Player tracking communication mechanisms in a gaming machine
First Claim
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1. A player tracking unit comprising:
- a display;
a non-volatile memory;
at least one input device configured to receive selections associated with interfaces displayed on the display;
a communication board configured to communicate with one or more remote gaming devices; and
a player tracking controller configured to operate with the display, the non-volatile memory, the at least one input device, and the communication board to;
(a) track wagering activity on a gaming machine enabling wagering on a game of chance;
(b) switch the player tracking unit between at least a first state and a second different state;
(c) before switching the player tracking unit from the first state to the second state, store designated state information for the first state to the non-volatile memory such that the first state may be restored;
(d) before switching the player tracking unit from the second state to the first state, store designated state information for the second state to the non-volatile memory such that the second state may be restored;
(e) when a malfunction occurs when switching the player tracking unit from the first state to the second state, restore the first state using the state information for the first state stored in the non-volatile memory; and
(f) when the malfunction occurs when switching the player tracking unit from the second state to the first state, restore the second state using the state information for the second state stored in the non-volatile memory.
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Abstract
A disclosed player tracking unit provides a display and a player tracking controller designed or configured to provide a web-browser on the display. The player tracking unit may include one or more input devices that can receive selections associated with the web-browser. Furthermore, the player tracking unit can include a multimedia board for processing digitally formatted program files for output on the display.
148 Citations
18 Claims
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1. A player tracking unit comprising:
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a display; a non-volatile memory; at least one input device configured to receive selections associated with interfaces displayed on the display; a communication board configured to communicate with one or more remote gaming devices; and a player tracking controller configured to operate with the display, the non-volatile memory, the at least one input device, and the communication board to; (a) track wagering activity on a gaming machine enabling wagering on a game of chance; (b) switch the player tracking unit between at least a first state and a second different state; (c) before switching the player tracking unit from the first state to the second state, store designated state information for the first state to the non-volatile memory such that the first state may be restored; (d) before switching the player tracking unit from the second state to the first state, store designated state information for the second state to the non-volatile memory such that the second state may be restored; (e) when a malfunction occurs when switching the player tracking unit from the first state to the second state, restore the first state using the state information for the first state stored in the non-volatile memory; and (f) when the malfunction occurs when switching the player tracking unit from the second state to the first state, restore the second state using the state information for the second state stored in the non-volatile memory. - View Dependent Claims (2, 3, 4, 5, 6, 18)
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7. A gaming system comprising:
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a gaming machine including; (a) at least one gaming machine processor; (b) at least one gaming machine display device; (c) at least one gaming machine input device; and (d) at least one gaming machine memory device that stores a plurality of instructions which, when executed by the at least one gaming machine processor, cause the at least one gaming machine processor to operate with the at least one gaming machine display device and the at least one gaming machine input device to enable a player to wager on at least one play of a game of chance; and a player tracking unit including; (a) at least one player tracking unit display device; (b) at least one player tracking unit memory device; (c) at least one player tracking unit input device; and (d) at least one player tracking unit memory device that stores a plurality of instructions which, when executed by the at least one player tracking unit processor, cause the at least one player tracking unit processor to operate with the at least one player tracking unit display device and the at least one player tracking unit input device to; (i) track wagering activity on the gaming machine, (ii) switch the player tracking unit between at least a first state and a second different state; (iii) before switching the player tracking unit from the first state to the second state, store designated state information for the first state to the non-volatile memory such that the first state may be restored; (iv) before switching the player tracking unit from the second state to the first state, store designated state information for the second state to the non-volatile memory such that the second state may be restored; (b) when a malfunction occurs when switching the player tracking unit from the first state to the second state, restore the first state using the state information for the first state stored in the non-volatile memory; and (vi) when the malfunction occurs when switching the player tracking unit from the second state to the first state, restore the second state using the state information for the second state stored in the non-volatile memory. - View Dependent Claims (8, 9, 10, 11, 12)
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13. A method of operating a player tracking unit, said method comprising:
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(a) causing at least one player tracking controller to execute a plurality of instructions to track wagering activity on a gaming machine enabling wagering on a game of chance; (b) causing the at least one player tracking controller to execute the plurality of instructions to switch the player tracking unit between at least a first state and a second different state; (c) before switching the player tracking unit from the first state to the second state, causing the at least one player tracking controller to execute the plurality of instructions to store designated state information for the first state to the non-volatile memory such that the first state may be restored; (d) before switching the player tracking unit from the second state to the first state, causing the at least one player tracking controller to execute the plurality of instructions to store designated state information for the second state to the non-volatile memory such that the second state may be restored; (e) when a malfunction occurs when switching the player tracking unit from the first state to the second state, causing the at least one player tracking controller to execute the plurality of instructions to restore the first state using the state information for the first state stored in the non-volatile memory; and (f) when the malfunction occurs when switching the player tracking unit from the second state to the first state, causing the at least one player tracking controller to execute the plurality of instructions to restore the second state using the state information for the second state stored in the non-volatile memory. - View Dependent Claims (14, 15, 16, 17)
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Specification