GAMING SYSTEM AND A METHOD OF GAMING
A gaming machine comprising, a standalone module arranged to implement a standalone game; and a server module arranged to generate server game data to be employed by at least one other gaming machine to implement a server game.
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The present application claims the benefit of priority to Australian Provisional Patent Application No. 2007904386, filed on Aug. 15, 2007, entitled “A Gaming System and a Method of Gaming”, and Australian Provisional Patent Application No. 2007905676, filed on Oct. 16, 2007, both of which are herein incorporated by reference in their entirety.
FIELDThe present invention relates to a gaming system and a method of gaming.
BACKGROUND TO THE INVENTIONCurrently most electronic gaming machines deployed to the market are standalone gaming machines, in the sense that game play is carried out by electronics located within the gaming machine cabinet—i.e. by a processor on a circuit board mounted within the cabinet executing code in a memory connected to the board.
More recently, it has been proposed to move to a client/server architecture where most of the game is implemented on a dedicated gaming server and the gaming machines run a thin client to receive player inputs and present game outcomes to the player. Such a proposal represents a radical departure from current techniques and is not easy to transition to for existing venues because it requires large scale replacement of the machines on the gaming floor.
SUMMARY OF INVENTIONIn a first aspect the invention provides a gaming machine including:
a standalone module arranged to implement a standalone game; and
a server module arranged to generate server game data to be employed by at least one other gaming machine to implement a server game.
In an embodiment, the gaming machine includes a client module in data communication with the server module and arranged to implement the server game based on server game data generated by the server module.
In an embodiment, the standalone module is a sub-module of the client module capable of operating without receipt of data from the server module.
In a second aspect the invention provides a gaming system including a plurality of gaming machines, each of the gaming machines including a standalone module arranged to implement a standalone game independently of the other gaming machines when the gaming machine is operating in a standalone mode;
at least one of the gaming machines including a server module whereby it can operate in a client/server mode during which it is arranged to act as a server game machine and generate server game data; and
at least one other gaming machine of the plurality of gaming machines being in data communication with the server gaming machine and including a client module arranged to implement a server game based on the server game data when operating in a client/server mode.
In an embodiment, each of the plurality of gaming machines includes a client module arranged to implement a server game based on the server game data when operating in a client/server mode.
In an embodiment, each standalone module is a sub-module of the client module capable of operating without receipt of data from the server module.
In an embodiment, each gaming machine includes a server module and the gaming system is arranged to determine one of the server modules as the active server module which generates server game data.
In an embodiment, each gaming machine is associated with a respective one of a plurality of player marketing modules (PMMs) and the server and client modules communicate with one another via relevant ones of the PMMs.
In an embodiment, communications between the server and client modules are at least in part over an Ethernet.
In an embodiment, communications between the server and client modules over the Ethernet are encrypted.
In an embodiment, each gaming machine is associated with a serial to Ethernet adapter connected to a serial port of the gaming machine.
In an embodiment, the serial to Ethernet adapter is provided at least in part by a PMM associated with the gaming machine.
In an embodiment, the server module is arranged to communicate with each client module at least in part by a broadcast protocol interpretable by all client modules.
In an embodiment, the server module is arranged to communicate with each client module at least in part by a peer-to-peer protocol interpretable by an addressed client module.
In an embodiment, the server module is arranged to operate in the client/server mode in response to a trigger condition occurring.
In an embodiment, each standalone module is arranged to report occurrence of a trigger condition in a standalone game to the server module.
In an embodiment, the gaming machines are arranged to communicate with one another to determine which server module is an active server module.
In an embodiment, the gaming system is arranged to determine at least one passive server module, each passive server module arranged to receive failover data from the active server module, whereby a passive server module can continue the server game if the active server module fails.
In an embodiment, at least two gaming machines implement different standalone games to one another.
In a third aspect the invention provides a method of gaming including:
providing a plurality of gaming machines, each of the gaming machines including a standalone module arranged to implement a standalone game independently of the other gaming machines when the gaming machine is operable in a standalone mode;
providing at least one of the gaming machines with a server module whereby it can operate in a client/server mode during which it is arranged to act as a server game machine and generate server game data; and
providing at least one other gaming machine with a client module arranged to implement a server game based on the server game data when operating in a client/server mode.
Persons skilled in the art will appreciate that some features of the above aspects can be employed in other aspects of the inventions.
Exemplary embodiments of the invention will now be described in relation to the accompanying drawings, in which:
The foregoing summary, as well as the following detailed description of certain embodiments of the present invention, will be better understood when read in conjunction with the appended drawings. For the purpose of illustrating the invention, certain embodiments are shown in the drawings. It should be understood, however, that the present invention is not limited to the arrangements and instrumentality shown in the attached drawings.
DETAILED DESCRIPTIONReferring to the drawings, there is shown a gaming system having a plurality of gaming machines wherein each gaming machine is capable of operating in a standalone mode and in a client/server mode wherein one of the gaming machines acts as a server and at least one other gaming machine acts as a client.
An exemplary stand alone gaming machine 10 is illustrated in
Artwork and/or information, for example pay tables and details of bonus awards and other information or images relating to the game may be provided on a front panel 29 of the console 12. A coin tray 30 is mounted beneath the front panel 29 for dispensing cash payouts from the gaming machine 10.
The display 14 shown in
A player marketing module (PMM) 50 having a display 52 is connected to the gaming machine 10. The main purpose of the PMM 50 is to allow the player to interact with a player loyalty system. The PMM has a magnetic card reader for the purpose of reading a player tracking device, for example as part of a loyalty program. However other reading devices may be employed and the player tracking device may be in the form of a card, flash drive or any other portable storage medium capable of being read by the reading device.
The gaming machine 100 includes a game controller 101 having a processor 102. Instructions and data to control operation of the processor 102 are stored in a memory 103, which is in data communication with the processor 102. Herein the term “processor” is used to refer generically to any device that can process game play instructions in accordance with game play rules and may include: a microprocessor, microcontroller, programmable logic device or other computational device, a general purpose computer (e.g. a PC) or a server.
Typically, the gaming machine 100 will include both volatile and non-volatile memory and more than one of each type of memory, with such memories being collectively represented by the memory 103.
The gaming machine has hardware meters 104 for purposes including ensuring regulatory compliance and monitoring player credit, an input/output (I/O) interface 105 for communicating with peripheral devices of the gaming machine 100. The input/output interface 105 and/or the peripheral devices may be intelligent devices with their own memory for storing associated instructions and data for use with the input/output interface or the peripheral devices. A random number generator module 113 generates random numbers for use by the processor 102. Persons skilled in the art will appreciate that the reference to random numbers includes pseudo-random numbers.
In the example shown in
In most current gaming machines, such as the Mk VI gaming machine produced by Aristocrat Leisure Industries Pty Ltd, the gaming machine has a number of serial ports and the PMM is connected to a protocol port which is adapted to communicate with a System in accordance with a protocol specified for the jurisdiction (e.g. ASP, SAS). The PMM interprets the data received at the serial port 57 and sends it on to the gaming system via system port which is typically another serial port.
In the embodiment, each PMM is also connected via a separate serial port 57 connection to another serial port of the gaming machine. In the case of the Mk VI machine this could be either a spare port or the debug port. The processor executes a Serial to Ethernet Adapter 55A using Serial to Ethernet Adapter code 56A stored in memory 56. The Adapter 55A is arranged to convert all serial communications to Ethernet communication protocols and output them to the Ethernet via Ethernet port 59.
Persons skilled in the art will appreciate that the Serial to Ethernet adapter may not be used with a gaming machine that supported native Ethernet communications (i.e. had its own Ethernet port). Further, in some embodiments there could be a mixture of machines with and without native Ethernet.
A possible gaming system 500 configuration is shown in
It is possible for the gaming machines thus networked to communicate with one another over the Ethernet 520. In the embodiment, an Ethernet compatible protocol allow broadcast communications (e.g. to a broadcast address) as well as addressed communications to be made between one of the gaming machines and another of the gaming machines. In this way, one of the gaming machines is capable of acting as a server in the gaming system 500 illustrated in
The gaming machines are arranged such that when they power on 710 as shown in the flow chart 700 of
It is optional to order the list of gaming machines, (for example, based on the relative physical location of the gaming machines) such that the order can be used in play of the server game—e.g. to control the displays of the EGMs to display an object moving from one display to another. This may involve operator intervention to build the ordered list at start-up. As indicated, this step is optional and can be by-passed 755.
Once the gaming machines are booted up, each gaming machine conducts the standalone game. In the embodiment the standalone module 620 monitors for at least one trigger event that can cause the transition from stand alone mode to client/server mode. This trigger will be output by the client module on which it occurs to the Master via the Ethernet if it occurs. Therefore, the Master is actively listening for the trigger 760. When a trigger occurs in the EGM, the Master is informed 770 and the Master determines which of the gaming machines are participating 780. For example, the Master may apply some eligibility criteria and retrieval data from the client module 630 to determine whether the eligibility criteria are satisfied. Alternatively, participants may be asked whether they wish to participate in the server game, for example participants may have to place an additional bet. Alternatively, all gaming machines may always participate. Alternatively, all gaming machines always participate but only eligible gaming machines are eligible for prizes. Eligibility criteria can be any criteria known in the art, for example, the player may be required to place a bet to be eligible, the player may be required to have placed an ante bet within a defined period (for example, in respect of a current game or a game which ended in the last 10 seconds), the turnover of the gaming machine may need to be above a threshold, the player may be required to be playing maximum lines or reels, etc.
Once the Master determines the participants 780, it starts the server game 790 and outputs data via input output port 610 which is converted by the PMM serial adapter 55A to Ethernet protocol whereby each other participating gaming machine can intercept the communications which are sent to it via the Ethernet protocol and implement the server game using the server game module 623 based on the data sent to it. In the embodiment, the server module 620 of the gaming machine acting as Master communicates with its own client module via Ethernet. In the embodiment, the available protocols include a broadcast protocol that allows the server module 620 to communicate with all clients and an addressed protocol which allows the server module 620 to communicate with a particular client module.
The server game can be any game devised by a game designer to be carried out under the control of a server including, for example, a bonus game or a group game.
Persons skilled in the art will also appreciate that encryption can be applied to the communications, both for security and also, for example, so that separate client/server gaming systems can communicate over the same Ethernet network and are only capable of interpreting messages that are intended for them.
Persons skilled in the art will also appreciate that other functionality can be linked to the network. For example, a group display may be added to the network which can interpret data relevant to the server game to display it on the display, for example, if the game involves a competition, the display could display leading participants.
In an embodiment, each server module which is not the master operates passively and receives data from the mater or active server module over Ethernet which will allow it to take over if the master fails.
Similarly, a passive server may convert to an active server if the rules of the game require, for example if the gaming machine which triggered the server game is required to carry out the processing of the server game.
Other variations will be apparent to persons skilled in the art. For example, in one embodiment, there may only be one gaming machine capable of acting as a server machine in bank of gaming machines. In this embodiment, that gaming machine will always be the server gaming machine. Alternatively, some gaming machines may be able to act as the server and some may only be able to act as a client and some may act as both.
It will be understood to persons skilled in the art of the invention that many modifications may be made without departing from the spirit and scope of the invention, in particular it will be apparent that certain features of embodiments of the invention can be employed to form further embodiments.
It is to be understood that, if any prior art publication is referred to herein, such reference does not constitute an admission that the publication forms a part of the common general knowledge in the art, in Australia or any other country.
In the claims which follow and in the preceding description of the invention, except where the context indicates otherwise due to express language or necessary implication, the word “comprise” or variations such as “comprises” or “comprising” is used in an inclusive sense, i.e. to specify the presence of the stated features but not to preclude the presence or addition of further features in various embodiments of the invention.
It will be appreciated by persons skilled in the art that numerous variations and/or modifications may be made to the invention as shown in the specific embodiments without departing from the spirit or scope of the invention as broadly described. The present embodiments are, therefore, to be considered in all respects as illustrative and not restrictive.
Several embodiments are described above with reference to the drawings. These drawings illustrate certain details of specific embodiments that implement the systems and methods and programs of the present invention. However, describing the invention with drawings should not be construed as imposing on the invention any limitations associated with features shown in the drawings. The present invention contemplates methods, systems and program products on any electronic device and/or machine-readable media suitable for accomplishing its operations. As noted above, certain embodiments of the present invention may be implemented using an existing computer processor and/or by a special purpose computer processor incorporated for this or another purpose or by a hardwired system, for example.
As noted above, embodiments within the scope of the present invention include program products comprising machine-readable media for carrying or having machine-executable instructions or data structures stored thereon. Such machine-readable media can be any available media that can be accessed by a general purpose or special purpose computer or other machine with a processor. By way of example, such machine-readable media may comprise RAM, ROM, PROM, EPROM, EEPROM, Flash, CD-ROM or other optical disk storage, magnetic disk storage or other magnetic storage devices, or any other medium which can be used to carry or store desired program code in the form of machine-executable instructions or data structures and which can be accessed by a general purpose or special purpose computer or other machine with a processor. When information is transferred or provided over a network or another communications connection (either hardwired, wireless, or a combination of hardwired or wireless) to a machine, the machine properly views the connection as a machine-readable medium. Thus, any such a connection is properly termed a machine-readable medium. Combinations of the above are also included within the scope of machine-readable media. Machine-executable instructions comprise, for example, instructions and data which cause a general purpose computer, special purpose computer, or special purpose processing machines to perform a certain function or group of functions.
Certain embodiments of the invention are described in the general context of method steps which may be implemented in one embodiment by a program product including machine-executable instructions, such as program code, for example in the form of program modules executed by machines in networked environments. Generally, program modules include routines, programs, objects, components, data structures, etc., that perform particular tasks or implement particular abstract data types. Machine-executable instructions, associated data structures, and program modules represent examples of program code for executing steps of the methods disclosed herein. The particular sequence of such executable instructions or associated data structures represents examples of corresponding acts for implementing the functions described in such steps.
Claims
1. A gaming machine comprising:
- a standalone module arranged to implement a standalone game; and
- a server module arranged to generate server game data to be employed by at least one other gaming machine to implement a server game.
2. A gaming machine as claimed in claim 1, comprising a client module in data communication with the server module and arranged to implement the server game based on server game data generated by the server module.
3. A gaming machine as claimed in claim 2, wherein the standalone module is a sub-module of the client module capable of operating without receipt of data from the server module.
4. A gaming system comprising a plurality of gaming machines, each of the gaming machines comprising a standalone module arranged to implement a standalone game independently of the other gaming machines when the gaming machine is operating in a standalone mode;
- at least one of the gaming machines comprising a server module whereby it can operate in a client/server mode during which it is arranged to act as a server game machine and generate server game data; and
- at least one other gaming machine of the plurality of gaming machines being in data communication with the server gaming machine and comprising a client module arranged to implement a server game based on the server game data when operating in a client/server mode.
5. A gaming system as claimed in claim 4, wherein each of the plurality of gaming machines comprises a client module arranged to implement a server game based on the server game data when operating in a client/server mode.
6. A gaming system as claimed in claim 5, wherein each standalone module is a sub-module of the client module capable of operating without receipt of data from the server module.
7. A gaming system as claimed in claim 4, wherein each gaming machine comprises a server module and the gaming system is arranged to determine one of the server modules as the active server module which generates server game data.
8. A gaming system as claimed in claim 4, wherein each gaming machine is associated with a respective one of a plurality of player marketing modules (PMMs) and the server and client modules communicate with one another via relevant ones of the PMMs.
9. A gaming system as claimed in claim 4, wherein communications between the server and client modules are at least in part over an Ethernet.
10. A gaming system as claimed in claim 9, wherein communications between the server and client modules over the Ethernet are encrypted.
11. A gaming system as claimed in claim 9, wherein each gaming machine is associated with a serial to Ethernet adapter connected to a serial port of the gaming machine.
12. A gaming system as claimed in claim 11, wherein the serial to Ethernet adapter is provided at least in part by a PMM associated with the gaming machine.
13. A gaming system as claimed in claim 4, wherein the server module is arranged to communicate with each client module at least in part by a broadcast protocol interpretable by all client modules.
14. A gaming system as claimed in claim 4, wherein the server module is arranged to communicate with each client module at least in part by a peer-to-peer protocol interpretable by an addressed client module.
15. A gaming system as claimed in claim 4, wherein the server module is arranged to operate in the client/server mode in response to a trigger condition occurring.
16. A gaming system as claimed in claim 4, wherein each standalone module is arranged to report occurrence of a trigger condition in a standalone game to the server module.
17. A gaming system as claimed in claim 7, wherein the gaming machines are arranged to communicate with one another to determine which server module is an active server module.
18. A gaming system as claimed in 17, wherein the gaming system is arranged to determine at least one passive server module, each passive server module arranged to receive failover data from the active server module, whereby a passive server module can continue the server game if the active server module fails.
19. A gaming system as claimed in claim 4, wherein at least two gaming machines implement different standalone games to one another.
20. A method of gaming comprising:
- providing a plurality of gaming machines, each of the gaming machines comprising a standalone module arranged to implement a standalone game independently of the other gaming machines when the gaming machine is operable in a standalone mode;
- providing at least one of the gaming machines with a server module whereby it can operate in a client/server mode during which it is arranged to act as a server game machine and generate server game data; and
- providing at least one other gaming machine with a client module arranged to implement a server game based on the server game data when operating in a client/server mode.
Type: Application
Filed: Aug 14, 2008
Publication Date: Jul 16, 2009
Applicant: Aristocrat Technologies Australia Pty Limited (Lane Cove)
Inventor: John Leslie Boesen (Menai)
Application Number: 12/191,673
International Classification: A63F 9/24 (20060101);