Game method, game system and machine readable medium

By detecting reference marks on the gaming table surface using a neural network model and utilizing isomorphic transformation, the viewing angle of the gaming system is automatically calibrated, solving the problem of misalignment between the camera and the projector's viewing angles. This achieves fast and reliable gaming system calibration and accurate content projection.

CN120094198BActive Publication Date: 2026-04-17LNW GAMING INC
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
LNW GAMING INC
Filing Date
2021-07-09
Publication Date
2026-04-17

AI Technical Summary

Technical Problem

In existing gaming systems, it is difficult to accurately align the camera and projector angles, especially in dynamic gaming environments where they are easily misaligned due to human interference, resulting in complex and unstable system calibration.

Method used

By detecting reference marks on the game table surface using a neural network model, and automatically calibrating the viewing angles of the camera and projector using isomorphic transformation, a virtual mesh is generated and the position and orientation of the game content are adjusted to achieve self-calibration.

Benefits of technology

It enables rapid and reliable calibration of camera and projector viewing angles in dynamic gaming environments, ensuring the accuracy and consistency of game content projection and reducing the impact of human interference on the system.

✦ Generated by Eureka AI based on patent content.

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Abstract

A game method, a game system, and a machine-readable medium are disclosed. The method includes: detecting the appearance of one or more features of a game surface by a processor in response to analysis of image data by a neural network model; automatically modifying, by the processor via the neural network model in response to detecting the appearance of the one or more features, a presentation attribute associated with presenting game content through a designated area of ​​the game desktop; and projecting the game content onto the designated area of ​​the game desktop by the processor via a projection system based on the modified presentation attribute.
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Description

[0001] This application is a divisional application of patent application No. 202110776487.2, filed on July 9, 2021, entitled "Game Environment Tracking System Calibration". Technical Field

[0002] This invention generally relates to game systems, devices, and methods, and more specifically to image analysis and tracking of physical objects in a game environment. Background Technology

[0003] A gaming environment is dynamic, in which actions by individuals such as players, gaming patrons, and gaming staff affect the state of the gaming environment and the players' states. For example, players may use one or more physical tokens to play games. Players may use gestures to perform game actions and / or convey instructions during gameplay, such as gesturing to call, stop, or fold. Furthermore, players may move physical cards, dice, game props, etc. Many other actions and events can occur at any given time. To effectively manage this dynamic environment, gaming operators may employ one or more tracking systems or technologies to monitor various aspects of the gaming environment, such as credit balance, player account information, player movements, and game events. Tracking systems can generate historical records of these monitored aspects, enabling gaming operators to promote, for example, a secure gaming environment, enhanced game features, and / or enhanced player characteristics (e.g., rewards and benefits for known players with player accounts).

[0004] Some game systems can perform object tracking within the game environment. For example, a game system with a camera can capture image feeds of the game area to identify certain physical objects or detect certain activities, such as throwing actions or player actions.

[0005] Some gaming systems also include projectors. For example, a gaming system with both a camera and a projector can use the camera to capture images of the game area for electronic analysis to detect objects / activities within the game area. The gaming system can also use the projector to project relevant content onto the game area. Gaming systems capable of object tracking and relevant content projection can offer numerous benefits, such as better customer service, enhanced security, improved game features, and faster gameplay.

[0006] However, one challenge of such a gaming system is coordinating the complexity of its components. For example, a camera might take a picture of the gaming table from one perspective (i.e., from the camera lens), while a projector projects images from a different perspective (i.e., from the projector lens). These perspectives cannot be perfectly aligned with each other because the camera and projector are independent devices. Adding to the complexity, the camera and projector may need to be positioned in a way that doesn't directly face the surface of the gaming table. Therefore, the camera and projector perspectives are not orthogonal to the plane of the surface and are thus misaligned with the projection surface. Further complicating this challenge is that, sometimes in busy gaming environments, gaming patrons, staff, or others may (intentionally or unintentionally) move the camera or projector, altering the relative perspective. If the camera and projector are used to track gaming activity at the gaming table, then the camera and projector will need to be reconfigured to restore accurate and reliable service.

[0007] Therefore, a new tracking system is needed that can adapt to the challenges of dynamic game environments. Summary of the Invention

[0008] According to one aspect of this disclosure, a game system is provided.

[0009] A method and apparatus for automatically calibrating one or more properties of a gaming system. For example, the gaming system detects one or more objects (e.g., one or more coded reference markers) coplanar with the surface of a gaming table through electronic analysis of an image using a neural network model. The gaming system also determines differences (e.g., in position and orientation) between the one or more objects and one or more physical features of the gaming table visible in the image, through isomorphic transformations associated with the one or more objects. The gaming system automatically calibrates the gaming system based on these differences.

[0010] On one hand, a method for operating a game table system is disclosed. The method includes: automatically detecting a set of points of interest (POIs) coplanar with the surface of the game table in response to electronic analysis of image data of the game table by a neural network model, wherein the set of POIs includes a first set of position values ​​having a first spatial relationship relative to frames of the image data; converting the first set of position values ​​into a second set of position values ​​relative to game content positioned within a virtual scene superimposed on the frames of the image data, in response to the electronic analysis, wherein the second set of position values ​​has a second spatial relationship isomorphic to the first spatial relationship; and automatically calibrating properties of the game table system related to the presentation of the game content in response to the conversion.

[0011] Automatic detection of a set of points of interest may include automatically determining one or more identifier values ​​for the set of points of interest by modifying one or more image feature values ​​of the image data.

[0012] The transformation may include: determining a polygonal shape of a first portion of the first set of position values ​​through the electronic analysis, wherein the first portion of the first set of position values ​​surrounds a second portion of the first set of position values; performing polygonal triangulation on the polygonal shape using the first set of position values ​​as points on the convex hull and the second portion of the first set of position values ​​as interior points of the convex hull; and associating at least some of the one or more identifier values ​​with regions of interest on the surface and related to the game content.

[0013] The set of points of interest may include multiple binary square reference markers organized into a chessboard, each of which has a unique identifier value.

[0014] The method may further include: while capturing an image, projecting the marked chessboard onto the surface of the game table; wherein automatically determining that the one or more identifier values ​​include the beginning of a value range, setting a pixel intensity threshold for the image, and incrementing or cyclically until the threshold reaches the end of the value range, increasing the threshold by a threshold increment, and detecting, through electronic analysis of the image, corresponding portions of the marks that become detectable in response to the increase of the threshold.

[0015] Associating at least some of the one or more identifier values ​​with a region of interest may include: storing each identifier value of each detected marker in a memory device; detecting, by the electronic analysis, that at least some of the set of points of interest are spatially related to the region of interest; and automatically associating each identifier value of at least some of the one or more identifier values ​​with the corresponding coordinates of the region of interest by the memory device.

[0016] The automatic calibration may include: determining the centroid of each detected marker in response to the electronic analysis; generating a virtual mesh using the centroid of each detected marker via polygonal triangulation using at least some of the one or more identifier values; and animating the game content overlaid at the region of interest using at least some of the one or more identifier values ​​as the corresponding coordinates.

[0017] The method may further include configuring the orientation of the animation on the virtual mesh with respect to the region of interest based on the detected orientation of at least a portion of each detected marker located at the region of interest.

[0018] Automatically detecting a set of points of interest on the surface of the game table may include classifying the set of points of interest as being coplanar with the surface through electronic analysis of the neural network model.

[0019] On the other hand, an automatic calibration device for a game table is disclosed. The device includes: a projector configured to project at least one marker onto the surface of the game table; a camera configured to capture at least one image of the at least one marker and at least one physical game table object coplanar with the surface of the game table; and a processor configured to perform operations such that the device, in response to electronic analysis of the at least one image by a neural network model, identifies the at least one marker and the at least one physical game table object, wherein the at least one marker has a shape that can be converted from a camera viewpoint to a virtual scene viewpoint by a known isomorphism; determines a difference between the position and orientation of the at least one marker and the position and orientation of the at least one physical game table object by converting one or more portions of the image to the virtual scene viewpoint once or multiple times based on the known isomorphism; and, in response to determining the difference, sets the position and orientation of game content within the virtual scene relative to the position and orientation of the at least one physical game table object.

[0020] The at least one mark may include at least one reference mark, and the at least one physical game table object may include one or more of a game token tray, a throwing circle, a sign, and the edge of the game table.

[0021] The processor can be configured to identify the at least one marker and the at least one physical game table object in response to automatically detecting that one or more of the projector, the camera, or the at least one physical game table object has moved.

[0022] The processor can be configured to identify the at least one physical game table object as relating to a pattern associated with the game content.

[0023] The processor configured to perform operations to enable the device to determine the difference may also be configured to automatically deform the shape of the at least one mark according to the known isomorphism; in response to the automatic deformation of the shape of the at least one mark, determine the offset of the position and orientation of the at least one mark from the position and orientation of the at least one physical game table object; and store one or more values ​​of the offset in a memory storage device.

[0024] The at least one marker may include a set of markers, and the processor configured to perform operations to cause the device to determine the difference may further be configured to: decode a unique identifier associated with the set of markers by the electronic analysis, wherein the unique identifier is equal to the coordinate values ​​of a mesh structure associated with the set of markers in the virtual scene; detect a simple polygonal shape formed by a first subset of the set of markers as the outer boundary of a convex hull, wherein the simple polygonal shape indicates the outline of the shape of the game table; connect a first portion of the coordinate values ​​associated with the first subset of the set of markers and a second portion of the coordinate values ​​associated with a second subset of the set of markers on the interior of the convex hull by polygonal triangulation; determine at least one coordinate value that is most geographically close to the at least one physical game table object based on the outline of the shape of the game table corresponding to the first portion of the coordinate values, according to the second portion of the coordinate values; and determine the position and orientation of the game content as the difference relative to the at least one coordinate value.

[0025] The processor configured to identify the at least one marker and the at least one physical game table object can also be configured to perform operations to cause the device to incrementally modify the threshold of the at least one image within a value range.

[0026] Given the detailed description of various embodiments with reference to the accompanying drawings, other aspects of the invention will be apparent to those skilled in the art, and a brief description of the drawings is provided below. Attached Figure Description

[0027] Figure 1 This is a diagram of an example game system according to one or more embodiments of the present disclosure.

[0028] Figure 2 This is a diagram of an exemplary game system according to one or more embodiments of the present disclosure.

[0029] Figure 3 This is a flowchart of an example method according to one or more embodiments of the present disclosure.

[0030] Figure 4 , 5A 5B, 5C, 6, 7, 8A, 8B, 9A, and 9B are related to one or more embodiments of the present disclosure. Figure 3 The diagram shows an exemplary game system associated with the data flow shown.

[0031] Figure 10 This is a perspective view of a game table configured for implementing embodiments of the game according to this disclosure.

[0032] Figure 11This is a perspective view of a single electronic gaming device configured to implement an embodiment of the game according to this disclosure.

[0033] Figure 12 This is a top view of a table configured for implementing embodiments of the game according to this disclosure.

[0034] Figure 13 This is a perspective view of another embodiment of a table configured for implementing an embodiment of a game according to the present disclosure, wherein the implementation includes a virtual dealer.

[0035] Figure 14 This is a schematic block diagram of a game system for implementing embodiments of the game according to this disclosure.

[0036] Figure 15 This is a schematic block diagram of a game system for implementing an embodiment of a game that includes real-time dealer feeding.

[0037] Figure 16 This is a block diagram of a computer used as a game system for implementing embodiments of the game according to this disclosure.

[0038] Figure 17 Examples of data flow between various applications / services that support games, features, or utilities of this disclosure for mobile / interactive gaming are illustrated.

[0039] While the invention is open to various modifications and alternatives, specific embodiments have been shown by way of example in the accompanying drawings and will be described in detail herein. However, it should be understood that the invention is not intended to be limited to the specific forms disclosed. Rather, the invention covers all modifications, equivalents, and alternatives falling within the spirit and scope of the invention as defined in the appended claims. Detailed Implementation

[0040] While the invention is permissible in many different forms, preferred embodiments of the invention are shown in the accompanying drawings and will be described in detail herein, wherein this disclosure is to be understood as an illustrative representation of the principles of the invention and is not intended to limit the broad aspects of the invention to the embodiments shown. For the purposes of this detailed description, singular includes plural, and vice versa (unless specifically denied); the words “and” and “or” should be used as conjunctions and antonyms; the word “all” means “any and all”; the word “any” means “any and all”; and the word “including” means “including but not limited to”.

[0041] In some embodiments, the game additionally or alternatively involves game currency of non-cash value, such as virtual currency, and can therefore be considered a social or casual game, as is commonly available on social networking sites, other websites, applications across computer networks, or mobile devices (e.g., phones, tablets, etc.). When offered as a social or casual game, the game may be very similar to traditional arcade games, or it may take another form that is more similar to other types of social / casual games.

[0042] Some embodiments described herein facilitate the electronic detection of one or more objects within a game area, such as objects on the surface of a game table, and accordingly calibrate system properties. In some cases, the game system may capture image data of the game table and its associated environment, including images of the game table's surface. The game system may further analyze the captured image data (e.g., using one or more imaging neural network models and / or other imaging analysis tools) to identify one or more locations in the captured image data that depict one or more specific points of interest in relation to physical objects (e.g., markers). The system and methods may further associate one or more locations with identifier values, which can be used as a reference to automatically calibrate any system properties associated with the performance of one or more game features. One or more game features may include, but are not limited to, game modes, game actions, game functions, game content selection, game content placement / orientation, game animations, sensor / camera settings, projector settings, virtual scene aspects, and so on. In some cases, the game system may project one or more markers onto the game table surface, such as a marked chessboard or grid, and may determine identifier values ​​based on electronic analysis of one or more images of the markers (e.g., via a transformation between camera and virtual scene perspectives, via incremental image property modifications, etc.). In some cases, game systems can analyze images by decoding information presented on markers (e.g., symbols, codes, etc.). In some instances, identifier values ​​are stored in memory as coordinate positions relative to their locations within a grid structure. In some instances, game systems automatically calibrate system properties based on identifier values. For example, in some embodiments, the game system calibrates the presentation of game content (e.g., placement, orientation, etc.) by generating a virtual grid using the center points of markers detected for polygon triangulation and orienting the placement of content in a virtual scene relative to the detected center points. Furthermore, in some cases, game systems can infer the perceptual function, purpose, location, appearance, orientation, etc., of markers based on electronic analysis and calibrate aspects of the game system based on said inference.

[0043] Self-referenced gaming table systems for automatic calibration (as disclosed herein) represent a significant advancement in gaming technology. They address many challenges of gaming systems by reconciling the complex aspects of perspective and interactivity of cameras, projectors, and dynamic gaming environments. They allow cameras and / or projectors to be positioned in a manner that is not directly facing the gaming table surface (e.g., planar positioning not orthogonal to the surface), but with the content aligned (e.g., orthogonally) to the projection surface. Proper alignment of the gaming content ensures that the projection of game animations clearly indicates the game outcome, thereby reducing the likelihood of any disputes between customers and gaming operators regarding that outcome. Furthermore, the gaming system can quickly and reliably calibrate itself, for example, if the camera and / or projector moves, or if the gaming table surface changes (e.g., if the surface covering is replaced due to wear, if surface objects are rearranged for different game purposes, etc.). This rapid and accurate self-calibration enables gaming tables to operate precisely and maintain service more reliably without the need for trained technicians.

[0044] Figure 1This is a diagram of an example game system 100 according to one or more embodiments of the present disclosure. The game system 100 includes a game table 101, a camera 102, and a projector 103. The camera 102 captures an image stream of a game area (e.g., an area covering the top surface 104 of the game table 101). The stream includes frames of image data (e.g., image 120). The projector 103 is configured to project images of game content. The projector 103 projects images of game content toward the surface 104 relative to objects in the game area. The camera 102 is located above the surface 104 and to the left of a first player area 105. The camera 102 has a first viewpoint (e.g., field of view or field angle) of the game area. In this disclosure, the first viewpoint may be more simply referred to as the camera viewpoint or observation viewpoint. For example, the camera 102 has a lens that is pointed toward the game table 101 in a manner that observes portions of the surface 104 related to the game and observes game participants (e.g., players, dealers, backstage customers, etc.) located around the game table 101. Projector 103 is also located above game table 101 and to the left of first player area 105. Projector 103 has a second viewpoint of the game area (e.g., projection direction, projection angle, projection view, or projection cone). This second viewpoint may be more concisely referred to as the projection viewpoint in this disclosure. For example, projector 103 has a lens that is directed toward game table 101 in such a way that it projects (or projects) an image of the game content onto a substantially similar portion of the game area observed by camera 102. Because the lenses of camera 102 and projector 103 are not in the same location, the camera viewpoint differs from the projection viewpoint. However, game system 100 is a self-referencing game table system that adjusts to the difference in viewpoints. For example, game system 100 is configured to detect one or more points of interest substantially coplanar with the surface of game table 101 in response to electronic analysis of image 120. Game system 100 can also automatically transform the position values ​​of the detected points from the camera viewpoint to the projection viewpoint and vice versa, such that they substantially and accurately correspond to each other. Furthermore, the gaming system 100 can automatically calibrate one or more attributes of the gaming table 101, camera 102, projector 103, or any other aspect of the gaming system 100 based on changes. For example, the gaming system can automatically calibrate game modes, game controls, game functions, game-related features, game content placement / orientation, sensor / camera settings, projector settings, virtual scene aspects, etc. For instance, the gaming system 100 can associate a set of points of interest with one or more locations in a target area for a neural network model to observe one or more events related to the game. In some cases, the gaming system 100 associates locations with target areas for projecting game content related to game aspects (e.g., game modes).For example, in some embodiments, the game system 100 automatically associates one or more locations of one or more objects in an image with one or more identifier values ​​associated with points of interest on surface 104. In some cases, object 130 has visible, detectable information, such as a visible code associated with a unique identifier value. In some instances, the game system 100 determines an identifier 171 associated with object 130 (e.g., coordinate values ​​associated with the grid structure of object 130, a key linking object 130 to content 173 via database 170, etc.). The game system 100 can use the identifier values ​​to configure game aspects associated with points of interest. For example, the game system 100 can use the identifier values ​​to orient content 173 relative to the position and / or orientation of object 130 on game table 101, adjust the size of the content, and position the content (e.g., configure the position and / or orientation of game content for game modes associated with points of interest).

[0045] In some embodiments, the game system 100 automatically detects physical objects as points of interest based on electronic analysis of image 120, such as feature set extraction, object classification, etc., performed by a neural network model (e.g., via tracking controller 204). For example, the game system 100 can detect one or more points of interest by detecting physical features of image 120 that appear to be coplanar with surface 104 via a neural network model. For example, the game system 100 includes a tracking controller 204 (in... Figure 2 (described in more detail herein). The tracking controller 204 is configured to monitor a game area (e.g., physical objects within the game area) and determine relationships between one or more objects. The tracking controller 204 can also receive and analyze acquired sensor data (e.g., receive and analyze captured image data from camera 102) to detect and monitor physical objects. The tracking controller 204 can establish data structures related to the various physical objects detected in the image data. For example, the tracking controller 204 can apply one or more image neural network models trained to detect aspects of physical objects during image analysis. In at least some embodiments, each model applied by the tracking controller 204 can be configured to identify a specific aspect of the image data and provide different outputs for any identified physical objects, such that the tracking controller 204 can aggregate the outputs of the neural network models to identify physical objects as described herein. The tracking controller 204 can generate a data object for each physical object identified within the captured image data. The data object may include an identifier that uniquely identifies the physical object, such that data stored in the data object is bound to the physical object. The tracking controller 204 can also store the data in a database, such as... Figure 2 In the database system 208, or as in Figure 1 As shown, it is stored in database 170.

[0046] In some embodiments, the game system 100 automatically detects automatic deformation relationships (e.g., homography or isomorphism) between observed points of interest to transform between projective and linear spaces. For example, the game system 100 may detect points of interest physically located on surface 104 and infer spatial relationships between them. For example, the game system 100 may detect one or more physical objects that are placed, printed, or otherwise physically positioned on surface 104, such as objects placed in a specific pattern or at a specific location on surface 104 for a specific purpose. In some cases, the tracking controller 204 determines the characteristics of the objects through electronic analysis, such as the object's shape, visual pattern, size, relative positioning, numbers, displayed identifiers, etc. In some cases, the game system 100 may detect at least three points of interest that are substantially coplanar with surface 104, and these at least three points of interest have known homography relationships (e.g., triangles, parallelograms, etc.). Therefore, the game system 100 may apply isomorphic or homography transformations, such as linear transformations, affine transformations, projective transformations, centroid transformations, etc., to the detected objects.

[0047] In some embodiments, the game system 100 infers relationships (e.g., spatial relationships) among multiple objects (representing multiple related points) on the surface of the game table based on the classification of detected objects (specifically, objects with automorphic chance or features, such as objects having rigid transformation, affine transformation, or projective transformation relationships according to their determined features). For example, the game system 100 can detect unique configurations of objects on surface 104, such as the game table manufacturer's logo, multiple drop points printed on the fabric covering the game table, the size of the game token tray 113, etc. For example, the game system 100 can detect a mark (not shown) within a captured image that identifies Scientific Games Inc. as the game manufacturer of game table 101 or the covering of surface 104. The game system 100 can also identify a set of ellipses in the captured image and infer that they are drop circles. For example, as Figure 1As shown, there are twelve drop points with drop circles (e.g., primary drop circles 105A, 106A, 107A, 108A, 109A, 110A (“105A-110A”) and secondary drop circles 105B, 106B, 107B, 108B, 109B, 110B (“105B-110B”)). Based on this information, the game system can search the detected manufacturer's game table layout library and, in response to the detected configuration, obtain a template with precise distances and positions of printed features on the game table fabric (e.g., fabric with a given number of detected drop points arranged in an arc shape). Therefore, the position and orientation of the printed objects have known relationships in the geometric plane (i.e., of surface 104) that occur when the fabric is placed and attached to the top of the game table (e.g., when the top of the game fabric is placed in the game area or when the top of the game fabric is replaced in the game area (e.g., for initial setup, when it gets dirty or damaged, etc.)). Thus, the game system 100 detects and identifies the printed features and uses them as identifiers due to their shape and pattern, which relate to known relationships in spatial dimensions and targets (e.g., different throwing circles represent different points of interest on the plane of the game table, each with different labels and functions during the game).

[0048] As mentioned, an example of an object associated with a point of interest includes printed placement circles (e.g., main placement circles 105A, 106A, 107A, 108A, 109A, and 110A (“105A-110A”)) and secondary placement circles 105B, 106B, 107B, 108B, 109B, and 110B (“105B-110B”). The printed placement circles correspond symmetrically to six distinct player areas 105, 106, 107A, 108A, 109A, and 110A surrounding the dealer area 111. 7, 108, 109, and 110 are related. For example, the main throwing ring 105A and the secondary throwing ring 105B are associated with the first player area 105 at the leftmost edge of the circular tabletop 112; the main throwing rings 106A and 106B are associated with the second player area 106 located to the right of the first player area 105; the other player areas 107-110 around the game table 101 are also associated with this, until reaching the relatively rightmost edge of the circular tabletop 112 (i.e., the main throwing ring 107A and the secondary throwing ring 106B). Circle 107B is associated with the third player region 107, the main throwing circle 108A and the secondary throwing circle 108B are associated with the fourth player region 108, the main throwing circle 109A and the secondary throwing circle 109B are associated with the fifth player region 109, and the main throwing circle 110A and the secondary throwing circle 110B are associated with the sixth player region 110. In some cases, the game system 100 detects or estimates the centroid of any of the detected objects / points of interest (e.g., the game system 100 may estimate the centroid of the game token tray 113 and / or throwing circles 105A0-11A, 105B-110B). In some cases, the game system 100 may detect or estimate the centroid of each ellipse in image 120 by binarying the digitized image of the ellipse (e.g., converting the pixels of the ellipse image from an 8-bit grayscale image to a 1-bit black and white image) and determining the centroid by using a weighted average of the image pixel intensities. The game system 100 may use the centroid of the ellipse as a reference point.

[0049] In some cases, the game system 100 can automatically detect natural topological features of surface 104 as points of interest. For example, the game system 100 can detect one or more points of interest associated with a token tray 113 located in the dealer area 111. The token tray 113 can hold game tokens (e.g., game tokens, tiles, etc.). Some objects may be included at the game table 101, such as game tokens, playing cards, a card shoe, dice, etc., but for the sake of simplicity, they are not shown here. Figure 1Not shown in the diagram. Additional area 114 can be used to present (e.g., project) game content related to some elements of the game that are common to or relevant to any or all players. In some cases, game system 100 utilizes any additional identifying features (e.g., the center of the game token tray 113) to gather as much information as possible to infer the appropriate layout relationships of the content.

[0050] In one example, the game system 100 detects the game token tray 113 based on visible features of the tray (e.g., its rectangular shape, the parallel lines of its evenly spaced slats 116, its position relative to the shape of the table 101, etc.). For example, the game system 100 detects a first upper corner 151 and a second upper corner 153 of the game token tray 113. The game system 100 also determines a center point 152 on a line 161 along the upper edge 115 of the game token tray 113. The game system 100 can determine the center point 152 by detecting the number of slats 116 within the game token tray 113 (e.g., the game token tray 113 has ten evenly spaced slats 116), detecting the center divider 117 of the center slat, and detecting the vertex of the center divider that connects to the upper edge 115 (i.e., the center point 152). The game system 100 can use the center point 152 (and the orientation of the center divider 117) as a reference to construct the center dividing line 164 (also referred to herein as the axis of symmetry for the layout of the surface 104 of the game table 101). Furthermore, the game system 100 detects features of the throwing circles 105A-110A and 105B-110B. For example, the game system 100 detects numerous ellipses appearing in image 120 that are the throwing circles 105A-110A and 105B-110B. The game system 100 can also detect the relative size of the ellipses, their arrangement relative to the game token tray 113, their position relative to each other, and so on. Therefore, the game system 100 can infer that the center dividing line 164 is the axis of symmetry for the table layout, and that each ellipse seen is actually a circle of equal size to the others. In some cases, the game system 100 is configured to determine a homography relationship between two circles on the same geometric plane based on electronic analysis. More specifically, a line 162 can be determined between the two intersecting perimeter points of the ellipse (e.g., point 154 on the perimeter of throwing circle 105A and point 155 on the perimeter of throwing circle 110A). Due to the nature of the homography relationship and the detected orientation of throwing circles 105A, 110A relative to the game token tray 113, the game system 100 determines that line 162 is parallel to line 161. Furthermore, the game system 100 can access information about the desired rendering parameters of content 173. For example, the game system 100 accesses layout information about content 173 stored in database 170 and determines that the centroid of content 173 should be anchored in the midway portion 114 between throwing circles 105A and 110A. Therefore, using all the acquired information (including the detected homography relationship), the game system 100 determines that the intersection of the center dividing line 164 and line 162 is the anchor point of the centroid of content 173. In some cases, the game system 100 can also position the object 130 (e.g., move the object automatically) until it aligns with the intersection point.The game system 100 can store the position and orientation values ​​of object 130 as calibration values, thereby ensuring the automatic positioning and orientation of content 173 projected into area 114 during game play.

[0051] As mentioned, in some cases, the game system 100 can automatically detect one or more points of interest projected onto the surface 104 by the projector 103. In one instance, the game system 100 can automatically triangulate the projection space based on the known spatial relationships of the points of interest on the surface 104. For example, in some embodiments, the game system 100 uses polygonal triangulation of the detected points of interest to generate a virtual mesh associated with a virtual scene simulated to the projection viewpoint. More specifically, the game system 100 can project images of one or more specific objects or markers (as points of interest) onto the surface 104 and use the markers for self-reference and automatic calibration. For example, the game system 100 can project object 130 onto the surface 104. The appearance of object 130 is uniquely identifiable when analyzed electronically from any viewing angle. Projecting a projected image of object 130 into the game area will make object 130 appear naturally on the surface 104 because photons of the light projected onto object 103 become visible (and thus detectable by the game system 100) only when they appear on the reflective material of the surface 104. Therefore, surface 104 should be covered with a material that sufficiently reflects the light projected onto it by projector 103. Thus, in some cases, when the game system 100 identifies the features of the projected object through a neural network model with sufficient confidence that the projected object is the object used for calibration, the game system determines that the projected object and the surface of the game table 103 are on the same plane. In some cases, object 130 has an isomorphic shape, or in other words, the shape of object 130 can be isomorphically transformed (e.g., via a homography matrix) to a known reference shape (e.g., a square, parallelogram, triangle, a set of planar circles, etc.). Therefore, the game system 100 uses the isomorphic properties of object 130 to transform the appearance of object 130 until it can be identified as a reference point for calibration. Object 130 may be referred to herein as a reference or reference marker. In other words, the game system 100 can place object 130 within the field of view of camera 102 as a reference point or metric for calibrating the game system 100. Object 130 also has contrasting color / hue features, which the game system 100 uses to binary and identify object 130 (e.g., object 130 is projected in black and white to give its appearance high contrast between its light and dark elements, thereby improving detectability through binarying). Because object 130 has a unique shape and isomorphic properties, the game system 100 can determine the orientation of object 130 within image 120 and, in response, orient the placement of content 173 accordingly. For example, in database 170, marker 130 has a specific orientation. Content 173 also has a specific orientation indicated by database 170. Therefore, the game system 100 can replace object 130 with content 173 using its associated orientation indicated by database 170.The gaming system 100 can also observe the projected appearance of the content 173 (after it is initially positioned) and can automatically make any necessary additional adjustments to its size, shape, position, etc., and / or can present (e.g., projection) calibration features to make any additional adjustments to the appearance of the content 173.

[0052] In some instances, the game system 100 detects a combination of non-projected objects (e.g., objects physically placed or positioned on the game table 101) and projected objects (e.g., objects projected onto the surface 104 via light projection). For example, during the setup process, the game system 100 detects when an object is placed at a specific location on the surface 104. The game system 100 stores the positions of objects relative to each other (e.g., as multiple objects captured in a single image or as a composition of multiple images of the same object positioned at different locations during setup). The game system 100 detects the positions of objects as regions of interest on a virtual scene overlaying image 120. The game system 100 may also present calibration options for manually mapping the placement of game content within the virtual scene, such that the positioning of the content corresponds to the detected positions.

[0053] As mentioned, game system 100 uses various points of interest, including topological features and benchmark objects (e.g., object 130). In some embodiments, game system 100 projects a set of benchmark objects similar to object 130, each benchmark object having a unique single appearance associated with an identifier value (e.g., via binary code) (e.g., see [link to relevant documentation] for more details). Figure 3Identifier values ​​identify individual objects (or “markers”) within a spatial relationship of a set of objects as a group, such as a grid relationship arranged as a chessboard pattern, where the position of each mark on the chessboard is a different identifier / coordinate point in the grid. In some embodiments, the chessboard is an isomorphic shape (e.g., a parallelogram or square) and / or has some identifiable homography properties, such as known symmetry, known geometric relationships of at least three points in a single plane, etc. Thus, the game system 100 can transform the appearance of the marks from the projected space visible in image 120 to a known linear (e.g., Euclidean) space associated with the grid, such as a virtual or augmented reality layer depicting a virtual scene where game content is mapped relative to its position in the grid, via projection transformation. In some cases, the chessboard is a set of binary square reference marks (e.g., barcode marks, Aruco marks). In some instances, the square references include black boxes (set against a white background) containing a unique image or pattern (e.g., see object 130). The pattern can be used to uniquely identify the references and determine their orientation. Binary references can be generated in groups from a Bose-Chaudhuri-Hocquenghem (BCH) code generator, where each member of the group has a binary-coded image, thereby generating multiple sets of patterns with error-correcting capabilities. In some embodiments, the game system 100 uses a chessboard with binary square reference markers positioned at each intersection of a grid structure. In some embodiments, this set of markers is placed on the chessboard, where the markers are positioned on alternating light-colored (e.g., white) squares. The shape and position of the dark (e.g., black) squares, which alternate with the light-colored squares, provide detectable features that the game system 100 can utilize to accurately locate the corners of the markers.

[0054] In addition, in some cases (for example, see [link to more details]), Figure 3The gaming system 100 includes a phased analysis of features of image 120 through an incremental thresholding process to ensure electronic identification of a set of objects within image 120, despite darkened and inconsistent lighting conditions within the gaming environment that affect the quality of image 120. Specifically, the gaming system 100 may not be able to adjust the lighting of the gaming environment in which the gaming table 101 is located. As a result, when camera 102 captures image 120, the size of the gaming table 101, and various distances of each point of interest from camera 102, the digitized pixels of image 120 have pixel intensity values ​​that can change based on their relative positions on surface 104. For example, the portion of gaming table 101 closer to camera 102 may have a brighter pixel intensity value compared to the portion farther from camera 102. In another instance, the lighting conditions at one end of gaming table 101 may differ from the lighting conditions at the other end. Therefore, when the gaming system 100 performs electronic analysis on image 120, the pixel intensity values ​​of different parts of the table can vary significantly. As a result, binarylizing image 120 with a single threshold would cause game system 100 to detect features of objects depicted in one portion of image 120 but not in other portions. To overcome this challenge, game system 100 performs incremental thresholding of image 120 during binarylization. For example, game system 100 incrementally and gradually increases the threshold of image 120 from a range of selected values ​​(e.g., from a low threshold to a high threshold (or vice versa)), thereby gradually increasing the value of features of individual portions of image 120 within a range of possible values. After each incremental increase in the threshold, game system 100 performs electronic analysis on image 120 again to detect additional potential points of interest in portions with similar pixel intensity values ​​(based on their relative positions in image 120, lighting conditions at different portions, etc.). Thus, as the threshold increases within a range, the features of objects on the entire game table 101 become visually detectable by the neural network model in image 120, and therefore become extractable and classifiable.

[0055] Figure 2 This is a block diagram of an example game system 200 for tracking various aspects of a game in game area 201. In the example embodiment, game system 200 includes a game controller 202, a tracking controller 204, a sensor system 206, and a tracking database system 208. In other embodiments, game system 200 may include more, fewer, or alternative components, including those described elsewhere herein.

[0056] Game area 201 is an environment that provides one or more game rooms. In an example embodiment, game area 201 is the game table and the area around the table (e.g., such as...). Figure 1(in Chinese). In other embodiments, other suitable game areas 201 may be monitored by the game system 200. For example, game area 201 may include one or more floor-standing video game consoles. In another instance, multiple game tables may be monitored by the game system 200. Although the description herein may refer to a game area (e.g., game area 201) as a single game table and the area around the game table, it should be understood that other game areas 201 may be used with the game system 200 by employing the same, similar, and / or modified details as described herein.

[0057] Game controller 202 is configured to facilitate, monitor, manage, and / or control gameplay of one or more games at game area 201. More specifically, game controller 202 is communicatively coupled to at least one or more of a tracking controller 204, a sensor system 206, a tracking database system 208, a gaming device 210, an external interface 212, and / or a server system 214 to receive, generate, and transmit data relating to the game, the player, and / or the game area 201. Game controller 202 may include one or more processors, memory devices, and communication devices to perform the functions described herein. More specifically, the memory devices store computer-readable instructions that, when executed by the processor, cause game controller 202 to function as described herein, including communicating with devices of game system 200 via the communication devices.

[0058] The game controller 202 can be physically located as follows Figure 2 The game controller 202 is positioned at or away from the game area 201 shown. In some embodiments, the game controller 202 may be a distributed computing system. That is, several devices may operate together to provide the functionality of the game controller 202. In such embodiments, Figure 2 At least some of the devices (or functions thereof) described herein may be incorporated into the distributed game controller 202.

[0059] The gaming device 210 is configured to facilitate one or more aspects of the game. For example, for a card-based game, the gaming device 210 may be a card shuffler, a dealing box, or other card handling device. The external interface 212 is a device for presenting information to players, dealers, or other users, and may accept user input to be provided to the game controller 202. In some embodiments, the external interface 212 may be a remote computing device, such as a player's mobile device, that communicates with the game controller 202. In other instances, the gaming device 210 and / or the external interface 212 may include one or more projectors. The server system 214 is configured to provide one or more backend services and / or game-playing services to the game controller 202. For example, the server system 214 may include an accounting service that monitors game currency, rewards, and accumulated game currency in the game area 201. In another instance, the server system 214 is configured to control game-playing by sending game-playing instructions or results to the game controller 202. It should be understood that the means for communicating with the game controller 202 described above are for illustrative purposes only, and other, fewer or alternative means may communicate with the game controller 202, including those described elsewhere in this document.

[0060] In an example embodiment, the tracking controller 204 communicates with the game controller 202. In other embodiments, the tracking controller 204 is integrated with the game controller 202, such that the game controller 202 provides the functionality of the tracking controller 204 as described herein. Similar to the game controller 202, the tracking controller 204 may be a single device or a distributed computing system. In one instance, the tracking controller 204 may be located at least partially remote from the game area 201. That is, the tracking controller 204 may receive data from one or more devices located in the game area 201 (e.g., the game controller 202 and / or the sensor system 206), analyze the received data, and / or transmit the data back based on the analysis.

[0061] In an example embodiment, the tracking controller 204, similar to the example game controller 202, includes one or more processors, a memory device, and at least one communication device. The memory device is configured to store computer-executable instructions that, when executed by the processor, cause the tracking controller 204 to perform the functions described herein. The communication device is configured to communicate with external devices and the system using any suitable communication protocol to enable the tracking controller 204 to interact with external devices and integrate the functions of the tracking controller 204 with those of the external devices. The tracking controller 204 may include several communication devices to facilitate communication with various external devices using different communication protocols.

[0062] The tracking controller 204 is configured to monitor at least one or more aspects of the game area 201. In an example embodiment, the tracking controller 204 is configured to monitor physical objects within the area 201 and determine relationships between one or more objects. Some objects may include game tokens. Tokens can be any physical object (or group of physical objects) used for placement. As used herein, the term "pile" refers to one or more game tokens physically grouped together. For circular tokens (e.g., game tokens) typically found in a game arena environment, these tokens may be grouped together into a vertical pile.

[0063] In an example embodiment, the tracking controller 204 is communicatively coupled to the sensor system 206 to monitor the game area 201. More specifically, the sensor system 206 includes one or more sensors configured to acquire sensor data associated with the game area 201, and the tracking controller 204 receives and analyzes the acquired sensor data to detect and monitor physical objects. The sensor system 206 may include any suitable number, type, and / or configuration of sensors to provide sensor data to the game controller 202, the tracking controller 204, and / or another device that may benefit from the sensor data.

[0064] In an example embodiment, sensor system 206 includes at least one image sensor oriented to capture image data of physical objects in game area 201. In one example, sensor system 206 may include a single image sensor monitoring game area 201. In another example, sensor system 206 includes multiple image sensors monitoring subdivided areas of game area 201. The image sensor may be part of a camera unit or a three-dimensional (3D) camera unit of sensor system 206, wherein the image sensor, in combination with other image sensors and / or other types of sensors, can acquire depth data associated with the image data, which can be used to distinguish objects within the image data. The image data is transmitted to tracking controller 204 for analysis as described herein. In some embodiments, the image sensor is configured to transmit image data after limited image processing or analysis, such that tracking controller 204 and / or another means of receiving the image data perform image processing and analysis. In other embodiments, the image sensor may perform at least some preliminary image processing and / or analysis before transmitting the image data. In such embodiments, the image sensor can be considered an extension of the tracking controller 204; therefore, the functions described herein related to image processing and analysis performed by the tracking controller 204 can be performed by the image sensor (or a dedicated computing device for the image sensor). In some embodiments, in addition to or instead of the image sensor, the sensor system 206 may also include one or more sensors configured to detect objects, such as time-of-flight sensors, radar sensors (e.g., LiDAR), thermal imaging sensors, etc.

[0065] The tracking controller 204 is configured to establish data structures relating to various physical objects detected in image data from an image sensor. For example, the tracking controller 204 applies one or more image neural network models during image analysis, these models being trained to detect aspects of physical objects. Neural network models are analytical tools that classify “raw” or unclassified input data without requiring user input. That is, in the case of raw image data captured by an image sensor, neural network models can be used to convert patterns within the image data into data object representations such as tokens, faces, hands, etc., thereby facilitating the storage and analysis of objects detected in the image data as described herein.

[0066] At a simplified level, a neural network model is a set of node functions with corresponding weights applied to each function. Node functions and their corresponding weights are configured to receive some form of raw input data (e.g., image data), establish patterns within the raw input data, and generate output based on the established patterns. Weights are applied to node functions to facilitate model optimization, thereby recognizing certain patterns (i.e., assigning additional weights to node functions that produce the correct output), and / or adapting to new patterns. For example, a neural network model could be configured to receive input data, detect patterns in image data representing human body parts, perform image segmentation, and generate output that classifies one or more portions of the image data into segments representing body parts of a player (e.g., boxes with coordinates relative to image data representing a covered face, arm, hand, etc., and classifying the covered region as "person," "face," "arm," "hand," etc.).

[0067] For example, to train a neural network to identify the most relevant guesses for recognizing human body parts, a predetermined dataset including image data of human body parts and raw image data with known outputs is provided to the neural network. When each node function is applied to the raw input with known outputs, error correction analysis is performed such that node functions producing outputs close to or matching the known outputs can be assigned increased weights, while node functions with significant errors can be assigned decreased weights. In the instance of recognizing human faces, node functions that consistently identify image patterns of facial features (e.g., nose, eyes, mouth, etc.) can be assigned extra weights. Similarly, in the instance of recognizing human hands, node functions that consistently identify image patterns of hand features (e.g., wrist, fingers, palm, etc.) can be assigned extra weights. The outputs of the evaluated node functions (including their corresponding weights) are then combined to provide, for example, an output representing a data structure of a human face. Training can be repeated to further optimize the model's pattern recognition, and the model can still be optimized during deployment (i.e., with raw inputs without known data outputs).

[0068] At least some of the neural network models applied by the tracking controller 204 can be deep neural network (DNN) models. DNN models include at least three layers of node functions linked together to decompose the complexity of image analysis into a series of steps that increase the extraction from the raw image data. For example, for a DNN model trained to detect a person's face from an image, a first layer can be trained to identify groups of pixels representing the boundaries of facial features, a second layer can be trained to identify facial features as a whole based on the identified boundaries, and a third layer can be trained to determine whether the identified facial features form a face and to distinguish this face from other faces. The multi-layered nature of DNN models can facilitate more targeted weights, a reduced number of node functions, and / or pipeline processing of image data (e.g., for a three-layer DNN model, each stage of the model can process three frames of image data in parallel).

[0069] In at least some embodiments, each model applied by the tracking controller 204 can be configured to recognize specific aspects of the image data and provide different outputs, such that the tracking controller 204 can aggregate the outputs of the neural network models to recognize physical objects as described herein. For example, one model can be trained to recognize a person's face, while another model can be trained to recognize a player's body. In this example, the tracking controller 204 can link the player's face with the player's body by analyzing the outputs of the two models. In other embodiments, a single DNN model can be applied to perform the functions of several models.

[0070] As described in further detail below, the tracking controller 204 can generate a data object for each physical object identified within the captured image data using a DNN model. A data object is a data structure generated to link data associated with the corresponding physical object. For example, the outputs of several DNN models associated with a player can be linked together as part of a player data object.

[0071] It should be understood that the underlying data storage of a data object can vary depending on the computing environment of the one or more memory devices storing the data object. That is, factors such as programming language and file system can (e.g., through the allocation of individual blocks of data storage, through distributed storage using pointers that link data together, etc.) change the location and / or manner in which data objects are stored. Furthermore, some data objects may be stored on several different memory devices or databases.

[0072] In some embodiments, player data objects include player identifiers, and data objects for other physical objects include other identifiers. The identifiers uniquely identify physical objects, binding data stored in the data objects to those physical objects. In some embodiments, the identifiers may be incorporated into other systems or subsystems. For example, a player account system may store the player identifier as part of the player account, which can be used to provide benefits, rewards, etc., to the player. In some embodiments, the identifiers may be provided to the tracking controller 204 by other systems that may have already generated the identifiers.

[0073] In at least some embodiments, data objects and identifiers may be stored by a tracking database system 208. The tracking database system 208 includes one or more data storage devices (e.g., one or more databases) that store data from at least the tracking controller 204 in a structured, addressable manner. That is, the tracking database system 208 stores data according to one or more linked metadata fields that identify the data type stored and can be used to group the stored data together across several metadata fields. The stored data is addressable, allowing tracking of the data stored within the tracking database system 208 after initial storage for retrieval, deletion, and / or subsequent data operations (e.g., editing or moving data). The tracking database system 208 may be formatted according to one or more suitable file system structures (e.g., FAT, exFAT, ext4, NTFS, etc.).

[0074] The tracking database system 208 can be a distributed system (i.e., data storage is distributed across multiple computing devices) or a single-device system. In some embodiments, the tracking database system 208 may be integrated with one or more computing devices configured to provide additional functionality to the game system 200 and / or other game systems. For example, the tracking database system 208 may be integrated with the tracking controller 204 or the server system 214.

[0075] In an example embodiment, the tracking database system 208 is configured to facilitate a lookup function for data stored in the tracking controller 204. The lookup function compares input data provided by the tracking controller 204 with data stored within the tracking database system 208 to identify any “matching” data. It should be understood that a “match” in the context of the lookup function can refer to input data that is identical, substantially similar, or linked to data stored in the tracking database system 208. For example, if the input data is an image of a player's face, the lookup function can be performed to compare the input data with a set of stored images of historical players to determine if the player captured in the input data is a returning player. In this example, one or more image comparison techniques can be used to identify any “matching” images stored by the tracking database system 208. For example, key visual markers used to distinguish players can be extracted from the input data and compared with similar key visual markers in the stored data. If identical or substantially similar visual markers are found within the tracking database system 208, a matching stored image can be retrieved. In addition to or instead of matching images, other data linked to the matching stored images, such as player accounts, player names, etc., can be retrieved during the lookup function. In at least some embodiments, the tracking database system 208 includes at least one computing device configured to perform a lookup function. In other embodiments, the lookup function is performed by a device (e.g., a tracking controller 204) communicating with the tracking database system 208 or by a device integrated therein.

[0076] Figure 3 This is a flowchart of an example method according to one or more embodiments of the present disclosure. Figure 4 , 5A 5B, 5C, 6, 7, 8A, 8B, 9A, and 9B are related to one or more embodiments of the present disclosure. Figure 3 The diagram shows an exemplary game system associated with the data flow shown. In the... Figure 3 The description will refer to Figure 4 , 5A 5B, 5C, 6, 7, 8A, 8B, 9A and 9B.

[0077] exist Figure 3 In this process, process 300 begins at processing box 302, projecting multiple marks onto the surface of the game table. In one instance, such as... Figure 4 In this context, game system 400 is similar to game system 100. Game system 400 includes a game table 401, a camera 402, a projector 403, a game token tray 413, main projection rings 405A-410A, and secondary projection rings 405B-410B. Game system 400 is also similar to... Figure 2The game system 200 described herein, and therefore the tracking controller 204 can be used to perform one or more of the described operations. Figure 4 In this system, game system 400 projects a chessboard (“chessboard 425”) with coded square reference marks (via projector 403). When projected onto surface 404 of game table 401, a portion of the marks becomes visible to camera 402. Camera 402 does not see (when projected by projector 403) portions of the marks that do not fall on surface 404. The visible marks are depicted in image 420 captured by camera 402. In some embodiments, chessboard 425 is configured to be larger than surface 404 of game table 401. Therefore, when chessboard 425 is projected onto a game area in the general direction of game table 401, at least a portion of chessboard 425 appears on surface 404, ensuring that game table 401 is adequately covered by the marks. At some point, if projector 403 is moved, game system 400 can recapture image 420. Because projector 403 has moved, marks different from chessboard 425 will fall on different portions of surface 404. However, because the markers are organized into a common grid structure, and because each marker is spaced proportionally, the game system 400 can recapture image 420 and recalibrate using new reference marker identifier values ​​(e.g., repeating one or more parts of process 300), which correspond to different markers falling on different parts of surface 404. Therefore, the chessboard 425 becomes a floating grid, any part of which can be anchored to any part of surface 404, and thus provides an acceptable displacement margin in the physical position of projector 403 for calibration purposes.

[0078] The number of markers in the chessboard 425 can vary. More markers represent more grid points, which can be used as more interior points of the convex hull during polygon triangulation (e.g., at processing frame 318), resulting in a denser virtual grid. A denser virtual grid has more points for calibrating the rendering of game content (e.g., at processing frame 320). Therefore, according to some embodiments, more markers in the chessboard 425 are preferred, provided that the markers are large enough to be recognized by the neural network model (considering the input requirements of the neural network model, the distance from camera 402 to the game table 401, lighting in the game area, etc.). At a minimum, the chessboard 425 should include enough markers to cover the portions of the game table 401 that need to be observed for accurate positioning of object detection and / or content projection. In some cases, the grid may include any number of markers, such as two or more. In some embodiments, the markers are spatially related to each other in terms of distance and orientation, according to a uniform grid structure. Therefore, if the game system 400 detects the location of some markers, the game system 400 can infer the location of the fuzzy markers based on the known spatial relationships between all the markers and the grid structure of the chessboard 425. For example, as Figure 4 As shown, some marks projected onto surface 404 may be blurred by one or more additional objects on surface 404 (e.g., projection rings 405A-410A and 405B-410B), or may be invisible due to the presence of said one or more additional objects. However, the game system 400 can detect other visible marks surrounding projection rings 405A-410A and 405B-410B. After detecting the marks surrounding projection rings 405A-410A and 405B-410B, the game system 400 can infer the position values ​​of the blurred marks. For example, each visible mark has a unique identifier value representing coordinates in an organized grid. The game system 400 knows the dimensions of the spacing between coordinate points in the grid. Therefore, the game system 400 can use the known dimensions of the spacing between coordinate points relative to each other in the grid to infer the positioning of the blurred marks relative to the surrounding visible marks.

[0079] Return to reference Figure 3 Process 300 continues at processing frame 304, capturing an image of the game table's surface. For example, as... Figure 4 As shown, system 400 can capture an image 420 of the game area from the viewpoint of camera 402 (“camera view”), which includes an image of the game table 401. In one embodiment, game system 400 captures a single frame of a video stream of image data via camera 402 and sends the single frame of image data (e.g., image 420) to a tracking controller (e.g., Figure 2The tracking controller 204 shown performs image processing and analysis to identify physical objects in the game area. As previously described, portions of the markings on the chessboard 425 that fall on the surface 404 become visible to the camera 402, and are therefore visible in the image 420 captured by the camera 402.

[0080] Return to reference Figure 3 In process 300, the operation continues in a loop or repetition at processing box 306, iteratively modifying the image characteristic values ​​of the captured image until the image characteristic value limit is reached. In some cases, the game system modifies the graphic characteristics of the image, such as resolution, contrast, brightness, color, vibrancy, sharpness, threshold, exposure, etc. As these characteristics are incrementally modified (individually or in different combinations), additional information becomes visible in the image. In one instance, such as Figure 5A As shown, the game system 400 performs a thresholding algorithm on the entire image 420. The thresholding algorithm sets an initial threshold. This threshold is a pixel intensity value. In other words, any pixel in image 420 with an intensity higher than the pixel intensity threshold will be displayed as white in the modified image, while any pixel with an intensity lower than the pixel intensity threshold will be displayed as black. For example, the game system 400 sets the threshold to a low setting, such as the number "32". This means that any pixel with an intensity level lower than "32" will be displayed as black, while any pixel with a higher intensity level will be displayed as white. Therefore, as... Figure 5A As shown, a first segment 501 of a set of visible marks on table 401 becomes detectable (i.e., the first mark set 511).

[0081] Process 300 continues at processing box 308, identifying detectable markers by analyzing the image using a neural network model. For example, ... Figure 5AAs shown, the game system 400 automatically modifies each object with detectable features within image 420 using a neural network model. Due to an initial threshold (e.g., a lower limit of "32"), segment 501 includes objects (e.g., a first set of markers 511) whose pixel intensity values ​​make the digitized version of the first set of markers 511 sufficient to be converted to binary for recognition (e.g., light pixels of the first set of markers 511 are changed to pixel intensity values ​​corresponding to white, and dark pixels of the first set of markers 511 are changed to pixel intensity values ​​corresponding to black). The game system 400 transforms each of the first set of markers 511 shown in image 420 using isomorphic transformations (e.g., projection transformations) until it is detectable as a marker. Thus, the game system 400 can identify a unique pattern (e.g., encoded value) for each detected marker to determine a unique identifier value assigned to the marker (e.g., coordinate values ​​corresponding to the marker's location in the grid structure of the chessboard 425). The game system 400 can also perform a centroid detection algorithm on the detected markers to indicate the center point of the square shape of the detected marker. The center point of the square shape becomes the position reference point, and the game system 400 can associate the identifier of the detected marker with the position reference point.

[0082] Process 300 continues at processing box 310 to determine if any undetected markers exist. If undetected markers still exist, the game system continues to processing box 312. However, if all possible markers detectable on the surface of the game table have been detected, the loop ends at 314, and the process continues at processing box 316.

[0083] For example, in Figure 5A In this process, game system 400 determines that only a portion of image 420 (i.e., segment 501) contains any detectable markers. Most of game table 401 does not. Therefore, game system 400 determines that more markers are detectable. Therefore, game system 400 incrementally modifies the threshold (e.g., increasing the threshold from an initial value (e.g., "32") to the next increment (e.g., "40") based on a threshold increment set to "8"), and then game system 400 repeats the processing of boxes 308 and 310. For example, as... Figure 5B As shown, after the game system 400 increases the threshold, the second segment 502 of that set of visible markers on surface 404 becomes detectable (i.e., the second marker set 512). The game system 400 also determines that more markers can be detected, and therefore increases the threshold again (e.g., from "40" to "48"). After the additional increase, as... Figure 5CAs shown, the third segment 503 of the set of visible markers on table 401 becomes detectable (i.e., the third marker set 513). After a series of increments, the game system 400 determines that no visible segments remain on table 410 for electronically analyzing the presence of markers, therefore the game system 400 ends the "for" loop at processing frame 314. For brevity, according to some embodiments, Figure 3 The “for” loop shown herein may also be referred to as a “mark detection loop”. In some embodiments, the game system 400 may repeat the mark detection loop until a threshold is reached (e.g., until the threshold is so high that all pixels will appear as completely black, thus not revealing any marks).

[0084] Figures 5A-5C The example shown illustrates only three iterations of a marker detection loop within a specific threshold range. However, in other cases, the game system 400 may perform fewer or more than three marker detection loops, where each iteration makes a different segment of the group of visible markers detectable. The required number of iterations may vary based on the ambient lighting exposed to the game table 401. In some cases, the game system 400 may reach the maximum limit of the threshold range (e.g., reaching the maximum pixel intensity limit "255" for an 8-bit grayscale image). If so, the game system 400 also terminates the marker detection loop.

[0085] In some cases, if the game system 400 reaches a maximum limit, and if the game system 400 also determines that a portion of the game table 401 may include detectable markers (e.g., if the game system 400 determines that no markers are found on any portion of the game table 401 where markers are expected to appear), the game system 400 may repeat the marker detection loop using a smaller threshold increment. Furthermore, in some embodiments, the game system 400 may automatically modify the threshold increment to be larger or smaller based on the amount of visible markers detected in any iteration of the marker detection loop. For example, the game system 400 may determine that an initial threshold increment of "8" detects markers very slowly (few markers or no markers detected after multiple iterations), so the game system 400 may increase the threshold increment to a larger number. If, in response to the increase in the threshold increment, the game system 400 detects a larger number of markers, then the game system 400 may continue with the new threshold increment for the remaining iterations, or until the game system 400 again begins to detect few or no markers (at which point the game system 400 may modify the threshold increment again). However, in some cases, if increasing the threshold increment continues to result in few or no markers being detected, the game system 400 may instead reduce the threshold increment to below the initial value (e.g., below the initial threshold increment "8"). Furthermore, in some embodiments, the game system 400 may roll back the threshold to an initial range value and repeat the marker detection loop using a modified threshold increment.

[0086] Return to reference Figure 3 Process 300 continues at processing box 316, associating the position of each detected marker in the image with the identifier value of each detected marker. In one instance, such as Figure 6 In this process, the game system 400 overlays the grid structure of the chessboard 425 onto a virtual representation 601 of the game table 401 within the virtual scene 620 through one or more isomorphic transformations of the image 420. In some embodiments, the game system 400 determines the virtual representation 601 of the game table 401 based on one or more of the dimensions of the detected marker outlines 621, the known dimensions of the grid structure of the chessboard 425, the known position of the projector 403 relative to the projected chessboard 425, and any additional reference points of interest that can be detected on the game table 425 (e.g., the positions of the detected token tray, throwing circle, etc.). The grid structure of the chessboard 425 has corresponding coordinate values ​​at each position of each marker. Therefore, the game system 400 modifies the virtual scene 620 to associate the relative positions of the detected markers with the coordinate values ​​of each detected marker in the grid structure of the chessboard 425. This is done in multiple iterations of the marker detection loop (in... Figures 5A-5CAs shown in the diagram, the game system 400 associates the locations of the first marker set 511, the second marker set 512, and the third marker set 513 with their corresponding coordinate value identifiers. In some cases, the game system 400 can modify the number of markers on the chessboard 425 based on the characteristics of the detected contour 621. For example, the game system 400 can detect the shape of the contour 621. If the number of markers on the chessboard 425 is too small and / or too far apart, the shape of the contour 621 may appear amorphous, making it difficult to detect the details of the shape of the game table 401, thus making it difficult to determine the orientation of the game table 401. Therefore, the game system 400 can regenerate the chessboard 425 with a larger number of markers (e.g., smaller and more densely stacked) until the shape of the detected contour 621 has a shape sufficiently similar to the game table 401 and / or has enough detail to accurately identify specific features of the game table 401 (e.g., accurately identifying objects, edges, segments, areas, ridges, corners, etc.).

[0087] Return to reference Figure 3 Process 300 continues at processing box 318, using identifier values ​​as polygon triangulation points to generate a virtual mesh aligned with the surface of the game table. In one instance, such as Figure 7 In this process, the game system 400 performs polygonal triangulation, such as point set triangulation, Delaunay triangulation, etc. For example, the game system selects the first set of position values ​​of the markers on contour 621 as points on the convex hull of a simple polygonal shape (i.e., the shape of contour 621 is a simple polygonal shape, meaning that the shape does not intersect itself and does not have holes, or in other words, the shape is a flat shape composed of straight non-intersecting line segments or "sides" that are paired together to form a single closed path). In response to detecting points on the convex hull of contour 621, the game system 400 draws a triangular mesh connecting the interior points (i.e., the detected markers inside contour 621) to the points on the convex hull. Furthermore, the game system 400 draws a triangular mesh connecting the interior points to each other. Polygonal triangulation forms a two-dimensional finite element mesh or graph of a portion of the plane of surface 404 of game table 401 where projected markers are detected. An example of a polygonal triangulation algorithm is "Triangle.Net," which can be found at: https: / / archive.codeplex.com / ? p = triangle. Therefore, as Figure 7 As shown, the game system 400 generates a virtual mesh 701 with interconnected virtual triangles.

[0088] Return to reference Figure 3 Process 300 continues at processing box 320, using a virtual mesh to calibrate the rendering of the game content. For example, return to reference. Figure 7 The game system 400 identifies the location of additional detected objects from the game table 401, such as the token tray 413 and / or the throwing rings 405A-410A and 405B-410B. The game system 400 uses the coordinate values ​​of points on the virtual grid 701 to place game content within the virtual scene 620. For example, the game system 400 overlays representations of the token tray 413 and the throwing rings at corresponding positions within the virtual scene 620 relative to the approximate positions of the detected objects on the game table 401. Figure 8A In this system, the game system 400 can project grid lines 815 of a virtual grid 701 relative to visible markers. The grid lines 815 are shown depicted in an additional image 820 captured by the camera 402. Figure 8B (via image 821) Grid lines 815 are shown, in which visible markers have been removed.

[0089] The game system 400 can also determine where to locate the game content (on the virtual grid 701) relative to the detected object, based on the relative position of the detected object within the mapped coordinates. For example, knowing the position of the detected object within the mapping (e.g., the position of the game token tray, the throwing circle, the player's standing position, etc.), the game system 400 can locate the graphic content relative to the corresponding object within the virtual scene 620. The game system can use the position of the detected object as a reference point for content positioning. For example, as... Figure 9A As shown, the game system 400 positions the virtual roulette graphic 973 (e.g., similar to) within the virtual scene 620 relative to grid point coordinates and any other points of interest on the game table 410 (e.g., point 913 associated with the game token tray 413, one or more centroids of the throwing circles 405A-410A and 410B-410B, points associated with the detected axis of symmetry 964, etc.). Figure 1 The game system 400 depicts content 173 and one or more projection indicator graphics (e.g., secondary projection indicator graphics 975). For example, the game system 400 positions the secondary projection indicator graphics 975 (also referred to as "graphics 975") to an acceptable grid point closest to the associated point of interest based on detected spatial relationships. For example, acceptable placement of graphics 975 for secondary projection circle 407B includes detecting the offset (e.g., difference in position, orientation, etc.) between the coordinates of the centroid 923 of secondary projection circle 407B and the nearest coordinate point (e.g., a triangle point on virtual grid 701) where the anchor (e.g., centroid) of graphics 975 can be placed when properly oriented, without overlapping secondary projection circle 407B (or otherwise obstructing the detected surface area occupied by the secondary projection circle). The game system 400 may store the offset in memory and use it to project content at a later time. Figure 9BThe calibration shows the positioning of game content (e.g., virtual roulette graphic 973 and throwing indicator graphic 975) within an image 920 captured by camera 402 after calibration. Figure 9B In the diagram, the grid lines 815 of the virtual grid 701 are shown for reference; however, in some embodiments, the grid lines 815 may appear transparent.

[0090] Figure 1 , 2 The embodiments described in 3, 4, 5A, 5B, 5C, 6, 7, 8A, 8B, 9A, and 9B are examples of self-referenced game systems. A similar game system 100 is further described below. Figure 1 ), Game System 200 ( Figure 2 ), Game System 400 ( Figure 4 Another embodiment of the game system or any element of the game system, etc.

[0091] In some embodiments, the gaming system automatically modifies camera characteristics (e.g., exposure, light sensitivity, aperture, shutter speed, focus, zoom, ISO, image sensor settings, etc.) to provide the best quality image of the object being analyzed (e.g., game tokens, playing cards, projected markers, non-projected objects, etc.) to obtain information about identifiable values ​​(e.g., game token value, playing card face value, symbol value, coordinate value, reference orientation, manufacturer settings, layout size, display requirement settings, barcode value, etc.).

[0092] In some embodiments, the game system modifies camera characteristics based on the mode. For example, in drop mode, the game system automatically sets the camera settings to the highest possible quality to ensure correct recognition of dropped coins. For example, the game system modifies the camera settings to a longer exposure time and a higher light sensitivity. On the other hand, in a second mode, such as game mode, the game system modifies the camera settings to different values ​​to optimize for fast movements, such as the movement of hands, cards, etc. For example, the game system modifies the camera settings to a shorter exposure time and a lower light sensitivity.

[0093] In some cases, the game system incrementally modifies the camera settings. Because these settings are incrementally modified, multiple images are acquired from the same camera using different camera settings. From these multiple images, the game system can identify additional features of objects, such as additional portions of a projected marked chessboard. For example, in a low-light environment, such as below the floor of a game room, a camera at the game table can capture an image of the projected marked chessboard with a given photosensitivity setting, thus producing a first image. The game system analyzes the first image and identifies markers (or other objects) located near the camera. However, objects farther from the camera appear dark in the first image. In other words, in the first image, projected markers beyond a certain distance from the camera cannot be recognized by the game system (e.g., by a neural network model), resulting in an incomplete view of portions of the marked chessboard appearing on the surface of the game table. According to some embodiments, the game system can modify characteristics of the first image, for example, by modifying camera settings (e.g., modifying camera exposure settings, modifying brightness and / or contrast settings, etc.), thereby producing at least one additional version of the first image (e.g., a second image). The game system then analyzes the second image to detect additional objects farther from the camera. In some cases, the game system determines whether the changes made result in the detection of image details of additional objects that were not previously detected. For example, if more details of an object or group of objects are visible in a second image, the game system determines that the change to a particular graphic characteristic (e.g., by changing the optical settings of the camera) is useful, and adjusts subsequent iterations of the modification steps based on this determination. For example, if the image quality allows for the recognition of additional markers (via a neural network model), the game system can increase the value of the graphic characteristic changed in previous iterations more significantly until no more markers can be recognized. On the other hand, if the image quality is worse than before or not as good as before (e.g., no additional barcodes are detected), the game system can adjust the values ​​differently (e.g., decrease the camera settings instead of increasing them).

[0094] In another instance, the game system simultaneously modifies multiple different graphics characteristics and / or settings. In yet another instance, the game system automatically modifies the exposure settings to the optimal point for any given game mode, any game environment conditions, etc. (e.g., sequentially changing the exposure settings up and down to determine which setting displays the desired image quality given a specific frame rate requirement for a given image data stream in a given specific game mode or environment.) In some embodiments, for example, for... Figure 3As mentioned in process 300, the game system can automatically change the exposure settings at the beginning (or during) each iteration of the loop (e.g., before or during the marker detection loop). In some cases, the game system determines the number of detectable markers based on the exposure changes. The game system can then set the camera exposure to the setting that detects the most markers.

[0095] In another embodiment, the gaming system provides the option to manually adjust camera settings. For example, the gaming system can pause and request the operator to manually check the image for optimal quality and manually change settings (e.g., exposure settings) based on the check. The gaming system can then capture the image in response to user input indicating that the settings have been manually adjusted.

[0096] In some embodiments, the game system automatically modifies aspects of the projection, such as the characteristics, settings, and modes of the projector (e.g., brightness or luminance levels, contrast settings, color vibrancy settings, color space settings, focus, zoom, power usage, network connection settings, mode settings, etc.), or other aspects of the system related to the projection (e.g., aspects of the graphical reproduction of content in the virtual scene to aid calibration).

[0097] In some embodiments, the gaming system uses a projector to aid in optimal image capture by providing optimal illumination to different parts of the gaming table. For example, the projector light settings can be modified to project a certain amount of light onto different parts of the table to balance illumination imbalances from ambient lighting. For instance, the gaming system can project a monochromatic light, such as white light, to illuminate specific selected areas, objects, etc., associated with the gaming table surface. For example, the gaming system can project white light onto the front of a stack of game tokens to obtain the best possible lighting conditions for image capture, allowing a neural network model to detect the edges, colors, shapes, etc., of the game tokens.

[0098] In some embodiments, the gaming system projects white light and / or other identifiers at the edges of objects near the surface of the gaming table (e.g., fingers, game tokens, etc.). In some embodiments, the gaming system projects strong light onto the object to determine whether a shadow is present beneath the object through electronic analysis of the image. The gaming system can use the detection of shadows to infer that the object is not in contact with the surface. In some embodiments, the gaming system projects objects having structures or elements, and if said structures or elements appear on the object and / or if they show sufficient continuity with a pattern projected onto the surface, it means that the object is close enough to the surface to be touched. For example, if the color and / or pattern is clearly displayed on a fingernail in a manner that only appears when the fingertip is a certain distance from the surface material (e.g., a small diamond shape projected by a projector appears on the fingernail), the gaming system can predict that the finger is touching the surface. In another instance, if the color and / or pattern is detectable on the bottom edge of the game token and has continuity with the projected portion of an identifier projected onto the table surface just adjacent to the game token, or in other words, the pattern appears continuous from the surface to the game token without any dark gaps, the gaming system infers that the game token is touching the surface.

[0099] In some embodiments, the game system may modify projection aspects for each mode. For example, in projection mode, the game system may require higher image quality to detect certain values ​​of game tokens, game token stacks, etc. Therefore, the game system modifies projection characteristics to provide illumination (e.g., continuous, diffuse light) that produces the highest quality image for the conditions of the game environment. On the other hand, in a second mode, such as game mode, projection characteristics may be set to different settings or values ​​(e.g., focused lighting mode, flash lighting mode, etc.) to optimize image quality that may be caused by rapid movement of hands, cards, etc. (e.g., reducing possible blur).

[0100] In some embodiments, the game system can optimize projection aspects to compensate for shadows. For example, if the projected light casts harsh shadows, the game system can automatically mask specific objects within the virtual scene and automatically adjust the specific amount of light projected onto the objects by modifying the projected content on the mask. For example, in a virtual scene of content, the game system can overlay a graphical mask at the location of a detected object and render graphics of the light color and / or identifier onto the mask. Additionally, the mask can have transparent / opaque properties, allowing the game system to reduce the opacity of the layer, thereby reducing the potential brightness and / or detail of the projected content, thus allowing it to carefully determine the darkness of the shadows generated by the projected content.

[0101] In some embodiments, the game system modifies the graphical properties of the projected identifier to allow for detectability. For example, the game system changes the color of all or part of the projected object (e.g., markers, chessboard, etc.) based on the detected background color. By changing the color of the projected object to give it high contrast with the background, the game system provides an image that visually depicts the optimal contrast between the projected object and the surrounding portion of the surface shown in the image.

[0102] Figure 10 This is a perspective view of an embodiment of a game table 1200 (which may be configured as game table 101 or game table 401) for implementing games according to the present disclosure. The game table 1200 may be a physical furniture item around which players of the game can stand or sit, and physical objects used to manage or otherwise participate in the game can be supported, positioned, moved, transferred, and otherwise manipulated thereon. For example, the game table 1200 may include a game tabletop 1202 (e.g., a tabletop) on which physical objects for managing the game may be located. The game tabletop 1202 may be, for example, a felt fabric covering a hard surface of the table, and a game-specific design, often referred to as a “layout,” may be physically printed on the game tabletop 1202. As another example, the game tabletop 1202 may be a surface of a transparent or translucent material (e.g., glass or plexiglass), around which a projector 1203, located, for example, above or below the game tabletop 1202, may project the game-specific layout onto the surface. In this example, the specific layout projected onto the game table 1202 can be modified, enabling the game table 1200 to be used to manage different variations of games or other games within the scope of this disclosure. In any example, the game table 1202 may include, for example, designated areas for player positions; areas for dealing player cards, dealer cards, or community cards or more; areas for accepting game coins; areas for dividing game coins into pots; and areas for displaying rules, pay tables, and other game-related instructions. As a specific, non-limiting example, the game table 1202 may be constructed as any table surface described herein.

[0103] In some embodiments, the game table 1200 may include a display 1210 separate from the game table 1202. The display 1210 may be configured to face players, potential players, and spectators, and may display information such as that randomly selected by the shuffling device and also displayed on the shuffling device's display; rules; paytable; real-time game status, such as accepted game currency and dealt cards; historical game information, such as winnings, game currency amounts, percentage of winning hands, and significant hands achieved; commercial game names, game room names, advertisements, and other game-related instructions and information. In some embodiments, the display 1210 may be a physically fixed display, such as an edge-lit sign. In other embodiments, the display 1210 may automatically change in response to stimuli (e.g., an electronic video monitor).

[0104] The game table 1200 may include specific machines and devices configured to facilitate the management of the game. For example, the game table 1200 may include one or more card handling devices 1204A, 1204B. The card handling device 1204A may be, for example, a dealing box from which physical cards 1206 from one or more decks of mixed game cards can be removed at a time. Such a card handling device 1204A may include, for example, a housing containing the cards 1206, an opening from which the cards 1206 are removed, and a card presentation mechanism (e.g., a moving weight on a ramp configured to push a stack of cards down the ramp), which is configured to continuously present new cards 1206 for removal from the dealing box.

[0105] In some embodiments using the card processing apparatus 1204A, in addition to including such features in the shuffling apparatus or not including such features in the shuffling apparatus, the card processing apparatus 1204A may include a random number generator 151 and a display 152. In addition to the card processing apparatus 1204A, a card processing apparatus 1204B may also be included. The card processing apparatus 1204B may be, for example, a shuffling machine configured (using a random number generator) to select information to display the selected information on the shuffling machine's display, to reorder (random or pseudo-random) physical game cards 1206 from one or more decks of playing cards, and to present random cards 1206 for use in a game. Such a card processing apparatus 1204B may include, for example, a housing, a shuffling mechanism configured for shuffling, and card input and output (e.g., a tray). The shuffling machine may include card recognition capabilities that can form a randomly ordered set of cards within the shuffling machine. The card processing device 1204 may also be, for example, a combination of a card shuffler and a card dealing box, in which the output of the card shuffler is a card dealing box.

[0106] In some embodiments, the card processing device 1204 may be configured and programmed to manage at least a portion of a game played using the card processing device 1204. For example, the card processing device 1204 may be programmed and configured to randomize a set of cards and individually deliver cards for use according to game rules and player and / or dealer game choices. More specifically, the card processing device 1204 may be programmed and configured, for example, to randomize a set of six complete decks of cards, including one or more standard 52-card decks of game cards, and optionally any specialty cards (e.g., cut cards, bonus cards, wild cards, or other specialty cards). In some embodiments, the card processing device 1204 may present individual cards, one at a time, for removal from the card processing device 1204. In other embodiments, the card processing device 1204 may present a whole shuffled deck of cards that is manually or automatically transferred to the card distribution cassette 1204. In some such embodiments, the card processing device 1204 may accept dealer input, such as the number of replacement cards to discard, the number of cuts to be added, or the number of partial hands to be completed. In other embodiments, the device may accept dealer input from a game options menu indicating a game selection that will program the card processing device 1204 to deliver the necessary number of cards to the game based on game rules, player decisions, and dealer decisions. In still other embodiments, the card processing device 1204 may present a complete set of random cards for manual or automatic removal from the shuffler and then insertion into the dealing box. As a specific, non-limiting example, the card processing device 1204 may present a complete set of cards to be manually or automatically transferred to the card distribution dealing box, or may provide a continuous supply of individual cards.

[0107] In another embodiment, the card processing device may be, for example, a batch shuffling machine that randomizes a set of cards by using a sequence of gripping, lifting, and inserting.

[0108] In some embodiments, the card handling apparatus 1204 may employ a random number generator to determine the card order, such as the final card order or the order in which cards are inserted into compartments configured to form a card bundle. The compartments may be numbered sequentially, and a random number may be assigned to each compartment number before the first card is delivered. In other embodiments, the random number generator may select a location in the card pile to split the pile into two sub-piles, thereby creating an insertion point at a random location within the pile. The next card may be inserted into the insertion point. In still other embodiments, the random number generator may randomly select a location in the pile to randomly remove cards by activating a ejector.

[0109] Whether the random number generator is hardware or software, it can be used to implement the specific game management methods disclosed herein.

[0110] In some embodiments, the card processing device 1204 may simply be supported on the game table 1202. In other embodiments, the card processing device 1204 may be mounted in the game table 1202 such that it cannot be manually removed from the game table 1202 without the use of tools. In some embodiments, the deck of cards used may be a standard deck of 52 cards. In other embodiments, the deck of cards used may include playing cards, such as poker cards, wild cards, bonus cards, etc. The shuffling machine may also be configured to process and distribute safe cards, such as by cutting the deck.

[0111] In some embodiments, the card handling apparatus 1204 may include an electronic display 1207 for displaying information related to the game being managed. The electronic display 1207 may display a game options menu, the name of the selected game, the number of cards to be dealt per hand, the amount of other game currency acceptable (e.g., maximum and minimum values), the number of cards to be dealt to a receiver, the location of a specific receiver for a particular card, game currency won and lost, a paytable, the number of hands won, the number of hands lost, and the prize amount. In other embodiments, game-related information may be displayed on another electronic display, such as the previously described display 1210.

[0112] The type of card processing device 1204 used to manage embodiments of the disclosed game, as well as the type and number of decks of cards used, may be specific to the game to be implemented. The cards used in the game of this disclosure may be, for example, standard game cards from one or more decks, each deck having four suits (clubs, hearts, diamonds, and spades) and A, K, J, and ten through two cards in descending order. As a more specific example, six, seven, or eight such standard decks may be mixed. Typically, six or eight decks of 52 standard game cards may each be mixed and formed into a group to manage blackjack or blackjack variations. After shuffling, the random group may be transferred entirely to card processing device 1204B or another part of another card processing device 1204A, such as a mechanized dealing box capable of reading card face value and suit.

[0113] Game table 1200 may include one or more token racks 1208 configured to facilitate the acceptance of game tokens and the transfer of lost game tokens to the game area. For example, token rack 1208 may include a series of token support rows, each supporting different types (e.g., colors and denominations) of tokens. In some embodiments, token rack 1208 may be configured to automatically present a selected number of game tokens using a token cutting and delivery mechanism. In some embodiments, game table 1200 may include a drop box 1214 for exchanging game components or game tokens 1212. Drop box 1214 may be, for example, a secure container (e.g., a safe or lockbox) having a one-way opening and a securely lockable opening. Such drop boxes 1214 are known in the art and can be directly incorporated into game table 1200, and in some embodiments may have a movable container.

[0114] When managing a game according to embodiments of this disclosure, the dealer 1216 may deal game elements 1212 to the players. The dealer 1216 may pass physical game elements 1212 to the players. As part of the method of managing the game, the dealer 1216 may accept one or more initial game tokens from the players, which may be reflected by the dealer 1216, thereby allowing the players to place one or more game elements 1212 or other game tokens in designated areas on the game table 1202 associated with the various game tokens of the game. In some embodiments, once the initial game tokens have been accepted, the dealer 1216 may remove physical cards 1206 (e.g., a single card, a card pack, or a complete set of cards) from the card handling device 1204. In other embodiments, the physical cards 1206 may be manually thrown (i.e., the dealer 1216 may optionally shuffle the cards 1206 to randomize the set of cards, and may manually deal the cards 1206 from the randomized set of cards). The dealer 1216 may position card 1206 within a designated area on the game table 1202, and may designate card 1206 as a single player card, a community card, or a dealer card, according to the game rules. Game rules may require the dealer to accept both a main coin and a secondary coin before dealing. Alternatively, game rules may allow players to place only one coin (i.e., a secondary coin) during the dealing process and after the initial coin has been placed, or after dealing but before all cards available for the game are revealed.

[0115] In some embodiments, after the dealing of cards 1206 and during the game, any additional game tokens may be accepted according to the game rules, which may be reflected by the dealer 1216, thereby allowing players to place one or more game elements 1212 in a designated area (i.e., area 124) on the game table 1202 associated with the game's game tokens. The dealer 1216 may perform any additional dealing according to the game rules. Finally, the dealer 1216 may resolve the game tokens, awarding winning game tokens to players by providing game elements 1212 from the game token shelf 1208, and transferring lost game tokens to the game field by moving game elements 1212 from the designated player placement area to the game token shelf 1208.

[0116] Figure 11 This is a perspective view of a single electronic gaming device 1300 (e.g., an electronic game console (EGM)) configured to implement a game according to this disclosure. The single electronic gaming device 1300 may include a single player position 1314, which includes a player input area 1332 configured to allow the player to interact with the single electronic gaming device 1300 via various input devices (e.g., buttons, joysticks, touchscreens). The player input area 1332 may also include a ticket input receiver through which the player feeds a ticket of monetary value to the single electronic gaming device 1300, which can then be associated with game logic circuitry in the single electronic gaming device 1300 to detect the physical item (ticket) associated with the monetary value and subsequently establish a points balance for the player. In other embodiments, the single electronic gaming device 1300 detects a signal indicating that electronic game coins have been inserted. The game coins can then be received and paid from the points balance when the player uses the player input area 1332 or elsewhere on the machine (e.g., via a touchscreen). Winning rewards and withdrawn or returned game coins are reflected in the points balance at the end of each round, with the points balance increasing to reflect winning rewards and withdrawn or returned game coins, and / or decreasing to reflect lost game coins.

[0117] The individual electronic gaming device 1300 may also include a ticket output printer or cash dispenser in the individual player position 1312, which can issue a bonus of points balance to the player when an instruction is received from the player using the player input area 1332.

[0118] A single electronic gaming device 1300 may include a game screen 1374 configured to display markings for interacting with the single electronic gaming device 1300, such as by processing one or more programs stored in a memory 1340 provided by game logic circuitry to implement the rules of the game at the single electronic gaming device 1300. Thus, in some embodiments, the game can be adapted without involving physical playing cards, tokens, or other gaming elements and on-site personnel. This action can instead be simulated by a control processor 1350 operatively coupled to the memory 1340 and interacting with and controlling the single electronic gaming device 1300. For example, the processor may cause the display 1374 to display playing cards, including virtual player and virtual dealer cards for playing the game disclosed herein.

[0119] although Figure 11 The single video game device 1300 shown has the outline of a traditional game cabinet, but the single video game device 1300 can be implemented in other ways, such as on a bar game terminal via client software downloaded to a portable device (e.g., a smartphone, tablet, or laptop computer). The single video game device 1300 can also be a non-portable personal computer (e.g., a desktop computer or standalone computer) or other computing device. In some embodiments, the client software is not downloaded but is native to the device or delivered with the device upon distribution. In such embodiments, points balances can be established by receiving payments via credit card or player account information entered into the system by the player.

[0120] The device may include a communication device 1360, which may be operatively coupled to the processor 1350, such that information relating to the operation of the individual video game device 1300, information relating to game play, or a combination thereof, may be transmitted between the individual video game device 1300 and other devices, such as a server, via a suitable communication medium (e.g., a wired network, a Wi-Fi network, and a cellular communication network).

[0121] The game screen 1374 may be carried by a cabinet 1376 extending generally vertically from the single video game device 1300. The single video game device 1300 may also include a title for conveying game rules, instructions, game suggestions, or tips, for example, along the top portion 1378 of the cabinet 1376 of the single video game device 1300. The single video game device 1300 may also include additional decorative lights (not shown) and speakers (not shown) for transmitting and optionally receiving sound during game play.

[0122] Some embodiments may be implemented at locations comprising multiple player stations. Such player stations may include electronic displays for displaying game information (e.g., cards, tokens, and game instructions) and for accepting tokens and facilitating point balance adjustments. These player stations may optionally be integrated in a tabular format, distributed throughout the game area or other game sites, or may include both grouped and distributed player stations.

[0123] Figure 12 This is a top view of a suitable table 1010 configured for implementing a game according to this disclosure. Table 1010 may include a game tabletop 1404. Table 1010 may include electronic player stations 1412. Each player station 1412 may include a player interface 1416 for displaying game information (e.g., graphics showing player layout, game commands, input options, game currency information, game results, etc.) and accepting player selections. In some embodiments, the player interface 1416 may be a display in the form of a touchscreen, which may be at least substantially flush with the game tabletop 1404. Each player interface 1416 may be operated by its own local game processor 1414 (shown in dashed lines), but in some embodiments, a central game processor 1428 (shown in dashed lines) may be used and may communicate directly with the player interface 1416. In some embodiments, a combination of a single local game processor 1414 and a central game processor 1428 may be employed. Each of the processors 1414 and 1428 may be operatively coupled to a memory that includes one or more programs relating to the rules of the game at table 1010.

[0124] The device may include a communication device 1460, which may be operatively coupled to one or more of a local game processor 1414, a central game processor 1428, or a combination thereof, such that information relating to the operation of the table 1010, information relating to game play, or a combination thereof may be transmitted between the table 1010 and other devices via a suitable communication medium (e.g., a wired network, a Wi-Fi network, and a cellular communication network).

[0125] Table 1010 may also include additional features, such as a dealer's game token tray 1420, and adjustments to game tokens and balances during gameplay may be performed using, for example, virtual game tokens (e.g., images or text representing game tokens). For embodiments using physical playing cards 1406a and 1406b, table 1010 may also include a card handling device 1422, such as a card dealing box configured to read and pass randomized cards. For embodiments using virtual playing cards, virtual playing cards may be displayed at a single player interface 1416. Physical game cards designated as "community cards" may be displayed in the community card area.

[0126] Table 1010 may also include a dealer interface 1418, which, like the player interface 1416, may include touchscreen controls for receiving dealer input and assisting the dealer in managing the game. Table 1010 may also include a vertical display 1430 configured to display images depicting game information, a paytable, manual tally, players' historical win / loss information, and a wide variety of other information useful to players. The vertical display 1430 may be double-sided to provide such information to both players and game room personnel.

[0127] Although the described embodiments show separate player stations, in some embodiments, the entire game table 1404 may be an electronic display that is logically partitioned to allow game play from multiple players, for receiving input from players, dealers, or both, and for displaying game information to players, dealers, or both.

[0128] Figure 13 This is a perspective view of another embodiment of a suitable electronic multiplayer table 1500 configured to implement a game according to this disclosure using a virtual dealer. The table 1500 may include player positions 1514 arranged in rows around an arcuate edge 1520 of a video device 1558, which may include a card screen 1564 and a virtual dealer screen 1560. The dealer screen 1560 may display a video simulation of the dealer (i.e., the virtual dealer) interacting with the video device 1558, for example, by processing one or more stored programs stored in memory 1595 to implement the rules of the game at the video device 1558. The dealer screen 1560 may be carried by a cabinet 1562 extending generally vertically from the video device 1558. The substantially horizontal card screen 1564 may be configured to display on the dealer screen 1560 at least one or more of the dealer's cards, any community cards, and the cards dealt to each player by the virtual dealer.

[0129] Each of the player positions 1514 may include a player interface area 1532 configured for placing and interacting with the video device 1558 and a virtual dealer. Therefore, the game can be adapted without involving physical playing cards, poker tokens, and live personnel. This action can be simulated by a control processor 1597 interacting with and controlling the video device 1558. The control processor 1597 can be programmed using known techniques to implement the rules of the game at the video device 1558. Therefore, the control processor 1597 can interact and communicate with the data items input into the display / input interface and each player interface area 1532 of the video device 1558. Other embodiments of the table and game device may include a control processor that can be similarly adapted to a specific configuration of its associated device.

[0130] The system may include a communication device 1599, which may be operatively coupled to a control processor 1597, such that information relating to the operation of the table 1500, information relating to gaming, or a combination thereof may be transmitted between the table 1500 and other devices, such as a central server, via a suitable communication medium (e.g., a wired network, a Wi-Fi network, and a cellular communication network).

[0131] The video device 1558 may also include a title conveying game rules, etc., which may be positioned along one or more walls 1570 of the cabinet 1562. The video device 1558 may also include additional decorative lights and speakers, which may be located on the lower side surface 1566 of the generally horizontally extending top 1568 of the cabinet 1562 of the video device 1558, which generally extends toward the player position 1514.

[0132] Although the described embodiments show separate player stations, in some embodiments the entire game table (e.g., player interface area 1532, card screen 1564, etc.) may be a single electronic display that is logically partitioned to allow game play from multiple players, to receive input from players, the dealer, or both, and to display game information to players, the dealer, or both.

[0133] In some embodiments, a game system employing a client-server architecture (e.g., via the Internet, a local area network, etc.) may be used to manage games according to this disclosure. Figure 14This is a schematic diagram of an exemplary game system 1600 for implementing a game according to this disclosure. Game system 1600 enables end users to remotely access game content. Such game content may include, but is not limited to, various types of games, such as card games, dice games, roulette games, scratch card games (“scratch-offs”), and any other games whose outcome is determined wholly or partially by one or more random events. Games supported by game system 1600 can operate using real currency or virtual points or other virtual (e.g., electronic) value tokens. A virtual points option may be used with the game, where points (or other symbols) can be issued to players for use as game currency. Players can acquire points in any permitted manner, including but not limited to: players purchasing points; being awarded points as part of a competition or this game or another game (including non-drop games); being awarded points as a reward for using a product, game center, or other business, for the time spent playing the game in a session, or for the game played; or it may be as simple as acquiring virtual points when logging in at a specific time or frequency, etc. While points may be won or lost, a player's ability to redeem points can be controlled or prevented. In one instance, points earned for recreational gaming (e.g., purchases or rewards) may be limited to non-monetary exchangeable items, rewards, or points available in the future or for use in another game or gaming session. The same point redemption restrictions may also apply to some or all of the points earned in the game.

[0134] Other variations include web-based websites that incorporate both entertainment games and games, including the distribution of free (non-monetary) points that can be used to play entertainment games. This feature can attract players to the website and the game before they engage in gameplay. In some embodiments, a limited number of free or promotional points may be distributed to entice players to play the game. Another method of distributing points includes distributing free points in exchange for identifying friends who might want to play the game. In another embodiment, additional points may be distributed after a period of time to encourage players to continue playing. The game system 1600 allows players to purchase additional game points to allow them to continue playing. Valuable objects may be granted to entertainment game players, which can be directly or indirectly exchanged for points. For example, the entertainment game player with the highest score during a limited time interval may be rewarded or win a prize. All variations of point redemption are envisioned as desired by game designers and game hosts (the individuals or entities that control the hosting system).

[0135] The gaming system 1600 may include a gaming platform to establish a portal for end users to access games hosted by one or more game servers 1610 via a network 1630. In some embodiments, access to the game is via a user interaction service 1612. The gaming system 1600 enables players to interact with a user device 1620 via a user input device 1624 and a display 1622, and to communicate with one or more game servers 1610 using a network 1630 (e.g., the Internet). Typically, the user device is located remotely from the game server 1610, and the network is the World Wide Web (i.e., the Internet).

[0136] In some embodiments, game server 1610 may be configured as a single server to manage the game in conjunction with user device 1620. In other embodiments, game server 1610 may be configured as a separate server to perform separate dedicated functions associated with managing the game. Therefore, the following description also discusses "services," and it is to be understood that various services may be performed by different servers or combinations of servers in different embodiments. Figure 14 As shown, game server 1610 may include user interaction service 1612, game service 1616, and asset service 1614. In some embodiments, one or more game servers 1610 may communicate with account server 1632, which performs account service 1632. As explained more fully below, for some types of games, account service 1632 may be independent and operated by a different entity than game server 1610; however, in some embodiments, account service 1632 may also be operated by one or more game servers 1610.

[0137] User device 1620 can communicate with user interaction service 1612 via network 1630. User interaction service 1612 can communicate with game service 1616 and provide game information to user device 1620. In some embodiments, game service 1616 may also include a game engine. The game engine may, for example, access, interpret, and apply game rules. In some embodiments, a single user device 1620 communicates with the game provided by game service 1616, while other embodiments may include multiple user devices 1620 configured to communicate with the same game provided by game service 1616 and provide end users with access to that same game. Additionally, multiple end users may be allowed to access a single user interaction service 1612 or multiple user interaction services 1612 to access game service 1616. User interaction service 1612 enables users to create and access user accounts and interact with game service 1616. User interaction service 1612 enables users to start new games, join existing games, and communicate with the game they are playing.

[0138] User interaction service 1612 may also provide a client for execution on user device 1620 to access game server 1610. The client provided by game server 1610 for execution on user device 1620 may be any of various implementations depending on user device 1620 and the method of communication with game server 1610. In one embodiment, user device 1620 may use a web browser to connect to game server 1610, and the client may execute within a browser window or frame of the web browser. In another embodiment, the client may be a standalone executable file on user device 1620.

[0139] For example, the client may include a relatively small number of scripts (e.g., A script driver, also known as a "script driver," includes a scripting language that controls the client interface. A script driver may include simple function calls that request information from the game server 1610. In other words, a script driver stored on the client may only include calls to functions defined externally to and executed by the game server 1610. Therefore, the client can be characterized as a "thin client." The client may only send requests to the game server 1610 without executing the logic itself. The client may receive player input, and this player input may be passed to the game server 1610 for processing and execution of the game. In some embodiments, this may involve providing specific graphical display information and game results to the display 1622.

[0140] As another example, the client may include an executable file instead of a script. The client can perform more local processing than a script driver, such as calculating where and what game symbols to display when receiving game results from the game service 1616 via the user interaction service 1612. In some embodiments, a portion of the asset service 1614 may be loaded onto the client and used by the client to process and update the graphics display. When data is transmitted over the network 1630, some form of data protection, such as end-to-end encryption, may be used. The network 1630 can be any network, such as the Internet or a local area network.

[0141] Game server 1610 may include asset service 1614, which hosts various media assets (e.g., text, audio, video, and image files) to be sent to user device 1620 for use in presenting various games to the end user. In other words, assets presented to the end user may be stored separately from user device 1620. For example, user device 1620 requests assets suitable for a game it will play; as another example, particularly in relation to thin clients, game server 1610 may only send those assets required for a specific display event, including a single asset. User device 1620 may invoke functions defined at user interaction service 1612 or asset service 1614, which may determine which assets to deliver to user device 1620 and how user device 1620 presents these assets to the end user. Different assets may correspond to various user devices 1620 and their clients, which may access game service 1616 and different game variants.

[0142] Game server 1610 may include game service 1616, which may be programmed to manage games and determine game outcomes to provide to user interaction service 1612, thereby transmitting to user device 1620. For example, game service 1616 may include game rules for one or more games, such that game service 1616 controls some or all of the game flow of the selected games and the determined game outcomes. Game service 1616 may include paytables and other game logic. Game service 1616 may perform random number generation to determine random game elements. In one embodiment, game service 1616 may be separated from user interaction service 1612 by a firewall or other method to prevent unauthorized access to game service 1612 by ordinary members of network 1630.

[0143] User device 1620 can present the game interface to the player and transmit user interactions from user input device 1624 to game server 1610. User device 1620 can be any electronic system capable of displaying game information, receiving user input, and transmitting user input to game server 1610. For example, user device 1620 can be a desktop computer, laptop computer, tablet computer, set-top box, mobile device (e.g., smartphone), kiosk, terminal, or other computing device. As a specific, non-limiting example, user device 1620 operating the client can be interactive video game system 1300. The client can be a dedicated application or can be executed within a general application capable of interpreting instructions from an interactive game system, such as a web browser.

[0144] The client can connect to the end user via a webpage or application running on a device including but not limited to smartphones, tablets, or general-purpose computers, or the client can be any other computer program configurable to access the game server 1610. The client may be displayed within a game field webpage (or other interface), indicating that the client is embedded in the webpage, which is supported by a web browser running on the user device 1620.

[0145] In some embodiments, components of the game system 1600 may be operated by different entities. For example, user device 1620 may be operated by a third party (e.g., a gaming venue or individual) linked to game server 1610, which may be operated, for example, by a game service provider. Therefore, in some embodiments, user device 1620 and the client may be operated by an administrator different from the operator of game service 1616. In other words, user device 1620 may be part of a third-party system that does not manage or otherwise control game server 1610 or game service 1616. In other embodiments, user interaction service 1612 and asset service 1614 may be operated by third-party systems. For example, a game entity (e.g., a gaming venue) may operate user interaction service 1612, user device 1620, or a combination thereof to provide its customers with access to game content managed by different entities that may control game service 1616 and other functions. In still other embodiments, all functions may be operated by the same administrator. For example, a game entity (e.g., a game arena) may choose to perform each of these functions internally, such as providing access to user device 1620, delivering actual game content, and managing game system 1600.

[0146] Game server 1610 may optionally communicate with one or more external account servers 1632 (also referred to herein as account service 1632) through another firewall. For example, game server 1610 may not directly accept game currency or distribute rewards. That is, game server 1610 may facilitate online gaming but may not be part of the self-contained online gaming arena itself. Another entity (e.g., the gaming arena or any account holder or financial recording system) may operate and maintain its external account service 1632 to accept placements and distribute rewards. Game server 1610 may communicate with account service 1632. As another example, game server 1610 may directly accept game currency and distribute rewards, for example, if the administrator of game server 1610 is operating as the gaming arena.

[0147] Additional features can be supported by the game server 1610, such as hacking and spoofing detection, data storage and archiving, metric generation, message generation, output formatting for different end-user devices, and other features and operations.

[0148] Figure 15 This is a schematic block diagram of table 1682 used to implement games including real-time dealer video feeds. Except as further described, the above is combined with... Figure 14 The game system described is 1600 (see Figure 14 The features of this embodiment can be used in conjunction with the card system. Instead of cards being determined by a computerized random process, physical cards (e.g., from a standard 52-card deck of playing cards) can be dealt by the on-site dealer 1680 at table 1682 from a card processing system 1684 located on a studio or game floor. Table manager 1686 can assist dealer 1680 in facilitating the game by transmitting real-time video feeds of the dealer's actions to user device 1620 and transmitting remote player selections to dealer 1680. As described above, table manager 1686 can be used as a game system 1600 (see...). Figure 14 (For example, used as game system 1600 (see...) Figure 14 ) itself or used as an interpolation in user device 1620 and game system 1600 (see Figure 14 (an intermediate client that is operatively connected between and operably linked to both) or communicates with the game system to send a message from table 1682 to game system 1600 (see...) Figure 14 The desktop manager 1686 provides games to users via network 1630. Therefore, the desktop manager 1686 can communicate with user device 1620 (see [link to desktop manager]) via network 1630. Figure 14 The system can communicate and may be part of a larger online gaming arena, or it may operate as a separate system facilitating gaming. In various embodiments, each table 1682 may be managed by a single table manager 1686 constituting the gaming device, which can receive and process information related to that table. For simplicity, these functions are described as being performed by the table manager 1686, but some functions may be performed by an intermediate gaming system 1600 (see [link to intermediate gaming system]). Figure 14 ) Execution, for example, in combination Figure 14 The system shown and described. In some embodiments, the game system 1600 (see...) Figure 14 The system can match remotely located players with table 1682 and facilitate the transmission of information such as game currency amounts and player option selections between user device 1620 and table 1682, without managing the game at a single table. In other embodiments, the functionality of table manager 1686 can be incorporated into game system 1600 (see [link to documentation]). Figure 14 )middle.

[0149] Table 1682 includes a camera 1670 and optionally a microphone 1672 to capture video and audio feeds related to table 1682. Camera 1670 can be trained for the live dealer 1680, the game area 1687, and the card handling system 1684. When the game is managed by the live dealer 1680, the video feeds captured by camera 1670 can be remotely displayed to players using user device 1620, and any audio captured by microphone 1672 can be remotely played back to players using user device 1620. In some embodiments, user device 1620 may also include a camera, microphone, or both, which can also capture feeds to be shared with dealer 1680 and other players. In some embodiments, camera 1670 can be trained to capture images of the face of cards, game tokens, and stacks of game tokens on the surface of the game table. Known image extraction techniques can be used to obtain card counts, face values, and suit information from the card images.

[0150] In some embodiments, the table manager 1686 may use card data and game coin data to determine the game outcome. Data extracted from the camera 1670 may be used to verify the card data obtained from the card processing system 1684, determine the location of the player receiving the cards, and for general security monitoring purposes, such as detecting card switching by players or the dealer. Examples of card data include, for example, information on the suit and rank of the cards, information on the suit and rank of each card in a hand, information on the rank of a hand, and information on the rank of each hand in a round of the game.

[0151] Real-time video feeds allow the dealer to display the cards dealt by the card handling system 1684 and play the game as if the player were playing with other players at a game table in a live gaming environment. Furthermore, the dealer can prompt the user by announcing that a player's choice will be executed. In embodiments including a microphone 1672, the dealer 1680 can verbally announce actions or request choices from players. In some embodiments, the user device 1620 also includes a camera or microphone that also captures feeds to be shared with the dealer 1680 and other players.

[0152] The card handling system 1684 can be as previously shown and described. The game area 1686 depicts a player layout for playing the game. As determined by the game rules, it can be presented to the player at the user device 1620 for use as referenced. Figure 14 The described options for client-side responses to events in the game.

[0153] Player selections can be transmitted to table manager 1686, which can display the player selections to dealer 1680 using dealer display 1688 and player action indicators 1690 on table 1682. For example, dealer display 1688 can display information about where the next card should be dealt or which player is in charge of the next action.

[0154] In some embodiments, the table manager 1686 may receive card information from the card processing system 1684 to identify the cards dealt by the card processing system 1684. For example, the card processing system 1684 may include a card reader to determine card information from the cards. The card information may include the face value and suit of each dealt card, as well as information about a hand.

[0155] The table manager 1686 can apply game rules to card information, along with acceptable player decisions, to determine game events and currency outcomes. Alternatively, the dealer 1680 can determine the currency outcome and input it into the table manager 1686, which can be used to automatically confirm the outcome determined by the game system.

[0156] In some embodiments, the table manager 1686 may use card data and game coin data to determine the game outcome. Data extracted from the camera 1670 may be used to verify the card data obtained from the card processing system 1684, determine the location of the player receiving the cards, and for general security monitoring purposes such as detecting card switching by players or the dealer.

[0157] Real-time video feeds allow the dealer to display the cards dealt by the card handling system 1684 and play the game as if the players were in a live game room. Furthermore, the dealer can prompt the user by announcing that a player's choice will be executed. In embodiments including a microphone 1672, the dealer 1680 can verbally announce actions or request choices from players. In some embodiments, the user device 1620 also includes a camera or microphone that also captures feeds to be shared with the dealer 1680 and other players.

[0158] Figure 16 This is a simplified block diagram illustrating the elements of a computing device that can be used in the systems and apparatus of this disclosure. The computing system 1640 may be a user-type computer, a file server, a computer server, a notebook computer, a tablet computer, a handheld device, a mobile device, or other similar computer system for executing software. The computing system 1640 may be configured to execute software programs containing computational instructions and may include one or more processors 1642, memory 1646, one or more displays 1658, one or more user interface elements 1644, one or more communication elements 1656, and one or more storage devices 1648 (also simply referred to herein as storage device 1648).

[0159] The processor 1642 can be configured to execute various operating systems and applications, including computational instructions for managing the games disclosed herein.

[0160] Processor 1642 may be configured as a general-purpose processor, such as a microprocessor, but alternatively, the general-purpose processor may be any processor, controller, microcontroller, or state machine suitable for performing the procedures of this disclosure. Processor 1642 may also be implemented as a combination of computing devices (e.g., a combination of a DSP and a microprocessor), multiple microprocessors, one or more microprocessors combined with a DSP core, or any other such configuration.

[0161] A general-purpose processor may be part of a general-purpose computer. However, a general-purpose computer should be considered a special-purpose computer when configured to execute instructions (e.g., software code) for performing embodiments of this disclosure. Furthermore, such a special-purpose computer improves the functionality of a general-purpose computer when configured according to embodiments of this disclosure, since a general-purpose computer would not be able to execute the processes of this disclosure without it. When executed by a special-purpose computer, the processes of this disclosure are processes that would be impossible for a human to perform in a reasonable amount of time due to the complexity of the data processing, decision-making, communication, interactive nature, or combinations thereof of this disclosure. This disclosure also provides limitations that are meaningful in one or more specific technical environments beyond abstract concepts. For example, embodiments of this disclosure provide improvements to the technical field related to this disclosure.

[0162] The memory 1646 can be used to store computational instructions, data, and other information for performing various tasks, including managing the game disclosed herein. By way of example and not limitation, the memory 1646 may include synchronous random access memory (SRAM), dynamic RAM (DRAM), read-only memory (ROM), flash memory, etc.

[0163] The display 1658 can be various types of displays, such as light-emitting diode displays, liquid crystal displays, cathode ray tubes, etc. Additionally, the display 1658 may be configured with a touchscreen feature for accepting user input as a user interface element 1644.

[0164] As a non-limiting example, user interface element 1644 may include elements such as a display, keyboard, buttons, mouse, joystick, haptic device, microphone, speaker, camera, and touch screen.

[0165] As a non-limiting example, communication element 1656 can be configured to communicate with other devices or communication networks. As a non-limiting example, communication element 1656 may include elements for communication over wired and wireless communication media, such as serial ports, parallel ports, Ethernet connections, Universal Serial Bus (USB) connections, IEEE 1394 (“FireWire”) connections, THUNDERBOLT™ connections, etc. Wireless networks, ZigBee wireless networks, 802.11 type wireless networks, cellular telephone / data networks, fiber optic networks, and other suitable communication interfaces and protocols.

[0166] Storage device 1648 can be used to store a relatively large amount of non-volatile information for use in computing system 1640, and can be configured as one or more storage devices. By way of example, and not limitation, such storage devices may include computer-readable media (CRM). The CRM may include, but is not limited to, magnetic and optical storage devices such as disk drives, magnetic tape, CDs (optical discs), DVDs (digital versatile optical discs or digital video discs), and semiconductor devices such as RAM, DRAM, ROM, EPROM, memory, and other equivalent storage devices.

[0167] Those skilled in the art will recognize that the computing system 1640 can be configured in many different ways, with different types of interconnect buses between various components. Furthermore, the various components can be subdivided physically, functionally, or in combination thereof. As a non-limiting example, the memory 1646 can be divided into cache memory, graphics memory, and main memory. Each of these memories can communicate directly or indirectly with one or more processors 1642 on a separate bus, a partially combined bus, or a common bus.

[0168] As specific, non-limiting examples, the various methods and features of this disclosure can be implemented in mobile, remote, or mobile and remote environments via one or more of the Internet, cellular communications (e.g., broadband), near-field communication networks, and other communication networks collectively referred to herein as the iGaming environment. The iGaming environment can be implemented, for example... Access to social media environments, etc. DragonPlay Ltd., acquired by Bally Technologies, provides access to... and An instance of a platform that provides games to user devices (e.g., cellular phones and other devices). Where permitted in a jurisdiction, an iGaming environment may include pay-to-play (P2P) games. If P2P is not permitted, these characteristics may be represented as entertainment-only games where players wager virtual points of no value or assume no risk in the game, such as playing promotional games or features.

[0169] Figure 17 An exemplary embodiment of information flow in an iGaming environment is illustrated. At the player level, a player or user accesses a website hosting the activity, such as website 1700. Website 1700 may functionally provide a web game client 1702. The web game client 1702 may be represented, for example, by a game client 1708 downloadable at information flow 1710, which may process applets transmitted from game server 1714 at information flow 1711 to present and process game play on the player's remote device. In the case of a P2P game, game server 1714 may process value-based game currency (e.g., game coins) and randomly generate results to be reproduced on the player's device. In some embodiments, web game client 1702 may access a local storage store to drive the graphics display on the player's device. In other embodiments, all or part of the game graphics may be streamed to the player's device using web game client 1702, thereby enabling player interaction and display of game features and results on the player's device.

[0170] Website 1700 can access the player-centric iGaming platform-level account module 1704 at information flow 1706, allowing players to create and verify credentials for gaming and, where permitted, access accounts used for placement (e.g., eWallet). Account module 1704 may include or access data related to player profiles (e.g., player-centric information that needs to be retained and tracked by the host), player electronic accounts, deposit and withdrawal records, registration and authentication information (e.g., username and password, name and address information, date of birth), copies of government-issued identification documents (e.g., driver's license or passport), and biometric identification standards (e.g., fingerprint or facial recognition data), as well as a responsible gaming module containing information such as self-imposed or jurisdictionally imposed gaming restrictions (e.g., loss limits, daily limits, and duration limits). Account module 1704 may also include and enforce geolocation restrictions, such as the geographic area where players can play P2P games, user device IP address verification, etc.

[0171] Account module 1704 communicates with game module 1716 at information flow 1705 to complete login, registration, and other activities. Game module 1716 can also store or access a player's game history, such as player tracking and loyalty club account information. Game module 1716 can provide static web pages to the player's device via information flow 1718, while, as mentioned above, real-time game content can be provided to the online game client from game server 1714 via information flow 1711.

[0172] Game server 1714 can be configured to provide interaction between the game and the player, such as receiving game currency information, game selection, player selection during the game, or the option to play until the end, and random selection of game results and graphics packs. This interaction, alone or in combination with downloadable game client 1708 / web game client 1702 and game module 1716, provides the display of game graphics and the player's interactive interface. At information flow 1718, player account and login information can be provided from account module 1704 to game server 1714 to enable gameplay. Information flow 1720 provides game currency / points information between account module 1704 and game server 1714 for game play and can display points and eWallet availability. Information flow 1722 can provide game server 1714 with player tracking information for tracking player gameplay. Game tracking can be used for purposes such as providing loyalty rewards to players and determining preferences.

[0173] Figure 17 All or part of the features may be supported by servers and databases located remotely from the player's mobile device, and may be hosted or sponsored by a regulated gaming entity for P2P gaming, or, where P2P is not permitted, for entertainment purposes only.

[0174] In some embodiments, the game may be managed in the form of at least a portion of player pooling, wherein rewards for pooled game coins are paid to players from a pot, and lost game coins are collected into the pot and eventually distributed to one or more players. Such embodiments of player pooling may include progressive embodiments of player pooling, wherein the pot is eventually distributed as predetermined progressive winning combinations or compositions are processed. Embodiments of player pooling may also include profit-sharing embodiments, wherein at least a portion of the pot is ultimately distributed in the form of payouts, for example, proportionally allocated to players who contributed to the pot.

[0175] In some player-gathering embodiments, the game administrator may not profit from chance-based events that occur in the game resulting in the loss of in-game currency. Instead, lost in-game currency can be redistributed and returned to the players. To profit from the game, the game administrator may retain commissions, such as player entry fees or fees charged on in-game currency, so that the amount the game administrator receives as an exchange for hosting the game is limited to commissions, rather than based on chance events occurring within the game itself. The game administrator may also charge a fixed rental fee for participating in the game.

[0176] It should be noted that the methods described in this article can be played with any number of standard 52-card decks (e.g., 1 to 10 decks). A standard deck of cards is a set of cards consisting of Aces, 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, and K, each with four suits (spades, diamonds, clubs, and hearts), totaling 52 cards. The cards can be shuffled or a continuous shuffle machine (CSM) can be used. A standard 52-card deck can be used, as well as several other types of decks, such as several decks of Spanish, several decks of wild cards, etc. The operations described in this article can be performed in any reasonable order. Furthermore, many variations of different game rules can be applied.

[0177] Note that in embodiments where the game is played using a computer (processor / processing unit), a "virtual deck" of cards is used instead of a physical deck. A virtual deck is an electronic data structure used to represent a physical deck of cards, employing an electronic representation for each corresponding card in a deck. In some embodiments, the virtual deck is presented (e.g., using computer graphics to display it on an electronic output device, using a video projector to project it onto the surface of a physical table, etc.) and is presented to mimic a realistic image of the cards.

[0178] The method described herein can also be played on a physical table using physical playing cards and physical game tokens for tossing. When a player wins (the dealer loses) a player's game token, the dealer pays that player a corresponding reward amount. When a player loses (the dealer wins) a player's game token, the dealer takes (collects) that game token from the player and typically places these game tokens in the dealer's game token shelf. Before the game begins, all the rules, specific manifestations, characteristics, etc., of the game being played can be communicated to the players (e.g., verbally or on a written rule card).

[0179] Game currency can be obtained in the form of electronic points.

[0180] Any component of any embodiment described herein may include hardware, software, or any combination thereof.

[0181] Furthermore, the operations described herein can be performed in any reasonable order. Any operation not required for normal operation may be optional. Additionally, all methods described herein can be stored as instructions on a computer-readable storage medium, which can be operated by a computer processor. All variations and features described herein can be combined with any other features described herein without limitation. All features in all documents incorporated herein by reference can be combined with any features described herein, and can also be combined with all other features in all other documents incorporated by reference without limitation.

[0182] Features of the various embodiments of the inventive subject matter described herein, however important to the exemplary embodiments incorporated herein, are not intended to limit the inventive subject matter as a whole, and any references to the invention, its elements, operation, and application are not intended to be limiting in their entirety, but only to define these exemplary embodiments. Therefore, this detailed description is not limited to the embodiments defined solely by the appended claims. Furthermore, since many modifications and alterations will readily occur to those skilled in the art, it is not intended to limit the inventive subject matter to the exact constructions and operations shown and described, and thus all suitable modifications and equivalents may be taken within the scope of the inventive subject matter.

Claims

1. A method for operating a game table system, comprising: The processor responds to the analysis of image data by a neural network model to detect the appearance of one or more features of the game desktop; The processor, in response to detecting the appearance of one or more features, automatically modifies the presentation attributes associated with presenting game content through a designated area of ​​the game desktop via the neural network model. as well as The processor projects game content onto the designated area of ​​the game desktop using a projection system based on modified presentation attributes.

2. The method according to claim 1, further comprising: Image data is captured from the perspective of an image sensor oriented towards the game desktop within the game environment, and the analysis of the image data includes analyzing the appearance of one or more features in the image data by comparing them with the known geometry of the one or more features.

3. The method of claim 2, wherein, The known geometry includes an isomorphic equivalent of the appearance of one or more features acquired from a substantially equivalent image sensor view oriented toward the game tabletop during training of the neural network model in a training environment, wherein the modification is based on the neural network model converting the detected appearance of the one or more features into an isomorphic equivalent once or multiple times.

4. The method of claim 3, wherein, The one or more transformations are based on one or more layout elements of the game desktop, which are specified in a layout authorized for presenting the game through a designated area of ​​the game desktop.

5. The method of claim 1, wherein, The game desktop includes a hard surface covered by a reflective material, and at least one of the one or more features is projected onto the hard surface.

6. The method of claim 1, wherein, The one or more features include features for managing the game.

7. The method according to claim 1, wherein, The automatic modification includes: The processor analyzes the image data based on a neural network model to detect the first relative position between a first feature and a second feature among the one or more features; The processor uses a neural network model to search for a library of layout templates based on one or more transformations of the first relative position. The processor selects a layout template from a library of layout templates based on the lookup using the neural network model. The layout templates have a second relative position between additional features on the game desktop layout, and the second relative position is isomorphic to the first relative position. The rendering attributes are modified at least in part based on the size of the additional features obtained from the layout template.

8. The method according to claim 7, further comprising: Based on the analysis of the image data by the neural network model, the manufacturer of one or more of the game desktop or the layout template is detected, wherein the search includes searching only a portion of the library of layout templates associated with the detected manufacturer.

9. The method according to claim 1, wherein, The image data is captured by an image sensor viewpoint fixed relative to the specified region, and the method further includes, before automatically modifying the rendering attributes: Obtain additional image data of the game content, which is projected onto the game tabletop using rendering properties used for the original projection; and Based on the isomorphic evaluation of the additional image data by comparing the image data with the image data by a neural network model, the positional changes of the one or more features relative to the specified region are determined, wherein automatically modifying the rendering attributes includes automatically calibrating the rendering attributes based on the positional changes.

10. The method according to claim 1, wherein, Automatic modification of the presentation attributes includes one or more of the following: Self-calibrate the projector settings of the projection system; or Based on the analysis of the appearance of one or more features by the neural network model, one or more of the position, size, or orientation of the game content within the virtual overlay of the game desktop are modified.

11. The method according to claim 1, wherein, The one or more features include at least one physical feature of the game tabletop and a grid of reference markers projected onto the game tabletop through the projection viewpoint of the projection system, wherein each reference marker within the grid of reference markers has a unique appearance associated with specific coordinates of the grid structure, and wherein detecting the appearance of the one or more features includes: The neural network model, through analysis of the image data, detects at least a portion of the grid of the reference marker visible on the game screen; and Based on the orientation of at least a portion of the grid of the reference marker relative to the known size of the at least one physical feature, a homography matrix is ​​determined so that one or more sizes of the game content can be automatically transformed to fit the specified area through the projection based on the projection viewpoint and specific coordinates of the grid structure.

12. A game system, comprising: Projection system; as well as A processor, wherein the processor is configured to execute instructions that, when executed, cause the game system to perform operations such that: In response to the analysis of image data by a neural network model, detect the appearance of one or more features on the game desktop; In response to detecting the appearance of one or more features, the neural network model automatically modifies the presentation attributes associated with presenting game content through a designated area of ​​the game desktop; and The projection system projects game content onto the designated area of ​​the game desktop based on modified presentation attributes.

13. The game system of claim 12, wherein the processor is further configured to execute instructions, which, when executed, cause the game system to perform operations to: The image data is captured from the perspective of an image sensor oriented towards the game desktop within the game environment, and the operation of analyzing the image data includes the operation of evaluating the appearance of one or more features in the image data by comparing the known geometry of the one or more features.

14. The game system according to claim 13, wherein, The known geometry includes an isomorphic equivalent of the appearance of one or more features acquired from an image sensor viewpoint that is substantially equivalent to the game table orientation during training of the neural network model in the training environment, and wherein the operation of automatically modifying the rendering attributes is based on the neural network model converting the detected appearance of the one or more features into isomorphic equivalents one or more times.

15. The game system according to claim 12, wherein, The game desktop includes a hard surface covered by a reflective material, and at least one of the one or more features is projected onto the hard surface.

16. The game system of claim 12, wherein the processor is further configured to execute instructions that, when executed, cause the game system to perform operations to: Based on the analysis of the image data using a neural network model, a first relative position is detected between a first feature and a second feature among the one or more features; The library of layout templates is searched using a neural network model based on one or more transformations of the first relative position. Based on the search, the neural network model selects a layout template from a library of layout templates, wherein the layout template has a second relative position between additional features on the game desktop layout, and wherein the second relative position is isomorphic to the first relative position; and in, The rendering properties are modified based at least in part on the dimensions of the additional features obtained from the layout template.

17. The game system according to claim 12, wherein, The image data is captured via an image sensor viewpoint fixed relative to the specified region, and wherein, before automatically modifying the rendering attributes, the processor is further configured to execute instructions that, upon execution, cause the game system to perform operations to: Obtain additional image data of the game content, which is projected onto the game tabletop using rendering properties used for the original projection; and Based on the isomorphic evaluation of the additional image data by comparing the image data with the image data by a neural network model, the positional changes of the one or more features relative to the specified region are determined, wherein automatically modifying the rendering attributes includes automatically calibrating the rendering attributes based on the positional changes.

18. One or more non-volatile machine-readable media, including processor-executable instructions, said instructions comprising: Instructions that are used by the processor in response to the analysis of image data by a neural network model to detect the appearance of one or more features of the game desktop; Instructions are provided for automatically modifying presentation attributes associated with presenting game content through a designated area of ​​the game desktop in response to detecting the appearance of one or more features via the neural network model. as well as The instruction is used to project game content onto a designated area of ​​the game desktop using a projection system based on modified presentation attributes.

19. One or more non-volatile machine-readable media according to claim 18, wherein the instructions for automatically modifying presentation attributes include one or more of the following: Instructions for self-calibrating the projector settings of the projection system; or Instructions for modifying one or more of the position, size, or orientation of game content within a virtual overlay of the game desktop based on the analysis of the appearance of one or more features by the neural network model.

20. One or more non-volatile machine-readable media according to claim 18, wherein, The one or more features include at least one physical feature of the game tabletop and a grid of reference markers projected onto the game tabletop through the projection viewpoint of the projection system, wherein each reference marker within the grid of reference markers has a unique appearance associated with specific coordinates of the grid structure, and wherein instructions for detecting the appearance of the one or more features include: Instructions for detecting, by the neural network model through analysis of the image data, at least a portion of the grid of the reference marker visible on the game screen; and Instructions are provided for determining a homography matrix based on the orientation of at least a portion of the grid of the reference marker relative to a known size of the at least one physical feature, so as to automatically transform one or more sizes of the game content to fit the specified area through the projection based on the projection viewpoint and specific coordinates of the grid structure.

Citation Information

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