ONLINE CASINO VIRTUAL PLAYERS

Embodiments are directed to using artificially intelligent bots to represent automated, virtual entities in a virtual casino. According to one embodiment, providing a virtual casino can comprise maintaining a model of virtual casino interactions representing interactions between entities in a gaming environment. The interactions between entities in the gaming environment represented by the model comprise can comprise verbal communications and physical actions. A representation of the virtual casino can be presented to a user device through a communications network. A bot for an entity can be generated based on the model and a representation of the bot for the entity in the virtual casino can be presented through the communications network to the user device. The bot can interact with a human player in the virtual casino through the presented representation of the bot based on the model and using a natural language processing system.

BACKGROUND

The present disclosure is generally directed to operating a virtual casino and, in particular, to using artificially intelligent bots to represent automated, virtual entities in the virtual casino.

With the rise of the internet, online casinos have come to the scene. These virtual casinos allow players to experience the atmosphere of the casino remotely. The main shortcoming of such casinos is that the social aspects of a physical casino experience are lost. Although some players might prefer the online casinos over real world options because of lack of social interactions, some players might avoid these venues for the exact issue. Hence there is a need in the art for improved methods and systems for operating a virtual casino.

BRIEF SUMMARY

Embodiments of the present disclosure are directed to using artificially intelligent bots to represent automated, virtual entities, e.g., other players, spectators, dealers, casino staff, etc., in the virtual casino. According to one embodiment, a method for providing a virtual casino can comprise maintaining a model of virtual casino interactions representing interactions between entities in a gaming environment. The interactions between entities in the gaming environment represented by the model comprise can comprise verbal communications and physical actions.

Maintaining the model of interactions between entities in a gaming environment can comprise monitoring interactions between a plurality of players in the virtual casino and training the model based on the monitored interactions between the plurality of players in the virtual casino. Additionally, or alternatively, maintaining the model of interactions between entities in a gaming environment can comprise monitoring interactions between a plurality of players in a physical casino and training the model based on the monitored interactions between the plurality of players in the physical casino. Maintaining the model of interactions between entities in a gaming environment can additionally, or alternatively, comprise monitoring the interacting with the human player in the virtual casino through the presented representation of the bot and training the model based on the monitored interacting with the human player in the virtual casino through the presented representation of the bot.

A representation of the virtual casino can be presented to a user device through a communications network. A bot for an entity can be generated based on the model and a representation of the bot for the entity in the virtual casino can be presented through the communications network to the user device. The bot can interact with a human player in the virtual casino through the presented representation of the bot based on the model and using a natural language processing system. For example, the bot for the entity can comprise a bot representing a player in the virtual casino. In such cases, interacting with the human player in the virtual casino through the presented representation of the bot can comprise playing a game with the human player. In other example, the bot for the entity can comprise a bot representing a spectator in the virtual casino and/or a bot representing a staff member in the virtual casino.

According to another embodiment, a system can comprise a communications interface, a processor coupled with the communications interface, and a memory coupled with a and readable by the processor. The memory can store therein a set of instructions which, when executed by the processor, causes the processor to maintain a model of virtual casino interactions representing interactions between entities in a gaming environment. The interactions between entities in the gaming environment represented by the model comprise verbal communications and physical actions. The instructions can further cause the processor to present a representation of the virtual casino to a user device through the communications interface. The instructions can further cause the processor to generate a bot for an entity can be based on the model and present a representation of the bot for the entity in the virtual casino through the communication interface to the user device. The instructions can then cause the processor to interact with a first human player in the virtual casino through the presented representation of the bot based on the model and using a natural language processing system.

In some cases, the bot for the entity can comprise a bot for the first human player. In such cases, interacting with the first human player in the virtual casino through the representation of the bot can comprise interacting with a second human player in the virtual casino. For example, interacting with the second human player in the virtual casino comprises conducting a game with the first human player and the second human player. In another example, interacting with the first human player in the virtual casino through the representation of the bot comprises providing a recommendation to the first human player. In yet another example, interacting with the first human player in the virtual casino through the representation of the bot comprises providing a responsible gaming prompt.

According to yet another embodiment, a non-transitory, computer-readable medium can comprise a set of instructions stored therein which, when executed by a processor, causes the processor to train a model of virtual casino interactions representing interactions between entities in a gaming environment. The interactions between entities in the gaming environment represented by the model can comprise verbal communications and physical actions. The instructions can further cause the processor to present a representation of the virtual casino through a communications interface to a user device, generate a bot for an entity based on the model, present a representation of the bot for the entity in the virtual casino presented through the communications interface to the user device, and interact with a human player in the virtual casino through the presented representation of the bot based on the model and using a natural language processing system.

For example, the instructions can further cause the processor to receive an information feed and interact with the human player based on the received information feed. In some cases, the bot can be configurable by the human player. Additionally, or alternatively, the bot can be automatically generated by a virtual casino management system. The representation of the bot for the entity can comprise a representation of a human, an animal, or others.

Additional features and advantages are described herein and will be apparent from the following Description and the figures.

DETAILED DESCRIPTION

Embodiments of the present disclosure are directed to the use of online bots in a virtual casino. As known in the art and as used herein, a bot is a software application that runs automated tasks, e.g., scripts or programs, over a network such as the Internet, to imitate human activity such as messaging. Embodiments disclosed herein include bots that talk to and otherwise interact with players in a virtual casino, e.g., send them messages, ask to play games with them, etc. and ultimately fill lack of real-world players at times missing in virtual reality. The suggested bots can play the games just like real players, trash talk the human players, socialize about current event, trending socio-economic issues, etc.

According to various embodiments, many different types of bots may be deployed within the virtual casino environment in an attempt to recreate a physical casino environment. That is, embodiments not only include game playing bots, but also spectators, recommenders, random price awarders, animal-like bots, casino staff bots, and others, making a virtual casino more satisfying and natural. Each bot can be represented in various ways including, but not limited to a graphical avatar that moves about the virtual casino and interacts with other avatars representing other entities, human or virtual, in the virtual casino.

Online, virtual casinos are big rivals of real-life, physical casinos, but when it comes to competing with social aspects of physical casinos they fall off. This can cause a loss of players and interest in such venues. Even though the virtual casinos are open to many more players, this does not mean that the players are interested in initiating a conversation with online strangers or people with anonymous identities. The bots according to embodiments described herein can address this shortcoming and fill the gap between virtual casinos and real-world casinos thereby increasing player engagement, use, and therefore revenues for the operator of the virtual casino.

FIG.1is a diagram illustrating an exemplary environment in which embodiments of the present disclosure may be implemented. As illustrated in this example, the environment100can include a VR system105communicatively coupled with a communications network110. The communications network110can comprise any one or more wired and/or wireless local area and/or wide area networks as known in the art including, but not limited to, the Internet. Also coupled with the communications network110can be any number of VR user devices115and120such a wearable headset, glasses, etc., a mobile device such as a smartphone, tablet, personal computer, etc. as known in the art.

Through the VR devices115and120, the VR system105can provide to players122A and125B a representation of a virtual casino130. The virtual casino130can comprise one or more virtual Electronic Gaming Machines (EGMs) or other virtual gaming systems135A-135C and each user can be represented by an avatar140A and140B. Through the VR devices115and120, the VR system105can allow the players125A and125B to move their avatars140A and140B around the virtual casino130, interact with the virtual gaming systems135A-135C, interact with each other, etc. For example, a player125A can manipulate his avatar140A to interact with a virtual gaming system135A to play an electronic game such as slots, video poker, a table game, or any other casino game.

According to one embodiment, the VR system145can generate one or more bots160representing any of a variety of different entities in the virtual casino130. These entities can be represented by an avatar140C which can interact with avatars140A and140B of players within the virtual casino130. These bots160can be operated by artificially intelligent processes executed by the VR system105based on one or more models150maintained within or accessible by the VR system105. The model(s)150can represent interactions between entities in the virtual casino130including both verbal communications as well as physical actions.

As illustrated here, the environment100can also include a training system155adapted to maintain and train the one or more models150. While illustrated here as separate from the VR system105for the sake of clarity and illustrative purposes, it should be understood that, in other implementations, the training system155may be implemented as part of the VR system105. Generally speaking, the training system155can generate, maintain, and train the models using reinforcement learning methods as known in the art. This training can be conducted by the training system using a variety of inputs. For example, the VR system105and/or training system155can monitor the communications and actions of players125A and125B within the virtual casino130and train a model150representing players. Additionally, or alternatively, the training system155may monitor players in a real-world, physical casino, e.g., through cameras, microphones, gaming systems, etc. installed in the gaming venue and train a player model150based on the actions and interactions of those players. In yet another example, the VR system105and/or training system155can monitor interaction between avatars140A and140B of players125A and125B and an avatar140C of a bot145in the virtual casino130and train the model150used by that bot145based on those interactions.

Also as illustrated here, the environment100can include a Natural Language Processing (NLP) system160. While illustrated here as separate from the VR system105and training system155for the sake of clarity and illustrative purposes, it should be understood that, in other implementations, the NLP system160may be implemented as part of the VR system105and/or training system155. Generally speaking, the NLP system can receive requests from the VR system to generate natural language communications for use by a bot145based on the model150for that bot using methods as known in the art. The generated natural language communications can comprise text and/or audio streams. Similarly, the NLP system160can receive from the VR system105natural language communications of a player115in the virtual casino130and process that communications, e.g., into entities, intents, and sentiments using methods as known in the art, for use by the VR system105.

Thus, players125A and125B can interact with each other through their avatars and/or interact with an avatar140C for a bot145in the virtual casino. For example, the bot145can operate as a virtual player based on a model150trained to represent actions and communications of a player. In this way, a player125A can, for example, meet the avatar140C of the bot145in a public of private virtual room of the virtual casino130to play a game with the bot145. For example, two games can be played simultaneously on one virtual EGM135A, one game by the player125A and one game by the bot145, with both playing against each other for some achievement such as highest base game win, longest free-game session, etc. According to one embodiment, additional awards can be paid when the player beats the bot, like bonus wins. The bot145can comment on game play and/or events of the session, both of its own game and the player's game. Additionally, or alternative, and according to one embodiment, the bot's language can be tailored to a character it represents based on the model150for that bot, e.g., a princess, cowboy, sorcerer, etc. In such embodiments, each bot's character can have unique capabilities such as game rules, language, sounds, graphics/animations, mystery events etc.

According to another embodiment, the bot145may represent or otherwise be associated with a player125A. For example, the bot145can recommend hot games, present win odds when player is prompted to make an in-game selection, recommend betting up/down, i.e., provide responsible gaming guidance, etc. Such responsible gaming guidance may suggest a break, reducing wager amounts or rate, remind the player of an upcoming appointment, etc. In another example, the bot145can play a game on the players behalf when the player is not “in front of” the virtual EGM, e.g., visits restroom or is not actively participating in the virtual casino130. According to one embodiment, the bot145can earn achievements which represent actions that the bot145has completed on behalf of the player125A such as triggering bonus in certain games, achieving certain win conditions, etc. Additionally, or alternatively, the bot145can have badges that are based upon achievements and are displayed on the avatar's140C visual representation.

According to one embodiment, the bot145can take over game play, through an avatar140A for a player125A when the player125A logs out and can continue the interactions of the player125A. Once the player125A logs back in, the player125A could take back control over the avatar140A from the bot145and continue to interact in the virtual casino130. This way a user does not see players and bots blinking out existence and can feel more like a living breathing casino experience. The bot145could also be trained based on the player125A to continue player behaviors that it is trained on so that the simulation of the player125A is harder to distinguish from the bot145by other players.

In some cases, the bot can be connected to personal devices of the player125A to inform player125A, e.g., through a text message, email, voice call, etc., about game events in the virtual casino130. In such cases, the player145can configure capabilities and communication events of the bot145.

Bots145can be represented by a virtual avatar140C which can be configured by the player125A. For example, the voice can be configured for the bot145to match gender and other preferences of the user. These configuration settings can be shared with a game that player125A is playing. The configuration can also include clothing the avatar is wearing and other aspects of the avatar. In such cases, the player125A may be able to purchase or win additional avatar clothing & customization options, e.g., hair style, colors, clothing, accessories. In some cases, artificial intelligence process of the VR system105could generate a customized avatar or modify an existing avatar to match the player's mood and current game experience.

According to one embodiment, the VR system105can use a skeletal animation system as well as facial generation methods as known in the art to animate the face of the avatar140C for the bot145to match the generated voice for the bot145. This can be done with a two-dimensional or three-dimensional graphical style. In some cases, the avatar140C for the bot can show emotions on the face as well as body language to give feedback to the player125A based upon the output of the bot. In chat windows, the avatar140C can have different facial features displayed in a chat log, received from the bot145.

According to one embodiment, a player125A can decide to have a bot145play against another player's125B bot in a challenge or tournament. In such cases, each player's bot can be preconfigured by that player, e.g., play calm, greedy, set budget, etc., and play rules can be set. Each player can have the option to take over anytime during bot-play. In some cases, the best performing bots can be listed on a high-score. Additionally, or alternatively, other players can bet on the performance of these bots in the next tournament.

According to one embodiment, the bot145can receive external information such as news feeds and talk with the player125A about the latest news. Additionally, or alternatively, the bot145can listen to the music the player125A is listening and start talking about the music. If the bot145has learned a player's favorite music, it can suggest tickets for a concert with a visit to a real casino.

In some cases, there may be no apparent differentiation or distinction between real players and bots. That is, the human player125A would not know if they are interacting with a bot or another human player. The virtual casino floor would not feel that empty when there are just few real players if bot players were added. The whole virtual casino experience would feel more satisfying and natural.

According to one embodiment, virtual rivals and friendships between human players as well as between human players and bots can be recorded. Such rivals can be a reason a player comes back to play. To build such rivalries, a model150for a bot145may include pre-quitting trash talk. That is, when a player stop playing, the bot145can trash talk them. In another example, the bot145can remember beating a player and can use this information to trash-talk them even more. If the bot145get beat, it can remember to ask for another play again.

According to one embodiment, models150can be trained for spectator and recommender bots. For example, a bot145with an avatar140C “standing behind” the avatar140A for the player125A in the crowd and watching can give recommendations on the game, based on what they have already experienced in the game. Other models1550can be defined for random incentivizer bots145. These bots145can have avatars140C “walking around” in the virtual casino130and awarding players randomly with incentives. This would be perceived significantly different by the player, compared to getting an incentive from the game. For example, if these incentives are only available from bots145in the virtual casino130, and they give the player something, the player will remember the “great experience” they had with these bots in the virtual casino130. Such incentives could be, for example, a voucher for free credits to be redeemed at a certain game which has the added benefit of drawing the player's attention to another online game, cash, certain in-game triggers, features, or symbols to be redeemed any time desired, etc. In some cases, the bot145would not only give the incentive to the player125A but also explain why they gave it to them. The player125A could also follow up with a conversation with the bot, such as asking who they are, what they are doing in the virtual casino130, how many vouchers they have given out today, etc.

Additionally, or alternatively, models150could be trained for animal bots145. As animals are not allowed in most of the casinos, virtual casinos could have “animals-like” bots that players can “bring” with them to the virtual casino130. While playing, the avatar for the bot145could sit next to the player's avatar playing the game and raise their attention from time to time, e.g., because they are hungry, they want to be stroked, or they could even react to the game in certain moments. The model150for such a bot could define with real animal-like behaviors and needs. When “walking” through the virtual casino floor and “see” other players' animal-like bots, there could be friendships defined based on the reaction of their bots to each other.

According to one embodiment, models150can be trained for casino staff bots. Such bots145can help create a more realistic experience similar to real-life, physical casinos. Staff bots145could be asked questions, such as to explain rules of games via a natural conversation, ask organizational questions about the virtual casino, or, if they are “too busy”, do some chit-chat with the player, etc. This could be dealer bots, doing both their job of dealing in the virtual game but also talking to the players about basically anything. Another example can be security bots which can also have a real security-like role in the virtual casino, such as preceding bad behavior or other players based on their language use, behavior to other players, etc.

FIG.2is a diagram illustrating elements of an exemplary model for a virtual entity in a virtual casino according to one embodiment of the present disclosure. As illustrated in this example, each model150can comprise an entity type identifier205indicating a type of entity for which the model150can be used, e.g., a player, a casino staff member, a spectator, etc. As noted above, interactions between entities in the gaming environment represented by the model150can comprise verbal communications and physical actions. Therefore, and according to one embodiment, the model150can comprise a conversation sub-model210representing and/or defining verbal communications or interactions between entities in the virtual casino130and an actions sub-model215representing and/or defining physical interactions between entities in the virtual casino145.

Optionally, the model can comprise a set of rules220. These rules220can comprise constraints to be placed on interactions generated by the VR system105. The rules may be defined and applied depending upon the entity type. For example, a casino staff type entity may be constrained to prevent the use of profanity or to prevent that entity's avatar140C from “touching” or being within a certain “personal zone” of a player's avatar140A within the virtual casino. Additionally, or alternatively, the model150can comprise an NPL corpora and/or set of dialogs225. The NPL corpora and/or set of dialogs225can be used by the NLP system160to interpret and/or generate human speech within the virtual casino130. In other embodiments, the NPL corpora and/or set of dialogs225may be maintained elsewhere such as within or by the NPL system155.

FIG.3is a block diagram illustrating additional details of components of an exemplary virtual reality system according to one embodiment of the present disclosure. As illustrated in this example, the VR system105can comprise a processor305. The processor305may correspond to one or many computer processing devices. For instance, the processor305may be provided as silicon, as a Field Programmable Gate Array (FPGA), an Application-Specific Integrated Circuit (ASIC), any other type of Integrated Circuit (IC) chip, a collection of IC chips, or the like. As a more specific example, the processor305may be provided as a microprocessor, Central Processing Unit (CPU), or plurality of microprocessors that are configured to execute the instructions sets stored in a memory310. Upon executing the instruction sets stored in memory310, the processor305enables various functions of the VR system105as described herein.

The memory310can be coupled with and readable by the processor305via a communications bus315. The memory310may include any type of computer memory device or collection of computer memory devices. Non-limiting examples of memory410include Random Access Memory (RAM), Read Only Memory (ROM), flash memory, Electronically-Erasable Programmable ROM (EEPROM), Dynamic RAM (DRAM), etc. The memory310may be configured to store the instruction sets depicted in addition to temporarily storing data for the processor305to execute various types of routines or functions.

The processor305can also be coupled with one or more communications interfaces320. The communication interfaces320can comprise, for example, Ethernet, Bluetooth, WiFi, or other type of wired or wireless communications interfaces.

The memory310can store therein a set of virtual casino instructions325which, when executed by the processor305, causes the processor305to provide, via the communications interface320, to a plurality of user devices115and120, a representation of the virtual casino130. The virtual casino instructions325can cause the processor305to represent a user125A and125B of each of the plurality of user devices115and120by an avatar140A and140B in the virtual casino130. The virtual casino instructions325can cause the processor305to execute an electronic game within the virtual casino130and provide a representation of the electronic game, e.g., as a virtual EGM of other virtual gaming system135A, to a user device115.

The memory can also store a set of virtual entity instructions330which, when executed by the processor305, can cause the processor305to maintain or access a model150of virtual casino interactions representing interactions between entities in a gaming environment. The interactions between entities in the gaming environment represented by the model150can comprise verbal communications and physical actions. The virtual entity instructions330can further causes the processor305to generate a bot145for an entity based on the model150and present a representation, e.g., an avatar140C of the bot145for the entity in the virtual casino130through the communication interface320to the user device115. The virtual entity instructions330can then cause the processor305to interact with a human player125A in the virtual casino through the presented representation140C of the bot145based on the model150and using a natural language processing system155.

For example, the bot145for the entity can comprise a bot145representing a virtual player in the virtual casino130. In such cases, interacting with the human player125A in the virtual casino130through the presented representation140C of the bot145can comprise playing a game with the human player125A. In other example, the bot for the entity can comprise a bot145representing a spectator in the virtual casino130and/or a bot145representing a staff member in the virtual casino130.

In some cases, the bot145for the entity can comprise a bot145for the human player125A. In such cases, interacting with the human player125A in the virtual casino130through the representation140A of the bot can comprise interacting with a second human player125B in the virtual casino130. For example, interacting with the second human player125B in the virtual casino130can comprise conducting a game between the first human player125A and the second human player125B. In another example, interacting with the first human player125A in the virtual casino130through the representation140C of the bot145can comprise providing a recommendation to the first human player125A. In yet another example, interacting with the first human player125A in the virtual casino130through the representation of the bot145can comprise providing a responsible gaming prompt.

According to one embodiment, the virtual entity instructions330can further cause the processor305to receive, through the communications interface320, an information feed and interact with the human player125A based on the received information feed. In some cases, the bot145can be configurable by the human player125A. Additionally, or alternatively, the bot145can be automatically generated by the processor305when executing the virtual entity instructions330. The representation140C of the bot145for the entity can comprise a representation of a human, an animal, a fictional character, or others.

FIG.4is a block diagram illustrating additional details of components of an exemplary training system according to one embodiment of the present disclosure. As illustrated in this example, the training system155can comprise a processor405such as any of the various types of processors described above. A memory410can be coupled with and readable by the processor405via a communications bus415. The memory410can comprise any one or more of the different types of volatile and/or non-volatile memories described above. The processor405can also be coupled with one or more communication interfaces420via the communications bus415. The communication interfaces420can comprise, for example, Ethernet, Bluetooth, WiFi, or other type of wired or wireless communications interfaces.

The memory410can store therein a set of machine learning instructions425which, when executed by the processor405, causes the processor405to maintain the model150of interactions between entities in a gaming environment by monitoring interactions between a plurality of players115and120in the virtual casino130and training the model150based on the monitored interactions between the plurality of players115and125in the virtual casino130. Additionally, or alternatively, the machine learning instructions425can cause the processor405to maintain the model150of interactions between entities in a gaming environment by monitoring interactions between a plurality of players in a physical casino and training the model150based on the monitored interactions between the plurality of players in the physical casino. The machine learning instructions425can additionally, or alternatively, cause the processor405to maintain the model150of interactions between entities in a gaming environment can by monitoring the interacting with the human player125A in the virtual casino130through the presented representation140C of the bot145and training the model150based on the monitored interacting with the human player125A in the virtual casino130through the presented representation140C of the bot145.

In some cases, the memory410can also store a set of rule definition instructions430. When executed by the processor405, the rule definition instructions430can cause the processor405to define one or more rules220for the interactions between entities in the virtual casino130. These rules220can be stored with the model150or elsewhere and can be applied by the VR system105to interactions within the virtual casino130.

FIG.5is a block diagram illustrating additional details of components of an exemplary natural language processing system according to one embodiment of the present disclosure. As illustrated in this example, the NPL system1555can comprise a processor505such as any of the various types of processors described above. A memory510can be coupled with and readable by the processor505via a communications bus515. The memory510can comprise any one or more of the different types of volatile and/or non-volatile memories described above. The processor505can also be coupled with one or more communication interfaces520via the communications bus515. The communication interfaces520can comprise, for example, Ethernet, Bluetooth, WiFi, or other type of wired or wireless communications interfaces.

The memory510can store therein a set of NPL instructions525which, when executed by the processor505, causes the processor505to generate text and/or audio representations of human speech using an NPL corpora and/or set of dialogs225using methods as known in the art. The text and/or audio can be generated based on requests received from VR system105via the communications interface and based on the VR systems105interactions with a human player115. The NPL corpora and/or set of dialogs225can be stored and maintained in the memory510of the NPL system155or as part of the model160of interactions between entities. The NPL instructions can also receive from the VR system105, through the communications interface520, text or audio received by the VR system105from a player115and process that text or audio into a set of entity, intent, and sentiment information to be returned to the VR system105using methods as known in the art.

FIG.6is a flowchart illustrating an exemplary process for providing a virtual casino according to one embodiment of the present disclosure. As illustrated in this example, providing a virtual casino130can comprise maintaining605a model150of virtual casino interactions representing interactions between entities in a gaming environment. The interactions between entities in the gaming environment represented by the model150can comprise verbal communications and physical actions.

A representation of the virtual casino130can be presented610to a user device115through a communications network110. A bot145for an entity can be generated615based on the model150and a representation140C of the bot145for the entity in the virtual casino130can be presented620through the communications network110to the user device115. The bot145can interact625with a human player125A in the virtual casino130through the presented representation140C of the bot145based on the model150and using a natural language processing system155. For example, the bot145for the entity can comprise a bot145representing a player in the virtual casino130. In such cases, interacting625with the human player125A in the virtual casino130through the presented representation140C of the bot145can comprise playing a game with the human player125A. In other example, the bot145for the entity can comprise a bot145representing a spectator in the virtual casino130and/or a bot representing a staff member in the virtual casino130.

In some cases, the bot145for the entity can comprise a bot145for the first human player125A. In such cases, interacting625with the first human player125A in the virtual casino through the representation of the bot145can comprise interacting with a second human player125B in the virtual casino130. For example, interacting625with the second human player125B in the virtual casino130can comprise conducting a game with the first human player125A and the second human player125B. In another example, interacting625with the first human player125A in the virtual casino130through the representation140C of the bot145can comprise providing a recommendation to the first human player125A. In yet another example, interacting625with the first human player125A in the virtual casino130through the representation140C of the bot145can comprise providing a responsible gaming prompt.

FIG.7is a flowchart illustrating an exemplary process for maintaining a model of interactions between entities in a virtual casino according to one embodiment of the present disclosure. As illustrated in this example, maintaining the model150of interactions between entities in a gaming environment can comprise monitoring705interactions between a plurality of players in the virtual casino130and training710the model based on the monitored interactions between the plurality of players in the virtual casino130. Additionally, or alternatively, maintaining the model150of interactions between entities in a gaming environment can comprise monitoring715interactions between a plurality of players in a physical casino and training720the model150based on the monitored interactions between the plurality of players in the physical casino. Maintaining the model150of interactions between entities in a gaming environment can additionally, or alternatively, comprise monitoring725the interacting with the human player125A in the virtual casino130through the presented representation140C of the bot145and training730the model based on the monitored interacting with the human player125A in the virtual casino130through the presented representation140C of the bot145.

The present disclosure contemplates a variety of different gaming systems each having one or more of a plurality of different features, attributes, or characteristics. A “gaming system” as used herein refers to various configurations of: (a) one or more central servers, central controllers, or remote hosts; (b) one or more electronic gaming machines such as those located on a casino floor; and/or (c) one or more personal gaming devices, such as desktop computers, laptop computers, tablet computers or computing devices, personal digital assistants, mobile phones, and other mobile computing devices. Moreover, an EGM as used herein refers to any suitable electronic gaming machine which enables a player to play a game (including but not limited to a game of chance, a game of skill, and/or a game of partial skill) to potentially win one or more awards, wherein the EGM comprises, but is not limited to: a slot machine, a video poker machine, a video lottery terminal, a terminal associated with an electronic table game, a video keno machine, a video bingo machine located on a casino floor, a sports betting terminal, or a kiosk, such as a sports betting kiosk.

In various embodiments, the gaming system of the present disclosure includes: (a) one or more electronic gaming machines in combination with one or more central servers, central controllers, or remote hosts; (b) one or more personal gaming devices in combination with one or more central servers, central controllers, or remote hosts; (c) one or more personal gaming devices in combination with one or more electronic gaming machines; (d) one or more personal gaming devices, one or more electronic gaming machines, and one or more central servers, central controllers, or remote hosts in combination with one another; (e) a single electronic gaming machine; (f) a plurality of electronic gaming machines in combination with one another; (g) a single personal gaming device; (h) a plurality of personal gaming devices in combination with one another; (i) a single central server, central controller, or remote host; and/or (j) a plurality of central servers, central controllers, or remote hosts in combination with one another.

For brevity and clarity and unless specifically stated otherwise, “EGM” as used herein represents one EGM or a plurality of EGMs, “personal gaming device” as used herein represents one personal gaming device or a plurality of personal gaming devices, and “central server, central controller, or remote host” as used herein represents one central server, central controller, or remote host or a plurality of central servers, central controllers, or remote hosts.

As noted above, in various embodiments, the gaming system includes an EGM (or personal gaming device) in combination with a central server, central controller, or remote host. In such embodiments, the EGM (or personal gaming device) is configured to communicate with the central server, central controller, or remote host through a data network or remote communication link. In certain such embodiments, the EGM (or personal gaming device) is configured to communicate with another EGM (or personal gaming device) through the same data network or remote communication link or through a different data network or remote communication link. For example, the gaming system includes a plurality of EGMs that are each configured to communicate with a central server, central controller, or remote host through a data network.

In certain embodiments in which the gaming system includes an EGM (or personal gaming device) in combination with a central server, central controller, or remote host, the central server, central controller, or remote host is any suitable computing device (such as a server) that includes at least one processor and at least one memory device or data storage device. As further described herein, the EGM (or personal gaming device) includes at least one EGM (or personal gaming device) processor configured to transmit and receive data or signals representing events, messages, commands, or any other suitable information between the EGM (or personal gaming device) and the central server, central controller, or remote host. The at least one processor of that EGM (or personal gaming device) is configured to execute the events, messages, or commands represented by such data or signals in conjunction with the operation of the EGM (or personal gaming device). Moreover, the at least one processor of the central server, central controller, or remote host is configured to transmit and receive data or signals representing events, messages, commands, or any other suitable information between the central server, central controller, or remote host and the EGM (or personal gaming device). The at least one processor of the central server, central controller, or remote host is configured to execute the events, messages, or commands represented by such data or signals in conjunction with the operation of the central server, central controller, or remote host. One, more than one, or each of the functions of the central server, central controller, or remote host may be performed by the at least one processor of the EGM (or personal gaming device). Further, one, more than one, or each of the functions of the at least one processor of the EGM (or personal gaming device) may be performed by the at least one processor of the central server, central controller, or remote host.

In certain such embodiments, computerized instructions for controlling any games (such as any primary or base games and/or any secondary or bonus games) displayed by the EGM (or personal gaming device) are executed by the central server, central controller, or remote host. In such “thin client” embodiments, the central server, central controller, or remote host remotely controls any games (or other suitable interfaces) displayed by the EGM (or personal gaming device), and the EGM (or personal gaming device) is utilized to display such games (or suitable interfaces) and to receive one or more inputs or commands. In other such embodiments, computerized instructions for controlling any games displayed by the EGM (or personal gaming device) are communicated from the central server, central controller, or remote host to the EGM (or personal gaming device) and are stored in at least one memory device of the EGM (or personal gaming device). In such “thick client” embodiments, the at least one processor of the EGM (or personal gaming device) executes the computerized instructions to control any games (or other suitable interfaces) displayed by the EGM (or personal gaming device).

In various embodiments in which the gaming system includes a plurality of EGMs (or personal gaming devices), one or more of the EGMs (or personal gaming devices) are thin client EGMs (or personal gaming devices) and one or more of the EGMs (or personal gaming devices) are thick client EGMs (or personal gaming devices). In other embodiments in which the gaming system includes one or more EGMs (or personal gaming devices), certain functions of one or more of the EGMs (or personal gaming devices) are implemented in a thin client environment, and certain other functions of one or more of the EGMs (or personal gaming devices) are implemented in a thick client environment. In one such embodiment in which the gaming system includes an EGM (or personal gaming device) and a central server, central controller, or remote host, computerized instructions for controlling any primary or base games displayed by the EGM (or personal gaming device) are communicated from the central server, central controller, or remote host to the EGM (or personal gaming device) in a thick client configuration, and computerized instructions for controlling any secondary or bonus games or other functions displayed by the EGM (or personal gaming device) are executed by the central server, central controller, or remote host in a thin client configuration.

In certain embodiments in which the gaming system includes: (a) an EGM (or personal gaming device) configured to communicate with a central server, central controller, or remote host through a data network; and/or (b) a plurality of EGMs (or personal gaming devices) configured to communicate with one another through a communication network, the communication network may include a local area network (LAN) in which the EGMs (or personal gaming devices) are located substantially proximate to one another and/or the central server, central controller, or remote host. In one example, the EGMs (or personal gaming devices) and the central server, central controller, or remote host are located in a gaming establishment or a portion of a gaming establishment.

In other embodiments in which the gaming system includes: (a) an EGM (or personal gaming device) configured to communicate with a central server, central controller, or remote host through a data network; and/or (b) a plurality of EGMs (or personal gaming devices) configured to communicate with one another through a communication network, the communication network may include a wide area network (WAN) in which one or more of the EGMs (or personal gaming devices) are not necessarily located substantially proximate to another one of the EGMs (or personal gaming devices) and/or the central server, central controller, or remote host. For example, one or more of the EGMs (or personal gaming devices) are located: (a) in an area of a gaming establishment different from an area of the gaming establishment in which the central server, central controller, or remote host is located; or (b) in a gaming establishment different from the gaming establishment in which the central server, central controller, or remote host is located. In another example, the central server, central controller, or remote host is not located within a gaming establishment in which the EGMs (or personal gaming devices) are located. In certain embodiments in which the communication network includes a WAN, the gaming system includes a central server, central controller, or remote host and an EGM (or personal gaming device) each located in a different gaming establishment in a same geographic area, such as a same city or a same state. Gaming systems in which the communication network includes a WAN are substantially identical to gaming systems in which the communication network includes a LAN, though the quantity of EGMs (or personal gaming devices) in such gaming systems may vary relative to one another.

In further embodiments in which the gaming system includes: (a) an EGM (or personal gaming device) configured to communicate with a central server, central controller, or remote host through a data network; and/or (b) a plurality of EGMs (or personal gaming devices) configured to communicate with one another through a communication network, the communication network may include an internet (such as the Internet) or an intranet. In certain such embodiments, an Internet browser of the EGM (or personal gaming device) is usable to access an Internet game page from any location where an Internet connection is available. In one such embodiment, after the EGM (or personal gaming device) accesses the Internet game page, the central server, central controller, or remote host identifies a player before enabling that player to place any wagers on any plays of any wagering games. In one example, the central server, central controller, or remote host identifies the player by requiring a player account of the player to be logged into via an input of a unique player name and password combination assigned to the player. The central server, central controller, or remote host may, however, identify the player in any other suitable manner, such as by validating a player tracking identification number associated with the player; by reading a player tracking card or other smart card inserted into a card reader; by validating a unique player identification number associated with the player by the central server, central controller, or remote host; or by identifying the EGM (or personal gaming device), such as by identifying the MAC address or the IP address of the Internet facilitator. In various embodiments, once the central server, central controller, or remote host identifies the player, the central server, central controller, or remote host enables placement of one or more wagers on one or more plays of one or more primary or base games and/or one or more secondary or bonus games, and displays those plays via the Internet browser of the EGM (or personal gaming device). Examples of implementations of Internet-based gaming are further described in U.S. Pat. No. 8,764,566, entitled “Internet Remote Game Server,” and U.S. Pat. No. 8,147,334, entitled “Universal Game Server.”

As should be appreciated by one skilled in the art, aspects of the present disclosure