Remote game play in a wireless gaming environment
First Claim
1. A method of operation in a table gaming automation system, the method comprising:
- receiving at a wireless communications device at least one input indicative of whether each of a plurality of primary player positions at a multi-player gaming table are occupied by a respective primary player; and
in response to the received input;
generating a display on at least a portion of a user interface on the wireless communications device, the user interface selectively presenting, for at least one occupied primary player position at the multi-player gaming table, a plurality of user-selectable primary game outcome prediction icons and a plurality of user-selectable backline outcome prediction icons;
wherein each of the plurality of user-selectable primary game outcome prediction icons represents one of a plurality of possible game outcomes selectable by the respective primary player prior to the conclusion of a current instance of a game executed at the multi-player gaming table in which the respective primary player participates;
wherein each of the plurality of user-selectable backline outcome prediction icons represents one of a plurality of possible backline game outcomes selectable by a player on a respective primary player prior to the conclusion of the current instance of the game executed at the multi-player gaming table in which the respective primary player participates; and
preventing a selection of any backline outcome prediction icon for each unoccupied primary player position at the multi-player gaming table.
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Accused Products
Abstract
A system employs a server computing system with an integrated database and wireless communications devices. The wireless communications devices permits players to take a position on a potential outcome of a game and includes remote game play and remote backline playing (taking a position on a potential outcome of a position on game outcome taken by a primary player occupying a player position at a gaming table) and other types of positions not involving money. In response to the electronic indication that the primary player is no longer occupying the player position at the gaming table the system automatically initiates a period locking out players taking positions on the potential outcome of the game such as a position on game outcome lock out period for such proposed backline positions on game outcome and modifies the user interface on a wireless device of the dealer accordingly.
676 Citations
17 Claims
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1. A method of operation in a table gaming automation system, the method comprising:
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receiving at a wireless communications device at least one input indicative of whether each of a plurality of primary player positions at a multi-player gaming table are occupied by a respective primary player; and in response to the received input; generating a display on at least a portion of a user interface on the wireless communications device, the user interface selectively presenting, for at least one occupied primary player position at the multi-player gaming table, a plurality of user-selectable primary game outcome prediction icons and a plurality of user-selectable backline outcome prediction icons; wherein each of the plurality of user-selectable primary game outcome prediction icons represents one of a plurality of possible game outcomes selectable by the respective primary player prior to the conclusion of a current instance of a game executed at the multi-player gaming table in which the respective primary player participates; wherein each of the plurality of user-selectable backline outcome prediction icons represents one of a plurality of possible backline game outcomes selectable by a player on a respective primary player prior to the conclusion of the current instance of the game executed at the multi-player gaming table in which the respective primary player participates; and preventing a selection of any backline outcome prediction icon for each unoccupied primary player position at the multi-player gaming table. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11)
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12. A non-transitory computer readable storage medium, having computer computer-executable instructions stored thereon that when executed by a computer processor cause the computer processor to provide a gaming table automation system by:
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receiving at least one input via a wireless communications device, the at least one input indicative of whether each of a plurality of primary player positions at a multi-player gaming table are occupied by a respective primary player; and in response to the received input; selectively generating a display on at least a portion of a user interface on the wireless communications device, the user interface to display, for at least one occupied primary player position at the multi-player gaming table a plurality of user-selectable primary game outcome prediction icons and a plurality of user-selectable backline outcome prediction icons; wherein each of the plurality of user-selectable primary game outcome prediction icons represents one of a plurality of game outcomes selectable by the respective primary player prior to the conclusion of a current instance of a game executed at the multi-player gaming table in which the respective primary player participates; wherein each of the plurality of user-selectable backline outcome prediction icons represents one of a plurality of possible backline game outcomes selectable by a player on a respective primary player prior to the conclusion of the current instance of the game executed at the multi-player gaming table in which the respective primary player participates; and preventing a selection of any backline outcome prediction icons for each primary player position at the gaming table for which an input indicative of occupancy by a primary player has not been received. - View Dependent Claims (13, 14)
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15. A wireless communication device operable to provide a gaming table automation system, the wireless communication device comprising:
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a processor; a processor-readable nontransitory memory that stores instructions executable by the processor to cause the processor to; receive at least one input indicative of whether each of a plurality of primary player positions at a gaming table are occupied by a respective primary player; and in response to the received input; selectively generate on a display communicably coupled to the processor a plurality of user-selectable primary game outcome prediction icons and a plurality of user-selectable backline outcome prediction icons; wherein each of the plurality of user-selectable primary game outcome prediction icons represents one of a plurality of possible game outcomes selectable by the respective primary player prior to the conclusion of a current instance of a game executed at the multi-player gaming table in which the respective primary player participates; wherein each of the plurality of user-selectable backline outcome prediction icons represents one of a plurality of possible backline game outcomes selectable by a player on a respective primary player prior to the conclusion of a current instance of a game executed at the multi-player gaming table in which the respective primary player participates; and prevent selection of any backline outcome prediction icons for each primary player position at the multi-player gaming table for which an input indicative of occupancy by a primary player has not been received by the processor. - View Dependent Claims (16, 17)
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Specification