Monitoring of interactive gaming systems
US-9875610-B2 · Jan 23, 2018 · US
US10810837B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-10810837-B2 |
| Application number | US-201815875476-A |
| Country | US |
| Kind code | B2 |
| Filing date | Jan 19, 2018 |
| Priority date | Jul 14, 2005 |
| Publication date | Oct 20, 2020 |
| Grant date | Oct 20, 2020 |
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A system for interactive gaming among a plurality of players includes a host computer system and a plurality of player terminals communicably coupled to the host computer system or gaming platform via a network. The plurality of player terminals may be located at a plurality of licensed gaming locations. The plurality of player terminals may be configured to engage the plurality of players in a common interactive game operated by the host computer system. The plurality of player terminals can include means for dispensing player winnings from the player terminal.
Opening claim text (preview).
What is claimed is: 1. An electronic player terminal comprising: a memory; a processor; a communication component to connect the player terminal to a host computer system hosting an electronic interactive game; a display to depict gaming action from the electronic interactive game to a player of the electronic interactive game; an interface to receive monetary value and upon receiving the monetary value use the processor to generate a credit total for the player playing on the player terminal, a player interaction area that includes a betting interface to receive a bet having a betting value that is then deducted from the credit total; and an artificial intelligence (AI) system in communication with the processor for enforcing a collusion avoidance policy for the interactive game by identifying cheating by the player in the electronic interactive game, wherein the AI system is configured to: access a processor-readable database storing encoded data collected about the player from public or private data sources; prior to initiation of the electronic interactive game by the host computer system, determine and store in memory a risk profile including a risk level of the player cheating in the electronic interactive game based at least in part on the data for the player stored in the database; after initiation of the electronic interactive game by the host computer system, receive multiple signals about the player terminal used by the player to play the electronic interactive game and a location of the player terminal, wherein the multiple signals encode data representative of a state of the electronic interactive game; ingest the multiple signals at a rate proportional to the risk level of the player cheating in the electronic interactive game; and automatically monitor, in real-time during game play by the player, the multiple signals for player actions detected at the player terminal in response to the gaming action being displayed on the player terminal to the player; analyze the multiple signals, according to the collusion avoidance policy, to classify the gaming action as indicative of cheating or not cheating; and upon classifying the gaming action as indicative of cheating; flag at least a portion of the gaming action as indicative of cheating; update the risk profile of the player in the database; and suspend the game play, and any respective winnings from the electronic interactive game, for the player. 2. The player terminal of claim 1 , further comprising a recording database where recordings or snapshots of the interactive game are stored, wherein the AI system accesses the recording database to access current and historical gameplay to identify abnormal game play or abnormal player interactions. 3. The player terminal of claim 1 , wherein the AI system includes an ingestion layer to collect snapshots of the electronic interactive game. 4. The player terminal of claim 1 , further comprising a real-time monitoring component to determine the location of the player terminal using indoor positioning systems. 5. The player terminal of claim 4 , wherein the real-time monitoring component includes an electronic collusion measure, under control of the processor, that is configured to detect cheating by, at least in part, using the location of the player terminal and evaluating one or more rules in view of the location to determine whether the player terminal can participate in the electronic interactive game. 6. The player terminal of claim 1 , wherein the electronic interactive game includes a card game, a video game, or an arcade games and upon conclusion of the interactive game, a bonus round with a different game is initiated. 7. The player terminal of claim 1 , further comprising a skill level determination module to evaluate a skill level of the player and set a variable payback based on the skill level of the player. 8. The player terminal of claim 1 , wherein the AI system uses supervised learning to identify abnormal game play, abnormal betting, or abnormal player interactions. 9. The player terminal of claim 1 , wherein the AI system uses classifiers, statistical learning, neural networks, deep learning, or support vector machines to identify the cheating. 10. The player terminal of claim 1 , wherein the AI system pulls and ingests additional data from one or more tracking systems tracking the player from the time a player enters the location. 11. A method in an artificial intelligence (AI) system for enforcing a collusion avoidance policy for an electronic game, the method comprising: accessing a processor-readable database storing encoded data collected about a player from public or private data sources; prior to initiation of the electronic game by a host computer system, determining and storing in memory a risk profile including a risk level of the player colluding or cheating in the electronic game based at least in part on the data for the player stored in the database; after initiation of the electronic game by the host computer system, receiving multiple signals encoding data representative of: a state of the electronic game being played by the player, and game play information representing player interactions at a player terminal used by the player to play the electronic game; ingesting the multiple signals at a rate proportional to the risk level of the player colluding or cheating in the electronic game; automatically monitoring, in real-time during game play by the player, the multiple signals for player actions detected at the player terminal in response to the gaming action being displayed on the player terminal to the player; evaluating the multiple signals, according to the collusion avoidance policy, to determine whether the player colluded or cheated in the electronic game; and in response to determining that the player colluded or cheated in the electronic game: flagging at least a portion of the gaming action as indicative of collusion or cheating; updating the risk profile of the player in the database; and suspending the game play, and any respective winnings from the electronic game, for the player. 12. The method of claim 11 , further comprising: accessing, from the database, previously recorded games associated with the player; and feeding the previously recorded games to the AI system for ingestion. 13. The method of claim 11 , further comprising accessing video recordings of the player on a casino property and feeding the video recordings to the AI system for ingestion. 14. The method of claim 11 , wherein the game play information ingested by the AI system occurs in real-time. 15. The method of claim 11 , further comprising: tracking the player, using multiple systems, from a time the player enters a location, wherein the multiple systems include surveillance cameras, key card entry systems, loyalty card systems, license plate readers, facial recognition systems, movement tracking systems, or financial transaction systems; and feeding the information about the player, recorded by the multiple systems, to the AI system for ingestion. 16. The method of claim 11 , further comprising determining a location the player terminal. 17. The method of claim 11 , further comprising delaying a crediting of winnings to the player until the AI system has completed automatically analyzing the game play information. 18. An electronic gaming system comprising: means for receiving monetary value from a player; means for generating, upon receiving the monetary value from the player, a cred
Games involving multiple players · CPC title
wherein the competition is one-to-one, e.g. match · CPC title
Input means, e.g. buttons, touch screen · CPC title
wherein the players compete, e.g. tournament · CPC title
depending on the stopping of moving members {in a mechanical slot machine}, e.g. "fruit" machines · CPC title
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