Abstract:
A first remote player device records a state of the gambling game that is in progress. The gaming system interrupts the gambling game and transfers the state of the gambling game to a second remote player device. The gambling game resumes on the second remote player device.

Description:
PRIORITY 
       [0001]    The present application is a continuation of U.S. application Ser. No. 12/102,808, filed on Apr. 14, 2008, which is a divisional of U.S. application Ser. No. 10/913,301, filed on Aug. 5, 2004, which is a continuation of U.S. application Ser. No. 10/682,095, filed on Oct. 8, 2003, which claims priority to U.S. Provisional Application No. 60/417,913, filed on Oct. 9, 2002. 
         [0002]    U.S. application Ser. No. 10/913,301 issued as U.S. Pat. No. 7,690,043, on Mar. 30, 2010. 
         [0003]    Each of the above-referenced applications and/or patents is incorporated by reference in its entirety. 
     
    
     BACKGROUND OF THE INVENTION 
       [0004]    1. Field of the Invention 
         [0005]    The present invention generally relates to electronic devices. In particular, the invention relates to methods and systems of interactive gaming. 
         [0006]    2. Description of the Related Technology 
         [0007]    Traditionally, the way for a gaming operator to increase revenue from gaming devices is to increase the number of gaming devices available for play. In order for casinos to increase the number of gaming devices available for play, casino floor space must be added to house the additional gaming devices. The floor space allocated to house additional gaming devices must meet specific criteria as defined by the gaming authority for the jurisdiction in which the gaming devices are to be located. Providing additional floor space is an expensive process for casino operators and often requires constructing new casino properties. Also, adding gaming devices typically requires payment of additional licensing fees for each additional game. 
         [0008]    A trend in the gaming industry has been to provide Internet gaming. Internet gaming allows players to make wagers on the outcome of casino style games similar to that described above, except that the player does not have to be physically located in a casino to do so. Internet players make wagers and play casino games using a personal computer and wager on games running on computers connected to the Internet. 
         [0009]    More broadly, interactive gaming is the conduct of gambling games through the use of electronic devices. The popularity of Internet gambling sites has indicated a strong market for remotely accessible gaming, or other interactive gaming. Regulated casino operators strongly desire to provide interactive gaming while capitalizing on existing infrastructure. Thus there is a need for improved electronic devices that support regulated remote gaming. 
       SUMMARY OF THE INVENTION 
       [0010]    The system of the present invention has several aspects, no single one of which is solely responsible for its desirable attributes. Without limiting the scope of this invention as expressed by the claims which follow, its more prominent features will now be discussed briefly. After considering this discussion, and particularly after reading the section entitled “Detailed Description of the Invention” one will understand how the features of this invention provide advantages which include providing remote gaming in regulated environment. 
         [0011]    A gaming system and method of using the same to allow a host gaming device to be played from remote player devices to allow casino operators to obtain maximum advantage from their gaming licenses. 
         [0012]    More particularly, in one embodiment gaming system may comprise a data network, a host gaming device connected to the data network, the gaming device configured to execute at least one game and a plurality of remote player devices connected to the data network. Each of the remote player devices is configured to receive game information provided by the host gaming device. Whether each remote player device is permitted to receive gaming data may be based upon, at least in part, the geographic location of the remote player device. 
         [0013]    The host gaming device may be configured to allow no more than a predetermined number of remote player devices to concurrently receive game information provided by the host gaming device during the gaming session. This predetermined number may be determined by a gaming agency. 
         [0014]    In another embodiment of a gaming system, at least one of the plurality of remote player devices may be permitted to receive game data based upon, at least in part, the geographic location of the remote player device, an age of a user of the remote player device. 
         [0015]    A gaming system according to the invention may also include a central gaming controller configured to record gaming transactions on the host gaming device and on each remote gaming device. 
         [0016]    The data network may be, in part, the Internet, and be comprised of one or more logical segment, which may include closed-loop networks. The host gaming device may be configured to identify the geographic location of a remote player device based, at least in part, on a logical segment corresponding to the remote player device. A mobile communications network, or a GPS device may also allow identification of the geographic location of the remote player device. 
         [0017]    The host gaming device may be in a location approved by a gaming agency and include at least one game control configured to provide local use. This game control may be disabled when the host gaming device is providing game information to a remote player device. A host gaming device may also be configured to save an encrypted game state allowing a game to be resumed following a device or network failure. 
         [0018]    A remote player device may be coupled to a credential device configured to receive information relating to a user of the remote player device. The information relating to a user may include the age of the user, or a password that is input by the user. The credential device is a smart card reader, a biometric device such as a fingerprint reader, or any type of input device. The credentials may be verified against information, such as age, password, or fingerprint in a database configured to provide information associated with each of a plurality of users of the gaming system. 
         [0019]    In another embodiment, a gaming system may be comprised of a means for executing at least one game, the game providing game information during its execution, a local access means provides local access to the game information for a user in a location approved by a gaming agency, player means for receiving game information, presenting the game information to a user and providing at least one game control, a means for providing the game information over a data network to a predetermined number of receiving means, means for determining the location of the receiving means, and means for disabling the local access means. Other similar embodiments may also be comprised of means for creating an auditable record of gaming transactions on the playing means and on the gaming means. 
         [0020]    Another embodiment of a gaming system, in addition to the features of the embodiments discussed above, may also include customized promotional messages to players of gaming devices. 
         [0021]    On a remote player device, an embodiment of a method of remotely accessing a host gaming device may include: establishing access to the host gaming device through a data network, receiving gaming related information from the host gaming device through the data network, presenting the gaming related information to a player, receiving at least one control signal from the player, sending the control signal to the host gaming device through the data network, and disabling local use of the host gaming device. In one embodiment, the method may also include recording each gaming transaction occurring on the remote player device. Another embodiment of the method may include providing a geographic location of the remote player device. In another embodiment of the method, the age of the user of the remote player device is also provided. 
         [0022]    On a host gaming device, an embodiment of a method of providing remote access, including: verifying the geographic location of a remote player device, establishing a gaming session on a host gaming device from a remote player device through a data network, receiving at least one control signal from the remote player device through the data network, and sending gaming related information from the gaming device through the data network. One embodiment of a method may also include recording each gaming transaction occurring on the host gaming device, 
         [0023]    In order to provide tolerance for failures of system components, a method of resuming an interrupted gaming session on a gaming device is provided. One embodiment of a method may include generating a gaming state of the gaming session on the first gaming device, encrypting the gaming state, transporting the encrypted gaming state from the gaming device. The method may also include the converse: transporting the encrypted gaming state from the first gaming device to a second gaming device, decrypting the gaming state on the second gaming device; and loading the game state into a second gaming device to resume the gaming session. 
         [0024]    An embodiment of a gaming system which provides for resuming interrupted gaming sessions across a data network. The system may include a first host gaming device connected to the data network, the gaming device configured to execute at least one game, generate a gaming state based on execution of at least one game, encrypt the gaming state, and send the encrypted gaming state over the data network. A second host gaming device may be connected to the data network, the second gaming device configured to receive the encrypted gaming state over the data network, decrypt the gaming state, and resume executing at least one game from the gaming state. A plurality of remote player devices, configured to receive game information provided by the host gaming device, may be connected to the data network. The gaming state may include user payment or credit information, and game jackpot or payout information. 
         [0025]    Another embodiment of a gaming system providing resumption of interrupted gaming sessions may include means for executing at least one game, means for generating a gaming state based on execution of at least one game, means for encrypting the gaming state, and means for sending the encrypted gaming state. The system may also include means for receiving the encrypted gaming state, means for decrypting the gaming state and means for resuming executing at least one game from the gaming state. 
         [0026]    To enable gaming regulatory compliance, methods authenticating gaming system users are also provide. An embodiment of a method of authenticating a user of a host gaming device may include receiving a security certificate from the smart card, sending the security certificate from the gaming device to an authenticator device, receiving an authentication reply from the authenticator, and playing a game in response to the authentication reply. 
         [0027]    An embodiment of the method may also include presenting the security certificate from the gaming device to a certificate authority for authentication over a data network. 
         [0028]    An embodiment of a method of authenticating a user of a remote player device for playing a host gaming device may include receiving an indicia of identity for a user, sending the indicia of identity to an authenticator device, receiving an authentication reply from the authenticator device, and authorizing use of a host gaming device based on the indicia of identity. The indicia of identity for a user may be provided by a biometric device, a smart card, or a password provided by the user. 
         [0029]    Another embodiment of a gaming system provides authentication of users. The system may include a data network, a host gaming device interfaced to the data network, a plurality of remote player devices interfaced to the data network, and a security device configured to provide player credentials to at least one remote player device. The each of the remote player devices may be configured to receive game information provided by the host gaming device. The host gaming device may provide game information to a predetermined number of permitted remote player devices. Whether a remote player device is permitted to receive gaming information may be based upon, at least in part, on player credentials provided by the security device. 
         [0030]    In one embodiment, a method of remotely accessing a gaming device provides for creating records of gaming transactions on both host gaming devices and remote player devices sufficient to provide an auditable record for a gaming authority in the jurisdiction. The method may include establishing a gaming session on a gaming device for a remote player device through a data network, sending gaming related information from the gaming device through the data network, receiving at least one control signal from the remote player device through the data network, creating an auditable gaming session record representing each gaming transaction of a gaming session on the host gaming device and on the remote gaming device. In addition, the record may be sent to a third party, such as a gaming authority, through the data network. 
         [0031]    In another embodiment of a gaming system, the gaming system includes a network comprised of a plurality of logical segments. A security policy controls the flow of data between logical segments. A host gaming device may be connected to the data network, the gaming device configured to execute at least one game. A plurality of remote player devices may be connected to the data network. The plurality of remote player devices are each configured to receive game information provided by the host gaming device, and to control a gaming session established on the gaming device, subject to the security policy. The security policy may be based, at least in part, on the geographic location of a logical segment. 
         [0032]    One embodiment of the gaming system may include a promotional message server to deliver customized promotional messages to users of the gaming system. In this embodiment, a gaming system may include a data network, a promotional message server configured to provide customized promotional messages. Each message may be customized with information associated with a user of the gaming system. In addition, a gaming system may include a host gaming device interfaced to the data network, and a plurality of remote player devices interfaced to the data network. The plurality of remote player devices are each configured to receive game information provided by the host gaming device and to receive and present promotional messages. 
         [0033]    In another embodiment, a gaming system may include a means for data communication, means for executing at least one game, means for providing game information over the data network to a predetermined number of receiving means, a plurality of means for receiving game information over the data communication means. Each means for receiving game information may be coupled to a means for receiving customized promotional messages. A gaming system may also include a means for presenting promotional messages in conjunction with gaming data. 
         [0034]    A related method of displaying information on a remote player device is also provided. The method may include receiving a promotional message on a remote player device, presenting the promotional message in conjunction with gaming information for an amount of time; and removing the promotional message from the remote player device. Information in the promotional message may be used to calculate the amount of time to present the promotional message. 
         [0035]    A remote player interface of a gaming system may have a number of embodiments. In one embodiment of a gaming system, the gaming system includes data network, a host gaming device interfaced to the data network, and at least one remote player device interfaced to the data network. The remote player device is configured to receive game information provided by the host gaming device. The remote player interface of the gaming system may include a video display device in communication with the remote player device and a remote control device in communication with the remote player device. The remote control device is configured to control operation of a game. 
         [0036]    An embodiment of method of remotely accessing a gaming device may include establishing a gaming session on the host gaming device from a remote player device through a data network, receiving gaming related information from the host gaming device through the data network, presenting gaming related information to a player via a video display device, receiving at least one control signal generated by a remote control device for controlling the gaming session, and sending the control signal to the host gaming device through the data network. 
     
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         [0037]      FIG. 1  depicts a simplified block diagram of a gaming system according to one embodiment of the invention. 
           [0038]      FIG. 2  depicts a simplified block diagram of system elements relating to a host gaming device of  FIG. 1  according to one embodiment of the invention. 
           [0039]      FIG. 3  depicts a simplified block diagram of system elements relating to a remote player device of  FIG. 1  according to one embodiment of the invention. 
           [0040]      FIG. 4  is a flowchart depicting the sequence of events for acknowledging command messages in a gaming system as embodied in  FIG. 1 . 
           [0041]      FIG. 5  is a flowchart depicting the sequence of events for establishing a remote gaming session, playing a game, and terminating the remote gaming session in a gaming system as embodied in  FIG. 1 . 
           [0042]      FIG. 6  is a flowchart depicting the sequence of events for transferring funds from a player&#39;s source of funds in the gaming system of  FIG. 1 . 
           [0043]      FIG. 7  is a flowchart depicting the sequence of events for a host gaming device of  FIG. 2  to connect to a network using security certificates and a certificate authority. 
           [0044]      FIG. 8  is a flowchart depicting the sequence of events for a gaming device of  FIG. 2  to build and deliver an encrypted block of data representing the complete state of the gaming device. 
           [0045]      FIG. 9  is a flowchart depicting the sequence of events for retrieving a block of data representing the state of a gaming device from a database and loading the block into a gaming device as performed by a gaming system embodiment as in  FIG. 1 . 
           [0046]      FIG. 10  is a more detailed block diagram of a gaming system as depicted in  FIG. 1 . 
           [0047]      FIG. 11  is a detailed block network diagram of a portion of a gaming system as depicted in  FIG. 10 . 
       
    
    
     DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT 
       [0048]    The following detailed description is directed to certain specific embodiments of the invention. However, the invention can be embodied in a multitude of different ways as defined and covered by the claims. In this description, reference is made to the drawings wherein like parts are designated with like numerals throughout. 
         [0049]    In a traditional casino environment, gaming devices are generally located on a gaming floor. Gaming devices are subject to regulation by gaming regulatory agencies. Regulations may limit the locations where gaming devices may be placed and by limit users of gaming devices to those of legal age to gamble in the respective jurisdiction. Regulatory agencies for a given jurisdiction may also limit the number of licensed gaming devices provided to a licensee. Where gaming devices are physically located on a casino gaming floor, verification of whether a device is being used in its licensed location within the jurisdiction may be determined by physical inspection of the gaming floor. Further, monitoring of the gaming floor in casinos ensures that players are of legal age as set by the jurisdiction. 
         [0050]    An embodiment of a gaming system according to the present invention allows a licensed host gaming device to be used by one or more remote player devices geographically separated from the host gaming device, but still located within the jurisdiction of a gaming authority.  FIG. 1  depicts a simplified block diagram of an embodiment of a gaming system  100  according to the invention. One or more host gaming devices  160 ,  161 ,  162  are licensed gaming devices. Although three host gaming devices are shown on  FIG. 1 , the gaming system  100  may employ any number of host gaming devices ranging from one to thousands. For convenience of discussion, set forth below is a description of certain aspects of the host gaming device  160 . It is to be appreciated that the other gaming devices may contain the following or different aspects. 
         [0051]    A host gaming device may be any device, comprised of electronic, mechanical, or a combination of electronic and mechanical components, which is used for gaming and which affects the result of a wager by determining win or loss. A host gaming device  160  is connected to a data network  150 . In the embodiment depicted in  FIG. 1 , the data network of gaming system  100  is comprised of three logical segments. Gaming network  150  connects each host gaming device  160  and related elements such as the database  170  and central gaming controller  180 . Remote network  120  connects remote player devices  110 ,  111 ,  112  to the system. Backbone network  140  provides interconnection between the gaming network  150  and the remote network  120 . 
         [0052]    The database  170  may be computer server running database software, or any other commercially available database solution. In one embodiment, as depicted, the database  170 , is a casino database. In other embodiments, the database may also contain other data related, or unrelated to the casino operation. 
         [0053]    Remote network  120  connects remote player devices  110 ,  111 ,  112  to the system. Each remote player device  110  allows a user to play a game executing on a host gaming device  160 . For convenience of discussion, set forth below is a description of certain aspects of the remote player device  110 . It is to be appreciated that the other remote player devices may contain the following or different aspects. Although three remote player devices are shown on  FIG. 1 , the gaming system  100  may employ any number of remote player devices ranging from one to thousands. 
         [0054]    The remote network  120  may be any form of computer network, as discussed below. In one particular embodiment, the remote network  120  is part of a network provided by a cable television system.  FIG. 10  depicts an embodiment of a gaming system where the remote network  120  is provided through a digital home communications terminal (DHCT)  1000 , such as a set-top box. 
         [0055]    Each host gaming device  160  may be located in any location approved by a gaming agency, such as a casino gaming floor. A host gaming device  160  provides a legally regulated random number generator. Once generation of random number has been performed, a game result is determined. Any further interaction through the game&#39;s user interface is for the benefit of a user. For example, in one embodiment of a gaming system, the host gaming device may be a slot machine. After payment is made, through a coin, token, credit device, etc, the player pulls a lever arm to execute play. In a mechanical game, for example, a slot machine, a game result may be determined by the interaction of spinning wheels. In a host gaming device  160  of an embodiment of the present invention, however, pulling the arm triggers generation of a random number which determines the game result. Thus any spinning wheels or its electronic equivalent is purely for entertainment of the user. A host gaming device  160  plays at least one game of chance, including, but not limited to, Slots, Blackjack, Poker, Keno, Bingo, or Lotteries. 
         [0056]      FIG. 2  depicts a more detailed block diagram of an embodiment of a gaming system  100  showing additional gaming system elements coupled to the host gaming device  160 . The host gaming device  160  may include local controls  220  such as an arm. The host gaming device  160  may have a display  210  to present the results of a game to a user. Further, the gaming device  160  may have a smart card reader  280 . Functions of the smart card reader  280  may include receiving payment for a game, or identifying a user for promotional or loyalty programs. A biometric identity device  290 , such as a fingerprint scanner, may be used for similar functions by the gaming system. 
         [0057]    Networks  120 ,  140 ,  150  may include any type of electronically connected group of computers including, for instance, the following networks: Internet, Intranet, Local Area Networks (LAN) or Wide Area Networks (WAN). In addition, the connectivity to the network may be, for example, remote modem, Ethernet (IEEE 802.3), Token Ring (IEEE 802.5), Fiber Distributed Datalink Interface (FDDI) Asynchronous Transfer Mode (ATM), Wireless Ethernet (IEEE 802.11), or Bluetooth (IEEE 802.15.1). Note that computing devices may be desktop, server, portable, hand-held, set-top, or any other desired type of configuration. As used herein, the network includes network variations such as the public Internet, a private network within the Internet, a secure network within the Internet, a private network, a public network, a value-added network, an intranet, and the like. In embodiments of the present invention where the Internet is the backbone network  140 , gaming network  150  and remote network  120  may form a virtual private network (VPN) transported over the Internet. 
         [0058]    In preferred embodiments, the remote network  120  may be a closed-loop network, such as the cable network depicted in  FIG. 10 . A closed-loop network  120  may have a limited geographic scope which allows the geographic location of a remote player device  110  to be identified. For example, a given cable network may be limited to a specific hotel. Each hotel room may be provided with a remote player device  110  which may then be identified with that location. In other embodiments, the remote network  120  may be a mobile telephone network which is capable of identifying a caller&#39;s geographic location. 
         [0059]    As depicted in the simplified block diagram of  FIG. 3 , a remote player interface  300  may comprise a remote player device  110 , a display  310  for presenting game information and a control  320  to provide user game control for the remote player device  160 . In one embodiment, a remote player interface  110  may also comprise a remote control  395  to provide game controls. In preferred embodiments of the remote control, the connection  394  between the remote control  395  and the remote player device  160  may be any type of wireless connection, including infra-red based protocols, or a RF wireless protocol such as Bluetooth (802.15.1). The remote control  395  may also be connected to the remote player device  160  through a wired connection such as Universal Serial Bus (USB), serial, or equivalent connection. The remote control  395  may also include controls customized for gaming. A handheld computer may also comprise a remote control  395 . 
         [0060]    The display  310  may be a television, a personal computer, or a handheld computer device. A fixed or wireless telephone handset may comprise a display  310  and controls  320  of a remote player interface. In some embodiments the controls  320  may be integrated with display  310 , as for instance, in a touch screen. 
         [0061]    In one embodiment, the game information may be a random number which represents the result of the game, information related to gaming device jackpots, or player credits. In another embodiment, the gaming information may be multimedia, sound and images, including, in one embodiment, video, representing the execution of a game. In another embodiment, game information may also be software for execution on a remote player device  110  or on any element of a remote player interface  300 , such as a remote control  395 , which interactively presents the game through the remote player interface  300 . 
         [0062]    To enable regulatory conformance of the gaming system, gaming device users must be geographically within an approved jurisdiction and of legal age in the jurisdiction. In a regulated gaming environment, such as a gaming floor, physical control of the premises allows enforcement of this requirement. For remote player devices  110  not operated in the regulated gaming environment of a gaming floor, the age of the user of a remote player device  110  must be verified before game information is provided by a host gaming device  160 . Credentials may be received from a user using a variety of security devices and compared to records, such as in a database  170  to confirm identity and thus age of the user. 
         [0063]    To ensure compliance with regulatory requirements, a gaming system  100  may identify the geographic location of a remote player device  110 . As discussed above, a network  120  may be a closed-loop network  120  whose devices are thereby identified in geographic location by the location of that network. Other embodiments may employ a UPS system on the remote player device  110  to provide the geographic location of the device  110 . In other embodiments, the remote network  120  may be a mobile communications network which provides the geographic location of network clients, such as a remote player device  110 . 
         [0064]    In one embodiment, a security device may be a smart card reader  380  that is coupled to the remote player device  110 . In embodiments using a smart card reader, a user inserts a smart card into the reader which provides credentials sufficient to verify the age of the user. In one such embodiment, indicia present on the smart card reader are compared to records in a casino database  170  to verify the age of the user. 
         [0065]    In other embodiments, a remote player device  110  may be coupled to a biometric identity device  390 , such as a fingerprint scanner. In one embodiment, information received from the biometric identity device  390  may be compared to records in a casino database  170  to verify the age of the user. In other embodiments a biometric identity device  390  may be retinal scanner or facial recognition device. 
         [0066]    In some embodiments, the controls  320  may include an input device (not pictured in  FIG. 3 ) coupled to a remote player device  110  to receive a password or PIN as a security device. The password or PIN may be compared to information, such as records in a casino database  170  to verify the identity, and thus the age, of the remote player device user. For example, the input device may be a keyboard, rollerball, pen and stylus, mouse, or voice recognition system. The input device may also be a touch screen associated with an output device. The user may respond to prompts on the display by touching the screen. The user may enter textual or graphic information through the input device. The controls  320  may be coupled to a display  310  in the form of a personal computer, a television, a television with a set-top box, a handheld computer, or a telephone, fixed or mobile, handset. 
         [0067]    Embodiments of a remote player device  110  may be a television, a cable interactive set-top box, a remote control, a personal computer, or a mobile or fixed telephone handset. Another embodiment may comprise a handheld computer coupled to a fixed or preferably wireless network. Also, a host gaming device  160  may also be a remote player device  110 . 
         [0068]    In one embodiment, a remote gaming device  110  may be in a location approved by a gaming agency with controls  320  and display  310  which match the appearance of a stand-alone gaming device. For example, a remote gaming device  110  may be appear to be a slot machine with an arm control  320 , a mechanical or electronic “slots” display  310 . In other embodiments, remote gaming devices  110 , regardless of location, may have controls and displays which match the appearance of a host gaming device  160 . This may include control devices coupled to personal computers or set-top boxes which may be customized for one or more games. 
         [0069]    Indicia of identity and age received from a smart card reader  380 , biometric identity device  390 , or user entry of a password may also be compared to records stored on the remote player device  110 . For example, a remote player device  110  in a hotel room may be programmed by hotel staff to store identification information for eligible guests in the room containing the gaming device without the identification information being included in the casino database  170 . In these embodiments, access to the remote player device thus may itself be an indicium of legal age to the central gaming controller  180  or host gaming device  160 . 
         [0070]    A central gaming controller  180  may manage the interaction of remote player devices and host gaming devices. The central gaming controller  180  may comprise one or more server computers or may be integrated with a host gaming device. In the embodiment depicted in  FIG. 10 , the application server  1027  and request processing servers  1023  comprise the central gaming controller  180 . 
         [0071]    One embodiment of a gaming system  100  comprises a single remote player on a remote player device  110  establishing a gaming session on a host gaming device  160  with no local player using the host gaming device  160 . In this embodiment, the local controls  220  of a host gaming device  160  become disabled for local play during the remote gaming session. Correspondingly, a host gaming device  160  in this embodiment also becomes unavailable for remote play while a player uses the local controls  220  to use the host gaming device  160 . 
         [0072]    Another embodiment comprises a single player using the local controls  220  of a host gaming device  160  and a single remote player on remote player device  110  concurrently. Thus in this embodiment, the local game controls  220  on the host gaming device  160  are not disabled during the remote gaming session. 
         [0073]    Another embodiment of the gaming system  100  comprises a single local player of the host gaming device  160  and multiple remote players on a plurality of remote player devices  110  having concurrent gaming sessions. A similar embodiment comprises multiple concurrent remote players and no local players on the host gaming device  160  because the local controls  220  may be disabled during the remote gaming sessions. 
         [0074]    Another embodiment of a gaming system  100  comprises one or more remote player devices  110  which are physically located in a location approved by a gaming agency and networked to a host gaming device  160  that hosts both local and remote player sessions. Players physically located in the casino may occupy a remote player device  110  and play the games provided by the host gaming device  160 . Concurrently, gaming sessions to one or more remote player devices  110  physically located outside the casino may be provided. Thus, in this embodiment, players may concurrently play using the host gaming device  160 , a physically remote player device  110 , or a remote player device  110  in a location approved by a gaming agency. 
         [0075]    Another embodiment of the invention comprises one or more remote player devices  110 , physically located in a location approved by a gaming agency and at least one host gaming device  160 . In this embodiment, player sessions may only be established on a host gaming device  160  from a remote player device  110  if that remote player device  110  is physically located in a location approved by a gaming agency, such as a casino gaming floor. Players may also play the host gaming device  160  using local controls  220  concurrently with remote player sessions. Thus, in this embodiment, players may concurrently play using the host gaming device  160 , or a remote player device  110  that is located in a location approved by a gaming agency. 
         [0076]    In each of the above disclosed embodiments, the remote player devices  110  that may concurrently receive game information from a host gaming device  160  may be limited to a predetermined number that is determined by a regulatory gaming agency for the jurisdiction. 
         [0077]    A remote player device  110  that is physically located in the casino in a location approved by a gaming agency, such as a casino gaming floor, may differ from a remote player device physically located outside the casino floor. In one embodiment, a remote player device  110  located in a location approved by a gaming agency resembles the appearance of a stand-alone gaming device and may thus be similar in appearance and operation to the host gaming device  160 . 
         [0078]    In one embodiment, a remote player device  110  requests game data from the host gaming device  160  by sending a request for a game to a central gaming controller  180 . The central gaming controller  180  then transmits the request for a game to the host gaming device  160 . The host gaming device  160  receives the request and provides game data to the central gaming controller  180  that passes to the remote player device  110 . That information is then translated into a game by the remote player device  110  and displayed or performed to the player. The remote player device  110  may contain on-board hardware and software that may be required to present a game. The regulated portion of hardware and software required to execute a game, such as a random number generator, is on the host gaming device  160  and the information transmitted to the remote player device  110  each time a game is requested. 
         [0079]    Gaming devices according to an embodiment of the invention may use mixed-protocol delivery systems for game content and game results. Game information and results comprising image and sound data may be delivered by packet based network protocols such as IP datagrams, by connection-oriented network protocols, or by a combination of both. Streaming media protocols may also be employed. During a given gaming session, these communication methods may be used interchangeably or concurrently. 
         [0080]    In one embodiment, communication over the data networks  120 ,  140 , or  150 , may use IP datagrams to package image and sound data comprising a host gaming device interface and display, encrypts it, and delivers it to the remote player device. Internet Protocol (IP) is a network layer protocol used by many corporations, governments, and the Internet worldwide. IP is a connectionless network layer protocol that performs addressing, routing and control functions for transmitting and receiving datagrams over a network. The network layer routes packets from source to destination. An IP datagram is a data packet comprising a header part and a data part. The header part includes a fixed-length header segment and a variable-length optional segment. The data part includes the information being transmitted over the network. As a connectionless protocol, IP does not require a predefined path associated with a logical network connection. Hence, IP does not control data path usage. If a network device or line becomes unavailable, IP provides the mechanism needed to route datagrams around the affected area. 
         [0081]    The remote player interacts with a game through a remote player interface  300 . A remote player device  110  may send commands back to the central gaming controller  180  as, in one embodiment, IP datagrams. The IP datagrams are interpreted by the central gaming controller  180  and used to proxy user interface interaction between the gaming device and the remote player. Game results may also be packaged as IP datagrams and delivered to the remote player through this method. 
         [0082]    Alternative embodiments may use connection-oriented protocols such as TCP, or a combination of connection oriented protocols and connectionless packet protocols such as IP. Transmission Control Protocol (TCP) is a transport layer protocol used to provide a reliable, connection-oriented, transport layer link among computer systems. The network layer provides services to the transport layer. Using a two-way handshaking scheme, TCP provides the mechanism for establishing, maintaining, and terminating logical connections among computer systems. TCP transport layer uses IP as its network layer protocol. Additionally, TCP provides protocol ports to distinguish multiple programs executing on a single device by including the destination and source port number with each message. TCP performs functions such as transmission of byte streams, data flow definitions, data acknowledgments, lost or corrupt data re-transmissions, and multiplexing multiple connections through a single network connection. Finally, TCP is responsible for encapsulating information into a datagram structure. 
         [0083]    Static content comprising the game interface or other elements of the game may be delivered to the remote player device  110  and stored on the remote player device. This delivery of content may use a mixed-protocol as described above. A static image may be a fixed image or an animation activated by the remote control device. Such images may further be overlaid with additional game content such as images and sound that is delivered dynamically during game play. 
         [0084]    In an embodiment of the invention, a central gaming controller  180  converts image and sound data comprising the gaming device interface and display from the remote machine into a data stream (for example but not limited to MPEG-2), encrypts it, and delivers it to the remote player device  110 . The remote player interacts with the game using the remote player interface  300  to send commands back to the central gaming controller as IP datagrams. The IP datagrams may be interpreted by the central gaming controller  180  and used to proxy user interface interaction between the gaming device  160  and the remote player device  110 . Game results may also be packaged as a data stream and delivered to the remote player through this method. 
         [0085]      FIG. 4  is a flowchart depicting a method employed when a command message is acknowledged by a central gaming controller  180  according to one embodiment of a gaming system  100 . Depending on the embodiment, additional steps may be added, others removed, steps merged, or the order of the steps rearranged. Note that in some embodiments, not all messages received by the central gaming controller  180  need be acknowledged. Starting at step  401 , a command message is sent to the central gaming controller  180  by a host on the network. The host may be remote player device  110  used for remote play, or other authorized network devices. Next, at step  405 , a qualified request message is received by the central gaming controller  180 . Moving to step  410 , the message is then recorded in a database. The database may be a casino database  170 . Proceeding to step  415 , the message is processed and a response prepared. Next at step  420 , the response is recorded in the database. Moving to step  425 , the response is sent back to the requesting device. At step  430 , a test to determine whether an acknowledgment of the message has been received is made. Continuing at step  435 , if the timeout value has passed control continues to step  440 , if the timeout period has not expired control returns to step  430 . Moving to step  440 , whether the message has not been acknowledged by the originating host is tested. If acknowledgement has been received, control proceeds to  445 , if not control proceeds to step  455 . At step  445 , the message status is recorded as “RECEIVED” and the process moves to the end state. Returning to step  455 , where the process flow continues following an unacknowledged message, the system sends a status request message to the sending host. Next, at step  460 , if the originating device responds to the message then flow continues to step  465 , otherwise control moves to step  480 . Moving to step  465 , a diagnostic message is sent to query whether the originating device is ready to receive the original message. Next at step  470 , if the originating host responds that it is ready to receive the original message, then control transfers to step  425  but if the originating host fails to respond then control moves to step  480 . Moving to step  480 , the status of the originating host is set to offline until such time as the originating host can respond or reinitializes, and the process moves to the end state. 
         [0086]      FIG. 5  is a flowchart depicting a method used when a request for a remote gaming session is received, when playing a game, and when terminating the remote gaming session. Depending on the embodiment, additional steps may be added, others removed, steps merged, or the order of the steps rearranged. Starting at  510 , a request for a remote gaming session is received as a request for a secured encrypted connection to the central gaming controller  180 . Included in the request are the remote players security credentials in the form of a security certificate, for example, X.509 certificate. Next at  515 , the security credentials are authenticated. This authentication may be performed by submitting the security certificate to a certificate authority for authentication. Moving to  520  if the player is not authenticated, control reverts to  515 . Continuing to step  525 , the central gaming controller  180  establishes a secure encrypted connection with the remote player device  110 . Next, at step  530 , if required the player transfers funds to use during the remote gaming session. Continuing to step  535 , the player then chooses a host gaming device  160  to play. Next, at step  540 , in one embodiment, when a host gaming device  160  is chosen for remote access play the local controls of the host gaming device  160  is disabled to prevent local play. Moving on to step  545 , a remote play session is opened on the host gaming device  160 . Continuing at step  550 , after a remote gaming session is established on the host gaming device, the central gaming controller  180  sends a message to the host gaming device  160  instructing it to displace representations of its user controls, graphics and sounds to the remote player interface  300 . The central gaming controller  180  directs the host gaming device  160  controls over the secured encrypted connection and manages the remote gaming session. Next at step  555 , the remote player may transfer funds from a player account to the host gaming device  160  for wagering on the host gaming device  160 . Moving to step  560 , a wager is made. Next at,  656  a game is played. Continuing to step  570 , the central gaming controller  180  delivers the results of the game to the remote player interface  300 . Next at step  571 , the remote player may repeat the sequence from step  560 . Next at step  575 , if there are any credits on the host gaming device  160  when the player terminates the remote gaming session, the central gaming controller  180  automatically transfers those credits back to the players account. Moving to step  580 , the central gaming controller  180  terminates the remote gaming session with the host gaming device  160 . Continuing to step  585 , the central gaming controller  180 , enables local play on the host gaming device  160 , control is then transferred to the end state. 
         [0087]      FIG. 7  is a flowchart depicting a method for a host gaming device  160  to become connected to a network using security certificates and a certificate authority. Depending on the embodiment, additional steps may be added, others removed, steps merged, or the order of the steps rearranged. Starting at  705 , a host gaming device  160  starts the process of connecting to a network as part of its initialization mode. Continuing to step  720 , at a point during initialization, the host gaming device  160  submits a security certificate to a certificate authority for authentication. Moving to step  725 , the certificate authority authenticates the certificate. Next at step  730 , if the certificate is authenticated control moves to step  740 , otherwise control moves to step  735 . Continuing on to step  740 , the host gaming device  160  is permitted onto the network and the process moves to its end state. Returning to step  735 , if the certificate is not authenticated then a log entry is generated and the host gaming device  160  is not permitted onto the network. 
         [0088]    Embodiments according to the invention may also use instant messaging and/or email messaging systems. Typical instant messaging systems permit computer users to type text messages and add file attachments into a host program and have the host program automatically deliver the text through a virtual direct connection to a target computer. Public email systems are those available for general use, as over the internet. Examples of public instant messaging systems in use today include but are not limited to chat programs like IRC, MSN Messenger, AOL Instant Messaging and a host of others. Private systems are restricted to a casino or gaming system. Typical email messaging systems permit messages and file attachments to be entered into a host program and addressed to a specific recipient on a network. These messages may not be delivered directly to the addressee, but are sent to a storage area where the recipient may retrieve the message at a time of their own choosing. 
         [0089]    Gaming devices  160  and remote player devices  110  routinely exchange information with a central gaming controller  180  for, typically, but not limited to, account and game tracking functions. In one embodiment of the invention, devices may send and receive data over public and/or private email-type messaging systems. The message body of any particular message may vary, using a proprietary or non-proprietary format, and may be encrypted or in human-readable format. Messages may be sent at a time determined by the message originator, typically, but not exclusively, in response to an event. The recipient of the message may be any device capable of consuming the message. The message recipient may be responsible for checking the prescribed message storage area for messages addressed to it. The message recipient may reply to a received message or may generate a new message to a specific recipient, a group of recipients, or all recipients connected to the system. Remote player devices  110  may periodically check for new messages in the system and process them. 
         [0090]    According to one embodiment of the invention, gaming devices  160  may send and receive data over public and/or private instant messaging systems. The message body of any particular message may vary, using a proprietary or non-proprietary format, and may be encrypted or in human-readable format. Messages may be sent at a time determined by the message originator, typically, but not exclusively, in response to an event. The recipient of the message may be any device capable of consuming the message. Both the gaming device  160  and the message recipient may queue incoming and outgoing messages. Queuing messages permits devices involved in instant message communications to accept new messages while processing received messages and to generate outgoing messages for delivery as system resources permit. 
         [0091]    In another embodiment according to the invention, devices may send and receive data over public and/or private email-type messaging systems. The message body of any particular message may vary, using a proprietary or non-proprietary format, and may be encrypted or in human-readable format. Messages may be sent at a time determined by the message originator, typically, but not exclusively, in response to an event. The recipient of the message may be any device capable of consuming the message. The message recipient may be responsible for checking the prescribed message storage area for messages addressed to it. The message recipient may reply to a received message or may generate a new message to a specific recipient, a group of recipients, or all recipients connected to the system. Gaming system devices  110  and  160  may periodically check for new messages in the system and process them. 
         [0092]    Embodiments according to the invention may present promotional messages during remote play sessions. Messages sent may comprise instant messages for promotional information, notification of events, or other pieces of information that can be communicated electronically. Promotional messages may also include jackpot and bonus information. A promotional message server may be used to construct and send promotional messages. In one embodiment, a computer server, comprising a central gaming controller  180 , may also comprise the promotional message server. 
         [0093]    A user interface may be provided to construct message templates. These templates are then used to construct a deliverable message. Embodiments of a message template may comprise a timeout value that indicates how long the message is to be displayed, the frequency with which the message displays in relationship to other scheduled messages, a limitation value that prevents the message from being displayed too often and an expiration date after which the message is no longer used in the system. Custom graphics and display modes may also be specified for a message template, such as icons, animations, and various scrolling methods. 
         [0094]    A remote player device  110  may present a promotional message for an amount of time determined from the contents of the promotional message. The promotional message may be presented to a user in conjunction with gaming information. The presentation may contain icons, animations, and various scrolling methods. In addition multimedia such as sound and video may be utilized. 
         [0095]    The promotional message server may also provide a dynamic data insertion function to insert player information such as the player&#39;s name or birthday into a message prior to delivery. Dynamic data insertion may be accomplished through the use of specialized tags within the message body. When encountered, the tag characters within the message are replaced with data from a related data source. The specific tag&#39;s character sequence is associated with a specific subset of the data in the data source, such as a player&#39;s name in a data source of player information. Processing comprises reading the data source and its subsets, parsing the specialized tags from the message template, indexing the data source and replacing the tag characters with data from the data source to create a deliverable message for each item in the data source. This sequence continues until all the data in the data source has been included in messages. The messages may be delivered as they are created or queued until all items in the data source have been used to create messages, then all messages may be sent at the same time. 
         [0096]    In one embodiment, a gaming system  100  may comprise a card reader installed in a gaming device  280  or remote player device  380 . Promotional messages may be based on information obtained about a player that is either stored on a card inserted into the card reader or by using identifying information from the card to access the casino&#39;s proprietary database systems  170 . 
         [0097]    One embodiment of the promotional message server may also provide a dynamic grouping function in which a subset of players currently gaming is selected and collected into a group. Casino operators may address a message template to this dynamic subset of current players and send a specific message or messages exclusively to that subset. These messages may be constructed using the dynamic data function. The dynamic grouping function may use criteria specified by the casino and available in the casino&#39;s proprietary database systems  170  and criteria generated by live gaming activity to establish a profile that players must meet to be selected. The criteria may comprise loyalty points the player has earned, a player&#39;s birthday, length of current gaming session, or other data that is collected by the casino on players and gaming activity. 
         [0098]    The dynamic grouping function may be scheduled to run at time intervals determined by the casino. Each time the interval is reached the promotional gaming server searches for current players that meet the established criteria and builds a dynamic group then sends the assigned message to that group of players exclusively. The gaming devices  160 , remote player device  110 , card readers installed in gaming devices  280  and remote player device  380 , and casino proprietary database systems  170  may provide data to search for players that meet the specified criteria and assemble them into a dynamic group. 
         [0099]    In one embodiment of the invention, the casino may advertise a casino sponsored event. The casino may use a user interface display to construct the message and schedule its delivery start time, duration of the message e.g. number of hours, days, weeks, or months that the message will run, and specific values that weight the message&#39;s delivery interval and frequency amongst other promotional messages scheduled in the system. The style of message may also be specified, including but not limited to flashing, scrolling, scroll direction, and the use of custom graphics. The casino operator may also specify the criteria players must meet to receive the message. Once the casino operator accepts the promotional message configuration, the promotional message server may deliver the message across a network to remote player devices  110  or host gaming systems  160 . 
         [0100]    An embodiment of a gaming system  100  may provide for the electronic transfer of funds to a gaming device for the purpose of making wagers. When a player chooses a gaming device  160  to play remotely, funds are electronically transferred to the gaming device and appear as credits on the gaming device  160 . The player then uses those credits to make wagers on game outcome. When the player is finished, the system transfers any remaining credits on the gaming device back to the source of funds or to an alternate storage. Limitations on the amount of funds transferred may be set for a minimum or maximum amount transferred, a minimum or maximum amount transferred within a given time period, or a minimum or maximum amount transferred for the life of the account, or a combination of any of these. The limitation may also vary between accounts, permitting one account to have a different limitation on transfers than another. When the limitation set is reached, further transactions are prevented until the limitation is resolved. The limitation may be set voluntarily by the player, by the casino, or by a gaming authority. Limitations may be set for all players within a specific jurisdiction or for selected players only. The source of funds used by a player for remote access play may be maintained in a database located on a computer that is directly or indirectly connected to the casino network  150 . 
         [0101]      FIG. 6  is a flowchart depicting an embodiment of the invention whereby a player transfers funds from a bank account to a player account for the purpose of wagering on games. Depending on the embodiment, additional steps may be added, others removed, steps merged, or the order of the steps rearranged. Starting at step  601 , a remote player device  110  initiates an electronic funds transfer. Continuing to step  605 , the central gaming controller  180  verifies the remote players banking information. Next at step  610 , if the banking information is valid, control transfers to step  620 , otherwise control moves to step  615 . Continuing at step  620 , the remote player device  110  prompts the player to enter the amount of the transfer. Moving to step  615 , the central gaming controller  180  verifies fund availability. Next at step  630 , if funds are not available control moves to step  615 . Otherwise, control moves to step  635 , where, in a one embodiment, the central gaming controller  180  may consult a casino database  170  and determine whether the remote players total gaming activity exceed limits placed on that activity. Next at step  640 , if the limit is reached control moves to step  615 . Otherwise, continuing at step  645 , the transfer is completed. Returning to step  615 , if the players banking information is not correct, funds are not available or a transfer limit is reached, then the transaction is canceled and control transferred to the end state. 
         [0102]    An embodiment of a gaming system  100  may record the interaction between remote players and host gaming devices  160  during remote gaming sessions for the purpose of resuming games in-progress after a communications failure. If at anytime the connection between the remote player and a gaming device becomes unavailable, the system has a sufficient record of player positions to restart the game as at the time just prior to the failure. Thus an embodiment of a gaming system may record, transfer, and reinstate on a like device an encrypted block of data representing the precise state of a particular gaming device  160  at the time that the data block is requested. The encrypted block of data is generated by the gaming device  160  and transferred using a communication protocol. The encrypted block of data may be used to continue a game in-progress that was interrupted by a gaming device  160  failure or other system failure. In addition, the payer&#39;s wager and credit data along with gaming payout data may be included in the data block. The data may also be transported to another gaming device  160  for the purpose of completing an interrupted game or resuming a gaming session. The destination gaming device  160  receives the encrypted block of data, decrypts it, and loads the game state into its own systems, allowing a game in-progress to complete or a game session to continue. 
         [0103]      FIG. 8  is a flowchart depicting a method for a gaming device  160  to build and deliver an encrypted block of data representing the complete state of the gaming device. Depending on the embodiment, additional steps may be added, others removed, steps merged, or the order of the steps rearranged. Starting at  805 , a central gaming controller  180  sends a message to a host gaming device  160  to initiate the build of the encrypted data block. Continuing to step  10 , the gaming device responds with an acknowledgement. Next, at step  815 , the gaming device  160  begins the build process. When finished with the build and encryption process, at step  820 , the gaming device saves the data block to non-volatile memory in the gaming device. Continuing to step  825 , the gaming device  160  sets an indication that may be queried by the central gaming controller  180  as to the status of the build/encryption process. Moving to step  830 , the central gaming controller  180  checks the gaming device&#39;s status. Next at step  835 , if the build/encryption process is complete, control continues to step  840 , otherwise control returns to step  830 . Moving to step  840 , the central gaming controller  180  retrieves the data block from the gaming device  160 . Next, at step  845 , when the central gaming controller  180  has retrieved the data block it saves the data block to a database. Continuing to step  850 , the central gaming controller then checks the validity of the saved data block. If the data block is not verified then the central gaming controller initiates another retrieval by returning control to step  840 . 
         [0104]      FIG. 9  is a flowchart depicting a method for retrieving an encrypted block of data representing the state of a gaming device from a database and loading the encrypted block into a gaming device. Depending on the embodiment, additional steps may be added, others removed, steps merged, or the order of the steps rearranged. Starting at step  905 , the central gaming controller  180  retrieves a saved encrypted data block from the database. Next at  910 , the controller  180  verifies the integrity of the data block. Continuing to  915 , if the data block is verified, control continues to step  925 , if not control moves to step  920 . Returning to the flow of control at  925 , the central gaming controller  180  notifies a target gaming device  160  of an intent to upload the data block. Next, at step  930 , the target gaming device  160  responds with a message indicating whether it is available for the upload. Moving to step  935 , if the target device is ready control moves to step  940 , if not control is diverted to step  920 . Returning back to step  940 , the encrypted data block is uploaded to the target gaming device  160 . Next at step  945 , the target gaming device  160  verifies the encrypted data block. Moving on to step  950 , if the data block was verified, the gaming device moves on to step  955 , if not verified, control moves to step  920 . Continuing on to step  955 , the gaming device  160  initializes its state to the new state defined by the received data block and the process moves to the end state. Returning back to step  920 , which is reached on error conditions, an error log entry is generated and the requesting process notified. 
         [0105]      FIG. 10  is a block diagram depicting one embodiment of a gaming system according to the present invention wherein the host gaming devices  160  are available for remote play over a network that connects to a cable modem termination system. The cable modem termination system  1005  is located at the head-end of a cable television provider who makes broadband network connectivity available as a service to its customers. Cable television customers who subscribe to broadband or digital television services access the remote network  120  through a digital home communications terminal (DHCT)  1000 . The remote player device  110  may be a stand-alone cable modem or a set-top box that includes a cable modem and a digital television broadcast decoder. The DHCT  1000  may, in some embodiments include the remote player device  110 . The remote player interface  300  may be any device or combination of devices that remote players operate to interact with the remote player device  110 , for example, a television with remote control or a personal computer. To connect to the central gaming controller  180 , a remote player uses the remote player device  110  to send messages, using, in one embodiment, IP datagrams, through the DHCT and the cable modem termination system  1005 . The cable modem termination system  1005  uses a network router  1004  to route the IP datagrams over a network connection  140  to the central gaming controller  180 . The backbone network connection  140  can be any type of network connection such as a dedicated T 1  or fiber optic over which network traffic can be exchanged. In preferred embodiments the backbone network  140  is part of a closed loop network. However, in other embodiments, a public network such as the Internet may form at least a portion of the backbone network. Encryption of the data may be performed, either at the endpoints such as remote player device  110 , at a host gaming device  160 , at a central gaming controller  180 , over network  120 , or only over network  140 . 
         [0106]    Network traffic from the remote network  120  and backbone network  140  travels over a number of virtual local area networks (VLAN) configured using a multilayer network switch  1022 . Segmenting the internal network into VLANs creates security zones whereby only permitted network traffic appears on a given VLAN. 
         [0107]    IP datagrams are received over the backbone network  140  through network router  1020  and firewall  1021 . Network router  1020  filters IP datagrams that are not coded with the configured port for access to the gaming network  150 . If an IP datagram passes the network router  1020  it then must pass the firewall  1021  in order for the IP datagram to be processed by the request processing server(s)  1023  which comprise a portion of a central gaming controller  180  in this embodiment. 
         [0108]    The firewall  1021  has two network interfaces  1050 ,  1051 ; the external-facing network interface  1050  is connected to the router  1020  and the internal-facing network interface  1051  is connected to the multilayer network switch  1022 . In this configuration the firewall  1021  acts as a type of network switch that may perform additional security checks on the IP datagram, then move the datagram to the internal-facing network interface  1051  where the multilayer network switch  1022  moves the datagram to the VLAN where request processing server(s)  1023  are located. 
         [0109]    Each request processing server  1023  has two network interfaces  1052 ,  1053 , both connected to the multilayer network switch  1022 . Each network interface  1052 ,  1053  may be configured on a different VLAN of the multilayer network switch  1022 . The multilayer network switch  1022  moves IP datagrams between the firewalls  1021  internal-facing network interface  1051  and the request processing server(s)  1023  external-facing network interface  1052 . This embodiment provides a layer of protection for the host gaming devices  160  in the event that the request processing server(s)  1023  are compromised. 
         [0110]    When an IP datagram arrives at a request processing servers  1023  external-facing network interface  1052 , the request processing server  1023  interprets the IP datagram and issues commands over its internal-facing network interface  1053  to the application server  1027 . The request processing server  1023  may reject invalid commands or make other determinations as to the appropriateness of a request that prevent the request from being passed on to the application server  1027 . Likewise, the request processing server  1023  may request data from the application server for use in building its own response to the request, which may or may not require an acknowledgement from the remote player device  110  as described below. 
         [0111]    Command messages received by the application server  1027  may be recorded in a database using the database server  1025 . The application server  1027  then executes the command, which may include any function relevant to the operation of the host gaming device  160  and may or may not return data to the request processing server  1023  for delivery to the remote access player. In one embodiment, the database server  1025  may comprise the casino database  170 . In other embodiments the database server  1025  and the application server  1027  may comprise the casino database  170 . 
         [0112]    Some commands may require the remote player device  110  to acknowledge the receipt of information sent from the central gaming controller  180 . For commands that require acknowledgement, the central gaming controller  180  queues the status of the messages that are sent to the remote player device  110 . The status of messages sent but not acknowledged is stored in a database as “open” using the database server  1025 . When the remote player device  110  receives the message it sends an acknowledgment message back to the central gaming controller, which in turn marks the message in the database as “closed”; indicating that the message has reached its destination and has been acknowledged. If the message is not acknowledged within a specified timeout, the message is resent.  FIG. 4  depicts the sequence of events for the receipt, queuing and response loop for qualifying messages. 
         [0113]    Recording of messages between the remote player device  110  and a host gaming device  160  by the central gaming controller  180  allows each game or transaction, on both the host gaming device  160  and remote player device  110 , to be recorded. This allows each host gaming device or remote player device to be individually auditable using standard accounting practices in the gaming jurisdiction where the game is located. In one embodiment, a third party, such as a gaming authority may be sent the records of games and transactions online by the gaming system  100 . 
         [0114]    When the application server  1027  receives a command request that requires communication with gaming devices  160 ,  161 ,  162  it connects to those devices using terminal server  1035 . Terminal server  1035  provides Ethernet connectivity to the RS232 serial interface  1054  of the game. Through that interface the remote player device  110  communicates to the gaming devices  160 ,  161 ,  162  using a communications protocol supplied by the gaming machine manufacturer. The protocol includes commands that permit the remote operation of the gaming devices  160 ,  161 ,  162  and the reporting of game results so that the application server  1027  can control remote play. 
         [0115]      FIG. 11  depicts a more detailed network diagram of one embodiment of network  150  and elements of a gaming system  100  connected to network  150 . This includes a host gaming device  160 , and a database  160 . As in the embodiment of  FIG. 10 , a central gaming controller  180  may be comprised of request processing servers  1027  and an application server  1023  connected to one or more VLANs of network  150 . 
         [0116]    While the above detailed description has shown, described, and pointed out novel features of the invention as applied to various embodiments, it will be understood that various omissions, substitutions, and changes in the form and details of the device or process illustrated may be made by those skilled in the art without departing from the spirit of the invention. The scope of the invention is indicated by the appended claims rather than by the foregoing description. All changes which come within the meaning and range of equivalency of the claims are to be embraced within their scope.