Source: http://www.google.com/patents/US7887420?dq=5,950,200
Timestamp: 2014-03-11 07:13:41
Document Index: 320493803

Matched Legal Cases: ['art 205', 'art 210', 'art 205', 'art 210', 'art 205', 'art 205', 'art 205', 'art 210', 'art 210', 'art 205', 'art 210', 'art 205', 'art 205', 'art 205', 'art 210', 'arts 205', 'art 205', 'art 210', 'art 205', 'art 210', 'art 205', 'art 210', 'art 205', 'art 210', 'art 205', 'art 205', 'art 205', 'art 205', 'Application No. 06813743', 'Application No. 06813743']

Patent US7887420 - Method and system for instant-on game download - Google PatentsSearch Images Maps Play YouTube News Gmail Drive More »Sign inAdvanced Patent SearchPatentsDisclosed are methods, apparatus, and systems, including computer program products, implementing and using techniques for a method for providing a game on demand over a data network, in a gaming machine. The gaming machine sends a request message for a game application over the data network. In a network...http://www.google.com/patents/US7887420?utm_source=gb-gplus-sharePatent US7887420 - Method and system for instant-on game downloadAdvanced Patent SearchPublication numberUS7887420 B2Publication typeGrantApplication numberUS 11/224,814Publication dateFeb 15, 2011Filing dateSep 12, 2005Priority dateSep 12, 2005Also published asCA2621567A1, CN101263534A, CN101263534B, DE602006010404D1, EP1920415A1, EP1920415B1, US20070060361, US20110105234, WO2007032879A1Publication number11224814, 224814, US 7887420 B2, US 7887420B2, US-B2-7887420, US7887420 B2, US7887420B2InventorsBinh T. Nguyen, Joseph R. Hedrick, Bryan WolfOriginal AssigneeIgtExport CitationBiBTeX, EndNote, RefManPatent Citations (24), Non-Patent Citations (7), Referenced by (5), Classifications (10), Legal Events (2) External Links: USPTO, USPTO Assignment, EspacenetMethod and system for instant-on game downloadUS 7887420 B2Abstract Disclosed are methods, apparatus, and systems, including computer program products, implementing and using techniques for a method for providing a game on demand over a data network, in a gaming machine. The gaming machine sends a request message for a game application over the data network. In a network mode, the gaming machine receives outputted results from an executed game application over a streaming channel of the data network for network-based game play. During the network-based game play, the game application is downloaded over a download channel of the data network. In a local mode, the gaming machine executes the downloaded game application independent of the network-based game play. The gaming machine switches instantaneously from the network mode to the local mode for machine-based game play, including maintaining a status of the network-based game play.
1. In a gaming machine, a method for providing a game on demand over a data network, the method comprising the steps of:
sending a request message for the game over a data network, the game being provided by executing a game application, the game application configured to be transferred over the data network in a downloadable form;
receiving outputted results for play of the game from the game application being executed at a location other than the gaming machine, the outputted results received over a streaming channel of the data network for network-based game play;
downloading, during the network-based game play, the downloadable form of the game application over a download channel of the data network;
executing the downloadable form of the game application by the gaming machine independent of the network-based game play; and
switching instantaneously from the network-based game play to machine-based game play, in which play of the game continues from the downloadable form of the game application being executed by the gaming machine, including maintaining a status of the network-based game play.
2. The method of claim 1, wherein the outputted results are generated when the game application is executed.
3. The method of claim 1, wherein the outputted results are received after the game application is executed.
4. The method of claim 1, wherein the outputted results are received while the game application is executed.
maintaining current game settings for the game application being executed at the location other than the gaming machine.
6. The method of claim 5, wherein the current game settings are downloaded over the download channel of the data network.
7. The method of claim 5, wherein the current game settings are stored in a processor readable storage medium situated in the gaming machine.
8. The method of claim 5, wherein maintaining a status of the network-based game play includes:
setting game settings for the downloadable form of the game application being executed by the gaming machine to the current game settings for the game application being executed at the location other than the gaming machine.
9. The method of claim 5, wherein the current game settings are in XML format.
10. The method of claim 5, wherein the current game settings are in HTML format.
11. The method of claim 5, wherein game settings for the downloadable form of the game application being executed by the gaming machine are stored in game IO logic.
12. The method of claim 5, wherein the current game settings include state information.
13. The method of claim 5, wherein the current game settings include a bet configuration.
14. The method of claim 13, wherein the bet configuration includes a bet meter.
15. The method of claim 13, wherein the bet configuration includes a credit meter.
16. The method of claim 13, wherein the bet configuration includes a bet history.
17. A method for providing a game on demand using a game server having a download part and a streaming part, and a gaming machine in communication with the game server over a data network, the download part and the streaming part of the game server having access to a game application, the game being provided by executing the game application, the game application configured to be transferred over the data network in a downloadable form, the method comprising the steps of:
sending a request message from the gaming machine to the game server over a data network;
executing, responsive to receiving the request message, the game application by the streaming part, the executing game application outputting results;
sending the outputted results from the streaming part to the gaming machine over the data network for server-based game play between the gaming machine and the game server;
downloading, during the server-based game play, the downloadable form of the game application from the download part to the gaming machine over the data network;
executing the downloadable form of the game application by the gaming machine independent of the streaming part; and
switching instantaneously from the server-based game play to machine-based game play, in which play of the game continues from the downloadable form of the game application being executed by the gaming machine, including maintaining a status of the server-based game play.
18. The method of claim 17, wherein the gaming machine is a first gaming machine in a peer-to-peer configuration.
19. The method of claim 18, wherein the game sewer is a second gaming machine in the peer-to-peer configuration.
20. The method of claim 17, the request message designating the game application, the method further comprising the step of:
retrieving the game application from a processor readable storage medium.
terminating, after switching from the server-based game play to the machine-based game play, execution of the game application at the streaming part of the game server.
authenticating the downloadable form of the game application.
23. The method of claim 17, wherein the downloadable form of the game application is executed by the gaming machine upon completion of downloading.
24. The method of claim 17, wherein the request message is sent responsive to selection of the game at the gaming machine.
25. The method of claim 17, wherein the outputted results include video data.
26. The method of claim 17, wherein the outputted results include audio data.
27. A method for providing a game on demand using a download server, a streaming server, and a gaming machine in communication with one another over a data network, the download server and the streaming server having access to a game application, the game being provided by executing the game application, the game application configured to be transferred over the data network in a downloadable form, the method comprising the steps of:
sending a request message from the gaming machine to the download server and the streaming server over a data network;
executing, responsive to receiving the request message, the game application by the streaming server, the executing game application outputting results;
sending the outputted results from the streaming server to the gaming machine over the data network for server-based game play between the gaming machine and the streaming server;
downloading, during the server-based game play, the downloadable form of the game application from the download server to the gaming machine over the data network;
executing the downloadable form of the game application by the gaming machine independent of the streaming server; and
28. The method of claim 27, wherein the gaming machine is a first gaming machine in a peer-to-peer configuration.
29. The method of claim 28, wherein the download server is a second gaming machine in the peer-to-peer configuration.
30. The method of claim 29, wherein the streaming server is a third gaming machine in the peer-to-peer configuration.
31. The method of claim 27, the request message designating the game application, the method further comprising the step of:
terminating, after switching from the server-based game play to the machine-based game play, execution of the game application at the streaming server.
33. The method of claim 27, further comprising the step of:
34. The method of claim 27, wherein the downloadable form of the game application is executed by the gaming machine upon completion of downloading.
35. The method of claim 27, wherein the request message is sent responsive to selection of the game at the gaming machine.
36. The method of claim 27, wherein the outputted results include video data.
37. The method of claim 27, wherein the outputted results include audio data.
38. A gaming machine for providing a game on demand over a data network, the game being provided by executing a game application, the game application configured to be transferred over the data network in a downloadable form, the gaming machine comprising:
a game logic module operative to:
i) send a request message for the game application over the data network;
ii) receive outputted results from the game application being executed at a location other than the gaming machine over a streaming channel of the data network for network-based game play;
iii) download, during the network-based game play, the downloadable form of the game application over a download channel of the data network; and
i) execute the downloadable form of the game application by the gaming machine independent of the network-based game play; and
ii) switch instantaneously from the network-based game play to machine-based game play, in which play of the game continues from the downloadable form of the game application being executed by the gaming machine, including maintaining a status of the network-based game play.
39. The gaming machine of claim 38, further comprising:
a processor readable storage medium operative to maintain current game settings for the game application being executed at the location other than the gaming machine.
40. A system for providing a game on demand to a gaming machine over a data network, the game being provided by executing a game application, the game application configured to be transferred over the data network in a downloadable form, the system comprising:
a gaming machine coupled to the data network, the gaming machine coupled to send a request message over a data network;
a streaming server coupled to the data network, the streaming server having access to the game application, the streaming server coupled to:
i) execute, responsive to receiving the request message, the game application, the executing game application outputting results, and
ii) send the outputted results to the gaming machine over the data network for sewer-based game play between the gaming machine and the streaming server; and
a download server coupled to the data network, the download server having access to the downloadable form of the game application, the download server coupled to download, during the server-based game play, the downloadable form of the game application to the gaming machine over the data network responsive to receiving the request message;
wherein the gaming machine is further coupled to:
i) execute the downloadable form of the game application independent of the streaming server, and
ii) switch instantaneously from the server-based game play to machine-based game play, in which play of the game continues from the downloadable form of the game application being executed by the gaming machine, including maintaining a status of the server-based game play.
41. The system of claim 40, wherein the gaming machine is a first gaming machine in a peer-to-peer configuration.
42. The system of claim 41, wherein the download server is a second gaming machine in the peer-to-peer configuration.
43. The system of claim 42, wherein the streaming server is a third gaming machine in the peer-to-peer configuration.
44. A computer program product, stored on a non-transitory processor readable medium, comprising instructions operable to cause a computer to provide, on a gaming machine, a game on demand over a data network, the instructions comprising the operations of:
CROSS-REFERENCE TO RELATED APPLICATION This application relates to commonly assigned, U.S. patent application Ser. No. 11/225,337, now pending, filed concurrently herewith, for DISTRIBUTED GAME SERVICES, which is hereby incorporated by reference.
BACKGROUND OF THE INVENTION The present disclosure relates to gaming machines and networks and, more particularly, to games-on-demand systems.
Various games, particularly the Class II and Class III categories of games, can be implemented as server-based games in a server-client system. Server-based games are generally those in which the games and capabilities of a gaming terminal depend on a central server. The terminal may download games from the central server or may rely on the central server to run the games.
Game applications are becoming more sophisticated and, hence, larger in size, to use the expanding capabilities of central servers and gaming terminals. In addition, the number of different game applications available for play is always increasing, as game developers attempt to meet player demand for various styles of games. There are so many available games; it is impractical to store all of these games on a gaming machine. Thus, the notion of server-based games is becoming a necessity in some casinos and hotels.
In a games-on-demand system, a player can operate a gaming terminal to request a particular game for playing. In a download configuration, the requested game is downloaded from the central server to the gaming terminal, and then executed on the gaming terminal. In a server-based configuration, on the other hand, the requested game is executed on the server, and the player interacts with the server to play the game. For example, U.S. Pat. No. 5,779,549, �Database Driven Online Distributed Tournament System� and U.S. Pat. No. 6,409,602, �Slim Terminal Gaming System� describe server-based configurations where no processing occurs on the gaming machine. That is, the game is executed on the central server, and the gaming machine operates as an IO device for a player to interact with the central server. The game play, meter tracking, and other game functions are all carried out on the central server.
In implementing a games-on-demand system, both the download configuration and the server-based configuration described above have their respective drawbacks. In a download configuration, the gaming terminal is susceptible to long delays while a requested game is retrieved and downloaded from the central server, and then authenticated, before game play can begin. These delays are often attributable to the large and ever increasing size of game applications, described above. In a server-based configuration, a drawback is that the operability of the gaming terminals is entirely network-dependent. That is, when the central server malfunctions, or other network problems interfere with the connection between the gaming terminals and the central server, all of the gaming terminals are affected. Game play can be hindered on all of the gaming terminals, due to their dependence on the central server to execute the game.
Thus, it is desirable to provide a gaming system which eliminates both the delay associated with download configurations, and the network-dependence associated with server-based configurations.
SUMMARY OF THE INVENTION Disclosed are methods, apparatus, and systems, including computer program products, implementing and using techniques for a method for providing a game on demand over a data network, in a gaming machine. In one aspect of the present invention, the gaming machine sends a request message for a game application over the data network. In a network mode, the gaming machine receives outputted results from an executed game application over a streaming channel of the data network for network-based game play. During the network-based game play, the game application is downloaded over a download channel of the data network. In a local mode, the gaming machine executes the downloaded game application independent of the network-based game play. The gaming machine switches instantaneously from the network mode to the local mode for machine-based game play, including maintaining a status of the network-based game play.
All of the foregoing methods, along with other methods of aspects of the present invention, may be implemented in software, firmware, hardware and combinations thereof. For example, the methods of aspects of the present invention may be implemented by computer programs embodied in machine-readable media and other products.
BRIEF DESCRIPTION OF THE DRAWINGS FIG. 1 shows a block diagram of a gaming system 100 for providing a game on demand over a data network 110, in accordance with one embodiment of the invention.
FIG. 2 shows a block diagram of game server 105 in communication with a gaming machine 120 a, in accordance with one embodiment of the invention.
FIG. 3 shows a block diagram of a gaming system 300, in accordance with one embodiment of the invention, for providing a game on demand over a data network.
FIG. 4 shows a block diagram of a gaming system 400, in accordance with one embodiment of the present invention, for providing a game on demand over a data network.
FIG. 5 shows a block diagram of a gaming machine 120 a, in accordance with one embodiment of the present invention.
FIG. 6 shows a flow diagram of a method 600 for providing a game on demand over a data network, performed in accordance with one embodiment of the present invention.
DETAILED DESCRIPTION OF THE EMBODIMENTS Reference will now be made in detail to some specific embodiments of the invention including the best modes contemplated by the inventors for carrying out the invention. Examples of these specific embodiments are illustrated in the accompanying drawings. While the invention is described in conjunction with these specific embodiments, it will be understood that it is not intended to limit the invention to the described embodiments. On the contrary, it is intended to cover alternatives, modifications, and equivalents as may be included within the spirit and scope of the invention as defined by the appended claims. Moreover, numerous specific details are set forth below in order to provide a thorough understanding of the present invention. The present invention may be practiced without some or all of these specific details. In other instances, well known process operations have not been described in detail in order not to obscure the present invention.
FIG. 1 shows a block diagram of a gaming system 100 for providing a game on demand over a data network 110 in accordance with one embodiment of the invention. Examples of data network 110 include a Local Area Network (LAN), a Wide Area Network (WAN) such as the Internet, and various combinations thereof. Other suitable communications networks can be used to define data network 110 within the spirit and scope of the present invention. In FIG. 1, the system 100 includes a game server 105 in communication with data network 110. Game server 105 can be constructed with various combinations of hardware and software, as described below. In FIG. 1, game server 105 is also in communication with a storage medium 115, such as a database, for storing game applications and game data. In one embodiment, storage medium 115 is external to game server 105, as shown. In another embodiment, storage medium 115 is a memory device integrated with game server 105. Game server 105 controls the storing and retrieving of game applications to and from the storage medium 115 for the operations described below. In FIG. 1, the system 100 further includes gaming machines 120 a, 120 b, and 120 c. The gaming machines 120 a, 120 b, and 120 c can be constructed of various combinations of hardware and software, as described below, depending on the desired implementation. The gaming machines 120 a-c of system 100 communicate and interact with game server 105 over data network 110.
FIG. 2 shows a block diagram of game server 105 in communication with a gaming machine 120 a, in accordance with one embodiment of the invention. The hardware and software implementing game server 105 is described below. As part of this hardware, software, or combination thereof, game server 105 includes a streaming part 205 and a download part 210 that interact with an appropriate communications interface 215 in game server 105, as shown. The communications interface 215 provides a network endpoint on data network 110 so that game server 105 can interact with other systems and devices on data network 110. Those skilled in the art will appreciate that, in an alternative embodiment, the communications interface 215 with which streaming part 205 and download part 210 communicate is situated external to game server 105.
In FIG. 2, game play generally begins responsive to a request message sent from gaming machine 120 a over an appropriate channel 230 of data network 110 to game server 105. Streaming part 205 retrieves a game application and any associated game data from 115, when the game application is not already stored in memory within game server 105. Streaming part 205 handles execution of the game application, including processing user inputted data received from gaming machine 120 a over an appropriate communications channel of data network 110, such as channel 230 or 220, and outputting of results from the executing game application over a streaming channel 220 of data network 110 to gaming machine 120 a. When a game is executing on game server 105 by streaming part 205, the system 100 of FIG. 1 is operating in �network mode.�
In FIG. 2, download part 210 of game server 105 handles downloading of the game application through communications interface 215 over a download channel 225 of data network 110 to gaming machine 120 a. Generally, the game application downloaded by download part 210 is the same application executed by streaming part 205. The downloading operation performed by download part 210 is generally initiated when execution of the game application by streaming part 205 commences, or shortly thereafter, and continues for the necessary amount of time while results are output to gaming machine 120 a over streaming channel 220.
Those skilled in the art should appreciate that the channels 220, 225 and 230, as shown in FIG. 2, are one possible implementation of a communications link established between game server 105 and gaming machine 120 a over data network 110 for providing the transfer of various data and messages as described above. In one embodiment, two or more of the channels 220-230 are implemented as part of the same physical communications connection. In another embodiment, the channels are implemented as individual communications connections physically separated from one another. In yet another embodiment, individual channels 220-230 are implemented in separate data networks. Other configurations of channels and connections or links for performing the same data transfer operations described above are contemplated within the spirit and scope of the present invention. In addition, those skilled in the art will appreciate that the outputted results of the executing game application in streaming part 205 can be sent and received during or after execution of the game application on game server 105.
FIG. 3 shows a system 300 as an alternative embodiment to game server 105. In system 300, two separate server computers are provided to perform the functions of streaming part 205 and download part 210 of game server 105. These server computers in system 300 include a streaming server 305 and a download server 310 to perform the same respective functions of streaming parts 205 and 210. That is, streaming server 305 executes the game application and streams outputted results from the application to gaming machine 120 a over streaming channel 220. Download server 310 receives the request message from gaming machine 120 a over channel 230 and handles downloading of the game application over download channel 225 to gaming machine 120 a. While not shown in FIG. 3, suitable communications interfaces similar to interface 215 in FIG. 2 are provided for each of the servers 305 and 310 to communicate with gaming machine 120 over data network 110.
In FIG. 3, while the communication channels 220, 225 and 230 are established as illustrated for this embodiment, alternative configurations are contemplated within the spirit and scope of the present invention. For example, in one embodiment, the communications channel 230 is established between gaming machine 120 a and streaming server 305 such that the request message from gaming machine 120 a is sent to streaming server 305. Responsive to receiving the request message, streaming server 305 then begins execution of the game application, as described above, and communicates the request message or a suitable signal to download server 310 over communications channel 315 established between streaming server 305 and download server 310, notifying download server 310 to begin downloading the game application over download channel 225.
FIG. 4 shows a gaming system 400 constructed according to another embodiment of the present invention for providing a game on demand over a data network. In FIG. 4, the system 400 includes a plurality of gaming machines 405 a, 405 b, 405 c and 405 d. These gaming machines are in communication with one another in a peer-to-peer configuration over a suitable data network such as network 110 of FIG. 1. That is, communications links, i.e. channels 410-435 can be established as shown between one gaming machine, such as machine 405 a, and one or more of the other gaming machines 405 b-d in the system 400.
In FIG. 400, one or more of the gaming machines 405 a-d are configured to operate the same as game server 105 of FIG. 2, rather than coupling a separate game server computer to the network. The peer-to-peer configuration of system 400 enables this feature. Those skilled in the art will appreciate that the software, hardware or combination thereof within one or more of the gaming machines 405 a-d of system 400, described in greater detail below, implements streaming part 205 and download part 210 of FIG. 2. Thus, when a user selects a game to play on a selected gaming machine, such as machine 405 a, and that machine does not have a copy of the requested game application residing on that machine 405 a, the gaming machine 405 a sends a request to one or more of the other machines 405 b-d in the system 400 for the requested game application. Then, the gaming machine having the requested game application interacts with the requesting game machine 405 a in the same manner that the game server 105 or servers 305 and 310 interact with machine 120 a as described above with respect to FIGS. 1 and 3.
Using the configuration of FIG. 4, in one example, the game server or servers of FIGS. 1 and 3 can be effectively removed from the system while maintaining the same functionality. In one example, a plurality of game applications are distributed among the various gaming machines 405 a-d in the system 400. If possible, certain applications are installed on the particular machines where users will likely request those games. When a user requests a particular game application on a given machine, such as gaming machine 405 a, and that game application is not already stored in memory on or accessible by gaming machine 405 a, the gaming machine 405 a sends a request message to other gaming machines in the network.
In another embodiment, similar to the system 100 of FIG. 1, the request message from a gaming machine 120 a is sent to a game server such as game server 105. Responsive to receiving this request message, game server 105 broadcasts the request message to all of the other gaming machines 120 b-c in the system 100. Then, the gaming machine having the requested game application, such as machine 120 b, begins executing the requested application and streaming the outputted results directly to gaming machine 120 a over a suitable communications channel of network 110. In addition, the gaming machine 120 b having the requested application begins downloading that application to the requesting gaming machine 120 a, functioning the same as game server 105 or the combination of servers 305 and 310.
FIG. 5 shows a gaming machine 120 a constructed according to one embodiment of the present invention. In FIG. 5, gaming machine 120 a includes a suitable processor 505, as described below. In addition, gaming machine 120 a includes an independent game logic module 510 in communication with a suitable memory device or medium 515 configured as shown in FIG. 5. The independent game logic module 510 communicates with a game server or other gaming machine functioning as the game server, as described above in FIG. 4, over a suitable network connection 520 to data network 110.
During network mode, also referred to as server mode, when the requested game application is executing on a game server 105 or gaming machine external to the requesting gaming machine 120 a, state information for the executing game application, referred to herein as game settings, are maintained in the processor-readable storage medium 515. These settings will vary, depending on the particular game being played as well as the stage of the game. The configuration of these settings in storage in medium 515 can be structured as desired for the particular implementation, as will be understood by those skilled in the art.
In one example, as shown in FIG. 5, the state information stored in medium 505 for the game being executed includes game settings 515 a and 515 b. In one example, these game settings are controlled and set with game IO logic implemented with suitable hardware, software or any combination thereof in independent game logic module 510 of FIG. 5. Game settings 515 a and 515 b, in one example, are in XML format. In another example, one or more of the settings 515 a and 515 b are in HTML format. As shown in FIG. 5, the game settings stored in storage medium 515 further include a credit meter 515 c maintained for the executing application, a bet meter 515 d, and bet history information 515 e. Other suitable bet configurations can be stored in memory 515 and controlled by independent game logic module 510, depending on the desired implementation. When the gaming machine switches from network mode to local mode, that is, when the game application has been downloaded and is executing on the gaming machine 120 a, the game settings for the downloaded game application are set to the current game settings for the executed application. In other words, the game settings 515 a-e in storage medium 515 at the time of switching from network mode to local mode are maintained and used by the downloaded game application. In this way, the status of the game is transferred. By transferring the state information, the gaming machine can switch instantaneously from network-based game play to network-based game play, providing seamless and uninterrupted enjoyment for the player. Then, the game settings for the executed game application are used and updated by the downloaded game application as appropriate during execution in local mode.
In FIG. 5, the initial game settings for the executed game application on the game server or other external gaming machine can be downloaded to gaming machine 120 a over a suitable channel such as streaming channel 220 of FIG. 2. Further game settings updates and additional game settings information can similarly be sent from the game server 105 or other gaming machine over streaming channel 220 as the game is played.
FIG. 6 shows a flow diagram of a method 600 for providing a game on demand over a data network, performed in accordance with one embodiment of the present invention. FIG. 6 is described with respect to FIGS. 1 and 2. Those skilled in the art will appreciate that the method 600 is equally applicable to the systems of FIGS. 3 and 4. That is, the operation of streaming part 205 in game server 105 of FIG. 2 is the same as streaming server 305 of system 300, and download part 210 is implemented in download server 310. In another embodiment, in FIG. 4, the streaming part 205 and download part 210 of game server 105 are implemented in one or more gaming machines 405 a-d of the peer-to-peer configuration of system 400, as described above.
In step 605 of FIG. 6, gaming machine 120 a sends a request message over a suitable channel of data network 110, such as communications channel 230, to game server 105. Often the request message is sent responsive to selection of the particular requested game application at the gaming machine by the player. This selection can be made using any of a variety of input devices and interfaces, as described below. Game server 105 receives the request message at communications interface 215 and processes the request message accordingly. In particular, responsive to receiving the request message, in step 607, streaming part 205 of game server 105 begins executing the game application and streaming the output data or results from the executing game application back to gaming machine 120 a over streaming channel 220 of data network 110. In FIG. 1, in one embodiment, game applications executable by game server 105 are stored on a suitable processor-readable storage medium 115 in communication with game server 105. Responsive to receiving the request message, in step 607 of FIG. 6, the game server 105 retrieves the requested game application from storage medium 115 for execution.
When output data is being generated and streamed from game server 105 to gaming machine 120 a, this is referred to herein as a �network mode� or �server mode� of operation. Network mode and server mode generally refer to the execution of the requested game application on game server 105 or any other machine or device external to gaming machine 120 a, for network-based or server-based game play on gaming machine 120 a. In network mode, gaming machine 120 a sends input data and selections, as appropriate for the particular game being executed on game server 105 or another device over the communications channel 230 or another suitable channel of data network 110. As used herein, �server-based game play� refers to execution of a game application external to the gaming machine 120 a on a server such as game server 105 or one or more streaming servers 305 as shown in FIG. 3, and providing output of that executed game application to the requesting gaming machine over data network 110. �Network-based game play� refers to the execution of the game application on any machine, server, or other device situated external to the requesting gaming machine and providing output of that executed game application to the requesting gaming machine over data network 110. �Machine-based game play� refers to execution of the game application by the gaming machine 120 a itself.
In step 610 of FIG. 6, the outputted results from the game application executing on game server 105 are received over streaming channel 220 of data network 110 by the gaming machine 120 a for network-based game play. The outputted results received from the game server 105 by gaming machine 120 a can be in a variety of formats, and often include video and audio data as appropriate for the particular game being played. Using appropriate user interfaces and input devices on gaming machine 120 a, as described below, the user interacts with game server 105 to play the executing game application in network mode.
In step 615, responsive to receiving the request message from gaming machine 120 a, generally at some time around the beginning of network-based game play, or shortly thereafter, the download part 210 of game server 105 begins downloading a downloadable form of the same game application executing on streaming part 205 over download channel 225 of data network 110. Following step 615, step 617 includes authentication of the downloaded game application by gaming machine 120 a. The game application can be authenticated using any of a variety of techniques, as will be appreciated by those skilled in the art.
In step 620 of FIG. 6, after download is complete, the gaming machine 120 a switches from network mode to local mode. This includes executing the downloaded game application on processor 505 of the gaming machine 120 a independent of the playing of the game application executed on streaming part 205 of game server 105 in network mode. In step 625, the gaming machine 120 a switches instantaneously from server mode to local mode from machine-based game play; that is, the machine switches from the game executing on streaming part 205 to the game executing on gaming machine 120 a. This includes maintaining a status of the network-based game play, including maintaining game settings and other state information in memory 515 associated with the executed game application on game server 105. That is, the current game settings for the network-based game play are transferred or otherwise applied to the downloaded game application for machine-based game play. In this way, game play continues in an uninterrupted fashion. That is, by transferring the game settings of the executed application on game server 105 when machine-based game play begins, any history information and other state information of the network-based game play is maintained, and game play continues without any delay or resetting of state information or parameters. The settings are consistent, and the user is unaware that any such switching has taken place. The user perceives game play as being in a single session, and is unaware of and does not need to be concerned with the server or machine on which the game application is actually executed. The user can focus on interacting with the game itself and the enjoyment of the gaming experience.
In FIG. 6, following step 625, after switching from server mode or network mode to local mode, in step 630, the game server 105, namely streaming part 205, can terminate execution of the game application at the game server 105.
In one embodiment, a lower bandwidth version of the game application is run in network mode. For example, one game application normally outputs video data at 80 frames per second. In step 607 of FIG. 6, in network mode, the server executes the game, but only renders 30 frames per second. After the game application has been downloaded, in step 620, the downloaded game application is executed at full speed, i.e., 80 frames per second. In this way, the apparatus and methods described herein can compensate for bandwidth limitations and other delay factors of the network that would otherwise impair the game play experience.
Some games of the present invention can be implemented, in part, in a gaming device such as the gaming machines described herein according to game data received from a game server, such as the game servers described herein. The gaming device may receive such game data through data network 110, such as a dedicated gaming network and/or a public data network such as the Internet.
One example of a gaming system, also referred to herein as a gaming network, that may be used to implement methods performed in accordance with embodiments of the invention is depicted in FIG. 7. Gaming establishment 701 could be any sort of gaming establishment, such as a casino, a card room, an airport, a store, etc. In this example, gaming network 777 includes more than one gaming establishment, all of which are networked to game server 722.
The master gaming controller 708 controls the game play on the gaming machine 702 according to instructions and/or game data from game server 722 or independent game logic module 510 and receives or sends data to various input/output devices 711 on the gaming machine 702. In one embodiment, master gaming controller 708 includes processor 505 and independent game logic module 510 of gaming machine 120 a as described above. The master gaming controller 708 may also communicate with a display 710.
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