CN1226982A - 全国的顾客识别系统和方法 - Google Patents
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Abstract
一种实现顾客跟踪和识别程序的系统和方法,该程序包括顾客在多个会员游乐场同样进行的游乐和非游乐活动。顾客信息通过一个或多个以LAN为基础的管理系统累计在每个会员游乐场,更新至经由WAN耦合到每个游乐场LAN的中央资助人数据库(CPDB),并按需要应用于每个会员游乐场。当来自一个游乐场的顾客第一次访问一个会员游乐场时,顾客帐户便自动生效并配备来自CPDB的数据。一旦与游乐场联系的管理系统从设置在遍及游乐场的各个赛地的诸如读卡机、工作站和转储终端之类的输入设备收到顾客数据时,即用新的有效数据更新顾客帐户。根据在所有会员游乐场对顾客的跟踪活动向顾客奖励计分。在任何游乐场,计分奖励均有币值并可以兑换成礼品、膳食、现金等等。计分奖励可以体现不同的奖励方案,其中,计分奖励可以调整以针对不同的游乐场或游乐场内的不同赛地。概要顾客数据,包括计分等级经常更新以反映游乐场正在进行的活动。该数据可应用于任何会员游乐场的职员,根据需要应用于专用顾客服务。
Description
技术领域
本发明涉及跟踪顾客在游乐场活动的系统,尤其涉及跟踪顾客跨越会员游乐场的游乐和非游乐活动,用于顾客识别和营销程序的系统。
背景技术
实际上,所有游乐场都已实施了某种形式的顾客跟踪,以鉴别和酬谢其认为的有价值的顾客。这种跟踪程序通常利用顾客的打赌行为作为基础奖赏顾客额外的房屋、膳食、甚至入场券等(comps)。一般情况下,这些跟踪程序的实施是向每位顾客提供一张游乐场会员卡,它包括为顾客专用的计算机可读识别号。每个识别号拥有一个相关的顾客帐户,它存储在游乐场的计算机系统内并通过更新反映顾客的活动。顾客只需将他们的会员卡插入与游戏台有关的投币机或读卡机,或者将他们的会员卡交给游乐场职员,使他们的打赌行为受到监视并反映在他们的帐户中。也可以通过游乐场职员操纵的读卡机和计算机终端,利用顾客会员卡跟踪顾客在游乐场的比赛地点诸如特定竞赛、陈列室、和旅馆的活动。
游乐业的发展已经对实施顾客跟踪程序的方式形成了新的挑战。许多国家和地区近来已经从法律上许可游乐场的游乐活动,许多公司已经在这些新的游乐地区建立了游乐场以满足对游乐道具的要求。尽管数量日益增多的游乐场附属于一家公司,传统的游乐场管理惯例继续将这些游乐场视为自治的、分散的实体,他们相互为吸引有价值的顾客而展开竞争。尤其是,每个游乐场对顾客的跟踪通常是通过本地管理控制的,几乎未作任何尝试跨越游乐场调整顾客的信息。例如,每个游乐场都有其自己的系统跟踪该游乐场顾客的打赌数据。该资产将该打赌数据视为机密,以防止竞争的游乐场包括附属于该资产的那些游乐场引诱有价值的顾客离开。于是,位于会员资产的顾客跟踪程序保留一部分,传统的管理惯例只提供极少的刺激调整由这些跟踪程序累计的数据。
即使游乐公司在其会员游乐场尝试对顾客跟踪程序进行某些调整,目前位于各个游乐场的系统还是太局部化而难以集中。游乐场管理系统通常是顾客为每个游乐场设计的,顾客数据局限于特定游乐场的所选顾客的活动,由同一游乐场不同计算机系统累计的顾客数据通常采用不同的、不兼容的格式。这样,只要每一游乐场为其常客拥有有用数据时,就无需现成手段再综合这些数据或使其可方便地用于其它游乐场。简而言之,将各别游乐场的顾客跟踪程序调整为国家的、公司范围的跟踪和营销程序,即存在操作上又存在技术上的障碍。
发明概述
本发明是一种实施顾客跟踪和识别程序的系统和方法,它包括顾客的游乐和非游乐活动,基本上类似于附属于游乐公司的游乐场。顾客信息被输入到与每一会员游乐场有关的管理系统,对资助入数据库进行更新,并按需要应用于每个游乐场。此举为每个游乐场的职员提供了实施跨游乐场激励程序所必需的至顾客数据的联机入口,并向顾客提供个人业务,与顾客定期访问游乐场无关。销售人员具有至多个完整的顾客活动数据库的入口,用以开发和监视销售程序,包括出价管理和兑换程序。本发明允许在所有游乐场内累计顾客数据,使之可应用于任何游乐场而不致使各别的游乐场计算机系统因无用数据而负担过重。
根据本发明的系统包括位于每个会员游乐场的局域网(LAN)以及用以联系各个游乐场LAN之间数据的广域网(WAN)。与每个游乐场LAN相联系的管理系统接收来自整个游乐场各个赛地的读卡机、工作站和转储的终端设备的顾客数据,并将收到的数据耦合到可通达所有会员游乐场的数据库。在本发明的一个较佳实施例中,来自各个游乐场含有顾客帐户的中央老主顾数据库(CPDB)由经由WAN耦合到各个游乐场LAN的中央LAN支持。本实施例中,管理系统可以是由中央LAN支持的单个集中系统,含有本地管理系统与每个游乐场LAN联系的分布系统,或者既含有集中部分又含有分布部分的一个混合系统。管理系统的较佳构造将取决于WAN的数据容量和各个游乐场的规模。
本发明的较佳实施例的中,管理系统进一步包括游乐场管理系统,以处理各个游乐场赛地和旅馆日复一日的游乐交易;以及事件管理系统,以处理与寄宿和事件有关的交易。由管理系统累计的数据经更新送到CPDB,它可以通过WAN被位于任何游乐场的人员访问。当一个游乐场需要顾客信息时,管理系统首先核对与游乐场有关的数据存储器,如果未发现数据,即从CPDB检索。至所有游乐场的顾客活动的联机入口允许游乐公司实施跨游乐场的奖励项目、更有效地管理顾客出价项目、并为其顾客提供更多个人化服务。数据适用于顾客的游乐和非游乐活动,为游乐场提供更完整的图象,表明顾客在游乐场时的支出。
例如,本发明的系统促进和扩展了竞赛。通过跟踪顾客在公司所有游乐场的游乐活动,本发明可以提供更完整的数据,根据该数据比较并提供同样完整的数据至每个游乐场职员,而不管顾客如何频繁地访问其游乐场。这样就允许在从属于公司的任何游乐场识别有价值的的顾客,而不管他们经常惠顾的是哪一家游乐场。此也有利于跨越不同的游乐场展开更适合的竞争。
除了竞赛以外,本发明还实施一种计分系统,它根据其在所有游乐场的跟踪活动为顾客计分。顾客在任何附属的游乐场所挣得的计分都可以在任何附属的游乐场兑换成礼品或服务。实际上,顾客的计分代表顾客活动的一种币值,它可以在任何游乐场替代现金,与计分在何处挣得无关。计分系统可以用于各个游乐场或比赛地,根据赛地、时间周期或产生计分的游乐场对计分奖品加权。此允许通过向访问目标游乐场或赛地的顾客奖励额外的计分而促进新的游乐场或位于现有游乐场的赛地。
文中采用的术语“会员游乐场”用以表示各游乐场之间任何一批不同的关系。例如,各个游乐场可以通过与母公司的共同所有权而被接纳为会员,它们可以由根据协议工作的不同公司所拥有,或者可以与提供顾客跟踪服务的同样供应方签约合同。
附图简述
图1是根据本发明的全国顾客识别系统轮廓图。
图2A、2B和2C分别是中央数据库服务器和游乐场LAN支持的各个系统模块的方框图,这些模块用以构成不同构造的顾客识别系统。
图3是游乐场LAN的轮廓图,它表明各种输入设备与游乐场LAN支持的分布管理系统之间的连接。
图4是一个流程图,它表明根据本发明在整个会员游乐场跟踪顾客活动的一种方法。
图5是游乐场LAN支持的系统模块的方框图,其中采用了分布的老主顾数据库和管理系统。
发明的详细描述
以下详细描述构成全国顾客识别系统的本发明,它包括中央LAN上的中央老主顾数据库(CPDB),其耦合到与每个游乐场LAN相联系的本地管理系统。此构造对于已经在其游乐场的本地管理系统中投入巨大资金的公司是特别有用的,因为它通过增加CPDB支持这些系统进入公司范围的网络。以下分别结合图2C和图5讨论采用带CPDB的集中管理系统的系统结构,以及采用分布管理和数据库系统的系统结构。
首先参见图1,它表示用以实施本发明的系统和方法的一个计算机网络100的轮廓图。所示计算机系统100包括一个中央数据库LAN110和游乐场LAN120(1)-120(n),它们的每一个与会员游乐场之一相联系。中央数据库LAN110和游乐场LAN120(1)-120(n)经由广域网(WAN)102耦合。通常,中央数据库LAN110将位于游乐公司的中央设备。
在以下的讨论中,除了另有表示以外,LAN120表示任何一种游乐场LAN120(1)-120(n)。相同符号,即未标明的参照号用于LAN120(1)-120(n)的各个部分。可以理解,在典型应用中,计算机系统100包括一个或多个LAN120用于附属于游乐场总公司的每个游乐场,所有LAN120通过WAN102与中央数据库LAN110联系。这种结构允许每个LAN110、120以充分独立的方式操作,直至其需要访问其它网络上现有的数据。
在所述实施例中,中央数据库LAN110包括以太网106,其上连接中央数据库服务器112和销售支持服务器114。LAN110上的任选服务器116支持全部集中构成的国家顾客识别系统内的集中管理系统(CMS284,图2C)。标记环108也表示将以太网106连接到WAN102。标记环108通常包括附加节点,诸如工作站118,用于销售和局部处理。中央数据库服务器112包括中央老主顾数据库(CPDB220,图2A),它包含以附属于公司的每个游乐场所产生的数据为基础的顾客帐户。对于采用分布管理系统(CMS234,图2B)的实施例,中央数据库服务器112是LAN110上唯一的基本节点。然而,很可能在大多数应用中,将利用CPDB220产生的数据使诸如工作站118和销售支持服务器114之类的其它节点应用于市场分析。
在本发明的较佳实施例中,销售支持服务器114包括来自CPDB220的顾客数据,它以便于销售的方式存储起来。例如,可以按通过利率划分的顾客组、基本游乐位置(游乐场)或其它销售标准存储顾客数据并将其存储在服务器114内。另一方面,可以这样存储服务器112内的顾客数据,即便于通过顾客ID或顾客名迅速访问。
现在参见图2A,它表示中央数据库服务器112支持的各个系统的方框图。它们包括操作系统(OS)212、数据库管理系统(DBMS)214、交易管理系统216以及中央老主顾数据库(CPDB)220。交易管理系统216支持游乐场LAN120与中央LAN110上各个服务器(诸如CPDB220)之间的消息发布,允许它们按需要交换数据。在所述实施例中,中央数据库服务器112为NCR3555计算机,OS212为Unix SVR4,DBMS214为Informix7.1,交易管理系统216为TOP END,AT&T/NCR公司有售。中央LAN110采用TCP/IP通信协议,用于以太网106的节点与标记环108之间的通信。
仍参见图1,每个游乐场LAN120都具有相同的基本结构。为了说明的缘故,图示LAN120包括标记环122,计算机124、144、154、网关服务器126和工作站128、148均连接到该标记环。直接连接到计算机124的转储的终端132和PC172通常与游戏台联系(图3),投币机130经由投币计算机154和标记环122耦合到计算机124。这样,所有与游乐有关的活动均发送到计算机124。
本领域的熟练人员将会意识到,与不同游乐场有关的LAN120可以根据其结构而改变,以适合不同游乐场的特定需要,而无需改变本发明的实质。例如,缺乏旅馆的游乐场或竞赛地未包括计算机144或工作站128及其相关的寄宿和竞赛管理系统。此外,可以用包含以太网和类似的其它LAN协议替代标记环122。
现在参见图2B,它表示LAN120的详细方框图,表明了与各个LAN节点相联系的游乐场管理系统(CMS)234,寄宿管理系统(LMS)238和竞赛管理系统(EMS)240(分别是计算机124、144和工作站128),用于监视、跟踪和控制不同地区的游乐活动。在本发明的较佳实施例中,CMS234包括以报告程序生成器(RPG)为基础的程序,用于联机交易处理(OLTP)应用。这些应用加强了与游乐有关的游乐场的活动数据以及通道CPDB220,按需要恢复或存储数据。例如,转储的终端132和PC172将顾客游乐活动数据从游戏台传送到CMS234。转储的终端132和PC172也可以用以跟踪顾客的通货和计分牌交易,并用以了解经由投币计算机154跟踪的游乐活动。
投币机130的自动赌注跟踪是通过计算机154上的投币监视系统(SMS)262监视的,它通过标记环122将累计的赌注跟踪数据耦合到CMS234。在较佳实施例中,跟踪是通过与投币机130相关的读卡机(未图示)完成的。顾客将他或她的身份卡插入读卡机启动赌注跟踪并解除它以终止赌注跟踪。顾客在投币机130的下注累计在SMS262中,直至上市结束或由CMS234请求帐户情况,此时数据经由LAN120传送到CMS234。
LAN120可以有选择地包括竞争跟踪系统(PTS)258,自动跟踪顾客在游戏台134上的活动。PTS258由计算机174支持,它通过LAN120将顾客活动数据耦合到CMS234。PTS258采用与位于游戏台的赌客位置相关的读卡机,跟踪顾客的打赌活动。根据赌客在游戏台上的时间以及游戏台上的最小赌注对打赌活动进行估计。在投币机和游戏台上自动跟踪打赌活动的系统是本领域众所周知的,这里不再更详细地描述。
在本发明的较佳实施例中,寄宿管理系统(LMS)238是由计算机144维持的。然而,没有理由说CMS234、LMS238和任何其它管理系统不能由同样的计算机或某些不同组合的计算机支持。LMS238包括管理游乐场内旅馆运行所必需的软件,它包括客房预约、客房服务以及与旅馆运行有关的其它活动。在本发明的较佳实施例中,LMS238与CMS234连通以局部搜索出现在该系统上的所选顾客信息。然而,LMS238可以包括其自己的本地数据存储用于顾客数据。
图2B所示还有一个位于工作站128上的竞赛管理系统(EMS)240以及耦合到工作站148的销售系统(POS)244的餐馆/零售点。EMS240包括用以处理订票信息、预约旅馆和销售的软件。POS244包括用以操作游乐场内餐馆和零售点的记帐软件,以及将记帐信息传送到其它管理系统的软件。例如,将与计到房间的膳食或兑换的膳食COMPS有关的数据分别通过LAN120从POS244耦合到LMS238和CMS234。
网关服务器126的主要作用是经由WAN102和LAN110提供所选LAN120节点与中央数据库服务器112之间的连接。为此,网关服务器126包括LAN/WAN接口280,它连接LAN120和WAN102的通信协议与另一种场合的交易管理系统216之间的数据包,而交易管理系统216在管理系统234、238、240与CPDB220中的所选业务之间传送数据包。在本发明的较佳实施例中,计算机124上的CMS234通过交易管理系统216’、216访问CPDB220,而LMS238和EMS234通过CMS234访问CPDB220,如下面将讨论的那样。CMS234中的接口模块235为通信线路提供交易管理系统216,如以下所述。在披露的本发明的实施例中,计算机124、144为IBM AS/400计算机,计算机154为IBM RS6000,网关服务器126为NCR3410,工作站128、148是以’486或更优的处理器为基础的,交易管理系统216、216’为AT&T的顶端级。WAN102采用TCP/IP,即一种开放通信协议,而LAN120则采用IBM通信协议LU6.2。LU6.2允许各LAN节点之间的直接通信,但它并非是在WAN102上进行通信的最佳协议。在系统100的较佳实施例中,LAN/WAN接口280包括连接LU6.2与TCP/IP协议之间的消息包所必需的软件,以在中央LAN110与游乐场LAN120之间进行通信。尤其是,LAN/WAN IF280与交易管理系统216,216’协作,为CMS234、LMS238和EMS240提供对访问了从属于游乐公司的任何游乐场并已获得顾客ID卡的所有顾客的顾客帐户进行快速存取。为此,每张顾客ID卡包括了与CPDB220中的顾客帐户有关的唯一ID号。在本发明的较佳实施例中,CMS234的RPG应用程序在计算机124的AS400环境中实现。为了在CMS234与CPDB220之间便于快速、实时地通信,使消息发布系统成为服务器112的交易管理系统216’和计算机124的接口模块235的组成部分。消息发布系统作为应用程序接口(API)允许CMS234的RPG应用程序经由交易管理系统216,216’与CPDB220通信,与不同通信协议之间连接消息的LAN/WAN接口280通信。
在系统100的较佳实施例中,通过含有标题和数据段的消息包在LAN120与LAN110之间传送顾客数据,该消息包的属性是在与消息发布系统相关的数据词典中指定的。数据段反映CPDB220的数据库计划,标题段相应于用户提供的业务应用(未图示),它通过交易管理系统216存取。这些用户提供的业务应用,其功能是根据CMS234的请求将数据耦合至/自CPDB220。与消息发布系统相关的效用读取数据词典,并对适合于在CMS234的RPG应用与消息发布系统之间传送数据的AS400系统内的数据结构进行定义。消息构建/解析模块采用通过定义的数据结构提供的数据构建消息包,向交易管理系统216,216’发送请求,后者将请求直接送到合适的业务应用。与业务应用相关的消息构建/解析模块提供类似的业务以与DBMS214通信。附录A详细描述了该消息发布系统。
如上所述,用于系统100的最佳结构将部分取决于WAN102可以处理的数据交换量,即WAN102的“带宽”。图1、2A和2B的实施例(其中,每个游乐场LAN120包括用以处理日复一日交易并将数据传送给CPDB220的CMS234)利用对典型WAN102的带宽限制平衡中央计算系统的优点。其中,WAN102具有足够的带宽处理CPDB220与多个游乐场之间的实时数据交易,位于多个游乐场之每个游乐场的局部CSM234可以被消除,有利于集中的CMS234在中央LAN110上实施。
现在参见图2C,它表示系统100的另一种集中的构造的简化框图。在图2C的结构中,与所选游乐场LAN120’相关的本地CMS234已经被消去,有利于中央LAN110上的服务器116所支持的中央CMS284。在本发明的实施例中,每个游乐场LAN120’包括一台或多台计算机124’,以经由WAN120与中央CMS284通信。由于计算机124’仅仅提供至中央CMS284的访问,故它们可以是工作站或PC。中央CMS284为每个游乐场LAN120处理日复一日的交易,在其管理下维持为每个LAN120存储的各别数据。中央CMS284为LAN120’存储的数据被周期性更新至CPDB220,使集中的数据维持为最新。WAN102的数据容量是充分的,它可以从所有LAN120,120’消去本地CMS234。也可以为LMS238和EMS240建立相同的混合和全集中化的结构。
图2A、2B和2C的另一种结构是全分散的结构,其中消去了CPDB220以有利于分布的数据库。该结构将结合图5详细讨论。除非另有表明,以下的讨论假设系统100是按图2A和2B配置的。
现在参见图3,它表示系统100的实施例,包括CPDB220和本地CMS234,在明显表示的不同节点之间具有通信线路。例如,在所示实施例中,CMS234接收直接从游乐台134、售票亭136和顾客信息中心输入的顾客活动。CMS234还接收经SMS262来自投币机130的顾客活动数据。售票亭136是设置在游乐场周围的终端,它允许顾客通过插入其顾客ID卡检查其活动点或竞赛有效性。顾客信息中心138向游乐场资助入提供诸如会员资格信息和安排“竞赛”之类的服务,这在以下将详细描述。CMS234也向这些输入设备的每一个提供数据。例如,游戏台134那里的游乐场职员接收顾客数据概要,故他们可以确定顾客在何处有资格“竞赛”,或简单地凭姓名欢迎顾客。
LMS238接收来自旅馆服务台178和预约职员176的顾客数据,并向这些地方提供顾客帐户概要供游乐场职员使用。EMS240还与预约职员176交换顾客数据,此外还与竞赛赛地174交换顾客数据。
在所述实施例中,LMS238和EMS240经由CMS234与网关服务器126通信,网关服务器126处理必须经由WAN102与CPDB220通信的数据翻译。该通信布局简化了用于顾客数据的不同管理系统234、238、240之间的搜索,但并非是本发明所必需的。同样的系统可以用EMS240和LMS234直接与网关服务器126通信。此外,以UNIX为基础的游乐场、寄宿地或竞赛管理系统是可利用的,它们可以与WAN102直接通信。
图3还显示一个远程服务模块298,它通过WAN102耦合到CPDB220。远程服务模块298表示一个以电话为基础的系统,它允许顾客安排在某些或所有会员游乐场的旅行计划。通过将远程服务模块298连接到WAN102,操作员可以实时访问CPDB220中的顾客数据。此例如允许操作员判断安排到其中一个会员游乐场旅行的顾客是否具有到竞赛房、竞赛房升级之类的资格。
CPDB220中的顾客帐户包括与顾客的偏爱、兴趣、客户信贷分类、赢面和累计活动计分有关的详细信息。赢面是通过诸如投币机130以及与游戏台134相关的无色终端132之类的输入设备,根据从属于母公司的任何游乐场累计的游乐数据确定的。活动计分部分取决于游乐活动,但也可以通过彩票和各种其它奖励项目来加分。与非游乐活动有关的其它顾客数据可以通过各种输入设备跟踪,它包括支持EMS240和POS244的工作站128、148,利用销售部分评估和分析。以下将更为详细地讨论顾客帐户的特征。
为了提供对基本顾客数据的快速存取,同时将对游乐场要求的数据存储量减至最小,每个CMS234在本地数据存储器中维持固定顾客的帐户。采用此结构,无论何时,只要顾客记录在任何游乐场赛地的活动并且本地无顾客帐户数据,CMS234即访问CPDB220。例如,当顾客出示他或她的会员卡登记至游乐场的旅馆,LMS234即与CMS234核对本地顾客帐户。现在,LMS238不维持本地数据存储器,但如果发展到这一步,LMS234将在核对CMS234的数据之前先核对其本地数据存储器。
通常,如果顾客以前已经访问过该游乐场,或例如新的顾客在登记到旅馆之前玩投币机130,则顾客数据可以从CMS234本地获得。第一种情况,来自以前的访问包括顾客姓名、地址、信用等级等等之类的静态顾客数据将保持在CMS234内。至于新顾客的情况,如以下所述,CMS234将从CPDB220找到顾客的帐户数据的概要,LMS238可以从CMS234存取数据。
如果顾客数据未能本地获得,当新到游乐场的顾客首先核对进入旅馆时,LMS238将数据请求送到CMS234,它利用管理系统和交易管理系统216,216’将其传送到CPDB220。这种交易是在线进行的,以对基本顾客信息(诸如顾客地址、信用状态、游乐计分、理论上的赢面以及最近的旅行活动)的概要提供快速存取。对顾客数据的快速存取允许游乐场职员更方便和更个人化地为顾客完成登记过程,提高顾客的全面经验并使他或她更喜欢返回。
顾客呆在游乐场的整个期间将更新顾客的帐户以反映顾客在各个游乐场赛地的活动。例如,当顾客将其ID卡插入投币机130时,该机读取ID号,顾客的打赌活动受到监视,顾客的帐户被更新以反映其活动。同样,如果顾客购买赛票或用顾客活动计分兑换膳食,工作站118、148分别向CMS234提供ID号和交易数据,它更新了顾客帐户以反映该交易。这样,LAN120就允许核对所有顾客在相关游乐场的活动,并依次向游乐场提供更精确描述的顾客价值。
系统100的资产交叉性质使累计的顾客数据适用于顾客决定访问的任何一个游乐场。为了保持所有的帐户数据为最新,所有由本地管理系统CMS234、LMS238和EMS240处理的数据以批处理方式被周期性地更新到CPDB服务器112。该更新使所有存储区域即CPDB220以及与CMS234相关的本地存储器内的数据同步,保证任何游乐场的职员对最新数据的存取。当采用此种结构具有有限带宽的WAN102时,数据同步一般是当WAN120上的通信量为低时完成的,以使任何对在线数据存取传输的干扰减至最小。
在图2C所示的结构中,数据还必须与中央CMS284同步,后者根据与LAN120’相关的数据存储器周期性地更新CPDB220。然而,通过这些更新产生的数据通信量局限于中央LAN120,并不影响WAN120上的数据通信量。
由本发明支持的数据的无缝流动增强了顾客对与母公司有关的国家商标的理解,活动计分系统为顾客提供附加的刺激以资助不同地方的游乐场。在缺少本发明的方法时,没有顾客活动记录在其它的游乐场,因此,没有机会影响已经累计于顾客的数据以确认各个游乐场之间的共同联接。
现在参见图4,它表示根据本发明的跟踪顾客活动数据以及在各个游乐场累计活动计分的方法400的流程图。为了说明的目的,本讨论假设顾客活动数据是直接送到CMS234的,即跟踪某些种类的游乐活动。方法400是当步骤410测得触发竞赛,诸如将ID卡插入投币机130,或者将ID号或姓名输入转储终端132时启动的。步骤420由CMS234读取顾客ID号(或姓名),步骤430判断其是否已经激活相关的顾客帐户。如果帐户仍然未由当前游乐场的CMS234所激活,则步骤434在CMS234激活顾客帐户,步骤438将对来自顾客帐户的概要数据的请求传送到CPDB220,步骤442用来自CPDB250的概要数据更新已激活的帐户。另一方面,如果步骤430判断帐户已经激活,则概要数据已经可用,之后,步骤444更新该顾客帐户以反映任何新的活动。
注意在集中构成的系统100(图2C)中,中央CMS284为它所处理的每个LAN120保持数据存储。因此,用集中CMS284也产生上述核对过程。
游乐和非游乐活动是不同处理的,发生在步骤444的更新包括与游乐有关的非打赌活动。例如,顾客的帐户可以在反映兑换活动计分,对竞赛凭证或通货或标记交易(信用卡预支)进行兑换时更新。此外,某些与赌注有关的数据可以在步骤444同时更新。例如,发生游乐活动的赛地或游乐场的开始时间可以反映到顾客的帐户。
如上所述,活动计分奖励是以若干标准为基础的,这些可以进行调整以针对不同的游乐场或赛地。步骤448,方法400判断所述活动是否为奖励任何得分的活动之一。在本发明的较佳实施例中,为了记帐和销售目的,可以跟踪非游乐活动诸如旅馆和竞赛活动。一旦非游乐活动已经反映在顾客帐户内,方法400将返回步骤410等待下一触发事件。
在本发明的当前实施例中,得分是奖励给游乐活动的,但它可以方便地拓展到包括奖励给非游乐活动的得分。至于游乐活动,得分奖励是当活动完成或帐户状态被请求时才确定的。例如,当顾客初始将ID卡插入投币机130时,方法400将在步骤410被触发以记录该事件。然而,奖励的活动得分部分是以顾客下注多少为基础的,这直至顾客从投币机130上取下他或她的卡或由SMS262收到更新的请求时才确定。如果当前触发事件例如是卡的取下或状态请求,则步骤450更新顾客的帐户。否则,方法400将返回步骤410等待下一触发事件。为此,SMS262(图1,2B)保持打赌数据,直至有一个事件触发它,将数据传送到CMS234以更新合适的顾客帐户。
仍然参见图4,步骤450当赌市完成或帐户现状被请求时,步骤452,由方法400核对一张表,以确定待奖励的得分数。例如,公司可以通过向位于新的游乐场的所有游乐活动奖励津贴得分来提升一个新的游乐场,或游乐场可以向被提升的一个新的赛地的游乐奖励津贴得分。在任何情况下,步骤452,方法400判断合适的计分等级,步骤454相应地调整在顾客的帐户内计分的得分。
步骤458还在个别字段反映打赌活动,以判断顾客的竞赛。与活动计分不同,竞赛数据仅仅以顾客完成的历史上的赌注量为基础,而且不影响计分加权或其它奖励方案。当任何计分和竞赛调整完成后,方法400返回步骤410等待下一个触发事件。
步骤460,请求CPDB更新,使采用分布的CMS234和集中的CMS284(分别为图2A和2B以及2C)的系统100的实施例中的数据同步。在前者的结构中,这些更新周期性地将来自本地管理系统(通常为CMS234)内所有帐户的累计数据转送到CPDB220。在本发明的较佳实施例中,当游乐场LAN120、中央LAN110和WAN102的活动较少时,对CPDB220的更新周期确定为每24小时至少一次。其中,WAN102具有较高的带宽,可以不考虑WAN102上的其它通信量进行数据更新。由于上述理由,由中央CMS284的数据存储器更新的CPDB不影响WAN102上的数据通信量,并可以更灵活地确定时间。
方法400平衡游乐场公司对来自其所有游乐场的顾客信息进行快速在线访问的需求,该游乐场具有职员和维持多个大型数据库的资金。取代在所有游乐场复制全部顾客帐户的做法是仅仅在中央数据库服务器112以及与顾客访问的那些游乐场有关的CMS234、CMS284的数据存储器内保持顾客帐户的拷贝。另一方面,无论何时,只要另一个游乐场请求,中央数据库服务器112就可以提供数据。在本发明的较佳实施例中,根据每个游乐场的政策,在本地CMS234上将静态的顾客数据保持在6个月与2年之间的一个时期内。如果在该时期内顾客无登记任何活动,本地帐户可以被清除。
计算机系统100和方法400为吸引和保留顾客的国家顾客识别程序提供基础。它们还提供未加工的顾客数据,根据该数据,游乐场公司可以奠定营销决策基础,并由此可以开始新的行销程序。
顾客识别奖励可以以通过系统100累计并存储在其上的不同子集的顾客数据为基础。以活动计分为基础的顾客识别程序已经作了说明。顾客根据其在所有游乐场的所有赛地的活动并根据当前由游乐场或其母公司正在运行的任何激励在其顾客帐户内累计计分。累计的计分代表一种与顾客活动相关的货币价值,并可以替代任何会员游乐场内的现金。这样,除了已经表明的计分系统的好处以外,它有利于建立无现金、无纸化商业环境。
为了向顾客通过刺激以累计计分,可以在从属于公司的任何游乐场挣得计分。跨游乐场性质的计分累计鼓励顾客在他们旅行时访问从属于母公司的游乐场,因为该活动有利于他们的报酬而不论哪一个游乐场是计分的来源。计分奖励可以各种针对特定活动的方式来构成。例如,给予在规定时间内至少访问2个会员游乐场的顾客奖励分。计分奖品也可以以分级的系统为基础,顾客可以以随着其计分总分增加而增加的速率为他们的游乐活动累计计分。一般,计分奖品可以根据游乐场和母公司的销售目标为不同时期和不同游乐场而制定。累计计分也可以在从属于游乐场公司的任何游乐场进行兑换。利用系统100,游乐场职员可以召集表示任何游乐场顾客的累计计分的数据,而与挣得计分的游乐场无关,与顾客是否固定在游乐场无关。例如,已经通过固定访问Las Vegas游乐场累计计分的顾客可以访问New Jersey的会员游乐场,并用其累计的计分在New Jersey游乐场兑换食品或服务。
计分奖品还鼓励顾客在拥有顾客跟踪的会员游乐场的任何游乐场赛地采用其ID号。此增强了顾客分享跟踪程序的兴趣,并为游乐场公司配备更多的数据,其销售决策是以该数据为基础的。这样,计分系统可以用来在顾客惠顾时识别该顾客并出售公司的不同设备。
竞赛是由系统100和方法400支持的另一种顾客识别程序。竞赛根据顾客的平均日常理论赢利奖励给顾客,它是顾客对游乐场的平均日常赢利的估计。提供给顾客的竞赛等级是根据不同的游乐活动和顾客对这些游乐活动的历史等级以游乐场的历史赢利为基础的。例如,平均起来,一个游乐场将赢得统计上可决定的量的钱,即,在扑克牌的二十一点,来自打赌的顾客的理论上的赢利为每次旅行平均$5000。如果顾客的理论上的赢面足够大,游乐场可以“comp”顾客一个免费的夜晚寄宿,允许顾客一天附加的游乐。由系统100累计的顾客打赌活动对于以与他们的支出相当的等级comping顾客是至关重要的,因为它提供有关顾客的打赌活动的原始数据。
游乐场职员在奖品comps具有某些判断力,实际可以从一个游乐场改变为另一个游乐场。通过向顾客访问的所有游乐场的职员提供同样的顾客数据,系统100有助于消除因comping的任意性质而产生的某些奇特行为。这样就保证补偿决定将至少是基于对顾客的平均理论赢面的一贯估计。在公司一个游乐场的常客(访问了该公司的一个新游乐场)更有可能在与其常去的游乐场相一致的等级上受到“补偿”。由于包括了顾客在所有游乐场的游乐活动,本跟踪系统的全国性质还意味着平均日常赌注还将包含大量的数据计分。基于该数据的估计将更为精确。
由系统100累计的顾客数据还用于跟踪顾客的礼物,以确定巨额礼物的有效性以及那些礼物对游乐场的收益率。这些礼物可以加入顾客的帐户,表明其对顾客的有效性,当礼物赎回时可以按需要更新顾客的帐户。此外,访问期间(顾客赎回礼物)累计在CPDB220内的数据可以用来确定是否有利于游乐场重复提供礼物或提供附加的礼物。例如,如果顾客果上至少两个夜晚,游乐场可以向所选顾客提供在其一个游乐场的免费夜宿。某些情况下,顾客因为住了额外几天而增加的费用不能作为向顾客重发礼物的证明。集中在顾客活动与礼物有关的信息也可以允许销售部门更好地处理其礼物。
现在参见图5,它表示系统100的另一个实施例的简单的方框图,其中,在LAN120中分布了管理系统处理和数据库操作。所示该实施例采用了4个LAN120(1)-120(4)耦合到WAN102,但LAN120的数量可以比此大或小。
LAN120(1)-120(4)分别包括本地CMS234(1)-234(4),每一个都具有相关的本地数据存储器。来自分布的数据库的CMS234(1)-234(4)的本地数据存储器用于本发明的实施例。每个本地数据存储器包括用于相应游乐场的一张本地顾客主表,以及包含来自每个其它会员游乐场的所选顾客数据的一张本地交叉参照表。例如,CMS234(1)的本地顾客主表包括用于收到其在相关游乐场(游乐场1)的身份卡的所有游乐场顾客的数据。CMS234(1)的本地参照表包括用于游乐场2、3和4的数据区,它包括顾客数据用于分别在游乐场2、3或4收到其身份卡并随后访问游乐场1的任何顾客。CMS234(1)还分别包括游乐场2、3和4的虚拟文件2、3和4,通过其可以存取与未列于本地主表或本地交叉参照表的顾客有关的数据。实际上,CMS234(1)上的虚拟文件2、3、4分别表示CMS234(2)、CMS234(3)和CMS234(4)上驻留的本地主表,它们是由CMS234(1)经由WAN102存取的。
在本发明的该实施例中,向游乐场的顾客分配一个鉴定号,它包括一个游乐场字段表示产生顾客帐户的游乐场,即发行卡的地方。当游乐场1的顾客在游乐场1使用他或她的卡时,游乐场字段指向CMS234(1),顾客的帐户数据可以通过CMS234(1)的本地主表存取。另一方面,当该顾客访问游乐场3时,CMS234(3)将核对数据段的游乐场字段信号与用于该顾客帐户的本地交叉参照表中的游乐场1有关。如果这是顾客第一次访问游乐场3,在本地交叉参照表的游乐场1的数据段内将无帐户数据,CMS234(3)将使用虚拟文件1访问CMS234(1)的本地主表。当数据从CMS234(1)检索时,它被存储在CMS234(3)的本地交叉参照表的游乐场1的数据段内,在他或她访问游乐场3期间用顾客的活动更新它。
在图5的系统中,采用分布式数据库结构,为了确保所有有效数据包括计分和礼物的有效性反映在顾客的帐户中并适用于任何会员游乐场,数据同步是尤为重要的。例如,当来自游乐场1的顾客访问游乐场3时,与顾客在游乐场3的活动有关的数据被加到他或她在CMS234(3)的本地交叉参照表的游乐场1的帐户。数据同步保证在顾客访问任何其它游乐场时,包括访问期间被挣得或赎回的计分或礼物在内的新的数据可用。同步可以以若干方式完成。例如,顾客在每个游乐场的帐户可以周期性地更新,以反映在任何会员游乐场的顾客所记录的任何活动,这样,由顾客所访问的每个游乐场都具有一组完整的最新数据。
另外,对任何来宾主表上的顾客的帐户的所有改变都可以周期性更新顾客的基本帐户,即在发行游乐场的帐户。在此情况下,对不同游乐场的每次访问都要求用来自顾客的基本帐户的帐户数据更新来宾主表上的顾客帐户。实现所提供的这些或类似的程序,以确保按上述方式可以实现分布数据库、计分和礼物系统的一致。
以上描述了跨越公司所有游乐场收集顾客数据、累计资助入数据库内收集的数据以及当访问游乐场的顾客启动时使累计的数据适用于任何游乐场的系统和方法。系统提供了基础结构,在所有会员游乐场实现一种计分系统,奖励顾客游乐活动并允许以不同游乐场和赛地为目标实现销售目的。系统还向游乐场职员提供相同的顾客数据,与顾客经常访问哪个游乐场无关。此允许顾客即使是访问新的游乐场时也能接收私人化的服务,并根据其对游乐场的价值得到奖励。
附录A
本附录描述了计算机系统100(图1)的较佳实施例中采用的消息接发系统。附录中所用的标号与说明书本身中所用的标号不一样。其中,不同元件之间的对应关系由表A1确定。此外,表A1还示出说明书和附录中用作对应功能的相应元件。
首先参考图A1,图中示出了网络化的计算机系统A100的方框图,它包括专有与开放系统平台上所用应用程序之间进行通信的消息接发系统A120。计算机系统A100包括基于专有系统体系结构的第一计算机A112、基于开放系统体系结构的服务器A192以及连接两种不同系统体系结构的网关服务器A152。第一计算机A112的专有系统体系结构由网络协议A130表示,服务器A192的开放系统体系结构由网络协议A160表示。在所披露的系统A100的实施例中,开放系统体系结构为UNIX、Windows或类似的结构,网络协议A160为TCP/IP,专有系统体系结构为IBM公司的系统网络体系结构(SNA),网络协议A130为IBM的SNALU6.2。
第一计算机A112包括RPG应用程序A110、消息接发系统A120和网络协议A130。消息接发系统A120的作用是网关服务器152上交易管理系统A150与RPG应用程序A110之间的应用程序接口(API)。依次地,交易管理系统150在开放系统服务器192上提供至交易服务器A170的访问。交易服务器170代表可以由RPG应用程序A110访问的不同的服务器以及用以访问这些服务器的装置。
网关服务器A152包括网络服务模块A140、交易管理系统A150和接口模块A142。当受到消息接发系统A120触发时,网络服务模块A140借助于接口模块A142分配消息接发系统A120与交易管理系统A150之间会话。会话是一种逻辑连接,允许不同节点上的应用程序之间进行通信,同时隐蔽正在通信的应用程序中当前使用通信协议的细节。在已经公开的实施例中,所分配的会话利用网络协议130载有消息接发系统A120与交易管理系统A150之间的消息包。通过交易管理系统A150与交易服务器A170之间基于网络协议160的对话完成RPG应用程序A110与交易服务器A170之间的通信连接。由消息接发系统A120生成的消息包包括各种参数,例如必须激活交易服务器A170之一、对受激服务器进行通信以及终止其的数据和控制信息。
现在参照图A3,此为交易服务器A170的方框图,它包括交易管理系统A150的实例,含有客户-服务器接口(CSI)A154,服务器应用程序A310,消息变换系统A304以及数据库管理系统(DBMS)A380。服务器应用程序A310为用户提供的模块,它包括通过DBMS A280访问DB A390的数据的功能。在所披露的实施例中,DBMS A380为Informix7.0,交易管理系统A150为AT&T的TOPEND,两者符合X/Open分布交易处理(DTP)XA接口。交易管理系统A150还符合DTP TX接口用以与服务器应用程序A310通信。
现在参照图A2,图中示出消息接发系统A120的方框图。消息接发系统A120包括MSG模块A210、建立/分析模块A220、List Build模块A230、存储器管理模块A240、内地/外地消息缓冲器A218以及耦合消息接发系统A120与RPG应用程序A110之间数据的限定数据结构(DDS)A250。为了使消息接发系统A120在平台之间是便携的,模块A210、A220、A230和A240是以C编程语言编写的。
MSG模块A210包括MSG API A212,通过它RPG应用程序A110可访问开始和终止与交易管理系统A150会话以及请求从通过交易管理系统A150访问的服务器应用程序A310提供交易处理服务的功能A214。在已经揭示的实施例中,MSG模块A210还包括登记功能A216,如下所述,它处理限定数据结构A250与MSG缓冲器A218之间的数据。
建立/分析模块A220包括建立/分析APIA222、数据字典(DD)A228、消息建立/分析功能A224以及登记功能(RF)APIA226。建立/分析API A222给MSG模块A210提供对平台无关消息建立/分析功能A224的访问。DD A228指定由正在被RPG应用程序A110访问的开放系统资源所识别的数据段的字段和字段属性。正如以下将更详细讨论的,DD A228通过提供一种改变其消息建立能力而不需要对RPG应用程序A110或服务器应用程序A310重新编码的机制对消息接发系统A120的灵活性产生作用。
RF API A226给建立/分析模块A220提供对登记功能A216的访问,它处理限定数据结构A250中的RPG数据。登记功能A216是平台数据类型特有的,包括MSG模块A210中的登记功能A216,从建立/分析模块A220中去除任何与平台相关的。例如,在开放系统平台上的服务器应用程序A310中采用了基本相同的建立/分析模块A322(图A6)。建立/分析模块A320分析来自RPG应用程序A110的请求消息包并给RPG应用程序A110建立响应消息包。
List Build模块A230和MMS模块A240分别给MSG模块A210和建立/分析模块A220提供链接表建立和存储器分配功能。例如,当启动RPG应用程序A110时,它对MSG模块A210鉴别它采用的所有限定数据结构。MSG模块A210检查限定数据结构具有合适数目的参数并调用List Build模块A230产生指向限定数据结构指针的链接表。List Build模块调用MMS模块A240在需要时给链接表分配存储器。在终止RPG应用程序A110时,MSG模块A210也可以采用List_Build模块A230和MMS模块A240来取消链接表。
典型的服务应用程序A310给RPG应用程序A110提供搜寻和把数据写入数据库A390中的功能(图A3)。为了使RPG应用程序A110与数据库A390进行通信,消息接发系统A120在其数据包中采用的数据必须具有与数据库A390的列相一致的属性。由于RPG应用程序A110是数据的最终源,所以,消息接发系统A120必须包括保证RPG应用程序A110所采用数据段的属性与数据库A390的属性相一致的一些手段。这就是限定数据结构A250和DDs A228、A328的功能。
消息接发系统A120从包括与数据库A390属性相一致属性定义的单一源提供产生DD A228和DD A328(图A6)以及限定数据结构A250的实用程序。这可以保证消息接发系统A120和服务器应用程序A310支持相同词汇,反过来又保证RPG应用程序A110和数据库A390能够进行通信。产生DDs A238、A328以及限定数据结构A250的单一源是ASCⅡ码定义文件(ADF)A260。
现在参照图A4,图中示出ADF A260、DD A228、A328与DDS A250之间关系的方框图。ADF A260是被人可阅读的文件,包括对系统中每个数据段的每个字段属性的描述。如上所述,段的属性对应于数据库A390中的列(属性)。ADFA260还包括标题段,用它来表示RPG应用程序A110正在请求哪个业务应用程序A310,还可以包括差错码和消息的控制信息。与需要从RPG应用程序A110输入数据的业务应用程序A310有关的标题段已经添加了对应于所需数据的数据段。ADF A260还包括一张受约束段的表,它们是只能被所选业务应用程序A310使用的段。ADF A260通常是通过GUI设计工具产生的,在本发明较佳实施例中,它是指Visnal Builder Tool(VBT)。实际上,ADF A260规定了数据库A390所能理解的词汇。
图A4中还示出Data_Structure Utility(DSU)A270,采用它从ADF A260产生DDS A250。一旦改变ADF A260便产生DDS A250。尤其是,DSU A270读出ADF A260并采用List_Build模块A230从ADF A260中的入口中产生字段的链接表和段的链接表,对在段的链接表中的每个段DSU A270从字段链接表中检索各部分字段的属性并把信息写入到DDS A250中。然后,DDS A250写入到一个文件中,将其链接至RPG应用程序A110和消息接发系统A120,作为一种外部限定数据结构。
为在ADF A260中限定的每个数据段提供两个限定数据结构。由RPG应用程序A110给应用请求数据结构(ARDS)A252载入数据,从而给消息接发系统A120提供它需要的数据,给业务应用程序A310建立消息。应用响应数据结构(ASDS)是由消息接发系统A120写入的,使来自业务应用程序A310的响应传送至RPG应用程序A110,接着由建立/分析模块A220进行分析。RPG应用程序A110采用单一应用控制数据结构(ACDS)A256把业务应用请求传送至消息接发系统A120。
图A4中还示出实用程序DDBIN A280,它读出ADF A260并产生DD A228,作为通过段名分类的二进制文件。DDBIN A280还创建DD A228的摘要信息字段,包括段的总数、字母分类段群用的DD A228中的偏移以及受约束段文件(RSF)用的文件中的偏移。DD A228可以链接至建立/分析模块A220,作为包含文件。另一方面,DD A228的内容可以读入到与建立/分析模块A220关联的段超高速缓冲存储器A325中(图A6),在需要时便于对段信息的存取。在消息接发转换模块A304(A3)中采用后一种情况,将其用于由业务应用程序A310进行消息包的建立/分析。
现在参考图A5,图中示出被RPGA110用来请求消息接发系统A120服务的ACDS A256的代表。ACDS A256还被消息接发系统A120用于给RPG应用程序A110提供有关被请求服务状态的信息。RPG应用程序A110采用单个ACDS A256来表示正在请求哪种交易服务A160。在ACDS A256的下列字段中提供被请求服务的细节:(1)请求服务名称;(2)传送段;以及(3)维持上下文标记。
请求服务名称是一个字段,其中规定了通过交易管理系统A150可提供的业务应用程序A310的名称。消息接发系统A120采用ADF A260中定义的相应标题段来表示交易管理系统A150正在被请求的服务类型。如上所述,有些业务应用程序A310要求RPG应用程序A110提供数据以及服务请求。在这种情况中,RPG应用程序采用传送段(Sending Segment)字段来规定哪个ARDS A252含有所需数据。由包含数据的“段名”规定“传送段”字段中的每个这种ARDS A252。在本发明的较佳实施例中,被传送的每个数据段的段名是由管道“|”连接和定界的。例如,在对应于姓名(NAME)、单位地址(BUS)和家庭地址(HOME)的三个ARDSA252的数据将被送至ACDS A256所指定业务应用程序A310的地方,“传送段”字段将是NAME|BUS|HOME。响应服务请求提供的数据作为数据段从业务应用程序A310送至消息接发系统A120。消息接发系统A120进行任何必要的数据转换并利用相应的ASDS A254把经过转换的数据段传送至RPG应用程序A110。
当RPG应用程序A110保持与业务应用程序A310正在进行的会话时,例如,当RPG应用程序A110将提交对业务应用程序A310的依次服务调用时,设定“维持上下文标记”。
ACDS A256的“结果服务”字段包括“返回状态代码”、“初始化标记”和“控制标记”字段。消息接发系统A120采用它们给RPG应用程序A110表示服务请求的状态。返回状态代码为零,除非在服务请求中发生差错。初始化标记是在消息接发系统A120进行适当初始化时设定的,否则为零。控制标记表示消息接发系统120的状态。缺省时设定为零,当业务应用程序A310目前正在维持上下文时设定为4,当在消息接发系统A120中出现失误时设定为4以外的某个非零值。
现在将描述RPG应用程序A110从开始到终止RPG应用程序A110与消息接发系统A120之间的相互作用。如上所述,消息接发系统A120在其初始化期间是通过RPG应用程序A110的功能调用进行初始化的。初始化功能调用包括一参数表,指定RPG应用程序A110所采用的把数据送至MSG模块A210和从MSG模块A210接收数据的各个ARDS A252和ASDS A254的段名、段地址和出现数目。参数表还指定由RPG应用程序A110所采用的把控制信息传送至MSG模块A210的ACDS A256的名称和地址。ARDS A252、ASDS A254和ACDS A256(集合为DDS A250)的地址在共享存储器位置A114中。
在初始化时,MSG模块A210首先检查DDS A250被正确设定(每个ARDSA252和ASDS A254有3个参数以及ACDS A256有2个参数)。MSG模块A210调用建立/分析模块A220中的初始化功能。List Build模块A230和MMS模块A240经网络服务A140和接口A142初始与交易管理系统A150的会话,并等待已经建立会话的核实消息。这时,交易管理系统A150建立与开放系统服务器A192上交易服务A160的对话。MSG模块A210还调用List_Build模块A230产生指向DDS A250的指针链接表,List_Build模块A230调用MMS模块A240,在需要时给链接表分配存储器。
一旦在消息接发系统A120与交易管理系统A150之间已经建立会话/对话链路,RPG应用程序A110利用消息接发系统A120作为应用程序接口(API)通过交易管理系统A150访问交易服务A160的被请求业务应用程序A310。RPG应用程序A110通过载入带有正在被请求服务的段名和与服务请求一起提供的任何数据的段名的ACDS A256的“请求服务名和传送段表”字段开始作出服务请求。RPG应用程序A110还把每个已命名的ARDS A252载入到带有被传送数据的“传送段表”上。
在载入ARDS A252和ACDS A256时,RPG应用程序A110调用MSG模块A210中的请求功能,包括与功能调用有关的参数表中的ACDS A256和ARDSA252的名称。MSG模块A210采用请求功能来清除ACDS A256的“结果服务”字段和读出ACDS A256的“请求服务名称”字段和“传送段表”字段。MSG模块A210把控制/状态标题(见下文)写入到消息缓冲器A118中,指定“请求服务名称”、用户标识码(userid)以及交易管理系统A150的状态数据。MSG模块A210还用参数表调用建立/分析模块A220中“建立MSG”功能,参数表指定数据段的段名和消息缓冲器A218的位置。
建立/分析模块A220对参数表中所识别的DDS A250与消息缓冲器A218之间数据会话和操作进行处理。如上所述,模块A220的建立/分析MSG功能采用登记功能A216来实现DDS A250与消息缓冲器A218之间的实际数据操作。对于出站消息,建立MSG功能采用DD A228为待包含在消息包内的每个段确定所需格式并进行必要的格式转换。DD A228还用于入站消息包把数据转换成适合于AS/400操作系统的格式。DDS A250的地址是由初始化中产生的链接表确定的。
由消息接发系统A120产生的信息包具有以下格式:(I)|差错|控制|功能代码|用户标识码|数据|
←…………控制/状态…………→|←…应用数据…→包括差错、控制、功能代码和用户标识码字段的标题提供了把RPG应用程序A110的服务请求和相关数据从消息接发系统A120传递到被请求业务应用程序A310所需要的路由和状态信息。具体说,差错字段包括跟踪目的的差错代码,控制字段指定与交易管理系统A150通信的状态,功能代码字段指定正在请求哪个业务应用程序A310,用于安全检查目的,用户标识码利用RPG应用程序A110识别个人身份。数据字段包括服务名称和经过适当格式化的正在RPG应用程序A110与业务应用程序A310之间传递的任何应用数据。如上所讨论的,这一数据是利用分析/建立模块A220由消息接发系统A120载入的。
一旦完成了消息包,MSG模块A210调用发送/接收功能,利用初始化时分配的会话把消息包送至网关服务器A152中的交易管理系统A150。接口模块A142把会话映射到交易管理系统A150与交易服务A160之间建立的对话,从消息包(I)标题中的功能代码确定哪个业务应用程序A310被选中,以及采用交易管理系统A150调用被选中的业务应用程序A310。
现在参照图6A,它表示消息转换模块A304的一个详细方框图,模块A304包括消息建立/分析模块A320、list build模块A330以及存储器管理系统(MMS)模块A340,它为服务器A192的开放系统平台完成AS/400A112的专用平台上完成的建立/分析模块A220、list_build模块A230以及MMS模块A240的功能。然而,在服务器A192的情况下,交易管理系统A150协同CSI A154处理路由和控制信息。尤其是,这些部分确保消息包(I)的数据部分发送到服务应用程序A310。因此,就无需在服务器A192上的MSG模块A210的副本。另一方面,消息包(I)的数据部分必须转换为适合于开放系统平台的格式,这是由模块A320、A330、A340所执行的功能。
如图6A所示,服务应用程序A310具有协作的登记功能A316,它将与平台无关的建立/分析模块A320与平台特定的消息(MSG)缓冲器A314、A318隔离。在此情况下,MSG缓冲器A214包括数据结构,它采用与数据库A390一致的格式耦合消息转换模块A304与DBMS A380之间的数据。MSG缓冲器A218为从交易管理系统A150入站以及出站至交易管理系统A150的消息包提供一种缓冲功能。List_build模块A330和MMS A340也提供与其AS/400 A112上的副本模块A230、A240基本相同的功能。
消息转换模块A304也不同于消息接发系统A120,在这里它采用段超高速缓冲存储器A354和段超高速缓冲存储器接口结构(SCIS)A352来方便对信息数据字典(DD)A326的访问,无需在建立/分析模块A220内包含整个文档。SCIS A352包含了跟踪段超高速缓冲存储器A354中的被访问的数据段的信息。这是在AS/400A112上采用的另一种结构,但它需要足够的存储器用于段超高速缓冲存储器A354。
尽管图1所示的计算机系统A100的结构提供了RPG应用程序A110与交易服务A170之间的必要通信,但它并不提供安全或计帐功能。交易管理系统A150是TOP END(TE)而IF A142是启动消息接发系统A120时由网络服务模块A140所引起的入站代理(IA)。具体说,将IA A142配置为能将具有相同交易程序名(TE注册名)和交易代码(请求服务名)的所有会话/对话映射到一个通用用户标识符。因而,提供业务应用程序310的所有用户将被赋予相同的用户标识符,与RPG应用程序A110的哪个用户实际启动交易无关。如果不寻址,这种情况有效地取消了对服务器A192的交易安全性检查和可计帐性。
为了保证对服务器A192交易的安全性检查和可计帐性,系统A100的较佳实施例在网关服务器A152上的TE交易管理系统A150中装入安全服务程序(SIGNON SECURITY SERVICE,SSS)A154。现在参考图A7,图中示出网关服务器A152的较佳结构的方框图,其中,交易管理系统A150通过SSS A154耦合到交易服务A160。SSS A154包括TE客户A156和TE服务器A156’,通过由交易管理系统A150提供的客户/服务器接口(CSI)背对背耦合。
IA A142装入一个完整客户,代表消息接发系统A120通过交易管理系统A150访问SSS A154。在消息接发系统A120初始化时,网络服务模块A140引起IA A142传送SIGNON消息,包括非通用用户标识符至交易管理系统A150。IA A142利用IA A142配置文件中提供的通用用户标识符,通过交易管理系统A150传送对SSS服务的请求,建立与SSS A154的对话。交易管理系统A150把该请求送至SSSA154,建立TE服务器A156和RPG应用程序A110(经消息接发系统A120)之间的对话。然后,TE服务器A156触发TE客户A156’利用嵌入在注册消息中的非通用用户标识符在交易管理系统A150上注册。SSS A154证实消息接发系统A120已经建立对话,设定维持对话打开的标记。尔后,响应于消息接发系统A120的消息包(I),由TE客户A156’访问交易服务A170。
表A1说明书 附录交易管理系统116,116’ 交易管理系统150,150’网关服务器126 网关服务器152数据库服务器112 开放系统服务器192计算机124 计算机112DBMS214 DBMS380CPDB220 DB290LAN/WAN IF280 网关服务器140,IA142TCP/IP 协议模块160SNA LU6.2 协议模块130
权利要求书修改
1.一种在多个游乐场奖赏顾客惠顾的计算机实现的方法,其特征在于包括以下步骤:
在多个游乐场监视顾客的打赌活动;
根据在多个游乐场对顾客监视的打赌活动的币值将计分累计在顾客的帐户内;
为顾客周期性更新理论上的赢面,作为一段时期根据监视的顾客在多个游乐场的打赌活动估计的赢利的函数,该理论上的赢面随后确定提供给顾客的补偿或服务;
结合顾客帐户存储该理论上的赢面;以及
在多个游乐场的任何游乐场提供对顾客帐户的访问。
2.如权利要求1所述的方法,其特征在于进一步包括:
用顾客帐户内累计的计分兑换由累计的计分数所确定的奖品;以及
把累计的计分减少到兑换奖品的累计的计分数。
3.如权利要求2所述的方法,其特征在于兑换累计计分的步骤包括用累计计分兑换游乐场提供的礼物或服务。
4.如权利要求1所述的方法,其特征在于累计计分的步骤包括以下分步骤:
根据所选标准将计分值分配给打赌活动;
判断顾客的打赌活动符合哪一种所选标准;以及
根据该判断累计顾客帐户内的计分。
5.如权利要求4所述的方法,其特征在于分配计分值的步骤包括根据以下至少一项向打赌活动分配计分值的步骤:
打赌活动发生的时间;
发生打赌活动的赛地;或
发生打赌活动的游乐场。
6.如权利要求1所述的方法,其特征在于周期性更新理论上的赢面包括:
更新理论上的赢面,作为顾客对其中一个游乐场每次单独访问时受监视的顾客打赌活动的函数。
7.如权利要求6所述的方法,其特征在于包括向任何一个游乐场的游乐场职员或顾客显示顾客的理论上的赢面的附加步骤。
8.一种跟踪顾客在多个游乐场的活动的方法,其中,每个游乐场包括由计算机实现的管理系统,以及耦合到该管理系统用以将顾客活动数据传送到该管理系统的至少一个输入设备,每个游乐场的管理系统进一步耦合到中央数据库服务器,其特征在于所述方法包括以下步骤:
在多个游乐场的每个游乐场向游乐场的多个顾客的每个顾客分配一个顾客ID和相应的顾客帐户,并在游乐场的管理系统内存储在游乐场分配的顾客ID和相应的顾客帐户,每个游乐场的每个顾客帐户包括根据游乐场的打赌活动的累计计分余额;
根据多个游乐场管理系统的每个系统内的顾客帐户,在中央数据库服务器内形成顾客帐户数据库,数据库内的每个顾客帐户通过相应的顾客ID存取;
中央数据库内的每个顾客帐户包括理论上的赢面,它作为一段时期内根据多个游乐场的顾客的打赌活动所估计的赢利的函数而确定;
在游乐场的至少一个输入设备监视顾客的活动数据,包括顾客ID;
当测得顾客ID时,判断相应的顾客帐户是否已经在游乐场的管理系统中生效;
当判断相应的顾客帐户在管理系统内生效时,用在输入设备监视的顾客的活动数据更新相应的顾客帐户;
当判断相应的顾客帐户未在管理系统内生效时:
从中央数据库内相应的顾客帐户拷贝所选的顾客活动数据至游乐场的管理系统,使游乐场的管理系统内的顾客帐户生效;该所选的活动时间包括顾客的理论上的赢面;
更新在管理系统中的有效顾客帐户内的累计计分余额,作为在输入设备监视的顾客的活动数据的函数;以及
更新中央数据库中有效顾客帐户内顾客的理论上的赢面,作为根据游乐场的顾客的打赌活动所估计的游乐场的赢利的函数。
9.如权利要求8所述的方法,其特征在于更新累计的计分余额进一步包括:
从顾客的活动数据识别活动特征;
根据活动特征确定活动计分数;以及
将确定的活动计分数加到顾客帐户的累计的计分余额。
10.如权利要求9所述的方法,其特征在于该活动特征包括活动类型和活动等级。
11.如权利要求8所述的方法,其特征在于用根据游乐场的管理系统内的顾客帐户数据的累计计分余额为所选顾客帐户周期性更新中央数据库的步骤。
12.如权利要求8所述的方法,其特征在于包括以下附加步骤:
判断显示识别是否与受监视的输入设备有关;以及
当这样一种设备现有时,将来自有效顾客帐户的所选顾客活动数据传送到相关的显示设备。
13.一种使在一个或多个游乐场收集的顾客帐户数据出现在另一个游乐场的方法,其中,每个游乐场耦合到一个管理系统,对通过游乐场内的至少一个输入设备累计的顾客活动数据进行跟踪,且其中管理系统进一步耦合到中央数据库,其特征在于所述方法包括以下步骤:
向位于多个游乐场的多个顾客的每个顾客发行一个顾客ID号用以识别相关的顾客帐户;
将顾客帐户加入中央数据库;
为中央数据库内的每个顾客帐户存储累计的计分余额和理论上的赢面,累计的计分余额作为位于多个游乐场的顾客的活动数据的币值的函数产生,理论上的赢面作为根据一段时间顾客在多个游乐场的打赌活动所估计的赢利的函数产生;
找到所选的顾客数据,包括顾客的累计的计分余额或理论上的赢面,其根据输入至第二游乐场的管理系统的相关顾客ID号在来自中央数据库内的顾客帐户的至少一个第一游乐场产生;以及
更新中央数据库内顾客帐户的累计的计分余额或理论上的赢面,作为通过第二游乐场的管理系统在位于第二游乐场的至少一个输入设备跟踪的顾客的活动数据和打赌活动的函数。
14.如权利要求13所述的方法,其特征在于更新累计的计分余额包括以下分步骤:
判断游乐活动的类型;以及
根据游乐活动的类型累计活动计分数。
15.一种利用顾客帐户顾客ID对多个游乐场的顾客活动进行跟踪的系统,其特征在于所述系统包括:
位于每个游乐场的本地计算机系统;
至少一台输入设备,它位于每个游乐场并耦合到本地计算机系统,用以将在输入设备接收的顾客活动数据包括顾客ID和任何顾客打赌活动传送到本地计算机系统;
耦合到每个本地计算机系统的管理系统,用以从耦合的输入设备接收顾客活动数据,该管理系统进一步耦合到中央数据库,用以有选择地从与顾客ID有关的中央数据库获得顾客帐户,并用自耦合的输入设备收到的顾客活动数据有选择地更新所获得的顾客帐户数据;以及
中央数据库包括:
用于顾客的多个顾客帐户,每个顾客帐户拥有相关的顾客ID,顾客活动数据包括累计的计分余额和理论上的赢面,累计的计分余额作为位于多个游乐场的顾客的打赌活动的函数产生,理论上的赢面作为根据一段时间顾客在多个游乐场的打赌活动所估计的赢利的函数产生;以及
数据库管理程序,它接收来自每个管理系统的顾客活动数据,更新中央数据库的顾客帐户,包括每个顾客帐户的累计的计分余额和理论上的赢面,以反映顾客在多个游乐场的活动数据,并通过耦合到本地计算机系统的管理系统向游乐场的本地计算机系统提供所选的顾客活动数据。
16.如权利要求15所述的系统,其特征在于有多台输入设备设置在至少一个游乐场的各个赛地,且这些赛地包括与游乐场有关的投币机、游戏台、餐馆、零售点、旅馆报到处以及其它服务场所。
17.如权利要求15所述的系统,其特征在于每个顾客帐户包括游乐字段,其中个别地跟踪与投币机、游戏台和其它游乐场所有关的顾客活动。
18.如权利要求17所述的系统,其特征在于每个顾客帐户包括一个活动计分字段,当顾客活动登记在游乐字段内时即将计分加入到该字段。
19.一种在多个游乐场奖赏顾客惠顾的计算机实现的方法,其特征在于包括以下步骤:
在多个游乐场监视顾客的打赌活动;
为顾客存储顾客帐户;
为顾客周期性更新理论上的赢面,作为一段时期根据顾客在多个游乐场的打赌活动估计的赢利的函数,该理论上的赢面随后确定提供给顾客的补偿或服务;
结合顾客帐户存储该理论上的赢面;以及
在多个游乐场的任何游乐场提供对顾客帐户内的理论上的赢面的访问。
20.如权利要求19所述的方法,其特征在于周期性更新理论上的赢面包括:
更新理论上的赢面,作为顾客对其中一个游乐场每次单独访问时受监视的顾客打赌活动的函数。
21.如权利要求19所述的方法,其特征在于包括向任何一个游乐场的游乐场职员或顾客显示顾客的理论上的赢面的附加步骤。
22.如权利要求19所述的方法,其特征在于包括:
根据顾客帐户为顾客获得理论上的赢面;以及
确定提供给顾客的补偿或服务,作为顾客的理论上的赢面的函数。
23.一种跟踪顾客在多个游乐场的活动的方法,其中,每个游乐场包括由计算机实现的管理系统,以及耦合到该管理系统用以将顾客活动数据传送到该管理系统的至少一个输入设备,每个游乐场的管理系统进一步耦合到中央数据库服务器,其特征在于所述方法包括以下步骤:
在多个游乐场的每个游乐场向游乐场的多个顾客的每个顾客分配一个顾客ID和相应的顾客帐户,并在游乐场的管理系统内存储在游乐场分配的顾客ID和相应的顾客帐户;
根据多个游乐场管理系统的每个系统内的顾客帐户,在中央数据库服务器内形成顾客帐户数据库,数据库内的每个顾客帐户通过相应的顾客ID存取,并包括理论上的赢面,它作为一段时期内根据多个游乐场的顾客的打赌活动所估计的游乐场的赢利的函数而确定;
在游乐场的至少一个输入设备监视顾客的活动数据,包括顾客ID;
当测得顾客ID时,判断相应于顾客ID的顾客帐户是否已经在游乐场的管理系统中生效;
当判断相应的顾客帐户在管理系统内生效时,用在输入设备监视的顾客的活动数据更新管理系统内相应的顾客帐户;
当判断相应的顾客帐户未在管理系统内生效时,从中央数据库内相应于顾客ID的顾客帐户拷贝所选的顾客活动数据至游乐场的管理系统,使游乐场的管理系统内的新的顾客帐户生效;该所选的顾客数据包括顾客的理论上的赢面;
更新中央数据库中顾客帐户内的理论上的赢面,作为根据游乐场的顾客的打赌活动所估计的游乐场的赢利的函数,该游乐场通过监视设备检测顾客lD。
24.如权利要求23所述的方法,其特征在于对于一个游乐场的每个管理系统,其每个顾客帐户包括一个计分余额,它作为位于该游乐场的顾客的打赌活动的币值的函数而被累计,所述方法进一步包括:
根据该游乐场的顾客的打赌活动的币值更新每个顾客帐户内的计分余额,该游乐场由输入设备检测顾客ID。
25.一种为出现在多个游乐场的任何顾客获得理论上的赢面的方法,其特征在于所述方法包括以下步骤:
存储顾客帐户的中央数据库,与顾客ID有关的中央数据库内的每个顾客帐户以及理论上的赢面,它作为根据一段时间顾客在多个游乐场的打赌活动所估计的赢利的函数产生;
根据输入至第一游乐场的计算机系统的相关顾客ID号,找到中央数据库内的顾客帐户的理论上的赢面;以及
更新中央数据库内顾客帐户的理论上的赢面,作为通过第二游乐场的计算机系统对位于第二游乐场的顾客的顾客打赌活动跟踪的函数。
26.一种利用与顾客ID有关的顾客帐户对多个游乐场的顾客活动进行跟踪的系统,其特征在于所述系统包括:
位于每个游乐场的本地计算机系统;
位于每个游乐场的至少一台输入设备,每台输入设备耦合到本地计算机系统,用以将在输入设备接收的顾客活动数据和顾客ID传送到本地计算机系统;
耦合到每个本地计算机系统的管理系统,用以从输入设备接收顾客的顾客打赌数据和顾客ID,该管理系统进一步耦合到中央数据库,用以有选择地向中央数据库提供收到的顾客打赌数据和顾客ID;以及
中央数据库包括:
用于顾客的多个顾客帐户,每个顾客帐户拥有顾客ID和理论上的赢面;以及
数据库管理程序,它接收来自管理系统的顾客打赌数据和顾客ID,更新中央数据库中的顾客帐户的理论上的赢面,它对应于收到的顾客ID,作为一段时间内多个游乐场的顾客打赌数据的函数。
27.一种利用与顾客lD有关的顾客帐户对多个游乐场的顾客活动进行跟踪的系统,其特征在于所述系统包括:
在每个游乐场:
本地计算机系统,它存储多个顾客帐户,每个顾客帐户包括累计的计分余额,它作为游乐场的顾客的打赌活动的函数;
耦合到本地计算机系统的至少一台输入设备,用以将在输入设备接收的顾客活动数据传送到本地计算机系统,该活动数据包括顾客ID和顾客的打赌活动,本地计算机系统更新与收到的顾客ID有关的顾客帐户内的累计的计分余额作为顾客打赌活动的币值的函数;
耦合到每个本地计算机系统的管理系统,用以从输入设备接收顾客的活动数据,该管理系统进一步耦合到中央数据库管理程序,用以有选择地向中央数据库管理程序提供顾客的活动数据;
中央数据库包括:
用于顾客的多个顾客帐户,每个顾客帐户拥有相关的顾客ID和理论上的赢面;以及
中央数据库管理程序,它从管理系统接收活动数据包括顾客ID,并更新中央数据库中与收到的顾客ID有关的顾客帐户的理论上的赢面,作为根据一段时间内多个游乐场的顾客打赌活动所估计的赢利的函数。
28.一种为出现在多个游乐场的任何游乐场的任何顾客获得顾客帐户的方法,其特征在于所述方法包括以下步骤:
在多个游乐场的每个游乐场存储顾客帐户的本地数据库,每个顾客帐户与累计的计分余额有关,它是作为游乐场的顾客的打赌活动的币值的函数产生的;
存储顾客帐户的中央数据库,中央数据库内的每个顾客帐户与一个理论上的赢面有关,它是作为根据一段时间内顾客在多个游乐场的打赌活动所估计的赢利的函数产生的;
在每个游乐场监视顾客的打赌活动以及顾客帐户内计分余额中累计的计分,作为被监视的打赌活动的币值的函数;以及
更新中央数据库内顾客帐户的理论上的赢面,作为顾客在每个游乐场的被监视的打赌活动的函数。
Claims (24)
1.一种在多个游乐场奖赏顾客惠顾的方法,其特征在于包括以下步骤:
向顾客分配鉴定号和有关的帐户;
在多个游乐场的每个游乐场监视顾客的打赌活动;
根据监视的打赌活动将计分累计在相关的帐户内;以及
存取顾客在多个游乐场的任何游乐场的帐户以确定累计的计分。
2.如权利要求1所述的方法,其特征在于包括用累计的计分兑换由累计的计分数所确定的奖品的附加的分步骤。
3.如权利要求2所述的方法,其特征在于兑换累计计分的步骤包括用累计计分兑换游乐场提供的礼物或服务。
4.如权利要求1所述的方法,其特征在于累计计分的步骤包括以下分步骤:
根据所选标准将计分值分配给打赌活动;
判断顾客的打赌活动符合哪一种所选标准;以及
根据该判断累计顾客帐户内的计分。
5.如权利要求4所述的方法,其特征在于分配计分值的步骤包括根据发生打赌活动的时间、赛地和游乐场的至少一项向打赌活动分配计分值的步骤。
6.如权利要求1所述的方法,其特征在于包括为每次访问一个游乐场而分别记录顾客的受监视的打赌活动,为顾客确定理论上的赢面的附加步骤。
7.如权利要求6所述的方法,其特征在于包括当由游乐场职员提示时显示顾客的理论上的赢面的附加步骤。
8.一种跟踪顾客在多个游乐场的活动的方法,其中,每个游乐场包括由计算机实现的管理系统,以及耦合到该管理系统用以将顾客活动数据从游乐场赛地传送到该管理系统的至少一个输入设备,每个游乐场的管理系统进一步耦合到中央数据库服务器,其特征在于所述方法包括以下步骤:
向多个游乐场的每个顾客分配一个顾客ID和相应的顾客帐户;
在中央数据库服务器内形成顾客帐户数据库,每个顾客帐户通过相应的顾客ID存取;
在游乐场的输入设备监视顾客活动数据,包括顾客ID;
当测得顾客ID时,判断相应的顾客帐户是否已经在游乐场的管理系统中生效;
当相关的顾客帐户生效时,用来自输入设备的顾客活动数据更新生效的顾客帐户;
当顾客帐户未生效时,
从中央数据库内相应的顾客帐户拷贝所选的顾客活动数据,使管理系统内的顾客帐户生效;以及
用来自输入设备的顾客活动数据更新生效的顾客帐户。
9.如权利要求8所述的方法,其特征在于更新生效的顾客帐户的每个步骤包括根据来自输入设备的顾客活动数据更新有效顾客帐户的活动字段。
10.如权利要求9所述的方法,其特征在于更新活动字段的步骤包括以下分步骤:
从顾客活动数据识别活动特征;
根据活动特征确定活动计分数;以及
将确定的活动计分数加到与活动类型有关的顾客帐户的字段。
11.如权利要求10所述的方法,其特征在于该活动特征包括活动类型和活动等级。
12.如权利要求9所述的方法,其特征在于拷贝步骤包括以下分步骤:
从中央数据库内的相应顾客帐户检索所选的顾客活动数据;以及
将所选顾客活动数据写入由相应顾客ID指引的管理系统的帐户内。
13.如权利要求8所述的方法,其特征在于用游乐场的管理系统内的顾客帐户数据周期性更新中央资助入数据库的附加步骤。
14.如权利要求8所述的方法,其特征在于包括以下附加步骤:
判断显示识别是否与受监视的输入设备有关;以及
当这样一种设备现有时,将来自有效顾客帐户的所选顾客活动数据传送到相关的显示设备。
15.一种使在公司的一个或多个游乐场收集的顾客帐户数据通用于公司的另一个游乐场的方法,其中,每个游乐场耦合到一个管理系统,对通过游乐场内的至少一个输入设备累计的顾客活动数据进行跟踪,且其中管理系统进一步耦合到中央数据库,其特征在于所述方法包括以下步骤:
向公司的每个顾客发行一个顾客ID号用以识别相关的顾客帐户;
将顾客帐户加入中央数据库;
当相关的顾客ID号输入管理系统时从顾客帐户中检索所选的顾客活动数据;以及
加入通过该管理系统输入到与顾客ID有关的顾客帐户的任何新的顾客活动数据。
16.如权利要求15所述的方法,其特征在于包括当顾客为游乐活动时将活动计分分配至与顾客ID有关的顾客帐户的附加步骤。
17.如权利要求16所述的方法,其特征在于分配步骤包括以下分步骤:
判断游乐活动的类型;以及
根据游乐活动的类型分配活动计分数。
18.一种利用顾客ID指引的顾客帐户对位于与游乐公司有关的多个游乐场的顾客活动进行跟踪的系统,其特征在于所述系统包括:
位于每个游乐场的本地计算机系统;
至少一台输入设备,它位于每个游乐场并耦合到本地计算机系统,用以将顾客活动数据包括顾客ID传送到计算机系统;
耦合到每个本地计算机系统的管理系统,用以从耦合的输入设备接收顾客活动数据,该管理系统进一步耦合到中央数据库,用以必需时从中央数据库检索所选的顾客获得数据,并用自耦合的输入设备收到的顾客活动数据更新所选顾客活动数据;以及
中央数据库包括用于游乐公司的顾客的顾客帐户以及数据库管理程序,它接收来自管理系统的顾客活动数据,更新中央数据库的中央顾客帐户以反映顾客在任何游乐场的活动数据,并通过耦合到本地计算机系统的管理系统向本地计算机系统提供所选的顾客活动数据。
19.如权利要求18所述的系统,其特征在于有多台输入设备设置在至少一个游乐场的各个赛地,且这些赛地包括与游乐场有关的投币机、游戏台、餐馆、零售点、旅馆报到处以及其它服务场所。
20.如权利要求19所述的系统,其特征在于多台输入设备包括读卡机、转储终端和工作站。
21.如权利要求18所述的系统,其特征在于顾客活动数据包括活动类型数据。
22.如权利要求21所述的系统,其特征在于顾客帐户包括反映不同类型的顾客活动的字段。
23.如权利要求22所述的系统,其特征在于每个顾客帐户包括游乐字段,其中分别跟踪与投币机、游戏台和其它游乐场所有关的顾客活动。
24.如权利要求23所述的方法,其特征在于每个顾客帐户包括活动计分字段,当顾客活动记录在游乐字段时计分被加入该字段。
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US08/653,436 US5761647A (en) | 1996-05-24 | 1996-05-24 | National customer recognition system and method |
US08/653,436 | 1996-05-24 |
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EP (1) | EP0900425A1 (zh) |
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1997
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2001
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CN100412911C (zh) * | 2000-07-21 | 2008-08-20 | 东芝泰格有限公司 | 顾客管理系统 |
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