SYSTEMS AND METHODS FOR MINING DATA FROM A GAME HISTORY FOR A GAMING SYSTEM
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    发明申请
    SYSTEMS AND METHODS FOR MINING DATA FROM A GAME HISTORY FOR A GAMING SYSTEM 审中-公开
    从游戏历史为游戏系统挖掘数据的系统和方法

    公开(公告)号:US20070191111A1

    公开(公告)日:2007-08-16

    申请号:US11458879

    申请日:2006-07-20

    IPC分类号: A63F13/00

    摘要: Systems and methods receive and analyze game history data to discover relationships in the data. The relationships may then be used to determine which game components are downloaded to a gaming machine or which actions are performed for a particular player. The game components may include banner content, advertising content, denomination data, pay table, language data, video content, audio content, episodic game data, and wagering game software.

    摘要翻译: 系统和方法接收和分析游戏历史数据以发现数据中的关系。 然后可以使用这些关系来确定将哪些游戏组件下载到游戏机或为特定玩家执行哪些动作。 游戏组件可以包括横幅内容,广告内容,面额数据,付费表,语言数据,视频内容,音频内容,情景游戏数据和投注游戏软件。

    Method and apparatus for encoding and decoding pause information

    公开(公告)号:US20050192812A1

    公开(公告)日:2005-09-01

    申请号:US11113627

    申请日:2005-04-25

    IPC分类号: G10L19/00 H04J3/06 G10L15/00

    CPC分类号: G10L19/012 H04J3/0632

    摘要: At an audio source, pause information is added to audio data, the combination of which is subsequently packetized. The resulting packets are transmitted to an audio destination via a network in which different packets may be subjected to varying levels of delay. At the audio destination, the pause information may be used to insert pauses at appropriate times to accommodate the occurrence of delays in packet delivery. In one embodiment, pauses are inserted based on a hierarchy of pause types. During pauses, audio filler information may be injected. In this manner, the effects of variable network delays upon reconstructed audio may be mitigated.