Electronic gaming machine and method for holding designated symbols during a wagering game and incrementally increasing a multiplier
US-2024412596-A1 · Dec 12, 2024 · US
US9833710B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-9833710-B2 |
| Application number | US-201514656785-A |
| Country | US |
| Kind code | B2 |
| Filing date | Mar 13, 2015 |
| Priority date | Mar 13, 2014 |
| Publication date | Dec 5, 2017 |
| Grant date | Dec 5, 2017 |
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A computer-implemented method and system are provided for ensuring the integrity and security of digital shuffles of cards or objects across multiple entities and/or jurisdictions. All entities participating in the shuffle can optionally review the forensic data to ensure that the shuffle was legitimate and that no other entity prematurely peeked at another entity's private hand.
Opening claim text (preview).
What is claimed is: 1. A secure computer platform implemented method for generating shuffled objects across multiple entities, comprising: a global issuer shuffling a predefined array of objects into a new order with a global computer platform executing a shuffle algorithm and using a global shuffle seed, wherein the shuffle algorithm is known to the multiple entities; dividing the shuffled array of objects into sub-shuffles, and distributing one of the sub-shuffles to each of the multiple entities, wherein all of the objects in the shuffled array are assigned to one of the sub-shuffles; and at each of the multiple entities, applying a local pluck algorithm and local pluck seed to the sub-shuffle with a computer platform to produce a final set of the objects used by the entity for play of a game, wherein the local pluck algorithm and local pluck seed are not known to the other entities. 2. The method as in claim 1 , wherein the global shuffle seed is made known to the multiple entities at conclusion of the game. 3. The method as in claim 1 , wherein in order to ensure that all of the objects in the shuffled array are assigned to one of the sub-shuffles, the sub-shuffles may not have the same number of objects. 4. The method as in claim 1 , wherein the final set of objects varies as a function of the game played with the objects. 5. The method as in claim 4 , wherein the predefined array of objects is a standard card deck of fifty-two cards, and the final set of objects corresponds to a player's hand in a card game. 6. The method as in claim 1 , wherein each entity is required to register its local pluck seed in encrypted form with the global issuer prior to receipt of the sub-shuffle, the entity transmitting a decryption key for the encrypted pluck seed at conclusion of the game. 7. The method as in claim 6 , wherein the global issuer receives the encrypted local pluck seed from each entity prior to the global issuer generating the global shuffle seed. 8. The method as in claim 1 , wherein the game requires selection of additional draw objects that are common to the entities, each of the entities generating one or more potential draw objects from remaining objects in their respective sub-shuffle and transmitting the potential draw objects to the global issuer, wherein the global issuer randomly selects a final set of common draw objects from all of the potential draw objects and transmits the final set of common draw objects to the entities. 9. The method as in claim 8 , wherein the entities use their local pluck algorithm and local pluck seed to generate the potential draw objects. 10. The method as in claim 8 , wherein the entities use their local pluck algorithm and a new local pluck seed transmitted by the global issuer to generate the potential draw objects. 11. The method as in claim 1 , wherein the global issuer receives the local pluck seed in encrypted form from each entity prior to the global issuer generating the global shuffle seed, the entities transmitting a decryption key for their encrypted local pluck seed at conclusion of the game as well as a clear text version of the local pluck seed, the global issuer comparing the clear text version of the local pluck seed with a decrypted versions of the local pluck seed received from the entity prior to issue of the local pluck seek to certify the game as legitimate.
Chance selectors (A63F7/048, A63F9/04 take precedence) · CPC title
wherein the number of active machines is limited · CPC title
Data transfer within a gaming system, e.g. data sent between gaming machines and users · CPC title
Games involving multiple players · CPC title
involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory · CPC title
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