# Patent

## Title
Adaptive environmental effects

## Abstract

An establishment can coordinate devices (e.g., lights, speakers, displays) to enhance a game playing environment based on events detected in a network of wagering game machines. A system can be implemented that determines an environmental effect based on an event of a wagering game (e.g., a near win event), regardless of the particular wagering game developer/manufacturer. The system can then determine that the environmental effect should be modified based on current circumstances of the area to be impacted and/or the player, for example. The system modifies the environment effect as indicated for the current circumstances and causes the modified environmental effect to be produced.

## Background
RELATED APPLICATIONS
This application is a continuation application of, and claims priority benefit to, U.S. application Ser. No. 14/066,206 filed Oct. 29, 2013, which is a continuation application of, and claims priority benefit to, U.S. application Ser. No. 13/264,407 which is a National Stage Application of PCT/US2010/031015 filed Apr. 14, 2010, which claims priority benefit of Provisional U.S. Application No. 61/169,357 filed Apr. 15, 2009. The application Ser. No. 14/066,206, the application Ser. No. 13/264,407, the PCT/US2010/031015 Application, and the 61/169,357 Application are each incorporated herein by reference in their individual respective entireties.


LIMITED COPYRIGHT WAIVER
A portion of the disclosure of this patent document contains material which is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent disclosure, as it appears in the Patent and Trademark Office patent files or records, but otherwise reserves all copyright rights whatsoever. Copyright 2015, Bally Gaming, Inc.
FIELD
Embodiments of the inventive subject matter relate generally to wagering game systems, and more particularly to wagering game systems including systems that create environmental effects.
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.
Some wagering games/machines provide entertainment by enhancing a near win experience. A wagering game machine enhances a near win experience with some audio and/or video from the wagering game machine to suggest to a player that the player came close to winning. The wagering game machine may play a particular melody that crescendos, but stops prematurely. This additional stimulation can make near wins entertaining for a player.



BRIEF DESCRIPTION OF THE FIGURES
Certain embodiments of the invention are illustrated in the Figures of the accompanying drawings in which:
FIG. 1 depicts a conceptual diagram of an example system creating an environmental effect based on a near win event.
FIG. 2 depicts a flowchart of example operations for creating an environmental effect based on an event detected in a network of wagering game machines.
FIG. 3 depicts a conceptual diagram of an example portal configuration for handling events from a wagering game process.
FIG. 4 depicts a flowchart of example operations for constructing an environmental effect request for a level of environmental effect.
FIG. 5 depicts a flowchart of example operations for processing an environmental effect request message.
FIG. 6 depicts a conceptual diagram of an environmental effects manager.
FIG. 7 is a block diagram illustrating a wagering game machine architecture, according to example embodiments of the invention.
FIG. 8 is a block diagram illustrating a wagering game network 800, according to example embodiments of the invention.
FIG. 9 depicts a flowchart of example operations for analyzing player account data for dynamic adaptive environmental effect creation.
FIG. 10 depicts an example of environmental effects created beyond a single wagering game establishment.



DESCRIPTION OF THE EMBODIMENTS
The description that follows includes exemplary systems, methods, techniques, instruction sequences and computer program products that embody techniques of the present inventive subject matter. However, it is understood that the described embodiments may be practiced without these specific details. For instance, although examples refer to wagering games, embodiments can be implemented to create environmental effects for applications that complement wagering games. In other instances, well-known instruction instances, protocols, structures and techniques have not been shown in detail in order not to obfuscate the description.
An establishment can coordinate devices (e.g., lights, speakers, displays) to enhance a game playing environment based on events detected in a network of wagering game machines. A system can be implemented that determines an environmental effect based on an event of a wagering game (e.g., a near win event), regardless of the particular wagering game developer/manufacturer. The system can determine the environmental effect to be created for an event at the wagering game machine, at a server, etc. A request for the environmental effect is then supplied to the process and/or machine that causes the devices to create the environmental effect.
FIG. 1 depicts a conceptual diagram of an example system creating an environmental effect based on a near win event. In the depicted system, a floor environment server 133 is in communication, via a communications network 131, with an audio controller 101 and a light controller 103. The light controller 103 controls multiple panels of lights 107 and a spotlight 106. The audio controller 101 controls speakers 105 and 125. The floor environment server 133 is also in communication with wagering game machines 115, 119, 123, and a portable wagering game machine 111. The floor environment server 133 communicates with the portable wagering game machine 111 wirelessly though an access point 129, which is networked with the communications network 131.
At a stage A, a near win event is generated at the wagering game machine 115. A player 113 hits four out of five cherries, for example. The wagering game machine 115 transmits data 127 (e.g., a message) indicating the near win event to the floor environment server 133 via the communications network 131.
At a stage B, the floor environment server 133 receives the data 127 that indicates the near win event, and determines location of the source of the data 127. A system can utilize various techniques for determining physical location of the source of the data 127. The floor environment server 133 may use a wagering game machine identifier indicated in the data 127 and determine physical location of the wagering game machine 115 with a grid of a casino floor. The floor environment server 133 may look up floor coordinates based on a wagering game machine identifier indicated in the data 127.
At a stage C, the floor environment server 133 selects environmental effects to be created based, at least in part, on the near win event indicated by the data 127. The floor environment server 133 can also select environmental effects to be created based on the determined location of the wagering game machine 115. For example, different areas of a casino floor may have different environmental effects creation devices available and/or nearby.
At stage D, the floor environment server 133 causes the selected environmental effects to be created. The floor environment server 133 supplies information and/or commands to the audio controller 101 and the light controller 103 that allows the controllers 101 and 103 to create the selected environmental effects, and that allows the controllers 101 and 103 to direct the created environmental effects at the wagering game machine 115. The light controller 103 causes the light panels 107 to start flashing. The light controller 103 also orients the spotlight 106 to focus on the wagering game machine 115 and the player 113 standing near the wagering game machine 115. The audio controller 101 causes the speakers 105 and 125 to begin playing celebratory music directed at the area occupied by the player 113 and the wagering game machine 115. These environmental effects can draw the attention and excite proximate players 109, 117, and 121, as well as the player 113. Since the player 113 has not actually won, the environmental effects will be created accordingly. For example, the lights and the music can respectively increase in scintillating frequency and in volume, but then abruptly terminate to reflect the event as a near win and not a win.
FIG. 2 depicts a flowchart of example operations for creating an environmental effect based on an event detected in a network of wagering game machines. At block 201, an event is received from a wagering game machine. For example, a message is received over a network, and the message indicates an event identifier (e.g., an event code or name).
At block 203, the event is examined. For instance, the message is decapsulated and examined to determine that the message at least communicates occurrence of an event. The message can then be indexed into or parsed to determine the indication of the event. And the indication of the event can be processed to determine information about the event.
At block 205, it is determined if the indicated event indicates a near win event. If the event indicates a near win event, then control flows to block 209. Otherwise, control flows to block 207.
At block 207, the event is processed. For example, a log or statistics are updated.
If the event was a near win event, then a type of wagering game process that generated the event is determined at block 209. For instance, a system examining the data determines whether the event was generated by a base game or a bonus game process.
At block 211, an environmental effect file is selected based, at least in part, on the type of wagering game event process and the near win event. For example, different categories of environmental effects may be associated with different types of wagering game processes. To illustrate, a first area based category of environmental effects that affect a larger area and utilize more environmental effect devices can be associated with bonus game processes. A second area based category of environmental effects directed to a more confined area proximate to the source of the event is associated with base game processes. In addition, near win events can be associated with a environmental effects that seemingly terminate premature or run for a shorter period of time than environmental effects associated with win event. Embodiment can also define a modifying parameter that modifies an environmental effect when selected. For example, a modifying parameter can be selected for near win events and applied to an environmental effect to only create half of the environmental effect (e.g., half of the devices, half of the duration, etc.).
At block 213, the selected environmental effect file is executed.
As stated above, a system can be implemented that creates an environmental effect for an event that occurs in a network of wagering game machines independent of developers/manufacturers. A program or application can be installed that handles events from a base game and processes events to determine at least some operations in the selection of an environmental effect to be created.
FIG. 3 depicts a conceptual diagram of an example portal configuration for handling events from a wagering game process. A wagering game machine 301 communicates with a floor environment server 316 via a network 315. The wagering game machine 301 hosts a wagering game process 303 for a wagering game “Press Your Luck” and a near win manager 307. The near win manager 307 comprises effect selection logic 309.
The near win manager 307 processes events from the wagering game process 303 and generates effect requests accordingly. In FIG. 3, the wagering game process 303 generates an event 305 to a socket 311. The near win manager 307 listens for data on the socket 311. When the wagering game process 303 generates the event 305 to the socket 311, the near win manager reads or retrieves the event 305 from the socket 311. The effect selection logic 309 determines one or more environmental effects or a class of environmental effects based on the event 305. For example, the event 305 may indicate information that identifies the wagering game process 303 (i.e., a process for “Press Your Luck”) and an event type (e.g., near win event). The effect selection logic 309 generates an effect request 313 based on this indicated information. For example, the effect selection logic 309 indicates in the effect request 313 that a non-bonus environmental effect for “Press Your Luck” should be created at a location of the wagering game machine 301. The degree of information indicated can vary. For instance, the effect selection logic 309 can request a particular environmental effect or can request a generic environmental effect (e.g., some audio). Every event generated by the wagering game process 303 does not necessarily result in selection of an environmental effect. For instance, 3 out of 5 may be result in an environmental effect when a casino is not crowded and ignored when the casino is crowded. In addition, environmental effects are not limited to near win events. For example, certain win events can be processed and environmental effects selected. Further, the near win manager 307 and/or effect selection logic 309 can be configured to filter events based on various criteria (e.g., times, floor conditions, wagering history, player data, etc.).
The floor environment server 316 processes the effect request 313 generated by the effect selection logic 309. After the wagering game machine 301 transmits the effect request 313 to the floor environment server 316, an environmental effect manager 317 of the floor environment server 316 fetches an appropriate environmental effect (e.g., loads a file, packages script, etc.). In FIG. 3, the environmental effect manager 317 examines the effect request 313 and selects an environmental effect from a structure 321 that indicates effects indicated for “Press Your Luck.” The floor environment server 316 hosts other environmental effect structures 319, 325, and 323. The environment effects structure 325 indicates effects associated with a game “Samurai Master.” The environmental effect structure 319 indicates effects associated with a licensed third party game (i.e., game that has been licensed to use the associated environmental effects). The environmental effect structure 323 indicates effects associated with a non-licensed third party game (i.e., game that has been not been licensed to use particular environmental effects, but has been associated with environmental effects nonetheless). A developer or promoter of the environmental effects system can associate specific environmental effects or enhanced environmental effects to those who acquire a license. The developer or promoter can associate a generic class of environmental effects to those who do not acquire a license, perhaps to satisfy a casino owner.
Each of the structures 319, 321, 323, and 325 indicate different organizations of environmental effects. Table 1 identifies the environmental effects indicates for the various events and various wagering games.







TABLE 1







Association of effects to events across different wagering games










Win
Near Win












Bonus
Non-Bonus
Bonus
Non-Bonus















Licensed
ENV_EFFECT1
ENV_EFFECT2
ENV_EFFECT3
ENV_EFFECT4


Third


Party


Game


Samurai
ENV_EFFECT1
ENV_EFFECT2
ENV_EFFECT3
ENV_EFFECT4


Master

ENV_EFFECT5
ENV_EFFECT6
ENV_EFFECT7


Press
ENV_EFFECT1
ENV_EFFECT2
ENV_EFFECT3
ENV_EFFECT4


Your
ENV_EFFECT8
ENV_EFFECT5
ENV_EFFECT6
ENV_EFFECT7


Luck


Non-
ENV_EFFECTA
ENV_EFFECTB
ENV_EFFECTC
ENV_EFFECTD


Licensed


Third


Party


Game









For this illustration, the environmental effect manager 317 determines that the structure 321 indicates environmental effects for “Press Your Luck,” which is indicated in the effect request 313. The environmental effect manager 317 can then select one of ENV_EFFECT4 and ENV_EFFECT7, assuming the effect request 313 indicates a non-bonus near win event. Various factors (e.g., time of day, current floor state, system load, etc.) can impact the selection made by the environmental effect manager 317. In addition, the effect request 313 can specify ENV_EFFECT7, thus removing the selection operation from the environmental effect manager 317, or at least providing a starting point. It should be understood that the illustrated example does not limit embodiments, and effects can be organized and accessed in accordance with any one of a variety of techniques (e.g., hash tables, search trees, etc.).
Although the example depicted in FIG. 3 associates particular environmental effects with events and wagering games, embodiments are not so limited. Embodiments can associate an environmental effect with other data and/or select an environmental effect based on factors other than a type of wagering game event or wagering game. A system can dynamically adapt to different players, different times, etc. Thus, an environmental effect may or may not be created based on information, such a snapshot of player history. Embodiments can also indicate a class or level of environmental effect to be created for an event, thus providing some flexibility and/or allowing dynamic editing/creating of environmental effects.
FIG. 9 depicts a flowchart of example operations for analyzing player account data for dynamic adaptive environmental effect creation. At block 901, an event is consumed. The event can be a wagering game event (e.g., win event, near win event, coin in event, etc.), a non-wagering game event (e.g., hospitality services event, a supplemental application event, etc.), etc. Examples of consuming the event include one or more of decapsulating a message that conveys the event, parsing a data structure that represents the event, decrypting data to determine the event, etc.
At block 903, it is determined if the event can trigger creation of an environmental effect. A system can be configured to discriminate between different events for environmental effect creation. For instance, a system can be configured to create an environmental effect for drink orders but not for ticket orders. If the event cannot trigger environmental effect creation, then the flow ends. If the event can trigger environmental effect creation, then control flows to block 905.
At block 905, it is determined if player account gaming data influence environmental effect creation. Criteria can be defined for if and/or when an environmental effect is created. For example, rules and/or conditions can indicate that an environmental effect will be created for a near win event if the player has not won for the last 30 spins and/or if the player has been continually playing for 40 minutes without a win. As another example, rules and/or conditions can indicate that an environmental effect will be created if a player lost 20 consecutive spins, and hit a win that rewarded an amount beyond a threshold win amount. If the player account data influence the environmental effect creation, then control flows to block 907. If the player account data does not influence the environmental effect creation, then control flows to block 909.
At block 907, player account gaming data is collected in accordance with the criteria for environmental effect creation. For instance, gaming history data over the last 30 spins is collected from the player account if the criteria indicates a 30 spin threshold. Control flows from block 907 to block 909.
At block 909, it is determined if player account non-gaming data influence environmental effect creation. For instance, rules and/or conditions can indicate that an environmental effect will be created for a hospitality services event. For example, an environmental effect may be created if a player has played for more than an hour without winning beyond a threshold and has made beverage orders beyond a threshold amount. If player account non-gaming data influence environmental effect creation, then control flows to block 911. Otherwise, control flows to block 913.
At block 911, player account non-gaming data is collected in accordance with the criteria for environmental effect creation. For instance, beverage order history data over the last hour is collected from the player account if the criteria indicate a $50 order amount threshold within the preceding hour. Control flows from block 911 to block 915.
At block 913, other data is collected in accordance with the criteria. For instance, data about the wagering game machine or online viewers is collected. Control flows from block 913 to block 915.
At block 915, the collected data is analyzed in accordance with the criteria for environmental effect creation. For example, the collected data is compared against thresholds defined by the criteria.
At block 917, it is determined if the environmental effect is to be created based, at least in part, on the analysis. If the criteria are satisfied by the collected data, then control flows to block 919. If the criteria are not satisfied by the collected data, then control flows to block 921.
At block 919, the environmental effect is created.
At block 921, it is determined if an environmental effect creation state table should be updated based, at least in part, on the analysis. For instance, criteria may indicate that an environmental effect will be created if a player “coins in” (e.g., deposits via actual coins, tickets, electronic fund transfer, etc.) a certain amount over X wagers and loses a certain percentage of the amount over those X wagers. Although the player may not have wagered X times yet, a state table can be maintained to indicate a current amount wagered and the number of wagers since a beginning time. The state table can be used to reduce the number of accesses to the player account and/or in the case a player does not exist or cannot be accessed. If the environmental effect creation state table does not exist or should not be updated with the collected data, then flow ends. If the environmental effect creation state table should be updated, then control flows to block 923.
At block 923, the state table is updated.
FIG. 4 depicts a flowchart of example operations for constructing an environmental effect request for a level of environmental effect. At block 401, an event from a wagering game process is received. For example, a message transmitted from a portable wagering game machine is received.
At block 403, the event is examined. For example, a process decapsulates and parses the event.
At block 405, it is determined if the event indicates event data associated with an environmental effect. For instance, a data structure is accessed to determine if event data (e.g., a process identifier, a game name, an event code, etc.) read from the event is associated with an environmental effect in the data structure. As another example, a database is queried with the event data to determine if an environmental effect is associated with some or all of the event data. If the event indicates event data that has been associated with an environmental effect, then control flows to block 409. Otherwise, control flows to block 407.
At block 409, an environmental effect level that corresponds with the event data is determined. For example, bonus events can be associated with higher levels of environmental effects. A higher level of environmental effect can impact a larger area of a wagering game establishment, use select audio, allow requisition of large displays, etc. A lower level of environmental effect can be limited to a brief audio presentation.
At block 411, an environmental effect request message that at least indicates the determined environmental effect level, a wagering game identifier, and a location is constructed. The message may also be constructed to indicate if the event data indicates a bonus type of event.
At block 413, the constructed environmental effect is transmitted.
If control flowed from block 415 to block 409, then the event is discarded. Embodiments are not required to discard the event or prevented from performing other operations with the event, though. Embodiments can perform other operations to log information from the event, for example.
FIG. 5 depicts a flowchart of example operations for processing an environmental effect request message. At block 501, an environmental effect request for a wagering game instance is received.
At block 503, a wagering game indicated by the received request is determined. For example, the request encodes a wagering game identifier.
At block 505, an environmental effect structure is selected for the indicated wagering game. For instance, a database or search structure is accessed based on a wagering game identifier.
At block 507, environmental effect operations in the selected environmental effects structure are determined based on the environmental effect request. For instance, a script is accessed that indicates how to coordinate light panels and audio to create an environmental effect.
At block 509, it is determined if any of the determined operations target multiple players and/or patrons. For instance, an environmental effect may target nearby patrons/players and friends of the player at the machine that generated the event. As another example, an environmental effect may target members of a tournament. If the determined operations target multiple players/patrons, then control flows to block 511. If the determined operations do not target multiple players/patrons, then control flows to block 513.
At block 511, the location(s) of one or more players/patrons associated with the wagering game instance are determined. For instance, floor locations of machines where tournament members have logged on are determined.
At block 513, the determined environmental effect operations are caused to be performed. For instance, an environmental effects server directs light panels and audio presenting devices.
It should be understood that the depicted flowchart are examples meant to aid in understanding embodiments and should not be used to limit embodiments or limit scope of the claims. Embodiments may perform additional operations, fewer operations, operations in a different order, operations in parallel, and some operations differently. For instance, referring to FIG. 2, blocks 211 and 213 refer to a file. But embodiments are not limited to files. Operations can be performed that make API calls, execute commands, etc. With respect to FIG. 9, operations may not be performed to discriminate between different data because only one class of data will influence environmental effect creation. Additional operations can also be performed to filter other data.
As indicated in the above examples, various data can affect selection of environmental effects. In addition, the selection or the effects themselves can be adjusted or modified. For instance, a casino may want to adjust environmental effects in accordance with various crowd levels or based on a show schedule. In addition, an environmental effect and/or selection can be modified or adjusted based on input external to a wagering game establishment (e.g., members of an online community supported by the wagering game establishment and/or a wagering game developer).
FIG. 6 depicts a conceptual diagram of an environmental effects manager. The example environmental effects manager depicted in FIG. 6 comprises multiple components. The depicted environmental effects manager comprises a floor variable monitor 605 and a community variable monitor 611. The depicted environmental effects manager also comprises a near win event notifier 601, an environmental effects selector 613 (“ENV FX selector”), a configuration user interface 633, an environmental effects modifier 630 (“ENV FX modifier”), and an environmental effects initiator 635 (“ENV FX initiator”). Although not necessary, FIG. 6 also depicts the environmental effects manager as further comprising an environmental effects database 619 (“ENV_FX DB”). These components of the environmental effects manager operate to affect an environmental effects selection and/or modify a selected environmental effect.
The near win event modifier 601 detects occurrence of an event. For instance, a wagering game process may throw all events to a posting facility, such as a logical socket. The near win event notifier 601 examines these events to determine if they indicate a near win. For those events that indicate near win events, the near win event notifier 601 notifies the floor variable monitor 605, the community variable monitor 611, and the environmental effect selector 613. In FIG. 6, the near win notifier 601 generates an event notification 603. The event notification 603 comprises data about the event that allows floor variable monitor 605, the community variable monitor 611, and the environmental effects selector 613 to take action.
The floor variable monitor 605 generates floor variable data that can impact the selected environmental effect. FIG. 6 depicts the floor variable monitor 605 comprising floor state data 607 and an ongoing environmental effects data structure 609. In response to the event notification, the floor variable monitor 605 examines the floor state data 607 and the ongoing environmental effects data structure 609. The floor state data 607 indicates data about the state of a relevant area of a wagering game establishment (e.g., a particular slot machine bank, half of a casino floor, etc.). Examples of floor state data include population density, current volume, machine occupancy, etc. The ongoing environmental effects data structure 609 indicates data about previously initiated environmental effects that are still ongoing. In this example, the ongoing environmental effects data structure 609 indicates data about location, start time, and duration of each ongoing environmental effect. The floor variable monitor 605 can update the floor state data 607 and the ongoing environmental effects structure 609 in accordance with a variety of techniques (e.g., passively, periodically, in response to a trigger(s), etc.). Based on the data, the floor variable monitor 605 generates floor variable(s) input 625 to the environmental effects modifier 630. The floor variable(s) input 625 can be input that is taken into account (e.g., decibels, density value, number of ongoing environmental effects, etc.), can be a value to be applied to an environmental effect (e.g., fraction, percentage, negative or positive value, a diminishing flag, etc.).
The community variable monitor 611 generates community variable data that can impact the selected environmental effect. After being notified of a relevant event, the community variable monitor 611 generates a community data request 615. The community data request 615 requests community data from one or more servers that maintain a community for a player associated with the relevant event. The event notification 603 can indicate a player number, name, default guest identifier for an unregistered player, etc. In response, the community variable monitor 611 receives community data 617. Examples of the community data 617 include data that indicates online friends viewing the player, identifiers and/or locations of other tournament participants, casino friends that have registered an interest in the player, etc. The community variable monitor 611 then generates community variable(s) input 623 to the environmental effects modifier 630. The community variable input 623 can specify literal data (e.g., number of online friends viewing), representative data (e.g., an augmentation flag, multiplier, etc.), etc.
The environmental effects selector 613 uses the data from the event notification 603 to select one or more environmental effects from the environmental effects database 619. For instance, the environmental effects selector 613 determines that the event notification 603 indicates a particular near win event for a Samurai Master wagering game by WMS Gaming Inc. The environmental effects selector 613 will select the one or more environmental effects that have been associated with the particular near win event for the Samurai Master wagering game by WMS Gaming Inc. The one or more environmental effects can be associated with a near win event based on wagering game developer, particular wagering game title, etc. The environmental effects selector 613 selects ENV_FX_A, and communicates the selected environmental effect to the environmental effects initiator 635.
The environmental effects modifier 630 determines how to modify a selected environmental effect(s), and communicates the modification(s) to the environmental effects initiator 635. The environmental effects modifier 630, as depicted in FIG. 6, comprises modifier logic 631 and an environmental effects modifier message generator 628. The environmental effects modifier 630 receives the floor variable(s) input 625 from the floor variable monitor 605 and the community variable(s) input 623 from the community variable monitor 611. The modifier logic 631 generates a modifier parameter(s) 627 based on the floor variable(s) input 625 and the community variable(s) input 623. For instance, the modifier logic 631 can be configured to generate a modifier that increases volume of an audio effect or utilizes additional lighting display when the floor variable(s) input 625 indicates wagering activity below a given threshold. As another example, the modifier logic 631 can be configured to generate the modifier parameter(s) 627 to augment environmental effects most noticeable to a large number of online friends viewing the relevant player while diminishing environmental effects that would interfere with game play of other players in a densely populated floor area. The environmental effects modifier message generator 628 generates a modifier message 629 that indicates the modifier parameter(s) 627. The environmental effects modifier 630 passes the modifier message 629 to the environmental effects initiator 635.
The environmental effects initiator 635 initiates operations to create a selected environmental effect. In FIG. 6, the environmental effects initiator 635 receives the indication 621 of the selected environmental effect ENV_FX_A. The indication 621 can be a reference to a location of the operations for ENV_FX_A, can be the operations to be performed (e.g., machine code, a function call, etc.), etc. The environmental effects initiator 635 modifies the selected environmental effect ENV_FX_A in accordance with the modifier parameters(s) 627 conveyed by the modifier message 629. The environmental effects initiator 635 can insert the modifier parameter(s) into code that implements the operations for creating ENV_FX_A, possibly overwriting already existing parameters. Embodiments can also implement the environmental effects initiator 635 to generate values based on the conveyed modifier parameter(s) 627, and modify ENV_FX_A accordingly. After the environmental effects initiator 635 initiates operations to create an environmental effect, the environmental effects initiator 635 provides data to the floor variable monitor 605 to update the ongoing environmental effects structure 609.
In addition to the environmental effects modifier 630 dynamically adjusting an environmental effect, the environmental effects modifier 630 and the environmental effects database 619 can be modified. A configuration user interface 633 allows a user to edit code, settings, dependencies, and/or operations indicated for environmental effects in the environmental effects database 619. The configuration user interface 633 also allows a user to configure the modifier logic 631. The configuration user interface 633 can be used to change thresholds, tune generation of modifier parameters by the modifier logic, etc.
It should be understood that FIG. 6 depicts an example, and should not limit embodiments. For instance, a near win manager is not limited to being a near win manager and detecting near win events. An events manager can detect and react to a variety of events (e.g., coin in, log in, wins above a threshold, etc.). As another example variation, the near win event notifier 601 can generate an event notification message with data about an event for the environmental effects selector 613, and a different notification with less data for the monitors 605 and 611 trigger their operations. Embodiments can also be implemented with the monitors reacting to stimulus from the environmental effects selector 613 instead of the near win event notifier 601. Embodiments can also communicate a selected environmental effect to the environmental effects modifier 630, and allow the environmental effects modifier 630 to modify the selected environmental effect. Moreover, embodiments can implement the functionality of the various components differently (e.g., the environmental effects modifier 630 and the environmental effects initiator 635 can be implemented as a single module or component).
The examples discussed to this point have been illustrated within the context of a wagering game establishment. Embodiments can, however, be distributed across different wagering game establishments, beyond the wagering game establishments, and involve devices other than wagering game machines. FIG. 10 depicts an example of environmental effects created beyond a single wagering game establishment. In FIG. 10, wagering game establishment 1005 and a wagering game establishment 1001 are communicatively coupled via network 1009 to a server 1011. The wagering game establishments 1005, 1001 respectively comprise floor environment servers 1007, 1003. The environmental effect server 1011 is also communicatively coupled with a computer 1015 (e.g., a personal computer in a business or residential location, a laptop wirelessly connected in a coffee shop, etc.) and a phone 1013. The users of the phone 1013, computer 1015 and wagering game machines in the wagering game establishments 1001 and 1005 may be playing in a tournament or a competitive game against each other, on teams, etc. The users of the phone 1013 and/or computer 1015 may also be monitoring (e.g., streaming video, animated tracking, etc.) players in at least one of the wagering game establishments 1001 and 1005.
The environmental effects server 1011 listens for events that trigger creation of an environmental effect at the distributed devices, and coordinates the creation. At a stage A, the floor environment server 1003 communicates an event (e.g., near win event, win event, bonus enrollment event, stage completion event, etc.) and an environmental effect to the environmental effects server 1011. The environmental effects server 1011 can relay the environmental effect to the distributed devices. The environmental effects server 1011 can select effects to be communicated to the distributed devices based on one or more of the target device(s), the locations, the jurisdictions, the event, and the environmental effect communicated by the floor environment server 1003, although embodiments do not necessarily communicate an environmental effect to the environmental effects server 1011.
At stage B, the environmental effects server 1011 coordinate creation of the environmental effects across the distributed devices associated with the event. The distributed devices (i.e., the phone 1013, the computer 1015, and corresponding wagering game machines in the wagering game establishments 1001, 1005) may be registered in advance of a community game (e.g., a tournament game, a competitive game, etc.) with the environmental effects server 1011. Embodiments may also communicate participant device identifiers (e.g., phone number, IP address, etc.) associated with an event or game to the environmental effects server 1011 from a central game controller. At stage B1, the environmental effects server 1011 causes an environmental effect to be created based on the communicated event and the target (e.g., target machine, target establishment, etc). At stage B2, the environmental effects server 1011 causes an environmental effect to be created for the phone 1013 based on the event. For instance, a video sequence and/or animated sequence can play on the phone with a particular tune appropriate for resources of a phone. At stage B3, the environmental effects server 1011 causes an environmental effect for the computer 1015 based on the event. Different environmental effects can be created for the phone 1013 and/or the computer 1015 based on status of the corresponding user (e.g., playing, watching, losing, winning, etc.). If the environmental effect has already been selected by the floor environment server 1003, then embodiments may delay creation of the selected environmental effect until the environmental effects server 1011 notifies the floor environment server 1003 to proceed with creating the selected environmental effect. The environmental effect server 1011 can also communicate information to the distributed devices that alter selection of an environmental effect, modify a selected environmental effect, etc. For instance, local machines may not be aware of the total participants in a game. The total number of participants can impact the created environmental effect. To cause creation of an environmental effect, the environmental effect server 1011 can communicate an environmental effect identifier, operation for creating the environmental effect, a class of environmental effect, a reference to code or a command to create an environmental effect, etc.
Embodiments are not limited to the example depicted in FIG. 10. Various network architectures can be utilized to allow coordination of environmental effects across distributed devices. A central game controller can maintain a global view of distributed devices and communicate events to local environmental servers, or even directly control environmental effects creating devices. Embodiments may wait to create an environmental effect until instructed by a central environmental effect server. Embodiments may also establish communication between a central game controller and distributed and/or a central environmental effects server. For instance, a central game controller can generate an event that effects distributed participants. The central game controller communicates this event to a machine that consumes the event and causes an environmental effect to be created at the different physical locations that correspond to the distributed participants. The central game controller can communicate the event to a central environmental effects server (e.g., maintained by a wagering game developer or a third party) or to distributed local environmental effects servers.
Wagering Game Machine Architectures
FIG. 7 is a block diagram illustrating a wagering game machine architecture, according to example embodiments of the invention. As shown in FIG. 7, the wagering game machine architecture 700 includes a wagering game machine 706, which includes a central processing unit (CPU) 726 connected to main memory 728. The CPU 726 can include any suitable processor, such as an Intel® Pentium processor, Intel® Core 2 Duo processor, AMD OpteronTM processor, or UltraSPARC processor. The main memory 728 includes a wagering game unit 732. In one embodiment, the wagering game unit 732 can present wagering games, such as video poker, video black jack, video slots, video lottery, etc., in whole or part. The main memory 736 also comprises an event manager 736. The event manager 736 performs operations that determines one or more environmental effects to be created based, at least in part, on events generated by the game unit 732. The event manager 736 can be implemented with functionality similar to functionality of the near win manager 307 of FIG. 3.
The CPU 726 is also connected to an input/output (I/O) bus 722, which can include any suitable bus technologies, such as an AGTL+ frontside bus and a PCI backside bus. The I/O bus 722 is connected to a payout mechanism 708, primary display 710, secondary display 712, value input device 714, player input device 716, information reader 718, and storage unit 730. The player input device 716 can include the value input device 714 to the extent the player input device 716 is used to place wagers. The I/O bus 722 is also connected to an external system interface 724, which is connected to external systems 704 (e.g., wagering game networks).
In one embodiment, the wagering game machine 706 can include additional peripheral devices and/or more than one of each component shown in FIG. 7. For example, in one embodiment, the wagering game machine 706 can include multiple external system interfaces 724 and/or multiple CPUs 726. In one embodiment, any of the components can be integrated or subdivided.
Any component of the architecture 700 can include hardware, firmware, and/or machine-readable media including instructions for performing the operations described herein. Machine-readable media includes any mechanism that provides (i.e., stores and/or transmits) information in a form readable by a machine (e.g., a wagering game machine, computer, etc.). A machine-readable medium can be a machine-readable storage medium or a machine-readable signal medium. Examples of machine-readable storage media include read only memory (ROM), random access memory (RAM), magnetic disk storage media, optical storage media, flash memory machines, etc. Machine-readable signal media include any media suitable for transmitting software, that does not include a machine-readable storage medium.
While FIG. 7 describes an example wagering game machine architecture, this section continues with a discussion wagering game networks.
Wagering Game Networks
FIG. 8 is a block diagram illustrating a wagering game network 800, according to example embodiments of the invention. As shown in FIG. 8, the wagering game network 800 includes a plurality of casinos 812 connected to a communications network 814.
Each casino 812 includes a local area network 816, which includes an access point 804, a wagering game server 806, and wagering game machines 802. The access point 8304 provides wireless communication links 810 and wired communication links 808. The wired and wireless communication links can employ any suitable connection technology, such as Bluetooth, 802.11, Ethernet, public switched telephone networks, SONET, etc. In some embodiments, the wagering game server 806 can serve wagering games and distribute content to devices located in other casinos 812 or at other locations on the communications network 814. The wagering game server 806 implement functionality similar to that of the floor environment server 133 of FIG. 1 and/or the floor environment server 316 of FIG. 3. The wagering game server 806 can interact with other wagering game servers (not depicted) to create environmental effects, gather state data about a physical area of wagering game establishment, gather data from a community, gather data from player accounts, gather data about online viewers and/or an online community, etc.
The wagering game machines 802 described herein can take any suitable form, such as floor standing models, handheld mobile units, bartop models, workstation-type console models, etc. Further, the wagering game machines 802 can be primarily dedicated for use in conducting wagering games, or can include non-dedicated devices, such as mobile phones, personal digital assistants, personal computers, etc. In one embodiment, the wagering game network 800 can include other network devices, such as accounting servers, wide area progressive servers, player tracking servers, and/or other devices suitable for use in connection with embodiments of the invention.
In some embodiments, wagering game machines 802 and wagering game servers 806 work together such that a wagering game machine 802 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 machine 802 (client) or the wagering game server 806 (server). Game play elements can include executable game code, lookup tables, configuration files, game outcome, audio or visual representations of the game, game assets or the like. In a thin-client example, the wagering game server 806 can perform functions such as determining game outcome or managing assets, while the wagering game machine 802 can present a graphical representation of such outcome or asset modification to the user (e.g., player). In a thick-client example, the wagering game machines 802 can determine game outcomes and communicate the outcomes to the wagering game server 806 for recording or managing a player's account.
In some embodiments, either the wagering game machines 802 (client) or the wagering game server 806 can provide functionality that is not directly related to game play. For example, account transactions and account rules may be managed centrally (e.g., by the wagering game server 806) or locally (e.g., by the wagering game machine 802). Other functionality not directly related to game play may include power management, presentation of advertising, software or firmware updates, system quality or security checks, etc.
Any of the wagering game network components (e.g., the wagering game machines 802) can include hardware and machine-readable media including instructions for performing the operations described herein.
General
This detailed description refers to specific examples in the drawings and illustrations. These examples are described in sufficient detail to enable those skilled in the art to practice the inventive subject matter. These examples also serve to illustrate how the inventive subject matter can be applied to various purposes or embodiments. Other embodiments are included within the inventive subject matter, as logical, mechanical, electrical, and other changes can be made to the example embodiments described herein. Features of various embodiments described herein, however essential to the example embodiments in which they are incorporated, do not limit the inventive subject matter as a whole, and any reference to the invention, its elements, operation, and application are not limiting as a whole, but serve only to define these example embodiments. This detailed description does not, therefore, limit embodiments of the invention, which are defined only by the appended claims. Each of the embodiments described herein are contemplated as falling within the inventive subject matter, which is set forth in the following claims.

## Claims

1. A method for modifying an environmental gaming effect by an electronic environmental effects manager, the method comprising:
selecting, by the electronic environmental effects manager, the environmental gaming effect, based, at least in part, on presentation of a first portion of a set of outcome symbols appearing to have a potential winning outcome for a game play round of a wagering game presented by a wagering game machine before presentation of a second portion of the set of outcome symbols, wherein the environmental gaming effect is separate from the wagering game;
modifying, by the electronic environmental effects manager, the environmental gaming effect in response to determining that an actual outcome for the game play round is a losing outcome; and
causing, by the electronic environmental effects manager, the modified environmental gaming effect to be presented via an electronic output presentation device during at least a portion of the presentation of the second portion of the set of outcome symbols.

2. The method of claim 1, wherein the determining that the actual outcome for the game play round is different from the potential winning outcome comprises determining that the game play round for the wagering game indicates a near win, and wherein said modifying the environmental gaming effect comprises reducing one or more of a duration and intensity of the environmental gaming effect in response to the determining that the game play round of the wagering game indicates a near win.

3. The method of claim 1 further comprising initiating presentation of a first portion of the environmental gaming effect after the presentation of the first portion of the set of outcome symbols and before the presentation of the second portion of the set of outcome symbols, wherein the first portion of the set of outcome symbols appears to indicate that a winning event may occur as the potential winning outcome for the game play round of the wagering game, and further comprising determining that the second portion of the set of outcome symbols will indicate that a losing event will occur as the actual outcome of the game play round instead of the winning event.

4. The method of claim 3, wherein the modifying the environmental gaming effect comprises modifying the environmental gaming effect after the second portion of the set of outcome symbols is revealed via the wagering game.

5. The method of claim 4, wherein the first portion of the environmental gaming effect is associated with a celebratory effect for the winning event for the wagering game, and wherein the second portion of the environmental gaming effect is the celebratory effect played with one or more of a reduced duration and a reduced intensity.

6. An electronic environmental effects manager comprising:
one or more processors;
a network communication interface configured to communicate via a network; and
one or more memory storage devices configured to store instructions, which when executed by at least one of the one or more processors cause the electronic environmental effects manager to perform operations to
select an environmental gaming effect based at least in part, on a potential winning outcome for a game play round of a wagering game presented by a first portion of a set of outcome symbols for a wagering game machine before presentation of a second portion of the set of outcome symbols, and wherein the environmental gaming effect is separate from wagering game content presented by the wagering game,
determine, based on analysis of the wagering game, that an actual losing outcome for the game play round is different from the potential winning outcome,
generate modification instructions to modify the environmental gaming effect in response to determination that the actual losing outcome for the game play round is different from the potential winning outcome, and
transmit, via the network communication interface, the modification instructions to an electronic output presentation device to cause a modification in presentation of the environmental gaming effect during at least a portion of the presentation of the second portion of the set of outcome symbols.

7. The electronic environmental effects manager of claim 6, wherein the one or more memory storage devices configured to store the instructions to cause the electronic environmental effects manager to perform the operations to determine that the actual losing outcome for the game play round is different from the potential winning outcome is configured to store instructions, which when executed by at least one of the one or more processors, cause the electronic environmental effects manager to perform operations to determine that the game play round indicates a near win, and wherein the one or more memory storage devices configured to store the instructions to cause the electronic environmental effects manager to perform the operations to generate the modification instructions are configured to store instructions, which when executed by at least one of the one or more processors, cause the electronic environmental effects manager to perform operations to generate the modification instructions to reduce one or more of a duration and intensity of the environmental gaming effect in response to determination that the game play round for the wagering game indicates the near win.

8. One or more non-transitory, machine-readable storage media having instructions stored thereon, which when executed by a set of electronic processing units of a gaming system, cause the gaming system to perform operations comprising:
selecting an environmental gaming effect based, at least in part, on detecting a potential winning outcome for a game play round of a wagering game presented by a wagering game machine, wherein the potential winning outcome is associated with presentation of a first portion of a set of outcome symbols for the game play round via the wagering game machine before presentation of a second portion of the set of outcome symbols for the game play round, wherein the environmental gaming effect is separate from content for the wagering game;
detecting, in response to communication via a communication interface of the gaming system, a non-winning actual outcome for the game play round;
modifying the environmental gaming effect in response to detecting the non-winning actual outcome, wherein instructions for the environmental gaming effect are stored in a memory accessible to the gaming system; and
causing, by the gaming system in response to the modifying the environmental gaming effect, a modification to presentation of the environmental gaming effect via an electronic output presentation device for at least a portion of the presentation of the second portion of the set of outcome symbols.

9. The one or more non-transitory, machine-readable storage media of claim 8, said operations further comprising:
determining a level associated with the non-winning actual outcome; and
determining the environmental gaming effect based on the level.

10. The one or more non-transitory, machine-readable storage media of claim 9, wherein the level comprises one or more of a level of game play within a given time before the non-winning actual outcome, a level of game loss percentage over a number of wagers before the non-winning actual outcome, or a level of non-game purchases before the non-winning actual outcome.

11. The one or more non-transitory, machine-readable storage media of claim 8, wherein the non-winning actual outcome is a near-win event, wherein the environmental gaming effect is based on a celebratory effect configured for the potential winning outcome associated with the near-win event, and wherein the modified environmental gaming effect is reduced in one or more of timing and intensity for the celebratory effect.

12. The one or more non-transitory, machine-readable storage media of claim 8, wherein the operations for detecting the non-winning actual outcome include operations comprising:
determining that the non-winning actual outcome will be presented for the wagering game; and
determining that before the non-winning actual outcome is presented, a set of game play elements will be presented to appear as if the potential winning outcome will occur.

13. The one or more non-transitory, machine-readable storage media of claim 12, said operations further comprising:
presenting at least a first portion of the environmental gaming effect before the non-winning actual outcome is presented; and
causing the presentation of the environmental gaming effect to terminate in response to detecting the non-winning actual outcome, wherein a second portion of the environmental gaming effect is not presented.

14. The one or more non-transitory, machine-readable storage media of claim 13, said operations further comprising sequentially increasing an intensity of the presentation of the first portion of the environmental gaming effect until the non-winning actual outcome is presented.

15. The one or more non-transitory, machine-readable storage media of claim 8, wherein the gaming system is an environmental effects server separate from the wagering game machine, and wherein the electronic output presentation device is one or more of an environmental lighting device or an environmental speaker.

16. A gaming apparatus comprising:
a processor;
a network communication interface; and
a memory storage device configured to store instructions, which when executed by the processor cause the gaming apparatus to
select an environmental gaming effect based, at least in part, on detecting a potential winning outcome associated with presentation of a first portion of a set of outcome symbols for a game play round of a wagering game associated with a wagering game machine before presentation of a second portion of the set of outcome symbols for the game play round, wherein the environmental gaming effect is separate from content for the wagering game,
detect, in response to communication via the network communication interface, a non-winning actual outcome for the game play round, and wherein the wagering game machine includes a value input device configured to receive monetary value for placement of one or more wagers on the wagering game,
modify the environmental gaming effect in response to detection of the non-winning actual outcome, wherein instructions for the environmental gaming effect are stored in a memory accessible to the gaming apparatus, and
cause a change in presentation to the environmental gaming effect via an electronic output presentation device in response to modification of the environmental gaming effect associated with the wagering game machine, wherein the change in the presentation to the environmental gaming effect occurs for the presentation of the second portion of the set of outcome symbols.

17. The gaming apparatus of claim 16, wherein the memory storage device is configured to store instructions, which when executed by the processor, cause the gaming apparatus to perform operations to:
determine a level associated with the non-winning actual outcome; and
determine the environmental gaming effect based on the level.

18. The gaming apparatus of claim 17, wherein the level comprises one or more of a level of game play within a given time before the non-winning actual outcome, a level of game loss percentage over a number of wagers before the non-winning actual outcome, or a level of non-game purchases before the non-winning actual outcome.

19. The gaming apparatus of claim 18, wherein the non-winning actual outcome is a near-win event, wherein the environmental gaming effect is based on a celebratory effect configured for the potential winning outcome associated with the near-win event, and wherein the environmental gaming effect is reduced in one or more of timing and intensity than for the celebratory effect.

20. The gaming apparatus of claim 16, wherein the memory storage device is configured to store instructions to cause the gaming apparatus to perform operations to cause a first portion of the environmental gaming effect to be presented before the non-winning actual outcome is presented, and wherein the memory storage device is configured to store instructions, which when executed by the processor, cause the gaming apparatus to perform operations to cause the presentation of the environmental gaming effect to terminate in response to detection of the non-winning actual outcome, wherein a second portion of the environmental gaming effect is not presented.

21. The gaming apparatus of claim 20, wherein the memory storage device is configured to store instructions, which when executed by the processor, cause the gaming apparatus to perform operations to sequentially increase an intensity of the presentation of the first portion of the environmental gaming effect until the non-winning actual outcome is presented.

22. The method of claim 1, wherein the wagering game machine includes a value input device configured to receive monetary value for placement of one or more wagers on the wagering game.

23. The electronic environmental effects manager of claim 6, wherein the one or more memory storage devices are configured to store instructions, which when executed by at least one of the one or more processors, cause the electronic environmental effects manager to:
cause the electronic output presentation device to initiate presentation of a first portion of a celebratory environmental gaming effect after the first portion of the set of outcome symbols has been presented and before the second portion of the set of outcome symbols has been presented, wherein the first portion of the set of outcome symbols indicates that a winning event may occur as the potential winning outcome for the game play round of the wagering game;
determine that the second portion of the set of outcome symbols will indicate a losing event will occur as the actual losing outcome instead of the winning event; and
generate the modification instructions to cause the electronic output presentation device to reduce one or more of a duration or an intensity of the celebratory environmental gaming effect during the at least the portion of the second portion of the set of outcome symbols.