Game management system

By using cameras and image analysis technology to detect the position and quantity of game coins in the amusement park, and combining information processing and control devices to calculate profits and detect cheats, the problems of inaccurate detection of game coins and insufficient cheat defense in the prior art are solved, and efficient game management and cheat prevention are achieved.

CN120148167APending Publication Date: 2025-06-13ANGEL GRP CO LTD
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Patent Information

Application Number
CN202510175946.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2017-06-28
Filing Date
2018-06-28
Publication Date
2025-06-13

AI Technical Summary

Technical Problem

In amusement parks, it is difficult for the prior art to accurately detect the total amount and position of game coins, especially when game coins are hidden due to changes in positions or overlaps, and it is impossible to effectively prevent advanced cheating and co-conspiracy of cheating.

Method used

A game management system is adopted to capture game coins through a camera, combine an information processing device and an image analysis device to determine the location and quantity of game coins, and use the calculation device to calculate the profit of the casino based on the game results, and at the same time use the control device and the recording device to perform cheat detection and recording.

Benefits of technology

Accurate detection of the total amount and location of the game currency can effectively prevent cheating and improve the management efficiency and credibility of the amusement park.

✦ Generated by Eureka AI based on patent content.

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Abstract

The purpose of the present invention is to grasp the turnover or profit of the entire casino, or to grasp the turnover or profit of each table or each game table. The invention provides a game management system. A game management system (100) manages entertainment games played on a plurality of tables of a casino facility. A game management system (100) is provided with: a camera (2) that captures an image of a placed game coin and obtains an image; a control device (14) for determining a placement object on the basis of the position of the game currency in the image, and determining a placement amount on the basis of the type and number of the game currency in the image; a card distribution device (3) that determines the game result of the entertainment game; a calculation device (51) that calculates the profit of the casino operator for each of the plurality of tables and for each game on the basis of the placement object, the placement amount, and the game result; and a recording device (52) that records the profit.
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Description

[0001] Divisional Application

[0002] This application is a divisional application of a divisional application with the application number 202210303362.2. Its original application is a patent application with the application number 201810684822.4, the application date of June 28, 2018, and the invention title of "Game Management System". Technical Field

[0003] The present invention relates to a system for detecting cheating in games in a game arcade, or errors and cheating during the placement and settlement of game coins. Background Art

[0004] In game arcades such as casinos, attempts are being made to prevent various cheating behaviors. The game arcade is equipped with surveillance cameras for monitoring cheating behaviors. Based on the images obtained by the surveillance cameras, cheating in games or cheating caused by the recovery and payment of game coins different from the winning and losing results is determined, thereby preventing cheating.

[0005] On the one hand, in order to grasp the number and total amount of placed game coins, it is proposed to attach wireless IC (RFID) tags to each game coin to grasp the amount of game coins.

[0006] In the card game monitoring system described in International Publication No. 2015 / 107902, by analyzing the movement of game coins in images, it is determined whether the game coins placed on the game table are recovered or paid according to the winning and losing results, and cheating behaviors are monitored. Summary of the Invention

[0007] An object of the present invention is to provide a new system for managing games in a game arcade.

[0008] One embodiment of the present invention is a game management system for managing entertainment games played on multiple tables in a casino facility, which includes,

[0009] A camera that captures the placed game coins and obtains an image;

[0010] An information processing device that determines a placement object based on the position of the game coins in the image and determines a placement amount based on the type and number of the game coins in the image;

[0011] A game result determination device that determines the game result of the entertainment game;

[0012] A calculation device that calculates, for each of the plurality of tables and for each game, the profit of the casino operator based on the placed object, the placed amount, and the game result; and

[0013] A recording device that records the profit. BRIEF DESCRIPTION OF THE DRAWINGS

[0014] Figure 1 is a diagram showing an overall outline of a cheating detection system in a casino having a plurality of gaming tables according to a first embodiment of the present invention;

[0015] Figure 2A are perspective views of game coins respectively showing examples of different overlapping states of game coins grasped in the first embodiment of the present invention;

[0016] Figure 2B are perspective views of game coins respectively showing examples of different overlapping states of game coins grasped in the first embodiment of the present invention;

[0017] Figure 3A is a diagram showing details of a game coin tray according to the first embodiment of the present invention;

[0018] Figure 3B is a diagram showing another example of a game coin tray according to the first embodiment of the present invention;

[0019] Figure 4 is an enlarged view of a mark explaining the stain of a playing card grasped in the first embodiment of the present invention;

[0020] Figure 5A is a top view of the front side of a logo according to the first embodiment of the present invention;

[0021] Figure 5B is a top view of the back side of a logo according to the first embodiment of the present invention;

[0022] Figure 6 is a simplified explanatory diagram of an image of a state of purchasing game coins with banknotes grasped in the first embodiment of the present invention;

[0023] Figure 7 is a top view showing an overall outline of a cheating detection system for a certain card game according to a second embodiment of the present invention;

[0024] Figure 8 is a top view showing an outline of a progress state of a certain card game in the cheating detection system according to the second embodiment of the present invention;

[0025] Figure 9 is an explanatory diagram showing a situation where a dealer recovers game coins won by the casino side in a certain card game;

[0026] Figure 10 It is an explanatory diagram showing the situation where the dealer in a certain card game of the second embodiment of the present invention pays the winning guest (game participant).

[0027] Figure 11 It is an explanatory diagram showing the situation where the winning guest (game participant) in a certain card game of the second embodiment of the present invention receives game coins and makes a payment.

[0028] Figure 12A It is an explanatory diagram of an image in the cheating detection system of the second embodiment of the present invention, where the image analysis object is the game coins won by the casino side and recovered by the dealer.

[0029] Figure 12B It is an explanatory diagram of an image in the cheating detection system of the second embodiment of the present invention, where the image analysis object is the game coins won by the casino side and recovered by the dealer.

[0030] Figure 12C It is an explanatory diagram of an image in the cheating detection system of the second embodiment of the present invention, where the image analysis object is the game coins won by the casino side and recovered by the dealer.

[0031] Figure 13 It is an explanatory diagram of an image in the cheating detection system of the second embodiment of the present invention, where the image analysis object is the cheating recovery of game coins.

[0032] Figure 14A It is an explanatory diagram of an image in the cheating detection system of the second embodiment of the present invention, where the image analysis object is the game coins won and recovered by the game participant side.

[0033] Figure 14B It is an explanatory diagram of an image in the cheating detection system of the second embodiment of the present invention, where the image analysis object is the game coins won and recovered by the game participant side.

[0034] Figure 14C It is an explanatory diagram of an image in the cheating detection system of the second embodiment of the present invention, where the image analysis object is the game coins won and recovered by the game participant side.

[0035] Figure 14D It is an explanatory diagram of an image in the cheating detection system of the second embodiment of the present invention, where the image analysis object is the game coins won and recovered by the game participant side.

[0036] Figure 15 It is a side sectional view of the card dispensing device in the second embodiment of the present invention.

[0037] Figure 16It is a diagram showing an example of a playing card according to the second embodiment of the present invention;

[0038] Figure 17 It is a top view of the main part in a state where the card guide part of the card dispensing device according to the second embodiment of the present invention is partially cut off;

[0039] Figure 18A It is a side sectional view of the main part showing a card distribution restricting device that restricts the entry and exit of cards from the card storage part of the card dispensing device according to the second embodiment of the present invention;

[0040] Figure 18B It is a side sectional view of the main part showing a modified example of a card distribution restricting device that restricts the entry and exit of cards from the card storage part of the card dispensing device according to the second embodiment of the present invention;

[0041] Figure 19 It is a diagram showing the relationship between the output waveforms of sensors and marks in the card dispensing device according to the second embodiment of the present invention;

[0042] Figure 20 It is a schematic diagram of a casino facility introducing a game management system according to the third embodiment of the present invention;

[0043] Figure 21 It is an example of a table showing the turnover (total amount of placed amounts) of each gaming table according to the third embodiment of the present invention;

[0044] Figure 22 It is an example of a table showing the turnover of each game on each gaming table according to the third embodiment of the present invention;

[0045] Figure 23 It is an example of a table showing the total placed amount, profit (gross profit), and interest rate of each gaming table according to the third embodiment of the present invention;

[0046] Figure 24 It is an example of a line graph showing the change in profit of each gaming table according to the third embodiment of the present invention;

[0047] Figure 25 It is an example of a chart showing the change in profit of the entire casino facility according to the third embodiment of the present invention;

[0048] Figure 26 It is an example of a bar graph showing the interest rate of each gaming table according to the third embodiment of the present invention;

[0049] Figure 27 It is a diagram showing a reader / writer and a membership card according to the third embodiment of the present invention;

[0050] Figure 28 It is a diagram showing the information stored in the membership card according to the third embodiment of the present invention;

[0051] Figure 29 It is a top view of the dealer's game coin tray;

[0052] Figure 30 It is an enlarged three-dimensional view of the recycling floating platform of the dealer's game coin tray;

[0053] Figure 31 It is a block diagram showing the structure of the dealer's game coin tray;

[0054] Figure 32 It is a flowchart of the management of table games;

[0055] Figure 33 It is a flowchart showing the functions of the components of cheating detection in 4 stages;

[0056] Figure 34 It is an example of a monitoring screen showing the comparison result of the placement information at the start of the game and the placement information at the end of the game;

[0057] Figure 35 It is an example of a monitoring screen during delayed placement;

[0058] Figure 36 It is an example of a monitoring screen during the cancellation of placement;

[0059] Figure 37 It is a diagram showing an example of the structure of a casino amusement arcade;

[0060] Figure 38 It is a diagram showing the composition of the game records generated in each game;

[0061] Figure 39 It is a block diagram showing the structure of the overall management device;

[0062] Figure 40 It is a diagram showing an example of the turnover statement generated by the turnover revenue and expenditure management department of the overall management device;

[0063] Figure 41 It is a diagram showing an example of the gross profit statement generated by the turnover revenue and expenditure management department of the overall management device;

[0064] Figure 42 It is a diagram explaining the situation where the turnover of the entire casino amusement arcade is depressed;

[0065] Figure 43A It is a diagram explaining the situation where the turnover of the entire casino amusement arcade is depressed;

[0066] Figure 43B It is a diagram explaining the situation where the turnover of the entire casino amusement arcade is depressed;

[0067] Figure 44A It is a diagram showing an example of setting the minimum placement amount corresponding to the actual placement amount;

[0068] Figure 44B It is a diagram showing an example of setting the minimum placement amount corresponding to the actual placement amount;

[0069] Figure 45A It is a diagram showing an example of determining the recommended value of the minimum placement amount corresponding to the desktop clutter degree;

[0070] Figure 45B It is a diagram showing an example of determining the recommended value of the minimum placement amount corresponding to the desktop clutter degree;

[0071] Figure 46A It is a diagram illustrating an example of newly opening the gaming table 4 in a certain area;

[0072] Figure 46B It is a diagram illustrating an example of newly opening the gaming table 4 in a certain area;

[0073] Figure 46C It is a diagram illustrating an example of newly opening the gaming table 4 in a certain area. Detailed implementation manners

[0074] (First implementation manner)

[0075] In gaming places such as casinos, game coins are piled up high and placed on the gaming tables. However, for the IC tag reading device installed under the gaming table, there is a problem that the total amount cannot be accurately read. If the sensitivity of the reading device is increased, there is a problem that game coins placed in different positions (winning or losing depending on the position) are totaled, and the total amount of game coins at each position cannot be grasped. Moreover, for the shooting by the camera, there is a problem that a dead angle is formed due to the camera's perspective, or it is blocked due to overlap, resulting in the inability to grasp the total amount of game coins.

[0076] Moreover, although it often occurs in a certain card game, there is a problem that due to the player's squeezing of the cards (such as bending the cards with the back facing up and looking at the face value of the cards little by little while expecting), the cards are bent, and through image analysis by the camera, the face value and suit of the cards cannot be determined.

[0077] Moreover, there is also a new problem that cheating on the gaming table has become more sophisticated. On this gaming table, cheating based on sophisticated placement methods that cannot be detected simply by detecting a relatively large winning amount, etc., cannot be discovered by tracking the camera and the winning amount. Moreover, cheating behaviors caused by collusion between the dealer and the player cannot be fully prevented by the existing technologies.

[0078] To solve the above various problems, the cheating detection system for a gaming hall having a plurality of gaming tables in the first embodiment is a cheating detection system in a gaming hall having a plurality of gaming tables, and includes:

[0079] A game recording device that records the progress status of the game played on the gaming table, including the dealer and the players, as an image by a camera;

[0080] An image analysis device that performs image analysis on the recorded image of the progress status of the game;

[0081] A card distribution device that determines and displays the winning or losing results of each game on the gaming table; and

[0082] A control device that uses the image analysis result of the image analysis device and the winning or losing result determined by the card distribution device to detect cheating behavior during the game played on the gaming table.

[0083] Moreover, in the above cheating detection system, the card distribution device is configured to be able to read the face value of the distributed cards, and the control device is configured to be able to compare the information on the face value of the cards obtained by the image analysis device from the images of the cards distributed on the gaming table with the information on the face value of the cards read by the card distribution device to determine whether they are consistent.

[0084] Moreover, in the above cheating detection system, the image analysis device or the control device is an artificial intelligence effective utilization type or deep learning structure that can obtain the information on the face value of the cards from the cards distributed on the gaming table and bent or soiled by the players.

[0085] Moreover, in the above cheating detection system, the control device grasps the positions, types, and numbers of the game coins placed by each player with the help of the image analysis device, and determines whether the recovery of the lost game coins placed by each player and the payment for the won game coins are correctly made by analyzing the image of the progress status of the game with the help of the image analysis device.

[0086] Moreover, in the above cheating detection system, the image analysis device or the control device is an artificial intelligence effective utilization type or deep learning structure such that even when multiple game coins placed on the gaming table are partially or entirely hidden due to the blind spot of the camera, the information on the types, numbers, and positions of the placed game coins can still be obtained.

[0087] Further, in the above cheating detection system, the control device is an artificial intelligence effective utilization type or deep learning structure that can, according to the win-lose result of the game, compare and calculate the amount of game coins held in the game coin tray of the dealer on the gaming table, and determine whether the amount has been increased or decreased corresponding to the recovery of the lost game coins placed by each player and the payment amount for the won game coins after the game ends and is settled.

[0088] Further, in the above cheating detection system, the control device is an artificial intelligence effective utilization type or deep learning structure that can grasp the positions and amounts of game coins placed at each playing position on the gaming table, compare the win-lose history of each player obtained according to the win-lose result of each game and the amount of game coins obtained with the statistical data of past games, and extract it as an abnormal situation.

[0089] Further, in the above cheating detection system, the control device is an artificial intelligence effective utilization type or deep learning structure that can compare the state where the amount of game coins placed when losing at a playing position on a certain gaming table is less than the amount of game coins placed when winning with the statistical data of past games and extract it as an abnormal situation.

[0090] Further, in the above cheating detection system, the control device is a structure that can determine an individual player at a playing position where an abnormal situation is extracted by means of the image analysis device or a win of a specified amount or more is obtained.

[0091] Further, in the above cheating detection system, the control device has a warning function, and this warning function notifies the existence of the specific player to another gaming table when the determined player leaves the seat and sits at another gaming table.

[0092] To solve the above various problems, the cheating detection system in a game arcade having a plurality of gaming tables according to the present invention application includes:

[0093] A game recording device that records the progress state of the game conducted on the gaming table, including the dealer and players, as an image by a camera;

[0094] A card distribution device that determines and displays the win-lose results of each game on the gaming table;

[0095] An image analysis device that performs image analysis on the image of the progress state of the recorded game; and

[0096] A control device that can use the image analysis result of the image analysis device to detect banknotes and game coins on the gaming table;

[0097] The image analysis device or control device is an artificial intelligence effective utilization type or deep learning structure as follows. Based on the information obtained from the card distribution device or the dealer, in a situation other than card dealing, it can detect that game tokens are being purchased with banknotes on the gaming table, recognize the total amount of genuine banknotes after verification by near-ultraviolet light, and further, even if multiple game tokens taken out on the gaming table as purchase targets are partially or entirely hidden due to the blind spot of the camera, it can recognize the total amount of game tokens, and can compare the total amount of banknotes taken out from the player on the gaming table with the total amount of game tokens taken out from the dealer, and determine whether the amounts of the two are consistent.

[0098] Moreover, in the cheating detection system, the control device is an artificial intelligence effective utilization type or deep learning structure as follows. It can compare and calculate the amount of game tokens held in the game token tray of the dealer on the gaming table, and determine whether the amount has been reduced according to the payment amount of game tokens corresponding to the banknotes used for purchase after purchasing game tokens with banknotes and settling the accounts.

[0099] Moreover, in the cheating detection system, the control device is an artificial intelligence effective utilization type or deep learning structure as follows. It can compare and calculate the consistency between the incoming amount of banknotes input by the dealer and the total amount of banknotes based on the image analysis result of the image analysis device after purchasing game tokens with banknotes and settling the accounts. Also, the control device is an artificial intelligence effective utilization type or deep learning structure as follows. It can compare and calculate the consistency between the total incoming amount of banknotes input by the dealer on the gaming table in charge of the dealer and the total amount of banknotes based on the image analysis result of the image analysis device.

[0100] According to the cheating detection system of the present embodiment, even if the cards are bent due to the player squeezing the cards repeatedly in a certain card game or the like, it can determine the face value and suit of the cards through image analysis, and can also grasp the total amount and position of the game tokens that fall into the blind spot and overlap. Moreover, it can also detect cheating when purchasing game tokens with banknotes.

[0101] Hereinafter, the overall outline of the cheating detection system in a game arcade having a plurality of gaming tables according to the first embodiment of the present invention will be further described in detail. Figure 1It is a diagram showing an overview of the entire system. The cheating detection system in a gaming hall with multiple gaming tables 4 includes: a game recording device 11 that records the progress status of the game played on the gaming table 4, including the player 6 and the dealer 5, as an image through multiple cameras 2; an image analysis device 12 that performs image analysis on the recorded image of the game progress status; and a card distribution device 3 that determines and displays the winning and losing results of each game on the gaming table 4. The card distribution device 3 is a so-called electronic shoe already used by those skilled in the art. Its structure is such that the rules of the game are programmed in advance, it can read the information of the distributed playing cards C, and determine the winning and losing of the game. For example, in a certain card game, for whether player B wins, player P wins, or a draw (tie), it is basically determined by the face values of 2 to 3 playing cards. The determination result (winning and losing result) is displayed through the result display lamp 13.

[0102] This cheating detection system also includes a control device 14. The control device 14 compares the actual face value of the playing card based on the image analysis result of the image analysis device 12 with the winning and losing result determined by the card distribution device 3, and detects cheating behaviors (such as the inconsistency between the total face value of the distributed playing cards and the winning and losing result) occurring on the gaming table 4. The card distribution device 3 is structured to be able to read the face value (A, 2 - 10, J, Q, K) and suit (hearts, spades, etc.) of the playing card C manually distributed by the dealer 5. The control device 14 is structured to be able to compare the information of the face value and suit obtained by the image analysis device 12 (using artificial intelligence) from the image of each playing card distributed on the gaming table 4 (captured by the camera 2) with the information of the playing card and suit read by the card distribution device 3, and determine whether they are consistent. The image analysis device 12 and the control device 14 in this cheating detection system are structured integrally or in combination to include a computer, a program, and a memory composed of multiple structures.

[0103] The image analysis device 12 and the control device 14 have a structure that effectively utilizes artificial intelligence or a deep learning structure capable of obtaining the information of the face value of the playing card C even if the playing card C is distributed on the gaming table 4 and is bent or soiled by the player 6. The soiled playing card C is as Figure 4As shown, there is a situation where it is difficult to distinguish between clubs and spades. Even in such a situation, through the analysis and determination of images using an artificial intelligence-effective computer or control system and deep learning (structure) technology, it is possible to distinguish the suit. In addition, even if the playing card is bent due to the repeated squeezing of the playing card by the player in a certain card game or the like, through self-learning of multiple image deformation examples and the like, using an artificial intelligence-effective computer or control system and deep learning (structure) technology, it is possible to identify the suit and face value of the playing card before deformation. The artificial intelligence-effective computer or control system and deep learning (structure) technology are already well-known and can be used by those skilled in the art, so detailed description is omitted.

[0104] The control device 14 with an artificial intelligence-effective or deep learning structure can, with the help of the camera 2 and the image analysis device 12, grasp which position (P, or B, or PAIR) on the placement area 8 each player 6 places the game coin 9, the type of the placed game coin 9 (different amounts of values are assigned to each color of the game coin 9), and the number of coins. Since the game coins 9 may overlap vertically, there may be a situation of staggered overlap as Figure 2A shown. In this case, when the camera 2 is in the Figure 2A direction of the arrow X shown (or when the orientation of the game coin 9 is relatively in a blind spot), as Figure 2B shown, it can be imagined that the game coin 9 cannot be seen (entering the blind spot). The artificial intelligence-effective computer or control system and deep learning (structure) technology can use self-learning functions and the like to identify the concealment of the game coin 9 caused by the blind spot (the situation where part of a game coin is concealed, or the situation where the entire game coin is concealed), and accurately grasp the number of coins and the like. In this way, since it is possible to grasp which position (P, or B, or PAIR) on the placement area 8 the game coin 9 is placed, the type of the placed game coin 9 (different amounts of values are assigned to each color of the game coin 9), and the number of coins, in each game, according to the winning or losing result of the game determined by the card distribution device 3, the control device 14 analyzes the video of the game progress state by means of the image analysis device 12 to determine whether the recovery (shown by the arrow L) of the lost game coins placed by each player 6 and the payment (9W) of the winning game coins to the winning player 6W are correctly carried out according to the winning or losing result of the game.

[0105] The control device 14 can analyze and grasp the total amount of game coins 9 in the game coin tray 17 of the dealer 5 on the gaming table 4 using the image analysis device 12. After the game ends and is settled, it can compare and calculate whether it corresponds to the amount of recovery of the lost game coins 9 placed by each player 6 and the payment 9W of the won game coins to the winning player 6W according to the winning and losing results of the game, and increase or decrease the total amount of game coins 9 in the game coin tray 17. Regarding the total amount of game coins 9 in the game coin tray 17, even if it is grasped at all times by means such as RFID, whether the increase or decrease amount is correct is determined by the control device 14 by analyzing the image of the game progress state with the help of the image analysis device 12. These also effectively utilize the artificial intelligence effective utilization type or deep learning structure.

[0106] In this example, since cheating or errors are detected based on the winning and losing results of the game, the information on which type of game coins 9 are placed in which position (P, or B, or PAIR) in the placement area 8 and how many, and the increase or decrease amount of the game coins 9 in the game coin tray 17 after the recovery of the lost game coins and the repayment of the won game coins 9, even if the change of the game coins 9 after the game ends, that is, the movement of the placed game coins 9 to the player side or the dealer side is not grasped, cheating or errors can be detected.

[0107] Here, for example, in the case of a certain card game, the winning and losing results of the game can be determined by reading the face values of the cards C successively drawn in the game in the card distribution device 3 and according to the rules of the card game. Moreover, the gaming table 4 can also be photographed by the camera 2, the image can be analyzed by the image analysis device 12, and the control device 14 can compare the analysis result with the rules of the game, and thus the winning and losing results of the game can also be determined. In this case, the winning and losing result determination device is composed of the camera 2, the image analysis device 12, and the control device 14. Regarding the information on which type of game coins 9 are placed in which position (P, or B, or PAIR) in the placement area 8 and how many by the players at each playing position 7, it can be obtained by photographing the game coins 9 placed in the placement area 8 by the camera 2 and analyzing the image for each playing position 7 by the image analysis device 12.

[0108] In addition, for the increase or decrease amount of the game coins 9 in the game coin tray 17 before and after the recovery of the lost game coins 9 and the repayment of the won game coins 9, it can be calculated by comparing the total amount of the game coins 9 in the game coin tray 17 before the recovery of the lost game coins 9 and the repayment of the won game coins 9 with the total amount of the game coins 9 in the game coin tray 17 after the recovery of the lost game coins 9 and the repayment of the won game coins 9. For the total amount of the game coins 9 in the game coin tray 17 before the recovery of the lost game coins 9 and the repayment of the won game coins 9, and the total amount of the game coins 9 in the game coin tray 17 after the recovery of the lost game coins 9 and the repayment of the won game coins 9, they can be detected by respectively photographing the game coin tray 17 containing the game coins 9 with the camera 2 and analyzing the image by the image analysis device 12. Additionally, it is also possible to detect the total amount of the game coins 9 stored in the game coin tray 17 by embedding RFID indicating its amount in the game coins 9 and setting an RFID reader on the game coin tray 17.

[0109] For example, let the total amount of the game coins 9 in the game coin tray 17 before the game starts be Bb, and let the total amount of the game coins 9 in the game coin tray 17 after the game ends and the recovery of the lost game coins and the repayment of the won game coins are completed be Ba. In addition, in this game, let the total amount of all the playing positions 7 of the game coins 9 placed in the P area be bp, let the total amount of all the playing positions 7 of the game coins 9 placed in the B area be bb, and let the total amount of all the playing positions 7 of the game coins 9 placed in the draw area be bt. For example, when the winning or losing result of this game is that the B family wins, Ba - Bb = bp - bb + bt should hold. Or, the total amount Ba of the game coins 9 in the game coin tray 17 after the game ends should be (Bb + bp - bb + bt). If this is not the case, it can be determined that there is cheating or an error in the recovery or repayment of the game coins.

[0110] Figure 3A It is a diagram showing details of the game coin tray of the present embodiment. Figure 3BIt is a diagram showing other examples of the game coin tray. In the game coin tray 17, there are provided a recycled game coin tray 171 and a reimbursed game coin tray 172. The recycled game coin tray 171 recycles and temporarily stores the game coins 9L placed by the losing player 6L, and the reimbursed game coin tray 172 stores the game coins 9W to be reimbursed. The image analysis device 12 and the control device 14 grasp the position, type, and number of the game coins 9L placed by the losing player 6L, and calculate the increased amount of the game coins 9L in this game (the required amount of the game coins 9 in the recycled game coin tray 171). Furthermore, the image analysis device 12 and the control device 14 grasp the actual total amount of the game coins 9 in the recycled game coin tray 171 after recycling, compare the required total amount with the actual total amount, and determine whether there is a difference.

[0111] In addition, for the reimbursement of the game coins 9W to the winning player 6W, by using the game coins 9 in the reimbursed game coin tray 172, sufficient time can be ensured for the image analysis device 12 and the control device 14 to grasp the actual total amount of the game coins 9 in the recycled game coin tray 171 after recycling.

[0112] The gaming table 4 is provided with a waste area 41 and / or a waste slit 42 for discarding the playing cards C used in the game. Whenever the game ends, the playing cards C used in this game are recycled and discarded by being placed in the waste area 41 or the waste slit 42 on the gaming table 4.

[0113] The gaming table 4 is also provided with a sign 43 indicating the win or loss of the game. Figure 5A It is a top view showing the front side of the sign. Figure 5B It is a top view showing the back side of the sign. In a certain card game, two types of signs are used: a sign 43a indicating that the P family wins and a sign 43b indicating that the B family wins. When the game result comes out, the dealer 5 flips over the sign of the winning side among the P family or the B family. Thus, it is easy to clearly show the win or loss of the game on the table. After the recycling and reimbursement of the game coins 9 are completed, the sign flipped over is restored by the dealer 5. By restoring the sign, it also means that the state is such that the next game can start.

[0114] As described above, in this embodiment, for each game, the control device 14 calculates the game coin income and expenditure based on the amount of game coins placed on the gaming table 4 and the win or loss result of the game, and verifies the increase in the balance of the game coins in the game coin tray 17 after the game. If the control device 14 detects a difference in this verification, it issues an alarm or adds a record indicating this situation to the record of the video captured by the camera 2. The casino operator can investigate the cause of the difference by checking the video.

[0115] In the cheating detection system of this embodiment, the total amount of game coins 9 in the game coin tray 17 before each game settlement is added to or subtracted by the increase or decrease amount of the game coins in this game. The increase or decrease amount of the game coins is calculated based on the positions, types, and numbers of the game coins 9 placed by all players 6 in this game and the win / loss result of this game obtained by the win / loss result determination device. Then, the expected total amount of the game coins 9 in the game coin tray 17 after the settlement at the end of this game is compared with the actual total amount of the game coins 9 in the game coin tray 17 obtained by the image analysis device 12 to determine whether there is a difference between the expected total amount and the actual total amount.

[0116] The control device 14 grasps the positions, types, and numbers of the game coins placed by each player with the help of the image analysis device 12. When the recovery of all the lost game coins placed by each player is completed, it grasps the actual total amount of the game coins in the game coin tray. Then, the expected total amount of the game coins 9 in the game coin tray 17 is compared with the actual total amount of the game coins 9 in the game coin tray 17 to determine whether there is a difference between the expected total amount and the actual total amount. Here, the expected total amount of the game coins 9 in the game coin tray 17 is calculated by adding the increase amount of the game coin tray 17 in this game obtained based on the positions, types, and numbers of the game coins placed by the losing players to the total amount of the game coins in the game coin tray before each game settlement.

[0117] The control device 14 compares the expected total amount of the game coins 9 in the game coin tray 17 with the actual total amount of the game coins 9 in the game coin tray 17 to determine whether there is a difference between the expected total amount and the actual total amount. Here, the expected total amount of the game coins 9 in the game coin tray 17 is calculated by adding the increase amount of the game coin tray 17 in this game obtained based on the positions, types, and numbers of the game coins placed by the losing players to the total amount of the game coins in the game coin tray before each game settlement. Also, the expected total amount in the game coin tray 17 after the settlement at the end of this game is compared with the actual total amount of the game coins 9 in the game coin tray 17 obtained by the image analysis device 12. When it is determined that there is a difference between the expected total amount and the actual total amount, it is determined that there is a payment error, and a payment error signal notifying the payment error is generated.

[0118] In the game coin tray 17, there is a recovered game coin tray 171 that recovers and temporarily stores the game coins 9 placed by the losing players. The image analysis device 12 compares the total expected number of game coins 9 in the recovered game coin tray 171, which is obtained by adding the increment of the game coins 9 in this game, with the actual total number of game coins 9 in the recovered game coin tray 171, and determines whether there is a difference between the total expected number and the actual total number. Here, the increment of the game coins 9 is calculated based on the position, type, and number of the game coins 9L placed by the losing players.

[0119] When the control device 14 determines that there is a non-corresponding difference between the actual total number of game coins 9 in the game coin tray 17 of the dealer 5 on the gaming table 4 and the increment or decrement of the game coins, and it is necessary to analyze the record of the game in which the above difference occurs in the game recording device 11. The increment or decrement of the game coins is calculated based on the total amount of game coins placed by all players and the win-loss result of this game. The game recording device 11 is configured to assign an index or time to the acquired image, or to be able to identify and reproduce the recovery scene or payment scene of the game coins 9.

[0120] In this way, the control device 14 obtains the total amount of game coins in the game coin tray 17 after settlement at the end of the game with the help of the image analysis device 12. However, the so-called judgment after settlement in this case is carried out when any one of the following 1) to 4) occurs:

[0121] 1) When the repayment of the won game coins 9 ends;

[0122] 2) When the playing cards C used in this game are recovered and discarded in the discard area 41 or the discard slot 42 of this table;

[0123] 3) When a specified button attached to the win-loss result determination device is pressed;

[0124] 4) When the sign 43 indicating win or loss is restored.

[0125] In addition, the control device 14 is an artificial intelligence effective utilization type or deep learning structure as follows. It can grasp the positions (positions where P, or B, or PAIR are placed) and amounts (types and numbers) of game coins placed at each playing position 7 of the gaming table 4, compare the win-loss history of each player 6 obtained from the win-loss results of each game and the amount of game coins obtained (winning amount) with the statistical data of many (big data) past games, and extract it as an abnormal situation (set by the casino). Typically, it is a device with a control device 14 of an artificial intelligence effective utilization type or deep learning structure as follows. The generation of a winning amount of a certain amount (1 million points) or more, or the state where the amount of game coins placed when losing at a playing position 7 of a certain gaming table 4 is small and the amount of game coins placed when winning is large continues in multiple games. By comparing it with the statistical data (big data, etc.) of past games, it can be extracted as an abnormal situation.

[0126] Furthermore, the control device 14 (integrated with the image analysis device 12) of this cheating detection system is structured to be able to identify an individual player 6 at a playing position 7 where an abnormal situation has been extracted or a win of a specified amount or more has been achieved. For the identification of such a player 6, in the image analysis device 12, an image of the face is obtained through feature point extraction or the like, and an identification number (ID, etc.) is assigned for identification. Moreover, the control device 14 has a warning function. This warning function notifies the existence of the specific player to another gaming table when the identified player 6 leaves the seat and sits at another gaming table. Specifically, it notifies the game table manager or the person in charge of each table (it can also be the dealer) who manages each gaming table 4 to prevent more abnormal phenomena.

[0127] The control device 14 also has a database that retains the purchase history of purchasing game coins 9 with banknotes K. At regular intervals or on a daily basis, it refers to the database and compares and determines whether the amount of game coins 9 held in the game coin tray 17 of the dealer 5 of the gaming table 4 has been reduced according to the total payment amount of game coins 9 corresponding to the banknotes K used for purchase or the total payment amount of banknotes K corresponding to the purchased game coins 9.

[0128] In addition, in the above example, instead of identifying individual players 6, the win-loss history and the amount of game coins obtained (winning amount) for each playing position 7 can be monitored. In this case, although it is not possible to track the player 6 when the player 6 leaves the seat, abnormal situations such as the state where the amount of game coins placed when losing at a specific playing position 7 of a gaming table 4 is small and the amount of game coins placed when winning is large continue in multiple games can be detected. And when such a playing position 7 is detected, cheating or errors are suspected at that playing position 7. Moreover, by verifying the video taken of that playing position 7, cheating or errors can be discovered.

[0129] Specifically, the camera 2 is set to photograph at least the game coins 9 placed within the placement area 8 of the gaming table 4. The image analysis device 12 analyzes the image captured by the camera 2, and for each user position 7, detects on which of the positions of P, B, and draw in the placement area 8 the game coins are placed and the amount of the game coins placed. In addition, the card dealing device 3 functions as a win / loss result determination device to determine the win / loss result of the game. The control device 14 records (monitors) the win / loss history of each play position 7 and the amount of game coins obtained (game coin acquisition amount) based on the position (P, B, or draw) within the placement area 8 where the game coins 9 are placed and the win / loss result of the game. In addition, for the win / loss history and the game coin acquisition amount, only either one of them may be recorded. When the control device 14 compares the win / loss history and / or the history of the game coin acquisition amount with the statistical data of many (big data) past games and determines it to be an abnormal situation (set by the casino), the player position 7 is determined to be a play position suspected of cheating.

[0130] In the case where cheating is suspected for a certain player position 7, the cheating detection system can issue an alarm (light, sound, or vibration) in a manner that at least the dealer can detect at that time point. Thereby, it is possible to prevent the continuation of cheating behavior by at least interrupting the subsequent game etc. on the spot. In addition, information indicating suspicion of cheating behavior can be added to the video captured and recorded by the camera 2. Thereby, the cause of the suspected cheating behavior can be investigated by checking the video.

[0131] The cheating detection system in the casino having a gaming table according to the present embodiment further has a function of checking when purchasing game coins with paper money that is repeatedly performed on the gaming table 4. In a casino such as a gambling house, before the game, the player 6 purchases gaming game coins with paper money (cash etc.) at a prescribed game coin purchase location. However, when the player 6 runs out of game coins, without leaving the gaming table 4, the player can purchase the game coins 9 with cash (paper money) on the gaming table (a certain card game table etc.) and then continue the game. However, here, an opportunity for cheating may occur between the dealer 5 and the player. Purchasing the game coins 9 with cash (paper money) on the gaming table (a certain card game table etc.) needs to be performed when the game is not in progress. In order to determine the win / loss of the game, the card dealing device 3 can detect the start and end of card dealing (the period of win / loss determination). Therefore, in the card dealing device 3, a situation other than card dealing (card distribution) is detected, and the control device 14 detects the situation where the game coins 9 are being purchased with paper money on the gaming table 4 in a situation other than during card dealing ( Figure 6as shown). During the dealing of the cards (or in other situations), detection can be performed based on information obtained from the actions of the card dispensing device 3 or the dealer 5.

[0132] The control device 14 can perform image analysis on the surface of the bill K to identify the number and amount of the bills. Further, on the gaming table 4, to determine whether the bill K used to purchase the game tokens 9 is genuine, near-ultraviolet light is irradiated to verify the authenticity mark G of the bill. As Figure 6 shown, the control device 14 is an artificial intelligence effective utilization type or deep learning structure. It also performs image analysis on the authenticity mark G to verify, recognizes the total amount of genuine bills, and further, even if multiple game tokens taken out on the gaming table as items for purchase are in a hidden state due to the blind spot of the camera 2, it can recognize the total amount of the game tokens, and can compare the total amount of the bills K taken out from the player on the gaming table 4 and the total amount of the game tokens 9 taken out from the dealer 5, and determine whether the amounts of the two are consistent.

[0133] The control device 14 is an artificial intelligence effective utilization type or deep learning structure. It can compare and calculate the total amount of the game tokens 9 in the game token tray 17 of the dealer 5 on the gaming table 4, and after purchasing game tokens with a bill and settling the account, whether the amount has been reduced according to the payment amount of the game tokens corresponding to the bill used for purchase. The situation where the total amount of the game tokens 9 in the game token tray 17 of the dealer 5 is grasped in real time in advance by using the RFID of the game tokens 9, etc. is also considered. In addition, by using the camera 2 to photograph the game token tray 17 containing the game tokens 9 and analyzing the image by the image analysis device 12, the total amount of the game tokens 9 stored in the game token tray 17 can also be detected.

[0134] In addition, the control device 14 verifies whether the increase or decrease in the amount of the game tokens 9 in the game token tray 17 before and after purchasing game tokens with a bill is consistent with the purchase amount of the game tokens in the image analysis result on the gaming table 4. For the amount of the bill that has been paid, it can be input to the control device 14 by the dealer 5 through keyboard input, etc., or the gaming table 4 where the bill payment is made can be photographed by the camera 2, and the amount can be determined by analyzing the image by the image analysis device 12.

[0135] As described above, the control device 14 determines whether the amount of decrease in the game currency 9 in the game currency tray 17 caused by purchasing game currency with banknotes is consistent with the amount of the banknotes paid by the player 6 to the dealer 5. Furthermore, the control device 14 is an intelligent control device that can, after purchasing game currency with banknotes and settling, compare and calculate the consistency between the amount of banknotes received by the dealer 5 (usually based on keyboard input, etc.) and the calculated amount of banknotes based on the image analysis result of the image analysis device 12. Furthermore, it can also be an artificial intelligence utilization type or a deep learning structure.

[0136] In addition, furthermore, the control device 14 is an artificial intelligence utilization type or a deep learning structure as follows, which can compare and calculate the consistency between the total amount of banknotes input by the dealer in the gaming table 4 for which the dealer is responsible and the total amount of banknotes based on the image analysis result of the image analysis device 12.

[0137] The control device 14 compares and determines whether the amount of the game currency 9 held in the game currency tray 17 of the dealer 5 of the gaming table 4 has been decreased according to the payment amount of the game currency 9 corresponding to the banknotes used for purchase or the payment amount of the banknotes corresponding to the purchased game currency 9 after purchasing the game currency 9 with banknotes.

[0138] (Second Embodiment)

[0139] In most table games played in gaming venues such as casinos, there is a certain card game. These games use a standard deck of 52 playing cards, and playing cards are distributed from a card dispensing device equipped with multiple pre-shuffled decks (from 6 to 9 or 10 decks) to the gaming table, and the winner or loser is determined according to the number (face value) of the distributed playing cards and the game rules.

[0140] The dealer in charge of the gaming table, etc. is responsible for distributing the playing cards from the card dispensing device and settling the amount placed by the guests (game participants). In gaming venues such as casinos, attempts are being made to prevent errors and cheating in the settlement of the amount placed by the guests (game participants).

[0141] In the card game monitoring system described in International Publication WO2015 / 107902, a surveillance camera is used to read the changes in the game currency and check whether the placed amount has been paid to the winner.

[0142] Regarding the placement of guests and the settlement of the amount placed by the dealer for the guests (game participants) in a certain card game, there are the following problems: it is impossible to detect the time when these are carried out, or who placed the game currency, or whether it has been taken away, so it is impossible to know whether these are correct.

[0143] To solve the above problems, the cheating detection system of the second embodiment is a cheating detection system for a gaming hall having a gaming table, and includes:

[0144] A game monitoring device that monitors the progress of the game being played on the gaming table using a camera;

[0145] An image analysis device that performs image analysis on the video obtained by the camera;

[0146] A card distribution device that determines and displays the winning or losing results of each game on the gaming table; and

[0147] A control device that uses the analysis result of the image analysis device in each game to determine the position of the game coins placed on the gaming table by the game participants, and uses the winning or losing results to determine the winners and losers among the participants of each game;

[0148] The control device further has a function of determining at least one of the following:

[0149] 1) In each game, during the period from when the cards are first drawn or from the start operation of the dealer's game until the winning or losing result of the game is displayed by the card distribution device, whether there is no change in the game coins;

[0150] 2) After each game, during the period when the dealer collects the game coins placed by the losers among the game participants, whether there is no change in the game coins caused by anyone other than the dealer;

[0151] 3) After each game, during the period when the dealer collects the game coins placed by the losers among the game participants, whether game coins are added;

[0152] 4) After each game, whether the dealer pays for the position of the game coins placed by the winners among the game participants;

[0153] 5) After each game, whether the winners among the game participants take the placed game coins and the paid game coins.

[0154] Furthermore, the control device may also be configured to detect changes in the hands of the dealer and game participants, changes in the game coins, or changes in both the hands and the game coins by using the analysis result of the image analysis device, so as to determine at least one of the above 1) to 5).

[0155] Furthermore, the control device may also be configured to determine whether the amount of game coins paid by the dealer to the winners is correct based on the amount placed by the winners among the game participants.

[0156] Furthermore, the cheating detection system of the game may also include a monitor or a lamp that receives the determination result and issues a warning or displays it.

[0157] According to the cheating detection system of this embodiment, regarding the placement made by a guest in a certain card game and the settlement of the placement amount for the guest (game participant) made by the dealer, it is possible to detect the timing of these actions, or who placed the game currency, or whether it has been taken away, and to detect and warn or display errors and cheating behaviors related to these, thus preventing recurrence.

[0158] Before entering the detailed description of this embodiment, the process of a certain card game played in a casino or other amusement venue will be described. In addition, in the second embodiment, the same structures as those in the first embodiment will be denoted by the same reference numerals.

[0159] As Figure 7 shown, at the gaming table 4, the guest (game participant / player) 6 and the dealer 5 sit face to face on the playing positions (chairs) 7. Then, the guest (game participant) 6 places (hereinafter referred to as "placement") the game currency 9 in the placement area 8 in front of him / her to bet on which of the P player (PLAYER) and the B banker (BANKER) will win, or a tie will occur, as the outcome of a certain card game. In addition, the dealer 5 times the end of the placement made by the guest (game participant) 6 and shouts "No More Bet (placement acceptance ended)", and makes actions such as moving the hand horizontally (the state shown in Figure 7 )). In a certain card game, during the period from shouting "No More Bet (placement acceptance ended)", starting from the drawing of the cards or the dealer 5 performing the game start operation, until the outcome of the game is displayed by the card distribution device 3, the guest (game participant) 6 cannot move the game currency, place additional game currency, or retrieve the placed game currency.

[0160] After that, the game cards 1 are drawn one by one from the card distribution device 3 onto the gaming table 4 with their backs facing up. First, 4 cards are drawn, as Figure 8As shown in ① to ④ below, the first playing card belongs to the P family (PLAYER), the second playing card belongs to the B family (BANKER), the third playing card belongs to the P family (PLAYER), and the fourth playing card belongs to the B family (BANKER). They are distributed to the area 10 (P area 10P and B area 10B) in front of the dealer 5 seen from the gaming table 4. Then, based on the face values (amounts) of the first to fourth playing cards 1 and the conditions in the detailed rules of a certain card game, the dealer 5 draws the fifth playing card 1 and the sixth playing card 1, which belong to the P family (PLAYER) or the B family (BANKER). Next, based on the face values (amounts) of the first to fourth (and the fifth and sixth if applicable) playing cards 1 and the detailed rules of a certain card game, the win or loss of the game is determined. Here, in the card distribution device 3, the rules of the game are pre-programmed, and the information (face value (amount) and suit) of the distributed playing cards 1 can be read to determine the win or loss of the game. It is determined whether the win or loss determination result (win or loss result) determined by the card distribution device 3 is consistent with the win or loss result determined by the dealer or the like as described above.

[0161] Hereinafter, an overview of the entire cheating detection system in the game at the amusement arcade according to the embodiment of the present invention will be described. Figure 7 FIG. is a diagram showing an overview of the entire system. The cheating detection system in the game at the amusement arcade includes: a game recording device 11 that records the progress state of the game on the gaming table 4, including the guest (game participant) 6 and the dealer 5, as an image by the camera 2; an image analysis device 12 that performs image analysis on the recorded image of the progress state of the game; and a card distribution device 3 that has a function of determining and displaying the win or loss result of each game on the gaming table 4. The card distribution device 3 is a so-called electronic shoe that has been used by those skilled in the art. It is configured to pre-program the rules of the game, be able to detect the moment when the dealer 5 distributes the playing cards 1 at the start of each game, and read the information (face value (amount) and suit) of each distributed playing card 1 to determine the win or loss of the game. For example, in a certain card game, for the B family to win, the P family to win, or a draw (tie), it is basically determined by the face values of 2 to 3 playing cards, and the determination result (win or loss result) is displayed by the display lamp 13.

[0162] The control device 14 of this cheating detection system has a game coin detection function. This game coin detection function is to determine, in each game, which placement area 8 on the P side or B side of the gaming table 4 the guest 6 (game participant) placed the game coin 9 using the analysis result of the image analysis device 12. Regarding the position and total amount of the game coins 9 (which placement area 8 on the P side or B side the game coins 9 were placed in), it is conceivable that in the case where the game coins 9 are staggered and overlapped, or fall into a blind spot when viewed from the position of the camera 2, etc., they usually cannot be read. The control device 14 is configured to be able to identify the concealment of the game coins 9 caused by blind spots (such as the partial concealment of one game coin or the overall concealment of the game coins) using a computer or control system that effectively utilizes existing artificial intelligence and the self-learning function of deep learning (structure) technology, etc., and accurately grasp the position, number, etc. And the structure for detecting the position and type in the placement area 8 of the game coins 9 is not limited to this. For example, it can also be configured to detect by reading the ID embedded in the game coin.

[0163] As described above, the control device 14 can, with the help of the camera 2 and the image analysis device 12, grasp the position (the position placed on P, or B, or PAIR), type (the game coins 9 are assigned different amount values for each color), and number of the game coins 9 placed by each player 6, and can detect which guest 6 placed on P (in the case where there are multiple guests 6 who placed on P, which guest 6 placed the highest amount), and which guest 6 placed on B (in the case where there are multiple guests 6 who placed on B, which guest 6 placed the highest amount). The image analysis device 12 and the control device 14 in this cheating detection system are configured integrally or compositely to include a computer, program, and memory composed of multiple structures.

[0164] The control device 14 is structured such that it can compare the information on the face value and suit of the cards obtained by the image analysis device 12 from the images of the respective cards 1 distributed on the gaming table 4 (using the camera 2) with the information on the face value and suit read by the card distribution device 3, and determine whether they are consistent. According to the winning or losing result of the game determined by the card distribution device 3 in each game, the control device 14 analyzes the image of the game progress state with the help of the image analysis device 12 to determine whether the recovery of the lost game coins 9 placed by the guest (game participant) 6 and the payment of the winning game coins to the winning guest (game participant) 6 are correctly carried out according to the winning or losing result of the game.

[0165] According to the rules of a certain card game, the control device 14 has the functions shown in the following 1) to 5), as the characteristic functions of the present invention application, to determine whether cheating in violation of the rules has occurred. That is,

[0166] 1) In each game, using the information obtained by the image analysis device 12 with the camera 2, it is monitored (as shown in Figure 8 ) whether there is no change in the game coins 9 during the period from the signal to start drawing cards obtained from the card distribution device 3 or from the game start operation when the dealer 5 presses the start button 4s until the winning or losing result of the game is displayed by the card distribution device 3.

[0167] 2) After each game, using the information obtained by the image analysis device 12 with the camera 2, it is monitored (as shown in Figure 9 ) whether the loser 6 has not taken the game coins 9 fraudulently during the period when the dealer 5 recovers the game coins 9 placed by the loser among the game participants 6.

[0168] 3) After each game, using the information obtained by the image analysis device 12 with the camera 2, it is monitored whether a person other than the dealer 5 (the winner or the loser) has added the won game coins 9W or has not re - placed the game coins 9 on the winning side where they were not placed during the period when the dealer 5 recovers the game coins 9 placed by the loser among the game participants.

[0169] 4) After each game, using the information obtained by the image analysis device 12 with the camera 2, it is monitored whether the dealer 5 has correctly placed the paid game coins 9W at the position of the game coins 9 placed by the winner among the game participants 6 (as shown in Figure 10 ).

[0170] 5) After each game (the dealer 5 operates the card distribution device 3 and displays the winning or losing result on the display lamp 13), using the information obtained by the image analysis device 12 with the camera 2, it is monitored whether the winner 6W among the game participants 6 has taken the placed game coins 9 and the paid game coins 9W (as shown in Figure 11 ).

[0171] The control device 14 analyzes the information obtained by the image analysis device 12 with the camera 2 as follows. That is, by using the analysis result of the image analysis device 12, the movement of the hands of the dealer 5 and the game participants 6, the change of the game coins, or the movement of the hands and the change of the game coins are detected to perform the monitoring of the above 1) to 5). However, in this basic analysis, at least it is necessary to know who has taken the game coins 9. Hereinafter, the method of this analysis will be described with FIGS. 12 to 14 below.

[0172] Analysis for the case where the dealer 5 takes the game coins 9 placed by the game participant 6L (FIG. 12).

[0173] The dealer 5 retrieves the game tokens 9 placed by the losing game participant 6L in the game. By analyzing the information obtained by the image analysis device 12 using the camera 2, it is monitored whether the retrieval is indeed carried out. First, through image analysis, the change of the placed game tokens 9 from the existing state ( Figure 12A ) to the non - existing state ( Figure 12C ) is detected. Then, the image ( Figure 12B ) during the period when the game tokens 9 change from the existing state to the non - existing state is analyzed. In the image ( Figure 12B ) during the period when the game tokens 9 change from the existing state to the non - existing state, it is analyzed from which side the hand 5h extends (from above in FIG. 12 or elsewhere). In the case where it extends from above (or the hand appears from above and then moves upward), the hand 5h is determined to be the dealer's 5. When the hand extends from other directions, it is determined as cheating. Cheating is detected according to such rules.

[0174] During the period when the dealer 5 retrieves the game tokens 9 placed by the losing game participant 6L in the game, it is monitored whether others take the lost game tokens 9 without cheating (FIGS. 12 and 11). In the image during the period when the game tokens 9 change from the existing state to the non - existing state, as Figure 13 shown, for the case where the loser 6L among the game participants 6 has taken them, the analysis is carried out by detecting through image analysis that the hand 6h extends (or moves) from below (originally from above) of Figure 13 . This is determined as the hand 6h other than the dealer 5 taking the game tokens 9, and this is determined as the existence of cheating.

[0175] Regarding the case where the dealer 5 correctly pays (places) the game tokens 9W for the won game tokens 9 and the winning game participant 6W among the game participants 6 takes them. First, for the won game tokens as Figure 14A shown, as Figure 14B shown, the game tokens 9W are repaid according to the game rules. The change from the state shown in Figure 14A to the state shown in Figure 14B is detected, and at the same time, it is detected through image analysis whether the hand is the hand 5h of the dealer 5. Then, according to the game rules, the control device 4 checks whether, as Figure 14C shown, the hand 6h of the winning game participant 6W among the game participants 6 extends (moves) to the same placement area, and then all the game tokens 9 disappear ( Figure 14D state), so as to determine whether there is no cheating.

[0176] Furthermore, the control device 4 is configured to determine whether the amount of game coins paid by the dealer 5 to the winner is correct according to the amount placed by the winner 6W among the game participants 6. Below, a specific example is shown. For the position and total amount of game coins 9 (in which placement area 8 in the P side or the B side the game coins 9 are placed), it can be imagined that the game coins 9 are staggered and overlapped, or fall into a dead angle from the position of the camera 2, etc., and usually cannot be read. The control device 14 is configured to use a computer or control system based on an existing artificial intelligence effective utilization type, a self-learning function of a deep learning (construction) technology, etc., which can identify the concealment of the game coins 9 due to the dead angle, etc. (the situation of partial concealment of a game coin, or the situation of the overall concealment of the game coin), and accurately grasp the position and number of pieces, etc. In addition, the structure for detecting the position 8 and the type in the placement area 8 of the game coin 9 is not limited to this, and for example, it can also be configured to detect by reading the ID embedded in the game coin.

[0177] As described above, the control device 14 can grasp the position 8 (the position for P, B, or PAIR), type (the game coin 9 has different amounts of value assigned to each color) and number of game coins 9 placed by each player 6 through the camera 2 and the image analysis device 12, and can detect which guest 6 placed the coin on P (if there are multiple guests 6 placing the coin on P, which guest 6 placed the highest amount), and which guest 6 placed the coin on B (if there are multiple guests 6 placing the coin on B, which guest 6 placed the highest amount).

[0178] Furthermore, the control device 14 of the cheating detection system of this game analyzes the information obtained by the image analysis device 12 using the camera 2 according to the rules of a certain card game by the above-mentioned method, and performs monitoring. The monitoring shown in the above 1) to 5) is performed to determine whether cheating that violates the rules is not performed. When cheating is detected, the card distribution detection device 14C lights up the abnormality display lamp 16 respectively provided on the card distribution device 3 or the game table 4, and outputs the detection of cheating to the casino management department or the like via wireless or wired 15. Monitors or lights that receive the judgment results and issue warnings or displays may also be provided in other places.

[0179] As described above, cheating behavior is detected by the control device 14, and a display signal is sent to the display light 13 or the abnormal display light 16 of the card distribution device 3 at the time of detection or at an appropriate moment. However, in addition to warnings, the function of preventing card distribution of the card distribution device 3 can also be activated after the time of detecting cheating or error, thereby preventing the distribution of cards 1.

[0180] Below, use Figures 15 to 19An embodiment of the card distribution device 3 used in the table game system of the present invention will be described. The card distribution device 3 includes: a card storage unit 102 that stores a plurality of shuffled game cards 1s; a card guide unit 105 that guides the shuffled game cards 1 one by one when the shuffled game cards 1 are manually drawn from the card storage unit 102 by the dealer 5 or the like to the game table 4; an opening 106 for taking out the card 1 guided by the card guide unit 105; a card detection unit (card detection sensors 22 and 23) that detects the situation where the shuffled game card 1 is drawn when the shuffled game card 1 is drawn; a card reading unit 108 that reads information indicating at least the amount (face value) of the shuffled game card 1; a control unit 109 that determines the win or loss of the card game based on the amount (face value) of the shuffled game card 1 sequentially read by the card reading unit 108; a result display lamp 13 that displays the win or loss result determined by the control unit 109; a distribution restriction device 30 that is provided at the opening 106 and restricts the entry and exit of the card 1 to and from the card storage unit 102; and a management control unit 114 that has the same function as the control device 14, and these are integrated. The card distribution device 3 has the following function: when the control device 14 detects an error or cheating behavior of the dealer during the game, at the time point after the detection of the error or cheating behavior or at a specified time, it prevents the card from being drawn from the card distribution device 3 again.

[0181] Next, use Figure 17 , Figure 16 The distribution restriction device 30 that restricts the entry and exit of the card 1 to and from the card storage unit 102 will be described. The distribution restriction device 30 is provided on the card guide 107 of the card guide unit 105, and the card guide unit 105 guides the card 1 taken out one by one from the opening 106 in front of the card storage unit 102 onto the game table 4. The distribution restriction device 30 has the following structure: when the card 1 passes through the slit 33 between the guide cover of the card guide unit 105 and the card guide 107, the locking member 34 presses the card 1 to prevent the entry and exit of the card 1 in the slit 33. The locking member 34 is moved in two states, a position (restriction position) where the card 1 can be pressed and a passable position where the card 1 can pass, by a drive unit 35 such as an electromagnetic solenoid or a piezoelectric element, as shown by the arrow m. The drive unit 35 is controlled by the control unit 109 that is directly or indirectly connected to the control device 14 by wire or wirelessly, so that the locking member 34 moves between the position where the card 1 is pressed and the passable position where the card 1 can pass. In the control unit 109, the rules of a certain card game are pre-programmed and stored.

[0182] Next, use Figure 18BA modified example of the distribution restricting device 30 will be described. The distribution restricting device 40 in the modified example has the following structure. When the playing card 1 passes through the slit 33 between the playing card guiding portion 105 and the playing card guide 107 (guide cover), the locking member 36 projects into the slit 33 to prevent the movement of the playing card 1. The locking member 36 is moved in the manner shown by the arrow m by a driving portion 37 such as an electromagnetic solenoid or a piezoelectric element so as to be able to take two states: a position (restricting position) for preventing the movement of the playing card 1 and a passable position allowing the playing card 1 to pass through. The driving portion 37 is controlled by a control portion 109 connected to the control device 14 to move the locking member 36 between the two states of the position for preventing the movement of the playing card 1 and the passable position allowing the playing card 1 to pass through.

[0183] Next, the details of the playing card reading portion 108 that reads the code 52 indicating the number (amount, face value) of the playing card 1 when the playing card 1 is manually drawn out from the playing card storage portion 102 will be described. Figure 17 It is a top view of the main part of the playing card distribution device 3. In the figure, the playing card reading portion 108 is provided in the playing card guiding portion 105 which guides the playing card 1 manually taken out one by one from the opening 106 in front of the playing card storage portion 102 onto the game table 4. The playing card guiding portion 105 is an inclined surface, and playing card guides 107 also serving as sensor covers are attached to both side edge portions. Moreover, each of the two playing card guides 107 can be attached and detached by screws or the like (not shown). When the playing card guide 107 is removed, the sensor group 115 of the playing card reading portion 108 is exposed. The sensor group 115 is composed of four sensors, which are composed of two ultraviolet ray sensing sensors (UV sensors) 20, 21 and object detection sensors 22, 23.

[0184] The object detection sensors 22, 23 are fiber optic sensors for detecting the presence or absence of the playing card 1 and can detect the movement direction of the playing card 1. The object detection sensor 22 is located on the upstream side along the movement direction of the playing card 1 of the playing card guiding portion 105, and the other object detection sensor 23 is located on the downstream side. As shown in the figure, the two object detection sensors 22, 23 are arranged on the upstream side and the downstream side sandwiching the UV sensors 20, 21. The UV sensors 20, 21 are equipped with LEDs (ultraviolet LEDs) that emit ultraviolet rays and detectors. On the playing card 1, a mark M of the code 52 is printed with ultraviolet light-emitting ink that becomes colored when irradiated with ultraviolet rays. When ultraviolet rays (near ultraviolet light) are irradiated onto the playing card 1, the reflected light of the mark M of the code 52 of the playing card 1 is detected by the detector. The UV sensors 20, 21 are connected to the playing card reading portion 108 and the control portion 109 by cables. In the code reading portion 108, based on the output signals of the detectors of the UV sensors 20, 21, the combination of the marks M is determined, and the amount (face value) corresponding to each code 52 is determined.

[0185] For the card reading unit 108, based on the detection signals of the object detection sensors 22 and 23, the control unit 109 controls the start and end of the reading by the UV sensors 20 and 21. Moreover, the control unit 109 also determines whether the playing card 1 has passed through the card guiding unit 105 normally based on the detection signals of the object detection sensors 22 and 23. As Figure 19 shown, the quadrilateral marks M indicating the face value (amount) and suit (such as hearts or spades) of the playing card are arranged in two columns and four rows at the edge of the playing card 1. When the UV sensors 20 and 21 detect the mark M, an ON signal is output. In the card reading unit 108, the relative relationship between the two signals input from the two UV sensors 20 and 21 is determined. Thus, the card reading unit 108 determines the code according to the relative differences between the two marks M detected by the two UV sensors 20 and 21, and determines the amount (face value) and type (suit) of the corresponding playing card 1.

[0186] In Figure 19 is shown the relationship between the code 52 and the output of the ON signals of the two UV sensors 20 and 21. Based on the comparison result of the relative changes in the output of the ON signals of the UV sensors 20 and 21, a specified combination of the mark M can be determined. As a result, if the combinations of the marks M in the upper and lower two columns are four types and printed in four columns, a total of 256 types of codes can be formed by four to the fourth power. Each of the 52 playing cards of the game cards is assigned to one of the 256 types of codes and stored as a look-up table through a memory or a program. The card reading unit 108 is configured to determine the amount (face value) and type (suit) of the playing card 1 according to a preset look-up table (not shown) by determining each code 52. In addition, since the 256 types of codes and the 52 playing cards can be made to correspond in a free combination manner and stored through the look-up table, the combination can be set to be complex, and the combination of the 256 types of codes and the 52 playing cards can be changed according to time and place. Preferably, the code is printed with a paint that becomes visible by receiving ultraviolet light and printed at a position that does not overlap with the type indication and index 103 of the playing card.

[0187] Further, in the above-described embodiments, the image analysis device 12 and the control device 14 are devices having an artificial intelligence effectively utilized type or a deep learning structure. Specifically, however, the image analysis device 12 and the control device 14 can use algorithms such as Scale-Invariant Feature Transform (SIFT), Convolutional Neutral Network (CNN), deep learning, machine learning, or the like to analyze images and perform the above various controls. These technologies are techniques for performing image recognition on captured images to identify objects contained in the images. In particular, in recent years, deep learning techniques that stack multiple layers of neural networks have been used to accurately identify objects. This deep learning technique generally stacks layers across multiple stages in the intermediate layer between the input layer and the output layer of the neural network to accurately identify objects. Among this deep learning technique, in particular, the convolutional neural network has attracted attention because it has higher performance than identifying objects based on existing image feature amounts.

[0188] In a convolutional neural network, an object image with a label is learned to identify the main object contained in the object image. When there are multiple main objects in the learned image, they are specified by a region rectangle, and a label is assigned to the image corresponding to the specified region and learned. Further, in a convolutional neural network, it is also possible to determine the main object in the image and the position of the object.

[0189] If the convolutional neural network is further described, in the object recognition process, by performing edge extraction processing and the like on the object image to be recognized, candidate regions are extracted based on local features, and then the candidate regions are input into the convolutional neural network. On the basis of extracting feature vectors, classification is performed, and the candidate region with the highest credibility among the classified regions is obtained as the recognition result. The credibility is a quantity indicating how much higher the similarity between a certain image region and the main body of the image learned together with the label is compared to the similarity of other levels.

[0190] In addition, devices having an artificial intelligence effectively utilized type or a deep learning structure are described in U.S. Patent No. 9,361,577, U.S. Patent Publication No. 2016-171336, U.S. Publication No. 2015-036920, Japanese Patent Publication No. 2016-110232, etc. These descriptions are incorporated into this specification by reference.

[0191] As described above, various embodiments of the present invention have been explained. However, of course, those skilled in the art can modify the above embodiments within the scope of the present invention, and the devices of the present embodiments can be appropriately modified according to the needs in the applicable games.

[0192] Through the above first embodiment and second embodiment, the following invention is disclosed.

[0193] (1) A cheating detection system, which is a cheating detection system in a gaming house having a plurality of gaming tables, and includes:

[0194] A game recording device that records the state of the game played on the gaming table as an image by a camera;

[0195] An image analysis device that performs image analysis on the recorded image of the game state;

[0196] A win / loss result determination device that determines the win / loss result of each game on the gaming table; and

[0197] A control device that uses the image analysis result of the image analysis device and the win / loss result determined by the win / loss result determination device to detect cheating behavior occurring on the gaming table;

[0198] The control device grasps the position, type, and number of game coins placed by each player with the help of the image analysis device, and also grasps the total amount of game coins in the game coin tray of the dealer on the gaming table.

[0199] From the total amount of game coins in the game coin tray before the settlement of each game, add or subtract the increase or decrease amount of game coins in the game calculated based on the position, type, and number of game coins placed by all players in the game and the win / loss result of the game obtained by the win / loss result determination device, and compare the expected total amount of game coins in the game coin tray after the settlement at the end of the game with the actual total amount of game coins in the game coin tray at the end of the game obtained by the image analysis device to determine whether there is a difference between the expected total amount and the actual total amount.

[0200] (2) The cheating detection system according to (1), wherein

[0201] The control device grasps the positions, types, and quantities of the game coins placed by each player with the aid of the image analysis device. When the recovery of all the lost game coins placed by each player is completed, it grasps the actual total amount of the game coins in the game coin tray, and compares the expected total amount of the game coins in the game coin tray, which is obtained by adding the increment of the game coin tray in this game to the total amount of the game coins in the game coin tray before each game settlement, based on the positions, types, and quantities of the game coins placed by the losing players, with the actual total amount of the game coins in the game coin tray, and determines whether there is a difference between the expected total amount and the actual total amount.

[0202] (3) The cheating detection system according to (2), wherein,

[0203] The control device compares the expected total amount of the game coins in the game coin tray, which is obtained by adding the increment of the game coin tray in this game to the total amount of the game coins in the game coin tray before each game settlement, based on the positions, types, and quantities of the game coins placed by the losing players, with the actual total amount of the game coins in the game coin tray, determines that there is no difference between the expected total amount and the actual total amount, and compares the expected total amount in the game coin tray after settlement at the end of this game with the actual total amount of the game coins in the game coin tray at the end of this game obtained by the image analysis device. When it is determined that there is a difference between the expected total amount and the actual total amount, it determines that there is a payment error and generates a payment error signal notifying the payment error.

[0204] (4) The cheating detection system according to (2), wherein,

[0205] In the game coin tray, there is a recovered game coin tray that recovers and temporarily stores the game coins placed by the losing players. The image analysis device and the control device compare the expected amount of the game coins in the recovered game coin tray calculated based on the positions, types, and quantities of the game coins placed by the losing players with the actual total amount of the game coins in the recovered game coin tray, and determine whether there is a difference between the expected total amount and the actual total amount in the recovered game coin tray.

[0206] (5) The cheating detection system according to (1), wherein,

[0207] The actual total amount of the game coins in the game coin tray after settlement at the end of the game obtained by the image analysis device is at any one of the following times:

[0208] 1) When the repayment of the won game coins is completed;

[0209] 2) When the playing cards used in this game are recovered and discarded in the discarded area of this table;

[0210] 3) when a specified button attached to the win / loss result determination device is pressed;

[0211] 4) when the sign indicating win / loss is restored.

[0212] (6) The cheating detection system according to any one of (1) to (3), wherein

[0213] when the control device determines a difference in which the actual total amount of game coins in the game coin tray of the dealer on the gaming table does not correspond to the increase or decrease amount of game coins calculated based on the amount of game coins placed by all players and the win / loss result of the game, the game recording device is configured to be able to analyze the record of the game in which the difference occurs, and the game recording device is configured to assign an index or time to the acquired image, or to be able to identify and reproduce the scene of game coin collection or payment.

[0214] (7) The cheating detection system according to any one of (1) to (3), wherein

[0215] the image analysis device or the control device is configured to be able to obtain information on the type, number, and position of the game coins placed even when multiple game coins placed on the gaming table are partially or entirely hidden due to the blind spot of the camera.

[0216] (8) The cheating detection system according to (1), wherein

[0217] the control device is configured to be able to perform the following operations:

[0218] 1) grasp the position, type, and number of game coins placed at each playing position on the gaming table, compare the win / loss history of each player obtained from the win / loss result of each game and the amount of game coins obtained with the statistical data of past games, and extract it as an abnormal situation, or

[0219] 2) compare the state in which the amount of game coins placed when losing at the playing position on the gaming table is less than the amount of game coins placed when winning with the statistical data of past games and extract it as an abnormal situation.

[0220] (9) The cheating detection system according to any one of (1) to (3), wherein

[0221] the control device can compare and determine the amount of game coins in the game coin tray of the dealer on the gaming table, and after purchasing game coins with banknotes, whether the amount has been reduced according to the payment amount of game coins corresponding to the banknotes used for purchase, or the payment amount of banknotes corresponding to the purchased game coins.

[0222] (10) The cheating detection system according to (9), wherein

[0223] The control device also has a database that stores the purchase history of using banknotes to buy game coins, and can refer to the database at regular intervals or on a daily basis to compare and determine whether the amount of game coins in the game coin tray of the dealer at the gaming table has been reduced according to the total amount of game coins paid corresponding to the banknotes used for purchase or the total amount of banknotes paid corresponding to the game coins purchased.

[0224] (11) The cheating detection system according to any one of (1) to (8), wherein

[0225] The control device can, by means of the image analysis device, identify the player at the playing position extracted as the difference or abnormal condition.

[0226] (12) The cheating detection system according to (11), wherein

[0227] The control device has a warning function of notifying the other gaming table of the presence of the specific player when the identified player leaves the seat and sits at another gaming table.

[0228] (13) The cheating detection system according to any one of (1) to (3), wherein

[0229] The control device also has a function of determining at least one of the following:

[0230] 1) During each game, from the start of drawing the cards or from the start operation of the dealer's game until the winning or losing result of the game is displayed by the card distribution device, whether there is no change in the game coins;

[0231] 2) After each game, during the period when the dealer collects the game coins placed by the losing players among the game participants, whether the losing players do not take the game coins;

[0232] 3) After each game, during the period when the dealer collects the game coins placed by the losing players among the game participants, whether additional game coins are added;

[0233] 4) After each game, whether the dealer pays for the position of the game coins placed by the winning players among the game participants;

[0234] 5) After each game, whether the winning players among the game participants take the placed game coins and the paid game coins.

[0235] (14) The cheating detection system according to any one of (1) to (3), wherein

[0236] The win / loss result determination device is a card distribution device that distributes cards on a gaming table, or a control device that determines the win / loss results of each game based on the information of the image analysis device that reads the cards distributed on the gaming table using a camera.

[0237] (Third Embodiment)

[0238] The real "turnover" of a casino operator in a casino facility (gambling house) is the total amount of game coins placed by players. In addition, the amount obtained by subtracting the amount paid out from this turnover is the profit (gross profit) of the casino operator. However, in current casinos, it is impossible to manage this turnover and profit. In addition, it is also impossible to grasp in detail the changes in turnover and profit for each table and each gaming table.

[0239] Therefore, in the present embodiment, the purpose is to grasp the turnover or profit of the entire casino, or to grasp the profit turnover or profit for each table and each gaming table.

[0240] To achieve the above object, one aspect of the present embodiment is a game management system that manages entertainment games played on multiple tables in a casino facility.

[0241] It includes:

[0242] A camera that takes pictures of the placed game coins and obtains an image;

[0243] An information processing device that determines the placement object based on the position of the game coins in the image and determines the placement amount based on the type and number of the game coins in the image;

[0244] A game result determination device that determines the game result of the entertainment game;

[0245] A calculation device that calculates the profit of the casino operator for each of the multiple tables and for each game based on the placement object, the placement amount, and the game result; and

[0246] A recording device that records the profit.

[0247] The game result determination device can be an electronic shoe, which includes: a storage part that stores playing cards; a taking-out mechanism that takes out playing cards one by one from the storage part; a detection part that detects the content of the playing cards taken out by the taking-out mechanism; and a determination part that determines the game result of the certain card game based on the content of the playing cards detected by the detection part according to the rules of the certain card game.

[0248] In addition, another aspect of the present embodiment is a game management system for managing amusement games played in a casino facility, and includes:

[0249] A placement detection mechanism that detects placement details including the placement object and placement amount of the amusement game;

[0250] A game result determination mechanism that determines the game result of the amusement game; and

[0251] A calculation mechanism that calculates the profit of the casino operator based on the placement details and the game result.

[0252] The placement detection mechanism may include: a photographing mechanism that photographs the amusement game and obtains an image; and an information processing mechanism that determines the placement details based on the image.

[0253] The information processing mechanism may determine the placement details based on the position, type, and number of game coins in the image.

[0254] The information processing mechanism may determine the placement details based on the image through image recognition using a machine learning model.

[0255] The amusement game is a game using playing cards,

[0256] The game result determination mechanism may include:

[0257] An electronic shoe that includes a storage unit for storing the playing cards, a taking-out mechanism for taking out the playing cards one by one from the storage unit, and a detection unit for detecting the details of the playing cards taken out by the taking-out mechanism; and

[0258] A determination mechanism that determines the game result of the amusement game according to the rules of the amusement game based on the details of the playing cards detected by the detection unit.

[0259] It further includes a dealer amount detection mechanism that detects the total amount of the dealer's game coins,

[0260] The calculation mechanism may further calculate the profit based on the total amount.

[0261] An RF tag may be built into the game coin, and the RF tag stores information that can at least determine its value.

[0262] The dealer amount detection mechanism may include an RF reader that reads the RF tag.

[0263] The placement detection mechanism may detect the placement details for each game,

[0264] The game result determination mechanism can determine the game result for each game.

[0265] The calculation mechanism can calculate the profit for each game based on the placement content and the game result of the same game.

[0266] It may further include a table production mechanism that produces a table showing the profit for each game.

[0267] The casino facility can include multiple tables for conducting the entertainment game.

[0268] The placement detection mechanism and the game result determination mechanism can be provided on each of the tables.

[0269] For the multiple tables, the calculation mechanism can calculate the profit for each table.

[0270] It may further include a table production mechanism that produces a table showing the profit for each table.

[0271] The calculation mechanism can further calculate the total placement amount based on the placement content.

[0272] The calculation mechanism can further calculate the interest rate based on the profit and the total placement amount.

[0273] It may further include an alarm mechanism that generates an alarm for an interest rate below a specified threshold.

[0274] It may further include an alarm mechanism that generates an alarm for an interest rate above a specified threshold.

[0275] Another aspect of the present embodiment is a game management system for managing entertainment games conducted on multiple tables of a casino facility, which includes

[0276] a camera that photographs the placed game coins and obtains an image;

[0277] an information processing device that determines the placement amount based on the types and numbers of the game coins in the image;

[0278] a calculation device that calculates the total placement amount for each of the multiple tables;

[0279] a recording device that records the total placement amount for each table.

[0280] Another aspect of the present embodiment is a game management system for managing entertainment games conducted on a table of a casino facility, which includes

[0281] A camera that captures the placed game coins and obtains an image;

[0282] An information processing device that determines the placed amount based on the types and numbers of the game coins in the image;

[0283] A calculation device that calculates the total placed amount for each game;

[0284] A recording device that records the change in the total placed amount for each game

[0285] The game management system of this embodiment can, through the above structure, grasp the turnover (total placed amount) and profit of the entire casino facility or each part (table) thereof.

[0286] Hereinafter, the game management system of this embodiment will be described with reference to the drawings. Figure 20 It is a schematic diagram of a casino facility into which the game management system 100 of this embodiment is introduced. As Figure 20 shown, a plurality of gaming tables 4 are provided in the casino facility, and entertainment games are played on each gaming table 4. One side of the gaming table 4 is set as the dealer side where the dealer is located, and the other side is set as the player side where the players are located. In Figure 20 the example, the upper side of each gaming table 4 is the player side, and the lower side is the dealer side.

[0287] On the gaming table 4, game coins 9 are used for placement. In each game, the player places the game coins 9 of the types and numbers to be placed on the corresponding area on the gaming table 4 for placement.

[0288] The designs on the front and side surfaces of the game coins 9 are different for each type, and the type can be determined by observing either the front or side surface. In this embodiment, values different for each type (for example, 1000 points, 100 points, 10 points, etc.) are attached to the game coins 9. Therefore, by determining the type, the value of the game coin 9 can be determined.

[0289] An RF tag is built into the game coin 9, and information capable of at least determining its type is stored in the RF tag. The information stored in the RF tag (RF tag information) may include information indicating the type of the game coin 9 or include identification information that uniquely determines the game coin 9. When the RF tag information is identification information, a database is prepared for storing information on the type corresponding to the identification information. By referring to this database, the type corresponding to the identification information read from the game coin 9 can be determined. In this embodiment, information indicating the type and identification information are stored in the RF tags of the game coins 9, and the value can be determined by the information indicating the type.

[0290] A game coin tray 17 is provided on the dealer side of the gaming table 4. The game coins 9 of the dealer are stored in the game coin tray 17. An antenna 173 is provided inside and even outside the game coin tray 17, and this antenna 173 is used to read the RF tag information of the RF tag built in the game coin 9. The antenna 173 receives the radio wave of the RF tag of the game coin 9 stored in the game coin tray 17.

[0291] A card dispensing device 3 is placed and used on the gaming table 4, and this card dispensing device 3 also serves as a win / loss determination device. The structure of the card dispensing device 3 is the same as that of the card dispensing device 3 in the first or second embodiment, so the detailed description is omitted. In the present embodiment, the card dispensing device 3 determines any one of the win / loss results of the P player winning, the B player winning, and a draw for each game according to the rules of a certain card game. That is, as Figures 15 to 19 shown, the card dispensing device 3 is an electronic shoe, and this electronic shoe includes: a card storage unit 102 that stores playing cards 1s; a card guiding unit 105 and an opening 106 that constitute an extraction mechanism, and this extraction mechanism is used to extract the playing cards 1s one by one from the card storage unit 102; a card detection sensor 22, 23 and a card reading unit 108 that constitute a detection unit, and this detection unit detects the content of the playing cards 1s extracted by the extraction mechanism; and a control unit 109 as a determination unit, which determines the game result of a certain card game based on the content of the playing cards detected by the card reading unit 108 according to the rules of a certain card game.

[0292] A camera 2 is provided on each gaming table 4. The camera 2 is installed at the front end of a rod extending upward and is provided at a high position on the gaming table 4. The shooting direction and viewing angle of the camera 2 are set so as to be able to shoot at least the range including the placement area of the gaming table 4 (the area where the player places the game coin 9), the card dispensing device 3, and the game coin tray 17. The camera 2 shoots the placed game coins and obtains an image.

[0293] In addition, in Figure 20 the example, one camera 2 is provided on each gaming table 4. However, multiple cameras 2 can also be provided on each gaming table 4 respectively, and at least one of the installation positions, shooting directions, or viewing angles is different, so as to shoot different ranges. For example, a camera 2 for shooting the placement area and a camera 2 for shooting the game coin tray 17 can be provided respectively, or the same placement area can be shot by multiple cameras with different installation heights and shooting directions.

[0294] A control device 14 is also provided on each gaming table 4. The control device 14 is connected to the camera 2 (multiple cameras 2 in the case of multiple cameras 2), the card dispensing device 3, and the RF antenna 173 of this gaming table 4. The control device 14 has various functions as an information processing device.

[0295] First, the control device 14 functions as an RF reader, that is, based on the radio waves received by the antenna 173, it determines the types of all the game coins 9 stored in the game coin tray 17, calculates and records the total amount of the game coins 9 stored in the game coin tray 17. In addition, the control device 14 has a function of receiving and recording the win / loss results of each game from the card dispensing device 3. Also, the control device 14 functions as an image recognition device, that is, it obtains a captured image from the camera 2, performs image recognition on the captured image using a machine learning model, and, in the same manner as in the first and second embodiments, recognizes the placement content, that is, recognizes which player placed how much placement amount on which placement object. The machine learning model can be a neural network constructed by deep learning. Specifically, the control device 14 determines the player and the placement object based on the position of the game coins 9 in the captured image, and determines the placement amount based on the types and the number of the game coins 9 in the captured image.

[0296] In this way, on each gaming table 4, for each game, the control device 14 uses the antenna 173 to grasp the total amount of the game coins 9 stored in the game coin tray 17 (hereinafter referred to as the "dealer amount"), uses the card dispensing device 3 to grasp the win / loss result of the game (hereinafter referred to as the "game result"), and uses the image from the camera 2 to grasp the placement content. Based on this information (the total amount of the game coin tray, the game result, and the placement content), the turnover and profit of the casino operator in each game can be calculated.

[0297] The game management system 100 includes a management device 50 connected to the control devices 14 of a plurality of gaming tables 4. The management device 50 is composed of a general-purpose computer. The management device 50 includes a calculation device 51 and a recording device 52. The calculation device 51 is implemented, for example, by a general-purpose processor executing the computer program of the present embodiment. The calculation device 51 includes a calculation unit 511, a table creation unit 512, and an alarm unit 513.

[0298] The calculation unit 51 obtains information on the dealer amount, the game result, and the placement content of each game from the plurality of control devices 14, and calculates the turnover, profit (gross profit), and interest rate (gross profit margin) of each gaming table 4. The table creation unit 512 creates a table and a chart arranged in time series of the turnover and profit calculated by the calculation unit 511 for each game.

[0299] In addition, the calculation unit 511 can calculate the turnover, profit, and interest rate for each player position of each gaming table 4, and the table production unit 512 can also produce tables and charts arranged by time for the turnover, profit, and interest rate for each player position of each gaming table 4. In addition, when the game management system 100 has a mechanism for identifying players, it is possible to calculate the turnover generated by the placement of each player and the profit obtained from the player, and produce tables and charts for each player.

[0300] The recording device 52 records the turnover, profit, and interest rate calculated by the calculation unit 511 in the form of tables and charts produced by the table production unit 512.

[0301] Specifically, the calculation unit 511 calculates the total amount of the placement amount (turnover) for each of the multiple gaming tables 4 and for each game, and based on the placement object, the placement amount, and the game result, determines how much recovery or repayment is made to which placement object, and calculates the profit of the casino operator. The calculation unit 511 also calculates the profit of the casino operator for each of the multiple gaming tables 4 and for each game by finding the difference in the amount of the dealer before and after the table game. The former profit is the so-called theoretical value, and the latter profit is the so-called actual value, and the two should be consistent. The calculation unit 511 can determine whether the theoretical value and the actual value are consistent, and in the case of consistency, adopt the profit, and in the case of inconsistency, issue a warning to that effect.

[0302] The calculation unit 511 also calculates the total amount of the placement amount (turnover) for each of the multiple gaming tables. In addition, the calculation unit 511 calculates the interest rate (gross profit margin) (= profit / turnover) based on the turnover and profit (gross profit) for a specified period or a specified number of game sessions.

[0303] In addition, the calculation unit 511 can grasp the turnover (placement amount) and the profit amount for each gaming table 4, and adopt different tax rates for the profit amount relative to the gaming table 4 for each area, and calculate the taxes that the casino facility should pay. The calculation unit 511 can set different tax rates. For example, 10% of the profit amount is paid in the VIP area, and 20% of the profit amount is paid in the Mass area. And in this case, in the VIP area where the tax rate for the casino facility to pay taxes is low, in order to attract casino guests, the casino facility can enrich the services in the VIP area or adopt special game rules.

[0304] In addition, the calculation unit 511 can compare the turnover (placement amount), profit amount, and interest rate with the past (for example, yesterday, last year, etc.).

[0305] The table production unit 512 totals the turnover, profit, and interest rate calculated by the calculation unit 511 and produces various tables and charts. Figure 21This is an example of a table showing the turnover (total amount placed) of each gaming table 4 produced by the table production department 512. As Figure 21 shown, the table production department 512 creates a table for each gaming table 4 showing the number of each type of game coin 9 placed. The number of each game coin 9 can be the number counted over a specified time period, for example from 0:00 to 0:00 the next day. In the case where the casino facility is not open 24 hours a day, it can be the number counted during the daily business hours. Also, it can be the statistical result within a specified time period in the past based on the time of production. This table also includes the total amount of game coins (turnover) for each gaming table 4. Through this table, it is possible to compare the turnover for the same time period for each gaming table and know the total turnover of the entire casino facility during that time period.

[0306] Figure 22 This is an example of a table showing the turnover of each game for each gaming table 4 produced by the table production department 512. Figure 22 This is a table showing the turnover for table 1. As Figure 22 shown, the table production department 512 creates a table for each game showing the number of each type of game coin 9 placed. The table production department 512 can create a table at intervals of a certain period (such as 24 hours or one business day), or can create a table for a specified number of games (such as 80 games). In addition, the table production department 512 can also create a table for a specified time period or specified number of games before the time of table production.

[0307] Figure 23 This is an example of a table showing the total amount placed (turnover), profit (gross profit), and profit rate for each gaming table 4 produced by the table production department 512. As Figure 23 shown, the table production department 512 creates a table for each gaming table 4 showing the total amount placed (turnover) (Total Bet Amount), profit (gross profit) (Gross Profit), and profit rate (gross profit rate) (= profit / turnover) (Profit Ratio). The table production department 512 can create a table at intervals of a certain period (such as 24 hours, one week, one month, etc.), or can create a table for a specified number of games (such as 100 games, 1000 games, etc.). In addition, the table production department 512 can also create a table for a specified time period or specified number of games before the time of table production.

[0308] Figure 24 This is an example of a line graph showing the change in profit for each gaming table 4 produced by the table production department 512, Figure 25 This is an example of a chart showing the change in profit for the entire casino facility. In Figure 24 and Figure 25In the example, when the casino facility is open from 8:00 am to 6:00 am the next day, it shows the change in profit during one business day. According to Figure 24 and Figure 25 such charts, the change in profit can be easily understood, and the business analysis of the casino facility can be carried out. In addition, through Figure 24 the change in profit per table shown, it is easy to find the tables with special profit changes.

[0309] Figure 26 is an example of a bar chart showing the profit rate of each gaming table 4 produced by the table production unit 512. According to this bar chart, the amount of profit obtained on each gaming table 4 is clear at a glance.

[0310] In addition, in the above example, the calculation unit 511 and the table production unit 512 calculate the turnover, profit, and profit rate for each gaming table 4 and produce a table or chart. However, instead, or in addition to this, the turnover, profit, and profit rate can be calculated for a gaming hall that aggregates multiple gaming tables 4, and a table or chart can be produced.

[0311] The calculation unit 511 can calculate the turnover, profit, and profit rate for each time it obtains information on the amount of the dealer per game, the game result, and the placement content, and can calculate the turnover, profit, and profit rate at the moment when the table production unit 512 produces a table.

[0312] The table production unit 512 can produce a table for each period targeted by the table or chart. For example, when the table production unit 512 produces a chart showing the change in the turnover of each gaming table 4 in one day (24 hours), it can be automatically produced every 24 hours (once the data is complete). Or, the table production unit 512 can produce a table or chart at the time indicated manually, regardless of the period targeted by the table or chart. Or, the table production unit 512 can automatically produce a table or image at a time interval shorter than the period targeted by the table or chart. For example, the past 24 hours can be statistically analyzed every 6 hours, and a table or chart can be produced.

[0313] The alarm unit 513 determines that a special situation is occurring based on the turnover, profit, profit rate calculated by the calculation unit 511, and the statistics of the table production unit 512, and generates an alarm. For example, the alarm unit 513 can compare the profit rate calculated by the calculation unit 511 or the profit rate in a specified period or a specified number of gaming sessions statistically analyzed by the table production unit 512 with a specified first threshold, and generate an alarm when it is below the first threshold. It can also compare the profit rate calculated by the calculation unit 511 or the profit rate in a specified period or a specified number of gaming sessions statistically analyzed by the table production unit 512 with a specified second threshold, and generate an alarm when it is above the second threshold. The alarm unit 513 can also generate an alarm by comparing the profit and turnover with a specified threshold.

[0314] The alarm unit 513 can perform a more complex analysis of the turnover or profit to find special circumstances. For example, an alarm can be generated based on the change in the interest rate in the table or chart produced by the table production unit 512. In this case, a machine learning model can be used to determine the special circumstances. The machine learning model can be a model that takes the change in the interest rate obtained by the statistics of the table production unit 512 as input and outputs a special probability. The alarm unit 513 can determine that it is a special situation when the probability is below a specified threshold and generate an alarm.

[0315] The alarm can be realized by adding a mark to the element judged as a special case in the table or chart produced by the table production unit 512, or by generating and outputting an image, sound, or a driving signal of an alarm device (light, buzzer, etc.) when such a special case occurs. Figure 23 In the example, for table 3 with an interest rate below 0%, an alert is implemented by setting it as a shadow.

[0316] like Figure 20 As shown, a reader / writer 70 is provided on the dealer side of each gaming table 4, and the reader / writer 70 is used to read and write a membership card held by a player who has registered as a member. Figure 27 1 is a diagram showing a reader / writer and a membership card. The membership card 1M is a plastic card, and an RF tag 11M is built inside it. The RF tag 11M stores the member ID given to the player (member) through membership registration and the points (held points) held by the player. The RF tag 11M has an antenna, and information can be written and read in a non-contact manner by the reader / writer 70.

[0317] The reader / writer 70 includes a wireless unit 71, a seat button 72, a leave button 73, and a position designation button 74. The wireless unit 71 writes and reads information to and from the RF tag 11MM built into the member card 1M in the form of RFID. The position designation button 74 includes buttons "1", "2", "3", "5", "6", "7", and "8" corresponding to the seven positions of the gaming table 4, respectively, and a button "C" to cancel the designation.

[0318] Figure 28 This is a diagram showing information stored in the member card 1M. The member card 1M stores the member ID, points held, recent income and expenditure, points earned in the last three days, points earned in the last month, and points earned in the last year. As the recent income and expenditure, the total value of the amount paid (plus) and the amount collected (minus) from the last time you sat down to the time you left is stored.

[0319] If player P takes a seat at the player position on the gaming table 4, the dealer D keeps the membership card 1M for this player P and makes the reader / writer 70 read the membership card 1M. Specifically, the dealer D presses the position-designating button 74 at this player position, presses the seated button 72, and places the membership card 1M on the wireless unit 71 to make it read the information stored in the membership card 1M. Thereby, the reader / writer 70 can identify the player P at each player position through the member ID, and the reader / writer 70 functions as a player identification mechanism.

[0320] The reader / writer 70 outputs (sends) the information read by the wireless unit 71, the seating signal in response to the pressing of the seated button 72, and the information on the player position where the player corresponding to this member ID is seated, to the control device 14. The control device 14 records the information received from the reader / writer 70, and records the moment when the seating signal is received as the start time. The start time is recorded in the form of date and time. In addition, the control device 14 sends the information on the start time and the member ID received from the reader / writer 70 to the management control device 50.

[0321] In the control device 114, based on the member ID and the information on the player position received from the reader / writer 70, it is grasped which player P with which member ID is playing at which player position. That is, the control device 14 can associate each player position on the gaming table 4 with a specific player P on the gaming table 4. During the period when player P plays multiple games, the control device 14 calculates and records the placement amount, payment amount, and recovery amount for each member ID.

[0322] When player P leaves the gaming table 4, the dealer D makes the reader / writer 70 read the membership card 1M kept for this player P. In this case, the dealer D presses the leaving button 73, places the membership card 1M on the wireless unit 71, and makes it read the member ID from the membership card 1M.

[0323] The reader / writer 70 outputs (sends) the member ID and the leaving signal to the control device 14. If the control device 14 receives the member ID and the leaving signal received from the reader / writer 70, it records the moment when the leaving signal is received as the end time. The end time is recorded in the form of date and time. In addition, the control device 14 calculates the cumulative placement amount and the cumulative income and expenditure for this member ID from the start time to the end time. And the control device 14 calculates the obtained points based on the cumulative placement amount from the start time to the end time.

[0324] When the player is seated, the control device 14 adds the calculated acquired points to the points held read from the membership card 1M and updates the points held. In addition, based on the calculated acquired points, the acquired points for the most recent three days, the acquired points for the most recent month, and the acquired points for the most recent year are all updated. The control device 14 outputs the updated points held, the acquired points for the most recent three days, the acquired points for the most recent month, the acquired points for the most recent year, and the cumulative revenue and expenditure from the start time to the end time to the reader / writer 70. The reader / writer 70 rewrites the information on the membership card 1M with this information. In addition, the cumulative revenue and expenditure from the start time to the end time is recorded as the most recent revenue and expenditure.

[0325] Through the above functions of the control device 14 and the reader / writer 70, it is possible to assign points corresponding to the actual placed amount to the membership card 1M. In addition, the player P can pre-store the points held in the membership card 1M.

[0326] (Display 15)

[0327] The display 15 (refer to Figure 37 ) is a liquid crystal display. In addition, the display 15 can also be a display in which lights are two-dimensionally arranged. The display 15 is provided at a position and orientation where it can be seen by the player P at the player's position and the guests around him.

[0328] The display 15 displays various information. For example, when the gaming table 4 is in the closed state, an indicator representing this information (for example, the character "Closed") is displayed. When the gaming table 4 is in the open state, game conditions such as the minimum placed amount (minimum bet amount) (for example, the character "MIN. 100 points") and the maximum placed amount (maximum bet amount) (for example, the character "MAX. 100,000 points") are displayed.

[0329] (Game coin tray 17)

[0330] Figure 29 This is a top view of the dealer's game coin tray. In the game coin tray 17, a plurality of longitudinal slots are provided in a horizontally arranged manner. Each slot is formed to be inclined so that the side closer to the dealer D is slightly lower. As a result, the game coins 9 stored in the slots move toward the front side of the dealer D under the action of their own weight, and thus are stacked in order from the front side of the dealer D.

[0331] The two slots on the right side are the recovery platforms 171 for temporarily storing the game coins 9 recovered from the losing player P during settlement, and the other slots are the storage platforms 172 for storing the game coins 9 according to each value. The dealer D temporarily stores the game coins 9 recovered from the gaming table 4 in the recovery platform 171. After that, the game coins 9 are paid to the winning player P from the storage platform 172. Finally, the game coins 9 stored in the recovery platform 171 are stored in the storage platform 172 according to each value.

[0332] On the upper side of the game coin tray 17, there are three confirmation lights: a placement confirmation light 173, a recovery confirmation light 174, and a payment confirmation light 175. The placement confirmation light 173 is lit based on the result of confirming whether there is a change (late betting or unbetting) in the game coins 9 placed between the start and end of the game. The recovery confirmation light 174 is lit based on the result of confirming whether the recovery amount and the recovered game coins 9 are correct. The payment confirmation light 175 is lit based on the result of confirming whether the payment amount is correct.

[0333] Inside the game coin tray 17, there is an RFID reader 176 for reading the RFID tag embedded in the game coin 9. Through this RFID reader 176, the RFID tags of the game coins 9 stored in all the slots including the recovery platform 171 and the storage platform 172 can be read. As described above, information indicating the value of the game coin 9 is stored in the RFID tag of each game coin 9. Therefore, by reading the RFID tags of all the game coins 9 in the game coin tray 17 with the RFID reader 176, the total amount of the game coins 9 in the game coin tray 17 can be grasped.

[0334] In addition, the RFID reader 176 can read the RFID tags of the game coins 9 stored in the recovery platform 171 and the RFID tags of the game coins 9 stored in the storage platform 172 separately. That is, when reading the RFID tag, the RFID reader 176 can distinguish whether the RFID tag is of the game coin 9 stored in the recovery platform 171 or of the game coin 9 stored in the storage platform 172. In addition, for such a separate reading, the RFID reader 176 can be provided with an antenna for reading the RFID tag of the game coin 9 stored in the recovery platform 171 and an antenna for reading the RFID tag of the game coin 9 stored in the storage platform 172 respectively, or can be provided with an antenna for each slot.

[0335] Figure 30It is an enlarged three-dimensional view of the recycling floating platform of the dealer's game coin tray. In the recycling floating platform 171, in a portion formed as a curved surface along the side surface of the accommodated game coins 9, a slit 177 is formed along the length direction of the recycling floating platform 171. A linear optical sensor (line sensor) 178 is provided in the slit 177. Through this optical sensor 178, it is possible to grasp which height of the recycling floating platform 171 the accommodated game coins 9 reach, or it is possible to grasp how many game coins 9 are accommodated. In addition, the same slit and optical sensor can also be provided in the accommodation floating platform 172. Further, a series of slits can be formed in the groove, and the slits can be photographed from the inside by a camera (for example, an infrared camera), and the obtained image can be subjected to recognition processing, thereby grasping the number of game coins 9 accommodated in the groove.

[0336] Figure 31 It is a block diagram showing the structure of the dealer's game coin tray. In addition to the above structure, the game coin tray 17 further includes a confirmation unit 179. The confirmation unit 179 is composed of a computer, and by executing a prescribed program, a placement information grasping and confirmation unit 1791, a recycling confirmation unit 1792, a genuine / fake determination unit 1793, and a payment confirmation unit 1794 are formed.

[0337] In addition, the confirmation unit 179 is connected to the placement confirmation lamp 173, the recycling confirmation lamp 174, and the payment confirmation lamp 175, and controls these lamps. Specifically, the confirmation unit 179 controls the lighting, flashing, and extinguishing of the placement confirmation lamp 173, the recycling confirmation lamp 174, and the payment confirmation lamp 175. In addition, it controls their emission colors. The operation of the confirmation unit 179 will be described later.

[0338] (Cheat detection for each game)

[0339] As described above, information for detecting cheats and errors (hereinafter simply referred to as "cheats") is input from the camera 2, the card dispensing device 3, and the game coin tray 17 to the control device 14 respectively. Hereinafter, a method for detecting cheats for each game will be described.

[0340] Figure 32 It is a flowchart of the management of the table game of the present embodiment. The cheat detection of the present embodiment is divided into four stages: grasping and confirming the game result (step S121), grasping and confirming the placement information of the game coins 9 (step S122), confirmation of the recycling of the game coins 9 and genuine / fake determination (step S123), and confirmation of the payment of the game coins 9 (step S124).

[0341] The grasping / confirmation of the placement information of the game coins 9 (step S122), the confirmation of the collection of the game coins 9 and the authenticity determination (step S123), and the confirmation of the payment of the game coins 9 (step S124) are respectively executed by the placement information grasping / confirmation unit 1791, the collection confirmation unit 1792, the authenticity determination unit 1793, and the payment confirmation unit 1794 of the confirmation unit 179 of the game coin tray 17.

[0342] A monitor is connected to the control device 14. For the grasping / confirmation of the placement information of the game coins 9 (step S122), the confirmation of the collection of the game coins 9 and the authenticity determination (step S123), and the confirmation of the payment of the game coins 9 (step S124), the confirmation screen is displayed on the monitor. The monitor is connected to the control device 14, is set in the background, and is visually confirmed by the monitor operator. In addition, the monitor can be set on the gaming table 4 in addition to being set in the background or not being set in the background.

[0343] Figure 33 It is a flowchart showing the functions of the respective components in the cheating detection of four stages. The leftmost column is the process of the game on the gaming table 4 and the operations of the dealer. In Figure 33 the process, the cooperation among the card dealing device 3, the camera 2, the game coin tray 17, and the control device 14 is carried out through the control device 14.

[0344] First, at the instruction of the dealer D, the player P starts placing (step S01). The player P places by placing the game coins 9 in each placement area. If the placement of all players P is completed, the dealer D issues a signal of "placement acceptance completed" (step S02), and after that, the player P is not allowed to change the placement object and the placement amount anymore.

[0345] If the placement is completed, the dealer D draws the first card from the card dealing device 3 (step S03). After the card dealing device 3 presses the standby button 133 of the previous game and detects the drawing of the first card, it detects the drawing of the first card (step S31), the punching unit 40 punches the card, records the moment in the recording unit 41, and reports it to the control device 14.

[0346] The control device 14 controls the camera 2 to photograph the placement area (step S21). The camera 2 sends the photographed image to the control device 14, and the control device 14 performs image recognition on the image and recognizes the placement information at the start of the game (step S501). In addition, the control device 14 controls the game coin tray 17, reads all the game coins 9 in the game coin tray 17 through the RFID reader 176, and confirms the total amount of all the game coins 9 in the game coin tray 17 (step S171).

[0347] In addition, the camera 2 can take pictures of the placement area at regular time intervals and send the images to the control device 14. In this case, after receiving the report of the detection of the draw of the first card from the card distribution device 3, the control device 14 can perform image recognition on the image initially obtained from the camera 2 to recognize the placement information at the start of the game. Here, the placement information is information indicating which player placed how many game coins 9 of what value on which placement object (P, B, draw, P.P, B.P). The control device 14 stores the placement information at the start of the game in advance.

[0348] If the dealer D draws the cards in sequence and draws the last card (step S04), and after the player P squeezes (Squeeze) and all the cards are turned over (step S05), the game result is confirmed on the gaming table 4. In addition, as described above, when the dealer D draws the cards in sequence, the card distribution device 3 reads the face value and suit of the drawn card.

[0349] If all the cards are turned over, the dealer D presses the standby button 133 of the card distribution device 3 (step S06). If the card distribution device 3 detects the pressing of the standby button 133 (step S32), it determines the game result based on the face value and suit of the cards read so far and the rules of a certain card game (step S33), and lights up the display lamp 13 according to the game result (step S34).

[0350] The dealer D compares the game result judged based on the cards turned over on the gaming table 4 with the game result displayed by the display lamp 13 of the card distribution device 3 to confirm that the two are consistent (step S07). This confirmation is equivalent to Figure 32 the process of grasping and confirming the game result (step S121).

[0351] On the other hand, if the card distribution device 3 detects the pressing of the standby button 133 (step S32), it reports it to the control device 14. The control device 14 controls the camera 2 to take pictures of the placement area 44 (step S22). The camera 2 sends the taken image to the control device 14, and the control device 14 performs image recognition on this image to recognize the placement information at the end of the game (step S502).

[0352] From the start of the game (end of placement) to the end of the game, it is not allowed for the player P to change the placement content (placement object, placement amount). Therefore, in the case of no cheating, the placement information at the start of the game recognized by the control device 5 (step S501) should be consistent with the placement information at the end of the game (step S502). Therefore, the control device 14 compares the two (step S503).

[0353] The control device 14 reports the result of comparison, i.e., whether they match or not, to the game coin tray 17. The cases where the comparison result is inconsistent include the case where the total number or total amount of the game coins 9 at the end of the game is increased compared to the start of the game (the winning player P attempts to delay placing), and the case where the total number or total amount of the game coins 9 at the end of the game is decreased compared to the start of the game (the losing player P attempts to revoke placing).

[0354] Based on the comparison result from the control device 14, the placement information verification unit 1791 of the game coin tray 17 lights up the placement confirmation lamp 173 (step S172). Here, when the comparison result is consistent, the placement information verification unit 1791 lights up the placement confirmation lamp 173 in green, and when the comparison result is inconsistent, it causes the placement confirmation lamp 173 to blink in yellow.

[0355] The dealer D confirms that the placement confirmation lamp 173 is lit in green (step S08), recovers the game coins 9 from the losing player P, and stores them in the recovery floating platform 171 (step S09). In the control device 14, based on the game result determined by the card dealing device 3 and the identified placement information, the amount (recovery amount) of the game coins 9 to be recovered is calculated (step S504). The recovery amount is calculated based on the value and number of the game coins 9 to be recovered. The control device 14 notifies the game coin tray 17 of the calculated recovery amount.

[0356] If the game coins 9 recovered by the dealer D are placed in the recovery floating platform 171 of the game coin tray 17, the recovery confirmation unit 1792 of the game coin tray 17 obtains the reading information from the RFID reader 176, grasps the recovery amount of the game coins 9 stored in the recovery floating platform 171, and compares it with the recovery amount notified and calculated by the control device 14, thereby confirming whether the recovery amount (the number of each value) is correct (step S173). In addition, in the RFID reader 176, as a result of reading the game coins 9, information on the number of each value as the reading information is obtained, and the control device 14 also calculates the recovery amount as the number of each value. Thus, in the comparison, it is also determined whether the number of each value of these game coins is consistent.

[0357] In addition, at this time, the authenticity determination unit 1793 determines the authenticity of the recovered game coins 9 by judging whether the number of the game coins 9 identified by the RFID reader 176 is consistent with the number of the game coins 9 detected by the optical sensor 178 (step S174). When a cheating game coin 9 without an embedded RFID tag is recovered from the player P, the cheating game coin 9 is detected by the optical sensor 178, but since the cheating game coin 9 cannot be detected by the RFID reader 176, there is an inconsistency between the two, and thus the existence of the cheating game coin 9 can be detected.

[0358] Based on the results of the recovery amount confirmation and authenticity determination, the recovery confirmation unit 1792 and the authenticity determination unit 1793 turn on the recovery confirmation light 174 (step S175). Specifically, when the recovery amount detected by the RFID reader 176 is consistent with the calculated recovery amount obtained from the control device 14 and the recovered game coins 9 are genuine, the game coin tray 17 turns on the recovery confirmation light 174 in green. When the recovery amounts do not match or there are counterfeit game coins 9, the game coin tray 17 causes the recovery confirmation light 174 to flash in yellow.

[0359] The dealer D confirms that the recovery confirmation light 174 is turned on in green (step S10) and pays game coins 9 to the winning players (step 12). In the control device 14, based on the game result determined by the card dealing device 3 and the recognized placement information, the payment amount of the game coins 9 is calculated (step S505). The control device 14 notifies the game coin tray 17 of the calculated payment amount. Here, the payment amount is also calculated as information on the number of coins for each value.

[0360] If the dealer D pays game coins 9 from the game coin tray 17 to the gaming table 4, the game coin tray 17 uses the RFID reader 176 to obtain the payment amount of the game coins 9 stored in the game coin tray 17 and compares it with the payment amount notified and calculated by the control device 14, thereby confirming whether the payment amount is correct (step S176). The payment amount is obtained through the RFID reader 176 as information on the number of coins for each value.

[0361] Here, the confirmation of the payment amount in the game coin tray 17 will be described. The game coin tray 17 confirms the total amount of the game coin tray 17 at the start of the game (step S171). Then, it receives the calculated recovery amount and payment amount from the control device 14 (steps S504, S505). The increase or decrease amount is calculated based on the recovery amount and the payment amount. In step S171, the calculated increase or decrease amount is added to the total amount of the game coins 9 in the game coin tray 17 confirmed at the start of the game, thereby calculating the total amount of the game coins 9 that should be in the game coin tray 17 after settlement. Here, the total amount of the game coins 9 is also calculated as the number of coins for each value.

[0362] If the calculated total amount is consistent with the total amount of the game coins read by the RFID reader 176 after payment, the recovery and payment have been correctly made. Since the correct recovery is confirmed in step S173, this means that the payment has been correctly made. Thus, the payment confirmation unit 1794 of the game coin tray 17 compares the total amount of the game coins 9 that should be in the game coin tray 17 after settlement (the number of coins for each value) obtained by calculation (from the control device 14) with the total amount of the game coins 9 read by the RFID reader 176 (the number of coins for each value) to determine whether the payment amount is correct (step S176).

[0363] Alternatively, instead of the above method, payment confirmation can be performed by the following method. That is, after confirming that the collection has been correctly performed, the RFID reader 176 of the game coin tray 17 reads the RFID tags of all the game coins 9 in the game coin tray 17, grasps the actual total amount (the number of coins of each value) before payment after collection in the game coin tray 17, and after payment, the RFID reader 176 reads the RFID tags of all the game coins 9 in the game coin tray 17 again, grasps the actual total amount (the number of coins of each value) after payment in the game coin tray 17. Thus, the amount actually paid from the game coin tray 17 is obtained, and this actual payment amount is compared with the payment amount calculated by the control device 14. Thereby, it can be confirmed whether the payment has been correctly performed.

[0364] The game coin tray 17 lights up the payment confirmation lamp 175 according to the payment confirmation result (step S177). Specifically, when the actual payment amount is consistent with the calculated payment amount, the game coin tray 17 lights up the payment confirmation lamp 175 in green, and when the actual payment amount is inconsistent with the calculated payment amount, the game coin tray 17 causes the payment confirmation lamp 175 to flash in yellow. The dealer confirms that the payment confirmation lamp 175 is lit in green (step S12) and ends the game.

[0365] In addition, in the present embodiment, an example in which the confirmation unit 179 is provided in the game coin tray 17 has been described. However, part or all of the functions of the confirmation unit 179 may also be provided in the control device 14. In this case, after the process performed by the above-mentioned confirmation unit 179 is carried out on the control device 14, the control device 14 gives respective instructions to light, flash, and turn off the placement confirmation lamp 173, the collection confirmation lamp 174, and the payment confirmation lamp 175 of the game coin tray 17.

[0366] Figure 34 It is an example of a monitoring screen showing the comparison result of the placement information at the start of the game and the placement information at the end of the game. The placement information is shown in the upper half of the screen in the form of a table, and the information of the dealer's game coin tray 17 is shown in the lower half. The placement information shows which object and how many game coins 9 of what value are placed at each player position. In Figure 34 the example, at the third player position, four game coins of 10,000 points are placed on B, and at the sixth player position, three game coins of 1,000 points are placed on P. These situations are grasped by performing image recognition on the image of the camera 2 in the measuring device 21 as described above.

[0367] The "(1) First Playing Card" in the lower part indicates the number of coins 9 of each value stored in the game coin tray 17 at the start of the game (when the initial playing card is drawn). The "(2) Game Result" indicates the profit and loss based on the game result by the number of coins 9 of each value. In this example, it is shown that through game settlement, four 10,000-point game coins are reduced from the game coin tray 17, and three 1,000-point game coins are increased.

[0368] "(3) Calculation" shows the result obtained by calculating the profit and loss of (2) with respect to (1), that is, the number of coins 9 of each value that should be in the game coin tray 17 after settlement. "(4) Discard" shows the actual number of game coins 9 in the game coin tray 17 read by the RFID reader 176 that triggers the discarding of the playing card into the discard box. "(5) Judgment" outputs the comparison result of (3) and (4). That is, "(5) Judgment" shows the comparison result between the number of each game coin 9 calculated in (3) and the actual number of each game coin 9 read by the RFID reader 176 in (4).

[0369] Figure 35 This is an example of a monitoring screen in the case of a delayed placement. In Figure 35 the example, at the start of the game, the number of 1,000-point game coins placed at B at the second player position is four, but at the end of the game, it increases to five. In the monitoring screen, this difference is displayed as "Difference" in the lower right corner of the screen. In addition, in the table of placement information in the upper part, the block (mass) where a delayed placement is detected (in Figure 35 the example, B at the second player position) is highlighted.

[0370] Figure 36 This is an example of a monitoring screen in the case of a withdrawn placement. In Figure 36 the example, at the start of the game, the number of 1,000-point game coins placed at P at the sixth player position is three, but at the end of the game, it decreases to two. In the monitoring screen, this difference is displayed as "Difference" in the lower right corner of the screen. In addition, in the table of placement information in the upper part, the block (mass) where a withdrawn placement is detected (in Figure 36 the example, P at the sixth player position) is highlighted.

[0371] In addition, it is also possible not to generate as in Figure 34 , Figure 35 , Figure 36The monitoring screen shown can also generate the above-mentioned monitoring screen but only save it without displaying it. In addition, according to specific instructions from the monitor, the above-mentioned monitoring screen can be displayed, or when the above-mentioned delayed placement or abnormal placement lamp cancellation is detected, a monitoring screen is generated, displayed and / or saved.

[0372] (Casino operation analysis)

[0373] As described above, in the gaming table system of the present embodiment, by using various sensing technologies and image recognition technologies, cheating in each stage of the game is detected. The gaming table system of the present embodiment and the management system including a plurality of gaming table systems not only use the results of these sensing and image recognition as the discovery of cheating in each game, but also as the operation information of the casino. In addition, the operation information of the casino also includes advanced cheating detection that cannot be discovered only by detecting cheating in each game. Therefore, the control device 14 of each gaming table system is connected to the management device 60, and various information is sent to the management device 60.

[0374] Figure 37 It is a diagram showing an example of the structure of a casino gaming area. A plurality of gaming tables 4 are provided in the casino gaming area. In Figure 37 the example, four gaming tables 4 are shown. In addition, Figure 37 the gaming table 4 is for a certain card game. Hereinafter, the situation of playing the card game on the gaming table will be described.

[0375] There are two table layouts (hereinafter simply referred to as "layouts") on the four gaming tables. The gaming table 4A of the first layout (Type-a) is equipped with player positions for seven people (player positions 1, 2, 3, 5, 6, 7, 8), and the gaming table 4B of the second layout (Type-b) is equipped with player positions for five people (player positions 1, 2, 3, 5, 6).

[0376] On the first gaming table 4A, placement areas for P (PLARYER), B (BANKER), Tie, P.P (PLAYER PAIR), and B.P (BANKER PAIR) as placement objects are provided at positions corresponding to each player position. On the other hand, on the second gaming table 4B, only placement areas for P (PLARYER) and B (BANKER) as placement objects are provided at positions corresponding to each player position, while the placement areas for Tie, P.P (PLAYER PAIR), and B.P (BANKER PAIR) are centrally configured.

[0377] Figure 38It is a diagram showing the composition of the game record generated in each game. This game record is generated by the control device 14 and then sent to the management device 60 at an appropriate timing. The game record contains various information such as "date and time", "table ID", "layout", "minimum bet amount", "dealer ID", "bet time", "game time", "coin collection time", "coin payment time", "game result", "starting dealer coin amount", "post-settlement dealer coin amount", and "verification result".

[0378] "Date and time" is the date and time when the game starts. Additionally, as the "date and time", it is possible to record, based on or instead of the game start date and time, the game end date and time. "Table ID" is an ID uniquely assigned to each table. The table can be determined by the table ID. "Layout" represents the type of the table layout. In Figure 37 the example, there are two layouts (Type-a and Type-b), but "layout" indicates either one of them.

[0379] "Minimum bet amount" is the lowest bet amount (minimum bet) set in this game. Players participating in the game must bet an amount of coins equal to or more than this minimum bet amount in each game. Additionally, the minimum bet amount can be appropriately changed between games. Furthermore, in addition to the minimum bet amount, a maximum bet amount (maximum bet) can also be set and recorded as the highest bet amount in a single game on the gaming table 4.

[0380] "Dealer ID" is the ID that determines the dealer D responsible for dealing cards on the gaming table 4. Each dealer D is issued a dealer card with an IC tag embedded, and the dealer ID is stored in this IC tag. When the dealer D sits at the gaming table 4, the reader / writer 5 can read the IC tag of the dealer card, and the dealer ID read by the reader / writer 5 is output to the control device 14. Alternatively, the control device 14 is equipped with an input device, and the dealer D sitting at the gaming table 4 can input their respective dealer IDs through the input device.

[0381] "Bet time" is the time from the start of the bet to the end of the bet. When the control device 14 determines that the payment for the previous game in the coin tray 17 is successfully completed, it recognizes that the bet has started. Additionally, when the first card is detected to be drawn in the card dealing device 3, the control device 14 recognizes that the bet has ended. When the first card is drawn, the card dealing device 3 stamps the time and reports it to the control device 14. Therefore, the control device 14 grasps the bet end time based on this report.

[0382] In addition, a waste bin for used playing cards is provided on the gaming table 4, and a sensor can be provided in the waste bin. In this case, when the control device 14 detects the discarding of a playing card through this sensor, it can recognize that the placement (for the next game) has started. In addition, some operating components for indicating the start of placement can be provided on the playing card dispensing device 3, etc., for the dealer to operate this operating component before the start of placement. In this case, when the control device 14 detects the operation of this operating component, it can recognize that the placement has started. Also, the control device 14 can recognize the start of placement by detecting the game coins 9 placed by identifying the image of the camera 2.

[0383] The "game time" is the time from when the dealer D draws the first playing card from the playing card dispensing device 3 until pressing the standby button 133. That is, after the last playing card is drawn from the playing card dispensing device 3, after the player squeezes, all the playing cards are turned over, and the game result is obvious on the gaming table 4. The dealer D presses the standby button 133 according to this situation. The time up to this point is included in the game time.

[0384] The "game coin recovery time" is the time from the end of the game until the game coins 9 are recovered from the losing player P. As described above, the moment when the dealer D presses the standby button 133 immediately after the game result is determined is taken as the end of the game moment. In addition, the control device 14 takes the moment when the recovery confirmation report is sent from the game coin tray 17 as the end of the recovery moment.

[0385] The "game coin payment time" is the time from the end of recovering the game coins 9 from the losing player P until the end of paying the game coins 9 to the winning player P. The control device 14 takes the moment when the payment confirmation report is sent from the game coin tray 17 as the end of the payment moment. Or, the control device 14 can also grasp the game coin recovery time and the game coin payment time by analyzing the image of the camera 2. Or, the moment when it is detected that the playing cards are discarded into the waste paper box can be taken as the end of the "game coin payment time".

[0386] The "game result" is any one of P, B, draw, and the presence or absence of P.P, B.P. As described above, by reading the face value and suit of the playing cards drawn from the playing card dispensing device 3, the game result is grasped, and the control device 14 receives the information of the game result from the playing card dispensing device 3.

[0387] The "initial dealer game coin amount" is the total amount of the game coins 9 stored in the dealer tray 17 at the start of the game, and is obtained by the game coin tray 17 in Figure 33 step S171 and reported to the control device 14. The "post - settlement dealer game coin amount" is the total amount of the game coins 9 stored in the dealer tray 17 after the game settlement is completed, and in Figure 33is grasped in step S176 of and then reported to the control device 14.

[0388] The "verification result" is the result of verifying whether the theoretically liquidated dealer game currency amount is consistent with the actually liquidated dealer game currency amount, and is represented by either "OK" or "NG". The table management control device 50 calculates the theoretical income and expenditure based on the total amount of the game currency 9 in the game currency tray 17 after actual liquidation read by the game currency tray 17 (the above-mentioned "liquidated dealer game currency amount") and the game result grasped by reading the playing cards by the card dispensing device 3, and adds the total amount of the game currency 9 in the game currency tray 17 at the actual start (the above-mentioned "starting dealer game currency amount") to this income and expenditure, thereby obtaining the total amount of the game currency tray 17 after theoretical liquidation (theoretically liquidated dealer game currency amount), and compares them (corresponding to Figure 33 step S176).

[0389] For each game, the control device 14 compares the theoretically liquidated dealer game currency amount with the actually liquidated dealer game currency amount. When they are consistent, the verification result is represented as "OK", and when they are inconsistent, the verification result is represented as "NG".

[0390] For each "player position", the game record also includes "member ID", "placed amount", "placement object", "payment (-) / recovery (+)", "turnover", and "net profit". As the "player position", as shown in Figure 3, numbers are assigned according to the player positions on the table. The player P registers as a member in advance. A member ID is assigned to the player P who has registered as a member, and a membership card 1M storing the member ID is given. In addition to the member ID, the membership card 1M also records the points obtained by the member.

[0391] The "placed amount" is the placed amount for each player position, and is represented by the number of coins of each value of the game currency 9 at each player position. On this basis, or instead, as information on the "placed amount", for each stack of the game currency 9 when image recognition is performed by the camera 2 and the measuring device 21, information indicating the placed amount can be represented. In this case, for each player position, the "placed amount" includes information on the number of stacks and the value and number of coins in each stack of the game currency 9.

[0392] The "payment (-) / recovery (+)" is the amount of payment or recovery for each player position. As the "payment (-) / recovery (+)", the control device 14 marks the amount paid by the dealer D in addition to the placed amount as a plus sign and records it for the winning player P, and marks the placed amount as a minus sign and records it for the losing player P.

[0393] "Turnover" is the total amount of bets placed by all players P in the game. The control device 14 calculates and records the "turnover" by totaling the bets placed by all players P. "Net profit" is the amount obtained by totaling the payments (-) and recoveries (+) of all players in the game, and is the profit of the game organizer (the house) of the game. The control device 14 calculates and records the "net profit" by totaling the payments and recoveries of all players P. In addition, the turnover (total bet amount) is also recorded as the number of coins 9 for each value.

[0394] In this way, the control device 14 outputs, for each gaming table 4, the net profit (Y), which is the amount of win or loss on the game organizer's side, and the total bet amount (turnover) (B), which is the total amount of coins 9 placed by the players P. In particular, the camera 2 and the measuring device 21 detect the total bet amount (B) for each player position at the gaming table 4, and the control device 14 outputs the information on the total bet amount (B) for each player P and each player position as a game record.

[0395] The control device 14 generates the above game record for each game. The control device 14 of each gaming table 4 is connected to the management device 60, and the game record generated by the control device 14 is sent from the control device 14 to the management device 60. In addition, the control device 14 and the management device 60 are communicably connected by wire or wirelessly. The management device 60 statistically processes the game records obtained from the multiple control devices 14 and performs the following processing.

[0396] Figure 39 It is a block diagram showing a modified example of the structure of the management device. The management device 60 includes an arithmetic device 61, a recording device 62, and a communication device 63. The arithmetic device 61 includes a turnover revenue and expenditure management unit 611, a loss management unit 612, an operation management unit 613, a layout management unit 614, a point management unit 615, a minimum bet management unit 616, and a dealer coin management unit 617.

[0397] The management device 60 is a computer having a processor and a memory. The arithmetic device 61 operates according to the management control program of the present embodiment, thereby constituting the above-mentioned turnover revenue and expenditure management unit 611, loss management unit 612, operation management unit 613, layout management unit 614, point management unit 615, minimum bet management unit 616, and dealer coin management unit 617. The management device 60 also includes a recording device such as a hard disk. In addition, the management device 60 has a communication function for communicating with the control device 14.

[0398] (Management of Turnover and Revenue and Expenditure)

[0399] Figure 41This is a diagram showing an example of a turnover statement generated by the turnover revenue and expenditure management department 611 of the management device 60. That is, Figure 40 This is a table showing the amount of game coins 9 stored in the game coin tray 17 of each gaming table 4, that is, the inventory status of the game coins 9 held by the entertainment venue. The turnover revenue and expenditure management department 611 calculates the turnover for each gaming table 4 for each specified period (for example, every hour, every 24 hours). Here, the turnover refers to the amount placed by the player (placement amount).

[0400] The turnover revenue and expenditure management department 611 manages the turnover of the owner for the specified period through the value and number of game coins 9 placed on each gaming table 4, and also manages the total turnover of each gaming table 4. In addition, the turnover revenue and expenditure management department 611 also manages the turnover of the owner for the specified period through the number of game coins 9 for each value. And the turnover revenue and expenditure management department 611 manages the turnover of the owner for the specified period through the total turnover of all gaming tables 4. The various values managed by the turnover revenue and expenditure management department 611 are shown in the turnover statement.

[0401] Figure 41 This is a diagram showing an example of a gross profit statement generated by the turnover revenue and expenditure management department 611 of the management device 60. The turnover revenue and expenditure management department 611 manages the gross profit (income) for each gaming table 4 for each specified period (for example, every hour, every 24 hours). Here, the gross profit refers to the amount obtained by subtracting the amount of game coins 9 paid at the time of settlement from the amount of game coins 9 recovered at the time of settlement, and it is the income of the owner. In addition, the ratio of the gross profit to the turnover (operating profit rate) is used as the gross profit margin.

[0402] The turnover revenue and expenditure management department 611 manages the income (gross profit) of the banker for the specified period for each gaming table 4. In addition, the turnover revenue and expenditure management department 611 also manages the total gross profit of all gaming tables 4 for the specified period. And the turnover revenue and expenditure management department 611 also manages the gross profit margin of each gaming table 4 and the total gross profit margin of all gaming tables 4 for the specified period. In the gross profit statement, the various values managed by the turnover revenue and expenditure management department 611 are shown, as well as the turnover of each gaming table 4 and the total turnover of all gaming tables 4.

[0403] As described above, the management device 60 manages the turnover and the gross profit margin. The income of the banker is the amount obtained by subtracting the losses caused by cheating or errors from the product of the turnover and the gross profit margin. That is, the following relational expression (1) holds.

[0404] Income = Turnover × Gross profit margin - Loss...(1)

[0405] Accordingly, the game organizer can increase revenue (gross profit) by increasing turnover, increasing the gross profit margin, and reducing losses. Additionally, by using the tabletop system with the various sensors described above, losses caused by errors or cheating can be reduced. Hereinafter, the processes for increasing turnover and the gross profit margin will be described.

[0406] Based solely on the information on turnover and the gross profit margin, it is difficult to associate this information with specific business measures for increasing turnover and the gross profit margin. Therefore, the management device 60 decomposes turnover and the gross profit margin into multiple constituent elements and calculates information useful for improving each element.

[0407] Turnover is represented by the product of the number of transactions and the unit price of the bet amount (hereinafter referred to as the "bet unit price"). That is, the following relational expression (2) holds.

[0408] Turnover = Number of transactions × Bet unit price...(2)

[0409] Here, the number of transactions means that one player P plays one game. For example, if there are three players P playing at one gaming table 4, the number of transactions in one game is 3. If there are two players P playing at each of the three gaming tables 4, the number of transactions in one game is 2 × 3 = 6. In addition, the bet unit price is the average bet amount (turnover) of each player P in one game (one transaction). That is, in order to increase turnover, it is only necessary to increase the number of transactions and the bet unit price.

[0410] The number of transactions is represented by the product of the number of players (number of customers) and the turnover rate. That is, the following relational expression (3) holds.

[0411] Number of transactions = Number of players × Turnover rate...(3)

[0412] Here, the number of players is the number of players (bettors) participating in the game, and the turnover rate is the reciprocal of the time required for one game (i.e., the speed of game progress). Therefore, in order to increase the number of transactions, it is only necessary to increase the number of players participating in the game and the turnover rate of the game.

[0413] In addition, when the result of the game is consistent with the theoretical probability, the gross profit margin is the deduction rate (house edge). Therefore, the gross profit margin is represented by the product of the winning rate and the deduction rate, and the following relational expression (4) holds.

[0414] Gross profit margin = Winning rate × Deduction rate...(4)

[0415] Here, the winning rate represents the proportion of how much more the dealer side wins compared to the theoretically calculated winning rate of the dealer according to the game rules. When the dealer's winning rate is the same as the theoretical winning rate, the winning rate is 1. When the dealer's winning rate is higher than the theoretical winning rate, the winning rate is greater than 1. When the dealer's winning rate is lower than the theoretical winning rate, the winning rate is less than 1. Additionally, when the winning rate of player P is the same as the theoretically calculated winning rate according to the game rules, the winning rate is 1. When the winning rate of player P is higher than the theoretical winning rate, the winning rate is less than 1. When the winning rate of player P is lower than the theoretical winning rate, the winning rate is greater than 1.

[0416] Furthermore, the deduction rate is the proportion of the handling fee levied by the dealer side relative to the placed amount, and is determined according to the game rules including the setting of odds. When the winning rate is 1, that is, when the result of the game is the same as the theoretical result, the deduction rate is set so that the dealer side can receive a profit of, for example, 1 - 3%. For example, in a game of guessing the number of dice, the player's winning rate is 1 / 6. However, by setting the odds to 5.9 times instead of 6 times, the deduction rate is set to approximately 1.7%.

[0417] The deduction rate can be set to different values for each type of layout of each gaming table 4 or for each placed area. For example, different deduction rates are set for a draw or a pair in a certain card game compared to B or P, and different deduction rates are set for "0" and "00" in a roulette game compared to other red or black numbers.

[0418] Based on the above relationships (1) - (4), the income (gross profit) of the dealer can be decomposed into multiple elements as shown in the following relationship (5).

[0419] Income = Number of players × Turnover rate × Placed unit price × Winning rate × Deduction rate - Loss... (5) (0252)

[0421] First, through the element decomposition of relationship (1), an analysis of the general composition of the income can be carried out. For example, when the income (gross profit) is 10,000 points, it can be determined whether it is a 1% profit relative to a turnover of 1 million points, a 10% profit relative to 100,000 points, or a 0.1% profit relative to 10 million points, etc. And the turnover revenue management department 611 compares this gross profit rate with a specified benchmark gross profit rate (e.g., 2%) or a benchmark gross profit rate range (e.g., 1 - 3%), and generates a warning when the gross profit rate is extremely low (e.g., below 1%) or extremely high (e.g., above 3%).

[0422] As shown in relation (4), the gross profit margin can be factorized into the winning rate and the deduction rate. However, since the deduction rate is set by the game organizer, in the case of an extremely high or low gross profit margin, it can be considered that the winning rate is also extremely high or low. Therefore, in the case of an extremely high or low gross profit margin, it is suspected that player P or dealer D has engaged in cheating behavior such as manipulating the winning rate.

[0423] Here, the turnover revenue management department 611 calculates the gross profit margin for each player P, each dealer D, and each gaming table 4 for a specified period. For these gross profit margins, warnings are generated in the case of extremely low and extremely high values. The generated warnings can be notified to the communication account (such as an email address) of the game organizer, or can be recorded in the recording department 62.

[0424] The turnover revenue management department 611 generates statistics on the number of games, the number of players, and the placement unit price for a specified period by analyzing the game records obtained from each control device 14. When the turnover of the game organizer is not ideal, it can be understood whether there is room for improvement in any one of the number of games, the number of players, and the placement unit price. In addition, when taking improvement measures to increase the number of games, the number of players, and the placement unit price, it is possible to verify whether the effect of the improvement measure has been achieved by looking at the changes in the number of games, the number of players, and the placement unit price.

[0425] The turnover revenue management department 611 calculates and outputs the turnover profit margin (X), which is the ratio of the net profit (Y), which is the amount of win or loss on the game organizer's side, and the total placement amount (turnover) (B), which is the total amount of game coins 9 placed by player P. In addition, the turnover revenue management department 611 compares the turnover profit margin (X) with the theoretical profit margin or the past average profit margin and outputs the comparison result. The turnover revenue management department 611 calculates the turnover profit margin (X) for each gaming table 4, each player P, each player position, or each dealer D for each specified period or each game, and outputs it as needed.

[0426] In addition, the turnover revenue management department 611 grasps the relationship between the number of games and the time taken for that number of games (placement time + game time + game coin recovery time + game coin payment time). In addition, the turnover revenue management department 611 calculates the total placement amount (B), the amount of win or loss (Y) on the game organizer's side, and / or the turnover profit margin (X) for each specified number of games for each player P, or each gaming table 4, and / or for each dealer D in charge of each gaming table 4, and outputs it as needed.

[0427] In addition, the turnover revenue and expenditure management device 611 records 1) the bet amount (B) of individual games played on the gaming table 4, 2) the win-loss result (W&L) of individual games played on the gaming table 4, and 3) the gross profit margin (R%) obtained based on the rules of the games played on the gaming table in the recording device 62. Then, the turnover revenue and expenditure management device 611 calculates the following relational expression (6) and outputs the gross profit (Y) using the information of 1) to 3) for each game and / or the information of 1) to 3) for a specified time or period.

[0428] Y = Σ(B × W&L × R%)…(6)

[0429] Here, 1) the bet amount (B) of individual games played on the gaming table 4 refers to the turnover in each game. 2) The win-loss result (W&L) of individual games played on the gaming table 4 is synonymous with the above-mentioned winning rate. For this win-loss result (W&L), it is +1 when the casino side wins (recovers game coins) and -1 when the casino side loses (pays out game coins). 3) The gross profit margin (R%) obtained based on the rules of the games played on the gaming table is synonymous with the above-mentioned deduction rate and is determined according to the game rules including the setting of the winning odds. The gross profit margin is as follows. For example, when betting on B or P, it is 100% (that is, if the player wins, the player receives a payment equal to the bet amount, and if the player loses, the entire bet amount is recovered). When betting on PAIR, it is 800% when the player wins and 100% when the dealer wins (that is, if the player wins, the player receives 8 times the bet amount, and if the player loses, the entire bet amount is recovered).

[0430] In addition, when different gross profit margins are set for each layout type of the gaming table 4 or each betting area (betting object) (for example, when increasing the winning odds of a draw or PAIR), the turnover revenue and expenditure management unit 611 adopts these different gross profit margins (R1%, R2%…) and calculates the gross profit (Y). When the turnover revenue and expenditure management unit 611 sets different gross profit margins for each layout type of the gaming table 4 or each betting area (betting object), it outputs the total bet amount (TB) of the games and / or the distribution status of the bet amount (B) of the games for these different gross profit margins (R1%, R2%…) of the layout type or each betting area (betting object). Thus, for example, it is possible to only grasp the amount bet on a draw.

[0431] Further, when the turnover revenue and expenditure management unit 611 sets different gross profit margins for each layout type of each gaming table 4 or each placement area (placement object), for different gross profit margins (R1%, R2%,...), it outputs the distribution status of the total placement amount (TB) of the games for each layout type or each placement area (placement object) and / or the placement amount (B) of the games. Thus, for example, it is possible to grasp the placement amount of the placement object with an extremely high gross profit margin.

[0432] Further, when the turnover revenue and expenditure management unit 611 sets different gross profit margins for each layout type of each gaming table 4 or each placement area, it compares the gross profit (Y) or the total gross profit margin (R%) of each gaming table 4 in units of the gaming table 4, and the gaming table 4 has layout types or placement areas (placement objects) with these different gross profit margins (R1%, R2%,...). Thus, it is possible to compare the gross profit margins for each table.

[0433] (Loss Management)

[0434] The loss management unit 612 does not detect cheating or errors for each game, but detects cheating or errors by statistically analyzing the records of multiple games on multiple gaming tables 4. The loss management unit 612 counts and outputs the number of times of inconsistent detection, and the inconsistent detection refers to comparing whether the increase or decrease amount of the total amount of the game coins 9 in the game coin tray 17 is consistent with the amount of win or loss (Y) on the game organizer's side. The inconsistency can be detected through the case where the "verification result" of the game record (refer to Figure 38 ) is NG. The loss management unit 612 records the calculated values of each gaming table 4, each dealer, and each player in the recording device 62. Thus, if there is a gaming table 4, dealer D, or player P with a high calculated value, it is possible to conduct further investigations on them to discover cheating.

[0435] In addition, the loss management unit 612 compares the increase or decrease amount of the total amount of the game coins 9 in the game coin tray 17 with the amount of win or loss (Y) on the game organizer's side, and when there is an inconsistency, it calculates and outputs the inconsistent amount (L). The inconsistent amount (L) can be calculated by the loss management unit 612 by comparing the difference between the "initial dealer game coin amount" and the "post-settlement dealer game coin amount" of the game record with the "net profit". The loss management unit 612 records the calculated values of each gaming table 4, each dealer D in charge of each gaming table 4, and each player P in the recording device 62. The loss management unit 612 regularly refers to the recording device 62 and grasps and outputs the cumulative amount of the inconsistent amount (L). Thus, if there is a gaming table 4, dealer D, or player P with a high calculated value, it is possible to conduct further investigations on them to discover cheating.

[0436] In addition, the Loss Management Department 612 compares the increase or decrease in the total amount of game coins 9 in the game coin tray 17 with the amount of wins or losses (Y) on the game organizer's side, calculates the inconsistent amount (loss amount) (L), modifies the relational expression (6) to the following relational expression (7), and outputs the gross profit (Y').

[0437] Y’=Σ(B×W&L×R%±L)…(7)

[0438] Thus, it is possible to calculate the gross profit considering the loss amount (L).

[0439] Moreover, at the end of a specified number of game sessions, the Loss Management Department 612 compares the actual win rate and the total amount of the gross profit (Y) for each player P, each dealer D in charge of each gaming table 4, and each gaming table 4 with the numbers in probabilistic statistical calculations or the numbers based on past cumulative data, determines whether there is a significant difference between the two, and thereby identifies the players P, dealers D, and gaming tables 4 that result in a significant difference. By comparing with the numbers in probabilistic statistical calculations or the numbers based on past cumulative data, it is possible to discover players P or dealers D who have won or lost extremely large amounts, and thus it is also possible to detect cheating that cannot be discovered on the gaming table 4.

[0440] When the Loss Management Department 612 detects a significant difference, it records the amount of game coins placed on each gaming table 4 in the placement areas (placement positions) with different gross profit margins (R%) in the recording device 62, and determines whether the cause of the significant difference in a series of games resulting in the significant difference is associated with the placement areas (placement positions) with different gross profit margins (R%) (for example, "draw" in a certain card game). Thus, for example, it is possible to identify a player P whose number of wins is standard but who often places on high-multiplier placement objects, and thus it is possible to link this to the discovery of cheating.

[0441] In addition, the Loss Management Department 612 can grasp the purchase information of the game coins 9 for each player P for each type of game coin 9. This purchase information can be obtained, for example, from the device of the cashier device used to purchase the game coins 9, and when purchasing game coins 9 on the gaming table 4, it can be obtained through image recognition by the camera 2 and the measuring device 21. The purchase information includes the number of coins of each value of the purchased game coins 9 and the purchase date and time.

[0442] The Loss Management Department 612 grasps the purchase information of the game coins 9 of the players P within a specified time or period, associates the amount placed, or the amount of wins or losses of each player P with the purchase information, records it in the recording device 62, and outputs it as needed. Thus, it is possible to detect the suspicion of collusion between the player P and the dealer D.

[0443] (Operation Management)

[0444] The operation management unit 613 calculates the number of game sessions and the number of players during a specified period for each dealer D. Generally, if the number of players increases, it takes time to collect and pay out the game coins 9, and the turnover rate (i.e., the number of game sessions per unit time) cannot be increased. A high turnover rate despite a large number of players means that the game operation of the dealer D is proceeding smoothly. Conversely, a low turnover rate despite a small number of players means that there is a problem with the slow game operation of the dealer D.

[0445] Therefore, the operation management unit 613 extracts the dealer D whose turnover rate × the number of players during the specified period, i.e., the number of transactions, is less than the specified threshold. The game organizer can strive to improve the operation for the extracted dealer D to speed up the game and thus increase the turnover.

[0446] The operation management unit 613 further creates statistics on the placement time, game time, game coin collection time, and game coin payout time for each dealer D. For each dealer D, although a high turnover rate is desired, it is effective to analyze which of the placement time, game coin collection time, game coin payout time, and game time is long as the main reason for the low turnover rate. The length of the placement time mainly depends on the placement actions of the player P, and there are few factors that the dealer D can control. On the other hand, the length of the game coin settlement time mainly depends on the actions of the dealer D and can be shortened through the efforts of the dealer D. For the length of the game time, the actions of either the player P or the dealer D will have an impact (for example, in a card game, the player P squeezing the cards affects the game time).

[0447] Therefore, the operation management unit 613 calculates the game coin collection time / the number of players and the game coin payout time / the number of players for each game record. And the operation management unit 613 calculates the average of the placement time, the average of the game coin collection time / the number of players, the average of the game coin payout time / the number of players, and the average of the game time for each dealer D from multiple game records, and extracts the dealer D whose above averages are greater than the specified threshold and the dealer D whose above averages are less than the specified threshold. The game organizer can use these statistical data to give necessary guidance to the dealer D.

[0448] In addition, the operation management unit 613 identifies the dealer in charge of each gaming table 4 based on the game records sent from the control device 14, and for each dealer, detects at least one of the following element times: 1) placement time, 2) game coin collection time, 3) game coin payout time, 4) game time, and records them in the recording device 62.

[0449] In addition, the operation management unit 613 grasps the placement position (placement target) and / or stack number of the game coins 9 placed by the game participants on the gaming table 4, or the number of game coins 9 in each stack, and outputs them in association with the number of game sessions and the time consumed in that number of game sessions. In addition, the operation management unit 613 grasps the number of players on the gaming table 4 and outputs it in association with the number of game sessions and the time consumed in that number of game sessions. Here, the time consumed by the game can be the total of the placement time, game time, game coin recovery time, and game coin payment time in that number of game sessions, or it can be the total of only the game coin recovery time and game coin payment time for each game (game coin settlement time), or it can be either the game coin recovery time or the game coin payment time.

[0450] (Layout Management)

[0451] The layout management unit 614 calculates the gross profit margin for a specified period for each layout type. By studying this gross profit margin, it is possible to know which layout can increase the gross profit margin. The layout management unit 614 obtains the placement amount for each placement target. By analyzing the placement amounts of the respective placement targets for each layout, it is possible to judge which layout is more preferable.

[0452] The layout management unit 614 analyzes whether the difference in layout affects the turnover. Specifically, the layout management unit 614 calculates the placement unit price / minimum placement amount for each game record and makes statistics for each layout. Furthermore, more specifically, the layout management unit 614 evaluates the layout by analyzing which placement target (P, B, draw, P.P, B.P) has a large number of placement times or placement amount for each layout. For example, a layout with a large placement amount for draw, P.P, and B.P can be evaluated as contributing to an increase in turnover.

[0453] As described above, the higher the number of players and the placement unit price, the higher the turnover of the house. For the number of players and the placement unit price, they cannot be directly increased by instructing the dealer, so it is effective to mobilize players. As a means of mobilizing players, point giving and minimum placement amount can be set. The following will be described in sequence.

[0454] (Point Management)

[0455] The point management unit 615 gives points to the player P who is a member and gives benefits corresponding to the points. The player P can exchange the points for various benefits corresponding to their magnitudes. By the point management unit 615 making efforts in benefit setting, it is possible to increase the number of players and the placement unit price.

[0456] The holding points of each member are stored in the recording unit 62. When giving points to a member, the point management unit 615 notifies the point-giving control device 14 and updates the holding points of this member stored in the recording unit 62. The control device 14 adds the points held by the player P to the points given by the management device 60 to update the holding points. The reader / writer 5 records the updated holding points in the membership card 1M of the player P.

[0457] The point management unit 615 gives a point amount corresponding to the bet amount of the player P. Alternatively, the point management unit 615 can grasp the number of game sessions participated in by each player within a specified time or period and give points or membership levels to the player P under specified conditions. If the value obtained by subtracting the loss amount from the total profit of the game organizer is positive, the game organizer makes a profit; if it is negative, the game organizer incurs a loss. The value obtained by subtracting the loss amount from the total profit of the game organizer is called the net profit of the game organizer. Preferably, all the costs of the game organizer related to the benefits given to members are determined based on this net profit.

[0458] The point management unit 615 adjusts the ratio of the points given to the bet amount of the player P and the relationship between the benefits and the consumption points according to the net profit. In addition, the point management unit 615 adjusts the ratio of the points given to the bet amount of the player P and the relationship between the benefits and the consumption points according to the number of players or the bet unit price in the game record as a temporary promotional activity to increase the number of players or the bet unit price. The ratio of the points given to the bet amount of the player and the relationship between the benefits and the consumption points are stored in the recording unit 62.

[0459] In addition, the point management unit 615 records at least one piece of information among 1) the number of visits to the amusement arcade, 2) the number of bets, 3) the winning amount, and 4) the losing amount of each specific game participant on a weekly or monthly basis or within a specified period in the recording device 62. When the player P enters the amusement arcade, at least one piece of information among 1) to 4) is read from the recording device 62 and output. That the specific player P has visited the amusement arcade can be grasped by using the membership card 1M for ID confirmation when entering the amusement arcade, can also be grasped by using the membership card 1M for ID confirmation when purchasing game coins, or can also be grasped by the reader / writer 5 on the gaming table 4 reading the membership card 1M.

[0460] Members can obtain benefits or membership levels by consuming their holding points. However, for specified benefits or membership levels, in addition to the consumption of holding points, specific giving conditions are set, and the benefits or membership levels are given only to the player P who meets the giving conditions.

[0461] In addition, the point management unit 615 can not only grant points or membership levels based on turnover, but also, when specific granting conditions are met, specially grant points or membership levels. The specific granting conditions can be that within a specified time or period, the amount placed, the number of placements, the amount won, and the amount lost meet the specified conditions. Here, the specified time or period can be in units of one day, or in units of consecutive several days or one month, or cumulative (unlimited). In addition, the point management unit 615 can additionally grant points or membership levels to members who have been concentratedly granted points within a specified time or period.

[0462] For example, in order to make members whose net profit during a specified period reaches a specified amount or more stay in the casino arcade to play games even after the second day, it is effective to grant an immediately usable privilege as an incentive for paying the usage fees of hotel services for long stays (for example, extending the check-out date of the currently staying hotel and upgrading the room). Therefore, the point management unit 615 attaches, for example, to privileges such as extending the check-out date of the currently staying hotel and upgrading the room, the granting condition that the net profit of the player during the specified period is a specified amount or more.

[0463] On the other hand, when the net profit of the player during the specified period is below the specified amount, it is very effective to grant, as a privilege, time-limited game coins that can be used after the specified period has passed, or game coins that can be placed but not exchanged for cash, or coupons that can be used in the casino arcade. Therefore, the point management unit 615 attaches, for example, to privileges such as time-limited game coins that can be used after the specified period has passed or coupons that can be used in the casino arcade, the granting condition that the profit of the player during the specified period is below the specified amount. Of course, it is also possible not to set a granting condition in the privilege, but to include a condition that can be obtained just by consuming points.

[0464] When a member exchanges the held points for a privilege, the membership card 1M is used. The point management unit 615 receives the request to exchange points for a privilege, refers to the record unit 62, and makes the following judgment on the requested privilege: whether the points held by the member ID reach the consumption points corresponding to the privilege, and whether the condition is met when an additional condition is set.

[0465] When the held points are sufficient and the additional condition is met, the point management unit 615 updates the held points by subtracting the point amount corresponding to the privilege from the held points. The point management unit 615 rewrites the held points in the record unit 62 with the held points updated due to the granted privilege.

[0466] The privileges can be used at the casino amusement arcade, affiliated hotels, and specified facilities. When using the privileges at the casino amusement arcade, the privileges can be the right to enter the VIP room, or game tokens that cannot be exchanged for cash. In this case, the point management department 615 can grant the right to enter the VIP room by exchanging a specified number of points, and when the held points are above the specified value, it can grant game tokens that cannot be exchanged for cash corresponding to the held points. In addition, when using the privileges at the hotel, the privileges can be various hotel services.

[0467] When the point management department 615 grants privileges corresponding to the held points to a member, it can grant the privileges without consuming points. That is, it can set (rate) the level of the member corresponding to the held points and grant privileges corresponding to the member level. Or, instead of points, it can grant a member level. In this case, the point management department 615 confirms the held points of the member who wants to obtain the privileges and grants the privileges when they are above the specified value. For example, it can grant the right to use the VIP room to members whose held points exceed the specified threshold.

[0468] In addition, the point management department 615 can output the cumulative bet amount of each game participant or the bet amount during a specified period as the credit information of the game participant.

[0469] (Minimum bet management)

[0470] The minimum bet management department 616 determines the minimum bet amount (or its recommended value) for each gaming table 4 based on the game records obtained from the control device 14. By appropriately setting the minimum bet amounts of the multiple gaming tables 4 in the casino amusement arcade, the number of game sessions, the number of players, and the bet unit price can be optimized, and the turnover can be increased. That is, in a certain gaming table 4, if players who bet at an amount sufficiently higher than the minimum bet amount (high-rollers) and players who bet at the minimum bet amount or slightly higher than it (low-rollers) are mixed together, the overall turnover of the casino amusement arcade may be depressed.

[0471] Figure 42 This is a diagram illustrating the above situation. Now, as shown in the upper part of Figure 42 , on a certain gaming table, the minimum bet amount is set at 1,000 points. Here, there is a high-roller who bets around 10,000 points playing. At this time, the average time required for one game session (including the bet time, game token settlement time (game token recovery time + game token payment time), and game time) is 60 seconds, and the average turnover per hour is 600,000 points.

[0472] On the gaming table 4, if three low-stakes players with a bet amount of around 1,000 points are added, the total bet amount on the gaming table 4 rises to around 13,000 points. However, as the number of players increases, the average time required for one game also increases. Assuming that the game time increases by 10 seconds for each additional player, when the number of players is four, the average time required for one game is 90 seconds. As a result, the hourly turnover decreases from around 600,000 points to around 520,000 points. In this way, by mixing high-stakes players and low-stakes players at the same gaming table, even if the number of players increases, the turnover of the house decreases.

[0473] Figure 43A and Figure 43B is a diagram for explaining other examples. Now, as Figure 43A shown, the minimum bet amount for one of the two gaming tables is set at 10,000 points, and the minimum bet amount for the other is set at 1,000 points. The average time required for one game on the gaming table for high-stakes players is 70 seconds, and the hourly turnover is around 1,030,000 points. On the other hand, the average time required for one game on the gaming table for low-stakes players is 90 seconds, and the hourly turnover is around 160,000 points. Therefore, the total hourly turnover of the two gaming tables is around 1,190,000 points.

[0474] In Figure 43B the example of Figure 43A , the two high-stakes players are scattered across different gaming tables. That is, there are two gaming tables with a minimum bet amount set at 1,000 points. At any one of the gaming tables, there is one high-stakes player with a bet amount of around 10,000 points playing, and two low-stakes players with a bet amount of around 1,000 points playing. At this time, the average time required for one game on each gaming table 4 is 80 seconds, and the hourly turnover for each gaming table 4 is around 540,000 points. The total hourly turnover of the two gaming tables 4 is around 1,080,000 points.

[0475] In this way, when high-stakes players are scattered across multiple gaming tables 4 and high-stakes players and low-stakes players are mixed at each gaming table 4, the turnover of the house ( Figure 43A and Figure 43B in the case of

[0476] decreases from 1,190,000 points to 1,080,000 points).

[0477] Therefore, the minimum bet management unit 616 sets an appropriate minimum bet amount for each gaming table 4 in the casino gaming hall based on the game records sent from each control device 14.

[0478] The minimum placement management unit 616 sets the minimum placement amount for each gaming table 4 in a manner that increases the turnover and the gross profit margin of the turnover. In addition, the minimum placement management unit 616 can also set the minimum placement amount for each gaming table 4 by increasing the number of games per unit time or the average value of the total placement amount per game.

[0479] The minimum placement management unit 616 sets candidates for the minimum placement amount divided into multiple levels. In the present embodiment, the minimum placement management unit 616 has candidates for five levels of the minimum placement amount, and the five levels are 100 points, 500 points, 1,000 points, 5,000 points, and 10,000 points. The minimum placement management unit 616 makes a setting by selecting any one of these candidates for the minimum placement amount. In addition, the minimum placement management unit 616 can set a more suitable minimum placement amount in addition to the prepared candidates, and can perform more detailed classification when the prepared candidates for the minimum placement amount are not suitable.

[0480] The management device 60 outputs (sends) the set minimum placement amount to the control device 14 of the gaming table 4. The control device 14 displays the minimum placement amount received from the management device 60 on the display 15. When the control device 14 receives the set minimum placement amount from the management device 60, it can directly display the recommended value on the display 15, or can temporarily display it only to the dealer, and then display it on the display 15 according to the judgment and operation of the dealer.

[0481] (Setting the minimum placement amount based on the actual placement amount)

[0482] The minimum placement management unit 616 selects any one from the candidates for the minimum placement amount divided into multiple levels based on the information on the number of players in the game record and the information on the minimum placement amount or the average placement amount among the placement amounts at each player position.

[0483] The minimum placement management unit 616 grasps the total placement amount of each player per game and / or per specified time or per specified period for each gaming table 4, and sets the minimum placement amount for each gaming table 4. In the present embodiment, the minimum placement management unit 616 increases the minimum placement amount when the number of players who place an amount that is a specified ratio or more of the current minimum placement amount for the gaming table 4 is greater than or equal to the specified ratio.

[0484] Specifically, the minimum bet management unit 616 classifies players with a minimum bet amount in the past specified number of games (five games in this embodiment) at each gaming table 4 for each player position that is 150% or more of the lowest bet amount as high-roller players. When the proportion of high-roller players at the gaming table 4 is 50% or more (50% in this embodiment), the minimum bet management unit 616 sets a higher minimum bet amount for that gaming table 4 than the previously set minimum bet amount.

[0485] Figure 44A and Figure 44B FIG. is an example showing the setting of the minimum bet amount based on the actual bet amount. In Figure 44A and Figure 44B example, four players participate in the game and the minimum bet amount is set at 1,000 points.

[0486] In Figure 44A example, the minimum bet amount of player 1 in the past five games is 1,000 points, the minimum bet amount of player 2 in the past five games is 2,000 points, the minimum bet amount of player 3 in the past five games is 1,500 points, and the minimum bet amount of player 4 in the past five games is 1,000 points. In this case, for player 2 and player 3, the minimum bet amount in the past five games is 150% of the current minimum bet amount of 1,000 points, that is, 1,500 points or more, and they are classified as high-roller players. And, the proportion of high-roller players (two people) among the four players participating in the game is 50%, which has reached the benchmark of 50%. The minimum bet management unit 616 sets a minimum bet amount higher than the previously set minimum bet amount of 1,000 points as the recommended value.

[0487] On the other hand, in Figure 44B example, the minimum bet amount of player 1 in the past five games is 1,000 points, the minimum bet amount of player 2 in the past five games is 1,500 points, the minimum bet amount of player 3 in the past five games is 1,000 points, and the minimum bet amount of player 4 in the past five games is 1,100 points. In this case, for player 2, the minimum bet amount in the past five games is 150% of the current minimum bet amount of 1,000 points, that is, 1,500 points or more, and is classified as a high-roller player. And, the proportion of high-roller players (one person) among the four players participating in the game is 25%, which is less than the benchmark of 50%. Therefore, the minimum bet management unit 616 does not change the previously set minimum bet amount of 1,000 points and sets the current minimum bet amount of 1,000 points as the recommended value.

[0488] When the minimum bet management unit 616 increases the minimum bet, it raises the minimum bet by one level and performs the same calculation as above. In Figure 44A when the current minimum bet is set at 5,000 points at one level up, since the condition of setting a higher minimum bet as the recommended value is not met, 5,000 points is set as the recommended value of the minimum bet. When the minimum bet is raised by one level and the same calculation is performed, and when the above conditions are met, the minimum bet is raised by one level again and repeated until the conditions are not met.

[0489] In the above example, the minimum bet management unit 616 evaluates the lowest amount among the bets in the past five games for each player position (player). However, instead, for each gaming table 4, for each player position, players whose average bet (average bet amount) in the past specified number of games (e.g., five games) is above a specified ratio (e.g., 300%) of the minimum bet can be classified as high - bet players.

[0490] In addition, in the above example, when the high - bet players are above the specified ratio, the minimum bet is changed to the amount one level higher among the re - determined candidates. However, instead, it can be raised to a specified proportion (e.g., 150%) of the minimum bet. That is, in the above Figure 44A example, 1,500 points, which is 150% of the minimum bet of 1,000 points, is set as the minimum bet. In addition, in this Figure 44A example, when the current minimum bet is 500 points, the minimum bet can be raised to 1,000 points, which is the minimum bet for players.

[0491] (Recommendation of minimum bet based on table crowding degree)

[0492] Next, the determination of the recommended value of the minimum bet based on the table crowding degree will be described. The minimum bet management unit 616 calculates the table crowding degree of each gaming table 4 based on the information of the number of players in the game record. In addition, the table crowding degree is the ratio of the number of players participating in the game to the seating capacity of each gaming table 4. The minimum bet management unit 616 sets the minimum bet for each gaming table 4 according to the table crowding degree determined by the minimum bet management unit 616.

[0493] Figure 45A and Figure 45B are diagrams showing examples of the determination of the recommended value of the minimum bet based on the table crowding degree. Now, as Figure 45A shown, there are four gaming tables 4a to 4d, and the minimum bets for two of them, 4a and 4b, are set at 10,000 points, and the minimum bets for the other two gaming tables 4c and 4d are set at 1,000 points.

[0494] As Figure 45A shown, for the two gaming tables 4a and 4b with the minimum bet set at 10,000 points, there are many players participating in the game (high table congestion), while for the two gaming tables 4c and 4d with the minimum bet set at 1,000 points, there are few players participating in the game (low table congestion).

[0495] In the above case, the minimum bet management unit 616 raises the minimum bet of the gaming table 4d, which has the fewest players participating in the game (lowest table congestion) among the gaming tables 4c and 4d with the minimum bet of 1,000 points, to 10,000 points. By doing so, as Figure 45B shown, it is expected that the players participating in the game on the gaming table 4d will move to the gaming table 4c with the minimum bet of 1,000 points, and a part of the players participating in the game on the gaming tables 4a and 4b with the minimum bet of 10,000 points will move to the gaming table 4d with the minimum bet raised to 10,000 points.

[0496] As Figure 43A and Figure 43B explained, compared with Figure 45A , Figure 45B the turnover of the banker has increased significantly. In this way, the minimum bet management unit 616 sets the minimum bet of each gaming table 4 in each area according to the table congestion determined by the minimum bet management unit 616, so that high-roller players can play games on gaming tables 4 with fewer people.

[0497] In this way, the minimum bet management unit 616 determines the recommended value of the minimum bet of each gaming table 4 in such a way that the average number of players participating in the game on the gaming tables 4 with a high minimum bet is smaller. Therefore, when the proportion of gaming tables 4 with the number of players participating in the game below the specified number reaches more than the specified ratio, the minimum bet management unit 616 can reduce the recommended value of the minimum bet.

[0498] As described above, in this example, the minimum bet management unit 616 manages a plurality of gaming tables 4, and for each of the plurality of gaming tables 4, grasps the bet amount of each player per game and / or per specified time or per specified period, and sets different minimum bets for each of the plurality of gaming tables 4 respectively.

[0499] (On / Off of Gaming Tables Based on Area Congestion)

[0500] The minimum placement management unit 616 calculates the regional congestion degree of each area when dividing the casino gaming area into multiple areas based on the information of the number of players determined by the control device 14 which is a player number determination device. The regional congestion degree is the ratio of the total number of players in the area to the total number of player positions. In addition, the minimum placement management unit 616 can set, for each area, the ratio of the gaming tables 4 with a table congestion degree exceeding a specified value (for example, 80%) as the regional congestion degree.

[0501] The minimum placement management unit 616 grasps the total number of all gaming tables 4 in the casino gaming area and the number of the gaming tables 4 that are in use, and determines, for each area, the recommended number of gaming tables 4 to be in use according to the regional congestion degree determined by the minimum placement management unit 616. Specifically, if the regional congestion degree is equal to or higher than the specified value (80% in this embodiment), the minimum placement management unit 616 determines to newly open a gaming table 4 in this area.

[0502] When a new gaming table 4 is opened, the minimum placement management unit 616 sets the minimum placement amount of the gaming table 4. The minimum placement management unit 616 can simply set the same minimum placement amount for the newly opened gaming table 4 as that of the gaming tables 4 around the newly opened gaming table 4. Thereby, it is possible to induce guests to this area and play games more efficiently.

[0503] On the other hand, when opening a new gaming table 4, the minimum placement management unit 616 can set the minimum placement amount in a manner that maximizes the turnover of the dealer. Figures 46A to 46C It is a diagram showing an example of newly opening a gaming table 4 in a certain area. Here, the average required time for one game when a player plays alone is 60 seconds, and for each additional player, the average required time for each game increases by 10 seconds. In addition, the average placement amount of high-roller players (the players shown shaded in the figure) is 5,000 points, and the average placement amount of low-roller players (the players shown white in the figure) is 1,000 points.

[0504] In Figure 46A this case, gaming tables 4a and 4c are opened, and for a seating capacity of eight people, seven players participate in the game respectively, among which four are high-roller players and three are low-roller players. Figure 46B It shows the following situation. When a new gaming table 4b is newly opened in Figure 46A this case, the minimum placement amount is set to 5,000 points. By setting the minimum placement amount of the newly opened gaming table 4b to 5,000 points, as Figure 46B shown, it can be expected that all high-roller players playing at gaming tables 4a and 4c will move to gaming table 4b.

[0505] In this Figure 46B case, Figure 46AThe average turnover of 1.38 million points per hour in the case is reduced to 1.377 million points per hour. In this way, when the new gaming table 4 is opened, according to the setting of the minimum bet amount, the turnover does not increase and sometimes even decreases. Moreover, if the cost of opening the new gaming table 4 is taken into account, the profit of the casino operator will decrease.

[0506] In Figure 46A the case of, as Figure 46C shown, setting a low minimum bet amount for the newly opened gaming table 4b, and at the same time, increasing the minimum bet amount for the already opened gaming tables 4a and 4c is effective. By doing so, Figure 46A the average turnover of 1.38 million points per hour in the case is increased to 1.76 million points per hour.

[0507] In this way, the minimum bet management unit 616 determines the minimum bet amount of the newly opened gaming table 4 based on the minimum bet amount and the actual bet amount of the gaming tables 4 around the gaming table 4. In addition, as Figure 46C shown in the example, the minimum bet management unit 616 can promote the movement of players from the surrounding gaming tables 4 to the newly opened gaming table 4 by changing the minimum bet amount of the surrounding gaming tables 4 when the new gaming table 4 is opened.

[0508] The minimum bet management unit 616 manages the on-duty dealers and determines whether to open a new gaming table 4 according to the number of dealers. Specifically, even when the regional congestion level becomes high, when there is no standby (available for dispatch) dealer (that is, all dealers are seated at the gaming table 4), and when there is no gaming table 4 that can be newly opened (that is, all gaming tables 4 have been opened). The minimum bet management unit 616 decides not to open a new gaming table 4, but instead the minimum bet management unit 616 makes a response by changing the minimum bet amount of the already opened gaming table 4.

[0509] The minimum bet management unit 616 can also record the change in the regional congestion level for each region in the recording unit 62, and based on the recorded change information, determine the recommended number of gaming tables 4 to be opened in each region. That is, when the regional congestion level has an upward trend, the minimum bet management unit 616 decides to open a new gaming table 4 before the regional congestion level in that region reaches a specified value.

[0510] As described above, in this example, the minimum bet management unit 616 manages multiple gaming tables 4, for each of the multiple gaming tables 4, grasps the total bet amount of each player per game and / or per specified time or per specified period, and sets the minimum bet amount for the newly opened gaming table.

[0511] (Set the minimum bet amount based on the determined players)

[0512] The minimum bet management unit 616 associates the bet amount and payment / recovery information included in the game record with the member ID and records them in the record unit 62. In this way, the minimum bet management unit 616 records the past game content for each player in the record unit 62.

[0513] The minimum bet management unit 616 further calculates, for each player based on the game record and through the past game content, the average bet amount, the average continuous game time at the same table, the departure rate when the minimum bet amount increases, the recent winning rate and the winning amount, etc., and associates them with the member ID as the movement information of each player and records them in the record unit 62.

[0514] The minimum bet management unit 616 can determine the recommended number of game tables to be newly opened for each area based on the movement information of multiple players in that area recorded in the record unit 62. In addition, the minimum bet management unit 616 can set the minimum bet amount of the currently opened game table 4 for each area based on the movement information of multiple players in that area recorded in the record unit 62, or can set the minimum bet amount of the newly opened game table 4.

[0515] That is, in the above description, as Figure 46A the state to Figure 46B shown, assuming that when a new game table 4b with a higher minimum bet amount is opened, all high-bet players move to this game table 4b. However, in reality, as Figure 46B shown, players may not move. In addition, in Figure 46C it is assumed that when the minimum bet amount is increased in game tables 4a and 4c, all low-bet players leave. However, it is also possible that low-bet players increase their bet amounts according to the increased minimum bet amount and stay on the same game tables 4a and 4c. Therefore, the minimum bet management unit 616 conducts simulations using probabilities based on the movement of each player stored in the record unit 62, and thus sets the minimum bet amount to maximize the turnover.

[0516] (Dealer Game Coin Management)

[0517] The dealer collects the game coins 9 recovered from the losing players in the game coin tray 17 and pays the game coins 9 from the game coin tray 17 to the winning players. Therefore, the number of game coins 9 in the game coin tray 17 will increase or decrease.

[0518] If a large number of game coins 9 need to be recovered and the game table 4 cannot accommodate them, the dealer will call the staff (game table manager) of the nearest game table to recover the game coins 9. On the contrary, if a large number of game coins 9 need to be paid out and the game coins paid out in the game settlement are insufficient, the dealer will call the staff of the nearest game table to replenish the game coins 9.

[0519] When the amount of the dealer's game currency in the game record sent from the control device 14 exceeds the specified upper limit threshold and when it is lower than the specified lower limit threshold after settlement, the dealer's game currency management unit 617 notifies the nearest game table of the game table 4 of this situation. This notification includes at least the table number of the game table 4 and information on whether to recycle game currency or replenish game currency.

[0520] Thereby, the game table manager can perform the work of recycling or replenishing the game table 4 based on the notification from the management device 60. In addition, the dealer does not need to be distracted to select the timing of calling the game table manager and can focus on dealing the cards for the game.

[0521] As described above, according to the table game management system of the present embodiment, various sensors are provided in each game table 4 to automatically detect cheating or errors, and by reducing cheating or errors, the gross profit of the banker is increased. In addition, by statistically processing the sensing data obtained for detecting cheating and errors, various analyses for increasing the gross profit of the banker are performed and presented to the game organizer. In this way, the game organizer can increase the gross profit not only by reducing the negative factor of losses caused by cheating or errors, but also by strengthening more positive factors.

[0522] In addition, in the above-described embodiment, the management system 100 has a structure in which a plurality of control devices 14 provided for each game table 4 and a management device 60 connected to the plurality of control devices 14 are provided. However, part or all of the functions of the control device 14 may be provided in the management device 60, and part or all of the functions of the management device 60 may also be provided in the control device 14 of each game table 4. That is, the structures and functions of the control device 14 and the management device 60 described above can be implemented by devices provided on each game table 4 or by devices provided in a place different from the game table 4 (for example, the backstage).

[0523] As described above, according to the third embodiment, in the game table 4, the placement content is grasped by the camera 2 and the control device 14 as an image recognition device, the game result is grasped by the card dealing device 3, the amount of the dealer is grasped by the antenna and the RF reader, and these information are centrally managed by the management devices 50 and 60. Therefore, the sales amount, profit, interest rate, etc. of the casino operator can be automatically grasped.

[0524] Symbol description:

[0525] 1 Game card

[0526] 1s Multiple shuffled game cards

[0527] 2 Camera

[0528] 3 Card-dealing device

[0529] 4 Game table

[0530] 5 Dealer

[0531] 6 Guest (game participant / player)

[0532] 7 Chair

[0533] 8 Placing area

[0534] 9 Game token

[0535] 10 Area

[0536] 10P P area

[0537] 10B B area

[0538] 11 Game recording device

[0539] 12 Image analysis device

[0540] 13 Result display lamp

[0541] 14 Control device

[0542] 14C Card-dealing detection device

[0543] 15 Output (abnormality determination result, etc.)

[0544] 16 Abnormality display lamp

[0545] 30 Distribution limiting device

[0546] 33 Slit

[0547] 34 Locking part

[0548] 35 Driving part

[0549] 36 Locking part

[0550] 37 Driving part

[0551] 40 Distribution limiting device

[0552] 50 Management device

[0553] 51 Calculation device

[0554] 511 Calculation part

[0555] 512 Table production part

[0556] 513 Alarm part

[0557] 52 Recording device

[0558] 102 Card storage section

[0559] 103 Index

[0560] 105 Card guiding section

[0561] 106 Opening

[0562] 107 Card guiding

[0563] 109 Control section

[0564] 112 Side monitor

Claims

1. A game management system for managing entertainment games played in a casino facility, the game management system comprising: A placement detection mechanism configured to detect a placement object and a placement amount for the placement of an entertainment game, wherein, The entertainment game is played on a gaming table having one or more placement areas, and each of the one or more placement areas has a different gross profit margin set according to game rules; A game result determination mechanism configured to determine the game result of the entertainment game; and A calculation mechanism configured to calculate the total placement amount or the total profit amount of each of the one or more placement areas.

2. The game management system according to claim 1, wherein, The placement detection mechanism includes: an image capturing device configured to capture an image related to the entertainment game; and an information processing device configured to determine the placement based on the image, wherein the one or more placement areas include side placement areas.

3. The game management system according to claim 2, wherein, The information processing device is configured to determine the placement based on image recognition using a machine learning model and based on the image.

4. The game management system according to claim 1, wherein, The calculation mechanism is configured to perform the following functions: when a specified number of game sessions is completed, compare the actual win rate and profit results of each player or each dealer in charge of each gaming table with the values in probability statistical calculations or the values based on past cumulative data, and based on the comparison, determine the difference between the two, and determine the player or dealer related to the difference, and determine whether the cause of the difference in a series of games in which the difference occurs is related to the one or more placement areas.

5. The game management system according to claim 4, wherein, The calculation mechanism is configured to perform the following functions: when a specified number of game sessions is completed, compare the actual win rate and the profit results of each player at each gaming table with the values in probability statistical calculations.

6. The game management system according to claim 4, wherein, The calculation mechanism is configured to perform the following functions: when a specified number of game sessions is completed, compare the actual win rate and the profit results of each player at each gaming table with the values based on past cumulative data.

7. The game management system according to claim 4, wherein, The calculation mechanism is configured to perform the following functions: after a specified number of game sessions is completed, compare the actual win rate and the profit results of each dealer in charge of each gaming table with the values in probability statistical calculations.

8. The game management system according to claim 4, wherein, The calculation mechanism is configured to perform the following functions: when a specified number of game sessions is completed, compare the actual win rate and the profit results of each dealer in charge of each gaming table with the values based on past cumulative data.

9. The game management system according to claim 1, wherein, The game result determination mechanism includes: An electronic shoe, comprising: a storage unit configured to store playing cards; a taking-out mechanism configured to take out the playing cards one by one from the storage unit; a detection unit configured to detect the content of the playing cards taken out by the taking-out mechanism; and a determination unit configured to determine the game result of a card game based on the content of the playing cards detected by the detection unit.

10. The game management system according to claim 1, wherein, it further comprises a dealer amount detection mechanism configured to detect the total amount of the dealer's game coins, wherein the calculating mechanism is further configured to calculate the profit based on the detected total amount of the game coins.

11. The game management system according to claim 1, wherein, it further comprises a dealer amount detection mechanism configured to detect the total amount of the dealer's game coins, wherein at least one of the game coins includes an RF tag that stores information for determining at least the value of the at least one game coin, the dealer amount detection mechanism includes an RF reader configured to read the RF tag.

12. The game management system according to claim 1, wherein, the placement detection mechanism is configured to detect the placement of each game, the game result determination mechanism is configured to determine the game result of each game, the calculating mechanism is configured to calculate the profit of each game based on the detected placement of the game and the determined game result of the game.

13. The game management system according to claim 1, wherein, it further comprises a plurality of gaming tables including the gaming table, wherein the placement detection mechanism and the game result determination mechanism are provided on each of the plurality of gaming tables.

14. The game management system according to claim 13, wherein, the calculating mechanism is further configured to calculate the profit of each of the plurality of gaming tables.

15. The game management system according to claim 1, wherein, it further comprises a table generation mechanism configured to create a table for representing the total placement or profit for each game or each of the plurality of gaming tables.

16. The game management system according to claim 1, wherein, the calculating mechanism is configured to further calculate the actual profit of each of the one or more placement areas based on the profit and the total placement.

17. The game management system according to claim 1, wherein, it further comprises an alarm mechanism configured to generate an alarm when the interest rate associated with a specific placement area among the one or more placement areas is less than or equal to a specified threshold, the interest rate is determined based on the profit of the specific placement area and the total placement of the specific placement area in one or more games.

18. The game management system according to claim 1, wherein, it further comprises an alarm mechanism configured to generate an alarm when the interest rate associated with a specific placement area among the one or more placement areas is greater than or equal to a specified threshold, The interest rate is determined based on the profit of the specific placement area and the total placement amount in one or more games in the specific placement area.

19. The game management system according to claim 1, wherein, the entertainment game includes a card game, wherein the one or more placement areas include a P area, a B area, a draw area, or a combination thereof.

20. The game management system according to claim 1, wherein, the calculating mechanism is configured to calculate the total placement amount and the total profit amount for each of the one or more placement areas, wherein the one or more placement areas include multiple types of placement areas.

21. The game management system according to claim 1, wherein, the calculating mechanism is further configured to calculate the profit of the casino based on the detected placement and the game result.

Citation Information

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