Tabletop game management system and game management system
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2019-05-13
- Publication Date
- 2026-08-14
AI Technical Summary
[0005]然而,仅掌握收入的大小,并不能进行适当的经营分析
[0098]根据该结构结构,例如能够发现胜率虽然正常,但赢的时候总是以高倍率放置等的游戏参加者、或者与这样的游戏参加者合谋的发牌者。
Smart Images

Figure CN122575000A_ABST
Abstract
Description
[0001] Divisional application This application is a divisional application of patent application filed on May 13, 2019, with application number 201980032876.5, entitled "Management System for Desktop Games and Game Management System".
[0002] Cross-referencing of related applications This application claims the benefit of Japanese Patent Application No. 2018-093247, filed on May 14, 2018, the contents of which are incorporated herein by reference. Technical Field
[0003] This invention relates to a management system for tabletop games used in amusement parks and casinos that provide tabletop games. Background Technology
[0004] Previously, in casinos and amusement parks, the revenue (gross profit) over a specified period was used as information for business analysis by game organizers and operators. Revenue can be calculated as the difference between the game organizer's (host's) holdings at the beginning and end of a specified period, after recovering losses from losing players and making necessary payments to winning players.
[0005] However, simply knowing the size of revenue is insufficient for proper business analysis. That is, when revenue deviates from the target or ideal amount, casino and amusement park organizers lack the information to analyze where improvement can be made. Summary of the Invention
[0006] Therefore, the purpose of this invention is to provide a management system for desktop games that can obtain operational information that helps improve the operation and use of casinos and amusement parks.
[0007] One aspect of the present invention is a management system for a tabletop game, comprising: a win / loss determination device for determining the win / loss results of each game on the game table; a measuring device for measuring the type and quantity of game tokens placed on the game table; and a management control device for using the measuring results of the measuring device in each game to determine and store the position, type, and quantity of game tokens placed by game participants on the placement area of the game table. The game tokens have the following structure: they have multiple colored plastic portions of different colors, allowing the type of game token to be determined by appearance. The measuring device uses a camera to detect the position, type, and quantity of the game tokens. The management control device is configured to use information obtained from the measuring device to detect the total amount of game tokens placed by game participants on the game table's placement area, i.e., the placement amount (i.e., turnover) (B). The management control device also uses information obtained from the win / loss determination device and the measuring device to detect the amount of winnings or losses (Y) on the game organizer's side, and is able to output the ratio of the amount of winnings or losses (Y) on the game organizer's side to the placement amount (B), i.e., the turnover profit margin (X). Furthermore, the management control device is configured to compare the turnover profit margin (X) with a theoretical profit margin or a past average profit margin and output the comparison result.
[0008] Based on this structure, the placement amount (B) and the winning or losing amount (Y) will be automatically obtained, and the turnover profit margin (X) can be evaluated.
[0009] A tabletop game management system includes: a win / loss determination device for determining the win / loss results of each game on the game table; a measuring device for measuring the type and quantity of game tokens placed on the game table; and a management control device that uses the measuring results of the measuring device in each game to determine and store the position, type, and quantity of game tokens placed by game participants on the placement area of the game table. The game tokens have a unique ID and a structure including multiple colored plastic portions of different colors, allowing the type of game token to be identified by appearance. The measuring device reads the unique ID of the game tokens to detect their position, type, and quantity. / Or a camera is used to detect the location, type and number of game tokens. The management control device can use the information obtained from the measuring device to detect the total amount of game tokens placed by the game participants on the placement area of the game table, i.e., the placement amount (i.e., turnover) (B). The management control device also uses the information obtained from the win / loss determination device and the measuring device to detect the amount of winning or losing (Y) on the game organizer's side, and can output the ratio of the amount of winning or losing (Y) on the game organizer's side to the placement amount (B), i.e., the turnover profit margin (X). Furthermore, the management control device is structured to compare the turnover profit margin (X) with the theoretical profit margin or the past average profit margin and output the comparison result.
[0010] Based on this structure, the placement amount (B) and the winning or losing amount (Y) will also be automatically obtained, enabling the evaluation of the turnover profit margin (X).
[0011] In the aforementioned management system, the measuring device may have the following structure: using deep learning to detect the location, type, and number of the game substitute coins.
[0012] Based on this structure, even when a portion of the substitute currency used in amusement games is hidden, its location, type, and quantity can be identified.
[0013] In the above management system, the management control device can be structured as follows: it can output the placement amount (B), or the winning or losing amount (Y) on the game organizer's side, or the turnover profit margin (X) for each game.
[0014] Based on this structure, the revenue profit margin (X) can be evaluated per game.
[0015] In the aforementioned management system, the measuring device may further include a structure for detecting the placement amount (B) at each player position of the game table, and the management control device may use the information obtained from the measuring device to output the placement amount (B) and / or the turnover profit margin (X) at each player position.
[0016] Based on this structure, the placement amount (B) and turnover profit margin (X) can be evaluated for each player's position.
[0017] In the aforementioned management system, the management control device can have the following structure: it can associate the player's position with a specific game participant at the game table.
[0018] Based on this structure, the revenue margin (X) can be evaluated for each game participant, and the game participants who win the most can be identified.
[0019] In the aforementioned management system, the management control device may be able to manage the game tokens placed by the game participants at the game table on a stack basis, or it may be configured to associate each stack with a specific game participant at the game table.
[0020] According to this structure, it is possible to associate the stack of game tokens on the game table with the game participants.
[0021] In the aforementioned management system, the management control device has a structure capable of grasping the relationship between the number of game sessions and the time spent on those game sessions, and can be structured as follows: outputting the placement amount (B) for each specified number of game sessions, or the winning or losing amount (Y) on the side of the game organizer, or the turnover profit margin (X) for each game participant, or for each game table, and / or for each dealer responsible for each game table.
[0022] Based on this structure, the efficiency of the game can be evaluated based on the time spent in the game.
[0023] In the aforementioned management system, the management control device may have the following structure: it also knows the placement position and / or number of stacks of game tokens placed by the game participants at the game table, or the number of game tokens in each stack, and is able to associate and output the number of game sessions and the time spent on each game session.
[0024] Based on this structure, the relationship between the number of stacks and the time spent can be evaluated.
[0025] In the aforementioned management system, the management and control device may have the following structure: it also knows the number of game participants at the game table, and can associate and output the number of game sessions and the time spent on each game session.
[0026] Based on this structure, the relationship between the number of game participants and the time spent can be evaluated.
[0027] In the above management system, the management control device can grasp the dealers responsible for each game table and can have the following functions: detect and store at least one of the following elements of time for each dealer: 1) placement time, 2) game substitute currency collection time, 3) game substitute currency payment time, and 4) game time.
[0028] Based on this structure, the dealer's element time can be evaluated.
[0029] In the aforementioned management system, the desktop game can be a game that uses game cards, and the management and control device can also detect the start and end times of the distribution of the game cards in each game, and has the function of using the time from the start time to the end time of the distribution of the game cards as the game time.
[0030] Based on this structure, game time can be evaluated.
[0031] In the aforementioned management system, the minimum placement limit for each game table can be set. In order to increase the placement limit (B) within a specified time or period, the management control device can have the following structure: it can output the minimum placement limit to the game table.
[0032] Based on this structure, a minimum placement amount can be suggested to increase the placement amount (B).
[0033] The aforementioned management system may also include an overall management device that manages multiple game tables. In order to increase the placement quota (B) of each game table or multiple game tables within a specified time or period, the overall management device may have the following structure: it is capable of outputting different minimum placement quotas to each game table.
[0034] Based on this structure, it is possible to suggest a minimum placement amount for each game table in order to increase the placement amount (B) across multiple game tables.
[0035] The aforementioned management system may also include an overall management device that manages multiple game tables. The overall management device may have the following structure: it can grasp the information of the position of each player or the placement quota of each determined game participant on a unit basis, and can output the minimum placement quota of each game table based on the information.
[0036] Based on this structure, a minimum placement amount can be appropriately recommended.
[0037] The aforementioned management system may also include an overall management device that manages multiple game tables. The overall management device may have the following structure: it can control the placement quota (B) for each game and / or the placement quota (B) for a specified time or period, based on multiple game tables, and can output the minimum placement quota for newly opened game tables.
[0038] Based on this structure, it is possible to appropriately recommend the minimum placement amount for newly opened game tables.
[0039] In the aforementioned management system, the management control device may have the following structure: when the number of game participants placed at a predetermined ratio or higher than the minimum placement amount of the game table reaches a predetermined ratio, the device outputs an suggestion to the game table to increase the minimum placement amount.
[0040] Based on this structure, the minimum placement amount can be appropriately changed.
[0041] In the aforementioned management system, the overall management device may have the following structure: it is capable of outputting a minimum placement amount to each game table, so that the average number of game participants at game tables with a high minimum placement amount is less.
[0042] This structure allows for a reduction in the number of game participants at game tables with a minimum placement amount of high value, increasing turnover and thus boosting revenue.
[0043] In the aforementioned management system, the overall management device may have the following structure: when the number of game tables with fewer than a specified number of participants reaches a specified ratio, it can output an instruction to suggest reducing the minimum placement amount to the game tables.
[0044] According to this structure, by lowering the minimum placement amount when there are few game participants, it is possible to promote an increase in game participants.
[0045] The aforementioned management system may also include an overall management device that manages multiple game tables. The overall management device may have the following structure: it can control the total amount placed by each game participant within a specified time or period, and assign points or levels to the game participants according to specified conditions, and can output the points or levels.
[0046] According to this structure, participation in the game can be encouraged by awarding points or levels.
[0047] The aforementioned management system may also include an overall management device that manages multiple game tables. The overall management device may have the following structure: it can grasp the net profit of each game participant (i.e., the total amount obtained by subtracting the amount lost from the amount won by the game participant) within a specified time or period, and assign points or levels to the game participants according to specified conditions, and can output the points or levels.
[0048] According to this structure, points or levels can be awarded based on the net profit of each game participant within a specified time or period, in order to encourage game participants to play more games.
[0049] The aforementioned management system may also include an overall management device that manages multiple game tables. The overall management device may have the following structure: it can determine the number of game sessions each game participant participates in within a specified time or period, and assign points or levels to the game participants according to specified conditions, and can output the points or levels.
[0050] According to this structure, points or levels can be awarded based on the number of games a participant plays within a specified time or period, thereby encouraging participation in more games.
[0051] The aforementioned management system may also include an overall management device that manages multiple game tables. The overall management device may have the following functions: storing at least one of the following information for each game participant, on a weekly or monthly basis or within a specified period: 1) the number of times they visited the game venue, 2) the number of times they placed their cards, 3) the amount they won, and 4) the amount they lost.
[0052] This structure allows for the determination of whether game participants are playing games at the amusement park during the specified period.
[0053] In the above management system, the overall management device can be structured as follows: when the game participant enters the amusement park, it outputs at least one of the information in 1) to 4).
[0054] This structure allows the system to track when game participants have entered the amusement park. Furthermore, entry can be restricted based on the number of times a participant has visited or placed an item.
[0055] The aforementioned management system may also include an overall management device that manages multiple game tables. The overall management device may output the accumulated or specified period of placement amount of each game participant as the credit information of that game participant.
[0056] According to this structure, the amount placed in the amusement park can be used as credit information.
[0057] In the aforementioned management system, the overall management device may have the following structure: it is able to grasp the purchase information of the game participants' game currency during a specified time or period, and is able to associate and output the placement amount or winning or losing amount of each game participant with the purchase information.
[0058] According to this structure, by tracking the purchase information, placement amount, and winning or losing amount of game currency for each game participant, it is possible to determine the amount of game currency that each participant should hold, which can be used to detect suspected money laundering.
[0059] In the aforementioned management system, the overall management device may have the following structure: it is able to grasp the purchase information according to each type of the amusement park substitute currency.
[0060] Based on this structure, it is possible to grasp the purchase information of each type of substitute currency used in amusement parks.
[0061] In the aforementioned management system, the specified time or period can be structured as follows: points or levels are assigned on a daily basis, over multiple consecutive days, on a monthly basis, or cumulatively.
[0062] Based on this structure, points or levels can be assigned appropriately.
[0063] In the above management system, the structure can be as follows: if points are given in a concentrated period of time or duration, additional points or levels will be given.
[0064] According to this structure, reward points or levels can be given to game participants who accumulate points within a specified time or period.
[0065] The aforementioned management system can have the following structure: granting access to VIP rooms based on the specified points or levels.
[0066] According to this structure, access to VIP rooms can be granted based on points or rank.
[0067] In the aforementioned management system, the points or levels can have the following structure: they can be exchanged for game currency that cannot be exchanged for cash, based on specified conditions.
[0068] This structure allows for incentives to be applied to the game based on points or levels.
[0069] In the aforementioned management system, the points or levels can have the following structure: they can be used to pay for the use of hotels or designated facilities based on specified conditions.
[0070] According to this structure, the utilization of facilities such as hotels can be promoted based on points or levels, and more players can be placed in the casino by keeping them staying for a long time.
[0071] In the aforementioned management system, the management control device may have the function of storing the following items 1) to 3): 1) the placement amount (B) of individual games played at the game table, 2) the win / loss results (W&L) of individual games played at the game table, and 3) the gross profit margin (R%) based on the rules of the games played at the game table. It may also have the following structure: using the information of items 1) to 3) for each game and / or a specified time or period, calculate the following formula Y = Σ(B × W&L × R%), and be able to output the gross profit (Y).
[0072] Based on this structure, gross profit (Y) can be calculated from the placement amount, win / loss results, and gross profit margin.
[0073] In the aforementioned management system, the management control device may have the following structure: it may also output the placement position and / or number of stacks of game tokens placed by game participants at the game table at each predetermined time, or the number of game tokens in each stack.
[0074] Based on this structure, the placement amount can be controlled according to each placement position or stack.
[0075] In the aforementioned management system, the management control device may have the following function: based on the rules of the game played at the game table, the gross profit margin (R%) is different for each layout or placement area of the game table, and these different gross profit margins (R1%, R2%, ...) are used to calculate the gross profit (Y).
[0076] Based on this structure, gross profit (Y) is calculated using different gross margins for each layout, and the layout can be evaluated.
[0077] In the above management system, the management control device may have the following functions: when different gross profit margins are set for each layout or each placement area of the game table, output the distribution status of the total amount of game placement (TB) and / or the amount of game placement (B) for each layout or each placement area with these different gross profit margins (R1%, R2%, ...).
[0078] Based on this structure, it is possible to grasp the distribution of placement amount according to each layout or each placement area, and to analyze in which layout objects with higher magnification were placed.
[0079] In the above management system, the management control device can have the following functions: when different gross profit margins are set for each layout or each placement area of the game table, output the distribution status of the total amount (TB) and / or the amount (B) of the game placement for each layout or each placement area according to different gross profit margins (R1%, R2%, ...).
[0080] Based on this structure, the distribution of placement amount can be grasped according to each gross profit margin, and it is possible to analyze in which layout objects with higher magnification were placed.
[0081] The aforementioned management system may also include an overall management device that manages multiple game tables. The overall management device may have the following function: when different gross profit margins are set for each layout or placement area of the game tables, it may compare the gross profit (Y) or total gross profit margin (R%) of each game table in each layout or placement area with these different gross profit margins (R1%, R2%, ...) as a unit.
[0082] Based on this structure, the distribution of placement can be grasped for each game table, and it is possible to analyze in which layout objects with higher multipliers are placed.
[0083] In the aforementioned management system, the measuring device may have the following structure: reading the unique ID of the game substitute currency and / or using a camera to measure the total amount of game substitute currency in the game substitute currency tray, the game substitute currency tray being placed on the game table; the management control device may have the following structure: using information obtained from the win / loss determination device and the measuring device in each game to detect the amount of winning or losing (Y) on the game organizer's side, performing inconsistency detection and outputting the result; in the inconsistency detection, detecting whether the increase or decrease in the total amount of game substitute currency in the game substitute currency tray is consistent with the amount of winning or losing (Y) on the game organizer's side in each game.
[0084] Based on this structure, it is possible to detect the recycling of substitute currency in amusement parks, cheating in expenditures, and errors.
[0085] In the above management system, the management control device may have the following structure: counting and outputting the number of inconsistency detections, wherein, in the inconsistency detection, the increase or decrease of the total amount of game substitute currency in the game substitute currency tray is compared with the amount of winning or losing (Y) on the game organizer's side.
[0086] Based on this structure, it is possible to track the recycling of substitute currency used in games, the number of times cheating or errors occur during expenditures.
[0087] In the above management system, the management control device may have the following structure: comparing the increase or decrease of the total amount of game substitute currency in the game substitute currency tray with the winning or losing amount (Y) on the game organizer's side, and when there is a discrepancy, counting and outputting the discrepancy amount (L).
[0088] Based on this structure, it is possible to track discrepancies arising from the return of substitute currency used in games, cheating in expenditures, and errors.
[0089] In the aforementioned management system, the management control device may have a structure that can grasp and output the cumulative amount (L) of inconsistent amounts.
[0090] Based on this structure, it is possible to track the cumulative amount of inconsistencies caused by the return of substitute currency used in games, cheating in expenditures, and errors.
[0091] In the above management system, the management control device may have the following structure: comparing the increase or decrease of the total amount of game substitute currency in the game substitute currency tray with the winning or losing amount (Y) on the game organizer's side, counting the inconsistent amounts (L), calculating the following formula Y'=Σ(B×W&L×R%±L), and being able to output the gross profit (Y').
[0092] Based on this structure, it is possible to calculate gross profit by taking into account inconsistencies.
[0093] In the above management system, the management control device has the following structure: comparing the increase or decrease of the total amount of game substitute currency in the game substitute currency tray with the winning or losing amount (Y) on the game organizer's side, counting the inconsistent amounts (L), and outputting the inconsistent amounts (L) for each game participant or each dealer responsible for each game table.
[0094] According to this structure, by controlling the inconsistencies by each dealer or by each player, it is possible to identify those suspected of cheating.
[0095] In the aforementioned management system, the management control device may also have the following calculation function: comparing the actual win rate and gross profit (Y) of each game participant or each dealer responsible for each game table at the end of the specified number of game sessions with the numbers calculated in probability statistics or based on past stored data, determining whether there is a significant difference between the two, and identifying at least one of the game participants or dealers or game tables that have produced a significant difference.
[0096] According to this structure, even in cases of sophisticated cheating that cannot be detected on a game-by-game basis, individuals suspected of cheating can be identified through statistical calculations of win rate and gross profit.
[0097] In the aforementioned management system, the management control device may further have the following calculation function: to assign a substitute currency amount for each game table at different gross profit margin (R%) placement locations, and to determine whether the cause of the significant differences in a series of games is related to the different gross profit margin (R%) placement locations.
[0098] Based on this structure, it is possible to identify, for example, game participants who, although their win rate is normal, always place their cards at high multipliers when they win, or dealers who collude with such game participants. Attached Figure Description
[0099] Figure 1 This is a diagram showing the structure of the amusement table system; Figure 2 It is a 3D representation of a substitute currency used in amusement parks; Figure 3 It is a 3D diagram showing the structure of the card boots; Figure 4 This is a block diagram representing the structure of the card boots; Figure 5 This is an enlarged view of the section displaying the read results; Figure 6 It is a diagram representing the data recorded in the recording section; Figure 7 This is a diagram representing a reader / writer and a membership card; Figure 8 This is a diagram representing the information stored in member card 1; Figure 9 This is a top view of the dealer's game currency tray; Figure 10 This is an enlarged 3D view of the floating platform for recycling the substitute currency tray used by the dealer in the game. Figure 11 This is a block diagram showing the structure of the dealer's game currency tray; Figure 12 This is a flowchart for managing desktop games; Figure 13 This is a flowchart illustrating the roles of each component in the four-stage cheat detection process; Figure 14 This is an example of a monitor screen showing the comparison between the placement information at the start of the game and the placement information at the end of the game; Figure 15 This is an example of a monitor screen displaying an additional unit; Figure 16 This is an example of a monitor display with reduced placement; Figure 17 This is a diagram illustrating an example of the structure of an amusement park or casino. Figure 18 It is a diagram representing the structure of the game records generated for each game; Figure 19 This is a block diagram representing the structure of the overall management device; Figure 20 This is a diagram showing an example of a sales chart generated by the sales revenue and expenditure management department of the overall management unit; Figure 21 This is a chart showing an example of a gross profit chart generated by the revenue and expenditure management department of the overall management unit; Figure 22 This is a graph illustrating the situation where the overall revenue of casinos and amusement parks is suppressed to a low level; Figure 23A This is a graph illustrating the situation where the overall revenue of casinos and amusement parks is suppressed to a low level; Figure 23B This is a graph illustrating the situation where the overall revenue of casinos and amusement parks is suppressed to a low level; Figure 24A This diagram illustrates an example of setting a minimum placement amount based on the actual placement amount. Figure 24B This diagram illustrates an example of setting a minimum placement amount based on the actual placement amount. Figure 25A This is a diagram illustrating an example of how to determine the recommended minimum placement amount based on desktop clutter. Figure 25B This is a diagram illustrating an example of how to determine the recommended minimum placement amount based on desktop clutter. Figure 26A This is a diagram illustrating an example of a newly opened game table 4 in a certain area; Figure 26B This is a diagram illustrating an example of a newly opened game table 4 in a certain area; Figure 26C This is a diagram illustrating an example of a newly opened game table 4 in a certain area. Detailed Implementation
[0100] Hereinafter, embodiments of the present invention will be described with reference to the accompanying drawings. Furthermore, the embodiments described below are merely examples of implementing the present invention and are not intended to limit the invention to the specific structures described below. In implementing the present invention, specific structures corresponding to the embodiments may be adopted as appropriate.
[0101] This embodiment describes a structure for detecting and preventing various forms of cheating and errors in casinos and gaming venues, and uses that structure to illustrate its application in the operation and management of casinos. Games in casinos go through stages called placement, playing, and settlement (recovery of lost players' game currency and payment to winners). Cheating at the game table mostly occurs during the period from the end of placement to settlement.
[0102] The tabletop game management system 100 of this embodiment includes multiple game table systems 10. Each game table system 10 and the management system 100 use various sensing technologies and information processing technologies to detect cheating, errors, or suspected cheating in real time or after the fact. In addition, the management system of this embodiment processes the sensor data acquired in order to detect cheating and errors to calculate data that is helpful for the operation and management of the casino.
[0103] <Arcade Table System 10> Figure 1 This diagram illustrates the structure of a game table system. The game table system 10 includes: a game table 4, a camera 2, a card shoe 3, a monitor 15, a reader / writer 5, a coin tray 17 for the dealer, and a table management and control device 50. The camera 2, card shoe 3, reader / writer 5, monitor 15, and coin tray 17 are all connected to the table management and control device 50. Furthermore, multiple table management and control devices 50 of the game table systems 10 are communicatively connected to an overall management device 60 via wired or wireless connections, collectively forming a tabletop game management system 100.
[0104] <Desktop Management and Control Device 50> The desktop management control device 50 is a computer equipped with a processor and memory, and operates according to the control program of this embodiment. The desktop management control device 50 also includes a recording device such as non-volatile memory. The desktop management control device 50 further includes a camera 2, a reader / writer 5, a display 15, and an input / output port connected to the dealer's game coin tray 17. In addition, the desktop management control device 50 has a communication function for communicating with the overall management device 60. When the desktop management control device 50 and the overall management device 60 communicate wirelessly, the communication function includes an antenna.
[0105] <Game Table 4> The game table 4 is roughly elliptical in shape, with the dealer's position (D) located in the center of one side of the shorter axis, and multiple player positions (hereinafter referred to as "players") (P) located on the other side. Figure 1In this example, there are seven player positions. At the dealer's position in game table 4, a dealer's game currency tray 17 is embedded. The seven player positions are numbered "1", "2", "3", "5", "6", "7", and "8".
[0106] In the center of game table 4, there is a hand area 45 comprising the player's hand area 451 and the banker's hand area 452. As described above, in Figure 1 In the layout, each player's position has a designated area for all types of objects. That is, in... Figure 1 In the layout, as the placement area 44, there are various placement objects set according to each player's position: player area 441, banker area 442, tie area 443, banker pair area 444, and player pair area 445.
[0107] <Amusement Park Substitute Currency 9> Figure 2 This is a three-dimensional image of a game token. The game token 9 is manufactured by laminating and hot-pressing at least three plastic sheets and then cutting them out through punching. The game token 9 has a circular shape, with the same pattern applied to both the front and back. Additionally, numbers indicating the value of the game token are marked on both the front and back.
[0108] The outermost layer of the multi-layered game token is always set to the same white or light color, regardless of its value. The colors of the middle layers are set to different colors according to their value. Through this structure, the value of the game token 9 can be understood not only visually by its design on both sides (including the numbers representing the value), but also by the color of the middle layer on its side (also known as the "center line").
[0109] Furthermore, RFID tags are embedded between the layers of the game token 9. Each RFID tag stores information indicating its value. Thus, the game token 9 can determine its value by using electromagnetic waves to read the RFID tags, and its value can also be determined visually by reading its front, back, or side appearance.
[0110] <Camera 2 and measuring device 21> Camera 2 is a digital camera that outputs captured images and videos to measuring device 21. Images (still images) are captured at predetermined time intervals. Alternatively, camera 2 can capture videos (moving images) while periodically capturing images (still images). Camera 2 is configured to capture images of the placement area 44 where player P places their game token 9, the hand area 45 where dealer D places cards drawn from card boot 3, and the dealer's game token tray 17. Camera 2 can also capture images of players at their respective positions.
[0111] Furthermore, multiple cameras 2 can be set up on a single game table 4, each responsible for filming a different area. For example, multiple cameras can be set up to film the left placement area 44, the right placement area 44, the hand area 45, the dealer's game token tray 17, and the player's position. Additionally, a single camera 2 can change its field of view to film different areas. Moreover, in the case of multiple cameras, they may sometimes film the same stack of game tokens 9. In this situation, when there are no blind spots and the stack is clearly visible in any image, the image filmed from a closer distance is used.
[0112] The measuring device 21 performs image recognition on the image acquired from the camera 2. This image recognition identifies the game tokens 9 on the arcade table 4. This image recognition can employ various techniques for detecting objects based on images. In object detection, machine learning techniques such as deep neural networks and deep learning are effectively used. In machine learning-based object detection, the game tokens 9 can be identified one by one. Furthermore, the measuring device 21 can detect objects by using recurrent neural networks such as LSTM to perform image recognition on time-series data such as multiple consecutive images or even video recordings.
[0113] The measuring device 21 can simultaneously identify the value and number of tokens in each stack of game tokens 9, and associate them with the player's position and even the player. In this case, for example, labels are prepared for each combination of number and value, such as "four stacks of 100-point game tokens" or "five stacks of 1000-point game tokens," and machine learning and object detection are performed. Thus, even if the stacking results in hidden game tokens 9, it is possible to correctly identify the number of tokens 9 in the stacks. Furthermore, in an image where other stacks appear to be in a blind spot around a stack of game tokens 9, the measuring device 21 identifies the stacks that are not in the blind spot and determines their value and number.
[0114] The measuring device 21 can also identify each placement area 441 to 445 in the layout of the game table 4. Machine learning techniques can also be used in the identification of placement areas 44. For example, the measuring device 21 determines the area in the image corresponding to each placement area 441 to 445 of each player's position by performing semantic segmentation on the image, and attaches a label consisting of a combination of the player's position number and the type of placement area (placement object).
[0115] The measuring device 21 combines the image segmentation result with the identification result of the game substitute currency 9 to determine how many game substitute currencies 9 of what value were placed on which object at which player's position, that is, to determine the object and the amount placed at each player's position.
[0116] The measuring device 21 can further determine the quantity and type of game tokens in the dealer's game token tray 17 by performing image recognition on the images of the game tokens in the tray 17. Since the game tokens 9 stored in the dealer's game token tray 17 all protrude from the tray with their sides exposed, the measuring device 21 can identify the value of the game tokens 9 by recognizing the patterns on their sides. The desktop management control device 50 calculates the total amount of game tokens in the dealer's game token tray 17 based on this recognition result.
[0117] The measuring device 21 can then analyze the images from the camera 2 to determine the position and contents (face value and suit) of the cards drawn from the card boot 3 and placed face up in the hand area 45 of the game table 4. In this case, the measuring device 21 can identify the start, end, and outcome of the game based on the position and contents of the cards identified through image recognition and the stored game rules. Furthermore, by using neural network technology in this image recognition, the contents of cards placed face up on the table can be read even if the cards are bent due to squeezing.
[0118] When the measuring device 21 also performs image recognition on the cards on the game table 4, it can determine the progress of the game. Specifically, the measuring device 21 analyzes the images from the camera 2 to identify whether game tokens are placed in the placement area (first state), which card is drawn (second state), whether all the cards that should be drawn have been drawn and placed in the card area (third state), and whether all the cards and game tokens have been cleared from the game table 4 (fourth state), thereby grasping the progress of the game.
[0119] The measuring device 21 can prepare first-state flags corresponding to the first to fourth states, and use these flags to monitor the game's progress. Specifically, the state where only the first-state flag is valid indicates the player is currently placing cards. Furthermore, the state where only the first-state flag is valid changes to a state where both the first and second-state flags are valid, indicating the game is progressing due to card draws. If the third-state flag becomes valid, the game ends, the game result is determined, and the game currency is collected and expenses are settled. The period from when the fourth-state flag becomes valid until it becomes invalid and the first-state flag becomes valid is the interval between the last game and the next game. Thus, the desktop management control device 50 monitors the game's progress (state) by analyzing the images from the camera 2, based on the validity / invalidity of each state flag and the combination of valid / invalid state flags.
[0120] Furthermore, in a certain card game, two cards labeled "Player" and "Banker" are placed on the game table 4. Sometimes, the dealer flips one of these cards over according to the game result, thus revealing the outcome to the players. In this case, the measuring device 21 can analyze the image from the camera 2 to determine which card has been flipped over, thereby identifying that the game result has been determined and making the third state flag valid. Additionally, at this time, the measuring device 21 can analyze the image from the camera 2 to identify the flipped card, thus determining the game result. Moreover, the measuring device 21 can be constructed using the same hardware as the desktop management control device 50.
[0121] Furthermore, although in the above embodiment, the location, type, and number of placed game tokens 9 are determined by image recognition using camera 2 and measuring device 21, RFID can also be used to determine the placement of game tokens 9. In this case, an RFID reader is built into the placement area corresponding to the tabletop of the game table 4, and the reading result of the RFID reader is reported to the tabletop management control device 50. The RFID reader is used to read the RFID tags built into the game tokens 9 placed in the placement area.
[0122] <Card Boots 3> Figure 3This is a perspective view showing the structure of the card boot. The card boot 3 can hold multiple decks (e.g., 8 decks) of cards in the storage section 31. The dealer D can manually draw cards one by one from the drawout 32 of the card boot 3. A standby button 33 and a result display section 34 are provided on the side of the card boot 3. The standby button 33 is used to operate when the card drawing ends in the game (i.e., when the game result is determined). The result display section 34 is composed of an LCD monitor.
[0123] Additionally, a game result display light 35 is provided on the upper surface of the end opposite to the draw port 32 of the card shoe 3. The game result display light 35 has multiple lights, and the game result is indicated by which light is illuminated. The game result display light 35 includes: a tie light that illuminates when the game result is a tie; a player light that illuminates when the game result is a player's hand; a banker light that illuminates when the game result is a banker's hand; a player pair light that illuminates when the player has a pair; and a banker pair light that illuminates when the banker has a pair.
[0124] Figure 4 This is a diagram showing the structure of the Card Boots. Card Boots 3, besides... Figure 3 In addition to the structure shown, it also includes: a card reading unit 36, a game progress determination unit 37, a game result determination unit 38, a draw restriction unit 39, a card-swiping unit 40, and a recording unit 41.
[0125] When the dealer D draws a card from the drawout 32 of the card shoe 3, the card reading unit 36 reads the face value and suit of the drawn card. On the front side (hereinafter referred to as the "front") displaying the face value and suit of the card, in addition to the markings that can be visually confirmed by a person, special processing is applied to indicate the face value and suit. For example, markings or even two-dimensional or one-dimensional codes indicating the face value and suit are printed on the card in a manner invisible to the human eye. The card reading unit 36 can identify the face value and suit of the card by reading this printing.
[0126] Furthermore, such special processing of the cards is not required. In this case, the card reading unit 36 can capture an image of the front of the card and use image recognition to identify the numbers indicating the face value and the markings indicating the suit printed on the front of the card, which can be visually confirmed. Alternatively, a storage medium can be built into the card to store the face value and suit information, and the card reading unit 36 can read the information from the storage medium in a non-contact manner to identify the face value and suit of the drawn card.
[0127] The game progression determination unit 37 monitors the game's progress based on the reading results from the card reading unit 36. According to the rules of the card game, the game progression determination unit 37 determines whether the drawn card is in the dealer's or player's hand. Furthermore, based on the rules of the card game and the suit and rank of the first four cards drawn from the start of the game, the game progression determination unit 37 determines whether the dealer or player needs to draw a third card.
[0128] Figure 5 This is an enlarged view of the reading result display unit. The reading result display unit 34 divides the read suit and face value into the dealer's hand 341 and the player's hand 342 and displays them using simple symbols. The reading result display unit 34 displays the results (suit and face value) read by the card reading unit 36 based on the determination result of whether the card drawn in the game determination unit 37 is a player's hand or a dealer's hand.
[0129] Back Figure 4 When the game proceeding unit 37 determines that all cards have been drawn, the game result determination unit 38 determines the game result based on the reading result of the card reading unit 36 and the rules of the card game. Specifically, the game result determination unit 38 determines which player, banker, or tie wins, whether the player has a pair, and whether the banker has a pair.
[0130] This card game's outcome is not determined by the judgments of player P and dealer D; rather, it is solely determined by the face value and suit of the cards drawn from the card shoe 3. Thus, the card shoe 3, equipped with a game result determination unit 38, also functions as a win / loss determination device. The game result determined by the game result determination unit 38 is recorded in the recording unit 41 along with the date, time, and game table number.
[0131] When the standby button 33 is pressed, the game result display light 35 illuminates according to the judgment result of the game result determination unit 38. Specifically, the game result display light 35 illuminates either the player's light, the banker's light, or the tie light based on whether the player, banker, or tie wins. Furthermore, if the game result determination unit 38 determines that the player has a pair, the player's pair light illuminates; if the banker has a pair, the banker's pair light illuminates.
[0132] As described above, when all the cards have been drawn, the players have finished looking at their cards, and the game result on game table 4 becomes clear, the dealer D presses the standby button 33. Then, when the standby button 33 is pressed, the game result display light 35 on the card shoe 3 illuminates. Therefore, the dealer D can confirm whether the game result of the cards placed face up on game table 4 matches the game result shown on the game result display light 35.
[0133] If player P cheats by manipulating the cards (e.g., swapping the cards dealt from card boot 3 with their own), the game result of the cards placed face up on game table 4 will not match the game result displayed on game result indicator 35, and the dealer D will be able to detect the cheating. When the standby button 33 is pressed, all game result indicator lights 35 will turn off.
[0134] When a player attempts to draw a card from draw outlet 32 during a prohibited draw period, draw restriction section 39 restricts the card draw. Draw restriction section 39 uses a physical mechanism to make drawing a card from draw outlet 32 difficult or prevent the card from being drawn. Making drawing difficult helps to draw the dealer's attention if the dealer mistakenly intends to draw a card; preventing drawing helps to prevent player P from cheating by drawing a card.
[0135] The prohibited drawing period refers to the period from the time all cards that should be drawn in the game (2-3 cards each for the player and the banker) are drawn until the standby button 33 is pressed. The drawing restriction unit 39 obtains information about the game's progress from the game progress determination unit 37, obtains information about whether the standby button 33 has been pressed, and determines whether the prohibited drawing period is in effect based on this information. In addition, when cheating or errors are detected, the drawing restriction unit 39 restricts the drawing of cards according to the control signal from the desktop management control device 50.
[0136] As described above, after all the cards on the game table are face up and the game result is determined, the dealer D presses the standby button 33. Therefore, the pressing of the standby button 33 signifies the end of the game and the beginning of the settlement. Furthermore, the moment the first card is drawn after the standby button 33 is pressed signifies the end of the placement phase and the beginning of the game.
[0137] Therefore, the card-punching unit 40 detects that the standby button 33 has been pressed and records that moment as the game end (settlement start) moment to the recording unit 41. Additionally, the card-punching unit 40 detects that the card reading unit 36 initially reads a card after the standby button 33 has been pressed and records that moment as the game start (placement end) moment to the recording unit 41. In other words, the card boot 3 uses the start moment of card distribution as the game start moment.
[0138] Figure 6 It is a diagram representing the data recorded in the recording section. Figure 6 The record of a game is shown in the record section 41. In addition to the game end time and game start time recorded by the check-in section 40, the record section 41 also records the win / loss result determined by the game result determination section 38 (any one of player, banker, or tie), whether the player has a pair, and whether the banker has a pair.
[0139] Furthermore, the data recorded in the recording unit 41 is sent to the desktop management control device 50. Additionally, Figure 6 The data shown can be sent to the desktop management control device 50 and recorded in the desktop management control device 50 without being recorded in the recording unit 41.
[0140] <Reader 5 and Membership Card 1> Figure 7 This diagram represents the reader / writer and the membership card. The membership card 1 is a plastic card with an RF tag 11 built into it. The RF tag 11 stores the member ID given to the player (member) through membership registration and the number of points held by the player. The RF tag 11 is equipped with an antenna, enabling the reader / writer 5 to write and read information in a contactless manner.
[0141] The reader 5 includes: a wireless unit 51, a seat button 52, a leave button 53, and a position designation button 54. The wireless unit 51 writes and reads information from the RF tag 11 embedded in the membership card 1 using RFID. The position designation button 54 includes buttons "1", "2", "3", "5", "6", "7", and "8" corresponding to the seven positions on the game table 4, and a cancel designation button "C".
[0142] Figure 8 This is a diagram representing the information stored in Member Card 1. Member Card 1 records 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 for Recent Income and Expenditure, it records the total amount spent (positive) and the amount recovered (negative) from the last time the member sat down until the last time the member left the seat.
[0143] When player P arrives at their position at game table 4, the dealer D holds player P's membership card 1 and uses the reader 5 to read it. Specifically, the dealer D presses the position designation button 54 for the corresponding player's position and then presses the seating button 52, swiping the membership card 1 on the wireless unit 51 to read the information recorded on the membership card 1. Thus, the reader 5 can identify player P at each player's position using their membership ID, and the reader 5 functions as a means of player identification.
[0144] The reader 5 outputs (sends) the information read by the wireless unit 51, the seating signal corresponding to the pressing of the seating button 52, and the player's seat location information corresponding to their member ID to the desktop management control device 50. The desktop management control device 50 records the information received from the reader 5 and records the time 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 desktop management control device 50 sends the start time information and the member ID received from the reader 5 to the overall management device 60.
[0145] In the desktop management control device 50, based on the member ID and player location information received from the reader 5, it determines which player location and which member ID player P is playing the game. That is, the desktop management control device 50 can associate each player location on the game table 4 with a specific player P on the game table 4. During multiple game sessions played by player P, the desktop management control device 50 calculates and records the placement amount, expenditure amount, and recovery amount for each member ID.
[0146] As player P is about to leave game table 4, dealer D uses reader 5 to read membership card 1, which is being held on behalf of player P. In this situation, dealer D presses the leave button 53, swipes membership card 1 on the wireless unit 51, and reads the membership ID from membership card 1.
[0147] The reader 5 outputs (sends) the member ID and the departure signal to the desktop management control device 50. If the desktop management control device 50 receives the member ID and departure signal from the reader 5, it records the moment the departure signal is received as the end time. The end time is recorded in date and time format. Furthermore, the desktop management control device 50 calculates the cumulative placement amount and cumulative income / expenditure for that member ID from the start time to the end time. Then, the desktop management control device 50 calculates the points obtained based on the cumulative placement amount from the start time to the end time.
[0148] The desktop management control device 50 updates the held points by adding the calculated earned points to the points read from the membership card 1 when the user is seated. Additionally, based on the calculated earned points, it updates the earned points for the most recent three days, the most recent month, and the most recent year. The desktop management control device 50 outputs the updated held points, the earned points for the most recent three days, the most recent month, the most recent year, and the accumulated income and expenditure from the start time to the end time to the reader / writer 5. The reader / writer 5 uses this information to rewrite the information on the membership card 1. Furthermore, the accumulated income and expenditure from the start time to the end time is recorded as the most recent income and expenditure.
[0149] Through the aforementioned functions of the desktop management control device 50 and the reader 5, points corresponding to the actual placement amount can be assigned to the membership card 1. In addition, player P can store the points he holds in advance in the membership card 1.
[0150] Alternatively, a facial recognition system can be used to identify players. Cameras used for this system can be ceiling-mounted cameras, cameras that identify placement areas, or facial recognition cameras installed at each game table. Similar to membership cards, player information identified by the facial recognition system can be linked to placement amounts, etc. Furthermore, in cases where multiple players have placed (back bet) at a single player's location, it is possible to identify who placed the tokens for each game.
[0151] <Monitor 15> The display 15 is an LCD display. Furthermore, the display 15 can be configured in a two-dimensional arrangement of lights. The display 15 is set to a position and orientation that can be visually confirmed by player P in the player's position and by guests located around them.
[0152] The display 15 shows various information. For example, when the game table 4 is closed, it displays an indicator indicating this condition (e.g., the text "CLOSED"). When the game table 4 is open, it displays game conditions such as the minimum placement amount (e.g., the text "MIN. $100") and the maximum placement amount (e.g., the text "MAX. $100,000").
[0153] <Dealer's Game Substitute Currency Tray 17> Figure 9 This is a top view of the dealer's game currency tray. In the dealer's game currency tray 17, multiple slots arranged longitudinally are horizontally arranged. Each slot is formed at an angle so that the dealer's D side is slightly lower. As a result, the game currency 9 stored in the slots moves towards the front of the dealer's D due to its own weight, and thus, they are stacked sequentially from the front of the dealer's D.
[0154] The two slots on the right are for temporary storage of game tokens 9 recovered from the losing player P during settlement, using a collection platform 171. The other slot is for storing game tokens 9 according to their value, using a storage platform 172. Dealer D temporarily stores the game tokens 9 recovered from game table 4 in collection platform 171. Then, the winning player P pays out game tokens 9 from storage platform 172. Finally, the game tokens 9 stored in collection platform 171 are stored in the corresponding storage platform 172 according to their value.
[0155] The dealer's game currency tray 17 is equipped with three confirmation lights: a placement confirmation light 173, a recycling confirmation light 174, and a spending confirmation light 175. The placement confirmation light 173 confirms whether the game currency 9 placed between the start and end of the game has remained unchanged (added or removed), and lights up accordingly. The recycling confirmation light 174 lights up based on the recycling amount and whether the recycled game currency 9 is genuine. The spending confirmation light 175 lights up based on the correctness of the spending amount.
[0156] Inside the dealer's game currency tray 17, an RFID reader 176 is installed for reading the RFID tags embedded in the game currency 9. This RFID reader 176 can read the RFID tags of all the game currency 9 stored in all the slots, including the retrieval platform 171 and the storage platform 172. As described above, since each game currency 9's RFID tag records information indicating its value, the RFID reader 176 can determine the total amount of the game currency 9 in the dealer's game currency tray 17 by reading all the RFID tags of the game currency 9 within the dealer's game currency tray 17.
[0157] Furthermore, the RFID reader 176 can read the RFID tags of the game tokens 9 stored in the recycling platform 171 separately from those stored in the recycling platform 172. That is, when reading an RFID tag, the RFID reader 176 can distinguish whether it is an RFID tag of the game tokens 9 stored in the recycling platform 171 or an RFID tag of the game tokens 9 stored in the recycling platform 172. Moreover, to perform this separate reading, the RFID reader 176 can have the antennas for reading the RFID tags of the game tokens 9 stored in the recycling platform 171 and the antennas for reading the RFID tags of the game tokens 9 stored in the recycling platform 171 and the recycling platform 172 installed separately, or the antennas can be installed per slot.
[0158] Figure 10This is an enlarged perspective view of the retrieval platform of the dealer's game token tray. A slit 177 is formed along the length of the retrieval platform 171 on a curved surface along the side of the game token 9. A linear optical sensor 178 is installed in this slit 177. This optical sensor 178 allows the determination of the height at which the game token 9 is retrieved onto the retrieval platform 171 or the number of game tokens 9 retrieved. Furthermore, the same slit and optical sensor can also be installed on the retrieval platform 172. Additionally, by forming a series of slits in the slot, and capturing images of the slits from the back side using a camera (e.g., an infrared camera), and processing the resulting images, the number of game tokens 9 retrieved in the slot can be determined.
[0159] Figure 11 This is a block diagram illustrating the structure of the dealer's substitute currency tray. In addition to the structure described above, the dealer's substitute currency tray 17 also includes a confirmation unit 179. The confirmation unit 179 is a computer that executes a prescribed program and comprises an information placement confirmation unit 1791, a collection confirmation unit 1792, a authenticity determination unit 1793, and a disbursement confirmation unit 1794. Various data and instructions are input from the desktop management control device 50 to the confirmation unit 179.
[0160] Furthermore, the confirmation unit 179 is connected to the placement confirmation light 173, the recycling confirmation light 174, and the expenditure confirmation light 175, and controls these lights. Specifically, the confirmation unit 179 controls the placement confirmation light 173, the recycling confirmation light 174, and the expenditure confirmation light 175 to turn on, flash, and turn off, and also controls their light color. The operation of the confirmation unit 179 will be described later.
[0161] <Cheat detection for each game> As described above, information used to detect cheating or errors (hereinafter referred to as "cheating") is input from camera 2, card shoe 3, and dealer's game currency tray 17 to the desktop management control device 50. The method for detecting cheating on a per-game basis will be described below.
[0162] Figure 12 This is a flowchart of the management of the tabletop game in this embodiment. The cheat detection in this embodiment is divided into four stages: mastering and confirming the game result (step S121), mastering and confirming the placement information of the game substitute currency 9 (step S122), confirming the recycling of the game substitute currency 9 and determining its authenticity (step S123), and confirming the expenditure of the game substitute currency 9 (step S124).
[0163] The process of obtaining and confirming the placement information of the game substitute currency 9 (step S122), confirming the return of the game substitute currency 9 and determining its authenticity (step S123), and confirming the expenditure of the game substitute currency 9 (step S124) are respectively executed by the placement information obtaining and confirming unit 1791, the return confirming unit 1792, the authenticity determination unit 1793, and the expenditure confirming unit 1794 of the game substitute currency tray 17 of the dealer.
[0164] A monitor is connected to the desktop management control device 50. The monitor displays the information regarding the placement of the game token 9 (step S122), the confirmation of the return of the game token 9 and its authenticity (step S123), and the confirmation of the expenditure of the game token 9 (step S124). The monitor is connected to the desktop management control device 50 and is located in the backyard for visual confirmation by a monitor. Alternatively, monitors can be installed in the backyard and at the game table 4, or a monitor can be installed at the game table 4 instead of the backyard.
[0165] Figure 13 This is a flowchart illustrating the roles of each component in the four-stage cheat detection process. The leftmost column shows the game's progression at Game Table 4 and the dealer's operations. Figure 13 In the process, the collaboration between the card shoe 3, camera 2, dealer's game substitute currency tray 17, and desktop management control device 50 is carried out through the control of desktop management control device 50.
[0166] First, based on the dealer D's instructions, player P begins placing cards (step S01). Player P places cards by placing game currency 9 into the placement area. Once all players P have finished placing their cards, the dealer D issues a "placement complete" signal (step S02), after which player P is not allowed to change the placement target or the amount placed.
[0167] If the placement is complete, the dealer D draws the initial card from the card boot 3 (step S03). After the standby button 33 was pressed in the previous game, when the card boot 3 detects the initial card being drawn, it detects the initial card being drawn (step S31), the card-punching unit 40 punches the card and records the moment to the recording unit 41, and reports it to the desktop management control device 50.
[0168] The desktop management control device 50 controls the camera 2 to capture images of the placement area (step S21). The camera 2 sends the captured images to the desktop management control device 50, which performs image recognition on the images and identifies the placement information at the start of the game (step S501). Additionally, the desktop management control device 50 controls the dealer's game currency tray 17, using an RFID reader 176 to read all the game currency 9 in the tray and confirm the total amount of all the game currency 9 in the tray (step S171).
[0169] Furthermore, camera 2 can consistently capture images of the placement area at predetermined time intervals and send them to the table management control device 50. In this case, after receiving a report from card shoe 3 indicating the initial card draw, the table management control device 50 can perform image recognition on the image initially acquired from camera 2 and identify the placement information at the start of the game. Here, the placement information indicates which player placed which placement object (player, banker, tie, player pair, banker pair) and how many and what value of game tokens 9. The table management control device 50 stores the placement information at the start of the game.
[0170] Dealer D deals cards in turn. If the last card is drawn (step S04), all cards are revealed after player P views them (step S05), then the game result is determined on game table 4. In addition, as mentioned above, when dealer D draws cards in turn, card shoe 3 reads the face value and suit of the dealt cards.
[0171] When all the cards are turned over, the dealer D presses the standby button 33 of the card shoe 3 (step S06). If the card shoe 3 detects the press of the standby button 33 (step S32), it determines the game result based on the face value and suit of the cards read so far, as well as the rules of a certain card game (step S33), and lights up the game result display light 35 according to the game result (step S34).
[0172] Dealer D compares the game result determined by the cards turned face up on game table 4 with the game result displayed on card shoe 3's game result indicator 35, and determines that the two are consistent (step S07). This confirmation is equivalent to... Figure 12 The process of understanding and confirming the game results (step S121).
[0173] On the other hand, if the card boot 3 detects the press of the standby button 33 (step S32), it reports it to the desktop management control device 50. The desktop management control device 50 controls the camera 2 to capture images of the placement area 44 (step S22). The camera 2 sends the captured images to the desktop management control device 50, which performs image recognition on the images and identifies the placement information at the end of the game (step S502).
[0174] Since player P is not allowed to change the placement content (placement object, placement amount) from the start of the game (placement end) to the end of the game, the placement information at the start of the game (step S501) identified by the control device 5 should be consistent with the placement information at the end of the game (step S502) in the absence of cheating. For this purpose, the desktop management control device 50 compares the two (step S503).
[0175] The tabletop management control device 50 reports the result of a comparison, indicating whether the result is consistent or inconsistent, to the dealer's game currency tray 17. Inconsistent results include: an increase in the total number or amount of game currency 9 at the end of the game compared to the start of the game (the winning player P's attempt to increase placement); and a decrease in the total number or amount of game currency 9 at the end of the game compared to the start of the game (the losing player P's attempt to decrease placement).
[0176] The placement information verification unit 1791 of the dealer's game substitute currency tray 17 illuminates the placement confirmation light 173 based on the comparison result from the desktop management control device 50 (step S172). Here, the placement information verification unit 1791 illuminates the placement confirmation light 173 green when the comparison results are consistent, and flashes the placement confirmation light 173 yellow when the comparison results are inconsistent.
[0177] The dealer D confirms that the placement confirmation light 173 is lit in green (step S08), and retrieves the game token 9 from the losing player P and stores it on the retrieval platform 171 (step S09). In the table management control device 50, based on the game result determined by the card shoe 3 and the identified placement information, the amount of game token 9 to be retrieved (retrieval amount) is calculated (step S504). The retrieval amount is calculated based on the value and number of game tokens 9 to be retrieved. The table management control device 50 notifies the dealer of the calculated retrieval amount on the game token tray 17.
[0178] When the dealer D places the collected game tokens 9 into the collection platform 171 of the dealer's game token tray 17, the collection confirmation unit 1792 of the dealer's game token tray 17 obtains reading information from the RFID reader 176, determines the collection amount of the game tokens 9 stored on the collection platform 171, and compares it with the calculated collection amount notified from the desktop management control device 50, thereby confirming whether the collection amount (number of tokens for each value) is correct (step S173). Furthermore, the RFID reader 176 reads the game tokens 9, obtaining information on the number of tokens for each value as reading information, and the desktop management control device 50 also calculates the collection amount as the number of tokens for each value. Thus, the comparison also determines whether the number of tokens for each value is consistent.
[0179] Additionally, at this time, the authenticity determination unit 1793 determines whether the number of game tokens 9 identified by the RFID reader 176 matches the number of game tokens 9 detected by the optical sensor 178, thereby determining the authenticity of the recovered game tokens 9 (step S174). In the case of recovering cheating game tokens 9 without built-in RFID tags from player P, although the optical sensor 178 detects the cheating game tokens 9, the RFID reader 176 does not detect them, thus creating a discrepancy and enabling the detection of the presence of cheating game tokens 9.
[0180] Based on the confirmation of the recovered amount and the results of the authenticity determination, the recovery confirmation unit 1792 and the authenticity determination unit 1793 illuminate the recovery confirmation light 174 (step S175). Specifically, if the recovery amount detected by the RFID reader 176 matches the calculated recovery amount obtained from the desktop management control device 50, and the recovered game substitute currency 9 is genuine, the dealer's game substitute currency tray 17 illuminates the recovery confirmation light 174 in green. If the recovery amount is inconsistent or there is cheating game substitute currency 9, the recovery confirmation light 174 flashes yellow.
[0181] The dealer D confirms that the confirmation light 174 is lit up green (step S10), and pays the winning player the game token 9 (step S12). In the table management control device 50, the expenditure amount of the game token 9 is calculated based on the game result determined by the card shoe 3 and the identified placement information (step S505). The table management control device 50 notifies the dealer of the calculated expenditure amount in the game token tray 17. Here, the expenditure amount is also calculated as information about the number of tokens of each value.
[0182] If the dealer D pays out game tokens 9 from the dealer's game token tray 17 to the game table 4, the dealer's game token tray 17 uses an RFID reader 176 to calculate the amount of game tokens 9 paid out, and compares it with the calculated amount notified by the table management control device 50 to confirm whether the amount paid out is correct (step S176). The amount paid out is obtained through the RFID reader 176 as the number of tokens of each value.
[0183] Here, the confirmation of expenditures in the dealer's game currency tray 17 will be explained. The dealer's game currency tray 17 confirms the total amount at the start of the game (step S171). Then, notifications of calculated recoveries and expenditures are received from the desktop management control device 50 (steps S504, S505). An increase or decrease is calculated based on these recoveries and expenditures. By adding the calculated increase or decrease to the total amount of game currency 9 in the dealer's game currency tray 17 at the start of the game as confirmed in step S171, the total amount of game currency 9 that should remain in the dealer's game currency tray 17 after settlement is calculated. Here, the total amount of game currency 9 is also calculated as the number of coins of each value.
[0184] If the calculated total amount matches the total amount of game substitute currency 9 read by RFID reader 176 after expenditure, then the collection and expenditure have been correctly performed. Since the collection was confirmed to have been correctly performed in step S173, this situation means that the expenditure has been correctly performed. Therefore, the expenditure confirmation unit 1794 of the dealer's game substitute currency tray 17 compares the total amount of game substitute currency 9 (number of each value) that should be in the dealer's game substitute currency tray 17 after settlement (obtained from the desktop management control device 50) with the total amount of game substitute currency 9 (number of each value) read by RFID reader 176 to determine whether the expenditure amount is correct (step S176).
[0185] Alternatively, the above method can be replaced by the following method to confirm expenditure. That is, after confirming that the recycling was correctly carried out, the RFID reader 176 of the dealer's game currency tray 17 reads the RFID tags of all the game currency 9 in the dealer's game currency tray 17 to determine the actual total amount (number of each value) in the dealer's game currency tray 17 before expenditure. After expenditure, the RFID reader 176 again reads the RFID tags of all the game currency 9 in the dealer's game currency tray 17 to determine the actual total amount (number of each value) in the dealer's game currency tray 17 after expenditure. Thus, the amount actually spent from the dealer's game currency tray 17 is calculated, and this actual expenditure amount is compared with the expenditure amount calculated by the desktop management control device 50 to confirm whether the expenditure was correctly carried out.
[0186] The dealer uses the substitute currency tray 17 to illuminate the expenditure confirmation light 175 based on the confirmed expenditure amount (step S177). Specifically, if the actual expenditure amount matches the calculated expenditure amount, the dealer uses the substitute currency tray 17 to illuminate the expenditure confirmation light 175 as green; if the actual expenditure amount does not match the calculated expenditure amount, the expenditure confirmation light 175 flashes yellow. The dealer confirms that the expenditure confirmation light 175 is illuminated as green (step S12) and ends the game.
[0187] Furthermore, although this embodiment describes the confirmation unit 179 as being installed on the dealer's game substitute currency tray 17 as an example, some or all of the functions of the confirmation unit 179 can also be provided on the desktop management control device 50. In this case, after the desktop management control device 50 performs the processing of the confirmation unit 179, it issues respective instructions to light up, flash, and turn off the placement confirmation light 173, the return confirmation light 174, and the expenditure confirmation light 175 of the dealer's game substitute currency tray 17.
[0188] Figure 14 This is an example of a monitor screen showing a comparison between the placement information at the start of the game and the placement information at the end of the game. The placement information is displayed as a chart at the top of the screen, and the dealer's game currency tray 17 is shown at the bottom. Regarding the placement information, it shows, for each player's position, how many and how much game currency 9 were placed on which placement object. Figure 14In the example, four 10,000-point game tokens are placed for the banker in the third player's position, and three 1,000-point game tokens are placed for the player in the sixth player's position. As described above, these situations are determined by image recognition of the image from camera 2 in measuring device 21.
[0189] The following section, “(1) First Card,” indicates the number of each value of the Game Token 9 stored in the Dealer’s Game Token Tray 17 at the start of the game (when the initial card is drawn). “(2) Game Result,” indicates the payout corresponding to the game outcome, using the number of each value of the Game Token 9. In this example, it is shown that by clearing the game, four 10,000-point Game Tokens are removed from the Dealer’s Game Token Tray 17, and three 1,000-point Game Tokens are added.
[0190] "(3) Calculation" shows the result of the calculation of income and expenditure in (2) of (1), that is, the number of each value of the game substitute currency 9 that should be in the dealer's game substitute currency tray 17 after liquidation. "(4) Discard" is triggered by the discard of the cards to the discard box and shows the actual number of game substitute currency 9 in the dealer's game substitute currency tray 17 read by the RFID reader 176. "(5) Determination" outputs the comparison result of (3) and (4). That is, (5) Determination shows the comparison result of the number of each game substitute currency 9 calculated in (3) and the actual number of each game substitute currency 9 read by the RFID reader 176 in (4).
[0191] Figure 15 This is an example of a monitor display showing the screen after an additional placement has been made. Figure 15 In the example, although four 1,000 game tokens were placed on the BANKER in the second player's position at the start of the game, they increased to five by the end of the game. This difference is displayed as "Difference" in the lower right corner of the monitor screen. Additionally, the area where the additional tokens were detected is listed in the upper placement information table. Figure 15 In the example, the BANKER in the second player position is highlighted.
[0192] Figure 16 This is an example of a monitor display under reduced placement conditions. Figure 16In the example, although 3 game tokens (1,000 points) were placed on the sixth player's position at the start of the game, this was reduced to 2 by the end of the game. This difference is displayed as "Difference" in the lower right corner of the monitor screen. Additionally, the area where the placement information was reduced will be detected in the graph above. Figure 16 In the example, the player in the sixth position (the non-player) is highlighted.
[0193] Furthermore, it is possible to avoid generating such... Figure 14 , Figure 15 , Figure 16 Such a monitor screen can be generated but only saved without being displayed. Alternatively, such a monitor screen can be displayed based on specific instructions issued by the monitor, or a monitor screen can be generated, displayed, and / or saved when abnormalities such as adding or removing items are detected.
[0194] <Casino Operation Analysis> As described above, in the arcade table system of this embodiment, various sensing technologies and image recognition technologies are used to detect cheating at each stage of the game. The arcade table system of this embodiment, and the management system including multiple arcade table systems, not only use the results of these sensing and image recognition techniques to detect cheating in each game, but also utilize them as operational information for the casino. Furthermore, the operational information for the casino includes advanced cheat detection methods that cannot be detected solely through individual game cheat detection. Therefore, the tabletop management control device 50 of each arcade table system is connected to the overall management device 60, sending various types of information to the overall management device 60.
[0195] Figure 17 This diagram illustrates an example of the structure of an amusement park or arcade. The amusement park or arcade has multiple game tables (4). Figure 17 The example shows four game tables. Additionally, Figure 17 Game table 4 is a game table used for a certain card game. The following is an explanation of how to play this card game at the game table.
[0196] There are two table layouts for the four game tables (hereinafter referred to as "layouts"). Game table 4A, with the first type of layout (Type-a), is prepared with seven player positions (player positions 1, 2, 3, 5, 6, 7, 8), while game table 4B, with the second type of layout (Type-b), is prepared with five player positions (player positions 1, 2, 3, 5, 6).
[0197] In the first type of game table 4A, there are placement areas for PLAYER (Player), BANKER (Banker), TIE (Tie), PLAYER PAIR (Player Pair), and BANKER PAIR (Banker Pair) at positions corresponding to each player's location. On the other hand, in the second type of game table 4B, only PLAYER and BANKER placement areas are provided at positions corresponding to each player's location, while the TIE (Tie), PLAYER PAIR (Player Pair), and BANKER PAIR (Banker Pair) placement areas are grouped together.
[0198] Figure 18 This is a diagram showing the structure of the game record generated for each game. The game record is generated in the table management control device 50 and sent to the overall management device 60 at appropriate times. The game record includes information such as: "Date and Time," "Game Table ID," "Layout," "Minimum Placement Amount," "Dealer ID," "Placement Time," "Game Time," "Game Coin Recycling Time," "Game Coin Spending Time," "Game Result," "Dealer's Game Coin Amount at Start," "Dealer's Game Coin Amount after Settlement," and "Verification Result."
[0199] "Date and Time" refers to the start date and time of the game. Additionally, the game's end date and time can be recorded as either the start date and time or a replacement for it. "Game Table ID" is a unique ID assigned to each game table. The game table can be identified through its ID. "Layout" indicates the type of table layout. Although in Figure 17 The examples have two layouts (Type-a and Type-b), but “layout” refers to either one.
[0200] The "minimum placement amount" is the lowest placement amount (minimum placement amount) set in the game. Players participating in the game must place an amount of game currency exceeding this minimum placement amount in each game. Furthermore, the minimum placement amount can be changed at the player's discretion between games. Additionally, based on the minimum placement amount, a maximum placement amount (maximum placement amount) can be set and recorded as the highest placement amount in one game of the game table 4.
[0201] The "Dealer ID" identifies the dealer D responsible for dealing cards at game table 4. Each dealer D can be given a dealer card with a built-in IC tag storing the dealer ID. When dealer D arrives at game table 4, reader 5 reads the IC tag on the dealer card and outputs the read dealer ID to the table management control device 50. Alternatively, the table management control device 50 can have an input device, allowing dealer D arriving at game table 4 to input their dealer ID.
[0202] "Placement time" refers to the time from the start to the end of placement. The table management control device 50 recognizes the start of placement as the period before placement begins when it determines that all expenditures in the previous game (in the dealer's game currency tray 17) have been completed normally. Conversely, the table management control device 50 recognizes the end of placement as the initial card draw is detected in the card shoe 3. The card shoe 3 records and reports this moment when the initial card is drawn to the table management control device 50, which uses this report to determine the end time of placement.
[0203] Furthermore, a discard bin for discarded cards can be installed on the game table 4, and a sensor can be installed in the discard bin. In this case, the table management control device 50 can recognize that the placement (of the next game) has begun when the discarded card is detected by the sensor. Alternatively, an operating component for indicating the start of certain placements can be installed in the card shoe 3, etc., for the dealer to operate before placement begins. In this case, the table management control device 50 can recognize that placement has begun when it detects the operation of this operating component. Furthermore, the table management control device 50 can detect the placement of game tokens 9 by recognizing the image from the camera 2, thereby recognizing the start of placement.
[0204] "Game time" is the time from when the dealer D draws the first card from the card shoe 3 until the dealer presses the standby button 33. That is, from the time the last card is drawn from the card shoe 3, through player P's viewing of the cards, until all the cards are turned face up and the game result becomes clear on the game table 4, the time from when the dealer D presses the standby button 33 is also included in the game time.
[0205] "Game substitute currency recovery time" is the time from the end of the game until the recovery of the game substitute currency 9 from the losing player P. As mentioned above, the moment when the dealer D presses the standby button 33 immediately after determining the game result is set as the end time of the game. In addition, the moment when the table management control device 50 issues a recovery confirmation report from the dealer's game substitute currency tray 17 is set as the recovery end time.
[0206] "Game substitute currency spending time" is the time from the end of the recycling of game substitute currency 9 from the losing player P to the end of the spending of game substitute currency 9 from the winning player P. The table management control device 50 sets the end time of spending as the moment it receives a report confirming the spending from the dealer's game substitute currency tray 17. Alternatively, the table management control device 50 can also determine the game substitute currency recycling time and spending time by analyzing images from the camera 2. Alternatively, the end time of "game substitute currency spending time" can be set as the moment a card is detected being discarded into the discard box.
[0207] The "game result" is any outcome of the game, including the player, the banker, or a tie, as well as whether the player has a pair or the banker has a pair. As described above, the game result is determined by reading the face value and suit of the cards drawn from the card shoe 3. The table management control device 50 receives the game result information from the card shoe 3.
[0208] "Starting Dealer's Game Currency Amount" refers to the total amount of Game Currency 9 collected in the Dealer's Game Currency Tray 17 at the start of the game. Figure 13 In step S171, the dealer's game currency tray 17 is used to obtain the currency and reports it to the table management control device 50. "Dealer's game currency amount after settlement" is the total amount of game currency 9 stored in the dealer's game currency tray 17 after the game's settlement. Figure 13 In step S176, the information is acquired and reported to the desktop management control device 50.
[0209] The "verification result" is the result of verifying whether the theoretical amount of the dealer's substitute currency after liquidation matches the actual amount of the dealer's substitute currency after liquidation, and is represented by either OK or NG. The desktop management control device 50 calculates the theoretical income and expenditure based on the actual total amount of the dealer's substitute currency 9 in the dealer's substitute currency tray 17 after liquidation (the aforementioned "dealer's substitute currency amount after liquidation") and the game results obtained through reading the cards in the card boot 3. It then adds this income and expenditure to the actual total amount of the dealer's substitute currency 9 in the dealer's substitute currency tray 17 at the beginning (the aforementioned "dealer's substitute currency amount at the beginning") to obtain the theoretical total amount of the dealer's substitute currency tray 17 after liquidation (the theoretical dealer's substitute currency amount after liquidation), and compares them (equivalent to...). Figure 13 Step S176).
[0210] The desktop management control device 50 compares the theoretical amount of the dealer's substitute currency after liquidation with the actual amount of the dealer's substitute currency after liquidation for each game. If they match, the verification result is set to "OK"; if they do not match, the verification result is set to "NG".
[0211] In the game logs, further details are provided for each "player position," including "Member ID," "Placement Amount," "Placement Target," "Expenditure (-) / Recovery (+)," "Revenue," and "Net Profit." As for "player position," such as... Figure 1 As shown, a number is assigned based on the player's position on the desktop. Player P pre-registers as a member. A member ID is assigned to registered player P, along with a member card 1 storing the member ID. Member card 1 records the points earned by the member, in addition to the member ID.
[0212] "Placement amount" refers to the placement amount for each player position, expressed as the number of each value of the game token 9 at each player position. Alternatively, the "placement amount" information can be expressed as the number of stacks of game token 9 during image recognition by camera 2 and measuring device 21. In this case, the "placement amount" includes information for each player position, the number of stacks, and the value and number of game tokens 9 in each stack.
[0213] "Spend (-) / Recover (+)" refers to the amount spent or recovered for each player's position. The table management control device 50, as "Spend (-) / Recover (+)", adds a negative sign to the amount spent from the dealer D other than the amount placed and records it for the winning player P, and adds a positive sign to the amount placed and records it for the losing player P.
[0214] "Revenue" is the total placement amount obtained by adding up the placement amounts of all players P in the game. The desktop management control device 50 calculates and records "Revenue" by adding up the placement amounts of all players P. "Net Profit" is the amount obtained by adding up the expenditure (-) and recovery (+) of all players in the game, and is the profit of the game organizer (host). The desktop management control device 50 calculates and records "Net Profit" by adding up the expenditure and recovery of all players P. In addition, revenue (total placement amount) is recorded as the number of each value of the game's substitute currency 9.
[0215] Thus, the table management control device 50 outputs, for each game table 4, the net profit (Y) as the amount won or lost on the game organizer's side, and the placement amount (revenue) (B) as the total amount of game substitute currency 9 placed by player P. In particular, the camera 2 and the measuring device 21 detect the placement amount (B) at each player's position on the game table 4, and the table management control device 50 outputs the information of each player P and the placement amount (B) at each player's position as a game record.
[0216] The tabletop management control device 50 generates the aforementioned game records for each game. Each game table 4's tabletop management control device 50 is connected to the overall management device 60, and the game records generated by the tabletop management control device 50 are sent from the tabletop management control device 50 to the overall management device 60. Furthermore, the tabletop management control device 50 and the overall management device 60 are connected communicatively via wired or wireless means. The overall management device 60 compiles the game records obtained from the multiple tabletop management control devices 50 and performs the following processing.
[0217] Figure 19 This is a block diagram showing the structure of the overall management device. The overall management device 60 includes: a calculation device 61, a recording device 62, and a communication device 63. The calculation device 61 includes: a revenue and expenditure management department 611, a loss management department 612, an operation management department 613, a layout management department 614, a points management department 615, a minimum placement management department 616, and a dealer's game substitute currency management department 617.
[0218] The overall management device 60 is a computer equipped with a processor and memory. The calculation device 61 operates according to the management control program of this embodiment, and is thus composed of the aforementioned sales revenue and expenditure management unit 611, loss management unit 612, operation management unit 613, layout management unit 614, point management unit 615, minimum placement management unit 616, and dealer's game substitute currency management unit 617. The overall management device 60 further includes a recording device such as a hard disk. In addition, the overall management device 60 has a communication function for communicating with the desktop management control device 50.
[0219] Management of turnover and income and expenditure Figure 21 This is a diagram illustrating an example of a sales chart generated by the sales revenue and expenditure management department 611 of the overall management device 60. That is, Figure 20 This is a chart showing the amount of game tokens 9 stored in the dealer's game token tray 17 at each game table 4, i.e., the inventory status of game tokens 9 held by the casino. The revenue and expenditure management department 611 calculates the revenue for each game table 4 for each specified period (e.g., per hour, per 24 hours). Here, revenue refers to the amount placed by players (placement amount).
[0220] The Revenue and Expenditure Management Department 611 manages the organizer's revenue for a specified period based on the value and number of game tokens 9 placed on each game table 4, and also manages the total revenue of each game table 4. Furthermore, the Revenue and Expenditure Management Department 611 manages the organizer's revenue for a specified period based on the number of game tokens 9 of each value. Finally, the Revenue and Expenditure Management Department 611 manages the organizer's revenue for a specified period based on the total revenue of all game tables 4. These figures managed by the Revenue and Expenditure Management Department 611 are shown in the revenue chart.
[0221] Figure 21 This is an example diagram showing the gross profit chart generated by the revenue and expenditure management department 611 of the overall management device 60. The revenue and expenditure management department 611 manages the gross profit (revenue) for each game table 4 for each specified period (e.g., per hour, per 24 hours). Here, gross profit refers to the amount obtained by subtracting the amount of game substitute currency 9 paid out in the liquidation from the amount of game substitute currency 9 recovered in the liquidation, and is the revenue of the organizer. In addition, the ratio of gross profit to turnover (revenue profit margin) is called gross profit margin.
[0222] The Revenue and Expenditure Management Department 611 manages the organizer's revenue (gross profit) for each game table 4 during a specified period. Furthermore, the Revenue and Expenditure Management Department 611 also manages the total gross profit of all game tables 4 during the specified period. Moreover, the Revenue and Expenditure Management Department 611 also manages the gross profit margin of each game table 4 during the specified period, as well as the total gross profit margin of all game tables 4. In the gross profit chart, these figures managed by the Revenue and Expenditure Management Department 611 are displayed together with the revenue of each game table 4 and the total revenue of all game tables 4.
[0223] As described above, the overall management device 60 manages turnover and gross profit margin. The organizer's revenue is the amount obtained by subtracting the losses caused by cheating or errors from the product of turnover and gross profit margin. That is, the following formula (1) holds.
[0224] Revenue = Turnover × Gross Profit Margin - Loss... (1) Therefore, game organizers can increase revenue (gross profit) by increasing turnover, increasing gross profit margin, and reducing losses. Furthermore, losses due to errors and cheating are reduced through the use of the various sensors in the game table system. The following explains the methods used to increase turnover and gross profit margin.
[0225] It is difficult to correlate sales revenue and gross profit margin information alone with specific business measures that would increase sales revenue and gross profit margin. Therefore, the overall management device 60 breaks down sales revenue and gross profit margin into multiple components and calculates information useful for improving each component.
[0226] Turnover is expressed as the product of the number of transactions and the unit price of placement (hereinafter referred to as "placement unit price"). That is, the following equation (2) holds.
[0227] Turnover = Number of transactions × Unit price… (2) Here, the number of transactions refers to the number of games played by one player P in a single game. For example, if three players P are playing at one game table 4, the number of transactions for one game is 3. If two players P are playing at each of three game tables 4, the number of transactions for one game becomes 2 × 3 = 6. Furthermore, the placement cost per unit refers to the average placement amount (revenue) per player P in a single game (within a single transaction). That is, to increase revenue, one only needs to increase both the number of transactions and the placement cost per unit.
[0228] The number of transactions is expressed as the product of the number of players (customers) and the turnover rate. That is, the following equation (3) holds.
[0229] Number of transactions = Number of players × Turnover rate…(3) Here, the number of players refers to the number of players participating in the game (and placing items), and the turnover rate refers to the reciprocal of the time required for a game (i.e., the speed at which the game progresses). Therefore, to increase the number of transactions, one only needs to increase the number of players participating in the game and the game's turnover rate.
[0230] In addition, the gross profit margin is the deduction rate (host advantage) when the game result is consistent with the theoretical probability. Therefore, the gross profit margin is expressed as the product of the win rate and the deduction rate, and the following equation (4) holds.
[0231] Gross profit margin = win rate × deduction rate … (4) Here, win rate represents the percentage by which the organizer's win rate is higher than the theoretical win rate derived from the game rules. It is 1 when the organizer's win rate matches the theoretical win rate, greater than 1 when the organizer's win rate is higher than the theoretical win rate, and less than 1 when the casino's win rate is lower than the theoretical win rate. Similarly, regarding the win rate, it is 1 when player P's win rate matches the theoretical win rate derived from the game rules, less than 1 when player P's win rate is higher than the theoretical win rate, and greater than 1 when player P's win rate is lower than the theoretical win rate.
[0232] Additionally, the deduction rate is the percentage of the transaction fee charged by the organizer based on the placement amount, and it is determined by the game rules, including the return rate. When the win rate is 1, meaning the game's outcome matches the theoretical result, the deduction rate is set so that the organizer can obtain a profit of, for example, 1-3%. For instance, in a dice-guessing game, the player's win rate is 1 / 6, but by setting the return rate to 5.9 instead of 6, a deduction rate of approximately 1.7% is set.
[0233] The deduction rate can be set differently for each type of game table layout or for each placement area. For example, different deduction rates can be set for the banker and player for a tie or pair in a card game, and different deduction rates can be set for the "0" and "00" on the roulette wheel compared to other red or black numbers.
[0234] From the above equations (1) to (4), the organizer's revenue (gross profit) can be decomposed into multiple elements according to the following equation (5).
[0235] Revenue = Number of players × Turnover rate × Placement unit price × Win rate × Deduction rate - Loss... (5) First, by decomposing the elements according to Equation (1), the approximate structure of revenue can be analyzed. For example, if the revenue (gross profit) is 10,000 points, it can be determined whether it is 1% of the profit relative to 1 million points of turnover, 10% of the profit relative to 100,000 points, or 0.1% of the profit relative to 10 million points, etc. To this end, the Revenue and Expenditure Management Department 611 compares the gross profit margin with the prescribed benchmark gross profit margin (e.g., 2%) or even the benchmark gross profit margin range (e.g., 1-3%), and generates warnings in cases of extremely low (e.g., below 1%) and extremely high (e.g., above 3%) gross profit margins.
[0236] As shown in equation (4), the gross profit margin can be decomposed into the win rate and the deduction rate. However, the deduction rate is set by the game organizer. Therefore, when the gross profit margin is extremely high or extremely low, the win rate is considered to be extremely high or extremely low. Therefore, when the gross profit margin is extremely high or extremely low, player P and dealer D are suspected of cheating similar to manipulating the win rate.
[0237] To this end, the Revenue and Expenditure Management Department 611 calculates the gross profit margin for each player P, each dealer D, and each game table 4 for a specified period. Warnings are generated for these gross profit margins in both extremely low and extremely high cases. These warnings can be sent to the game organizer's communication account (e.g., email address) or recorded in the Records Department 62.
[0238] The Revenue and Expenditure Management Department 611 analyzes game records obtained from each desktop management control device 50 to generate individual statistics on the number of game sessions, number of players, and unit price for a specified period. When revenue is unsatisfactory, the game organizer can identify areas for improvement in the number of game sessions, number of players, or unit price. Furthermore, by observing the trends in these metrics after implementing improvement measures to increase the number of game sessions, number of players, or unit price, the effectiveness of these measures can be verified.
[0239] The Revenue and Expenditure Management Department 611 calculates and outputs the revenue profit margin (X), which is the ratio of the net profit (Y) from the game organizer's winnings or losses to the total amount of game currency 9 placed by player P, i.e., the placement amount (revenue) (B). Furthermore, the Revenue and Expenditure Management Department 611 compares the revenue profit margin (X) with the theoretical profit margin or the historical average profit margin and outputs the comparison result. The Revenue and Expenditure Management Department 611 calculates the revenue profit margin (X) for each game table 4, each player P, each player position, or each dealer D for each specified period or each game, and outputs it as needed.
[0240] In addition, the Revenue and Expenditure Management Department 611 tracks the relationship between the number of game sessions and the time spent on each game session (placement time + game time + time for collecting substitute currency for games + time for spending substitute currency for games). Furthermore, the Revenue and Expenditure Management Department 611 calculates the placement amount (B), the winnings or losses (Y) on the game organizer's side, and / or the revenue profit margin (X) for each specified number of game sessions, based on each player P, each game table 4, and / or each dealer D responsible for each game table 4, and outputs these figures as needed.
[0241] In addition, the revenue and expenditure management device 611 records 1) the amount placed in individual games at the game table 4 (B), 2) the win and loss results (W&L) of individual games at the game table 4, and 3) the gross profit margin (R%) based on the rules of the games at the game table to the recording device 62. Then, the revenue and expenditure management device 611 uses the information from 1) to 3) of each game and / or the information from 1) to 3) of a specified time or period to calculate the following formula (6) and output the gross profit (Y).
[0242] Y=Σ(B×W&L×R%)…(6) Here, 1) the placement amount (B) of individual games played at game table 4 is the turnover of each game. 2) the win and loss (W&L) of individual games played at game table 4 is synonymous with the win rate mentioned above. Regarding this win and loss (W&L), it is +1 in the case of a casino-side win (recovery of game currency) and -1 in the case of a casino-side loss (expenditure of game currency). 3) the gross profit margin (R%) based on the rules of the games played at the game table is synonymous with the deduction rate mentioned above and is determined by the rules of the game, including the set return rate. Regarding this gross profit margin, for example, it is 100% when placing bets on the banker or player (i.e., if the player wins, they receive an expenditure equal to the placement amount; if they lose, they recover the placement amount in full), but when placing bets on pairs, it becomes 800% when the player wins and 100% when the dealer wins (i.e., if the player wins, they receive an expenditure of 8 times the placement amount; if they lose, they recover the placement amount in full).
[0243] Furthermore, when different gross profit margins are set for each type of layout of the game table 4 or for each placement area (placement object) (e.g., to increase the return rate of a tie or pair), the revenue and expenditure management department 611 uses these different gross profit margins (R1%, R2%, ...) to calculate the gross profit (Y). When different gross profit margins are set for each type of layout of the game table 4 or for each placement area (placement object), the revenue and expenditure management department 611 outputs the distribution of the total placement amount (TB) and / or the placement amount (B) of the game for each type of layout or for each placement area (placement object) according to these different gross profit margins (R1%, R2%, ...). Thus, for example, it is possible to only grasp the placement amount towards a tie.
[0244] Furthermore, if different gross profit margins are set for each type of game or each placement area (placement object) in the layout of game table 4, the sales revenue and expenditure management department 611 outputs the distribution of the total placement amount (TB) and / or the placement amount (B) of games for each type of game or each placement area (placement object) in the layout according to each different gross profit margin (R1%, R2%, ...). Thus, for example, it is possible to grasp the placement amount of placement objects where the gross profit margin becomes extremely high.
[0245] Furthermore, when different gross profit margins are set for each type of game table layout or for each placement area, the sales revenue and expenditure management department 611 compares the gross profit (Y) or total gross profit margin (R%) of each game table 4 based on the type of layout or placement area (placement object) with these different gross profit margins (R1%, R2%, ...). Thus, it is possible to compare gross profit margins for each game table.
[0246] Loss Management The Loss Management Department 612 does not detect cheating or errors in each game, but rather statistically analyzes multiple game records across multiple game tables 4 to detect cheating or errors. The Loss Management Department 612 counts and outputs the number of inconsistency detections, comparing the increase or decrease in the total amount of game substitute currency 9 in the dealer's game substitute currency tray 17 with the amount won or lost (Y) on the game organizer's side. This can be based on game records (refer to...). Figure 18 The discrepancy is detected when the "verification result" of the game table 4 is NG. The loss management department 61 records the count value of each game table 4, each dealer, and each player on the recording device 62. Thus, if there is a game table 4, dealer D, or player P with a high count value, further investigation can be conducted to discover cheating.
[0247] Furthermore, the Loss Management Department 612 compares the increase or decrease in the total amount of game substitute currency 9 in the dealer's game substitute currency tray 17 with the winning or losing amount (Y) on the game organizer's side. If a discrepancy exists, the discrepancy amount (L) is counted and output. This discrepancy amount (L) can be calculated by the Loss Management Department 612 by comparing the difference between the "dealer's game substitute currency amount at the start" and the "dealer's game substitute currency amount after settlement" recorded in the game records with the "net profit." The Loss Management Department 612 records the count values for each game table 4, each dealer D responsible for each game table 4, and each player P on the recording device 62. The Loss Management Department 612 periodically refers to the recording device 62 to monitor and output the cumulative amount of discrepancies (L). Therefore, if a game table 4, dealer D, or player P has a high count value, further investigation can be conducted to detect cheating.
[0248] In addition, the loss management department 612 compares the increase or decrease of the total amount of the game substitute currency 9 in the dealer's game substitute currency tray 17 with the winning or losing amount (Y) on the game organizer's side, counts the inconsistent amounts (loss amount) (L), corrects equation (6) to the following equation (7), and outputs the gross profit (Y').
[0249] Y'=Σ(B×W&L×R%±L)…(7) Therefore, it is possible to calculate the gross profit that takes into account the loss amount (L).
[0250] Furthermore, at the end of the prescribed number of game sessions, the Loss Management Department 612 compares the actual win rate and gross profit (Y) of each player P, each dealer D responsible for each game table 4, and each game table 4 with the figures calculated using probability statistics or based on past stored data. It determines whether there is a significant difference between the two and identifies the player P, dealer D, and game table 4 where the significant difference exists. Thus, by comparing the figures with the probability statistics or based on past stored data, it is possible to identify players P and dealer D who have won or lost excessively, and also to uncover cheating that was not detected at game table 4.
[0251] When a significant difference is detected, the loss management department 612 records the substitute currency amount for the games placed at each game table 4 in the placement area (placement location) with different gross profit margins (R%) to the recording device 62, and determines whether the significant difference in a series of games is related to the different gross profit margins (R%) placement areas (placement locations) (e.g., a "tie" in a card game). Thus, for example, it can identify a player P who consistently places games at high multipliers even when winning, despite a standard number of wins, thereby detecting cheating.
[0252] Furthermore, the loss management department 612 can track the purchase information of each player P's game tokens 9 for each type. This purchase information can be obtained, for example, from a device in the cash register used to purchase game tokens 9, or, in the case of game tokens 9 being purchased at game table 4, through image recognition performed by camera 2 and measuring device 21. This purchase information includes the number of each type of game token 9 purchased and the purchase date and time.
[0253] The Loss Management Department 612 monitors the purchase information of the game currency 9 used by player P within a specified time or period, and records the placement amount, winnings, or losses of each player P in association with the purchase information on the recording device 62, and outputs the information as needed. This allows for the detection of suspected money laundering through collusion between player P and the dealer D.
[0254] <Operations Management> The Operations Management Department 613 calculates the number of game sessions and players for each dealer D within a specified period. Generally, if there are many players, the time spent on recycling and spending the game's substitute currency 9 will not increase the turnover rate (i.e., the number of game sessions per unit of time). A high turnover rate despite a large number of players indicates that dealer D's game is progressing smoothly. Conversely, a low turnover rate despite a small number of players indicates that dealer D's game is progressing slowly.
[0255] Therefore, the Operations Management Department 613 extracts the turnover rate multiplied by the number of players, i.e., the number of transactions, within a specified period for dealer D. The game organizer can then focus on improving operations to speed up the game and increase revenue by targeting dealer D.
[0256] Operations Management Department 613 also compiles statistics on placement time, game time, game currency recovery time, and game currency expenditure time for each dealer D. Regarding each dealer D, although a high turnover rate is expected, analyzing which of the following is the longest, placement time, game currency recovery time, game currency expenditure time, and game time, is effective as the main reason for a relatively constant turnover rate. The length of placement time largely depends on player P's placement action, with dealer D having limited control. On the other hand, the length of game currency settlement time largely depends on the dealer's actions and can be shortened through dealer D's efforts. Regarding the length of game time, the actions of either player P or dealer D can have an impact (for example, player P's card viewing in a card game affects game time). Game time is further divided into dealer D's card dealing time and player P's card viewing time.
[0257] To this end, the Operations Management Department 613 calculates the time for collecting game currency per player and the time for spending game currency per player for each game record. Then, for each dealer D, the Operations Management Department 613 calculates the average placement time, the average time for collecting game currency per player, the average time for spending game currency per player, and the average game time for multiple game records, and identifies dealers D whose averages are greater than or less than a predetermined threshold. The game organizer can use these statistics to provide necessary guidance to dealer D.
[0258] In addition, the operation management unit 613 monitors the dealers responsible for each game table 4 based on the game records sent from the desktop management control device 50, and detects at least one of the following elements for each dealer: 1) placement time, 2) game substitute currency collection time, 3) game substitute currency payment time, and 4) game time, and stores them in the recording device 62.
[0259] Furthermore, the Operations Management Department 613 monitors the placement (placement object) and / or number of stacks of game tokens 9 placed by game participants at the game table 4, or the number of game tokens 9 in each stack, and outputs this information in relation to the number of game sessions and the time spent on those game sessions. Additionally, the Operations Management Department 613 monitors the number of players at the game table 4 and outputs this information in relation to the number of game sessions and the time spent on those game sessions. Here, the time spent on the game can be the sum of the placement time, game time, game token collection time, and game token expenditure time for that game session; it can also be the sum of the game token collection time and game token expenditure time for each game (game token settlement time); or it can be either the game token collection time or the game token expenditure time.
[0260] <Layout Management> The layout management department 614 calculates the gross profit margin for a specified period for each type of layout. By studying this gross profit margin, it can be determined which layout results in a higher gross profit margin. The layout management department 614 calculates the placement amount for each placement object. By analyzing the placement amount for each placement object in each layout, it can determine which layout is more preferable.
[0261] The layout management department 614 analyzes whether different layouts affect sales revenue. Specifically, the layout management department 614 calculates the placement cost / minimum placement amount for each game record and performs statistical analysis for each layout. Furthermore, the layout management department 614 evaluates layouts by analyzing which placement target (player, banker, tie, player pair, banker pair) has the highest placement frequency or placement amount. For example, layouts with higher placement amounts for tie, player pair, and banker pair are considered to contribute to increased sales revenue.
[0262] As mentioned above, the higher the number of players and the higher the placement cost, the greater the organizer's revenue. Since the number of players and the placement cost cannot be directly increased by instructing the dealer, incentivizing players is effective. As a means of incentivizing players, there are point rewards and minimum placement costs. These will be explained in turn below.
[0263] Points Management Points Management Department 615 awards points to player P, who is a member, and provides corresponding discounts. Player P can redeem various discounts based on the value of their points. By carefully designing the discounts, Points Management Department 615 can increase the number of players and the unit price.
[0264] The recording unit 62 stores the points held by each member. When the points management unit 615 assigns points to a member, it not only notifies the desktop management control device 50 of the assigned points but also updates the member's points held stored in the recording unit 62. The desktop management control device 50 adds the points assigned by the overall management device 60 to the points held by player P, thereby updating the points held. The reader 5 records the updated points held in player P's membership card 1.
[0265] Points Management Department 615 awards points corresponding to the placement amount of player P. Alternatively, Points Management Department 615 can track the number of game sessions each player P participates in within a specified time or period and award points or levels to player P under specified conditions. If the value after subtracting the loss from the game organizer's total profit is positive, the game organizer will make a profit; if it is negative, the game organizer will incur a loss. The value after subtracting the loss from the game organizer's total profit is called the game organizer's net profit, and the costs of the game organizer involved in the benefits offered to members are preferably determined based on this net profit.
[0266] Points Management Department 615 adjusts the ratio of points awarded to player P's placement amount, as well as the relationship between discounts and point consumption, based on net profit. Additionally, Points Management Department 62 adjusts the ratio of points awarded to player P's placement amount, as well as the relationship between discounts and point consumption, based on the number of players and placement unit price recorded in the game logs, as a temporary promotional activity to increase these values. These ratios of points awarded to player P's placement amount and the relationship between discounts and point consumption are stored in Records Department 62.
[0267] In addition, the points management department 615 records at least one of the following information for each specific game participant on a weekly, monthly, or specified period basis: 1) the number of times they visited the amusement park, 2) the number of times they placed items, 3) the amount they won, and 4) the amount they lost, on the recording device 62. When the corresponding player P enters the amusement park, at least one of the information from 1) to 4) is read from the recording device 62 and output. The status of a specific player P's visits to the amusement park can be monitored by verifying the ID of the membership card 1 when entering the amusement park, by verifying the ID of the membership card 1 when purchasing game tokens, or by having the reader / writer 5 of the game table 4 read the membership card 1.
[0268] Furthermore, by calculating the purchase and sale information, wins, and losses of game tokens, the system can determine the player's required balance of game tokens at a given time. Upon leaving the arcade, the system can use membership cards or similar methods for ID verification, similar to entry, to track the remaining balance at that point. Moreover, if the remaining game token balance exceeds a certain threshold, the system can issue a warning for leaving the arcade.
[0269] Members can enjoy discounts and levels by accumulating points through spending. However, in addition to spending points, there are specific conditions for granting certain discounts and levels, and these discounts and levels are only granted to players P who meet these conditions.
[0270] Furthermore, the Points Management Department 615 can award points and levels not only based on turnover, but also under specific conditions. These conditions may include: within a specified time or period, the amount placed, the number of placements, the amount won, and the amount lost meeting certain criteria. The specified time or period can be a single day, multiple consecutive days, a month, or cumulative (without a time limit). Additionally, the Points Management Department 615 can further award additional points or levels to members who have accumulated points within the specified time or period.
[0271] For example, to encourage members whose net profit during a specified period exceeds a certain amount to continue playing games at the casino and amusement park the following day, it is effective to offer immediately usable benefits as payment for services that promote long-stay hotel stays (such as extending check-out dates or upgrading rooms). Therefore, the Points Management Department 615 may, for example, offer benefits such as extending check-out dates or upgrading rooms by adding the condition that the player's net profit during the specified period exceeds a certain amount.
[0272] On the other hand, if a player's net profit during the specified period is below a specified amount, it is valid to offer time-limited game substitutes that can be used after the specified period, game substitutes that can be stored but not exchanged for cash, and coupons that can be used in casinos and arcades as a benefit. Therefore, the Points Management Department 615 may attach the condition that a player's profit during the specified period is below a specified amount to the benefit, for example, the offer of time-limited game substitutes that can be used after the specified period or coupons that can be used in casinos and arcades. Of course, it is also possible to include benefits solely based on points spent without setting any conditions for the benefit.
[0273] When a member redeems their points for a discount, they use Member Card 1. The Points Management Department 615 receives the request to redeem points for a discount and, referring to the Records Department 62, determines whether the points held by the corresponding member ID have reached the required points for the discount, and whether the conditions for granting the discount are met if they are set.
[0274] When the required number of points is reached and the conditions for granting the discount are met, the points management department 615 updates the number of points held by subtracting the points corresponding to the discount from the total number of points held. The points management department 615 then rewrites the number of points held in the records department 62 with the updated number of points held through the granting of the discount.
[0275] The discount can be used at casinos, affiliated hotels, and designated facilities. When using the discount at casinos, the discount may be access to a VIP room or a non-cashable game currency. In this case, the Points Management Department 615 can exchange a specified number of points for VIP room access, and if the holder has a specified number or more points, they can receive a corresponding amount of non-cashable game currency. Furthermore, when using the discount at hotels, the discount may be for various hotel services.
[0276] When the Points Management Department 615 grants members discounts corresponding to their points, it can do so without consuming points. That is, it can assign membership levels (ratings) based on points held and offer discounts corresponding to those levels. Alternatively, it can grant levels in lieu of points. In this case, the Points Management Department 615 confirms the number of points held by the member wishing to enjoy the discount and grants the discount if it exceeds a specified value. For example, members with points exceeding a specified threshold can be granted access to VIP rooms.
[0277] In addition, the points management department 615 can output the accumulated placement amount of each game participant, or the placement amount during a specified period, as the credit information of that game participant.
[0278] Furthermore, it can replace membership cards, or build upon them to identify users based on facial recognition. Facial recognition can be performed upon entry and exit, at the redemption area, when purchasing game tokens at the game tables, and when placing the tokens at the game tables. It can also be used to determine VIP membership status, membership status, nationality, and to compare with entry and exit records. Additionally, it can register players who have won unusual prizes in the past, and identify these registered players. It can also compare these players with a database linked to membership cards to identify them, and register new members if they are not found in the database.
[0279] Minimal Placement Management The minimum placement management unit 616 determines the minimum placement amount (or its recommended value) for each game table 4 based on game records obtained from the table management control device 50. By appropriately setting the minimum placement amount for multiple game tables 4 in the casino, the number of game sessions, the number of players, and the placement unit price can be optimized to increase revenue. That is, if players who play at a game table 4 with placement amounts much higher than the minimum placement amount (high-stakes players) are mixed with players who play at the minimum placement amount or slightly higher than the minimum placement amount (low-stakes players), the overall revenue of the casino may decrease.
[0280] Figure 22 This is a diagram illustrating this situation. Currently, as... Figure 22 As shown in the previous paragraph, at a certain game table, the minimum bet is set at 1,000 points. Therefore, one high-betting player with a bet of around 10,000 points is currently playing. At this time, the average game time (including betting time, game currency settlement time (game currency recovery time + game currency expenditure time), and game time) is 60 seconds, and the average hourly revenue is 600,000 points.
[0281] If three low-stakes players (around 1,000 points each) join game table 4, the total stake for game table 4 rises to around 13,000 points. However, as the number of players increases, the average game time also increases. Assuming each additional player adds 10 seconds to the game time, when there are four players, the average game time becomes 90 seconds. Consequently, hourly revenue decreases from around 600,000 points to around 520,000 points. Thus, because high-stakes and low-stakes players are mixed at the same game table, the organizer's revenue decreases even with an increase in the number of players.
[0282] Figure 23A as well as Figure 23B This is a diagram illustrating other examples. Currently, such as... Figure 23A As shown, the minimum bet for one of the two game tables is set at 10,000 points, and the minimum bet for the other is set at 1,000 points. The average game time at the high-stakes player's table is 70 seconds, with an hourly revenue of approximately 1.03 million points. On the other hand, the average game time at the low-stakes player's table is 90 seconds, with an hourly revenue of approximately 160,000 points. Therefore, the combined hourly revenue for both game tables is approximately 1.19 million points.
[0283] exist Figure 23B In the example, Figure 23AThe two high-stakes players are spread across different game tables. Specifically, there are two game tables with a minimum bet of 1,000 points. At each table, there is one high-stakes player with a bet of approximately 10,000 points and two low-stakes players with bets of approximately 1,000 points. At this point, the average game time at each game table 4 is 80 seconds, with an hourly revenue of approximately 540,000 points. The combined hourly revenue of the two game tables 4 is approximately 1,080,000 points.
[0284] Therefore, if high-stakes players are spread across multiple game tables 4, and each game table 4 contains both high-stakes and low-stakes players, the casino's revenue will decrease (in...). Figure 23A as well as Figure 23B In the case of [the market], the number of points decreased from 1.19 million to 1.08 million.
[0285] As illustrated in the example above, the lack of a proper minimum betting amount, resulting in a mix of high-stakes and low-stakes players at game table 4, not only reduces the organizer's revenue but also presents the following problems: for high-stakes players, a game takes longer and makes it difficult to play comfortably.
[0286] Therefore, the minimum placement management unit 616 sets an appropriate minimum placement amount for each game table 4 in the casino based on the game records sent from each table management control device 50.
[0287] The minimum placement management unit 616 sets the minimum placement amount for each game table 4 to increase revenue and gross profit margin. Additionally, the minimum placement management unit 616 can set the minimum placement amount for each game table 4 to increase the average number of games per unit of time or the average placement amount per game.
[0288] The minimum placement management unit 616 has multiple candidate minimum placement amounts. In this embodiment, the minimum placement management unit 616 prepares five candidate minimum placement amounts: 100 points, 500 points, 1,000 points, 5,000 points, and 10,000 points. The minimum placement management unit 616 sets any one of these candidate minimum placement amounts. Furthermore, in addition to the prepared candidate minimum placement amounts, the minimum placement management unit 616 can set more appropriate minimum placement amounts, thereby enabling more granular level division if the pre-set minimum placement amount candidate is inappropriate.
[0289] The overall management device 60 outputs (sends) the set minimum placement amount to the corresponding table management control device 50 of the game table 4. The table management control device 50 displays the minimum placement amount received from the overall management device 60 on the display 15. When the table management control device 50 receives the set minimum placement amount from the overall management device 60, it can either display the recommended value directly on the display 15, or it can temporarily show it only to the dealer and then display it on the display 15 based on the dealer's judgment and operation.
[0290] (Minimum placement amount set based on actual placement amount) The minimum placement management unit 616 selects one from the candidates for minimum placement based on information about the number of players in the game records and information about the minimum placement amount or average placement amount for each player position.
[0291] The minimum placement management unit 616 monitors the total placement amount of each player for each game table 4 in each game and / or for each specified time or period, and sets a minimum placement amount for each game table 4. In this embodiment, when the number of players placing items at a predetermined ratio or higher relative to the current minimum placement amount of the game table 4 is greater than or equal to a predetermined ratio, the minimum placement management unit 616 increases the minimum placement amount.
[0292] Specifically, the minimum placement management unit 616, for each game table 4, classifies players whose placement amount in the past specified number of game sessions (five games in this embodiment) is at least a specified percentage (150% in this embodiment) of the minimum placement amount as high-stakes players. If the percentage of high-stakes players at game table 4 is at least a specified percentage (50% in this embodiment), the minimum placement management unit 616 sets a higher minimum placement amount than the previously set minimum placement amount for that game table 4.
[0293] Figure 24A as well as Figure 24B This is a diagram illustrating an example of a minimum placement amount setting corresponding to the actual placement amount. In Figure 24A as well as Figure 24B In this example, four players participate in the game, and the minimum placement amount is set at 1,000 points.
[0294] exist Figure 24AIn the example, Player 1's lowest placement amount in the past five games was 1,000 points, Player 2's lowest placement amount in the past five games was 2,000 points, Player 3's lowest placement amount in the past five games was 1,500 points, and Player 4's lowest placement amount in the past five games was 1,000 points. In this case, Players 2 and 3, whose lowest placement amount in the past five games was 150% of the current lowest placement amount of 1,000 points (i.e., 1,500 points or more), are rated as high-spending players. Moreover, since the ratio of high-spending players (two) among the four players participating in the game is 50%, reaching the baseline of 50%, the minimum placement management unit 616 determines a minimum placement amount higher than the set minimum placement amount of 1,000 points as the recommended value.
[0295] On the other hand, Figure 24B In the example, Player 1's lowest placement in the past five games was 1,000 points, Player 2's lowest placement in the past five games was 1,500 points, Player 3's lowest placement in the past five games was 1,000 points, and Player 4's lowest placement in the past five games was 1,100 points. In this case, regarding Player 2, whose lowest placement in the past five games is 150% of the current lowest placement of 1,000 points, i.e., 1,500 points or more, he is rated as a high-spending player. Moreover, the percentage of high-spending players (one) among the four players participating in the game is 25%, which is less than the baseline of 50%. Therefore, the minimum placement management unit 616 does not change the set minimum placement of 1,000 points, but determines the current minimum placement of 1,000 points as the recommended value.
[0296] When the minimum placement amount needs to be increased, the minimum placement management unit 616 raises the minimum placement amount by one level and performs the same calculations as described above. Figure 24A In the case where the current minimum placement amount is increased by one level to 5,000 points, since the condition for determining a higher minimum placement amount as the recommended value is not met, 5,000 points is determined as the recommended value for the minimum placement amount. If the same calculation is performed by increasing the minimum placement amount by one level, and the above condition is still met, the minimum placement amount is increased by another level, and this process is repeated until the above condition is no longer met.
[0297] Although in the example above, the minimum placement management unit 616 evaluated the lowest placement amount among the past five games for each player position (player), it is also possible to, for each game table 4, rate players whose average placement amount (average placement amount) of the past specified number of games (e.g., five games) reaches a specified percentage (e.g., 300%) or higher of the minimum placement amount as high-value players for each player position.
[0298] Furthermore, although in the above example, when the minimum placement amount is changed from a predetermined candidate to a higher level when the high-spending player ratio is above a certain threshold, it can also be increased to the predetermined ratio of the minimum placement amount (e.g., 150%) instead. That is, it can be done as described above. Figure 24A In the example, 1,500 points, which is 150% of the minimum placement amount of 1,000 points, is set as the minimum placement amount. Additionally, in this... Figure 24A In the example, if the current minimum placement amount is 500 points, the minimum placement amount can be increased to the player's minimum placement amount of 1,000 points.
[0299] (Recommended minimum placement amount corresponding to the level of clutter in the game table) Next, the recommended minimum placement amount based on table clutter will be explained. The minimum placement management unit 616 calculates the table clutter level for each game table 4 based on information about the number of players recorded in the game log. Furthermore, table clutter level is the ratio of the number of players participating in the game to the capacity of each game table 4. The minimum placement management unit 616 sets the minimum placement amount for each game table 4 based on the table clutter level determined by the minimum placement management unit 616.
[0300] Figure 25A as well as Figure 25B This is a diagram illustrating an example of how to determine the recommended minimum placement amount based on desktop clutter. Currently, as... Figure 25A As shown, there are four game tables 4a to 4d. The minimum placement amount for game tables 4a and 4b is set to 10,000 points, while the minimum placement amount for the other two game tables, 4c and 4d, is set to 1,000 points.
[0301] like Figure 25A As shown, at the two game tables with a minimum placement amount of 10,000 points, namely game table 4a and game table 4b, the number of players participating in the game is large (high table clutter), while at the two game tables with a minimum placement amount of 1,000 points, namely game table 4c and game table 4d, the number of players participating in the game is small (low table clutter).
[0302] Under these circumstances, the Minimum Placement Management Department 616 raises the minimum placement amount of Game Table 4d (which has the fewest players and the lowest table clutter) from 1,000 points (Game Table 4c and Game Table 4d) to 10,000 points. The expected outcome is as follows: Figure 25BAs shown, players playing at game table 4d move to game table 4c with a minimum placement of 1,000 points, while some players playing at game tables 4a and 4b with a minimum placement of 10,000 points move to game table 4d with a minimum placement increased to 10,000 points.
[0303] like Figure 23A as well as Figure 23B The explanation is consistent with Figure 25A compared to, Figure 25B The organizer's revenue has increased significantly. Therefore, the minimum placement management department 616 sets the minimum placement amount for each game table 4 in each area based on the table clutter level determined by the minimum placement management department 616, so that high-spending players can play at fewer game tables 4.
[0304] Thus, the minimum placement management unit 616 determines the recommended minimum placement amount for each game table 4, so that the average number of game participants at game tables 4 with high minimum placement amounts is less. Therefore, the minimum placement management unit 616 can lower the recommended minimum placement amount when game tables 4 with fewer than a certain number of game participants reach a certain ratio or higher.
[0305] As explained above, in this example, the minimum placement management unit 616 manages multiple game tables 4, and for each of the multiple game tables 4, it grasps the total placement amount for each player in each game and / or each specified time or period, and sets different minimum placement amounts for each of the multiple game tables 4.
[0306] (Open / closed game tables based on area mix) The minimum placement management unit 616 calculates the area mixing degree of each area when the casino game area is divided into multiple areas based on the information of the number of players determined by the table management control device 50, which is a player number determination device. The area mixing degree is the ratio of the total number of players to the total number of player positions in that area. In addition, the minimum placement management unit 616 can set the ratio of game tables 4 with a table mixing degree exceeding a predetermined value (e.g., 80%) as the area mixing degree for each area.
[0307] The minimum placement management unit 616 has a grasp of all the game tables 4 in the amusement park and the number of open game tables 4 therein. Based on the area mixing degree determined by the minimum placement management unit 616, it decides on the recommended number of game tables 4 that should be opened in each area. Specifically, when the area mixing degree reaches a predetermined value (80% or higher in this embodiment), the minimum placement management unit 616 decides to open a new game table 4 in that area.
[0308] When a new game table 4 is opened, the minimum placement management unit 616 sets the minimum placement limit for game table 4. For the newly opened game table 4, the minimum placement management unit 616 can simply set the minimum placement limit to be the same as the minimum placement limit of the game tables 4 surrounding it. This allows customers to be guided to that area for efficient gaming.
[0309] On the other hand, the minimum placement management unit 616 can set a minimum placement amount in a way that maximizes the organizer's revenue when opening a new game table 4. Figures 26A-26C This diagram illustrates an example of a newly opened game table 4 in a certain area. Similarly, it's assumed that the average time for a game with one player is 60 seconds, and the average time increases by 10 seconds for each additional player. Furthermore, the average placement amount for high-spending players (those shaded in the diagram) is set at 5,000 points, and the average placement amount for low-spending players (those highlighted in white) is set at 1,000 points.
[0310] exist Figure 26A In this case, game tables 4a and 4c are open, with seven players participating in each game compared to the fixed quota of eight. Four of them are high-stakes players and three are low-stakes players. Figure 26B It shows in Figure 26A The scenario where a new game table 4b is opened and its minimum placement amount is set to 5,000 points. By setting the minimum placement amount for the newly opened game table 4b to 5,000 points, the following occurs: Figure 26B As shown, it is believed that high-stakes players in games at game tables 4a and 4c will all move to game table 4b.
[0311] In Figure 26B In the case of, Figure 26A Under these circumstances, the average revenue per hour will decrease from 1.38 million points to 1.377 million points per hour. Thus, with the opening of new Game Table 4, revenue will not increase significantly, and may even decrease, depending on the minimum placement amount. Furthermore, if the cost of opening a new Game Table 4 is also considered, the casino operator's profits will decrease.
[0312] exist Figure 26A In such cases, Figure 26C As shown, while setting a low minimum placement amount for the newly opened game table 4b, raising the minimum placement amount for the already opened game tables 4a and 4c is effective. Thus, in Figure 26A Under these circumstances, the average turnover per hour will increase from 1.38 million points to 1.76 million points per hour.
[0313] Thus, the minimum placement management unit 616 determines the minimum placement amount for newly opened game tables 4 based on the minimum placement amount of game tables 4 surrounding the game table 4 and the actual placement amount. Furthermore, the minimum placement management unit 616, as... Figure 26C As the example shows, when a new game table 4 is opened, the minimum placement amount of the surrounding game tables 4 is changed, thereby encouraging players to move from the surrounding game tables 4 to the newly opened game table 4.
[0314] The minimum placement management unit 616 manages the dealers on duty and decides whether to open a new game table 4 based on the number of dealers. Specifically, if there are no dealers on standby (available for attendance) even when the area is highly mixed (i.e., all dealers are in place at game table 4), and there are no new game tables 4 that can be opened (i.e., all game tables 4 are already open), the minimum placement management unit 616 decides not to open a new game table 4, and instead adjusts the minimum placement amount of the already opened game tables 4 accordingly.
[0315] The minimum placement management unit 616 can record the change in the area's complexity in the recording unit 62 for each area, and based on the recorded change information, determine the recommended number of game tables 4 to be opened for each area. That is, when the area's complexity is on an upward trend, before the area's complexity reaches a predetermined value, the minimum placement management unit 616 decides to open a new game table 4 in that area.
[0316] As described above, in this example, the minimum placement management unit 616 manages multiple game tables 4, and for each of the multiple game tables 4, it keeps track of the total placement amount for each player in each game and / or each specified time or period, and sets a minimum placement amount for newly opened game tables.
[0317] (Based on the player's determined minimum placement amount) Minimal Placement Management Unit 616 associates the placement amount and expenditure / recovery information included in the game records with the member ID and records it in Recording Unit 62. In this way, Minimal Placement Management Unit 616 records the past game content of each player in Recording Unit 62.
[0318] The minimum placement management unit 616 then calculates, based on game records and past game content, the average placement amount, average continuous game time at the same game table, the departure rate when the minimum placement amount increases, the recent win rate, and the amount won for each player, and stores these as trend information for each player, linked to the member ID, in the record unit 62.
[0319] The minimum placement management unit 616 can determine the recommended number of new game tables to be opened for each area based on the trend information of multiple players in that area recorded by the recording unit 62. Additionally, the minimum placement management unit 616 can set the minimum placement amount for currently open game tables 4, or the minimum placement amount for newly opened game tables 4, based on the trend information of multiple players in that area recorded by the recording unit 62.
[0320] That is, although the above envisions the situation from... Figure 26A The state to such Figure 26B The scenario shown depicts a newly opened game table 4b with a higher minimum placement cost, where all high-value players move towards that table. However, in reality, other scenarios also exist. Figure 26B That would prevent the player from moving. Also, although in Figure 26C In this scenario, if the minimum placement amount for game tables 4a and 4c is increased, all low-spending players might leave. However, it's also possible that low-spending players will increase their placement amount in response to the increased minimum placement amount and remain at the same game tables 4a and 4c. Therefore, the minimum placement management unit 616 uses probability simulations based on the trends of each player stored in the recording unit 62 to set the minimum placement amount to maximize revenue.
[0321] <Dealer's Entertainment Substitute Currency Management> The dealer collects the game currency 9 recovered from the losing player into the dealer's game currency tray 17. Conversely, the winning player pays out game currency 9 from the dealer's game currency tray 17. Therefore, the amount of game currency 9 in the dealer's game currency tray 17 will fluctuate.
[0322] If there are too many game tokens (9) to be collected and the game table 4 cannot hold them all, the dealer calls the nearest game table staff (game table manager) to collect the game tokens (9). Conversely, if there are too many game tokens (9) to be spent and the game tokens available for spending during the game's settlement become insufficient, the dealer also calls the nearest back-office staff to replenish the game tokens (9).
[0323] If, after settlement of the game records sent from the desktop management control device 50, the dealer's substitute currency amount exceeds the prescribed upper limit threshold or falls below the prescribed lower limit threshold, the dealer's substitute currency management unit 617 notifies the nearest game table of the game table 4 of this situation. This notification includes at least the game table number of the corresponding game table 4, and information indicating whether it is a recall or a replenishment.
[0324] Therefore, the game table manager can retrieve or replenish the corresponding game table 4 based on notifications from the overall management device 60. Furthermore, the dealer does not need to be distracted by the timing of calling the game table manager, allowing them to concentrate on dealing the cards.
[0325] As described above, the tabletop game management system according to this embodiment automatically detects cheating and errors by installing various sensors on each game table 4, and increases the organizer's gross profit by reducing cheating and errors. Furthermore, by statistically processing the sensor data acquired for detecting cheating and errors, various analyses are performed to increase the organizer's gross profit, and these analyses are then provided to the game organizer. Thus, the game organizer can increase gross profit not only by reducing negative factors such as losses caused by cheating and errors, but also by strengthening more positive factors.
[0326] Furthermore, although in the above embodiment, the management system 100 is configured to have a plurality of tabletop management control devices 50 provided for each game table 4, and an overall management device 60 connected to these plurality of tabletop management control devices 50, some or all of the functions of the tabletop management control devices 50 can also be equipped in the overall management device 60, and some or all of the functions of the overall management device 60 can also be equipped in the tabletop management control devices 50 of each game table 4. That is, the structure and functions of the tabletop management control devices 50 and the overall management device 60 can be implemented by devices equipped in each game table 4, or by devices equipped in a different location from the game table 4 (e.g., the backstage).
[0327] Furthermore, the desktop management control device 50 or the overall management device 60 may be equipped with a monitor. In this case, the desktop management control device 50 or the overall management device 60 can generate various screens and display them on the monitor. Hereinafter, the desktop management control device 50 or the overall management device 60 that generates screens will be referred to as a screen generating device. The screen generating device generates a screen displaying the status of the game substitute currency in the dealer's game substitute currency tray 17 and displays it on the monitor.
[0328] Specifically, the screen generation device generates a table or chart at each specified time interval or each specified number of game sessions. This table or chart displays, in chronological order, the quantity or total amount of various types (values) of game substitute currency 9 stored in the dealer's game substitute currency tray 17, and generates a screen to display the generated table or chart. Furthermore, the screen generation device generates a table or chart at each specified time interval or each specified number of game sessions. This table or chart displays, in chronological order, "placement time," "game time," "game substitute currency collection time," "game substitute currency expenditure time," and the total time for these times, and generates a screen to display the generated table or chart.
[0329] In addition, the screen generation device generates a table or chart at each specified time interval or each specified number of game rounds. This table or chart displays the placement amount and profit rate of each placement area in a time sequence, and generates a screen to display the generated table or chart. Furthermore, the screen generation device generates a table or chart at each specified time interval or each specified number of game rounds. This table or chart displays the average or total placement amount and profit rate for each player's position in a time sequence, and generates a screen to display the generated table or chart.
[0330] Furthermore, the screen generation device records the game results and placements for a specified number of game rounds, and calculates the probability of these results and placements. If the probability is lower than a specified threshold, or if the probability is lower than the specified threshold but the expenditure exceeds the specified threshold, a warning screen is generated. These multiple screens can be displayed on multiple monitors, or multiple screens can be switched on a single monitor. In addition, the aforementioned screens can be generated per table, or for the total of multiple tables, or for the total of all tables in the casino.
[0331] Symbol explanation: 2 cameras 3 Card Boots 4. Game table 5 Reader / Writer 9. Amusement park substitute currency 10 Game Table System 15 Monitors 17 Dealer's Game Use of Substitute Currency Tray 21 Measuring Apparatus 31 Storage Department 32 Extraction outlet 33 Standby button 34 Reading Result Display Section 35 Game result display lights 36 Card Reading Department 37. Game Decision-Making Section 38 Game Result Judgment Department 39 Extraction Restriction Section 40. Check-in Department 41 Records Department 50 Desktop management and control devices 51 Wireless Department 52 Seating Button 53. Exit Button 60 Overall Management Device 61 Calculation device 62 Recording device 63 Communication devices Management system for 100 desktop games 171 Recoverable Floating Platform 172 Storage Floating Platform 173 Place confirmation light 174 Recycling Confirmation Light 175 Expense Confirmation Light 176 RFID Reader 177 Slit 178 Optical Sensor 179 Confirmation Department 611 Revenue and Expenditure Management Department 612 Loss Management Department 613 Operations Management Department 614 Layout Management Department 615 Points Management Department 616 Minimum Placement Management Department 617 Dealer Entertainment Substitute Currency Management Department.
Claims
1. A management system for amusement park substitute currency configured for use at an amusement park table, the management system comprising: The amusement park substitute currency is equipped with RFID configured to be individually identifiable; The game table includes a tabletop for playing games using the game substitute currency and a game substitute currency tray for storing at least one game substitute currency of the dealer. An amusement park substitute currency determination device is configured to identify the type and quantity of multiple amusement park substitute currencies based on the RFID, wherein the multiple amusement park substitute currencies include the amusement park substitute currencies. A measuring device configured to use a camera to measure the number of the amusement park substitute coins; and The management and control device is configured as follows: For each type of amusement park substitute currency identified by the amusement park substitute currency determination device, the number of amusement park substitute currencies measured by the measuring device is compared with the number of amusement park substitute currencies identified by the amusement park substitute currency determination device. and, For at least one of the amusement park substitute coins identified by the amusement park substitute coin determination device, a defective or counterfeit amusement park substitute coin is determined to exist based on the difference between the number of the amusement park substitute coins measured by the measuring device and the number of the amusement park substitute coins identified by the amusement park substitute coin determination device.
2. The management system according to claim 1, wherein, The measuring device is configured to use artificial intelligence or deep learning technology to determine the type and number of the amusement substitute coins based on images captured by the camera.
3. The management system according to claim 1, wherein, The management and control device is further configured to, based on a determination that the number of game substitute coins measured by the measuring device is different from the number of game substitute coins identified by the game substitute coin determination device, use the camera to capture the game being played on the game table, so as to record image data for determining the progress status of the game.
4. The management system according to claim 1 further comprises: A database configured to store information corresponding to the information stored in the RFID tags of the game substitutes registered in the database, and, in, The management and control device is further configured to determine whether the information corresponding to the information read from the RFID is stored in the database.
5. The management system according to claim 1, wherein, The management and control device is also configured to generate error signals based on the determination of anomalies.
6. The management system according to claim 1 further includes: A card dispensing device configured to determine and display the win / loss results of each game played at the game table, and The management and control device is further configured to use the win / loss results obtained from the card dispensing device and the measurement results indicating the location, type, and number of the game substitute currency to calculate the income and expenditure of the game table casino side.
7. The management system according to claim 1, wherein, The management control device is further configured to verify whether the increase or decrease of the total amount based on the type and number of game substitutes determined by the management control device or the game substitute currency determination device is consistent with the income and expenditure calculation for each game based on the casino-side income and expenditure calculation results for each game played on the game table.
8. The management system according to claim 1, wherein, The management and control device is also configured to record the times related to the changes in the existence of game substitute currency in the database, and to verify the suspicion of using cheating game substitute currency.
9. The management system according to claim 1, wherein, The RFID tag is installed in the game token during its manufacture.
10. The management system according to claim 1, wherein, The management control device is further configured to use the measurement results performed by the measuring device to identify and store the number of the game substitute coins.
Citation Information
Patent Citations
Radio communication system, terminal device, base station device, radio communication method, and integrated circuit
JP2018093247A