Systems and methods for recommending games to anonymous players using distributed storage
First Claim
Patent Images
1. A method for recommending games using distributed storage comprising:
- detecting a player'"'"'s real time or near real time game play in a first game when the player begins to play the first game or indicates a desire to play the first game using a gaming terminal, where the player is playing anonymously without the use of a player tracking card and without registration;
receiving, at a local computing device from the gaming terminal at the moment of the detection of the real time or near real time game play, player and game play data corresponding to the player'"'"'s real time or near real time game play in the first game defining occurrence of game factors for the real time or near real time game play over time;
determining that the player and game play data has been received for a minimum length of time of game play required to categorize game behaviour using a gaming and play behavior model of stored game play data partitioned into a plurality of game session patterns, each game session pattern corresponding to a time period and indicating occurrence of the game factors over the time period;
generating, at the local computing device, an export data set using parsing rules, wherein the export data set comprises at least some of the player and game play data;
transmitting, from the local computing device to a central server, the export data set;
receiving, at the local computing device from the central server, a set of game recommendations generated using the export data set and the plurality of game session patterns, wherein the set of game recommendations identify at least a second game;
providing the set of game recommendations;
detecting a selection by the player of the second game identified in the set of game recommendations; and
receiving, at the local computing device, additional player and game play data corresponding to a player'"'"'s real time game play in the second game.
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Accused Products
Abstract
While a player is playing one game on a gaming machine, the systems and methods described herein recommend other games to the player based on the player'"'"'s real time game play, if the player is anonymous. Upon the player selecting a different game, the system may automatically transfers the player'"'"'s credits between games or gaming machines. Each gaming machine may carry out one or more game.
80 Citations
42 Claims
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1. A method for recommending games using distributed storage comprising:
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detecting a player'"'"'s real time or near real time game play in a first game when the player begins to play the first game or indicates a desire to play the first game using a gaming terminal, where the player is playing anonymously without the use of a player tracking card and without registration; receiving, at a local computing device from the gaming terminal at the moment of the detection of the real time or near real time game play, player and game play data corresponding to the player'"'"'s real time or near real time game play in the first game defining occurrence of game factors for the real time or near real time game play over time; determining that the player and game play data has been received for a minimum length of time of game play required to categorize game behaviour using a gaming and play behavior model of stored game play data partitioned into a plurality of game session patterns, each game session pattern corresponding to a time period and indicating occurrence of the game factors over the time period; generating, at the local computing device, an export data set using parsing rules, wherein the export data set comprises at least some of the player and game play data; transmitting, from the local computing device to a central server, the export data set; receiving, at the local computing device from the central server, a set of game recommendations generated using the export data set and the plurality of game session patterns, wherein the set of game recommendations identify at least a second game; providing the set of game recommendations; detecting a selection by the player of the second game identified in the set of game recommendations; and receiving, at the local computing device, additional player and game play data corresponding to a player'"'"'s real time game play in the second game. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 13)
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- 11. The method of 1, wherein the set of recommended games is associated with a gaming model of a plurality of gaming models, and wherein the gaming model comprises a collection of game factors representing a predetermined gaming and play behavior model of game player.
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14. A method for recommending games using distributed storage comprising:
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generating a gaming and play behavior model by partitioning stored game play data into a plurality of game session patterns, each game session pattern corresponding to a time period and indicating occurrence of game factors over the time period; receiving, at a central server, export data, from each of a plurality of local computing devices, wherein each of the plurality of local computing devices is configured with parsing rules to generate the export data from player and game play data corresponding to real time or near real time game play by at least one player on one or more gaming machines; storing the export data as part of a collective pool of game play data, the collective pool of game play data comprising a larger amount of player and game play data than the export data; receiving additional player and game play data corresponding to a player'"'"'s real time or near real time game play in a first game when the player begins to play the first game or indicates a desire to play the first game using a gaming machine of the one or more gaming machines, where the player is playing anonymously without the use of a player tracking card and without registration; determining that the additional player and game play data has been received for a minimum length of time of game play required to categorize game behaviour using the plurality of game session patterns; generating a set of game recommendations using the collective pool of game play data, the plurality of game session patterns, and the additional player and game play data, wherein the set of game recommendations identify at least a second game; and providing the set of game recommendations. - View Dependent Claims (15, 16, 17, 18, 19, 20, 21, 24, 25, 26)
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- 22. The method of 14, wherein the set of recommended games is associated with a gaming model of a plurality of gaming models, and wherein the gaming model comprises a collection of game factors representing a predetermined gaming and play behavior model of game player.
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27. A gaming system comprising one or more processors and one or more data storage devices storing one or more sequences of instructions which, when executed by the one or more processors, causes the one or more processors to:
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generate a gaming and play behavior model by partitioning stored game play data into a plurality of game session patterns, each game session pattern corresponding to a time period and indicating occurrence of game factors over the time period; receive, at a central server, export data, from each of a plurality of local computing devices, wherein each of the plurality of local computing devices is configured with parsing rules to generate the export data from player and game play data corresponding to real time or near real time game play by at least one player on one or more gaming machines; store the export data as part of a collective pool of game play data, the collective pool of game play data comprising a larger amount of player and game play data than the export data; receive additional player and game play data corresponding to a player'"'"'s real time or near real time game play in a first game when the player begins to play the first game or indicates a desire to play the first game using a gaming machine of the one or more gaming machines, where the player is playing anonymously, without the use of a player tracking card and without registration; determine that the additional player and game play data has been received for a minimum length of time of game play required to categorize game behaviour using the plurality of game session patterns; generate a set of game recommendations using the collective pool of game play data, the plurality of game session patterns, and the additional player and game play data, wherein the set of game recommendations identify at least a second game; and provide the set of game recommendations. - View Dependent Claims (28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40)
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41. A non-transitory computer-readable storage medium storing one or more sequences of instructions which, when executed by one or more processors, causes the one or more processors to perform a method of controlling computing application interactions with an electronic learning platform, the method comprising:
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generating a gaming and play behavior model by partitioning stored game play data into a plurality of game session patterns, each game session pattern corresponding to a time period and indicating occurrence of game factors over the time period; receiving, at a central server, export data, from each of a plurality of local computing devices, wherein each of the plurality of local computing devices is configured with parsing rules to generate the export data from player and game play data corresponding to real time or near real time game play on one or more gaming machines; storing the export data as part of a collective pool of game play data, the collective pool of game play data comprising a larger amount of player and game play data than the export data; receiving additional player and game play data corresponding to a player'"'"'s real time or near real time game play in the first game when the player begins to play the first game or indicates a desire to play the first game using a gaming machine of the one or more gaming machines, where the player is playing anonymously without the use of a player tracking card and without registration; determining that the additional player and game play data has been received for a minimum length of time of game play required to categorize game behaviour using the plurality of game session patterns; generating a set of game recommendations using the collective pool of game play data, the plurality of game session patterns, and the additional player and game play data, wherein the set of game recommendations identify at least a second game; and providing the set of game recommendations.
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42. A non-transitory computer-readable storage medium storing one or more sequences of instructions which, when executed by one or more processors, causes the one or more processors to perform a method of controlling computing application interactions with an electronic learning platform, the method comprising:
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detecting a player'"'"'s real time or near real time game play in a first game when the player begins to play the first game or indicates a desire to play the first game using a gaming terminal, where the player is playing anonymously, without the use of a player tracking card and without registration; receiving, at a local computing device from the gaming terminal at the moment of the detection of the real time or near real time game play, player and game play data corresponding to the player'"'"'s real time or near real time game play in a first game defining occurrence of game factors for the real time or near real time game play over time; determining that the player and game play data has been received for a minimum length of time of game play required to categorize game behaviour using a gaming and play behavior model of stored game play data partitioned into a plurality of game session patterns, each game session pattern corresponding to a time period and indicating occurrence of the game factors over the time period; generating, at the local computing device, an export data set using parsing rules, wherein the export data set comprises at least some of the player and game play data; transmitting, from the local computing device to a central server, the export data set; receiving, at the local computing device from the central server, a set of game recommendations generated using the export data set and the plurality of game session patterns, wherein the set of game recommendations identify at least a second game; providing the set of game recommendations; detecting a selection by the player of the second game identified in the set of game recommendations; and receiving, at the local computing device, additional player and game play data corresponding to a player'"'"'s real time game play in the second game.
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Specification