CA2358378A1 - High performance battery backed ram interface - Google Patents

High performance battery backed ram interface Download PDF

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Publication number
CA2358378A1
CA2358378A1 CA002358378A CA2358378A CA2358378A1 CA 2358378 A1 CA2358378 A1 CA 2358378A1 CA 002358378 A CA002358378 A CA 002358378A CA 2358378 A CA2358378 A CA 2358378A CA 2358378 A1 CA2358378 A1 CA 2358378A1
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Prior art keywords
volatile memory
gaming machine
storage device
gaming
controller
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Granted
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CA002358378A
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French (fr)
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CA2358378C (en
Inventor
James W. Stockdale
Steven G. Lemay
Dwayne R. Nelson
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International Game Technology
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International Game Technology
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Publication of CA2358378C publication Critical patent/CA2358378C/en
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    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3241Security aspects of a gaming system, e.g. detecting cheating, device integrity, surveillance
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/552Details of game data or player data management for downloading to client devices, e.g. using OS version, hardware or software profile of the client device

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  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Engineering & Computer Science (AREA)
  • Computer Security & Cryptography (AREA)
  • General Engineering & Computer Science (AREA)
  • Slot Machines And Peripheral Devices (AREA)
  • Pinball Game Machines (AREA)

Abstract

A disclosed gaming machine provides a gaming machine with a non-volatile memory storage device and gaming software that allows the dynamic allocation and de-allocation of memory locations in a non-volatile memory. The non-volatile memory storage devices interface to an industry standard peripheral component interface (PCI) bus commonly used in the computer industry allowing communication between a master gaming controller the non-volatile memory. The master gaming controller executes software for a non-volatile memory allocation system that enables the dynamic allocation and de-allocation of non-volatile memory locations. In addition, the non-volatile memory allocation system enables a non-volatile memory file system. With the non-volatile memory file system, critical data stored in the non-volatile memory may be accessed and modified using operating system utilities such as word processors, graphic utilities and compression utilities.

Claims (97)

1. A gaming machine comprising:
a master gaming controller controlling one or more games played on the gaming machine;
a PCI bus for communication between the master gaming controller and one or more devices connected to the PCI bus;
a non-volatile memory storage device that communicates with the master gaming controller via the PCI bus; and a non-volatile memory allocation system executed by the master gaming controller wherein the non-volatile memory allocation system dynamically allocates and de-allocates non-volatile memory locations in non-volatile memory located in the non-volatile memory storage device.
2. The gaming machine of claim 1, wherein said one or more devices are selected from the group consisting of a gaming system extension, an audio controller and a network controller.
3. The gaming machine of claim 1, wherein the non-volatile memory is selected from the group consisting of battery-backed SRAM and flash memory.
4. The gaming machine of claim 1, wherein the game played on the gaming machine is selected from the group consisting of video poker, video black jack, video pachinko, video slots, video pachinko and mechanical slots.
5. The gaming machine of claim 1, wherein the non-volatile memory stores between about 1 Megabytes and 32 Megabytes of data.
6. The gaming machine of claim 1, further comprising:
a main communication interface allowing communication with one or more devices located outside of the gaming machine.
7. The gaming machine of claim 6, wherein said one or more devices located outside the gaming machine retrieve data stored in the non-volatile memory locations.
8. The gaming machine of claim 6, wherein the gaming machine is connected to at least one of a casino area network and a wide area progressive network through the main communication interface.
9. The gaming machine of claim 1, wherein the non-volatile memory locations store critical data.
10. The gaming machine of claim 1, further comprising:
a battery having sufficient energy to power the Non-volatile storage device for at least 4 years.
11. The gaming machine of claim 9, wherein the critical data is selected from the group consisting of game history information, security information, accounting information, player tracking information, wide area progressive information and game state information.
12. The gaming machine of claim 1, further comprising:
a non-volatile memory file system wherein memory locations in the non-volatile memory correspond to one or more files and one or more directories in the non-volatile memory file system.
13. The gaming machine of claim 12, wherein the one or more files contain critical data.
14. The gaming machine of claim 12, wherein contents of the one or more files in the non-volatile memory file system are accessed using a least one of a word processor and a graphics utility program.
15. The gaming machine of claim 12, wherein contents of the one or more files in the non-volatile memory file system are selected from the group consisting of game history information, security information and accounting information.
16. The gaming machine of claim 12, further comprising:
a main display connected to the gaming machine wherein the files and directories in the non-volatile memory file system are displayed on the main display.
17. The gaming machine of claim 12, wherein information stored in the non-volatile memory locations is preserved by the power from a battery when the gaming machine loses power.
18. The gaming machine of claim 1, wherein the non-volatile memory allocation system allocates one or memory locations as a block of memory.
19. The gaming machine of claim 18, wherein a number of memory locations allocated to the block of memory are changed.
20. The gaming machine of claim 1, wherein the non-volatile memory storage device monitors a power supply voltage level.
21. The gaming machine of claim 20, wherein the non-volatile memory storage device limits access to the non-volatile memory when the power supply voltage level drops below a power supply cut-off voltage level.
22. A non-volatile memory storage device for storing critical data in a non-volatile memory on a gaming machine with a master gaming controller, the non-volatile memory storage device comprising:
an interface device that receives data signals from the master gaming controller in a first format and converts the data signals to one or more second formats different from said first format;
a NV-RAM controller that receives data signals in said second format from the interface device and controls access to the non-volatile memory;

one more non-volatile memory chips comprising the non-volatile memory that receive data signals from the interface device in said second format and store the critical data contained in the data signals in one or more memory locations on said non-volatile memory chips; and a battery that provides power to the NV-RAM controller.
23. The non-volatile memory storage device of claim 22, wherein the battery is a lithium battery.
24. The non-volatile memory storage device of claim 22, wherein the interface device is a PCI interface device.
25. The non-volatile memory storage device of claim 22, wherein the non-volatile memory chips are selected from the group consisting of battery-backed RAM
and flash memory.
26. The non-volatile memory storage device of claim 22, wherein the non-volatile memory is comprised of about 8 non-volatile memory chips.
27. The non-volatile memory storage device of claim 22, wherein the non-volatile memory is comprised of between 1 and 16 memory chips.
28. The non-volatile memory storage device of claim 22, wherein the non-volatile memory stores between about 1 Megabytes and 32 Megabytes of critical data.
29. The non-volatile memory storage device of claim 22, wherein the NV-RAM controller monitors a battery voltage level.
30. The non-volatile memory storage device of claim 22, wherein the NV-RAM controller monitors a power supply voltage level.
31. The non-volatile memory storage device of claim 30, wherein the NV-RAM controller limits access to the non-volatile memory when the power supply voltage level drops below a power supply cut-off voltage level.
32. The non-volatile memory storage device of claim 31, wherein the power cut-off voltage level is between about 4.25 Volts and 4.5 Volts.
33. The non-volatile memory storage device of claim 30, wherein the NV-RAM controller selects a power supply source for the non-volatile memory according to the power supply voltage level.
34. The non-volatile memory storage device of claim 33, wherein the NV-RAM controller selects a battery power supply source for the non-volatile memory when the power supply voltage level drops below a power supply cut-off voltage.
35. The non-volatile memory storage device of claim 22, wherein the NV-RAM controller directs data contained in the data signals to one of the memory chips.
36. The non-volatile memory storage device of claim 22, wherein said first format for the data signals and said second format for the data signals includes a clock rate, a voltage level and a data bit width.
37. The non-volatile memory storage device of claim 36, wherein the clock rate for the first format and the clock rate for the second format is at least about MHz.
38. The non-volatile memory storage device of claim 36, wherein the data bit width for the first format and the data bit width for the second format is between about 8 and 64 bits.
39. The non-volatile memory storage device of claim 22, wherein the critical data is selected from the group consisting of game history information, security information, accounting information, player tracking information, wide area progressive information and game state information.
40. The non-volatile memory storage device of claim 22, wherein the master gaming controller executes a non-volatile memory allocation system on the non-volatile memory.
41. The non-volatile memory storage device of claim 40, wherein the non-volatile memory allocation system dynamically allocates and de-allocates memory locations in the non-volatile memory.
42. In a gaming machine with a master gaming controller and a non-volatile storage device said non-volatile storage device comprising an interface device, an NV-RAM controller, a battery and a non-volatile memory, a method of accessing the non-volatile memory, the method comprising:
receiving a data signal from the master gaming controller in a first format at the interface device;
converting the data signal to a second format within the interface device;
sending the data signal in the second format to the NV-RAM controller and the non-volatile memory;
monitoring the power supply voltage level in the NV-RAM controller; and limiting access to the non-volatile memory when the power supply voltage level monitored in the NV-RAM controller drops below a power supply voltage cut-off level.
43. The method of claim 42, wherein the power supply voltage is about 5 Volts.
44. The method of claim 42, wherein the power supply voltage cut-off is between about 4.25 Volts and 4.5 volts.
45. The method of claim 42, wherein the first format and the second format are selected from the group consisting of a clock rate, a voltage level and data bit width.
46. The method of claim 42, further comprising:
storing critical data contained in the data signal in the non-volatile memory.
47. The method claim 46, wherein the critical data is selected from the group consisting of game history information, security information, accounting information, player tracking information, wide area progressive information and game state information.
48. The method of claim 42, further comprising:
retrieving critical data stored in the non-volatile memory;
sending the critical data in data signals in the second format to the interface device; and converting the data signals in the second format to~ data signals in the first format at the interface device;
sending the data signals in the first format to the master gaming controller.
49. The method of claim 42, further comprising:
monitoring a battery voltage level;
when the battery voltage level drops below a battery voltage cut-off level, sending a message to the master gaming controller containing a status of the battery.
50. The method of claim 42, further comprising:
selecting a power supply source for the non-volatile memory according to the power supply voltage level.
51. The method of claim 50, further comprising:
when the power supply voltage level drops below a power supply cut-off voltage, selecting the battery as the power supply source for the non-volatile memory.
52. The method of claim 42, further comprising:
decoding an address corresponding to a memory location in the non-volatile memory contained in the data signal in the first format in the interface device.
53. The method of claim 42, further comprising:
decoding an address corresponding to a memory location in the non-volatile memory contained in the data signal in the second format in the NV-RAM
controller.
54. On a gaming machine containing a master gaming controller executing gaming software comprising one or more clients, a non-volatile memory allocation system and a state-based transaction system, a method of allocating non-volatile memory locations in a non-volatile memory, the method comprising:
receiving a request at the non-volatile memory system from the client to allocate a block of non-volatile memory locations in the non-volatile memory for critical data transactions in the state-based transaction system;
assigning a node to the block of non-volatile memory;
creating an NV-RAM node record;
assigning a pointer to a heap block; and sending a handle corresponding to the block of non-volatile memory to the client wherein the handle allows the client to subsequently access the non-volatile memory using the non-volatile memory access system.
55. The method of claim 54, further comprising:
adding the assigned node to an NV-RAM node record list.
56. The method of claim 54, further comprising:
updating a volatile memory look-up list.
57. The method of claim 54, further comprising:
determining an amount of memory available in the non-volatile memory;
comparing the amount of memory available in the non-volatile memory with an amount of non-volatile memory in the requested block; and when the amount of requested non-volatile memory exceeds the available amount of non-volatile memory, terminating the non-volatile memory request.
58. The method of claim 54, further comprising:
sending critical data with the non-volatile memory allocation request to the non-volatile memory allocation system.
59. The method of claim 58, wherein the critical data is selected from the group consisting of game history information, security information, accounting information, player tracking information, wide area progressive information and game state information.
60. The method of claim 54, wherein the NV-RAM record includes a handle, an owner handle, a name, a size, a pointer to the heap block, one or more status flags and a signature.
61. The method of claim 60, wherein the one or more status flags is selected from the group consisting of a time stamp, an access restriction and a resizing restriction.
62. The method of claim 54, further comprising:
generating a signature for the NV-RAM node record.
63. The method of claim 62, wherein the signature is generated using a method selected from the group consisting of a CRC, Checksum and a hash value.
64. On a gaming machine containing a master gaming controller executing gaming software comprising one or more clients and a non-volatile memory allocation system, a method of modifying non-volatile memory locations previously allocated by the non-volatile memory allocation system, the method comprising:
receiving a function request at the non-volatile memory system from the client wherein the function request includes a handle corresponding to the allocated memory locations and a one or more function request modifiers;
locating the NV-RAM node record corresponding to the handle;
checking the status flags contained in the NV-RAM node record; and when the status flags allow the function request, executing the function request.
65. The method of claim 64, wherein the function request is selected from the group consisting of de-allocate, open, close, read, read/directory, write, resize, move, get statistics and change statistics.
66. The method of claim 64, wherein the function request modifier is selected from the group consisting of a requested size, a name, a modification restriction, an access restriction, an owner and a time stamp.
67. The method of claim 64, further comprising:
when the function request is a de-allocate function request, removing the NV-RAM node record;
updating an NV-RAM record list; and updating a heap block.
68. The method of claim 67, further comprising:
updating a volatile memory look-up list.
69. On a gaming machine containing a master gaming controller executing gaming software comprising one or more clients and a non-volatile memory allocation system, a method of installing a new client requiring non-volatile memory into the gaming software, the method comprising:
determining an amount of non-volatile memory required by the new client;
sending an allocation function request to the non-volatile memory allocation system requesting the required amount of non-volatile memory;
receiving a handle from the non-volatile memory allocation system wherein the handle allows subsequent access to the requested non-volatile memory;
executing the client; and sending the handle to the new client.
70. The method of claim 69, further comprising:
determining when the required amount of non-volatile is available in the non-volatile memory; and when the required amount of memory is not available, sending an error message.
71. The method of claim 69, wherein the allocation function request includes in or more function request modifiers.
72. The method of claim 71, wherein the function request modifiers are selected from the group consisting of a name, a modification restriction, an access restriction, an owner and a time stamp.
73. The method of claim 69, further comprising:
loading a software load manager that manages an installation of the new client.
74. On a gaming machine containing a master gaming controller executing gaming software comprising one or more clients and a non-volatile memory allocation system, a method of removing a client that uses non-volatile memory from the gaming software, the method comprising:
obtaining one or more handles from the client;
sending one or more de-allocation requests to the non-volatile memory allocation system; and removing the client from the gaming software.
75. The method of claim 74, further comprising:
loading a software load manager that manages a removal of the client from the gaming software.
76. The method of claim 74, further comprising:
initiating the one or more de-allocation requests by deleting one or more files in a non-volatile memory file system wherein the one are more files are utilized by the client.
77. On a gaming machine with a non-volatile memory storing critical data, a method of storing and accessing the critical data using a non-volatile memory file system, the method comprising:
organizing blocks of memory locations in the non-volatile memory as files in the non-volatile memory file system;
storing the files under one or more directories;
selecting a first file; and accessing critical data stored in the first file using an operating system utility program.
78. The method of claim 77, wherein the operating system utility program is selected from the group consisting of a word processor, text editor, binary editor, data editor and a graphical utility program.
79. The method of claim 77, wherein the critical data is selected from the group consisting of game history information, security information, accounting information, player tracking information, wide area progressive information and game state information.
80. The method of claim 77, further comprising:
applying a non-volatile memory file system command to the file and directories in the non-volatile memory file system.
81. The method of claim 80, wherein the non-volatile file system commands include renaming, moving, adding and deleting the file and directories in the non-volatile memory file system.
82. The method of claim 77, further comprising:
displaying the files and directories in the non-volatile memory file system on a display connected to the gaming machine.
83. The method of claim 77, further comprising:
displaying the critical data contained in the one or more files on a display connected to the gaming machine.
84. The method of claim 77, further comprising:
modifying the critical data contained in the one or more files using a word processor, text editor, binary editor or data editor.
85. The method of claim 77, further comprising:
compressing the critical data contained in the one or more files in the non-volatile memory file system using an operating system compression utility.
86. The method of claim 77, further comprising:
setting an access privilege to one or more files and directories in the non-volatile memory file system.
87. On a gaming machine containing a master gaming controller executing gaming software comprising one or more clients and a non-volatile memory allocation system, a method of recovering a state of the gaming machine after power is lost to the gaming machine:
after a power is restored to the gaming machine, activating the non-volatile-memory allocation system;
comparing one or more data signatures;
determining a status of an operation that was being performed by the non-volatile memory when the power was lost;
when the status indicates the operation is incomplete, completing the operation.
88. The method of claim 87, further comprising:
generating one or more data signatures.
89. The method of claim 87, further comprising:
when the one or more data signatures do not compare, sending an error message;
90. The method of claim 87, further comprising:
building a node look-up list in volatile memory.
91. The method of claim 87, further comprising:
undoing the operation and returning the gaming machine to the state prior to the operation.
92. The method of claim 87, wherein the one or more data signatures include at least one of a CRC, checksum and hash value.
93. A gaming machine comprising:
a master gaming controller controlling one or more games played on the gaming machine;
a non-volatile memory storage device storing critical data from the one or more games played on the gaming machine;
gaming software comprising one or more clients executed by the master gaming controller; and a non-volatile memory allocation system allocating and modifying non-volatile memory locations in the non-volatile memory storage device based upon function requests from the one or more clients.
94. The gaming machine of claim 93, wherein the clients are selected from the group consisting of a bank manager, a communication manager, a virtual player tracking unit, an event manager.
95. The gaming machine of claim 93, wherein the critical data is selected from the group consisting of game history information, security information, accounting information, player tracking information, wide area progressive information and game state information.
96. The gaming machine of claim 93, further comprising:
a non-volatile memory file system.
97. The gaming machine of claim 96, wherein files in the non-volatile memory file system contain critical data stored in the non-volatile memory locations.
CA2358378A 2000-10-17 2001-10-05 High performance battery backed ram interface Expired - Fee Related CA2358378C (en)

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US09/690,931 US6804763B1 (en) 2000-10-17 2000-10-17 High performance battery backed ram interface

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US6804763B1 (en) 2004-10-12
US20050010738A1 (en) 2005-01-13
US7412559B2 (en) 2008-08-12
CA2358378C (en) 2012-01-03
AU7946901A (en) 2002-04-18
AU2006249229A1 (en) 2007-01-04
AU785054B2 (en) 2006-09-07
AU2006249229B2 (en) 2009-09-10

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