WO2005072247A2 - Gaming machine supporting a virtual dealer and virtual cards - Google Patents
Gaming machine supporting a virtual dealer and virtual cards Download PDFInfo
- Publication number
- WO2005072247A2 WO2005072247A2 PCT/US2005/001892 US2005001892W WO2005072247A2 WO 2005072247 A2 WO2005072247 A2 WO 2005072247A2 US 2005001892 W US2005001892 W US 2005001892W WO 2005072247 A2 WO2005072247 A2 WO 2005072247A2
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- WO
- WIPO (PCT)
- Prior art keywords
- player
- processor
- video display
- gaming system
- game
- Prior art date
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Classifications
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3286—Type of games
- G07F17/3293—Card games, e.g. poker, canasta, black jack
Definitions
- the present invention relates to the field of gaming, the field of casino table gaming, the field of casino table card gaming, and to electronic or computer-based systems that can approach or achieve complete automation of a casino table game, including the elimination of a live dealer.
- live table games that use playing cards and a live dealer.
- Exemplary live table games include blackjack, poker, poker variants such as Let It Ride® stud poker, baccarat, casino war and other games.
- the cards are dealt by a live dealer to the players, to a flop and/or to the dealer.
- the use of playing cards provided by a live dealer has a number of associated limitations and disadvantages that have long plagued the casino industry.
- the cards also are typically straightened into a stack with the long sides and short sides aligned. These manipulations take time and are not typically appreciated by either the dealer or players as enhancing the play and entertainment value of the game.
- the use of physical cards also adds a regular cost to play of the game in the wear on decks of cards that must be replaced every few hours.
- the cards collected at the end of the hand are deposited in a discard rack that collects the played cards until the time a new stack is obtained or the stack is shuffled.
- the cards are immediately shuffled into the stack either manually or using a card shuffling machine. More typically, the cards are collected and then shuffling is performed later by the dealer or a shuffling device controlled by the dealer.
- some human study may be needed just to ascertain the sequence of cards dealt or to determine the amount of betting or to confirm software determinations from camera read data.
- Such human analysis is costly and cannot economically be used to routinely monitor all action in a casino card room or table game pit.
- the video camera monitoring techniques have found very limited effectiveness as a routine approach for identifying cheating.
- Such camera surveillance techniques are also of only limited effectiveness as a deterrent because many of the people involved with cheating have a working knowledge of their limitations and utilize approaches which are not easily detectible by such systems.
- Another use of video camera monitoring and recording has been made in the context of analyzing card table action after someone has become a cheating or card counting suspect.
- the tape recordings serve as evidence to prove the cheating scheme. However, in the past, this has generally required other evidence to initially reveal the cheating so that careful analysis can be performed. More routine and general screening to detect cheating has remained a difficult and continuing problem for casinos. This is also a human intensive review, with both video monitoring security personnel and live personnel watching the players and apprehending players at the tables.
- Another approach to reducing security problems utilizes card shoes having card detection capability. Card shoes hold a stack of cards containing typically from one to eight decks of cards. The cards are held in the card shoe in preparation for dealing and to secure the deck within a device that restricts access to the cards and helps prevent card manipulations. Card shoes can be fit with optical or magnetic sensors that detect the cards as they are being dealt.
- This cheating is frequently accomplished when the dealer signals the accomplice using eye movements, hand movements or other signals. If a dealer does not peek, then he does not know the value of his hand until after the players have completed their play. If the dealer does peek, then he can use such eye movements, hand movements or other techniques to convey instructions to his accomplice-player. These signals tell the accomplice what hand the dealer has been dealt. With this knowledge of the dealer's hand, the accomplice has improved odds of winning and this can be sufficient to turn the long-term odds in favor of the accomplice-player and against the casino. Many casinos do not allow the dealer to look at or inspect the down card until all insurance wagers have been made or declined.
- Patent 6,165,069 is similarly titled "Automated system for playing live casino table games having tabletop changeable playing card displays and monitoring security features.”
- the latter two patents (6,270,404 and 6,165,069) are related as continuations and therefore have identical disclosures.
- U.S. Patent 6,651,985 claims continuation- in-part status from the earliest application (U 6,165,069. Sines, U.S. Patent 6,651,985, describes the use of a live dealer, even though virtual cards are used. There is no virtual dealer display and no software or architecture controls needed for a virtual dealer display. There are distinct display components for the players' hands and dealer's hand. Looking at Figures 23, 24 and 25 (which are identical to the same figures in U.S.
- each player position includes a player data processor CPU (30) with player memory (32).
- the central dealer computer apparently polls the individual player data processors to obtain the status of the events at each position (column 4, lines 1-60; and column 3, lines 8-17).
- U.S. Patent No. 5,586,936 (Bennett et al., assigned to Mikohn Gaming) teaches a ticketless control system for monitoring player activity at a table game, such as blackjack. Physical cards and physical chips are shown. Player identity cards identify each player entering play at a table, and a separate ticket printer issues a results ticket (500) at the end of play or reads the ticket at the beginning of play. There is no distinct intelligence apparent at each player position, and there is a central CPU that controls the system (e.g., Figure 8). Physical chips and a real dealer are apparently used.
- a phone line (630) is connected from each player position to the
- U.S. Patent No. 4,995,615 (Cheng) describes a method and apparatus for performing fair card play. There are individual player positions with individual screens (12) provided for each player. There are three vertical, card-display screens (11, 13, 11) shown for "receiving instructions from the computer to display sequentially the cards being distributed throughout the processing of the play... "
- the schematics of the electrical architecture in Figure 11 shows a main board that also includes a Picture Control Section (95), Sound Control Section (96), and a communication control section (107). There is a distinct picture output board (108). It is desirable to provide a system that meets both the structural and play ambience requirements for a successful, fully automated interactive gaming system for playing casino table wagering games with cards that does not require any attendant personnel in its operation.
- a gaming system simulates complete play of events in a casino table card wagering game, such as blackjack, poker, poker variants, baccarat, and other wagering games where there has traditionally been a dealer, whether or not the dealer is an active player in the game.
- Two distinct video areas are preferably provided, one relatively upright video display providing video images of a dealer, and the second relatively horizontal video display providing a simulation of a table top for player cards, and optionally also dealer cards.
- the players have individual play areas with player input, and these play areas have individual processing intelligence that communicates directly with a main game computer in a novel manner.
- Figure 1 shows a perspective view of a prior art format for an automated gaming system.
- Figure 2 shows an overhead view of a prior art format for an automated gaming system.
- Figure 4 shows a block schematic of the electronic configuration of a prior art animated gaming system.
- Figure 3 shows a side view of a prior art format for an automated gaming system.
- Figure 5 shows a perspective view of a format for an automated gaming system according to the present invention.
- Figure 6 shows a frontal view of a gaming engine useful in the practice of the present invention.
- Figure 7 shows a schematic of a player station useful in the practice of the present invention.
- Figure 8 shows a schematic of a preferred embodiment of a game display useful in the practice of the present invention.
- a gaming system according to the present invention comprises a table and a dealer "virtual" video display system positioned for view by players seated at the table.
- the table may seat at least two players up to the amount of players that can be configured about the table and have a view of the dealer video display system.
- each gaming system will have at least four player available positions, with space determinations considered as to whether there would be 4, 5, 6 or 7 player positions.
- a surface of the table will have a generally continuous display surface for showing players' hands (and possibly dealer hands) and, where there are touch screen player controls, for displaying the player touch screen controls.
- a majority of the table surface comprises a video monitor in one example of the invention.
- the continuity of the surface may be interrupted by inserted player control panels.
- the use of a continuous (except for possible interruption by the above indicated panels) display surface offers some significant advantages in simulating or recreating a standard card table surface. Cards may be readily viewed by other players at a blackjack table, which is standard in table games. Individual monitors, especially where slanted towards the individual players make such table- wide card reading difficult.
- the use of the full screen (continuous) display also allows for better animation to be provided, such as displaying virtual images of cards moving to the player and "virtual" chips being placed on the table when wagers are indicated.
- main game computer One preferred form of communication between the main game computer and player station computers is by means of self-initiated signal sending.
- main game computer contains video display controls and programs for both the dealer display and the table top display, audio controls and programs, game rules (including storage of multiple games if intended to be available on the machine), random number generator, graphic images, game sequence controls, security systems, wager accounting programs, external signaling and audit functions, and the like.
- game rules including storage of multiple games if intended to be available on the machine
- random number generator graphic images
- game sequence controls security systems
- wager accounting programs external signaling and audit functions, and the like.
- the above functions are divided between a main processor and one or more additional processors.
- the intelligence at each player position speeds up the performance of all aspects of the game by being able to communicate directly with the main game computer and being able to process information at the player position rather than merely forwarding the information in raw form to the main game computer.
- a card game system may also include suitable data and control processing subsystem that is largely contained within a main control module supported beneath the tabletop.
- the control and data processing subsystem 90 includes a suitable power supply for converting alternating current from the power main as controlled by a main power switch. The power supply transforms the alternating line current to a suitable voltage and to a direct current supply. Power is supplied to a power distribution and sensor/activity electronics control circuit. Commercially available power switching and control circuits may be provided in the form of a circuit board which is detachable, and plugs into a board receptacle of a computer mother board or an expansion slot board receptacle.
- the motherboard and/or the individual player intelligent boards also includes a serial port that allows stored data to be downloaded from the motherboard to a central casino computer or other additional storage device.
- each player board communicates directly with the casino computer system. This allows card game action data to be analyzed in various ways using added detail, or by providing integration with data from multiple tables so that cheating schemes can be identified and eliminated, and player tracking can be maintained. Player performance and/or skill can be tracked at one table or as a compilation from gaming at multiple tables, as by using BloodhoundTM security software marketed by Shuffle Master, Inc., which may be incorporated into this automated gaming system.
- the motherboard and/or individual player intelligent boards may also have a keyboard connection port that can be used to connect a larger format keyboard to the system to facilitate programming and servicing of the system.
- a keyboard connection port that can be used to connect a larger format keyboard to the system to facilitate programming and servicing of the system.
- Card readers such as used with credit cards, or other identification code reading devices can be added in the system to allow or require player identification in connection with play of the card game and associated recording of game action by one of the processors.
- Such a user identification interface for example a card reader located at each player station, can be implemented in the form of a variety of magnetic card readers commercially available for reading a user-specific identification information.
- the user-specific information can be provided on specially constructed magnetic cards issued by a casino, or magnetically coded credit cards or debit cards frequently used with national credit organizations such as VISA, MASTERCARD, AMERICAN EXPRESS, casino player card registry, banks and other institutions.
- smart cards it is possible to use so-called smart cards to provide added processing or data storage functions in addition to mere identification data.
- the user identification could include coding for available credit amounts purchased from a casino.
- the identification card or other user- specific instrument may include specially coded data indicating security information such as would allow accessing or identifying stored security information which must be confirmed by the user after scanning the user identification card through a card reader.
- Such security information might include such things as file access numbers which allow the central processor to access a stored security clearance code which the user must indicate using input options provided on displays using touch screen displays.
- a still further possibility is to have participant identification using a fingerprint image, eye blood vessel image reader, or other suitable biological information to confirm identity of the user that can be built into the table. Still further it is possible to provide such participant identification information by having the pit personnel manually code in the information in response to the player indicating his or her code name or real name. Such additional identification could also be used to confirm credit use of a smart card or transponder. All or part of the functions dedicated to a particular player station are controlled by the player station intelligence in one form of the invention. Additionally, each player station intelligence may be in communication with a casino accounting system.
- the continuous screen can alternatively be provided with suitable display cowlings or covers that can be used to shield display of card images from viewing by anyone other than the player in games where that is desirable.
- This shielding can also be effected by having light-orientation elements in the panel, and some of these light-orientation elements are electronically controllable.
- Figure 1 shows a fully automated gaming table 1 of the prior art, as disclosed in US Patent Application 2003/0199316.
- the system 1 comprises a vertical upright display cabinet 2 and a player bank or station cluster arrangement 3.
- the vertical display cabinet 2 has a viewing screen 7 on which images of the virtual dealer are displayed.
- the top 8 of the player bank arrangement 3 has individual monitor screens 10 for each player position, as well and tabletop inserted coin acceptors 11, and player controls 12 and 13. There is a separate and larger dealer's hand screen 9 on which dealer cards are displayed in a format large enough for all players to view. Speakers
- the game device housing comprises a CPU block 20 for controlling the whole device, a picture block 21 for controlling the game screen display, a sound block for producing effect sounds and the like, and a subsystem for reading out CD-ROM.
- the CPU block 20 comprises an SCU (System Control Unit) 200, a main CPU 201, RAM 202, RAM 203, a sub-CPU 204, and a CPU bus 205.
- the main CPU 201 contains a math function similar to a DSP (Digital Signal Processing) so that application software can be executed rapidly.
- the RAM 202 is used as the work area for the main CPU 201.
- the RAM 203 stores the initialization program used for the initialization process.
- the SCU 200 controls the busses 205, 206 and 207 so that data can be exchanged smoothly among the NEPs 220 and 230, the DSP 241, and other components.
- the SCU 200 contains a DMA controller, allowing data (polygon data) for character(s) in the game to be transferred to the VRAM in the picture block 21. This allows the game machine or other application software to be executed rapidly.
- the sub-CPU 204 is termed an SMPC (System Manager & Peripheral Control). Its functions include collecting sound recognition signals from the sound recognition circuit 15 or image recognition signals from the image recognition circuit 16 in response to requests from the main CPU 201.
- the picture block 21 comprises a first NPD (Video Display Processor) 220 for rendering TV game polygon data characters and polygon screens overlaid on the background image, and a second NDP 230 for rendering scrolling background screens, performing image synthesis of polygon image data and scrolling image data based on priority (image priority order), performing clipping, and the like.
- the first NPD 220 houses a system register 220a, and is connected to the VRAM (DRAM) 221 and to two frame buffers
- the first NPD 220 controls rendering and display in accordance with the instructions established in the system register 220a of the first NPD 220 by the main CPU 201 via the SCU 200.
- the second NDP 230 houses a register 230a and color RAM 230b, and is connected to the VRAM 231.
- the second NDP 230 is connected via the bus 207 to the first NPD 220 and the SCU 200, and is connected to picture output terminals Noa through Nog through memories 232a through 232g and encoders 260a through 260g.
- the picture output terminals Noa through Nog are connected through cables to the display 7 and the satellite displays 10.
- Scrolling screen data for the second NDP 230 is defined in the VRAM 231 and the color RAM 230b by the CPU 201 through the SCU 200.
- Information for- controlling image display is similarly defined in the second NDP 230.
- Data defined in the VRAM 231 is read out in accordance with the contents established in the register 230a by the second NDP 230, and serves as image data for the scrolling screens that portray the background for the character(s).
- Image data for each scrolling screen and image data of texture-mapped polygon data sent from the first NPD 220 is assigned display priority (priority) in accordance with the settings in the register 230a, and the final image screen data is synthesized.
- the sound block 22 comprises a DSP 240 for performing sound synthesis using PCM format or FM format, and a CPU 241 for controlling the DSP 240.
- Sound data generated by the DSP 240 is converted into 2-channel sound signals by a D/A converter 270 and is then presented to audio output terminals Ao via interface 271.
- the subsystem 23 comprises a CD-ROM drive 19b, a CD-I/F 280, and CPU 281, an MPEG-AUDIO section 282, and an MPEG-PICTURE section 283.
- the subsystem 23 has the function of reading application software provided in the form of a CD-ROM and reproducing the animation.
- the CD-ROM drive 19b reads out data from CD-ROM.
- the CPU 281 controls the CD-ROM drive 19b and perforais error correction on the data read out by it.
- Data read from the CD-ROM is sent via the CD-I/F 280, bus 206, and SCU 200 to the main CPU 201 that uses it as the application software.
- the MPEG-AUDIO section 282 and the MPEG-PICTURE section 283 are used to expand data that has been compressed in MPEG (Motion Picture Expert Group) format.
- MPEG Motion Picture Expert Group
- MPEG Motion Picture Expert Group
- FIG. 5 shows an example of an automated table system 101 of the present invention.
- the system 101 has an upright dealer display cabinet 102 with a top 104 and the dealer viewing screen 107 which may be any form of display screen such as a CRT, plasma screen, liquid crystal screen, LED screen or the like.
- the player bank arrangement 103 has a continuous display screen 109 on which images of cards being dealt 105, dealer's cards 108, bets wagered 111 and touch screen player input functions 110 are displayed. Other player input functions may be provided on a panel
- FIG. 6 shows an electronic/processor schematic for a MultiPlayer Platform (MPP) gaming system according to the present invention.
- the MPP Game engine (dealer) comprises a Heber Pluto 5 casino game board 200 (Motorola 68340 board) operating off the PC Platform Pentium 4 MPP Game Display processor 202.
- the game display processor operates on a Windows XP platform.
- the respective subcomponents on the Pentium 4 processor are labeled to show the apportionment of activity on the motherboard and the component parts added to the board.
- the game engine has an Uninterruptible Power Supply 204.
- the game display processor directs activity on the Speakers, directs activities onto the MPP Game Service panel, and the Plasma Monitor Card Table display. It is important to note that all communications are direct from the game display processor, freeing up resources available to the game engine processor.
- Figure 7 shows the electronic/processing schematics of the MPP Player
- Station Intelligence board Heber Pluto 5 Casino, Motorola 68340
- each of which player stations (one for each player position) is in direct connection to the MPP Game Engine (Dealer), which is in turn directly connected to the PC Platform, (not shown in this Figure).
- Each Intelligence board receives information for all player input systems specific to that player station, such as the shown Coin Acceptor, Coin Hopper, Bill validator, Ticket Printer, Touch Screen and/or Display Button Panel, Dual Wire Ticket-in-Ticket-Out Printing and S AS System (S AS is one exemplary standard communications protocol used by a number of casinos central computer systems.)
- S AS is one exemplary standard communications protocol used by a number of casinos central computer systems.
- a significant benefit resides in the use of the independent Intelligence boards at each player position being in direct communication with the MPP Game Engine 300, as opposed to each individual player position button panel being dead or inactive until authorized by the main game processor, as previous automated gaming systems were constructed.
- the main game processor would talk directly with the player intelligent boards, preferably in the same novel communication format described below.
- the alternative system is shown in Figures 6, 7 and 8, where there is a dealer engine processor intermediate the main game PC and the Player intelligent boards. Both systems are a distinct improvement over the prior art, but with the higher power available for PC's, and with the ease of programming a PC as opposed to an embedded system, the consolidation of the game functions and the ability of the main game engine to communicate with each of the player positions is enabled.
- the Game display processor 300 is preferably a Pentium 4 PC and is separate from the main processor.
- the main game PC can receive packets of information from each player station as events occur rather than having to poll each player position on a regular basis 100 times to gain the specific information for each player input that may be made.
- a description of the Heber Board, (an exemplary board that can be used as a player station processor and/or game engine processor 16) a commercially available intelligent processing board is as follows.
- the Heber Board is known for its reliability and flexibility, especially for the Pluto 5 family of gaming products.
- the Pluto 5 is the controller of choice for the global gaming industry. Flexibility comes from a set of features built into the Pluto 5 (Casino) controller, and from the choice of optional add-on boards that can be used to adapt the Pluto family to best suit individual applications. In the area of interfacing, there are three distinct boards, each of which serves a particular function in helping the Pluto 5 to connect with the world outside:
- RS485 board RS485 is an industrial-grade board for linking multiple systems in unforgiving circumstances for centralized information gathering.
- the Heber RS485 board is fully opto-isolated to provide complete circuit safety when used within ' electrically noisy' environments.
- the RS485 board uses a single RS232 connection to the Pluto 5 board and all necessary power is also derived through this link. Two header connectors may be provided for the RS485 channel to allow daisy chain connections between multiple systems.
- HII/ccTalk board This board specializes in communicating with industry standard note/coin acceptors and payout hoppers. Equipped with dual communication channels, each port is configurable to use either the HII format to connect with Mars® coin/note acceptors or the ccTalk format for Money Controls® hoppers. Both channels are controlled via a single RS232 connection to the Pluto 5 board and all necessary power is also derived through this link.
- the Heber FastTrack package contains modular library functions for passing information via these channels.
- the relay board allows control of medium- to high-level loads such as solenoids, without risk of damage or interference to the Pluto 5 circuitry.
- Four power- switching channels are available with absolute isolation from the Pluto 5 control signals.
- Each relay is capable of switching direct or alternating currents of up to 7A at a maximum voltage of 250N.
- the Pluto 5 board itself, its modular options have been used extensively so that their designs are fully developed and entirely stable. The options that are specified are consistently provided in mass quantities. As with all Pluto products, programming for the modular options is straightforward. This is enhanced with the use of the Pluto 5 Enhanced Development Kit and also the FastTrack package.
- the player station satellite processor is substantially the same as the primary game engine processor, a Heber Pluto 5 Casino board.
- the satellite processors receive instruction from the primary game engine but then handle the communications with player station peripherals independently.
- Each satellite processor communicates with only the peripherals at the same player station.
- each player station has a dedicated satellite processor communicating with only the peripherals at the same player station and with the casino's central computer system.
- the peripherals are, but not limited to: Slot accounting Systems, Bill Nalidator, Ticket Printer, Coin Acceptor, Coin Hopper, Meters, Button panel or LCD touch screen and various doors and keys.
- the satellite processors run proprietary software to enable functionality.
- the player station software is comprised of two modules, the first being an OS similar to the game engine Operating System and the second being station software that handles peripheral communications.
- the software may be installed on EPROMs for each satellite processor.
- the primary method of communication between the satellite processors and the primary game engine is via serial connectivity and the previously described protocol. In one example, information packets are prepared by the satellite processors and are sent to the game engine processor on the happening of an event.
- the proposed game engine provides communication to the player stations to set the game state, activate buttons and receive button and meter information for each player station.
- the new protocol for communication between the game engine, game display and player stations is an event driven packet-for-packet bi-directional protocol with Cyclic Redundancy Check (CRC) verification. This is distinguished from the Sega system that used continuous polling. This communication method frees up resources in the same engine processor because the processor no longer needs to poll the satellites continuously or periodically.
- CRC Cyclic Redundancy Check
- the new protocol uses embedded acknowledgement and sequence checking.
- the packet-for-packet protocol uses a Command Packet, Response Packet and a Synchronization Packet as illustrated below.
- the protocol uses standard ASCII characters to send data and a proprietary verification method.
- the Command Packet and Response Packet are used during primary game communications.
- the protocol uses redundant acknowledgement. For example: The packet is initially acknowledged when first received by the recipient. The same recipient will resend anther acknowledgement in the next communication. This second acknowledgement is the 'PRV data in the response packet.
- the communications between the Game Engine and the Player Station intelligence is preferably a transaction-based protocol. Either device can start a transaction, which is why it is essential that there be an intelligent board at each player position. All packets of information may be sent in any acceptable format, with ASCII format preferred as a matter of designer choice. All command packets usually contain a sequence number that is incremented after each successful packet exchange. The Game Engine and the Player Station intelligence use sequence numbers that are independent of each other.
- the sequence number keeps the communications in synchronization. This synchronization method is described later.
- the command packet is used to send various commands such as Inputs, Lamps, Doors, Errors, Chirp, Game Results, player input, coin acceptance, player identification, credit acceptance, wagers, etc...
- the command packet format may be, by ay of a non-limiting example: ⁇ STX> ⁇ Sequence number> ⁇ Data Length> ⁇ Data> ⁇ CRC-16> ⁇ ETX>
- the data format with in the command packet may be: ⁇ Address> ⁇ Command> ⁇ Field l>
- the response packet format may be: ⁇ STX> ⁇ Sequence number> ⁇ Disposition> ⁇ Previous ACK> ⁇ ETX>
- the sync request packet format may be: ⁇ SYN>
- the sync response packet format may be: ⁇ STX> ⁇ Mains Current Transmission SequencexMains Current Receive Sequence> ⁇ ETX>
- a major strength of the protocol is its resilience of the Game Protocol and its ability to free up resources within the game engine. Those resources can in turn be used to provide more intricate games, and multi-media affects.
- the main game processor may contain information, data, programming and other necessary functions to enable the play of multiple games off the same machine.
- the main game engine may have rules and commands that will enable play of Blackjack, Let It Ride® poker, Three-CardTM poker, Four-CardTM poker, Caribbean Stud® poker, Spanish 21® blackjack, baccarat, Pai Gow poker, and other card games.
- the system may be controlled so that different games may be played at different times on command of the casino or players. All of the apparatus, devices and methods disclosed and claimed herein can be made and executed without undue experimentation in light of the present disclosure.
Abstract
Description
Claims
Priority Applications (1)
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CA002553660A CA2553660A1 (en) | 2004-01-26 | 2005-01-18 | Electronic gaming machine with architecture supporting a virtual dealer and virtual cards |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
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US10/764,827 US20050164759A1 (en) | 2004-01-26 | 2004-01-26 | Electronic gaming machine with architecture supporting a virtual dealer and virtual cards |
US10/764,827 | 2004-01-26 |
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US (1) | US20050164759A1 (en) |
CA (1) | CA2553660A1 (en) |
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Also Published As
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US20050164759A1 (en) | 2005-07-28 |
WO2005072247A3 (en) | 2006-10-05 |
ZA200606012B (en) | 2007-12-27 |
CA2553660A1 (en) | 2005-08-11 |
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