`Schulhof et al.
`
`(10) Patent No.:
`(45) Date of Patent:
`
`US 8,376,838 B2
`Feb. 19, 2013
`
`USOO8376838B2
`
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`. 463/16
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`2011/0065490 A1* 3, 2011 Lutnick .
`
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`8, 177,628 B2 * 5/2012 Manning et al. ................ 463,21
`2008/0085769 A1* 4/2008 Lutnicket al. .................. 463,41
`2008/0261682 A1 10/2008 Phillips et al.
`2009/0098.921 A1* 4/2009 Manning et al. ................ 463/17
`2009/0176546 A1
`7/2009 Kyrychenko
`2009/0280904 A1* 1 1/2009 Nicely et al. .................... 463/40
`2010/0130280 A1
`5/2010 Arezina et al.
`2011/0275432 Al 11/2011 Lutnicket al. .................. 463,25
`2012/0058814 A1
`3/2012 Lutnicket al. .................. 463,25
`FOREIGN PATENT DOCUMENTS
`WO WO-2005 104049
`11, 2005
`WO WO-2006O41614
`4/2006
`WO WO-2007027942
`3, 2007
`WO WO-2008060886
`5, 2008
`* cited by examiner
`Primary Examiner — Pierre E Elisca
`(74) Attorney, Agent, or Firm — DeLizio Gilliam, PLLC
`57
`ABSTRACT
`(57)
`A wagering game system and its operations are described
`herein. In some embodiments, the operations can include
`detecting, via one or more sensory devices of a wagering
`game table, one or more game events associated with a wager
`ing table game being played by a plurality of players on the
`table. Th
`ti
`lso include det
`Wagering game table. Ine operauons can also 1nclude deter
`mining that the one or more game events trigger a secondary
`game for the plurality of players playing the wagering table
`game, and presenting the secondary game on a plurality of
`display devices of the wagering game table. The operations
`can further include detecting, via one or more input devices of
`the wagering game table, player input associated with the
`secondary game, determining results associated with the sec
`ondary game based, at least in part, on the player input, and
`presenting the results associated with the secondary game on
`the plurality of display devices.
`
`(54) SECONDARY GAME MECHANISM FOR
`WAGERING GAME TABLES
`
`(75) Inventors: Scott H. Schulhof, Chicago, IL (US);
`Alfred Thomas, Las Vegas, NV (US);
`Matthew J. Ward, Northbrook, IL (US)
`(73) Assignee: WMS Gaming, Inc., Waukegan, IL (US)
`
`(*) Notice:
`
`Subject to any disclaimer, the term of this
`patent is extended or adjusted under 35
`U.S.C. 154(b) by 271 days.
`
`(21) Appl. No.: 12/840,682
`(22) Filed:
`Jul. 21, 2010
`(65)
`Prior Publication Data
`US 2011 FOO34237 A1
`Feb. 10, 2011
`eb. 1U,
`Related U.S. Application Data
`(60) Provisional application No. 61/227,155, filed on Jul.
`21, 2009.
`(51) Int. Cl
`we
`(2006.01)
`A63F 9/24
`s c - - - - - ificati- - - - - -s - - - - - -
`63/25: 463/26: s...
`.
`(58) Field of Classification Search .................463/26, 1 7
`See application file for complete search histo
`s
`pp
`p
`ry.
`References Cited
`
`(56)
`
`U.S. PATENT DOCUMENTS
`6,659,461 B2 12/2003 Yoseloff et al.
`6,659,866 B2 12/2003 Frost et al.
`7,537,456 B2
`5, 2009 Snow
`7,559,839 B2
`7, 2009 Bahar
`7,719,424 B2
`5, 2010 Steil
`
`23 Claims, 8 Drawing Sheets
`
`00 8
`
`BEIN
`
`DETECT, WAONE ORMORE SENSORY
`EWICES OFA WASERINGS 8AME TABLE, A
`- (SAMEEVENTASSOCIATED WITHAWACSERINS
`TABLE (SAME BEINS PLAYED BY APLURALITY
`CFPAYRS
`
`804 -
`
`DETERMINE THAT THE SAMEEWENT TRIGCSERS
`A MULTIPLAYERSKILL-BASE SECONARY
`6AME
`
`sosa
`-
`
`PRESENT THE MULTIPLAYERSKILL-BASE
`SECQNDARSAME
`ON A.PLURALITY OF
`display owices QF
`THE WASERINGS 3AME
`TABLE
`
`808 -
`
`DETECTPLAYERNPUTASSOCATED WITH THE
`MULTIPLAYERSKILL-BASED SECONARY
`GAMEWA INPUTEWICES OF THEWAGERING
`GAME TABLE
`
`PRESENTRESULTSASSOCATE WITH THE
`SKILLEASE SECOMDARY GAME ON THE
`810- disrAYEvices of
`THE WASERING SAME
`TABLE
`
`ECONOMY AWARSTO
`PROWIDESECONARY
`812 THE WINNING PLAYER(S) OF THESKILL-BASED
`SECONDARY SAME
`
`Supercell
`Exhibit 1006
`Page 1
`
`
`
`U.S. Patent
`
`Feb. 19, 2013
`
`Sheet 1 of 8
`
`US 8,376,838 B2
`
`E) PRESENT SECONDARY
`GAME ON A.PLURALITY
`OF DISPLAY DEVICES
`FOR A PLURALITY OF
`PLAYERS PLAYING THE
`WAGERING TABLE GAME
`
`
`
`
`
`A) DETECT GAME EVENT
`ASSOCATED WITH A
`WAGERING TABLE GAME
`
`100K
`
`
`
`115
`(,
`
`WAGERING GAME
`TABLE
`
`COMMUNICATIONS
`NETWORK
`
`110 -
`
`WAGERING GAME
`CONTROLLER
`
`B) RECEIVE
`INDICATION OF GAME
`EVENT FROM
`WAGERING GAME
`TABLE
`-
`
`Y -
`A /
`/ -
`A /
`/
`1
`
`D) INITIATE SECONDARY
`GAME ON WAGERING
`GAME TABLE
`
`C) DETERMINE GAME
`EVENT TRIGGERS
`SECONDARY GAME
`
`FIG. 1
`
`Supercell
`Exhibit 1006
`Page 2
`
`
`
`U.S. Patent
`
`Feb. 19, 2013
`
`Sheet 2 of 8
`
`US 8,376,838 B2
`
`VIRTUAL
`DEALER
`
`
`
`WAGERING GAME
`TABLE
`
`COMMUNICATIONS
`NETWORK
`
`WAGERING GAME
`TABLE
`
`WAGERING GAME
`CONTROLLER
`
`FIG. 2
`
`Supercell
`Exhibit 1006
`Page 3
`
`
`
`U.S. Patent
`
`Feb. 19, 2013
`
`Sheet 3 of 8
`
`US 8,376,838 B2
`
`344 ru
`
`(
`
`so
`
`WAGERING GAME CONTROLLER
`
`GAME
`MANAGEMENT
`UNIT
`
`CONTENT
`STORE
`
`PATRON
`SERVICES
`SERVER
`
`EVENT
`MANAGEMENT
`UNIT
`
`COMMUNITY
`SERVER
`
`COMMUNICATIONS
`NETWORK
`
`320
`WAGERING
`GAME TABLE
`
`320
`WAGERING
`GAME TABLE
`
`PROGRESSIVE
`SERVER
`
`
`
`
`
`DISPLAY
`DEVICES
`
`PRESENTATION
`UNIT
`
`CONTENT
`STORE
`
`INPUT
`DEVICES
`
`SENSORY
`DEVICES
`
`GAME
`MANAGEMENT
`UNIT
`
`FIG. 3
`
`Supercell
`Exhibit 1006
`Page 4
`
`
`
`U.S. Patent
`
`Feb. 19, 2013
`
`Sheet 4 of 8
`
`US 8,376,838 B2
`
`
`
`- 400 a
`
`
`
`DETECT, VIA ONE OR MORE SENSORY
`DEVICES OF A WAGERING GAME TABLE, A
`-->
`0°ll GAME EVENT ASSOCIATED WITH A WAGERING
`TABLE GAME BEING PLAYED BY A PLURALITY
`OF PLAYERS
`
`GAME EVEN
`TRIGGERS
`A SECONDARY
`GAME?
`
`PRESENT THE SECONDARY GAME ON A
`406 ru PLURALITY OF DISPLAY DEVICES OF THE
`WAGERING GAME TABLE
`
`DETECT PLAYER INPUT ASSOCATED WITH THE
`408 l-SECONDARY GAME VIA INPUT DEVICES OF THE
`WAGERING GAME TABLE
`
`PRESENT RESULTS ASSOCATED WITH THE
`410 ru SECONDARY GAME ON THE DISPLAY DEVICES
`OF THE WAGERING GAME TABLE
`
`FIG. 4
`
`Supercell
`Exhibit 1006
`Page 5
`
`
`
`U.S. Patent
`
`Feb. 19, 2013
`
`Sheet 5 of 8
`
`US 8,376,838 B2
`
`--------
`^
`
`X
`
`500
`
`A
`
`502 in
`
`RECEIVE AN INDICATION OF A GAME EVENT
`ASSOCIATED WITH A WAGERING TABLE GAME
`BEING PLAYED BY A PLURALITY OF PLAYERS
`ON A WAGERING GAME TABLE
`
`GAME EVENT
`TRIGGERS
`A SECONDARY
`GAME?
`
`NOTIFY
`WAGERING
`GAME TABLE
`
`INITIATE THE SECONDARY GAME FOR
`PRESENTATION ON THE WAGERING GAME
`TABLE
`
`RECEIVE PLAYER INPUT ASSOCIATED WITH
`THE SECONDARY GAME FROM THE WAGERING
`GAME TABLE
`
`DETERMINE RESULTS ASSOCIATED WITH THE
`510 nu SECONDARY GAMEBASED ON THE RECEIVED
`PLAYER INPUT
`
`512 - PROVIDE RESULTS TO THE WAGERING GAME
`TABLE
`
`
`
`FIG. 5
`
`Supercell
`Exhibit 1006
`Page 6
`
`
`
`U.S. Patent
`
`Feb. 19, 2013
`
`Sheet 6 of 8
`
`US 8,376,838 B2
`
`600
`
`1
`
`
`
`602 l-
`
`PRESENT A COOPERATIVE SECONDARY GAME
`ON A.PLURALITY OF DISPLAY DEVICES OF A
`WAGERING GAME TABLE IN RESPONSE TO
`DETECTING THE START OF A WAGERING
`TABLE GAME BEING PLAYED BY A PLURALITY
`OF PLAYERS ON THE WAGERING GAME TABLE
`
`60' l-
`
`DETECT, VIA ONE OR MORE SENSORY
`DEVICES OF THE WAGERING GAME TABLE, A
`PLURALITY OF GAME EVENTS ASSOCIATED
`WITH THE WAGERING TABLE GAME
`
`606 nu
`
`DETERMINE THAT THE PLURALITY OF
`PLAYERS HAVE METAPLURALITY OF
`OBJECTIVES ASSOCIATED WITH THE
`COOPERATIVE SECONDARY GAMEBASED ON
`THE DETECTED GAME EVENTS
`
`PRESENTABONUS GAME ON THE PLURALITY
`OF DISPLAY DEVICES OF THE WAGERING
`608 u GAME TABLE IN RESPONSE TO THE PLAYERS
`MEETING THE OBJECTIVES ASSOCIATED WITH
`THE COOPERATIVE SECONDARY GAME
`
`FIG. 6
`
`Supercell
`Exhibit 1006
`Page 7
`
`
`
`U.S. Patent
`
`Feb. 19, 2013
`
`Sheet 7 of 8
`
`US 8,376,838 B2
`
`- -
`
`700
`
`la
`
`DETECT A PLURALITY OF GAME EVENTS
`ASSOCATED WITH A PLURALITY OF WAGERING
`TABLE GAMES BEING PLAYED BY A PLURALITY
`OF PLAYERS ACROSS A PLURALITY OF
`WAGERING GAME TABLES OF A SYSTEM
`
`
`
`GAME EVENT
`TRIGGERS SYSTEM WIDE
`PROGRESSIVE WIN?
`
`DETERMINE THAT GAME EVENT INCREASES
`THE SYSTEM WIDE PROGRESSIVE JACKPOT
`
`INITIATE SYSTEM WIDE
`CELEBRATION AND
`PROVIDE AWARD
`
`708 -
`
`
`
`CAUSE THE PLURALITY OF WAGERING GAME
`TABLES OF THE SYSTEM TO PRESENT THE
`UPDATED SYSTEM WIDE PROGRESSIVE
`JACKPOT
`
`FIG. 7
`
`Supercell
`Exhibit 1006
`Page 8
`
`
`
`U.S. Patent
`
`Feb. 19, 2013
`
`Sheet 8 of 8
`
`US 8,376,838 B2
`
`800
`
`Y.
`
`a
`
`BEGIN
`
`DETECT, VIA ONE OR MORE SENSORY
`DEVICES OF A WAGERING GAME TABLE, A
`-
`802 - GAME EVENT ASSOCIATED WITH A WAGERING
`TABLE GAME BEING PLAYED BY A PLURALITY
`OF PLAYERS
`
`
`
`DETERMINE THAT THE GAME EVENT TRIGGERS
`804 ru A MULTIPLAYERSKILL-BASED SECONDARY
`GAME
`
`806 ru
`
`PRESENT THE MULTIPLAYERSKILL-BASED
`SECONDARY GAME ON A PLURALITY OF
`DISPLAY DEVICES OF THE WAGERING GAME
`TABLE
`
`808 -
`
`-
`
`DETECT PLAYER INPUT ASSOCIATED WITH THE
`MULTIPLAYERSKILL-BASED SECONDARY
`GAME WIA INPUT DEVICES OF THE WAGERING
`GAME TABLE
`
`
`
`PRESENT RESULTS ASSOCATED WITH THE
`SKILL-BASED SECONDARY GAME ON THE
`810 - DISPLAY DEVICES OF THE WAGERING GAME
`TABLE
`
`
`
`
`
`812 -
`
`PROVIDE SECONDARY ECONOMY AWARDS TO
`THE WINNING PLAYER(S) OF THE SKILL-BASED
`SECONDARY GAME
`
`
`
`END
`
`FIG. 8
`
`Supercell
`Exhibit 1006
`Page 9
`
`
`
`1.
`SECONDARY GAME MECHANISMFOR
`WAGERING GAME TABLES
`
`RELATED APPLICATIONS
`
`This application claims the priority benefit of U.S. Provi
`sional Application Ser. No. 61/227,155 filed Jul. 21, 2009.
`
`LIMITED COPYRIGHT WAIVER
`
`A portion of the disclosure of this patent document con
`tains material which is Subject to copyright protection. The
`copyright owner has no objection to the facsimile reproduc
`tion by anyone of the patent disclosure, as it appears in the
`Patent and Trademark Office patent files or records, but oth
`erwise reserves all copyright rights whatsoever. Copyright
`2010, WMS Gaming, Inc.
`
`10
`
`15
`
`FIELD
`
`US 8,376,838 B2
`
`2
`FIG. 5 is a flow diagram illustrating operations for initiat
`ing secondary games on a wagering game table, according to
`Some embodiments;
`FIG. 6 is a flow diagram illustrating operations for detect
`ing game events associated with a wagering table game being
`played by a plurality of players to determine whether the
`players, collectively, have met a plurality of objectives for a
`cooperative secondary game, according to some embodi
`ments;
`FIG. 7 is a flow diagram illustrating operations for detect
`ing game events associated with a plurality of wagering table
`games being played in a wagering game System to manage a
`system wide progressive secondary game, according to some
`embodiments; and
`FIG. 8 is a flow diagram illustrating operations for detect
`ing a game event associated with a wagering table game that
`triggers a multiplayer skill-based secondary game and pre
`senting the skill-based secondary game to players of the
`wagering table game, according to some embodiments.
`
`Embodiments of the inventive subject matter relate gener
`ally to wagering game systems, and more particularly to a
`secondary game mechanism for wagering game tables in a
`wagering game Systems.
`
`BACKGROUND
`
`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. Shrewd
`operators consequently strive to employ the most entertaining
`and exciting machines, features, and enhancements available
`because Such machines attract frequent play and hence
`increase profitability to the operator. Therefore, there is a
`continuing need for wagering game machine manufacturers
`to continuously develop new games and gaming enhance
`ments that will attract frequent play.
`
`BRIEF DESCRIPTION OF THE FIGURES
`
`25
`
`30
`
`35
`
`40
`
`45
`
`Embodiments are illustrated in the Figures of the accom
`panying drawings in which:
`FIG. 1 is conceptual diagram that illustrates an example of
`implementing a secondary game mechanism in wagering
`game tables of a wagering game system, according to some
`embodiments;
`FIG. 2 is conceptual diagram that illustrates an example of
`implementing a secondary game mechanism in electronic
`wagering game tables of a Wagering game System, according
`to Some embodiments;
`FIG. 3 is a conceptual diagram that illustrates an example
`of a wagering game system architecture, according to some
`embodiments;
`FIG. 4 is a flow diagram illustrating operations for detect
`ing game events associated with a wagering table game that
`trigger secondary games and presenting the secondary games
`to players of the wagering table game, according to some
`embodiments;
`
`50
`
`55
`
`60
`
`65
`
`DESCRIPTION OF THE EMBODIMENTS
`
`This description of the embodiments is divided into five
`sections. The first section provides an introduction to some
`embodiments, while the second section describes example
`wagering game system architectures. The third section
`describes example operations performed by some embodi
`ments and the fourth section presents some general com
`mentS.
`
`Introduction
`
`This section provides an introduction to Some embodi
`mentS.
`Wagering game systems offer wagering game players
`(“players') entertainment value and the opportunity to win
`monetary value. In some embodiments, wagering game sys
`tems may include wagering game tables comprising a mecha
`nism for presenting secondary games to players while they
`play wagering table games to enhance the players' gaming
`experience. Wagering table games include wagering games
`that are played on a table and are managed by one or more
`dealers, e.g., blackjack, poker, roulette, craps, Texas hold’em,
`etc. Secondary games may include bonus games, side games,
`system wide progressive games, skill-based secondary
`economy games, and other types of games that are available
`via the wagering game system. The secondary games can also
`include other types of secondary applications such as promo
`tional applications, social networking applications, player
`tracking applications, and patron services applications that
`are available via the wagering game system.
`FIG. 1 is conceptual diagram that illustrates an example of
`implementing a secondary game mechanism in wagering
`game tables of a wagering game system 100, according to
`some embodiments. In the example shown in FIG. 1, the
`wagering game system 100 includes a wagering game con
`troller 110 and a plurality of wagering game tables 120 con
`nected via a communication network 115. It is noted that
`although one example of a wagering game table for blackjack
`is shown in FIG.1, the wagering game system 100 can include
`wagering game tables for other table games, e.g., poker, rou
`lette, craps, Texas hold’em, etc. As illustrated, in some imple
`mentations, each wagering game table 120 includes one or
`more sensory devices 122 and a plurality of display devices
`125. The sensory devices 122 can be one or more scanners
`(e.g., infrared laser Scanners), one or more cameras (e.g.,
`infrared cameras), and/or other devices used for detecting
`
`Supercell
`Exhibit 1006
`Page 10
`
`
`
`US 8,376,838 B2
`
`5
`
`10
`
`15
`
`4
`the e-table includes a main display area 121 to present the
`wagering table game to a plurality of players. The e-table can
`also include player displays 126 within the main display area
`121 to present the secondary games. For instance, the main
`display area 121 can be one or more display devices with
`multitouch capabilities. In another example, the e-table can
`include player displays that are separate from the main dis
`play area 121. In some examples, the e-table can comprise a
`mechanism to display a holographic image of the wagering
`table game to the plurality of players. For table games that
`typically require a dealer, e.g., blackjack, the e-table can
`include a virtual dealer. Similar to the example described
`above in FIG. 1, the e-table can detect table game events (i.e.,
`via Software instead of, or in addition to, sensory devices),
`communicate with the wagering game controller 110, and
`present secondary games to the players of the wagering table
`game.
`Although FIGS. 1-2 describes some embodiments, the fol
`lowing sections describe many other features and embodi
`mentS.
`
`3
`game events associated with the wagering table games. The
`display devices 125 can be a plurality of monitors, e.g., a
`plurality of Sunk-in (i.e., recessed) LCD or plasma monitors,
`one for each player on the wagering game table 120. It is
`noted, however, that in other implementations the wagering
`game tables 120 can also be designed such that the plurality of
`monitors are mounted on a stand, mounted overhead, etc.
`Each wagering game table 120 may also include processing
`hardware/software to process game event data and other
`information associated with the wagering table games and
`communicate with the wagering game controller 110, as will
`be described further below with reference to FIG. 3.
`In one implementation, at stage A, the wagering game table
`120 detects a game event associated with a wagering table
`game being played by a plurality of players and managed by
`a dealer. A game event can be the act of dealing the cards
`and/or certain card combinations for card table games, the act
`of rolling the dice and/or certain dice combinations for dice
`table games, the act of spinning the roulette wheel or certain
`roulette wheel results, specific bet amounts, other table game
`results (e.g., award amounts), number of wins in a row, etc. In
`one example, the wagering game table 120 may include a
`scanning card shoe 122 that detects the act of dealing the
`cards and the specific Suit and rank of each card dealt to each
`player playing the table game. In another example, the wager
`ing game table 120 may include one or more cameras for
`detecting the cards that are dealt to each player, the dice
`combination that was rolled, the roulette wheel results, bet
`amounts, etc. At stage B, the wagering game controller 110
`receives an indication of the game event from the wagering
`game table 120. For example, in a blackjackgame, the wager
`ing game table 120 can send a message to the wagering game
`controller 110 indicating that the cards have been dealt for the
`wagering table game, and/or may provide an indication of the
`Suit and rank of each card dealt to each of the players.
`At stage C, the wagering game controller 110 determines
`that the game event triggers a secondary game. In one
`example, the wagering game controller 110 determines that
`the act of dealing the cards (e.g., blackjack cards) triggers a
`side game where each player can place side bets on the wager
`ing table game, e.g., bet whether one of the other players is
`going to win with the current hand, or trigger a system wide
`progressive game for all the players on the wagering game
`table 120. In another example, the wagering game controller
`110 determines that one or more of the hands that were dealt
`to the players trigger a bonus game for all the players on the
`wagering game table 120. It is noted, however, that various
`other types of game events can trigger various types of sec
`ondary games, as will be further described below with refer
`ence to FIGS. 3-8. At stage D, the wagering game controller
`110 initiates the secondary game for presentation at the
`wagering game table 120. At stage E, the wagering game table
`120 presents the secondary game on the plurality of display
`devices 125 for the plurality of players playing the wagering
`table game. The wagering game table 120 detects player input
`associated with the secondary game, communicates with the
`wagering game controller 110 to determine the secondary
`game results, and presents the secondary game results to the
`players via the plurality of display devices 125. It is noted that
`the wagering game table 120 and the wagering game control
`ler 110 can work together such that the wagering game table
`120 can be operated as a thin, thick, or intermediate client, as
`will be further described below in FIG. 3.
`In some embodiments, as shown in the example of FIG. 2,
`the wagering game tables 120 of the wagering game system
`100 may also comprise electronic wagering game tables, or
`e-tables, for playing wagering table games. In one example,
`
`Operating Environment
`
`This section describes example operating environments
`and networks and presents structural aspects of some embodi
`ments. More specifically, this section includes discussion
`about wagering game system architectures.
`Wagering Game System Architectures
`
`FIG. 3 is a conceptual diagram that illustrates an example
`of a wagering game system architecture 300, according to
`Some embodiments. As illustrated, the wagering game system
`architecture 300 includes a wagering game controller 310, a
`plurality of wagering game tables 320, and a plurality of
`wagering game machines 360. The wagering game controller
`310 is configured to control game content (e.g., game results)
`and communicate game-related information and other infor
`mation (e.g., social networking services) to and from the
`plurality of wagering game tables 320 and wagering game
`machines 360. In one embodiment, the wagering game con
`troller 310 includes a wagering game server 350, a progres
`sive server 330, a patron services server 340, and a commu
`nity server 380.
`The wagering game server 350 is configured to manage and
`control content for presentation on the wagering game tables
`320 and the wagering game machines 360. For example, the
`wagering game server 350 includes a game management unit
`352 configured to generate (e.g., using a random numbers
`generator) game results (e.g., win/loss values), including win
`amounts, for games played on the wagering game tables 320
`(e.g., secondary games). The game management unit 352 can
`communicate the game results to the wagering game tables
`320 via the network 315. In some implementations, the game
`management unit 352 can also generate random numbers and
`provide them to the wagering game tables 320 so that the
`wagering game tables 320 can generate game results. The
`wagering game server 350 can also include a content store
`354 configured to store content used for presenting wagering
`games (e.g., secondary games) and other information on the
`wagering game tables 320 and the wagering game machines
`360. The wagering game server 350 can also include an event
`management unit 356 configured to detect game event mes
`sages from the wagering game tables 320. The event manage
`ment unit 356 is also configured to determine whether the
`game events trigger secondary games at the wagering game
`tables 320.
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`Supercell
`Exhibit 1006
`Page 11
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`The progressive server 330 is configured to work in con
`junction with the wagering game server 350 to manage pro
`gressive games and jackpots for the wagering game system.
`For example, the progressive server 330 can monitor game
`results generated by the wagering game server 350 and detect
`other game events associated with the wagering game tables
`320 to manage progressive jackpots. The progressive server
`330 can also present progressive jackpot awards on the
`wagering game tables 320.
`The patron services server 340 is configured to provide
`players of the wagering game system access to patron Ser
`vices, for example, hotel and casino information (e.g., casino/
`hotel maps, hotel reservation system, etc.), casino game pro
`motions (e.g., new game offerings and promotions), player
`account information (e.g., account status, adding credits to
`player cards, etc.), food and drink ordering capabilities, etc.
`The patron services server 340 can also provide players
`access to third-party services, such as Internet-related Ser
`vices. For example, the patron services server 340 can access
`Internet services and information related to finances, social
`networking, news, weather, email, sports, travel, shopping,
`etc. via the Internet 344.
`The community server 380 is configured to provide a wide
`range of services to members of virtual gaming communities.
`For example, the community servers may allow players to:
`Create Social Networks When creating social networks,
`members can create electronic associations that inform net
`work members when selected members are: 1) online, 2)
`performing activities, 3) reaching milestones, 4) etc.
`Establish a Reputation Community members can estab
`lish reputations based on feedback from other community
`members, based on accomplishments in the community,
`based on who is in their social network, etc.
`Provide Content Community members can provide con
`tent by uploading media, designing wagering games, main
`taining blogs, etc.
`Filter Content Community members can filter content by
`rating content, commenting on content, or otherwise distin
`guishing content.
`Interact with Other Members—Community members can
`interact via newsgroups, e-mail, discussion boards, instant
`messaging, etc.
`Participate in Community Activities—Community mem
`bers can participate in community activities, such as multi
`45
`player games, interactive meetings, discussion groups, real
`life meetings, etc.
`Connect Casino Players to Online Members—Community
`members who are playing in casinos can interact with mem
`bers who are online. For example, online members may be
`50
`able to: See activities of social contacts in the casino, chat with
`casino players, participate in community games involving
`casino players, etc.
`In some embodiments, the community server 380 enables
`online community members (e.g., operating a personal com
`55
`puter (PC) or a mobile device) to participate in and/or monitor
`wagering games that are being presented in one or more
`casinos. The community server 380 can enable community
`members to connect with and track each other. For example,
`the community server 380 can enable community members to
`select other members to be part of a social network. The
`community server 380 can also enable members of a social
`network to track what other social network members are
`doing in a virtual gaming community and a real-world casino.
`For example, in some implementations, the community
`server 380 assists in enabling members of a social network to
`see when network members are playing wagering game tables
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`US 8,376,838 B2
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`and machines in a casino, accessing a virtual gaming com
`munity web site, achieving milestones (e.g., winning large
`wagers in a casino), etc.
`The community server 380 can store and manage content
`for a virtual gaming community. For example, in some
`embodiments, the community server 380 can host a web site
`for a virtual gaming community. Additionally, the community
`server 380 can enable community members and administra
`tors to add, delete, and/or modify content for virtual gaming
`communities. For example, the community server 380 can
`enable community members to post media files, member
`designed games, commentaries, etc., all for consumption by
`members of a virtual gaming community.
`The community server 380 can track behavior of commu
`nity members. In some embodiments, the community server
`380 tracks how individuals and/or groups use the services and
`content available in a virtual gaming community. The com
`munity server 380 can analyze member behavior and catego
`rize community members based on their behavior. The com
`munity server 380 can configure network components to
`customize content based on individual and/or group habits.
`The community server 380 can manage various promo
`tions offered to members of a virtual gaming community. For
`example, the promotions community server 380 can distrib
`ute promotional material when members achieve certain
`accomplishments (e.g., scores for online games) in a virtual
`gaming community. Members may use some of the promo
`tional material when playing wagering games in a casino.
`The plurality of wagering game tables 320 are configured
`to detect game events associated with a wagering table game
`that trigger secondary games, communicate with the wager
`ing game controller 310, and present secondary games to
`players while they play the wagering table game. In some
`embodiments, a wagering game table 320 and the wagering
`game server 350 work together Such that the wagering game
`table 320 can be operated as a thin, thick, or intermediate
`client. For example, one or more elements of game play may
`be controlled by the wagering game table 320 (client) or the
`wagering game server 350 (server). Game play elements can
`include executable game code, lookup tables, configuration
`files, game results, audio or visual representations of the
`game, game assets or the like. In a thin-client example, the
`wagering game server 350 can perform functions such as
`determining game results or managing assets, while the
`wagering game table 320 can present a audible/graphical
`representation of Such outcome or asset modification to the
`players. In a thick-client example, the wagering game tables
`320 can determine game outcomes and communicate the
`outcomes to the wagering game server 350 for recording or
`managing a players account.
`In some implementations, a wagering game table 320 can
`include a plurality of sensory devices 322, a game manage
`ment unit 324, a plurality of display devices 325, a content
`store 326, a plurality of input devices 327, and a presentation
`unit 328. As described above, the sensory devices 322 (e.g.,
`laser scanners, cameras, etc.) are configured to detect game
`events (e.g., card combinations, roulette wheel results, etc.)
`associated with wagering table games being played by a
`plurality of players on the wagering game table 320, and
`provide the game event data to the game management unit
`324. The game management unit 324 is configured work in
`conjunction with the wagering game server 350 to process
`game events detected at the wagering game table 320 and
`present secondary games to the players (see FIGS. 4 and 5).
`For the e-table implementation described above, the game
`management unit 324 can also work in conjunction with the
`wagering game server 350 to present a wagering table game
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`Supercell
`Exhibit 1006
`Page 12
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`on a main display area of the wagering game table 320. The
`game management unit 324 can also generate game results
`based on random numbers received from the wagering game
`server 350, or may communicate with the wagering game
`server 350 to obtain the game results. The content store 326 is
`configured to store content used for presenting secondary
`games and other secondary application on the wagering game
`table 320.
`The presentation unit 328 is configured to control the pre
`sentation of the game content associated with the secondary
`application on the plurality of display devices 325. The pre
`sentation unit 328 can include one or more browsers and any
`other software and/or hardware suitable for presenting audio
`and video content. It is noted, however, that in other imple
`mentations the game content can be presented using other
`display technologies. As described above, the display devices
`325 can be a plurality of monitors (e.g., recessed LCD or
`plasma monitors). The plurality of input devices 327 can
`detect player input associated with the secondary games that
`are presented on the display devices 325, and provide the
`player input to the game management unit 324 to determine
`game results. The input devices 327 can be various types of
`input devices, such as touch screens, keyboards, buttons,
`joysticks, etc.
`Each component shown in the wagering game system
`architecture 300 is shown as a separate and distinct element
`connected via a communications network 315. However,
`Some functions performed by one component could be per
`formed by other components. For example, the wagering
`game server 350 can be configured to perform some or all of
`30
`the functions of the patron services server 340, and/or the
`game management unit 352 can be configured to perform
`some orall of the functions of the event management unit 356.
`Furthermore, the components shown may all be contained in
`one device, but some, orall, may be included in, or performed
`by multiple devices, as in the configurations shown in FIG. 3
`or other configurations not shown. Furthermore, the wagering
`game system architecture 300 can be implemented as soft
`ware, hardware, any combination thereof, or other forms of
`embodiments not listed. For example, a