Title of Invention

A GAMING-JURISDICTION-AUTHORIZED SECURE GAMING-BUSINESS DATA DISTRIBUTION METHOD AND SYSTEM.

Abstract A virtual gaining experience is enabled by using randomly retrieved gaming episodes from a pre-recorded episode database. The pre-recorded videos are obtained from previously recorded casino security video or from closed regulated tourna- ment video recordings or from computer generated animations. The casino based multimedia source provides audio-video signals depicting various legally-authorized Jive casino games. An accounting subsystem manages the compensation, credit accounts, and authentication for a virtual player. An electronic or mechanical database distribution center connects the multimedia video source and the player accounting subsystem to a virtual player station. The virtual player station includes an appropriately secured display for displaying to the virtual player the multimedia video signal depicting the legally-authorized live casino game or a pre-recorded legally randomized casino game or the artificially generated pre-recorded game. The virtual player station also provides appropri- ately secured gaming information, which enables the legally authenticated (biometric or otherwise) virtual player to place a game episode outcome wager. The virtual player station also provides gaming information to enable the virtual player to receive a payout. Novel simplified wagering rules also enable the virtual player to bet either for or against the actual player depicted in each of the pre-recorded gaming episodes using either a live casino multimedia video signal or a restricted randomized casino multimedia game video from a pre-recorded storage medium. Pay table related
Full Text A GAMING-JURISDICTION-AUTHORIZED SECURE
GAMING-BUSINESS DATA DISTRIBUTION METHOD
AND SYSTEM
BACKGROUND OF THE INVENTION
1. Field of the Invention. This invention relates to virtual regulated casino-type
gaming systems and business processes and, more particularly, to an improved casino on-
site, regulated off-site and regulated Internet remote gaming experience.
2. Prior Art. A Hodges et al. U.S. Patent No. 4,446,424 discloses a remote gaming
system for use with a wagering or gambling establishment such as a casino. A player
participates in a selected one of a plurality of live wagering games from a remote location.
The system includes a croupier station, a credit station, and a remotely located player
station. The player station includes a live game display for displaying a selected one of a
plurality of games being played at the croupier station, such as craps, roulette, or keno. The
player station includes a separate, changeable playboard for displaying a selected one of a
plurality of wagering possibilities corresponding to a selected one of the plurality of games
being played and for displaying the results of the game being played at the croupier station.
The player station also includes a microprocessor for controlling the operation of the live
game display and the operation of the separate, changeable playboard. The betting
decisions required by the remote player for the croupier games are just as complicated as the
actual games and no card games are mentioned. The Hodges et at system is not practical
because state gaming laws also require that the eligibility of a remote player be initially
established and also be periodically verified by security personnel. No mention is made in
the Hodges et .1. patent for any player authentication at the remotely located player station.
such as a hotel room, or convenience store or other "licensable" off-site locations.
A Molnick Patent, U.S. Patent No. 5,800,268, also discloses a method by which a
remote player may participate in a live casino game from a location remote from a casing
A player establishes an information link with a casino from an interface station which
includes a video monitor and a keypad, where the keypad is game specific and
unchangeable. The Molnick patent also uses camera, and discloses table card games. The
betting scheme of Molnick is just as complicated as the actual table game. The system of
Molnick is also not practical. While modems and phones .incs are used, compression and
encryption are not. Molnick also does not use player eligibility authentication. Molnick
displays to the remote player an entire gaming table with a number of "live" players, which
would enable card counting and team playing by the remote players, both of wh.ch are not
acceptable to casinos.
A need exists for a practical remote casino-type gaming system that would meet
state gaming regulations, which are promulgated mainly to ensure the fairness of the game
and eligibility of the players, such as age and creditworthiness. A need also exists for a
system which would provide a smooth progression from regulated casino gaming to
regulated remote on-site and off-site gaming and eventually to regulated Internet gaming.
SUMMARY OF THE INVENTION
It is therefore an object of the invention to provide a practical but remote player-
friendly casino-type gaming system that meets the gaming legal regulations, as promulgated
by the various governmental jurisdictions. The key benefits are: (a) ease of play, (b) retains
most of the excitement of actual live participation, (c) ability to control rate of play, thereby
reducing player stress, (d) ensures a greater level of privacy, thereby limiting
embarrassment, (e) better utilization of the existing personnel and facility infrastructure, (1)
enables gaming multimedia video product creation, advertising and branding by the casino,
(g) enables regulated off-site gaming, including Internet, and (h) facilitates effective novice
player education.
Some of the technical features of a system according to the invention include data
compression with a video Codec using, for example, J/MPEG and other application-specific
compression techniques. Data encryption is provided using, for example, DES 128 and
strong RSA encryption. Various communication pathways are used such as copper, fiberoptic,
and wireless, to interconnect the disclosed subsystems. Various communication
network protocols (eg., IEEE 802.XX, ITU/CCITT V Series protocol, TCP/IP) and network
topologies (e.g., ring, star) are used to implement networks such as, for example, LAN,
WAN, VPN, Cable Modems, ADSL, Satellite (e.g., QAM), Internet, wherein the forward
path from the multimedia video source needs, for example, about one megabyte per second
(IMB/sec) data bandwidth capability and the return path needs capability in the range of
about ten kilobytes per second (10KB/sec), with further reductions provided with evolving
MPEG.X technology. A communication distribution hub enables multiple games to be fed
in and routed to multiple remote player stations. Legally certified random number
generators (RNGs) are uses to randomly select one source for video multimedia signals
from several incoming gaming video multimedia sources, in an autonomous manner, for
each game episode presented to the remote player, at the remote player station.
The system includes' a number of features. Virtual gaming at a remote site uses
legally randomized live video or pre-recorded video. Pre-recorded video could be obtained
from prior casino security video storage tapes or from tapes of closed regulated
tournaments. If a random pre-recorded gaming episode is selected by the remote player,
thcn its playback can be slowed down to reduce player stress. A remote on-site or off-site
player bets, for or against, a live player while viewing either a live casino video signal or a
pre-recorded casino video from any secure multimedia storage repository (e.g., disk, tape).
Wagering rules for the games are simple as compared to more complicated live casino game
wagering rules resulting in a new way of wagering on existing games, as well as the creation
of new wagering games. Due to the simplicity of the betting rules, a remote player can
concurrently play several dissimilar games at the same remote gaming station. The remote
player can, in effect, virtually roam around a casino and virtually participate in a plurality of
games without leaving the remote gaming station.
For remote gaming stations off-site of the casino premises, the remote gaming
station is periodically monitored and recorded with a return path multimedia video
camera/audio channel. Various biometric sensing systems arc also used to validate a
player's identity. By using currently available videotapes or disks of all licensed table
games that are recorded and stored as per currently promulgated regulatory requirements,
surveillance and security functions for all the live casino tables can be cost-shared with the
disclosed remote gaming system. Casino surveillance and security is enhanced by the
superior quality of the live game multimedia video data used for the disclosed remote
gaming station purposes. The off-site remote gaming player station is at the same security
level as a bank ATM machine, perhaps including even the co-located security guards. The
touch screen is spill and shatterproof and an audible alarm makes the remote player stations
substantially tamperproof
The multimedia video data stream for a live or pre-recorded game can be processed
in real-time to generate and remotely display multimedia synthetic video signal which show,
for example, enhanced images of cards, dice or roulette, as well as the progress and outcome
of selected live or pre-recorded casino games.
Regulated live play or pre-recorded restricted access storage repository-based
multimedia video, of hired casino shills or invited professional gamblers or invited
celebrities at the gaming tables, enables a licensed casino to become a provider of
multimedia gaming content, certified by government gaming authorities, similar to the
movie/television entertainment production industry. The equipment required includes that
which is currently used in the entertainment video production, video cable-based and
Intemet-bascd video, content delivery systems. Moreover, in an instructional mode of
operation, novice players are instructed by example, on how to play the various games in a
relatively stress-free environment, by recognized gaming experts. Moreover, the video
presentation can be slowed down to enable ease of viewing of the gaming action for a
novice player.
Thc present invention includes a legally-authorized remote gaming system which
includes a multimedia video source at a casino which provides a live video or pre-recorded
restricted-access video signal depicting a legally-authorized live casino game. A player
accounting and tracking subsystem manages the accounts, player compensation rating and
surveillance for a remote off-site player, as well as the on-site player on casino premises. A
communication distribution hub connects the multimedia video source and the player
accounting and tracking subsystem to the remote player station. The remote player station
includes a display for displaying to a remote player the live multimedia video or the pre-recorded
multimedia video signal depicting the legally-authorized, live or pre-recorded,
actual casino game. The remote player station also provides gaming information which
enables the remote player to place a bet and otherwise provide inputs via a touchscreen or
other means. The remote player station also provides gaming information to enable the
remote player to receive a payout by electronic means or by mechanical means for the
casino game currently being displayed on the station display. Moreover, the display can be
a conventional color monitor or a stereo 3D head mounted goggles. The goggles can also be
used to restrict viewing access, to only the eligible individual players. Biomctric sensors
can also be incorporated into the head-mounted remote player station. Furthermore, the
entire remote player station can be wall-mounted, to facilitate ease of installation and better
space utilization.
BRIEF DESCRIPTION OF THE DRAWINGS
The accompanying drawings, which ard incorporated in and form a part of this
specification, illustrate embodiments of the invention and, together with the description,
i serve to explain the principles of the invchtion:
FIG. 1 is a comprehensive schematic block diagram illustrating a remote virtual
gaming system which uses actual regulated casino live games or pre-recorded actual casino
games.
FIG. 2 is a schematic block diagram of a remote virtual gaming system according to
the invention which is entirely on the premises of a casino.
FIG. 3 is a simplified schematic block diagram of a "minimal" equipment remote
virtual gaming system including data compression and encryption features.
FIG. 4 is a corresponding simplified video display incorporated in a "cashless"
remote player station.
FIG. 5 is a simplified block diagram illustrating a remote virtual gaming system
which uses image processing and data compression to provide images for a synthetic
display and to provide an output having substantial data bandwidth reduction for sending,
for example, an encoded image of a five of diamonds playing card, as illustrated in FIG. 6.
FIG. 7 is a flowchart showing a RNG array based game distribution system of the
present invention.
FIG. 8 is a schematic block diagram of a remote player virtual gaming system which
provides remote player authentication from a remote off-site location.
FIG. 9 illustrates an example electromechanical acceptor-validator sub-system, for
use by a remote player.
FIG. 10 illustrates a touch-sensitive area of an example video display sub-system fur
use by a remote player.
FIG. 11 illustrates an example video dispiay presentation on a display sub-system
response screen.
FIG. 12 illustrates a typical sequential series of player actions which produce various
responses.
FIG. 13 is a view of a player interface for a remotely-located player station showing
on one screen three simultaneous dissimilar gaming response display panels and three
corresponding player-friendly, touch-sensitive display screen areas.
FIG. 14 is a data and control flowchart illustrating operation of a remote gaming
system according to the invention.
FIG. 15 shows a typical set of play mode related interprocessor information transfer
sequences.
FIG. 16 shows a typical set of casino E-commerce roam mode related interprocessor
information transfer sequences.
FIG. 17 is a comprehensive functional block diagram of the disclosed multimedia
virtual gaming method and system, including interconnections to other casino-based
systems.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
Reference will now be made in detail to the preferred embodiments of the invention,
examples of which are illustrated in the accompanying drawings. While the invention will
be described in conjunction with the preferred embodiments, it will be understood that they
are not intended to limit the invention to these embodiments. On the contrary, the invention
is intended to cover alternatives, modifications and equivalents, which may be included
within the spirit and scope of the invention as defined by the appended claims.
The psychology of what makes a particular game "exciting" to a player is not clearly
understood, as conceded even by veterans in the casino business. A typical approach to
validating the attractiveness and consequently the potential success of a game is to conduct
for a few months an expensive "field trial" on a casino floor and to monitor the "excitement
and appeal" of the game, in terms of player usage and the consequential generation of actual
revenue. However, this inventor asserts that a simplistic betting scheme involving only a
minuscule amount of decision-making in a non-confrontational non-public environment is
preferred by most players. This hypothesis is validated by economic data that about two-
thirds of a casino's revenue is attributed to slots in contrast to revenue obtained from table
games (e.g., cards) and other games (e.g., craps, keno, roulette). Moreover, due to the
complexity of the required gaming infrastructure (e.g., equipment, trained personnel), the
profit margin for slots is about twice that for all of the other games. On the other hand,
many players, particularly younger players below the age of forty, consider video slot
gaming to be quite boring.
The present invention makes the playing of non-slot games into "no-braincrs" like
slot games, without also eliminating the player "excitement and appeal" that non-slot games
generate, so that a player can participate without the stress and potential public shame
arising from a player's misjudgnent and associated losses at a live gaming table. No other
player can .see what any particular player has lost, just like at a slot machine, and without
player tracking, even the casino doesn't know. On the other hand, the present invention
does not preclude the welcome recognition and acclaim that casinos typically bestow on
winners in the casino.
An additional incentive for casinos to implement this invention is that they have a
substantial long star.ding/traditional investment in non-slot gaining and it is generally
acknowledged that non-slot gaming needs to improve its return c:i inves-nent (ROI).
However, the recent 2civent cf unregulated Intcrrxi-based gaming with its computer-based
random number gcner.nt.irs (RNd) has put tremendous uncertainty into the previously sound
business rationale fcr making billion dollar "(co-located casino/ hotel/' entertainment
shopping) fixed casino investments. Moreover, RNG-drivcn video slots can be
inexpensively replicated by thousands of unregulated entities on the Internet, subject only to
mostly unenforceable regulatory issues, while it takes a substantial capital investment to
maintain a live table (e.g., cards, craps, roulette) gaming facility with the associated player
"excitement and appeal", that can only be generated by a live casino type of operation.
FIG. 1 illustrates a remote multimedia dirxibuted, virtual gaming system 10 which
interacts with a remote player 12. The system includes a multimedia virtual gaming content
generation array 20 which is monitored by a virtual multimedia content acquisition sensor
array 22. The outputs of the sensor array 22 are sent on a data/signal bus 24 to a regulatory
surveillance control center server 26 and to a raw multimedia virtual gaming episode
processing array 28. Processed output signals from the processing array 28 arc sent on a bus
30 to a multimedia virtual gaming content playback array 32 for storage or directly to a
multimedia virtual gaming content distribution center server, or hub, 34. Alternatively, a
bus 33 provides stored processed signals to the hub 34 and to the surveillance control center
server 26. The distribution center server is connected by a bus 36 to a player E-commerce
server 38 and by a bus 40 to a player accounting, VIP tracking, and authentication server 42.
A hotel reservation server 41 is connected through a bus 43 to the player E-commcrcc server
38 and to the player accounting, VTP tracking, and authentication server 42. The hotel
reservation server 41 provides VIP player information to the accounting server 42. These
servers 38, 41, 42 provide ancillary services to the system 10. The communication server
includes a random number generator which randomly selects game content. The
communication server 34 is connected by a virtual private network (VPN) signal line 44 to a
remote player station 46 on the casino gaming premises. The communication server 34 i:;
also connected by a signal line 48 to a regulated Internet server portal 50, which is
connected through the Internet 52 to a remote virtual gaming station 54, which is located off
of the casino floor site and which provides for presentation of games to a player, and which
provides for player participation.
FIG. 1 provides a remote multimedia virtual gaming system 10 which presents a
remote player 12 with virtual gaming video and audio information from actual casino
games. By actual casino panics is meant games which ars actually beir.g played by real
players or restricted access pre-recorded games which have been actually but previously
played by real players, bcth of which are played in a real, licensed casino or in a licensed
restricted access tournarr.cr.t (e.g.. invitation-only Imih stakes poker, celebrity poker). The
multimedia gaming system uses live video and live audio presentations to provide a live
casino environment to the remote piayer 12. Alternatively, p.'c-rcccrccd restricted access
video and audio are played back to the remote playrr 12 in an autonomous legally
randomized sequence to provide a Iiccns2b!c virtual casino gaming environment.
The content generation array 20 djagrammatically shows three exemplary casino
games being monitored/acquired according to the invention'using the multimedia content
acquisition sensor array 22 comprised of either analog or digitized video and audio sensors.
I A first live video image sensing camera system 60 and a first pair of stereo audio sensing
microphones 62, 64 monitor a live roulette game table 66 in a licensed casino. A second
live video image sensing camera system 70 and a second pair of stereo audio sensing
microphones 72, 74 monitor a live card game table 76 in a licensed casino or at a
tournament. A third live video image sensing camera system 80 and a third pair of stereo
audio sensing microphones 82, 84 monitor a live craps game table 86 in the licensed casino.
The video image sensing camera systems 60, 70, 80 are, for example, one or more (e.g.,
stereo mode) color and/or black and white video cameras commercially provided by
companies such as Sony, Panasonic, CoStar, Kodak and Hitachi, with a nominal digital
resolution of 640 x 480 (comparable to current consumer TV) pixels (or more), compliant
with any video format, including NTSC, PAL, DTV, ATSC or other appropriate SMPTE
standard, selected by those skilled in the art.
The output of this multimedia acquisition sensor array 22 is then processed in the
processing array 28 to create a virtual gaming episode package for each game. The first step
in this process is performed in a real-time content edit processing array 90 to, autonomously
or manually, rapidly edit out images and audio that detract and distract from the game,
including information that may enable the viewer (e.g., remote player) of the video to
identify the individual live player, due to privacy considerations. Then this game episode
captured on tape or computer memory is compressed in a real-time multimedia content
compression processing array 92 using J/MPEG (or equal) for video and MP3 (or equal) for
audio or other appropriate SMPTE standard as approved by the appropriate regulatory
agency. Then the compressed episode is encrypted in a real-time multimedia encryption
processing array 94 using DES (e.g., 128 bit), and/or RSA (e.g., 1024 bit public key
exchange) or any authorized encryption standard, as per the gaming control board (GCB)
that has jurisdiction. Note that the underlying theoretical foundation for encryption and
RNG arc related. The required video rate (e.g., 30 Hz) edit/compress/encrypt preferred by
TV studio quality equipment can be purchased from Sony, Panasonic, JVC, Tektronics,
Quantel, AVID or equal. This, preferably real-time, encrypted/compressed/edited
multimedia game episode package is then stored in the playback array 32 on a disk, tape, or
CD, or any other secure storage media, for subsequent gaming content distribution. This
episode package can also be directly routed, in near real-time, to the content distribution
center server, or multimedia communication/distribution hub, 34.
The securely encrypted and compressed live video and audio signals from the video
camera systems and the stereo microphones are also connected to, recorded, and then
subsequently played back with a VCR array, harci disk array or solid state disk array, as
typically illustrated by utilizing a secure, compressed virtual gaming episode data base
using disk or tape farm system 96. The VCRs are commercially provided by Sony,
Magnavox, Panasonic, RCA and others. The disks are provided by Seagate, Maxtor,
Quantum, Loronics, IBM and others. Other bulk storage media include optical and DVD,
from Toshiba, JVC and others.
The multimedia' communication distribution hub 34 has a number of input/output
(I/O) ports connected, directly or indirectly, to the I/O ports of the cameras, microphones,
and disk/tape VCRs. The multimedia communication distribution hub 34 controls
distribution of video, audio, and control signals. The communication hub 34 also functions
as a switching router with audio/video output signals being selected from inputs provided by
video camera systems or disk/VCRs, using a random selection method controlled by a
certified random number.generator (RNG), of the numerous multimedia video packets. The
communication hub 34 is, for example, a bank of video, analog or digital, switches
commercially provided by companies such as Cisco, Lucent, Maxim, Brocade, Gennum,
Elantec or Analog Devices, controlled by a certified RNG, running on a fast microprocessor
such as a 400 MHz Intel Pentium II microprocessor from Intel, IBM, Compaq or equivalent
from Sun, Motorola or others. The communication hub 34 functions as a RNG driven
multiport switch for selecting among incoming multimedia video channels to outgoing
distribution channels, including 1000 base-T fiber-optic or video coax or copper wired or
wireless (spread spectrum) transceivers or other physical layer communication pathways.
The communication hub 34 has an I/O port which is connected by a virtual private
network (VPN) signal line 44, which provides a wired, fiber-optic, wireless, or other
connection link to the main input port of the remote player station 46. The security of the
remote player station 46 is controlled by the casino, by virtue of it being on the casino
gaming premises or by being under the direct physical control of the casino', such as in a
casino hotel room that has appropriate sensors, as described later. The communication
connection link 44 is, for example, a fiber-optic 1000 base-T rated cable or equivalent
communication pathway. Various communication protocols (e.g., IEEE, 802.XX,
ITU/CCITT V Series) .and topologies (e.g., star, ring) can be used to implement the required
secure authorized virtual private network-iriterprocessor connectivity.
The remote on-site player terminal 46 includes a remote processor 100 which
performs appropriate command, control and routing functions. The remote processor 100
sends video, audio and control signals to a video monitor 102 and to speakers 104. A wager
acccptor subsystem 106 and a wager payout 108 subsystem provide betting information and
payouts to the remote player 12. The remote processor 100 is a 16 to 128 bit
microprocessor from Intel, AMD, Lucent, Texas Instruments, Phillips, Motorola, Hitachi,
Sony, SGI, Sun or equal, using various real-time operating system (OS) software such as
Windows CE (from Microsoft), PSOS (from Integrated Systems), Inferno (from Lucent), or
any secure compact real-time operating system, that has been approved by a governmental
gaming control board GCB.. The remote processor and associated I/O interface 100 can also
be implemented using field programmable gate arrays (FPGA's) from Altcra, Xylinx,
Lucent or equal. Using FPGA's provides an additional level of security by protection (e.g.,
tamper-proofing). The remote processor 100 is coupled to the video monitor 102 with an 8
Mbyte buffered memory display screen with a 256 x 256 point or better touch screen
provided by Microtouch or equivalent. Alternatively, a monoscopic or stereoscopic (3D)
color or black and white display is presented to a player 112 with head-mounted goggles
114. Typically, no remote terminal disk, CD, or tape drive usage is required by the designer
to implement the functionality, nor is it encouraged by the regulators. The remote player
station 46 is contained in a tamperproof, rugged, spill-proof, alarmed safe-like enclosure.
Another I/O port of the communication hub 34 is connected by the signal line, or
communication link 48 to an I/O port of an authorized Internet server 50, located in a legally
sanctioned gaming property in a sovereign state or Native American territory, which
communicates through the Internet media 52 with a 2-wire or 4-wire telephone cable or
other secure communication link to an off-site licensed Internet remote player station 54.
The regulated Internet remote off-site player station 54. includes an Internet client
Transmission Control Protocol/Internet Protocol (TCP/IP) stack 120, a remote player station
122 (similar to the on-site casino station noted above), and biometric authentication
equipment 124, from Sensar or equal for retinas, from.Digital Privacy or equal for
fingerprints, from Symbol Technology or equal, for 2D. bar code based photo ID/driver's
license, which are used jointly or severally, to continuously (e.g., every 5 seconds) verify
the identity and eligibility of the player at that remote station. The off-site player station 54
or the remote player station 46 array include a flat panel plasma or liquid crystal or cathode
ray tube video display 130 such as commercially provided by Sony, Sharp, Fujitsu, NEC,
Toshiba, or equivalent with a touchscreen provided by Microtouch or equal and typically
shown in FIG. 1. The off-site player station 122 typically has no disk, CD, or tape drive,
while being enclosed in a tamperproof ATM kiosk-like container, otherwise functionally
similar to the on-site player station 46.
The flat panel plasma or liquid crystal or cathode ray rube video display 130 is
adapted to be mounted, for example, on a wall 132 of a casino premises. In this case, the
flat panel video display is part of a gaming station which is connected by a cable 134 or,
altcrnatively, by a cable 136 to the communication server 34. The cable 134 is embedded in
the wall 132 of the casino premises, and'alternatively, the cable 136 is routed along the
lower edge of the wall 132 near the floor 138 of the casino. These cables arc then connected
to a signal path 140 which connects to the VFN signal line 44. For use in the Internet player
station 54, the signal path 140 is appropriately connected to the Internet system 52. For a
casino location, the signal path 140 can be a power distribution wire in the casino which is
adapted for carrying data signals or an infra red communication link, which also carries data
signals.
To support a large array of remote player stations (e.g., 46, 54) will typically require
a corresponding array of processors within the communication distribution hub 34. This is
due to the corresponding array of rapidly executing (e.g., at most 10 millisee/rarndom #)
RNG's, required by GCB, for each player station, as well as, the corresponding array of
multimedia virtual gaming episode packets to be managed (e.g., routed), by the distribution
hub 34.
It is noteworthy, that the disclosed high speed certified RNG array embedded in the
communication distribution hub 34, also provides a means of transmitting and distributing a
certified encrypted array of random numbers to a corresponding array of on-site or off-site
player stations 46 or 54, thereby significantly reducing the required secure communication
link 44 or 54 bandwidth. This functionality can also be utilized to implement local area
(e.^., casino) or wide area virtual private network-based (e.g., covering an entire state)
progressive gaming systems.
Another I/O port of the communication hub 34 is connected through the bus 40 to an
I/O port of the player accounting server 42, which also provides player authentication, usage
tracking and rating compensation functions. The accounting server 42 is, for example, a
400 MHz or better, dual or otherwise 24 hour x 7 day fail-safe Pentium II personal computer
with a 128 Mbyte SDRAM, 32 Mbyte display RAM, and a 144 Gbytc hard disk farm
operating at a sustained 40 Mbyte/sec rate or the equivalent thereof, from IBM, Dell. Intel,
Compac, Gateway, Sony, Hitachi, HP, Motorola, Apple, Sun or others. The player
eligibility authentication function ensures that the player .s really who he or she claims to
be. The tracking function non-intrusively determines ;player's gaming habits and
intercepts the actual .utilization of the various gaming facilities by each player. That
information ;s then used to appropriately "rate and compensate" a player with promotional
and other bonus offers, such as travel/hotel/icod/ reimbursements. The
compensation and promotion budget for each cf the five major properties in l.as Vegas, for
example, is currently a significantly large dollar amount (e.g.. S100M per year).
Although only three dissimiiar types of games are illustrated in FIG. 1, the gaming
choices for the remote players 12 or 112, include a large nu;nber of card games such as, for
example, Blackjack, Stud Poker, Baccarat, and ether games such as Roulette, Craps, Keno,
slots and other newly deployed slot type games such as Monopoly. The present invention
also allows a remote virtual slot players to participate in the outcome of a particular lucky
slot machine, which is being played by a live slot player.
The terms "game" and "gaming," as used herein, include not only actual casino
games with live players but also all types of electronic, electromechanical or mechanical
gambling and casino game facsimiles (as defined in 15 U.S.C. 11719(a) (2) or (3)). These
include games such as Faro, Monte, Roulette, Kcno, Bingo, Fan-tan, Twenty-One,
Blackjack, Scvcn-and-a-IIalf, Big Injun, Klondike, Craps, Poker, Chuck-a-Luck, Chinese
Chuck-a-Luck (Dai Shu), Wheel of Fortune, Chcmin dc Fir, Baccarat, Pai Gow, Beat the
Banker, Panguingui, slot machines, video Poker machines, etc.; games of skill and/or
strategy such as Chess, Checkers, Backgammon, board games such as Monopoly and
Scrabble, card games such as Pinochle, Hearts, Spades; video-based games such as Doom,
Riven, Pong, Pac Man, Myst; video games based on sports such as golf, baseball, football,
basketball, soccer, rugby; arcade type games; non-house stake and parimuiual games
between two or more players; and games defined by IGRA (Indian Gaining Regulatory Act)
as Class II games.
For the pre-recorded mode of play, the communication hub/switcher 34
autonomously provides legally randomized video playback which precludes card counting
based wagering strategics, as detailed for example in the book "Beat the Dealer" by Thorp.
Recordings cf actual games are obtained, for example, from previously recorded casino
security tapes, or from closed tournaments, such as invitation-only high-stakes poker
tournaments for professional gamers or celebrities.
It is noted that governmental bodies such as the Nevada (NV) Gaming Control
Hoard (GCB) currently have surveillance requirements winch require the deployment of at
least one video camera at every ongoing licensed casir.o game. In addition, the video
cameras that are monitored by lightly manned surveillance facilities are also backed up by
continuous vicicu recordings (e.g., VHS video tape) and by security personnel on the casino
floor. The present invention enables the casino security and surveillance functions in the
surveillance contrci center server 26 to. be cost-shared wi:h the remote gaming system 10
via communication luscs 24 ar.d 33.
The disclosed remote gaming system will typically have video quality which is an
improvement over that currently used to meet a casino's regulatory security and surveillance
requirements. As a result, improvement in the quality of a casino's camera surveillance
system can be cost-justified by sharing the increased resolution and superior video data
quality required of a remote virtual gaming system, to ensure remote player appeal. For
surveillance purposes, an entire card table is typically acquired on video tape using a single
video camera. A remote virtual gaming system will typically require better video image
quality or more than one video camera to be deployed' at each card table to capture what is
happening at each live player's station. Consequently, superior quality video data is made
available for surveillance, for either on-line or off-line purposes, thereby improving the
surveillance system effectiveness. Note that disputes between casinos and customers can
expose casinos to unfavorable publicity and even to litigation. Many of these disputes are
currently resolved, both in and out of court, using the casino's existing surveillance video
tapes and disks. VHS recorders from Panasonic, RCA, Sony and others are typically used.
Disk farms from IBM, Loronics and others are typically used. Casinos are typically
required by GCB regulations to continually record and retain the surveillance video' tapes
for a period of one week, after which they may be erased and reused. This disclosure makes
these video tapes a more valuable casino asset by productizing each game episode into a
reusable multimedia gaming episode content. However, it is noted that due to privacy,
confidentiality and security considerations, the faces and other identifying features of
individual ad-hoc live players cannot typically be replayed, unless the casinos have prior
authorization to do so.
Casinos often have individuals on their payroll, called shills, or house players or
celebrities under contract, who play various card games such as Blackjack or other games
such as Roulette and Craps to generate gaming "excitement" on the casino floor to attract
visiting prospective casino players. The present invention extends this legal activity of
these hired players by having one or more house gaming tables completely reserved for
these skilled professional house players or for celebrities hired for this purpose. These
legally-authorized games are then electronically acquired on multimedia video and
electronically routed to the remote player stations, on-site or off-site via the distribution hub
34. Indeed, the live players at these house tables could be world-class card players,
tournament poker players, and other professional game players. Since these house players
are employed by the casinos and are not independent live players, the casinos do not lose
money at these live restricted house-only tables, nor are they exposed to privacy issues.
Play at these restricted tables is an "entertainment show" designed to stimulate the visiting
casino player's enthusiasm and reduce their nervousness or fear for playing at the various
table and other games offered by the casino.
Moreover, the games at the live house tables can also be played in a closed "secure"
casino-controlled environment, recorded and then autonomously randomly selected and
routed to the remote player stations. These legally randomized recorded games can also be
sequentially routed to remote player stations, provided there is no possibility of a "sting"
situation in which the gaming episode encrypted multimedia video signal can be intercepted
and the game outcome can be either modified or substituted for. This invention enables a
i licensed casino to become a video gaming content provider with content which is (almost
automatically) certified by a governmental agency such as the Nevada Gaming Control
Board (NGCB) at the point of creation. This multimedia video gaming content product is
conceptually similar to that produced by the movie/TV entertainment industry, which
produces and records video entertainment content for sale to audiences. Indeed, this
disclosure further blurs the distinction between the gaming and entertainment industries.
In order to conduct a legally certified game, a governmentally licensed and regulated
casino is liable and responsible for ensuring that each of their games is executed "fairly" by
their house employees, such as card dealers, in a procedurally predefined manner within a
published set of rules. Any changes to a certified game, such as procedural changes, look-
feel changes and pay table changes, require recertification by a appropriate governmental
gaming control board such as those found for example in Nevada (NY), New Jersey (NJ),
Illinois (III.), Wisconsin (WI), Michigan (MI), Colorado (CO), Mississippi (Miss.),
Louisiana (LA), and the various Native American nations.
FIG. 2 is a schematic block diagram of a remote gaming system 150 which is on the
premises of a casino or which is otherwise monitored by the security/surveillance
department of a casino. As in FIG. 1, a number of video camera systems and microphone
arrangements as represented by reference characters 152, 154, are provided in a multimedia
virtual gaming content acquisition array 156 to monitor various respective casino games
160, 162 in a multimedia content generator array 164. In this context, a disk or tape
playback farm 170 is provided, as previously disclosed as part of a multimedia content
playback array 172 to both record video signals and to subsequently randomly playback pre-recorded
video signals. The output signals of the video acquisition array 156 and the
playback array 172, are provided to a communication hub and switcher arrangement in a
multimedia virtual gaming content episode packaging and distribution system 176 which
includes a video swkch/distributor/selector and digitizer 178 such as a video switch
commercially provided by Maxim, Analog Devices, or Elantec. The video
switch/distributor/selector and digitizer 178 includes a legally approved autonomous
random number generator (RNG) for selection of one of a plurality of video sources or
prestored episodes, the signals from which are transmitted to a virtual gaming episode
player presentation and participation station array 180 which includes a number of remote
.player stations, typically shown as 182, 184, 186, through secure authorized direct
connections or secure virtual private network (VPN) connections, as previously illustrated
in FIG. 1.
FIG. 3 is a simplified schematic block diagram of a simplified remote gaming
system 200 for use within premises controlled by a casino. An acquisition system 202
includes an analog video camera system 204 and microphones 206, 207 provide signals
from a live regulated game 208 to a digitizer, compression, and encryption module 210
which, if necessary, converts the analog camera video and audio signals with a digitizer
from, for example, Analog Devices or Maxim, to a digital format. Compression is done, for
i example, with MPEG2 standard compression chip sets provided by C3 Microsystems or
Zoran or equal. Encryption is dons with chip sets and firmware from RPK, or Cylink or
Phillips or equal. The multimedia video and audio data arc provided through a secure
physical communication pathway 214, fabricated from fiber-optic or coax or power cable or
wireless link, to a player terminal 216, which is part of a presentation and participation
system 218, for appropriate decryption, decompression and then presentation on a display.
FIG. 3 illustrates the importance of data security in practicing the present invention.
Casino management and the governmental regulatory agencies arc very concerned with
electronic intruders tapping into the casino communication network and manipulating any
player terminal, including a slot machine, to fraudulently declare a jackpot. This type of
intrusion could be done with or without collusion by casino employees. Consequently, all
communication datalinks are encrypted wild triple DKS encryption, RSA (public key
exchange) encryption, or other approved secure encryption means Otherwise the entire
system is impractical and undeployable, because it will not be approved by governmental
agencies. Prior to encryption, the video data has an appropriate identification (ID) attached
such as, for example, a "product source watermark" incorporating the casino/table ID, for
example. A date/time and video frame ID may also be inserted to provide an additional
level of tamper-proofing. As no:cd earlier, the video data is then compressed using, for
example, J/MPEG, wavelet, or any other proprietary' but GCD approved techniques. It can
net be overemphasized that the Nevada Gaming Control Board (NGCD) will not license a
player station which lacks an adequate level of secure communication, utilizing encryption
based protection.
FIG. 4 shows a simplified display layout 250 for a player interaction screen shewn
or: the video monitor of player stations as shown in FIGS. I, 2 and 3. Starting at the bottom
of this Figur;, a display area 252 displays the player credit balance of SXXXX. Above this
is shown a display area 254 for a simple pay table 2x which means that. for every one dollar
wagered, a remote player can win two dollars. Above that a screen area 256 presents the
result in collars wen. Above that a .screen area 258 .shows the actual amount
wagered and the particular player number (Pit) selected. When the selected game is in
progress, the screen display area 260 at the top end of the player station display, displays the
live or secure pre-recorded video episode image stream, preferably at the eye level cf the
remote player. This remote player station can be floor mounted r wall mounted or a
5 handheld portable, -subject to GCB approvul. Note that wall mounted player stations arc
particularly attractive because of their space and cost effectiveness. Indeed video gaming
stations currently deployed in casinos could also be repackaged in a wall mountablc version.
FIG. 5 illustrates a remote gaming system 300 suitable for use with player stations
10 which are off-the-premises of the casino and therefore beyond the immediate reach of the
physical security- personnel of the casino. A content creation and acquisition system 302
provides multimedia video information from various game specific cameras 304, 306, 308,
provided to a content distribution server array 310 which includes an authorized Internet
communication server 312 within casino premises or within casino-controlled premises.
15 The server 312 provides image processing to enhance the raw images from the video
sources by creating synthetic video images using image enhancement techniques. The
synthetic video images are data compressed and are transmitted at a much smaller bit rate
than the incoming game related multimedia camera video signals through an authorized
Internet portal 314 located in a sovereign state or Native American territory with a low
20 speed, e.g. 28.8 Kbps, modem. Encryption is also provided for secure transmission through
the authorized Internet portal 314 to a remote player station 316. The server 312 also
provides an encoded display (ED) signal to display, for example, the image of a five of
diamonds playing card, prestored at the remote player station as illustrated in FIG. 6. Thus,
rather than transmitting the image of a "five of diamonds", an encrypted digital word
25 representing the "five of diamonds" is transmitted over the regulated Internet or other
gaming related virtual private network. For example, the four suit of cards are encoded as
hearts (11), diamonds (10), clubs (01), spades (00) in the two right most LSD's. The
thinccn cards arc encoded as four higher order bits, thereby resulting in a 6 bi: code
(010110) providing a binary1 representation of "five cf diamonds". This binary code;s then
30 encrypted using DES, for example, resulting in a much larger word length that is then
distributed or otherwise utilized by the disclosed secure regulated gaming system.
Thus, by using real-time image processing techniques to geneiate encoded video, the
video data stream from each of the live games is processed in real-time to generate and
35 remotely display the progress and outcome of each of the ongoing games. For instance, as
previously mentioned, the cards played in a card game car. be identified via image
processing at each live player's scat at a casino table and then transmitted to the remote off-
casino site player earning station in real-time. By encoding the current status, progress and
outcome of each game (e.g., via image processing) at the live player's gaming station in the
casino, the video communication bandwidth required from the virtual private network or
Internet is significantly reduced. This type of image processing can also be used to enhance
the utility of the current casino video surveillance tape with a 7-day archive requirement,
imposed by the GCB of various states, such as Nevada, Colorado, and New Jersey.
FIG. 7 shows a RNG array based game distribution system 320. The remote
terminal #K 322 or #K1 324 located on-site or off-site are connected via a secure Internet
326 or a secure virtual private network (VPN) 328. A secure Internet portal 330 and the
VPN head end 332 is co-located with the high performance computing array based server
334. A multiprocessorarray 336 embedded in the server 334 generates a vector of random
numbers 338, that are generated using RNG's that have been certified by the appropriate
GCB. The multiprocessor array can be a multiprocessor board from Mercury Computer
Systems or Sky Computer or Alacron or Analog Devices or equal. Each of remote
terminals 322, 324 receives one of the encrypted random numbers and interprets it to
generate the game outcome in conjunction with the particular game selected by the remote
player. The available games can be built into the remote terminal player station 322, 324, or
can be inserted via a cartridge 340 into the player station. This architecture is similar to
conventional standalone video gaming terminals except that the RNG is located at a
centralized multiprocessor based distribution server, rather than at each individual player
station. The game related video does not have to be sent down from the distribution server
334, but can be locally stored and retrieved based on the specific random number received
by the remote terminal player station 322, 324. However, in the Internet segment of this
architecture, the selected game can also be downloaded from the server to the player station,
using JAVA or equal software technology, subject to GCB approval.
A new generation of games based on receiving a multiple set of random numbers
sequentially can be designed and implemented by those skilled in the art. Note that the
remote player station 322, 324 cannot be readily tampered with to declare a false win,
because the distribution server 334 "knows" all the random numbers that were generated.
Moreover, this random number distribution architecture is very reliable and efficient and is
directly adapted to wide area progressive gaming with several roving jackpots.
FIG. 8 illustrates a remote gaming system 350 which provides player authentication
from a remote player terminal site through communication links such as, for example, from
a regulated Internet portal located in a territory, such as a sovereign state or Native
American territory. For remote, otherwise "insecure'.' gaming stations outside of a casino,
such as, for example, hotel/mote! rooms or convenience stores, the present invention
requires that-the player activity at each of these remote gaming stations be continuously
monitored and recorded at periodic intervals, such as every five seconds,.subject to GCB
concurrencc, with a return path multimedia video-camera/audio channel. Other techniques
such as, for example, biometricrfingerprints/rctina, driver's license pictures, and credit cards
arc also employed to ensure that, at all times, each individual player at a remote otherwise
"insecure" site is of a legal age (e.g., over 21). Variants of the "V" chip, which arc currently
used in consumer TV sets from RCA, Sony ar,d others, and which enable parents to control
the access by underage individuals, can also be gainfully employed as an additional
protective measure in a "layered defensive" access control implementation strategy.
Additionally, the display device can be monoscopic or stereoscopic head-mounted goggles
that restrict viewing to the wearer. Other restrictions that could be promulgated include
prohibitions on underage individuals being within 12 feet of the player station with stiff
penalties (e.g., $10K) for violation, including imprisonment, for example, for one year. A
GCB will not approve or certify any off-site remote player station without a player
eligibility verification feature that is not susceptible to deception by the player and/or his
cohorts. Thus the off-site room (e.g., hotel room) must be instrumented with additional
cameras and other sensors (e.g., motion detection) to ensure that only eligible individuals
are in the proximity of the player station in the room.
The remote gaming system 350 of FIG. 8 includes a content generation 351 and
acquisition array 352 which includes a plurality of video camera systems with microphones
354, 356, which monitor a plurality of corresponding live games 358, 360. llie video and
audio information is fed to input terminals of a distribution server 362 which includes an
authorized Internet gaming portal server 364 located in a sovereign state or Native
American territory, which provides digitization, video/audio streaming, data compression,
and data encryption. The gaming distribution server 364 is, for example, a 400 MHz dual
redundant Pentium II with 128 MB of SDRAM, 32 MB of display RAM from Intel or Sun,
or NEC or Sony or equal, a TCP/IP or other appropriate protocol stack, a video Codec from
Intel, Analog Devices or equal, a compression chip set from C3 Micro, Zoran or equal, and
an encryption chip set from a DES and/or a RSA licensee. Downloaded data is sent through
an authorized Internet pathway 366 at, for example, a I MB/sec rate to a presentation and
participation module 370 which includes a remote licensed player station 372. Uploaded
data is sent through the authorized Internet 366 at, for example, a reduced 10 KB/scc rate
back to the server 364. The player station 372 provides player information back to the
server 364. The player station 372 thereby provides a game display and a player
touchscreen. The player station also decrypts and decompresses data. A biometrics sensor
module 374 exports face, eye, and/or vcice information packet, from a video camera system
176 to the player station 372 for transmission to the gaming server 364. The player station
also provides the gaming server 2 64 with driver's license related bar coded information
using a Symboltcch, r: eon:!I, 2D bar code system, a digital identity card using Drexler
technology, or equal, and finpe: print data frnrr. Digital Privacy, or equal, for exnmple.
Casino floor space is one of the most expensive kinds of developed real estate,
ranging in price from $1000 per square foot and on up. Consequently, utilization of wall
space, for example, along corridors, for player gaming stations is an important embodiment
of the present invention. With GCB approval, an entire remote player station can be built
into appropriate walls of a casino, for example, along corridor walls with the "attract" mode
of the player station being active. Both conventional video gaming play stations and the
multimedia player gaming stations according to the present invention can be implemented in
a wall-mounted configuration, using flat panel displays (FPD)s from Sony, Panasonic, NEC,
Hitachi, or equal. Physical layer connectivity is provided by cable either imbedded in the
walls or along the lower edge of the wall at floor level. This is important from a cost
perspective because it enables existing casino facilities to be economically retrofitted to
accommodate a remote player station according to the present invention. Digging
underground passages for cables and conduits on an existing casino floor is very disruptive
and expensive. An alternative to using cables is to use secure wireless communication
components from Harris, Texas Instruments, QualComm, Philips, or equal. Note that the
implementation of the player station front panel as disclosed, for example, in FIG. 3 is
further simplified by using "cashless" wagering with no coins or bills and using only credit
cards, smart cards, or other casino-issued cash equivalent.
FIGS. 9-12 diagrammatically illustrate an example of one embodiment of several
elements of a remote player interface for a remotely-located player station.
FIG. 9 diagrammatically shows an electromechanical acceptor-validator subsystem
400 for a video display station. This subsystem physically handles inputting and outputting
money and money equivalents to the system by a remote player. This subsystem includes,
for example, four generic physical input and output ports. A coin slot 404 accepts or
dispenses coins, tokens, chips, or the like. A currency slot 406 accepts currency. A card
slot 408 receives cards, such as credit cards, debit cards, smart cards, or the like for debiting
and crediting money to a remote player's account. Note that the player is paid back in the
same currency denominations and currency type that was originally inserted into the remote
player station. This currency matching procedure is necessary to comply with the federal
(IRS) and state anti-laundering laws (e.g., NV Reg. 6). A coupon slot 410 is provided so
that, if the payout amount is large, then the casino typically prints out a coupon that can be
converted to cash at the casino cashier's cage. Note that the computer/terminal at the
cashier's cage is linked to the casino hotel/VIP server and the player accounting server,
which in tum is linked to the remote player stations, to ensure ease of authentication and
regulatory compliance.
FIG. 10 illustrates a touch-sensitive area 420 of a video screen for a remote player
station. The touch-sensitive area 420 includes a number of smaller touch-sensitive selection
areas, called action buttons. As described below, action buttons are touched by a player to
select certain game functions.
FIG. 11 illustrates a video presentation and response screen area 430 which displays
various video responses and/or graphic presentations by the system to the action buttons.
The multimedia video presentation can also be provided by using head mounted
monoscopic or stereoscopic (3D) goggles, such as those available from Kaiser Aerospace, or
equal, particularly if they enhance the virtual gaming experience for younger, age 21 to 35,
players. Moreover, head mounted goggles restrict unauthorized access to gaming and
enhance player privacy (e.g., win/loss and net credit balance is hidden from passers by.
Furthermore, by incorporating a miniature camera to within the head mounted goggle
assembly to acquire an image of the remote player's retina also enables the player
accounting server 42 of FIG. 1 to periodically authenticate the player, as noted earlier in
FIG. 8.
FIG. 12 shows a number of action-step balloons, labeled (nA) which arc used to
represent various sequential steps followed by a remote player in the operation of the remote
player station. A remote player touches the action buttons shown in FIG. 10 to make his or
her selections. FIG. 11 shows a number of response-step balloons, labeled (nR) which
indicate corresponding system responses to the action-step balloons (nA), where these
system responses are displayed on the video presentation and response screen area 430 of
FIG. 11. This representative action (A), response (R) sequence is shown in FIG. 11 the
logical design process for facilitating player friendly interaction to enable those skilled in
the art to implement other possible game presentation sequences.
Referring to FIGS. 9, 10, 11, 12, a typical play sequence is described, as follows:
First, in activity step 1A, the remote video player initially inserts money, in an
acceptable form, such as coins, bills, or credit card, or smart card, or "cashless" player
tracking card, into one of the respective slots 404-410 in the electromechanical acceptor-
validator subsystem 400 of FIG. 9 to establish the remote video player's creditworthiness
and age eligibility, that is, over age 21, based on his possession of the appropriate data on a
legally issued card". Note that this does not preclude insertion of stolen or otherwise
unauthorized cards by a dishonest player. In the corresponding response step 1R, the
system responds by having a presentation and response screen area 450 display the remote
video player's current credit balance in a credit balance area 451.
Sccond, in activity stcp.2A, a remote player touches one of the action buttons in
another touch-sensitive subaica 452 of the video screen. These action burtons include, for
example, a roam button 460, a card game button 462, a dice burton 464, a roulette wheel
button 466, or a button for any other game offered by a licensed gaming property. In
response step 2R, the presentation screen responds, for example, with an appropriate live or
pre-recorded multimedia video episode package in a response screen area 470. When the
roam action button 460 is selected, the remote video player gets a video tour of the entire
casino property. A specific gaming area is selected by touching the respective card, dice, or
wheel buttons 460-466 in step 2A concurrently. Below the roam button 460, the live button
472 enables the remote player to view the ongoing live game type selected. Otherwise, a
playback speed control mode is active and the playback viewing rate can be accelerated cr
de-accelerated, as selected by the remote player with a playback speed slider 474. By de-
accelerating the presentation rate of the "playback" mode, the remote player can reduce the
level of stress. Note that casinos expect their card dealers to average about 50 card games
per hour; this can be very stressful, particularly for a novice player sitting down at a live
casino table.
Non-gaming related selections shown in the alternative screen area 480 in FIG. 10
are activated by double-clicking the roam button 460. Optionally, this casino specific tour
includes various shops and entertainment shows available. Product and service purchases
and show reservations can be made and persona! messages such as e-mail and voice-mail
can be received and sent, using the touch screen display, if desired, by selecting E-
cemmcrce related buttons 482, 484, and 486, respectively. As noted above, these choices
arc visible only after double-clicking the ream button 460 of FIG. 10. A corresponding
roam video stream is presented in a response screen area 470 of FIG. 11. Specific choices
associated with E-commerce shopping, entertainment shows, and interactive messaging
including even stock/commodity trading arc casino property management dependent and
can be appropriately implemented subject to OCB concurrence. Double-clicking the roam
button 460 also causes the caid button 462, ths dice button 464, and the roulette-whec!
button 466 to be no lenger visible and therefore not selectable on the touch screen. Below
the roam button 460, the live button 472 enables :he reinjtc player to view the ongoing live
non-gaming activities offered by the casino property (e.g., trailer of available shows). The
rate at which this multimedia video is displayed in the response screen 470 of FIG. 11, car.
be controlled by the player, by adjusting the playback speed control slider 474, provided the
live button 472 has not been previously selected.
The primary purpose of "roaming" is to enatle the remote video player to decide
what specific table number (#') and player number (?#), either live or pre-recorded, to
wager on, either for or against the selected player. Typically, the identity of the five or pre-
recorded player is not disclosed, visually or otherwise, because of privacy issues. However,
the identity of the live or pre-recorded player may be disclosed, if the selected table/game is
a game sponsored by the casino using casino employees, professional gaming invitees, cr
celebrities such as, for example, the cast members from the movie "Casino" or "Rounders",
depicting poker players. As a result of this roaming mode, a remote video player can
choose to participate in one or more ongoing or pre-recorded, regulated gaming activities
such as cards, dice/craps, roulette wheel, etc. Any new games introduced by the casino can
also be seamlessly integrated into this disclosed system, by installing a multimedia video
content acquisition sensor array to monitor any new live game.
Third, in activity step 3A, the remote video player touches one of the action buttons
in a touch-sensitive subarea 490 of the video screen. The action buttons in this area include
an "any" action button 492 or a "specific" action button 494. The "any" action choice is
simpler and directs the system to use certified random number generators (RNG) to
randomly select an ongoing live or pre-recorded game in an autonomous manner and to
present that game on the response screen area .170 of the player station and to present the
table (T#)/pIayer (P#) in a response screen area 496. Moreover, a "simple" set-up button
495 is also available, as a part of the above-mentioned "third" group (i.e., 3 A) of actions,
thereby "setting up" all the subsequent choices for the novice player. For instance, the
wager amount could be automatically set to the smallest allowable amount (e.g., SI.00), the
lowest risk player would be selected (i.e., player #0), etc., as per 498 and 520 in FIG. 10.
The selection of the "specif c" action button 494 requires the remote video player to
also input a specific table (Tf/)/playcr (P#). The player first selects T# by repeatedly
pushing a T# touch button 496 (hat causes the T# to be automatically indexed upwards, until
the player stops at XX. Then the player selects the P# by repeatedly pushing a P# touch
button 498 that causes the P# to be automatically indexed upwards, until the piaycr stops at
YY. Note that piaycr #0 is the house/dealer. A response screen area 500 now displays a
pay table 502, which shows what the remote video player will receive, if the live player (P)
# on whom the wager is placed wins. Typically, wagering with the house (i.e., player #0),
results in a significantly smaller w::i payback, for example 10%, whereas a win against the
house, by any other player, is Typically "double your money back" or 100%. The pay Table
502 on the screen informs :he remote video player, in advance, what can be gained o; lost, if
a wager were to be made by him ::i a timely manner.
The NV GCB considers each "distirict set uf "watering rules" with a corresponding
"pay table" as a "distinct" game that must be separately "certified". Thus, even when one of
the rules is changed with a correspending pay table change, rccertification is required. The
following details the significantly simplified wagering rules for currently deployed casino
floor games that arc played remotely, as per the present invention. Each variation is
considered to be a separate game with a good example of variants being the numerous video
poker variants. The disclosed novel wagering concept enables any current or future game
that requires one or more "live players" (LP), to be included in this novel gaming paradigm.
All current or future games, by definition1, entail at least one live player in a regulated casino
environment. Therefore, this disclosure also includes these future games or other games not
mentioned herein, because of the broad applicability of the disclosed simple but novel "for
or against" wagering concept.
In all cases, remote player station touch screens are implemented to enable a remote
player to make wagers and decisions in a relatively stress-free and timely manner, as
compared to the stress experienced by the live player at a table in the casino. As noted
earlier, casinos train and expect the card dealer to deal about 50 games per hour in a
procedurally correct manner, otherwise the "productivity" of the dealer comes under the
close scrutiny of the casino floor supervisor.
One important aspect of this invention is that it enables the "remote player' (RP) to
place a wager on a "live player" (LP), thereby making the wagering decision simple, just
like placing a wager, without serious thinking, in favor of one of two opposing teams or a
particular horse in a horse race. Even a "one horse race with a time deadline" can be
accommodated within this paradigm, and so can live slot gaming. Live player based
wagering can be done for any card table game such as, for example, Blackjack, Multi-
Action 21, Mini/Baccarat, Pai Gow, Caribbean Stud, 7 Card Stud, and Texas Hold'em.
Simple "for or against" wagering can also be done on Craps, Roulette, and Slots. Those
skilled in the art can also devise more complicated wagering schemes and the corresponding
pay table odds, subject to player appeal and excitement generated.
The remote player (RP) doesn't need to know the specific rules of the selected game
that he wishes to virtually participate in. The remote player only needs to be lucky and/or
smart enough to pick a live player on a winning streak. This wagering paradigm only
requires "matching up" with or "wagering on" a specific live player. A simple pay table is
2x, if the selected live player wins. If a remote player is diligent enough to learn the
specific rules and play attentively, then the remote virtual player might as well play at the
live gaming table, like a typical live player dows. Note that by playing a virtual game at a
remote player station that can also be slowed down using slider 474, the novice player can
reduce his anxiety of playing at a live table with others watching; this is the underlying
instructional facet of this disclosure.
Other simple wagering variants that do not always require "matching up" with a
specific live player are disclosed in the following examples of simplified games which are
variants of conventional casino games; the card game specific remote player input screens
as in FIG. 10 must be appropriately designed, by those skilled in the an to accommodate
these arc ether games not mentioned or detailed herein:
Craps/Dice: DICE-MATCH (TM) or EASY-DICE (TM) - simply "match" the dice
#: (A) Match totals: call 2 cr 12, pay 30x; call 3 or 11, pay 15x; call 4 or 12, pay lOx; call
5 or 9, pay 6x; call 6 or 8, pay 4x; call 7 pay 3x, (B) Match BOTH dice: call "specific
same" (e.g., l&l, .... 6&6), pay 30x; call "specific different" (e.g., 4 & 6, 3 & 5), pay 15x,
(C) call "same", pay 3x; call "different", payback l.lx (i.e., net gain 10%).
Roulette: BALL-MATCH (I'M) or COOL-ROLL (TM) - simply -match" the ball
location (e.g., ff, or color, or odd #, or even #), pay winner as per usual Roulette pay table.
Note that the remote player (RP) is discouraged from placing multiple/complicated wagers
that a live player (LP) can place.
Card games: CARD-MATCH (TM) - simply "match" the "live player (i.e. LP
#0":dcaler) or associated card totals; (A) BJ/21 - BLACK-WHAMMY (TM) or EASY-
JACK (TM), (B) mini-Baccarat, (C) Caribbean Stud, and (D) LET-IT-ROLL (TM). When
wagering "for or against" the pay table is l.lx, if the live player #0 wins; note that all pay
tables are subject to both casino and GCB concurrence.
Slots: SLOT-MATCH (TM) - simply "match-up" with a particular live slot player
on a winning streak, as per card games above. This game could have been included as a part
of card games, as disclosed above, but has been separated out to emphasize its novelty. The
remote player (RP) can concurrently wager on multiple (e.g., 3) live players (LP), who
could be celebrities, for example, on slot machines at various locations on the casino floor.
Th= remote station pay table can mimic that which is presented to the live player (l.P),
subject to casino and GCD concurrence. Note that the remote gaming station disclosed
herein also supersedes the currcntly-deployed single and multiple game video slot gaming
station in all the licensed gaming establishments including casinos, because ali the functions
in a video slot gaming station including multiple games, can also be implement on the
disclosed remote virtual gaming player station.
All the regulated games ottered by the casino, including those noted above, can be
augmented by the disclosed simple berring rules: "for or against", thereby also encluding
other relatively device players to participate in a live actual game, without all the attendence
stress and embarrassment of actually sitting down at a casino table and making numerous
real-time decisions. To enable this participation at an actual table, appropriate means can be
provided to enable this "second tier" of remote players to: (a) view the ongoing game using
mirrors or cameras and monitors, for example, from a seat overlooking the actual live table
on the casino floor, (b) collect their wagers prior to the start of the game, and (c) give them
their appropriate payout at the end of the: game. Note that casino player tracking or other
cashless cards can be very useful in making this an efficient process in a live casino floor
environment. This disclosed "second tier" gaming participation is particularly attractive to
relatively novice players when the actual table has players who are either professional
gamers or celebrities.
This disclosed virtual gaming system provides that each and every regulated casino
game that is transacted on the live casino floor can be recorded and subsequently
distributed, or immediately distributed, after appropriate compression and encryption,
thereby automatically creating copyrightable video content, similar to an episode or scene in
a video movie product. Currently, all casinos in states such as NV, CO, NJ, Miss.,
continuously record and retain gaming video material for a week to comply with
surveillance regulations. The present invention provides for the reusability, repurposing,
and branding of such casino generated video content. This invention provides casino games
with very simple wagering rules and provides various regulatory and anti-cheating/theft
measures such as encryption and watermarking. Practical distribution is facilitated using
data compression. The quality of the virtual video is superior because, for example, a color
image resolution of 640 x 480 pixels or better is used and the casino can also provide a 3-D
perspective view of a game by utilizing multiple cameras, if required, for enhanced remote
player appeal.
Moreover, a "bonus jackpot" such as, for example, cash, or consumer product (such
as, for example, appliances, autos, and homes) can be displayed in this screen area 470,
thereby creating additional player excitement. This bonus jackpot can move randomly,
using a certified server-based RNG, amongst the various player stations on the casino floor
and also include the regulated off-site locations, such as a licensed bar or other licensed
route locations. Note that the remote video player does not have to have the skill level
required to maintain a winning streak, such as that required, for example, in Poker. Nor
does the remote player even need to understand the rules of the game. In this system, the
remote video player's, skill or luck occurs in selecting the specific live or pre-recorded
player.
Fourth, in activity step 4A, audio is selected in the touch-sensitive subarea 510 of the
video screen. Specific audio is obtained from a specific table number (T#) using a specific
action button 512. General audio is a conventional casino soundtrack, unrelated to a
selected game and selected with the touch-sensitive subarca 514 of the video screen. The
present invention also enables novice players to be instructed on how to play new or
existing games in a relatively stress-free environment, using expert players. This virtual
playing mode is more interesting than watching the currently-available instructional video
tapes. The remote player stations could be put into an "instructional" mode for an hourly
fee, if desired. This mode is selected using button 516 in FIG. 10. which provides the play-
panel video for the selected table game, an instructional audio track, and superimposed
video captioning.
Fifth, in activity step 5A, a selection is made in the touch-sensitive subarea 520 of
one of a number of action buttons indicating the dollar amount of a wager. This amount is
consistent with the remote video player's available credit 451 and with the house wagering
limits. The portion 430 of the video screen continues to show the gaming action for the
selections made. In particular, the player can see whether a game is: (a) in progress 526
and no wagers can be accepted, (b) the outcome 500 of the last game: "win-or-lose" and the
corresponding pay table 502, if the remote player had placed a wager, or (c) a flashing
"wager now" message 528, letting the remote player know that wagers arc still being
accepted, prior to the start of the next virtual game.
The remote player can bot, either "for or against", the live or pre-recorded player. As
a result, the skill level of the remote video player is comparable to that required of a
conventional slot machine player and can be considered to be a "no-braincr". There is no
unique game related decision making learning curve, anxiety, time or peer pressure
associated with any game, old or new. The pay table 502 for winning a game is as per the
casino published pay table, as pre-approved by GCB. One possible pay table, for this
simple wagering disclosed herein, is to double the player's bet — if the selected live player
wins, that is, for a $10 bet, $20 is paid. However, if the player bets that the house-dealer
(i.e.. player #0) will win, then the player's payback is only "110% of the bet", that is, for a
$10 bet, $ll paid if the dealer wins. A remote licensed multimedia secure player station
with a such as a simple pay table and wagering decision is an important aspect of the present
invention.
More complex wagering schemes are also supported by the presentation screen
although these extend the simple wagering concept advanced by the present invention.
More sophisticated ar.d professional gamblers may choose to play with the usual complex
wagering and playing rules, which can be activated by pushing an additional 'Complex"
button curing the above-mentioned "second" group of remote video player actions
However, the presentation screen for each game becomes as complex as the usual live
casino games. Moreover, this "complex wagering" button disclosure still contributes
sevcra! novel concepts including (a) game pre-recording/branding, (b) secure game
distribution, (c) random game presentation (e.g., prevents.card counting and team play,
which is discouraged by NV casinos). '
Sixth, in activity step 6A, a remote video player signals that hs or she wishes to play
in the next regulated virtual game by activating the play action button 524 in the touch-
sensitive subarea 522. Subsequently, the remote video player only pushes the play action
burton 524 in a timely manner before the in-progress light 526 in a viewing area 528 comes
on. The credit balance 451 in the response screen area 450 is automatically updated at the
end of each game to display the remote video player's current credit balance.
A remote video player can stop playing and can leave the remote player station at
any time by pushing a cash out action button 525 in the touch-sensitive subarea 522. The
player is paid back in the same denomination and currency type that was originally inserted
into the player station, to comply with the federal and state anti-laundering money laws. If
the payout amount is large, then the casino can print out a coupon at the player station that
can be converted to cash at the cashier's cage.
The off-site remote player station is packaged at the same security level or better
than a business safe or a bank ATM machine and includes an audible alarm to make it
significantly tamperproof and to satisfy the certification requirements of government
gaming agencies. The touch screen is spill and shatter proof. Note that remote video player
stations which are on the premises of the casino are closely monitored by casino security
personnel as required by the GCB, unlike the off-site remote video player stations, which
therefore need additional protection measures to be incorporated, as disclosed herein.
Slot jackpot winners typically have the opportunity to win a bonus jackpot such as a
car, a vacation, and other products. The remote video player stations can also display in
screen area 470 of FIG. 11, a roaming bonus jackpot that moves from station to station to
thereby serve as an advertising banner similar to those typically displayed on the Internet.
Since all the player stations are controlled by the gaming content
distribution/communication hub (34), the jackpot can also be a progressive jackpot, either
within a casino or amongst several casinos, via a virtual private network (VPN), subject to
GCB approval.
FIG. 12 shows the baseline piayer actions and the corresponding player station
responses in a logical sequence for one embodiment of a player station graphical piayer
interface (GPI) as illustrated in FIGS. '). 10, 11 and 12. Those skilled in the art can devise
other player-friendly interaction schemes based on any other logical '"action-response"
sequencc that may be preferred, because of the nature of the regulated virtual games being
ottered or the skill level and demographics of the anticipated players. For instance, another
button can be added to enable the virtual player to accelerate or slow down the time per
game in the prestored mode of play. Those skilled in the art realize that cluttering up the
5 player station with too many choices and displays will only serve to discourage the "novice"
virtual player from playing.
FIG. 13 illustrates tluec concurrent games in the upper portion of the video response
area, as might be played by an intermediate level gambler. The action and response sieps
) are similar to those illustrated in FKiS. 9, 10, 11 and 12 for only one game. The
juxtapositioning of these apparently dissimilar games, illustrates the disclosed wagering
similarity between these three different panics, as provided on a remote player station.
Displaying the games in this manner is intended to facilitate adjustment of a player's mental
frame of reference and learning curve to that of a typical relaxed slot player. A remote
i video player makes selections using the action buttons on the touch-sensitive screen. The
system responds such that the presentation and response screen area provides a video
response. A typical remote video player operates an action button on the video display
console with an activity step (tiA) that produces a corresponding respon.se (nR). As
illustrated in the left side of FIG. 13, an activity step (nA) produces a corresponding
response step (nR).
FIG. 13 illustrates a Black Jack (BJ) game, a crap dice game, and a roulette game.
FIG. 13 illustrates an important feature of the present invention, which is that a
remote virtual video player, particularly a younger one, a: an intermediate skill level, can
concurrently play several dissimilar games on the same gamine station; variants of this
feature could be referred to as "game within a game." This type of multiple concurrent
gaming is enabled by the disclosed simplicity of the wagering rules. The remote video
player can virtually roam around a casino and participate in a plurality of games thai arc jus:
beginning, without leaving his rcrnoie gaming station seat. The player can a'.so purchase
products and entertainment shows, while in the roaming mode, without leaving his sea:.
FIG. 14 is a flowchart 600 illustrating operation of a simplified wagering-bascd
remote gaming system according to the invention. This flowchart shows acquisition cf
multimedia content-for n regulated casino. game. The subsequent distribution and
presentation processes are also shown. The upper portion. of FIG. 14 shows electronic
processing within a governmentally licensed and regulated casino virtual gazing control
enter or distribution complex. The lower portion of FIG. 14 shows the activity on a
tyypical play station #K used by a remote video player. FIG. 14 covers both on-sitc and off-
site locations for a remote video player static::. On-site locations arc inside the premises of
a casino and are physically controlled by the casino security staff. Off-site locations arc at
licensed locations not physically controlled by thi casino, such as, for example, bars, adult
clubs, card rooms, and licensed convenience stores. An initialization block 602 in FIG. 14
shows virtual gaming system operation beginning with a system power-up, initialization,
and diagnostics process for the casino virtual gaming control center.
A decision block 604 in FIG. 14 receives information to determine whether a live
player has actually sat down to play at a remote play station #K. If no live player has sat
down at the remote player station ?K, the system as per block 606, assembles or otherwise
builds a "screen saver" type of multimedia packet for transmission to the remote play station
#K. At the remote play station #K, a "screen-saver" mode is activated to present
periodically updated advertisements or other special offers and to 'attract attention" of
potential players, using, for example, special-offer ads. This process is executed for all
stations: l,.... K, .... N.
If a live player has sat down at the remote play station UK, then the decision block
604 terminates the "attract attention" mode and initiates the player housekeeping mode
block 605 which perform various system housekeeping functions. One of these functions is
tracking a player's gaming profile through communication links to a player accounting and
tracking module 608. Another function is authentication of a remote video player's
financial and age eligibility using, for example, biomerric data recorded on disks in a disk
farm 610. Block 612 illustrates another function which is monitoring of the system for
maintenance and dispatching of service personnel through a maintenance dispatch server
system. These functional modules 608 and 610 reside within the player accounting server
42 of FIG. 1.
A decision block 614 of FIG. 14 determines if a player has newly "logged or." at fin
off-site location, such as a sanctioned remote-player site connected to an authorized Interne:
portal 52 of FIG. i. If the player has just logged c.-., a download block 616 causes a
"streaming multimedia player", such as the cnes from Real Video, or Microsoft or Netscape
or Lucent, or equal, to be downloaded, for example, through the regulated Internet portal 52
or HG. 1 and installed at the remote player station iiK. This enable-; the remote video
player to begin play.using a stream of coinpressec/encryLlcJ, video/audio multimedia
gaming dala, being transmitted from the casino server 34 cf FIG. 1 through various types of
distributed networks, including the regulated Internet 50 of FIG. i.
A decision block 618 determines it the game to be played is live or pre-recorded. If
the game is live, a certified autonomous RNG selector 620 is used to select output video and
audio signals from a live video camera 622 in response to the choice of casinu game
selected by the remote video player. Alternatively, an optional bypass 621 is used to
directly select video and audio signals from camera 622, subject to GCB approval. If the
game is pre-recorded, a certified autonomous RNG selector 624 is used to select video and
5 audio output video signal from a multimedia video database 626, such as a secure disk, tape,
CD or other storage media-based farm 96 of FIG. 1, where the virtual gaming episode data
is compressed, encrypted, encapsulated and then pre-stored.
In block 628 of FIG. 14 a compressed/encrypted streaming audio/video data packet
is staged for routing via one of several possible communication pathways to the remote
player station #K. In the download block 630, a selected multimedia video/audio data
packet or a screen saver packet from block 606, as appropriate, is sent to the remote video
player station #K from the casino virtual gaming server control center 34 of FIG. I.
The remote player station block 632 of FIG. 14 illustrates the remote video player
station #K first receiving, next dc-encrypting, and then de-compressing the data packet from
the casino virtual gaming server control center 48 of FIG. ]. A decision block 634
illustrates an authentication check of the off-site remote video player at the beginning of
each game packet and periodically, for example, every 5 seconds using the pre-stored
biometrics of the player, for example. The biometric data is provided, for example, as a
video camera image of the player's face or retina (e.g., Sensar), fingerprint (c.g.. Digital
Privacy), driver's license, credit card, signature, voiccprint (e.g., Lucent), or casino player
rating/tracking ID card. If the authentication check fails at the player accounting server 42
of FIG. 1, a block 636 provides that a session tcrmination-and-notification packet is
generated and sent to the casino virtual gaming server control center 48 of FIG. 1 so that the
session is immediately terminated and local security personnel arc informed and dispatched
via messages to the surveillance server 26 of FIG. 1 as appropriate.
If the off-site unauthorized remote video player is accessing the casino gaming
facility via the authorized Internet portal 50 of FIG. 1. then it is very difficult to dispatch
local security personnel to apprehend a violator in a timely manner. However, a practical
remote off-site player authentication process for a casino can also require that a large (e.g.,
$10,000) deposit or bond be posted at a neutral financial institution (i.e., a Bank) by the
player, and that the deposit or bond is forfeited, if the biometrics authentication fails. To
deter violations of gaming laws, additional criminal penalties including prison time and
appropriate written waivers of legal rights can also be imposed. Gaming jurisdictions
typically maintain that "gaming is a privilege and not a right". Prevention of underage
gaming is a significant regulatory concern and typically requires continuous, unrestricted
access by the regulators to any gaming related player station at any time. A 12-foot radius,
for example, in front of the display can be monitored, using cameras and other electronic
sensing means (e.g., motion detectors), to ensure that there arc no underage (less than 21)
individuals present, at all times. Gambling addiction is another problem that the regulated
and responsible gaming community wants to curb. Continuous periodic multimedia
biometrics authentication, together with bond forfeiture is disclosed as a means of meeting
regulatory requirements by a casino. Biometric data can be continuously recorded at the
game distribution processing complex using, for example, return path camera video, thereby
enabling violations to be detected and recorded on-line and then prosecuted successfully.
Continuous video taping of casino gaming areas is already required by the NV/CO/NJ State
GCB. Thus, video/biometric monitoring of the remote player cannot be construed as an
"invasion of privacy".
If the player is authenticated, a block 638 provides that the multimedia data stream is
presented at the video display and speaker output pons of the player station UK, as per 54
and 46 in FIG. 1.
A decision block 640 of FIG. 14 illustrates monitoring of player input actions for a
game when the player touches an action burton on the touch-sensitive screen as per FIG. 10.
Player input action requests made via a touch screen at the remote play station are
continuously monitored. Block 640 tests whether a player has made a game input action or
not. If a game input action has been made, a block 642 provides for assessment of that
specific game input and for a local response, within 54 or 46 of FIG. 1, as appropriate, or for
transmission of information to the casino virtual gaming server control center 34 of FIG. 1.
If various other action button on the touch-sensitive screen are touched, the block 640
illustrates routing of that information to a block 644 which illustrates building of a
command/status data packet. The block 644 also illustrates receipt of authentication failure
information from the block 636.
The block 644 of FIG. 14 illustrates that the player station 54 or 46 of FIG. I builds
an appropriate time-stamped data packet which includes current: (a) game progress/results
as per FIGS. 12, 13, (b) player inputs as per FIGS. 11, 13, and (c) biometrics authentication
sensor array data 374 of FIG. 1. Note the contents of this data packet are also determined
by the requirements of the player accounting server 42 of FIG. 1 at the particular casino
property. Block 646-shows that this packet is then compressed using, for example, PKZIP,
encrypted using, for example, DES128 (as per KV-GCB) or RSA (key exchange). Recent
cryptocode breaking advances indicate that the RSA key may have to be 1024 bits or larger.
A block 648 illustrates a transmit request and '.ransmission of an appropriate
command/status packet for the remote vidtro player station UK. back to the virtual gaming
distribution complex of the casino server control center 34 of FIG. 1.
Block 650 of FIG. 14 shows that the casino virtual gaming server control center of
FIG. 1 receives and decodes the command/status packet for the remote video play station
#K. The command/status information is then processed by being cycled through the
processes in the casino server control center, as previously described.
Typically, all the secure communication pathways support bi-directional data
packets that are asymmetric, that is, the forward path to the play station has a relatively high
data rate of, for example, about 1 Mbps due to color video content. Whereas, the return path
data rate is about 10 Kbps. However, the return path data rate can also be significantly
greater, for example, if a video camera image of the player is continuously monitored for
biometric authentication purposes.
FIG. 15 in conjunction with FIG. 1 shows an exemplary protocol implementation of
an intcrprocessor information transfer sequence, that is initiated by the remote player, when
he sits down at the remote site player station 54 of FIG. 1. Biometric sensors 124 are
immediately activated to collect appropriate biometric data and transfer a biometric data
packet (650) to the player (e.g., VIP) accounting server (42) of FIG. 1 via the
communication server (34) of FIG. 1, at appropriate (e.g., 5 second) intervals, as noted
earlier. The accounting server (42) of FIG. 1 together with the possibly co-located casino
hotel reservations/IP guest server 41 of FIG. 1 rapidly (e.g., within 5 seconds) authenticates
the biometric data (650) by comparing it to prestored or other credit reference database and
acknowledges the eligibility (e.g., age, credit) of the remote player (651). The
authentication must be done rapidly and the newly seated player must be "entertained", for
example, with the casino's daily special offer, while this is being accomplished, otherwise
the player will get impatient and may walk away from the remote player station 46 or 54 of
FIG. 1. If there is an eligibility failure, then an information package (652) is also forwarded
to the security dispatch center via the surveillance server (26) of FIG. 1. This authentication
may also include additional surveillance sensor information processing to ensure that no
underage individuals are in the regulated vicinity of the remote-player station 46 or 54 of
FIG. 1.
Then, the remote player can roam and select a particular table (T#) and player (P#)
and place a wager dollar amount, as described previously via FIGS. 9-12. FIG. 15 shows
that the T#/P# information is captured by the communication server (34) of FIG. 1 to send
out the appropriate randomized video/audio stream (661) and the wager information (662) is
noted by the accounting server (42) of FIG. I to send out a wager acknowledgment signal.
The duration of each card table game is typically 50 seconds, as noted earlier.
Upon completion of the playback of the randomly selected video/audio stream (661),
the win or loss result packet (670) of FIG". 15 can be determined by the remote station (54)
or (46) based processor (100) and/or by the communication server (34), and/or the Internet
Server (50) and/or by the player accounting server (42), as engineered by those skilled in the
i art of FIG. 1. Note that FIG. 15 shows'the implementation, wherein the win or loss result
packet (670) is determined by the remote processor (100) and then reported to the player
accounting server (42) via the communication server (24) and/or Internet Server (50). The
display (102) of FIG. 1 is appropriately updated with the game result (671) of FIG. 15, as
shown. Note that the information packets between the various server processors arc
typically encrypted and compressed, as shown. Moreover, the win/loss report (670) of FIG.
15 first goes all the way back to the player (e.g., VIP) accounting server (42) of FIG. I, so
that in the credit card or cashless mode of wagering, the credit balance can be appropriately
updated. Similar information packet transfer diagrams can be specified and then
implemented by those skilled in the art to describe the information transfer sequence, when
the remote player is in the (a) roam mode prior to making a gaming related selection, or (b)
roam mode associated with the casino sponsored E-commerce (38) of FIG. 1 related
products and services preview, as depicted in FIG. 10.
FIG. 16 shows the activation message (680) for the E-commerce product and
services (P & S) roam mode, which is forwarded to both the accounting (42) and the E-
commcrce server (38) of FIG. 1, via the communication server (34) or Internet server (50)
of FIG. 1. The E-commerce server (38) sends the P & S video preview stream (681) of FIG.
16 back to the remote station (122) of FIG. 1. The "relaxed" remote player (12) views the
streaming multimedia P & S video (2D or 3D) and makes a purchase decision (990), akin to
putting an item in a virtual shopping cart. The player accounting server (42) of FIG. 1
responds with a confirmation (691) of FIG. 16 of the buy decision, including a display (102)
of FIG. 1 update at the remote player station on-site (46) or off-site (54) of FIG. 1. The
multicomputer architecture facilitates the remote player to continue roaming (692) or to
make additional buy decisions (693) as shown in FIG. 16. Note that the biometric
authentication (652) is repeated every 5 seconds, or as per GCB directives. Also the E-
commerce roam mode can be viewed indefinitely (682), but the eligible remote player
casino policy can limit E-commerce roam time, if required.
FIG. 17 provides a comprehensive business process functional block diagram of the
disclosed multimedia virtual gaming method and system based on actual regulated casino
games comprised of three main elements, namely, (a) content creation 700, (b) content
distribution 800, and (c) content presentation 900.
Gaming episode package content creation 700 consists of: (a) event generation 710,
(b) acquisition of a series of "raw" episodes 720, and (c) gaming episode packaging 730.
Gaming content distribution 800 consists of retrieval or staging from: (a) storage
5 medium 810 of virtual gaming episodes' or direct feed of a live episode 820, (b) random
episode selection based on a GCB certified RNG 830 or bypass 821, and (c) virtual episode
package distribution 840. Note that near real-time delivered live episodes not susceptible to
a "sting", may or may not be randomly selected, subject to GCB approval and casino policy.
Moreover, content distribution 800, particularly via ilie regulated Internet Server (50) of
1 FIG. 1, must be physically located in a sovereign state or Native American territory wherein
Internet gaming is legally sanctioned.
Content presentation 900 consists of a player station which provides for (a) casino
property multimedia roaming and service selection/purchase, (b) presenting the selected
virtual gaming episode, and (c) player authentication, in terms of biomctric and other player
attributes, and (d) player participation in terms of cash or credit or cashless wagering. The
physical implementation of the ATM-like tamper-proof player virtual gaming station 46 or
54 of FIG. 1 is location dependent: versions include (I) casino floor, (2) casino wall, (3)
casino hotel room, (4) off-site licensed facility (e.g.. restricted GCB license), such as a (a)
bar, (b) mall, (c) convenience store (e.g., 7-11), (d) department store, (c) motel (lobby,
rooms), and (4) GCB authorized route operator sites (e.g., diners, restaurants, truck stops).
Content presentation may also have to be in a physical location wherein gaming is legally
sanctioned, particularly if credit cards are used for watering purposes by the player. Note
that GCB typically limits credit card losses on a per day basis, to deter problem gambling.
Additionally, the present invention discloses economically and technically important
synergistic information communication links to ancillary systems necessary to meet
requirements from both the GCB and the casino, to: (a) the surveillance multimedia control
system 960, (b) the player accounting and authentication system 910, (c) casino-sponsored
K-commerce product-service buy/sell/convenience system (e.g., shops, shows, discount
offers, services, messages, securities) 920, (d) casino-hotel reservation (VIP) system 930, (c)
the security dispatch system, and (f) maintenance and diagnostics system, interconnected by
secure communication pathways 750. 760, 850, and 950, as per FIG. 17.
The foregoing descriptions of generic ar.d specific embodiments of examples of the
present invention have been presented for purposes of illustration and description. They are
not intended tc be exhaustive or to limit the invention to the precise forms disclosed, and
obviously many modifications and variations are possible in light of the above teaching.
The exemplary embodiments were chosen and describe in order tc best explain the
principlcs of the invention and jts practical application, to thereby enable others skilled in
the an to best utilize the invention and various embodiments with various modifications as
are suited to the particular use contemplated. It is intended that the scope of the invention
be defined by the Claims appended hereto and their equivalents.
We Claim:
1. A gaming-jurisdiction-authorized secure gaming-business data distribution
method comprising the steps of:
securely distributing one or more randomly selected processed-copyrighted
multimedia-gaming episode signals stored in one or more secure-storage buffers;
transferring securely and presenting securely the selected one or more episode signals
to corresponding one or more periodically authenticated remote-players on one or more secure
multimedia-gaming stations,
said remote-players placing simplified wagers on hired-for-consideration entertaining
players playing games depicted in the corresponding one or more selected episode signals on
corresponding one or more multimedia stations;
distribution corresponding gaming-outcome based simplified wager accounting data to
said stations,
wherein said gaming-business method is subject to initial authorization and ongoing
regulation by cognizant gaming jurisdictional entities.
2. A gaming-jurisdiction-authorized secure gaming-business data distribution
method comprising the steps of:
distributing one or more randomly selected processed-copyrighted multimedia-
gaming-episode signals stored in one or more secure-storage buffers,
transferring securely and presenting securely the selected one or more episode signals
to corresponding one or more periodically authenticated eligibility-restricted remote-players on
one or more secure multimedia-gaming-stations;
said remote-players placing gaming-outcome based simplified wagers on hired-for-
consideration entertaining players playing scripted actual games depicted in the corresponding one
or more selected episode signals on corresponding one or more said stations;
distributing the corresponding gaming-outcome based wager accounting data to said
stations;
acquiring the authentication related data periodically acquired by one or more
multimedia sensors co-located with each of one or more said stations monitoring the
corresponding eligibility-restricted jurisdictionally-delineated-zone;
distributing said authentication data periodically from said stations to a regulated
gaming management and surveillance center for providing periodic gaming authorization for
corresponding one or more said remote-players; and
wherein said gaming-business method is subject to initial authorization and ongoing
regulation by gaming jurisdictional entities
3. A gaming-jurisdiction-authorized remote-player specific portable secure
distribution packaging method comprising the steps of:
distributing a plurality of processed-copyrighted virtual-reality scripted multimedia-
gaming-episode signals that are securely encapsulated on one or more secure-storage media;
said media enabling the secure transfer of one or more said episode signals to a
gaming-jurisdiction-authorized multimedia-gaming-station located in a jurisdictionally-delineated-
zone;
selecting randomly and presenting one or more said episode signals on said station;
accounting for one or more of the said episode outcomes on the basis of simplified
wagers placed by gaming-jurisdiction-authorized said remote-player on said outcome of actual
game played by hired-for consideration entertaining players depicted in one or more of said
episode signals.
providing player speciGc authentication related data from said media on said station to
a regulated gaming management and surveillance center for providing periodic gaming
authorization for said remote-player; and
wherein said system is authorized and regulated by gaming jurisdictional entities.
4 A gaming-jurisdiction-authorized secure gaming-business data distribution
method comprising the steps of:
distributing one or more randomly selected processed-copyrighted multimedia-
gaming-episode signals stored in one or more secure-storage buffers;
wherein outcome video signals and outcome audio signals associated with each of the
episodes are selected using an appropriately correlated pair of random-number-generators which
need not be co-located;
transferring securely and presenting securely the selected one or more episode signals
to corresponding one or more periodically authenticated eligibility-restricted remote-players on
one or more secure multimedia-gaming-stations,
said remote players placing simplified wagers on hired-for-consideration entertaining
players playing scripted actual games depicted in the corresponding one or more selected episode
signals on corresponding one or more said stations;
providing the corresponding gaming-outcome based wager accounting data distribution
on said stations;
acquiring the authentication related data periodically acquired by one or more
multimedia sensors co-located with each of one or more said stations monitoring the
corresponding eligibility-restricted jurisdictionally-delineated-zone;
distributing said authentication data periodically from said stations to a regulated
gaming management and surveillance center for providing periodic gaming authorization for
corresponding one or more said remote-players;
wherein the random-number-generator based selection of the episode outcome depicted
in the video signal and the corresponding wager accounting is performed at the secure regulated
gaming management center; and
wherein said gaming-business method is subject to initial authorization and ongoing
regulation by gaming jurisdictional entities
5. A method of communicating multimedia-gaming-episode signals corresponding
to gaming-jurisdiction-authorized virtual distributed, interactive games, comprising the steps of:
securely generating one or more gaming-jurisdiction-authorized actual multimedia-
gaming-episodes depicting hired-for-consideration players playing gaming-jurisdiction-authorized
actual gaming episodes in a gaming-jurisdiction-authorized facility;
securely sensing said one or more gaming-jurisdiction-authorized actual games played by
hired-entertaining players in said gaming-jurisdiction-authorized facility with a gaming-
jurisdiction-authorized virtual multimedia-gaming-episode content acquisition sensor array;
securely providing gaming-jurisdiction-authorized multimedia-gaming-episode output
signals corresponding to one or more players in each of said respective one or more gaming-
jurisdiction-authorized actual multimedia gaming episodes to periodically authenticated remote
players; and
processing said gaming-jurisdiction-authorized multimedia-gaming-episode output signals
to provide gaming-jurisdiction-authorized processed live and delayed multimedia-gaming-episode
output signals, wherein said processing includes using a gaming-jurisdiction-authorized outcome-
odds-paytable to enable outcome based simplified wager placement and one or more random-
number-generators to autonomously unpredictably index and present each of said gaming-
jurisdiction-authorized multimedia-gaming-episodes.
6. A method of wagering on virtual multimedia-gaming-episodes of a gaming-
jurisdiction-authorized virtual distributed interactive casino gaming system, comprising the steps
of:
securely generating gaming-jurisdiction-authorized multimedia-gaming-episode
signals corresponding to gaming-jurisdiction-authorized actual games played by hired-for-
consideration entertaining players in a gaming-jurisdiction-authorized facility,
securely distributing said signals corresponding to the gaming-jurisdiction-
authorized actual games to gaming-jurisdiction-authorized periodically authenticated remote-
players at gaming-jurisdiction-authorized remote multimedia-gaming-stations using gaming-
jurisdiction-authorized secure communication channels and secure-storage media to transfer a
plurality of multimedia-gaming-episode signals with gaming-jurisdiction-authorized secure
encryption to said stations;
said multimedia-gaming-stations having wagering equipment enabling gaming-
jurisdiction-authorized said remote-players to place a wager on one or more selected hired-for-
consideration entertaining player depicted by said multimedia-gaming-episode signals
corresponding to gaming-jurisdiction-authorized actual games played by said hired-for-
consideration entertaining players in a gaming-jurisdiction-authorized facility, using gaming-
jurisdiction-authorized one or more random-number-generators to autonomously unpredictably
select said multimedia-gaming-episode signals for presentation,
wherein the wagers are placed on the basis of a gaming-jurisdiction-authorized
gaming-outcome based simplified wagering and outcome-odds-paytable version of the
corresponding actual games being virtually presented on said stations.
7. A gaming-jurisdiction-authorized secure gaming-business data distribution
method comprising the steps of:
distributing one or more randomly selected processed-copyrighted multimedia-
gaming-episode signals stored in one or more secure-storage buffers;
transferring securely and presenting securely the selected one or more episode signals
to corresponding one or more periodically authenticated eligibility-restricted remote-players on
one or more secure multimedia-gaming-stations,
said remote players placing gaming-outcome based simplified wagers on hired-for-
consideration entertaining players playing actual games depicted in the corresponding one or more
selected episode signals on corresponding one or more said stations;
providing the corresponding gaming-outcome based wager accounting data distribution
on said stations;
acquiring the authentication related data periodically acquired by one or more
multimedia sensors co-located with each of one or more said stations monitoring the
corresponding eligibility-restricted jurisdictionally-delineated-zone;
distributing said authentication data periodically from said stations to a regulated secure
gaming management and surveillance center for providing periodic gaming authorization prior to
initiating the random selection of each episode for corresponding one or more said remote-
players; and
wherein said business-method is subject to initial authorization and ongoing regulation by
gaming jurisdictional entities.
8. A gaming-jurisdiction-authorized secure gaming-business data distribution
method comprising the steps of:
distributing one or more randomly selected processed-copyrighted multimedia-
gaming-episode signals stored in one or more secure-storage buffers;
wherein said processing includes editing, branding, compression, and encryption of said
episodes to enable secure and efficient storage, transfer, and presentation,
transferring securely and presenting securely the selected one or more episode signals
to corresponding one or more periodically authenticated eligibility-restricted remote-players on
one or more secure multimedia-gaming-stations;
said remote players placing simplified wagers on hired-for-consideration entertaining
players playing scripted actual games depicted in the corresponding one or more selected episode
signals on corresponding one or more said stations;
providing the corresponding gaming-outcome based wager accounting data distribution
on said stations,
acquiring the authentication related data periodically acquired by one or more
multimedia sensors co-located with each of one or more said stations monitoring the
corresponding eligibility-restricted jurisdictionally-delineated-zone;
distributing said authentication data periodically from said stations to a regulated secure
gaming management and surveillance center for providing periodic gaming authorization for
corresponding one or more said remote-players; and
wherein said business-method is subject to initial authorization and ongoing regulation by
gaming jurisdictional entities.
9. A method of gaming-jurisdiction-authorized secure distribution{s} of
processed copyrighted multimedia-gaming-episode signals depicting gaming-jurisdiction-
authorized actual gaming episodes played by hired-for-consideration players, comprising the steps
of:
creating a plurality of processed copyrighted multimedia-gaming-episode signals
corresponding to gaming-jurisdiction-authorized actual games played by gaming-jurisdiction-
authorized hired-for-consideration entertaining players in a gaming-jurisdiction-authorized facility,
securely storing said signals on a gaming-jurisdiction-authorized secure-storage media
having appended thereto one or more gaming-jurisdiction-authorized corresponding outcome-
odds-paytables and one or more gaming-jurisdiction-authorized corresponding random-number-
generators to provide for the autonomous unpredictable-random-sequence indexing;
wherein said random-number-generators for episode video outcome selection are located
in a gaming-jurisdiction-authorized secure gaming management and authentication surveillance
center; and
retrieving the randomly indexed corresponding set of one or more multimedia-gaming-
episode signals for gaming-jurisdiction-authorized secure distribution and presentation to
periodically authenticated remote-player at eligibility-restricted multimedia-gaming-stations
located in a jurisdictionally-delineated zone to enable simplified wagering on said multimedia-
gaming-episode signals.
10, A gaming-jurisdiction-authorized secure gaming-business data distribution
system comprising:
a distribution system for distribution of one or more processed-copyrighted multimedia-
gaming-episode signals with one or more random selections from one or more secure-storage
buffers; and
a secure transfer subsystem and a secure presentation subsystem for the transfer and
presentation of the selected one or more episode signals to corresponding one or more
periodically authenticated remote-players wagering on hired-for-consideration entertaining players
playing scripted actual games depicted in the corresponding one or more selected said episode
signals on corresponding one or more secure remote multimedia-gaming-stations; and
a subsystem for gaming-outcome based wager accounting data distribution of simplified
wager placements by said remote players; and
wherein the gaming-business system, including the remote-player authentication
subsystem are initially authorized and periodically regulated by gaming jurisdictional
entities.
11. A gaming-jurisdiction-authorizcd secure gaming-business data distribution
system comprising:
a distribution system for distribution of one or more processed-copyrighted multimedia-
gaming-cpisode signals with one or more random selections from one or more secure-storage
buffers; and
a secure transfer subsystem and a secure presentation subsystem for the transfer and
presentation of the selected one or more episode signals to corresponding one or more
periodically authenticated eligibility-restricted remote-players wagering on hired-for-consideration
entertaining players playing games depicted in the corresponding one or more selected said
episode signals on corresponding one or more secure remote multimedia-gaming-stations; and
a subsystem for gaming-outcome based wager accounting data distribution of simplified
wager placements by said remote players; and
an acquisition subsystem for the periodic acquisition of the authentication related data by
one or more multimedia sensors co-located with one or more said stations monitoring the
corresponding eligibility-restricted jurisdictionally-delineated-zone; and
a subsystem for the transfer of said authentication data periodically from said stations to a
regulated gaming management and surveillance center for providing periodic gaming
authorization for one or more corresponding said remote-players; and
wherein the gaming-business system, including the remote-player authentication
subsystem are initially authorized and periodically regulated by gaming jurisdictional
entities.
12. A gaming-jurisdiction-authorized remote-player specific portable secure
distribution packaging system comprising.
a subsystem for the random distribution of a plurality of processed copyrighted virtual-
reality scripted multimedia-gaming-episode signals wherein said signals are securely encapsulated
on one or more secure-storage media;
a subsystem for the secure transfer of one or more said episode signals to a gaming-
jurisdiction-authorized multimedia-gaming-station located in a jurisdictionally-delineated-zone;
a subsystem for the presentation of randomly selected said episode signals on said station,
a subsystem for the accounting of simplified wagers placed by gaming-jurisdiction-
authorized remote player and the corresponding gaming outcome of actual game played by hired-
for consideration entertaining players depicted in said episode signals;
a subsystem to provide player specific authentication related data from said media on said
station to a regulated gaming management and surveillance center for providing periodic
authentication for said remote-player, and
wherein said system is authorized and regulated by gaming jurisdictional entities.
13. A gaming-jurisdiction-authorized secure gaming-business data distribution
system comprising:
a distribution system for distribution of one or more processed-copyrighted multimedia-
ganung-episode signaJs with one or more random selections from one or more secure-storage
buffers;
wherein outcome video signals and outcome audio signals associated with each of the
episodes are selected using an appropriately correlated pair of random-number-generators which
need not be co-located;
a secure transfer subsystem and a secure presentation subsystem for the transfer and
presentation of the selected one or more episode signals to corresponding one or more
periodically authenticated eligibility-restricted remote-players wagering on hired-for-consideration
entertaining players playing games depicted in the corresponding one or more selected said
episode signals on corresponding one or more secure remote multimedia-gaming-stations;
a wager placements by said remote players;
an acquisition subsystem for the periodic acquisition of the authentication related data by
one or more multimedia sensors co-located with one or more said stations monitoring the
corresponding eligibility-restricted jurisdictionally-delineated-zone; and
a subsystem for the transfer of said authentication data periodically from said stations to a
regulated gaming management and surveillance center for providing periodic gaming
authorization for one or more corresponding said remote-players,
wherein the gaming management center also randomly selects each of the episode video
signals depicting the outcome and the corresponding wager accounting; and
wherein the gaming-business system, including the remote-player authentication
subsystem are initially authorized and periodically regulated by gaming jurisdictional
entities
14 A secure distribution system for providing multimedia-gaming-episode signals
corresponding to gaming-jurisdiction-authorized virtual-distributed interactive-casino games,
comprising:
a presentation subsystem for presenting one or more gaming-jurisdiction-authorized live
casino multimedia-gaming-episodes played by gaming-jurisdiction authorized, hired-for-
consideration entertaining players in a gaming-jurisdiction-authorized casino;
a sensor array subsystem for sensing said one or more gaming-jurisdiction-authorized live
casino games played by hired-for-consideration entertaining players in a gaming-jurisdiction-
authorized casino with a gaming-jurisdiction-authorized virtual multimedia-gaming-episode
content-acquisition sensor array;
an information transfer subsystem for providing gaming-jurisdiction-authorized
multimedia-gaming-episode output signals corresponding to one or more hired-for-consideration
entertaining players in each of said respective one or more gaming-jurisdiction-authorized live
casino multimedia-gaming episodes;
a processing subsystem for processing said gaming-jurisdiction-authorized multimedia-
gaming-episode output signals to provide gaming-jurisdiction-authorized processed-copyrighted
multimedia-gaming-episode output signals, wherein said processing includes appending thereto
one or more gaming-jurisdiction-authorized corresponding outcome-odds-paytables and one or
more gaming-jurisdiction-authorized corresponding random-number-generators for autonomous
unpredictable-random-sequence based indexing and retrieval of said gaming-jurisdiction-
authorized live casino multimedia-gaming-episodes; and
a communication subsystem for communicating said signals with a gaming-jurisdiction-
authorized secure-information-communication subsystem connected to a secure-information-
communication-path for receiving an output from one or more gaming-jurisdiction-authorized
random-number generators located in a gaming-jurisdiction-authorized networked secure-server
at another gaming-jurisdiction-authorized jurisdictionally-delineated-zone to enable autonomous
unpredictable-random-sequence based indexing, retrieval and distribution of one or more of said
multimedia-gaming-episode signals, the selection of one or more of the corresponding outcome-
odds-paytables and the periodic on-line eligibility-restricted access controlling, presenting, and
simplified wagering on the multimedia-gaming-episodes at the multimedia-gaming-station by the
periodically authenticated remote-player, in a remote gaming-jurisdiction-authorized
jurisdictionally-delineated zone.
15. A system for securely wagering on one or more distributed virtual multimedia-
gaming-episodes of a gaming-jurisdiction-authorized virtual-distributed interactive-casino-gaming
system, comprising:
a subsystem for securely generating gaming-jurisdiction-authorized processed copyrighted
multimedia-gaming-episode signals corresponding to gaming-jurisdiction-authorized actual casino
games played by gaming-jurisdiction-authorized entertaining hired-for-consideration players in a
gaming-jurisdiction-authorized facility,
a subsystem for securely distributing the gaming-jurisdiction-authorized processed
copyrighted said multimedia-gaming-episode signals to gaming-jurisdiction-authorized remote-
players at gaming-jurisdiction-authorized on-line remote-player secure multimedia-gaming-
stations using a gaming-jurisdiction-authorized secure-communication path, a secure-server, and a
secure storage-media containing a plurality of said multimedia-gaming-episode signals with
gaming-jurisdiction-authorized secure encryption based connectivity to said stations;
a subsystem to enable on-line remote-players to periodically establishing their accounting-
eligibility and their access eligibility,
wherein the on-line periodically authenticated remote-players wager on one or more
selected entertaining hired-for-consideration players depicted by the multimedia-gaming-episode
signals, using one or more gaming-jurisdiction-authorized corresponding random number
generators to enable the autonomous unpredictable-random-sequence based indexing, retrieval
and presentation of one or more of the mujtimedia-gaming-episode signals on said stations; and
a subsystem for placing the wagers on the basis of a gaming-jurisdiction-authorized
simplified wagering and outcome-odds-paytable based payout version of a corresponding actual
games being virtually presented on said stations.
16 A gaming-jurisdiction-authorized gaming business system for secure data
distribution of processed-copyrighted multimedia-gaming-episodes for sequential presentation and
assessment to surveillance personnel for regulatory purposes and random presentation for
simplified wager placement purposes by remote-players on hired-for-consideration entertaining
players playing actual games depicted in said episodes at gaming-jurisdiction-authorized remote
multimedia-gaming-stations, comprising :
a gaming-jurisdiction-authorized secure array system for multimedia content generation,
acquisition, and processing to produce a plurality of processed-copyrighted multimedia-gaming-
episode signals corresponding to gaming-jurisdiction-authorized actual games played by gaming-
jurisdiction-authorized entertaining with a scripted theme in a gaming-jurisdiction-authorized
facility,
a gaming-jurisdiction-authorized secure data distribution system to distribute and
randomly present said signals to one or more gaming-jurisdiction-authorized remote-players using
one or more gaming-jurisdiction-authorized random-number-generators for unpredictable
random-sequence-based indexing, retrieval, distribution, and outcome presentation of one or
more said signals to corresponding gaming-jurisdiction-authorized, multimedia-gaming stations
located in a gaming-jurisdiction-authorized facility in a jurisdictionally-delineated-zone,
a secure data distribution and sequential presentation system to present said signals in the
original order generated to surveillance personnel at multimedia-surveillance-stations in a gaming-
jurisdiction-authorized surveillance center for mandated regulatory surveillance purposes in a
timely manner,
a secure data distribution system for distributing data pertaining to periodic account-
eligibility processing of said remote-players using periodic player authentication and player related
historical financial data from financial institutions and player related compliance data from legal
enforcement entities;
a secure data distribution system pertaining to player-account processing of said remote-
players to account for the wagered gaming outcome of each said randomly presented episode by
posting a credit to the account if the wagered outcome is a win, and posting a debit if the
outcome is a loss;
a secure data distribution system pertaining to player-account processing of said remote-
players to account for the non-gaming buy-sell activities of said remote-players associated with e-
commerce, hotel, shops, and show related transactions, executed by and for the convenience of
said remote-players at said multimedia-gaming-stations, and
a secure data distribution system pertaining to hotel-casino operations associated with
maintaining physical and transactional security, dispatch of maintenance and security personnel,
utilizing said player account data and said episode surveillance data.
17. A gaming-jurisdiction-authorized distribution packaging system comprising:
an encapsulation of a plurality of securely produced gaming-jurisdiction-authorized processed-
copyrighted virtual-reality multimedia-gaming-episode signals depicting hired-for-consideration
entertaining players playing actual gaming episodes in a gaming-jurisdiction-authorized facility;
said processing includes editing, branding, compression, and encryption of said episodes to
enable secure and efficient storage, transfer, and presentation;
said signals are securely encapsulated on one or more secure-storage media to enable the
gaming-jurisdiction-authorized unpredictable-random-sequence based gaming-jurisdiction-
authorized secure transfer communication and presentation of one or more said multimedia-
gaming-episode signals to a corresponding one or more gaming-jurisdiction-authorized secure
multimedia-gaming-stations located in a jurisdictionally-delineated-zone,
said presentation is to enable gaming-jurisdiction-authorized simplified wagering by
gaming-jurisdiction-authorized periodic eligibility-restricted authentication of remote-players at
corresponding said stations
18. A gaming-jurisdiction-authorized system for producing and securely
distributing a plurality of gaming-jurisdiction-authorized processed copyrighted multimedia-
gaming-episode signals that are securely encapsulated on one or more storage-media to enable the
transfer of one or more multimedia-gaming-episode signals to a gaming-jurisdiction-authorized
remote-player eligibility-restricted secure multimedia-gaming-station in a gaming-jurisdiction-
authorized first jurisdictionally-delineated-zone, comprising:
a gaming-jurisdiction-authorized multimedia-gaming-episode content-generation array
system presenting one or more gaming-jurisdiction-authorized actual games played by hired-for-
consideration entertaining players located in a gaming-jurisdiction-authorized multimedia
processing facility;
a gaming-jurisdiction-authorized multimedia-gaming-episode content- acquisition sensor
array system, co-located with said content-generation array, for sensing and for providing
multimedia-gaming-episode output signals corresponding to one or more gaming-jurisdiction-
authorized hired-for-consideration entertaining players per sensor in each of said respective one
or more gaming-jurisdiction-authorized actual games;
a gaming-jurisdiction-authorized multimedia-gaming-episode signal content-processing
array for receiving and processing and providing copyrighted output signals;
a gaming-jurisdiction-authorized secure storage-media for storing and encapsulating said
plurality of gaming-jurisdiction-authorized processed copyrighted multimedia-gaming-episode
output signals, said secure storage-media includes one or more gaming-jurisdiction-authorized
corresponding outcome-odds-paytables;
a gaming-jurisdiction-authorized secure communication subsystem connected to a secure
bi-directional communication path for receiving an output from one or more gaming-jurisdiction-
authorized random-number-generators located in a gaming-jurisdiction-authorized networked
secure-server at another gaming-jurisdiction-authorized jurisdictionally-delineated-zone to
provide autonomous unpredictable-random-sequence based indexing to said secure-storage-
media; and
a gaming-jurisdiction-authorized retrieval {sub}system based on said indexing for the
distribution of one or more of said multimedia-gaming-episode signals for the selection of one or
more of the corresponding outcome-odds-paytables, and for the periodic on-line eligibility-
restricted access control of the multimedia-gaming-episode presentation and simplified wagering
at the multimedia-gaming-station by the periodically authenticated remote-player.
19. A portable secure packaging method to enable secure-storage-media
distribution to remote-players of themed multimedia-gaming-episode signals corresponding to
gaming-jurisdiction-authorized virtual interactive wagering games, comprising the steps of:
presenting one or more gaming-jurisdiction-authorized actual themed multimedia gaming-
episodes played by one or more hired-for-consideration entertaining players in a gaming-
jurisdiction-authorized facility;
sensing said games played by said players in said gaming-jurisdiction-authorized facility
with a gaming-jurisdiction-authorized virtual multimedia-gaming episode content-acquisition
sensor array;
providing gaming-jurisdiction-authorized multimedia-gaming-episode sensed signals
corresponding to said players in each of said respective episodes;
processing said sensed signals to provide gaming-jurisdiction-authorized secure processed
copyright multimedia-gaming-episode output signals, wherein said processing includes appending
one or more gaming-jurisdiction-authorized corresponding simplified wager accounting outcome-
odds-paytables and one or more gaming-jurisdiction-authorized corresponding random-number
generators;
securely storing said processed-copyrighted signals, said paytables, said wager accounting,
and said random-number-generators on gaming-jurisdiction-authorized portable, secure storage-
media to enable said media distribution to one or more of said remote-players wagering on
corresponding multimedia-gaming stations located in a gaming-jurisdiction-authorized facility that
are presented with said signals in an unpredictable-random-sequence;
said portable secure packaging method being adapted to enable a gaming-jurisdiction-
authorized said remote-player's player-account processing of offer and acceptance of products
and services pertaining to e-commerce, hotel, shows, shops, casino, executed by and for the
convenience of said remote-players, on one of said multimedia-gaming-stations; and
portable secure packaging method being adapted to enable the secure storage of said
remote-player personal database including periodic account-eligibility, exclusive access
authentication parameters, purchase preferences, and other player related historical data.
20. A method of distributing gaming sessions recursively on a secure gaming
station, comprising the steps of:
initiating each session by invoking an autonomous certified random retrieval of one or
more gaming episodes from a prerecorded casino certified and branded gaming surveillance
database:
wagering credits on the outcome selected from the group consisting of: win, lose, or draw,
for each of one or more of the proxy participants in each of the concurrent gaming episodes on
the basis of pre-disclosed outcome-payable win odds;
scoring the session credit gain and accumulated credit balance resulting from the actual
win outcome of all the retrieved gaming episodes, and
scoring an additional pre-disclosed jackpot win credit, if there is a plurality of wagered
wins on said proxy participants in said concurrent gaming episodes,
wherein the single and multiple concurrent games are subject to regulatory approval, when
the unit of credit has an exchange value.
A virtual gaining experience is enabled by using randomly retrieved gaming episodes from a pre-recorded episode
database. The pre-recorded videos are obtained from previously recorded casino security video or from closed regulated tourna-
ment video recordings or from computer generated animations. The casino based multimedia source provides audio-video signals
depicting various legally-authorized Jive casino games. An accounting subsystem manages the compensation, credit accounts, and
authentication for a virtual player. An electronic or mechanical database distribution center connects the multimedia video source
and the player accounting subsystem to a virtual player station. The virtual player station includes an appropriately secured display
for displaying to the virtual player the multimedia video signal depicting the legally-authorized live casino game or a pre-recorded
legally randomized casino game or the artificially generated pre-recorded game. The virtual player station also provides appropri-
ately secured gaming information, which enables the legally authenticated (biometric or otherwise) virtual player to place a game
episode outcome wager. The virtual player station also provides gaming information to enable the virtual player to receive a payout.
Novel simplified wagering rules also enable the virtual player to bet either for or against the actual player depicted in each of the
pre-recorded gaming episodes using either a live casino multimedia video signal or a restricted randomized casino multimedia game
video from a pre-recorded storage medium. Pay table related

Documents:


Patent Number 225238
Indian Patent Application Number IN/PCT/2001/01361/KOL
PG Journal Number 45/2008
Publication Date 07-Nov-2008
Grant Date 05-Nov-2008
Date of Filing 26-Dec-2001
Name of Patentee KARMARKAR JAYANT S ,
Applicant Address 712 VIA PALO ALTO, APTOS, CA
Inventors:
# Inventor's Name Inventor's Address
1 KARMARKAR JAYANT S , 712 VIA PALO ALTO, APTOS, CA 95003
PCT International Classification Number G06F 19/00
PCT International Application Number PCT/US00/40242
PCT International Filing date 2000-06-19
PCT Conventions:
# PCT Application Number Date of Convention Priority Country
1 09/336,056 1999-06-18 U.S.A.