Gaming system and a method of managing bandwidth usage in a gaming system
09685042 ยท 2017-06-20
Assignee
Inventors
Cpc classification
International classification
Abstract
A plurality of games are implemented at a plurality of gaming machines. At least one server (30, 36, 38) serves game play and non-game play related data to at least one gaming machine (12, 12), and a resource control unit (50, 202) obtains information indicative of bandwidth usage of a plurality of gaming machines (12, 12), and controls the level of non-game play related data served to at least one gaming machine based on the information.
Claims
1. A method of managing bandwidth usage in a gaming system comprising a plurality of gaming machines arranged in at least one gaming venue, the method comprising: during a game, serving game play related data and non-game play related data from at least one server unit to at least one gaming machine in the at least one gaming venue; obtaining data indicative of bandwidth available for data communication to the at least one gaming venue and data indicative of a number of logged into the gaming system gaming machines in the at least one gaming venue; controlling, using said obtained data, a level of non-game play related data serving to the at least one gaming machine, wherein controlling includes decreasing the level of non-game play related data serving to the at least one gaming machine if the number of gaming machines logged into the gaming system exceeds a predefined value and increasing the level of non-game play related data serving to the at least one gaming machine if the number of gaming machines logged into the gaming system is lower than a predefined value.
2. The method of claim 1, wherein the at least one server unit comprises at least one game play related server and at least one non-game play related server.
3. The method of claim 1, wherein the level of non-game play related data serving to the at least one gaming machine is decreased only if the number of gaming machines logged into the gaming system exceeds the predefined value for a predetermined period of time.
4. The method of claim 1, wherein the level of non-game play related data serving to the at least one gaming machine is increased only if the number of gaming machines logged into the gaming system is lower than the predefined value for a predetermined period of time.
5. The method of claim 1, further comprising establishing a virtual communication channel to each gaming machine and to establish a VPN tunnel for each virtual communication channel.
6. The method of claim 1, wherein serving non-game play related data comprises outputting updated software and/or streamed data of images and/or video to the gaming machines logged into the gaming system.
7. A gaming system comprising a plurality of gaming machines arranged in at least one gaming venue, the gaming system comprising: at least one server unit arranged to serve game play related data and non-game play related data to at least one gaming machine in the at least one gaming venue; and a resource control unit arranged to obtain bandwidth data indicative of a bandwidth available to communicate data to the at least one gaming venue and login data indicative of a number of logged into the gaming system gaming machines of the at least one gaming venue, and to control, using said obtained bandwidth data and login data, a level of non-game play related data servable to the at least one gaming machine, wherein the resource control unit is arranged to decrease the level of non-game play related data servable to the at least one gaming machine if the number of gaming machines logged into the gaming system exceeds a predefined value, and to increase the level of non-game play related data servable to the at least one gaming machine if the number of gaming machines logged into the gaming system is lower than a predefined value.
8. The gaming system of claim 7, wherein the at least one server unit comprises at least one game play related server and at least one non-game play related server.
9. The gaming system of claim 8, wherein the at least one non-game play related server comprises an update server arranged to provide the gaming machines with updated software and a streaming data server arranged to output the non-game play related data to the gaming machines, the non-game play related data being streamed data including at least one of images and video.
10. A gaming system of claim 9, wherein the streaming data server is arranged to provide the gaming machines with advertising images and/or video.
11. The gaming system of claim 7, wherein the level of non-game play related data servable to the at least one gaming machine is decreased only if the number of gaming machines logged into the gaming system exceeds the predefined value for a predetermined period of time.
12. The gaming system of claim 7, wherein the level of non-game play related data servable to the at least one gaming machine is increased only if the number of gaming machines logged into the gaming system is lower than the predefined value for a predetermined period of time.
13. A gaming system comprising a plurality of gaming machines arranged in at least one gaming venue, the gaming system comprising: at least one server unit arranged to serve game play related data and non-game play related data to at least one gaming machine in the at least one gaming venue; and a resource control unit arranged to obtain bandwidth data indicative of a bandwidth available to communicate data to the at least one gaming venue and login data indicative of a number of logged into the gaming system gaming machines of the at least one gaming venue, and to control, using said obtained bandwidth data and login data, a level of non-game play related data servable to the at least one gaming machine, wherein the gaming system comprises a lookup table arranged to store values indicative of allowed levels of non-game play related data, the values stored in association with data indicative, for the at least one gaming venue, of available bandwidth and number of logged in gaming machines, and wherein the resource control unit is arranged to extract from the lookup table a value indicative of allowed level of non-game play related data and corresponding to said obtained data, and to control the level of non-game play related data servable to the at least one gaming machine in accordance with the extracted value.
14. A gaming system comprising a plurality of gaming machines arranged in at least one gaming venue, the gaming system comprising: at least one server unit arranged to serve game play related data and non-game play related data to at least one gaming machine in the at least one gaming venue; a resource control unit arranged to obtain bandwidth data indicative of a bandwidth available to communicate data to the at least one gaming venue and login data indicative of a number of logged into the gaming system gaming machines of the at least one gaming venue, and to control, using said obtained bandwidth data and login data, a level of non-game play related data servable to the at least one gaming machine and a back office database operatively coupled to the resource control unit, said database arranged to store data indicative of a bandwidth available for data communication to the at least one gaming venue and data indicative of a number of logged into the gaming system gaming machines in the at least one gaming venue.
15. The gaming system of claim 14, wherein the gaming system is arranged to establish a virtual communication channel to each gaming machine and to establish a VPN tunnel for each virtual communication channel.
16. A method of managing bandwidth usage in a gaming system comprising a plurality of gaming machines arranged in at least one gaming venue, the method comprising: during a game, serving game play related data and non-game play related data from at least one server unit to at least one gaming machine in the at least one gaming venue; obtaining data indicative of bandwidth available for data communication to the at least one gaming venue and data indicative of a number of logged into the gaming system gaming machines in the at least one gaming venue; controlling, using said obtained data, a level of non-game play related data serving to the at least one gaming machine; extracting from a lookup table a value indicative of allowed level of non-game play related data and corresponding to said obtained data, and controlling the level of non-game play related data serving to the at least one gaming machine in accordance with the extracted value.
Description
BRIEF DESCRIPTION OF THE DRAWINGS
(1) The present invention will now be described, by way of example only, with reference to the accompanying drawings, in which:
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DESCRIPTION OF AN EMBODIMENT OF THE INVENTION
(10) Referring to
(11) In this example, the gaming machines 12, 12 are located at two gaming venues, a first gaming venue 14 including first gaming machines 12 and a second respective gaming venue 16 including second gaming machines 12. However, it will be understood that any number of gaming venues may be associated with the gaming system 10.
(12) The gaming machines 12, 12 are connected together through a respective local network 22, 22 which facilitates communications with a remote base station 18 through a wide area network, in this example the Internet 20. During use, when a communication is established between a local network 22, 22 and the remote base station 18, all communications between a gaming venue 14, 16 and the remote base station 18 flow through a respective venue network connection 24, 24.
(13) The remote base station 18 includes a gaming server 30 and a game server database 32 for storing programs and data which may be served to the gaming machines 12, 12 by the gaming server 30 during use so that the gaming machines 12, 12 may implement a game. The game server database communicates with a back office database 34 which is arranged to store information indicative of gaming machines 12, 12 which are associated with a venue 14, 16, which gaming machines 12, 12 are logged in to the gaming system 10, and the available bandwidth between the remote base station 18 and the wide area network 20 and between the gaming venues and the wide area network 20.
(14) The remote base station 18 also includes a software update server 36 and a streaming data server 38. The software update server 36 is used to provide the gaming machines 12, 12 with updated software. The streaming data server 38 is used to provide each of the gaming machines 12, 12 with additional information such as images, or moving pictures which may be displayed to players during or between games but which are not directly related to game play, for example advertising material.
(15) The remote base station also includes a network access controller 40 which establishes a virtual communication channel 42 to each gaming machine 12, 12 according to an Ethernet protocol, each communication channel 42 being associated with one gaming machine 12, 12 and having a unique virtual IP address. The virtual communication channels 42 pass through a virtual private network (VPN) concentrator 46 which establishes a VPN tunnel 48 for each communication channel and encrypts all data flowing through the channels.
(16) It will be understood that since the bandwidth available at each venue network connection 24, 24 is finite and all communications from and to the gaming machines 12, 12 pass through a venue network connection 24, 24, the communication speeds associated with the gaming machines 12, 12 are interdependent in that an increase in communication speed of one gaming machine has the potential to affect the communication speed available for one or more other gaming machines 12, 12 at the same venue.
(17) The remote base station 18 also includes a resource control unit 50 which is arranged to gather information indicative of bandwidth usage in respect of each gaming venue 14, 16 and to modify the level of low priority functions which do not directly relate to game play depending on the gathered information. In this example, the low priority functions are carried out by the update server 36 and the streaming data server 38, and operation is such that low priority activity is maintained at a level such that high priority activity, that is game play activity, is not adversely affected by low priority functions.
(18) It will also be understood that since the gaming system 10 shown in
(19) For example, a thick client arrangement may be used wherein part of the game is executed on a gaming machine 12, 12 and part of the game is executed by the gaming server 30, or a thin client arrangement may be used wherein most of the game is executed remotely by the gaming server 30 and a gaming machine 12, 12 is used only to display audible and/or visible gaming information to the player and receive gaming inputs from the player.
(20) However, it will be understood that other arrangements are envisaged. For example, an architecture may be provided wherein the respective functions of the gaming machine 12, 12 and the gaming server 30 are selectively modifiable. For example, the gaming system may operate in stand alone gaming machine mode, thick client mode or thin client mode depending on the game being played, operating conditions, and so on. Other variations will be apparent to persons skilled in the art.
(21) A gaming machine 12 is illustrated in more detail in
(22) A top box 66 may carry artwork 68, including for example pay tables and details of bonus awards and other information or images relating to the game. In this example, the top box 66 may comprise an advertising display arranged to display images and/or moving pictures served to the gaming machine 12 by the streaming data server 38. Further artwork and/or information may be provided on a front panel 70 of the console 54. A coin tray 72 is mounted beneath the front panel 70 for dispensing cash payouts from the gaming machine 12.
(23) The display 56 is in the form of a video display unit, particularly a cathode ray tube screen device. Alternatively, the display 56 may be a liquid crystal display, plasma screen, any other suitable video display unit.
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(25) The operative components 74 include a processor 76 and a memory 78. Instructions and data to control operation of the processor 74 are stored in the memory 78. Typically, the gaming machine 12 will include both volatile and non-volatile memory and more than one of each type of memory, with such memories being collectively represented by the memory 78.
(26) The gaming machine 12 also includes meters 80 for purposes including ensuring regulatory compliance and monitoring player credit, and an input/output (I/O) interface 82 for communicating with a player interface 84.
(27) In the example shown in
(28) In addition, the gaming machine 12 includes a communications interface, for example a network card 92, which facilitates communications between gaming machines 12 and with the remote base station 18 through the wide area network 20.
(29) In this embodiment, the game server 30 implements most or all of the games played by a player using a gaming machine 12, and the gaming machine 12 essentially provides only the player interface. During use, the gaming machine 12 receives player instructions, and passes the instructions to the gaming server 30 which processes the instructions and returns game play outcomes to the gaming machine 12 for display.
(30) It will be understood that additional servers (not shown) may be provided to assist in the administration of the gaming system 10, including for example a gaming floor management server and a licensing server to monitor the use of licenses relating to particular games. An administrator terminal may also be provided to allow an administrator to monitor the gaming system 10 and the gaming machines 12 incorporated into the gaming system 10.
(31) Operation of an exemplary gaming system 10 will now be described with reference to the flow diagram 100 shown in
(32) In the present example shown in
(33) During implementation of a game, the gaming server 30 in association with the game server database 32 communicates with one or more gaming machines 12, 12 through respective one or more VPN tunnels 48 in order to implement a game. The communications between the gaming server 30 and the gaming machines 12, 12 are considered high priority communications since such communications are directly related to game play.
(34) The gaming machines 12, 12 also receive communications from the software update server 36 and the streaming data server 38 in order to distribute new or updated software to the gaming machines 12, 12, and to provide the gaming machines 12, 12 with streaming data such as images or moving pictures, for example for advertising purposes. The communications from the software update server 36 and the streaming data server 38 are considered low priority communications because such communications are not directly related to game play.
(35) During use, the network access controller 40 maintains a high priority queue and a low priority queue, the high priority queue providing an indication as to the level of high priority activity, that is game play related activity, for each venue, and the low priority queue providing an indication as to the level of low priority activity, that is non-game play related activity, for each venue. The indication provided by each queue as to low or high priority activity is referred to as the filling degree and is indicative of how full the queue is.
(36) The filling degree of each of the low and high priority queues for each venue is determined by the network access controller 40 by monitoring the data received from the gaming server 30, the software update server 36 and the steaming data server 38.
(37) As represented by the flow diagram 100 in
(38) Similarly, if the filling degree value associated with a venue is less than a minimum filling degree threshold, the resource control unit 50 communicates with the software update server 36 and/or the streaming data server 38 so as to increase the low priority activity.
(39) The low priority activity may be controlled so as to increase stability in switching of the low priority activity by introducing a delay in turning low priority activity on or off. For example, in
(40) While the above example is described in relation to monitoring a low priority queue, it will be understood that as an alternative the filling degree of the high priority queue may be monitored instead of the low priority queue and low priority activity modified based on the high priority queue.
(41) An alternative embodiment of a gaming system 200 is shown in
(42) The gaming system 200 is similar to the gaming system 10 shown in
(43) The back office database 34 includes information as to which gaming machines 12, 12 are currently logged into the gaming system and virtual IP addresses associated with the gaming machines 12, 12; information as to the gaming machines 12, 12 belonging to each gaming venue; the bandwidth available between the wide area network 20 and each gaming venue 14, 16; and the bandwidth available between the remote base station 18 and the wide area network 20.
(44) It will be understood that the information indicative of the bandwidth available between the wide area network 20 and a venue 14, 16 and the information indicative of the number of gaming machines associated with the venue which are currently logged into the gaming system provides an indirect measure of bandwidth utilisation for gaming activities at the venue.
(45) In the present example, the information derived from the back office database 34 is used with a look up table to obtain values for allowed low priority activities. For example, as shown in
(46) As represented by the flow diagram 210 in
(47) In the claims of this application and in the description of the invention, except where the context requires otherwise due to express language or necessary implication, the words comprise or variations such as comprises or comprising are used in an inclusive sense, i.e. to specify the presence of the stated features but not to preclude the presence or addition of further features in various embodiments of the invention.
(48) Modifications and variations as would be apparent to a skilled addressee are deemed to be within the scope of the present invention.