Tray apparatus, method and medium for monitoring gaming chips in a tray
By installing infrared and visible light sensitive cameras on the game coin tray, the image data of the game coins is captured and processed, solving the problem of monitoring the transfer of game coins in gaming facilities and improving security and management efficiency.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- ARB LABS INC
- Filing Date
- 2018-06-13
- Publication Date
- 2026-06-09
AI Technical Summary
Existing technologies are insufficient to effectively monitor and manage the transfer of game currency on game tables in gaming facilities, especially regarding security and management issues between players and dealers.
The system employs infrared and visible light sensitive cameras installed on or near the game coin tray to capture image data of the game coins. This data is then processed and displayed by a processor to determine the value and quantity of the game coins.
It enables real-time monitoring and management of game currency, improves the security and management efficiency of game facilities, and reduces the risk of counterfeiting and tracking game currency.
Smart Images

Figure CN115359600B_ABST
Abstract
Description
[0001] This application is a divisional application of the Chinese national phase patent application with application number 201880052367.4, filed on February 12, 2020, after the international application PCT application with application number PCT / CA2018 / 050715 and international application date of June 13, 2018, entitled "Pattern device, method and medium for monitoring game coins in a tray".
[0002] Cross-reference to related applications
[0003] This application is a non-provisional application filed on June 14, 2017, entitled “SYSTEMS, METHODS AND DEVICES FORMONITORING GAMING TABLES”, U.S. Application No. 62 / 519,637, and claims all benefits including priority to that U.S. application, the contents of which are incorporated herein by reference in their entirety. Technical Field
[0004] Implementation plans typically involve monitoring activities at gaming tables within gaming facilities, and in particular, monitoring gaming activities that include both gaming activities and the transfer of in-game currency between players and dealers at the gaming tables. Background Technology
[0005] Gaming facilities may offer a variety of card games to customers. For example, card games involve various game activities such as card playing and the transfer of game coins. Card games can be played at a gaming table by players (including the dealer and one or more customers). For security and management purposes, it may be necessary for the gaming facility to monitor gaming activities and the transfer of game coins between players and the dealer at the gaming table.
[0006] Gaming facilities are diverse, especially in terms of layout, lighting, and security measures. For example, markers such as game coins may have designs and markings that not only distinguish the type of game coin (e.g., the value of the game coin) but also differentiate different series of game coins with the same value (e.g., to reduce the risk of counterfeiting and / or to enable tracking). Summary of the Invention
[0007] According to one aspect, an apparatus is provided for monitoring tabletop activity at a gaming table, comprising: at least a first imaging component supported on or adjacent to the front of a coin tray; and at least a second imaging component supported on or adjacent to a second surface of the coin tray. The at least first and at least second imaging components are configured to capture image data corresponding to one or more coins positioned on at least one area of the gaming surface of the gaming table for placing the one or more coins. The at least first and at least second imaging components are positioned to image the gaming surface of the gaming table, on which the coin tray is attached. Each of the at least first and at least second imaging components may include an infrared radiation emitter, an infrared radiation-sensitive camera, and a visible light-sensitive camera. The apparatus may have a port to transmit at least visible information and at least captured infrared radiation from at least two cameras to a processor.
[0008] In some implementations, the infrared-sensitive camera has a camera sensitive to infrared radiation, and a cutoff filter lens is provided between the infrared-sensitive cameras at at least one area on the game table for placing one or more game coins.
[0009] In some embodiments, the visible light emitter has a visible light emitter aligned on the lower portion of the device, which is located below all infrared emitters and lenses leading to the infrared radiation-sensitive camera and the visible light-sensitive camera.
[0010] In some implementations, multiple components are attached to a single support frame that is physically separate from the coin tray, and the support frame has a visible radiation emitter positioned at an angle generally perpendicular to the front surface of the support frame.
[0011] In some implementations, at least two of the multiple components are arranged symmetrically on a single support frame.
[0012] In some implementations, at least two of the multiple components are arranged in a mirror-symmetrical manner on a single support frame.
[0013] In some implementations, at least two of the plurality of components are angled outward from the centerline relative to the nominal line located at the center on the support frame, and the capture range of the camera in each of the at least two of the plurality of components overlaps on the centerline.
[0014] In some implementations, at least two of the plurality of components are angled outward from the centerline relative to the nominal line located at the center on the support frame, and the capture range of the camera in each of the at least two of the plurality of components overlaps on the centerline.
[0015] In some implementations, at least two of the plurality of components are angled outward from the centerline relative to the nominal line located at the center on the support frame, and the capture range of the camera in each of the at least two of the plurality of components overlaps on the centerline.
[0016] In some implementations, at least two of the plurality of components are angled outward from the centerline relative to the nominal line located at the center on the support frame, and the capture range of the camera in each of the at least two of the plurality of components overlaps on the centerline.
[0017] In some implementations, the component has a third camera that is sensitive to ultraviolet radiation.
[0018] In some implementations, the infrared radiation-sensitive camera and the visible light-sensitive camera are horizontally spaced sufficiently such that the image data collected from the combination of the infrared radiation-sensitive camera and the visible light-sensitive camera enables a visible image with depth perspective to be displayed on a screen.
[0019] In some implementations, the infrared radiation-sensitive camera and the visible light-sensitive camera are horizontally spaced sufficiently such that the image data collected from the combination of the infrared radiation-sensitive camera and the visible light-sensitive camera enables a visible image with depth perspective to be displayed on a screen.
[0020] In some embodiments, the device has one or more sensors that trigger the capture of image data by a first imaging component and a second imaging component in response to activation and deactivation events.
[0021] In some implementations, activation and deactivation events are configured to trigger the capture of image data by the first and second imaging components.
[0022] In some embodiments, the device has a processor configured to preprocess the captured image data to filter at least a portion of the background image data to produce a compressed set of image data for one or more game coins that does not contain the background image data.
[0023] In some embodiments, the device has a processor configured to preprocess the captured image data to filter at least a portion of the background image data to produce a compressed set of image data for one or more game coins that does not contain the background image data.
[0024] In some implementations, the device has four components, wherein the field of focus of all cameras in adjacent components overlaps with an area on the surface of the game table corresponding to an area for placing one or more game coins.
[0025] In some implementations, the device has four components, wherein the field of focus of all cameras in adjacent components overlaps with an area on the surface of the game table corresponding to an area for placing one or more game coins.
[0026] In some implementations, the device has four components, wherein the field of focus of all cameras in adjacent components overlaps with an area on the surface of the game table corresponding to an area for placing one or more game coins.
[0027] In some implementations, the device has four components, wherein the field of focus of all cameras in adjacent components overlaps with an area on the surface of the game table corresponding to an area for placing one or more game coins.
[0028] In some embodiments, the device has a processor that communicates with a port and a visual display device having a display surface opposite to an area for placing one or more game coins, the processor being configured to convert at least visible information captured from at least two cameras and at least infrared radiation captured from cameras into image data for display on the display device.
[0029] In some embodiments, the device has a processor that communicates with a port and a visual display device having a display surface opposite to an area for placing one or more game coins, the processor being configured to convert at least visible information captured from at least two cameras and at least infrared radiation captured from cameras into image data for display on the display device.
[0030] In some embodiments, the device has a processor that communicates with a port and a visual display device having a display surface opposite to an area for placing one or more game coins, the processor being configured to convert at least visible information captured from at least two cameras and at least infrared radiation captured from cameras into image data for display on the display device.
[0031] In some embodiments, the device has a processor that communicates with a port and a visual display device having a display surface opposite to an area for placing one or more game coins, the processor being configured to convert at least visible information captured from at least two cameras and at least infrared radiation captured from cameras into image data for display on the display device.
[0032] In some implementations, the processor is configured to compress image data combined from a combination of an infrared radiation-sensitive camera and a visible light-sensitive camera, and there is a communication link from the processor to a display unit, the communication link being configured to transmit the compressed set of image data to generate game coin value data from a location on the game table for placing one or more game coins, the game coin value data to be displayed on the display unit including the game coin value amount determined by the processor for at least one area for placing one or more game coins.
[0033] According to another aspect, an apparatus for monitoring tabletop activities at a gaming table is provided. The apparatus has an imaging component comprising, within a single housing: an infrared radiation emitter, an infrared radiation-sensitive camera, a visible light-sensitive camera, and a visible light emitter. The apparatus also has a port for transmitting at least visible information captured from at least two cameras and at least captured infrared radiation to a processor.
[0034] In some implementations, the axes of emission from the infrared radiation emitter and the visible light emitter, as well as the focus areas of the infrared radiation-sensitive camera and the visible light-sensitive camera, are adjustable to overlap at a distance ranging from 10 to 100 centimeters.
[0035] In some embodiments, the game table has two to six devices that can be attached to the game table, such that at least adjacent pairs of devices have a field of focus overlap of at least 20% at a distance of 10 to 100 cm from the outermost lenses of the infrared radiation-sensitive camera and the visible light-sensitive camera.
[0036] In some implementations, the game table has an active communication link via a port to a processor, which is configured to capture at least visible information and at least infrared radiation and transmit the captured at least visible information and at least infrared radiation as the content of a visible image to a display communicating with the processor.
[0037] In some implementations, the spacing between the infrared radiation-sensitive camera and the visible light-sensitive camera on the housing is sufficient to allow the captured at least visible information and the captured at least infrared radiation to be converted into data for displaying an image with a visual angle of the game coin at a distance of 10 to 100 centimeters from the outermost lens of the infrared radiation-sensitive camera and the visible light-sensitive camera.
[0038] According to another aspect, an apparatus for monitoring tabletop activity at a gaming table is provided, comprising a first imaging component configured to be positioned or supported on a first surface of a coin tray and a second imaging component configured to be positioned or supported on a second surface of the coin tray. The first and second imaging components are configured to capture image data corresponding to one or more coins when the coin tray is attached to the gaming table, the one or more coins being positioned in at least one area on the gaming surface of the respective gaming table for placing the one or more coins. The capture of image data is triggered by the first and second imaging components in response to activation and deactivation events from one or more sensors. The apparatus has a communication link and a processor configured to transmit the captured image data or a compressed set of captured image data to generate coin value data for the gaming table, the coin value data including the amount of coin value in the at least one area for placing the one or more coins.
[0039] In some implementations, a first imaging component is positioned or supported on a first conical corner of the coin tray, while a second imaging component is positioned or supported on a second conical corner of the coin tray.
[0040] In some embodiments, the device has a processor configured to preprocess the captured image data to filter at least a portion of the background image data to produce a compressed set of image data for one or more game coins that does not contain the background image data.
[0041] In some embodiments, each of the first and second imaging components includes an infrared radiation emitter, an infrared radiation-sensitive camera, and a visible light-sensitive camera. The device has ports to transmit at least visible information and at least captured infrared radiation from at least two cameras to a processor.
[0042] In some implementations, the first and second imaging components may be positioned substantially parallel to the game surface of the game table when the coin tray is attached to the game table.
[0043] In some implementations, each of the first and second imaging components has multiple cameras selected from a group consisting of a red-green-blue camera, an infrared camera, an auxiliary camera, a high-resolution camera, and an ultraviolet camera.
[0044] In some implementations, each of the first imaging component and the second imaging component has an emitter configured to emit light that can be detected by at least one of a plurality of cameras.
[0045] In some embodiments, the device has a third imaging component positioned or supported on a first surface of the coin tray and a fourth imaging component positioned or supported on a second surface of the coin tray.
[0046] In some embodiments, the device has a card reader unit with an opening and a channel for receiving playing cards, as well as a contact image sensor and an optical flow sensor mounted to the channel to capture image data corresponding to the playing cards.
[0047] In some embodiments, the device has a coin tray having a first tapered angle as part of a first surface and a second tapered angle as part of a second surface.
[0048] In some implementations, the first imaging component has a first camera and a second camera, the first camera having a first field of view and the second camera having a second field of view. The first imaging component has a first coin recognition module and a second coin recognition module connected at an angle, the first camera being housed within the first coin recognition module and the second camera being housed within the second coin recognition module, such that the first field of view overlaps with the second field of view based on the angle.
[0049] In some implementations, the first imaging component has a first camera and a second camera, the first camera having a first field of view and the second camera having a second field of view. The first imaging component has a first coin recognition module and a second coin recognition module connected at an angle, the first camera being housed within the first coin recognition module and the second camera being housed within the second coin recognition module, such that the first field of view overlaps with the second field of view based on the angle.
[0050] In some implementations, the imaging component is positioned at an offset angle relative to the plane of the game surface of the respective game table to capture image data; and the offset angle allows the imaging component to capture image data from the sidewalls of one or more game coins.
[0051] In some implementations, the offset angle is selected from the group of angles consisting of approximately -5 degrees, approximately -4 degrees, approximately -3 degrees, approximately -2 degrees, approximately -1 degree, approximately 0 degrees, approximately 1 degree, approximately 2 degrees, approximately 3 degrees, approximately 4 degrees, and approximately 5 degrees; and the height is selected from the group of heights consisting of approximately 0.2 cm, approximately 0.3 cm, approximately 0.4 cm, approximately 0.5 cm, approximately 0.6 cm, approximately 0.7 cm, approximately 0.8 cm, approximately 0.9 cm, and approximately 1.0 cm.
[0052] In some embodiments, the device has an illumination strip extending from a first conical angle of the coin tray to a second conical angle, the illumination strip providing reference illumination.
[0053] In some embodiments, the device has an illumination bar that provides reference illumination and a limiter configured to limit the beam angle of the reference illumination.
[0054] In some embodiments, the device has an illumination bar adapted to provide reference illumination on one or more game coins, the illumination bar being positioned at a substantially horizontal angle to provide illumination on the sidewalls of one or more game coins; the substantially horizontal angle is selected such that the presence of shadows on one or more game coins is reduced.
[0055] In some implementations, the lighting strip may be controlled by a processor and configured to provide reference lighting based on control signals received from the processor. When processed by the lighting strip, the control signals cause the lighting strip to change the intensity of the reference lighting based at least on ambient lighting conditions. The control signals are adapted to implement a feedback loop in which the reference lighting on one or more tokens is substantially constant regardless of changes in ambient lighting conditions.
[0056] In some embodiments, the device has a body that connects the first imaging component and the second imaging component.
[0057] In some embodiments, the first imaging component and the second imaging component are connected together by a third imaging component inserted therebetween, the third imaging component being configured to capture image data corresponding to one or more game coins located on at least one area on the game surface of the respective game table for placing one or more game coins.
[0058] In some implementations, the infrared-sensitive camera may be a camera sensitive to infrared radiation, with a cutoff filter lens between the infrared-sensitive cameras at at least one area on the game table for placing one or more game coins.
[0059] In some embodiments, the visible light emitter may be a visible light emitter aligned on the lower portion of the device, located below all the infrared emitters and lenses leading to the infrared radiation-sensitive camera and the visible light-sensitive camera.
[0060] In some implementations, multiple components are attached to a single support frame that is physically separate from the coin tray, and the support frame has a visible radiation emitter positioned at an angle generally perpendicular to the front surface of the support frame.
[0061] In some implementations, at least two of the multiple components are arranged symmetrically on a single support frame.
[0062] In some implementations, at least two of the multiple components are arranged in a mirror-symmetrical manner on a single support frame.
[0063] In some implementations, at least two of the plurality of components are angled outward from the centerline relative to the nominal line located at the center on the support frame, and the capture range of the camera in each of the at least two of the plurality of components overlaps on the centerline.
[0064] In some implementations, at least two of the plurality of components are angled outward from the centerline relative to the nominal line located at the center on the support frame, and the capture range of the camera in each of the at least two of the plurality of components overlaps on the centerline.
[0065] In some implementations, at least two of the plurality of components are angled outward from the centerline relative to the nominal line located at the center on the support frame, and the capture range of the camera in each of the at least two of the plurality of components overlaps on the centerline.
[0066] In some implementations, at least two of the plurality of components are angled outward from the centerline relative to the nominal line located at the center on the support frame, and the capture range of the camera in each of the at least two of the plurality of components overlaps on the centerline.
[0067] In some implementations, the first imaging component has a third camera that is sensitive to ultraviolet radiation.
[0068] In some implementations, the infrared radiation-sensitive camera and the visible light-sensitive camera are horizontally spaced sufficiently such that the image data collected from the combination of the infrared radiation-sensitive camera and the visible light-sensitive camera enables a visible image with depth perspective to be displayed on a screen.
[0069] In some implementations, the infrared radiation-sensitive camera and the visible light-sensitive camera are horizontally spaced sufficiently such that the image data collected from the combination of the infrared radiation-sensitive camera and the visible light-sensitive camera enables a visible image with depth perspective to be displayed on a screen.
[0070] In some embodiments, the device has one or more sensors that trigger the capture of image data by a first imaging component and a second imaging component in response to activation and deactivation events.
[0071] In some implementations, activation and deactivation events are configured to trigger the capture of image data by the first and second imaging components.
[0072] In some implementations, the device has four components, wherein the field of focus of all cameras in adjacent components overlaps with an area on the surface of the game table corresponding to an area for placing one or more game coins.
[0073] In some implementations, the device has four components, wherein the field of focus of all cameras in adjacent components overlaps with an area on the surface of the game table corresponding to an area for placing one or more game coins.
[0074] In some implementations, the device has four components, wherein the field of focus of all cameras in adjacent components overlaps with an area on the surface of the game table corresponding to an area for placing one or more game coins.
[0075] In some implementations, the device has four components, wherein the field of focus of all cameras in adjacent components overlaps with an area on the surface of the game table corresponding to an area for placing one or more game coins.
[0076] In some embodiments, the device has a processor that communicates with a port and a visual display device having a display surface opposite to an area for placing one or more game coins, the processor being configured to convert at least visible information captured from at least two cameras and at least infrared radiation captured from cameras into image data for display on the display device.
[0077] In some embodiments, the device has a processor that communicates with a port and a visual display device having a display surface opposite to an area for placing one or more game coins, the processor being configured to convert at least visible information captured from at least two cameras and at least infrared radiation captured from cameras into image data for display on the display device.
[0078] In some embodiments, the device has a processor that communicates with a port and a visual display device having a display surface opposite to an area for placing one or more game coins, the processor being configured to convert at least visible information captured from at least two cameras and at least infrared radiation captured from cameras into image data for display on the display device.
[0079] In some embodiments, the device has a processor that communicates with a port and a visual display device having a display surface opposite to an area for placing one or more game coins, the processor being configured to convert at least visible information captured from at least two cameras and at least infrared radiation captured from cameras into image data for display on the display device.
[0080] In some implementations, the processor is configured to compress image data combined from a combination of an infrared radiation-sensitive camera and a visible light-sensitive camera, and there is a communication link from the processor to a display unit, the communication link being configured to transmit the compressed set of image data to generate game coin value data from a location on the game table for placing one or more game coins, the game coin value data to be displayed on the display unit including the game coin value amount determined by the processor for at least one area for placing one or more game coins.
[0081] In some embodiments, the device has a lammer holder releasably mounted to a first imaging component and a second imaging component, the lammer holder having at least one vertical channel for receiving the lammer therein.
[0082] In some embodiments, the first imaging component and the second imaging component are connected together by a third imaging component inserted therebetween, the third imaging component being configured to capture image data corresponding to one or more game coins located on at least one area on the game surface of the respective game table for placing one or more game coins.
[0083] In some implementations, optical sensors are mounted along the axial length of each of at least one vertical channel to capture image data corresponding to the laser received in the channel.
[0084] In some implementations, the first imaging component and the second imaging component may be mounted on the game table.
[0085] In some implementations, the first and second imaging components can be mounted on a metal plate for mounting to the game table.
[0086] In some implementations, the first imaging component and the second imaging component may be mounted onto the game coin tray.
[0087] In some embodiments, the first imaging component has a first body, the second imaging component has a second body, and the coin tray has a third body, wherein the first body, the second body, and the third body are integrally formed to define the device chassis.
[0088] In some implementations, the first imaging component and the second imaging component are configured to capture image data corresponding to the game coins in the channel of the game coin tray.
[0089] In some implementations, the third and fourth imaging components are configured to capture image data corresponding to the game coins in the channel of the game coin tray.
[0090] In some implementations, the first imaging component is configured to determine one or more depth values corresponding to one or more distances from a reference point to one or more game tokens, each of the depth values corresponding to the distance to the corresponding game token.
[0091] In some implementations, the imaging component determines one or more depth values by using at least one of Doppler radar measurements, parallax measurements, infrared temperature measurements, shadow measurements, light intensity measurements, relative size measurements, and illumination grid measurements.
[0092] In some implementations, the first imaging component has at least two sensors configured to determine one or more depth values by measuring stereo parallax.
[0093] In some implementations, the processor is configured to determine the presence of one or more occluding objects that partially or completely obscure one or more game coins from imaging by an imaging component or sensing by one or more sensors. The presence of one or more occluding objects is determined by continuously monitoring one or more depth values to track when one or more depth values change abruptly in response to the occlusion.
[0094] In some implementations, at least one of the processors is configured to, in response to affirmatively determining the presence of one or more occluding objects that partially or completely occlude one or more game coins and prevent them from being imaged by an imaging component or sensed by one or more sensors, aggregate a plurality of captured images over a period of time and compare the differences between each of the plurality of captured images to estimate the presence of one or more game coins regardless of the presence of one or more occluding objects that partially or completely occlude one or more game coins and prevent them from being imaged.
[0095] In some implementations, at least one of the processor and the game monitoring server is configured to, in response to affirmatively determining the presence of one or more occluding objects that partially or completely obscure one or more game coins and are therefore immune to the presence of one or more occluding objects sensed by one or more sensors, aggregate multiple captured images over a period of time and compare the differences between each of the multiple captured images to estimate the presence of one or more game coins regardless of whether the one or more game coins are partially or completely obscure and are therefore immune to the presence of one or more occluding objects sensed by one or more sensors.
[0096] In some implementations, a compressed set of image data excluding background image data is obtained by using an estimated coin overlay height that combines more than one or more depth values to determine the coin overlay bounding box used to distinguish background image data and coin image data during preprocessing.
[0097] In some implementations, activation and deactivation events are triggered by signals received from an external transmitter.
[0098] In some implementations, the external transmitter is a transmitting device coupled to the dealer's base, which transmits signals whenever the dealer's base is operated.
[0099] In some implementations, the device has an interface engine suitable for providing an interface to the dealer that provides real-time or near-real-time game coin value data based on game coin value data extracted from captured image data by a game monitoring server, the game coin value data including one or more estimated values for each game coin stack in one or more areas on the game surface for placing one or more game coins.
[0100] According to another aspect, an apparatus for monitoring tabletop activity at a game table is provided, comprising a first imaging component configured to be positioned or supported on the surface of the game table and a second imaging component configured to be positioned or supported on the surface of the game table. The first and second imaging components are configured to capture image data corresponding to one or more game coins located in at least one area on the surface of the game table for placing one or more game coins. The apparatus includes: a ratchet rack extending through the game table and receivable by a fixing block under the game table for mounting the apparatus to the game surface of the game table; one or more sensors that, in response to activation and deactivation events, are triggered by the first and second imaging components to capture image data; a processor configured to preprocess the captured image data to filter at least a portion of background image data to generate a compressed set of image data of one or more game coins excluding background image data; and a communication link configured to transmit the compressed set of image data to generate game coin value data for the game table, the game coin value data including the game coin value amount for at least one area for placing one or more game coins.
[0101] According to another aspect, a tray for monitoring game coins in a tray is provided, comprising: a body having a body defining a channel for receiving game coins; a tray imaging component configured to capture image data of game coins in the channel; one or more sensors that are triggered by the tray imaging component to capture image data in response to activation and deactivation events; and a communication link configured to transmit a compressed set of image data to generate tray game coin data for the tray, the tray game coin data including the amount of game coins received in the tray.
[0102] In some implementations, the tray imaging component has a time-of-flight sensor mounted to the front end of the channel, which directs a laser beam toward the game coin received in the channel to determine the depth of the game coin in the channel.
[0103] In some implementations, the tray imaging component has a camera mounted to the front end of the tray for detecting image data corresponding to game coins received in the channel.
[0104] In some implementations, the tray imaging component has an optical sensor axially mounted to the base of the channel for detecting image data corresponding to game coins received in the channel.
[0105] Many other features and combinations thereof relating to the embodiments described herein will become apparent to those skilled in the art upon reading this disclosure. Attached Figure Description
[0106] The implementation scheme will now be described with reference to the accompanying drawings, which are provided as examples only, and in the drawings:
[0107] Figure 1A , 1B Figure 1C shows a block diagram of a system for monitoring gaming activity at a gaming table, according to some implementation schemes.
[0108] Figure 2 A block diagram of another system for monitoring gaming activity at a game table, according to some implementation schemes, is shown.
[0109] Figure 3 A block diagram of another system for monitoring gaming activity at a game table, according to some implementation schemes, is shown.
[0110] Figure 4 This diagram illustrates a game monitoring server according to some implementation schemes.
[0111] Figure 5 A schematic diagram of a desktop monitoring subsystem according to some implementation schemes is shown.
[0112] Figure 6A This shows a perspective view of an example desktop monitoring subsystem based on some implementation schemes.
[0113] Figure 6B Showing according to some implementation schemes Figure 6A A top view of the desktop monitoring subsystem.
[0114] Figure 6C Showing according to some implementation schemes Figure 6A The bottom view of the desktop monitoring subsystem.
[0115] Figure 6D Showing according to some implementation schemes Figure 6A The left view of the desktop monitoring subsystem.
[0116] Figure 6E Showing according to some implementation schemes Figure 6A The right view of the desktop monitoring subsystem.
[0117] Figure 6F Showing according to some implementation schemes Figure 6A The front view of the desktop monitoring subsystem.
[0118] Figure 6G Showing according to some implementation schemes Figure 6A The rear view of the desktop monitoring subsystem.
[0119] Figure 7A This shows a perspective view of another example desktop monitoring subsystem according to some implementation schemes.
[0120] Figure 7B Showing according to some implementation schemes Figure 7A A top view of the desktop monitoring subsystem.
[0121] Figure 7C Showing according to some implementation schemes Figure 7A The bottom view of the desktop monitoring subsystem.
[0122] Figure 7D Showing according to some implementation schemes Figure 7A The left view of the desktop monitoring subsystem.
[0123] Figure 7E Showing according to some implementation schemes Figure 7A The right view of the desktop monitoring subsystem.
[0124] Figure 7F Showing according to some implementation schemes Figure 7A The front view of the desktop monitoring subsystem.
[0125] Figure 7G Showing according to some implementation schemes Figure 7A The rear view of the desktop monitoring subsystem.
[0126] Figure 8 Showing according to some implementation schemes Figure 7A A schematic diagram of the field of view of the desktop monitoring subsystem.
[0127] Figure 9 A schematic diagram showing the field of view of another example desktop monitoring subsystem according to some implementation schemes is shown.
[0128] Figure 10 Showing according to some implementation schemes Figure 9 A schematic diagram of the field of view of each game coin recognition module in the example desktop monitoring subsystem.
[0129] Figure 11 A schematic diagram of the illumination area below the light splitting line is shown according to some embodiments.
[0130] Figure 12 A schematic diagram of the illumination area above the light splitting line is shown according to some embodiments.
[0131] Figure 13 A schematic diagram of a restricted lighting area according to some implementation schemes is shown.
[0132] Figure 14 A schematic diagram of an example card reader unit according to some implementation schemes is shown.
[0133] Figure 15 The following are examples of implementation schemes. Figure 14 A schematic diagram of the playing cards inside the playing card reader unit.
[0134] Figure 16 The diagram illustrates the implementation schemes of some of these schemes. Figure 14 A schematic diagram of the area of playing cards monitored by the playing card reader unit.
[0135] Figure 17 The diagram illustrates the implementation schemes of some of these schemes. Figure 14 A schematic diagram of another area of playing cards monitored by the card reader unit.
[0136] Figure 18A This shows a perspective view of an example desktop monitoring subsystem based on some implementation schemes.
[0137] Figure 18B Showing according to some implementation schemes Figure 18A A top view of the desktop monitoring subsystem.
[0138] Figure 18C Showing according to some implementation schemes Figure 18A The bottom view of the desktop monitoring subsystem.
[0139] Figure 18D Showing according to some implementation schemes Figure 18A The left view of the desktop monitoring subsystem.
[0140] Figure 18E Showing according to some implementation schemes Figure 18A The right view of the desktop monitoring subsystem.
[0141] Figure 18F Showing according to some implementation schemes Figure 18A The front view of the desktop monitoring subsystem.
[0142] Figure 18G Showing according to some implementation schemes Figure 18A The rear view of the desktop monitoring subsystem.
[0143] Figure 19AThis shows a perspective view of another example desktop monitoring subsystem according to some implementation schemes.
[0144] Figure 19B Showing according to some implementation schemes Figure 19A A top view of the desktop monitoring subsystem.
[0145] Figure 19C Showing according to some implementation schemes Figure 19A The bottom view of the desktop monitoring subsystem.
[0146] Figure 19D Showing according to some implementation schemes Figure 19A The left view of the desktop monitoring subsystem.
[0147] Figure 19E Showing according to some implementation schemes Figure 19A The right view of the desktop monitoring subsystem.
[0148] Figure 19F Showing according to some implementation schemes Figure 19A The front view of the desktop monitoring subsystem.
[0149] Figure 19G Showing according to some implementation schemes Figure 19A The rear view of the desktop monitoring subsystem.
[0150] Figure 20A This shows a perspective view of another example desktop monitoring subsystem according to some implementation schemes.
[0151] Figure 20B Showing according to some implementation schemes Figure 20A A top view of the desktop monitoring subsystem.
[0152] Figure 20C Showing according to some implementation schemes Figure 20A The bottom view of the desktop monitoring subsystem.
[0153] Figure 20D Showing according to some implementation schemes Figure 20A The left view of the desktop monitoring subsystem.
[0154] Figure 20E Showing according to some implementation schemes Figure 20A The right view of the desktop monitoring subsystem.
[0155] Figure 20F Showing according to some implementation schemes Figure 20A The front view of the desktop monitoring subsystem.
[0156] Figure 20G Showing according to some implementation schemes Figure 20AThe rear view of the desktop monitoring subsystem.
[0157] Figure 21A This shows a perspective view of another example desktop monitoring subsystem according to some implementation schemes.
[0158] Figure 21B Showing according to some implementation schemes Figure 21A A top view of the desktop monitoring subsystem.
[0159] Figure 21C Showing according to some implementation schemes Figure 21A The bottom view of the desktop monitoring subsystem.
[0160] Figure 21D Showing according to some implementation schemes Figure 21A The left view of the desktop monitoring subsystem.
[0161] Figure 21E Showing according to some implementation schemes Figure 21A The right view of the desktop monitoring subsystem.
[0162] Figure 21F Showing according to some implementation schemes Figure 21A The front view of the desktop monitoring subsystem.
[0163] Figure 21G Showing according to some implementation schemes Figure 21A The rear view of the desktop monitoring subsystem.
[0164] Figure 22A This shows a perspective view of another example desktop monitoring subsystem according to some implementation schemes.
[0165] Figure 22B Showing according to some implementation schemes Figure 22A A top view of the desktop monitoring subsystem.
[0166] Figure 22C Showing according to some implementation schemes Figure 22A The bottom view of the desktop monitoring subsystem.
[0167] Figure 22D Showing according to some implementation schemes Figure 22A The left view of the desktop monitoring subsystem.
[0168] Figure 22E Showing according to some implementation schemes Figure 22A The right view of the desktop monitoring subsystem.
[0169] Figure 22F Showing according to some implementation schemes Figure 22A The front view of the desktop monitoring subsystem.
[0170] Figure 22G Showing according to some implementation schemes Figure 22A The rear view of the desktop monitoring subsystem.
[0171] Figure 22H This illustrates the installation onto the game table according to some implementation schemes. Figure 22A A schematic diagram of the desktop monitoring subsystem.
[0172] Figure 22I This illustrates the installation onto the game table according to some implementation schemes. Figure 22A A schematic diagram of the desktop monitoring subsystem.
[0173] Figure 23A A perspective view of an example game coin tray according to some implementation schemes is shown.
[0174] Figure 23B Showing according to some implementation schemes Figure 23A A top view of the game coin tray.
[0175] Figure 23C Showing according to some implementation schemes Figure 23A Bottom view of the game coin tray.
[0176] Figure 23D Showing according to some implementation schemes Figure 23A Left view of the game coin tray.
[0177] Figure 23E Showing according to some implementation schemes Figure 23A The right view of the game coin tray.
[0178] Figure 23F Showing according to some implementation schemes Figure 23A Front view of the game coin tray.
[0179] Figure 23G Showing according to some implementation schemes Figure 23A Rear view of the game coin tray.
[0180] Figure 24A A perspective view of another example game coin tray according to some implementation schemes is shown.
[0181] Figure 24B Showing according to some implementation schemes Figure 24A A top view of the game coin tray.
[0182] Figure 24C Showing according to some implementation schemes Figure 24A Bottom view of the game coin tray.
[0183] Figure 24D Showing according to some implementation schemes Figure 24A Left view of the game coin tray.
[0184] Figure 24E Showing according to some implementation schemes Figure 24A The right view of the game coin tray.
[0185] Figure 24F Showing according to some implementation schemes Figure 24A Front view of the game coin tray.
[0186] Figure 24G Showing according to some implementation schemes Figure 24A Rear view of the game coin tray.
[0187] Figure 24H Showing according to some implementation schemes Figure 24A A cross-sectional view of the game coin tray.
[0188] Figure 25A A perspective view of a time-of-flight camera assembly according to some implementation schemes is shown.
[0189] Figure 25B Showing according to some implementation schemes Figure 25A A top view of the time-of-flight camera assembly.
[0190] Figure 25C Showing according to some implementation schemes Figure 25A Bottom view of the time-of-flight camera assembly.
[0191] Figure 25D Showing according to some implementation schemes Figure 25A Left view of the time-of-flight camera component.
[0192] Figure 25E Showing according to some implementation schemes Figure 25A The right view of the time-of-flight camera component.
[0193] Figure 25F Showing according to some implementation schemes Figure 25A Front view of the time-of-flight camera component.
[0194] Figure 25G Showing according to some implementation schemes Figure 25A Rear view of the time-of-flight camera assembly.
[0195] Figures 26A-26C A schematic diagram is shown of a modified game coin tray with time-of-flight and camera components according to some embodiments.
[0196] Figure 27A A perspective view of another example game coin tray according to some implementation schemes is shown.
[0197] Figure 27B Showing according to some implementation schemes Figure 27A A top view of the game coin tray.
[0198] Figure 27C Showing according to some implementation schemes Figure 27A Bottom view of the game coin tray.
[0199] Figure 27D Showing according to some implementation schemes Figure 27A Left view of the game coin tray.
[0200] Figure 27E Showing according to some implementation schemes Figure 27A The right view of the game coin tray.
[0201] Figure 27F Showing according to some implementation schemes Figure 27A Front view of the game coin tray.
[0202] Figure 27G Showing according to some implementation schemes Figure 27A Rear view of the game coin tray.
[0203] Figure 27H Showing according to some implementation schemes Figure 27A A cross-sectional view of the game coin tray.
[0204] Figure 27I Example images are shown, taken from an optical sensor mounted on the bottom of a coin tray, according to some implementation schemes.
[0205] Figures 28A-28B This diagram illustrates the installation of a sample desktop monitoring subsystem into a sample game coin tray, according to some implementation schemes.
[0206] Figures 29A-29B This diagram illustrates the installation of an example desktop monitoring subsystem onto an example game coin tray with a disk, according to some implementation schemes.
[0207] Figures 30A-30B This diagram illustrates an example desktop monitoring subsystem integrated with an example game coin tray, according to some implementation schemes.
[0208] Figures 31A-31E A schematic diagram of a sample desktop monitoring subsystem installed into a sample game coin tray, according to some implementation schemes, is shown.
[0209] Figures 32A-32B This diagram illustrates game coins in a game coin tray monitored by a desktop monitoring subsystem, according to some implementation schemes.
[0210] Figure 33 A schematic diagram of a sensor array device for a desktop monitoring subsystem according to some implementation schemes is shown.
[0211] Figure 34A-34M This diagram illustrates tips monitored by a desktop monitoring subsystem according to some implementation schemes.
[0212] Figure 35A A perspective view of an example game table with an example desktop monitoring subsystem according to some implementation schemes is shown.
[0213] Figure 35B Showing according to some implementation schemes Figure 35A A top view of the desktop monitoring subsystem.
[0214] Figure 35C Showing according to some implementation schemes Figure 35A The bottom view of the desktop monitoring subsystem.
[0215] Figure 35D Showing according to some implementation schemes Figure 35A The left view of the desktop monitoring subsystem.
[0216] Figure 35E Showing according to some implementation schemes Figure 35A The right view of the desktop monitoring subsystem.
[0217] Figure 35F Showing according to some implementation schemes Figure 35A The front view of the desktop monitoring subsystem.
[0218] Figure 35G Showing according to some implementation schemes Figure 35A The rear view of the desktop monitoring subsystem.
[0219] Figures 36A-36C This diagram illustrates a portion of an example desktop monitoring subsystem configured to verify game coins on a game table, according to some implementation schemes.
[0220] Figures 37A-37C A schematic diagram of an example desktop monitoring subsystem configured to recapture image data according to some implementation schemes is shown.
[0221] Figure 38A-38G This diagram illustrates an example graphical rendering of desktop data collected by a desktop monitoring subsystem, reproduced on a web-based interface according to some implementation schemes.
[0222] Figure 39 A schematic diagram illustrating example graphical rendering reproduced on a user device according to some implementation schemes is shown.
[0223] Figure 40A This diagram illustrates a player at a game table monitored by a desktop monitoring subsystem, according to some implementation schemes.
[0224] Figure 40B Example images are shown of a game coin recognition device obtained from a game table monitoring component according to some implementation schemes.
[0225] Figures 41A-41B This diagram illustrates game coins on a game table monitored by a desktop monitoring subsystem and an overhead camera, according to some implementation schemes.
[0226] Figure 41C A schematic diagram of a QR code installed on a desktop monitoring subsystem according to some implementation schemes is shown.
[0227] Figure 41D-41E A schematic diagram is shown of a QR code installed on a game table and a desktop monitoring subsystem according to some implementation schemes.
[0228] Figure 42A This shows a perspective view of another example desktop monitoring subsystem according to some implementation schemes.
[0229] Figure 42B Showing according to some implementation schemes Figure 42A A top view of the desktop monitoring subsystem.
[0230] Figure 42C Showing according to some implementation schemes Figure 42A The bottom view of the desktop monitoring subsystem.
[0231] Figure 42D Showing according to some implementation schemes Figure 42A The left view of the desktop monitoring subsystem.
[0232] Figure 42E Showing according to some implementation schemes Figure 42A The right view of the desktop monitoring subsystem.
[0233] Figure 42F Showing according to some implementation schemes Figure 42A The front view of the desktop monitoring subsystem.
[0234] Figure 42G Showing according to some implementation schemes Figure 42A The rear view of the desktop monitoring subsystem.
[0235] Figure 43A This shows a perspective view of another example desktop monitoring subsystem according to some implementation schemes.
[0236] Figure 43B Showing according to some implementation schemes Figure 43AA top view of the desktop monitoring subsystem.
[0237] Figure 43C Showing according to some implementation schemes Figure 43A The bottom view of the desktop monitoring subsystem.
[0238] Figure 43D Showing according to some implementation schemes Figure 43A The left view of the desktop monitoring subsystem.
[0239] Figure 43E Showing according to some implementation schemes Figure 43A The right view of the desktop monitoring subsystem.
[0240] Figure 43F Showing according to some implementation schemes Figure 43A The front view of the desktop monitoring subsystem.
[0241] Figure 43G Showing according to some implementation schemes Figure 43A The rear view of the desktop monitoring subsystem.
[0242] Figure 44A This shows a perspective view of another example desktop monitoring subsystem according to some implementation schemes.
[0243] Figure 44B Showing according to some implementation schemes Figure 44A A top view of the desktop monitoring subsystem.
[0244] Figure 44C Showing according to some implementation schemes Figure 44A The bottom view of the desktop monitoring subsystem.
[0245] Figure 44D Showing according to some implementation schemes Figure 44A The left view of the desktop monitoring subsystem.
[0246] Figure 44E Showing according to some implementation schemes Figure 44A The right view of the desktop monitoring subsystem.
[0247] Figure 44F Showing according to some implementation schemes Figure 44A The front view of the desktop monitoring subsystem.
[0248] Figure 44G Showing according to some implementation schemes Figure 44A The rear view of the desktop monitoring subsystem.
[0249] Figures 45A to 45I A schematic diagram of a base support device according to some embodiments is shown.
[0250] Figure 46A This shows a perspective view of another example desktop monitoring subsystem according to some implementation schemes.
[0251] Figure 46B Showing according to some implementation schemes Figure 46A A top view of the desktop monitoring subsystem.
[0252] Figure 46C Showing according to some implementation schemes Figure 46A The bottom view of the desktop monitoring subsystem.
[0253] Figure 46D Showing according to some implementation schemes Figure 46A The left view of the desktop monitoring subsystem.
[0254] Figure 46E Showing according to some implementation schemes Figure 46A The right view of the desktop monitoring subsystem.
[0255] Figure 46F Showing according to some implementation schemes Figure 46A The front view of the desktop monitoring subsystem.
[0256] Figure 46G Showing according to some implementation schemes Figure 46A The rear view of the desktop monitoring subsystem.
[0257] Figure 47A A perspective view of an example gaming table with a side display, according to some implementation schemes, is shown.
[0258] Figure 47B Showing according to some implementation schemes Figure 47A A top view of the game table.
[0259] Figure 47C Showing according to some implementation schemes Figure 47A Bottom view of the game table.
[0260] Figure 47D Showing according to some implementation schemes Figure 47A Left view of the game table.
[0261] Figure 47E Showing according to some implementation schemes Figure 47A The right view of the game table.
[0262] Figure 47F Showing according to some implementation schemes Figure 47A Front view of the game table.
[0263] Figure 47G Showing according to some implementation schemes Figure 47A Rear view of the game table.
[0264] Figure 48A A perspective view of another example game table with a side display, according to some implementation schemes, is shown.
[0265] Figure 48B Showing according to some implementation schemes Figure 48A A top view of the game table.
[0266] Figure 48C Showing according to some implementation schemes Figure 48A Bottom view of the game table.
[0267] Figure 48D Showing according to some implementation schemes Figure 48A Left view of the game table.
[0268] Figure 48E Showing according to some implementation schemes Figure 48A The right view of the game table.
[0269] Figure 48F Showing according to some implementation schemes Figure 48A Front view of the game table.
[0270] Figure 48G Showing according to some implementation schemes Figure 48A Rear view of the game table.
[0271] Figure 49 This is an example workflow based on some implementation schemes. Detailed Implementation Plan
[0272] The embodiments described herein relate to systems, methods, and apparatus for monitoring tabletop activities at gaming tables in gaming facilities. For example, the embodiments described herein relate to systems, methods, and apparatus for monitoring card game activities at a gaming table and the transfer of game currency between one or more players and a dealer. Each player (including the dealer and a client) may be assigned a player. The embodiments described herein may include apparatus and systems specifically configured to monitor tabletop activities including gaming activities and the transfer of game currency (e.g., between players and the dealer or between a first player and a second player) at the gaming table to determine game currency data, including the quantity of game currency in an area of the gaming table for placing one or more game currencies, the total value of game currency in the area for placing one or more game currencies, the quantity of game currency in a game currency tray, and the total value of game currency in the game currency tray.
[0273] In one aspect, the implementation may include at least a device for monitoring tabletop activities at the game table, including but not limited to the placement of game coins for transactions.
[0274] At least one of the two imaging components and at least the second imaging component are positioned to image the game surface of the game table, with a coin tray attached to the game table on the game surface. The device can be refurbished or upgraded to the game table via a physical connection to or on the game table, and a processor and visual display system can be added as needed.
[0275] Data (including in-game currency value data and the quantity and value of in-game currency in the in-game currency tray) may be used by game facility operators and third parties for data analysis, security, customer promotion, game facility management, etc. Games are not necessarily limited to card games and may include, in particular, dice games, events, and other table games.
[0276] According to aspects of the embodiments described herein, desktop monitoring devices can be used to refurbish and improve game tables. The monitoring device can be integrated with the game table to provide a smooth work area without gripping cards or coins. The monitoring device may not require changes to the top of the game table, as it can be integrated with the existing structure of the game table. An example of a monitoring device is a desktop monitoring subsystem, as described herein.
[0277] Tracking the transfer of in-game currency at gaming facilities is a non-trivial task with numerous financial consequences. Accurate currency tracking and transfer is crucial because it allows for more rigorous monitoring of gaming facility revenue and outflow, identification of patterns (such as theft, collusion), and delivery of an enhanced gaming experience. For example, tracked currency information in the form of currency records can be used to determine compensation levels for loyal players (e.g., the accurate provision of "comp" in relation to total gaming facility revenue), discounts, etc., or to track dealers and / or game execution. As another example, by tracking the amount of in-game currency in the currency tray, game operators can be alerted when the tray needs to be refilled or if currency has been improperly removed from the tray.
[0278] Game coin transfers are often performed in conjunction with games or events (such as horse racing or professional sports). Game coins are typically transferred after the game or event has ended (e.g., after a player wins the game and the game coins are transferred from the dealer; or after a winner is determined at the end of an event and the game coins are transferred to the winner). Traditionally, game coins are placed using specially configured markers (such as game coins). These markers can have various colors, markings, and / or patterns and are often distinguishable from each other, making it easy to track the value (e.g., denomination, characteristics) of each marker. Some markers are designed based on specific facilities and can therefore be changed from one facility to another. For example, facilities may specifically include game halls.
[0279] Markings, such as game coins, can have designs and markings that not only distinguish the type of game coin (e.g., coin value, face value) but also differentiate different series of game coins with the same value (e.g., to reduce the risk of counterfeiting and / or enable tracking). For example, such variations can be introduced intentionally and periodically, making it more difficult for counterfeiters to successfully replicate the game coin design.
[0280] Therefore, a flexible implementation may be preferred, allowing for the use of different ranges of conditions and tokens with the system. For example, in some implementations, systems are provided configured to interoperate with different ranges of token types and also adapt flexibly to modifications to token design and markings. In such implementations, the system is not “hard-coded” to associate specific colors, markings, and / or patterns with token values, but rather machine learning is applied to dynamically associate and create relationships as new token types are introduced into the system. Interoperability may be further beneficial, where a single system can be provided to different gaming facilities with different needs and environments, and the system can adapt flexibly in response to such differences in some implementations (e.g., by modifying the characteristics of reference lighting on the tokens, adapting defined feature recognition relationships, adapting imaging characteristics, image data processing steps, etc.).
[0281] Symbols such as game coins, when used in a game, are often provided physically and placed individually or in a "stack" provided in a specific area on the table for holding one or more game coins, so that the dealer can see that the player has indicated an intention to include it in that game round. A game or event may include multiple rounds, where players can combine phases and / or rounds within the game or event to perform specific game actions. The game can result in a win, a loss, a tie, or other outcomes, and players can be paid out in game coins equivalent to the amount won.
[0282] At gaming tables, tokens representing game currency (such as game arcade tokens) are monitored by dealers, supervisors, or facility employees, and are often physically provided and placed in a channel provided in the token tray on the gaming table. When a game or event ends, the transfer of tokens is determined based on the outcome of the game or event. For example, if the game or event results in a player winning, the player may receive a portion of the winnings in tokens from the facility's tokens in the token tray. Conversely, if the game or event results in a player losing, the tokens used by the player to transfer during the game or event are lost and placed in the channel of the token tray.
[0283] The ability to track game currency and its transfers in real-time or near real-time can be commercially and financially significant for gaming facilities. Inaccurate tracking of game currency and its transfers can lead to increased administrative overhead and / or an inability to accurately track game actions, wins, and losses, which can result in lost opportunities to enhance the player experience or missed malicious behavior trends. For example, analyzing game currency transfers can indicate that some players are "manipulating the system" by placing suspicious transfers (e.g., due to card counting, holding back cards), or can indicate transfers that are particularly advantageous to the gaming facility. Game currency tracking and transfer information can be utilized in conjunction with other types of back-end systems such as manual calculation systems, security management systems, and player compensation systems (e.g., for calculating when gifted items / bonuses are provided). Game currency identification and transfer information can also be used in game training systems, where players can be notified that their transfers are not effective or suboptimal based on computer-based simulations and odds calculations (e.g., for card games, effective game actions can be determined based on mathematical odds and table positioning, especially for structured games, and may also be affected by the presence of rule modifications).
[0284] In some implementations, machine vision-enabled sensors, which may be present on the game table or surface or other types of gaming machines, are used to collect coin tracking and transfer information. These machine vision-enabled sensors monitor the gaming area and coin trays to determine the type of coins placed therein and estimate their value, track transfers as they move from one round to another and from one game to another, and estimate wins and losses for players and the gaming facility. Some of the implementations described herein are designed for flexibility and interoperability with various existing technologies and architectures, as many gaming facilities have invested considerably in their existing coins, tables, coin trays, technologies, and / or layouts. Machine vision is not limited to imaging in the visible spectrum but may also include imaging in other spectra, radar, sonar, etc., in various implementations. Machine vision may include, in particular, image processing techniques such as filtering, registration, stitching, thresholding, pixel counting, segmentation, edge detection, and optical feature recognition.
[0285] Therefore, the desktop monitoring subsystem can benefit from being able to be refurbished and improved within existing tables and / or layouts, and connect via interfaces with other table and / or gaming facility management systems (e.g., to transmit information about gaming activity). Machine learning techniques (e.g., random forests) can be utilized and improved to make visual features representing different coin values easily recognizable, regardless of variations between different facilities, lighting conditions, and coin types. For example, such a system may not necessarily need a hard-coded reference library of what a coin of each value should look like, and instead can be flexibly provided during the calibration process to build the reference library using real-world images of the coins to train a basic set of features. Thus, in some implementations, the system can be utilized without prior knowledge of the markers present on various markers such as coins. This can be useful where the system may need to interpret variations introduced in the coin design that were not assigned prior to their introduction for security reasons.
[0286] A potential challenge in tracking coin transfers is the presence of various markers, objects on the game surface, and lighting conditions, which can lead to complexities related to accurately determining what markers are present and, more importantly, what value should belong to the coins. Coins can be placed eccentrically by players, stacked unevenly in areas used to hold one or more coins or in the aisles of coin trays, coins may obscure each other, players or dealers may use their hands to cover coins, players may intentionally modify their coin transfers (e.g., secretly adding coins to a stack after cards are dealt to get a higher payout), dealers may intentionally remove coins from the coin tray, and so on. Table monitoring, such as coin identification and tracking of coin transfers, is also preferably performed with minimal disruption to the operation of the game facility or the player experience.
[0287] There may also be limitations on the amount of available computing resources, and it is assumed that many game tables operate with a large number of games per hour, resulting in a limited time available for processing (especially when table monitoring data, such as game currency value data or game currency transfer data, is tracked in real-time or near real-time). Gaming facilities may have computing resources available in different locations, and these locations may need to communicate with each other via limited bandwidth connections. For example, there may be computing units provided at or near the game tables, allowing preprocessing to be performed on the perceived data, enabling the compression and / or extraction of data sets to be passed to the backend for more computationally intensive analysis. In some implementations, the backend can return the computed information to the computing units provided at or near the game tables, allowing dealers, supervisors, or other gaming facility employees to use an interface to monitor gaming activity (e.g., to determine "gift card" amounts, track suspicious gaming patterns, and identify miscalculated expenditures).
[0288] The tabletop monitoring subsystem can utilize sensors located in various locations to obtain information. For example, it can utilize cameras housed within one or more coin recognition modules. As another example, it can utilize cameras pointing towards a coin tray or sensor mounted on a channel to the coin tray. As yet another example, it can utilize overhead cameras, such as existing security cameras, to calibrate the imaging components of the coin recognition module. As yet another example, it can utilize sensors embedded in the game table to identify the placement of objects on the table or track the hand positions and gestures of players and dealers.
[0289] Figure 1A A block diagram of a system 100A for monitoring tabletop activity at a gaming table, according to some embodiments, is shown. System 100A can be configured such that sensors and / or imaging components are used to track gaming activity and the movement of game coins, generating image and sensory data that are sent to a backend for processing. Gaming activity can be provided in the form of game coins placed in an area for placing one or more game coins. The movement of game coins can be provided in the form of game coins placed in or removed from a channel of a game coin tray. Sensors and / or imaging components may include machine vision sensors, including cameras, suitable for capturing images of the area for placing one or more game coins.
[0290] As depicted, system 100A includes a desktop monitoring subsystem 102 (1 to N) integrated with game tables (1 to N). Desktop monitoring subsystem 102 may include various sensors and imaging components, especially physical hardware devices.
[0291] Each desktop monitoring subsystem 102 has an imaging component for capturing image data of a game table surface. The game table surface has a defined area for placing one or more game coins, and the imaging component captures image data of the area for placing the one or more game coins. A transceiver transmits the captured image data over a network and receives calibration data for calibrating the desktop monitoring subsystem 102 for the area for placing the one or more game coins. In some embodiments, the desktop monitoring subsystem 102 may also include a sensor component and a balance component. The image data may, for example, be focused on a specific region of interest or a region of interest within the field of view of the sensor component.
[0292] In some implementations, each desktop monitoring subsystem 102 has an imaging component for capturing image data of the coin tray. The coin tray has one or more channels, and the imaging component captures image data of the channels. A transceiver transmits the captured image data of the coin tray over a network and receives calibration data for calibrating the channels of the coin tray for the desktop monitoring subsystem 102.
[0293] In some implementations, the desktop monitoring subsystem 102 is a hardware electronic circuit directly or indirectly coupled to the gaming surface. In some implementations, the desktop monitoring subsystem 102 is integrated into the gaming surface. The desktop monitoring subsystem 102 may be provided as a modification of an existing gaming surface (e.g., screwed into a coin tray mounted to a gaming table, or integrally formed with the coin tray mounted to the gaming table).
[0294] The desktop monitoring subsystem 102 may also include lighting components or other peripheral components to increase the accuracy of coin identification and transfer. For example, a lighting strip may be provided to provide direct illumination to coin stacks in areas where one or more coins are placed, or to coins in a coin tray, enabling the imaging components to obtain a more consistent image, which can aid in image data processing and / or preprocessing. Another peripheral component may include the use of a pressure-sensitive sensor in the coin tray to indicate when there are coins present in the channels of the coin tray and, in some embodiments, the weight of the coins (e.g., which can be used to infer how many coins are present, which can be cross-checked against image data).
[0295] Desktop monitoring subsystem 102 may have one or more processors and computing power directly built into it. In some implementations, this computing power may be inherently limited, but can provide image preprocessing features that can be used to improve the efficiency (e.g., file size, correlation, redundancy, load balancing) of the images ultimately served to the backend for downstream processing. Desktop monitoring subsystem 102 may also include some storage features for maintaining past data and records. Some implementations provide a very limited window of processing time (e.g., the first game round or game resolution), and the preprocessor helps accelerate computation, making it feasible to perform in a way that is achievable given resource constraints.
[0296] In some implementations, the desktop monitoring subsystem 102 includes multiple physical processors, each associated with a corresponding imaging component and / or sensor and adapted to track a specific area or channel for placing one or more game tokens. In such implementations, redundancy is added because a processor failure may not result in the failure of all game token recognition capabilities, and the system can also provide load balancing across each physical processor, improving computational efficiency. For example, a separate processing thread can be used to track each imaging component or sensor.
[0297] The system includes a game monitoring server 104 having a processor coupled to a data storage area 112. In some embodiments, the game control server 104 is located on, near, or adjacent to the game surface or table. For example, the game monitoring server 104 may include a computing system provided as a dealer terminal, a computer physically located at the game table, etc.
[0298] Game monitoring server 104 processes image data received over the network from desktop monitoring subsystem 102 to detect multiple game coins and their final value for each area used to place one or more game coins, and to detect the quantity and value of game coins in the channel for the game coin tray. Game monitoring server 104 may also process other data, including sensor data and balance data, as described herein.
[0299] The game monitoring server 104 is configured to aggregate game activity data received from the desktop monitoring subsystem 102 (e.g., the quantity and value of game coins placed on the game table, the quantity of game coins placed in or removed from the game coin tray), and transmit commands and data to the desktop monitoring subsystem 102 and other connected devices. The game monitoring server 104 processes and transforms the game activity data from various desktop monitoring subsystems 102 to calculate desktop monitoring data, including game coin value data, game facilities, and player wins and losses, and performs other statistical analyses.
[0300] Game monitoring server 104 can be connected to desktop monitoring subsystem 102 via desktop monitoring facility 106. Desktop monitoring facility 106 aggregates image data received from multiple desktop monitoring subsystems 102 for hierarchical provision to game monitoring server 104. In some example implementations, game monitoring server 104 can be connected to multiple desktop monitoring facilities 106.
[0301] Each desktop monitoring subsystem 102 can be linked to a specific game table and monitor desktop activity at the game table. The game table can be refurbished or modified to integrate with the desktop monitoring subsystem 102. The desktop monitoring subsystem 102 includes one or more imaging components as described herein. In some embodiments, the desktop monitoring subsystem 102 may also include sensors or balances to detect game coins.
[0302] Desktop monitoring facility 106 connects desktop monitoring subsystem 102 to game monitoring server 104. Desktop monitoring facility 106 can act as a hub and aggregate, preprocess, standardize, or otherwise transform desktop activity data, including image data of game tables and coin trays. In some implementations, desktop monitoring facility 106 can delay data. Desktop monitoring facility 106 can, for example, be linked to a set of game tables or locations.
[0303] Desktop monitoring facility 106 may be, for example, a backend server cluster or data center with a larger set of available computing resources relative to game monitoring server 104. Desktop monitoring facility 106 may be configured to provide image data in the form of extracted and / or compressed information, and may also receive accompanying metadata tracked by desktop monitoring subsystem 102, such as timestamps, clock synchronization information, dealer ID, player ID, image characteristics (e.g., aperture, door opening speed, white balance), tracked lighting conditions, reference lighting settings, etc.
[0304] This accompanying metadata can, for example, be used to provide characteristics that are utilized in the feedback loop when game outcomes are tracked. For instance, the type of image characteristics or reference lighting characteristics of the desktop monitoring facility 106 can be dynamically modified in response to the confidence and / or accuracy of the image processing performed by the desktop monitoring facility 106. In some embodiments, the desktop monitoring facility 106 extracts a three-dimensional representation of the game or coin transfer from the image data and uses it to track not only coin values but also coin locations, orientations, etc. This information can, for example, be used to track patterns of game actions, wins and losses, and correlate patterns with hand results, the provision of compensating items, player profile characteristics, etc.
[0305] System 100A may also include a front-end interface 110 to transmit calculated game currency value data and game currency transfer data, and to receive game event requests from different interfaces. For example... Figure 2 As shown, the front-end interface 110 can exist on different types of devices such as computers, personal digital assistants, laptops, or smartphones. The front-end interface 110 can provide client devices with various reporting services and graphical rendering of desktop monitoring data. Graphical rendering of desktop monitoring data (including game currency value data and game currency transfer data) can be used, for example, by various stakeholders and / or stakeholders when analyzing game trends and monitoring activity at the game table. Game activity can be tracked by account, demographics, dealer, game type, game currency type, game table, etc., including the total number of game actions, wins, and losses. Dealers can utilize game information and game currency transfer information on appropriate interfaces to verify and / or confirm game currency value and game currency transfers occurring at the table. Supervisors can use game currency value information and game currency transfer information to more accurately determine when compensation items should be allocated and provided, etc.
[0306] Front-end interface 110 can provide an interface to game monitoring server 104 for end-user devices and third-party systems 108. Front-end interface 110 can generate, assemble, and transmit interface screens as web-based configurations for cross-platform access. Example implementations can utilize Socket.io for fast data access and real-time data updates.
[0307] Front-end interface 110 can assemble and generate computing interfaces (e.g., web-based interfaces). Users can use the computing interfaces to subscribe to real-time event data feeds for specific game tables via front-end interface 110. Interface 110 may include a first webpage as a main dashboard, where users can view all operating game tables, as well as game currency value data and game currency transfer data in real-time or near real-time. For example, the main dashboard page may display game currency value data, wins, losses, tips given to players, hand count data, player count data, dealer information, monitoring video images, etc. Game currency value data and game currency transfer data may include, for example, the total average and hourly average game actions per hand, player, or dealer; real-time hourly game currency value data for each game table; the total average and hourly game currency received or removed from the game currency tray per hand, player, or dealer; real-time hourly game currency transfer data for each game table, etc. This display can be updated in real-time.
[0308] The interface may include a management page where administrative users can perform management-related functions. For example, the interface may allow administrative users to assign dealers to inactive game tables or shut down operating game tables. The open and closed status of game tables can send notifications to all instances of the interface. If a user is on the monitoring management page when a new game table opens, the user can see the operating game tables updated in real time on their display. The management page may also display supervisory images of each game table and other collected data. Supervisory images may be used or triggered when specific patterns are detected, such as game currency value data, in table monitoring data at the game table.
[0309] The front-end interface 110 may include a historical data webpage that displays historical game currency value data for a selected game table. It allows users to browse historical game currency value data by providing a data range selection control. Game currency value data and game currency transfer data can be organized hourly, daily, monthly, etc., depending on the range selected by the user. The game currency value data, along with game currency transfer data and theoretical revenue coefficients, can be used to estimate the net revenue of the game table within a selected date and time period.
[0310] Server and client models can be constructed based on receiving and manipulating various desktop monitoring data, such as game currency value data, game currency transfer data, player data, and dealer data. The interface can be extended to handle other types of desktop monitoring data (e.g., game currency value data, game currency transfer data, etc.), such as the average number of game actions per hand at the table. Desktop monitoring data can be displayed on monitoring or management pages, for example, in additional graphs. A date range selection tool can be used to analyze added data along with desktop monitoring data. Similarly, the main dashboard can display real-time statistics for game currency value data, game currency transfer data, and additional desktop monitoring data.
[0311] In some implementations, the desktop monitoring facility 106 can receive activation / deactivation signals from various external devices such as external card holders, hand-counting systems, player account registration systems, and manual triggering systems by monitoring personnel / employees. These external devices can be adapted to transmit signals indicating when a game event occurs or terminates. For example, a specially configured dealer holder can be operated to transmit signals when the dealer holder is shaken, repositioned, activated, etc., or a hand-counting system can interoperate with the desktop monitoring facility 106 to indicate that a new game action round has occurred, and so on. In some implementations, the game can be triggered based on predefined logical rules established according to the specific game being played, such as when a game round occurs, when optional game actions are possible (e.g., side actions, safety actions, progressive actions), etc.
[0312] System 100A can also be integrated with one or more third-party systems 108 for data exchange. For example, third-party system 108 can collect dealer monitoring data that can be merged with desktop monitoring data generated by game monitoring server 104. As another example, third-party system 108 can collect player monitoring data that can be merged with desktop monitoring data generated by game monitoring server 104.
[0313] Figure 1B This is an example block diagram of a system 100b for monitoring desktop activity according to some implementation schemes. The components shown may exist in different platforms or devices. Figure 1C This is an example block diagram 100c showing some components of a desktop monitoring subsystem 200 according to some implementation schemes.
[0314] In some implementations, system 100b has a distributed backend system with components acting as data producers and other components acting as data consumers. The generated data resides in data queue 150 and is retrieved from data queue 150 awaiting processing. The order in which data is processed is based on a priority scheme. In some examples, data queue 150 is RabbitMQ. TM In this way, system 100b can synchronously generate and process data.
[0315] In some implementations, system 100b includes a hand calculation unit 152 that detects hand events, trigger events, activation events, or deactivation events to trigger camera controller 154 to send control commands to camera assembly 156 to capture image data, which are transmitted back to camera controller 154. Trigger events trigger camera controller 154 to send control commands to camera assembly 156. Trigger events may include detecting that one or more game coins are placed in an area of the game table for placing one or more game coins, or that game coins are placed into or removed from a game coin tray. Hand calculation unit 152 may also record hand events, trigger events, activation events, or deactivation events, and may transmit logs to MongoDB database 174 for storage. Hand events, trigger events, activation events, or deactivation events may be transmitted to screen assembly 162 for display on one or more screens. Hand calculation unit 152 may also transmit detected hand events, trigger events, activation events, or deactivation events.
[0316] Camera controller 154 sends control commands to camera set 156 to cause camera set 156 to capture image data, and receives image data captured by and transmitted from camera set 156. In some embodiments, camera controller 154 may preprocess the image data to ensure that the image data does not correspond to an occluded object, such as a game coin obscured by a dealer's hand. Camera controller 154 may determine that the image data corresponds to an occluded object and may send a reset control command to camera set 156 to recapture the image data. Camera controller 154 may determine that the image data corresponds to an unoccluded object and may send a control command to camera set 156 to transmit the captured image data to classifier set 168. Figure 1B As depicted, the camera assembly 156 can transmit image data to the MongoDB database 174 for storage.
[0317] In some implementations, the camera set 156 may include, for example, in Figure 1CThe imaging component 202 depicted includes one or more sensors to detect and / or acquire image data representing game coins in an area for placing one or more game coins and / or in a game coin tray. The imaging component 202 may be, for example, a camera or a sensor, and may collect image data in various formats, such as video, images, and histogram data. The image data may have specific characteristics tracked in the form of relevant metadata, such as shutter speed, camera position, imaging spectrum, reference illumination characteristics, etc. In some embodiments, the imaging component may provide initial preprocessing to perform preliminary feature recognition, optical character recognition, etc. For example, the game surface may have visual indicators that can be tracked by the imaging component as reference markers (e.g., optical position markers indicating the area for placing one or more game coins).
[0318] In some implementations, system 100b includes a Mag reader 158 for monitoring the swiping of magnetic cards to log a player or dealer into system 100b. When a player or dealer logs in, Mag reader 158 generates a signal that is sent to DBLogin 160 and interface 170. Data corresponding to the person or dealer logging into system 100b can be transmitted to screen set 162 for display.
[0319] In some implementations, the Mag reader 158 may be an external component of the desktop monitoring subsystem and / or the coin recognition module, as described in more detail below. The Mag reader 158 may be mounted to the game table on the left or right side of the dealer. The Mag reader 158 may be ergonomically positioned and oriented so that the dealer does not need to move to the Mag reader 158. The Mag reader 158 may be mounted at a 45° angle so that the dealer can swipe cards through the Mag readers 158. The dealer can swipe cards horizontally or vertically relative to the game table. In some implementations, the Mag reader 158 may be a component of the desktop monitoring subsystem and / or the coin recognition module. Where the coin recognition module includes the Mag reader 158, one or more Mag readers 158 may be located on the two outermost sides of the coin recognition module. When the Mag reader 158 is a component of the coin recognition module, the dealer can swipe cards vertically towards themselves. The Mag reader 158 can scan the dealer's and / or player's identification card to log the dealer and / or player into the system. Instructions for logging into the system can be displayed on one or more screens of the desktop monitoring subsystem or coin recognition module, such as screen set 162. The dealer can switch between the desktop monitoring subsystem or coin recognition module in login mode, for example, by pressing one or more buttons on the desktop monitoring subsystem or coin recognition module or by pressing one or more buttons displayed on the monitor, so that the system anticipates data corresponding to the dealer's and / or player's identification being entered into the system.
[0320] Signals from Mag reader 158 can be similar to signals from a keyboard. When a card is swiped through Mag reader 158, it generates a signal based on the card's magnetic stripe. The digital content of the signal can be a data string that can include ASCII characters as containers, such as the player's card number, their name, date of birth, or staff identifier (e.g., ";0000023462?", where ";" and "?" are containers, and the dealer's number is "23462").
[0321] DBLogin 160 receives login and logout information from the Mag Manager 158 and the screen set 162 to request login or logout from system 100b. DBLogin 160 can compare the received login and logout information with approved login and logout information, which may be stored in a MongoDB database 174 and received by DBLogin 160. DBLogin 160 can determine if the received login and logout information matches approved login and logout information and can transmit a response signal to the screen set 162, allowing the player or dealer corresponding to the received login and logout information to log in or log out of system 100b.
[0322] In some implementations, system 100b includes a screen set 162, a set of screens for displaying real-time desktop monitoring data based on data transmitted from a camera set 154, a Mag reader 158, and a DBLogin 160. The screen set 162 is also configured to capture input from a player or dealer for logging into or out of system 100b. The screen set 162 transmits signals corresponding to a player's or dealer's login or logout request to the DBLogin 160 and receives signals corresponding to an approved or unapproved response for logging the player or dealer into or out of system 100b.
[0323] In some implementations, system 100b has a DataPort 164 for processing real-time desktop monitoring data from classifiers. DataPort 164 receives and processes data from a set of classifiers 168, and the processed data is transmitted to one or more screens of a set of screens 162, interface 170, MongoDB database 174, and a real-time monitor of interface 170.
[0324] In some implementations, system 100b includes a monitor 166, an interface for monitoring all input and output activity. Monitor 166 receives data from DataPort 164 and LogIOPort 160. Monitor 166 may be a system monitor on game monitoring server 104 or on a game table, processing the data received from DataPort 164 and LogIOPort 160 to confirm that data is being transmitted and that components of system 100b are functioning.
[0325] In some implementations, system 100b includes a classifier set 168 to identify the denomination and quantity of game coins. This data is generated by self-learning, labeling, and training system 100b with real-time game coin data. The classifier set 168 processes data captured from camera set 156 and generates signals corresponding to the denomination and quantity of game coins. The classifier set 168 transmits this signal to interface 170 and MongoDB interface 174 for storage.
[0326] In some implementations, the classifier set 168 includes, for example, in Figure 1CImage processing engine 204 is depicted. Image processing engine 204 is configured to receive images and extract features from images. In some embodiments, image processing engine 204 segments and / or preprocesses raw image data to remove noise, artifacts, and / or background / foreground images. For example, image processing engine 204 may be configured to visually identify pixels and / or regions of interest related to coins (e.g., by using a combination of depth data and similarity / size information). Specific stacks of coins, such as coins stacked on an area for placing one or more coins or in a channel of a coin tray, along with their constituent coins, can be identified. Coins may have “bounding boxes” drawn on them, indicating the pixels that will be used for analysis. Similarly, in some embodiments, “bounding boxes” are drawn over the entire stack of coins. Image processing engine 204 may extract features from the bounding boxes and, for example, create a compressed transform representing a subset of image information. For example, in some implementations, information can be drawn through defined layers of the game coin along various vertical, horizontal, or diagonal lines, and samples can be obtained by tracing image pixels near and / or around a defined centroid of each game coin.
[0327] In some implementations, in order to explain the variations in the markers (e.g., vertical bars), pixels estimated to include a particular coin (e.g., horizontal pixels) are blurred and / or other effects are applied to them before extraction, such that the centroid and its surrounding pixels represent the coin as a whole.
[0328] The image processing engine 204 can also extract the specific height of the game coin, and this information can be used to determine the general size and / or composition of the game coin stack. For example, knowledge of the game coin stack, distance, and height of a specific game coin allows for the segmentation of pixel information on a per-coin basis.
[0329] In some implementations, the classifier set 168 includes, for example, in Figure 1CImage recognition engine 206 is depicted. Image recognition engine 206 receives extracted and compressed information from image processing engine 204 and applies recognition techniques to determine the actual coin value of each coin in a relevant region of interest. When image recognition engine 206 receives a set of features, it can be configured to utilize a classifier to determine how well the feature set corresponds to various reference templates. In some embodiments, the classifier provides estimated values and confidence scores (e.g., error tolerances indicating the level of difference between potential coin value candidates). In cases where the coin value cannot be reliably determined by the reference templates, notification can be provided to request re-imaging with altered characteristics or to generate error values. For example, features may be poorly captured due to variations in ambient lighting and / or ambient shadows, and notification from the classifier can control the reference lighting source to activate and / or modify the lighting to potentially obtain a more useful set of image features.
[0330] In some implementations, the image recognition engine 206 can dynamically allocate computing resources for recognition. For example, if the image recognition engine 206 recognizes a large amount of processing required given the large volume of poor-quality image data, it can prioritize requesting additional processing resources based on the requirement to complete processing within a specific time frame. Conversely, in some implementations where the image data has sufficiently high quality to quickly and accurately determine that the game coin is a specific type of game coin, processing resources can be released.
[0331] In some implementations, the classifier set 168 includes, for example, in Figure 1C The rule engine subsystem 208 is depicted. It provides a rule engine subsystem 208 related to the classification of game coin image data / features into game coin values. The rule engine subsystem 208 may, for example, include tracked connections and associations used by a classifier to determine relationships between specific reference feature sets. In some embodiments, the rule engine subsystem 208 includes weighted rules whose weights change dynamically based on updated reference feature sets or accuracy feedback information (e.g., indicated false positives, false negatives, true positives, true negatives), etc. The rule engine subsystem 208 may also include logical processing rules controlling the operation of various characteristics, reference illumination, processing characteristics, etc., of the classifier.
[0332] In some implementations, the classifier set 168 may include, for example, in Figure 1CThe game monitoring engine 210 is depicted in the figure. The game monitoring engine 210 can obtain, for example, the tracked value of each game action and / or game coin in the game coin tray from multiple imaging components 202, processing engine 204, and / or recognizer engine 206, and maintain a directory of desktop monitoring data that can be stored in data storage device 250. The game monitoring engine 210 is suitable for providing real-time or near real-time feedback and also performs various analyses (e.g., overnight processing). The game monitoring engine 210 can identify patterns from combining desktop monitoring data with other data such as player profile information, demographic data, hand calculation information, dealer tracking information, etc. Further details regarding a set of classifiers 168 for determining how well image data captured on a game table corresponds to a reference template are described in U.S. Patent Application No. 15 / 309,102 and PCT Application No. PCT / CA2016 / 050442, the entire contents of which are hereby incorporated by reference.
[0333] In some implementations, the classifier set 168 can process data according to a distributed task queue based on distributed messaging. The classifier set 168 can process data asynchronously or synchronously. The classifier set 168 can support scheduled or real-time operation. In some examples, the classifier set 168 can use Celery. TM A distributed task queue is used to process the data. When camera set 156 captures data from the game table, it can dump the captured image data to classifier set 168. Camera set 156 can continue capturing additional data from the game table and later poll classifier set 168 to see if it has processed the captured image data. If classifier set 168 has processed the image data, it can be transferred to interface 170 or MongoDB database 174.
[0334] In some implementations, system 100b includes interface 170, an interface that includes both real-time and batch data. Real-time data is populated upon request as batch data is requested from MongoDB database 174 via a cache while the game is being played on the game table. Interface 170 is configured to receive data from hand-operated unit 152, classifier unit 168, and MongoDB 174. Interface 170 processes the data and stores the relevant data in MongoDB 174.
[0335] Interface 170 allows processed data to be displayed based on data captured from the game table, for example, through a browser at a location in the casino, such as in the monitoring room, on a table sign, or on the display screen of the game coin recognition module.
[0336] In some implementations, interface 170 may be, for example, a data interface in a server room. In some implementations, interface 170 may be a graphical interface, such as a web interface display from the data interface or an integrated screen display from the data interface.
[0337] In some implementations, interface 170 includes a management interface subsystem 212 and a user interface subsystem 214. The management interface subsystem 212 may be provided to management users to control how the system operates and / or request specific analyses and / or reports. The user interface subsystem 214 may, for example, receive various graphical interfaces for understanding and / or parsing tracked game coin identification data. The graphical interfaces may, for example, be configured to generate notifications based on tracked discrepancies, etc. Various components can interoperate via network 270. Game monitoring server 104 is connected to other components in various ways, including direct coupling and indirect coupling via a network. The network (or multiple networks) is capable of transmitting data and may involve wired connections, wireless connections, such as the Internet, Ethernet, Simple Old-Style Telephone Service (POTS) lines, Public Switched Telephone Network (PSTN), Integrated Services Digital Network (ISDN), Digital Subscriber Line (DSL), coaxial cable, fiber optic, satellite, mobile devices, wireless (e.g., Wi-Fi, WiMAX), SS7 signaling networks, fixed lines, local area networks (LANs), wide area networks (WANs), and other combinations thereof. Networks can involve different network communication technology standards and protocols, such as the G2S protocol.
[0338] In some implementations, system 100b includes a MongoDB database 174. Graphical data and processed game currency data can be stored in the MongoDB database 174.
[0339] When the system components as described herein are connected, system 100b can undergo initial calibration at the point of assembly. Calibration files are standardized and stored in a local database, such as MongoDB database 174. If one component of system 100b fails, it does not affect the remaining components of system 100b. The failed component can be replaced, and system 100b can continue to monitor activity at the game table.
[0340] The serial number is used to identify the data generated by the cameras and sensors described in this article.
[0341] The game monitoring server 104 can be implemented using a classifier set 168, an interface 170, and a MongoDB database 174. The desktop monitoring subsystem 102 can be implemented using a hand-held computing unit 152, a camera set 156, a camera controller 154, a Mag reader 158, and a screen set 162.
[0342] System 100b can be operational as long as its components are in data communication, for example, via a network. Therefore, system 100b has a modular architecture, allowing components to be installed or not installed without interrupting system 100b. For example, a camera configured to capture image data of game coins at the game table, an image data of game coins in the game coin tray, and one or more game coin recognition modules can be connected to system 100b, and the data generated from them can be processed by system 100b without changing the architecture.
[0343] The data generated by system 100b is a binary data stream, not a specific file type. For example, image data captured by camera assembly 156 is not saved as a JPEG or PNG file. Rather, the image data is transmitted as a binary stream of data. Therefore, system 100b can process data from multiple sources, such as cameras used to capture image data corresponding to game coins on the game table, cameras used to capture image data corresponding to game coins in the game coin tray, card reader units, sensors mounted on the game table, infrared sensors, switches, electromagnetic sensors, and the like, providing greater flexibility to the operating system and architecture.
[0344] In some example implementations, the game monitoring server 104 can be directly connected to the desktop monitoring subsystem 102. Figure 2 A schematic diagram of another system 100D for monitoring tabletop activity at a gaming table, according to some embodiments, is shown. System 100D may include a tabletop monitoring subsystem 102 at a gaming table having a defined area 114 on the gaming table surface. In this example, the tabletop monitoring subsystem 102 is directly connected to a game monitoring server 104 to provide image data of the gaming table surface, the gaming table area 114, and / or the coin tray.
[0345] Figure 3 This diagram illustrates a block diagram of a system 300 for monitoring tabletop activities at a gaming table, according to some implementation schemes, involving tabletop monitoring data. Card game activities can typically include a dealer, players, winning and losing coins, etc. Each player (including the dealer and clients) can be dealt to by a dealer. In a card game, each active player can be associated with a dealer. The dealer can be dynamic and change throughout the rounds of the card game through various play actions. A complete card game can lead to the determination of the final dealer for maintaining active players, the final game action, the winner in the hands of those active players, and the determination of the winnings based on the winner and the final game action. In different rounds or phases of the game, different players take actions by placing coins in areas on the gaming table surface designated for placing one or more coins.
[0346] A tabletop monitoring subsystem 102, a coin tray 116, a card tray 118, and a sensor 120 can be integrated at each game table to capture data, such as image data of the coins and cards used during the game, as well as data on game actions, and to monitor the transfer of coins at a specific game table. The tabletop monitoring subsystem 102, coin tray 116, card tray 118, and sensor 120 can collect data and transmit it to a server 104, which then calculates coin value data and coin transfers for different hands and players.
[0347] Desktop monitoring subsystem 102 can use, for example, timestamps to determine desktop monitoring data within a time period. Server 104 can use, for example, timestamps or time periods to associate desktop monitoring data (e.g., game currency value data, game currency transfer data, data on cards used during gameplay, etc.). Information can be stored on data storage area 112 and displayed on front-end interface 110.
[0348] The desktop monitoring subsystem 102 enables the association of desktop monitoring data with specific game tables, dealers, customers, geographical locations, subsets of game tables, game types, etc. Similarly, the coin tray 116, card tray 118, and sensor 120 enable the association of data with specific game tables, dealers, customers, geographical locations, subsets of game tables, game types, etc. For example, desktop monitoring data can be associated with timestamps and game table identifiers to link data structures for further data analysis, processing, and transformation.
[0349] Metadata is collected along with image data and can be associated with the image data (e.g., using pointers, tags, metadata markers) to indicate additional information such as checksums (e.g. for redundancy and invariance), timestamps, player information, hand calculation information, game round information, lighting conditions, reference lighting characteristics, confidence scores associated with the image data, sensors in use, processors in use, etc.
[0350] Image data, along with other metadata, may be encapsulated in the form of information channels that can be used for transmission and / or otherwise encoded. In some implementations, 10 or more channels of information are provided by the desktop monitoring subsystem 102, and the channels may include, for example, image data acquired with different color balances and parameters, image data from different sensors, metadata, etc.
[0351] Each desktop monitoring subsystem 102 can transmit image data or other desktop monitoring data to desktop monitoring facility 106 for provision to game monitoring server 104. Each coin tray 116, card tray 118, and sensor 120 can transmit desktop monitoring data from sensor array to desktop monitoring facility 106 for provision to game monitoring server 104.
[0352] The coin tray 116 and card tray 118 may include sensors, such as a tray monitoring camera, a laser sensor with an optical transmitter and receiver, and optical sensors. Instead of other types, such as ambient light sensors, laser sensors may be advantageous for reducing the effects of ambient lighting, eliminating the need for special tabletop felt material, and making the device waterproof. Ambient light sensors may not work well if part of the table is not well illuminated, as those types of sensors seek darkness for object detection. The coin tray 116 and card tray 118 may use optical receiver and transmitter sensors that seek light for object detection. Additional types of sensors include radio frequency and optical devices. Sensors may be organized to form a sensor array. The coin tray 116 and card tray 118 may also include infrared receivers and infrared transmitters or transmitters for electronic data exchange. The sensors are specifically configured and positioned relative to the playing area on the game table and the area for placing one or more coins. For example, the sensor for the coin tray 116 may be located near the coin tray 116 and pointed towards the passageway of the coin tray 116. The device can be configured to provide a specific distance, such as one centimeter, between the sensor and the game coin in the channel.
[0353] The desktop monitoring subsystem 102 can retrieve image data captured by the imaging component and can retrieve additional data from sensors and cameras used to monitor desktop activities. The desktop monitoring subsystem 102, coin tray 116, card tray 118, and sensor 120 generate desktop monitoring data for provision to the game monitoring server 104. The desktop monitoring data may include image data of coins placed on areas for holding one or more coins, image data of coins placed in or removed from the coin tray, coin value data, the number of coins won or lost in a game or event, the number of coins received in the coin tray, the number of coins removed from the coin tray, the value of cards used in the game, detection of hand movements around the table, and hand calculation data events such as hand start event data and hand stop event data. Hand start event data indicates the start of a new player's game. Hand stop event data indicates the end of a hand's game. The desktop monitoring data may be linked by timestamps. The desktop monitoring data can be used to calculate the value of game actions, the value of coins in the coin tray, and other data values. The sensors of the tabletop monitoring subsystem 102 can be located on the game table to detect tabletop monitoring activity and trigger hand start and hand stop events. The sensors can transmit real-time data about card playing activity, including hand start and hand stop event data. The imaging component can also transmit real-time image data about the tabletop monitoring activity. The imaging component of the tabletop monitoring subsystem 102 can be mounted or integrated into the game table to capture real-time image data of the area on the game table surface used to place one or more game coins and the game coin tray.
[0354] In some implementations, the clocks of the desktop monitoring subsystem 102, the coin tray 116, the card tray 118, the sensor 120, and the game monitoring server 104 are synchronized together to ensure that the data is easily interpretable, regardless of the source.
[0355] The desktop monitoring subsystem 102 can be configured with specific trigger events, such as the detection of game coins or objects on a defined area of the game table for placing one or more game coins by a sensor, or the detection of game coins or objects placed in or removed from the game coin tray by a sensor. The trigger event can instruct the imaging component to capture image data for calculating the game coin value. A timer value or threshold can be set to trigger the transmission of desktop monitoring data used to calculate the game coin value and to count the game coins in the game coin tray. An example trigger could be sensor activation at a threshold, such as 2, 3, or 4 seconds. Another example trigger could be sensor activation at a threshold.
[0356] Desktop monitoring data may include potentially valuable game currency value data, player count data, and game currency transfer data for security, management, and data analysis. For example, gaming facilities can use desktop monitoring data to determine links between the game and players, as well as between dealers and customers. Gaming facilities can use desktop monitoring data to provide real-time compensation to players. Therefore, the systems, apparatus, and methods according to the embodiments described herein can use game currency value data, player count data, game currency transfer data, and other generated game activity data values to provide desktop monitoring data with various levels of granularity and specificity. Third-party player tracking and / or dealer tracking data 108 may also be available for use in performing analysis and reporting.
[0357] Figure 4 This is a schematic diagram of a game monitoring server 104 based on some implementation schemes.
[0358] Game monitoring server 104 is configured to collect desktop monitoring data, including game currency value data and game currency transfer data. Game currency transfer data can be used to determine the amount of game currency placed in and removed from the game currency tray of a specific game table within a specific time period (e.g., due to player or dealer wins and losses). Desktop monitoring data may be associated with timestamps (e.g., start time, stop time, current time) and table identifiers. Desktop monitoring data may also be associated with specific players (e.g., dealer, customer), and player identifiers may also be stored in a data structure.
[0359] For simplicity, only one game monitoring server 104 is shown, but the system may include more game monitoring servers 104. The game monitoring server 104 includes at least one processor, a data storage device (including non-volatile memory or other data storage elements or combinations thereof), and at least one communication interface. The computing device components can be connected in various ways, including direct coupling, indirect coupling via a network, and distribution over a wide geographical area and connection via a network (this may be referred to as "cloud computing").
[0360] For example, and without limitation, a computing device may be a server, network appliance, set-top box, embedded device, computer expansion module, personal computer, laptop computer, or computing device that can be configured to implement the methods described herein.
[0361] As depicted, the game monitoring server 104 includes at least one game activity processor 180, an interface API 184, a memory 186, at least one I / O interface 188, and at least one network interface 182.
[0362] The game activity processor 180 processes desktop monitoring data, including image data, game currency value data, game currency transfer data, etc., as described herein. Each processor 180 may be, for example, a microprocessor or microcontroller, a digital signal processing (DSP) processor, an integrated circuit, a field-programmable gate array (FPGA), a reconfigurable processor, a programmable read-only memory (PROM), or any combination thereof.
[0363] The memory 186 may include computer memory located internally or externally, such as random access memory (RAM), read-only memory (ROM), compact optical disc read-only memory (CDROM), electro-optical memory, magneto-optical memory, erasable programmable read-only memory (EPROM) and electrically erasable programmable read-only memory (EEPROM), ferroelectric RAM (FRAM), or suitable combinations thereof.
[0364] Each I / O interface 188 enables the game activity processor 180 to interconnect with one or more input devices such as a keyboard, mouse, camera, touchscreen, and microphone, or with one or more output devices such as a display and speakers.
[0365] Each network interface 182 enables the game activity processor 180 to communicate with other components, exchange data with other components, access and connect to network resources, serve applications, and perform other computing applications by connecting to networks (or networks) capable of transmitting data—including the Internet, Ethernet, Simple Old-Style Telephone Service (POTS) lines, Public Switched Telephone Network (PSTN), Integrated Services Digital Network (ISDN), Digital Subscriber Line (DSL), coaxial cable, fiber optic, satellite, mobile devices, wireless (e.g., Wi-Fi, WiMAX), SS7 signaling networks, fixed lines, local area networks, wide area networks, and others (including any combination of these).
[0366] Application Programming Interface (API) 184 is configured to connect to front-end interface 110 to provide interface services as described herein.
[0367] The game activity processor 180 is operable to register and authenticate users and client devices (using, for example, login, unique identifiers, and passwords) before providing access to applications, network resources, and data. The game activity processor 180 can serve one user / client or multiple users / clients.
[0368] Figure 5 A schematic diagram of a desktop monitoring subsystem 102 according to some implementation schemes is shown.
[0369] As depicted, the desktop monitoring subsystem 102 may include an imaging component 190, a sensor component 192, a processor 191, a memory 194, at least one I / O interface 196, and at least one network interface 198.
[0370] Processor 191 can be, for example, any type of general-purpose microprocessor or microcontroller, digital signal processing (DSP) processor, integrated circuit, field-programmable gate array (FPGA), reconfigurable processor, programmable read-only memory (PROM), or any combination thereof.
[0371] The memory 194 may include any type of computer memory located internally or externally, such as random access memory (RAM), read-only memory (ROM), compact disk read-only memory (CDRPM), electro-optical memory, magneto-optical memory, erasable programmable read-only memory (EPROM) and electrically erasable programmable read-only memory (EEPROM), ferroelectric RAM (FRAM), or suitable combinations thereof.
[0372] Each I / O interface 196 enables the desktop monitoring subsystem 102 to interconnect with one or more input devices such as a keyboard, mouse, camera, touchscreen, and microphone, or with one or more output devices such as a display and speakers.
[0373] Each network interface 198 enables the desktop monitoring subsystem 102 to communicate with other components, exchange data with other components, access and connect to network resources, serve applications, and execute other computing applications by connecting to the network.
[0374] The desktop monitoring subsystem 102 may also include a balance component. The desktop monitoring subsystem 102 can use the balance to monitor game coins and cards on the gaming table. The balance may be placed under the casino table or under an area where game coins or cards are placed, such as a coin tray or aisle for placing one or more game coins. The balance can take measurements during periods when no movement of game coins or cards is made. For example, a player may place a card or game coin on the table when a specific gesture is seen, or a dealer may place a game coin in the coin tray; the balance can read the weight, and the system can determine the number of cards or game coins on the table or tray based on that weight and the monitoring mechanism. The weight reading may be completed at a later point to confirm that no cards or game coins have been removed from the table, or to consider whether cards or game coins have been removed from the table. The balance can perform weight measurements in response to commands from the system. Therefore, the system can determine when game coins or cards are not touched by the dealer or player, thereby ensuring that correct measurements are taken and sending a command to measure the weight of the game coins or cards in response to such determination. As an example, based on the weight and color of game currency, the system can determine the current amount of game currency a user may have. This could be an example of desktop monitoring activity.
[0375] Using these technologies, the system can monitor and track the dealer's and players' game currency, track each player's progress, and potentially see when and how each player performs. It can also monitor newcomers to determine hand counts. The system can therefore know in real time at any given time the amount of game currency won or lost, as well as the number of cards in each player's hand, and so on.
[0376] As described herein, the embodiments described herein can provide systems, methods, and apparatus with desktop monitoring capabilities. Desktop monitoring data can be generated and collected as game currency value data and game currency transfer data. For example, a game may involve game currency, and the system can use the desktop monitoring subsystem 120 to detect game currency placed on an area for placing one or more game currencies, placed in a game currency tray, or removed from a game currency tray.
[0377] The desktop monitoring subsystem 120 can capture image data of game coin value data in response to game coin detection in the area for placing game coins, and / or capture image data of game coin transfer data in response to game coins being placed in or removed from the game coin tray.
[0378] In some implementations, one or more desktop monitoring subsystems described herein may be used together to capture data to monitor ongoing game actions and the transfer of game currency at the game table.
[0379] Figures 6A to 6G An example desktop monitoring subsystem 600 according to some implementation schemes is depicted. The desktop monitoring subsystem 600 includes a first imaging component and a second imaging component. As in... Figure 6A As depicted, a first imaging component is located at a first conical corner of the coin tray 620, and a second imaging component is located at a second conical corner of the coin tray 620.
[0380] The coin tray 620 includes one or more channels 622 for receiving coins. When playing a game at a game table, if a player loses, one or more coins used during the game can be placed in the channel 622, or one or more coins can be removed from the channel 622 to be given to the winning player. The channels 622 are shaped to a size complementary to the shape of the coins. For example, where the coins are typically a round tray, the channels 622 are round to facilitate placing and stacking coins within the channels 622. Figure 6A As depicted, the channel 622 of the game coin tray 620 can be separated, allowing game coins of different denominations or values to be placed in different channels 622.
[0381] In some implementations, the imaging components (such as a camera or transmitter) are positioned and positioned at a substantially horizontal sensor angle when viewing the game coin. "Substantially horizontal" can mean a plane substantially parallel to the game surface.
[0382] The first and second imaging components of the desktop monitoring subsystem 600 can be adapted such that the imaging components are pointed from or near the dealer's viewpoint to the area where one or more coins are placed. Such a configuration can be helpful in ensuring minimal obstruction of the coins and providing sufficient visibility of the sidewalls of the coins. An "offset angle" can be provided, whereby the imaging components, when "looking" substantially parallel to the sidewalls of the coins, help to obtain as many pixels as possible due to the stacked nature of the coins.
[0383] As described, the imaging component angle may be important to ensure that as many pixels as possible can be extracted from the machine vision image representing the coin. The imaging component itself may also need to be offset from the game surface (e.g., at a specific elevation or height) so that sensing is not obstructed by the presence of objects on the game surface, such as playing cards, dice, markers, etc. For example, a card may be bent at a corner, and a sensor placed directly horizontally and in contact with the game surface may end up being obscured by the card (and therefore unable to read the coin's value). The horizontal angle may, for example, be between -5 and 5 degrees, and the height may be between 0.2 cm and 1.0 cm. While the resulting image may be direct for some coins, it may be at an angle for coins at the top or bottom of a stack.
[0384] The imaging component of the desktop monitoring subsystem 600 may be defined by one or more game coin recognition modules. In some embodiments, the imaging component includes a game coin recognition module 602 for capturing image data corresponding to one or more game coins located in an area of the game table for placing one or more game coins. (As in...) Figure 6A As depicted, the first imaging component includes a coin recognition module 602a and a coin recognition module 602b connected to the coin recognition module 602a, and the second imaging component includes a coin recognition module 602c and a coin recognition module 602d connected to the coin recognition module 602c. In some embodiments, the coin recognition modules 602a and 602b may not be connected together. In some embodiments, the coin recognition modules 602c and 602d may not be connected together.
[0385] In some implementations, the imaging component of the desktop monitoring subsystem 600 includes one or more game coin recognition modules 602. For example, in... Figure 6A As depicted, the main bodies of the first imaging component and the second imaging component are connected to define the overall body of the desktop monitoring subsystem 600. In some embodiments, the first imaging component and the second imaging component are separate.
[0386] As in Figure 6A As depicted, game coin recognition modules 602a and 602b share a common housing, as do game coin recognition modules 602c and 602d. In some embodiments, each game coin recognition module 602 of the desktop monitoring subsystem 600 may be housed within a single housing.
[0387] To capture image data, the game coin recognition module 602 includes one or more cameras 604. In some embodiments, the game coin recognition module 602 also includes a transmitter 605 for emitting light of a specific wavelength for detection by the one or more cameras 604. In some embodiments, the camera 604 may include a transmitter 605 for emitting radiation detectable by the camera 604. In other embodiments, the camera 604 and the transmitter 605 are separate. For example, one camera 604 is an RGB camera, and another camera 604 is an infrared camera, and the transmitter 605 emits infrared light detectable by the infrared camera 604.
[0388] In some embodiments, the coin recognition module 602 includes an infrared radiation emitter, an infrared radiation-sensitive camera, a visible light-sensitive camera, and a visible light emitter (e.g., a lighting strip 608). In some embodiments, the desktop monitoring subsystem 600 and / or each coin recognition module 602 has a port to transmit image data corresponding to at least captured visible information and at least captured infrared radiation from the camera 604 (e.g., the infrared radiation-sensitive camera and the visible light-sensitive camera) to the processor.
[0389] In some implementations, the RGB camera 604 captures image data corresponding to the color, pattern, and markings of the game coin for processing by the desktop monitoring server 104, and the infrared camera 604 captures depth data (e.g., coordinates in space) corresponding to the depth of the game coin relative to the infrared camera 604. In some implementations, the RGB and infrared cameras 604 are integrated as a single circuit in data and electrical communications. An example game coin recognition module 602 is an Intel... TM The SR 300 module features an imaging component for a camera used to capture depth data, which can utilize structured light or speckle patterns via infrared time-of-flight or infrared projection.
[0390] As in Figure 6A As depicted, game coin recognition modules 602A and 602B are defined at an angle 628A, and game coin recognition modules 602C and 602D are defined at an angle 628B. Angles 628A and 628B substantially correspond to a first tapered angle and a second tapered angle of the game coin tray 620, such that the geometry and shape of the desktop monitoring subsystem 600 are complementary to the geometry and shape of the game coin tray 620 on which the desktop monitoring subsystem 600 is located.
[0391] The geometry and shape of the desktop monitoring subsystem 600 are partly a function of the game played on the gaming table, the viewing angles of the cameras and sensors of the imaging component, and the shape of the gaming table itself. The geometry and shape of the desktop monitoring subsystem 600 allow its imaging component to capture image data of game coins located in all relevant areas of the gaming table (e.g., areas for placing one or more game coins). In some embodiments, the accuracy of the resulting desktop monitoring data is improved by capturing image data of the center of the game coins. Furthermore, the geometry and shape of the desktop monitoring subsystem 600 cause its imaging component to appear complementary to the geometry and shape of the game coin tray 620 when positioned on it.
[0392] For example, it can be used in game tables that are typically semi-circular in shape, such as game tables used for playing games. Figures 6A to 6G The desktop monitoring subsystem 600 is depicted in the diagram. The camera and sensor of the imaging component of the desktop monitoring subsystem 600 may have a field of view of approximately 90°. In this example, angles 628A and 628B are approximately 45°, so the field of view of the camera and sensor of the imaging component fully overlaps with the game table, allowing the camera and sensor to capture image data of game coins, such as those used to perform game actions, located on the game table. As another example, the camera and sensor of the imaging component of the desktop monitoring subsystem 600 may have a different field of view (e.g., approximately 120°). In this example, angles 628A and 628B will allow the field of view of the camera and sensor of the imaging component to fully overlap with the game table, allowing the camera and sensor to capture image data of game coins located on the game table. In some embodiments where the field of view of the imaging component is not equal to 90°, the image data captured by the imaging component may correspond to an image curved around its perimeter, and it may require additional processing resources for the game monitoring server 104 to process the image data.
[0393] In some implementations, the field of view of the camera and sensor of the imaging component is configured to capture image data from 20 centimeters to 2 meters away from the imaging component.
[0394] In some implementations, the desktop monitoring subsystem 600 includes a card reader unit 606 for capturing image data corresponding to one or more cards used during gameplay. The image data of the one or more cards can be processed to determine the orientation, value, and suit of the one or more cards, and can then be processed to determine the quality of the hand containing the one or more cards. For example, the desktop monitoring subsystem 600 including the card reader unit 606 is used at a game table used for playing games.
[0395] In some implementations, the card reader unit 606 is removably mounted to the desktop monitoring subsystem 600. For example, in... Figure 6A As depicted, the card reader unit 606 may typically be located below the display 610 of the desktop monitoring subsystem 600. In some embodiments, the card reader unit 606 may be located elsewhere on the desktop monitoring subsystem 600.
[0396] Figure 14 A schematic diagram of an example card reader unit 1400, such as card reader unit 606, according to some embodiments is shown. Figure 15 A schematic diagram shows a playing card 1410 inside a card reader unit 1400. The card reader unit 1400 includes a channel 1401 having an opening 1402 for receiving the playing card 1410. The playing card 1410 can slide onto a table and enter into the opening 1402. When the playing card 1410 is inserted into the opening 1402, at least a portion of the playing card 1410 can leave the game table. The height and width of the channel 1401 and the opening 1402 allow it to receive one or more playing cards 1410 that are at least partially stacked on top of each other in a lateral or longitudinal orientation.
[0397] In some embodiments, the card reader unit 1400 includes a ramp 1403 for inserting a card 1410 into a channel 1401. In other embodiments, the card reader unit 1400 does not include the ramp 1403, and the channel 1401 is generally parallel to the surface of the game table. For example, the card reader 606 of the desktop monitoring subsystem 600 may not have the ramp 1403.
[0398] The card reader unit 1400 also includes a contact image sensor 1406 and an optical flow sensor 1408 for capturing image data corresponding to the card. The optical flow sensor 1408 can capture data corresponding to the speed or drag of the card when it is inserted into the card reader 1400, allowing image data from the contact image sensor 1406 and the optical flow sensor 1408 to be processed together to produce an image of the card, indicating whether the card is inserted quickly or slowly through the card reader unit 1400. (As in...) Figure 14 and Figure 15 As shown, the card reader unit 1400 may include two contact image sensors 1406 and an optical flow sensor 1408 mounted on either side of the channel 1401 and opposite to each other. In this configuration, image data can be captured for two playing cards, one card stacked on top of the other, with the top card facing up and the bottom card facing down.
[0399] In some embodiments, the card reader unit 1400 includes a switch 1404 mounted at the end of a channel 1401 opposite the opening 1402. The switch 1404 may be a virtual button or a sensor indicating that a card has reached the end of the channel 1401. When a card contacts the switch 1404, the switch 1404 may generate signals for a contact image sensor 1406 and an optical flow sensor 1408 to capture image data corresponding to a card 1410 received in the channel 1401.
[0400] In some implementations, the orientation of the card can be related to the value of the card. For example, in... Figure 16 As depicted, an upward-facing card 1410 with a value of 10 in the vertical orientation is stacked on top of a downward-facing card 1411. In some embodiments, when image data captured by a contact image sensor 1406 and an optical flow sensor 1408 is processed by a game monitoring server 104, the game monitoring server 104 determines that the card 1410 is in the vertical orientation and further determines that the value of the card is 10 based on the vertical orientation. Figure 17 As depicted, face-up cards 1410 with values not equal to 10 are stacked on top of face-down cards 1411 in the lateral orientation. In some embodiments, when image data captured by contact image sensor 1406 and optical flow sensor 1408 is processed by game monitoring server 104, game monitoring server 104 determines that cards 1410 are in the lateral orientation and further determines that the value of the cards is not 10 based on the lateral orientation. This reduces the amount of computational resources required to determine the value of cards 1410 and the quality of the hand including cards 1410 and 1411. This also facilitates ease of use of the card reader unit 1400 by the dealer, whose practice is to orient cards with values of 10 in the vertical orientation and cards with values not equal to 10 in the lateral orientation before inserting the cards into the card reader unit for image capture.
[0401] Playing cards, such as when playing different types of card games, may involve cards with standardized features, such as values in the corners and indications of suits. For example, in... Figure 16 and Figure 17 As depicted, the contact image sensor 1406 and the optical flow sensor 1408 can capture image data at a specific imaging area 1412, such as at the corner of a card, or capture image data corresponding to the value and suit of the card, and reduce the amount of image data that will be processed to determine the value and suit of the card.
[0402] In some implementations, the card reader unit 1400 includes, as in Figure 14 and Figure 15The microprocessor 1414 depicted is used to process image data captured by the contact image sensor 1406 and the optical flow sensor 1408. In other embodiments, the image data captured by the contact image sensor 1406 and the optical flow sensor 1408 may be transmitted to the game monitoring server 104 for processing.
[0403] In some implementations, the imaging component may be utilized in conjunction with an illumination strip, such as illumination strip 608. The illumination strip (e.g., lamp, LED, infrared lamp, ultraviolet lamp) provides "reference illumination" against the sidewall of the coin.
[0404] For example, a lighting strip can be placed above or below the imaging component and can provide illumination in all or part of the imaging component's field of view. The provided illumination can be static (e.g., conventional light) or controlled (e.g., directional light). Illumination characteristics can be modified (e.g., filters are applied, the total amount of light is controlled, the spectral composition of the light can be changed, etc.). Illumination characteristics can be used in various ways to, for example, ensure a minimum number of pixels per coin can be captured, ensure constant reference illumination regardless of changes in ambient lighting, etc.
[0405] In some implementations, lighting characteristics are modified in response to requests from the system. For example, the system may determine that tokens are indeed available in a particular area, but the system experiences difficulties in evaluating the value of the tokens (e.g., due to environment, ambient lighting, distortion, etc.). For instance, tokens may be covered by shadows (especially bottom tokens in a stack), and may appear indistinguishable from other tokens or be misidentified due to the shadows. A classifier can identify low confidence levels in the identification and, in response, generate control signals to modify the characteristics of the lighting strip.
[0406] The control system can detect difficulties in the desktop monitoring subsystem (e.g., through an increased error rate or failure to meet a predetermined threshold of pixels required to make accurate determinations) and issue commands to the lighting bar to control the lighting device to more actively “illuminate” the game coins, so that better images can be captured for image recognition.
[0407] Similarly, the desktop monitoring subsystem can be designed to operate in environments where the amount of ambient light changes quite frequently. Light can be supplied from natural sources (such as windows) or from artificial sources. Ambient lighting can originate from artificial sources incident on the desktop monitoring subsystem, such as lamps mounted on other machines, room lighting, etc. In some implementations, the gaming facility can intentionally modify lighting conditions to create a specific atmosphere or theme for players. Individuals in the facility may be smoking, casting shadows, etc.
[0408] These changes can significantly impact the desktop monitoring subsystem's ability to perform desktop monitoring. A key business consideration regarding how the desktop monitoring subsystem functions is its ability to operate in a variety of diverse environments with varying lighting conditions. For example, the desktop monitoring subsystem may require a certain level of probability because it may be moved around the gaming facility or sold and / or moved between different gaming facilities during its lifespan.
[0409] In some implementations, the illumination strip 608 provides reference illumination, which can be provided in a substantially horizontal view relative to the sidewall of the coin. The reference illumination provides more direct and relatively unobstructed illumination to the sidewall of the coin, making any machine vision-interpretable markings more visible and distinguishable. As an example in the context of machine vision, specific colors may be difficult to distinguish from one another (e.g., red versus pink), and similarly, striped markings may be difficult to process because poor illumination can affect the ability to determine how thick the lines are, and so on. This problem can be particularly exacerbated if the machine vision does not operate in the same wavelength range as human vision, for example, if the machine vision operates in the infrared, ultraviolet, monochromatic, or other similar ranges.
[0410] Reference illumination can be provided near or substantially at the same location as the imaging component. For example, reference illumination can be provided in the form of an illumination strip extending beyond the sensor housing. Figure 6A As depicted, a lighting strip 608 extends along the player-facing side of the desktop monitoring subsystem 600. In some embodiments, each coin recognition module 602 includes the lighting strip 608. In some embodiments, reference lighting is provided in the form of spaced-out light sources.
[0411] In some implementations, the reference illumination characteristics (intensity, amplitude, spectral composition, etc.) can be modified and monitored based on the control signal to dynamically adjust and / or control variations in light supplied from other sources. For example, a control signal can be provided that, when processed by the illumination bar, the illumination bar changes the intensity of the reference illumination based at least on ambient lighting conditions. The control signal can be adapted to implement a feedback loop where the reference illumination on one or more tokens is substantially constant, regardless of variations in ambient lighting conditions.
[0412] In some implementations, instead of altering the reference illumination to provide constant lighting conditions or in combination with altering the reference illumination to provide constant lighting conditions, the reference illumination is adapted to monitor the confidence level associated with desktop monitoring from machine vision images provided to the back-end system. For example, if the back-end image processing system indicates significant accuracy and / or confidence issues, the back-end image processing system may be configured to generate control signals requesting modifications to the reference illumination relative to the coin itself. The result can be monitored and controlled, for example, using a feedback loop, such that an optimal amount of reference illumination is provided. In some implementations, the reference illumination is not constant, but rather precisely adjusted to ensure a sufficiently high confidence level is achieved during image processing. In some implementations, when image processing capabilities are affected (e.g., a momentary shadow passes by, the coin is temporarily obscured by the player's or dealer's hand, etc.), the reference illumination may be provided in a strobe manner and / or otherwise used intermittently.
[0413] To save energy, reference lighting can be controlled in some implementations so that it can be turned on whenever additional lighting is needed.
[0414] Figure 11 A game coin recognition module 1100 of a desktop monitoring subsystem is depicted. The game coin recognition module 1100 has an illumination strip 1102 generally aligned with the surface 1108 of the game table. The illumination strip 1102 emits light 1103 and illuminates an illuminated area 1106. The light 1103 and the surface of the game table 1108 define a beam angle 1104 between them. Based on the illumination characteristics of the light from the illumination strip 1102, the light 1103 can extend beyond a light splitting line 1110, such that the light 1103 can be directed at the user and may distract the user, as in… Figure 12 As depicted in [the text]. In some implementations, such as [the text]... Figure 11 As depicted, the illumination strip 1102 includes a diffuser 1114 for reducing the beam angle 1104 of the light 1103, so that the light 1103 does not extend across the light splitting line 1110.
[0415] In some implementation schemes, such as in Figure 13 As depicted, the game coin recognition module 1100 may include a limiter 1112 located immediately above the lighting bar 1102 for reducing the beam angle 1104 of the light 1103, so that the light 1103 does not extend outside the light splitting line 1110 and distract the user.
[0416] In some examples, the beam angle 1104 may be reduced by a diffuser 1114 and / or a limiter 1112 so that the light 1103 does not extend across the game table's shock absorber. In some examples, the game table's shock absorber is approximately 20 game coins high relative to the game table's surface 1108.
[0417] In some implementations, the desktop monitoring subsystem includes one or more displays for displaying data processed by the game monitoring server 104, such as game actions performed by players and the amount of game coins in the coin tray. In some implementations, the dealer or user can log in to the system using an identifier name or number. In such implementations, the name, identifier, and data associated with the player or dealer can be displayed on the monitor. Figure 6A As depicted, the desktop monitoring subsystem 600 includes a display 610 typically located in the center of the desktop monitoring subsystem 600. The display 610 may be a capacitive touchscreen display. In some embodiments, the display 610 may be a resistive touchscreen or a stylus touchscreen. Where the display 610 is a touchscreen, the game monitoring server 104 may be configured to send commands to display one or more buttons on the display 610. Based on the detection of touches on the display 610 corresponding to the positions of the buttons displayed on the display 610, the display 610 may send commands to the game monitoring server 104 to cause the game monitoring server 104 to display desktop monitoring data on the display 610 corresponding to the buttons displayed on the display 610.
[0418] In some implementations, the desktop monitoring subsystem includes one or more physical buttons 612. For example, in... Figure 6A As depicted, the desktop monitoring subsystem 600 includes a plurality of buttons 612 positioned adjacent to the display 610. Each button 612 can be programmed to trigger the display on the display 610 of data processed by the game monitoring server 104.
[0419] As in Figure 6A and Figure 6C As depicted, a desktop monitoring subsystem 600 may be located on a coin tray 620, which includes one or more cavities for receiving one or more components of the desktop monitoring subsystem 600, such that the desktop monitoring subsystem 600 can be positioned complementaryly onto the coin tray 620. (As shown in...) Figure 6C As depicted, the game coin tray 620 includes four cavities 624 for receiving a display 610, as well as cables and wires extending from the display 610. In some embodiments, the cavity 624 may be a recess or channel for receiving one or more components of the desktop monitoring subsystem 600.
[0420] In some implementations, the desktop monitoring subsystem 600 has a processor configured to preprocess the captured image data by the game coin recognition module 602. In some implementations, the processor filters out at least a portion of the background image data to produce a compressed set of image data for one or more game coins that does not contain the background image data.
[0421] In some implementations, the desktop monitoring subsystem 600 includes a communication link configured to transmit captured image data to a game desktop server 104. In some implementations where the desktop monitoring subsystem 600 includes a processor, the communication link is configured for the game monitoring server 104 to transmit a compressed set of image data to generate desktop monitoring data (including game currency data) for the game table, the game currency data including the amount of game currency in at least one area for placing one or more game coins.
[0422] In some implementations, each game coin recognition module 602 includes a processor configured to preprocess the captured image data and a communication link configured to transmit the captured image data to the game monitoring server 104.
[0423] In some implementations, the desktop monitoring subsystem 600 and / or the coin recognition module 602 have components, such as image capture components, like any camera, video capture element, or image radiation detector. The image capture component may include at least a first imaging component and a second imaging component that can be supported on or adjacent to the front of the coin tray, such as the coin tray 620. At least the first imaging component of the desktop monitoring subsystem 600 may be supported on or adjacent to the front of the coin tray, and at least the second imaging component may be supported on or adjacent to a second surface of the coin tray. The orientation of the light capture opening (generally via a lens) is particularly oriented towards the player position at the level of the playing surface, wherein the area for placing one or more coins (e.g., tokens, subsidiary coins, coins, etc.) is on the table surface. The image capture component may be supported on or in the table, particularly detached from or attached to the coin tray of the dealer. At least a first imaging component and at least a second imaging component are configured to capture image data corresponding to one or more game coins located in at least one area on the game surface of the game table for placing one or more game coins. At least one of the two imaging components and at least the second imaging component are positioned to image the game surface of the game table, with a game coin tray attached to the game table on the game surface. At least the first imaging component and at least the second imaging component are configured to capture image data corresponding to position, volume, or area, wherein one or more game coins are located in at least one area on the game surface of the game table for placing one or more game coins.
[0424] In some embodiments, each of at least the first imaging component and at least the second imaging component includes a camera 604 and a transmitter 605, such as an infrared radiation transmitter, an infrared radiation-sensitive camera, and a visible light-sensitive camera. In some embodiments, the desktop monitoring subsystem 600 and / or the game coin recognition module 602 also include ports for transmitting at least visible information and at least infrared radiation captured from at least two cameras to a processor. Visible light transmitters, such as illumination strips 608, may be associated with each imaging component or provided separately (as an overhead projector, a background light from the dealer's position, side lighting, etc.).
[0425] The game coin recognition module 602 may have a camera 604, such as an infrared-sensitive camera, that is sensitive to infrared radiation, with cut-off filter lenses between the infrared-sensitive cameras at at least one area on the game table for placing one or more game coins. Infrared sensitivity may include wavelengths in any range between 720 and 2000 nm, preferably between 760 and 1600 nm, and includes any single wavelength or range in bandwidth between 10 nm, 20 nm, or 50 nm.
[0426] In some embodiments, a visible light emitter, such as an illumination strip 608, has a visible light emitter and / or a game coin recognition module 602 aligned on the lower portion of the desktop monitoring subsystem 600. The visible light emitter may be located below at least one of the cameras 604 and emitters 605 (or on a support frame on the side of the cameras 604, lenses, and emitters 605). In some embodiments, the visible light emitter may be located below all cameras 604 and emitters 605. In some embodiments, the visible light emitter is aligned on the lower portion of the device, below all infrared emitters and lenses leading to the infrared radiation-sensitive cameras and the visible light-sensitive cameras.
[0427] In some embodiments, one or more imaging components may be attached to a single support frame. The support frame may be physically separable from the coin tray. The support frame may further attach a visible radiation emitter. The visible radiation emitter may be positioned to emit visible radiation at an angle substantially perpendicular to the front surface of the support frame and substantially parallel to the surface of the game table. The front surface of the support frame may be the surface of at least one area of the game table facing the table for placing one or more coins. The term "substantially" regarding the angle means less than 40 degrees, preferably less than 30 degrees, and preferably less than or equal to 20 degrees or less than or equal to 15 degrees. The single support frame may be the track, ridge, wall, or even the front of the coin tray.
[0428] In some embodiments where the imaging components are fixed to the support frame, at least two of the imaging components are symmetrically arranged on a single support frame. In some embodiments, at least two of the imaging components are mirror-symmetrically arranged on a single support frame.
[0429] When more than two components exist, the imaging components can be uniformly distributed (e.g., regarding their volume or area covered by the image range, the camera's image viewing angle, and the image angle). The orientation and arrangement of the camera and transmitter do not need to be uniform, symmetrical, at the same height, and equally displaced, as long as the processor is configured to interpret the corresponding signal source (e.g., distinguishing between and in between visible, infrared, and ultraviolet radiation, so that the processor can correctly interpret, compress, and / or then display the image data). Heuristic or self-learning software programs can be used to ensure that the processor / computer / logic circuit, field-programmable gate array, or ASIP accurately interprets the image data into corresponding values. These programs can be manipulated by an active user during processor training or executed by programmed operations.
[0430] For example, on one component, the camera and transmitter sequence can be IR-visible-IR / transmitter, and adjacent components can be visible-IR, ultraviolet, or IR-transmitter, and the next component (e.g., the system may have 2, 3, 4 or more components distributed in overlapping fields of view on an area of a table for placing one or more game coins) can have a different distribution of IR-transmitter-visible camera-IR camera.
[0431] In some implementations, the support frame may define a nominal centerline. The centerline may define two halves of the support frame. The device may be designed such that, with respect to the nominal line located at the center on the support frame, at least two of a plurality of components (typically a pair of two, e.g., if four components are present) extend outward from the centerline at an angle, and the capture range of the camera 604 in each of the at least two of the plurality of components overlaps on the centerline.
[0432] In some implementations, the coin recognition module 602 may also include an ultraviolet radiation-sensitive camera. For example, the coin recognition module 602 may include three cameras 604, such as an infrared radiation-sensitive camera, a visible light-sensitive camera, and an ultraviolet radiation-sensitive camera. The combination of these third radiation ranges can help provide even further detail, depth, perspective, and differentiation between coins, giving the image higher resolution and improving accuracy in coin identification at each area used to place one or more coins.
[0433] In some implementations, the coin recognition module 602 includes an infrared radiation-sensitive camera and a visible light-sensitive camera. The infrared radiation-sensitive camera and the visible light-sensitive camera (and an ultraviolet radiation-sensitive camera, if present) are sufficiently horizontally and / or vertically spaced such that the image data collected from the combination of the infrared radiation-sensitive camera and the visible light-sensitive camera allows a visible image with depth perspective to be displayed on a display screen, such as display 610. Camera 604 provides image contrast, clear coin differentiation, edge determination, and three-dimensional image data. The lenses of camera 604 can be separated by as little as one millimeter, preferably at least as much as one centimeter, because adjacent pairs of imaging elements have overlapping fields of view and known angles of view, which are combined, combined, mathematically manipulated, compressed, stored, and transmitted for display alone or together with data that can also be stored or displayed to interpret coin values.
[0434] In some implementations, the desktop monitoring subsystem 600 and / or the game coin recognition module 602 include one or more sensors that trigger the capture of image data by a first imaging component and a second imaging component in response to activation and deactivation events. The desktop monitoring subsystem 600 and / or the game coin recognition module 602 can sense activation and deactivation events configurable to trigger the capture of image data by the first and second imaging components.
[0435] In some implementations, the desktop monitoring subsystem 600 and / or the coin identification module 602 may include a processor communicating with a port and a visual display device, such as a monitor 610, having a display surface facing away from the game table for placing one or more coins (so that the dealer or supervisor can see the monitor, which may include a vertical display). The processor may be configured to convert at least visible information and at least infrared radiation captured from at least two cameras into image data for display on the display device.
[0436] In some implementations, the processor may be installed in the desktop monitoring subsystem 600 and / or the game coin recognition module 602, or may be located near the game table. In some implementations, the processor may be the game monitoring server 104.
[0437] In some embodiments, the desktop monitoring subsystem 600 and / or the game coin recognition module 602 include a processor (there may be one or more processors) configured to compress image data combined from a combination of infrared radiation-sensitive cameras and visible light-sensitive cameras. In some embodiments, a communication link exists from the processor to a display unit, the communication link being configured to transmit compressed sets of image data to generate game coin data from an area on the game table for placing one or more game coins. The game coin value data can be displayed on the display unit (including a processor that determines the value of the game coins in at least one area for placing one or more game coins).
[0438] Figures 7A to 7G Another example desktop monitoring subsystem 700 according to some embodiments is depicted. Desktop monitoring subsystem 700 is generally similar to desktop monitoring subsystem 600, except that the imaging component of desktop monitoring subsystem 700 also includes an auxiliary camera. Desktop monitoring subsystem 700 includes a first imaging component and a second imaging component. As in... Figure 7A As depicted, a first imaging component is located at a first conical corner of the coin tray 720, and a second imaging component is located at a second conical corner of the coin tray 720. The coin tray 720 includes one or more channels 722 for receiving coins.
[0439] The imaging component of the desktop monitoring subsystem 700 includes four game coin recognition modules 702a, 702b, 702c, and 702d. Each game coin recognition module 702 includes one or more cameras 704 and transmitters 705 to capture image data. (As shown in...) Figure 7A As depicted, the main bodies of the first imaging component and the second imaging component are connected to define the overall main body of the desktop monitoring subsystem 700.
[0440] As in Figure 7A As depicted in the diagram, similar to the desktop monitoring subsystem 600, game coin recognition modules 702A and 702B are defined at an angle 728A, and game coin recognition modules 702C and 702D are defined at an angle 728B. Angles 728A and 728B substantially correspond to a first tapered angle and a second tapered angle of the game coin tray 720, such that the geometry and shape of the desktop monitoring subsystem 700 are complementary to the geometry and shape of the game coin tray 720 in which the desktop monitoring subsystem 700 is located.
[0441] Similar to desktop monitoring subsystem 600, desktop monitoring subsystem 700 includes a card reader unit 706, generally similar to card reader unit 606, for capturing image data corresponding to one or more cards used during the game.
[0442] Similar to desktop monitoring subsystem 600, desktop monitoring subsystem 700 includes an illumination bar 708 that is generally similar to illumination bar 608 and can provide illumination in all or part of the field of view of the imaging component.
[0443] Similar to desktop monitoring subsystem 600, desktop monitoring subsystem 700 includes a display 710 and a button 712, which are generally similar to a display 610 and a button 612, for displaying data processed by game monitoring server 104.
[0444] Similar to the game coin tray 620, the game coin tray 720 includes, for example, in... Figure 7C One or more cavities 728 are depicted for receiving one or more components of the desktop monitoring subsystem 700.
[0445] In some implementations, the game coin recognition modules 702a, 702b, 702c, and 702d also include, for example, […]. Figure 7A and 7F The auxiliary camera 726 is depicted in the image. In some embodiments, the auxiliary camera 726 is a high-resolution camera for capturing image data with greater detail and accuracy. In some embodiments, the radiation camera 726 is an ultraviolet (UV) camera for detecting UV light reflected from game coins on a game table, such as from security features on game coins that reflect UV light.
[0446] Figure 8 A schematic diagram illustrating the field of view of a desktop monitoring subsystem 700 according to some implementation schemes is shown. (As in...) Figure 8 As depicted, the desktop monitoring subsystem 700 is located at the first and second conical angles of the game coin tray 720.
[0447] In some embodiments, the game coin recognition module 702 of the desktop monitoring subsystem 700 has two cameras 704 with fields of view 804 and 806. In some embodiments, the transmitter 705 has a field of view 808. In some embodiments, the auxiliary camera 726, such as a high-resolution camera, has a field of view 802. Figure 8 A combined field of view 800 is depicted for the game coin recognition module 702, wherein fields of view 804, 806, 808 and 802 overlap.
[0448] In some implementations, at least a portion of the fields of view of adjacent coin recognition modules overlap. Coin recognition module 702a has a combined field of view 800a; coin recognition module 702b has a combined field of view 800b; coin recognition module 702c has a combined field of view 800c; and coin recognition module 702d has a combined field of view 800d. (As in...) Figure 8As depicted, a portion of the combined field of view 800a overlaps with the combined field of view 800b, a portion of the combined field of view 800b overlaps with the combined field of view 800c, and a portion of the combined field of view 800c overlaps with the combined field of view 800d.
[0449] Figure 9 Another example desktop monitoring subsystem 1900 is shown (in...) Figures 19A to 19G A schematic diagram of the field of view (described in more detail in the text and in more detail herein), and Figure 10 This diagram illustrates the field of view of each game coin recognition module in the desktop monitoring subsystem 1900. (As shown in...) Figure 9 As depicted, the desktop monitoring subsystem 1900 is located at the first and second corners of the game coin tray 902.
[0450] Similar to the desktop monitoring subsystem 700, the desktop monitoring subsystem 1900 includes four game coin recognition modules: 1902a, 1902b, 1903c, and 1902d. (As in...) Figure 10 As depicted, the game coin recognition module 1902 of the desktop monitoring subsystem 1900 has two cameras 1904 with fields of view 906 and 908. In some embodiments, the transmitter 1905 has a field of view 910. In some embodiments, the auxiliary camera 1916, such as a high-resolution camera, has a field of view 912. Figure 9 The combined field of view 900 of the game coin recognition module 1902 is depicted, wherein fields of view 906, 908, 910 and 912 overlap.
[0451] As in Figure 9 The combined fields of view 904a, 904b, 904c and 904d of the game coin recognition modules 1902a, 1902b, 1902c and 1902d, as depicted in the figure, can substantially cover the surface of the semi-circular game table, in which game coins can be placed (e.g., in which game actions can be performed), depending on the radius of the semi-circular game table.
[0452] In some implementations, the transmitter of the coin recognition module (e.g., an infrared radiation transmitter, a visible light transmitter) includes a transmission axis, and the camera of the coin recognition module (e.g., an infrared radiation-sensitive camera, a visible light-sensitive camera) includes a focal area. In some implementations, the transmission axis from the transmitter and the focal area of the camera can be adjustable to overlap at a distance ranging from 10 to 100 centimeters.
[0453] In some implementations, the game table may have one or more coin recognition modules mounted thereon. For example, the game table may have two to six coin recognition modules mounted thereon. In such an example, adjacent pairs of coin recognition modules may have a field of focus overlap of at least 20% at a distance of 10 to 100 centimeters from the outermost lens of the camera of the coin recognition module.
[0454] The communication link of the game coin recognition module installed on the game table can be active via a port to a processor, which is configured to capture at least visible information and at least infrared radiation and transmit the captured at least visible information and at least infrared radiation as the content of a visible image to a display communicating with the processor.
[0455] In some embodiments, the distance between the cameras mounted on the game coin recognition module of the game table—such as infrared radiation-sensitive cameras and visible light-sensitive cameras—and the housing of the game coin recognition module may be sufficient to allow the captured at least visible information and captured at least infrared radiation to be converted into data, which enables the display of an image having visual perspective at a distance of 10 to 100 centimeters from the outermost lens of the camera. In some embodiments, the captured at least visible information and captured at least infrared radiation may correspond to game coins placed on the game table.
[0456] In some implementations, the desktop monitoring subsystem 600 includes four (or more) imaging units, such as four coin recognition modules 602. The fields of focus of the cameras in adjacent imaging units overlap at areas corresponding to the areas on the surface of the gaming table used to place one or more coins.
[0457] Figures 18A to 18G Another example desktop monitoring subsystem 1800 according to some implementation schemes is depicted. Desktop monitoring subsystem 1800 is generally similar to desktop monitoring subsystem 600. Desktop monitoring subsystem 1800 includes a first imaging component and a second imaging component. (As in...) Figure 18A As depicted, a first imaging component may be located at a first conical corner of the coin tray, and a second imaging component may be located at a second conical corner of the coin tray.
[0458] Similar to desktop monitoring subsystem 600, the imaging component of desktop monitoring subsystem 1800 includes four coin recognition modules 1802a, 1802b, 1802c, and 1802d. Each coin recognition module 1802 includes one or more cameras 1804 and transmitters 1805 to capture image data. (As in...) Figure 18A As depicted, the main bodies of the first imaging component and the second imaging component are connected to define the overall main body of the desktop monitoring subsystem 1800.
[0459] Similar to the desktop monitoring subsystem 600, such as in Figure 18A As depicted, for the desktop monitoring subsystem 1800, game coin recognition modules 1802a and 1802b are defined at an angle 1828a, and game coin recognition modules 1802c and 1802d are defined at an angle 1828b. Angles 1828a and 1828a can substantially correspond to a first and a second cone angle of the game coin tray, such that the desktop monitoring subsystem 1800 can be located on the game coin tray, and that the geometry and shape of the desktop monitoring subsystem 1800 are complementary to the geometry and shape of the game coin tray on which the desktop monitoring subsystem 1800 can be located.
[0460] Similar to the desktop monitoring subsystem 600, the desktop monitoring subsystem 1800 includes a card reader unit 1806, which is generally similar to the card reader unit 606, for capturing image data corresponding to one or more cards used during the game.
[0461] Similar to desktop monitoring subsystem 600, desktop monitoring subsystem 1800 includes an illumination bar 1808 that is generally similar to illumination bar 608 and can provide illumination in all or part of the field of view of the imaging component.
[0462] Similar to desktop monitoring subsystem 600, desktop monitoring subsystem 1800 includes a display 1810 and a button 1812, which are generally similar to a display 610 and a button 612, for displaying data processed by game monitoring server 104.
[0463] Figures 19A to 19G Another example desktop monitoring subsystem 1900 according to some implementation schemes is depicted. Desktop monitoring subsystem 1900 is generally similar to desktop monitoring subsystems 600 and 1800, except that the imaging components of desktop monitoring subsystem 1900 are separate and not connected to define the overall body of desktop monitoring subsystem 1900.
[0464] The imaging component of the desktop monitoring subsystem 1900 includes four game coin recognition modules: 1902a, 1902b, 1902c, and 1902d. (For example, in...) Figure 19A As depicted, the first imaging component includes game coin recognition modules 1902a and 1902b, and the second imaging component includes game coin recognition modules 1902c and 1902d. Each game coin recognition module 1902 includes one or more cameras 1904 and transmitters 1905 to capture image data. Figure 19A As depicted, the main bodies of the first and second imaging components are separated from each other.
[0465] Similar to the desktop monitoring subsystem 600, such as in Figure 19B and Figure 19C As depicted in the diagram, for the desktop monitoring subsystem 1900, game coin recognition modules 1902a and 1902b are defined at an angle 1928a, and game coin recognition modules 1902c and 1902d are defined at an angle 1928b. (As shown in...) Figure 19B and Figure 19C As depicted, angles 1928a and 1928b can be approximately 90°. In some embodiments, the first and second imaging components may be located, for example, at the corners of the coin tray at approximately 90°, as shown in... Figure 9 and Figure 10 As depicted in the text.
[0466] In some implementations, the desktop monitoring subsystem 1900 may include a card reader unit 606, typically similar to that of the desktop monitoring subsystem 600, for capturing image data corresponding to one or more cards used during gameplay. Where the desktop monitoring subsystem 1900 includes a card reader unit, it may be located on either inward-facing side 1907 of the desktop monitoring subsystem 1900, as in... Figure 19A As depicted in the text.
[0467] Similar to desktop monitoring subsystem 600, desktop monitoring subsystem 1900 includes components typically similar to lighting strip 608 and limiter 1112, as in... Figure 19D and Figure 19E The image depicts a lighting bar 1908 and a limiter 1914. The lighting bar 1908 and the limiter 1914 can provide illumination in all or part of the field of view of the imaging component without distracting the user sitting at the game table.
[0468] Similar to desktop monitoring subsystem 600, desktop monitoring subsystem 1900 includes a display 1910, typically similar to monitor 610, for displaying data processed by game monitoring server 104. In cases where desktop monitoring subsystem 1900 includes two or more separate imaging components, each imaging component may have a display 1910. (As in...) Figures 19A to 19G As depicted, the first imaging component includes a display 1910a, and the second imaging component includes a display 1910b.
[0469] In some implementations, the desktop monitoring subsystem 1900 may include a button, typically similar to button 612, for triggering the display 1910 to show data processed by the game monitoring server 104.
[0470] In some implementations, similar to the desktop monitoring subsystem 700, the game coin recognition modules 1902a, 1902b, 1902c, and 1902d also include, for example, […]. Figure 19A and Figure 19F The auxiliary camera 1926 is depicted in the image. In some embodiments, the auxiliary camera 1926 is a high-resolution camera for capturing image data with greater detail and accuracy. In some embodiments, the auxiliary camera 1926 is an ultraviolet (UV) camera for detecting UV light emitted from game coins on a game table, such as from security features on game coins that reflect UV light.
[0471] In some implementations, the desktop monitoring subsystem can be installed onto the coin tray or game table, such that when the game table monitoring subsystem is installed onto the coin tray or game table, the imaging component is a component of the desktop monitoring subsystem. For example, in... Figure 19A and Figure 19C-19G As depicted, bracket 1912 can be fastened to the base of the first and second imaging components for mounting the desktop monitoring subsystem 1900. In some embodiments, bracket 1912 is an L-shaped bracket.
[0472] The base of the imaging component of the desktop monitoring subsystem can be configured to be mounted on a surface. In some implementations, such as in... Figure 19C As depicted, the first and second imaging components of the desktop monitoring subsystem 1900 include a plurality of holes 1922 for receiving one or more fasteners such as screws, nuts, bolts, and the like. In some embodiments, a bracket 1912 may be fastened to the imaging component of the desktop monitoring subsystem 1900 using the holes 1922. In some embodiments, the imaging component of the desktop monitoring subsystem 1900 may be directly fastened to a tray or gaming table.
[0473] In some implementations, the imaging component of the desktop monitoring subsystem may include one or more ports for guiding wires, cables, circuits, and the like through it, such that the wires, cables, and wires are organized. For example, in Figure 19C As depicted, each imaging component of the desktop monitoring subsystem 1900 includes a wire port 1920, through which wires, cables, and circuitry of the two coin recognition modules (coin recognition modules 1902a and 1902b of the first imaging component and coin recognition modules 1902c and 1902d of the second imaging component) are routed. In some embodiments, each coin recognition module 1902 may include one or more wire ports 1920. When the desktop monitoring subsystem 1900 is mounted to a bracket 1912, the wire ports 1920 may extend through the bracket 1912.
[0474] In some implementations, the imaging component of the desktop monitoring subsystem may include an air vent. For example, in Figure 19A As depicted, each of the first and second imaging components includes a plurality of vents 1918 for ventilating the coin recognition module 1902.
[0475] Figures 20A to 20G Another example desktop monitoring subsystem 2000 according to some implementation schemes is depicted. Desktop monitoring subsystem 2000 is generally similar to desktop monitoring subsystem 600, except that desktop monitoring subsystem 2000 includes an imaging component, which includes a game coin recognition module 2002.
[0476] In some embodiments, one or more desktop monitoring subsystems 2000 can be used to capture image data at an area of particular interest on the game table. For example, the desktop monitoring subsystem 2000 may be positioned relative to the game table such that the field of view of the imaging component of the desktop monitoring subsystem 2000 at least partially overlaps with an obscured area of the game table. The obscured area of the game table may be, for example, obscured by a card tray. In such embodiments, the desktop monitoring subsystem 2000 may be used with one or more desktop monitoring subsystems described herein to capture image data for monitoring tabletop activity at the game table, such that the image data can be processed by the game monitoring server 104 to generate game coin value data, game coin transfer data, and other desktop monitoring data. For example, the desktop monitoring subsystem 2000 may be used with desktop monitoring subsystems 1800 or 1900, wherein desktop monitoring subsystem 1800 or 1900 is located at a corner of the game coin, and desktop monitoring subsystem 2000 is offset relative to desktop monitoring subsystem 1800 or 1900 and the game coin to capture image data at an obscured area of the game table.
[0477] The Desktop Monitoring Subsystem 2000 includes an imaging component. For example, in... Figures 20A to 20G As depicted, the desktop monitoring subsystem 2000 includes a game coin recognition module 2002. The game coin recognition module 2002 is similar to the game coin recognition module 602 of the desktop monitoring subsystem 600. The game coin recognition module 2002 includes one or more cameras 2004 and a transmitter 2005 to capture image data.
[0478] Similar to desktop monitoring subsystem 600, desktop monitoring subsystem 2000 includes an illumination bar 2008 that is generally similar to illumination bar 608 and can provide illumination in all or part of the field of view of the imaging component.
[0479] Similar to desktop monitoring subsystem 600, desktop monitoring subsystem 2000 includes a display 2010, typically similar to display 610, for displaying data processed by game monitoring server 104.
[0480] In some implementations, the desktop monitoring subsystem 2000 may include a button, typically similar to button 612, for triggering the display 2010 to show data processed by the game monitoring server 104.
[0481] Similar to the desktop monitoring subsystem 1900, the base of the imaging component in the desktop monitoring subsystem 2000 can be configured to be mounted on a surface. In some embodiments, such as in Figure 20C As depicted, the imaging component of the desktop monitoring subsystem 2000 includes a plurality of holes 2014 for receiving one or more fasteners such as screws, nuts, bolts, and the like. In some embodiments, the imaging component of the desktop monitoring subsystem 2000 may be directly fastened to a tray or game table, or may be fastened to one or more supports or plates for fastening to a tray or game table.
[0482] Similar to the desktop monitoring subsystem 1900, the imaging component of the desktop monitoring subsystem 2000 may include one or more ports for guiding wires, cables, circuits, and the like through it, so that the wires, cables, and wires are organized. For example, in Figure 20C As depicted, each imaging component of the desktop monitoring subsystem 2000 includes a wire port 2012, through which wires, cables, and circuitry of the coin recognition module 2002 are routed. In some embodiments, the coin recognition module 2002 may include more than one wire port 2012.
[0483] Similar to the Desktop Monitoring Subsystem 1900, the imaging component of the Desktop Monitoring Subsystem 2000 may include an air vent. For example, in Figure 20A , 20D As depicted in 20E, the desktop monitoring subsystem 2000 includes vents 2016 along the top and sides of the desktop monitoring subsystem 2000 for venting the game coin recognition module 2002.
[0484] Figures 21A to 21G Another example desktop monitoring subsystem 2100 according to some implementation schemes is depicted. Desktop monitoring subsystem 2100 is generally similar to desktop monitoring subsystem 2000, except that the height of desktop monitoring subsystem 2100 relative to the surface of the gaming table is adjustable. That is, the vertical surface between the camera and transmitter of desktop monitoring subsystem 2100 and the surface of the gaming table is adjustable.
[0485] Similar to desktop monitoring subsystem 2000, in some embodiments, one or more desktop monitoring subsystems 2100 can be used to capture image data at an area of particular interest on the game table. For example, desktop monitoring subsystem 2100 may be positioned relative to the game table such that the field of view of the imaging component of desktop monitoring subsystem 2100 at least partially overlaps with an occluded area of the game table. In such embodiments, desktop monitoring subsystem 2100 may be used in conjunction with one or more desktop monitoring subsystems described herein to capture image data for monitoring desktop activity at the game table, such that the image data can be processed by game monitoring server 104 to generate game currency data, game currency transfer data, and other desktop monitoring data.
[0486] The desktop monitoring subsystem 2100 includes an imaging component. For example, in... Figures 21A to 21G As depicted, the desktop monitoring subsystem 2100 includes a game coin recognition module 2102. The game coin recognition module 2102 is similar to the game coin recognition module 2002 of the desktop monitoring subsystem 2000. The game coin recognition module 2102 includes one or more cameras 2104 and a transmitter 2105 to capture image data.
[0487] Similar to desktop monitoring subsystem 2000, desktop monitoring subsystem 2100 includes an illumination bar 2108 that is generally similar to illumination bar 2008 and can provide illumination in all or part of the field of view of the imaging component.
[0488] In some implementations, similar to desktop monitoring subsystems 700 and 1900, the game coin recognition module 2102 also includes, for example, in... Figure 21A and 21F The auxiliary camera 2114 is depicted in the image. In some embodiments, the auxiliary camera 2114 is a high-resolution camera for capturing image data with greater detail and accuracy. In some embodiments, the auxiliary camera 2114 is an ultraviolet (UV) camera for detecting UV light reflected from game coins on a game table, such as from security features on game coins that reflect UV light.
[0489] In some implementations, the desktop monitoring subsystem can be installed onto a coin tray or game table, such that when the desktop monitoring subsystem is installed onto the coin tray or game table, the imaging component is a part of the desktop monitoring subsystem. For example, in... Figure 21A and Figure 21D-21G As depicted, the desktop monitoring subsystem 2100 includes a bracket 2112 for mounting the desktop monitoring subsystem 2100, which typically extends downward relative to the imaging component of the desktop monitoring subsystem 2100. In some embodiments, the bracket 2112 is an extension of the game coin recognition module 2102.
[0490] In some implementations, for mounting the desktop monitoring subsystem 2100 to a coin tray or game table, the coin tray or game table may have a channel with a shape and geometry similar to the cross-sectional shape and geometry of the bracket 2112, allowing the bracket 2112 to be received through the channel of the coin tray or game table. For example, in... Figure 21A As depicted, the support 2112 has a generally rectangular cross-sectional shape and geometry. In some embodiments, the coin tray or game table may have channels with a generally rectangular shape and geometry for passing through its receiving support 2112.
[0491] To adjust the height of the desktop monitoring subsystem 2100 relative to the surface of the gaming table, the support 2112 may include, for example, [the following]. Figure 21A One or more fastener ports 2113 are depicted in the diagram. In some embodiments, the fastener port 2113 is a slot that extends along the height of the desktop monitoring subsystem 2100 and through the bracket 2112.
[0492] Fastener port 2113 may receive one or more fasteners such as screws, nuts, bolts, and the like for mounting the desktop monitoring subsystem 2100 to a coin tray or gaming table. In some embodiments, the desktop monitoring subsystem 2100 may be directly fastened to the tray or gaming table, or may be fastened to one or more brackets or plates for fastening to the tray or gaming table.
[0493] To adjust the height of the desktop monitoring subsystem 2100, the fastener received in the fastener port 2113 can be loosened, so that the desktop monitoring subsystem 2100 is not installed on the coin tray or game table, thus allowing the height of the desktop monitoring subsystem 2100 to be adjusted. After the height of the desktop monitoring subsystem 2100 is adjusted, the desktop monitoring subsystem 2100 can be fastened back to the coin tray or game table.
[0494] In some implementations, the desktop monitoring subsystem may include a converter port, enabling various inputs to be received within the desktop monitoring subsystem for transmitting or receiving data or power to or from the desktop monitoring subsystem. For example, in Figure 21G As depicted, the desktop monitoring subsystem 2100 includes two adapters 2120. In some implementations, adapter 2120 is a ribbon cable for a USB 3.0 adapter.
[0495] Similar to the desktop monitoring subsystem 2000, the imaging component of the desktop monitoring subsystem 2100 may include an air vent. For example, in Figure 21A , 21D As depicted in 21E, the desktop monitoring subsystem 2100 includes vents 2116 along the side of the desktop monitoring subsystem 2100 for venting the game coin recognition module 2102.
[0496] To draw heat away from camera 2104, auxiliary camera 2114, and transmitter 2105, the desktop monitoring subsystem 2100 may include one or more heat sinks 2118 mounted to camera 2104, auxiliary camera 2114, and transmitter 2105, as shown in... Figure 21B , 21C And as depicted in 21G.
[0497] Figures 22A to 22I Another example desktop monitoring subsystem 2000 according to some implementation schemes is depicted. Desktop monitoring subsystem 2200 is generally similar to desktop monitoring subsystems 2000 and 2100, except that desktop monitoring subsystem 2200 can be mounted on the surface of game table 2214 with ratchet system.
[0498] Similar to desktop monitoring subsystems 2000 and 2100, in some embodiments, one or more desktop monitoring subsystems 2200 can be used to capture image data at an area of particular interest on the game table. For example, desktop monitoring subsystem 2200 can be positioned relative to the game table such that the field of view of the imaging component of desktop monitoring subsystem 2200 at least partially overlaps with an obscured area of the game table. In such embodiments, desktop monitoring subsystem 2200 can be used in conjunction with one or more desktop monitoring subsystems described herein to capture image data for monitoring desktop activity at the game table, such that the image data can be processed by game monitoring server 104 to generate game currency data, game currency transfer data, and other desktop monitoring data.
[0499] The desktop monitoring subsystem 2200 includes an imaging component. For example, in... Figures 22A to 22I As depicted, the desktop monitoring subsystem 2200 includes a game coin recognition module 2202. The game coin recognition module 2202 is similar to the game coin recognition module 2002 of the desktop monitoring subsystem 2000 and the game coin recognition module 2102 of the desktop monitoring subsystem 2100. The game coin recognition module 2202 includes one or more cameras 2204 and a transmitter 2205 to capture image data.
[0500] Similar to desktop monitoring subsystems 2000 and 2100, desktop monitoring subsystem 2200 may include an illumination bar 2208, which is generally similar to illumination bars 2008 and 2108, and can provide illumination in all or part of the field of view of the imaging component.
[0501] In some implementations, the desktop monitoring subsystem can be installed on the game table, such that when the desktop monitoring subsystem is installed on the game coin or game table, the imaging component is a component of the desktop monitoring subsystem. For example, in... Figure 22A and Figure 22C-22IAs depicted, the desktop monitoring subsystem 2200 includes a ratchet 2212 that typically extends downward relative to the imaging component of the desktop monitoring subsystem 2200 for mounting the desktop monitoring subsystem 2200 to the game table 2214.
[0502] In some embodiments, for mounting the desktop monitoring subsystem 2200 to the game table 2214, the game table may have a channel with a shape and geometry for receiving the ratchet 2212 through the ratchet opening 2217, such as the ratchet 2217. In some embodiments, such as in Figures 22D to 22I As depicted, the length of the ratchet 2212 is longer than the thickness of the game table 2214, allowing the ratchet 2212 to extend through the game table 2214. The desktop monitoring subsystem 2200 can be mounted to the game table 2214 as long as the ratchet 2212 extends through it. In cases where the game table includes a felt surface, the felt can also be cut to receive the ratchet 2212. In some embodiments, a profile cutting tool can be used to create a ratchet notch 2217 through the game table 2214 and a cut through the felt of the game table 2214.
[0503] The fixing block 2220 can be used to secure the desktop monitoring subsystem 2200 to the game table 2214. The fixing block 2220 may have teeth complementary to the ratchet 2214 used to lock the fixing block 2220 to the ratchet 2214. From below the game table 2214, the fixing block 2220 can engage with the ratchet 2214 extending through the game table 2214, as in... Figures 22F to 22I As depicted in the diagram. In some embodiments, a "click" may indicate that the retaining block 2220 is engaged with the ratchet rack 2214 when the retaining block 2220 engages with the ratchet rack 2214. To ensure that the retaining block 2220 is fully engaged with the ratchet rack 2214, the retaining block 2220 may need to be pushed upwards, and / or the ratchet rack 2214 may need to be pushed downwards.
[0504] When the desktop monitoring subsystem 2200 is fixed to the game table 2214 with the fixing block 2220, the game table monitoring subsystem 2200 can be flush with and at the same height as the game table 2214.
[0505] In some implementations, the retaining block 2220 may be mounted to the bottom of the game table 2214 and aligned with the ratchet opening 2217 such that when the ratchet is received through the ratchet opening 2217, the ratchet 2212 of the desktop monitoring subsystem 2200 engages with the retaining block 2220.
[0506] To release the desktop monitoring subsystem 2200 from the retaining block 2220, a key can be received in the keyhole 2218 to unlock the retaining block 2220. In some embodiments, a solenoid can be used to remotely unlock the retaining block 2220. In some embodiments, the keyhole includes a "hold" function that keeps the lock on the retaining block 2220 open when the desktop monitoring subsystem 2200 is removed. When another desktop monitoring subsystem 2200 is inserted, the retaining block 2220 can lock onto that other desktop monitoring subsystem 2200.
[0507] In some implementations, the fixing block 2220 may include an RFID tag to unlock the desktop monitoring subsystem 2200, which is locked to the fixing block 2220. When an RFID reader approaches the RFID tag, the RFID tag may generate a signal based on radio energy emitted by the reader. The generated signal may be transmitted to the game monitoring server 104, which may determine whether the RFID reader is supplementary to the RFID tag. For example, the RFID reader may be a reader issued by the gaming facility for unlocking the desktop monitoring subsystem 2200 from the game table 2214. If the RFID reader is supplementary to the RFID tag, the game monitoring server 104 may transmit a signal to the fixing block 2200 to detach from the ratchet 2212 and unlock the desktop monitoring subsystem 2200 from the game table 2214.
[0508] To guide the wires, cables, and circuitry of the desktop monitoring subsystem 2200 through the game table 2214, the game table 2214 may include a wire port 2216. A profile cutting tool may be used to create the wire port 2216.
[0509] In some embodiments, the desktop monitoring subsystem 2200 can be connected to a backend system after being installed on the game table 2214. In some embodiments, the desktop monitoring subsystem 2200 may include a quick-connect plug that, when properly installed, engages with a complementary quick-connect plate installed on the game table 2214 to reduce installation time of the desktop monitoring subsystem 2200 on the game table 2214. The wires, cables, and circuitry of the desktop monitoring subsystem 2200 are in electrical and data communication with the quick-connect plug. Similarly, the wires, cables, and circuitry for transmitting data to the game monitoring server 104 are in electrical and data communication with the quick-connect plate. When the quick-connect plug is received in the quick-connect plate, the desktop monitoring subsystem 2200 can transmit data to the game monitoring server 104. The surfaces of the quick-connect plug and the quick-connect plate in contact may include conductive pads to facilitate electrical and data communication between the desktop monitoring subsystem 2200 and the game monitoring server 104. In embodiments where the desktop monitoring subsystem 2200 includes a quick-connect plug, the wires, cables, and wires of the desktop monitoring subsystem 2200 may not need to be routed through the wire port 2216. In some embodiments, the quick-connect plate can be mounted to the game table 2214 using a mounting block 2220 as described herein.
[0510] Figures 23A to 23G An example game coin tray 2300 according to some implementation schemes is depicted. The game coin tray 2300 is generally similar to... Figure 6A The game coin tray 620 is depicted in the image. The game coin tray 2300 includes a body defining one or more channels 2302 for receiving game coins. The channels 2302 are shaped based on the shape of the game coins. (As shown in...) Figure 23A The passage 2302 is circular in shape to receive game coins shaped like discs.
[0511] The main body of the game coin tray 2300 is further defined by the front wall 2304, side wall 2306, corner wall 2308, and rear wall 2310. (As in...) Figure 23A As depicted, the corner wall 2308 is conical relative to the front wall 2304 and the side wall 2306.
[0512] In some implementations, the shape and geometry of the coin tray 2300, which is partially defined by the front wall 2304, side wall 2306, corner wall 2308 and rear wall 2310, can be complementary to a desktop monitoring subsystem that can be located on the coin tray 2300.
[0513] In some embodiments, the geometry and shape of the coin tray 2300 are partly a function of the game played on the game table, the viewing angle of the cameras and sensors of the imaging component of the desktop monitoring subsystem that can be positioned on the coin tray 2300, and the shape of the game table itself. The geometry and shape of the coin tray 2300 allow the imaging component of the desktop monitoring subsystem that can be positioned on the coin tray 2300 to capture image data of coins located in all relevant areas of the game table (e.g., areas for placing one or more coins). In some embodiments, the accuracy of the resulting desktop monitoring data is improved if the image data captured by the desktop monitoring subsystem is centered on the coins. Furthermore, the geometry and shape of the coin tray 2300 cause the imaging component of the desktop monitoring subsystem to appear complementary to the geometry and shape of the coin tray 2300 when positioned on it.
[0514] For example, it can be used in game tables that are typically semi-circular in shape, such as those used for playing card games. Figures 23A to 23G The image depicts a coin tray 2300. The camera and sensor of the imaging component of the desktop monitoring subsystem may have a field of view of approximately 90°. In this example, the taper of the corner wall 2308 relative to the front wall 2304 and side wall 2306 is approximately 45°, so the field of view of the camera and sensor of the imaging component sufficiently overlaps with the game table, allowing the camera and sensor to capture image data of the coins, such as those used for making game actions, located on the table. As another example, the camera and sensor of the imaging component of the desktop monitoring subsystem may have a different field of view (e.g., approximately 120°). In this example, the taper of the corner wall 2308 relative to the front wall 2304 and side wall 2306 allows the field of view of the camera and sensor of the imaging component to sufficiently overlap and cover the coins located on the game table.
[0515] The coin tray 2300 can be mounted to a game table. In some embodiments, the coin tray 2300 can be fastened to one or more sides of the game table using fasteners such as screws, nuts, bolts, and the like. In some embodiments, the game table can be manufactured or cut such that the game table has a shape and geometry that generally resembles the shape and geometry of the coin tray 2300, such that when the coin tray 2300 is mounted to the game table, the rear wall 2310 is generally flush with one or more walls of the game table.
[0516] In some embodiments, the game table may include a shape and geometry that are generally similar to the shape and geometry of the coin tray 2300, such that a recess can be received therein to receive the coin tray 2300.
[0517] In some implementations, the main body of the coin tray 2300 is defined in a recess 2312 at the front of the coin tray 2300, as in... Figure 23A As depicted in the image. In some embodiments, recess 2312 may receive a display, wires, cables, and circuitry of a desktop monitoring subsystem that may be located on the coin tray 2300.
[0518] In some embodiments, the coin tray 2300 includes a lip 2314 around at least a portion of the periphery of the coin tray. (As in...) Figure 23A As depicted, the coin tray 2300 includes a lip 2314 extending along the side wall 2306 and the rear wall 2310. When the coin tray 2300 is mounted on a game table, the lip 2314 can rest on the surface of the game table to support the coin tray 2300 against the game table.
[0519] As in Figure 23A As depicted, corner wall 2308 extends into one or more channels 2302, allowing game coins to be excluded from the portion of the channel 2302 into which corner wall 2308 extends. In some embodiments, the game coin tray 2300 includes one or more filler blocks 2316 for filling the space in the channel 2308 into which game coins cannot be accepted.
[0520] In some embodiments, the coin tray includes an imaging component configured to capture image data corresponding to coins in a channel of the coin tray. In some embodiments, the tray imaging component includes a time-of-flight sensor, a camera, a flatbed scanner, or a combination thereof. In some embodiments, the desktop monitoring subsystem includes an imaging component configured to capture image data corresponding to coins in a channel of the coin tray. In some embodiments, the tray imaging component is a component of both the desktop monitoring subsystem and the coin tray.
[0521] Figures 24A to 24H An example game coin tray 2400 according to some implementation schemes is depicted. The game coin tray 2400 is generally similar to... Figure 23A The game coin tray 2300 depicted in the image differs from the game coin tray 2400 in that it has a generally rectangular shape. The game coin tray 2400 includes a body defining one or more channels 2402 for receiving game coins 2416.
[0522] The main body of the game coin tray 2400 further defines the front wall 2404, side wall 2406, and rear wall 2410. (As in...) Figure 24A Unlike the coin tray 2300 depicted in the image, the coin tray 2400 does not have conical corner walls relative to the front wall 2404 and the side wall 2406.
[0523] In some implementations, the shape and geometry of the coin tray 2400, which is partially defined by the front wall 2404, side wall 2406 and rear wall 2410, can be complementary to a desktop monitoring subsystem that can be located on the coin tray 2400.
[0524] The geometry and shape of the coin tray 2400 are partly a function of the game played on the game table, the viewing angle of the cameras and sensors of the imaging component of the desktop monitoring subsystem that can be positioned on the coin tray 2400, and the shape of the game table itself. The geometry and shape of the coin tray 2400 allow the imaging component of the desktop monitoring subsystem that can be positioned on the coin tray 2400 to capture image data of the coins located in all relevant areas of the game table (e.g., areas for placing one or more coins). In some embodiments, the accuracy of the resulting desktop monitoring data is improved if the image data captured by the desktop monitoring subsystem is centered on the coins. Furthermore, the geometry and shape of the coin tray 2400 cause the imaging component of the desktop monitoring subsystem to appear complementary to the geometry and shape of the coin tray 2400 when positioned on it.
[0525] Similar to the coin tray 2300, the coin tray 2400 can be mounted to a game table. In some implementations, the coin tray 2400 can be fastened to one or more sides of the game table using fasteners such as screws, nuts, bolts, and the like.
[0526] Similar to the coin tray 2300, in some embodiments, the coin tray 2400 includes a lip 2414 around at least a portion of the periphery of the coin tray. (As in...) Figure 24A As depicted, the coin tray 2400 includes a lip 2414 extending along the front wall 2404, side wall 2406, and rear wall 2410. When the coin tray 2400 is mounted on a game table, the lip 2414 can rest on the surface of the game table to support the coin tray 2400 against the game table.
[0527] In some implementation schemes, such as in Figure 24A As depicted, the game coin tray 2400 includes a card reader unit 2412 similar to the card reader unit 606 described herein.
[0528] In some implementations, one or more time-of-flight sensors 2418 are configured to capture image data corresponding to the game coin 2416 in channel 2402. The time-of-flight sensor 2418 is mounted to the front wall 2404 of the game coin tray 2400. (As in...) Figure 24HAs depicted, the time-of-flight sensor 2418 is mounted at an angle similar to that of the channel 2402, such that the laser emitted from the time-of-flight sensor 2418 is parallel to the longitudinal axis of the channel 2402.
[0529] As in Figure 24C and Figure 24F As depicted, a time-of-flight sensor 2418 can capture image data of each channel 2402 of the coin tray 2400.
[0530] In some implementations, one or more time-of-flight sensors 2418 are configured to capture image data corresponding to the number of game coins 2416 in channel 2402. The time-of-flight sensor 2418 can determine the depth of its corresponding channel 2402. The depth ρ of channel 2402 is calculated at time τ under the condition of electromagnetic radiation at the speed of light c, and is ρ = cτ. The emitter emits radiation, which travels towards the scene and is then reflected by the surface to the sensor receiver. The distance now covered at time τ is 2ρ. The relationship can be written as:
[0531]
[0532] Data captured by time-of-flight sensor 2418 can be transmitted to game monitoring server 104 to determine a first depth of channel 2402, which may or may not contain stacked game coins 2416. Similarly, when game coins 2416 are placed in or removed from channel 2402, time-of-flight sensor 2418 can take measurements to determine a second depth of channel 2402 and transmit the data to game monitoring server 104. When game coins 2416 are placed in or removed from channel 2402, game monitoring server 104 can determine a second depth of channel 2402 that differs from the first depth and can calculate the difference between the first and second depths of channel 2402. The thickness of each game coin 2416 can be predetermined for game monitoring server 104, or game monitoring server 104 can be calibrated to determine the thickness of each game coin 2416. Therefore, the game monitoring server 104 can determine whether multiple game coins 2416 are placed in or removed from the channel 2402. Further details regarding data captured by the time-of-flight sensor 2418 and the game monitoring server 104 for calculating the depth of game coins are described in U.S. Patent Application No. 15 / 309,102 and PCT Application No. PCT / CA2016 / 050442, the entire contents of which are hereby incorporated by reference.
[0533] In some implementations, the game monitoring server 104 can determine when the dealer places their hands in the channel 2402 of the coin tray 2400. While the dealer may periodically place or remove coins 2416 from the channel 2402 as the game is played at the table, the number of coins 2416 in the channel 2402 remains unchanged for a period of time. For example, when the game is in progress, no coins 2416 are placed or removed from the channel 2402, so the game monitoring server 104 should determine that the number of coins 2416 in the channel 2402 remains unchanged based on data transmitted from the time-of-flight sensor 2418 to the game monitoring server 104 during the game. Similarly, after a game ends and additional game coins 2416 are placed in or removed from channel 2402, the game monitoring server 104 can determine that the number of game coins 2416 in channel 2402 has changed, but the number of game coins 2416 is expected to remain constant over a period of time (e.g., while another game is in progress). However, the data captured by the time-of-flight sensor 2418 may be noisy when the dealer places their hand in channel 2402 to place or remove game coins 2416, because the dealer's hand is not as relatively flat and uniform as the game coins 2416. In some implementations, the game monitoring server 104 may correlate the noise data with a meta tag indicating that the dealer may place their hand in channel 2402 of the game coin tray 2400. Based on the noise data, the data captured before the noise data (indicating a first quantity of game coins 2416 in channel 2402), and the data captured after the noise data (indicating a second quantity of game coins 2416 in channel 2402), the game monitoring server 104 can determine whether the dealer places game coins 2416 in or removes them from channel 2402 of the game coin tray 2400.
[0534] In some implementations, the game monitoring server 104 may record player events based on image data from the time-of-flight sensor 2418. The image data from each time-of-flight sensor 2418 may correspond to a change in the quantity of game coins 2416 in the corresponding channel 2402. When there is a change in the quantity of game coins 2416 in channel 2402, the game monitoring server 104 may associate the image data corresponding to the change in the quantity of game coins 2416 in channel 2402 with a dealer event. For example, when the game monitoring server 104 determines that there is a decrease in the quantity of game coins 2416 in a particular channel 2402, the game monitoring server 104 may associate the data corresponding to this change with a meta tag, indicating that the dealer has removed one or more game coins from the particular channel 2402. As another example, when the game monitoring server 104 determines that there is an increase in the quantity of game coins 2416 in a particular channel 2402, the game monitoring server 104 may associate the data corresponding to this change with a meta tag, indicating that the dealer has added one or more game coins from the particular channel 2402. Recording dealer events can help correct and verify desktop monitoring activities, such as dealer payouts, wins, face-swap events, buyouts, and payouts.
[0535] In some implementations, for each channel 2402 of the coin tray 2400, an emitter, such as a laser emitter, may be mounted on the front wall 2404 of the coin tray 2400, and a sensor may be mounted on the rear wall 2410 of the coin tray 2400. The sensor may detect a reduction in laser light based on how many coins 2416 are in the channel 2402. Data corresponding to the amount of radiation detected by the sensor may be transmitted to a game monitoring server 104 to determine the number of coins 2416 in the tray 2400.
[0536] In some embodiments, the tray imaging component includes a camera located at the front end of the coin tray for detecting image data corresponding to coins in a channel of the coin tray. The camera may be mounted on the front end of the coin tray such that the camera's field of view overlaps with at least one channel of the coin tray.
[0537] As discussed herein, a time-of-flight sensor can be mounted on the front wall of the coin tray to detect the depth of the coins and the number of coins in the tray's channels. In some implementations, a camera and a time-of-flight sensor can be mounted on the coin tray.
[0538] Figures 25A to 25G An example time-of-flight sensor and camera assembly 2500 is depicted according to some implementation schemes. Component 2500 can be used to refurbish and improve existing game coin trays with cameras and time-of-flight sensors.
[0539] As by Figures 25A to 25G Depicted by dashed and solid lines, component 2500 includes at least one time-of-flight sensor 2502 and a tray monitoring camera 2504. In some embodiments, component 2500 may include more than one time-of-flight sensor 2502, depending on the field of view of camera 2504. For example, where the field of view of camera 2504 is approximately 90°, component 2500 may have two or three time-of-flight sensors 2502.
[0540] Component 2500 includes a through-hole 2506 for mounting component 2500 to a coin tray. (As shown in...) Figure 25A As depicted, component 2500 includes two through holes 2506. Component 2500 can be mounted to the coin tray using fasteners such as screws, nuts, bolts, and the like. Component 2500 can also be mounted to the coin tray using magnets.
[0541] In some implementations, component 2500 includes one or more wire ports 2508 for guiding wires, cables, and the like through which wires, cables, and circuits are organized.
[0542] In order to mount component 2500 to the coin tray, component 2500 includes a shoulder 2510 having a shape and geometry similar to that of the lip of the coin tray (e.g., the lip extends along the front wall of the coin tray), such that the shoulder 2510 can receive the lip, and component 2500 can be placed along the front wall of the coin tray to guide one or more time-of-flight sensors 2502 toward the channel of the coin tray and to guide the field of view of camera 2504 toward the channel of the coin tray.
[0543] As in Figure 25G As depicted, component 2500 includes a circuit bracket 2512 on the rear side of component 2500. In some embodiments, the circuit bracket 2512 can be used to mount a time-of-flight sensor to component 2500, or can be used to mount a printed circuit board of a time-of-flight sensor to component 2500.
[0544] Figures 26A-26C A schematic diagram is shown of a refurbished and improved game coin tray 2602 with multiple channels 2604, including a time-of-flight and camera assembly 2600, according to some embodiments. Figure 26A The game coin tray 2602 is depicted as having 12 channels 2604, and four time-of-flight and camera components 2600 are refurbished and improved onto the game coin tray 2602. In some embodiments, the tray monitoring camera 2606 and the time-of-flight sensor may be mounted separately onto the game coin tray 2602 and are not included as components 2600.
[0545] As in Figure 26AAs depicted, the fields of view 2608a, 2608b, 2608c, and 2608d of cameras 2606a, 2606b, 2606c, and 2606d substantially overlap with the channel 2604 of the coin tray 2602. Therefore, the image data captured by cameras 2606a, 2606b, 2606c, and 2606d corresponds to all coins that can be placed in or removed from the tray 2602.
[0546] In some implementations, the camera of the tray imaging component can be mounted on the game coin recognition module of the desktop monitoring subsystem. Figure 26B The image depicts two cameras, 2606a and 2606b, installed on the game coin recognition module 2610 of the desktop monitoring subsystem. While the cameras and transmitter of the game coin recognition module 2610 can be directed to the game table to monitor the player's game actions, the tray monitoring cameras 2606a and 2606b of the tray imaging component can be directed to the game coin tray 2602 to monitor the game coins 2612 in the game coin tray 2602.
[0547] Similar to Figure 26A , such as in Figure 26B The fields of view of cameras 2608a and 2608b depicted in the image substantially overlap with the channel 2604 of the coin tray 2602, and are used to monitor the coins 2612 in the coin tray 2602. Therefore, the image data captured by cameras 2608a and 2608b corresponds to all coins that can be placed in or removed from the tray 2602.
[0548] Figure 26B The image depicts four cameras 2606a, 2606b, 2606c, and 2606d installed in the game coin recognition module 2610 of the desktop monitoring subsystem. While the cameras and transmitter of the game coin recognition module 2610 can be directed to the game table to monitor the player's game actions, the tray monitoring cameras 2606a, 2606b, 2606c, and 2606d of the tray imaging component can be directed to the game coin tray 2602 to monitor the game coins 2612 in the game coin tray 2602.
[0549] As in Figure 26C As depicted, the fields of view 2608a, 2608b, 2608c, and 2608d of cameras 2606a, 2606b, 2606c, and 2606d substantially overlap with the channel 2604 of the coin tray 2602. Therefore, the image data captured by cameras 2606a, 2606b, 2606c, and 2606d corresponds to all coins that can be placed in or removed from the tray 2602.
[0550] In some implementations, by capturing image data from more cameras 2606, it reduces the complexity of processing by the game monitoring server 104 to generate desktop monitoring data.
[0551] As in Figures 26A to 26C As depicted, cameras 2606 are evenly spaced relative to the game coin tray 2602. This improves the symmetry of the images captured by cameras 2606, which reduces the complexity of processing by the game monitoring server 104 to generate desktop monitoring data.
[0552] When the tray monitoring camera 2504 or 2606 is mounted to the coin tray, for example by mounting the camera 2504 or 2606 itself to the coin tray or using the time-of-flight camera assembly 2500, the camera 2504 or 2606 is positioned at a height above the aisle of the coin tray and the coins received in the aisle. This height of the camera 2504 or 2606 above the aisle of the coin tray and the coins is partially determined by the angle of the aisle within the coin tray, allowing the camera 2504 or 2606 to capture image data of the sides of the coins in the aisle 2604 of the coin tray 2602.
[0553] In some implementations, image data captured by tray monitoring camera 2504 or 2606 corresponds to the side surface of a coin in a passageway of the coin tray. For example, image data captured by tray monitoring camera 2504 or 2606 in a passageway directly in front of camera 2504 or 2606 corresponds to the visible side of a coin facing camera 2504 or 2606. From the perspective of camera 2504 or 2606, the image data captured by camera 2504 or 2606 may correspond to a coin that appears to be placed along a generally straight axis extending from the front side of the tray to the rear side of the tray, such that the image data of the coin extends along the straight axis. For passageways not directly in front of camera 2504 or 2606 (i.e., offset from camera 2504 or 2606), from the perspective of camera 2504 or 2606, the image data captured by camera 2504 or 2606 may correspond to a coin that appears to be placed along a diagonal axis, such that the image data of the coin extends along the diagonal axis. Image data corresponding to game coins stacked in the channel that are not exactly in front of cameras 2504 or 2606 can be preprocessed by rotating the image data about a diagonal axis, so that it extends along an axis parallel to the straight axis.
[0554] Details of image processing performed by a game monitoring server 104 based on image data captured by a tray monitoring camera 2504 or 2606 for calculating the depth of game coins, game coin identification, and game coin counting are described in U.S. Patent Application No. 15 / 309,102 and PCT Application No. PCT / CA2016 / 050442, the entire contents of which are hereby incorporated by reference.
[0555] Figures 27A to 27H An example game coin tray 2700 according to some implementation schemes is depicted. The game coin tray 2700 is generally similar to... Figure 24A The game coin tray 2400 depicted includes a flatbed scanner for capturing image data of game coins corresponding to the channels 2702 of the game coin tray 2700, except that the game coin tray 2700 includes a flatbed scanner for capturing image data of game coins corresponding to the channels 2702 of the game coin tray 2700.
[0556] The main body of the game coin tray 2700 is defined by the front wall 2704, side wall 2706, and rear wall 2710. (As in...) Figure 27A Unlike the coin tray 2300 depicted in the image, the coin tray 2700 does not have conical corner walls relative to the front wall 2704 and the side wall 2706.
[0557] In some implementations, the shape and geometry of the coin tray 2700, which is partially defined by the front wall 2704, side wall 2706 and rear wall 2710, can be complementary to a desktop monitoring subsystem that can be located on the coin tray 2700.
[0558] The geometry and shape of the coin tray 2700 are partly a function of the game played on the game table, the viewing angle of the cameras and sensors of the imaging component of the desktop monitoring subsystem that can be positioned on the coin tray 2700, and the shape of the game table itself. The geometry and shape of the coin tray 2700 allow the imaging component of the desktop monitoring subsystem that can be positioned on the coin tray 2700 to capture image data of the coins located in all relevant areas of the game table (e.g., areas for placing one or more coins). In some embodiments, the accuracy of the resulting desktop monitoring data is improved if the image data captured by the desktop monitoring subsystem is centered on the coins. Furthermore, the geometry and shape of the coin tray 2700 cause the imaging component of the desktop monitoring subsystem to appear complementary to the geometry and shape of the coin tray 2700 when positioned on it.
[0559] Similar to the coin tray 2300, the coin tray 2700 can be mounted to a game table. In some implementations, the coin tray 2700 can be fastened to one or more sides of the game table using fasteners such as screws, nuts, bolts, and the like.
[0560] Similar to the coin tray 2400, in some embodiments, the coin tray 2700 includes a lip 2714 around at least a portion of the periphery of the coin tray. (As in...) Figure 27A As depicted, the coin tray 2700 includes a lip 2714 extending along the front wall 2704, side wall 2706, and rear wall 2710. When the coin tray 2700 is mounted on a game table, the lip 2714 can rest on the surface of the game table to support the coin tray 2700 against the game table.
[0561] In some implementation schemes, such as in Figure 27A As depicted, the game coin tray 2700 includes a card reader unit 2712 similar to the card reader unit 606 described herein.
[0562] In some embodiments, one or more optical sensors 2718 are configured to capture image data corresponding to the game coin 2716 in channel 2702. In some embodiments, the optical sensor 2718 is a flat panel sensor, such as a charge-coupled device (CCD) sensor scanner. The optical sensor 2718 is mounted to the bottom of tray 2700. (As in...) Figure 27C and Figure 27H As depicted, optical sensors 2718 are mounted at the base of each channel 2702, such that optical sensors 2718 are generally parallel to the longitudinal axis of channel 2702.
[0563] As in Figure 27C and Figure 27F As depicted, there is an optical sensor 2718 to capture image data of each channel 2702 of the coin tray 2700.
[0564] In some embodiments, the optical sensor 2718 includes a radiation emitter and a sensor. The optical sensor 2718 emits light in the visible spectrum. In some embodiments, the optical sensor 2718 emits infrared light. For radiation emitted from the optical sensor 2718 mounted to the bottom of the coin tray 2700 to be reflected from the coin 2716 received in the channel 2702, for each optical sensor 2718, each channel 2702 includes an aperture 2720, such as a slit extending longitudinally along the channel 2702, such that radiation emitted from the optical sensor 2718 can be reflected back from the coin 2716 to the optical sensor 2718. In some embodiments, the aperture 2720 extends downward along the center of the channel 2702. In other embodiments, the aperture 2720 extends along the channel 2702 and is offset from the center of the channel 2702. In some embodiments, the aperture 2720 may have a lens therein to protect the optical sensor 2718 from damage, for example, during the placement or removal of the coin 2716 from the channel 2702.
[0565] Optical sensor 2718 captures image data corresponding to the coin 2716 in channel 2702. In some embodiments, optical sensor 2718 captures image data at the imaging area 2722 of the coin 2716 corresponding to the side surface of the coin, as shown in... Figure 27I The image data captured by the optical sensor 2718 corresponds to color bars. The image data captured by the optical sensor 2718 can correspond to a pattern of colors defined by color markings on the side surface of the coin 2716 and the rotational orientation of the coin 2716 in channel 2702. Figure 27I An unfolded diagram 2724 depicts the imaging area 2722. The image data has a pixel length and a pixel thickness. In some examples, the color bars may be approximately 1080 pixels long and 1 to 8 pixels wide. Each pixel of the image data captured by the optical sensor 2718 corresponds to three values (red, green, and blue values). The image data captured by the optical sensor 2718 can be transmitted to the game monitoring server 104. Based on the image data captured by the optical sensor 2718, the game monitoring server 104 can determine the quantity of game coins 2716 in channel 2702 and identify the value of the game coins 2716. In some embodiments, the game monitoring server 104 can determine whether there are any spacers (e.g., transparent discs, dollar coins) or lammers placed with the game coins 2716.
[0566] In some implementations where the coin tray includes a time-of-flight sensor and an optical sensor 2718, the game monitoring server 104 can determine the depth of the coin and send a command to the optical sensor 2718 to illuminate only the portion of its radiation emitter corresponding to the depth of the coin 2716, so that the optical sensor 2718 not covered by the coin 2716 does not emit radiation and distracts the dealer.
[0567] The game tokens 2716 used in the gaming facility may have certain colors, patterns, and markings based on their denomination or value. Some colors, patterns, and markings may be more prominent on the game tokens 2716 than others. For example, a $1 denomination game token 2716 may be predominantly white in color, with gold and red markings and patterns on its side surface. When multiple identical game tokens 2716 are placed in a channel, the side surfaces of the game tokens 2716 may define axial stripes of white, red, and gold. When the colors, patterns, and markings of different denominations of game tokens 2716 are different, when different denominations of game tokens 2716 are placed in the channel 2702 of the game token tray 2700, the side surfaces of the game tokens 2716 may define axial stripes of color related to the denomination of a specific stack of game tokens 2716. An optical sensor 2718 mounted to the channel 2702 can capture image data of the side surface of the game token corresponding to the specific axial stripes of color, and this image data can be transmitted to the game monitoring server 104. The game monitoring server 104 can process image data to determine the denomination of game coins in channel 2702 of the game coin tray 2700.
[0568] In some implementations, the game monitoring server 104 can process image data corresponding to the imaging area 2722 captured by the optical sensor 2718 by processing the image data as bars of color or gradient space rather than pattern colors. In some implementations, bars of color, such as those defined by game coins 2716 in the coin tray, are generated by the rotational orientation of each game coin 2716 in the coin tray and can be a trailing effect of color corresponding to the denomination of the game coin. The game monitoring server 104 can identify game coins 2716 in the coin tray by using a threshold of color histogram values.
[0569] In some implementations, game tokens with a shared common denomination are placed in specific channels of a game token tray. For example, game tokens of different denominations (e.g., $1, $5, $25, $100, $500, $1000, $5000) are placed in their own channels. A specific channel may not contain game tokens of different denominations.
[0570] In some implementations, the game monitoring server 104 may use a weighted list of colors to identify the denomination of the game tokens in the channel. The game monitoring server 104 may assign weights to colors such that the most common color for a particular denomination is weighted more heavily than colors that are uncommon for a particular denomination or common for multiple denominations. In some examples, the sides of the game token may have four colors, with two of these colors constituting the majority of the side surface of the game token. The game monitoring server 104 may detect that image data corresponding to imaging area 2722 includes two dominant colors and may determine the value of the game token and the value of the game token's overlay.
[0571] Based on the specific orientation of a game coin 2716 relative to an optical scanner 2718, the optical scanner 2718 can capture image data corresponding to a less dominant color of the side surface of the game coin 2716. For game coins of different denominations, the less dominant color may resemble the dominant color. This can lead to errors in determining the denomination of a game coin in a particular channel. In some embodiments, to reduce this error, the image data captured by the optical sensor 2718 may correspond to the colors of the side surfaces of multiple game coins 2716. By determining the colors of the side surfaces of multiple game coins 2716, the identification of the denomination of the game coin 2716 by the game monitoring server 104 may be more accurate and reliable because the possibility of incorrectly identifying the denomination of the game coin based on the less dominant color is reduced.
[0572] In some implementations, the side surface of the coin 2716 may be primarily one color. In such implementations, the game monitoring server 104 may randomly determine the coin's denomination based on whether the dominant color is detected at a percentage greater than a threshold. For example, image data corresponding to the side surface of the coin 2716, such as that captured by the optical sensor 2718, may include a 1080-pixel by 3-pixel matrix. The game monitoring server 104 may process the image data and determine the color corresponding to the image data. The game monitoring server 104 may further determine whether the dominant color is present at or above a threshold percentage, such as 70%. If the dominant color is present at or above the threshold percentage, the game monitoring server 104 may determine that the coin tray's passage includes a denomination associated with the dominant color. For example, a coin with a $1 denomination is primarily white in color. If the game monitoring server 104 determines that the dominant color of the image data is white and it is present at a percentage greater than 70%, then the game monitoring server 104 may determine that the coin 2716 is a $1 denomination coin 2716.
[0573] In some implementations, the filled coin tray may contain multiple coins 2716 of each denomination received in appropriate channels 2702 of the coin tray 2700. For example, there may be 20 or more coins of each denomination in the coin tray. The game monitoring server 104 can process image data captured by the optical sensor 2718 corresponding to the side surface of the coins in each channel and can determine the denomination of the coins in each channel. The game monitoring server 104 can compare its determination of the denomination of the coins in each channel and evaluate the accuracy of its determination. For example, the gaming facility may use coins of seven denominations. The game monitoring server 104 can determine that the coin tray has a certain number of coins of a certain denomination based on the image data from the optical sensor 2718. In some implementations, the game monitoring server 104 may determine that there are coins of seven denominations in the coin tray, which may instruct the game monitoring server 104 to correctly determine the denomination of the coins in the coin tray. In some implementations, the game monitoring server 104 can determine whether there are fewer or more than seven denominations of game coins in the game coin tray, which can indicate an error in determining the denomination of the game coins in the game coin tray.
[0574] Details of image processing performed by a game monitoring server 104 based on image data captured by an optical sensor 2718 for calculating the depth of game coins, game coin identification, and game coin counting are described in U.S. Patent No. 15 / 309,102 and PCT Application No. PCT / CA2016 / 050442, the entire contents of which are hereby incorporated by reference.
[0575] In some implementations, more than one denomination of game tokens 2716 may be placed in channel 2702. Different denominations of game tokens may be separated by spacers (e.g., clear game tokens without denomination or dollar coins). Image data captured by optical sensor 2718 may correspond to the spacers placed in channel 2702. Game monitoring server 104 may process the image data captured by optical sensor 2718 and determine that one or more spacers are placed in channel 2702. Based on the identification of spacers in channel 2702, game monitoring server 104 may process portions of the image data captured by optical sensor 2718 individually, said portions of the image data as defined by the number of spacers in channel 2702. For example, game monitoring server 104 may determine that a spacer is placed between two stacks of game tokens 2716. Game monitoring server 104 may identify the spacer as a boundary between the two stacks of game tokens 2716 and process image data corresponding to each of the two stacks of game tokens 2716 without the influence of the other stack.
[0576] In some implementations, the desktop monitoring subsystem may be located in the game coin tray without directly contacting it.
[0577] Figures 28A-28B This diagram illustrates the positioning of an example desktop monitoring subsystem 2800 onto an example game coin tray 2804 according to some implementation schemes. The desktop monitoring subsystem 2800 is generally similar to the desktop monitoring subsystem 1900 described herein. (As in...) Figure 28A As depicted, the desktop monitoring subsystem 2800 includes a first imaging component and a second imaging component. The first imaging component includes game coin recognition modules 2802a and 2802b, and the second imaging component includes game coin recognition modules 2802c and 2802d. The first and second imaging components are located at the corners of the game coin tray 2804, as shown in... Figure 28A As depicted in the text.
[0578] As in Figure 28B As depicted more clearly, although the desktop monitoring subsystem 2800 may be located at a corner of the coin tray 2804, the desktop monitoring subsystem 2800 does not directly contact the coin tray 2804; the desktop monitoring subsystem 2800 and the coin tray 2804 are defined by an air gap 2806 between them. In other words, the desktop monitoring subsystem 2800 is located in front of the tray 2804.
[0579] In some implementations, the desktop monitoring subsystem 2800 may be located on at least a portion of the tray 2804. In some implementations, the desktop monitoring subsystem 2800 may be positioned such that it covers at least a portion of the tray 2804.
[0580] In some implementations, the desktop monitoring subsystem uses a board that is positionable relative to the game coin tray.
[0581] Figures 29A-29B A schematic diagram illustrates the positioning of an example desktop monitoring subsystem 2900 relative to an example game coin tray 2904 according to some embodiments. The desktop monitoring subsystem 2900 is generally similar to the desktop monitoring subsystem 1900 described herein. Figure 29A As depicted, the desktop monitoring subsystem 2900 includes a first imaging component and a second imaging component. The first imaging component includes game coin recognition modules 2902a and 2902b, and the second imaging component includes game coin recognition modules 2902c and 2902d. The first and second imaging components are located at the corners of the game coin tray 2904, as shown in... Figure 29A As depicted in the text.
[0582] Plate 2906 can be fastened to the game table using fasteners such as screws, nuts, and bolts for mounting the desktop monitoring subsystem 2900 to the game table. The plate can be made of a rigid material such as metal. In some embodiments, the imaging components of the desktop monitoring subsystem 2900 can be mounted to plate 2906, which supports the desktop monitoring subsystem. In some embodiments, a coin tray 2904 can rest on plate 2906. In some embodiments, the desktop monitoring subsystem 2900 and the coin tray 2904 are mounted to plate 2906, as in... Figure 29B As depicted in the text.
[0583] In some implementations, there may be a board under each of the desktop monitoring subsystem 2900 and the game coin tray 2904 for mounting the desktop monitoring subsystem 2900 and the game coin tray 2904 to the gaming table.
[0584] When the desktop monitoring subsystem 2900 and the coin tray 2904 are mounted to the board 2906, the board provides rigidity and stability to the connection between the desktop monitoring subsystem 2900, the coin tray 2904, and the game table. By mounting the desktop monitoring subsystem 2900 to the board 2906 to connect the desktop monitoring subsystem 2900 and the game table, the camera of the imaging component can be flush with the board, and there can be a reduction in the movement or motion of the imaging component. This improves the quality of the image data captured by the desktop monitoring subsystem.
[0585] In some implementations where board 2906 supports desktop monitoring subsystem 2900 and coin tray 2904 is used for connection to the gaming table, wires, cables, and circuits can slide down between the side wall of the gaming table and the gaming tray for connection to the gaming desktop server 104. Where only one of desktop monitoring subsystem 2900 or coin tray 2904 is connected to board 2906, there may be wire ports for guiding wires, cables, and circuits through them.
[0586] In some implementations, the desktop monitoring subsystem and the game coin tray can be integrated as a whole.
[0587] Figures 30A-30B A schematic diagram illustrates the positioning of an example desktop monitoring subsystem 3000 relative to an example game coin tray 3004 according to some embodiments. The desktop monitoring subsystem 3000 is generally similar to the desktop monitoring subsystem 1900 described herein. Figure 30A The desktop monitoring subsystem 3000, as depicted, includes a first imaging component and a second imaging component. The first imaging component includes game coin recognition modules 3002a and 3002b, and the second imaging component includes game coin recognition modules 3002c and 3002d. The first and second imaging components are located at the corners of the game coin tray 3004, as shown in... Figure 30AAs depicted in the text.
[0588] As in Figure 30B As depicted, the main bodies of the first and second imaging components of the desktop monitoring subsystem 3000 are integrally formed with the game coin tray 3004 to define the overall main body, which defines the main bodies of the desktop monitoring subsystem 600 and the game coin tray 3004. When the desktop monitoring subsystem 3000 and the game coin tray 3004 are integrally formed, the cameras of the first and second imaging components can be more flush when the desktop monitoring subsystem 3000 and the game coin tray 3004 are mounted on a game table.
[0589] Figures 31A-31E A schematic diagram of an example desktop monitoring subsystem 3100 located on an example game coin tray 3106 having multiple game coins 3106, according to some embodiments, is shown.
[0590] Figure 31A A desktop monitoring subsystem 3100a is depicted located at a corner of a game coin tray 3104. The desktop monitoring subsystem 3100a includes game coin recognition modules 3102a, 3102b, 3012c, and 3102d for capturing image data corresponding to one or more game coins located in an area of the game table for placing one or more game coins. The desktop monitoring subsystem 3100a also includes subsystem sidewalls 3112a and 3112b. (As shown in...) Figure 31A The diagram depicts a game coin recognition module located on the subsystem sidewalls 3112a and 3112b. In some embodiments, the desktop monitoring subsystem 3100a may include a game coin recognition module located on the subsystem sidewalls 3112a and / or 3112b.
[0591] Figure 31B A desktop monitoring subsystem 3100b is depicted located at the corner of a game coin tray 3104. The desktop monitoring subsystem 3100b includes game coin recognition modules 3102a, 3102b, 3012c, 3012d, 3012e, and 3102f for capturing image data corresponding to one or more game coins located in an area of the game table for placing one or more game coins. The desktop monitoring subsystem 3100b also includes subsystem sidewalls 3112a and 3112b. (As shown in...) Figure 31BThe depiction does not include a coin recognition module located on the subsystem sidewalls 3112a and 3112b. In some embodiments, the desktop monitoring subsystem 3100b may include a coin recognition module located on the subsystem sidewalls 3112a and / or 3112b. In some embodiments, a card reader unit 3110 may be located on the subsystem sidewall 3112a. In other embodiments, a card reader unit 3110 may be located on the subsystem sidewall 3112b. In some embodiments, the coin recognition module and / or card reader unit may be located between coin recognition modules 3102c and 3102d, as shown in... Figure 31B As depicted in the text.
[0592] Figure 31C A desktop monitoring subsystem 3100c is depicted located at a corner of a game coin tray 3104. The desktop monitoring subsystem 3100c includes game coin recognition modules 3102a, 3102b, 3012c, 3012d, and 3012e for capturing image data corresponding to one or more game coins located in an area of the game table for placing one or more game coins. The desktop monitoring subsystem 3100c also includes subsystem sidewalls 3112a, 3112b, 3112c, and 3112d. (As shown in...) Figure 31C The diagram depicts a system without game coin recognition modules located on the subsystem sidewalls 3112a, 3112b, 3112c, and 3112d. In some embodiments, the desktop monitoring subsystem 3100c may include game coin recognition modules located on the subsystem sidewalls 3112a, 3112b, 3112c, and / or 3112d.
[0593] Figure 31D A desktop monitoring subsystem 3100d is depicted located at the corner of a game coin tray 3104. The desktop monitoring subsystem 3100d includes game coin recognition modules 3102a, 3102b, 3012c, 3012d, and 3012e for capturing image data corresponding to one or more game coins located in an area of the game table for placing one or more game coins. The desktop monitoring subsystem 3100d also includes subsystem sidewalls 3112a, 3112b, 3112c, and 3112d. (As shown in...) Figure 31DThe diagram depicts a system without coin recognition modules located on the subsystem sidewalls 3112a, 3112b, 3112c, and 3112d. In some embodiments, the desktop monitoring subsystem 3100d may include coin recognition modules located on the subsystem sidewalls 3112a, 3112b, 3112c, and / or 3112d. In some embodiments, a card reader unit 3110 may be located on the subsystem sidewall 3112a. In other embodiments, a card reader unit 3110 may be located on the subsystem sidewalls 3112a, 3112b, 3112c, and / or 3112d.
[0594] Figure 31E The desktop monitoring subsystem 3100e is depicted located at the corner of the game coin tray 3104. Figure 31E The short dashed lines depict the lip 3108 of the tray 3104. The desktop monitoring subsystem 3100e includes coin recognition modules 3102a, 3102b, 3012c, 3012d, and 3012e for capturing image data corresponding to one or more coins located in the betting area of the gaming table. The desktop monitoring subsystem 3100e also includes subsystem sidewalls 3112a, 3112b, 3112c, and 3112d. (As shown in...) Figure 31E The diagram depicts a system without coin recognition modules located on the subsystem sidewalls 3112a, 3112b, 3112c, and 3112d. In some embodiments, the desktop monitoring subsystem 3100e may include coin recognition modules located on the subsystem sidewalls 3112a, 3112b, 3112c, and / or 3112d. In some embodiments, a card reader unit 3110 may be located on the subsystem sidewall 3112a. In other embodiments, a card reader unit 3110 may be located on the subsystem sidewalls 3112a, 3112b, 3112c, and / or 3112d.
[0595] Figures 32A-32B This diagram illustrates game coins in a game coin tray monitored by a desktop monitoring subsystem, according to some implementation schemes.
[0596] In operation, each imaging component of the desktop monitoring subsystem (e.g., the camera and transmitter of the game coin recognition device) captures image data and transmits the image data and other data (e.g., from sensors installed on the game table, from the card reader unit, etc.) to the desktop monitoring facility 106 for provision to the game monitoring server 104. For example, in... Figures 32A-32BAs depicted, each tray imaging component (e.g., a time-of-flight sensor 3212, a camera 3208, and an optical sensor 3218 mounted to the bottom of tray 3204) can transmit data corresponding to the game coins 3216 in tray 3204 to desktop monitoring facility 106 for provision to game monitoring server 104. For example, as in Figure 32B As depicted, the desktop monitoring subsystem 3200 includes four cameras 3208a, 3208b, 3208c, and 3208d having fields of view 3210a, 3210b, 3210c, and 3210d overlapping with the channel 3206 of the coin tray 3204. Cameras 3208 can capture image data corresponding to the side surface of the coin 3216. A time-of-flight sensor 3212 can emit radiation, such as a laser 3214, towards the coin 3216, which is reflected back to the time-of-flight sensor 3212. An optical sensor 3218 can capture image data corresponding to the side surface of the coin 3216.
[0597] Image data corresponding to game coins on the game table is captured by the game coin recognition module and transmitted to the game monitoring server 104 for processing to identify game coin value data. Image data corresponding to the transfer of game coins in the game coin tray is captured by tray imaging components (e.g., time-of-flight sensor 2418, tray monitoring camera 2504 or 2606 as described herein, and optical sensor 2718) and transmitted to the game monitoring server 104 for processing to identify game coin transfer data.
[0598] The game monitoring server 104 and the imaging component for placing one or more game coins and a tray can undergo calibration before capturing image data. Based on data from the imaging component, the game monitoring server 104 can be configured to generate an electronic representation of the game table (including the game coin tray). The game monitoring server 104 can calculate depth data of the game coins detected on the game table and the game coin tray. The game monitoring server 104 can be configured to process the image data using a game coin recognition process to determine, among other values, the number of game coins used in a game action, the number of game coins in the game coin tray, and the value of the game coins. Details of the image processing performed by the game monitoring server 104 for calculating the depth of game coins, game coin recognition, and game coin counting are described in U.S. Patent No. 15 / 309,102 and PCT Application No. PCT / CA2016 / 050442, the entire contents of which are hereby incorporated by reference.
[0599] In some implementations, the game monitoring server 104 may process image data captured by the coin recognition module and / or the tray imaging component from top to bottom. For example, image data captured by the tray monitoring camera 3208 is processed from top to bottom. In some implementations, the image data may be processed from top to bottom, depending on the source of the image data. For example, image data captured by an optical sensor 3218 mounted at the bottom of the coin tray is processed from bottom to top.
[0600] In some implementations, based on data transmitted from the coin recognition module and the tray imaging component, the game monitoring server 104 can track the quantity of coins in the coin tray, determine the value of coins placed on the table by players, and calculate player wins and losses. Furthermore, based on data transmitted from the card tray and / or card reader unit (corresponding to card values and suits) and data corresponding to the quantity of coins in the tray, the game monitoring server 104 can determine the value of each hand, the winners and losers of each game, whether players split wins, and how many coins were transferred for each game and each hand.
[0601] The embodiments described herein provide a desktop monitoring subsystem with imaging and sensor components. The desktop monitoring subsystem captures image and sensor data for use in providing desktop monitoring subsystem 104 to calculate desktop monitoring data.
[0602] Figure 33 A schematic diagram of a sensor array device 3300 for a desktop monitoring subsystem according to some embodiments is shown. The desktop monitoring subsystem may include a microcontroller, a sensor array network, and connecting cables. The microcontroller may run logic-level code for examining onboard sensors (e.g., sensors integrated into the game table via the desktop monitoring subsystem) to determine desktop monitoring data by triggering the capture of image data based on predetermined thresholds. The microcontroller may also emulate the host's serial communication protocol. The sensor array network may include interconnected sensors capable of communicating with each other. The sensors may be integrated into the game table and positioned relative to the play area of the table. They may all be connected via the microcontroller and their routes determined accordingly. The connecting cables may handle digital serial signals and allow the device to connect to a computer with a free port via USB or other protocols (e.g., wireless). Data may be transmitted via USB cable or other protocols and may be read by a utility program on the host computer.
[0603] In some implementations, the sensor array device 3300 is an array of time-of-flight sensors. If an object is placed on the sensor array device 3300, the sensor array device 3300 identifies the object's placement based on the number of triggered sensors and transmits the data to the game monitoring server 104. The game monitoring server 104 can process this data and determine the type of object placed on the sensor array device 3300. For example, the game monitoring server 104 can process this data and determine whether the object is a playing card, game token, or money.
[0604] In some gaming facilities, dealers carry their own tips. Dealers may have a lockbox for storing their tips. Dealers may carry the lockbox when they change jobs and work at different tables. Dealers can count their tips, and they may be subject to taxation on their tips. To avoid paying tax on their tips, some dealers break into the lockbox to steal tips, thus avoiding taxation. Furthermore, lower-denomination tokens are given as game currency, so if these lower-denomination tokens are stolen, it may lead to more frequent refilling of the token tray.
[0605] Figure 34A-34M This diagram illustrates tips monitored by a desktop monitoring subsystem 3400 according to some implementation schemes.
[0606] The desktop monitoring subsystem 3400 includes multiple game coin recognition modules 3402. The desktop monitoring subsystem 3400 is located on the game coin tray 3404. (The last sentence appears to be incomplete and unrelated to the preceding text.) Figure 34A As depicted, for example, an area of the game table 3408 may be defined as a tipping area 3412 by the desktop monitoring subsystem 3400 and / or the game monitoring server 104, where tips 3410 are placed. The tipping area 3412 may be accessible to the game coin recognition module 3402, such as the game coin recognition module 3402a.
[0607] Figure 34C The image depicts a sample image obtained from the game coin recognition module 3402a in tip area 3412, where there is no tip 3410 in tip area 3412. Figure 34D The image depicts a sample image obtained from the game coin recognition module 3402a in tip area 3412, where there is no tip 3410 (in the form of game coins) in tip area 3412.
[0608] After the tip 3410 is placed in the tip area 3412, the dealer, supervisor, or employee of the gaming facility can approve the tip amount. The game coin recognition module 3402 can capture image data corresponding to the tip 3410 in the tip area 3412. The game monitoring server can determine the amount of the tip 3410 placed in the tip area 3412 and associate the tip amount with the dealer, for example, by associating the tip amount with the dealer's identification number.
[0609] After the tip 3410 is related to the dealer, game coins can be placed in the game coin tray for use during the game, such as in... Figure 34E and Figure 34F As depicted in the text. In this way, dealers can be associated with tips without carrying tips around or carrying a lockbox for storing tips.
[0610] In some implementations, when tip 3410 is placed in tip area 3412, instead of associating tip 3410 with the dealer, game monitoring server 104 can count tip 3410, determine the value of tip 3410, and verify that tip 3410 is not counterfeit game currency.
[0611] In some implementations, the game coin recognition module 3402 may include an additional camera for capturing image data corresponding to the tips 3410 placed in the tip area 3412.
[0612] In some implementations, the desktop monitoring subsystem includes one or more electromagnetic field sensors 3502, such as in Figure 35A and Figure 35B As depicted in the diagram, the electromagnetic field sensor 3502 can generate an electromagnetic field. The electromagnetic field sensor 3502 can also generate data corresponding to when an object, such as a player's or dealer's hand, enters the electromagnetic field and data corresponding to gestures performed within the electromagnetic field. The data generated by the electromagnetic field sensor 3502 can correspond to interference with the generated electromagnetic field and distortions caused by objects in the generated electromagnetic field, such as the direction of the interference, the size of the object, and the object's motion (e.g., gestures). In some examples, the electromagnetic field sensor 3502 includes a central antenna for generating the electromagnetic field and four external antennas for detecting interference with the electromagnetic field. In some examples, the electromagnetic field sensor 3502 is a GestlC... TM Gesture recognition controller.
[0613] The electromagnetic field sensor 3502 can be placed under the game table or between the game table and the felt of the game table, the felt corresponding to a relevant area of the game table, such as an area for placing one or more game coins.
[0614] In some implementations, data generated by the electromagnetic field sensor 3502 can be transmitted to the game monitoring server 104. While processing the data, the game monitoring server 104 can determine whether a player or dealer has touched a game coin. For some games, if the period for game actions has ended, the player and / or dealer are not permitted to touch game coins placed in the area for storing one or more game coins. Players and / or dealers may steal or tamper with game coins.
[0615] In some implementations, the game monitoring server 104 may determine a player's gestures based on data generated by the electromagnetic field sensor 3502. For some games, players may perform gestures to convey instructions. For example, a player may tap the surface of the game table to "hit" in a card game or receive cards from the dealer. As another example, the game monitoring server 104 may determine whether a player performs a gesture indicating pass or tie.
[0616] In some implementations, the electromagnetic field sensor 3502 can be used to detect the authenticity of game tokens. Counterfeit game tokens may generally resemble real game tokens in the game facility in shape and appearance, but the materials used may differ. For example, tungsten can be used to manufacture real game tokens, while counterfeit tokens can be made of steel, tin, or clay. The electromagnetic field sensor 3502 can generate a signal based on the interaction between the game token's material and the magnetic field. The electromagnetic field sensor 3502 can detect resistance or capacitance based on the interaction between the game token's material and the magnetic field. The signal can be transmitted to a game monitoring server 104, which, while processing the data, can determine the authenticity of the game token in the electromagnetic field of the electromagnetic field sensor 3502.
[0617] Figures 36A-36C This diagram illustrates a portion of an example desktop monitoring subsystem 3600 configured to verify game coins 3610 on a game table according to some implementation schemes. The desktop monitoring subsystem 3600 includes a game coin recognition module 3602. The game coin recognition module includes a camera 3604, a proximity sensor 3606 (e.g., a time-of-flight sensor), and an ultraviolet emitter 3608.
[0618] In some embodiments, the game coin 3610 may include a security feature 3612, such as a pattern, which becomes illuminated when ultraviolet light shines on it. The game coin 3610 may be placed near the transmitter 3608 to illuminate the security feature 3612 of the game coin 3610. When the game coin 3610 is placed near the transmitter 3608, the proximity sensor 3606 may detect that the game coin 3610 is near the transmitter and may cause the transmitter 3608 to emit ultraviolet light. In some embodiments, the dealer may see whether the security feature 3612 is illuminated to determine whether any game coin 3610 is a counterfeit game coin 3614. In some embodiments, the game coin identification module 3602 may capture image data corresponding to the game coin 3610, and the game monitoring server 104 may determine whether any game coin 3610 is a counterfeit game coin 3614.
[0619] In some implementations, the desktop monitoring subsystem can be triggered to recapture image data corresponding to game coins in a specific area for placing one or more game coins, or in a specific aisle of the game coin tray. For example, the dealer may observe an incorrectly performed game action in a specific area for placing one or more game coins. The dealer may trigger the desktop monitoring subsystem to recapture image data at the specific area for placing one or more game coins where the game action was incorrectly performed, and the game monitoring server 104 may associate the recaptured image data with the same timestamp and data associated with the originally captured image. As another example, the game monitoring server 104 may determine that a game action was not performed correctly (e.g., using the wrong game coin for the game action) and may trigger the desktop monitoring subsystem to recapture image data.
[0620] Figures 37A-37C A schematic diagram of an example desktop monitoring subsystem 3700a configured to recapture image data according to some implementation schemes is shown. (As in...) Figure 37A The desktop monitoring subsystem 3700a depicted is generally similar to the desktop monitoring subsystem 1900. The desktop monitoring subsystem 3700a is located in the coin tray 3708. The desktop monitoring subsystem 3700a includes a first imaging component, which includes coin recognition modules 3702a and 3702b, generally similar to the coin recognition module 1902, and a display 3704, except that the first imaging component of the desktop monitoring subsystem 3700a includes a recapture button 3706 for recapturing image data. For example, the dealer can press the recapture button 3706 to trigger the desktop monitoring subsystem 3700a to recapture image data of a specific area used to place one or more coins.
[0621] In some implementations, the recapture button 3706 may be displayed on the display 3704. Where the display 3704 is a touchscreen, the dealer may press the recapture button 3706 on the touchscreen to trigger the desktop monitoring subsystem 3700a to recapture image data of a specific area used to place one or more game coins.
[0622] As in Figure 37C The desktop monitoring subsystem 3700b depicted is generally similar to the desktop monitoring subsystem 2000. The desktop monitoring subsystem 3700b may be located on or off the surface of a game table, on or off a coin tray 3708. The desktop monitoring subsystem 3700b includes imaging components, including a coin recognition module 3702, generally similar to a coin recognition module 2002, and a display 3704.
[0623] In some implementations, the recapture button 3706 may be displayed on the display 3704. Where the display 3704 is a touchscreen, the dealer may press the recapture button 3706 on the touchscreen to trigger the desktop monitoring subsystem 3700b to recapture image data of a specific area used to place one or more game coins.
[0624] Figure 38A-38G This illustrates example graphical renderings of desktop data collected by a desktop monitoring subsystem reproduced on a web-based interface, according to some implementation schemes.
[0625] Figure 38A Example of a web-based interface 3800 is depicted. The web-based interface can be provided as a front-end interface 110 existing on different types of devices. For example, the front-end interface 110 may exist in a computer. The front-end interface 110 can generate, assemble, and transmit interface screens as web-based configurations, such as web-based interface 3800. (As in...) Figures 38A to 38G As depicted, the front-end interface 110 can provide an interface 3800, which includes an interface button 3802, a search field 3804, a navigation search field 3806, a table 3808, and / or a curve 3810 for data processed by the game monitoring server 104, a change display button 3812, a display option button 3814, a download button 3816, and / or an update button 3818.
[0626] Users can press one of the interface buttons 3802 to change the interface provided by the front-end interface 110. For example, users can press one of the interface buttons 3802 to access the home page, dashboard, field monitoring, file or report manager.
[0627] Users can enter filters in search field 3804, such as game name, start date, end date, and participation percentage, to filter the data presented on interface 3800.
[0628] Users can enter search terms in the navigation search field 3806 for the front-end interface 110 to provide and reproduce data related to the search terms on the interface 3800. For example, users can enter search terms for the front-end interface 110 to display statistics such as the dealer's hourly hand, table game currency statistics, and player game currency statistics.
[0629] Front-end interface 110 can provide tables (e.g., as in...) processed by the game monitoring server. Figures 38A to 38C The table (3808) or chart (e.g., as depicted in) Figures 38D to 38G The data is presented in the form of a chart (3810). Users can switch between displaying tables or charts, or displaying charts (such as live graphs or bar charts) in a specific style by pressing the change display button (3812).
[0630] Users can change certain display settings of table 3808 or chart 3810 by pressing the display options button 3814. For example, users can choose whether to display the background, icon symbols, points, and variation limits.
[0631] Users can download Form 3808 or Chart 3810 by pressing the Download button 3816 for saving or printing. Form 3808 or Chart 3810 can be updated by pressing the Update button 3818.
[0632] Users can download an application on their smartphones to display desktop monitoring data generated by the game monitoring server 104. Figure 39 A schematic diagram illustrating example graphical rendering reproduced on a user device according to some implementation schemes is shown. Figure 39 An example user device interface 3900 is depicted. User device interface 3900 may be provided by a front-end interface 110 existing on different types of devices. For example, front-end interface 110 may exist in a user's smartphone. Front-end interface 110 may generate, assemble, and transmit the interface screen of the phone's applications, such as user device interface 3900. In some embodiments, a user may download an application on their smartphone and enter login information, such as an identification number from a gaming facility membership card. In some embodiments, a user may enter information related to a gaming table, such as a table identification number, to fully log in to the application. Game monitoring server 104 may determine that the login information is correct, and front-end interface 110 may provide user device interface 3900 on the user's smartphone. Based on the login information used, front-end interface 110 may provide user-related, login-related data. (See also...) Figure 39As depicted, the front-end interface 110 provides an interface 3900 including one or more interface buttons 3902. Users can press the interface buttons 3902 of the front-end interface 110 to display data processed by the game monitoring server 104 on the device. For example, users can press the interface buttons 3902 to review their rewards and any compensatory benefits, points or credits earned by playing games at the gaming facility, the amount players have placed on the game table, the amount won and / or lost, upcoming promotions at the gaming facility, the layout of the gaming facility, the number of players at the table, and statistics related to the dealer, such as dealers who handle more hands (indicating fast dealers), dealers who touch fewer hands (indicating slow dealers), and dealers who have developed good relationships with players.
[0633] In some implementations, after a user logs into the application with their login information, the game monitoring server 104 can tag the captured data while the user is playing the game to make the captured data relevant to the user.
[0634] In some implementations, image data captured by the desktop monitoring subsystem can be transmitted to the user. The image data captured by the desktop monitoring subsystem may include in-game currency used during gameplay and may include the user's background. For example, the captured image data may correspond to in-game currency won by the user.
[0635] Figure 40A This is a schematic diagram showing users 4010 and 4020 playing games at the game table. The desktop monitoring subsystem 4000 monitors the game table. The desktop monitoring subsystem 4000 includes a game coin recognition module 4002. Figure 40B A sample image of user 4010 is depicted from the game coin recognition module 4002 of the desktop monitoring subsystem.
[0636] In some implementations, after user 4010 wins the game, the game monitoring server 104 may transmit image data corresponding to the moment user 4010 won the game, such as, for example, in Figure 40B As depicted in the image. In some implementations, image data may be transmitted to the user via email. In some implementations, the user can access the image data via, as described in the image above. Figure 39 The aforementioned smartphone application is used to access image data.
[0637] In some implementations, the game monitoring server 104 may receive image data captured from the desktop monitoring subsystem to generate desktop monitoring data. In some implementations, the game monitoring server may receive image data captured by one or more overhead cameras, such as security cameras, for calibrating the imaging components of the desktop monitoring subsystem.
[0638] Figure 41AA schematic diagram depicting game coins 4108 on a game table 4106. The game coin recognition module 4102 of the desktop monitoring subsystem 4100, for example, game coin recognition module 4102b, can capture image data of the game coins 4108. (As shown in...) Figure 41A As depicted, the game coin recognition module 4102b can capture image data of the side of the stack corresponding to the game coin 4108.
[0639] Figure 41B A schematic diagram depicting game coins 4108 on game table 4106. (As shown in...) Figure 41A and Figure 41B As depicted, a security camera 4110 may be located on a game table 4106, such that the security camera 4110 can capture image data corresponding to the game table 4106, the game coin 4108, and the area 4104 on which the game coin 4108 is placed for placing one or more game coins.
[0640] Image data captured by security camera 4110 can be transmitted to game monitoring server 104. Game monitoring server 104 can also determine the distance from game table 4106 to security camera 4110. Game monitoring server 104 can process the image data captured by security camera 4110 to determine the position of game coin 4108 relative to desktop monitoring subsystem 4100 and game table 4106, for calibrating the imaging components (e.g., cameras) of desktop monitoring subsystem.
[0641] In some implementations, based on image data captured by security camera 4110, game monitoring server 104 can determine the height 4114 and width 4116 of the game coin. Game monitoring server 104 can also determine the position 4112 of the game coin from image data captured by the imaging component of desktop monitoring subsystem 4100.
[0642] In some implementations, distinguishing markings may be printed on the game table, the desktop monitoring subsystem, or both, to orient the security camera 4110 so that image data captured by the security camera 4110 can be processed by the game monitoring server 104 to calibrate the desktop monitoring subsystem. For example, in Figure 41C As depicted, the desktop monitoring subsystem 4100 may have a QR code 4120 printed thereon. (As shown in...) Figure 41D As depicted, QR codes 4120 can be printed on both the felt of the game table 4106 and the desktop monitoring subsystem 4100. (As shown in...) Figure 41E As depicted, the game table 4106 may have a QR code 4120 printed on it. Although Figure 41C , 41D The 41E depicts the use of QR codes as distinguishing markers, but other distinguishing markers that can be detected by security camera 4110 to orient themselves may be used.
[0643] In some implementations, security camera 4110 may capture image data corresponding to QR code 4120. Game monitoring server 104 may process the image data corresponding to QR code 4120 and may determine the identification of game table 4106 and the three-dimensional orientation of game table 4106. Game monitoring server 104 may also generate a three-dimensional model of game table 4106. The QR code may be a mark that can be used by a human user or may be invisible.
[0644] The captured image data from the QR code 4120 printed on the desktop monitoring subsystem 4100 can also be processed to identify the desktop monitoring subsystem 4100, for example, to retrieve maintenance records of the desktop monitoring subsystem 4100 and schedule upcoming maintenance or performance reviews.
[0645] Figures 42A to 42G Another example desktop monitoring subsystem 4200 according to some implementation schemes is depicted. Desktop monitoring subsystem 4200 can be used to monitor a table used for playing games. Desktop monitoring subsystem 4200 is generally similar to desktop monitoring subsystem 600, except that desktop monitoring subsystem 4200 includes a lammer rack 4210 for receiving lammers used during gameplay. Desktop monitoring subsystem 4200 includes a first imaging component and a second imaging component. (As in...) Figure 42A As depicted, a first imaging component is located at a first corner of the coin tray 4222, and a second imaging component is located at a second corner of the coin tray 4222. The coin tray 4222 includes one or more channels 4224 for receiving coins.
[0646] The imaging component of the desktop monitoring subsystem 4200 includes five game coin recognition modules 4202a, 4202b, 4202c, 4202d, and 4202e. Each game coin recognition module 4202 includes one or more cameras 4204 and transmitters 4205 to capture image data. (As shown in...) Figure 42A As depicted, the main bodies of game coin recognition modules 4202a, 4202b, 4202c, 4202d, and 4202e are connected to define the overall body of the desktop monitoring subsystem 4200.
[0647] In some implementations of the desktop monitoring subsystem 4200 for card games, the camera 4204 and transmitter 4205 may be positioned at a height above the game table, such that the field of view of the camera 4204 and transmitter 4205 is not obstructed by game coins or game devices (e.g., boxes for collecting lambs) placed in various areas of the game area, such as game areas relatively close to or relatively far from the desktop monitoring subsystem 4200.
[0648] As in Figure 42A As depicted in the diagram, similar to the desktop monitoring subsystem 600, game coin recognition modules 4202a, 4202b, and 4202c are defined at angle 4228a, and game coin recognition modules 4202c, 4202d, and 4202e are defined at angle 4228b. Angles 4228a and 4228b substantially correspond to the first and second angles of the game coin tray 4222, such that the geometry and shape of the desktop monitoring subsystem 4200 are complementary to the geometry and shape of the game coin tray 4222 where the desktop monitoring subsystem 4200 is located.
[0649] In some implementations, similar to desktop monitoring subsystem 600, desktop monitoring subsystem 4200 may include a card reader unit, typically similar to card reader unit 606, for capturing image data corresponding to one or more cards used during the game.
[0650] Similar to desktop monitoring subsystem 600, desktop monitoring subsystem 4200 includes an illumination bar 4208 that is generally similar to illumination bar 608 and can provide illumination in all or part of the field of view of the imaging component.
[0651] Similar to desktop monitoring subsystem 600, desktop monitoring subsystem 4200 includes a display 4220 and a button 4221, typically similar to a display 610 and a button 612, for displaying data processed by game monitoring server 104.
[0652] In some implementations, the desktop monitoring subsystem 4200 may include a tray imaging component, such as a time-of-flight sensor, tray monitoring camera, and optical sensor typically similar to time-of-flight sensor 2418, tray monitoring camera 2504 and 2606, and optical sensor 2718, as described herein, to capture data corresponding to game coins in the game coin tray 4222 for transmission to the game monitoring server 104.
[0653] As in Figure 42A The desktop monitoring subsystem 4200, as depicted, includes a lammer rack 4210. The lammer rack 4210 includes multiple vertical channels 4212 for receiving lammers used during card games. In some embodiments, the lammers may represent commission owed to the dealer, and the lammers may be exchanged for game tokens at convenience. The diameter of the channels 4212 may be manufactured to accommodate the lammers used during card games.
[0654] In some implementations, the desktop monitoring subsystem 4200 and the Lammer rack 4210 are connected. In other implementations, the desktop monitoring subsystem 4200 and the Lammer rack 4210 are removably connected.
[0655] In some implementations, one or more optical sensors, typically similar to optical sensor 2718, may be mounted axially along channel 4212 to capture image data of the lamers in channel 4212. Game monitoring server 104 may process the data to determine the number of lamers in channel 4212.
[0656] In some implementations, the desktop monitoring subsystem may reside on the game coin tray without directly contacting it. For example, in... Figure 42A As depicted, the desktop monitoring subsystem 2800 is located on the front side of the game coin tray 4222. (As shown in...) Figure 42C As depicted more clearly, although the desktop monitoring subsystem 4200 may be located on the game coin tray 4222, the desktop monitoring subsystem 4200 does not directly contact the game coin tray 4222; the desktop monitoring subsystem 4200 and the game coin tray 4222 are defined by an air gap 4226 between them. In other words, the desktop monitoring subsystem 4200 is located in front of the tray 4222.
[0657] In some implementations, the desktop monitoring subsystem 4200 may be located on at least a portion of the tray 4222. In some implementations, the desktop monitoring subsystem 4200 may be positioned such that it covers at least a portion of the tray 4222.
[0658] In some implementations, the desktop monitoring subsystem 4200 may be positioned relative to a set of double-layered coin trays. A first tray may be positioned on top of a second tray, and the first tray may be lifted upwards and pushed forward to expose the second tray. The first and second trays may have sufficient clearance between them such that displacement and positioning of the first tray does not damage the second tray, for example, through a collision between the first and second trays.
[0659] In some implementations, the desktop monitoring subsystem 4200 may include tray imaging components, such as time-of-flight sensors, tray monitoring cameras, and optical sensors typically similar to time-of-flight sensor 2418, tray monitoring cameras 2504 and 2606, and optical sensor 2718, as described herein, to capture data corresponding to game coins in the first and second trays configured in a dual-stack game coin tray configuration for transmission to game monitoring server 104.
[0660] Figures 43A to 43GAnother example desktop monitoring subsystem 4300 according to some implementation schemes is depicted. Desktop monitoring subsystem 4300 can be used to monitor a table used for playing card games. Desktop monitoring subsystem 4300 is generally similar to desktop monitoring subsystem 4200, except that desktop monitoring subsystem 4300 is integrally formed with the coin tray on which it is located. Desktop monitoring subsystem 4300 includes a first imaging component and a second imaging component. (As shown in...) Figure 43A As depicted, a first imaging component is located at a first corner of the coin tray 4322, and a second imaging component is located at a second corner of the coin tray 4322. The coin tray 4322 includes one or more channels 4324 for receiving coins.
[0661] The imaging component of the desktop monitoring subsystem 4300 includes five game coin recognition modules 4302a, 4302b, 4302c, 4302d, and 4302e. Each game coin recognition module 4302 includes one or more cameras 4304 and transmitters 4305 to capture image data. (As shown in...) Figure 43A As depicted, the main bodies of the game coin recognition modules 4302a, 4302b, 4302c, 4302d, and 4302e are connected to define the overall body of the desktop monitoring subsystem 4300.
[0662] In some implementations of the desktop monitoring subsystem 4300 for card games, the camera 4304 and transmitter 4305 may be positioned at a height above the game table, such that the field of view of the camera 4304 and transmitter 4305 is not obstructed by game coins or game devices (e.g., boxes for collecting lambs) placed in various areas of the game area.
[0663] As in Figure 43A As depicted in the diagram, similar to the desktop monitoring subsystem 4200, game coin recognition modules 4302a, 4302b, and 4302c are defined at angle 4328a, and game coin recognition modules 4302c, 4302d, and 4302e are defined at angle 4328b. Angles 4328a and 4328b substantially correspond to the first and second angles of the game coin tray 4322, such that the geometry and shape of the desktop monitoring subsystem 4300 are complementary to the geometry and shape of the game coin tray 4322 in which the desktop monitoring subsystem 4300 is located.
[0664] In some implementations, similar to desktop monitoring subsystem 600, desktop monitoring subsystem 4300 may include a card reader unit, typically similar to card reader unit 606, for capturing image data corresponding to one or more cards used during the game.
[0665] Similar to desktop monitoring subsystem 4200, desktop monitoring subsystem 4300 includes an illumination bar 4308 that is generally similar to illumination bar 4208 and can provide illumination in all or part of the field of view of the imaging component.
[0666] Similar to the desktop monitoring subsystem 4200, the desktop monitoring subsystem 4300 includes a display 4320 and a button 4321, which are generally similar to a display 4220 and a button 4221, for displaying data processed by the game monitoring server 104.
[0667] In some implementations, the desktop monitoring subsystem 4300 may include a tray imaging component, such as a time-of-flight sensor, tray monitoring camera, and optical sensor typically similar to time-of-flight sensor 2418, tray monitoring camera 2504 and 2606, and optical sensor 2718, as described herein, to capture data corresponding to game coins in the game coin tray 4322 for transmission to the game monitoring server 104.
[0668] As in Figure 43A As depicted, the desktop monitoring subsystem 4300 includes a lammer rack 4310 similar to the lammer rack 4210 of the desktop monitoring subsystem 4200. The lammer rack 4310 includes multiple vertical channels 4312 for receiving lammers used during card games. In some embodiments, lammers may represent commission owed to the dealer, and lammers may be exchanged for game tokens at convenience. The diameter of the channels 4312 may be designed, depending on the dimensions, to receive lammers used during card games.
[0669] In some implementations, the desktop monitoring subsystem 4300 and the Lammer rack 4310 are connected. In other implementations, the desktop monitoring subsystem 4300 and the Lammer rack 4310 are removably connected.
[0670] In some implementations, one or more optical sensors, typically similar to optical sensor 2718, may be mounted axially along channel 4312 to capture image data of the lamers in channel 4312. Game monitoring server 104 may process the data to determine the number of lamers in channel 4312.
[0671] In some implementations, the desktop monitoring subsystem may be located on the game coin tray, and the game coin tray may be formed as a single unit. For example, in... Figure 43CAs depicted, the desktop monitoring subsystem 4300 can be integrally formed with the game coin tray 4322 to define the overall body, which defines the main body of both the desktop monitoring subsystem 4300 and the game coin tray 4322. When the desktop monitoring subsystem 4300 and the game coin tray 4322 are integrally formed, the camera of the imaging component can be more flush when the desktop monitoring subsystem 4300 and the game coin tray 4322 are mounted on the gaming table.
[0672] Figures 44A to 44G Another example desktop monitoring subsystem 4400 according to some implementation schemes is depicted. Desktop monitoring subsystem 4400 can be used to monitor a table used for playing card games. Desktop monitoring subsystem 4400 is generally similar to desktop monitoring subsystems 4200 and 4300, except that desktop monitoring subsystem 4400 does not have a lammer rack. If the card game is played without commission, desktop monitoring subsystem 4400 may not need a lammer rack. Desktop monitoring subsystem 4400 includes a first imaging component and a second imaging component. (As in...) Figure 44A As depicted, a first imaging component is located at a first corner of the coin tray 4404, and a second imaging component is located at a second corner of the coin tray 4404. Figure 44A A card holder 4406 is depicted on a game table 4410 for distributing cards used in a card game.
[0673] The imaging component of the desktop monitoring subsystem 4400 includes five coin recognition modules. Each coin recognition module includes one or more cameras and transmitters to capture image data. In some embodiments, the cameras on the coin recognition modules of the desktop monitoring subsystem 4400 may include auxiliary cameras, such as high-resolution cameras or ultraviolet cameras.
[0674] As in Figure 44A As depicted, the camera and transmitter of the coin recognition module have a combined field of view 4408. The combined field of view 4408a, 4408b, 4408c, 4408d, and 4408e of the five coin recognition modules typically overlaps with the game table 4410 on which the coin is placed, for example, the coin. For example, in the case where the game table 4410 has a generally semi-circular shape, the combined field of view 4408a, 4408b, 4408c, 4408d, and 4408e of the five coin recognition modules can substantially cover the surface of the semi-circular game table on which the coin is placed (e.g., where game actions can be performed), depending on the radius of the semi-circular game table.
[0675] In some implementations, at least a portion of the fields of view of adjacent coin recognition modules overlap. For example, in... Figure 44AAs depicted, a portion of combined field of view 4408a overlaps with combined field of view 4408b, a portion of combined field of view 4408b overlaps with combined field of view 4408c, a portion of combined field of view 4408c overlaps with combined field of view 4408d, and a portion of combined field of view 4408d overlaps with combined field of view 4408e.
[0676] In some implementations, a desktop monitoring subsystem, such as desktop monitoring subsystem 2000, may be positioned such that its field of view covers an area of the game table, which may be obstructed from the field of view of desktop monitoring subsystem 4400, for example, by the card holder 4406. Based on data captured by desktop monitoring subsystem 4400 and processed by game monitoring server 104, game monitoring subsystem 4400 may determine that a portion of its field of view is obstructed. In some implementations, game monitoring server 104 may display a message on the display of desktop monitoring subsystem 4400 to prompt the dealer to trigger recapture of image data for that specific area.
[0677] When processing image data transmitted from desktop monitoring subsystems 4200, 4300, or 4400, game monitoring server 104 may be sensitive to the distance or depth of game coins placed on the game table used for playing games, as the depth of game coins can indicate game play characteristics, such as the type of game coin transfers made by players, thereby providing an accurate determination of win or loss for each player.
[0678] The implementation scheme described herein can provide automatic calculation and related statistics for manual base cards, including, for example, hourly shuffling.
[0679] A "card tray" is a card-dispensing mechanism on the game table that can contain several decks of cards. The dealer uses the card tray to obtain the cards used for each hand of play.
[0680] The "base tray" can be monitored by hardware components to provide metrics such as how many shuffles occur per hour and how many cards are dealt to players (including the dealer) per hour. For example, to count the cards on the manual base tray, magnets and magnetic sensors can be attached to the base tray and used to trigger when the base tray is short of cards.
[0681] Optionally, the dealer process may require the base to open on its side, with the weighted wedge of the base removed. This can be identified in cases where there are refurbished improvements to the base, either internally or externally, with tilt switches (i.e., single-axis gyroscopes). This identifies when the base is depleted and must be refilled. The table monitoring subsystem 104 can thus collect data about the cards, such as how many shuffles occur per hour (which varies as the base is depleted at different depths based on different playability scenarios), and instruct the table monitoring process when it is not necessary to look for player actions or the placement of coins into or removal from the coin tray.
[0682] The implementation scheme described in this article automates the process of counting statistics related to "base trays" (such as the number of base trays). Existing attempts may require data to be collected manually by the monitoring administrator.
[0683] Figure 45A The base 4500 can be positioned on various ramps (raised, lowered). Figures 45B to 45D Different views 4502, 4504, and 4506 of the card holder that can be used in the example implementation are shown. Figures 45E to 45I Different example positions 4508, 4510, 4512, 4514, and 4516 of the card holder on the game table are shown according to some example implementations.
[0684] In some implementations, the QR code may be printed on the base 4500, for example, at the bottom front right corner. For instance, the desktop monitoring subsystem 4400 may capture image data corresponding to the QR code, and the game monitoring server 104 may process the image data and determine the distance between the base 4500 and the desktop monitoring subsystem 4400. The game monitoring subsystem 104 may compare this distance to a threshold distance and determine whether the base obstructs the field of view of the desktop monitoring subsystem 4400, thereby reducing the quality of the image data captured by the desktop monitoring subsystem 4400.
[0685] Figures 46A to 46G An example desktop monitoring subsystem 4600 according to some implementation schemes is depicted. Desktop monitoring subsystem 4600 can be used to monitor a table used for playing card games. Desktop monitoring subsystem 4600 is generally similar to desktop monitoring subsystems 4200 and 4300. Desktop monitoring subsystem 4600 includes a first imaging component and a second imaging component. (As shown in...) Figure 46A As depicted, a first imaging component may be located on a first corner of the coin tray, and a second imaging component may be located on a second corner of the coin tray.
[0686] The imaging component of the desktop monitoring subsystem 4600 includes five game coin recognition modules 4602a, 4602b, 4602c, 4602d, and 4602e. Each game coin recognition module 4602 includes one or more cameras 4604 and transmitters 4605 to capture image data. (As shown in...) Figure 46A As depicted, the main bodies of the game coin recognition modules 4602a, 4602b, 4602c, 4602d, and 4602e are connected to define the overall body of the desktop monitoring subsystem 4600.
[0687] In some implementations of the desktop monitoring subsystem 4600 for card games, the camera 4604 and transmitter 4605 may be positioned at a height above the game table, such that the field of view of the camera 4604 and transmitter 4605 is not obstructed by game coins or game devices (e.g., boxes for collecting lambs) placed in various areas of the game area.
[0688] As in Figure 46A , Figure 46B and Figure 46C As depicted in the diagram, similar to desktop monitoring subsystems 4200 and 4300, game coin recognition modules 4602a, 4602b, and 4602c are defined at angle 4628a, and game coin recognition modules 4602c, 4602d, and 4602e are defined at angle 4628b. Angles 4628a and 4628b substantially correspond to the first and second angles of the game coin tray on which the desktop monitoring subsystem can be located, such that the geometry and shape of the desktop monitoring subsystem 4600 are complementary to the geometry and shape of the game coin tray on which the desktop monitoring subsystem 4600 can be located.
[0689] In some implementations, similar to desktop monitoring subsystems 4200 and 4300, desktop monitoring subsystem 4600 may include a card reader unit, typically similar to card reader unit 606, for capturing image data corresponding to one or more cards used during the game.
[0690] Similar to desktop monitoring subsystems 4200 and 4300, desktop monitoring subsystem 4600 includes an illumination bar 4608 that is generally similar to an illumination bar 608 and can provide illumination in all or part of the field of view of the imaging component.
[0691] Similar to desktop monitoring subsystems 4200 and 4300, desktop monitoring subsystem 4600 includes a monitor 4620, typically similar to monitor 610, for displaying data processed by game monitoring server 104.
[0692] In some implementations, the desktop monitoring subsystem 4600 may include a tray imaging component, such as a time-of-flight sensor, tray monitoring camera, and optical sensor typically similar to time-of-flight sensor 2418, tray monitoring camera 2504 and 2606, and optical sensor 2718, as described herein, to capture data corresponding to game coins in the game coin tray for transmission to the game monitoring server 104.
[0693] As in Figure 46A As depicted, the desktop monitoring subsystem 4600 includes a lammer rack 4610 similar to those in desktop monitoring subsystems 4200 and 4300, such as lammer racks 4210 and 4310. The lammer rack 4610 includes multiple vertical channels 4612 for receiving lammers used during card games. In some embodiments, lammers may represent commission owed to the dealer, and lammers may be exchanged for game tokens at convenience. The diameter of the channels 4612 may be designed to receive lammers used during card games.
[0694] In some implementations, the desktop monitoring subsystem 4600 and the Lammer rack 4610 are connected. In other implementations, the desktop monitoring subsystem 4600 and the Lammer rack 4610 are removably connected.
[0695] In some implementations, one or more optical sensors, typically similar to optical sensor 2718, may be mounted axially along channel 4612 to capture image data of the lamers in channel 4612. Game monitoring server 104 may process the data to determine the number of lamers in channel 4612.
[0696] The coin recognition modules 4602a and 4602e may be defined by a distance 4630 between them. In some embodiments, ...
Claims
1. A tray device for monitoring game coins in a tray, the game coin tray having a body defining a channel for receiving game coins, the tray device comprising: At least a first imaging component includes a time-of-flight sensor located in the channel and mounted at a first end of the channel, for emitting an initial electromagnetic signal in a direction parallel to the longitudinal axis of the channel and detecting a reflected electromagnetic signal corresponding to the initial electromagnetic signal, in conjunction with the operation of an optical sensor, wherein the optical sensor is axially mounted to the bottom of the channel and configured to capture image data corresponding to the side surface of a coin having a specific axial color bar. The first imaging component is configured to capture image data associated with game coins present in the channel; One or more sensors, in response to an activation event, trigger the capture of the image data by the first imaging component; A processor coupled to the first imaging component and one or more of the sensors; as well as A memory, coupled to the processor, stores instructions that, when executed, configure the processor to determine the number of game coins received in the tray based on the depth of the game coins in the channel, the depth being determined by the time difference between emitting the initial electromagnetic signal and detecting the reflected electromagnetic signal, and is further configured to determine the type of game coins received in the tray based on image data corresponding to the side surface of the game coins. In this system, the optical sensor and the time-of-flight sensor work together to determine the value of the game tokens received in the tray. The time-of-flight sensor determines the quantity of game tokens, and the optical sensor determines the type of game tokens received. The optical sensor includes a radiation emitter and a radiation sensor. The radiation emitter emits light in the visible or infrared spectrum along a longitudinal axis, and the radiation sensor receives the reflected radiation along the longitudinal axis. The reflected radiation corresponds to a color bar from the side surface of the game tokens, which is used to determine the type of game tokens received in the tray. The radiation sensor is positioned at an offset angle relative to the plane of the game surface of the game table, such that the offset angle allows the radiation sensor to capture multiple image pixels corresponding to the color bar from the side surface of the game tokens. The optical sensor includes the radiation emitter, which can be controlled to illuminate only a portion of the channel, and the optical sensor is configured to illuminate only the portion of the radiation emitter corresponding to the depth of the coin in the channel, such that the portion of the optical sensor not covered by the coin does not emit radiation and distracts the dealer.
2. The pallet device according to claim 1, wherein, The first imaging component includes a camera mounted at the first end of the channel for detecting image data corresponding to game coins received in the channel.
3. The tray device of claim 1, wherein the channel includes an elongated aperture extending parallel to the longitudinal axis of the channel, and wherein the optical sensor is mounted near the elongated aperture and configured to detect the presence of game coins received in the channel.
4. The tray device of claim 1, wherein the activation event is associated with an electromagnetic signal reflected from a non-planar surface.
5. The pallet device according to claim 1, wherein, The time-of-flight sensor is mounted at an angle similar to the tilt angle of the channel, such that the electromagnetic signal is provided in a direction parallel to the longitudinal axis of the channel.
6. The pallet device according to claim 5, wherein, The emitted electromagnetic signal is incident on the game coin at a 90-degree angle to the surface of the game coin.
7. The pallet device according to claim 1, wherein, The time-of-flight sensor includes a laser emitter.
8. The pallet device according to claim 1, wherein, The activation event is associated with at least one of the following: an activation signal associated with a button, an activation signal associated with a touchscreen display button, or an activation signal received from the game monitor at the coin tray.
9. The tray device according to claim 2, wherein, The main body includes multiple channels configured to receive game coins, and wherein the camera includes a field of view associated with two or more of the multiple channels.
10. The tray device of claim 2, wherein the instructions, when executed, configure the processor to determine the denomination of at least one game coin received in the channel based on the image data.
11. The tray device according to claim 3, wherein, The optical sensor includes at least one of a charge-coupled device (CCD) sensor, a contact image sensor, or an infrared light emitter / detector.
12. The tray device according to claim 3, wherein, The optical sensor includes an image capturing device configured to capture image data via the elongated aperture for determining, based on at least one of color or stripe pattern, the number of game coins in the channel or the face value of at least one game coin in the channel.
13. A method for monitoring game coins in a tray, the tray having a body defining a channel for receiving game coins, using at least a first imaging component including a time-of-flight sensor located in the channel and mounted at a first end of the channel, for emitting an initial electromagnetic signal in a direction parallel to a longitudinal axis of the channel and detecting a reflected electromagnetic signal corresponding to the initial electromagnetic signal, coupled with the operation of an optical sensor, wherein the optical sensor is axially mounted to the bottom of the channel and configured to capture image data corresponding to a side surface of a game coin having a specific axial color bar, the method comprising: Capture image data associated with game coins present in the channel; In response to an activation event triggering the capture of the image data by the first imaging component; The processor is coupled to the first imaging component and one or more of the sensors; as well as The memory is coupled to the processor and stores instructions that, when executed, configure the processor to determine the number of game coins received in the tray based on the depth of the game coins in the channel, the depth being determined by the time difference between emitting the initial electromagnetic signal and detecting the reflected electromagnetic signal, and is also configured to determine the type of game coins received in the tray based on image data corresponding to the side surface of the game coins. The optical sensor and the time-of-flight sensor work together to determine the value of the game coins received in the tray, the time-of-flight sensor determines the quantity of game coins, and the optical sensor determines the type of game coins received. The optical sensor includes a radiation emitter and a radiation sensor. The radiation emitter emits light in the visible or infrared spectrum along a longitudinal axis, and the radiation sensor receives the reflected radiation along the longitudinal axis. The reflected radiation corresponds to a color bar from the side surface of the game coin, the color bar being used to determine the type of game coin received in the tray. The radiation sensor is positioned at an offset angle relative to the plane of the game surface of the game table, such that the offset angle allows the radiation sensor to capture multiple image pixels corresponding to the color bar from the side surface of the game coin. The optical sensor includes the radiation emitter, which can be controlled to illuminate only a portion of the channel, and the optical sensor is configured to illuminate only the portion of the radiation emitter corresponding to the depth of the coin in the channel, such that the portion of the optical sensor not covered by the coin does not emit radiation and distracts the dealer.
14. The method of claim 13, wherein the first imaging component includes a camera mounted at the first end of the channel for detecting image data corresponding to game coins received in the channel.
15. The method of claim 13, wherein the channel includes an elongated aperture extending parallel to a longitudinal axis of the channel, and wherein the optical sensor is mounted near the elongated aperture and configured to detect the presence of a game coin received in the channel.
16. The method of claim 13, wherein the activation event is associated with an electromagnetic signal reflected from a non-planar surface.
17. The method according to claim 13, wherein, The time-of-flight sensor is mounted at an angle similar to the tilt angle of the channel, such that the electromagnetic signal is provided in a direction parallel to the longitudinal axis of the channel.
18. The method according to claim 17, wherein, The emitted electromagnetic signal is incident on the game coin at a 90-degree angle to the surface of the game coin.
19. The method according to claim 13, wherein, The time-of-flight sensor includes a laser emitter.
20. The method according to claim 13, wherein, The activation event is associated with at least one of the following: an activation signal associated with a button, an activation signal associated with a touchscreen display button, or an activation signal received from the game monitor at the coin tray.
21. The method according to claim 14, wherein, The main body includes multiple channels configured to receive game coins, and wherein the camera includes a field of view associated with two or more of the multiple channels.
22. The method of claim 14, further comprising determining the denomination of at least one game coin received in the channel based on the image data.
23. The method according to claim 15, wherein, The optical sensor includes at least one of a charge-coupled device (CCD) sensor, a contact image sensor, or an infrared light emitter / detector.
24. The method according to claim 15, wherein, The optical sensor includes an image capturing device configured to capture image data via the elongated aperture for determining, based on at least one of color or stripe pattern, the number of game coins in the channel or the face value of at least one game coin in the channel.
25. A non-transitory computer-readable medium storing machine-interpretable instructions that, when executed by a processor, cause the processor to perform the method according to any one of claims 13 to 24.