EFFICIENT DISTRIBUTED NETWORK IMAGING OF INSTANT LOTTERY TICKETS
20170213425 ยท 2017-07-27
Inventors
- Allen Lorne Weil (New York, NY, US)
- Fred W. Finnerty (Dawsonville, GA, US)
- George Kurtz Peng (Brooklyn, NY, US)
Cpc classification
G07F17/3241
PHYSICS
A63F3/0665
HUMAN NECESSITIES
B41M3/008
PERFORMING OPERATIONS; TRANSPORTING
G07F17/42
PHYSICS
B41F1/22
PERFORMING OPERATIONS; TRANSPORTING
B42D15/025
PERFORMING OPERATIONS; TRANSPORTING
G07F17/329
PHYSICS
B41J29/393
PERFORMING OPERATIONS; TRANSPORTING
B41F1/20
PERFORMING OPERATIONS; TRANSPORTING
B41F19/007
PERFORMING OPERATIONS; TRANSPORTING
G07F17/3225
PHYSICS
International classification
G07F17/42
PHYSICS
B41F1/20
PERFORMING OPERATIONS; TRANSPORTING
B41F19/00
PERFORMING OPERATIONS; TRANSPORTING
B41J29/393
PERFORMING OPERATIONS; TRANSPORTING
B41J2/04
PERFORMING OPERATIONS; TRANSPORTING
B41F1/22
PERFORMING OPERATIONS; TRANSPORTING
B41M3/00
PERFORMING OPERATIONS; TRANSPORTING
Abstract
A computer-implemented method and system are provided for enabling digital imaging of both secure and non-secure areas of instant lottery tickets on demand across a geographically diverse network. Instant lottery tickets produced with this system accommodate smaller volume print runs, process color, and a greater level of customization.
Claims
1. A super-mini digital imager instant ticket printing line for producing Scratch-Off Coating (SOC) secured documents having a SOC covering variable indicia, wherein the variable indicia are unreadable so long as the SOC remains intact, comprising: an accepting area for web paper stock having front and back surfaces, with pre-applied lower security ink films on at least one side of the web paper stock; at least two full-color digital imagers configured to print on the front and back surfaces of the web paper stock; a first applicator for applying at least one transparent or translucent release coating on at least a portion of the variable indicia and optionally on at least a portion of the display; a second applicator for applying at least one upper opacity coating on the at least one transparent or translucent release coating; and a third applicator for applying at least one upper white SOC security layer on the at least one upper opacity coating; wherein the super-mini digital imager instant ticket printing line receives digital imaging input via a secure network connection from a central site game programming facility, such that the super-mini digital imager instant ticket printing line can be located in a different geographical location than the central site game programming facility.
2. The super-mini digital imager instant ticket printing line of claim 1, further comprising a fourth applicator for applying full color overprint imager ink on top of the upper white SOC security layer.
3. The super-mini digital imager instant ticket printing line of claim 2, wherein the fourth applicator is a full-color digital imager.
4. The super-mini digital imager instant ticket printing line of claim 1, wherein the first applicator is a digital imager.
5. The super-mini digital imager instant ticket printing line of claim 1, further comprising a curing station for curing the at least one transparent or translucent release coating via direct energy.
6. The super-mini digital imager instant ticket printing line of claim 5, wherein the direct energy is Ultraviolet (UV) light.
7. The super-mini digital imager instant ticket printing line of claim 5, wherein the direct energy is electron beam.
8. The super-mini digital imager instant ticket printing line of claim 1, wherein the second applicator is a digital imager.
9. The super-mini digital imager instant ticket printing line of claim 1, further comprising a curing station for curing the at least one upper white SOC security layer via at least one of convection heat and Infrared (IR) heat.
10. The super-mini digital imager instant ticket printing line of claim 1, wherein the third applicator is a digital imager.
11. The super-mini digital imager instant ticket printing line of claim 1, for printing smaller print runs of less than 10 million tickets.
12. The super-mini digital imager instant ticket printing line of claim 1, for printing smaller print runs of less than 3 million tickets.
13. The super-mini digital imager instant ticket printing line of claim 1, wherein the digital imagers print with dye.
14. The super-mini digital imager instant ticket printing line of claim 1, wherein the digital imagers printed with pigmented ink.
15. The super-mini digital imager instant ticket printing line of claim 1, wherein the third applicator is a digital imager for applying at least a portion of the at least one upper white SOC security layer with pigmented ink.
16. The super-mini digital imager instant ticket printing line of claim 1, wherein an initial applicator separate from the printing line pre-applies the lower security ink films to the web paper stock.
17. The super-mini digital imager instant ticket printing line of claim 16, wherein the initial applicator separate from the printing line pre-applies the lower security ink films to the web paper stock as a series of flood coatings. cm 18. A network interfaced game server that provides instant ticket production data for games defined by a plurality of tickets with variable indicia hidden by a scratch-off coating, the game server being associated with production of tickets, the production of tickets comprising (i) game server access via the Internet, (ii) shuffling or assignment of prizes to individual tickets, (iii) secure interfaces to at least one super-mini digital press, and (iv) secure interfaces to other users, wherein the game server comprises: (a) a first random number generator that provides shuffle seeds to randomize a deal of tickets via (i) internally generated random or pseudorandom numbers, or (ii) accepting random or pseudorandom numbers from an authenticated and authorized outside source; and (b) accessing audit for authorized users, via the Internet interface; and (c) providing multilayer security between the actual game server and the Internet interface, wherein support is provided to various geographically distinct users.
19. The networked game server of claim 18, wherein the game server is physically located within a cloud based secure data center.
20. The networked game server of claim 18, wherein access control lists restrict game server access from at least one device external to the game server.
21. The networked game server of claim 18, wherein separate virtual private network tunnels are established for each user after authentication from at least one device external to the game server.
22. The networked game server of claim 21, wherein the virtual private network tunnel interface is established after successful hash based message authentication code exchange using a priori encryption keys.
23. The networked game server of claim 18, wherein context-based access control protocol restricts game server access from at least one device external to the game server.
24. The networked game server of claim 18, wherein user unique individual security sandboxes are established for each user on the game server during application level authentication on the game server.
25. The networked game server of claim 24, wherein applet access to resources outside the user unique individual security sandboxes are managed by an object request broker on the game server.
26. The networked game server of claim 18, wherein at least one separate hardware firewall performs stateful inspection of incoming cleartext data streams between a demilitarized zone and the game server.
27. The networked game server of claim 18, wherein at least one separate hardware intrusion protection system or intrusion detection system performs security inspection of incoming cleartext data streams in a demilitarized zone.
28. An instant ticket networked production method for just in time production of instant tickets for games defined by a plurality of tickets with variable indicia imaging data hidden by a Scratch-Off Coating (SOC) using a networked production system, the networked production method comprising: (a) shuffling or assigning prizes to individual tickets conducted by the networked game server within a secure facility; (b) generating the imaging data from the shuffled instant tickets and converting the imaging data into ciphertext; (c) remotely transmitting the programming and game generation ciphertext imaging data to the networked game server; (d) providing external audit access to the game server; (e) providing secure interfaces to at least one super-mini digital press, such that the imaging data can be downloaded on demand; (f) remotely downloading the imaging data ciphertext from the game server; (g) decrypting the downloaded programming and game generation ciphertext local to the super-mini digital press thereby converting the ciphertext imaging data from the game server to cleartext suitable for printing; (h) transferring production data from at least one super-mini digital press to the remote game server in a secure facility for generation of ship and validation files; and (i) performing data or file segmentation, thereby partitioning the imaging data into discrete pools or packets enabling downloading of individual pools or packets to different printing facilities on demand; wherein printing economies for the instant tickets are realized via just in time instant ticket production.
29. The instant ticket networked production method of claim 28, wherein production data transferred remotely from at least one super-mini digital press is used to generate a stolen pack file.
30. The instant ticket networked production method of claim 28, wherein at least two super-mini digital presses are located in different geographical areas from each other.
31. The instant ticket networked production method of claim 28, wherein at least two super-mini digital presses print separate discrete portions of a same game.
32. The instant ticket networked production method of claim 28, wherein a same game is printed in multiple portions at different times.
33. The instant ticket networked production method of claim 28, wherein game server access is available over the Internet.
34. The instant ticket networked production method of claim 33, wherein two or more remote super-mini digital presses are granted limited access to the game server.
35. The instant ticket networked production method of claim 33, wherein non-production personnel are granted limited access to the game server.
Description
BRIEF DESCRIPTION OF THE DRAWINGS
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DETAILED DESCRIPTION
[0093] In the context of this invention secure portions of lottery tickets or other documents refer to variable indicia that are hidden under a Scratch-Off Coating (SOC) until the ticket or document is played. Non-secure portions of lottery tickets or other documents refer to areas that are visible while the ticket or document is in a pristine conditioni.e., not scratched or played. Examples of non-secure areas would include a ticket or document's display, overprint, or backing. Also, throughout this description, the terms process color and four-color imaging are used interchangeably. In the context of this invention, the term four-color imaging refers to a specific subset of process color imagingi.e., Cyan, Magenta, Yellow, and blacK (CMYK). As used herein, the term white with respect to the white SOC security layer or any other layer means a layer white in color or other light color onto which a subsequent display, overprint or other layer with various types of indicia can be clearly discerned. Finally, in the context of this invention, the term super mini refers to any configuration of digital imager network-enabled printing presses capable of printing SOC secured documentse.g., see disclosures as embodied in
[0094] Producing and ensuring the security of on-demand instant ticket print runs across networked printing locations in an economically viable fashion requires segmentation, synchronized release of information, and coordination. By maintaining all game generation functionality in a central, secure, server system, the physical printing process being conducted primarily by digital imagers need not be located in the same facility with the central server system, but can be distributed over a geographically diverse network, so that new economies can be achieved both in terms of monetary costs and time to delivery, that were previously not possible.
[0095] Part of these economies arise from pushing all major digital security requirements up to the central site server system, with, other economies (particularly delivery speed) achieved via the optional geographically diverse printing network, thereby, enabling production of lottery products within a given lottery's jurisdiction. Other economies arise from incorporating digital process color imagers instead of fixed plate printing for the majority if not all of the ticket's variable indicia, display, overprint, and, backing. By eliminating fixed plate printing for all or almost all of the ticket's variable indicia, display, overprint, and backing, great efficiencies are achieved in terms of press setup, press size, press cost, and ticket customization. While present technology digital process color imagers may not operate with web speeds (e.g., 100-500 FPMFeet Per Minute; 31 to 152 MPMMeters Per Minute) as fast as fixed plate systems (e.g., 600-1,000 FPM; 183 to 305 MPM), the efficiencies achieved by a distributed network of process color imagers in terms of setup, size, and press costs allow such systems to produce instant lottery tickets with a competitive cost advantage for press runs well into the millions of tickets. This shifting of the lottery instant ticket production paradigm from large big bang print runs of at least ten million tickets to smaller print runs enabled by the distributed networks of digital super-mini process color imagers in turn enables production of new types of lottery instant tickets targeted at groups other than super users, thereby expanding the lottery marketplace.
[0096] Reference will now be made to one or more embodiments of the system and methodology of the invention as illustrated in the figures. It should be appreciated that each embodiment is presented by way of explanation of aspects of the invention, and is not meant as a limitation of the invention. For example, features illustrated or described as part of one embodiment may be used with another embodiment to yield still a further embodiment. It is intended that the invention include these and other modifications that come within the scope and spirit of the invention.
[0097] Before describing the present invention, it may be useful to first provide a brief description of the current state of the art of instant ticket production and printing to ensure that a common lexicon is established of existing systems prior to disclosing the present invention. This description of the current state of the art of instant ticket press is provided in the discussions of
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[0099] In
[0100] This classic instant lottery ticket printing press line 100 has been developed over decades and is designed for efficiencies of costs for very large print runs (e.g., 10 million to 500 million tickets) where the high start-up and press costs can be amortized over a large number of tickets. Consequently, these classic instant lottery ticket press lines 100 are large in size and costs and tend to be collocated in a few large secure facilities with game programming servers. Another effect of the classic press line 100 is that the high volume print runs necessary to amortize costs limit creativity and customization of lottery ticket game design, as well as require significant lag time for the production and distribution of tickets from the production facilities to the lottery jurisdictions. When it is realized that large print runs of tickets inherently have significant weighte.g., 100 million 2 inch (5.1 cm)4 inch (10.2 cm)10-point tickets would weigh approximately 139 tons or around 126,100 kg), it can be readily appreciated that express shipping of such hefty loads would carry a prohibitively high cost.
[0101] In comparison to traditional prior art production,
[0102] Both the tickets' secure variable indicia portion and display portion could be imaged simultaneously by the first digital imager 122. A second digital imager 123 then receives the web from the first digital imager 122 and prints the ticket back. After the second digital imager 123, a series of inline fixed plate (e.g., flexographic) printing stations apply a release coating by print station 124 (enabling subsequent coatings to scratch off and the underlying variable indicia to be visible, such as a transparent or translucent release layer), at least one opacity coating by print station 125, a white SOC by print station 126, and four (CMYK) process colors by print stations 127. Finally, a web take-up reel 111 then collects the printed ticket stock for further processing by a packaging line. If both the tickets' secure variable indicia portion and display portions were imaged simultaneously by the first digital imager 122, then the fixed plate process color print stations 127 would only print the overprint. Alternatively, the fixed plate process color print stations 127 could image the overprint as well as the display.
[0103] In the embodiment of
[0104] As illustrated in
[0105] An example of an embodiment of a suitable offline security ink film applicator 121 is provided in
[0106] The exemplary prior art fixed plate hybrid printing press line 100 as currently utilized for the printing of lottery instant tickets (
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[0108] If both the tickets' secure variable indicia and display were imaged simultaneously by first digital imager 122, then the third digital imager 130 would only image the overprint. Alternatively, the third digital imager 130 could image the display and overprints. The embodiment of the printing line 120 has the advantage of fewer fixed plate printing stations and consequently further reduced make-ready (setup) time and expense when printing game to game.
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[0110] After the digital imager 131 has printed the release coat, at least one digital imager 132 prints the upper opacity layer over the release coat. Similar to the release coat, the application of the upper opacity layer by the digital imager 132 must be comprised of pigmented ink to ensure sufficient opacity. Though, unlike the release coat, this upper opacity ink film applied by the digital imager 132 must be water based and dried by convection heat and/or infrared (IR) heat, typically leaving a thinner ink film deposit than direct energy curing. This abstention from direct energy curing of the upper opacity ink film (and other upper scratch-off ink films) takes into account at least potential human safety and health concernsi.e., any ink film that can be scratched-off has the potential to be ingested by a consumer. Direct energy curable inks tend to include toxic chemicals that become benign when fully cured, however the uncertainty of direct energy systems fully curing 100% of the active ingredients in an ink film make such ink formulations potentially unsafe for scratch-off applications. Thus, some opacity may be sacrificed with the imaged upper ink film layer due to the relatively thinner ink film thickness. This reduced upper opacity can be compensated for with higher opacity in the lower security coatings as a countermeasure against candling. Careful selection of variable indicia ink chemistry and composition can also reduce the need for upper opacity against known fluorescence attacks.
[0111] Next, at least one imager 133 prints the SOC. Similar to before, the application of the SOC by the digital imager 133 is preferably comprised of pigmented ink to ensure sufficient coverage and is preferably water based and convection and/or IR heat dried. Additionally, the SOC imager 133 may also include a primer compatible with the chemistry of the ink subsequently applied by the CMYK imagers 130. If the ink applied by the subsequent CMYK imager 130 is dye based, a thicker primer ink film is typically needed and may consequently require another digital imager.
[0112] Finally, the last imager 130 prints a full color (CMYK) SOC overprint and optionally the ticket display. As before, a web take-up reel 111 collects the printed ticket stock for further processing by a packaging line. The embodiment 120 has the advantage of no fixed plate printing stations and consequently virtually no make-ready time when printing game to game.
[0113] Currently, there are at least three manufacturers of high-resolution web based digital imagers capable of supporting embodiments 120, 120 and 120. Hewlett Packard (HP) Indigo, Memjet waterfall print heads, and Xerox CiPress series are high-resolution color imagers that readily accommodate networked operations. Additionally, the HP, Memjet, and Xerox imagers all accommodate stopping the press line for adjustment and restarting without the need for reregistration of the web imaging. Consequently, the press operators of embodiments 120, 120 and especially 120 will tend to require less training and skill and therefore be available at presumably less expensive labor rates.
[0114] When comparing the traditional instant lottery ticket printing press line 100 of
[0115] For example, the traditional instant lottery ticket printing press 100 typically consumes around 6,000 linear feet (1829 meters) of paper just to register its multiple fixed plate printing stations 102 through 105 and 107 through 110 of
[0116] More specifically, the embodiments of printing lines 120, 120 and 120 (
[0117] As would be apparent to one skilled in the art in view of this description, there are numerous other permutations of super-mini digital imager printing lines (e.g., flexographic stations before the first digital imager, additional flexographic stations between the second and third digital imagers, sheet feed paper, two separate print lines for the lower portions and the upper portions, etc.) that under some circumstances may be alternatives to or preferable to the disclosed embodiments. The significant characteristics of the present invention are that the super-mini digital imager lines utilized must accept local or remote image feeds, support rapid startup with very little make ready (prep) time, accept and process digital imaging from a central server, be relatively small in size, and require minimal skill of the press operators.
[0118] Thus, the support for smaller press runs sizes enabled by a network of digital imager printing lines allows for printing on demand over geographically diverse areas. This last statement is significant, for it highlights the potential for new types of targeted instant lottery games that were previously not possible due to the large number of tickets required for a minimum print run (e.g., at least 10 million) and the large size, operational complexity, and costs of traditional hybrid fixed plate and digital imager presses. Additionally, the capability to print on demand over geographically diverse areas creates a lower cost alternative for lottery ticket production. Rather than big bang production, where all the tickets for a game are printed at once, printing on demand at various locations allows lotteries to print only the tickets needed for a rollout, ongoing game, promotion, etc., thereby, eliminating waste and warehousing costs. With the invention of smaller, on demand print runs, when the methods of printing tickets in a network across geographically diverse areas are compared to the traditional methods of big bang instant ticket production, the efficiencies and the economies gained with networked production become profound.
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[0120] Returning to
[0121] In contrast, the distributed processing network of digital imager printing lines 200 according to the present invention illustrated in
[0122] In separate fixed geographical locations 202, 203, and mobile locations 205, such as trailers, other imager lines 120, 120, and 120' (respectively) are available over the distributed network 200 via terrestrial 204 and extraterrestrial 207 methods of communications. In the example of
[0123] In a presently preferred embodiment, the secure game server may be located at a separate secure data center 201 (e.g., Switch Supernap Data Center in Las Vegas, Nev.) with secure access granted to authorized users including super mini presses via the Internet. The location of the secure game server within a secure datacenter provides additional cost savings with the redundant utilities (e.g., uninterruptable power, climate control, Internet bandwidth, facility redundancy, etc.), physical security, access logistics, etc. provided by the secure datacenter provider. Typically, the security, reliability, and integrity of data centers greatly exceed the capabilities of traditional instant lottery ticket provider secure facilities. By locating the secure game server at a data center, scalability is provided with greater economies and efficiencies than is achievable with legacy isolated access print servers at printing faculties commonly practiced in the art.
[0124] Traditionally, instant ticket manufacturers are opposed to conducting game server operations over a remote networked data center due to security concerns. To date, all instant ticket manufacturers operate their game servers in private secure facilities collocated with at least one printing press and no standard connection to the Internet. However, as a practical matter, this network isolated game server paradigm significantly hampers economies while arguably compromising security. For example, numerous digital audits conducted by instant ticket manufacturing personnel and by outside auditors are typically performed on each game before it is printed. By isolating the secure game server at the print facility, outside auditors typically have to physically travel to the facility, thus increasing expenses and correspondingly shortening the audit time available for each game, as well as creating game scheduling problems. Additionally, various cryptographic security protocols (e.g., U.S. Pat. No. 8,043,154Bennett), where instant ticket validation data are shuffled via a pseudorandom key known only to the sponsoring lottery or a trusted third party become troublesome and complex to implement with an isolated game server. Furthermore, secure isolated systems, by definition, feature very limited access by a few trusted individuals. Regretfully, history is rife with security failures of these types of limited access systems, because by restricting access to a few trusted individuals, the number of people required to conduct a successful conspiracy on a security system drops to a small enough number (e.g., one or two) that it is not uncommon for some unscrupulous personnel to attempt fraud. For example, in the year 2000 the Kansas Lottery's computer systems manager, Richard Knowlton, a trusted individual with unique system access was arrested for converting instant ticket validation files, transforming one hundred twenty-three losing lottery tickets to winning ticket validation codes for prizes that he then claimed. In this example, if more people had access to the Kansas instant ticket validation system this particular fraud would have most likely never occurred due to the need of Mr. Knowlton to recruit multiple accomplices.
[0125] Thus, with the preferred embodiment of networked secure game servers, cloud based services can be provided geographically independent to predefined groups of users with functional roles. By utilizing multiple layers of security with serial access granted by different devices, a cloud based game server can become accessible via the Internet yet still ensure that access is only granted to trusted individuals. For example, Access Control Lists ACLs (i.e., access control matrix stored separately one column at a time) security can be readily maintained on routers and/or firewalls for the limited number of authorized game server users (e.g., state lotteries, instant ticket provider, auditors, offsite super mini presses) thereby providing data-oriented security. At the same time application granularity via individual user sandboxes (i.e., a restricted environment where each user has at most temporary access to a restricted directory) with his or her own applet also managed by an Object Request Broker ORB (i.e., a software component resident on the game server that mediates communications between objects where separate objects can be applets accessing portions of instant ticket databases) could be maintained on the game server itself. The significant concept is that the combination of multiple security interfaces via serially linked components results in layered system level security is arguably more secure than the traditional isolated game server paradigm.
[0126] For example,
[0127] Both routers 253 and 254 perform the first layer of security screening. Preferably, these routers would use Context-Based Access Control (CBAC) to maintain a persistent state (based on information from inspected data packets) and use that state information to decide which traffic should be forwarded. Thus, the routers filter out unauthorized ports and access prior to the first firewall 256effectively increasing the bandwidth of the firewall 256 and freeing it for more detailed security analysis of incoming data streams. With CBAC, the router access lists (e.g., authorized users' Internet addresses) define which sessions will be allowed to pass through the router 253 or 254, rather than specifying exactly which packets are to be allowed, thereby establishing the first layer of security for the networked game server 177.
[0128] In this example, after the user data stream clears the appropriate router, it is then applied to the first firewall 256 for the next layer of security. The first firewall 256 automatically logs any connection from the outside, providing a listing of the address and Internet Protocol Security (IPsec) identity of any user who has made or attempted to connect to the system. Additionally, the firewall 256 should only allow access according to a specified list (ACL) equipped with the ability to lock down access by port. Finally, the firewall 256 should also feature a stateful inspection feature that checks each session to ensure that no out-of-specification transmissions have been attemptede.g., forbidden file types transmitted.
[0129] Next, the VPN concentrator 257 receives the user data stream passed by firewall 256. The user would now establish an encrypted session with the VPN concentrator 257. For the encrypted session to begin and the user allowed to continue to attempt to communicate with the game server 177, there ideally should be three layers of authentication that the user must pass, in addition to establishing a session encryption key with the VPN concentrator 257. When the user first attempts to establish a VPN session with the concentrator 257, the user should initially be challenged by the concentrator 257 to produce a first layer of authenticatione.g., Hash based Message Authentication Code (HMac) created with a keyed hash of a pseudorandomly chosen number (i.e., both the user and the VPN concentrator 257 have a priori knowledge of the shared authentication key before the session is started). Typically, if this layer of authentication fails, the VPN concentrator 257 should terminate the session with the failure registered in the administrative log 261.
[0130] Assuming the user passes the first layer of authentication, a VPN tunnel is created thereby ensuring that all future communications with the game server 177 are passed through the Internet 251 as ciphertext, including TCP/IP routing information at the user's facility and the game server 177 system. Immediately after the VPN tunnel is created, the concentrator 257 would request a second layer of authentication information from the user via the newly secured channel. In response, the user transmits a unique login and password through the VPN tunnel. The concentrator 257 would then receive and decrypt this second layer authentication information and then query a separate Radius server 259, which would log this attempt 261. Ideally, this authentication process involves confirming that the user's identity and password are valid as well as confirming that the data stream originated from the correct Internet Protocol (IP) address. The Radius server 259 would then inform the concentrator whether the user's authentication passed or failed. If the user is successfully authenticated, the concentrator 257 would allow the user to communicate with the game server 177 for the third (application) layer of authentication. However, if the user fails its second layer authentication, the concentrator 257 should immediately drop the VPN connection and log the event as before.
[0131] The third and final level of authentication is performed by the game server 177 itself. When the user is authenticated by the Radius server 259, the concentrator 257 then allows internal, clear text, communications to continue through the second firewall 258, by the IPS/IDS 260, ultimately to the game server 177. The game server 177 then challenges the user to authenticate one last time at the application layer.
[0132] In summary, in the preferred example, to access the preferred cloud based game server 177 and 177 in example embodiments 250 and 250, six different layers of security 275 through 280 must be traversed by a user with three different levels of authenticationsee
[0133] With these multiple layers of security 275 through 280 and authentication isolating the game server 177, the potential security disadvantages of configuring the game server 177 in the cloud with Internet access are mitigated with the resulting system arguably more secure than the traditional restricted trust and access security model currently employed for game servers. Therefore, the preferred cloud based networked game server embodiments 250 and 250 offers comparable or superior security to the prior art, while also enabling efficiencies and economies of production that were hereunto unattainable.
[0134] Returning to
[0135] When the distributed network 200 super-mini print on demand press lines are compared to the traditional, prior art, production and distribution example of five lotteries 144 through 148 across the continental United States, graphically illustrated in
[0136] Regardless of the distributed printing process, paper substrates must be shipped to each location, ultimately with the same weight of paper arguably being shipped to the same locations. However, when it is realized that shipment of a raw paper substrate (possibly enabled by the embodiment of
[0137] Returning to
[0138] Once the shuffle (i.e., prize assignments to tickets) and image data have been created by the game server 201, the resulting game data may be audited 154 remotely by examining generated proxy (i.e., pools of ticket data not intended to be printed) and summary data. The actual instant lottery ticket image data will reside on the game sever 201 until required for physical printing. At that time the game server 201 will transmit the instant lottery ticket image data directly to the super-mini digital imager press lines 120, 120, 120, or 120 over the network via a secure encrypted link, preferably a VPN tunnel. The instant lottery ticket image data are decrypted at the super-mini digital imager press lines sites.
[0139] As previously disclosed and illustrated in
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[0142] After the game specific software is created at step 151 and audited at step 152 per the working papers, sample pools of known ticket images are created with known non-secure seeds (i.e., seeds generated for the purpose of testing) with the resulting game output at step 153 audited at step 155 for compliance with the working papers. Assuming the generated test game audits correctly, then the game software, artwork, etc. are transmitted to the secure game server 177 physically housed in the secure facility 201. A live game generation at step 157 (where the game output images will be printed as physical instant lottery tickets and placed on sale) is then conducted on the secure game server 177 using secure (i.e., secret or non-disclosed) shuffle seeds 156 generated by some mechanism within the secure facility 201, or within the game server itself 177, or generated internally by a third party (e.g., lottery). The resulting game output is converted to image data 158 compatible with the super-mini digital imager printing lines 120, 120, 120, and 120 (
[0143] When it is time to print the instant ticket image data stored in game server 177, a portion of or the entire database at step 160 of one or more of the networked printing lines 120, 120, 120, and/or 120 (
[0144] It should be appreciated by those skilled in the art in view of this description that various modifications and variations may be made present invention without departing from the scope and spirit of the invention. It is intended that the present invention include such modifications and variations as come within the scope of the appended claims.