WO2009134909A2 - Biofeedback for a gaming device, such as an electronic gaming machine (egm) - Google Patents
Biofeedback for a gaming device, such as an electronic gaming machine (egm) Download PDFInfo
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- WO2009134909A2 WO2009134909A2 PCT/US2009/042145 US2009042145W WO2009134909A2 WO 2009134909 A2 WO2009134909 A2 WO 2009134909A2 US 2009042145 W US2009042145 W US 2009042145W WO 2009134909 A2 WO2009134909 A2 WO 2009134909A2
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- player
- biofeedback
- emotional
- game
- environmental
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Classifications
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- A63F13/10—
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/212—Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
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- A63F13/12—
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3202—Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
- G07F17/3204—Player-machine interfaces
- G07F17/3206—Player sensing means, e.g. presence detection, biometrics
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3225—Data transfer within a gaming system, e.g. data sent between gaming machines and users
- G07F17/323—Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the player is informed, e.g. advertisements, odds, instructions
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3225—Data transfer within a gaming system, e.g. data sent between gaming machines and users
- G07F17/3232—Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed
- G07F17/3237—Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed about the players, e.g. profiling, responsible gaming, strategy/behavior of players, location of players
- G07F17/3239—Tracking of individual players
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/213—Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features 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 input arrangements for converting player-generated signals into game device control signals
- A63F2300/1012—Features 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 input arrangements for converting player-generated signals into game device control signals involving biosensors worn by the player, e.g. for measuring heart beat, limb activity
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features 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
- A63F2300/55—Details of game data or player data management
- A63F2300/5526—Game data structure
- A63F2300/554—Game data structure by saving game or status data
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/69—Involving elements of the real world in the game world, e.g. measurement in live races, real video
Definitions
- Computer-controlled games generally provide richer experiences to the participants. Such experiences can include coordinated multi-media experience, more challenging games, extended, multi-session gaming, virtual experiences that combine reality with fantasy, faster-than-normal experiences, more immersive experiences, and so forth.
- Both physical and computer-controlled games generally involve an attempt by the player to achieve one or more goals.
- These goals for example can be multi-level and staged goals, in which the player progresses to the next stage or level as previous levels/stages are completed.
- These goals also can be increasingly more difficult or challenging, can involve the accumulation of points or credits, and/or can include multiple possible goals each with possibly different rewards and associated paths.
- the games can also require dexterity or knowledge skills, or a combination of both, in order to achieve a goal. For example, a player may have to navigate virtual geographies, make decisions on courses of action (e.g., amount to wager, path to take, etc.). The decisions made by the player while playing can result in the selection by the game of a different path of execution and the adjustment of goals and/or rewards accordingly.
- a game can reward the player's accomplishment of goals in points, credits, prizes (such as cash), or some combination thereof, alternatively or additionally to the enjoyment felt by the player in achieving the goal(s). Rewards may be provided only for completely achieving a goal, or prorated for partially achieving a goal. A game can provide multiple goals, each having an associated reward.
- Games can involve a single player that plays against the gaming device (such as against a virtual opponent) in order to achieve a goal, as well as involving multiple players that play against or with each other to achieve a goal.
- Examples of computer-controlled games that can involve single or multiple players include games that operate with a personal terminal or console (e.g., a video slot machine, XBOX, PSP, Nintendo DS, etc), games that are served remotely from a server (e.g., a server-based video slot machine, portal gaming machine, online web game, cable television set top box served by back-end servers, etc.), and/or games that include a mixture of hardware, software, and networking components that can be local or remote to the player.
- a personal terminal or console e.g., a video slot machine, XBOX, PSP, Nintendo DS, etc
- games that are served remotely from a server e.g., a server-based video slot machine, portal gaming machine, online web game, cable television set top box served by back-end servers
- Game and content manufacturers, developers, providers, and suppliers have spent significant effort in creating games that attempt to maximize the value of the games for the player, through richer experiences, higher possibility of economic return (e.g., lower hold percentages on wagering machines), adjusting existing or developing new goals to make the game more mentally or physically challenging, etc.
- a wagering game environment such as a casino
- game models, mathematic models, video and cabinet graphics and skins, secondary/bonus games, and other entertainment components have been developed that players seem to enjoy.
- These development efforts often attempt to maximize the entertainment value in proportion to the economic value, and thus maximize the wagering revenues to the casino or other gaming venue operator.
- the game device can calculate the player's skill level and/or luck, and make adjustments to the game accordingly to attempt to maximize the entertainment value for the player.
- determining the entertainment value based on the game play is severely limiting, for instance since there is the underlying assumption that a player wants increased (or decreased) skill requirements and/or luck outcomes. This assumption does not necessarily hold true with certain players and in certain situations.
- the gaming device's adjustments to the game which are based on the game play, amount to rather rough guesswork.
- Another aspect provides a system for a gaming environment, the system including: an electronic gaming machine (EGM) present in the gaming environment; at least one biofeedback subsystem coupled to the EGM, and adapted to obtain biofeedback that represents at least one biometric characteristic of a player of EGM; at least one environmental feedback subsystem present in the gaming environment, and adapted to obtain environmental feedback that represents at least one stimulus present in the environment; an emotional processing device coupled to the biofeedback and environmental feedback subsystems, and adapted to process both of the obtained biofeedback and the environmental feedback to determine an emotional response of the player; and a component coupled to the emotional processing device and to the EGM, and adapted to use the emotional response determined from both the obtained biofeedback and the environmental feedback to suggest an action to undertake that is directed towards the player.
- EGM electronic gaming machine
- Figure 1 is a pictorial representation of one embodiment of a Galvanic Skin Response (GSR) subsystem measuring a player's emotional response to a stimulus.
- HER Human Expression Recognition
- Figure 3 shows one embodiment of a system that detects and processes various stimuli that a player is exposed to.
- Figure 4 is a diagram illustrating a plurality of biofeedback and environmental feedback devices on an electronic gaming machine (EGM) according to one embodiment.
- EGM electronic gaming machine
- FIG. 6 is a flowchart showing one embodiment of a method performed by a Master Game Controller (MGC) that receives an emotional response from the EPD.
- MMC Master Game Controller
- biofeedback biometrical feedback
- Other feedback such as environmental feedback
- environmental feedback may be used in conjunction with the biofeedback to make an adjustment to or otherwise change a parameter of a gaming device being played by the player and/or a characteristic of the surrounding environment.
- the characteristic or parameter of the gaming device that is adjusted can include for example an aspect of the game being played with the gaming device and/or a feature of the gaming device itself.
- the characteristic of the environment can be any environmental stimuli that may affect the player as the player plays the game.
- a biofeedback subsystem monitors in real-time at least one biometric characteristic (such as biometric characteristics associated with emotions) of one or more players.
- the biofeedback is provided to the gaming device and/or related system components, and the gaming device uses the biofeedback to appropriately adjust the game play or other game device parameter to maximize the game's entertainment value to the player(s).
- the biofeedback can include a combination of Electrodermal Response (EDR) measurements, facial expression recognition, body expression recognition, optical measurements including pupil and iris behavior and eye tracking, speech recognition, and others.
- EDR Electrodermal Response
- the player can be identified, for example, through a player card, user identification code, biometric recognition, (e.g., facial recognition, finger print, etc), proximity device (e.g., RFID card, presence sensor, etc), and so forth.
- biometric recognition e.g., facial recognition, finger print, etc
- proximity device e.g., RFID card, presence sensor, etc
- One embodiment matches the emotional response of the player (as represented by the biofeedback) with certain game elements that are being presented at that time, and associates this matching to the identified player.
- One embodiment stores this matching information, combined with any collected environmental feedback, on a game server or player tracking database (or other suitable storage unit) via a network.
- the player tracking database can also be mined in one embodiment through the use of data mining and business logic tools to understand player preferences for particular game and/or environmental elements. This information can be aggregated and incorporated into future game design and environmental design (e.g., music, colors, offers, etc).
- the biofeedback subsystem of one embodiment is also able to provide certain physical feedback of the player, including but not limited to alcohol level, aggression, etc. With this physical feedback, one embodiment then determines if any subsequent response should be taken (e.g., stop selling drinks to the player, deactivate the gaming device, contact security, etc). Accordingly, one embodiment is able to recognize when a player is emotionally responding to a game, and this recognition can be associated with the specific elements of the game being presented.
- one embodiment is able to proactively and strategically incorporate these or similar elements in subsequent gaming sessions on the same or different games, for the same player and/or other players.
- information such as in the player tracking database
- one embodiment is able to proactively and strategically incorporate these or similar elements in subsequent gaming sessions on the same or different games, for the same player and/or other players.
- the effect of other environmental influences such as alcohol, other people in close proximity, air temperature and quality, sounds, time of day, time on gaming device, etc.
- one embodiment is able to make adjustments to the game and/or environment to appropriately address the situation.
- EGMs stationary and mobile electronic gaming machines
- PDA personal digital assistants
- the gaming device may incorporate either or both computer-controlled and physical elements.
- Figure 1 shows one embodiment of a biofeedback subsystem 100 adapted to detect emotion from at least one biometric characteristic.
- the subsystem 100 of Figure 1 can provide, for example, biofeedback in the form of skin conductance measurements, and various other embodiments can be directed towards facial expression recognition, body expression recognition, speech recognition, muscle tension measurement, brain activity measurement, alcohol level measurements, body temperature measurements, and so forth.
- biometric data that can be monitored and measured by the biofeedback subsystem 100 and/or other biofeedback subsystems described herein for determining emotion include blood pressure, heart rate, skin electrical conductivity or resistance, eye activity, pupil or iris characteristics, brain waves, muscle tension, facial and body expressions, speech, etc.
- biofeedback subsystem 100 and/or other biofeedback subsystems described herein can be adapted to perform the above-measurements to obtain the biometric data using Galvanic Skin Response (GSR) or Electrodermal Response (EDR), Electromyogram (EMG) for detecting muscle tension, Electroencephalogram (EEG), and/or other techniques.
- GSR Galvanic Skin Response
- EDR Electrodermal Response
- EMG Electromyogram
- EEG Electroencephalogram
- the biofeedback data can also be derived through temperature measurements or through a camera employing facial expression recognition and body posture recognition, referred to herein as Human Expression Recognition (HER).
- HER Human Expression Recognition
- the GSR device 110 measures the current (I) passing through the player's skin, and is thus able to calculate conductance. Using the change in conductance over time, the GSR circuitry 110 is able to measure emotional arousal. A device 113 displaying the measurements and calculations is coupled to the GSR device 110.
- the device 113 is adapted to display a GSR response 114 defined as a period of positive amplitude in response to a stimulus.
- Latency is the time between the stimulus 116 and the beginning 118 of the increasing amplitude.
- Rise time is the time from the beginning 118 of the response to the peak 120 of the response defined as the maximum amplitude achieved during the response 114.
- Half-recovery time is the time between the response peak 120 and a return to half 122 of the amplitude.
- the GSR device 110 and/or related components use latency between a response and various stimuli to determine, assign, estimate, or confirm which stimulus the player 102 is responding to.
- the GSR device 110 calculates the impact and level of arousal to the stimulus 112 from the rise time and amplitude of the response 114. In one non-limiting example, a shorter rise time and larger amplitude indicates a significant emotional response to a certain stimulus 112.
- Examples of the stimulus 112 include a visual stimulus, an olfactory (smell) stimulus, an auditory (sound) stimulus, a tactile (touch) stimulus, a gustatory (taste) stimulus, and/or a combination of one or more of these stimuli.
- the stimulus 112 can originate from a gaming device and/or from an environment proximate to the gaming device and the player 102.
- the GSR response 114 of Figure 1 is only one type of Electrodermal Response (EDR) and other techniques for measuring EDR in response to the stimulus 112 can be performed by the biofeedback subsystem 100 of Figure 1.
- EDR Electrodermal Response
- the HER engine 206 of one embodiment is a software program or other computer-readable instructions that are stored on a computer-readable medium (such as a memory or other hardware storage unit) and executable by one or more processors.
- the HER engine 206 compares the images 204 against a plurality stored libraries containing various body expression classes (e.g., libraries for body posture expressions 208, facial expressions 210, appendage expressions such as arm expressions 212, and hand expression 214).
- body expression classes e.g., libraries for body posture expressions 208, facial expressions 210, appendage expressions such as arm expressions 212, and hand expression 214.
- body expression classes e.g., libraries for body posture expressions 208, facial expressions 210, appendage expressions such as arm expressions 212, and hand expression 214.
- These various expressions types/classes may be combined in a single library, and in one embodiment, the expressions can described using custom expression semantics, for example in a markup language such
- the HER engine 206 can obtain a plurality of facial elements, such as mouth shape and eyebrow position, and can then match these elements against a plurality of descriptions in the facial expression library 210. For example, the HER engine 206 compares the player's mouth in the images 204 to a smiling description 220, frowning description 222, or neutral description 224. The HER engine 206 can then compares the eye brows in the images 204 to an up slant description 226 or down slant 228. The HER engine 206 can then combine the resulting matches to determine the player's facial expression.
- a plurality of facial elements such as mouth shape and eyebrow position
- the HER engine 206 can obtain the player's arm position(s) from the images 204, and can find the closest match described in the arm expression library 212.
- the images 204 may show that player 102 has his arms in certain positions, and the HER engine 206 can find a match with certain descriptions in the arm expression library: arms raised
- the HER engine 206 and/or another engine describes the player's speech expressions, and can use a speech expression library to determine emotional response of the player.
- a sound recorder such as a microphone (which may be integrated in the camera 202), receives sound from the player 102, and sends the sound data to the HER engine 206.
- the HER engine 206 filters out background noise, and thus retains only sounds emitted from the player 102.
- the HER engine 206 can employ voice recognition technologies for identifying which particular sounds are emitted from the identified player 102 (or multiple persons/players).
- the microphone may be adjusted or placed in such a way to detect only the sounds emitted from the identified player.
- a non-limiting example is a headset microphone worn by the player 102.
- the HER engine 206 of one embodiment can use speech recognition to identify spoken words from the sounds made by the player 102. The words are compared by the HER engine 206 against descriptions in the speech expression library so as to determine the emotional response of the player. This capability allows for the word expression library to be customized based on cultural and/or regional differences in language, dialects, accents, colloquialisms, expressions, etc.
- a separate sound processor filters for sounds from the player(s) and only sends this sound data to the HER (AF30).
- the separate sound processor also performs the speech recognition and sends the words and/or non-words to the HER.
- the HER engine 206 is adapted to combine the results of a plurality of expression classes to determine the emotional expression of the player in response to an identified stimulus, for example, to determine if the player is suddenly surprised, disappointed, angry, despondent, excited, celebrating, in deep thought, aroused, etc.
- raised arms description 230
- fists description 238
- a broad smile description 220
- a quick "We're number one" hand expression can be combined to determine that there is an expression of celebration from the player 102.
- any on or more of the expression libraries 208-214 etc. can be adjusted to reflect the local culture.
- the hand expression library 214 may classify the cultural expression of displaying the lone middle finger (description 242), which is commonly referred to as "the bird” as expressing (in an obscene manner) anger or disgust. Detection of such an emotional expression by the HER engine 206 can enable the casino operator to consider notifying a security guard or casino manager, so as to investigate a situation that may be potentially violent or bothersome for other players.
- the libraries 218-214 etc. may be stored and maintained on the local device (such as a gaming device being used by the player 102). Alternatively or additionally, the libraries 208-214 etc. may be stored and maintained at a remote server. In one embodiment, any one of the libraries 208-214 etc. can be fairly static and maintained by expression developers and updated occasionally. However, updates derived from previous calculations and emotion determinations can be performed. Moreover, any of the contents of the libraries 208-214 etc. can be adapted over time to reflect changing conditions or for other purposes. Further as an example, an emotion can be determined by comparing that player's resulting action against similar historical actions (by this player or others) after expressing a given emotion. The HER engine 206 then calculates an error rate and determines if the plurality of expression results indeed represent a different emotion than that originally calculated/determined. The HER engine 206 can thus perform error correction and "learns" the player's expression.
- Non-limiting and non-exhaustive examples include music from an overhead speaker 316, celebration from players or other audible output from persons at nearby games, general nearby game device sounds, or other general environmental noise 318 generated from people talking, air conditioning or heater units, air filtration system, other gaming machine sounds, alarms, etc.
- These sound stimuli are detected by one or more sound detection and recording devices 320 (such as a microphone) placed around the environment, including but not limited to, inside the EGM 302 itself.
- the recording device 320 is coupled to and sends the stimuli data over a network 322 to an Environment Stimulus Processor (ESP) 324.
- ESP Environment Stimulus Processor
- the ESP 324 may also be provided with current song selection information, by the device 320 and/or other source, as the sound stimulus data.
- Other people 326 and 328 in close proximity provide environmental stimuli (such as noise and/or their physical presence) to the player 102. Alternatively or additionally to the microphone 320, this environmental stimuli may be detected by the use of proximity devices, such as RFID devices carried by the persons 326-328.
- the proximity device of person 326 and 328 emits a signal that is received by one or more antennas 330, placed around the environment, including for example, inside the gaming cabinet of the EGM 302 itself.
- the antenna 330 is coupled to the ESP 324 to enable the ESP 324 to process the proximity stimulus data to the ESP 324 for processing.
- the ESP 324, the MGC 304, and/or other processors described herein can be coupled to one or more storage units 332 that are adapted to have encoded thereon or otherwise stored thereon software or other computer-readable instructions that are executable by the ESP 324, the MGC 304, and/or other processors to perform processing of biofeedback and environmental feedback and to adjust a parameter of the EGM 302 (and/or other system component) or trigger some other action to undertake, in response to the processed feedback.
- the storage unit(s) 332 can be embodied by a random access memory (RAM), a read only memory (ROM), or other hardware-based computer-readable storage medium.
- elements of the HER subsystem 200, the biofeedback subsystem, and/or other components elements described herein can be embodied as the computer- readable instructions or other information/data stored in the storage unit(s) 332.
- the storage of such elements in the storage unit 332 and coupling of the storage unit(s) 332 to the processors) is represented in Figure 3 by broken lines.
- environmental stimuli can be processed by the ESP 324 globally, per EGM 302, or per arbitrary groups of EGMs 302, such as those co-located in a similar area.
- the ESP 324 communicates these stimuli events to the game server 334 and/or player tracking system 336 that are coupled to the ESP 324.
- the game server 334 and/or player tracking system 336 associates player emotional responses/game element stimuli matches with simultaneous environmental stimuli, such as for storage.
- some combination of processes are performed for associating environmental stimuli, game element stimuli, and other stimuli that affect emotional response with a player ID at the device 306, MGC 304, game server 334, and/or player tracking system 336.
- the player 102 is also influenced by the game itself on the EGM
- the MCG 304, device 306, remote game server 334, and/or player tracking system 336 does not capture or record stimuli until triggered by the HER subsystem 200 and/or the biofeedback subsystem 200. This feature enables system performance from being adversely affected by high volume of stimuli that need to be processed. Delaying processing until the HER subsystem 200 and/or biofeedback subsystem 100 recognizes a key emotion limits the performance and storage requirements associated with monitoring, tracking, processing, and storing feedback information.
- Stimuli classes also can have customized attributes.
- types of game stimuli class attributes include certain symbols, graphics, actions (e.g., killing, flying, running, etc.), colors, speed of animations and transitions, style (e.g., flashy versus subdued), subject matter (e.g., animals, people, game show, etc).
- Non-limiting and non-exhaustive examples of music stimuli class attributes include genre, tempo, beat, performer, etc.
- Non-limiting and non- exhaustive examples of noise stimuli include volume, duration, specific source (or general noise), and the like.
- Person stimuli are employee position (or patron), loyalty club tier (if a patron), known versus unknown player, physical attributes (e.g., gender, hair color, size, race, etc.), and so forth.
- time of day can be determined, for example by the ESP 324, through the time provided to and synchronized on the game server 334 by a time server or clock.
- the time on the EGM 302 can be determined by a slot accounting system communicatively coupled to the ESP 324 and/or other elements of the system 300 of Figure 3.
- an alcohol detection device (ADD) 338 may be embedded in one or more buttons on the gaming cabinet of the EGM 302. In another embodiment, the ADD 338 may be incorporated into one or more of the displays 308-312 or other component of the EGM 302 in such a way as to determine the alcohol level/consumption of the player 102.
- the ADD 338 As the player touches the ADD 338, his alcohol level is measured, and the ADD 338 sends the data to the device 306, the MGC 304, the biofeedback subsystem 100, the ESP 324, or other component for inclusion along with other biofeedback and/or environmental feedback input.
- the ADD 338 can use near-infrared absorption spectroscopy techniques, such described in "New Booze Busting Device: Engineers Measure Blood Alcohol Content with Spectroscopy," Science Daily, November 1 , 2007, to determine blood alcohol level.
- low power light such as light in the near-infrared spectrum
- the skin of the person 102 e.g., skin of the hand, finger, arm, or other body part of the person proximate to the ADD 338.
- the light that returns to the skin surface is collected by a detector of the ADD 338. Since the light reflected by each type of molecule (e.g., water, alcohol, etc.) is unique, the spectrum of alcohol can be discriminated from other molecules that are present in the body.
- alcohol consumption may estimated by data from a bar management system 342. For example, the bar management system 342 may keep an accounting of the number of drinks that have been ordered by the player 102.
- the embodiment of the system 300 may include other components 344, which are not described in further detail herein, for the sake of brevity.
- the components 344 can include, but not be limited to, communication devices, other biofeedback and/or environmental feedback subsystems, power supplies, a security system, other servers or processors or storage units, a command and control center (such as game-to-system or G2S components), and so forth.
- Figure 4 shows in further detail various example embodiments of multiple biofeedback methods that can be employed by the EGM 302. .
- the EGM 302 of one embodiment uses Galvanic Skin Response (GSR) and Human Expression Recognition (HER) methods such as those described above for monitoring the emotion of the player 102.
- GSR Galvanic Skin Response
- HER Human Expression Recognition
- the GSR device 110 and HER engine 206 are coupled to an emotion processing device (EPD) 400.
- EPD emotion processing device
- the GSR device 110 and/or the HER engine 206 (and their related components) may be combined in the same EPD 400.
- the EPD 400 is coupled to the MGC 304 and/or the associated equipment system device 306.
- one embodiment of the camera 202 may be housed in the EGM 302 and is coupled to the EPD 400.
- the camera(s)' field of view includes the player's entire body and/or portion thereof (e.g., face and/or upper body).
- the EGM 302 includes multiple cameras 202.
- the HER engine 206 processes the player's facial and body expressions as described above with respect to Figure 2, and provides this information to the EPD 400.
- the camera 202 or other imaging device at or near the EGM 302 may be adapted to capture pupil and iris behavior of the player 102 and perform eye tracking.
- the camera 202 can capture pupil/iris behavior and movement of the player's eyes, such as for example if an item or other stimulus catches the player's attention or interest, surprised him, etc.
- Items that may catch the player's attention can include, for instance, visual output from the game (or other environmental stimulus from the EGM 302), nearby persons, or other items in the environment that can be seen by the player 302.
- One embodiment is able to determine the particular stimulus that caused the player's pupil/iris behavior and eye movement, and use this information to determine a course of action to undertake.
- the player 102 may be attracted to red-headed women, and the camera 202 can capture his pupil/iris behavior and eye movement directed towards red-headed women (whether live persons in his vicinity, graphically represented in the displays of the EGM 302, etc.).
- the EPD 400 and/or other component(s) described herein can process this pupil/iris behavior and eye movement provided by the camera 202 to identify the particular stimulus that caused the pupil/iris behavior and eye movement, using techniques such as triangulation or other suitable technique that can correlate the position of the player's eyes with the stimulus source.
- the MGC 304 and/or other component can suggest an appropriate action to undertake, such as sending a red-headed waitress to provide additional drinks to the player 102, thereby enhancing his enjoyment of the gaming experience.
- the camera 202 may send the data (captured images) to the ESP 324, via the network 322, for processing.
- the ESP 324 may send the facial and body descriptions to the EGM 302 (via the game server 336) to enable the local HER subsystem 200 of the EGM 302 to determine and process the images and/or descriptions.
- This embodiment enables the ESP 324 to send raw data, semi-processed, or fully processed human expression descriptions to the HER engine 206 in the EGM 302.
- a separate HER engine and related components may be included in or otherwise used by the ESP 324 to determine and process the emotional response.
- a HER engine may receive and process the input from the camera 202 on the ceiling, and send data directly to the device 306 and/or the MGC 304.
- the microphone 320 of one embodiment may be housed in the EGM 302 to record nearby sounds (such as sounds emitted by the player 102), and these sounds are provided to the EPD 400, via the HER engine 206 for example.
- the HER engine 206 processes the words and other sounds made by the player 102, and provides this input to the EPD 400.
- the EGM 302 employs a plurality of GSR electrodes embedded in buttons 402 that the player 102 touches with his hand 104.
- the electrodes are coupled to the GSR device 110, which measures the conductance levels in the player's skin as previously described with respect to Figure 1 above.
- Non-limiting and non-exhaustive examples of the buttons 402 include Max Bet, Service, Hold, Draw, and Spin.
- the GSR electrodes and/or other sensor components may also be embedded in one or more touch displays of the EGM 302, in a slot handle used to initiate the spinning of the reels, on a chair of the player 102, and so forth.
- the biofeedback subsystem 100 may be provided with a plurality of touch point electrodes coupled in single circuit to a single GSR 110. This embodiment allows for multiple biometric measurements (such as skin conductance, pulse, temperature, etc.) on the EGM 302, which may then be provided to the EPD 400.
- the EPD 400 receives input from the biometric monitors (e.g.,
- the EPD 400 may take into account individual characteristics in evaluating emotional responses. Non-limiting and non-exhaustive examples include cultural, regional, racial, gender, personal, etc. differences. These personalizations may be stored per player or group of players on the remote game server 334 and/or the player tracking system 336. The personal characteristics may be stored and used to select from pre-stored personalizations or modified on the fly.
- the EPD 400 of one embodiment sends this information to the device 306 and/or the MGC 304.
- Either of these devices are adapted to match this emotional state with applicable stimuli, either from the game element, as tracked by the MGC 304, or from any environmental stimuli collected by the camera(s) 202 and microphone(s) 320.
- these various components can be implemented in a game console, such as those that operate in conjunction with a set top box, personal computer, network connection, television, or other associated devices.
- the various biometric and/or environmental sensors can be integrated in a joy stick or user interface of the game console and/or located in a remote device or other location in the environment where the game console and player are present.
- the player 102 may be sitting at a non-EGM table or cabinet (such as a traditional black jack or poker table) that may or may not include a MGC 304, displays 308-312, alcohol detection devices 338, speakers 314, or local camera 202, microphone 320, etc. directly coupled or built into the cabinetry.
- the EPD 400 processes biofeedback and/or environmental feedback from a plurality of biometric/environmental monitors (e.g., GSR or HER devices, microphones, ADD 338, etc).
- biometric/environmental monitors e.g., GSR or HER devices, microphones, ADD 338, etc.
- Various operations depicted in the flowchart of Figure 5 and elsewhere herein need not necessarily be performed in the exact order shown. Moreover, certain operations can be added, removed, modified, and/or combined.
- the various operations depicted in the flowchart of Figure 5 and elsewhere herein can be embodied in software or other computer-readable instructions stored on one or more computer-readable storage media and executable by one or more processors, such as previously described above.
- the EPD 400 has multiple concurrent processes running.
- One or more of these processes are responsible for queuing biofeedback and/or environmental from monitors.
- the process wakes up at a block 502 when it receives biofeedback and/or environmental feedback data from at least one monitoring device ⁇ e.g., biometric sensors such as GSR or HER or EMG or other, environmental sensors, etc.) at a block 504.
- the process simply saves the feedback locally at a block 506 for later processing, and goes back to sleep at a block 508.
- the process stores the data to a queue in RAM or other memory, and separate queues may be maintained for each source of the biometric/environmental feedback.
- EPD 400 has one or more concurrent processes (an EPD evaluation process) that awakens at a block 510 to evaluate the collective biofeedback received.
- the process reads the newly received feedback that had been locally stored at the block 506 by the other process, and adds to the recent feedback set at a block 512.
- the process may look into the queue in RAM without removing the feedback from the queue, or the recent biofeedback set may be de-queued and stored separately in RAM.
- the threshold of what is considered recent is configurable based on the type of biofeedback monitors.
- a registered spike in heartbeat may be considered stale in a matter of seconds, but a facial expression may not be stale until replaced with a different expression.
- the biofeedback or environmental feedback data that is posted to the queue includes an expiration period to provide guidance to the EPD 400 when the biofeedback or environmental feedback should be considered stale and possibly irrelevant.
- the GSR device 110 interprets a quick spike in stress level and forwards this information to the EPD 400, and around the same time, the HER engine 206 recognizes that the player 102 is no longer grinning and is instead frowning.
- the EPD feedback evaluation rule engine can thus determine that the player 102 was just surprised with a negative experience.
- the GSR device 110 registers a general increase in stress level.
- the HER engine 206 recognizes that the player 102 is sitting on the edge of his seat, and is leaning towards the game, with a stern and focused facial expression.
- the speech recognition engine may detect the player 102 saying "Come on, come on. Daddy needs a new pair of shoes.”
- the EPD feedback evaluation rule engine thus decides that the player is greatly anticipating a possible rewarding experience.
- the GSR device 110 registers a quick reduction of stress.
- the HER engine 206 recognizes that the player 102 is tapping his fingers and bobbing his head at a similar rate. It also sees that the player is mouthing words, although the speech engine is not detecting any words, but does detect periodic hums.
- the EPD feedback evaluation rule engine decides that the player 102 is listening and enjoying a particular song.
- FIG. 6 is a flowchart describing one embodiment of a method 600 performed by the MGC 304 that receives an emotional response (indication thereof) from the EPD 400 and/or the device 302.
- the MGC 600 has multiple concurrent processes running. One or more of these processes is responsible for receiving stimuli from stimuli sources.
- the process wakes up at a block 602 when it receives stimulus data from a stimuli source at a block 604.
- the process saves the stimulus locally at a block 606, and goes back to sleep at a block 608.
- the MGC local store (at the block 606) includes a sorted list stored in RAM or other memory.
- the MGC 304 maintains a single sorted list for all stimuli sources and/or can maintain a separate list for each stimuli source.
- Non-limiting and non-exhaustive examples of stimuli sources are the game graphics manager (responsible for presenting certain elements to the player), game sound manager (responsible for presenting certain sound elements to the player), game control logic manager (responsible for controlling flow of story line, plot, and other path of game logic execution), and other components for controlling the player game experience.
- Environmental stimuli sources provide stimuli data to the MCG
- Non-limiting and non-exhaustive examples of environmental stimuli sources include a sound recorder recording sound in the general vicinity of the game, light detectors connected directly to the EGM or near the EGM recording lighting characteristics, proximity sensors monitoring objects, including other players and casino employees, passing nearby, the various cameras and microphones and proximity sensors shown in Figures 3-4, etc.
- the ESP 324 can receive and manage stimuli from stimuli sources located around the environment. The ESP 324 records and manages these stimuli, as previously explained above.
- the ADD 338 provides the MGC 304 with the alcohol level of the player 102.
- a digital signage system may also inform the MGC 304 of the characteristics of visual messages, graphics, ads, etc. being displayed in the general vicinity, for the environmental stimuli provided at the block 604.
- the stimulus source may post the stimulus to a queue with a suggested period of relevancy.
- a high-action game scene may have a relevancy period of a couple of seconds (possibly the length of the scene), while a song playing on the player's personal listing device may have a relevancy of a few minutes (possibly the length of the song).
- a game stimuli manager may be provided to receive and manage the stimuli coming from stimuli sources.
- the MGC 304 creates a process (an emotional response event handler) when the MGC 304 receives notification of an emotional response at a block 610.
- the provider of the emotional response e.g., EPD 400 and/or device 302
- the emotional response period provides the event handler with guidance on determining the set of stimuli that may be relevant. For example, a surprised emotion may have an emotional response period in fraction of seconds or less than two seconds, whereas a happy emotion may have an emotional response period of possibly a minute.
- the event handler queries the local storage for all stimuli that have occurred during the emotional response period, at a block 612. In one embodiment, this is determined by pulling the top stimuli on the sorted list within the requested period of time.
- the selected stimuli may be recorded in an internal collection, and further, the event handler may query the stimuli sources separately for any applicable stimuli and create an internal collection of stimuli.
- the event handler determines at a block 614 if the emotional response coincides with one or more game elements or environmental stimuli. In one embodiment, this is determined by testing for an empty collection.
- the MGC 304 communicates with the remote game server 334, and the event handler posts the emotional response and attached stimuli to the remote game server 334 at a block 618 for storage or separate processing.
- the event handler runs the emotional response and stimuli through an emotional response rule engine at a block 620, and the rule engine applies rules from the rule library (emotional profile) against the emotional response and the stimuli.
- the various embodiments of rule engines described herein can be embodied has hardware and/or software logic of the MGC 304, the EPD 404, and/or of other components.
- the rule engine may reside in the EGM 304 or in a separate regulated component coupled to the MGC 304.
- the rule engine may reside device 302 or a separate associated equipment component coupled to the device 302, or coupled to the MGC 304 via a regulated and/or unregulated connection, such as serial, Ethernet, etc.
- the rule engine may reside on a remote server (such as the game server 334), and the emotional response and attached stimuli may sent to this remote rule engine for processing.
- the rule engine determines at a block 622 whether to suggest game and environmental changes.
- Changing the game may include changing some characteristic of the EGM 302, including changing a parameter of the game and/or changing selected game graphics, including possibly re-skinning the game to graphics or themes to which the player is more likely to a positive emotional response.
- the system may recognize that the player 102 is feeling that 7s are unlucky and that clovers are lucky. The rule engine can thus suggest replacing 7 symbols with clover symbols.
- the rule engine can suggest a logic path or plot for the game. For instance, one embodiment understands the types of plots that really engage the player 102, and can suggest modifications that bring the current play in line with the plot(s).
- the rule engine may also suggest one or more particular goals that the player 102 may find more engaging, a different reward method for the player, a different level of rewards for the current set of goals, a particular geography for the player to navigate through, increasing the skill level required, and so forth.
- the rule engine may suggest that a nearby player be awarded a prize at such a level that would generate a disruptive celebration on the part of the player playing the other game. This suggestion is based on recognition by one embodiment that the player 102 is motivated and excited by nearby players' winning, and can therefore suggest award level corresponding to other players.
- the rule engine analyzes the player's emotional responses to assist in the strategy of the virtual opponent.
- a training application may be provided to teach the player 102 how to control his emotions and/or increase his skill in playing the game against human players.
- the rule engine may assist a second player in competing against the first, and as such provide a handicapping feature that helps to level the playing field across all players. The suggested level of assistance may be varied for each player.
- the rule engine may suggest making game and/or environmental changes to which the player 102 may have a less positive, or even negative response.
- the rules can be provided to help moderate the player's emotional response.
- One goal may be to prevent the player 102 from being desensitized to certain stimuli due to overexposure, and/or to de-excite the player 102 for safety reasons, such as for example for detecting and preventing an inebriated player or emotionally unstable person from become over-agitated and posing a safety risk to himself, other players, and/or employees.
- the rule engine may suggest dispatching an employee, such as a supervisor, manager, or security, to the player 102 for assistance.
- the MGC 304 or device 302 can communicate a message to the security system and/other components of a command and control center that an employee needs to investigate this player 102.
- the rule engine may suggest that the player 102 move to another EGM (knowing that a friend of the player is sitting nearby), turning off or disabling the game (for example, it is recognized that the player 102 is exhibiting the emotional responses characteristic of addictive gamblers and/or recognizes abnormal play habits for the player during this session), disabling the game if it is recognized from abnormal play habits that the player 102 is inebriated.
- the rule engine may provide a plurality of suggestions for a plurality of emotional responses/stimuli at the block 622. If the emotional response rule engine returns with any game or environmental suggestions at the block 622, the event handler posts one or more recommended changes to the MGC 304 at a block 624.
- the MGC 304 may implement all the recommended changes at the block 624, or the MGC 304 may recognize that a subset of the recommended changes violates internal game policy, configured operator policy, or configured regulator policy and rejects those suggested changes. Under some circumstances, the MGC 304 may reject all suggestions.
- the MGC 304 is communicating with the remote game server 334, and the event handler records the suggested changes to the game and/or environment and which changes were implemented and which were not at a block 626.
- the event handler receives the emotional response from the EPD 400, and the event handler posts the emotional response and any attached stimuli to the associated device 302 at a block 628.
- the event handler may record the emotional response, attached stimuli, changes suggested by the rules engine, which were implement by the MGC 304 and which were not, to the associated device 302.
- the event handler cleans up the local store by purging any stale stimuli at a block 630.
- the operations depicted in the method 600 can be performed by other components of the EGM 302, alternatively or in conjunction with the MGC 304.
- the device 302 of one embodiment can perform the method 600 alternatively to the MGC 304.
- saving the emotional responses and stimuli with the remote game server 334 and/or the player tracking system 336 back at the block 618 can be for the purpose of later offline analysis.
- the emotional response and attached stimuli may be stored in or associated with the player's profile, and/or saved in or associated with a broader set of criteria. Non-limiting examples of such criteria include, but are not limited to, cultural, regional, geographic, racial, nationality, accent, gender, loyalty club tier, and other personal preferences/behaviors.
- Another embodiment entails storing or associating the emotional response/stimuli grouped based on a mixture the previous characteristics.
- the analysis of the stored information is used to develop a model of a player's preferences and behaviors and what he responds to emotionally.
- the analysis is used to develop a broader model of a group of players' preferences and behaviors and what a more general population responds to emotionally.
- the emotional responses are compared against game stimuli to understand emotional responses to certain game elements. This understanding may then used by game and content designers to modify certain elements of the game in future versions of the game and/or to develop entirely new games.
- the rule engine applies time on the EGM 302, overall time spent playing, and/or time of day as a de-enhancer of stimuli and uses that as a determining factor in calculating the impact of other stimuli sources.
- the emotional responses may be compared against music stimuli to understand emotional responses to the type and style of music being played as background music in the facility. This understanding is then used to select play lists to which the players will emotional respond more positively.
- the understanding may be developed on a group of players, including a single player, for use in developing custom music play lists for a player in that group.
- the emotional responses may be compared against employees in the general vicinity and those that interacted with the player to understand emotional responses to the type of employees.
- the employees that garner more positive or negative emotional responses can be analyzed for trends.
- This understanding provides the operator of the casino with data on the employee characteristics to which players respond more positively.
- characteristics can include physical features (such as hair color, height, race, amount and type of makeup, perfume worn, clothes worn, etc.), personality features (such as talkative versus business-only, loud versus quiet, smiling or not, etc). This understanding may be used to guide hiring decisions, training programs, and cloth selection/policies.
- the data shows that the players participating in the event respond positively to the excitement, but nearby players not participating find the noise to be disruptive.
- the operator can position the speakers so that the participants receive the intended sounds, but minimize the annoyance in other areas mostly populated by non-participants.
- the emotional responses may be compared against digital signage stimuli to understand emotional responses to the images and advertisements presented to the player. This data and understanding may be sold to third party advertisers and content developers for creating more efficient content.
- the content may be modified and tailored to specific groups of players.
- the rule engine can suggest customized content be presented to the player 102 at the game.
- the understanding of the player's emotional responses to content can be used to customize advertisements played on television channels.
- the televisions may be in the player's hotel rooms, and the television commercials may be customized for the player when he is watching a particular television station.
- This targeted advertising based on data collected from emotional response to stimuli can be extended to various media, including, but not limited, internet advertising, movies and other video programming, electronic magazines, etc.
- the emotional responses may be compared against other player proximity stimuli to understand emotional responses to other players.
- Characteristics of players can be determined that create positive emotional responses in other players.
- this understanding may be used to create player communities, pulling together players which have common characteristics that they are emotionally attracted to.
- this understanding may be combined with demographic and emotional understanding to design the gaming facility, or a part of the gaming facility, to attract players with similar tastes and characteristics, thereby assisting in the development of community among players.
- the rule engine may base its suggestions at least in part on some level of randomness, provided by a random number generator.
- the rule library in the rule engine may be static and stored locally with the MCG 304.
- the rule library in rule engine may be dynamic and customizable based on the situation.
- the rule library may be updated based on real-time knowledge learned/derived from previous calculations and emotional responses/stimuli determinations.
- the conclusions about an emotional response to a particular stimulus may be determined by comparing that player's resulting emotional response to a given stimulus against similar historical responses (by this player or others).
- the rule engine calculates an error rate and determines if the plurality of emotional responses indeed signify a different meaning than originally calculated. In this manner, the rule engine performs error correction and learns the player's expression.
- a baseline from which to customize may be developed by rule designers.
- the initial rule library is a single library or emotional profile. From that base, learned knowledge is applied for individual players or groups of players.
- the rule library may be developed for each player or group of players.
- the rule engine engages in a learning period, receiving and analyzing emotional responses/stimuli, but not making any game, system, or environmental suggestions in one embodiment. Rather the rule library may be trained on the player's or group's emotional responses, learning their preferences and behaviors. Once the learning period is over, the rule engine offers suggestions for that player or players in that group.
- the player is taken through a series of activities to measure his emotional responses to standardized stimuli. The activities may be the same experience for every player, and/or the experience may be differentiated for players.
- the player may or may not be aware that the system is taking him through a series of exercises in order to learn his preferences and behaviors, perhaps introduced as a way to "get to know him better," for the purpose of developing an emotional profile for him or for a broader emotional profile.
- This training may take place during normal game play, during a special session, at the game, and/or separately from the game, such as a kiosk, or dedicated training system.
- the customized rule library, or emotional profile is downloaded (e.g., to the MGC 304 or device 302) when the player 102 is identified, or soon thereafter.
- the player may be identified by a player card, by biometric sensor (such as finger print, facial recognition, iris scan, etc.), by a proximity sensor (such as RFID tag on the player's person somewhere), and/or other suitable identification technique.
- the remote game server can incorporate the emotional response and stimuli data received from the MCG 304 at the block 618 with earlier emotional response/stimuli data, and can adjust the rules in the rule library.
- the updated rule library may be downloaded during a subsequent session. Further in an embodiment, the player tracking system 336 can receive the emotional response/stimuli data from the device 302, performs this analysis of the data, and updates the rule library.
- each player has his own rule library, or emotional profile, as part of his player profile.
- the rule engine, or emotional profile may be aggregated and normalized for a particular group of players.
- Non-limiting examples include cultural, regional, geographic, racial, nationality, accent, loyalty club tier, or other personal preferences/differences/behaviors related groupings.
- Another embodiment entails grouping based on a mixture the previous characteristics.
- An embodiment can identify common elements in a set of songs and suggest that the songs be added to the player's music play list and/or rotation;
- - provide the player 102 with some other casino offer, such as a free play, free or discounted ticket to the buffet, free or discounted nights stay, free or discounted drink, coupon for shopping, etc.;
- the rule engine may decline and reject the player's order, such as if it is detected that the player 102 is inebriated and getting agitated.
- the rule engine may suggest dispatching an employee (such as a supervisor, manager, or security) to the player 102 for assistance;
- the rule engine may suggest providing the player with a stimulating drink (e.g., coffee or a caffeinated soda);
- a stimulating drink e.g., coffee or a caffeinated soda
Abstract
Description
Claims
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US8308562B2 (en) | 2012-11-13 |
US20090270170A1 (en) | 2009-10-29 |
AU2009243112B2 (en) | 2013-11-21 |
AU2009243112A1 (en) | 2009-11-05 |
CN102076387B (en) | 2014-04-16 |
WO2009134909A3 (en) | 2010-01-21 |
CN102076387A (en) | 2011-05-25 |
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