AU2012200867A1 - A Gaming System, a Gaming Method and a Gaming Server - Google Patents
A Gaming System, a Gaming Method and a Gaming Server Download PDFInfo
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- AU2012200867A1 AU2012200867A1 AU2012200867A AU2012200867A AU2012200867A1 AU 2012200867 A1 AU2012200867 A1 AU 2012200867A1 AU 2012200867 A AU2012200867 A AU 2012200867A AU 2012200867 A AU2012200867 A AU 2012200867A AU 2012200867 A1 AU2012200867 A1 AU 2012200867A1
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- 238000000034 method Methods 0.000 title claims description 27
- 238000004891 communication Methods 0.000 claims abstract description 49
- 238000000151 deposition Methods 0.000 claims description 9
- 238000004590 computer program Methods 0.000 claims description 4
- 230000007246 mechanism Effects 0.000 description 11
- 238000010586 diagram Methods 0.000 description 10
- 230000004044 response Effects 0.000 description 8
- 230000006870 function Effects 0.000 description 5
- 230000000977 initiatory effect Effects 0.000 description 3
- 239000000370 acceptor Substances 0.000 description 1
- 230000008859 change Effects 0.000 description 1
- 238000005516 engineering process Methods 0.000 description 1
- 239000004973 liquid crystal related substance Substances 0.000 description 1
- 238000012986 modification Methods 0.000 description 1
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- 238000012544 monitoring process Methods 0.000 description 1
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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
- G07F17/3225—Data transfer within a gaming system, e.g. data sent between gaming machines and users
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Abstract
There is provided a gaming system, comprising: a plurality of gaming clients located at a first site; a site s controller located at the first site; and a gaming server adapted to generate game outcomes for the gaming clients, the gaming server being located at a second site remote from the first site and in communication with the gaming clients and the site controller over a network, the gaming 10 server comprising an operational database adapted to store operational data of each gaming client; and a communication interface arranged to communicate the operational data of each gaming client to the site controller. 31479901 (GHMatters) P83284.AU 1 14/02/12 Initiate a game at a gaming client Generate status information at the gaming client Communicate the status information to gaming server Generate cashbox data based on the status information Store the cashbox data at the gaming server Communicate the cashbox data to site controller Figure 5 24147521 (GHMattersr P83284.AU 21/0/1
Description
AUSTRALIA Patents Act 1990 COMPLETE SPECIFICATION Standard Patent Applicant(s): Aristocrat Technologies Australia Pty Limited Invention Title: A Gaming System, a Gaming Method and a Gaming Server The following statement is a full description of this invention, including the best method for performing it known to me/us: -2 Title A GAMING SYSTEM, A GAMING METHOD AND A GAMING SERVER 5 Field The invention relates to a gaming system, a gaming method and a gaming server. 10 Background Server based gaming systems have been developed for the gaming industry. In server based systems, the remote gaming server carries out most gaming functions while the is client terminal receive player inputs and present game outcomes to the player. As a result, certain information resides on the server. There is a need for an alternative gaming system and 20 gaming method. Summary of the Invention In a first aspect, the invention provides a gaming system, 25 comprising: a plurality of gaming clients located at a first site; a site controller located at the first site; and a gaming server adapted to generate game outcomes for 30 the gaming clients, the gaming server being located at a second site remote from the first site and in communication with the gaming clients and the site controller over a network, the gaming server comprising: an operational database adapted to store 35 operational data of each gaming client; and a communication interface arranged to communicate the operational data of each gaming client to the site 31479901 (GHMatters) P83284.AU. 1 14/02/12 -3 controller. In an embodiment, the gaming server comprises a status receiver arranged to receive status information of each 5 gaming client. In an embodiment, the operational data comprises cashbox data of each gaming client, the operational database is a cashbox database adapted to store the cashbox data of each 10 gaming client, and the gaming server comprises a cashbox generator arranged to generate the cashbox data of each gaming client based on the status information of the gaming client. 15 In an embodiment, the gaming server comprises an outcome generator arranged to generate the game outcomes for the gaming clients. In an embodiment, the network is a wide area network. 20 In an embodiment, the status information of each gaming client comprises depositing of cash or emptying of cashbox. 25 In an embodiment, the status information of each gaming client comprises one of the group including: starting of game; ending of game; starting of service session; ending of service session; starting of player session; and ending of player session. 30 In an embodiment, the gaming server communicates with the gaming clients and the site controller via one or more secure channels. 35 In an embodiment, the gaming server is in data communication with gaming clients at a plurality of sites, and the gaming server stores operational data in the 3147990_1 (GHMatters) P83284.AU.1 14/02112 operational database such that the operational data is associated with a specific site. In a second aspect, the invention provides a gaming 5 method, comprising: storing operational data of a plurality of gaming clients at a gaming server adapted to generate game outcomes for the gaming clients, the gaming clients being located at a first site, the gaming server being located 10 at a second site remote from the first site; and communicating the operational data of each gaming client from the gaming server to a site controller located at the first site. 15 In an embodiment, the gaming method further comprises receiving status information of each gaming client from the gaming client at the gaming server via a network. In an embodiment, the operational data comprises cashbox 20 data of each gaming client, and the gaming method further comprises generating the cashbox data of each gaming client at the gaming server based on the status information of the gaming client. 25 In an embodiment, the gaming method further comprises communicating the game outcome for each gaming client from the gaming server to the gaming client via a network. In an embodiment, the network is a wide area network. 30 In an embodiment, the status information of each gaming client comprises depositing of cash or emptying of cashbox. 35 In an embodiment, the status information of each gaming client comprises one of the group including: starting of game; ending of game; starting of service session; ending 3147990_1 (GHMatters) P83284AU.1 14/02/12 -5 of service session; starting of player session; and ending of player session. In an embodiment, the communication between the gaming s server and the site controller is via a secure channel. In an embodiment, the gaming method further comprises storing at the gaming server operational data of a further plurality of gaming clients located in a third site remote 10 from the first and second sites, and operational data is stored in the operational database such that the operational data is associated with a specific site. In a third aspect, the invention provides a gaming server 15 for generating game outcomes for a plurality of gaming clients located at a first site, the gaming server being located at a second site remote from the first site, the gaming server comprising: an operational database adapted to store operational 20 data of each gaming client; and a communication interface arranged to communicate the operational data of each gaming client to a site controller located at the first site. 25 In an embodiment, the operational data comprises cashbox data of each gaming client, and the operational database is a cashbox database adapted to store the cashbox data of each gaming client. 30 In an embodiment, the gaming server further comprises: a status receiver arranged to receive status information of each gaming client; and a cashbox generator arranged to generate the cashbox data of each gaming client based on the status information 35 of the gaming client. In an embodiment, the status information of each gaming 3147990_1 (GHMatters) P83284.AU.1 14/02/12 - 6 client comprises depositing of cash or emptying of cashbox. In an embodiment, the status information of each gaming s client comprises one of the group including: starting of game; ending of game; starting of service session; ending of service session; starting of player session; and ending of player session. 10 In an embodiment, the gaming server further comprises an outcome generator arranged to generate the game outcomes for the gaming clients. In an embodiment, the gaming server is in communication 15 with the gaming clients and the site controller over a network. In an embodiment, the network is a wide area network. 20 In an embodiment, the communication between the gaming server and the site controller is via a secure channel. In an embodiment, the operational database is adapted to store operational data of a plurality of gaming clients 25 located at a plurality of sites, and operational data is stored in the operational database such that the operational data is associated with a specific site. In a fourth aspect, the invention provides a site 30 controller located at the first site, the site controller being in communication with a gaming server adapted to generate game outcomes for a plurality of gaming clients located at the first site, the gaming server being located at a second site remote from the first site and comprising 35 an operational database adapted to store operational data of each gaming client, the site controller comprising a site receiver arranged to receive the operational data of 3147990_1 (GHMatters) P83284 AU.1 14/02/12 - 7 each gaming client from the gaming server. In an embodiment, the operational data comprises cashbox data of each gaming client, the operational database is a 5 cashbox database adapted to store the cashbox data of each gaming client, and the site receiver is a cashbox receiver arranged to receive the cashbox data of each gaming client from the server. 10 In an embodiment, the site controller receives the operational data of each gaming client from the gaming server over a network. In an embodiment, the network is a wide area network. 15 In an embodiment, the site controller receives the operational data of each gaming client from the gaming server via a secure channel. 20 In an embodiment, the operational database is adapted to store operational data of a plurality of gaming clients located in a plurality of sites and operational data is stored in the operational database such that the operational data is associated with a specific site. 25 In a fifth aspect, the invention provides a gaming system, comprising: a plurality of gaming clients located at a first site; 30 a site controller; and a gaming server adapted to generate game outcomes for the gaming clients, the gaming server being located at a second site remote from the first site and comprising a site database comprising identification data of the site 35 controller; wherein each gaming client is adapted to: receive the identification data of the site 3147990_1 (GHMatters) P83284.AU.1 14/02112 - 8 controller from the gaming server; and communicate operational data to the site controller based on the identification data received from the gaming server. 5 In an embodiment, the operational data comprises cashbox data of each gaming client. In an embodiment, the gaming server comprises an outcome io generator arranged to generate the game outcomes for the gaming clients. In an embodiment, the gaming server communicates with the gaming clients and the site controller via one or more 15 secure channels. In an embodiment, the gaming server is in data communication with gaming clients at a plurality of sites, and the site database comprises identification data of a 20 plurality of site controllers. In a sixth aspect, the invention provides computer program code which when executed implements any one of the above method. 25 In a seventh aspect, the inVention provides a tangible computer readable medium comprising the above computer program code. 30 Brief Description of Drawings The invention is further explained by means of the following non-limiting examples and in conjunction with the accompanying drawings, in which: 35 Figure 1 is a schematic diagram of a server based gaming system; 3147990_1 (GHMatters) P83284.AU.1 14/02112 -9 Figure 2 is a block diagram of the functional components of a gaming client; 5 Figure 3 is a block diagram of the functional components of a gaming server; Figure 4 is a block diagram of the functional components of a site controller; 10 Figure 5 is a flow chart of a gaming method; Figure 6 is a block diagram of the functional components of an alternative gaming client; 15 Figure 7 is a block diagram of the functional components of an alternative gaming server; and Figure 8 is a flow chart of an alternative gaming method. 20 Detailed Description An embodiment of the invention provides a server based gaming system comprising a site controller and a plurality 25 of gaming clients (also known as gaming terminals) located at a first site, and a gaming server located at a second site remote from the first site. In the system, operational data (for example, cashbox data such as the cashbox balance) of each of the plurality of gaming 30 clients is generated and stored in the gaming server and communicated from the gaming server to the site controller. Advantageously, the gaming system allows access to operational data at a local centralized point: the site controller located at the first site. 35 Figure 1 is a schematic diagram of an embodiment of a server based gaming system. The system comprises a gaming 3147990_1 (GHMatters) P83284 AU.1 14/02/12 - 10 server 80 located at a first site ("site A") and a plurality of gaming clients 90A, 90B, 90C located at a second site ("site B") remote from the first site. The server based gaming system according to the present 5 embodiment is based on a client/server architecture where the majority of gaming and administrative functions are performed by the gaming server 80. In this context, a gaming server generally means hardware and software units in a central system that provide server functions, 10 database functions and other centralized functions to connectable gaming clients. The system also includes a site controller 50 located at the same site as the plurality of gaming clients 90A, 90B, 15 90C (that is, at site B). Persons skilled in the art will appreciate the distance between site A and site B can vary. For example, the two sites may be in the same city or they may be in different cities. 20 The gaming server 80 is in communication with the gaming clients 90A, 90B, 90C and the site controller 50 over a network. The plurality of gaming clients 90A, 90B, 90C and the site controller 50 are connected in the same Local Area Network (LAN) 70 (for example, an Ethernet 25 network, a WiFi network etc). The gaming server 80 is connected to the site controller 50 and the plurality of gaming clients 90A, 90B, 90C via a Wide Area Network (WAN) 30 (such as the Internet). It is envisaged that each of the gaming clients 90A, 90B, 90C communicates with the 30 gaming server 80 via separate secure channels. It is envisaged that communications between the site controller 50 and the gaming server is also via a secure channel. In the gaming system of Figure 1, there are three gaming 35 clients 90A, 90B, 90C. However, it will be appreciated that there can be two or more than three gaming clients. 3147990_1 (GHMatters) P83284.AU.1 14102112 - 11 Persons skilled in the art will appreciate that the system may additionally include a router to route the communications between the gaming server 80 and each of the gaming clients 90A, 90B, 90C and the communications 5 between the site controller 50 and the gaming server 80. In Figure 1, the gaming clients 90A, 90B, 90C and the site controller 50 communicate with the gaming server 80 via the same physical link. Persons skilled in the art will 10 appreciate that each of the gaming clients 90A, 90B, 90C and the site controller 50 may be connected to the gaming server 80 via separate physical links. Persons skilled in the art will appreciate that the gaming is server 80 may communicate with other devices from other networks (for example, a corporate network, another WAN etc). For example, it is envisaged that, in an alternative embodiment, the gaming server 80 may be in communication with gaming clients from a plurality of 20 other sites remote from site A and site B over different WANs. Figure 2 is a block diagram of the functional components of one of the gaming clients 90. Persons skilled in the 25 art will appreciate that a gaming client is typically provided with data processors, memory, data communications interfaces, control programs, user input/output interfaces etc. 30 In this embodiment, the gaming client 90 is provided with a client interface 50 and a client controller 60. The client interface 50 comprises a credit mechanism 52, a display 54 and a game play device 56. Examples of credit mechanism that are typically provided in gaming clients 35 include: coin input/output chutes, bill collectors/acceptors etc. Examples of displays that are typically provided in gaming clients include: Cathode Ray 3147990_1 (GHMatters) P83284.AU.1 14/02/12 - 12 Tube (CRT) displays, Liquid Crystal Displays (LCDs), plasma screens etc. Examples of game play devices that are typically provided in gaming clients include: buttons, pull handles, touch screens etc. Persons skilled in the s art will appreciate that the credit mechanism 52, the display 54 and the game play device 56 need not be ones that are typically included in gaming clients. For example, while buttons are typically used to allow a player to place a wager and initiate a play of a game, any 10 input device that enables the player to input game play instructions may be used. Persons skilled in the art will appreciate that additional hardware may be included as part of the gaming client 90, or hardware may be omitted as required for a specific implementation. For example, 15 an alternative gaming client may include a credit mechanism or include more than one display. The client controller 60 comprises a client communication interface 68, a client memory 64 and a client processor 20 62. Herein, the term "processor" is used to refer to any device that can process player instructions from the game play device 56 and/or the credit mechanism 52 of the client interface 50. Examples of processors that are typically provided in the gaming client include: a 25 microprocessor (sometimes also referred to as a Central Processing Unit (CPUs)), microcontroller, programmable logic device etc. Persons skilled in the art will appreciate that the processor is typically mounted on a circuit board, and that instructions and data to control 30 operation of the processor are stored in a memory, which is in data communication with the processor. In this embodiment, the client processor 62 is arranged to implement a set of modules based on program code stored in 35 memory 64. Persons skilled in the art will appreciate that the modules are based typically on program code and data stored in a memory. Persons skilled in the art will 3147990_1 (GHMatters) P83284 AU.1 14/02/12 - 13 also appreciate that the modules need not be implemented using a processor or be based on program code and data stored in a memory and that one or more of the modules could be implemented in some other way, for example, by a s dedicated circuit such as an Application Specific Integrated Circuit (ASIC), a Field Programmable Gate Array (FPGA) etc. The modules implemented by the client processor 62 include 10 a status generator 650, a game outcome receiver 630 and a display controller 610. The status generator 650 is arranged to generate status information of the gaming client 90. Examples of status information that may be generated by the status generator 650 include: depositing 15 of cash, emptying of cashbox, starting of game, ending of game, starting of service session, ending of service session, starting of player session, ending of player session etc. In use, the status generator 650 generates status information during game play in response to a 20 player operating the game play device 56 and/or the credit mechanism 52 of the client interface 50 and communicates the status information to the client communication interface 68 which, in turn, communicates the status information to the gaming server 80. For example, when 25 the player deposits cash for playing a game at the gaming client 90, the status generator 650 generates status information indicating that cash has been deposited at the gaming client 90 and communicates this to the client communication interface 68 which, in turn, communicates to 30 the gaming server 80 that cash has been deposited at the gaming client 90. The game outcome receiver 630 is arranged to receive game outcomes from the gaming server 80 via the client 35 communication interface 68. In use, the game outcome receiver 630 receives game outcome from the gaming server 80 whenever a game is played at the gaming client 90. 3147990_1 (GHMatters) P83284.AU.1 14/02/12 - 14 The display controller 610 is arranged to receive communications from the game outcome receiver 630 to control the display 54 of the client interface 50 to 5 display the game to the player. For example, the display controller 610 may control the display 54 to display a winning combination based on a game outcome received by the game outcome receiver 630. 10 Persons skilled in the art will appreciate that, in other embodiments, the client processor 62 may implement additional modules, for example, an audio controller for controlling an audio output device. 15 As indicated above, the client controller 60 also comprises a client communication interface 68. The client communication interface 68 enables communication between a gaming client 90 and the gaming server 80. Persons skilled in the art will appreciate that the client 20 communication interface 68 is typically a network card. In this system, the client communication interface 68 allows the gaming client 90 to communicate over the LAN 70 and the WAN 30 with the gaming server 80. In use, the client communication interface 68 enables the gaming 25 client 90 to send requests to the gaming server 80 during game play in order for the game outcome receiver 630 to receive the game outcomes generated by the gaming server 80. 30 Figure 3 is a block diagram of the functional components of the gaming server 80. The gaming server 80 is provided with a server memory 81 and a server processor 83 arranged to implement a set of modules based on program code and data stored in the server memory 81. As with the client 35 processor, a person skilled in the art will appreciate that the modules of the server processor 83 need not be implemented using a processor or be based on program code 3147990_1 (GHMatters) P83284.AU.1 14/02/12 - 15 and data stored in a memory and that one or more of the modules could alternatively be implemented by a dedicated circuit. Persons skilled in the art will also appreciate that the server processor 83 may implement additional 5 modules not illustrated in Figure 3. For example, in another embodiment, the server processor may implement a licensing monitor for monitoring use of licenses relating to particular games. 10 Besides the server memory 81 and the server processor 83, the gaming server 80 is also provided with a server communication interface 85 that enables the gaming server 80 to communicate with the plurality of gaming clients 90A, 90B, 90C and to communicate with the site controller is 50. The server memory 81 comprises game data 812 and a server cashbox database 814. The modules implemented by the server processor 83 include a Random Number Generator 20 (RNG) 832, a game outcome generator 838, a status receiver 834 and a cashbox generator 836. The RNG 832 is arranged to generate random numbers for use by the server processor 83. Persons skilled in the art 25 will appreciate that the reference to random numbers includes pseudo-random numbers. The game outcome generator 838 is arranged to generate game outcomes for each of the plurality of gaming clients 30 90A, 90B, 90C based on the game data 812 stored in the server memory 81 and the random numbers generated by the RNG 832. In use, the game outcome generator 838 generates game outcomes for the game being played at a gaming client 90 upon receiving a request from the gaming client 90. 35 Persons skilled in the art will appreciate that the game outcomes generated for a gaming client 90 may be different to the game outcomes generated for another gaming client, 31479901 (GHMatters) P83284AU-1 14102/12 - 16 and that the game outcome generator 838 may generate game outcomes for the gaming clients 90A, 90B, 90C in parallel or sequentially. 5 The status receiver 834 is arranged to receive status information from each of the gaming clients 90A, 90B, 90C using the server communication interface 85. In use, the status information generated by the status generator 650 of a gaming client 90 is received by the status receiver 10 834 whenever there is a change in status at the gaming client 90. For example, the status receiver 834 receives status information indicating that a new game has started at a gaming client 90 when a new game starts at the gaming client 90. 15 The cashbox generator 836 is adapted to generate cashbox data of each of the gaming clients 90A, 90B, 90C based on the status information received from the gaming clients 90A, 90B, 90C. For example, upon receiving from the 20 status receiver 834 of a gaming client 90 that cash has been deposited at the gaming client 90, the cashbox generator 836 generates cashbox data indicating that a certain amount of cash has been deposited at the gaming client 90. 25 The cashbox data generated by the cashbox generator 836 is stored in the server cashbox database 814. It is envisaged that the cashbox data of each of the gaming clients 90A, 90B, 90C is stored in the cashbox database 30 814 such that it is associated with the gaming client 90. It is envisaged that, in an embodiment where the cashbox generator 836 generates cashbox data for a plurality of sites, the cashbox data of each gaming client 90 is stored in the cashbox database 814 such that the cashbox data is 35 associated with the gaming client 90 and also with the site in which the gaming client 90 is located. In this embodiment, the cashbox data of each gaming client 90 is 31479901 (GHMatters) PB3284.AU.1 14102/12 - 17 stored in the server cashbox database 814, and the server cashbox database 814 is part of the gaming server 80. However, a person skilled in the art will appreciate that, in an alternative embodiment, the server cashbox database 5 814 may be stored on a stand alone device separate from the gaming server 80. Figure 4 is a block diagram of the functional components of the site controller 50. The site controller 50 is 10 provided with a site processor 53 and a site memory 51 comprising a site cashbox database 512. In addition, the site controller 50 also comprises a site communication interface 55 for enabling communications between the site controller 50, the gaming clients 90A, 90B, 90C, and the 15 gaming server 80. The site processor 53 is arranged to implement a cashbox receiver 532 based on program code stored in the site memory 512. The cashbox receiver 532 is arranged to 20 receive cashbox data of one or more of the plurality of gaming clients 90A, 90B, 90C from the gaming server 80 via the site communication interface 55, and to store the received cashbox data in the site cashbox database 512. Persons skilled in the art will appreciate that the site 25 cashbox database 512 may be part of the site controller 50 or may be a stand alone device that is separate from the site controller 50. In use, the site controller 50 receives cashbox data of one or more of the plurality of gaming clients 90A, 90B, 90C from the gaming server 80, 30 and stores the cashbox data in the site cashbox database 512, thereby allowing a user access to the cashbox data of all of the gaming clients 90A, 90B, 90C at a centralized point at the first site. Thus, in this embodiment, cashbox information can be provided at the venue without 35 involvement of the gaming clients 90A, 90B, 90C. Indeed, the gaming clients 90A, 90B, 90C are not "aware" of the existence of the site controller and do not need to be 31479901 (GHMatters) P83284.AU.1 14102112 - 18 connected to it. Figure 5 is a flow chart of a gaming method that generates and stores cashbox data of gaming clients at a gaming 5 server located at a first site, and that communicates the cashbox data of each gaming client from the gaming server to a site controller located at a second site remote from the first site. 10 At step 910, a player initiates a new game at one of the plurality of gaming clients 90A, 90B, 90C using the game play device 56 and the credit mechanism 52 of the client interface 50. At step 920, in response to the initiation of the new game, the status generator 62 of the client 15 processor 62 of the gaming client 90 generates status information indicating that a new game has initiated at the gaming client 90. The client communication interface 68 of the gaming client 90 then communicates the status information generated by the status generator 62 to the 20 gaming server 80 via the LAN 70 and the WAN 30 at step 930. At step 940, the status receiver 834 of the gaming server 80 receives the status information via the server communication interface 85 and the cashbox generator 836 of the gaming server 80 generates cashbox data of the 25 gaming client 90 based on the received status information. At step 950, the generated cashbox data is stored in the server cashbox database 814. At step 960, the cashbox data stored in the server cashbox database 814 is then communicated by the server communication interface 85 to 30 the site controller 50 via the WAN 30 and the LAN 70. Subsequently, the cashbox receiver 532 of the site controller 50 then receives the cashbox data via the site communication interface 55, and the cashbox data received by the cashbox receiver 532 of the site controller 50 is 35 then stored in the site cashbox database 512 of the site memory 51. 31479901 (GHMatters) P83284.AU.1 14/02/12 - 19 In the above gaming system, the operational data of each gaming client 90 generated and stored in the gaming server 80 and communicated from the gaming server 80 to the site 50 controller is cashbox data of the gaming client 90. 5 However, it is envisaged that the operational data may additionally comprise or alternatively be some other kind of operational data of each gaming client 90. For example, the operational data may comprise or be the status information of each gaming client 90, wagering 10 information of each gaming client 90, payout information of each gaming client 90, player tracking information of each gaming client 90, game information of each gaming client 90, session information of each gaming client 90 etc. 15 Also, in the above gaming system, cashbox data of the gaming clients 90A, 90B, 90C are generated at the gaming server 80 and subsequently communicated from the gaming server 80 to the site controller 50. In an alternative 20 embodiment, the gaming clients are configured to retrieve identification data of a site controller from the gaming server (e.g. at start up) and communicate directly with the site controller based on the identification data of the site controller received from the gaming server. It 25 is envisaged that there is typically more than one site controller in this alternative embodiment such that a gaming client cannot by itself determine the identity of the site controller. Figures 6 and 7 illustrate respectively the functional components of a gaming client 30 900 and a gaming server 800 of this alternative embodiment. Referring to Figure 6, the gaming client 900 comprises a client interface 500 and a client controller 600 35 comprising a client communication interface 680, a client processor 620 and a client memory 640. 31479901 (GHMatters) P83284.AU.1 14/02/12 - 20 The client processor 620 is arranged to implement a cashbox generator 625 and a site identification receiver 623 based on the program code stored in the client memory 640. 5 The cashbox generator 625 is arranged to generate cashbox data in response to a player's operation of the credit mechanism 520 and the game play device 560. For example, the cashbox generator 625 is arranged to generate cashbox io information in response to the player depositing cash for initiating a new game at the gaming client 90 using the credit mechanism 520. The site identification receiver 623 is arranged to 15 receive identification data of the site controller 70 from the gaming server 800. In use, when a player deposits cash using the credit mechanism 520 for initiating a new game at the gaming 20 client 900, the gaming client 900 sends a request to the gaming server 800 for identification data of a site controller. In response, the gaming server 800 communicates the identification data of a site controller to the gaming client 900. Upon the site identification 25 receiver 623 receiving the identification data of a site controller from the gaming server 800, the gaming client 900 communicates the cashbox data generated by the cashbox generator 625 directly to the site controller based on the identification data of the site controller received from 30 the gaming server 800. Referring to Figure 7, the gaming server 800 comprises a server processor 830, a server memory 810 and a server communication interface 850. 35 In addition, the server memory 810 is provided with a site identification database 818 arranged to store 31479901 (GHMatters) P83284 AU.1 14/02/12 - 21 identification data of one or more site controllers. In use, the gaming server 800 communicates the identification data of a site controller in response to a request by a gaming client. 5 Figure 8 is a flow chart of a gaming method according to the alternative embodiment. At step 110, a player initiates a new game at a gaming client 800. At step 120, the cashbox generator 625 of the gaming client 800 10 generates cashbox data in response to the player depositing cash using the credit mechanism 520. At step 130, the gaming client 900 requests the gaming server for identification data of a site controller. At step 140, the gaming server 800 communicates the identification data 15 of a site controller to the gaming client 900 in response to the request from the gaming client 900. At step 150, the gaming client 900 sends the cashbox data generated by the cashbox generator 625 to the site controller based on the identification data received from the gaming server 20 800. At step 160, a user retrieves the cashbox data stored in the site cashbox database of the site controller. Various other modifications will be apparent to person 25 skilled in the art. In particular features of the above embodiments and examples can be employed to form further embodiments. It is to be understood that, if any prior art publication 30 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. 35 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 3147990_1 (GHMatters) P83284.AU.1 14/02112 - 22 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 s features in various embodiments of the invention. 3147990_1 (GHMatters) P83284.AU.1 14/02/12
Claims (41)
1. A gaming system, comprising: a plurality of gaming clients located at a first 5 site; a site controller located at the first site; and a gaming server adapted to generate game outcomes for the gaming clients, the gaming server being located at a second site remote from the first site and in 10 communication with the gaming clients and the site controller over a network, the gaming server comprising: an operational database adapted to store operational data of each gaming client; and a communication interface arranged to communicate 15 the operational data of each gaming client to the site controller.
2. A gaming system as claimed in claim 1, wherein the gaming server comprises a status receiver arranged to 20 receive status information of each gaming client.
3. A gaming system as claimed in claim 2, wherein the operational data comprises cashbox data of each gaming client, the operational database is a cashbox database 25 adapted to store the cashbox data of each gaming client, and the gaming server comprises a cashbox generator arranged to generate the cashbox data of each gaming client based on the status information of the gaming client. 30
4. A gaming system as claimed in any one of claims 1 to 3, wherein the gaming server comprises an outcome generator arranged to generate the game outcomes for the gaming clients. 35
5. A gaming system as claimed in any one of claims 1 to 4, wherein the network is a wide area network. 3147990_1 (GHMatters) P83284.AU.1 14/02/12 - 24
6. A gaming system as claimed in any one of claims 1 to 5, wherein the status information of each gaming client comprises depositing of cash or emptying of cashbox. 5
7. A gaming system as claimed in any one of claims 1 to 6, wherein the status information of each gaming client comprises one of the group including: starting of game; ending of game; starting of service session; ending of 10 service session; starting of player session; and ending of player session.
8. A gaming system as claimed in any one of claims 1 to 7, wherein the gaming server communicates with the gaming 15 clients and the site controller via one or more secure channels.
9. A gaming system as claimed in any one of claims 1 to 8, wherein the gaming server is in data communication with 20 gaming clients at a plurality of sites, and the gaming server stores operational data in the operational database such that the operational data is associated with a specific site. 2S
10. A gaming method, comprising: storing operational data of a plurality of gaming clients at a gaming server adapted to generate game outcomes for the gaming clients, the gaming clients being located at a first site, the gaming server being located 30 at a second site remote from the first site; and communicating the operational data of each gaming client from the gaming server to a site controller located at the first site. 35
11. A gaming method as claimed in claim 10, further comprising receiving status information of each gaming client from the gaming client at the gaming server via a 31479901 (GHMatters) P83284.AU. 114/02/12 - 25 network.
12. A gaming method as claimed in claim 11, wherein the operational data comprises cashbox data of each gaming s client, and further comprising generating the cashbox data of each gaming client at the gaming server based on the status information of the gaming client.
13. A gaming method as claimed in any one of claims 10 to 10 12, further comprising communicating the game outcome for each gaming client from the gaming server to the gaming client via a network.
14. A gaming method as claimed in claim 11 or claim 13, 15 wherein the network is a wide area network.
15. A gaming method as claimed in any one of claims 10 to 14, wherein the status information of each gaming client comprises depositing of cash or emptying of cashbox. 20
16. A gaming method as claimed in any one of claims 10 to 15, wherein the status information of each gaming client comprises one of the group including: starting of game; ending of game; starting of service session; ending of 25 service session; starting of player session; and ending of player session.
17. A gaming method as claimed in any one of claims 10 to 16, wherein the communication between the gaming server 30 and the site controller is via a secure channel.
18. A gaming method as claimed in any one of claims 10 to 17, further comprising storing at the gaming server operational data of a further plurality of gaming clients 35 located in a third site remote from the first and second sites, and wherein operational data is stored in the operational database such that the operational data is 3147990_1 (GHMatters) P83284.AU.1 14/02/12 - 26 associated with a specific site.
19. A gaming server for generating game outcomes for a plurality of gaming clients located at a first site, the 5 gaming server being located at a second site remote from the first site, the gaming server comprising: an operational database adapted to store operational data of each gaming client; and a communication interface arranged to communicate the 10 operational data of each gaming client to a site controller located at the first site.
20. A gaming server as claimed in claim 19, wherein the operational data comprises cashbox data of each gaming 15 client, and the operational database is a cashbox database adapted to store the cashbox data of each gaming client.
21. A gaming server as claimed in claim 19 or claim 20, further comprising: 20 a status receiver arranged to receive status information of each gaming client; and a cashbox generator arranged to generate the cashbox data of each gaming client based on the status information of the gaming client. 25
22. A gaming server as claimed in any one of claims 19 to 21, wherein the status information of each gaming client comprises depositing of cash or emptying of cashbox. 30
23. A gaming server as claimed in any one of claims 19 to 22, wherein the status information of each gaming client comprises one of the group including: starting of game; ending of game; starting of service session; ending of service session; starting of player session; and ending of 35 player session.
24. A gaming server as claimed in any one of claims 19 to 31479901 (GHMatters) P83284.AU. 1 14/02/12 - 27 23, further comprising an outcome generator arranged to generate the game outcomes for the gaming clients.
25. A gaming server as claimed in any one of claims 19 to 5 24, wherein the gaming server is in communication with the gaming clients and the site controller over a network.
26. A gaming server as claimed in claim 25, wherein the network is a wide area network. 10
27. A gaming server as claimed in any one of claims 19 to 26, wherein the communication between the gaming server and the site controller is via a secure channel. 15
28. A gaming server as claimed in any one of claims 19 to 27, wherein the operational database is adapted to store operational data of a plurality of gaming clients located at a plurality of sites, and wherein operational data is stored in the operational database such that the 20 operational data is associated with a specific site.
29. A site controller located at the first site, the site controller being in communication with a gaming server adapted to generate game outcomes for a plurality of 25 gaming clients located at the first site, the gaming server being located at a second site remote from the first site and comprising an operational database adapted to store operational data of each gaming client, the site controller comprising a site receiver arranged to receive 30 the operational data of each gaming client from the gaming server.
30. A site controller as claimed in claim 29, wherein the operational data comprises cashbox data of each gaming 35 client, the operational database is a cashbox database adapted to store the cashbox data of each gaming client, and the site receiver is a cashbox receiver arranged to 3147990_1 (GHMatters) PB3284 AU.1 14/02/12 - 28 receive the cashbox data of each gaming client from the server.
31. A site controller as claimed in claim 29 or claim 30, 5 wherein the site controller receives the operational data of each gaming client from the gaming server over a network.
32. A site controller as claimed in claim 31, wherein the 10 network is a wide area network.
33. A site controller as claimed in any one of claims 29 to 32, wherein the site controller receives the operational data of each gaming client from the gaming 15 server via a secure channel.
34. A site controller as claimed in any one of claims 29 to 32, wherein the operational database is adapted to store operational data of a plurality of gaming clients 20 located in a plurality of sites and wherein operational data is stored in the operational database such that the operational data is associated with a specific site.
35. A gaming system, comprising: 25 a plurality of gaming clients located at a first site; a site controller; and a gaming server adapted to generate game outcomes for the gaming clients, the gaming server being located at a 30 second site remote from the first site and comprising a site database comprising identification data of the site controller; wherein each gaming client is adapted to: receive the identification data of the site 35 controller from the gaming server; and communicate operational data to the site controller based on the identification data received from 31479901 (GHMatters) P83284.AU.1 14/02/12 - 29 the gaming server.
36. A gaming system as claimed in claim 35, wherein the operational data comprises cashbox data of each gaming s client.
37. A gaming system as claimed in claim 35 or claim 36, wherein the gaming server comprises an outcome generator arranged to generate the game outcomes for the gaming 10 clients.
38. A gaming system as claimed in any one of claims 35 to 37, wherein the gaming server communicates with the gaming clients and the site controller via one or more secure 15 channels.
39. A gaming system as claimed in any one of claims 35 to 38, wherein the gaming server is in data communication with gaming clients at a plurality of sites, and wherein 20 the site database comprises identification data of a plurality of site controllers.
40. Computer program code which when executed implements the method of any one of claims 10 to 18. 25
41. A tangible computer readable medium comprising the computer program code of claim 40. 3147990_1 (GHMatters) P83284.AU.1 14/02/12
Priority Applications (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| AU2012200867A AU2012200867A1 (en) | 2011-02-15 | 2012-02-15 | A Gaming System, a Gaming Method and a Gaming Server |
| AU2014253532A AU2014253532A1 (en) | 2011-02-15 | 2014-10-24 | A Gaming System, a Gaming Method and a Gaming Server |
Applications Claiming Priority (3)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| AU2011900495A AU2011900495A0 (en) | 2011-02-15 | A Gaming System, a Gaming Method and a Gaming Server | |
| AU2011900495 | 2011-02-15 | ||
| AU2012200867A AU2012200867A1 (en) | 2011-02-15 | 2012-02-15 | A Gaming System, a Gaming Method and a Gaming Server |
Related Child Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| AU2014253532A Division AU2014253532A1 (en) | 2011-02-15 | 2014-10-24 | A Gaming System, a Gaming Method and a Gaming Server |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| AU2012200867A1 true AU2012200867A1 (en) | 2012-08-30 |
Family
ID=46727724
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| AU2012200867A Abandoned AU2012200867A1 (en) | 2011-02-15 | 2012-02-15 | A Gaming System, a Gaming Method and a Gaming Server |
Country Status (2)
| Country | Link |
|---|---|
| US (1) | US20130023344A1 (en) |
| AU (1) | AU2012200867A1 (en) |
Family Cites Families (4)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US7097562B2 (en) * | 2003-06-03 | 2006-08-29 | Wms Gaming Inc. | Peer-to-peer distributed gaming application network |
| US20050107163A1 (en) * | 2003-11-13 | 2005-05-19 | Nguyen Binh T. | Methods and apparatus for providing an electronic operational event trail for a gaming apparatus |
| US8029365B2 (en) * | 2005-03-24 | 2011-10-04 | Wms Gaming Inc. | Hierarchical multi-tiered system for gaming related communications |
| US20060293783A1 (en) * | 2005-06-02 | 2006-12-28 | Peter Hand | Intelligent cash control system |
-
2012
- 2012-02-15 AU AU2012200867A patent/AU2012200867A1/en not_active Abandoned
- 2012-02-15 US US13/396,953 patent/US20130023344A1/en not_active Abandoned
Also Published As
| Publication number | Publication date |
|---|---|
| US20130023344A1 (en) | 2013-01-24 |
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Legal Events
| Date | Code | Title | Description |
|---|---|---|---|
| MK5 | Application lapsed section 142(2)(e) - patent request and compl. specification not accepted |