Field
[0001] The present invention relates to a gaming system and a method of gaming.
Background to the Invention
[0002] Currently most electronic gaming machines deployed to the market are standalone gaming
machines, in the sense that game play is carried out by electronics located within
the gaming machine cabinet - i.e. by a processor on a circuit board mounted within
the cabinet executing code in a memory connected to the board.
[0003] More recently, it has been proposed to move to a client/server architecture where
most of the game is implemented on a dedicated gaming server and the gaming machines
run a thin client to receive player inputs and present game outcomes to the player.
Such a proposal represents a radical departure from current techniques and is not
easy to transition to for existing venues because it requires large scale replacement
of the machines on the gaming floor.
[0004] There is a need for an alternative gaming system.
Summary of Invention
[0005] In a first aspect the invention provides a gaming machine comprising:
a standalone module arranged to implement a standalone game; and
a server module arranged to generate server game data to be employed by at least one
other gaming machine to implement a server game.
[0006] In an embodiment, the gaming machine comprises a client module in data communication
with the server module and arranged to implement the server game based on server game
data generated by the server module.
[0007] In an embodiment, the standalone module is a sub-module of the client module capable
of operating without receipt of data from the server module.
[0008] In a second aspect the invention provides a gaming system comprising a plurality
of gaming machines, each of the gaming machines comprising a standalone module arranged
to implement a standalone game independently of the other gaming machines when the
gaming machine is operating in a standalone mode;
at least one of the gaming machines comprising a server module whereby it can operate
in a client/server mode during which it is arranged to act as a server game machine
and generate server game data; and
at least one other gaming machine of the plurality of gaming machines being in data
communication with the server gaming machine and comprising a client module arranged
to implement a server game based on the server game data when operating in a client/server
mode.
[0009] In an embodiment, each of the plurality of gaming machines comprises a client module
arranged to implement a server game based on the server game data when operating in
a client/server mode.
[0010] In an embodiment, each standalone module is a sub-module of the client module capable
of operating without receipt of data from the server module.
[0011] In an embodiment, each gaming machine comprises a server module and the gaming system
is arranged to determine one of the server modules as the active server module which
generates server game data.
[0012] In an embodiment, each gaming machine is associated with a respective one of a plurality
of player marketing modules (PMMs) and the server and client modules communicate with
one another via relevant ones of the PMMs.
[0013] In an embodiment, communications between the server and client modules are at least
in part over an Ethernet.
[0014] In an embodiment, communications between the server and client modules over the Ethernet
are encrypted.
[0015] In an embodiment, each gaming machine is associated with a serial to Ethernet adapter
connected to a serial port of the gaming machine.
[0016] In an embodiment, the serial to Ethernet adapter is provided at least in part by
a PMM associated with the gaming machine.
[0017] In an embodiment, the server module is arranged to communicate with each client module
at least in part by a broadcast protocol interpretable by all client modules.
[0018] In an embodiment, the server module is arranged to communicate with each client module
at least in part by a peer-to-peer protocol interpretable by an addressed client module.
[0019] In an embodiment, the server module is arranged to operate in the client/server mode
in response to a trigger condition occurring.
[0020] In an embodiment, each standalone module is arranged to report occurrence of a trigger
condition in a standalone game to the server module.
[0021] In an embodiment, the gaming machines are arranged to communicate with one another
to determine which server module is an active server module.
[0022] In an embodiment, the gaming system is arranged to determine at least one passive
server module, each passive server module arranged to receive failover data from the
active server module, whereby a passive server module can continue the server game
if the active server module fails.
[0023] In an embodiment, at least two gaming machines implement different standalone games
to one another.
[0024] In a third aspect the invention provides a method of gaming comprising:
providing a plurality of gaming machines, each of the gaming machines comprising a
standalone module arranged to implement a standalone game independently of the other
gaming machines when the gaming machine is operable in a standalone mode;
providing at least one of the gaming machines with a server module whereby it can
operate in a client/server mode during which it is arranged to act as a server game
machine and generate server game data; and
providing at least one other gaming machine with a client module arranged to implement
a server game based on the server game data when operating in a client/server mode.
[0025] Persons skilled in the art will appreciate that some features of the above aspects
can be employed in other aspects of the inventions.
Brief Description of the Drawings
[0026] Exemplary embodiments of the invention will now be described in relation to the accompanying
drawings, in which:
Figure 1 is a perspective view of a gaming machine of the embodiment;
Figure 2 is a block diagram of the components of a gaming machine of the embodiments;
Figure 3 is a block diagram of the memory of a gaming machine;
Figure 4 is a block diagram of a player marketing module of the gaming system of the
embodiment;
Figure 5 shows how a plurality of gaming machines may be connected together in a gaming
system;
Figure 6 is a functional block diagram of a gaming machine of the embodiment; and
Figure 7 is a flowchart of a gaming method of the embodiment.
Detailed Description
[0027] Referring to the drawings, there is shown a gaming system having a plurality of gaming
machines wherein each gaming machine is capable of operating in a standalone mode
and in a client/server mode wherein one of the gaming machines acts as a server and
at least one other gaming machine acts as a client.
[0028] An exemplary stand alone gaming machine 10 is illustrated in Figure 1. The gaming
machine 10 includes a console 12 having a display 14 on which is displayed representations
of a game that can be played by a player. A mid-trim 20 of the gaming machine 10 houses
a bank of buttons 22 for enabling a player to interact with the gaming machine, in
particular during game play. The mid-trim 20 also houses a credit input mechanism
for example a coin input chute and/or a bill collector. Other credit input mechanisms
may also be employed, for example, a card reader for reading a smart card, debit card
or credit card.
[0029] Artwork and/or information, for example pay tables and details of bonus awards and
other information or images relating to the game may be provided on a front panel
29 of the console 12. A coin tray 30 is mounted beneath the front panel 29 for dispensing
cash payouts from the gaming machine 10.
[0030] The display 14 shown in Figure 1 is in the form of a video display unit, particularly
a cathode ray tube screen device. Alternatively, the display 14 may be a liquid crystal
display, plasma screen, any other suitable video display unit, or the visible portion
of an electromechanical device. The top box 26 also includes a display which may be
of the same type as the display 14, or of a different type.
[0031] A player marketing module (PMM) 50 having a display 52 is connected to the gaming
machine 10. The main purpose of the PMM 50 is to allow the player to interact with
a player loyalty system. The PMM has a magnetic card reader for the purpose of reading
a player tracking device, for example as part of a loyalty program. However other
reading devices may be employed and the player tracking device may be in the form
of a card, flash drive or any other portable storage medium capable of being read
by the reading device.
[0032] Figure 2 shows a block diagram of operative components of a typical gaming machine
which may be the same as or different to the gaming machine of Figure 1.
[0033] The gaming machine 100 includes a game controller 101 having a processor 102. Instructions
and data to control operation of the processor 102 are stored in a memory 103, which
is in data communication with the processor 102. Herein the term "processor" is used
to refer generically to any device that can process game play instructions in accordance
with game play rules and may include: a microprocessor, microcontroller, programmable
logic device or other computational device, a general purpose computer (e.g. a PC)
or a server.
[0034] Typically, the gaming machine 100 will include both volatile and non-volatile memory
and more than one of each type of memory, with such memories being collectively represented
by the memory 103.
[0035] The gaming machine has hardware meters 104 for purposes including ensuring regulatory
compliance and monitoring player credit, an input/output (I/O) interface 105 for communicating
with peripheral devices of the gaming machine 100. The input/output interface 105
and/or the peripheral devices may be intelligent devices with their own memory for
storing associated instructions and data for use with the input/output interface or
the peripheral devices. A random number generator module 113 generates random numbers
for use by the processor 102. Persons skilled in the art will appreciate that the
reference to random numbers includes pseudo-random numbers. In the example shown in
Figure 2, a player interface 120 includes peripheral devices that communicate with
the game controller 101 including one or more displays 106, buttons and/or a touch
screen and/or buttons 107, a card and/or ticket reader 108, a printer 109, a bill
acceptor and/or coin input mechanism 110 and a coin output mechanism 111. Additional
hardware may be included as part of the gaming machine 100, or hardware may be omitted
as required for the specific implementation.
[0036] Figure 3 shows a block diagram of the main components of an exemplary memory 103.
The memory 103 includes RAM 103A, EPROM 103B and a mass storage device 103C. The RAM
103A typically temporarily holds program files for execution by the processor 102
and related data. The EPROM 103B may be a boot ROM device and/or may contain some
system or game related code. The mass storage device 103C is typically used to store
game programs, the integrity of which may be verified and/or authenticated by the
processor 102 using protected code from the EPROM 103B or elsewhere.
[0037] Figure 4 is a block diagram of a player marketing module 50. The player marketing
module 50 is connected via serial input/output ports 57 to serial input output ports
of the input/output section 105 of the electronic gaming machine. The player marketing
module has a card reader 54 and a display 52 which may be an LCD touch screen display.
The PMM 50 may also have buttons 53 for receiving a player input (at least in embodiments
where there is no touch screen display) and a speaker 51. Input received from the
card reader 54 is processed by processor 55 based on the data stored in memory 56.
The PMM 50 is connected to a System such as Aristocrat's System 7000 by a system port
58. The PMM also has an Ethernet port 59.
[0038] In most current gaming machines, such as the Mk VI gaming machine produced by Aristocrat
Leisure Industries Pty Ltd, the gaming machine has a number of serial ports and the
PMM is connected to a protocol port which is adapted to communicate with a System
in accordance with a protocol specified for the jurisdiction (e.g. ASP, SAS). The
PMM interprets the data received at the serial port 57 and sends it on to the gaming
system via system port which is typically another serial port.
[0039] In the embodiment, each PMM is also connected via a separate serial port 57 connection
to another serial port of the gaming machine. In the case of the Mk VI machine this
could be either a spare port or the debug port. The processor executes a Serial to
Ethernet Adapter 55A using Serial to Ethernet Adapter code 56A stored in memory 56.
The Adapter 55A is arranged to convert all serial communications to Ethernet communication
protocols and output them to the Ethernet via Ethernet port 59.
[0040] Persons skilled in the art will appreciate that the Serial to Ethernet adapter would
not be required for a gaming machine that supported native Ethernet communications
(i.e. had it's own Ethernet port). Further, in some embodiments there could be a mixture
of machines with and without native Ethernet.
[0041] A possible gaming system 500 configuration is shown in Figure 5 from which it will
be seen that a plurality of gaming machines 10 each have a PMM 50 which is connected
to the Electronic Gaming Machine via serial connection 510 to the EGM. Each PMM 50
is also connected via Ethernet connection 520 to Ethernet hub 530.
[0042] It is possible for the gaming machines thus networked to communicate with one another
over the Ethernet 520. In the embodiment, an Ethernet compatible protocol allow broadcast
communications (e.g. to a broadcast address) as well as addressed communications to
be made between one of the gaming machines and another of the gaming machines. In
this way, one of the gaming machines is capable of acting as a server in the gaming
system 500 illustrated in Figure 5. In this respect, in the Figure 5, gaming machine
10A is designated as a Master (i.e. the server) whereas the remaining gaming machines
10B to 10N are designated as Slaves (i.e. the clients).
[0043] Figure 6 shows a functional block diagram of a game controller of a gaming machine
(EGM). The game controller 101 can be programmed by means of code loaded into memory
103 to carry out the functions. Persons skilled in the art will appreciate that code
can be located in a number of ways including by downloading a data signal to the memory
over a network or from a computer readable medium or by replacing part of the memory,
e.g. EEPROM 103B The game controller 101 includes a client module 630 and a server
module 620. The server module 620 is adapted to communicate with other game controllers
via the input/output ports 610 (as is the client module). The client module includes
a standalone module 631 arranged to implement the standalone game, a server game module
633 arranged to receive instructions from a server module by which may be server module
620 or the server module of another gaming machine when the gaming machine is operating
in client/server mode and a common function module 632 which includes functions common
to both the stand alone module 631 and the server game module 633 for example, processing
of input credits or controlling the display.
[0044] The gaming machines are arranged such that when they power on 710 as shown in the
flow chart 700 of figure 7, the Master is unknown. The Serial/ Ethernet adapter includes
a master resolution function which determines which of the gaming machines is to be
the Master. In one embodiment, this can be resolved by each Serial/ Ethernet adapter
broadcasting an identification to a broadcast address and stopping broadcasting if
it receives an identification number that is lower than its identification number.
A gaming machine that does not receive any lower identification numbers identifies
itself as the Master and advises all other machines that are Slaves. It then receives
the identification for each of those other gaming machines and builds a list of connected
gaming machines 740. An identification that may be used to resolve which gaming machine
is the master, a network address may be one example of an identification that can
be employed. Alternatively, a serial number of the Serial to Ethernet adapter may
be employed.
[0045] It is optional to order the list of gaming machines, (for example, based on the relative
physical location of the gaming machines) such that the order can be used in play
of the server game - e.g. to control the displays of the EGMs to display an object
moving from one display to another. This may require operator intervention to build
the ordered list at start-up. As indicated, this step is optional and can be by-passed
755.
[0046] Once the gaming machines are booted up, each gaming machine conducts the standalone
game. In the embodiment the standalone module 620 monitors for at least one trigger
event that can cause the transition from stand alone mode to client/server mode. This
trigger will be output by the client module on which it occurs to the Master via the
Ethernet if it occurs. Therefore, the Master is actively listening for the trigger
760. When a trigger occurs in the EGM, the Master is informed 770 and the Master determines
which of the gaming machines are participating 780. For example, the Master may apply
some eligibility criteria and retrieval data from the client module 630 to determine
whether the eligibility criteria are satisfied. Alternatively, participants may be
asked whether they wish to participate in the server game, for example participants
may have to place an additional bet. Alternatively, all gaming machines may always
participate. Alternatively, all gaming machines always participate but only eligible
gaming machines are eligible for prizes. Eligibility criteria can be any criteria
known in the art, for example, the player may be required to place a bet to be eligible,
the player may be required to have placed an ante bet within a defined period (for
example, in respect of a current game or a game which ended in the last 10 seconds),
the turnover of the gaming machine may need to be above a threshold, the player may
be required to be playing maximum lines or reels, etc.
[0047] Once the Master determines the participants 780, it starts the server game 790 and
outputs data via input output port 610 which is converted by the PMM serial adapter
55A to Ethernet protocol whereby each other participating gaming machine can intercept
the communications which are sent to it via the Ethernet protocol and implement the
server game using the server game module 623 based on the data sent to it. In the
embodiment, the server module 620 of the gaming machine acting as Master communicates
with its own client module via Ethernet. In the embodiment, the available protocols
include a broadcast protocol that allows the server module 620 to communicate with
all clients and an addressed protocol which allows the server module 620 to communicate
with a particular client module.
[0048] The server game can be any game devised by a game designer to be carried out under
the control of a server including, for example, a bonus game or a group game.
[0049] Persons skilled in the art will also appreciate that encryption can be applied to
the communications, both for security and also, for example, so that separate client/server
gaming systems can communicate over the same Ethernet network and are only capable
of interpreting messages that are intended for them.
[0050] Persons skilled in the art will also appreciate that other functionality can be linked
to the network. For example, a group display may be added to the network which can
interpret data relevant to the server game to display it on the display, for example,
if the game involves a competition, the display could display leading participants.
[0051] In the embodiment, each server module which is not the master operates passively
and receives data from the mater or active server module over Ethernet which will
allow it to take over if the master fails.
[0052] Similarly, a passive server may convert to an active server if the rules of the game
require, for example if the gaming machine which triggered the server game is required
to carry out the processing of the server game.
[0053] Other variations will be apparent to persons skilled in the art. For example, in
one embodiment, there may only be one gaming machine capable of acting as a server
machine in bank of gaming machines. In this embodiment, that gaming machine will always
be the server gaming machine. Alternatively, some gaming machines may be able to act
as the server and some may only be able to act as a client and some may act as both.
[0054] It will be understood to persons skilled in the art of the invention that many modifications
may be made without departing from the spirit and scope of the invention, in particular
it will be apparent that certain features of embodiments of the invention can be employed
to form further embodiments.
[0055] It is to be understood that, if any prior art publication is referred to herein,
such reference does not constitute an admission that the publication forms a part
of the common general knowledge in the art, in Australia or any other country.
[0056] In the claims which follow and in the preceding description of the invention, except
where the context requires otherwise due to express language or necessary implication,
the word "comprise" or variations such as "comprises" or "comprising" is used in an
inclusive sense, i.e. to specify the presence of the stated features but not to preclude
the presence or addition of further features in various embodiments of the invention.
1. A gaming machine comprising:
a standalone module arranged to implement a standalone game; and
a server module arranged to generate server game data to be employed by at least one
other gaming machine to implement a server game.
2. A gaming machine as claimed in claim 1, comprising a client module in data communication
with the server module and arranged to implement the server game based on server game
data generated by the server module.
3. A gaming machine as claimed in claim 2, wherein the standalone module is a sub-module
of the client module capable of operating without receipt of data from the server
module.
4. A gaming system comprising a plurality of gaming machines, each of the gaming machines
comprising a standalone module arranged to implement a standalone game independently
of the other gaming machines when the gaming machine is operating in a standalone
mode;
at least one of the gaming machines comprising a server module whereby it can operate
in a client/server mode during which it is arranged to act as a server game machine
and generate server game data; and
at least one other gaming machine of the plurality of gaming machines being in data
communication with the server gaming machine and comprising a client module arranged
to implement a server game based on the server game data when operating in a client/server
mode.
5. A gaming system as claimed in claim 4, wherein each of the plurality of gaming machines
comprises a client module arranged to implement a server game based on the server
game data when operating in a client/server mode.
6. A gaming system as claimed in claim 5, wherein each standalone module is a sub-module
of the client module capable of operating without receipt of data from the server
module.
7. A gaming system as claimed in any one of claims 4 to 6, wherein each gaming machine
comprises a server module and the gaming system is arranged to determine one of the
server modules as the active server module which generates server game data.
8. A gaming system as claimed in any one of claims 4 to 7, wherein each gaming machine
is associated with a respective one of a plurality of player marketing modules (PMMs)
and the server and client modules communicate with one another via relevant ones of
the PMMs.
9. A gaming system as claimed in any one of claims 4 to 8, wherein communications between
the server and client modules are at least in part over an Ethernet.
10. A gaming system as claimed in claim 9, wherein communications between the server and
client modules over the Ethernet are encrypted.
11. A gaming system as claimed in claim 9 or claim 10, wherein each gaming machine is
associated with a serial to Ethernet adapter connected to a serial port of the gaming
machine.
12. A gaming system as claimed in claim 11, wherein the serial to Ethernet adapter is
provided at least in part by a PMM associated with the gaming machine.
13. A gaming system as claimed in any one of claims 4 to 12, wherein the server module
is arranged to communicate with each client module at least in part by a broadcast
protocol interpretable by all client modules.
14. A gaming system as claimed in any one of claims 4 to 13, wherein the server module
is arranged to communicate with each client module at least in part by a peer-to-peer
protocol interpretable by an addressed client module.
15. A gaming system as claimed in any one of claims 4 to 10, wherein the server module
is arranged to operate in the client/server mode in response to a trigger condition
occurring.
16. A gaming system as claimed in any one of claims 4 to 15, wherein each standalone module
is arranged to report occurrence of a trigger condition in a standalone game to the
server module.
17. A gaming system as claimed in claim 7, wherein the gaming machines are arranged to
communicate with one another to determine which server module is an active server
module.
18. A gaming system as claimed in 17, wherein the gaming system is arranged to determine
at least one passive server module, each passive server module arranged to receive
failover data from the active server module, whereby a passive server module can continue
the server game if the active server module fails.
19. A gaming system as claimed in any one of claims 4 to 18, wherein at least two gaming
machines implement different standalone games to one another.
20. A method of gaming comprising:
providing a plurality of gaming machines, each of the gaming machines comprising a
standalone module arranged to implement a standalone game independently of the other
gaming machines when the gaming machine is operable in a standalone mode;
providing at least one of the gaming machines with a server module whereby it can
operate in a client/server mode during which it is arranged to act as a server game
machine and generate server game data; and
providing at least one other gaming machine with a client module arranged to implement
a server game based on the server game data when operating in a client/server mode.