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Patent application title: Cash Facsimile Analytics

Inventors:  Stephen Francis Hybil (Sparks, NV, US)
IPC8 Class: AA63F924FI
USPC Class: 463 42
Class name: Including means for processing electronic data (e.g., computer/video game, etc.) with communication link (e.g., television broadcast, etc.) network type (e.g., computer network, etc.)
Publication date: 2013-04-04
Patent application number: 20130084987



Abstract:

A central repository for a gaming system, the central repository including a memory and one or more processors. The one or more processors are programmed to access the transaction data from a server storing transaction data corresponding to a plurality of gaming transactions associated with one or more gaming devices, each of the plurality of gaming transactions comprising a plurality of data attributes, assign a unique identifier to each of the plurality of gaming transactions, and store the transaction data and each of the assigned unique identifiers in groups based on the assigned unique identifiers in the memory of the central repository.

Claims:

1. A gaming system comprising: at least one server configured to store transaction data corresponding to a plurality of gaming transactions associated with one or more gaming devices, each of the plurality of gaming transactions comprising a plurality of data attributes; and a central repository comprising a memory and a processor, the processor programmed to: access the transaction data from the at least one server; assign a unique identifier to each of the plurality of gaming transactions; and store the transaction data and each of the assigned unique identifiers in groups based on the assigned unique identifiers in the memory of the central repository.

2. The gaming system in accordance with claim 1, wherein the transaction data corresponds to one or more cash facsimile transactions.

3. The gaming system in accordance with claim 2, wherein the processor is further programmed to assign a unique identifier to one or more of the plurality of data attributes for each of the plurality of gaming transactions.

4. The gaming system in accordance with claim 1, wherein the unique identifier is a surrogate key.

5. The gaming system in accordance with claim 1, wherein the processor is further programmed to associate one or more of the data attributes of each of the plurality of gaming transactions with a unique identifier.

6. The gaming system in accordance with claim 1, wherein the processor is further programmed to identify transaction data corresponding to any of the plurality of gaming transactions that currently exists in the memory of the central repository and not assign a unique identifier to the identified transaction data.

7. The gaming system in accordance with claim 1, wherein the processor is further programmed to associate one or more of the plurality of data attributes to a corresponding central repository predefined data attribute.

8. A central repository for a gaming system, the central repository comprising: a memory; and one or more processors, the one or more processors programmed to: access the transaction data from a server storing transaction data corresponding to a plurality of gaming transactions associated with one or more gaming devices, each of the plurality of gaming transactions comprising a plurality of data attributes; assign a unique identifier to each of the plurality of gaming transactions; and store the transaction data and each of the assigned unique identifiers in groups based on the assigned unique identifiers in the memory of the central repository.

9. The central repository in accordance with claim 8, wherein the transaction data corresponds to one or more cash facsimile transactions.

10. The central repository in accordance with claim 9, wherein the processor is further programmed to assign a unique identifier to one or more of the plurality of data attributes for each of the plurality of gaming transactions.

11. The central repository in accordance with claim 8, wherein the unique identifier is a surrogate key.

12. The central repository in accordance with claim 8, wherein the processor is further programmed to associate one or more of the data attributes of each of the plurality of gaming transactions with a unique identifier.

13. The central repository in accordance with claim 8, wherein the processor is further programmed to identify transaction data corresponding to any of the plurality of gaming transactions that currently exists in the memory of the central repository and not assign a unique identifier to the identified transaction data.

14. The central repository in accordance with claim 8, wherein the processor is further programmed to associate one or more of the plurality of data attributes to a corresponding central repository predefined data attribute.

15. A method comprising; accessing gaming transaction data from at least one server, the gaming transaction data corresponding to a plurality of gaming transactions associated with one or more gaming devices, each of the plurality of gaming transactions comprising a plurality of data attributes; assigning a unique identifier to each of the plurality of gaming transactions; and storing the transaction data and each of the assigned unique identifiers in groups based on the assigned unique identifiers in a memory of a central repository.

16. The method in accordance with claim 15, further comprising assigning a unique identifier to one or more of the plurality of data attributes for each of the plurality of gaming transactions.

17. The method in accordance with claim 15, further comprising associating one or more of the data attributes of each of the plurality of gaming transactions with a unique identifier.

18. The method in accordance with claim 15, further comprising identifying transaction data corresponding to any of the plurality of gaming transactions that currently exists in the memory of the central repository and not assign a unique identifier to the identified transaction data.

19. The method in accordance with claim 15, further comprising associating one or more of the plurality of data attributes to a corresponding central repository predefined data attribute.

20. The method in accordance with claim 15, further comprising assigning a surrogate key to each of the plurality of gaming transactions.

21. The method in accordance with claim 15, further comprising: receiving a request for information regarding one or more gaming transactions; accessing the requested information using the unique identifiers assigned to the applicable gaming transaction; and providing the requested information.

22. The method in accordance with claim 21, wherein the received request identifies a particular format the requested information is to be provided.

23. The method in accordance with claim 22, further comprising providing the requested information in the particular format.

Description:

BACKGROUND

[0001] The present disclosure relates to managing gaming transaction data in a central repository. More particularly, the present disclosure relates to systems and methods of extracting, transforming, and storing gaming transaction data in a gaming central repository.

[0002] Conventional gaming systems may include various types of components (e.g., servers, gaming machines, networking equipment, and control devices) connected together over a network. Many components include one or more data repositories for storing data relating to the gaming system. Traditionally, a portion of the gaming data from these various components of the gaming system is collected and stored in one location. Specifically, pre-determined types of data are periodically retrieved from particular gaming system components and stored in a centralized database and may be searched and used to generate reports and other information. However, many of the various types of gaming system components use different communication protocols. Therefore, interfacing with various types of components requires an ability to use a copious amount of different protocols. Additionally, each gaming system and/or each component associated with the respective gaming system may store gaming data in a variety of formats. Thus, in order to search for particular data, each format may be known by a user in order to access and search all of the gaming data.

BRIEF DESCRIPTION OF THE DISCLOSURE

[0003] The present disclosure expands on a desire of gaming establishments to centralize data. The present disclosure describes extracting, transforming, and storing gaming transactions in a gaming central repository.

[0004] In one embodiment, a gaming system is provided that includes at least one server configured to store transaction data corresponding to a plurality of gaming transactions associated with one or more gaming devices, each of the plurality of gaming transactions comprising a plurality of data attributes, and a central repository that includes a memory and a processor. The processor is programmed to access the transaction data from the at least one server, assign a unique identifier to each of the plurality of gaming transactions, and store the transaction data and each of the assigned unique identifiers in groups based on the assigned unique identifiers in the memory of the central repository.

[0005] In another embodiment, a central repository for a gaming system is provided. The central repository includes a memory and one or more processors. The one or more processors are programmed to access the transaction data from a server storing transaction data corresponding to a plurality of gaming transactions associated with one or more gaming devices, each of the plurality of gaming transactions comprising a plurality of data attributes, assign a unique identifier to each of the plurality of gaming transactions, and store the transaction data and each of the assigned unique identifiers in groups based on the assigned unique identifiers in the memory of the central repository.

[0006] In a further embodiment, a method is provided. The method includes accessing gaming transaction data from at least one server, the gaming transaction data corresponding to a plurality of gaming transactions associated with one or more gaming devices, each of the plurality of gaming transactions comprising a plurality of data attributes, assigning a unique identifier to each of the plurality of gaming transactions, and storing the transaction data and each of the assigned unique identifiers in groups based on the assigned unique identifiers in a memory of a central repository.

BRIEF DESCRIPTION OF THE DRAWINGS

[0007] The present disclosure is described in detail below with reference to the attached drawing Figures.

[0008] FIG. 1 is a block diagram of an exemplary gaming system.

[0009] FIG. 2A is a perspective illustration of an exemplary gaming machine.

[0010] FIG. 2B is a block diagram of an exemplary electronic configuration of a gaming machine, such as the gaming machine shown in FIG. 2A.

[0011] FIG. 3 is a flow diagram of an exemplary method for extracting, transforming, and storing gaming transaction data in a gaming central repository.

[0012] FIGS. 4 and 5 illustrate exemplary data attribute tables.

[0013] FIGS. 6-14 provide illustrative examples for displaying a result of a search query analysis.

DETAILED DESCRIPTION OF THE DISCLOSURE

[0014] The present disclosure relates to managing gaming transaction data in a central repository. More particularly, the present disclosure relates to systems and methods of extracting, transforming, and storing gaming transaction data in a gaming central repository as well as may providing a reduction in a duplication of gaming transaction data being stored in the central repository.

[0015] Referring to the figures, embodiments of the disclosure may enable a central repository 102 to extract, transform, and store data corresponding to gaming transactions that occur on a plurality of different gaming devices 104 that may be physically located in one or more different gaming entities (e.g., gaming entities 106 and 108) and/or in different gaming properties/jurisdictions. Each gaming device 104 may be connected to a monitoring server 110 that records/stores activity relative to a corresponding gaming device 104. Central repository 102 may extract various types of game transaction information from either monitoring servers 110 or in some embodiments, directly from gaming devices 104. Central repository 102 may accommodate a possibility of receiving and storing transactions with similar data attributes, or transactions received in a variety of different formats, the system may compare the extracted data with stored data, the system may further transform the data into a uniform format, and may assign one or more unique identifiers to each transaction, that may enable each transaction to retain its source identifiable attributes while being incorporated in with the data population that may be stored in central repository 102. As such, regardless of an original format of each transaction accessed/received by central repository 102, once the transaction data may be stored in central repository 102 by the processes described herein, the data can be efficiently searched, retrieved, and analyzed by a user from a centralized source.

[0016] For example, a cash facsimile (e.g., any item that a gaming customer can use in lieu of legal tender money to redeem for gaming play or legal tender money, or to receive payment from gaming play) transaction may be recorded on each of gaming devices 104 and may be updated to a corresponding monitoring server 110 that may be communicatively connected to each gaming device 104. While each cash facsimile transaction may not be identical, each cash facsimile transaction may share common attributes, such as transaction type, transaction timestamp, and an identification of the device that the transaction may have occurred on. Utilizing this commonality among cash facsimile transactions, each cash facsimile transaction may be retrieved from a corresponding monitoring server 110, and each of the cash facsimile transaction attributes may be converted into predefined central repository data attributes and placed into central repository 102. Thus, using the central repository predefined data attributes assigned to each cash facsimile transaction, each cash facsimile transaction stored in central repository 102 can be viewed/sorted/searched in a variety of ways regardless of an original format the cash facsimile transaction may have been received in. For example, each cash facsimile transaction can be searched with respect to the cash facsimile transaction source or in comparison with other cash facsimile transactions from other monitoring servers 110. Further, associations between central repository 102 predefined attributes and gaming transaction attributes may be managed and leveraged with central repository 102 tools that utilize information that may be stored in memory 114 of central repository 102. For example, central repository 102 may establish relationships between users, terminal information, site information, and gaming devices. With a given set of relationships the system may establish using central repository 102, a casino operator may identify a configuration desired of a particular gaming device or groups of gaming devices.

[0017] While some embodiments of the disclosure may be illustrated and described herein with reference to a central repository, a server, and a gaming device, aspects of the disclosure may be operable with any device that performs the functionality illustrated and described herein, or its equivalent. For example, embodiments of the disclosure may be operable with netbooks, desktop computing devices, laptop computers, gaming consoles, portable audio players, and other devices that enable gaming, database services, and/or execute software programs. Further, while embodiments of the disclosure may be illustrated and described herein with reference to the extracting, transforming, and/or storing cash facsimile transactions, aspects of the disclosure may be operable with other gaming information. Other examples of game information include, but may not be limited to: gaming terminal data, which may be a history of game performance on a particular gaming terminal for all of its past configuration; player data, which may be a composite of a player's game play on many different gaming terminals; route data, which may be a composite of gaming terminal information for a group of gaming terminals on a route that may be include a number of gaming venues such as stores; and venue data, which may be a composite of terminal information for a groups of gaming terminals at a particular venue such as a casino, a subset of gaming terminals within a casino, a store or a restaurant.

[0018] Referring now to FIG. 1, a block diagram of a gaming system 100 is shown. Gaming system 100 may include central repository 102, gaming devices 104, gaming entities 106 and 108, and monitoring servers 110. As shown in FIG. 1, each of central repository 102, gaming devices 104, gaming entities 106 and 108, and monitoring servers 110 may be communicatively coupled via communication network 112.

[0019] In one embodiment, communications network 112 may be a local area network (LAN). In another embodiment, communications network 112 may be a wide area network (WAN) in which one or more of gaming devices 104 may be in communication with at least one off-site server or controller (e.g., monitoring servers 110). In this embodiment, gaming devices 104 may be located in a different part of the gaming establishment or within a different gaming establishment than monitoring servers 110. Thus, the WAN may include an off-site server or controller and an off-site gaming device that may be located within gaming establishments in the same geographic area, such as a city or state. The WAN gaming system may be substantially identical to the LAN gaming system, although the number of gaming machines in each system may vary relative to each other.

[0020] Communication network 112 may be the Internet or an intranet. In this embodiment, the operation of gaming devices 104 can be viewed at each gaming device 104 with at least one internet browser. The operation of gaming devices 104 and accumulation of credits may be accomplished with only a connection with an internet server through a conventional phone or other data transmission line, digital subscriber line (DSL), T-1 line, coaxial cable, fiber optic cable, or other suitable connection. In this embodiment, players may access an internet game page from any location where an internet connection and computer, or other internet facilitator may be available. The expansion in the number of computers and number and speed of internet connections in recent years increases opportunities for players to play from an ever-increasing number of remote sites. It may be appreciated that enhanced bandwidth of digital wireless communications may render such technology suitable for some or all communications, particularly if such communications may be encrypted. Higher data transmission speeds may be useful for enhancing the sophistication and response of the display and interaction with the player.

[0021] Gaming devices 104 may be any type gaming machine and may not be limited to mechanical slot machines and video game machines, such as video slots and video poker. Additionally, each gaming device 104 may include one or more local data repositories (not shown) for storing data. In embodiments, one or more of gaming devices 104 in gaming system 100 may be thin client gaming devices and one or more gaming devices 104 in the gaming system 100 may be thick client gaming devices. In another embodiment, certain functions of gaming devices 104 may be implemented in a thin client environment and certain other functions of gaming devices 104 may be implemented in a thick client environment. In one such embodiment, computerized instructions for controlling any games may be communicated from a central server (not shown) to each gaming device 104 in a thick client configuration and computerized instructions for controlling any secondary games or bonus functions may be executed by the central server in a thin client configuration.

[0022] With reference now to FIGS. 2A and 2B, an illustrative example of one of gaming devices 104 (e.g., gaming machine 204) may be provided. As shown in FIG. 2A, gaming machine 204 may include a support structure, housing, or cabinet 202 that may provide support for a plurality of interface units, displays, inputs, controls and other features of a conventional gaming machine. Gaming machine 204 may be configured so that a player may operate it while standing or sitting. Moreover, gaming machine 204 may be positioned on a base or stand, or may be configured as a pub-style table-top game (not shown) that a player may operate while seated. Gaming machine 204 may not be limited to only being the device illustrated in FIGS. 2A and 2B, but as may be appreciated by one of ordinary skill in the art, gaming machine 204 may have varying cabinets 202 and display configurations, without departing from the scope of the present disclosure.

[0023] With reference now to FIG. 2B, gaming machine 204 may include at least one processor 212 or other suitable controller, such as a microprocessor, a microcontroller-based platform, a suitable integrated circuit or one or more application-specific integrated circuits (ASIC's). Processor 212 may be coupled in communication with, or may be operable to access or to exchange signals with at least one data storage module or memory 214. In one embodiment, processor 212 and memory 214 may reside within gaming machine cabinet 202. Memory 214 may store program code and instructions that may be executable by processor 212, to control gaming machine 204. Memory 214 may also store other data such as, image data, pay tables, event data, player input data, random or pseudo-random number generators, look-up table data, payback data or information and applicable game rules that relate to the play of gaming machine 204. In one embodiment, memory 214 may include random access memory (RAM), that may include non-volatile RAM (NVRAM), magnetic RAM (MRAM), ferroelectric RAM (FeRAM) and other forms as commonly understood in the gaming industry. In another embodiment, memory 214 may include read only memory (ROM). In yet another embodiment, memory 214 may include flash memory and/or EEPROM (electrically erasable programmable read only memory). Any other suitable magnetic, optical and/or semiconductor memory may be used to operate in conjunction with gaming machine 204 that may enable gaming machine 204 to function as described herein.

[0024] In one embodiment, part or all of the program code and/or operating data described above may be stored in a detachable or removable memory, including, but not limited to, a suitable cartridge, disk, CD ROM, DVD or USB memory device. Moreover, in other embodiments, part or all of the program code and/or operating data described above may be downloadable to memory 214 through a suitable network.

[0025] An operator or a player may use such a removable memory in a desktop computer, a laptop personal computer, a personal digital assistant (PDA), portable computing device, or other computerized platform to implement the present disclosure. In one embodiment, gaming machine 204 may be operable over a wireless network, such as part of a wireless gaming system. In this embodiment, gaming machine 204 may be a hand held device, a mobile device or any other suitable wireless device that may enable a player to play any suitable game at a variety of different locations. It may be appreciated that gaming machine 204 may be a device that has obtained approval from a regulatory gaming commission or a device that has not obtained approval from a regulatory gaming commission. It may also be appreciated that processor 212 and memory 214 may be collectively referred to herein as a "computer" or "controller."

[0026] As shown in FIG. 2B, gaming machine 204 may include interface unit 216 that may be controlled by processor 212. Interface unit 216 may be coupled to cabinet 202 to display a game and to accept game play data from a player. Moreover, interface unit 216 may also display information relating to an interactive game, wager triggering event, or wagering outcome. Interface unit 216 may also serve as digital glass operable to advertise games or other aspects of the gaming establishment. Interface unit 216 may include, without limitation, a monitor, a television display, a plasma display, a liquid crystal display (LCD) a display based on light emitting diodes (LED), a display based on a plurality of organic light-emitting diodes (OLEDs), a display based on polymer light-emitting diodes (PLEDs), a display based on a plurality of surface-conduction electron-emitters (SEDs), a display including a projected and/or reflected image or any other suitable electronic device or display mechanism. In one embodiment, interface unit 216 may include a touch-screen, for example touch-screen 242, that may be used with an associated touch-screen controller, for example touch-screen controller 244. Moreover, interface unit may be of any suitable size and configuration, such as a circular, square, or rectangular.

[0027] Interface unit 216 may display at least one game or other suitable images, symbols, and indicia such as any visual representation or exhibition of a movement of objects such as mechanical, virtual or video reels and wheels, dynamic lighting, video images, images of people, characters, places, things and faces of cards, and the like. In one embodiment, the symbols, images, and indicia displayed on or of the interface unit may be in a mechanical form. That is, interface unit 216 may include any electromechanical device, such as one or more mechanical objects, such as one or more rotatable wheels, reels or dice, configured to display at least one or a plurality of games or other suitable images, symbols or indicia.

[0028] As shown in FIG. 2A, gaming machine 204 may also include a credit or fund display 220 that may display a player's current number of credits, cash accumulated, account balance, or an original number of credits the player funded the gaming machine with, or an equivalent of any of the aforementioned. Moreover, in the exemplary embodiment, gaming machine 204 may include a wager component display 221 that may display an amount of credits being wagered and may also include an amount of credits won display 222 that may display a player's accumulated winnings Furthermore, gaming machine 204 may include an interactive game display, such as a points display 223 that may display a player's points for an interactive game. For example, a player may use steering wheel 252 and other inputs such as pedals 253 to maneuver a on or around the displayed race course in a conventional manner This interactive game thus may require a plurality of inputs by the player. Gaming device 204 may determine the outcome of the interactive game based, at least in part, on the player's performance in the interactive game. In a further embodiment, at least one interface unit may be a mobile display device, such as a PDA or tablet PC that may enable play of at least a portion of the games at a location remote from gaming machine 204.

[0029] In one embodiment, gaming machine 204 may include at least one payment acceptor 224 that may be coupled in communication with processor 212. Payment acceptor 224 may include a coin slot 226 and a payment, note, or bill/cash facsimile acceptor 228, wherein a player may insert money, coins, tokens, or cash facsimiles. In other embodiments, devices such as readers or validators for credit cards, debit cards, or credit slips may accept payment. In one embodiment, a player may insert an identification card (not shown) into a card reader of gaming machine 204. The identification card may be a smart card that includes a programmed microchip or a magnetic strip coded with a player's identification, credit totals (or related data) and other relevant information. In another embodiment, a player may carry a portable device, such as a cell phone, a radio frequency identification tag or any other suitable wireless device, that communicates a player's identification, credit totals (or related data) and other relevant information to gaming machine 204. In one embodiment, money may be transferred to gaming machine 204 via an electronic funds transfer. When a player funds gaming machine 204, processor 212 may determine an amount of funds entered and displays the corresponding amount on the credit or other suitable display as described above.

[0030] With reference back to FIG. 2B, gaming machine 204 may include at least one input device that may be coupled in communication with processor 212. Input devices can include any suitable device that enables the player to produce an input signal that may be receivable by processor 212. For example, in one embodiment, after funding gaming machine 204, the input device may be a game activation device, such as a pull arm 232 or a play button 234 (shown in FIG. 2A) that may enable the player to start the game or a sequence of events in gaming machine 204. Play button 234 can be any suitable play activator such as a bet one button, a max bet button, or a repeat the bet button. In one embodiment, after appropriate funding of gaming machine 204, the game play may begin automatically. In another embodiment, after a player engages one of the play buttons, such as button 236, gaming machine 204 may automatically activate game play.

[0031] In the exemplary embodiment, one input device may be a "Bet One" button 236. The player may place a bet by pushing "Bet One" button 236 and can increase the bet by pushing "Bet One" button 236. When the player pushes "Bet One" button 236, the number of credits shown in the credit display decreases by one, and the number of credits shown in the bet display increases by one. In another embodiment, one input device may be a "Bet Max" button (not shown) that may enable the player to bet the maximum wager component permitted for a game of gaming machine 204. Another input device may be a "Cash Out" button 238. The player may push "Cash Out" button 238 to receive a cash payment or other suitable form of payment corresponding to the number of credits remaining. In one embodiment, when the player cashes out, the player may receive coins or tokens in a coin payout tray 228. In another embodiment, when the player cashes out, the player may receive other payout mechanisms, such as a cash facsimile that is redeemable by a cashier (or other suitable redemption system), or funding to the player's electronically recordable identification card.

[0032] As best seen in FIG. 2B, gaming machine 204 may include a touch-screen 242 (e.g., display 216) that may be coupled to a touch-screen controller 244, or some other touch-sensitive display overlay to enable player interaction with images on display. Touch-screen 242 and the touch-screen controller 244 may be connected to a video controller 246. A player can input signals into gaming machine 204 by touching touch-screen 242.

[0033] Gaming machine 204 may also include a plurality of communication ports for enabling communication of processor 212 with external peripherals, such as external video sources, expansion buses, game or other displays, an SCSI port or a key pad. In the exemplary embodiment, gaming machine 204 may include a sound generating device (not shown) controlled by one or more sounds cards 248 that may be controlled by processor 212. In one embodiment, the sound generating device may include at least one speaker 250 or other sound generating hardware and/or software for use in generating sounds, such as playing music for the game or for other operating modes of gaming machine 204. In one embodiment, gaming machine 204 may provide dynamic sounds, coupled with attractive multimedia images displayed on interface unit 216 to provide an audio-visual representation or to otherwise display full-motion video with sound to attract potential players gaming machine 204. During idle periods, gaming machine 204 may display a sequence of audio and/or visual attraction messages to attract potential players to gaming machine 204.

[0034] Gaming machine 204 may include a sensor, such as a camera (not shown) coupled in communication with processor 212, and possibly controlled by processor 212 to be selectively positionable to acquire an image of a player actively playing gaming machine 204, and/or a surrounding area of gaming machine 204. In one embodiment, the camera may selectively acquire still or moving (e.g., video) images and may be configured to acquire the images in either an analog, digital, or other suitable format. Interface unit 216 may be configured to display the image acquired by the camera, as well as to display the visible manifestation of the game in split screen or picture-in-picture fashion. For example, the camera may acquire an image of the player and processor 212 may incorporate that image into the interactive and/or secondary game as a game image, symbol or indicia.

[0035] In one embodiment, gaming machine 204 may also include a global positioning satellite (GPS) device (not shown). The GPS device may be used for identifying a location of gaming machine 204, and more particularly, indentifying a jurisdiction gaming machine 204 physically resides in at a time of the game play. As such, monitoring server 110 (shown in FIG. 1) can access a location of gaming machine 204.

[0036] As mentioned above, gaming machine 204 may be in communication with monitoring servers 110 (shown in FIG. 1). That is, gaming machine 204 generates game outcomes that are provided to the player and monitoring servers 110 to monitor the activities and events occurring on gaming machine 204. In one embodiment, communication network 112 (shown in FIG. 1) includes a real-time or on-line accounting and gaming information system that is operably coupled to monitoring servers 110. The accounting and gaming information system of this embodiment includes a player database for storing player profiles, a player tracking module for tracking players and a credit system for providing automated casino transactions.

[0037] In one embodiment, gaming machine 204 may be associated with, or otherwise integrated into, one or more player tracking systems that may include player transaction history. More specifically, gaming machine 204 and/or the player tracking system may track any players gaming activity at gaming machine 204. In one embodiment, gaming machine 204 and/or the associated player tracking system tracks when a player inserts their playing tracking card to begin a gaming session and also timely tracks when a player removes their player tracking card when concluding play for that gaming session. In another embodiment, rather than requiring a player to insert a player tracking card, gaming machine 204 may utilize one or more portable devices carried by a player, such as a cell phone, a radio frequency identification tag or any other suitable wireless device to track when a player begins and ends a gaming session. In a further embodiment, gaming machine 204 may utilize any suitable biometric technology or ticket technology to track when a player begins and ends a gaming session.

[0038] During gaming sessions, gaming machine 204 and/or player tracking system tracks any suitable information, such as any amounts wagered, the interactive game outcomes, wagering outcomes, average wager components and/or the time these wagers are placed, as well as a transaction history, such as purchases made within or associated with a gaming establishment, for example, hotel rooms, drinks, clothes, massages, haircuts, dinners, souvenirs, shows, movies, and the like. In another embodiment, the player tracking system may include the player's account number, the player's card number, the player's first name, the player's surname, the player's preferred name, the player's player tracking ranking, any promotion status associated with the player's player tracking card, the player's address, the player's birthday, the player's anniversary, the player's recent gaming sessions, or any other suitable data.

[0039] As mentioned above, gaming data, and more specifically, gaming transaction data for each of gaming devices 104 may be recorded/stored in a corresponding monitoring servers 110. Thus, to obtain information related to each of gaming devices 104, central repository 102 can extract this information from monitoring servers 110 without a need to request information from gaming devices 102. Further, central repository 102 may be configured to extract gaming data from monitoring servers 110 automatically without a need for gaming devices 104 or monitoring servers 110 to send central repository 102 gaming data. As such, central repository 102 may be enabled to extract information automatically without undue cost to the gaming devices 104 or monitoring servers 110.

[0040] Monitoring servers 110 may be any suitable servers or computing devices which include at least one of a processor and at least one of a memory, or storage device. A gaming machine processor, for example, processor 212, may be operable to execute communicated events, messages, or commands in conjunction with an operation of gaming machine 204 to monitoring servers 110. Moreover, monitoring servers 110 may be designed to transmit and receive events, messages, commands or any other suitable data or signal between server 110 and gaming machine 204 to central repository 102. The server may be operable to execute such communicated events, messages or commands in conjunction with the operation of server 110.

[0041] In one embodiment, each of servers 110 may record/store gaming transaction data corresponding to gaming devices 104. For example, servers 110 may access gaming data corresponding to coin-in and coin-out data, game software component information (such as versions of software residing on each gaming device 104 and/or a version of a game being played), and player tracking information, such as the identity of a player playing a game on each gaming device 104. As described in further detail below, central repository 102 may poll (e.g., extract information from) servers 110 for gaming information related to gaming devices 104 and may store the gaming information in central repository 102.

[0042] In one embodiment, central repository 102 may include memory 114 and processor 116. Gaming data, such as gaming transaction information (e.g., cash facsimile transaction information), game software components, and game software component information may be stored in memory 114, or other computer-readable medium or media. Of course, one of ordinary skill in the art may appreciate that a casino gaming system may also include other types of components, and the above illustration is meant only as an example and not as a limitation to the types of components used in a casino gaming system. Further, one of ordinary skill in the art, guided by the teachings herein may appreciate that a variety of types of servers may be used as central repository 102. The type of server used may be determined by platform and software requirements of a particular gaming system.

[0043] By storing gaming data centrally (e.g., in central repository 102) in a uniform way, searches and queries of various gaming data can be efficiently performed regardless of a format the gaming data was originally received by central repository 102. Further, while gaming data may be stored in memory 114 on central repository 102, gaming data may be stored remotely from central repository 102. For example, gaming data may be stored in a cloud service, a database or other memory area accessible by central repository 102.

[0044] In one embodiment, central repository 102 may access and/or receive various types of game transaction information from either monitoring servers 110 or directly from gaming devices 104. In addition, and is will be explained in further detail below, central repository 102 accommodates a possibility of receiving and storing transactions with similar data attributes by assigning a unique identifier to each transaction. The unique identifier in turn, links the transaction to description tables (e.g., dimensions), which enables the transaction to retain its source identifiable attributes while incorporated with the entire data population stored in central repository 102. As such, regardless of an original format of each transaction accessed/received by central repository 102, the present disclosure may enable data to be searched, retrieved, and analyzed. For example, an accounting report detailing a performance of an individual and/or groups of gaming devices 104 may be generated from data stored on servers 110. These reports may contain game performance data collected from any number of gaming devices 104 supporting many different types of games as well as hotel operations data. As such, the gaming information accessed from servers 110 and stored in central repository 102 may be used to generate reports summarizing a performance of all gaming devices 104.

[0045] In one embodiment, processor 116 may execute computer-executable instructions for implementing aspects of the disclosure. For example, processor 116 accesses/extracts gaming data (e.g., gaming transaction data) from at least one monitoring server 110. In one embodiment, the gaming data corresponds to a plurality of gaming transactions associated with one or more gaming devices 104, and each of the plurality of gaming transactions may include information that may be separated into a plurality of data attributes. For example, game transaction information may have more detailed attributes, such as coin-in, coin-out, and an amount bet per game that may be stored according to specific games as game dating. In one embodiment, the gaming data may be a composite of gaming data obtained from multiple gaming terminals operating at different locations. Additional attributes that may be associated with the gaming data are time, game version, location, gaming terminal, and player identification. The data fields may be utilized by analysis tools residing in central repository 102 to generate various information relationships such as game performance as a function of time, game performance as a function of location, game performance as a function of game version and game performance as a function of player. To enable searches and queries of various gaming data to be efficiently performed regardless of the format the gaming data was originally received, processor 116 may assign a unique identifier to each gaming transaction, and may store the transaction data and each of the assigned unique identifiers in memory 114 of central repository 102. In some embodiments, processor 116 may be converted into a special purpose microprocessor by executing computer-executable instructions or by otherwise being programmed For example, processor 116 may be programmed with instructions such as illustrated next in FIG. 3.

[0046] Referring next to FIG. 3, an exemplary flow chart illustrates accessing and storing gaming transaction data in central repository 102 in groups based on the assigned unique identifiers. At 302, gaming transaction data may be accessed from at least one server 110. In one embodiment, the gaming transaction data may correspond to a plurality of gaming transactions associated with one or more gaming devices 104. In one embodiment, gaming transaction data may be converted and cleansed such that all data attributes may be associated with attributes predefined in central repository 102. However, before gaming transaction data may be stored in central repository 102, a determination may be made as to whether accessed gaming transaction data corresponds to any gaming transaction data that currently exists in central repository 102. While each cash facsimile transaction may not be identical, each cash facsimile transaction share common attributes. In one embodiment, attributes of a gaming transaction may be partitioned into either "facts," which, in one embodiment may be numeric transaction data, and "dimensions," which, in one embodiment may be references to information that gives context to the facts.

[0047] For example, with reference now to FIG. 4, a cash facsimile transaction may be partitioned into facts, as shown at table 402, and dimensions, as shown at tables 404-414. By partitioning each cash facsimile transaction in this way, each attribute may be easily understood for gaming operators, because the structure may be divided into measurements/facts and context/dimensions. One of ordinary skill in the art guided by the teachings herein may appreciate that the "facts" and "dimensions" shown in FIG. 4 may be for illustrative purposes only and may not be intended to limit the scope of the disclosure.

[0048] In one embodiment, the gaming transactions may be compared with stored gaming transaction, and more specifically, the attributes of each gaming transactions may be compared with stored attributes. Thus, if it may be determined that the accessed gaming transaction data does not correspond to gaming transaction data that currently exists in central repository 102, at 304, each attribute in each respective gaming transaction determined not to correspond to gaming transaction data that currently exists in central repository 102 may be converted into a predefined attribute.

[0049] For example, with reference now to FIG. 5, tables 502, 504, and 506 illustrate how information from a cash facsimile transaction may be separated into groups and "mapped" to predefined attributes, shown in FIG. 4. For example, once a cash facsimile transaction may be obtained, central repository 102 may place the cash facsimile transaction data in a "staging" area, and more specifically, into separate staging tables 502, 504, and 506. Once the attributes in tables 502, 504, and 506 may be determined to not correspond to gaming transaction data that may currently exist in central repository 102, the attributes in tables 502, 504, and 506 may be converted into predefined attributes, for example, as shown in FIG. 4. As such, central repository 102 may enable a structure of a gaming transaction to be divided into measurements/facts and context/dimensions that may be uniform and easily understood by an end user. If, however, it may be determined that the accessed gaming transaction data in tables 502, 504, and 506 correspond to gaming transaction data that currently exists in central repository 102, the accessed gaming transaction data may be flagged and the information may not be stored in central repository 102, thus eliminating duplicating information.

[0050] Referring back to FIG. 3, at 306, once a gaming transaction data may have been converted into predefined attributes, a unique identifier may be assigned to each of the plurality of gaming transactions, and more specifically, to each attribute in the gaming transaction data. In one embodiment, the unique identifier in turn, may link each attribute to the gaming transaction, which may enable the gaming transaction to retain its source identifiable attributes while incorporated in with other gaming transactions in central repository 102. At 308, the transaction data and each of the assigned unique identifiers may be stored in groups based on the assigned unique identifiers in memory 114 of central repository 102.

[0051] In one embodiment, the unique identifier may be a primary key and/or a surrogate key. Thus, the unique identifier may be a "meaningless," single part, unique identifier. For example, there may be no semantic value associated with the unique identifier rather its sole purpose may be unique identification. The unique identifier may be automatically generated by central repository 102, and more specifically, processor 116 upon accessing or loading gaming data from, for example, monitoring servers 110.

[0052] Data attributes may be defined by a gaming operator and may be used to store commonly accessed data combinations to minimize analysis times particular to gaming establishment and/or system. One of ordinary skill in the art guided by the teachings herein may appreciate that many different combinations of game transaction information and other game information for various groups of gaming devices may be stored in central repository 102 as a queryable database.

[0053] As mentioned above, regardless of an original format of each transaction accessed/received by central repository 102, the present disclosure may enable data to be efficiently searched, retrieved, and analyzed. In one embodiment, a user may request information to be presented in a particular format (e.g., an spreadsheet, a graph, a timeline, and the like). Thus, by creating a central repository in this way, gaming property operators can easily address questions related to one, some, or all types of cash facsimile transactions from a single source. As such, a gaming operator can address questions related to one, some, or all types of cash facsimile transactions from a single source. The following are exemplary business questions and FIGS. 6-13 provide an illustrative examples of how the questions could be answered from the data stored in central repository 102: 1) What is the average time between cash out and redemption? 2) What is the frequency distribution of cash facsimile print times? 3) What is the average amount of a cash facsimile cash out? 4) What is the average number of cash facsimiles cashed out per gaming device? Using the information stored in central repository 102, and depending on the tools that a gaming property operator may be familiar with, gaming data may be searched, analyzed and presented to a user into customized graphs and/or spread sheets, as shown in FIGS. 6-14.

[0054] The present disclosure uses examples to disclose the best mode, and also to enable any person skilled in the art to practice the claimed subject matter, including making and using any devices or systems and performing any incorporated methods. The patentable scope of the present disclosure may be defined by the claims, and may include other examples that occur to those skilled in the art. Such other examples are intended to be within the scope of the claims if they have structural elements that do not differ from the literal language of the claims, or if they include equivalent structural elements with insubstantial differences from the literal languages of the claims.


Patent applications in class Network type (e.g., computer network, etc.)

Patent applications in all subclasses Network type (e.g., computer network, etc.)


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