Abstract:
One embodiment of the invention includes a method of monitoring behavior of a group of casino game players. The method includes identifying a group of casino game players for profiling; profiling the game players based upon their actions in a gaming establishment; and providing options for game play and service to the game players based upon their profile.

Description:
RELATED APPLICATION  
       [0001]     This application claims priority under 35 U.S.C. 119(e) from U.S. Provisional Application Ser. No. 60/640,663 filed Dec. 30, 2004, which application is incorporated herein by reference. 
     
    
     COPYRIGHT  
       [0002]     A portion of the disclosure of this patent document contains material that is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent document or the patent disclosure, as it appears in the Patent and Trademark Office patent files or records, but otherwise reserves all copyright rights whatsoever. The following notice applies to the software and data as described below and in the drawings that form a part of this document: Copyright © 2005, WMS Gaming Inc.  
       FIELD  
       [0003]     This patent application pertains generally to gaming systems, and more particularly to methods for controlling a gaining machine in response to the machine&#39;s environment.  
       BACKGROUND  
       [0004]     Gaming devices such as slot machines offer patrons to purchase an opportunity to plan a game of chance. Modem gaming devices typically employ a computer system and a display that presents a gaming interface to a patron. Patrons in a casino may be offered complimentary services, such as beverages. Casinos typically also includes security personnel who monitor activity of casino patrons. Improved gaming devices are needed.  
       SUMMARY  
       [0005]     One embodiment of the invention includes a method of monitoring behavior of a group of casino game players. The method includes identifying a group of casino game players for profiling; profiling the game players based upon their actions in a gaming establishment; and providing options for game play and service to the game players based upon their profile.  
         [0006]     Another embodiment includes a method of identifying suspicious gaming patron activity. The method includes collecting data regarding the activity of a multiplicity of gaming patrons; processing the data with a neural network to identify typical gaming patterns; and analyzing the activity of gaming patrons and identifying activity that departs from the typical gaming patterns.  
         [0007]     One other embodiment includes a machine-assisted method. The method includes tracking the gaming activity of a patron; if the gaming activity of the patron meets a criterion, identifying the patron as a preferred status patron, collecting a biometric sample from the patron, and associating the biometric sample with patron&#39;s preferred status;  
         [0008]     collecting biometric samples from patrons in a gaming establishment;  
         [0009]     if one of the biometric samples collected from patrons in the gaming establishment matches the biometric sample of the preferred status patron, declaring that patron from whom the biometric sample was collected should receive preferred treatment. 
     
    
     BRIEF DESCRIPTION OF THE DRAWINGS  
       [0010]     The present invention is illustrated by way of example and not limitation in the accompanying drawings in which:  
         [0011]      FIG. 1  is a flow chart that illustrates a method of operating a gaming device in accordance with a gaming protocol for a jurisdiction.  
         [0012]      FIG. 2  is a perspective view of an embodiment of a gaming device.  
         [0013]      FIG. 3  is a schematic illustration of components of a gaming device.  
         [0014]      FIG. 4  is a schematic illustration of a server in communication with gaming devices over a network.  
         [0015]      FIG. 5  is a schematic illustration of servers and gaming devices in communication through a network.  
         [0016]      FIG. 6  is a flow chart that illustrates of a method of verifying the location of a gaming device.  
         [0017]      FIG. 7  is a flow chart that illustrates a method of identifying suspicious gaming activity.  
         [0018]      FIG. 8  is a schematic illustration of the operation of an activity tracking module.  
         [0019]      FIG. 9  is a flow chart that illustrates a method of analyzing patron activity using a neural network.  
         [0020]      FIG. 10  is a flow chart that illustrates a process by which patron activity is analyzed to detect identity theft.  
         [0021]      FIG. 11  is a flow chart that illustrates a method of recognizing a preferred patron using a biometric sample.  
         [0022]      FIG. 12  is a schematic representation of a gaming device system. 
     
    
     DETAILED DESCRIPTION  
       [0023]     Methods and apparatus for sensing activity and location of a gaming device are described herein. In the following description, numerous specific details are set forth. However, it is understood that embodiments of the invention may be practiced without these specific details. In other instances, well-known circuits, structures, and techniques have not been shown in detail in to avoid obscuring the understanding of this description. Note that in the description, references to “one embodiment” or “an embodiment” mean that the feature being referred to is included in at least one embodiment of the invention. Further, separate references to “one embodiment” in this description do no necessarily refer to the same embodiment; however, neither are such embodiments mutually exclusive, unless so stated and except as will be readily apparent to those of ordinary skill in the art. Thus, the present invention can include any variety of combinations and/or integrations of the embodiments described herein. Moreover, in this description, the phrase “exemplary embodiment” means that the embodiment being referred to serves as an example or illustration.  
         [0024]     This description is divided into four sections. First, an exemplary gaming device and exemplary gaming environments are described. The, techniques for detecting tampering and suspicious gaming are described. Next, the use of biometric sensing with gaming devices, systems, and methods is described. Then, geolocation of gaming devices is described.  
         [0000]     Exemplary Gaming Devices, Systems and Environments  
         [0025]     Referring now to  FIG. 1 , a gaming device  10  is in communication with a biometric processing system  20 . A biometric sensor  30  such as a video camera sends a biometric sample to the biometric processing system, which compares the biometric sample against a database of biometric samples  40 . The biometric processing system is preferably a networked system that is remote from the gaming device, but can also be a component of the gaming system. In an embodiment, the biometric sensor is connected to the biometric system through a network. The biometric sensor can also be connected to the gaming device that is configured to send the biometric sample to the biometric processing system. A global positioning system (GPS)  50  is in communication with the gaming device.  
         [0026]      FIG. 2  shows a perspective view of an example of a gaming device  200 . One or more central processing units (CPU&#39;s) (not shown) interacts with a memory circuit, data storage, and a network interface to present a game of chance on a display  225 . A patron can interact with the gaming device through an input mechanism  230  such as buttons  231 . The input mechanism can also include a touch-sensitive screen, a lever arm, or other known input mechanisms. A gaming device typically can receive payment for game play through one or more of a bill collector  233 , coin slot  234 , or card slot  234 . The device typically can provide a payoff in coin form or on a card.  
         [0027]      FIG. 3  shows schematic representation of a gaming device system. A game is played through a CPU that is coupled to a memory circuit  310  and data storage  315  such as a hard drive. A network interface  320  allows the gaming device to interact with a server (not shown in  FIG. 3 ) to coordinate multiple devices, for example in a progressive jackpot environment. A display device  325  presents game choices and results to a patron. In varying embodiments, advertisements, entertainment, videos, or other content can also be presented on the display device. An input  330  such as a button system or touch-sensitive screen allows input from a game patron. A coin/credit detector  340  monitors receipt of payment for game play through coins, bills, cash-value cards, player tracking cards, or credit cards. A separate card reader  375  can also be provided and configured to read a patron tracking card. In varying embodiments, gaming devices are networked, and player activity is tracked throughout one or more casinos player&#39;s tracking card.  
         [0028]     A payoff mechanism  345  allows for payoff through coins, bills, or a card. A switch  335  allows the device to be shut off. A light sensor  355  is configured inside the gaming device to detect if the gaming device is opened. A motion sensor  360 , such a tilt sensor, is configured to detect movement of the device. A biometric sensor  365  such as a video sensor is configured to detect a patron in the vicinity of the device. A global positioning system  370  is mounted in the gaming device and coordinated with a satellite system to identify the geographic location of the gaming device. It is understood that  FIGS. 2 and 3  are merely examples, and that a variety of gaming device systems are possible. While various components are shown in communication with the CPU for sake of illustration, it is understood that components can also communicate with each other, and that various components are connected through one or more system buses or other connections.  
         [0029]     Referring now to  FIG. 4 , a networked gaming environment is schematically illustrated. A server  410  is connected to a network  420  through a wired or wireless system. A plurality of gaming devices  430  are connected to the network. In varying embodiments, the network  420  is a private network or a public network, and includes a plurality of networks connected together. In an embodiment, the network  420  includes the Internet. The networked gaming environment can allow gaming devices  430  to communicate with a server or with each other. In an embodiment, for example, a progressive jackpot is accumulated based upon activity in multiple games and coordinated by a remote system through server  410 .  
         [0030]      FIG. 5  provides a schematic illustration of another exemplary networked gaming environment. A server  505  is connected to a network  510 . Gaming devices  515  and  520  are connected to the network and in communication with the server through the network. A second server  525  can also be connected to the network  510 . A second network  530  is connected to the main network  510  through the second server  525 . Gaming devices  535 ,  540 ,  545  are connected to the second server  525  through the second network  530 . A gaming device can also include a global positioning unit that communicates with a global positioning satellite  550  to identify the location of the device.  
         [0000]     Detecting Tampering or Suspicious Gaming  
         [0031]     In varying embodiments, techniques are used to detect tampering with a gaming device. In an embodiment, physical access to the device is detected using a light sensor or motion sensor. For example, in an embodiment, a light sensor is configured so that if a sealed machine is opened, the light sensor detects light that enters the machine when it is opened. This event is communicated to a security system and/or security personnel through a network connection. In another embodiment, a motion sensor is configured to detect movement of a device or motion inside a device and send a notice of the movement. This allows detection that a machine is being stolen, abused, or otherwise tampered with. In varying embodiments, evidence of possible tampering is analyzed by the gaming device, or by a computer system accessible through a network.  
         [0032]     In varying embodiments, tampering or other improper use of gaming devices is detected by monitoring user activity. Referring now to  FIG. 6 , a tracking module  610  tracks the activity of a gaming patron. Profile module  620  develops a patron gaming profile based on the activity of the gaming patron. Compare module  630  compares the activity of the gaming patron to the gaming profile for the gaming patron. Detect deviation operation  640  determines whether the activity of the gaming patron deviates from the patron gaming profile. If the activity of the patron deviates from the patron gaming profile, declare module  650  declares that the patron activity is suspicious. If the activity of the patron does not deviate from the patron gaming profile, tracking module  610  continues tracking the patron.  
         [0033]     In varying embodiments, patron activity is be tracked through other techniques, including player identification cards. A tracking card is an object, usually a card that fits in a wallet, that contains a unique code for a game patron. In varying embodiments, a bar code, magnetic code, or radio frequency identification (RFID) tag is used as a patron identification code. Embodiments of gaming devices are equipped with a code reader, so that the machine can recognize the gaming patron. As the patron engages games in a casino (or multiple casinos), the patron&#39;s activity is tracked through the tracking card, and unusual patron behavior is identified, monitored, and analyzed. For example, unusual cash out patterns or betting patterns by a particular patron are tracked as the patron visit gaming machines or casinos.  
         [0034]      FIG. 7  is a schematic illustration information collected by an exemplary tracking module  700 . The tracking module collects information from a patron&#39;s tracking card  710 , a patron&#39;s inputs to the game  720 , such as the pressing of buttons or the screen, non-input touching of the display screen  730 , and purchase of gaming credits  740  including the insertion of bills in the device and the value of bills inserted, and the insertion of coins. The tracking module also collects betting pattern  750  and cash out patterns  760 , as well as the types of games played  770 .  
         [0035]     In varying embodiments, the user inputs and cash out occurrences are monitored and analyzed by one or more computer systems to identify unusual or suspect behavior. For example, a pattern of bill insertion soon followed by a cash out can indicate the use of counterfeit currency. Unusual cash out patterns can also indicate that tampering is occurring. More complex patterns, or departures from expected patterns, can also be detected. For example, repeated or unusual sequences of user inputs can indicate tampering or other improper use of a gaming device that should be investigated.  
         [0036]     In another embodiment, tampering or improper use are detected by monitoring activity across a number of networked devices. Activity patterns are observed and stored, and patron activity is compared to observed patterns. For example, new patron activity is compared against stored activity patterns, and patron activity that deviates from the range of activity predicted by the patterns is identified as suspicious. Instances of identification theft, for example through a stolen credit card, are detected.  
         [0037]     In varying embodiments, a gaming profile (or “signature”) are developed for an individual gaming patron, or for patrons generally. In an embodiment, if the activity of a gaming patron deviates from his or her gaming profile, a possible case of identity theft is declared and investigated. In another embodiment, a general profile that applies to patrons generally is developed based upon ranges of activity that are expected from gaming patrons. If a particular gaming patron&#39;s activity deviates from a range of activity predicted by the general profile, the patron is declared suspicious, and responsive action is taken. In varying embodiments, patron activity are analyzed with a neural network. Neural networks are discussed in U.S. Pat. Nos. 6,067,535, 6,038,555, 5,966,650, 5,010,512, and 4,876,731, which are incorporated herein by reference.  
         [0038]     In an embodiment, unusual or idiosyncratic gaming activity is used to identify a particular patron from a group of patrons. For example, tracking sufficient unusual input sequences occurring at a multiple devices, or sequential use of devices, allows identification of a particular patron.  
         [0039]     Referring now to  FIG. 8 , a method of analyzing patron activity is shown. Collect data module  810  collects data regarding the activity of a multiplicity of gaming patrons. Neural network module  820  processes the data with a neural network to identify typical gaming patterns. Analyze module  830  analyzes the activity of gaming patrons in view of patterns identified by the neural network and identifies activity that departs from typical gaming patterns.  
         [0040]     In an embodiment, both an individual and a general profile are used to detect possible identity theft. Referring now to  FIG. 9 , collect data module  910  collects data regarding the activity of a multiplicity of gaming patrons. Patron profile module  920  identifies the gaming activity of an individual gaming patron and develops a gaming profile for the individual gaming patron. Data collection module  930  collects further activity associated with the patron. For example, in an embodiment, activity associated with a patrons tracking card or credit card is tracked. Profile match operation  940  determines whether the activity of the gaming patron matches the profile. If the activity does not match the profile, declare identity theft module  950  declares a possible identity theft. If the activity does match the individual patron profile, tracking module  960  continues tracking patron activity. A profile for the general population is also developed: Profile module  970  develops a profile for a general gaming population that predicts a range of expected gaming activity. Suspicious activity operation  980  determines whether gaming activity that falls outside the range of expected gaming activity. If the activity of a gaming patron falls outside the range of expected gaming activity, a possible gaming theft is declared.  
         [0000]     Biometric Sensing  
         [0041]     In varying embodiments, biometric techniques are used to identify and/or track patrons. In an embodiment, a video sensor in a gaming establishment and is connected to a computer system that analyzes data from the video sensor. A video sensor, such as a video camera, is configured to communicate with a gaming device or other computer system through a wired or wireless direct connection or through a network. Facial recognition technology is used to identify a patron from a video image. A faceprint is generated from the image. The faceprint is compared to face prints in a faceprint database to identify a patron of interest.  
         [0042]     In varying embodiments, a list of patrons is designated for VIP treatment: If the faceprint of a VIP patron is identified from a video image, special services is directed to the patron.  
         [0043]     Referring now to  FIG. 10 , a tracking module  1010  tracks the gaming activity of a patron. A preferred patron identifier operation  1020  determines whether the gaming activity of the patron meets a criterion. If the activity of the patron meets a criterion, status module  1030  identifies the patron as a preferred status patron. Biometric sample module  1040  collects a biometric sample from the patron. Associate status module  1050  stores the biometric sample and associates the biometric sample with the patrons preferred status. Collect data module  1060  collects a new biometric sample from a patron in a gaming establishment. Identify preferred patron module  1070  determines whether the newly collected biometric sample matches the stored biometric sample of the preferred status patron. Preferred treatment module  1080  declares that the patron from whom the new biometric sample was collected should receive preferred treatment.  
         [0044]     In other embodiments, faceprints for other categories of patrons are be cataloged and referenced. In an embodiment, faceprints of problem gamblers, banned patrons, and minors are tracked. In one embodiment, a known minor is recognized. In another embodiment, a faceprint is analyzed to determine whether the patron is a minor, based upon the dimensions of the faceprint.  
         [0045]     In another embodiment, biometric technology is used to confirm that the patron using a tracking card is actually the patron associated with the tracking card. In varying embodiments, a gaming device compares the patron identity indicated by a player tracking card to the identity associated with a faceprint of the patron who is using the machine to determine whether the patron using the card is actually the patron associated with the card. This confirmation of patron identity prevents a patron from lending a tracking card to another patron. Instances of fraudulent use of tracking cards is also identified. Gaming devices that are equipped with facial recognition technology generally require increased storage and processing capacity compared to comparable gaming systems that lack recognition technology.  
         [0046]     Other biometric techniques can also be used to identify patrons. For example, in an embodiment, fingerprint scanning or iris scanning techniques are used to recognize a patron. Biometric sampling and analysis is further described in U.S. Pat. Nos. 6,810,480, 6,810,135, 6,801,641, 6,783,459, 6,728,881, 6,722,985, 6,709,333, 6,612,928, and 6,508,709, which are incorporated herein by reference.  
         [0000]     Geolocation  
         [0047]     In an embodiment, gaming device includes a system for identifying the geographic location of the device. In one embodiment, a global positioning system (GPS) is used to locate the device. Global positioning systems are described in U.S. Pat. No. 6,104,815, which is incorporated herein by reference. In another embodiment, a cellular transmission is used to locate the gaming device through triangulation.  
         [0048]     In another embodiment, an internet protocol is used to identify where a gaming device is located. In an embodiment, a traceroute check can follow the path that TCP/IP packets take going from one point to another and identify the source of a transmission. Alternatively, an IP address is be checked against a database of countries of origin of IP addresses or a database of IP address owners. A geolocation database is available from QUOVA, INC, for example. Further geolocation techniques are described in U.S. Pat. No. 6,684,250, which is incorporated herein by reference. In an embodiment, operation of a gaming device that is operating from an illegitimate IP address (e.g. from an IP address that differs from the realm of expected IP addresses) is detected and discontinued.  
         [0049]     In varying embodiments, geolocation techniques allow identification of illegal or unauthorized operation of a gaming machine. For example, identification of the geographic location of a gaming device allows for detection a stolen gaming device or unauthorized transport of the game. In an embodiment, if a gaming device is operated in an unauthorized or unexpected location, the unauthorized use device is handled through deactivation, retrieval, or blockage of network access to a gaming network.  
         [0050]     In another embodiment, a portable gaming devices is controlled or disabled based upon data received from a geographic locating system and a database of data for geographic regions. In varying embodiments, gaming devices on cruise ships or aircraft are be located, and that operation of the gaming device is coordinated with jurisdictional regulations as the craft moves about the world. For example, if a cruise ship moves to waters where gaming is not permitted, the gaming device is shut off.  
         [0051]     In an embodiment, a gaming device is automatically configured to comply with regulations in a jurisdiction where gaming is permitted, based upon the data received from a geographic locating system. For example, a geographic locating system also allows a device to be configured based upon which casino it is placed in. In an embodiment, a database of geographical coordinates for casinos is maintained, and a gaming device is matched to a particular casino based upon the geographic locating data obtained from the device. A database of configuration information for the casinos is maintained and used to configure gaming devices based upon which casino matches the gaming device location.  
         [0052]     Referring now to  FIG. 11 , a database  20  includes gaming protocols associated with jurisdictions. In an embodiment, protocol module  1110  stores gaming protocols designed to comply with the laws of particular states or reservations. Locate device module  1120  identifies the location of the gaming device. Jurisdiction module  1130  identifies a jurisdiction to which the gaming device is subject, based on the location of the gaming device. Operate module  1140  selects a protocol from the database and operates the gaming device in accordance with the gaming protocol for the identified jurisdiction.  
         [0053]     In varying embodiments, anti-spoofing strategies are used to prevent faking of a device location. For example, multiple geolocating systems are employed so that a spoofed location is identifiable from inconsistencies among the systems.  
         [0054]     Referring now to  FIG. 12 , a method of confirming the location of a gaming device is shown. GPS locate module  1210  locates a gaming device using a global positioning system (GPS). Jurisdiction module  1220  identifies a jurisdiction based upon the location of the gaming device. Communication module  1230  communicates from the gaming system to a remote system through an internet connection. IP locate module determines the internet protocol (IP) address from which the communication is sent. Confirm location module  1240  determines whether the IP address is consistent with the location of the gaming device determined by the GPS. Is the IP address is inconsistent with the location of the gaming device determined by the GPS, the device is disabled.