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WO2025212897A1 - Donneur virtuel dynamique - Google Patents

Donneur virtuel dynamique

Info

Publication number
WO2025212897A1
WO2025212897A1 PCT/US2025/022967 US2025022967W WO2025212897A1 WO 2025212897 A1 WO2025212897 A1 WO 2025212897A1 US 2025022967 W US2025022967 W US 2025022967W WO 2025212897 A1 WO2025212897 A1 WO 2025212897A1
Authority
WO
WIPO (PCT)
Prior art keywords
game
dealer
virtual dealer
machine learning
learning model
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
PCT/US2025/022967
Other languages
English (en)
Inventor
Victor Blanco
Russell Brooke DUNN
Mark L. Yoseloff
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
LNW Gaming Inc
Original Assignee
LNW Gaming Inc
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by LNW Gaming Inc filed Critical LNW Gaming Inc
Publication of WO2025212897A1 publication Critical patent/WO2025212897A1/fr
Pending legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Classifications

    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3204Player-machine interfaces
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3204Player-machine interfaces
    • G07F17/3211Display means
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3225Data transfer within a gaming system, e.g. data sent between gaming machines and users

Definitions

  • the present invention relates generally to apparatus and methods for electronic table game systems.
  • Wagering game machines such as slot machines, video poker machines and the like, have been a cornerstone of the gaming industry for several years. Generally, the popularity of such machines depends on the likelihood (or perceived likelihood) of winning money at the machine and the intrinsic entertainment value of the machine relative to other available gaming options. Where the available gaming options include a number of competing wagering game machines and the expectation of winning at each machine is roughly the same (or believed to be the same), players are likely to be attracted to the most entertaining and exciting machines as well as those machines, or systems, that are easy to use. Some electronic gaming systems utilize virtual dealers. However, conventional systems provide dealers with limited capabilities for conversational communications that would be consistently appropriate or useful in a regulated gaming environment.
  • ChatGPT and other artificial intelligence models utilize algorithms that accept user input, such as via text prompt or user voice detection, but their responses are known to be fallible in conversational tone, content, etc., and can often be tricked into saying something that is confusing, inappropriate, awkward, negative, etc.
  • Use of such technology, as currently known, represents challenges to implementation in a live gaming scenario.
  • a method includes training a machine learning model for a virtual dealer on a game for use by an electronic table game system.
  • the method further includes confirming that the training of the machine learning model on the game is accurate and generating, via the machine learning model, a plurality of virtual dealer text phrases for each of a plurality of possible game states for the game.
  • the method further includes reviewing the generated text phrases for speech and language appropriateness.
  • the method further includes providing, for access via a communications network, a version of the trained machine learning model for use by the electronic table game system.
  • Some examples further include a method to train the machine learning model from speech of a live voice actor and generate virtual dealer audio clips from the approved dealer text phrases.
  • the method further includes reviewing the generated audio clips for content accuracy and for speech and language appropriateness. In some examples, the method further includes performing virtual dealer character programming via use of a high quality digital human framework and creating lip sync animations that correspond to generated virtual dealer audio clips. In some examples, the method further includes reviewing the generated character animations and synced audio prior to release of the approved character animations to a game development server for integration of the trained virtual dealer with the electronic table game system.
  • a method in another example, involves training, by a processor, a machine learning model associated with a virtual dealer on a game for use by an electronic table game system. The method further involves confirming, by the processor, that the training of the machine learning model on the game is accurate, and generating, by the processor via the machine learning model, a plurality of virtual dealer text phrases for each corresponding one of a plurality of possible game states for the game. The method further involves evaluating, by the processor for approval, the plurality of virtual dealer text phrases based on criteria for speech and language appropriateness.
  • the method further involves associating, by the processor via storage on a computer memory of the electronic table game system, each approved one of the plurality of virtual dealer text phrases with each corresponding one of the plurality of possible game states.
  • the electronic table game system is configured to execute instructions that randomly select, from the computer memory, at least one approved one of the plurality of virtual dealer text phrases for presentation by the virtual dealer in response to occurrence, during runtime of the electronic table game system, of each corresponding one of the plurality of possible game states.
  • the method can also involve training the machine learning model based on use of speech of a live voice actor.
  • the method can further involve generating, by the processor using the machine learning model based on the speech of the live voice actor, virtual dealer audio clips from each approved one of the plurality of virtual dealer text phrases. In one embodiment, the method can further involve evaluating, by the processor for approval, the virtual dealer audio clips based on criteria for content accuracy and based on the criteria for speech and language appropriateness. In one embodiment, the method can further involve performing, by the processor, virtual dealer character programming via use of a high quality digital human framework. In one embodiment, the method can further involve generating, by the processor in response to performing the virtual dealer character programming, lip sync character animations that correspond to approved ones of the virtual dealer audio clips.
  • the method can further involve evaluating, by the processor for approval, the lip sync character animations and associated synced audio, and integrating, by the processor in response to the evaluating, approved ones of the lip sync character animations with the electronic table game system for access by the virtual dealer.
  • the method can further involve training, by the processor via the machine learning model, the virtual dealer to audibly speak to players in a conversational manner using one or more of speech recognition, speech synthesis, natural language processing, or dialog management.
  • the method further involves training, by the processor via the machine learning model, the virtual dealer to provide one or more of dealer training to a live table dealer or a scheduled training for a player account. In one embodiment, the method can further involve training, by the processor via the machine learning model, the virtual dealer to conduct a gaming tournament.
  • FIG. 1 is a perspective view of a gaming system 100 according to at least some aspects of the disclosed concepts.
  • FIG. 2 is a schematic block diagram of a gaming system architecture 200 according to at least some aspects of the disclosed concepts.
  • FIG. 3 is a diagram of an example network according to one or more embodiments of the present disclosure.
  • FIG. 4 is a schematic view of a gaming system according to one or more embodiments of the present disclosure.
  • FIG. 5 is a block diagram of a computer system according to one or more embodiments of the present disclosure.
  • FIG. 6 illustrates an example of a method flow of training an Al dealer according to one or more embodiments of the present disclosure.
  • FIG. 7 illustrates an example of a method flow of training an Al dealer according to one or more embodiments of the present disclosure.
  • FIG. 8 illustrates an example of a method flow of training an Al dealer according to one or more embodiments of the present disclosure.
  • FIG. 9 illustrates an example of a method flow of implementing a trained Al dealer according to one or more embodiments of the present disclosure.
  • the descriptive content herein provides advancement in the technology of animation and entertainment systems, particularly gaming machines and electronic gaming systems.
  • an electronic gaming system can dynamically generate a virtual dealer
  • the dynamically generated virtual dealer can be customized to the player or scenario, and hence produce more engaging, entertaining, and/or useful gaming content.
  • a machine learning model can be trained to dynamically generate realistic, accurate, and appropriate virtual dealer content, the gaming system can be assured to dynamically generate content that is approved and authorized for presentation by the game provider, jurisdictional bodies, etc.
  • a virtual dealer e.g., also referred to herein as an artificial intelligence (Al) dealer
  • improves an electronic gaming system e.g., by improving an accuracy of gaming content provided, by providing gaming content that is appropriate, by improving a quality of experience by the player, by improving a speed by which the gaming device can complete a game action, by improving a way that a gaming device indicates or describe a game or game outcome, by enabling repeated or continuous play more quickly than a non-AI virtual dealer would, etc.
  • FIG. 1 is a diagram of an example network (“network 100”) according to one or more embodiments of the present disclosure.
  • the network 100 includes a game developer system 150 communicatively coupled (e.g., connected within the network 100) to additional devices via one or more telecommunication networks (i.e., “telecommunication network(s) 140”) and via a local casino network 132.
  • the telecommunication network(s) 140 include, but are not limited to, the Internet, a computer network, a cell phone communication network, etc.
  • the game developer system 150 is associated with a game provider entity that develops and provides gaming content and/or gaming devices (e.g., Light & Wonder, Inc.).
  • the game developer system 150 it further connected to various sources of information used to develop the gaming content, such as development requirements (e.g., virtual dealer requirements, technical specifications, legal or jurisdictional requirements, game-design constraints, etc.) stored in database 152, content data (e.g., virtual dealer training data) stored in database 153, user/use data (e.g., player-related data, technician-related data, casino-related data, etc.) stored in database 154, and so forth.
  • development requirements can include data related to game-function constraints (e.g., math models, thematic look, etc.), regulatory constraints, requirements for presentation of game events, hardware requirements, security requirements, and so forth.
  • the content data may include content that is used by a virtual dealer for responses to a variety of game states, virtual dealer audio or video clips, etc.
  • the user/use data includes data about users and/or use of gaming device that utilize electronic table game systems.
  • the user/use data includes player-related data associated with a player account logged in via a player interface device (e.g., via the iView® player interface product manufactured by Light & Wonder, Inc).
  • the game developer system 150 trains an artificial intelligence model, such as a machine learning model (e.g., a generative adversarial network, a text-to-image neural network, a Large Language Model, a deep learning model, a neural network model, etc.) to function as a realistic, reliable, artificially-voiced Al dealer.
  • a machine learning model e.g., a generative adversarial network, a text-to-image neural network, a Large Language Model, a deep learning model, a neural network model, etc.
  • the machine learning model is trained using, as parameters, hyperparameters, input values, etc., the design requirements, content data, use/user data, or other information, to dynamically generate, as output, gaming content that meets the constraints and/or requirements (e.g., as indicated by the development requirements, content data, user/use data, etc.).
  • the cloud computing platform 142 provides the basic (untrained) machine learning model (e.g., the basic machine learning algorithms, with established parameters as well as variable hyperparameters which are accessible, and modifiable, for fine-tuning to a particular purpose during training based on the data sets provided by the game developer system 150).
  • the game developer system 150 trains the generative machine learning model using the processing (e.g., Graphics Processor Unit (GPU) processing), storage (e.g., distributed memory storage), or other hardware capabilities of the cloud computing platform 142.
  • the game developer system 150 trains the machine learning model and then provides it for access online via the cloud computing platform 142.
  • the cloud computing platform 142 makes the trained machine learning model accessible to edge computing device 116, for use to presenting an Al dealer for real-time (e.g. live) use of electronic gaming system 110.
  • Examples of the cloud computing platform 142 include the Amazon Web Services (AWS) cloud computing service by Amazon.com, Inc., the Google Cloud Platform (GCP) cloud computing service by Google LLC, the Azure Machine Learning (Azure ML) cloud computing service by Microsoft Corporation, and so forth.
  • AWS Amazon Web Services
  • GCP Google Cloud Platform
  • Azure Azure Machine Learning
  • CMS 122 is authorized to perform transactions with, and/or to securely communicate with, a player interface device (e.g., associated with electronic gaming system 110).
  • a player interface device e.g., associated with electronic gaming system 110.
  • some combination of one or more of player interface device, CMS 122, gateway 120, and/or one or more data storage devices may be collectively referred to as a “player tracking system,” a “patron management system,” etc., or more generally as, or part of, the casino system 130.
  • the Al dealer has access to a merchant Point of Sale (POS) system, a ticketing and/or hotel systems to provide additional information (beyond what a live dealer is able to provide) about a property's entertainment, restaurants, stores, child care services, hotel room availability, etc.
  • POS Point of Sale
  • hotel room availability etc.
  • an Al dealer is configured to detect players and interact with the players. For example, some embodiments describe an Al dealer that knows about an individual player (e.g., via observation/sensing, via access to player profile, via access to player account, via tracking player activity, etc.). In some embodiments, the Al dealer detects an identity or other characteristics of a player (e.g., words, gestures, pronunciation, language, etc.) using advanced detection techniques (e.g., eye/iris/retinal tracking, finger print scan, voice pattern detection, detection of player’s direction and angle of visual gaze, hand motion interpretation, facial pattern/ character! stic evaluation, etc.). In some embodiments, the Al dealer recognizes player position (using cameras, microphone, biometric sensors, etc.).
  • advanced detection techniques e.g., eye/iris/retinal tracking, finger print scan, voice pattern detection, detection of player’s direction and angle of visual gaze, hand motion interpretation, facial pattern/ character! stic evaluation, etc.
  • the Al dealer recognizes player position (using cameras, microphone, bio
  • FIG. 2 is a perspective view of a gaming system according to at least some aspects of the disclosed concepts.
  • the gaming system 200 includes player terminals 214A through 214E that are arranged in a bank around a video device 258.
  • the video device 258 includes a randomizing device screen 264 to present an outcome of a randomizing device (e.g., a roulette wheel, cards, dice, etc.) and a virtual dealer screen 260.
  • a randomizing device e.g., a roulette wheel, cards, dice, etc.
  • a randomizing device may include, but is not limited to, one or more of a die or set of dice, a playing card or set of playing cards, a playing tile or set of tiles, a roulette wheel, a numbered ball drawn from a container, a spinning top, etc.
  • the randomizing device functions as a random number generator that can produce random outcomes.
  • Physical randomizing devices are often used for casino table games.
  • Electronic randomizing devices operate according to randomizing algorithms that match or mimic the randomization characteristics of a physical version of the randomizing device.
  • the gaming system 200 is electronic game system having a random number generator (e.g., run by control processor 297 or game controller 210) based on the randomizing device for the actively played wagering game.
  • each of the player terminals 214A through 214E includes a respective player interface area 232A through 232E that is configured for wagering and game play interactions with the video device 258 and/or virtual dealer 225.
  • the player interface area 232A through 232E can present (depending on a display mode) either one of a user interface or a display. Furthermore, in some embodiments, all or more of the portion (and/or content) of the display can be presented via the video device 258. Accordingly, game play may be accommodated without involving a physical roulette wheel, physical chips, and/or live personnel.
  • the action may instead be simulated by control processor 297 interacting with and controlling the video device 258 (and/or with any other of the devices described in FIG. 1).
  • the control processor 297 may be located internally within, or otherwise proximate to, the video device 258, such as in one of the player terminals 214A through 214E.
  • the control processor 297 may be programmed to implement the rules of game play at the video device 258 and to present a virtual dealer. As such, in some embodiments, the control processor 297 interacts and communicates with display/input interfaces and data entry inputs for each player interface area 232A through 232E of the respective player terminals 214A through 214E. Other embodiments of gaming systems and gaming devices may include a control processor that may be similarly adapted to the specific configuration of its associated device. In some examples herein, the control processor 297 is referred to as a game controller (e.g., game controller 210). Furthermore, in some examples, the player terminals 214A through 214E can vary in number or location. For example, any of the player terminals 214A through 214E may be any one of the player terminals 302 described in FIG. 3.
  • a communication device 299 may be included and operably coupled to the control processor 297 such that information related to operation of the gaming system 200, information related to the game play, or combinations thereof may be communicated between the gaming system 200 and other devices (not shown) through a suitable communication media, such, as, for example, wired networks, Wi-Fi networks, and cellular communication networks.
  • the communication device 299 is, or is associated with, switch 320 of FIG. 3, casino network 360, external system interface 458 of FIG.4, external system(s) 460 and/or network adapter 556 of FIG. 5.
  • the video device 258 may further include one or more banners 255 configured to communicate rules of play and/or the like, which may be located along one or more walls of the cabinet 262 or otherwise incorporated into the video device 258.
  • the video device 258 may further include additional decorative lights (e.g., emotive lighting 270) and speakers (not shown).
  • the processor animates highlight effects with the decorative lights. For instance, the processor can select a color for the decorative lights that matches (e.g., an attribute or characteristic of) a highlight effect.
  • the entire playing surface may be an electronic display that is logically partitioned to permit game play from a plurality of players for receiving inputs from, and displaying game information to, the players, the dealer, or both.
  • FIG. 3 is a schematic block diagram of a gaming system architecture (“architecture 300”) according to at least some aspects of the disclosed concepts.
  • the architecture 300 includes a plurality of player terminals 302 communicatively coupled via a network communication device (e.g., switch 320) to a virtual dealer display 322.
  • the virtual dealer display 322 presents instructions from a virtual dealer for a group game (e.g., as presented by video device 258 in FIG. 2).
  • the virtual dealer display 322 is controlled by a display control 312 associated with one of the player terminals 302.
  • the display control 312 is configured to present a randomizing device (e.g., the display control 312 animates the randomizing device via the virtual dealer display 322.
  • a game engine (also referred to as game controller 310), is associated with a different one of the player terminals 302.
  • the game controller 310 executes roulette-outcome logic, resets won progressive values, and contains a random number generator (RNG) to determine game outcomes.
  • RNG random number generator
  • Each of the player terminals 302 includes a game client 306 that subscribes to a game service 304 associated with the group game.
  • Each of the game clients 306 is configured to present game content (e.g., game assets for betting layouts, randomizing device content, highlight effects, etc.).
  • the game clients 306 are configured to present the game content and highlight effects via player interface areas 132A through 132E (shown in FIG. 1).
  • the game clients 306 are configured to present the game content via user interfaces.
  • the game service 304 is associated with the game controller 310 and/or a game server.
  • Game-logic circuitry 440 comprises any combination of hardware, software, or firmware disposed in or outside of the gaming machine 410 that is configured to communicate with or control the transfer of data between the gaming machine 410 and a bus, another computer, processor, device, service, or network.
  • the game-logic circuitry 440, and more specifically the CPU 442 comprises one or more controllers or processors and such one or more controllers or processors need not be disposed proximal to one another and may be located in different devices or in different locations.
  • the game-logic circuitry 440, and more specifically main memory 444 comprises one or more memory devices which need not be disposed proximal to one another and may be located in different devices or in different locations.
  • the game-logic circuitry 440 is operable to execute all of the various gaming methods and other processes disclosed herein.
  • the main memory 444 includes a wagering-game unit 446.
  • the wagering-game unit 446 causes wagering games to be presented, such as video poker, video blackjack, video slots, video lottery, etc., in whole or part.
  • the game-logic circuitry 440 is also connected to an input/output (I/O) bus 448, which can include any suitable bus technologies, such as an AGTL+ frontside bus and a PCI backside bus.
  • I/O bus 448 is connected to various input devices 450, output devices 452, and input/output devices 454.
  • the output devices 452 may include a primary presentation device, (e.g., primary display), a secondary presentation device, (e.g., a secondary display), and one or more audio speakers.
  • the primary presentation device or the secondary presentation device may be a mechanical -reel display device, a video display device, or a combination thereof.
  • a transmissive video display is disposed in front of the mechanical-reel display to portray a video image superimposed upon electromechanical reels.
  • a projector projects video images onto stationary or moving surfaces.
  • the presentation devices, the audio speakers, lighting assemblies, and/or other devices associated with presentation are collectively referred to as a “presentation assembly” of the gaming machine 410.
  • the presentation assembly may include one presentation device (e.g., the primary presentation device), some of the presentation devices of the gaming machine 410, or all of the presentation devices of the gaming machine 410.
  • the presentation assembly may be configured to present a unified presentation sequence formed by visual, audio, tactile, and/or other suitable presentation means, or the devices of the presentation assembly may be configured to present respective presentation sequences or respective information.
  • the presentation assembly and more particularly the primary presentation device and/or the secondary presentation device, variously presents information associated with wagering games, non-wagering games, community games, progressives, advertisements, services, premium entertainment, text messaging, emails, alerts, announcements, broadcast information, subscription information, etc. appropriate to the particular mode(s) of operation of the gaming machine 410.
  • the gaming machine 410 may include a touch screen(s) mounted over the primary or secondary presentation devices, buttons on a button panel, a bill/ti cket acceptor, a card reader/writer, a ticket dispenser, and player-accessible ports (e.g., audio output jack for headphones, video headset jack, USB port, wireless transmitter/receiver, etc.). It should be understood that numerous other peripheral devices and other elements exist and are readily utilizable in any number of combinations to create various forms of a gaming machine in accord with the present concepts.
  • the player input devices such as the touch screen, buttons, a mouse, a joystick, a gesture-sensing device, a voice-recognition device, and a virtual-input device, accept player inputs and transform the player inputs to electronic data signals indicative of the player inputs, which correspond to an enabled feature for such inputs at a time of activation (e.g., pressing a “Max Bet” button or soft key to indicate a player’s desire to place a maximum wager to play the wagering game).
  • the inputs, once transformed into electronic data signals are output to game-logic circuitry for processing.
  • the electronic data signals are selected from a group consisting essentially of an electrical current, an electrical voltage, an electrical charge, an optical signal, an optical element, a magnetic signal, and a magnetic element.
  • the input/output devices 454 include one or more value input/payment devices and value output/payout devices.
  • the value input devices are configured to detect a physical item associated with a monetary value that establishes a credit balance on a credit meter.
  • the physical item may, for example, be currency bills, coins, tickets, vouchers, coupons, cards, and/or computer-readable storage mediums.
  • the deposited cash or credits are used to fund wagers placed on the wagering game played via the gaming machine 410.
  • value input devices include, but are not limited to, a coin acceptor, a bill/ticket acceptor (e.g., a bill validator), a card reader/writer, a wireless communication interface for reading cash or credit data from a nearby mobile device, and a network interface for withdrawing cash or credits from a remote account via an electronic funds transfer.
  • a cashout input that initiates a payout from the credit balance on the “credits” meter
  • the value output devices are used to dispense cash or credits from the gaming machine 410.
  • the credits may be exchanged for cash at, for example, a cashier or redemption station.
  • value output devices include, but are not limited to, a coin hopper for dispensing coins or physical gaming tokens (e.g., chips), a bill dispenser, a card reader/writer, a ticket dispenser for printing tickets redeemable for cash or credits, a wireless communication interface for transmitting cash or credit data to a nearby mobile device, and a network interface for depositing cash or credits to a remote account via an electronic funds transfer.
  • a coin hopper for dispensing coins or physical gaming tokens (e.g., chips)
  • a bill dispenser e.g., a bill dispenser
  • a card reader/writer e.g., a ticket dispenser for printing tickets redeemable for cash or credits
  • a wireless communication interface for transmitting cash or credit data to a nearby mobile device
  • a network interface for depositing cash or credits to a remote account via an electronic funds transfer.
  • the VO bus 448 is also connected to a storage unit 456 and an external-system interface 458, which is connected to external system(s) 460 (e.g., wagering-game networks, communications networks, etc.).
  • external system(s) 460 e.g., wagering-game networks, communications networks, etc.
  • the external system(s) 460 includes, in various aspects, a gaming network, other gaming machines or terminals, a gaming server, a remote controller, communications hardware, or a variety of other interfaced systems or components, in any combination.
  • the external system(s) 460 comprises a player’s portable electronic device (e.g., cellular phone, electronic wallet, etc.) and the external -system interface 458 is configured to facilitate wireless communication and data transfer between the portable electronic device and the gaming machine 410, such as by a near-field communication path operating via magnetic-field induction or a frequency -hopping spread spectrum RF signals (e.g., Bluetooth, etc ).
  • the gaming machine 410 optionally communicates with the external system(s) 460 such that the gaming machine 410 operates as a thin, thick, or intermediate client.
  • the game-logic circuitry 440 whether located within (“thick client”), external to (“thin client”), or distributed both within and external to (“intermediate client”) the gaming machine 410 — is utilized to provide a wagering game on the gaming machine 410.
  • the main memory 444 stores programming for a random number generator (RNG) and game-outcome logic.
  • RNG random number generator
  • the main memory stores at least some gaming content (e.g., art, sound, etc.) and/or dynamically generates gaming content that has is approved or authorized for presentation (e.g., the gaming content has either (1) received regulatory approval from a gaming control board or commission and is verified by a trusted authentication program in the main memory 444 prior to game execution or (2) is dynamically generated via an artificial intelligence model, such as a machine learning model that is trained to generate content that is compliant with regulatory, or other, requirements).
  • an authentication program generates a live authentication code (e.g., digital signature or hash) from the memory contents and compares it to a trusted code stored in the main memory 444. If the codes match, authentication is deemed a success and the game is permitted to execute.
  • a live authentication code e.g., digital signature or hash
  • the gaming machine 410 If, however, the codes do not match, authentication is deemed a failure that must be corrected prior to game execution. Without this predictable and repeatable authentication, the gaming machine 410, external system(s) 460, or both are not allowed to perform or execute the RNG programming or game-outcome logic in a regulatory-approved manner and are therefore unacceptable for commercial use. In other words, through the use of the authentication program, the game-logic circuitry facilitates operation of the game in a way that a person making calculations or computations could not.
  • the CPU 442 executes the RNG programming to generate one or more pseudo-random numbers.
  • the pseudo-random numbers are divided into different ranges, and each range is associated with a respective game outcome. Accordingly, the pseudo-random numbers are utilized by the CPU 442 when executing the game-outcome logic to determine a resultant outcome for that instance of the wagering game.
  • the resultant outcome is then presented to a player of the gaming machine 410 by accessing associated game assets, required for the resultant outcome, from the main memory 444.
  • the CPU 442 causes the game assets to be presented to the player as outputs from the gaming machine 410 (e.g., audio and video presentations).
  • the computer system 500 is adapted to execute computer program modules for providing functionality described herein.
  • module refers to computer program logic utilized to provide the specified functionality.
  • program modules are stored on storage device 548, loaded into memory 546, and executed by processor 542.
  • Some embodiments described herein involve training an Al model to generate subsets of phrases for different games states, perform multiple training tests and accuracy reviews for appropriateness to game state and language naturalness, map Al generated voices to different dealer types/personalities based on actor expressions - e,g., metahuman driven character creation, etc.
  • the approved phrases are pushed through each of the Voice Al models, resulting in a significant number of possible phrases that can randomly be played, yet are organized in a way that they are associated with unique game states (e.g., associated with unique hands). Furthermore, the Al training process can include a second review to ensure each voice clip sounds natural and appropriate.
  • some embodiments include training an Al dealer with a realistic lip- synced actor.
  • the Al dealer is training using a large set of audio clips (e.g., one thousand unique audio clips), that an actor and/or a digital actor (a simulated actor) produces, which are very realistic.
  • One example includes use of a tool for automated creation and animation of realistic digital humans (also referred to as metahumans), such as the Unreal Metahuman Engine product provided by Epic Games, Inc.
  • the use of digital human creation tools can, in some embodiments, enable complete facial capture and animation capabilities, such as detection of facial movements and/or other body movements of a live actor and conversion of the motions to animation.
  • Some embodiments include training using a number of different dealers per category or type (e.g., game category, gender, personality type, age, nationality, disposition, etc.) [0067]
  • Some embodiments include training using a number of different dealers per category or type (e.g., game category, gender, personality type, age, nationality, disposition, etc.) [0067]
  • card games e.g., Blackjack
  • gaming systems described herein can be used for any type of game that uses a virtual dealer.
  • One embodiment includes training a virtual dealer (an Al dealer) that behaves in a very dynamic, and life-like way during all states of the gameplay experience.
  • a game developer system e.g., system 150
  • the flow 600 continues at processing block 603, where a processor requests the machine learning model to provide a collection of dealer phrases and context appropriate tips for every possible state of play. For Blackjack, this could include comments on player’s luck based on cards currently dealt, tips on player’s next decision based on current state of cards on the table, etc.
  • the flow 600 continues at processing block 604, where a processor reviews generated text phrases for accuracy, appropriateness, realism, and sensitivity to any cultural or customer concerns.
  • flow 600 continues at processing block 605, where a processor releases approved dealer text phrases to game development for game integration.
  • FIG. 7 illustrates one example flow 700 according to some embodiments.
  • flow 700 begins, at processing block 701, where a processor trains an Al voice model from speech of a voice actor. In some embodiments, the processor trains the Al voice model on a required number of samples to generate a reliable voice clone.
  • Flow 700 continues at processing block 702 where a processor generates audio clips from each of the previously approved dealer text phrases generated via flow 600.
  • Flow 700 continues at processing block 703, where a processor reviews the generated audio clips to be accurate, appropriate, and realistic.
  • the flow 700 continues at processing block 704, where a processor releases approved dealer audio clips to game development for game integration.
  • FIG. 8 illustrates one example flow 800 according to some embodiments.
  • flow 800 begins at processing block 801, where a processor uses a high quality digital human framework for character programming.
  • a processor uses a high quality digital human framework for character programming.
  • One example of a high quality digital human framework includes the Metahuman Unreal Engine product mentioned previously.
  • Flow 800 continues at processing block 802, where a processor creates lip sync animations that correspond to the previously generated dealer audio clips generated via flow 700.
  • the processor creates lip sync animations, by recording and analyzing motions of a hired actor via a motion capture setup that allows high fidelity facial capture of each previously generated audio clip.
  • the processor can further use a software lip sync framework that converts pre-recorded audio into facial and lip animations.
  • lip sync animations and dealer audio clips can be associated with text of the transcript of the words used in the clips, such as for captioning for the hard of hearing.
  • the clips can be displayed, in a game setting, based on selection of a “captions” setting displayed at a player terminal.
  • Flow 800 continues at processing block 803, where a processor reviews generated character animations and synced audio to be accurate and realistic.
  • Flow 800 continues at processing block 804, wherein a processor releases the approved character animations to game development for game integration.
  • FIG. 9 illustrates one example flow 900 according to some embodiments.
  • flow 900 begins at processing block 901, where a processor identifies most common question categories that would occur during various states of a game. For example, questions can regard active play decisions based on basic strategy, questions can regard when a player should split their active hand, etc.
  • the flow 900 continues at processing block 902, wherein a processor prevents actual play choices from being made by voice commands to avoid reliability concerns, and instead requires the play choices to be made through the player terminal.
  • the flow 900 continues at processing block 903, where a processor implements a robust speech- to-text implementation in game to listen for incoming voice audio on microphones.
  • the flow 900 continues at processing block 904, where a processor feeds an incoming speech text stream into an Al sentiment analyzer that has been programmed with the predefined question categories.
  • Flow 900 continues at processing block 905, where a processor determines whether a segment of the incoming text stream sentiment is matched with a predefined question category, and, if so, the virtual dealer speaks a predefined response generated by any outcomes or results generated from flows 600, 700 and/or 800.
  • Any component of any embodiment described herein may include hardware, software, or any combination thereof.

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Abstract

Selon un exemple divulgué, l'invention concerne un procédé et/ou un système d'entraînement d'un modèle d'apprentissage automatique, pour un donneur virtuel sur un jeu, destiné à être utilisé par un système de jeu de table électronique. Le procédé et/ou le système confirment en outre que l'entraînement du modèle d'apprentissage automatique sur le jeu est précis, et génèrent, par l'intermédiaire du modèle d'apprentissage automatique, une pluralité de phrases de texte de donneur virtuel pour chaque état d'une pluralité d'états de jeu possibles pour le jeu. Le procédé et/ou le système examinent en outre les phrases de texte générées quant à leur caractère approprié du point de vue du discours et du langage. Le procédé et/ou le système fournissent en outre, pour permettre d'y accéder par l'intermédiaire d'un réseau de communication, une version du modèle d'apprentissage automatique entraîné destiné à être utilisé par le système de jeu de table électronique. Certains exemples supplémentaires comprennent la génération de clips audio à partir de phrases de texte de donneur approuvées, l'examen des clips audio, la création d'animations de synchronisation des lèvres qui correspondent à des clips audio de donneur générés, et l'examen des animations générées et de l'audio synchronisé préalablement à l'envoi des animations au caractère approuvé à un serveur de développement de jeu en vue de leur intégration à un jeu.
PCT/US2025/022967 2024-04-05 2025-04-03 Donneur virtuel dynamique Pending WO2025212897A1 (fr)

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