IP Library Granted Patent US 10,593,152
Granted Patent B1
US 10,593,152 · App. 16/109,298 · Granted Mar 17, 2020

Gaming machine and method for evaluating player reactions

Inventor: Gregory Paul Schwartz (Las Vegas, NV)
Assignee: ARISTOCRAT TECHNOLOGIES AUSTRALIA PTY LIMITED
G07F17/3239G07F17/3206
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Quick Facts
Patent No.
US 10,593,152
App. No.
16/109,298
Granted
Mar 17, 2020
Kind
B1
Abstract

An electronic gaming machine includes a display, a digital camera device, a credit input mechanism, and a processor programmed to perform operations comprising: (i) receiving, from the digital camera device, a digital image of the player; (ii) determining an emotional state of the player by performing facial expression analysis on the digital image; (iii) determining an emotion level of the player by categorizing the emotional state of the player based on the determined emotional state, the categorizing includes a first state representing a positive emotional level and a second state representing another emotional level; (iv) determining that the emotional level is the other emotional level; and (v) automatically initiating a game session action during the game play session, the game session action is configured to cause the player to transition to the positive emotional level.

Claims (64)

1. An electronic gaming machine comprising:

a cabinet;

a display device configured to display visual aspects of a wagering game;

a digital camera device integrated into the cabinet and configured to capture digital image data of a player of the electronic gaming machine during a game play session of a wagering game;

a credit input mechanism including at least one of a card reader, a ticket reader, a bill acceptor, and a coin input mechanism, the credit input mechanism configured to receive a credit wager;

a storage medium having instructions stored thereon; and

a game controller enclosed by the cabinet and configured to execute instructions stored in a tangible, non-transitory, computer-readable storage medium, which, when executed by the game controller, cause the game controller to at least:

transmit an instruction to the digital camera device to initiate capturing of an initial digital image of the player;

receive, from the digital camera device, the initial digital image of the player over a communications network coupling the digital camera device and the game controller;

submit the initial digital image as input to a preliminary image processor software module, the preliminary images processor is configured to output a cropped facial image of the player by identifying a facial position of a face of the player within the initial digital image and cropping the initial digital image around the identified facial position;

in response to output of the cropped facial image, submit the cropped facial image to an emotion analysis software module, the emotion analysis software module is configured to evaluate the cropped facial image using facial expression analysis techniques to determine a current emotional state of the player;

determine an emotional level of the player by categorizing the emotional state of the player output by the emotion analysis software module, the categorizing includes a first state representing a positive emotional level and a second state representing another emotional level; and

automatically initiate a game session action at the electronic gaming machine and during the game play session when the determined emotional level is the other emotional level, the game session action is configured to cause the player to transition to the positive emotional level.

2. The electronic gaming machine of claim 1 , wherein the preliminary image processor is further configured to:

determine an area within the initial digital image representing a face of the player; and

crop the initial digital image to include only the determined area in the cropped facial image prior to evaluating the cropped facial image.

3. The electronic gaming machine of claim 1 , wherein the game session action includes one of initiating a light show, adjusting colors of the wagering game, and altering audio presented during the wagering game.

4. The electronic gaming machine of claim 1 , wherein the game session action includes one of calling an attendant, providing complimentary services, and providing complimentary credits for the wagering game.

5. The electronic gaming machine of claim 1 , wherein when executed, the instructions further cause the game controller to at least:

capture gameplay data associated with the wagering game contemporaneous to the capturing of the initial digital image;

timestamp the gameplay data and the emotional level to generate a time-synchronized log of the game play session; and

store the time-synchronized log for analysis by one or more of a game developer of the wagering game and a casino operator providing the electronic gaming machine.

6. The electronic gaming machine of claim 1 , wherein when executed, the instructions further cause the game controller to at least generate an engagement level of the player based at least in part on the determined emotional state.

7. The electronic gaming machine of claim 6 , wherein when executed, the instructions further cause the game controller to at least:

determine a gaze direction of the player based on the initial digital image;

determine that the gaze direction of the player is not directed at the electronic gaining machine,

wherein generating an engagement level of the player is further based at least in part on the determining that the gaze direction of the player is not directed at the electronic gaming machine.

8. The electronic gaming machine of claim 5 , further comprising a microphone configured to capture audio data near the electronic gaming machine, wherein when executed, the instructions further cause the game controller to at least:

detect a source of noise not related to the electronic gaming machine; and

store the audio data in the time-synchronized log.

9. The electronic gaming machine of claim 1 , wherein when executed, the instructions further cause the game controller to at least:

receive, from the camera device, digital video of an environment behind the player;

perform motion analysis on the digital video to determine the presence of people walking near the electronic gaming machine; and

automatically identify foot traffic as a source of distraction for the player based on the motion analysis.

10. The electronic gaming machine of claim 1 , wherein the second state represents a neutral emotional level, wherein the categorizing includes a third state representing a negative emotional level.

11. A method of analyzing facial expressions of a player, the method being implemented on an electronic gaming machine, the electronic gaming machine including at least one processor in communication with at least one memory device, a digital camera device configured to capture digital image data of the player during a game play session of a wagering game, and with a display, the method comprising:

transmitting an instruction to the digital camera device to initiate capturing of an initial digital image of the player over a communications network coupling the digital camera device and the game controller;

receiving, from the digital camera device, the initial digital image of the player over the communications network;

submitting the initial digital image as input to a preliminary image processor software module, the preliminary image processor is configured to output a cropped facial image of the player by identifying a facial position of a face of the player within the initial digital image and cropping the initial digital image around the identified facial position;

in response to the outputting of the cropped facial image, submit the cropped facial image to an emotion analysis software module, the emotion analysis software module is configured to evaluate the cropped facial image using facial expression analysis techniques to determine a current emotional state of the player;

determining an emotional level of the player by categorizing the emotional state of the player output by the emotion analysis software module, the categorizing includes a first state representing a positive emotional level and a second state representing another emotional level;

automatically initiating a game session action at the electronic gaming machine and during the game play session when the determined emotional level is the other emotional level, the game session action is configured to cause the player to transition to the positive emotional level.

12. The method of claim 11 , wherein the preliminary image processor is further configured to:

determine an area within the initial digital image representing a face of the player; and

crop the initial digital image to include only the determined area in the cropped facial image prior to evaluating the cropped facial image.

13. The method of claim 11 , wherein the game session action includes one of initiating a light show, adjusting colors of the wagering game, and altering audio presented during the wagering game.

14. The method of claim 11 , wherein the game session action includes one of calling an attendant, providing complimentary services, and providing complimentary credits for the wagering game.

15. The method of claim 11 , further comprising:

capturing gameplay data associated with the wagering game contemporaneous to the capturing of the initial digital image;

timestamping the gameplay data and the emotional level to generate a time-synchronized log of the game play session; and

storing the time-synchronized log for analysis by one or more of a game developer of the wagering game and a casino operator providing the electronic gaming machine.

16. The method of claim 11 , further comprising generating an engagement level of the player based at least in part on the determined emotional state.

17. The method of claim 16 , further comprising:

determining a gaze direction of the player based on the initial digital image;

determining that the gaze direction of the player is not directed at the electronic gaming machine,

wherein generating an engagement level of the player is further based at least in part on the determining that the gaze direction of the player is not directed at the electronic gaming machine.

18. The method of claim 15 , further comprising:

detecting, using audio data captured by a microphone of the electronic gaining machine, a source of noise not related to the electronic gaming machine; and

storing the audio data in the time-synchronized log.

19. The method of claim 11 , further comprising:

receiving, from the camera device, digital video of an environment behind the player;

performing motion analysis on the digital video to determine the presence of people walking near the electronic gaming machine; and

automatically identifying foot traffic as a source of distraction for the player based on the motion analysis.

20. The method of claim 11 , wherein the second state represents a neutral emotional level, wherein the categorizing includes a third state representing a negative emotional level.

Assignments (5)
RELEASE (REEL 062078 / FRAME 0604) Recorded Mar 2, 2026
From: BANK OF AMERICA, N.A.
To: ARISTOCRAT TECHNOLOGIES, INC.; BIG FISH GAMES, INC.; VIDEO GAMING TECHNOLOGIES, INC.; ARISTOCRAT TECHNOLOGIES AUSTRALIA PTY LTD
Reel/Frame 074992/0667 →
SECURITY AGREEMENT Recorded Sep 2, 2022
From: ARISTOCRAT TECHNOLOGIES, INC.; BIG FISH GAMES, INC.; VIDEO GAMING TECHNOLOGIES, INC.; ARISTOCRAT TECHNOLOGIES AUSTRALIA PTY LTD
To: BANK OF AMERICA, N.A, AS SECURITY TRUSTEE
Reel/Frame 062078/0604 →
RELEASE OF SECURITY INTEREST Recorded Mar 16, 2022
From: UBS AG, STAMFORD BRANCH
To: ARISTOCRAT TECHNOLOGIES AUSTRALIA PTY LIMITED
Reel/Frame 059368/0799 →
SECURITY INTEREST Recorded Jun 3, 2020
From: ARISTOCRAT TECHNOLOGIES AUSTRALIA PTY LIMITED
To: UBS AG, STAMFORD BRANCH, AS SECURITY TRUSTEE
Reel/Frame 052828/0001 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Aug 22, 2018
From: SCHWARTZ, GREGORY PAUL
To: ARISTOCRAT TECHNOLOGIES AUSTRALIA PTY LIMITED
Reel/Frame 046667/0295 →
Cited By (1)
US 1,062,885