Player specific network
Abstract
Embodiments of the invention allow a player to have a unique gaming experience, different than other players, even when playing on the same network. A game may span several gaming sessions. States of a game, for example a bonus game, may be stored when the player decides to stop playing the game. When the player initiates a next gaming session, at the same or another location, the previous state of the game is re-loaded onto the gaming machine and the player returns to the previous state. Further, additional bonuses can be implemented because the network knows the identity and other information about the player. The additional bonuses may be unique to that player. Messages particular to a player are exchanged between a gaming device and a gaming network.
Claims
exact text as granted — not AI-modified1 . A gaming network, comprising:
a gaming device coupled to the gaming network; a host system structured to communicate with the gaming device and structured to store historical information about a player of the gaming device; a game state database coupled to the host system and structured to store a state of a game of the player after the player is no longer playing the game; a packet generator structured to generate a message packet that includes a unique player identifier of the player of the game and to send it to the host system; and a packet receiver structured to receive the message packet, decode the player identifier, and perform a function based on the identity of the player.
2 . The gaming network of claim 1 , further comprising:
a second gaming device coupled to the gaming network; and a second packet generator, structured to generate a second message packet that includes the unique player identifier of the player and to send it to the host system.
3 . The gaming network of claim 1 wherein the gaming device is structured to receive a signal including the stored state of the game of the player and to re-configure the gaming device to the previous state.
4 . The gaming network of claim 1 , further comprising:
a player tracking system including a mechanical card reader; and a process structured to operate on a processor that is coupled to the mechanical card reader and is structured to send a card data message to a packet receiver on the gaming device.
5 . The gaming network of claim 4 wherein the card data message comprises a card-out signal.
6 . A method of delivering a game on a gaming network, comprising:
on a local gaming device:
identifying a player,
creating a data packet including a unique identifier of the player,
sending the data packet to a game server; and
on a central host device:
receiving the data packet,
determining the unique identifier from the data packet,
retrieving a previously stored state of a game based on the unique identifier, and
sending a signal indicative of the previously stored state of the game to the local gaming device.
7 . The method of claim 6 , further comprising configuring the local gaming device to the previously stored state.
8 . The method of claim 7 , further comprising:
sending a signal indicating a second stored state to the central host device.
9 . A method on a gaming network, comprising:
determining an award on a gaming device may be awarded but has not yet been awarded; and providing an indication of the determination.
10 . The method of claim 9 wherein providing the visual indication comprises generating an animated signal.
11 . The method of claim 10 , further comprising generating an audio signal.Join the waitlist — get patent alerts
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