carried out with the second gaming machine being configured to enable a player to change personal parameters associated with the player during a game session on the second gaming machine
According to another embodiment thereof, the present invention is a method of enabling regulated game play. The method may include steps of reading, by a first gaming machine, a player profile instrument provided by a player having initiated a first game on the first gaming machine; retrieving, by the first gaming machine, player information from the read player profile instrument and using the retrieved player information to retrieve player profile information and configuring the first gaming machine according to the retrieved player profile information; enabling the player to play the initiated first game on the configured first gaming machine; responsive to one of a selected plurality of events, ending the first game and updating the player profile information with game information from the played first game; reading, by a second gaming machine, the player profile instrument provided by the player having initiated a second game on the second gaming machine; retrieving, by the second gaming machine, the player information from the read player profile instrument and using the retrieved player information to retrieve the updated player profile information and configuring the second gaming machine according to the retrieved updated player profile information, and enabling the player to play the initiated second game on the configured second gaming machine.
The player profile information may be retrieved by the first gaming machine from a player profile database provided, for example, within the first gaming machine. The player profile information may be retrieved by the second gaming machine from a player profile database that may be provided, for example, within the second gaming machine. The player profile information may be retrieved by the first and second gaming machines from a player profile database that may be remote from the first and the second gaming machine. The selected plurality of events may include, for example, the player cashing out, the player running out of credits and the player terminating the first game, to name but a few possibilities. The second game may be the same as the first game and the second game configuring step may configure the second game to start or to resume from where the first game left off or ended. The second game may be the same as the first game and the second game configuring step may configure the second game to start in a level where the first game ended. The player profile information may include a player-selected avatar, the first game configuring step may configure the first game to use the player-selected avatar and the second game configuring step may configure the second game to use the player-selected avatar. After the second gaming machine reading step, the method may further include steps of updating the player information and storing the updated player information on the player profile device. The player information may include a unique and anonymous player identifier that is associated with the player profile information of the player. The player profile instrument may be a ticket printed by a first ticket printer included in or coupled to the first gaming machine and read by a second ticket reader included in or coupled to the second gaming machine. The player profile instrument may be a removable personal memory that is recordable via a first removable personal-memory reader/writer included in or coupled to the first gaming machine and readable by a second removable personal memory reader/writer included in or coupled to the second gaming machine.
In the following detailed description of exemplary embodiments of the invention, reference is made to the accompanying drawings, which form a part hereof, and in which is shown by way of illustration specific exemplary embodiments in which the invention may be practiced. These embodiments are described in sufficient detail to enable those skilled in the art to practice the invention, and it is to be understood that other embodiments may be utilized and that logical, mechanical, electrical and other changes may be made without departing from the spirit or scope of the present invention. The following detailed description is, therefore, not to be taken in a limiting sense.
Embodiments of the present invention include methods and systems for enabling players to store and retrieve their game preference profile without registering for a player account, thus retaining player anonymity. When playing multilevel games, the method allows storing and retrieving the current game level such that the game may be seamlessly resumed at a later time. Gaming machines may be configured, according to embodiments of the present invention, to offer Anonymous Player Profile Storage and Retrieval using personal readable storage instruments such as machine readable tickets, personal memory devices, and PIN-based keypad schemes (among many other possibilities). Active anonymous players may be monitored (all the while retaining their anonymity) and may earn loyalty bonuses, may be prompted with promotional offers and/or may be invited to join a conventional full player tracking scheme for additional benefits if they wish to reveal their identity. The Anonymous Player Profile Storage and Retrieval may advantageously operate in a peer-to-peer fashion or may be implemented using central server architecture.
At step S34, it is determined whether the player or patron wishes to change his or her player profile—that is, to change his or her existing preferences or to add new player preferences. If not, the method may proceed to step S36, whereupon the player plays or continues to play his or her game. If, however, the player wishes to change or add to his or her existing player profile (the “Yes” branch of S34), step S35 calls for the player to input such preferences through appropriate player interaction mechanisms such as, for example, on screen prompts, on-screen choices, voice input, buttons or active areas on a touch screen or by means of other input modalities. Game play may then proceed until patron wishes to cash out as shown at S37 (or the player's funds are exhausted). If, as shown at the “Yes” branch of S37, the player wishes to cash out, the new or updated player profile may be stored on the Player Profile Ticket or otherwise stored as shown at S38 and any winnings and/or remaining funds may be dispensed. The updated player profile may include an identification of the last level achieved by the player (or the latest point played in the game so as to enable a seamless resumption of the game at a later time), as well as any changes to the player profile inputted at S35. Other pertinent information may also be stored at this time, either on the Player Profile Ticket or on the gaming machine, a peer gaming machine or on a central server.
Once a player has inserted his or her Player Profile Ticket, input their access code (or account number and password) or have otherwise communicated or caused the retrieval of their player profile information, his or her unique anonymous player ID may be matched with one or more entries in a casino's profile database 410—which may be co-located or may be located in a remote secure location. Note that the anonymous player ID need not be matched with the player's personal identity, if the player does not so wish. In this manner, embodiments of the present invention may keep track of a player's player information without requiring the player to personally identify him or herself to the casino—unless the player so desires. The profile database may be composed of a simple table 412 or may be composed of a series of interrelated tables. Information stored within this table or tables may include but is not limited to: a customer ID, a customer profile code, a game title, a game status code, information on remaining credits, information on unclaimed or earned bonuses, sound volume, and a game timestamp. The database record corresponding to the player may then be used by the gaming machine 414 to set the player's preferences, remaining credits or remaining accrued benefits, current level (using the game status code, for example) and a host of other personalized services. Accrued benefits are credits or scores that the player may have accumulated before he exited the game that may be used when a new game session is started, such as ammunitions, fuel, lives, scores, or so like that are commonly encountered in multi-level or multi-act console type games. In new generation games for example those involving player skills, the player may remap the position or the functions of the buttons available on the gaming machine so suit his preferences; the key map may be saved in his player profile. Similarly, in new generation games, the screen layout may be configured by the player and the screen layout configuration may be saved in his player profile. Therefore, the player profile may be saved in a memory instrument and later be retrieved from that instrument. For example when a player is annoyed by a group of noisy players nearby, he may cash-out with an option to save his profile, go to another gaming machine in a quiet place, start a new game session with an option to retrieve his profile; consequently, the gaming machine and the game with be configured with the same parameters configured in the last gaming machine he was playing on.
In an embodiment of the inventions described herein, players who wish to renounce their anonymity may setup a player loyalty account (also known as player tracking account) such that their player profile account is merged with their player tracking account. An anonymous player playing on a gaming machine may have its anonymous play activity monitored and upon a predetermined activity criteria, receive via the video display or a voucher printed on the gaming machine, an invitation to open a player loyalty account for additional benefits. Any of the versatile media that handle anonymous player profile storage and retrieval may also be used for player tracking. In such an embodiment, players would be able to receive and redeem loyalty awards without having to carry a Player Profile Ticket 402. Players who wish to make their identities and contact information known to the casino may also qualify for mail-based or other electronic (email, web-based, Instant Messaging, etc.) promotions based on their player profile and the status they have achieved in trying to complete or conquer one or more games.
Active anonymous players may be monitored while retaining their anonymity to earn loyalty bonuses, be prompted with promotional offers and be invited to join a conventional full player tracking scheme for additional benefits if they wish to reveal their identity.
Indeed, while the foregoing detailed description has described several embodiments of this invention, it is to be understood that the above description is illustrative only and not limiting of the disclosed invention. For example, while tickets, thumb drives, thumb memories, and keypad systems were listed as possible profile storage devices, other alternate devices such as smartcards or portable smart devices (PDA, mobile phones, MP3 Players, etc.) may also be used. Indeed, a number of modifications will no doubt occur to persons of skill in this art. All such modifications, however, should be deemed to fall within the scope of the present invention.
Claims
1. A method, comprising:
- providing a first network-connected regulated gaming machine configured to enable a player to change personal parameters associated with the player during a game session on the first gaming machine, the first gaming machine including a first ticket printer and a first ticket reader;
- providing a first memory accessible by the network;
- enabling the player to start a first game session on the first gaming machine with default personal parameters;
- changing the default personal parameters;
- enabling a player to end the game session on the first gaming machine;
- storing the changed personal parameters and an anonymous unique identifier in the first memory for later retrieval, the stored personal parameters being referenced by the anonymous unique identifier;
- printing, by the first ticket printer, a first ticket including at least the anonymous unique identifier;
- providing a second network-connected regulated gaming machine that includes a second ticket printer and a second ticket reader;
- reading, by the second ticket reader, at least the anonymous unique identifier printed on the first ticket upon presentation of the first ticket by the player to the second gaming machine;
- retrieving from the first memory via the network the stored personal parameters referenced by the read anonymous unique identifier, and
- enabling the player to start, on the second gaming machine, a second game session configured with the retrieved personal parameters.
2. The method of claim 1, wherein the first memory is located in the first gaming machine and the retrieving is performed by copying the stored personal parameters directly from the first gaming machine to the second gaming machine via the network in a peer-to-peer fashion.
3. The method of claim 1, wherein the first memory is located in a remote central server coupled to the network and the retrieving is performed by copying the stored personal parameters from the memory located in the remote central server to the second gaming machine via the network.
4. The method of claim 1, wherein the personal parameters include at least one of game layout preferences, game configuration preferences, game themes preferences, a last game level achieved, a last point played in the game, a preferred starting point in the game, a player selected avatar, a player selected nickname (or pseudo-name), sound volume, and game accrued non monetary benefits.
5. The method of claim 1, further including a step of printing, by the first ticket printer, a second ticket associated with winnings or remaining credits of the player when a cash-out function is activated.
6. The method of claim 5, wherein the first ticket and the second ticket are merged on a single ticket.
7. The method of claim 1, further comprising a step of encoding the anonymous unique identifier printed of the first ticket by the first ticket printer in a machine readable code, the machine readable code being one of a 1D barcode, a 2D barcode and OCR text that is readable by the first ticket reader and the second ticket reader.
8. The method of claim 1, further comprising a step of encoding the anonymous unique identifier and the personal parameters printed of the first ticket by the first ticket printer in a machine readable code, the machine readable code being one of a 1D barcode, a 2D barcode and OCR text that are readable by the first ticket reader and the second ticket reader.
9. The method of claim 9, further comprising a step of printing a machine readable verification code comprising at least a PKI certificate and a signature of the anonymous unique identifier and the personal parameters on the first ticket to enable, when the first ticket is being read by the first reader or the second reader, authentication of the anonymous unique identifier and the personal parameters, the authentication including at least proof of origin of the PKI certificate.
10. The method of claim 1, further including steps of the first ticket reader reading at least the anonymous unique identifier printed on the first ticket presented by the player on the first gaming machine and retrieving the personal parameters referenced by the anonymous unique identifier from the first memory.
11. The method of claim 1, further comprising a step of the second ticket printer printing a second ticket including at least the anonymous unique identifier.
12. The method of claim 1, wherein the first game in the first game session and the second game in the second session are the same game.
13. The method of claim 1, wherein the first game in the first game session and the second game in the second session are the same game and wherein the second enabling step is carried out such that the second game is configured to resume from where the first game ended.
14. The method of claim 1, further comprising steps of monitoring an activity of the player identified by the anonymous unique identifier by a remote central server and recording, in a database, the recorded activity being referenced by the anonymous unique identifier.
15. The method of claim 14, wherein the monitoring step is carried out to enable the player to at least one of (a) earn loyalty bonuses, (b) be prompted with promotional offers, and (c) be invited to join a conventional named player tracking scheme for additional benefits if the player wishes to reveal his identity.
16. The method of claim 1, wherein the second providing step is carried out with the second gaming machine being configured to enable a player to change personal parameters associated with the player during a game session on the second gaming machine
17. A method of enabling regulated game play, comprising:
- reading, by a first gaming machine, a player profile instrument provided by a player having initiated a first game on the first gaming machine;
- retrieving, by the first gaming machine, player information from the read player profile instrument and using the retrieved player information to retrieve player profile information and configuring the first gaming machine according to the retrieved player profile information;
- enabling the player to play the initiated first game on the configured first gaming machine;
- responsive to one of a selected plurality of events, ending the first game and updating the player profile information with game information from the played first game;
- reading, by a second gaming machine, the player profile instrument provided by the player having initiated a second game on the second gaming machine;
- retrieving, by the second gaming machine, the player information from the read player profile instrument and using the retrieved player information to retrieve the updated player profile information and configuring the second gaming machine according to the retrieved updated player profile information, and
- enabling the player to play the initiated second game on the configured second gaming machine.
18. The method of claim 17, wherein the player profile information is retrieved by the first gaming machine from a player profile database that is provided within the first gaming machine.
19. The method of claim 17, wherein the player profile information is retrieved by the second gaming machine from a player profile database that is provided within the second gaming machine.
20. The method of claim 17, wherein the player profile information is retrieved by the first and second gaming machines from a player profile database that is remote from the first and the second gaming machine.
21. The method of claim 17, wherein the selected plurality of events includes the player cashing out, the player running out of credits and the player terminating the first game.
22. The method of claim 17, wherein the second game is the same as the first game and wherein the second game configuring step configures the second game to start where the first game ended.
23. The method of claim 17, wherein the second game is the same as the first game and wherein the second game configuring step configures the second game to start in a level where the first game ended.
24. The method of claim 17, wherein the player profile information includes a player-selected avatar, wherein the first game configuring step configures the first game to use the player-selected avatar and wherein the second game configuring step configures the second game to use the player-selected avatar.
25. The method of claim 17 wherein, after the second gaming machine reading step, updating the player information and storing the updated player information on the player profile device.
26. The method of claim 17, wherein the player information includes a unique and anonymous player identifier that is associated with the player profile information of the player.
27. The method of claim 17, wherein the player profile instrument is a ticket printed by a first ticket printer included in the first gaming machine and read by a second ticket reader included in the second gaming machine.
28. The method of claim 17, wherein the player profile instrument is a removable personal memory that is recordable via a first removable personal memory reader/writer coupled to the first gaming machine and readable by a second removable personal memory reader/writer coupled to the second gaming machine.
Type: Application
Filed: Feb 13, 2008
Publication Date: Sep 4, 2008
Applicant: CYBERVIEW TECHNOLOGY, INC. (Palo Alto, CA)
Inventors: Thierry BRUNET DE COURSSOU (Henderson, NV), Cameron Anthony Filipour (Las Vegas, NV)
Application Number: 12/030,769
International Classification: A63F 9/24 (20060101);