Game Management System

By adopting a system that includes game recording equipment, image analysis equipment, card distribution equipment and control equipment in casino games, and using artificial intelligence and deep learning technology, the problem that the existing technology is difficult to detect and prevent fraud in casino games is solved, real-time monitoring of game processes and accurate identification and prevention of fraudulent behaviors are achieved.

JP7670765B2Active Publication Date: 2025-04-30ANGEL GRP CO LTD
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Patent Information

Application Number
JP2023120318
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Priority Date
2017-06-28
Filing Date
2023-07-24
Publication Date
2025-04-30
Estimated Expiration
2038-06-08

AI Technical Summary

Technical Problem

The prior art is difficult to effectively detect and prevent fraud in casino games, especially in card games, where players may bend cards or use complex bet methods to commit fraud, and existing systems are difficult to accurately read and manage chips in the game.

Method used

A system that includes game recording equipment, image analysis equipment, card distribution equipment and control equipment is adopted to record game processes through cameras, image analysis equipment analyzes image data, card distribution equipment determines game results, controls equipment to detect and prevent fraud, and handles image analysis and fraud detection through artificial intelligence or deep learning technology.

Benefits of technology

Real-time monitoring and analysis of game progress is realized, and various fraudulent behaviors can be accurately identified and prevented, including card bends, chip confusion and complex betting methods, improving the fairness and security of the game.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To comprehend overall sales or profits at a casino, or sales or profits at each table or pit.SOLUTION: A game management system 100 manages casino games that are played on a plurality of tables in a casino facility. The game management system 100 is provided with: a camera 2 that captures an image of game tokens at stake; a control device 14 that identifies a bet subject on the basis of the location of the game tokens in the image, and identifies a bet amount on the basis of the types and numbers of the game tokens in the image; a card distribution device 3 that determines the game result of a casino game; an arithmetic device 51 that calculates the casino operator's profits for each of the plurality of tables and for each game on the basis of bet subjects, bet amounts, and game results; and a recording device 52 that records the profits.SELECTED DRAWING: Figure 20
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Description

[Technical field]

[0001] The present invention relates to a system for detecting fraudulent behavior in games at an amusement arcade, or errors or fraudulent behavior when betting or settling chips. [Background technology]

[0002] Casinos and other gaming establishments are attempting to prevent various types of cheating. Gaming establishments are equipped with surveillance cameras to monitor for cheating, and prevent cheating by using images from the surveillance cameras to detect cheating in games and cheating by collecting or paying out chips that are different from the winning or losing result.

[0003] On the other hand, it has been proposed to attach a radio frequency identification (RFID) tag to each chip in order to keep track of the number of chips bet and the total amount.

[0004] The card game monitoring system described in WO 2015 / 107902 uses image analysis of the movement of chips to determine whether chips placed on the gaming table have been collected or paid out in accordance with the outcome of the game, thereby monitoring for fraudulent activity. Summary of the Invention [Problem to be solved by the invention]

[0005] An object of the present invention is to provide a novel system for managing games in an amusement arcade. [Means for solving the problem]

[0006] One aspect of the present invention is a game management system for managing casino games played at multiple tables in a casino facility, comprising: a camera for photographing the gaming tokens that have been bet and obtaining an image of the tokens; an information processing device that specifies a bet target based on a position of the gaming token in the image, and specifies a bet amount based on a type and a number of the gaming token in the image; a game result determination device for determining a game result of the casino game; a calculation device that calculates a profit of a casino operator for each table and each game of the plurality of tables based on the betting object, the betting amount, and the game result; A recording device for recording the profits; It is a game management system equipped with the above. [Brief description of the drawings]

[0007] [Figure 1] FIG. 1 is a diagram showing an overview of an entire fraud detection system in a gaming arcade having a plurality of gaming tables according to a first embodiment of the present invention. [Figure 2A] FIG. 2A is a perspective view of a chip showing examples of different stacking states of the chip grasped in the first embodiment of the present invention. [Figure 2B] FIG. 2B is a perspective view of a chip showing an example of a different stacking state of the chip grasped in the first embodiment of the present invention. [Figure 3A] FIG. 3A is a diagram showing details of the chip tray according to the first embodiment of the present invention. [Figure 3B] FIG. 3B is a diagram showing another example of the chip tray according to the first embodiment of the present invention. [Figure 4] FIG. 4 is an enlarged view of a mark for explaining stains on a card grasped in the first embodiment of the present invention. [Figure 5A] FIG. 5A is a plan view showing the front of the marker according to the first embodiment of the present invention. [Figure 5B] FIG. 5B is a plan view showing the back of the marker according to the first embodiment of the present invention. [Figure 6] FIG. 6 is a simplified explanatory diagram showing an image of the exchange state of bills and chips grasped in the first embodiment of the present invention. [Figure 7] FIG. 7 is a plan view showing an overall outline of a cheating detection system for a baccarat game according to the second embodiment of the present invention. [Figure 8]FIG. 8 is a plan view showing an overview of the progress of a baccarat game in the cheating detection system according to the second embodiment of the present invention. [Figure 9] FIG. 9 is an explanatory diagram showing how the dealer collects chips won by the casino in a baccarat game. [Figure 10] FIG. 10 is an explanatory diagram showing the manner in which a dealer makes payments to winning customers (game players) in a baccarat game according to the second embodiment of the present invention. [Figure 11] FIG. 11 is an explanatory diagram showing how a winning customer (game player) receives chips and payment in a baccarat game according to the second embodiment of the present invention. [Figure 12A] FIG. 12A is an explanatory diagram of an image that is the subject of image analysis when a dealer collects chips that the casino has won in the fraud detection system according to the second embodiment of the present invention. [Figure 12B] FIG. 12B is an explanatory diagram of an image that is the subject of image analysis when the dealer collects chips that the casino has won in the fraud detection system according to the second embodiment of the present invention. [Figure 12C] FIG. 12C is an explanatory diagram of an image that is the subject of image analysis when the dealer collects chips that the casino has won in the fraud detection system according to the second embodiment of the present invention. [Figure 13] FIG. 13 is an explanatory diagram of an image that is the subject of image analysis for the fraudulent collection of chips in the fraud detection system according to the second embodiment of the present invention. [Figure 14A] FIG. 14A is an explanatory diagram of an image that is the subject of image analysis for collecting chips won by a game player in the cheating detection system according to the second embodiment of the present invention. [Figure 14B] FIG. 14B is an explanatory diagram of an image that is the subject of image analysis for collecting chips won by a game player in the cheating detection system according to the second embodiment of the present invention. [Figure 14C] FIG. 14C is an explanatory diagram of an image that is the subject of image analysis when chips won by a game player are collected in the cheating detection system according to the second embodiment of the present invention. [Figure 14D] FIG. 14D is an explanatory diagram of an image that is the subject of image analysis when chips won by a game player are collected in the cheating detection system according to the second embodiment of the present invention. [Figure 15] FIG. 15 is a side cross-sectional view of a card distributing device in the second embodiment of the present invention. [Figure 16] FIG. 16 is a diagram showing an example of a card according to the second embodiment of the present invention. [Figure 17] FIG. 17 is a plan view of the main part of a card distribution device according to the second embodiment of the present invention, with a card guide unit partially cut away. [Figure 18A] FIG. 18A is a side cross-sectional view of a main part showing a distribution limiting device that limits the insertion and removal of cards from a card storage unit of a card distribution device according to a second embodiment of the present invention. [Figure 18B] FIG. 18B is a side cross-sectional view of a main part showing a modified example of a distribution limiting device that limits the insertion and removal of cards from a card storage unit of the card distribution device according to the second embodiment of the present invention. [Figure 19] FIG. 19 is a diagram showing the relationship between the output waveforms of sensors and marks in the card dealing device according to the second embodiment of the present invention. [Figure 20] FIG. 20 is a schematic diagram of a casino facility that has introduced a game management system according to the third embodiment of the present invention. [Figure 21] FIG. 21 is an example of a table showing sales (total bet amount) for each gaming table in the third embodiment of the present invention. [Figure 22] FIG. 22 is an example of a table showing the sales for each game at each gaming table according to the third embodiment of the present invention. [Figure 23] FIG. 23 is an example of a table showing the total bet amount, profit (gross profit), and profit rate for each gaming table in the third embodiment of the present invention. [Figure 24] FIG. 24 is an example of a line graph showing the progress of profits at each gaming table in the third embodiment of the present invention. [Diagram 25] FIG. 25 is an example of a graph showing the progress of profits of the entire casino facility according to the third embodiment of the present invention. [Figure 26] FIG. 26 is an example of a bar graph showing the profit margin for each gaming table according to the third embodiment of the present invention. [Figure 27] FIG. 27 is a diagram showing a reader / writer and a member's card according to the third embodiment of the present invention. [Figure 28] FIG. 28 is a diagram showing information stored in a member's card according to the third embodiment of the present invention. [Figure 29] FIG. 29 is a plan view of the dealer chip tray. [Diagram 30] FIG. 30 is an enlarged perspective view of the dealer chip tray recovery float. [Diagram 31] FIG. 31 is a block diagram showing the configuration of a dealer chip tray. [Diagram 32] FIG. 32 is a flow diagram of the management of a table game. [Diagram 33] FIG. 33 is a flow diagram showing the role of each component in the four stages of fraud detection. [Diagram 34] FIG. 34 is an example of a monitor screen showing a comparison result between the betting information at the start of the game and the betting information at the end of the game. [Diagram 35] FIG. 35 is an example of a monitor screen when late betting is performed. [Diagram 36] FIG. 36 is an example of the monitor screen when unbetting has been performed. [Figure 37] FIG. 37 is a diagram showing an example of the configuration of a casino gaming center. [Figure 38] FIG. 38 is a diagram showing the structure of a game record generated for each game. [Figure 39] FIG. 39 is a block diagram showing the configuration of the overall management device. [Diagram 40] FIG. 40 is a diagram showing an example of a sales table generated by the sales income / expense management section of the overall management device. [Diagram 41] FIG. 41 is a diagram showing an example of a gross profit table generated by the sales income / expense management section of the overall management device. [Diagram 42]FIG. 42 is a diagram for explaining a situation in which the overall sales of a casino gaming center are kept low. [Figure 43A] FIG. 43A is a diagram illustrating a situation in which the overall sales of a casino gaming center are kept low. [Figure 43B] FIG. 43B is a diagram illustrating a situation in which the overall sales of a casino gaming center are kept low. [Figure 44A] FIG. 44A is a diagram showing an example of setting the minimum bet amount according to the actual bet amount. [Figure 44B] FIG. 44B is a diagram showing an example of setting the minimum bet amount according to the actual bet amount. [Figure 45A] FIG. 45A is a diagram showing an example of determining a recommended minimum bet amount according to the degree of table congestion. [Figure 45B] FIG. 45B is a diagram showing an example of determining a recommended minimum bet amount depending on the degree of table congestion. [Figure 46A] FIG. 46A is a diagram for explaining an example in which a new gaming table 4 is opened in a certain area. [Figure 46B] FIG. 46B is a diagram for explaining an example in which a new gaming table 4 is opened in a certain area. [Figure 46C] FIG. 46C is a diagram for explaining an example in which a new gaming table 4 is opened in a certain area. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] (First embodiment) In gaming places such as casinos, chips are stacked high on gaming tables, but there is a problem that the IC tag reader installed under the gaming table cannot accurately read the total amount, and if the sensitivity of the reader is increased, chips placed in different positions (where winning or losing depends on the position) are added up, making it impossible to grasp the total amount of chips for each position. Also, when capturing images from a camera, there are issues such as blind spots due to the camera's viewing angle, and overlapping chips falling into the shadows, making it impossible to grasp the total amount of chips.

[0009] In addition, there is a problem that the cards can become bent when players squeeze them (the act of bending a face-down card and looking at it little by little while enjoying the rank of the card, etc.), which is often done in baccarat games, making it impossible to determine the rank and suit of the card by analyzing the images from the camera.

[0010] In addition, fraud at gaming tables has become more sophisticated, and a new problem has been identified: fraud involving sophisticated betting methods that cannot be detected by simply detecting the amount of winnings at a gaming table is not detectable by cameras or tracking winning amounts. Furthermore, conventional technology is not sufficient to prevent fraudulent acts by collusion between dealers and players.

[0011] In order to solve the above-mentioned various problems, the fraud detection system for an arcade having a plurality of gaming tables according to the first embodiment includes: A fraud detection system for an amusement facility having a plurality of gaming tables, comprising: a game recording device for recording the progress of a game played at the gaming table as an image including a dealer and a player via a camera; an image analyzer for analyzing the recorded video of the game progress; a card distribution device that determines and displays the results of each game at the gaming table; and a control device that detects fraudulent behavior at the gaming table using the image analysis results by the image analysis device and the win / loss results determined by the card distribution device.

[0012] Furthermore, in the above-mentioned fraud detection system, the card dealing device is configured to be able to read the rank of the cards being dealt, and the control device is configured to be able to compare rank information obtained by the image analysis device from images of each card dealt at the gaming table with the rank information of the cards read by the card dealing device to determine whether they match or not.

[0013] Furthermore, in the above fraud detection system, the image analysis device or control device is an artificial intelligence or deep learning structure that can obtain card rank information from cards that are dealt at a gaming table and bent or soiled by players.

[0014] Furthermore, in the above-mentioned fraud detection system, the control device grasps the position, type and number of chips bet by each player via the image analysis device, and determines whether the collection of losing chips and payment of winning chips bet by each player were carried out appropriately in accordance with the outcome of the game by analyzing the video of the game progress via the image analysis device.

[0015] Furthermore, in the above-mentioned fraud detection system, the image analysis device or control device is an artificial intelligence or deep learning structure that is capable of obtaining information on the type, number and position of multiple chips bet on the gaming table even if some or all of the chips are hidden by the blind spot of the camera.

[0016] Furthermore, in the above-mentioned fraud detection system, the control device is an artificial intelligence-utilizing or deep learning structure that can compare and calculate whether the amount of chips tracked in the dealer's chip tray at the gaming table has increased or decreased in accordance with the recovery of losing chips bet by each player and the payment amount for winning chips after the game ends and settlement is made, based on the outcome of the game.

[0017] Furthermore, in the above-mentioned fraud detection system, the control device is an artificial intelligence-utilizing or deep learning structure that grasps the position and amount of chips bet at each playing position on the gaming table, and is capable of extracting peculiar situations by comparing each player's win / loss history and the amount of chips obtained from the win / loss results of each game with statistical data of past games.

[0018] Furthermore, in the above-mentioned fraud detection system, the control device is an artificial intelligence-utilizing or deep learning structure that can extract a situation where the amount of bet chips when losing at a playing position on a certain gaming table is smaller than the amount of bet chips when winning, as a unique situation compared with statistical data of past games.

[0019] Furthermore, in the above-mentioned fraud detection system, the control device is configured to be capable of identifying an individual player at a playing position that has been extracted as the peculiar situation via the image analysis device or that has won a predetermined amount or more.

[0020] Furthermore, in the above-mentioned fraud detection system, the control device has a warning function for notifying another gaming table of the presence of the specified player when the specified player leaves his / her seat and takes a seat at the other gaming table.

[0021] In order to solve the above-mentioned various problems, the fraud detection system of the present invention for an arcade having a plurality of gaming tables comprises: a game recording device for recording the progress of a game played at the gaming table as an image including a dealer and a player via a camera; a card distribution device that determines and displays the results of each game at the gaming table; an image analyzer for analyzing the recorded video of the game progress; a control device capable of detecting bills and chips on the gaming table using the image analysis result by the image analysis device; The image analysis device or control device is an artificial intelligence or deep learning structure that can detect that bills are being exchanged for chips at the gaming table other than during card dealing, based on information obtained from the card distribution device or the dealer, and can recognize the total amount of genuine bills verified by a black light, and can recognize the total amount of chips even if some or all of the chips placed on the gaming table as exchange items are hidden by the blind spot of the camera, and can compare the total amount of bills placed on the gaming table by the player with the total amount of chips placed on the gaming table by the dealer and determine whether the two amounts match.

[0022] Furthermore, in the fraud detection system, the control device is an artificial intelligence-utilizing or deep learning structure that can comparatively calculate whether the amount of chips detected in the dealer's chip tray at the gaming table has increased or decreased in accordance with the payment amount of chips corresponding to the exchanged bills after the bills have been exchanged for chips and settlement.

[0023] Furthermore, in the fraud detection system, the control device is an artificial intelligence-utilizing or deep learning structure capable of calculating whether or not the amount of bills deposited by the dealer matches the total amount of bills based on the image analysis result by the image analysis device after the bills and chips are exchanged and settled.Furthermore, the control device is an artificial intelligence-utilizing or deep learning structure capable of calculating whether or not the total amount of bills deposited by the dealer at the gaming table in charge of the dealer matches the total amount of bills based on the image analysis result by the image analysis device.

[0024] According to the fraud detection system of this embodiment, even if a card is bent due to squeezing by a player, which is often done in games such as baccarat, the rank and suit of the card can be determined by image analysis, and the total amount of blind spots and overlapping chips can be grasped together with their positions.Fraud when exchanging bills and chips can also be detected.

[0025] The overall outline of the cheating detection system in a gaming parlor having a plurality of gaming tables according to the first embodiment of the present invention will be described in more detail below. FIG. 1 is a diagram showing the overall outline of the system, and the cheating detection system in a gaming parlor having a plurality of gaming tables 4 includes a game recording device 11 that records the progress of the game played at the gaming table 4 as an image via a plurality of cameras 2 including the player 6 and the dealer 5, an image analyzing device 12 that performs image analysis of the recorded image of the progress of the game, and a card distributing device 3 that judges and displays the winning or losing result of each game at the gaming table 4. The card distributing device 3 is a so-called electronic shoe that is already used by those skilled in the art, and is programmed with the rules of the game in advance, and is structured to be able to read the information of the cards C that are distributed and judge the winning or losing of the game. For example, in a baccarat game, the banker's win, the player's win, and a tie (draw) are basically determined by the ranks of two or three cards, and the judgment result (winning or losing result) is displayed by a result display lamp 13.

[0026] The cheating detection system further includes a control device 14 that compares the actual rank of the cards based on the image analysis result by the image analysis device 12 with the winning / losing result determined by the card distribution device 3 to detect cheating (such as a mismatch between the total rank of the cards distributed and the winning / losing result) performed at the game table 4. The card distribution device 3 is structured to be capable of reading the rank (A, 2-10, J, Q, K) and suit (heart, spade, etc.) of the card C manually distributed by the dealer 5, and the control device 14 is structured to be capable of collating the rank and suit information obtained by the image analysis device 12 (using artificial intelligence) from the image (taken using the camera 2) of each card distributed at the game table 4 with the card and suit information read by the card distribution device 3 to determine whether they match. The image analysis device 12 and the control device 14 in the cheating detection system are structured to be a composite of a computer, a program, and a memory, which may be one or more components.

[0027] The image analysis device 12 and the control device 14 have an artificial intelligence or deep learning structure that can obtain information on the rank of a card C even if the card C is dealt at the gaming table 4 and is bent or soiled by the player 6. As shown in FIG. 4, a soiled card C can cause a situation in which it is difficult to distinguish between a club and a spade. Even in such a case, the suit can be determined by analyzing and judging the image using an artificial intelligence computer or control system and deep learning (structure) technology. Even if the card is bent due to squeezing the card by the player, which is often performed in a baccarat game, the suit and rank of the card before deformation can be recognized by the artificial intelligence computer or control system and deep learning (structure) technology by utilizing self-learning of a large number of image deformations. Since the artificial intelligence computer or control system and deep learning (structure) technology are already known and available to those skilled in the art, detailed explanations will be omitted.

[0028] The control device 14, which has an artificial intelligence or deep learning structure, can grasp, via the camera 2 and the image analysis device 12, on which position (player, banker, or pair) each player 6 bets the chips 9 in the betting area 8, the type of chips 9 (each color of the chips 9 is assigned a different value) and the number of chips bet. The chips 9 are stacked in a shifted manner as shown in FIG. 2A, rather than being stacked in a vertically aligned manner. In this case, when the camera 2 is positioned in the direction of the arrow X shown in FIG. 2A (or when the direction of the chips 9 is relatively in a blind spot), it is assumed that the chips 9 are not visible (are in a blind spot) as shown in FIG. 2B. In the artificial intelligence-based computer or control system and deep learning (structure) technology, a self-learning function is used to recognize the hiding of the chips 9 due to a blind spot (when a part of a chip is hidden, or when the entire chip is hidden), and the number of chips is accurately grasped. In this way, it is possible to grasp which position in the betting area 8 the chips 9 have been bet on (player, banker, or pair), the type of chips 9 bet (each color of chips 9 is assigned a different value) and the number of chips 9 bet.Therefore, according to the outcome of each game determined by the card distribution device 3, the control device 14 determines whether the collection of losing chips bet by each player 6 (as shown by arrow L) and the payment of winning chips (9W) to the winning player 6W have been properly carried out according to the outcome of the game by analyzing the image of the game progress via the image analysis device 12.

[0029] The control device 14 can analyze and grasp the total amount of chips 9 in the chip tray 17 of the dealer 5 of the gaming table 4 using the image analysis device 12, and after the game is over and settled, can compare and calculate whether the total amount of chips 9 in the chip tray 17 has increased or decreased according to the result of the game, depending on the collection of the losing chips 9 bet by each player 6 and the amount of the payment 9W for the winning chips to the winning player 6W. Even if the total amount of chips 9 in the chip tray 17 is always grasped by means of RFID or the like, the control device 14 determines whether the increase or decrease is correct by analyzing the image of the game progress state via the image analysis device 12. These also utilize artificial intelligence or deep learning structures.

[0030] In this example, fraud or errors are detected based on the outcome of the game, information on how many of what type of chips 9 were bet and on which position in the betting area 8 (player, banker, or pair), and the increase or decrease in the amount of chips 9 in the chip tray 17 after the losing chips have been collected and the winning chips 9 have been redeemed. Therefore, fraud or errors can be detected without knowing the movement of the chips 9 after the game ends, i.e., whether the bet chips 9 have moved to the player's side or the dealer's side.

[0031] Here, in the case of baccarat, for example, the outcome of the game can be determined in accordance with the rules of baccarat by reading the rank of the card C played in the game in the card dealing device 3. The outcome of the game can also be determined by photographing the game table 4 with the camera 2, analyzing the image with the image analyzing device 12, and comparing the analysis result with the game rules in the control device 14. In this case, the camera 2, the image analyzing device 12, and the control device 14 constitute a win / loss result determination device. Information on the player at each playing position 7, what type of chips 9, and how many chips have been bet on which position (player, banker, or pair) in the betting area 8 is obtained by photographing the chips 9 placed in the betting area 8 with the camera 2 and analyzing the image for each playing position 7 with the image analyzing device 12.

[0032] The increase or decrease in the amount of chips 9 in the chip tray 17 before and after the collection of the losing chips 9 and the redemption of the winning chips 9 can be calculated by comparing the total amount of chips 9 in the chip tray 17 before the collection of the losing chips 9 and the redemption of the winning chips 9 with the total amount of chips 9 in the chip tray 17 after the collection of the losing chips 9 and the redemption of the winning chips 9. The total amount of chips 9 in the chip tray 17 before the collection of the losing chips 9 and the redemption of the winning chips 9 and the total amount of chips 9 in the chip tray 17 after the collection of the losing chips 9 and the redemption of the winning chips 9 can be detected by photographing the chip tray 17 containing the chips 9 with the camera 2 and analyzing the image with the image analyzer 12. Also, the total amount of chips 9 contained in the chip tray 17 may be detected by embedding an RFID indicating the amount in the chips 9 and providing an RFID reader in the chip tray 17.

[0033] For example, assume that the total amount of chips 9 in the chip tray 17 before the start of the game is Bb, and the total amount of chips 9 in the chip tray 17 after the game is over and the collection of lost chips and the redemption of winning chips is Ba. Also assume that the total amount of chips 9 bet on the player area at all play positions 7 in this game is bp, the total amount of chips 9 bet on the banker area at all play positions 7 is bb, and the total amount of chips 9 bet on the tie area at all play positions 7 is bt. For example, if the outcome of this game is a win for the banker, Ba-Bb=bp-bb+bt should be established. Alternatively, the total amount of chips 9 in the chip tray 17 after the game is over should be (Bb+bp-bb+bt). If this is not the case, it can be determined that there has been fraud or a mistake in the collection or redemption of the chips.

[0034] FIG. 3A is a diagram showing details of the chip tray of this embodiment, and FIG. 3B is a diagram showing another example of the chip tray. The chip tray 17 is provided with a collection chip tray 171 for collecting and temporarily storing the chips 9L bet by the losing player 6L, and a redemption chip tray 172 for storing the chips 9W to be redeemed. The image analysis device 12 and the control device 14 grasp the position, type, and number of the chips 9L bet by the losing player 6L, and calculate the increase in the chip 0L in the game (the amount of chips 9 that should be in the collection chip tray 171). Furthermore, the image analysis device 12 and the control device 14 grasp the actual total amount of the chips 9 in the chip tray 171 after collection, and compare the actual total amount with the actual total amount to determine whether there is a difference.

[0035] In addition, by using the chips 9 in the redemption chip tray 172 to redeem the chips 9W to the winning player 6W, sufficient time can be ensured for the image analysis device 12 and the control device 14 to determine the actual total value of the chips 9 in the collection chip tray 171 after they have been collected.

[0036] The gaming table 4 is provided with a discard area 41 and / or a discard slot 42 for discarding the cards C used in the game. Every time a game ends, the cards C used in the game are collected and discarded by placing them in the discard area 41 or the discard slot 42 on the gaming table 4.

[0037] The gaming table 4 further includes a marker 43 that indicates the outcome of the game. FIG. 4A is a plan view showing the front side of the marker, and FIG. 4B is a plan view showing the back side of the marker. In a baccarat game, two types of markers are used: a marker 43a that indicates a player's win and a marker 43b that indicates a banker's win. When the result of the game is announced, the dealer 5 flips over the marker of either the player or the banker, whichever has won. This makes it easy to see whether the game has been won or not on the table. The dealer 5 returns the flipped marker to its original position after the chips 9 have been collected and redeemed. Returning the marker to its original position also means that the next game can be started.

[0038] As described above, in this embodiment, the control device 14 calculates the chip balance for each game from the amount of chips bet on the gaming table 4 and the winning or losing result of the game, and verifies the increase in the chip balance in the chip tray 17 after the game. If the control device 14 detects a discrepancy in this verification, it issues an alarm or adds a record to that effect to the video recorded by the camera 2. The casino operator can investigate the cause of the discrepancy by checking the video.

[0039] The fraud detection system of this embodiment adds or subtracts the increase or decrease in the amount of chips in a game, which is calculated from the position, type and number of chips 9 bet by all players 6 in that game and the outcome of the game obtained by the outcome determination device, from the total amount of chips 9 in the chip tray 17 before the settlement of each game, and compares the total amount of chips 9 that should be in the chip tray 17 after settlement at the end of the game with the actual total amount of chips 9 in the chip tray 17 at the end of the game obtained via the image analysis device 12, and determines whether there is a difference between the total amount that should be and the actual total amount.

[0040] The control device 14 grasps the position, type and number of chips bet by each player via the image analysis device 12, and when all of the losing chips bet by each player have been collected, grasps the actual total amount of chips in the chip tray, and compares the total amount of chips 9 in the chip tray 17 that should be, calculated by adding the increase in the chip tray 17 for that game based on the position, type and number of chips bet by the losing player from the total amount of chips in the chip tray before the settlement of each game, with the actual total amount of chips 9 in the chip tray 17, and determines whether there is a difference between the total amount that should be and the actual total amount.

[0041] The control device 14 compares the total amount of chips 9 that should be in the chip tray 17, which is calculated by adding the increase in the chip tray 17 for that game based on the position, type and number of chips 9 bet by the losing player to the total amount of chips 9 in the chip tray 17 before the settlement of each game, with the actual total amount of chips 9 in the chip tray 17, and determines that there is no difference between the total amount that should be and the actual total amount, and compares the total amount that should be in the chip tray 17 after settlement at the end of the game with the actual total amount of chips 9 in the chip tray 17 at the end of the game obtained via the image analysis device 12, and if it determines that there is a difference between the total amount that should be and the actual total amount, it determines that there has been an error in the payment and generates a payment error signal to notify of the payment error.

[0042] The chip tray 17 is provided with a collection chip tray 171 for collecting and temporarily storing the chips 9 bet by the losing player, and the image analysis device 12 compares the total amount of chips 9 that should be in the collection chip tray 171, which is calculated by adding the increase in the amount of chips 9 in the game calculated from the position, type and number of chips 9L bet by the losing player, with the actual total amount of chips 9 in the collection chip tray 171, and determines whether there is a difference between the total amount that should be and the actual total amount.

[0043] When the control device 14 determines that the actual total amount of chips 9 grasped in the chip tray 17 of the dealer 5 at the gaming table 4 does not correspond to the increase or decrease in the amount of chips calculated from the chip amounts bet by all the players and the outcome of the game, the game recording device 11 can add an index or time to the captured video, or identify and play back the scene of collecting or paying out the chips 9, so that the game recording device 11 can analyze the record of the game in which the above-mentioned difference occurred.

[0044] In this way, the control device 14 obtains the total amount of chips in the chip tray 17 after settlement at the end of the game via the image analysis device 12. In this case, the determination after settlement is made when any of the following 1) to 4) occurs. 1) When redemption for the winning chip 9 is completed, 2) When the card C used in the game is collected and discarded in the discard area 41 or the discard slot 42 of the table, 3) When a predetermined button associated with the winning / losing result determination device is pressed, 4) When marker 43, indicating victory or defeat, is returned to its original position.

[0045] The control device 14 is an artificial intelligence-based or deep learning-based control device that can grasp the position (position bet on player, banker, or pair) and amount (type and number) of chips bet at each play position 7 of the gaming table 4, and can extract the win / loss history of each player 6 and the amount of chips (winning amount) obtained by the winning / losing result of each game as a unique situation (set by the casino) by comparing it with statistical data of many past games (big data). Typically, the control device 14 is equipped with an artificial intelligence-based or deep learning-based control device that can extract the occurrence of a winning amount of more than a certain amount (1 million dollars) or a situation in which the amount of bet chips when losing is small and the amount of bet chips when winning is large for several games in a row at a play position 7 of a certain gaming table 4 as a unique situation by comparing it with statistical data of past games (big data, etc.).

[0046] Furthermore, the control device 14 of this fraud detection system (integrated with the image analysis device 12) is configured to be able to identify individual players 6 at playing positions 7 who have been extracted as peculiar situations or have won a predetermined amount or more. To identify such players 6, the image analysis device 12 obtains an image of the face by extracting feature points or the like, and identifies the players by assigning them an identity number (ID, etc.). When the identified player 6 leaves his / her seat and sits at another gaming table, the control device 14 has a warning function that notifies the other gaming table of the presence of the specific player. Specifically, the control device 14 notifies the pit manager who manages each gaming table 4 or the person in charge of each table (which may be a dealer) to prevent further peculiar phenomena.

[0047] The control device 14 further includes a database that records the history of the exchange of banknotes K and chips 9, and refers to the database at regular intervals or daily intervals to compare and determine whether the amount of chips 9 recorded in the chip tray 17 of the dealer 5 at the gaming table 4 has increased or decreased in accordance with the payment amount of chips 9 corresponding to the exchanged banknotes K, or the total amount of payment of banknotes K corresponding to the exchanged chips 9.

[0048] In the above example, the winning / losing history and the amount of chips (winning amount) for each playing position 7 may be monitored without identifying each individual player 6. In this case, if a player 6 leaves his / her seat, the player 6 cannot be tracked, but it is possible to detect a peculiar situation, such as a situation in which the amount of bet chips when losing at a specific playing position 7 of one gaming table 4 is small and the amount of bet chips when winning is large for several consecutive games. If such a playing position 7 is detected, there is a suspicion of fraud or a mistake at that playing position 7. Then, by verifying a video taken at that playing position 7, the fraud or mistake can be discovered.

[0049] Specifically, the camera 2 is installed so as to capture at least the chips 9 placed in the betting area 8 of the gaming table 4. The image analysis device 12 analyzes the image captured by the camera 2 to detect whether the chips are placed in the player, banker, or tie position of the betting area 8 for each user position 7, and the amount of the placed chips. The card distribution device 3 also functions as a win / loss result determination device and determines the win / loss result of the game. The control device 14 records (monitors) the win / loss history and the amount of chips obtained (amount of chips acquired) for each playing position 7 based on the position (player, banker, or tie) in the betting area 8 where the chips 9 are placed and the win / loss result of the game. Note that only one of the win / loss history and the amount of chips acquired may be recorded. When the win / loss history and / or the history of the amount of chips acquired are in a unique situation (set by the casino) compared with the statistical data of many past games (big data), the control device 14 identifies the player position 7 as a playing position suspected of fraudulent activity.

[0050] If cheating is suspected at a certain player position 7, the cheating detection system may generate an alarm (light, sound, or vibration) that is perceptible at least to the dealer at that time. This makes it possible to at least halt the game thereafter and prevent the cheating from continuing. Also, information indicating that cheating is suspected may be added to the video captured and recorded by the camera 2. This allows the cause of the suspected cheating to be identified by checking the video.

[0051] The fraud detection system in the gaming facility having the gaming table in this embodiment further includes a function of inspecting when bills and chips are exchanged at the gaming table 4, which is often performed. In a gaming facility such as a casino, before a game, the player 6 exchanges bills (cash, etc.) for gaming chips at a predetermined chip exchange. However, when the player 6 runs out of chips, the player 6 can continue the game by exchanging the cash (bills) for chips 9 at the gaming table (baccarat table, etc.) without leaving the gaming table 4. However, this creates an opportunity for fraud between the dealer 5 and the player. The exchange of cash (bills) for chips 9 at the gaming table (baccarat table, etc.) needs to be performed when the game is not in progress. The card distribution device 3 is capable of detecting the start of card dealing and the end of dealing (the time when the winning or losing is determined) in order to determine the winning or losing of the game. For this reason, the card dealing device 3 detects situations other than card dealing (dealing), and the control device 14 detects that bills and chips 9 are being exchanged at the gaming table 4 when cards are not being dealt (as shown in FIG. 6). When cards are being dealt (or other situations), they can be detected based on information obtained from the operation of the card dealing device 3 or the dealer 5.

[0052] The control device 14 can recognize the number and amount of bills by performing image analysis of the surface of the bills K. Furthermore, at the gaming table 4, whether or not the bills K to be exchanged for the chips 9 are genuine is detected by irradiating a black light to detect the genuine mark G of the bill. As shown in FIG. 6, the control device 14 also performs image analysis to verify the genuine mark G, recognizes the total amount of genuine bills, and can recognize the total amount of chips even if multiple chips placed on the gaming table as exchange objects are hidden by the blind spot of the camera 2. It is an artificial intelligence-utilizing or deep learning structure that can compare the total amount of the bills K placed on the gaming table 4 by the player with the total amount of the chips 9 placed on the gaming table 4 by the dealer 5, and determine whether the amounts of the two are the same.

[0053] The control device 14 is an artificial intelligence-utilizing or deep learning structure capable of performing a comparative calculation as to whether the total amount of chips 9 in the chip tray 17 of the dealer 5 of the gaming table 4 has increased or decreased according to the payment amount of chips corresponding to the exchanged bills after the bills have been exchanged for chips and settlement. The total amount of chips 9 in the chip tray 17 of the dealer 5 may be always known in advance by the RFID of the chips 9 or the like. The total amount of chips 9 stored in the chip tray 17 can also be detected by photographing the chip tray 17 containing the chips 9 with the camera 2 and analyzing the image with the image analyzer 12.

[0054] Furthermore, the control device 14 verifies whether the increase or decrease in the value of the chips 9 in the chip tray 17 before and after the exchange of the bills for the chips matches the exchanged amount of the chips as a result of image analysis on the gaming table 4. The amount of the paid bills may be input to the control device 14 by the dealer 5 using a keyboard or the like, or may be identified by photographing the gaming table 4 where the bills are paid using the camera 2 and analyzing the image using the image analyzer 12.

[0055] As described above, the control device 14 judges whether the amount of chips 9 deducted from the chip tray 17 due to the exchange of banknotes and chips matches the amount of banknotes paid by the player 6 to the dealer 5. Furthermore, the control device 14 is an intelligent control device that can compare and calculate whether the amount of banknotes deposited by the dealer 5 (usually by key input, etc.) matches the calculated amount of banknotes as a result of image analysis by the image analyzer 12 after the exchange of banknotes and chips has been made and the settlement is made, and may further be an artificial intelligence-utilizing or deep learning structure.

[0056] Furthermore, the control device 14 is an artificial intelligence-utilizing or deep learning structure capable of calculating and comparing whether or not the total amount of banknotes deposited at the gaming table 4 in charge of the dealer corresponds to the total amount of banknotes entered by the dealer and the total amount of banknotes as a result of image analysis by the image analysis device 12.

[0057] The control device 14 compares and determines whether the amount of chips 9 held in the chip tray 17 of the dealer 5 at the gaming table 4 has increased or decreased in accordance with the payment amount of the chips 9 corresponding to the exchanged banknotes, or the payment amount of the banknotes corresponding to the exchanged chips 9, after the banknotes and the chips 9 have been exchanged.

[0058] (Second embodiment) Among the many table games played in casinos and other gaming establishments are baccarat and blackjack. These games use a standard deck of 52 playing cards, which are dealt onto the gaming table from a card dealing machine equipped with multiple pre-shuffled decks (6 to 9 or 10 decks), and the winner is determined based on the number (rank) of the cards dealt and the game rules.

[0059] The dealer in charge of the gaming table handles the distribution of cards from the card distribution device and the settlement of bets made to customers (game players). In gaming establishments such as casinos, attempts are being made to prevent mistakes and fraudulent acts in the settlement of bets made to customers (game players).

[0060] The card game monitoring system described in International Publication WO2015 / 107902 uses surveillance cameras to read the movement of chips and check whether bets have been paid to winners.

[0061] In baccarat and blackjack, there is a problem in that it is not possible to detect the timing of bets by customers and the settlement of bets by the dealer to customers (game participants), or who placed or took chips, and therefore it is not possible to know whether these are correct.

[0062] In order to solve the above-mentioned various problems, the fraud detection system of the second embodiment is a fraud detection system for an amusement arcade having a gaming table, comprising: a game monitoring device that uses a camera to monitor the progress of a game played on a gaming table; an image analyzer for analyzing the image obtained by the camera; a card distribution device that determines and displays the results of each game at the gaming table; a control device for identifying positions of chips placed on the gaming table by game participants using the analysis results of the image analysis device in each game, and for determining winners and losers among the participants of each game using the winning / losing results; The control device further comprises: 1) In each game, whether there is any movement of chips between the start of card withdrawal or the start of the game by the dealer and the display of the game result by the card distribution device; 2) After the end of each game, while the dealer is collecting the chips bet by the losing players, whether or not anyone other than the dealer has made any chip movements. 3) After the end of each game, whether chips were added while the dealer was collecting the chips bet by the losing players, 4) After the end of each game, whether the dealer has paid out the winning chips of the players; 5) After the end of each game, whether the winner among the players has taken the chips that they had bet and the chips that they had paid; and a function of determining at least one of the above.

[0063] Furthermore, the control device may be configured to determine at least one of 1) to 5) by detecting the hand movements, chip movements, or the hand movements and chip movements of the dealer and game players using the analysis results of the image analysis device.

[0064] Furthermore, the control device may be configured to determine whether the amount of chips paid by the dealer to the winner is correct based on the amount bet by the winner among the players.

[0065] Furthermore, the game cheating detection system may further include a monitor or lamp that receives the judgment result and issues a warning or display.

[0066] According to the fraud detection system of this embodiment, it is possible to detect the timing of bets made by customers and the settlement of bets made by the dealer to customers (game participants) in baccarat and blackjack, as well as who placed or took chips, and to detect such mistakes and fraudulent behavior and issue a warning or display it, leading to prevention of recurrence.

[0067] Before going into a detailed description of the present embodiment, the flow of a baccarat game played in an amusement facility such as a casino will be described. In the second embodiment, the same components as those in the first embodiment will be described with the same numbers.

[0068] As shown in FIG. 7, at a gaming table 4, a customer (game participant / player) 6 sits in a playing position (chair) 7 facing a dealer 5. The customer (game participant) 6 then bets on whether the outcome of the baccarat game will be whether the player or the banker will win, or whether the game will end in a tie, by placing chips 9 in a betting area 8 in front of him (hereinafter, this will be referred to as a "bet"). The dealer 5 then waits for the right timing to end the customer (game participant) 6's bet, and says "No." In a baccarat game, after "No More Bet" is called and card withdrawal begins or after the dealer 5 operates to start the game, and before the outcome of the game is displayed by the card distribution device 3, the customer (game participant) 6 cannot move chips, bet additional chips, or take back chips that have already been bet.

[0069] After that, the playing cards 1 are drawn from the card distribution device 3 one by one with their backs facing up onto the game table 4. First, four cards are drawn, and as shown in the circled areas 1 to 4 in FIG. 8, the first card is the player's hand, the second card is the banker's hand, the third card is the player's hand, and the fourth card is the banker's hand, and they are distributed and placed in the area 10 (player area 10P and banker area 10B) in front of the dealer 5 on the game table 4. Then, based on the ranks (numbers) of the first to fourth cards 1 and the conditions in the detailed rules of the baccarat game, the dealer 5 draws the fifth card 1 and then the sixth card 1, which become the player's hand or the banker's hand. Then, the winner of the game is determined based on the ranks (numbers) of the first to fourth cards 1 (including the fifth and sixth cards in some cases) and the detailed rules of the baccarat game. Here, the card dealing device 3 is programmed with the rules of the game in advance, and is structured to be able to read the information (rank (number) and suit) of the cards 1 to be dealt and determine the outcome of the game. It is determined whether the outcome judgment result (the outcome of the game) judged by the card dealing device 3 matches the outcome judged by the dealer or the like as described above.

[0070] The following is an overview of the cheating detection system for games at game parlors according to an embodiment of the present invention. FIG. 7 is a diagram showing the overview of the system. The cheating detection system for games at game parlors includes a game recording device 11 that records the progress of a game played at a game table 4 as an image via a camera 2, including customers (game participants) 6 and a dealer 5, an image analyzing device 12 that performs image analysis of the recorded image of the progress of the game, and a card distributing device 3 that has a function of judging and displaying the winning or losing result of each game at the game table 4. The card distributing device 3 is a so-called electronic shoe that is already used by those skilled in the art, and is programmed with the rules of the game in advance. It is structured to detect the timing when the cards 1 are dealt by the dealer 5 at the beginning of each game, and to read the information (rank (number) and suit) of each dealt card 1 to judge the winning or losing of the game. For example, in a baccarat game, the banker's win, the player's win, and a tie (draw) are basically determined by the ranks of 2-3 cards, and the judgment result (winning or losing result) is displayed by an indicator lamp 13.

[0071] The control device 14 of the fraud detection system has a chip detection function that uses the analysis results of the image analysis device 12 in each game to identify whether the customer 6 (game participant) bets the chips 9 on the betting area 8 on the player's side or the banker's side on the gaming table 4. It is assumed that the position and total amount of the chips 9 (whether the chips 9 are bet on the betting area 8 on the player's side or the banker's side) cannot be read normally, for example, when the chips 9 are shifted and overlap, or when they are in a blind spot from the position of the camera 2. The control device 14 is configured to recognize the hiding of the chips 9 due to a blind spot (when a part of a chip is hidden, or when the entire chip is hidden) by using a self-learning function based on an existing artificial intelligence-based computer or control system, deep learning (structure) technology, etc., and to accurately grasp the position, number, etc. Furthermore, the structure for detecting the position and type of the chips 9 in the betting area 8 is not limited to this, and may be configured to detect by reading, for example, an ID embedded in the chip.

[0072] As described above, the control device 14 can grasp the position (position where bets were made on player, banker, or pair) and type (different values ​​are assigned to each color of chips 9) of chips bet by each player 6 through the camera 2 and the image analysis device 12, and can detect which customer 6 bet on the player (if there are multiple customers 6 who bet on the player, which customer 6 bet the most) and which customer 6 bet on the banker (if there are multiple customers 6 who bet on the banker, which customer 6 bet the most). The image analysis device 12 and the control device 14 in this fraud detection system are structured as a composite of a computer, program, and memory, which may be one or more components.

[0073] The control device 14 is structured to be able to compare the rank and suit information obtained by the image analysis device 12 from the image (using the camera 2) of each card 1 dealt at the gaming table 4 with the rank and suit information read by the card distribution device 3 to determine whether they match. According to the outcome of each game determined by the card distribution device 3, the control device 14 determines whether the collection of losing chips 9 bet by customers (game participants) 6 and the payment of winning chips to winning customers (game participants) 6 were properly carried out according to the outcome of the game by analyzing the image of the game progress via the image analysis device 12.

[0074] The control device 14 has the following functions 1) to 5) as characteristic functions of the present invention, and judges whether or not any cheating that violates the rules is taking place according to the rules of the baccarat game. That is, 1) In each game, from the signal from the card dealing device 3 to start drawing out cards, or from the game start operation by the dealer 5 pressing the start button 4s, until the result of the game is displayed by the card dealing device 3, the image analysis device 12 uses the camera 2 to monitor for any movement of the chips 9 (as shown in Figure 8). 2) After each game ends, while the dealer 5 is collecting the chips 9 bet by the losers among the game participants 6 (as shown in FIG. 9), the image analyzer 12 monitors using the camera 2 to see if the losers 6 are taking the chips 9 in an illegal manner. 3) After each game ends, while the dealer 5 is collecting the chips 9 bet by the losers among the game participants, the image analyzer 12 monitors, using information obtained by the camera 2, whether anyone other than the dealer 5 (winner or loser) adds winning chips 9W or places new chips 9 on the winning side on which no chips have been bet. 4) After each game is over, the image analyzer 12 monitors whether the dealer 5 has correctly placed the payment chip 9W in the position of the chip 9 bet by the winning game players 6 (as shown in FIG. 10) by using the information obtained by the camera 2. 5) After each game is over (the dealer 5 operates the card distribution device 3 to display the winning or losing result on the display lamp 13), the image analysis device 12 monitors whether the winner 6W among the game participants 6 has taken the bet chips 9 and the paid chips 9W (as shown in Figure 11) based on information obtained by the camera 2.

[0075] The control device 14 analyzes the information obtained by the image analysis device 12 using the camera 2 as follows. That is, by using the analysis results of the image analysis device 12 to detect the hand movements, chip movements, or the hand movements and chip movements of the dealer 5 and the game participants 6, the control device 14 monitors 1) to 5) above, but the basic analysis requires at least knowing who has taken the chips 9. The analysis method will be explained below with reference to Figures 12 to 14.

[0076] Analysis of Dealer 5 taking chip 9 bet by game participant 6L (Figure 12). The dealer 5 collects the chips 9 bet by the game participant 6L who lost the game. Whether or not the chips 9 have been collected without fail is monitored by analyzing information obtained by the image analyzer 12 using the camera 2. First, a change from a state in which the bet chips 9 are present (FIG. 12A) to a state in which they are not present (FIG. 12C) is detected by image analysis. Then, an image (FIG. 12B) between a state in which the chips 9 are present and a state in which they are not present is analyzed. In the image (FIG. 12B) between a state in which the chips 9 are present and a state in which they are not present is analyzed from which direction the hand 5h is extending (from above in FIG. 12 or elsewhere), and if the hand is extending from above (or the hand movement in which the hand appears from above and then recedes above), the hand 5h is judged to be that of the dealer 5, and if the hand is extending from any other direction, it is judged to be cheating. Based on this rule, cheating is detected.

[0077] While the dealer 5 is collecting the chips 9 bet by the game participant 6L who lost the game, the system monitors whether other players take the lost chips 9 in an illegal way (Figs. 12 and 11). In an image between a state where the chips 9 are present and a state where they are not, as shown in Fig. 13, the analysis of the take-up by the loser 6L among the game participants 6 detects by image analysis that a hand 6h extends or moves from the bottom of Fig. 13 (originally from the top), and it is determined that this means that a hand 6h other than the dealer 5 takes the chips 9, and this is determined to be cheating.

[0078] Analysis of the fact that the dealer 5 correctly paid (placed) chip 9W for the winning chip 9, and that the winner 6W among the game participants 6 took it. First, the winning chip shown in FIG. 14A is redeemed for the chip 9W according to the rules of the game, as shown in FIG. 14B. A change in the state shown in FIG. 14A to the state shown in FIG. 14B is detected, and at the same time, image analysis is used to detect whether the hand is the dealer 5's hand 5h. After this, as shown in FIG. 14C, the hand 6h of the winner 6W among the game participants 6 extends (moves) to the same betting area, and then the control device 4 checks whether all the chips 9 are gone (as shown in FIG. 14D) from the image analysis results according to the rules of the game to determine whether there was any cheating.

[0079] Furthermore, the control device 4 is configured to determine whether the amount of chips paid by the dealer 5 to the winner is correct based on the amount bet by the winner 6W among the game participants 6. A specific example is shown below. It is assumed that the position and total amount of the chips 9 (whether the chips 9 were bet on the betting area 8 on the player's side or the banker's side) cannot be read normally, for example, when the chips 9 are shifted and overlapped, or when they are in a blind spot from the position of the camera 2. The control device 14 is configured to recognize the hiding of the chips 9 due to a blind spot (when a part of a chip is hidden, or when the entire chip is hidden) by using a self-learning function based on an existing artificial intelligence-based computer or control system, deep learning (structure) technology, etc., and to accurately grasp the position, number, etc. Furthermore, the structure for detecting the position 8 and type of the chips 9 in the betting area 8 is not limited to this, and may be configured to detect by reading, for example, an ID embedded in the chip.

[0080] As described above, the control device 14 is able to grasp, via the camera 2 and image analysis device 12, the position 8 of the chips 9 bet by each player 6 (the position where the player, banker, or pair bet was made), the type (each color of chip 9 is assigned a different value) and the number of chips, and can detect which customer 6 placed a bet on the player (if there are multiple customers 6 who bet on the player, which customer 6 bet the most) and which customer 6 placed a bet on the banker (if there are multiple customers 6 who bet on the banker, which customer 6 bet the most).

[0081] Furthermore, the control device 14 of the cheating detection system of this game analyzes and monitors the information obtained by the image analysis device 12 using the camera 2 in the above manner, following the rules of the baccarat game. It performs the monitoring shown in 1) to 5) above and judges whether or not cheating that violates the rules is being performed. When cheating is detected, the card dealing detection device 14C turns on the abnormality display lamps 16 provided on both the card dealing device 3 and the gaming table 4, and outputs 15 the detection of cheating to the casino management department or the like by wireless or wired communication. A monitor or lamp that issues a warning or display in response to the judgment result may also be provided in another location.

[0082] As described above, fraudulent behavior is detected by the control device 14, and at the time of detection or at an appropriate time, an indication signal is sent to the indicator lamp 13 or the abnormality indicator lamp 16 of the card distributing device 3. In addition to issuing a warning, the card distributing device 3 may also activate a function for preventing the distribution of cards after the time fraud or error is detected, thereby preventing the distribution of cards 1.

[0083] An embodiment of the card dealing device 3 used in the table game system of the present invention will be described below with reference to Figures 15 to 19. The card dealing device 3 includes a card storage section 102 that stores a plurality of shuffled playing cards 1s, a card guide section 105 that guides the shuffled playing cards 1 when the shuffled playing cards 1 are manually drawn one by one from the card storage section 102 toward the game table 4 by a dealer 5 or the like, an opening section 106 for removing the cards 1 guided by the card guide section 105, a card detection section (card detection sensors 22 and 23) that detects that the shuffled playing cards 1 have been drawn when the shuffled playing cards 1 are drawn, and a card reading section 10 that reads information indicating at least the number (rank) of the shuffled playing cards 1. 8, a control unit 109 that determines the outcome of a card game based on the number (rank) of shuffled playing cards 1 read in sequence by a card reading unit 108, a result display lamp 13 that displays the outcome of the card game determined by the control unit 109, a distribution limiting device 30 that is provided in the opening 106 and limits the insertion and removal of cards 1 from the card storage unit 102, and a management control unit 114 that has the same function as the control unit 14. These are integrated together, and when the control unit 14 detects a dealer's mistake or fraudulent behavior in the game, it has the function of preventing further cards from being drawn from the card distribution device 3 after the detection point or at a specified timing.

[0084] Next, the distribution limiting device 30 that limits the insertion and removal of the card 1 from the card storage unit 102 will be described with reference to Figures 17 and 16. The distribution limiting device 30 is provided in a card guide 107 of a card guide unit 105 that guides the cards 1, which are taken out one by one from a front opening 106 of the card storage unit 102, onto the gaming table 4. The distribution limiting device 30 has a structure in which a locking member 34 presses the card 1 when the card 1 passes through a slot 33 between the card guide unit 105 and a guide cover of the card guide 107, thereby preventing the card 1 from entering or leaving the slot 33. The locking member 34 moves as indicated by an arrow m by a driving unit 35 such as an electromagnetic solenoid or a piezoelectric element so as to be capable of taking two states: a position where the card 1 is pressed (a limiting position) and a passable position where the card 1 can pass. The driving unit 35 is controlled by a control unit 109 that is directly or indirectly connected to the control device 14 by wire or wirelessly, and moves the locking member 34 to two states: a position for pressing the card 1, and a passable position for allowing the card 1 to pass. The rules of the baccarat game are preprogrammed and stored in the control unit 109.

[0085] Next, a modified example of the distribution restriction device 30 will be described with reference to Fig. 18B. The distribution restriction device 40 in the modified example has a structure in which, when the card 1 passes through the slot 33 between the card guide section 105 and the card guide 107 (guide cover), the locking member 36 protrudes into the slot 33 to prevent the movement of the card 1. The locking member 36 is moved by a driving section 37 such as an electromagnetic solenoid or a piezoelectric element as indicated by an arrow m so as to take two states: a position where the movement of the card 1 is prevented (a limiting position) and a passable position where the card 1 can pass. The driving section 37 is controlled by a control section 109 connected to the control device 14, and moves the locking member 36 to two states: a position where the movement of the card 1 is prevented and a passable position where the card 1 can pass.

[0086] Next, the details of the code reading unit 108 that reads the code 52 representing the number (number, rank) of the card 1 from the card 1 when the card 1 is manually drawn out from the card storage unit 102 will be described. FIG. 17 is a plan view of the main part of the card distribution device 3. In the figure, the code reading unit 108 is provided in a card guide unit 105 that guides the cards 1, which are manually drawn out one by one from the front opening 106 of the card storage unit 102, onto the game table 4. The card guide unit 105 has an inclined surface, and card guides 107 that also serve as sensor covers are attached to the edges on both sides. In addition, each of the two card guides 107 is detachable by screws or the like (not shown). When the card guide 107 is removed, the sensor group 115 of the code reading unit 108 is exposed. The sensor group 115 is made up of four sensors, two ultraviolet ray reaction sensors (UV sensors) 20, 21 and object detection sensors 22, 23.

[0087] The object detection sensors 22 and 23 are optical fiber type sensors that detect the presence or absence of the card 1 and can detect the movement of the card 1. The object detection sensor 22 is located on the upstream side of the card guide unit 105 along the flow direction of the card 1, and the other object detection sensor 23 is located on the downstream side. As shown in the figure, the object detection sensors 22 and 23 are provided on the upstream side and downstream side of the UV sensors 20 and 21. The UV sensors 20 and 21 are equipped with an LED (ultraviolet LED) that emits ultraviolet light and a detector. The mark M of the code 52 is printed on the card 1 with ultraviolet luminous ink that changes color when exposed to ultraviolet light, and ultraviolet light (black light) is irradiated onto the card 1, and the reflected light of the mark M of the code 52 of the card 1 is detected by the detector. The UV sensors 20 and 21 are connected to the code reading unit 108 and the control unit 109 via cables. In the code reading unit 108, the combination of the marks M is determined from the output signals of the detectors of the UV sensors 20 and 21, and the number (rank) corresponding to each code 52 is determined.

[0088] In the code reading unit 108, the start and end of reading by the UV sensors 20 and 21 are controlled by the control unit 109 based on the detection signals of the object detection sensors 22 and 23. The control unit 109 also determines whether the card 1 has passed through the card guide unit 105 normally based on the detection signals of the object detection sensors 22 and 23. As shown in FIG. 19, rectangular marks M representing the rank (number) and suit (heart, spade, etc.) of the card are arranged in two columns and four rows on the edge of the card 1. When the UV sensors 20 and 21 detect the marks M, they output an ON signal. The code reading unit 108 determines the relative relationship between the two signals input from the two UV sensors 20 and 21. As a result, the code reading unit 108 identifies the code based on the relative difference between the two marks M detected by the two UV sensors 20 and 21, and identifies the number (rank) and type (suit) of the corresponding card 1.

[0089] The relationship between the code 52 and the output of the ON signal of the two UV sensors 20, 21 is shown in FIG. 19. Based on the result of comparing the relative changes in the output of the ON signal of the UV sensors 20, 21, a predetermined combination of the marks M can be specified. As a result, if four combinations of the marks M are printed in two rows, one above the other, and four rows are printed, 256 codes can be configured by the fourth power of four. Each of the 52 types of playing cards is assigned to one of the 256 codes, which are stored in a memory or program as a comparison table, and the code reading unit 108 specifies each code 52, thereby specifying the number (rank) and type (suit) of the card 1 from a predetermined comparison table (not shown). In addition, the 256 codes can be stored in a comparison table in a free combination corresponding to the 52 types of cards, so that the combinations can be made complex, and the combinations of the 256 codes and the 52 types of cards can be changed depending on the time and place. The codes are printed with paint that becomes visible when exposed to ultraviolet light, and are preferably printed in a position that does not overlap with the type notation of the cards or the index 103.

[0090] In the above embodiment, the image analysis device 12 and the control device 14 are devices that utilize artificial intelligence or have a deep learning structure. Specifically, the image analysis device 12 and the control device 14 may use a scale-invariant feature transform (SIFT) algorithm, a convolutional neural network (CNN), deep learning, machine learning, or the like to perform image analysis and the above various controls. These technologies are technologies that recognize objects contained in a captured image by performing image recognition, and in particular, in recent years, objects have been recognized with high accuracy using deep learning technology in which neural networks are multi-layered. This deep learning technology generally recognizes objects with high accuracy by stacking layers over multiple stages in an intermediate layer between the input layer and output layer of a neural network. In this deep learning technology, in particular, a convolutional neural network has attracted attention because it has higher performance than conventional methods of recognizing objects based on image features.

[0091] In a convolutional neural network, labeled target images are trained and the main objects contained in the target images are recognized. If there are multiple main objects in the training image, they are designated by rectangular regions, and the image corresponding to the designated region is labeled for training. Furthermore, the convolutional neural network can determine the main object in the image and the position of the object.

[0092] To further explain the convolutional neural network, the target recognition process extracts candidate regions based on local features by performing edge extraction processing on the recognition target image, inputs the candidate regions into the convolutional neural network to extract feature vectors, classifies them, and obtains the most certain classified candidate region as the recognition result. The certainty is an amount that indicates how high the similarity of the subject of an image learned together with a certain image region and label is relative to the similarity of other classes.

[0093] In addition, devices utilizing artificial intelligence or having a deep learning structure are described in U.S. Patent No. 9,361,577, U.S. Patent Publication No. 2016-171336, U.S. Patent Publication No. 2015-036920, Japanese Patent Publication No. 2016-110232, etc., the descriptions of which are incorporated herein by reference.

[0094] Various embodiments of the present invention have been described above. However, it goes without saying that the above-mentioned embodiments can be modified by those skilled in the art within the scope of the present invention, and the device of the present embodiments may be appropriately modified according to the needs of the game to which it is applied.

[0095] The above first and second embodiments disclose the following invention.

[0096] (1) A fraud detection system for an arcade having a plurality of gaming tables, comprising: a game recording device for recording the state of a game played on the gaming table as an image by a camera; an image analyzer for performing image analysis on the recorded game state image; a winning / losing result determination device for determining the winning / losing result of each game at the gaming table; a control device that detects fraudulent conduct at the gaming table using the image analysis result by the image analysis device and the win / loss result determined by the win / loss result determination device; The control device grasps the position, type and number of chips bet by each player through the image analysis device, and grasps the total amount of chips in the dealer's chip tray at the gaming table, A fraud detection system that adds or subtracts from the total amount of chips in the chip tray before the settlement of each game the increase or decrease in the amount of chips in that game calculated from the positions, types and numbers of chips bet by all players in that game and the outcome of that game obtained by the outcome determination device, compares the total amount of chips that should be in the chip tray after settlement at the end of the game with the actual total amount of chips in the chip tray at the end of the game obtained via the image analysis device, and determines whether there is a difference between the actual total amount and the total amount that should be.

[0097] (2)(1) A fraud detection system comprising: The control device grasps the position, type and number of chips bet by each player via the image analysis device, and grasps the actual total amount of chips in the chip tray when all of the losing chips bet by each player have been collected, and compares the total amount of chips that should be in the chip tray, calculated by adding the increase in the chip tray amount for that game based on the position, type and number of chips bet by the losing player from the total amount of chips in the chip tray before the settlement of each game, with the actual total amount of chips in the chip tray, and determines whether there is a difference between the total amount that should be and the actual total amount.

[0098] (3)(2) A fraud detection system comprising: The control device compares the total amount of chips that should be in the chip tray, calculated by adding the increase in the chip tray for that game based on the position, type and number of chips bet by a losing player to the total amount of chips in the chip tray before the settlement of each game, with the actual total amount of chips in the chip tray, and determines that there is no difference between the total amount that should be and the actual total amount, and compares the total amount that should be in the chip tray after settlement at the end of the game with the actual total amount of chips in the chip tray at the end of the game obtained via the image analysis device, and if it determines that there is a difference between the total amount that should be and the actual total amount, it determines that a payment error has occurred and generates a payment error signal to notify of the payment error.

[0099] (4)(2) A fraud detection system comprising: The chip tray is provided with a collection chip tray for collecting and temporarily storing chips bet by losing players, and the image analysis device and the control device compare the amount of chips that should be in the collection chip tray, calculated from the position, type and number of chips bet by the losing player, with the actual total amount of chips in the collection chip tray, and determine whether there is a difference between the total amount that should be in the collection chip tray and the actual total amount.

[0100] (5)(1) A fraud detection system comprising: Obtaining the actual total amount of chips in the chip tray after settlement at the end of the game through the image analysis device; 1) When redemption for winning chips is complete, 2) When the cards used in the game are collected and discarded in the discard area of ​​the table, 3) When a predetermined button associated with the winning / losing result determination device is pressed, 4) When the marker showing the victory or defeat is returned to its original position, A fraud detection system that is either

[0101] (6) Any of the fraud detection systems according to (1) to (3), A fraud detection system in which, when the control device determines that the actual total amount of chips recorded in the dealer's chip tray at a gaming table does not correspond to the increase or decrease in chips calculated from the chip amounts bet by all players and the win / loss result of the game, the game recording device is configured to add an index or time to the captured video, or to identify and play back the chip collection or payment scene, so that the record of the game in which the difference occurred can be analyzed in the game recording device.

[0102] (7) Any of the fraud detection systems according to (1) to (3), The image analysis device or control device is configured to obtain information on the type, number and position of multiple chips bet on the gaming table even if some or all of the chips are hidden by the blind spot of the camera.

[0103] (8)(1) A fraud detection system comprising: The control device includes: 1) The position, type and number of chips bet at each playing position on the gaming table are grasped, and the winning / losing history of each player and the amount of chips obtained from the winning / losing results of each game are compared with statistical data of past games to extract a unique situation; or 2) A state in which the amount of bet chips when losing is smaller than the amount of bet chips when winning at a playing position on a gaming table is extracted as a unique situation by comparing it with statistical data of past games; A fraud detection system that is structured to enable the above.

[0104] (9) A fraud detection system according to any one of (1) to (3), The control device is a fraud detection system that can compare and determine whether the amount of chips recorded in the dealer's chip tray at a gaming table has increased or decreased in accordance with the payment amount of chips corresponding to the exchanged bills, or the payment amount of bills corresponding to the exchanged chips, after the bills and chips have been exchanged.

[0105] (10)(9) A fraud detection system comprising: The control device further comprises a database which records the history of the exchange of bills and chips, and refers to the database on a regular or daily basis to compare and determine whether the amount of chips recorded in the dealer's chip tray at the gaming table has increased or decreased in accordance with the payment amount of chips corresponding to the exchanged bills, or the total payment amount of bills corresponding to the exchanged chips, in the fraud detection system.

[0106] (11) Any of the fraud detection systems according to (1) to (8), The control device is a cheating detection system capable of identifying a player at a playing position that is extracted as the difference or peculiar situation through the image analysis device.

[0107] (12) A fraud detection system according to (11), The control device is a fraud detection system having a warning function that notifies another gaming table of the presence of the specified player when the specified player leaves the other gaming table and takes a seat at the other gaming table.

[0108] (13) A fraud detection system according to any one of (1) to (3), The control device further comprises: 1) In each game, whether there is any movement of chips between the start of card withdrawal or the start of the game by the dealer and the display of the game result by the card distribution device; 2) After the end of each game, while the dealer is collecting the chips bet by the loser among the players, whether or not the loser has taken any chips; 3) After the end of each game, whether or not chips were added while the dealer was collecting the chips bet by the losing players. 4) After the end of each game, whether the dealer has paid out the winning chips of the players; 5) After the end of each game, whether the winner among the players has taken the chips that they had bet and the chips that they had paid; A fraud detection system having a function of determining at least one of the above.

[0109] (14) A fraud detection system according to any one of (1) to (3), A fraud detection system, wherein the win / loss result determination device is a card distribution device that distributes cards at a gaming table, or a control device that determines the win / loss result of each game from information from the image analysis device that reads the cards distributed at the gaming table with a camera.

[0110] (Third embodiment) The true "sales" of a casino facility (amusement hall) for a casino operator is the total amount of chips bet (wagered) by players. The profit (gross profit) of the casino operator is the amount obtained by subtracting the amount paid out from this sales. However, in current casinos, this sales and profits cannot be managed. Furthermore, it is not possible to grasp in detail the trends in sales and profits for each table and each pit.

[0111] Therefore, in this embodiment, it is an object to grasp the sales or profits of the entire casino, or the profits or profits of each table or each pit.

[0112] In order to achieve the above object, one aspect of the present embodiment is a game management system for managing casino games played at a plurality of tables in a casino facility, comprising: a camera for photographing the gaming tokens that have been bet and obtaining an image of the tokens; an information processing device that specifies a bet target based on a position of the gaming token in the image, and specifies a bet amount based on a type and a number of the gaming token in the image; a game result determination device for determining a game result of the casino game; a calculation device that calculates a profit of a casino operator for each table and each game of the plurality of tables based on the betting object, the betting amount, and the game result; A recording device for recording the profits; It is a game management system equipped with the above.

[0113] The game result determination device may be an electronic shoe including a storage section for storing playing cards, a removal mechanism for removing the playing cards one by one from the storage section, a detection section for detecting the contents of the playing cards removed by the removal mechanism, and a determination section for determining the game result of the Baccarat game based on the contents of the playing cards detected by the detection section in accordance with the rules of the Baccarat game.

[0114] Another aspect of the present embodiment is a game management system for managing casino games played at a casino facility, comprising: bet detection means for detecting bet contents including a bet object and a bet amount of the casino game; a game result determination means for determining a game result of the casino game; a calculation means for calculating a profit for a casino operator based on the betting details and the game result; It is a game management system equipped with the above.

[0115] The bet detection means may include an image capture means for capturing an image of the casino game, and an information processing means for identifying the bet content based on the image.

[0116] The information processing means may specify the bet content based on the position, type and number of gaming tokens in the image.

[0117] The information processing means may identify the bet content based on the image by image recognition using a machine learning model.

[0118] The casino game is a game using playing cards, The game result determination means An electronic shoe including a storage section for storing the playing cards, a take-out mechanism for taking out the playing cards one by one from the storage section, and a detection section for detecting the contents of the playing cards taken out by the take-out mechanism; a determination means for determining a game result of the casino game in accordance with rules of the casino game based on the contents of the playing cards detected by the detection unit; The device may include:

[0119] The game machine further includes a dealer amount detection means for detecting a total amount of game tokens of the dealer, The calculation means may further calculate the profit based on the total amount.

[0120] The gaming token may have an RF tag built therein that stores information that can identify at least its value, The dealer amount detection means may include an RF reader that reads the RF tag.

[0121] The bet detection means may detect the bet content for each game. The game result determination means may determine the game result for each game, The calculation means may calculate the profit for each game based on the bet contents and the game result of the same game.

[0122] The game machine may further comprise a table creating means for creating a table showing the profit for each game.

[0123] The casino facility may include a plurality of tables for playing the casino games, The bet detection means and the game result determination means may be provided for each of the tables, The calculation means may calculate the profit for each of the plurality of tables.

[0124] The device may further comprise a table creating means for creating a table showing the profit for each table.

[0125] The calculation means may further calculate a total bet amount based on the bet details.

[0126] The calculation means may further calculate a profit rate based on the profit and the total bet amount.

[0127] The device may further comprise an alarm means for generating an alarm for said profit rate being below a predetermined threshold.

[0128] The device may further comprise an alarm means for generating an alarm for said profit rate being equal to or greater than a predetermined threshold.

[0129] Yet another aspect of the present embodiment is a game management system for managing casino games played at a plurality of tables in a casino facility, comprising: a camera for photographing the gaming tokens that have been bet and obtaining an image of the tokens; an information processing device that specifies a bet amount based on the type and number of the gaming tokens in the image; a calculation device for calculating a total bet amount for each of the plurality of tables; a recorder for recording the total amount of bets for each table; It is a game management system equipped with the above.

[0130] Yet another aspect of the present embodiment is a game management system for managing casino games played at tables in a casino facility, comprising: a camera for photographing the gaming tokens that have been bet and obtaining an image of the tokens; an information processing device that specifies a bet amount based on the type and number of the gaming tokens in the image; A calculation device for calculating a total bet amount for each game; A recording device for recording the progress of the total bet amount for each game; It is a game management system equipped with the above.

[0131] With the above-described configuration, the game management system of this embodiment can grasp the sales (total bet amount) and profits of the entire casino facility or for each part thereof (table).

[0132] The game management system of this embodiment will be described below with reference to the drawings. FIG. 20 is a schematic diagram of a casino facility in which the game management system 100 of this embodiment has been introduced. As shown in FIG. 20, a plurality of gaming tables 4 are installed in the casino facility, and casino games are played at each gaming table 4. One side of the gaming table 4 is the dealer side where the dealer is located, and the other side is the player side where the player is located. In the example of FIG. 20, the upper side of each gaming table 4 is the player side, and the lower side is the dealer side.

[0133] Bets are placed using chips 9 on the gaming table 4. In each game, a player places a bet by placing the type and number of chips 9 that he or she wishes to bet on in an area on the gaming table 4 that corresponds to the betting object.

[0134] The gaming tokens (hereinafter referred to as "chips") 9 have different designs on the front and sides for each type, and the type can be identified by observing either the front or side. In this embodiment, the chips 9 are given different values ​​for each type (e.g., 1000 dollars, 100 dollars, 10 dollars, etc.). Therefore, the value of the chip 9 can be identified by identifying the type.

[0135] Chip 9 has an embedded RF tag on which at least information capable of identifying its type is recorded. Information recorded in the RF tag (RF tag information) may include information indicating the type of chip 9, or may include identification information that uniquely identifies the chip 9. When the RF tag information is identification information, a database is prepared in which type information corresponding to the identification information is stored, and the type corresponding to the identification information read from chip 9 can be identified by referring to the database. In this embodiment, both information indicating the type and identification information are recorded in the RF tag of chip 9, and its value can be identified by the information indicating the type.

[0136] A chip tray 17 is provided on the dealer side of the gaming table 4. The chips 9 of the dealer are stored in the chip tray 17. An antenna 173 for reading RF tag information of the RF tag embedded in the chip 9 is installed inside or outside the chip tray 17. The antenna 173 receives radio waves from the RF tag of the chip 9 stored in the chip tray 17.

[0137] A card distribution device 3 that also functions as a winning / losing determination device is placed on the game table 4 and used. The configuration of the card distribution device 3 is the same as that of the card distribution device 3 in the first or second embodiment, so a detailed description thereof will be omitted. In this embodiment, the card distribution device 3 determines the winning / losing result of each game, either the player's win, the banker's win, or a tie, according to the rules of the baccarat game. That is, as shown in Figs. 15 to 19, the card distribution device 3 is an electronic shoe including a card storage section 102 that stores playing cards 1s, a card guide section 105 and an opening section 106 that constitute a take-out mechanism for taking out the playing cards 1s one by one from the card storage section 102, card detection sensors 22, 23 and a card reading section 108 that constitute a detection section that detects the contents of the playing cards 1 taken out by the take-out mechanism, and a control section 109 as a determination section that determines the game result of the baccarat game according to the rules of the baccarat game based on the contents of the playing cards detected by the card reading section 108.

[0138] A camera 2 is installed on each gaming table 4. The camera 2 is attached to the tip of a pole extending upward, and is provided at a high position on the gaming table 4. The shooting direction and angle of view of the camera 2 are set so that it can shoot an image including at least the betting area of ​​the gaming table 4 (the area where players place chips 9 to bet), the card dealing device 3, and the chip tray 17. The camera 2 shoots the bet chips to obtain an image.

[0139] 20, one camera 2 is installed on each gaming table 4, but multiple cameras 2 with different installation positions, shooting directions, or angles of view may be installed on each gaming table 4 to shoot different ranges. For example, a camera 2 that shoots the betting area and a camera 2 that shoots the chip tray 17 may be provided separately, or multiple cameras installed at different heights and with different shooting directions may shoot the same betting area.

[0140] Each gaming table 4 is further provided with a control device 14. The control device 14 is connected to the camera 2 (or the multiple cameras 2 if multiple cameras 2 are provided) of the gaming table 4, the card dealing device 3, and the RF antenna 173. The control device 14 has multiple functions as an information processing device.

[0141] First, the control device 14 has a function as an RF reader that identifies the types of all chips 9 stored in the chip tray 17 based on the radio waves received by the antenna 173, calculates the total amount of the chips 9 stored in the chip tray 17, and records it. The control device 14 also has a function of receiving and recording the results of winning and losing each game from the card distribution device 3. Furthermore, the control device 14 has a function as an image recognition device that acquires a photographed image from the camera 2, performs image recognition on the photographed image using a machine learning model, and recognizes the bet contents, that is, which player bets how much on which bet object, in the same manner as in the first and second embodiments. The machine learning model may be a neural network with a deep learning structure. Specifically, the control device 14 identifies the player and the bet object based on the position of the chip 9 in the photographed image, and identifies the bet amount based on the type and number of the chips 9 in the photographed image.

[0142] In this way, at each gaming table 4, the control device 14 grasps, for each game, the total amount of chips 9 stored in the chip tray 17 (hereinafter also referred to as the "dealer amount") using the antenna 173, grasps the outcome of the game (hereinafter also referred to as the "game result") using the card distribution device 3, and grasps the bet details using the image from the camera 2. Based on this information (the total amount of chip tray, the game result, and the bet details), the casino operator's sales and profits for each game can be calculated.

[0143] The game management system 100 includes a management device 50 connected to the control devices 14 of multiple game tables 4. The management device 50 is configured by a general-purpose computer. The management device 50 includes a calculation device 51 and a recording device 52. The calculation device 51 is realized, for example, by a general-purpose processor executing the computer program of this embodiment. The calculation device 51 includes a calculation unit 511, a table creation unit 512, and an alarm unit 513.

[0144] The calculation unit 51 acquires information on the dealer amount for each game, game results, and bet details from the multiple control devices 14, and calculates the sales, profit (gross profit), and profit rate (gross profit rate) for each gaming table 4. The table creation unit 512 creates a table and graph in which the sales and profits calculated by the calculation unit 511 are arranged in chronological order for each table.

[0145] The calculation unit 511 may calculate the sales, profits, and profit rates for each player's position on each gaming table 4, and the table creation unit 512 may also create a table and a graph in which the sales, profits, and profit rates are arranged in chronological order for each player's position on each gaming table 4. Furthermore, if the game management system 100 has a means for recognizing players, it may calculate the sales from the player's bets and the profits obtained from the player for each player, and create a table and a graph.

[0146] The recording device 52 records the sales, profits, and profit ratios calculated by the calculation unit 511 in the form of tables and graphs created by the table creation unit 512.

[0147] Specifically, the calculation unit 511 calculates the total amount of bets (sales) for each of the multiple gaming tables 4 and for each game, and calculates how much to recover or redeem for each bet object based on the bet object, bet amount, and game result, thereby calculating the casino operator's profit. The calculation unit 511 also calculates the difference between the dealer amount before and after the table game for each of the multiple gaming tables 4 and for each game, thereby calculating the casino operator's profit. The former profit is, so to speak, a theoretical value, and the latter profit is, so to speak, an actual value, and these should match. The calculation unit 511 may determine whether the theoretical value and the actual value match, and if they match, adopt the profit, and if they do not match, issue a warning to that effect.

[0148] The calculation unit 511 further calculates the total amount of bets (sales) for each of the plurality of tables 4 and for each game. The calculation unit 511 also calculates a profit rate (gross profit rate) (= profit / sales) based on the sales and profit (gross profit) for a predetermined period or a predetermined number of games.

[0149] Furthermore, the calculation unit 511 can grasp the sales (total bet amount) and profit amount for each gaming table 4, and calculate the tax to be paid by the casino facility by applying different tax rates to the profit amount of the gaming table 4 for each area. For example, the calculation unit 511 can set different tax rates such as paying 10% of the profit amount in the VIP area and paying 20% ​​of the profit amount in the Mass area. Furthermore, in this case, in order to guide casino customers to the VIP area where the tax rate paid by the casino facility is lower, the casino facility can enhance the services in the VIP area or apply special game rules.

[0150] Furthermore, the calculation unit 511 can compare the sales (total bet amount), profit amount, and profit rate with the past (for example, yesterday, last year, etc.).

[0151] The table creation unit 512 creates various tables and graphs by tallying up the sales, profits, and profit rates calculated by the calculation unit 511. FIG. 21 is an example of a table showing sales (total bet amount) for each gaming table 4 created by the table creation unit 512. As shown in FIG. 21, the table creation unit 512 creates a table showing the number of chips 9 of each type bet for each gaming table 4. The number of chips 9 may be the number totaled for each predetermined time period, such as from midnight to midnight the next day. If the casino facility is not open 24 hours a day, the number may be the number totaled for each business hour of a day. Furthermore, the total may be a result of a certain period of time in the past based on the time of creation. This table further includes the total chip amount (sales) for each gaming table 4. This table allows the sales for the same time period to be compared for each gaming table, and the total sales of the entire casino facility for that time period to be known.

[0152] FIG. 22 is an example of a table created by the table creation unit 512, showing sales for each game on each gaming table 4. FIG. 22 is a table showing sales for table 1. As shown in FIG. 22, the table creation unit 512 creates a table showing the number of various chips 9 bet for each game. The table creation unit 512 may create one table for a fixed period (e.g., 24 hours or one business day), or may create a table for every predetermined number of games (e.g., 80 games). The table creation unit 512 may also create a table for a predetermined time period or number of games in the past up to the time of table creation.

[0153] FIG. 23 is an example of a table created by the table creation unit 512, showing the total bet amount (sales), profit (gross profit), and profit ratio for each game table 4. As shown in FIG. 23, the table creation unit 512 creates a table showing the total bet amount (sales), profit (gross profit), and profit ratio (=profit / sales) for each game table 4. The table creation unit 512 may create one table for a certain period (e.g., 24 hours, one week, one month, etc.), or may create a table for each predetermined number of games (e.g., 100 games, 1000 games, etc.). The table creation unit 512 may also create a table for a predetermined time period or a predetermined number of games in the past at the time of table creation.

[0154] FIG. 24 is an example of a line graph showing the progress of profits at each gaming table 4 created by the table creation unit 512, and FIG. 25 is an example of a graph showing the progress of profits at the entire casino facility. The examples of FIG. 24 and FIG. 25 show the progress of profits in one business day when the casino facility is open from 8:00 a.m. to 6:00 a.m. the following day. Graphs such as FIG. 24 and FIG. 25 make it easier to understand the progress of profits and enable management analysis of the casino facility. In addition, by showing the progress of profits for each table as in FIG. 24, it becomes easier to find tables with unusual progress of profits.

[0155] 26 is an example of a bar graph showing the profit rate for each gaming table 4, created by the table creation unit 512. This bar graph makes it possible to see at a glance how much profit has been made on each gaming table 4.

[0156] In the above example, the calculation unit 511 and the table creation unit 512 calculated the sales, profit, and profit margin for each gaming table 4 and created tables and graphs, but instead of or in addition to this, the sales, profit, and profit margin for each pit where multiple gaming tables 4 are gathered may be calculated and tables and graphs may be created.

[0157] The calculation unit 512 may calculate the sales, profit, and profit margin each time it obtains information on the dealer amount for each game, the game result, and the bet content, and may calculate the sales, profit, and profit margin when the table creation unit 512 creates a table.

[0158] The table creation unit 512 may create a table for each period covered by the table or graph. For example, when the table creation unit 512 creates a graph showing the progress of sales for one day (24 hours) for each gaming table 4, the table creation unit 512 may automatically create the table every 24 hours (as soon as data is collected). Alternatively, the table creation unit 512 may create a table or graph at a timing manually instructed, regardless of the period covered by the table or graph. Alternatively, the table creation unit 512 may automatically create a table or graph at an interval shorter than the period covered by the table or graph. For example, a table or graph may be created by tabulating the past 24 hours every six hours.

[0159] The warning unit 513 judges that an unusual situation has occurred based on the sales, profit, and profit ratio calculated by the calculation unit 511 and the tabulation by the table creation unit 512, and generates a warning. For example, the warning unit 513 may compare the profit ratio calculated by the calculation unit 511 or the profit ratio for a predetermined period or a predetermined number of games tabulated by the table creation unit 512 with a predetermined first threshold and generate a warning when it is equal to or less than the first threshold, and may compare the profit ratio calculated by the calculation unit 511 or the profit ratio for a predetermined period or a predetermined number of games tabulated by the table creation unit 512 with a predetermined second threshold and generate a warning when it is equal to or more than the second threshold. The warning unit 513 may also generate a warning by comparing the profit and sales with a predetermined threshold.

[0160] The warning unit 513 may find anomalous situations by conducting more complex analysis of sales and profits. For example, a warning may be generated based on the trend of profit margins in the table or graph created by the table creation unit 512. In this case, a machine learning model may be used to determine anomalous situations. This machine learning model may be a model that takes the trend of profit margins obtained by the tabulation in the table creation unit 512 as input and outputs the probability that the situation is anomalous, and the warning unit 513 issues a warning when the probability is equal to or exceeds a predetermined threshold. above If so, it may be determined that this is an unusual situation and an alarm may be generated.

[0161] The warning may be realized by marking elements determined to be peculiar in the table or graph created by the table creation unit 512, and in addition, may be realized by generating and outputting an image, sound, a driving signal for an alarm device (lamp, buzzer, etc.) when such an anomalous situation occurs. In the example of Fig. 23, the warning is realized by shading the table 3 where the profit rate is below 0%.

[0162] As shown in FIG. 20, a reader / writer 70 is provided on the dealer side of each gaming table 4 for reading and writing to a member's card held by a player who has registered as a member. FIG. 27 is a diagram showing a reader / writer and a member's card. A member's card 1M is a plastic card, and an RF tag 11M is built in. The RF tag 11M stores a member ID given to a player (member) by member registration, points held by the player (held points), and the like. The RF tag 11M is equipped with an antenna, and information can be written to and read from the reader / writer 70 in a non-contact manner.

[0163] The reader / writer 70 includes a wireless unit 71, a take seat button 72, a leave seat button 73, and a position designation button 74. The wireless unit 71 writes and reads information to and from the RF tag 11M embedded in the member's card 1M using the RFID method. The position designation buttons 74 include buttons "1," "2," "3," "5," "6," "7," and "8" that respectively correspond to the seven positions on the gaming table 4, and a button "C" for canceling the designation.

[0164] 28 is a diagram showing information stored in the member's card 1M. The member's card 1M records the member ID, owned points, most recent balance, points earned in the most recent three days, points earned in the most recent month, and points earned in the most recent year. The most recent balance is recorded as the total value of the amount paid out (positive) and the amount collected (negative) between the last time the member sat down and left the seat.

[0165] When a player P sits at a player position on the gaming table 4, the dealer D takes the member's card 1M from the player P and has the reader / writer 70 read the member's card 1M. Specifically, the dealer D presses the position designation button 74 for the corresponding player position, presses the seat button 72, and holds the member's card 1M over the wireless unit 71 to read the information recorded on the member's card 1M. This allows the reader / writer 70 to identify the player P at each player position by the member ID, and the reader / writer 70 functions as a player identification means.

[0166] The reader / writer 70 outputs (transmits) to the control device 14 the information read by the wireless unit 71, a take-sit signal in response to pressing the take-sit button 72, and information on the player position where the player corresponding to that member ID is seated. The control device 14 records the information received from the reader / writer 70, and also records the time when it received the take-sit signal as the start time. The start time is recorded in date and time format. The control device 14 also transmits the start time information and the member ID received from the reader / writer 70 to the management device 50.

[0167] The control device 14 determines which player position and which member ID of player P is playing based on the member ID and player position information received from the reader / writer 70. That is, the control device 14 can associate each player position of the gaming table 4 with a specific player P at the gaming table 4. While the player P plays multiple games, the control device 14 obtains and records the bet amount, payout amount, and recovery amount for each member ID.

[0168] When the player P leaves the gaming table 4, the dealer D causes the reader / writer 70 to read the member's card 1M received from the player P. In this case, the dealer D presses the leaving button 73 and holds the member's card 1M over the wireless unit 71 to read the member ID from the member's card 1M.

[0169] The reader / writer 70 outputs (transmits) the member ID and an absence signal to the control device 14. When the control device 14 receives the member ID and absence signal from the reader / writer 70, it records the time when it received the absence signal as the end time. The end time is recorded in date and time format. The control device 14 also obtains the cumulative bet amount and cumulative balance from the start time to the end time for that member ID. Furthermore, the control device 14 calculates the points earned based on the cumulative bet amount from the start time to the end time.

[0170] The control device 14 updates the owned points by adding the calculated acquired points to the owned points read from the member's card 1M when the user sits down. In addition, the control device 14 updates the acquired points for the most recent three days, the most recent month, and the most recent year based on the calculated acquired points. The control device 14 outputs the updated owned points, the acquired points for the most recent three days, the most recent month, the most recent year, and the cumulative balance from the start time to the end time to the reader / writer 70. The reader / writer 70 rewrites the information on the member's card 1M with this information. The cumulative balance from the start time to the end time is recorded as the most recent balance.

[0171] The above-mentioned functions of the control device 14 and the reader / writer 70 make it possible to award points to the member's card 1M according to the actual bet amount, and also enable the player P to store the points he or she owns in the member's card 1M.

[0172] <Display 15> The display 15 (see FIG. 37) is a liquid crystal display. The display 15 may be a two-dimensional arrangement of lamps. The display 15 is installed at a position and facing in such a direction that it can be seen by the player P at the player position and customers nearby.

[0173] The display 15 displays various information. For example, when the gaming table 4 is closed, a display indicating this (for example, the characters "CLOSED") is displayed, and when the gaming table 4 is open, game conditions such as the minimum bet amount (for example, the characters "MIN.$100") and the maximum bet amount (for example, the characters "MAX.$100,000") are displayed.

[0174] <Chip Tray 17> 29 is a plan view of the dealer chip tray. The chip tray 17 has a number of vertical grooves arranged horizontally. Each groove is formed at an angle so that the dealer D side is slightly lower. As a result, the chips 9 stored in the grooves move to the front side of the dealer D due to their own weight, and are stacked in order from the front side of the dealer D.

[0175] The two grooves on the right side are collection floats 171 for temporarily storing chips 9 collected from losing players P at the time of settlement, and the others are storage floats 172 for storing chips 9 according to value. The dealer D temporarily stores chips 9 collected from the gaming table 4 in the collection float 171, then pays out chips 9 from the storage float 172 to winning players P, and finally stores the chips 9 stored in the collection float 171 in the storage floats 172 corresponding to their values.

[0176] On the upper side of the chip tray 17, there are provided three confirmation lamps: a bet confirmation lamp 173, a recovery confirmation lamp 174, and a payout confirmation lamp 175. The bet confirmation lamp 173 lights up in response to a confirmation result as to whether there has been any fluctuation (late betting or unbetting) in the chips 9 bet between the start and end of the game. The recovery confirmation lamp 174 lights up in response to a confirmation result as to whether the recovered amount and the recovered chips 9 are genuine. The payout confirmation lamp 175 lights up in response to a confirmation result as to whether the payout amount is correct.

[0177] An RFID reader 176 for reading the RFID tags built into the chips 9 is provided inside the chip tray 17. This RFID reader 176 can read the RFID tags of the chips 9 stored in all grooves including the recovery float 171 and the storage float 172. As described above, the RFID tag of each chip 9 records information indicating the value of that chip 9, so by having the RFID reader 176 read the RFID tags of all chips 9 in the chip tray 17, the total value of the chips 9 in the chip tray 17 can be ascertained.

[0178] Note that RFID reader 176 can distinguish between the RFID tag of chip 9 accommodated in recovery float 171 and the RFID tag of chip 9 accommodated in accommodating float 172. That is, when RFID 176 reads an RFID tag, it can distinguish whether it is for chip 9 accommodated in recovery float 171 or for chip 9 accommodated in accommodating float 172. Note that, in order to perform such distinguishing, RFID reader 176 may be provided with separate antennas for reading the RFID tag of chip 9 accommodated in recovery float 171 and for reading the RFID tag of chip 9 accommodated in accommodating float 172, or may be provided with an antenna for each groove.

[0179] FIG. 30 is an enlarged perspective view of the recovery float of the dealer chip tray. In the part of the recovery float 171 that is formed on a curved surface along the side of the chips 9 to be stored, a slit 177 is formed along the length direction of the recovery float 171. A linear optical sensor (line sensor) 178 is provided in the slit 177. This optical sensor 178 can grasp up to what height of the recovery float 171 the chips 9 are stored, or how many chips 9 are stored. Note that a similar slit and optical sensor may also be provided in the storage float 172. In addition, a continuous slit may be formed in the groove, and the slit may be imaged from the back side by a camera (for example, an infrared camera), and the number of chips 9 stored in the groove may be grasped by performing recognition processing on the obtained image.

[0180] 31 is a block diagram showing the configuration of the dealer chip tray. The chip tray 17 includes a confirmation unit 179 in addition to the configuration described above. The confirmation unit 179 is configured by a computer, and by executing a predetermined program, a bet information grasping confirmation unit 1791, a collection confirmation unit 1792, an authenticity determination unit 1793, and a payout confirmation unit 1794 are configured. Various data and commands are input to the confirmation unit 179 from the control device 14.

[0181] The confirmation unit 179 is also connected to the bet confirmation lamp 173, the withdrawal confirmation lamp 174, and the payout confirmation lamp 175, and controls these lamps. Specifically, the confirmation unit 179 controls the bet confirmation lamp 173, the withdrawal confirmation lamp 174, and the payout confirmation lamp 175 to be turned on, blink, or turned off, and also controls the color of their light. The operation of the confirmation unit 179 will be described later.

[0182] <Game-specific cheating detection> As described above, information for detecting cheating or mistakes (hereinafter simply referred to as "cheating") is input to the control device 14 from the camera 2, the card dealing device 3, and the chip tray 17. Below, a method for detecting cheating for each game will be described.

[0183] 32 is a flow diagram of the management of the table game in this embodiment. The fraud detection in this embodiment is divided into four stages: grasping and confirming the game result (step S121), grasping and confirming the betting information of the chips 9 (step S122), confirming the collection of the chips 9 and determining their authenticity (step S123), and confirming the payout of the chips 9 (step S124).

[0184] Of these, the grasping and confirmation of the betting information of the chip 9 (step S122), the confirmation of the collection of the chip 9 and the determination of its authenticity (step S123), and the confirmation of the dispensing of the chip 9 (step S124) are respectively performed by the betting information grasping and confirmation unit 1791, the collection confirmation unit 1792, the authenticity determination unit 1793, and the dispensing confirmation unit 1794 of the confirmation unit 179 of the chip tray 17.

[0185] A monitor is connected to the control device 14, and a confirmation screen is displayed on the monitor for grasping and confirming the betting information of the chips 9 (step S122), confirming the collection of the chips 9 and judging their authenticity (step S123), and confirming the payout of the chips 9 (step S124). The monitor is connected to the control device 14 and installed in the back yard, and is visually confirmed by an observer. The monitor may be installed at the gaming table 4 in addition to or instead of the back yard.

[0186] Figure 33 is a flow diagram showing the role of each component in four stages of fraud detection. The leftmost column shows the flow of game progress and dealer operations at the gaming table 4. In the flow of Figure 33, cooperation between the card distribution device 3, camera 2, chip tray 17, and control device 14 is performed under the control of the control device 14.

[0187] First, the player P starts betting at the instruction of the dealer D (step S01). The player P places a bet by placing chips 9 in the betting area. When all the players P have placed their bets, the dealer D signals "no more bets" (step S02), and from then on, the player P is not allowed to change the bet object or bet amount.

[0188] When the bets are finished, the dealer D draws the first card from the card dealing device 3 (step S03). When the card dealing device 3 detects the first draw of a card since the standby button 133 of the previous game was pressed, it detects that it is the first draw (step S31), and the time-stamping unit 40 stamps the time, records the time in the recording unit 41, and reports it to the control device 14.

[0189] The control device 14 controls the camera 2 to take an image of the betting area (step S21). The camera 2 transmits the captured image to the control device 14, which performs image recognition on the image to recognize the betting information at the start of the game (step S501). The control device 14 also controls the chip tray 17 to read all chips 9 in the chip tray 17 with the RFID reader 176, and confirms the total amount of all chips 9 in the chip tray 17 (step S171).

[0190] The camera 2 may always photograph the betting area at a predetermined time interval and transmit the images to the control device 14. In this case, the control device 14 may recognize the betting information at the start of the game by performing image recognition on the image first acquired from the camera 2 after receiving a report from the card dealing device 3 that the first card draw has been detected. Here, the betting information is information indicating which player has bet how many chips 9 of what value on which betting object (PLAYER, BANKER, TIE, PLAYER PAIR, BANKER PAIR). The control device 14 stores this betting information at the start of the game.

[0191] The dealer D draws cards in order, and when he draws the last card (step S04), and all the cards are revealed after being squeezed by the player P (step S05), the game result is determined on the game table 4. As described above, when the dealer D draws cards in order, the card distribution device 3 reads the rank and suit of the card to be drawn.

[0192] When all the cards are open, the dealer D presses the standby button 133 of the card distribution device 3 (step S06). When the card distribution device 3 detects the pressing of the standby button 133 (step S32), it determines the game result based on the ranks and suits of the cards that have been read up to that point and the rules of Baccarat (step S33), and lights up the display lamp 13 according to the game result (step S34).

[0193] The dealer D compares the game result determined from the cards open on the gaming table 4 with the game result indicated by the display lamps 13 of the card distribution device 3, and confirms that they match (step S07). This confirmation corresponds to grasping and confirming the game result (step S121) in the flow of FIG.

[0194] On the other hand, when the card distribution device 3 detects pressing of the standby button 133 (step S32), it reports this to the control device 14. The control device 14 controls the camera 2 to take an image of the betting area 44 (step S22). The camera 2 transmits the captured image to the control device 14, and the control device 14 performs image recognition on this image to recognize the betting information at the end of the game (step S502).

[0195] Since the player P is not permitted to change the betting details (betting object, betting amount) from the start of the game (end of betting) to the end of the game, if there is no cheating, the betting information at the start of the game recognized by the control device 5 (step S501) and the betting information at the end of the game (step S502) should match. Therefore, the control device 14 compares these two (step S503).

[0196] The control device 14 reports the comparison result, whether it is a match or a mismatch, to the chip tray 17. Cases where the comparison result is a mismatch include a case where the total number or total amount of chips 9 at the end of the game is greater than at the start of the game (late betting attempted by the winning player P) and a case where the total number or total amount of chips 9 at the end of the game is less than at the start of the game (unbetting attempted by the losing player P).

[0197] The bet information confirmation unit 1791 of the chip tray 17 lights up the bet confirmation lamp 173 in response to the comparison result from the control device 14 (step S172). Here, if the comparison result is a match, the bet information confirmation unit 1791 lights up the bet confirmation lamp 173 in green, and if the comparison result is a mismatch, the head confirmation lamp 173 flashes in yellow.

[0198] The dealer D confirms that the bet confirmation lamp 173 is lit green (step S08), and collects the chips 9 from the losing player P and stores them in the collection float 171 (step S09). The control device 14 calculates the amount of chips 9 to be collected (collection amount) based on the game result determined by the card distribution device 3 and the recognized bet information (step S504). The collection amount is calculated from the value and number of chips 9 to be collected. The control device 14 notifies the chip tray 17 of the calculated collection amount.

[0199] When dealer D places collected chips 9 in collection float 171 of chip tray 17, collection confirmation unit 1792 of chip tray 17 acquires read information from RFID reader 176, grasps the collected amount of chips 9 stored in collection float 171, and compares this with the calculated collected amount notified by control device 14 to confirm whether the collected amount (number of chips per value) is correct (step S173). Note that, as a result of reading chips 9, RFID reader 176 obtains information on the number of chips per value as read information, and control device 14 also calculates the collected amount as the number of chips per value. Therefore, in the comparison, it is determined whether these numbers of chips per value match.

[0200] At this time, the authenticity determination unit 1793 determines whether the number of chips 9 recognized by the RFID reader 176 matches the number of chips 9 detected by the optical sensor 178, thereby determining the authenticity of the collected chips 9 (step S174). If an illegal chip 9 without an RFID tag is collected from the player P, the illegal chip 9 is detected by the optical sensor 178, but is not detected by the RFID reader 176, resulting in a mismatch between the two, and the presence of the illegal chip 9 can be detected.

[0201] The withdrawal confirmation unit 1792 and the authenticity determination unit 1793 turn on the withdrawal confirmation lamp 174 according to the results of the confirmation of the withdrawal amount and the authenticity determination (step S175). Specifically, the chip tray 17 turns on the withdrawal confirmation lamp 174 in green if the withdrawal amount detected by the RFID reader 176 matches the calculated withdrawal amount obtained from the control device 14 and the withdrawn chip 9 is genuine, and turns on the withdrawal confirmation lamp 174 in yellow if the withdrawal amount does not match or an illegal chip 9 is present.

[0202] The dealer D confirms that the recovery confirmation lamp 174 is lit green (step S10), and pays out chips 9 to the winning player (step S12). The control device 14 calculates the payout amount of chips 9 based on the game result determined by the card distribution device 3 and the recognized betting information (step S505). The control device 14 notifies the calculated payout amount to the chip tray 17. Here too, the payout amount is calculated as information on the number of chips for each value.

[0203] When the dealer D dispenses chips 9 from the chip tray 17 onto the gaming table 4, the chip tray 17 uses the RFID reader 176 to calculate the payout amount of the chips 9 stored in the chip tray 17, and checks whether the payout amount is correct by comparing it with the calculated payout amount notified by the control device 14 (step S176). The RFID reader 176 obtains the payout amount as information on the number of chips for each value.

[0204] Here, confirmation of the payout amount in the chip tray 17 will be described. When the game starts, the chip tray 17 confirms the total amount in the chip tray 17 (step S171). Then, the controller 14 notifies the calculated collected amount and paid out amount (steps S504, S505). From the collected amount and paid out amount, the increase or decrease is calculated. The total amount of chips 9 that should be in the chip tray 17 after settlement is calculated by adding the calculated increase or decrease to the total amount of chips 9 in the chip tray 17 at the start of the game confirmed in step S171. Here too, the total amount of chips 9 is calculated as the number of chips for each value.

[0205] If this calculated total amount matches the total amount of chips 9 read by the RFID reader 176 after dispensing, it means that collection and dispensing have been performed correctly. Since it has been confirmed that collection has been performed correctly in step S173, this means that dispensing has been performed correctly. Therefore, the dispensing confirmation unit 1794 of the chip tray 17 compares the total amount of chips 9 (number of chips per value) that should be in the chip tray 17 after settlement obtained by calculation (obtained from the control device 14) with the total amount of chips 9 (number of chips per value) read by the RFID reader 176 to determine whether the dispensing amount is correct (step S176).

[0206] Instead of the above, dispensing may be confirmed by the following method. That is, after confirming that the collection has been performed correctly, the RFID reader 176 of the chip tray 17 reads the RFID tags of all the chips 9 in the chip tray 17 to grasp the actual total amount (number of chips per value) in the chip tray 17 after collection and before dispensing, and after dispensing, the RFID reader 176 reads the RFID tags of all the chips 9 in the chip tray 17 again to grasp the actual total amount (number of chips per value) in the chip tray 17 after dispensing, thereby determining the amount actually dispensed from the chip tray 17, and by comparing this actual amount dispensed with the amount calculated by the control device 14, it may be confirmed whether dispensing has been performed correctly.

[0207] The chip tray 17 lights up the payout confirmation lamp 175 according to the confirmation result of the payout amount (step S177). Specifically, if the actual payout amount matches the calculated payout amount, the chip tray 17 lights up the payout confirmation lamp 175 in green, and if the actual payout amount does not match the calculated payout amount, the chip tray 17 flashes the payout confirmation lamp 175 in yellow. The dealer confirms that the payout confirmation lamp 175 is lit in green (step S12) and ends the game.

[0208] In this embodiment, an example in which the confirmation unit 179 is provided in the chip tray 17 has been described, but some or all of the functions of the confirmation unit 179 may be provided in the control device 14. In this case, after the control device 14 performs the process by the confirmation unit 179, the control device 14 issues instructions to turn on, blink, or turn off the bet confirmation lamp 173, the recovery confirmation lamp 174, and the payout confirmation lamp 175 of the chip tray 17, respectively.

[0209] FIG. 34 is an example of a monitor screen showing a comparison result between betting information at the start of a game and betting information at the end of a game. The betting information is shown in a table format in the upper part of the screen, and the information of the dealer chip tray 17 is shown in the lower part. The betting information shows how many chips 9 of each value have been bet on which bet object for each player position. In the example of FIG. 34, four 10,000 dollar chips have been bet on BANKER at the player position No. 3, and three 1,000 dollar chips have been bet on PLAYER at the player position No. 6. These situations are grasped by performing image recognition on the image of the camera 2 in the measuring device 21 as described above.

[0210] The lower row, "(1) 1st Card," indicates the number of chips 9 of each value contained in the chip tray 17 at the start of the game (when the first card is drawn). "(2) Game Result" indicates the balance according to the game result, expressed as the number of chips 9 of each value. In this example, it shows that settling the game results in a decrease of four 10,000-dollar chips from the chip tray 17 and an increase of three 1,000-dollar chips.

[0211] "(3) Calculated" shows the result of calculating the balance of (2) against (1), i.e., the number of chips 9 by value that should be in chip tray 17 after settlement. "(4) Discard" shows the actual number of chips 9 in chip tray 17 read by RFID reader 176 when the discard of the card in the discard box is triggered. "(5) Judgement" outputs the comparison result between (3) and (4). In other words, (5) Judgement shows the comparison result between the number of each chip 9 calculated in (3) and the actual number of each chip 9 read by RFID reader 176 in (4).

[0212] FIG. 35 is an example of a monitor screen when late betting has been made. In the example of FIG. 35, the number of 1,000-dollar chips bet on BANKER in player position No. 2 at the start of the game was four, but at the end of the game, this number has increased to five. On the monitor screen, this difference is displayed as "Difference" in the bottom right of the screen. Also, in the bet information table in the upper row, the square where late betting was detected (BANKER in player position No. 2 in the example of FIG. 35) is highlighted.

[0213] FIG. 36 is an example of a monitor screen when unbetting has occurred. In the example of FIG. 36, the number of 1,000-dollar chips bet on PLAYER in player position No. 6 at the start of the game was three, but at the end of the game, this number has decreased to two. On the monitor screen, this difference is displayed as "Difference" in the bottom right of the screen. Also, in the bet information table at the top, the square where unbetting was detected (PLAYER in player position No. 6 in the example of FIG. 36) is highlighted.

[0214] Note that monitor screens such as those in Figures 34, 35, and 36 do not necessarily have to be generated, and may be generated but only saved and not displayed. Also, the above monitor screens may be displayed in response to specific instructions from an observer, or a monitor screen may be generated and displayed and / or saved when an abnormality such as late betting or unbetting is detected.

[0215] <Casino Management Analysis> As described above, the gaming table system of this embodiment detects cheating at each stage of the game by using various sensing technologies and image recognition technologies. The gaming table system of this embodiment and the management system including multiple gaming table systems use the results of these sensing and image recognition not only to detect cheating for each game, but also as management information for the casino. Note that the management information for the casino also includes advanced cheating detection that cannot be detected by cheating detection for each game alone. For this reason, the control device 14 of each gaming table system is connected to the management device 60 and transmits various information to the management device 60.

[0216] FIG. 37 is a diagram showing an example of the configuration of a casino gaming center. A plurality of gaming tables 4 are installed in the casino gaming center. In the example of FIG. 37, four gaming tables 4 are shown. The gaming tables 4 in FIG. 37 are tables for baccarat. The following describes a case where baccarat is played at the gaming tables.

[0217] The four gaming tables have two types of table surface layouts (hereinafter simply referred to as "layouts"). The gaming table 4A with the first type of layout (Type-a) has seven player positions (player positions 1, 2, 3, 5, 6, 7, 8), and the gaming table 4B with the second type of layout (Type-b) has five player positions (player positions 1, 2, 3, 5, 6).

[0218] In the first type gaming table 4A, betting areas for PLAYER, BANKER, TIE, PLAYER PAIR, and BANKER PAIR are provided at positions corresponding to each player position. On the other hand, in the second type gaming table 4B, only betting areas for PLAYER and BANKER are provided at positions corresponding to each player position, and betting areas for TIE, PLAYER PAIR, and BANKER PAIR are arranged together.

[0219] 38 is a diagram showing the structure of a game record generated for each game. This game record is generated by the control device 14 and transmitted to the management device 60 at an appropriate timing. The game record includes information such as "date and time", "table ID", "layout", "minimum bet amount", "dealer ID", "betting time", "gaming time", "chip collection time", "chip payout time", "game result", "dealer chip amount at start", "dealer chip amount after settlement", and "verification result".

[0220] "Date and time" is the date and time when the game started. Note that in addition to or instead of the date and time when the game started, the date and time when the game ended may be recorded as "Date and time". "Table ID" is an ID uniquely assigned to each table. A table can be identified by its table ID. "Layout" indicates the type of layout on the table surface. In the example of Figure 37, there are two types of layouts (Type-a and Type-b), and "Layout" indicates which type it is.

[0221] The "minimum bet amount" is the minimum bet amount set for that game. A player participating in a game must bet chips in an amount equal to or greater than this minimum bet amount in each game. The minimum bet amount may be changed as appropriate between games. In addition to the minimum bet amount, a maximum bet amount, which is the maximum amount betted in one game on the gaming table 4, may be set and recorded.

[0222] The "dealer ID" is an ID that identifies the dealer D who is dealing at the gaming table 4. Each dealer D is given a dealer card with an IC tag that stores the dealer ID. When the dealer D arrives at the gaming table 4, the IC tag on the dealer card may be read by the reader / writer 5, and the dealer ID read by the reader / writer 5 may be output to the control device 14. Alternatively, the control device 14 may include an input device, and the dealer D who arrives at the gaming table 4 may input his / her own dealer ID from the input device.

[0223] "Bet time" is the time from when betting starts to when it ends. The control device 14 recognizes that betting has started when it is determined that the payout of the previous game has been normally completed in the chip tray 17. The control device 14 also recognizes that betting has ended when the card dealing device 3 detects the drawing of the first card. The card dealing device 3 stamps the time when the first card is drawn and reports this to the control device 14, so the control device 14 knows the time when betting ends based on this report.

[0224] In addition, a discard box for discarding used cards may be provided on the gaming table 4, and a sensor may be provided on the discard box. In this case, the control device 14 may recognize that betting (for the next game) has started when the sensor detects the discarding of a card. Also, an operating member for instructing the start of a bet may be provided on the card distribution device 3 or the like, and the dealer may operate the operating member just before the start of the bet. In this case, the control device 14 may recognize that betting has started when it detects the operation of the operating member. Furthermore, the control device 14 may recognize the start of a bet by detecting the bet chips 9 by recognizing an image from the camera 2.

[0225] The "gaming time" is the time from when the dealer D draws the first card from the card dealing device 3 to when the standby button 133 is pressed. In other words, the gaming time also includes the time from when the last card is drawn from the card dealing device 3, when all the cards are opened through the squeeze by the player P and the game result is revealed on the gaming table 4, until when the dealer D presses the standby button 133 accordingly.

[0226] The "chip collection time" is the time from the end of the game to the end of collection of the chips 9 from the losing player P. As described above, the end time of the game is determined to be the time when the dealer D presses the standby button 133 immediately after the game result is determined. Also, the control device 14 determines the end time of collection to be the time when the chip tray 17 reports confirmation of collection.

[0227] The "chip payout time" is the time from the end of collection of chips 9 from the losing player P to the end of payout of chips 9 to the winning player P. The control device 14 determines the end of payout to be the time when a confirmation of payout is reported from the chip tray 17. Alternatively, the control device 14 may determine the chip collection time and chip payout time by analyzing images from the camera 2. Alternatively, the end of the "chip payout time" may be determined to be the time when discarding of a card in a discard box is detected.

[0228] The "game result" is either PLAYER, BANKER, or TIE, and the presence or absence of a PLAYER PAIR or BANKER PAIR. As described above, the game result is grasped by reading the rank and suit of the card drawn from the card dealing device 3, and the control device 14 receives information on the game result from the card dealing device 3.

[0229] The "starting dealer chip amount" is the total amount of chips 9 stored in the dealer tray 17 at the start of a game, is obtained by the chip tray 17 in step S171 of Fig. 33, and is reported to the control device 14. The "post-settlement dealer chip amount" is the total amount of chips 9 stored in the dealer tray 17 after the settlement of the game has been completed, is obtained in step S176 of Fig. 33, and is reported to the control device 14.

[0230] The "verification result" is a result of verifying whether the theoretical dealer chip amount after settlement and the actual dealer chip amount after settlement match, and is shown as either OK or NG. The table management control device 50 calculates a theoretical balance based on the total amount of chips 9 on the chip tray 17 after actual settlement read by the chip tray 17 (the above "dealer chip amount after settlement") and the game result grasped by reading the card by the card distribution device 3, and obtains the theoretical total amount of chips on the chip tray 17 after theoretical settlement (theoretical dealer chip amount after settlement) by adding this balance to the total amount of chips 9 on the chip tray 17 at the actual start read by the chip tray 17 (the above "dealer chip amount at start"), and compares them (corresponding to step S176 in FIG. 33).

[0231] The control device 14 compares the theoretical dealer chip amount after settlement with the actual dealer chip amount after settlement for each game, and if they match, the verification result is "OK", and if they do not match, the verification result is "NG".

[0232] The game record further includes, for each "player position," a "member ID," "bet amount," "bet target," "payout (-) / return (+)," "sales," and "net profit." As shown in FIG. 3, a "player position" is assigned a number according to the player's position at the table. Player P registers as a member in advance. Player P who registers as a member is given a member ID and is given a member's card 1 that stores the member ID. In addition to the member ID, the member's card 1 also records the points that the member has acquired.

[0233] The "bet amount" is the bet amount for each player position, and is shown as the number of chips 9 for each value for each player position. In addition to or instead of this, information on the "bet amount" may be shown as information on the bet amount for each stack of chips 9 when image recognition is performed by the camera 2 and the measuring device 21. In this case, the "bet amount" includes information on the number of stacks and the value and number of chips 9 for each stack for each player position.

[0234] "Payout (-) / Return (+)" is the amount of payout or return for each player position. For a winning player P, the control device 14 records the amount to be paid out by the dealer D with a minus sign in addition to the amount bet, and for a losing player P, records the amount to bet with a plus sign.

[0235] "Revenue" is the total bet amount obtained by adding up the bet amounts of all players P in the game. The control device 14 calculates and records "revenue" by adding up the bet amounts of all players P. "Net profit" is the sum of the payout amounts (-) and the recovery amounts (+) of all players in the game, and is the profit of the game organizer (house) in the game. The control device 14 calculates and records "net profit" by adding up the payout amounts and recovery amounts of all players P. Note that revenue (total bet amount) is recorded as the number of chips 9 for each value.

[0236] In this way, the control device 14 outputs, for each gaming table 4, the net profit (Y), which is the amount won or lost by the game host, and the total bet amount (sales) (B), which is the total amount of chips 9 placed by the player P. In particular, the camera 2 and the measurement device 21 detect the total bet amount (B) for each player position on the gaming table 4, and the control device 14 outputs information on the total bet amount (B) for each player P and each player position as a game record.

[0237] The control device 14 generates the above game record for each game. The control device 14 of each game table 4 is connected to the management device 60, and the game record generated by the control device 14 is transmitted from the control device 14 to the management device 60. The control device 14 and the management device 60 are connected to each other so as to be able to communicate with each other via wire or wirelessly. The management device 60 tallys up the game records obtained from the multiple control devices 14 and performs the following processes.

[0238] 39 is a block diagram showing a modified example of the configuration of the management device. The management device 60 includes a calculation device 61, a recording device 62, and a communication device 63. The calculation device 61 includes a sales balance management unit 611, a loss management unit 612, an operation management unit 613, a layout management unit 614, a point management unit 615, a minimum bet management unit 616, and a dealer chip management unit 617.

[0239] The management device 60 is a computer equipped with a processor and a memory, and the arithmetic device 61 operates according to the management control program of this embodiment to configure the above-mentioned sales balance management section 611, loss management section 612, operation management section 613, layout management section 614, point management section 615, minimum bet management section 616, and dealer chip management section 617. The management device 60 further includes a recording device such as a hard disk. The management device 60 also includes a communication function for communicating with the control device 14.

[0240] <Sales and income / expense management> Fig. 41 is a diagram showing an example of a sales table generated by the sales income / expense management unit 611 of the management device 60. That is, Fig. 40 is a table showing the amount of chips 9 stored in the chip tray 17 of each gaming table 4, that is, the inventory status of chips 9 held by the casino. The sales income / expense management unit 611 calculates sales for each predetermined period (for example, every hour, every 24 hours) for each gaming table 4. Here, the sales is the amount bet by the player (bet amount).

[0241] The sales income / expenses management unit 611 manages the house sales for a specified period by the value and number of chips 9 bet on each gaming table 4, and also manages the total sales amount for each gaming table 4. The sales income / expenses management unit 611 also manages the house sales for a specified period by the number of chips 9 for each value. The sales income / expenses management unit 611 also manages the house sales for a specified period by the total sales amount combined for all gaming tables 4. The sales table shows these numerical values ​​managed by the sales income / expenses management unit 611.

[0242] 41 is a diagram showing an example of a gross profit table generated by the sales income / expenses management unit 611 of the management device 60. The sales income / expenses management unit 611 manages the gross profit (income) for each predetermined period (for example, every hour, every 24 hours) for each game table 4. Here, gross profit is the amount obtained by subtracting the amount of chips 9 paid out in settlement from the amount of chips 9 collected in settlement, and is the income of the house. The ratio of gross profit to sales (profit margin on sales) is the gross profit rate.

[0243] The sales income / expenses management unit 611 manages the house income (gross profit) for each gaming table 4 during a specified period. The sales income / expenses management unit 611 also manages the total gross profit for all gaming tables 4 during a specified period. The sales income / expenses management unit 611 also manages the gross profit rate for each gaming table 4 and the total gross profit rate for all gaming tables 4 during a specified period. In the gross profit table, these numerical values ​​managed by the sales income / expenses management unit 611 are shown together with the sales of each gaming table 4 and the total sales of all gaming tables 4.

[0244] The management device 60 manages sales and gross profit margins as described above. The house's income is calculated by subtracting losses due to fraud or mistakes from the product of sales and gross profit margins. That is, the following formula (1) is satisfied. Revenue = Sales × Gross Profit Margin – Loss (1) Therefore, the game organizer can increase income (gross profit) by increasing sales, increasing gross profit margin, and decreasing losses. Losses due to mistakes and fraud are reduced by the table system using the various sensors described above. The process for increasing sales and gross profit margin is described below.

[0245] With only information on sales and gross profit margins, it is difficult to link the information to specific management measures to increase sales and gross profit margins. Therefore, the management device 60 breaks down sales and gross profit margins into multiple components and calculates information that is useful for improving each component.

[0246] Sales are expressed as the product of the number of transactions and the unit price of the bet (hereinafter referred to as the "unit price of the bet"). In other words, the following formula (2) holds true. Revenue = Number of transactions × bet price (2) Here, the number of transactions refers to the playing of one game by one player P. For example, if three players P are playing at one game table 4, the number of transactions in one game will be three, and if two players P are playing at each of three game tables 4, the number of transactions in one game will be 2×3=6. The unit price of a bet is the average bet amount (sales) of each player P in one game (in one transaction). In other words, in order to increase sales, it is necessary to increase the number of transactions and the unit price of a bet.

[0247] The number of transactions is expressed as the product of the number of players (customer numbers) and the turnover rate. In other words, the following formula (3) holds true. Number of transactions = Number of players × turnover rate (3) Here, the number of players is the number of players participating in the game (placing bets), and the turnover rate is the inverse of the time required for one game (i.e., the speed at which the game progresses). Therefore, in order to increase the number of transactions, it is necessary to increase the number of players participating in the game and the turnover rate of the game.

[0248] In addition, the gross profit percentage becomes the deduction percentage (house edge) when the game result matches the theoretical probability. Therefore, the gross profit percentage is expressed as the product of the winning percentage and the deduction percentage, and the following formula (4) holds. Gross profit margin = winning rate × deduction rate (4) Here, the winning percentage is a percentage indicating how much the house side is ahead of the theoretical winning percentage of the house derived from the rules of the game, and is 1 when the house's winning percentage matches the theoretical winning percentage, is greater than 1 when the house's winning percentage exceeds the theoretical winning percentage, and is less than 1 when the house's winning percentage falls below the theoretical winning percentage. Also, the winning percentage is 1 when player P's winning percentage matches the theoretical winning percentage derived from the rules of the game, is less than 1 when player P's winning percentage exceeds the theoretical winning percentage, and is greater than 1 when player P's winning percentage falls below the theoretical winning percentage.

[0249] The deduction rate is the percentage of commission the house collects from the bet amount, and is determined by the rules of the game, including the odds. The deduction rate is set so that the house can receive a profit of, for example, 1 to 3% when the winning rate is 1, that is, when the game result matches the theoretical result. For example, in a game where you predict the number on a dice, the player's winning rate is 1 / 6, but by setting the odds to 5.9 times instead of 6 times, a deduction rate of about 1.7% is set.

[0250] The deduction rate may be set to a different value for each type of layout or each bet area of ​​the gaming table 4. For example, a deduction rate different from that for the BANKER and PLAYER is set for the TIE and PAIR of Baccarat, and a deduction rate different from that for the "0" and "00" of roulette is set for other red or black numbers.

[0251] From the above equations (1) to (4), the house's income (gross profit) can be decomposed into multiple components as shown in the following equation (5). Revenue = Number of players × Turnover rate × Bet price × Win rate × Withdrawal rate - Loss (5)

[0252] First, the rough structure of the income can be analyzed by decomposing the formula (1). For example, if the income (gross profit) is $10,000, it can be understood whether it is 1% profit on $1 million in sales, 10% profit on $100,000, or 0.1% profit on $10 million. Then, the sales income / expense management unit 611 compares this gross profit margin with a predetermined standard gross profit margin (e.g., 2%) or standard gross profit margin range (e.g., 1-3%), and generates a warning when the gross profit margin is extremely low (e.g., 1% or less) or extremely high (e.g., 3% or more).

[0253] As shown in formula (4), the gross profit margin can be broken down into the winning percentage and the deduction percentage, but since the deduction percentage is set by the game organizer, if the gross profit margin is extremely high or low, the winning percentage is likely to be extremely high or low. Therefore, if the gross profit margin is extremely high or low, cheating by player P or dealer D, such as manipulating the winning percentage, is suspected.

[0254] Therefore, the sales income / expense management unit 611 calculates the gross profit rate for a predetermined period for each player P, each dealer D, and each gaming table 4. If these gross profit rates are too low or too high, a warning is generated. The generated warning may be sent to the communication account (e.g., email address) of the game organizer, or may be recorded in the recording unit 62.

[0255] The sales income / expense management unit 611 generates statistics on the number of games, the number of players, and the unit price of a bet for a given period by analyzing the game records obtained from each control device 14. When sales are not ideal, the game organizer can know which of the number of games, the number of players, and the unit price of a bet has room for improvement, and when measures to increase the number of games, the number of players, and the unit price of a bet are taken, the game organizer can verify whether the measures have been effective by observing the trends in the number of games, the number of players, and the unit price of a bet.

[0256] The sales income / balance management unit 611 calculates and outputs the profit margin to sales (X), which is the ratio between the net profit (Y), which is the amount won or lost by the game organizer, and the total bet amount (sales) (B), which is the total amount of chips 9 placed by the player P. The sales income / balance management unit 611 also compares the profit margin to sales (X) with a theoretical profit margin or a past average profit margin, and outputs the comparison result. The sales income / balance management unit 611 calculates the profit margin to sales (X) for each gaming table 4, each player P, each player position, or each dealer D for each predetermined period or each game, and outputs it as necessary.

[0257] The sales income / expenses management unit 611 also grasps the relationship between the number of games and the time required for the number of games (betting time + gaming time + chip collection time + chip payout time). The sales income / expenses management unit 611 also calculates the total bet amount (B), the amount of winnings or losses (Y) of the game organizer, and / or the profit margin on sales (X) per predetermined number of games for each player P, each gaming table 4, and / or each dealer D in charge of each gaming table 4, and outputs them as necessary.

[0258] The sales income / expense management device 611 also records 1) the bet (B) for each game played on the gaming table 4, 2) the win / loss result (W&L) of each game played on the gaming table 4, and 3) the gross profit rate (R%) based on the rules of the game played on the gaming table in the recording device 62. The sales income / expense management device 611 then calculates the following formula (6) using the information 1) to 3) for each game and / or the information 1) to 3) for a predetermined time or period, and outputs the gross profit (Y). Y = Σ(B × W&L × R%) (6)

[0259] Here, 1) the bet (B) of an individual game played on the gaming table 4 is the sales for each game. 2) The win / loss result (W&L) of an individual game played on the gaming table 4 is synonymous with the above-mentioned winning percentage. With regard to this win / loss result (W&L), if the casino wins (collects chips), it is +1, but if the casino loses (pays out chips), it is -1. 3) The gross profit rate (R%) based on the rules of the game played on the gaming table is synonymous with the above-mentioned deduction rate, and is determined by the rules of the game including the odds setting. For example, this gross profit rate is 100% when betting on BANKER or PLAYER (i.e., if the player wins, the player receives a payout equal to the bet amount, and if the player loses, the full bet amount is returned), but if the player bets on PAIR, it is 800% when the player wins, and 100% when the dealer wins (i.e., if the player wins, the player receives a payout equal to 8 times the bet amount, and if the player loses, the full bet amount is returned).

[0260] In addition, when a different gross profit margin is set for each type of layout of the gaming table 4 or each betting area (betting object) (for example, when the odds of TIE or PAIR are increased), the sales income / expenses management unit 611 calculates the gross profit (Y) by adopting the different gross profit margins (R1%, R2%, ...). When a different gross profit margin is set for each type of layout of the gaming table 4 or each betting area (betting object), the sales income / expenses management unit 611 outputs the distribution state of the total game bet (TB) and / or the game bet amount (B) for each type of layout or each betting area (betting object) with the different gross profit margins (R1%, R2%, ...). This makes it possible to grasp, for example, only the amount bet on TIE.

[0261] Furthermore, when different gross profit margins are set for different layout types or betting areas (betting objects) of the gaming table 4, the sales income / expenses management unit 611 outputs the distribution state of the total game bet amount (TB) and / or the game bet amount (B) for each layout type or betting area (betting object) for each different gross profit margin (R1%, R2%, ...). This makes it possible to grasp, for example, the bet amount for a betting object with an extremely high gross profit margin.

[0262] Furthermore, when different gross profit rates are set for each layout type or betting area of ​​the gaming table 4, the sales income / expenses management unit 611 compares the gross profit (Y) or total gross profit rate (R%) of each gaming table 4 for each gaming table 4 having a layout type or betting area (betting target) with different gross profit rates (R1%, R2%, ...). This makes it possible to compare the gross profit rates for each table.

[0263] <Loss management> The loss management unit 612 detects cheating or mistakes by statistically analyzing the records of multiple games at multiple gaming tables 4, rather than detecting cheating or mistakes for each game. The loss management unit 612 counts and outputs the number of times that a mismatch is detected by comparing whether the increase or decrease in the total amount of chips 9 present in the chip tray 17 matches the amount of winnings or losses (Y) of the game organizer. This mismatch can be detected by the "verification result" of the game record (see FIG. 38) being NG. The loss management unit 61 records the count value for each gaming table 4, dealer, and player in the recording device 62. This makes it possible to conduct further investigations on any gaming table 4, dealer D, or player P with a high count value and discover cheating.

[0264] In addition, the loss management unit 612 compares the increase or decrease in the total amount of chips 9 present in the chip tray 17 with the winning or losing amount (Y) of the game organizer, and counts and outputs the discrepancy amount (L) when there is a discrepancy. The discrepancy amount (L) can be calculated by the loss management unit 612 by comparing the difference between the "start dealer chip amount" and the "dealer chip amount after settlement" in the game record with the "net profit". The loss management unit 61 records the count value for each game table 4, each dealer D in charge of each game table 4, and each player P in the recording device 62. The loss management unit 612 periodically refers to the recording device 62 to grasp and output the cumulative amount of the discrepancy amount (L). As a result, if there is a game table 4, a dealer D, or a player P with a high count value, it is possible to conduct further investigation and discover fraud.

[0265] In addition, the loss management unit 612 compares the increase or decrease in the total amount of chips 9 present in the chip tray 17 with the amount won or lost by the game host (Y), counts the discrepancy (loss amount) (L), corrects equation (6) to the following equation (7), and outputs the gross profit (Y'). Y'=Σ(B×W&L×R%±L) ···(7) This makes it possible to calculate gross profit taking into account the loss amount (L).

[0266] Furthermore, when a predetermined number of games have been played, the loss management unit 612 compares the actual winning rate and the total amount of gross profit (Y) for each player P, each dealer D in charge of each gaming table 4, and each gaming table 4 with the figures based on probability statistical calculations or past accumulated data to determine whether there is a significant difference between the two, and identifies the player P, dealer D, and gaming table 4 with a significant difference. This makes it possible to find a player P or dealer D who has extremely won or lost a lot compared to the figures based on probability statistical calculations or past accumulated data, and also to find fraud that has not been discovered at the gaming table 4.

[0267] When a significant difference is detected, the loss management unit 612 records the bet chip amounts at each gaming table 4 in the betting areas (betting positions) with different gross profit rates (R%) in the recording device 62, and identifies whether the cause of the significant difference in the series of games in which the significant difference occurred is related to the betting areas (betting positions) with different gross profit rates (R%) (for example, "TIE" in baccarat). This makes it possible to identify, for example, a player P who wins a normal number of times but always bets on a betting target with a high multiplier when he wins, which can lead to the discovery of fraud.

[0268] Furthermore, the loss management unit 612 can grasp the purchasing information of the chips 9 of each player P for each type of chips 9. This purchasing information can be acquired, for example, from a device provided in a cashier for purchasing chips 9, and when chips 9 are purchased at the gaming table 4, it may be acquired by image recognition using the camera 2 and the measuring device 21. This purchasing information includes the number of chips 9 purchased for each value and the purchase date and time.

[0269] The loss management unit 612 grasps the purchase information of the chips 9 of the player P at a predetermined time or period, and records the bet amount or winning or losing amount of each player P in association with the purchase information in the recording device 62, and outputs it as necessary. This makes it possible to detect any suspicion of money laundering due to collusion between the player P and the dealer D.

[0270] <Operations Management> The operation management unit 613 calculates the number of games and the number of players for a predetermined period for each dealer D. Generally, as the number of players increases, it takes time to collect and pay out chips 9, and the turnover rate (i.e., the number of games played per unit time) does not increase. If the turnover rate is high despite the large number of players, this means that the dealer D's game progress operations are smooth. Conversely, if the turnover rate is low despite the small number of players, this means that there is a problem with the dealer D's game progress operations being slow.

[0271] Therefore, the operation management unit 613 extracts dealers D whose turnover rate for a predetermined period multiplied by the number of players, i.e., the number of transactions, does not meet a predetermined threshold. The game organizer can increase sales by making an effort to improve the operations of the extracted dealers D so as to speed up the progress of the games.

[0272] The operation management unit 613 further creates statistics on betting time, gaming time, chip collection time, and chip payout time for each dealer D. For each dealer D, it is desirable to have a high turnover rate, but it is effective to analyze which of the betting time, chip collection time, chip payout time, and gaming time is long as a factor that prevents a high turnover rate. The length of the betting time depends largely on the betting behavior of the player P, and there are few factors that the dealer D can control. On the other hand, the length of the chip settlement time depends largely on the behavior of the dealer, and can be shortened by the efforts of the dealer D. The length of the gaming time can be influenced by the behavior of both the player P and the dealer D (for example, the squeeze of the player P in baccarat affects the gaming time).

[0273] Therefore, the operation management unit 613 calculates the chip collection time / number of players and the chip payout time / number of players for each game record. Then, the operation management unit 613 calculates the average betting time, the average chip collection time / number of players, the average chip payout time / number of players, and the average gaming time for each dealer D for multiple game records, and extracts dealers D whose averages are greater than a predetermined threshold and dealers D whose averages are less than the predetermined threshold. The game organizer can use this statistical data to provide necessary guidance to dealers D.

[0274] In addition, the operation management unit 613 identifies the dealer in charge of each gaming table 4 based on the game records sent from the control device 14, and detects at least one element time of 1) betting time, 2) chip collection time, 3) chip payment time, and 4) gaming time for each dealer, and stores them in the recording device 62.

[0275] Furthermore, the operation management unit 613 grasps the betting positions (betting targets) and / or the number of stacks of chips 9 placed by game players at the gaming table 4, or the number of chips 9 per stack, and outputs the number of games and the time taken for the number of games. Furthermore, the operation management unit 613 grasps the number of players at the gaming table 4, and outputs the number of games and the time taken for the number of games in association with the number of games. Here, the time taken for a game may be the sum of the betting time, gaming time, chip collection time, and chip payout time for the number of games, or may be the sum of only the chip collection time and chip payout time for each game (chip settlement time), or may be either the chip collection time or the chip payout time.

[0276] <Layout Management> The layout management unit 614 calculates the gross profit rate for a given period for each type of layout. By studying this gross profit rate, it is possible to know which layout can achieve a higher gross profit rate. The layout management unit 614 calculates the bet amount for each bet object. By analyzing the bet amount for each bet object for each layout, it is possible to determine which layout is more desirable.

[0277] The layout management unit 614 analyzes whether differences in layouts affect sales. Specifically, the layout management unit 614 calculates the bet unit price / minimum bet amount for each game record and tally up the results for each layout. More specifically, the layout management unit 614 evaluates the layout by analyzing which bet object (PLAYER, BANKER, TIE, PLAYER PAIR, BANKER PAIR) has a larger number of bets or bet amount for each layout. For example, a layout with a larger bet amount for TIE, PLAYER PAIR, or BANKER PAIR can be evaluated as contributing to increased sales.

[0278] As mentioned above, the higher the number of players and the unit bet amount, the greater the house's revenue. The number of players and the unit bet amount cannot be increased directly by instructing dealers, so it is effective to encourage players. As an encouragement to players, there are points awarded and minimum bet amounts. Each of these will be explained in turn below.

[0279] <Points Management> The point management unit 615 gives points to the member player P and gives benefits corresponding to the points. The player P can exchange the points for various benefits depending on the amount of the points. The point management unit 615 can increase the number of players and the unit price of bets by devising the setting of the benefits.

[0280] The recording unit 62 stores the points owned by each member. When the point management unit 615 awards points to a member, it notifies the control device 14 of the awarded points and updates the points owned by the member stored in the recording unit 62. The control device 14 adds the points awarded by the management device 60 to the points owned by the player P, thereby updating the points owned. The reader / writer 5 records the updated points owned in the member's card 1 of the player P.

[0281] The point management unit 615 awards points according to the bet amount of the player P. Alternatively, the point management unit 615 may grasp the number of games played by each player P in a predetermined time or period, and award points or status to the player P under predetermined conditions. If the value obtained by subtracting the loss amount from the total profit of the game organizer is positive, the game organizer will make a profit, and if the value is negative, the game organizer will incur a loss. This value obtained by subtracting the loss amount from the total profit of the game organizer is called the net profit of the game organizer, and it is desirable that the game organizer's costs related to the benefits to be awarded to members are determined in total according to this net profit.

[0282] The point management unit 615 adjusts the ratio of the points awarded to the player P's bet amount and the relationship between the reward and the points consumed according to the net profit. The point management unit 62 also adjusts the ratio of the points awarded to the player's bet amount and the relationship between the reward and the points consumed as a temporary campaign promotion according to the number of players and the betting amount in the game record so as to increase them. The ratio of the points awarded to the player's bet amount and the relationship between the reward and the points consumed are stored in the recording unit 62.

[0283] Furthermore, the point management unit 615 records at least one piece of information for each specific game participant, 1) the number of visits to the gaming facility, 2) the number of bets, 3) the amount of winnings, and 4) the amount of losses, in the recording device 62 on a weekly or monthly basis, or for a predetermined period of time, and when the corresponding player P enters the casino gaming facility, reads out and outputs at least one piece of information 1) to 4) from the recording device 62. The fact that a specific player P has visited the gaming facility may be recognized by ID confirmation using the member's card 1 upon entry to the gaming facility, may be recognized by ID confirmation using the member's card 1 when purchasing chips, or may be recognized by reading the member's card 1 with the reader / writer 5 at the gaming table 4.

[0284] Members can receive benefits and status by spending their owned points, but for certain benefits and status, specific conditions are set for granting them in addition to the spending of owned points, and the benefits and status are granted only to players P who satisfy the conditions.

[0285] Furthermore, the point management unit 615 may not only award points or status according to sales, but may also award special points or status when specific awarding conditions are met. The specific awarding conditions may be that the bet amount, number of bets, winning amount, and losing amount meet a specific condition within a specific time or period. Here, the specific time or period may be in units of one day, multiple consecutive days, or one month, or may be cumulative (unlimited). Furthermore, the point management unit 615 may award additional points or status to members to whom points have been awarded intensively within a specific time or period.

[0286] For example, it is effective to give immediately available benefits to members whose net profits for a predetermined period are equal to or greater than a predetermined amount as payment for hotel services (e.g., postponing the check-out date of the currently staying hotel, upgrading the room) to encourage longer stays in order to encourage them to stay at the casino and play games from the next day onwards. Therefore, the point management unit 615 imposes a condition on the awarding of benefits such as postponing the check-out date of the currently staying hotel and upgrading the room, that the net profits of the player for a predetermined period are equal to or greater than a predetermined amount.

[0287] On the other hand, when the net profit of the player in a predetermined period is equal to or less than a predetermined amount, it is effective to give a special benefit such as a time-limited chip that can be used after the predetermined period has elapsed, a chip that can be bet but cannot be exchanged for cash, or a coupon that can be used at a casino. Therefore, the point management unit 615 sets a condition for giving a special benefit such as a time-limited chip that can be used after the predetermined period has elapsed or a coupon that can be used at a casino, that the profit of the player in the predetermined period is equal to or less than a predetermined amount. Of course, some special benefits may not have a condition for giving and can be obtained by simply spending points.

[0288] When a member exchanges his / her points for a special benefit, he / she uses the member's card 1. The point management unit 615 acquires a request to exchange points for a special benefit, and refers to the recording unit 62 to determine whether the points held by the relevant member ID are sufficient for the number of points to be consumed for the special benefit requested, and whether the conditions for granting the special benefit, if any, are satisfied.

[0289] If the number of held points is sufficient and the conditions for granting the privilege are met, the point management unit 615 updates the held points by subtracting the number of points corresponding to the privilege from the held points. The point management unit 615 rewrites the held points in the recording unit 62 with the held points updated by granting the privilege.

[0290] The privilege can be used at a casino, an associated hotel, or a specified facility. When the privilege is used at a casino, the privilege may be a right to enter a VIP room or a non-exchangeable gaming token. In this case, the point management unit 615 may grant the right to enter a VIP room in exchange for a specified number of points, or may grant a non-exchangeable gaming token in an amount corresponding to the number of points when the number of owned points is equal to or greater than a specified value. When the privilege is used at a hotel, the privilege may be various services provided by the hotel.

[0291] The point management unit 615 may grant a privilege to a member according to the points owned, without consuming the points. That is, the member's status may be set (ranked) according to the points owned, and a privilege according to the status may be granted. Alternatively, a status may be granted instead of points. In this case, the point management unit 615 checks the points owned by the member who wishes to receive the privilege, and grants the privilege if the points are equal to or greater than a predetermined value. For example, the right to use a VIP room may be granted to a member whose points exceed a predetermined threshold value.

[0292] Furthermore, the point management section 615 may output the cumulative bet amount for each game player, or the bet amount for a predetermined period of time, as credit information for that game player.

[0293] <Minimum bet management> The minimum bet management unit 616 determines the minimum bet amount (or its recommended value) for each gaming table 4 based on the game record acquired from the control device 14. By appropriately setting the minimum bet amount for multiple gaming tables 4 in a casino gaming facility, the number of games, the number of players, and the bet unit price can be optimized to improve sales. That is, if a certain gaming table 4 contains a mixture of players (high-bet players) who play with bet amounts sufficiently higher than the minimum bet amount and players (low-bet players) who play with bet amounts equal to or slightly higher than the minimum bet amount, the sales of the entire casino gaming facility may be kept low.

[0294] Figure 42 is a diagram illustrating such a situation. Now, as shown in the upper part of Figure 42, assume that the minimum bet amount at a certain gaming table is set at $1,000, and a high-value player who bets about $10,000 is playing alone. In this case, the average time required for one game (including betting time, chip settlement time (chip collection time + chip payout time), and gaming time) is 60 seconds, and the average sales per hour is $600,000.

[0295] If three low-spending players, each with a bet of about $1,000, join this gaming table 4, the total bet amount at this gaming table 4 will rise to about $13,000, but the average time required for one game will also increase with the increase in the number of players. Assuming that the playing time increases by 10 seconds for each additional player, the average time required for one game will be 90 seconds when the number of players increases to four. As a result, the hourly revenue will decrease from about $600,000 to about $520,000. In this way, when high-spending players and low-spending players coexist at the same gaming table, the house's revenue will decrease even if the number of players increases.

[0296] FIG. 43A and FIG. 43B are diagrams for explaining another example. Now, as shown in FIG. 43A, the minimum bet amount at one of the two gaming tables is set to $10,000, and the minimum bet amount at the other is set to $1,000. The average time required for one game at the high-value player's gaming table is 70 seconds, and the sales per hour are about $1.03 million. On the other hand, the average time required for one game at the low-value player's gaming table is 90 seconds, and the sales per hour are about $160,000. Therefore, the total sales per hour at the two gaming tables is about $1.19 million.

[0297] In the example of FIG. 43B, the two high-value players in FIG. 43A are distributed to different gaming tables. That is, there are two gaming tables with a minimum bet amount set to $1,000, and at each gaming table, one high-value player with a bet amount of about $10,000 and two low-value players with bet amounts of about $1,000 are playing. In this case, the average time required for one game at each gaming table 4 is 80 seconds, the sales per hour are about $540,000, and the total sales per hour at the two gaming tables 4 is about $1,080,000.

[0298] In this way, when high-value players are spread across multiple gaming tables 4 and high-value and low-value players are mixed at each gaming table 4, house sales will decrease (from $1.19 million to $1.08 million in the case of Figures 43A and 43B).

[0299] As in the above example, if the minimum bet amount is not set appropriately and high- and low-spending players are mixed at gaming table 4, not only will house revenue decrease, but high-spending players will find it difficult to play comfortably as the time required for each game will increase.

[0300] Therefore, the minimum bet management unit 616 sets an appropriate minimum bet amount for each gaming table 4 in the casino gaming facility based on the game records sent from each controller 14.

[0301] The minimum bet management unit 616 sets the minimum bet amount for each gaming table 4 so as to increase sales and gross profit margin on sales. The minimum bet management unit 616 may also set the minimum bet amount for each gaming table 4 so as to increase the number of games per unit time or the average total bet amount per game.

[0302] The minimum bet management unit 616 has a plurality of stages of minimum bet candidates set. In this embodiment, the minimum bet management unit 616 has five stages of minimum bet candidates, namely, 100 dollars, 500 dollars, 1,000 dollars, 5,000 dollars, and 10,000 dollars prepared. The minimum bet management unit 616 sets the minimum bet by selecting one of these minimum bet candidates. The minimum bet management unit 616 may set a more appropriate minimum bet amount other than the prepared candidates, thereby making it possible to perform more detailed classification when the preset minimum bet amount candidates are inappropriate.

[0303] The management device 60 outputs (transmits) the set minimum bet amount to the control device 14 of the corresponding gaming table 4. The control device 14 displays the minimum bet amount received from the management device 60 on the display 15. When the control device 14 receives the set minimum bet amount from the management device 60, the control device 14 may display the recommended value as is on the display 15, or may show it only to the dealer once and then display it on the display 15 according to the dealer's judgment and operation.

[0304] (Minimum bet amount based on actual bet amount) The minimum bet management unit 616 selects one of the minimum bet amount candidates divided into multiple stages based on the information on the number of players in the game record and the information on the minimum bet amount among the bet amounts for each player position or the information on the average bet amount.

[0305] The minimum bet management unit 616 grasps the total bet amount of each player for each game and / or for each predetermined time or period for each gaming table 4, and sets the minimum bet amount for each gaming table 4. In this embodiment, the minimum bet management unit 616 increases the minimum bet amount when there are a predetermined ratio or more of players who bet an amount equal to or greater than the current minimum bet amount for the gaming table 4.

[0306] Specifically, the minimum bet management unit 616 ranks as high-bet players those players whose minimum amount among the bet amounts for a predetermined number of past games (five games in this embodiment) is equal to or greater than a predetermined ratio (150% in this embodiment) of the minimum bet amount for each player position on each gaming table 4. If there are a predetermined ratio (50% in this embodiment) or more of high-bet players on a gaming table 4, the minimum bet management unit 616 sets a minimum bet amount for that gaming table 4 that is higher than the minimum bet amount already set.

[0307] Figures 44A and 44B are diagrams showing an example of setting the minimum bet amount according to the actual bet amount. In the example of Figures 44A and 44B, four players are participating in the game, and the minimum bet amount is set to $1,000.

[0308] In the example of FIG. 44A, the minimum bet amount of player 1 in the past five games is $1,000, the minimum bet amount of player 2 in the past five games is $2,000, the minimum bet amount of player 3 in the past five games is $1,500, and the minimum bet amount of player 4 in the past five games is $1,000. In this case, the minimum bet amount of player 2 and player 3 in the past five games is $1,500 or more, which is 150% of the current minimum bet amount of $1,000, and they are classified as high-value players. And, since the ratio of high-value players (2 players) among the four players participating in the game is 50%, which reaches the standard of 50%, the minimum bet management unit 616 determines the minimum bet amount higher than the already set minimum bet amount of $1,000 as the recommended value.

[0309] On the other hand, in the example of FIG. 44B, the minimum bet amount of player 1 in the past five games is $1,000, the minimum bet amount of player 2 in the past five games is $1,500, the minimum bet amount of player 3 in the past five games is $1,000, and the minimum bet amount of player 4 in the past five games is $1,100. In this case, player 2 has a minimum bet amount of $1,500 or more in the past five games, which is 150% of the current minimum bet amount of $1,000, and is classified as a high-value player. Since the ratio of high-value players (one person) among the four players participating in the game is 25%, which is less than the standard of 50%, the minimum bet management unit 616 does not change the already set minimum bet amount of $1,000, and determines the current minimum bet amount of $1,000 as the recommended value.

[0310] When the minimum bet amount is to be increased, the minimum bet management unit 616 increases the minimum bet amount by one level and performs the same calculation as above. In the case of FIG. 44A, if the current minimum bet amount is increased by one level to $5,000, the condition for determining a higher minimum bet amount as the recommended value is not met, so $5,000 is determined as the recommended minimum bet amount. If the above condition is met when the minimum bet amount is increased by one level and the same calculation is performed, the minimum bet amount is increased by another level, and this is repeated until the above condition is no longer met.

[0311] In the above example, the minimum bet management unit 616 evaluated the minimum amount of bets for the past five games for each player position (player). Alternatively, for each gaming table 4, for each player position, a player whose average bet amount (average bet amount) for a predetermined number of past games (e.g., five games) is equal to or greater than a predetermined percentage (e.g., 300%) of the minimum bet amount may be ranked as a high-bet player.

[0312] In the above example, when the high-value player is at or above a predetermined ratio, the minimum bet amount is changed to a higher amount from among predetermined candidates, but instead, it may be increased to a predetermined ratio (e.g., 150%) of the minimum bet amount, i.e., in the above example of FIG. 44A, 150% of the minimum bet amount of $1,000, or $1,500, may be set as the minimum bet amount. Also, in the example of FIG. 44A, if the current minimum bet amount is $500, the minimum bet amount may be increased to $1,000, which is the player's minimum bet amount.

[0313] (Recommended minimum bet amount depending on table congestion) Next, the determination of the recommended minimum bet amount according to the table congestion degree will be described. The minimum bet management unit 616 calculates the table congestion degree of each gaming table 4 based on the information on the number of players in the game record. The table congestion degree is the ratio of the number of players participating in the game to the capacity of each gaming table 4. The minimum bet management unit 616 sets the minimum bet amount for each gaming table 4 according to the table congestion degree determined by the minimum bet management unit 616.

[0314] Figures 45A and 45B are diagrams showing an example of determining a recommended minimum bet amount according to the degree of table congestion. As shown in Figure 45A, there are four gaming tables 4a to 4d, and the minimum bet amount of two of them, 4a and 4b, is set to $10,000, and the minimum bet amount of the other two gaming tables, 4c and 4d, is set to $1,000.

[0315] As shown in FIG. 45A, the two gaming tables 4a and 4b, which have a minimum bet amount set at $10,000, have a large number of players participating in the game (high table congestion), while the two gaming tables 4c and 4d, which have a minimum bet amount set at $1,000, have a small number of players participating in the game (low table congestion).

[0316] In such a situation, the minimum bet management unit 616 increases the minimum bet amount of the gaming table 4d, which has the fewest players participating in the game (the least crowded table) among the gaming tables 4c and 4d, both of which have a minimum bet amount of 1,000 dollars, to 10,000 dollars. By doing so, as shown in FIG. 45B, it is expected that players who participated in the game at the gaming table 4d will move to the gaming table 4c, which has a minimum bet amount of 1,000 dollars, and some of the players who participated in the game at the gaming tables 4a and 4b, which have a minimum bet amount of 10,000 dollars, will move to the gaming table 4d, whose minimum bet amount has been increased to 10,000 dollars.

[0317] As explained in Figures 43A and 43B, it is clear that the house sales are higher in Figure 45B compared to Figure 45A. In this way, the minimum bet management unit 616 sets the minimum bet amount for each gaming table 4 for each area according to the table congestion degree determined by the minimum bet management unit 616 so that high-value players can play at gaming tables 4 with fewer players.

[0318] In this way, the minimum bet management unit 616 determines the recommended minimum bet amount for each gaming table 4 so as to reduce the average number of game participants at gaming tables 4 with higher minimum bet amounts. For this purpose, the minimum bet management unit 616 may lower the recommended minimum bet amount when the number of game participants at gaming tables 4 with a predetermined number or less is equal to or greater than a predetermined ratio.

[0319] As described above, in this example, the minimum bet management unit 616 manages multiple gaming tables 4, grasps the total bet amount for each player for each game and / or for each specified time or period for each of the multiple gaming tables 4, and sets a different minimum bet amount for each of the multiple gaming tables 4.

[0320] (Opening / closing gaming tables based on area congestion) The minimum bet management unit 616 calculates the area congestion degree of each area when the casino gaming center is divided into a plurality of areas based on the information of the number of players determined by the control device 14 as a number-of-players determination device. The area congestion degree is the ratio of the total number of players to the total number of player positions in the area. The minimum bet management unit 616 may determine the area congestion degree as the ratio of gaming tables 4 whose table congestion degree exceeds a predetermined value (e.g., 80%) for each area.

[0321] The minimum bet management unit 616 keeps track of all the gaming tables 4 in the casino gaming facility and the number of open gaming tables 4 among them, and determines the recommended number of gaming tables 4 to be opened for each area according to the degree of congestion of the area determined by the minimum bet management unit 616. Specifically, when the degree of congestion of an area reaches a predetermined value (80% in this embodiment) or more, the minimum bet management unit 616 determines to open a new gaming table 4 in that area.

[0322] When opening a new gaming table 4, the minimum bet management unit 616 sets the minimum bet amount for the gaming table 4. The minimum bet management unit 616 may simply set the minimum bet amount for the newly opened gaming table 4 to be the same as the minimum bet amounts for the gaming tables 4 surrounding the newly opened gaming table 4. This allows customers to be guided to that area and play efficiently.

[0323] On the other hand, the minimum bet management unit 616 may set the minimum bet amount when opening a new gaming table 4 so as to maximize the house's sales. Figures 46A to 46C are diagrams for explaining an example of opening a new gaming table 4 in a certain area. Here, too, the average time required for one game when one player is playing is 60 seconds, and the average time required for one game increases by 10 seconds for each additional player. In addition, the average bet amount of high-value players (players hatched in the diagram) is set to 5,000 dollars, and the average bet amount of low-value players (players filled in white in the diagram) is set to 1,000 dollars.

[0324] In the case of FIG. 46A, gaming tables 4a and 4c are open, and seven players are participating in the game for each of the eight-person capacity, of which four are high-value players and three are low-value players. FIG. 46B shows a case in which a new gaming table 4b is opened in the situation of FIG. 46A, and the minimum bet amount is set to $5,000. By setting the minimum bet amount of the newly opened gaming table 4b to $5,000, it is possible that all the high-value players who were playing at the gaming tables 4a and 4c will move to the gaming table 4b, as shown in FIG. 46B.

[0325] In the case of FIG. 46B, the average sales, which was $1.38 million per hour in the situation of FIG. 46A, drops to $1.377 million per hour. Thus, when a new gaming table 4 is opened, depending on the setting of the minimum bet amount, sales may not increase significantly or may even decrease. Furthermore, when the cost of opening a new gaming table 4 is taken into account, the profit of the casino operator will decrease.

[0326] In the case of Figure 46A, it is effective to set a low minimum bet amount for the newly opened gaming table 4b, as in Figure 46C, while simultaneously raising the minimum bet amount for the already opened gaming tables 4a and 4c. By doing so, the average sales, which was $1.38 million per hour in the situation of Figure 46A, will increase to $1.76 million per hour.

[0327] In this way, the minimum bet management unit 616 determines the minimum bet amount for a newly opened gaming table 4 based on the minimum bet amount and the actual bet amount for the gaming tables 4 surrounding the gaming table 4. Also, as in the example of Fig. 46C, the minimum bet management unit 616 changes the minimum bet amount for the surrounding gaming tables 4 at the timing when the new gaming table 4 is opened, thereby encouraging players to move from the surrounding gaming tables 4 to the newly opened gaming table 4.

[0328] The minimum bet management unit 616 manages the dealers on duty, and determines whether or not to open a new gaming table 4 depending on the number of dealers. Specifically, even if the area congestion level is high, when there are no waiting (available) dealers (i.e., when all dealers are at gaming tables 4) or when there are no new gaming tables 4 that can be opened (i.e., when all gaming tables 4 have been opened), the minimum bet management unit 616 does not decide to open a new gaming table 4, but responds by changing the minimum bet amount of the gaming table 4 that the minimum bet management unit 616 has already opened.

[0329] The minimum bet management unit 616 may record the transition of the area congestion degree for each area in the recording unit 62, and determine the recommended number of gaming tables 4 to be opened for each area based on the recorded transition information. In other words, when the area congestion degree is on the rise, the minimum bet management unit 616 determines to open a new gaming table 4 in the area before the area congestion degree in that area reaches a predetermined value.

[0330] As described above, in this example, the minimum bet management unit 616 manages multiple gaming tables 4, grasps the total bet amount for each player for each game and / or for each specified time or period for each of the multiple gaming tables 4, and sets the minimum bet amount for newly opened gaming tables.

[0331] (Setting minimum bet amount based on player identity) The minimum bet management unit 616 associates the bet amount and payout / return information included in the game record with the member ID and records them in the recording unit 62. In this way, the minimum bet management unit 616 records the past play details of each player in the recording unit 62.

[0332] The minimum bet management unit 616 further calculates, based on the game records, the average bet amount, the average continuous playing time at the same table, the rate of leaving the table when the minimum bet amount increases, the recent win rate and winning amount for each player from the past playing details, and stores these in the recording unit 62 in association with the member ID as tendency information for each player.

[0333] The minimum bet management unit 616 may determine the recommended number of game tables to be newly opened for each area based on the tendency information of multiple players in that area recorded in the recording unit 62. In addition, the minimum bet management unit 616 may set the minimum bet amount for currently open game tables 4 for each area, or set the minimum bet amount for a newly opened game table 4, based on the tendency information of multiple players in that area recorded in the recording unit 62.

[0334] That is, in the above, when a new gaming table 4b with a relatively high minimum bet amount is opened from the state of FIG. 46A as shown in FIG. 46B, it is assumed that all high-value players move to the gaming table 4b, but in reality, players may not move as shown in FIG. 46B. Also, in FIG. 46C, it is assumed that all low-value players leave when the minimum bet amount is increased at the gaming tables 4a and 4c, but it is possible that low-value players increase their bet amount in response to the increased minimum bet amount and remain at the same gaming tables 4a and 4c. Therefore, the minimum bet management unit 616 performs a simulation using probability based on the tendency of each player stored in the recording unit 62, and sets the minimum bet amount so as to maximize sales.

[0335] <Dealer chip management> The dealer collects chips 9 from losing players and places them in the chip tray 17, and also pays out chips 9 to winning players from the chip tray 17. Thus, the number of chips 9 in the chip tray 17 increases or decreases.

[0336] When many chips 9 are collected and cannot be stored on the gaming table 4, the dealer calls the nearest pit staff (pit manager) to come and collect the chips 9. Conversely, when many chips 9 are paid out and there are not enough chips to pay out when settling the game, the dealer calls the nearest pit staff to replenish the chips 9.

[0337] When the settled dealer chip amount in the game record sent from the control device 14 exceeds a predetermined upper threshold or falls below a predetermined lower threshold, the dealer chip management unit 617 notifies the nearest pit of the gaming table 4. This notification includes at least the table number of the corresponding gaming table 4 and information on whether the chip is to be collected or replenished.

[0338] This allows the pit manager to perform recovery or replenishment work on the relevant gaming table 4 in accordance with the notification from the management device 60. Also, the dealer does not need to pay attention to the timing of calling the pit manager, and can concentrate on dealing the game.

[0339] As described above, according to the table game management system of this embodiment, various sensors are installed on each game table 4 to automatically detect fraud and mistakes, and the fraud and mistakes are reduced, thereby increasing the gross profit of the house. In addition, the sensing data acquired for detecting fraud and mistakes is statistically processed to perform various analyses for increasing the gross profit of the house, and the results are presented to the game host. This allows the game host to increase gross profit not only by reducing negative factors such as losses due to fraud and mistakes, but also by strengthening more positive factors.

[0340] In the above embodiment, the management system 100 has a configuration including a plurality of control devices 14 installed at each gaming table 4 and a management device 60 connected to the plurality of control devices 14, but some or all of the functions of the control devices 14 may be provided in the management device 60, and some or all of the functions of the management device 60 may be provided in the control devices 14 of each gaming table 4. In other words, the configurations and functions of the control devices 14 and management device 60 may be realized by devices provided at each gaming table 4, or may be realized by devices provided in a location separate from the gaming tables 4 (for example, a backyard).

[0341] As described above, according to the third embodiment, at the gaming table 4, the bet contents are grasped by the camera 2 and the control device 14 serving as an image recognition device, the game results are grasped by the card dealing device 3, and the dealer amount is grasped by the antenna and RF reader, and this information is centrally managed by the management devices 50 and 60, so that the casino operator's sales, profits, profit margins, etc. can be automatically grasped.

[0342] In the above embodiment, the winning / losing determination device is realized by the card dealing device 3, that is, the card dealing device 3 is configured to also determine the winning / losing, but the winning / losing determination may be performed by the control device 14. In this case, the card dealing device 3 transmits information read from the cards to be dealt (card reading information) to the control device 14, and the control device 14, as the winning / losing determination device, determines the outcome of the game in accordance with the game rules based on the card reading information from the card dealing device 3.

[0343] In addition, in the above embodiment, calculation unit 511 calculates sales, profits, and profit ratios, and table creation unit 512 tabulates the calculated sales, profits, and profit ratios to create tables and graphs. Alternatively, calculation unit 511 may perform some or all of the tabulation, and table creation unit 512 may create tables and graphs using the tabulation results of calculation unit 511. [Explanation of symbols]

[0344] 1. Playing Cards 1s Multiple shuffled playing cards 2. Surveillance cameras 3 Card distribution device 4 Gaming Table 5 Dealer 6 Customers (game participants / players) 7. Chair 8 Betting Area 9. Chip 10 areas 10P Player Area 10B Bunker Area 11 Game Recording Device 12 Image analysis equipment 13 Result display lamp 14 Control device 14C Card distribution detection device 15 Output (abnormality judgment results, etc.) 16 Error indicator lamp 30 Distribution Restriction Device 33 Slots 34 Locking member 35 Drive unit 36 Locking member 37 Drive unit 40 Distribution Restriction Device 50 Management device 51 Arithmetic unit 511 Calculation Department 512 Table Creation Department 513 Alarm section 52 Recording Devices 102 Card storage section 103 Index 105 Card guide part 106 Opening 107 Card Guide 109 Control Unit 112 Side Monitor

Claims

1. A management system for managing games in a casino having a plurality of gaming tables, comprising: Each gaming table has A camera for taking an image of chips on the gaming table and generating an image; An image analysis device having a deep learning structure that performs image analysis on the image to identify the position, type, and number of chips on the gaming table; a control device that determines a bet amount for each player position or each player at the gaming table based on the position, type, and number of the chips identified by the image analysis device; is provided, The management system includes a management device that calculates a profit margin for a predetermined period or a predetermined number of games based on the bet amounts on the plurality of gaming tables, and determines an unusual situation using a machine learning model based on the progress of the profit margin. Management system.

2. The machine learning model is a model that receives the transition of the profit margin as an input and outputs a probability that the profit margin is unique, The management system according to claim 1 , wherein the management device determines that the situation is unusual when the probability of the situation being unusual is equal to or greater than a predetermined threshold.

3. Each gaming table is further provided with a player identification device that identifies a player playing at the gaming table; The management system according to claim 1 , wherein the management device records a bet amount for each player identified by the player identification device.

Citation Information

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