Cheating monitoring system for table game

By monitoring the amount and win-loss results placed by game participants in the tabletop game, comparing it with statistics, and combining artificial intelligence technology to detect and prevent cheating, the problem that existing technology is difficult to effectively prevent cheating is solved, and the fairness of the game is improved Sex and safety.

CN119445725APending Publication Date: 2025-02-14ANGEL GRP CO LTD
View PDF 2 Cites 0 Cited by

Patent Information

Application Number
CN202411396034.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2017-09-21
Filing Date
2018-09-19
Publication Date
2025-02-14

AI Technical Summary

Technical Problem

The prior art is difficult to effectively detect and prevent cheating in tabletop games, especially those carried out through small amounts of continuous wins or co-conspiracy between dealers and players.

Method used

By continuously monitoring the amount and win-loss results placed by game participants, and comparing them with the data calculated by probability statistics or past statistics, we will detect suspicious patterns of cheating. The win-loss determination device is used, the placement of the money-based determination device for entertainment and the management control device, combined with artificial intelligence technology, the significant differences in the position of the game participants or players are determined, and the reasons for cheating are speculated.

Benefits of technology

Effectively prevent the occurrence of cheating, and timely detect and warn of possible cheating through continuous monitoring and data comparison, and improve the protection of game fairness.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN119445725A_ABST
    Figure CN119445725A_ABST
Patent Text Reader

Abstract

The detection system of the present invention uses the measurement result of a gaming substitute currency measurement device (19) to store the position and the amount of gaming substitute currency (9) placed on a gaming table (4) by a game participant (6) for each player position (45) of each game participant (6) or the gaming table (4). The management control device (50) compares the actual winning rate and the total revenue amount at the end of a predetermined number of players with the number of probability statistical calculations, determines whether there is a significant difference between the actual winning rate and the total revenue amount, and specifies any one of the game participant (6), the player position (45), the game table (4), or the room in which the game table (4) is disposed in which the significant difference has occurred.
Need to check novelty before this filing date? Find Prior Art

Description

[0001] Divisional application

[0002] This application is a divisional application of a patent application with application date of September 19, 2018, application number: 201880060885.0, and invention name: Cheating monitoring system for desktop games and cheating monitoring program for desktop games. Technical Field

[0003] The present invention relates to a cheating monitoring system for tabletop games in a gaming field, and in particular to a technology for detecting cheating behavior. Background Art

[0004] In gaming venues such as casinos, attempts are being made to prevent various cheating behaviors. Gaming venues are equipped with surveillance cameras for monitoring cheating behaviors, and cheating in games or cheating caused by the collection or repayment of game tokens that differ from the winning or losing results is determined based on the images obtained by the surveillance cameras, thereby preventing cheating. On the one hand, in order to grasp the number or total amount of game tokens placed, it is recommended to attach IC tags to each game token to grasp the amount of game tokens.

[0005] In the card game monitoring system described in the international application PCT / JP2015 / 000171, by performing image analysis on the movement of game tokens, it is determined whether the game tokens placed on the game table are collected or redeemed according to the winning or losing results, thereby monitoring cheating behavior.

[0006] In casinos and other gaming venues, surveillance cameras are used to record the gaming tables. When a game participant wins a large amount at one time, the recorded VTR is reproduced to confirm whether there is cheating. However, there are problems such as the increasing number of cheating methods at gaming tables, and there are cheating methods that cannot be detected by simply detecting a large amount of winning, such as continuous winning with a small amount. In addition, in the prior art, the prevention of cheating by collusion between the dealer and the player is insufficient. Summary of the invention

[0007] The present invention aims to prevent the harm caused by cheating by continuously monitoring the amount of money placed by game participants and the results of winning or losing, comparing them with the data calculated by probability statistics or past statistical data, and detecting suspicious patterns suspected of cheating.

[0008] In order to solve the above-mentioned existing problems, the cheating monitoring system of the present invention is a cheating monitoring system for table games, which comprises: a winning and losing determination device, which determines the winning and losing results of each game on the gaming table; a gaming currency placement measuring device, which grasps the amount of gaming currency placed on the gaming table by the game participants in each game; and a management and control device, which stores the number of game fields played on the gaming table, and uses the measurement results of the gaming currency placement measuring device in each game to determine and store the position of the gaming currency placed on the gaming table by the game participants according to the position of each game participant or each player on the gaming table. The management and control device has the following calculation function: according to each game participant or each player position, the total number of game fields participated by the same person, the change in the amount of substitute currency placed for each game, the wins and losses of each game, and the profit amount obtained in each game are used as the basis for calculation, and the actual winning rate and total profit amount of each game participant or the same person in each player position at the end of the specified number of game fields are compared with the numbers in the probability statistics calculation to determine whether there is a significant difference between the two, and determine the game participant, player position, game table, or any one of the rooms equipped with the game table that produces the significant difference.

[0009] Furthermore, the management control device may further have a function of identifying the dealer in each game, and may have a function of identifying the dealer in charge of a series of games that produce the significant difference.

[0010] Furthermore, the management and control device may have the following calculation function: factorizing the total revenue amount of a series of games that produce the significant differences, and determining whether the reason for the significant differences in the series of games that produce the significant differences is caused by the winning rate or the size of the placement amount of substitute currency placed for gaming.

[0011] Furthermore, the management and control device may have the following calculation function: storing the amount of substitute currency used for placing the game at each game at a placement position with different profit multiples, and determining whether the cause of the significant differences in a series of games that produce the significant differences is related to the placement position with different profit multiples.

[0012] Furthermore, the management control device may be configured to have a plurality of criteria for determining whether or not there is a significant difference, and to issue a different type of warning according to each criterion.

[0013] Furthermore, the management control device may be configured to have a significantly different determination criterion that differs for each number of game fields divided by a predetermined rule or for each predetermined number of game fields, and issue different types of warnings.

[0014] Furthermore, the management control device may be configured to determine whether or not there is a significant difference in the order of each game or after a predetermined number of games as multiple games proceed, and issue a warning at a stage where a determination criterion for a significant difference is exceeded.

[0015] Furthermore, the management control device may be configured to have a plurality of criteria for determining whether there is a significant difference, determine the position of a game participant or player who may cheat according to each criterion, record scores according to each different criterion, and display warnings in the form of scores or lights.

[0016] Furthermore, the management control device may be configured to calculate a number in probability statistical calculation for determining whether or not there is a significant difference, using conditional probability calculation in which a specific factor is set to a fixed value.

[0017] Furthermore, the management and control device may be configured to have the function of sequentially grasping the order of appearance of game cards or dice in a series of games, and based on the data of the order of appearance in a series of games, infer the cause of cheating when it is determined that there is a significant difference, and list the possible causes of cheating.

[0018] Furthermore, the management control device may be configured to use either or both of big data related to past games or past cheating data to infer the cause of cheating when it is determined that a significant difference occurs, and to list possible causes of cheating.

[0019] In order to solve the above-mentioned existing problems, the cheating monitoring system of the present invention can be in the following manner. That is, a cheating monitoring system for table games, which has: an income and expenditure grasping device, which grasps the income and expenditure of the casino side of each of the multiple gaming tables; and a management and control device, which stores the number of games played on each gaming table, and grasps and stores the changes in the income and expenditure of the casino side in sequence in each game, and the management and control device has the following calculation function: based on the total number of games played on each gaming table and the changes in the income and expenditure of the casino side in each game, the result of the income or expenditure of the casino side at the end of the specified number of games is compared with the number calculated by probability statistics, and it is determined whether there is a significant difference between the two, and any one of the gaming tables or rooms equipped with gaming tables that produce the significant difference is determined.

[0020] In order to solve the above-mentioned existing problems, the cheating monitoring system of the present invention can be in the following form. That is, a cheating monitoring system for table games, which has: a win-loss determination device, which determines the win-loss results of each game on the gaming table; a gaming currency placement measurement device, which grasps the amount of gaming currency placed on the gaming table by the game participants in each game; and a management and control device, which stores the number of game fields played on the gaming table, and uses the measurement results of the gaming currency placement measurement device in each game to determine and store the amount of gaming currency placed on the gaming table by the game participants according to each game participant or each player position on the gaming table. The management and control device has an artificial intelligence that uses the data of past cheating games as teacher data for teaching, and also has the following calculation function: according to each game participant or each player position, the total number of game fields participated by the same person, the changes in the amount of substitute currency placed for each game, the wins and losses of each game, and the amount of income obtained in each game are used as the basis for calculation, and whether a significant difference that may lead to cheating is determined by any of the game participants, player positions, game tables, or rooms equipped with game tables at the end of a specified number of game fields.

[0021] Furthermore, the management control device may also have a function of identifying the dealer in each game, and may have a function of identifying the dealer in charge of a series of games that produce the significant difference.

[0022] Furthermore, the management and control device may have the following calculation function: factoring the total revenue amount of a series of games that produce the significant differences, and determining whether the cause of the significant differences in the series of games that produce the significant differences is caused by the winning rate or by the size of the placement amount of substitute currency placed for gaming.

[0023] Furthermore, the management and control device may have the following calculation function: storing the amount of substitute currency for placing each game at a placement position with different profit multipliers, and determining whether the cause of the significant differences in a series of games that produce the significant differences is related to the placement position with different profit multipliers.

[0024] Furthermore, the management control device may be configured to have a plurality of criteria for determining whether or not there is a significant difference, and to issue a different type of warning according to each criterion.

[0025] Furthermore, the management control device may be configured to have a significantly different determination criterion that differs for each number of game fields divided by a predetermined rule or for each predetermined number of game fields, and issue different types of warnings.

[0026] Furthermore, the management control device may be configured to have a plurality of criteria for determining whether there is a significant difference, determine the position of a game participant or player who may cheat according to each criterion, record scores according to each different criterion, and display warnings in the form of scores or lights.

[0027] Furthermore, the management and control device may be configured to have the function of sequentially grasping the order of appearance of game cards or dice in a series of games, and based on the data of the order of appearance in a series of games, infer the cause of cheating when it is determined that there is a significant difference, and list possible causes of cheating.

[0028] Furthermore, the management control device may be configured to use big data related to past games as additional items, infer the cause of cheating when it is determined that a significant difference occurs, and list possible causes of cheating.

[0029] In order to solve the above-mentioned existing problems, the cheating monitoring system of the present invention can be in the following form. That is, a cheating monitoring system for table games, which has: an income and expenditure grasping device, which grasps the income and expenditure of the casino side of each of a plurality of gaming tables; and a management control device, which stores the number of games played on each gaming table, and grasps and stores the changes in the income and expenditure of the casino side in sequence in each game, and the management control device has an artificial intelligence that teaches using the data of past cheating games as teacher data, and has the following calculation function: based on the total number of games played on each gaming table and the changes in the income and expenditure of the casino side in each game, the result of the income or expenditure of the casino side at the end of a specified number of games is compared with the number calculated by the artificial intelligence that teaches using the data of past cheating games as teacher data, to determine whether there is a significant difference between the two, and to determine the possibility of cheating in any of the gaming tables where the significant difference occurs or the rooms where the gaming tables are arranged.

[0030] In order to solve the above-mentioned existing problems, the cheating monitoring system of the present invention can be in the following form. That is, a cheating monitoring program for tabletop games, characterized in that the cheating monitoring program for tabletop games has: a win-loss determination step to grasp the win-loss results of each game on the gaming table; a gaming currency placement grasping step to grasp the amount of gaming currency placed on the gaming table by game participants in each game; a game progress grasping and management step to store the number of games played on the gaming table, and use the change data of the gaming currency placement in the gaming currency placement grasping step in each game to determine and store the placement pattern of the gaming currency placed on the gaming table by the game participants according to each game participant or each player position on the gaming table; and a cheating behavior occurrence possibility verification step, the cheating behavior occurrence possibility verification step having The steps include: a significant difference determination step, which comprises a step of grasping the total number of game fields in which the same person participates, the change in the amount of substitute currency placed for gaming, and the profit amount of each game according to each game participant or each player position, and using these as the basis for calculation, a step of calculating the actual winning rate of the same person for each game participant or each player position at the end of a specified number of game fields, and a step of calculating the total profit amount, and comparing the obtained winning rate and total profit amount with the winning rate and total profit amount obtained based on probability statistics calculation or past data for the specified number of game fields to determine whether there is a significant difference between the two; and an abnormal position determination step, determining any one of the game participants, player positions, gaming tables, or rooms equipped with gaming tables that produce significant differences.

[0031] Furthermore, the cheating behavior occurrence possibility verification step may further include a dealer determination step of determining the dealer in each game, and the abnormal position determination step may include a step of determining the dealer in charge of a series of games that produce significant differences.

[0032] Furthermore, the cheating behavior occurrence possibility verification step may further include an artificial intelligence learning step of learning using data of past cheating games as teacher data.

[0033] Furthermore, the cheating monitoring system for the table game may further include a device for identifying the game participants at the gaming table based on a facial recognition system or information of an ID card or credit card used.

[0034] Effects of the Invention

[0035] According to the above structure, in the present invention, by continuously monitoring the amount of money placed by game participants and the winning and losing results, and comparing them with the data calculated by probability statistics or past statistical data, suspicious patterns suspected of cheating can be detected, thereby preventing the harm caused by cheating behavior. BRIEF DESCRIPTION OF THE DRAWINGS

[0036] Figure 1 is a diagram showing an overall overview of a cheating monitoring system in a gaming venue having a gaming table according to an embodiment of the present invention;

[0037] Figure 2 is a perspective view of amusement tokens showing an example of a stacked state of amusement tokens grasped in an embodiment of the present invention;

[0038] Figure 3 is a front cross-sectional view of a gaming token in an embodiment of the present invention;

[0039] Figure 4 is a perspective view of amusement tokens showing an example of different stacking states of amusement tokens grasped in an embodiment of the present invention;

[0040] Figure 5 is a schematic diagram showing a casino facility having a plurality of gaming tables according to an embodiment of the present invention;

[0041] Figure 6 It is an example of a graph showing the profit amount of each game participant in the embodiment of the present invention;

[0042] Figure 7 is a graph showing the winning rate of game participants in the embodiment of the present invention;

[0043] Figure 8 is another graph showing the winning rate of the game participants in the embodiment of the present invention;

[0044] Fig. 9 It is a diagram showing an overview of a gaming table cheating monitoring system according to another embodiment of the present invention. DETAILED DESCRIPTION

[0045] The following is a brief description of a cheating monitoring system 10 for tabletop games in an amusement park with reference to the accompanying drawings. Here, tabletop games include various tabletop games such as card games and dice games. The following is a description of a representative tabletop game as an example.

[0046] Figure 1 , Figure 21 is a diagram showing the entire cheating monitoring system 10. The gaming table 4 is a table for a certain card game, and is provided with seven respective placement areas 44 for game participants 6. The placement areas 44 for each game participant 6 include areas for a player (PLAYER) 441, a banker (BANKER) 442, a tie (TIE) 443, a player pair (P) 444, and a banker pair (B). Each game participant 6 places a gaming token 9 of the amount to be placed in each area corresponding to the placed object, thereby placing the placed token.

[0047] In the game table 4, a card issuing device 3 is used in the winning and losing determination device for determining the winning and losing results of each game. The card issuing device 3 is a so-called electronic boot that has been used by those skilled in the art, and is configured to program the rules of the game in advance, read the information of the game cards issued, and thus be able to determine the winning and losing of the game. For example, in a certain table game, the winning of the banker, the winning of the player, the tie (draw), and the pair (the face value of the cards in the hands of the player or the banker is the same) are basically determined by the face values ​​of 2 to 3 cards, and the determination result (winning and losing result) is displayed on the result display light 13. In addition, the card issuing device 3 sends the winning and losing results of the determined game to the management control device 50.

[0048] However, in other embodiments, the card issuing device 3 may be replaced by the camera device 2 which performs image recognition on the drawn game cards to determine the win or loss, thereby serving as the win or loss determination device.

[0049] The camera device 2 is disposed above the game table 4 to capture images of the placement area 44. In this embodiment, the game table 4 is provided with seven player positions 45 ( Figure 1 , "1", "2", "3", "5", "6", "7", "8"), seven game participants 6 can participate in the game. The camera device 2 captures the placement areas 44 of all the player positions 45. In addition, instead of using one camera device 2 to capture the placement areas 44 of all the player positions 45, multiple camera devices 2 may be used to capture all the placement areas 44.

[0050] The game token 9 has a mark, pattern and / or color that can determine its type (value) from the surface and / or side, and the placed game token measuring device 19 can determine the position (placement object), type and number of the game token 9 placed in the placement area 44 by the color of the edge of the side of the game token 9 based on the image captured by the camera device 2. At this time, the placed game token measuring device 19 can be configured to use a self-learning function using a known artificial intelligence effective computer or control system, deep learning (structuring) technology, etc., to identify the concealment of the game token 9 due to being in a blind spot (the case where a part of a game token is concealed, or the case where all the game tokens are concealed), and accurately grasp the position and number of the game tokens.

[0051] And, if Figure 4 As shown, the gaming token 9 may be specifically structured as follows: a plurality of plastic layers of different colors are stacked, with a colored layer 121 at least in the middle, and white layers or light-colored layers 120 are stacked on both sides of the colored layer 121 in a manner of sandwiching the colored layer 121, thereby forming a striped pattern in the stacking direction on the side, and the type of the gaming token 9 can be determined by the colored layer. In this case, the type of the gaming token 9 (10 points, 20 points, 100 points, 1000 points, etc.) can be determined by changing the color of the colored layer 121 (red, green, yellow or blue, etc.).

[0052] In this case, if Figure 4 As shown (with Figure 2 Compared with the conventional gaming currency substitute shown in the figure, due to the multi-layer structure constituting the stacking, a stripe pattern in the stacking direction is clearly formed on the side. Therefore, placing the gaming currency substitute measuring device 19 can easily and correctly measure the type and number of gaming currency substitutes 9.

[0053] Alternatively, the structure for detecting the position 8 and type of the game token 9 in the placement area 8 may not be limited to the above-mentioned method. For example, Figure 3 As shown, an RFID 125 is embedded in the gaming currency 9, and the RFID 125 stores at least information that can determine its type. The ID is read by an RFID antenna (not shown) provided on the gaming table 4, thereby determining and detecting the position (placement object), type, and number of the gaming currency 9 placed in the placement area 44.

[0054] A gaming currency tray 17 for the dealer 5 to store the gaming currency 9 is provided in front of the dealer 5 of the gaming table 4. The gaming currency tray 17 is configured to be at least partially embedded in the gaming table 4. In the gaming currency tray 17, a gaming currency measuring device 19 is placed to determine the type and number of gaming currency 9 by analyzing and measuring the gaming currency 9 stacked in the horizontal direction. In this case, the gaming currency measuring device 19 can also determine the position (placement object), type, and number of gaming currency 9 stored in the gaming currency tray 17 based on the image captured by the camera device 2, by the color of the edge of the side of the gaming currency 9, for example, Figure 3 As shown, it is also possible to construct such that an RFID 125 storing at least information capable of identifying the type of gaming currency 9 is embedded in the gaming currency 9, and the ID is read by an RFID antenna (not shown) provided on the gaming table 4, thereby determining and detecting the position (placement object), type, and number of gaming currency 9 stored in the gaming currency tray 17.

[0055] The management control device 50 has the following functions: grasping the position, type and number of gaming currency 9 on the gaming table 4 obtained by placing the gaming currency measuring device 19, and using the winning and losing results obtained by the card issuing device 3 as a winning and losing judgment device to calculate the income and expenditure of the entertainment venue side on the gaming table 4; storing the number of game fields played on the gaming table 4, and, in each game, using the measurement results of the gaming currency measuring device 19, determining and storing the position and amount of gaming currency 9 placed on the gaming table 4 by the game participant 6 according to each game participant 6 or each player position 45 of the gaming table 4.

[0056] Furthermore, the management control device 50 is configured to have a function of calculating the settlement amount of each game (the income and expenditure calculation of the casino side of the gaming table 4) for each game, and is configured to be able to settle the total amount of gaming tokens 9 in the gaming token tray 17 of the dealer 5 of the gaming table 4 and the gaming tokens 9 placed by each game participant 6 after each game, and after the settlement is completed, to compare and calculate whether the increase or decrease of gaming tokens corresponding to the settlement is correct. The management control device 50 can verify the total amount of gaming tokens 9 in the gaming token tray 17 from time to time (or at a predetermined time interval).

[0057] The management control device 50 stores the total number of games played by each game participant 6 or the same person in each player position 45, the change in the amount of token money placed for each game, and the amount of profit obtained in each game. The profit amount is the amount obtained based on the result of the placement of the game participant 6. Figure 7As shown, the management control device 50 uses the total number of game fields, the change in the amount of game tokens placed in each game, and the amount of income obtained in each game as the basis for calculation, calculates the winning rate at the end of each game, counts the amount of income obtained in each game, and obtains the actual winning rate and total income of each game participant 6 or the same person in each player position 45 at the end of the specified number of game fields. The management control device 50 has the following calculation function, compares the actual winning rate and total income obtained with the numbers in the probability statistical calculation, determines whether there is a significant difference between the two, and determines any one of the game participants 6 or player positions 45, or the game table 4, or the room where the game table 4 is arranged that produces the significant difference.

[0058] Specifically, the management and control device 50 may, for example, determine that there is a significant difference when the ratio of the winning rate to the number of game fields is compared with the number calculated on probability statistics and is higher than a specified threshold value; may determine that there is a significant difference when the ratio of the total revenue amount to the number of game fields is compared with the number calculated on probability statistics and is higher than a specified threshold value; may determine that there is a significant difference when the ratio of the total revenue amount to the winning rate is compared with the number calculated on probability statistics and is higher than a specified threshold value; may determine that there is a significant difference when the total revenue amount obtained by one person is compared with the number calculated on probability statistics and is higher than a specified threshold value; or may determine that there is a significant difference based on other criteria.

[0059] Figure 5 The overall diagram of a room having a plurality of gaming tables 4 is shown. The management control device 50 stores the total number of game fields, the change in the amount of game tokens placed in each game, and the amount of revenue obtained in each game for each game participant 6 of the plurality of gaming tables 4 or the same person at each player position 45, and obtains the winning rate and the total revenue. The management control device 50 can also store the total number of game fields, the change in the amount of game tokens placed in each game, and the amount of revenue obtained in each game for each gaming table 4 or each room, and obtain the winning rate and the total revenue. In this way, cheating behavior carried out by the entire gaming table or the entire room in cooperation can be detected.

[0060] The management control device 50 also has a function of identifying the dealer 5 in each game, and may also have a function of identifying the dealer 5 in charge of a series of games that produce the significant difference. In addition, the management control device 50 stores the total number of game fields, the change in the amount of token money for placing games in each game, and the amount of profit obtained in each game for each dealer 5, and obtains the winning rate and the total amount of profit, thereby being able to detect the dealer 5 who is likely to be the master of cheating behavior.

[0061] Figure 6It is a graph showing the change in the total profit amount of game participants 6 over time. By comparing with probability calculation data or past statistical data, or by comparing game participants 6 with each other, it is possible to detect game participants 6 who are more likely to cheat.

[0062] The management control device 50 has a calculation function for determining whether the reason for the significant difference in a series of games with significant differences is caused by the winning rate or the amount of the game token placed by factoring the total amount of revenue in the series of games with significant differences. That is, the same amount of money is placed when winning and when losing, and it can be determined whether the total revenue is large because the probability of winning is simply high, or whether the probability of winning is not that high, but a larger amount of money is placed when winning and a smaller amount of money is placed when losing, resulting in a larger total revenue.

[0063] In addition, the management control device 50 has the following calculation function, which stores the amount of money used for placing the game on the placement position with different multiples of the income, and determines whether the reason for the significant difference in a series of games that produce significant differences is related to the placement position with different multiples of the income. For example, in a certain card game, the multiple of the income is 2 times when the idle home / dealer is placed, 8 times when the tie is placed, and 11 times when the pair is placed. Therefore, it is possible to detect the possibility of cheating, and the placement method that wins only by the placement method with high multiples of the income such as the tie or the pair. In particular, the tie is established as long as 10 or flower cards (J, Q, K) are continuous, so it becomes a famous cheating behavior.

[0064] Furthermore, the management control device 50 has a plurality of benchmarks for determining whether there is a significant difference, and issues warnings of different types according to each benchmark. For example, if the detected significant difference is a significant difference that occurs once every three days, a warning of the first stage is issued, if the detected significant difference is a significant difference that occurs once every week, a warning of the second stage is issued, and if the detected significant difference is a significant difference that occurs once every month, a warning of the third stage is issued. When detecting cheating, the abnormal display lamp 16 respectively set on the winning and losing judgment device 3 or the game table 4 is lit, and the detected cheating is output to the casino management department, etc. by wireless or wired. Monitors or lights that receive the judgment results and issue warnings or displays can also be provided in other places. In addition, it can be configured so that when a warning is received, the VTR recorded in the camera device 2 can be reproduced.

[0065] Figure 7This is a graph showing the change in the winning rate per game number of the game participant 6. For example, in this case, the winning rate is high in the 100th to 200th games, but if the number of games is small, it is within the range that can occur from the perspective of probability calculation, so the first stage warning is issued. Since the winning rate decreases thereafter, the warning disappears temporarily, but the winning rate rises again in the 1000th game. In this case, since the winning rate is high despite the large number of games, it is a phenomenon that is not likely to occur from the perspective of probability calculation, so the third stage warning is issued.

[0066] Furthermore, the management control device 50 has a significantly different judgment standard that is different for each number of game fields divided by a prescribed rule or for each prescribed number of game fields, and issues different types of warnings. For example, in a table game using a certain shuffled playing card, 8 to 10 decks of playing cards are shuffled, and then the shuffled playing cards stored in a box are installed in the card issuing device 3 to play the game. Figure 8 In FIG. 1 , a chart is shown that summarizes the winning rate data (device 1S, device 2S, and device 3S) divided by each box (referred to as a device) of shuffled playing cards used in the game. This makes it possible to detect cheating behaviors that cannot be detected by simply monitoring the overall winning rate, such as knowing the arrangement order of a specific shuffled playing card box. Figure 8 In the graph in the upper part that continuously monitors the overall win rate, the win rate is high at the beginning, but there is no clear pattern afterwards. Figure 8 The graph for each device in the lower half shows that the winning rate of device 3S is higher, so that the possibility of cheating can be detected. In addition, the same winning rate graphs are formed in device 1S and device 3S, so the possibility of cheating can be detected.

[0067] Furthermore, the management control device 50 determines whether there is a significant difference in the order of each game or after each predetermined number of games as multiple games are played, and issues a warning at the stage where the significant difference exceeds the determination criterion. For example, if 50 games are played and the winning rate is 70%, it is difficult to determine that there is a significant difference. However, if 500 games are played and the winning rate is 70%, it is determined that there is a significant difference, and the suspicion of cheating becomes greater.

[0068] The management control device 50 can calculate the probability of occurrence per game unit to determine whether there is a significant difference. For example, if the game unit is 75 games, the probability of the results of the 1st to 75th games being continuous is calculated, and then the probability of the results of the 2nd to 76th games being continuous is calculated. The calculations are performed in this order, and a warning is output when the probability of occurrence exceeds the determination criterion of a significant difference. The game unit is not limited to 75 games, and can be 100 games, 300 games, etc. In addition, the management control device 50 can calculate the probability of occurrence per game type and per box number.

[0069] Furthermore, the management control device 50 has a plurality of criteria for determining whether or not there is a significant difference, and can identify a game participant 6 or a player position 45 that may cheat according to each criterion, record scores according to each different criterion, and display warnings in the form of scores or lights.

[0070] Furthermore, the management control device 50 can use conditional probability calculations with specific elements set to fixed values ​​to calculate numbers in probability statistics calculations for determining whether there is a significant difference. For example, the number of game fields can be set to a fixed value and the conditional probability calculations can be used for calculations.

[0071] The management control device 50 also has the function of grasping the order of appearance of game cards or dice in a series of games in order, and can infer the cause of cheating when it is determined that there is a significant difference based on the data of the order of appearance in a series of games, and can list possible causes of cheating. For example, if it is known that the number of the game card drawn first is 9 based on the order of appearance in a series of games, it can be inferred that the position of the game card 9 is the cause of cheating.

[0072] Furthermore, the management control device 50 may use either or both of the big data related to past games and the past cheating data to infer the cheating cause when determining that there is a significant difference, and list the possible cheating causes.

[0073] In addition, the management control device 50 may have a calculation function that uses the total number of game sessions performed at each gaming table 4 and the changes in the income and expenditure of the casino side in each game as the basis for calculation, compares the result of the income or expenditure amount of the casino side at the end of a specified number of game sessions with the number calculated by probability statistics, determines whether there is a significant difference between the two, and determines the gaming table 4 or any one of the rooms where the gaming table 4 is arranged that produces the significant difference. In this case, it is not necessary to grasp the deposit amount of each game participant 6, and only the income and expenditure of the gaming token tray can be grasped.

[0074] Furthermore, the cheating monitoring system for table games may also include a device for identifying the game participants 6 at the gaming table 4 based on a facial recognition system or information such as an ID card or credit card used.

[0075] In the case of using a facial authentication system, an image of the face is obtained by extracting feature points, etc., and an identification number (ID, etc.) is pre-attached and determined. In addition, a warning function is provided, and when a determined game participant 6 leaves and sits at another gaming table, the other gaming table is notified of the presence of the determined player. Specifically, a warning can be issued to the game table manager or the person in charge of each gaming table 4.

[0076] In other embodiments of the present invention, the management control device 50 stores the total number of games played by each game participant 6 or the same person at each player position 45, the change in the amount of game currency placed in each game, and the amount of profit obtained in each game. The profit amount is the amount of money obtained based on the result of the game participant 6 placing. The management control device 50 has the following artificial intelligence, uses the data of past cheating games as teacher data for teaching, and has the following calculation function, uses the total number of games, the change in the amount of game currency placed in each game, and the amount of profit obtained in each game as the basis for calculation, and determines whether a significant difference with the possibility of cheating has occurred in any of the game participants 6 or the player positions 45, the game table 4, or the room where the game table 4 is configured at the end of the specified number of games.

[0077] For example, the management control device 50 is an intelligent control device, and is an artificial intelligence effective utilization type or deep learning structure as follows, which can grasp the position (position of the player, banker, and tie) and amount (type and number) of the game tokens 9 placed on the game table 4, compare the winning and losing history of each game participant 6 obtained through the winning and losing results of each game and the amount of game tokens obtained (the amount won) with the statistical data of multiple past (big data) games, and extract special cases (set by the casino). Typically, the management control device 50 with the artificial intelligence effective utilization type or deep learning structure as follows, when the winning amount is more than a certain amount (1 million points), or the state where the amount of game tokens placed when losing at the player position 7 of a certain game table 4 is small and the amount of game tokens placed when winning is large continues for several games, compares it with the statistical data of past games (big data, etc.), and extracts it as a special case. In addition, the management control device 50 can determine the cause of the cheating behavior by comparing it with the statistical data of past games.

[0078] Since the management control device 50 has artificial intelligence that uses data of past cheating games as teacher data for teaching, it is possible to detect newly detected types of cheating behavior through artificial intelligence.

[0079] The management control device 50 uses big data related to past games as additional items to infer the cause of cheating when it is determined that there is a significant difference, and lists the possible causes of cheating.

[0080] In addition, in the cheating monitoring system of other embodiments of the present invention, the management control device 50 has an artificial intelligence that uses the data of past cheating games as teacher data for teaching, and also has the following calculation function, which uses the total number of game fields in which the same person participates, the changes in the amount of substitute currency placed for each game, the wins and losses of each game, and the amount of profit obtained in each game as the basis for calculation for each game participant 6 or each player position 45, to determine whether a significant difference that may lead to cheating occurs among the game participants 6 or player positions 45, or the gaming table 4, or any of the rooms where the gaming table 4 is configured at the end of a specified number of game fields.

[0081] In other embodiments of the present invention, the cheating monitoring program of the table game has the following steps: a win-loss determination step, which grasps the win-loss results of each game on the gaming table 4; a gaming currency placement grasping step, which grasps the amount of gaming currency 9 placed on the gaming table 4 by the game participants 6 in each game; a game progress grasping management step, which stores the number of game fields played on the gaming table 4, and in each game, uses the change data of the gaming currency placement grasping step to determine and store the placement pattern of the gaming currency 9 placed on the gaming table 4 by the game participants 6 according to each game participant 6 or each player position 45 of the gaming table 4; and a possible cheating behavior verification step. The possibility verification step of cheating behavior comprises: a significant difference determination step, which comprises a step of grasping the total number of game fields participated by the same person, the change in the amount of substitute currency placed for gaming, and the profit amount of each game for each game participant 6 or each player position 45, and using these as the basis for calculation, a step of calculating the actual winning rate of the same person for each game participant or each player position at the end of a specified number of game fields, and a step of calculating the total profit amount, and comparing the obtained winning rate and total profit amount with the winning rate and total profit amount obtained by probability statistics calculation based on the specified number of game fields or past data to determine whether there is a significant difference between the two; and an abnormal position determination step, determining any one of the game participants or player positions, or gaming tables, or rooms equipped with gaming tables that produce significant differences.

[0082] The cheating behavior occurrence possibility verification step further includes a dealer identification step of identifying the dealer 5 in each game, and in the abnormal position identification step, includes a step of identifying the dealer 5 in charge of a series of games that produce significant differences.

[0083] The cheating behavior possibility verification step also includes an artificial intelligence learning step of using data from past cheating games as teacher data for learning.

[0084] The cheating monitoring system for table games also has a device for identifying the game participant 6 at the gaming table 4 based on a facial recognition system or information of a credit card used.

[0085] The above is an example of a card game, but table games can be Fig. 9 . In this table game, a game token 9 of different colors is used for each player, and each game participant 6 places the game token 9 of different colors in the placement area 54. The camera device 2 grasps the number and amount of game tokens 9 placed in the placement area 54 and recognizes the color of the game token 9, thereby grasping the game participant 6 who placed the game token 9. The winning and losing judgment in this table game is performed by the camera device 2 recognizing the ball pocket 58 in which the ball 59 is placed in the wheel 57. In addition, there may be a winning and losing judgment device that the dealer 5 operates by manual input.

[0086] Although not described in detail, various table games such as dice are also possible.

[0087] Explanation of symbols:

[0088] 1 game cards

[0089] 2 cameras, surveillance cameras

[0090] 3 Card distribution device

[0091] 4Game Table

[0092] 5Dealer

[0093] 6 Game participants

[0094] 9. Gaming currency substitutes

[0095] 44 Placement Area

[0096] 441 Player Area

[0097] 442 Dealer Area

[0098] 443 pairs of sub-areas

[0099] 444 Player Pair Area

[0100] 445 Dealer Pair Area

[0101] 121 Coloring Layers

[0102] 122 White layer or light layer

[0103] 125RFID.

Claims

1. A cheating monitoring system for table games on multiple gaming tables, the cheating monitoring system comprising: a winning / losing determination device configured to determine a winning / losing result of each game on each of the plurality of gaming tables; a gaming token placement determining device configured to determine the amount of gaming tokens placed on each of the plurality of gaming tables by the at least one game participant in each game, with respect to at least one game participant at the plurality of gaming tables or at least one player position at the plurality of gaming tables; and The management control device is composed of: storing the number of games played on each of the plurality of gaming tables, and determining, for each game, one or more positions and amounts of gaming tokens placed on each gaming table by at least one game participant based on the measurement result of the placed gaming token measurement device, storing the determined one or more positions and amounts of gaming currency tokens in association with the at least one game participant or one or more player positions at each gaming table, A first gaming table suspected of cheating among the plurality of gaming tables is determined based on the win / loss results of the one or more games on the first gaming table or the revenue amounts of the one or more games on the first gaming table.

2. The cheating monitoring system for tabletop games according to claim 1, wherein: The management control device is further configured to identify the winning or losing result of each game on each of the plurality of gaming tables and the amount of profit of the game, The management control device further includes a first function of identifying a dealer in each game, and a second function of identifying a dealer involved in the first gaming table who is suspected of cheating.

3. The cheating monitoring system for table games according to claim 1, wherein: The management and control device has the following calculation function: factoring the total revenue amount of a series of games suspected of cheating to determine whether the reason for cheating in the series of games suspected of cheating is caused by the winning rate or the size of the placed amount of gaming currency.

4. The cheating monitoring system for table games according to claim 1, wherein: The management control device is configured to have the following calculation function: for each game on the plurality of gaming tables, the amount of gaming tokens for each game at a placement position with different profit multipliers is stored, and The management control device is configured to determine whether the cause of cheating in a series of games suspected of cheating is related to the placement positions with different profit magnifications.

5. The cheating monitoring system for table games according to claim 1, wherein: The management control device is configured to determine whether cheating occurs using a plurality of criteria, and is configured to issue a different type of warning according to each criterion.

6. The cheating monitoring system for table games according to claim 1, wherein: The management control device uses a cheating determination criterion that differs according to the number of game fields divided according to a predetermined rule or differs for each predetermined number of game fields, and is configured to issue different types of warnings based on the determination criterion used.

7. The cheating monitoring system for table games according to claim 1, wherein: The management control device is configured to determine whether cheating exists in the order of each game or after a predetermined number of game sessions as multiple games proceed, and Based on the determination of the cheating, a warning is issued.

8. The cheating monitoring system for table games according to claim 1, wherein: The management control device uses a plurality of criteria to determine whether cheating occurs, and The management control device is configured to identify a game participant or a player position that is likely to cheat according to each of the plurality of criteria, so as to record scores according to each different criterion and display scores or warning levels.

9. The cheating monitoring system for table games according to claim 1, wherein: The management control device is configured to obtain one or more values ​​obtained based on probability statistical calculations for determining whether cheating exists based on conditional probability calculations related to setting a specific element to a fixed value.

10. The cheating monitoring system for table games according to claim 1, wherein: The management control device is further configured as follows: Determine the contents of the game cards or dice in sequence in a series of games, If cheating is determined to exist, the cause of cheating is inferred based on the data of the content determined in the series of games, and, List the reasons for the cheating.

11. The cheating monitoring system for table games according to claim 1, wherein: The management control device is composed of: If cheating is determined to exist, the cause of cheating is inferred using past game data or past cheating data or a combination thereof, and List possible reasons for cheating.

12. A cheating monitoring system for a tabletop game, comprising: A card issuing device is configured to determine the winning or losing results of each game on a gaming table by reading the game cards in a game card set, wherein: The game cards are drawn out one by one after the game card set is loaded into the card issuing device; a placed gaming token measuring device configured to determine, in each game on the gaming table, based on the game participants associated with the gaming table, the amount of gaming tokens placed on the gaming table by the game participants; as well as The management control device is composed of: Calculating the amount of profit for each game on the gaming table based on the win or loss result determined by the card issuing device and the amount of gaming token determined by the gaming token measuring device; as well as Each time a game card set is loaded into the card issuing device, it is determined whether the card set is suspected of cheating based on the total amount of the profit or the winning rate calculated according to the winning and losing results.

13. The cheating monitoring system for table games according to claim 12, wherein: The management and control device has the following calculation function: factoring the total revenue amount of a series of games suspected of cheating to determine whether the reason for cheating in the series of games suspected of cheating is caused by the winning rate or the size of the placed amount of gaming currency.

14. The cheating monitoring system for table games according to claim 12, wherein: The management control device has a calculation function of storing, for each game on the gaming table, a display of the amount of gaming tokens placed at placement positions with different profit multipliers, and The management control device is configured to determine whether the cause of cheating in a series of games suspected of cheating is related to the placement positions with different profit magnifications.

15. The cheating monitoring system for table games according to claim 12, wherein: The management control device is composed of: Use multiple benchmarks to determine whether cheating exists, and, Different types of warnings are issued for each criterion.

16. The cheating monitoring system for table games according to claim 12, wherein: The management control device is composed of: Using cheating determination criteria that differ according to the number of game fields divided according to the prescribed rules or that differ for each prescribed number of game fields, and Different types of warnings are issued according to each judgment standard.

17. The cheating monitoring system for table games according to claim 12, wherein: The management control device is composed of: As multiple games proceed, the system determines whether cheating occurs in the order of each game or after a specified number of games, and Based on the determination of the cheating, a warning is issued.

18. The cheating monitoring system for table games according to claim 12, wherein: The management control device is composed of: Use multiple benchmarks to determine whether cheating exists. According to each criterion, the position of the game participant or player who may cheat is determined so that the score can be recorded according to each different criterion, and, Displays the score or warning level.

19. The cheating monitoring system for table games according to claim 12, wherein: The management control device is configured to acquire one or more values ​​obtained based on probability statistical calculation for determining whether cheating exists based on conditional probability calculation related to setting a specific element to a fixed value.

20. The cheating monitoring system for table games according to claim 12, wherein: The management control device is further configured as follows: Determine the contents of the game cards or dice in sequence in a series of games, If cheating is determined to exist, the cause of cheating is inferred based on the data of the content determined in the series of games, and List the reasons for the cheating.

21. The cheating monitoring system for table games according to claim 12, wherein: The management control device is composed of: If cheating is determined to exist, the cause of cheating is inferred using past game data or past cheating data or a combination thereof, and List possible reasons for cheating.

Citation Information

Patent Citations

  • Management system of table game and game token

    JP2017094101A

  • Fraud detection system in casino

    US20170039807A1