Game system

JP2024116306A5Active Publication Date: 2025-01-10ANGEL GRP CO LTD
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Patent Information

Application Number
JP2024094807
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2019-11-14
Filing Date
2024-06-12
Publication Date
2025-01-10
Estimated Expiration
2040-10-19

AI Technical Summary

Technical Problem

Conventional game systems struggle to accurately determine which player's stack of gaming chips is the main player's stack and which is the back bet player's stack when multiple stacks are placed in the same betting area, leading to confusion and difficulty in managing bets.

Method used

A game system that utilizes a camera and an information processing device to analyze the positional relationship and characteristics of gaming chip stacks, such as color, position relative to bet targets, and player body parts, to differentiate between main player and back bet player stacks.

Benefits of technology

Enables precise identification of main player and back bet player stacks, even when multiple stacks are placed in the same betting area, improving bet management and game integrity.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game system which can determine which of a plurality of stacks of gaming chips placed on the same bet area by a plurality of players is the stack placed by each player.SOLUTION: A game system comprises: a game table 2 which has a bet area 6 in which a plurality of types of bet targets are laid out; a camera 10 which generates a photographed image by photographing the game table 2; and an information processing device 12 which specifies that a stack 80 is bet on which bet target 7 on the basis of a position of the stack 80 of the gaming chips 8 in the photographed image based on the photographed image. The information processing device 12 determines which stack 80 is the stack 80 of a main player 3m, and which stack 80 is the stack 80 of a back bet player 3b on the basis of the photographed image 11 when the gaming chips 8 in the plurality of stacks 80 are bet on the same bet area 6.SELECTED DRAWING: Figure 1
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Description

[Technical field]

[0001] The present invention relates to a gaming system used for a game played by placing gaming chips on any of a plurality of types of betting objects laid out on a table. [Background technology]

[0002] Conventionally, at a table where games are played by placing gaming chips on any of the betting objects laid out on the table, a system is known in which the gaming chips on the table are photographed with a camera to obtain a captured image, and the captured image is analyzed with an image analysis device to identify the betting object on which the gaming chips are placed, as well as the type and number of those gaming chips, thereby determining how many gaming chips have been bet on each betting object.

[0003] Such a table is provided with a plurality of play positions so that a plurality of players can play at the same time. A betting area is provided on the table for each play position. A plurality of types of betting objects are laid out in each betting area. A player playing at a play position bets with gaming chips on one of the plurality of types of betting objects laid out in the betting area assigned to his / her play position by placing the gaming chips on the betting object. When a plurality of gaming chips are bet on a betting object, the gaming chips are stacked to form one stack and placed on the betting object.

[0004] Therefore, by designing an image analysis device based on the fact that the betting area is divided for each play position, it is possible to determine how many gaming chips have been bet on which betting object for each play position. For example, on a table for a baccarat game, at least "PLAYER" and "BANKER" are provided as multiple types of betting objects for each play position. The game system can determine whether the player at each play position has bet on "PLAYER" or "BANKER" and further the amount of the bet by analyzing the captured image (for example, JP 2019-149155 A).

[0005] In addition to this system, by using a player identification system for identifying players, it is possible to determine which player has bet how many gaming chips on which betting object. In addition, by using a game result determination system for determining the game result, it is possible to determine which player has bet how many gaming chips, received how many gaming chips redeemed, and how many gaming chips have been collected. DISCLOSURE OF THEINVENTION [Problem to be solved by the invention]

[0006] Even if multiple play positions are provided at a table, it is not necessary for a player to be in one of the play positions in order to play a game. In particular, when all play positions provided at a table have already been used, a player not in a play position may participate in a game by placing his / her gaming chips in the betting area assigned to a player playing at a play position (hereinafter also referred to as the "main player"). In this way, a player not in a play position betting on any of the betting targets in the betting area assigned to a player in a play position is called "back betting", and a player who makes a back bet is called a "back bet player".

[0007] Such back betting causes multiple players to bet gaming chips on betting areas that should have been divided according to playing positions, resulting in multiple stacks of gaming chips being present on the same betting object or multiple different betting objects in one betting area. In conventional systems, in such a case, it was difficult to determine which of the multiple stacks of gaming chips placed in the same betting area was the main player's stack and which was the back betting player's stack.

[0008] Therefore, the present invention provides a game system that can determine which player placed a plurality of stacks of gaming chips in the same betting area by a plurality of players. [Means for solving the problem]

[0009] A gaming system according to one embodiment of the present invention comprises a table having a betting area in which multiple types of betting objects are laid out, a camera that photographs the table to generate a photographed image, and an information processing device that, based on the photographed image and the position of a stack of gaming chips in the photographed image, identifies which betting object the stack is bet on, and the information processing device is configured to determine, when multiple stacks of gaming chips are bet on the same betting area, based on the photographed image, which stack is the main player's stack and which stack is the back bet player's stack.

[0010] With this configuration, even when multiple stacks of gaming chips are bet on the same bet area, it is possible to determine which stack is the main player's stack and which stack is the back bet player's stack.

[0011] In the above game system, the information processing device may determine which stack is the main player's stack and which stack is the back bet player's stack based on the relative positions of the multiple stacks bet on the same bet area.

[0012] With this configuration, even if multiple stacks of gaming chips are bet on the same betting area, it is possible to determine which stack is the main player's stack and which is the back bet player's stack from the relative positions of those stacks. For example, if the casino sets a rule that the back bet is placed to the right of the main bet and a game is played under this rule, it is possible to determine that the stack placed to the left is the main player's stack and the stack placed to the right is the back bet player's stack.

[0013] In the above game system, the information processing device may determine which stack is the main player's stack and which stack is the back bet player's stack based on the positional relationship between the stack and the bet object on which the stack is bet.

[0014] This configuration makes it possible to determine which player's stack a stack belongs to from the location where the stack is placed among the betting objects. For example, when a game is played under rules set by the casino that the main bet is placed in the center and to the left of the betting objects and the back bet is placed at the right end of the betting objects, it is possible to determine that the stack placed in the center and to the left of the betting objects is the stack of the main betting player, and the stack placed at the right end of the betting objects is the stack of the back betting player. Furthermore, even if the back betting player does not place a bet and there is a stack bet only by the main player among the betting objects, it is possible to determine that the stack belongs to the main player from the location where the stack is placed.

[0015] In the above game system, the camera may photograph players betting stacks of gaming chips, and the information processing device may recognize each player who has bet the multiple stacks bet in the same betting area in the photographed image, and based on the recognition result, determine which stack is the main player's stack and which stack is the back bet player's stack.

[0016] This configuration makes it possible to recognize the players who have bet stacks and from there determine which players are main players and which players are back bet players, as well as which stacks belong to the main players and which stacks belong to the back bet players.

[0017] In the above-mentioned game system, the information processing device may recognize, in the captured image, a part of the body or a part of the clothing of each player who has bet the multiple stacks bet in the same betting area, and based on the recognition result of the part of the body or the part of the clothing, determine which stack is the main player's stack and which stack is the back bet player's stack.

[0018] With this configuration, even if the casino does not set rules regarding where to bet stacks and players freely bet stacks on betting targets to play the game, it is possible to determine which stack belongs to which player from a part of the body or clothing recognized from a captured image.

[0019] In the above game system, the information processing device may identify which player's body part or clothing part the recognized body part or clothing part belongs to, and based on the identification result, determine which stack is the main player's stack and which stack is the back bet player's stack.

[0020] This configuration makes it possible to recognize which body part or piece of clothing belongs to which player and then determine which stack that body part or piece of clothing has bet.

[0021] In the above game system, the information processing device may determine the direction of the recognized body part or clothing part, and based on the determination result, determine which stack is the main player's stack and which stack is the back bet player's stack.

[0022] With this configuration, even if it is difficult to recognize the faces, body parts, or clothing of the main player and back betting player, it is possible to determine which stack belongs to which player from the extension direction of the body part or clothing part that bet the stack.

[0023] In the above gaming system, the information processing device may determine, based on the captured image, whether or not a plurality of stacks bet on the same betting area belong to the same player.

[0024] With this configuration, it becomes possible to determine which stack belongs to which player, even if, for example, one player bets multiple stacks because the bet amount is large, or if multiple players each bet a stack.

[0025] In the above game system, the information processing device may determine, based on the distance between the multiple stacks, whether or not the multiple stacks belong to the same player.

[0026] With this configuration, it is possible to determine, for example, that if stacks are close to each other, they are bets made by the same player, and that if stacks are far apart, they are bets made by multiple players.

[0027] In the above game system, the information processing device may determine which stack is the main player's stack and which stack is the back bet player's stack based on the multiple captured images obtained in chronological order.

[0028] With this configuration, it becomes possible to determine which stack belongs to which player not only from a single captured image, but also from multiple images taken in time series, i.e., something like a video.

[0029] In the above game system, the information processing device may determine which stack is the main player's stack and which stack is the back bet player's stack based on the order in which multiple stacks bet on the same bet area were bet.

[0030] With this configuration, for example, if the casino sets a rule that the main player bets first and the back bet player bets later, it becomes possible to determine that the stack bet first belongs to the main player and the stack bet later belongs to the back bet player. Effect of the Invention

[0031] According to the present invention, even when multiple stacks of gaming chips are bet on the same bet area, it is possible to determine which stack is the main player's stack and which stack is the back bet player's stack. [Brief description of the drawings]

[0032] [Figure 1] FIG. 1 is a diagram showing a configuration of a first example of a game system according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a diagram showing a first example of a captured image generated by a camera capturing an image of a betting area. [Diagram 3] FIG. 3 shows a portion of an image captured by a camera directly above the game table. [Figure 4] FIG. 4 is a diagram showing a second example of a captured image generated by a camera capturing an image of the betting area. [Diagram 5] FIG. 5 is a diagram showing a third example of a captured image generated by a camera capturing an image of the betting area. [Figure 6] FIG. 6 is a diagram showing a fourth example of a captured image obtained by a camera capturing an image of the betting area. [Figure 7]FIG. 7 is a diagram showing a fifth example of a captured image generated by a camera capturing an image of the betting area. [Figure 8] FIG. 8 is a diagram showing a sixth example of a captured image generated by a camera capturing an image of the betting area. [Figure 9] FIG. 9 is a diagram showing a seventh example of a captured image generated by a camera capturing an image of the betting area. [Figure 10] FIG. 10 is a diagram showing six captured images obtained in time series. [Figure 11] FIG. 11 is a diagram showing a configuration of a game system of a second example according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0033] The game system according to the present invention will be described in detail below with reference to the drawings. In the following embodiment, a game system for baccarat will be described as an example of the game system, but the present invention is not limited to this embodiment. In addition, the components in the following embodiment include those that can be easily imagined by a person skilled in the art or those that are substantially the same.

[0034] FIG. 1 is a diagram showing the configuration of a game system according to a first embodiment of the present invention. The game system 1 includes a roughly oval game table 2. A main player 3m and a back bet player 3b (hereinafter, the main player 3m and the back bet player 3b are collectively referred to as "players 3") are located on one side of the game table 2 (the lower side of FIG. 1), and a dealer (not shown) is located on the other side. On the upper surface of the game table 2, a plurality of betting areas 6a to 6f (hereinafter, collectively referred to as "betting areas 6") are partitioned in correspondence with each of a plurality of play positions. Furthermore, a plurality of types of betting objects are laid out in the betting area 6. In each betting area 6, a PLAYER PAIR area 7a, a BANKER PAIR area 7b, a TIE area 7c, a PLAYER WIN area 7d, and a BANKER WIN area 7e are laid out as betting objects 7. The main player 3m and the back bet player 3b place gaming chips 8 on any of the bet objects 7 laid out in the betting area 6, thereby betting the gaming chips 8 on the bet object 7 and participating in the game. The gaming chips 8 to be bet may be one or more. When betting multiple gaming chips 81, the gaming chips 8 are stacked to form one or more piles of gaming chips 8. Hereinafter, this pile of gaming chips 8 is referred to as a stack 80. The stack 80 may consist of one gaming chip 8.

[0035] The game system 1 includes a camera 10, which takes an image of the betting area 6 to generate a captured image 11. The game system 1 further includes an information processing device 12, which determines whether the stack 80 is a stack of the main player 3m (hereinafter also referred to as a "main bet") or a stack of the back bet player 3b (hereinafter also referred to as a "back bet") based on the captured image 11. Alternatively, the information processing device 12 may identify the position of the stack 80 of gaming chips 8 placed on the betting object 7 without determining whether it is a main bet or a back bet.

[0036] For the sake of convenience, four cameras 10a to 10d are illustrated in FIG. 1, but the number or positions of the cameras 10 may be any number or positions that can adequately capture the betting area 6 and the stack 80 placed thereon. The camera 10b captures the betting area 6 of the game table 2 and the gaming chips 8 placed thereon from directly above the game table 2. In the image from the camera 10b, only the surface of the top gaming chip 8 of the stack 80 can be observed, but the position of the stack 80 can be determined more easily than in the images from the other cameras 10.

[0037] Fig. 2 is a diagram showing a first example of a captured image 11a generated by the camera 10 capturing an image of the betting area 6. Here, a method of recognizing a stack 80 in the information processing device 12 will be described with reference to Fig. 2. The captured image 11a shown in Fig. 2 is composed of a plurality of pixels arranged in two-dimensional coordinates.

[0038] As a premise, the gaming chip 8 is at least partially colored. The color may form a layer of the gaming chip 8, may be applied in the circumferential direction of the side surface of the gaming chip 8, or may be applied as a predetermined mark on the surface of the gaming chip 8. FIG. 2 illustrates an example in which color is applied in the circumferential direction of the side surface of the gaming chip 8. This color represents the type (value) of the gaming chip 8. In other words, the gaming chip 8 is given a color according to its type (value).

[0039] The information processing device 12 detects the stack 80 from within the image using a neural network trained to detect the stack 80. Specifically, the information processing device 12 detects a rectangular region 9 (bounding box) including the stack 80 from within the image (object detection), or extracts the region of the stack 80 (hereinafter referred to as the "stack region") (region segmentation).

[0040] Furthermore, the information processing device 12 extracts an area in which a partially applied color is recorded, and determines the type of each gaming chip 8 based on the partially applied color of each gaming chip 8 included in the detected stack 80. This determination may be performed using template matching or a machine learning model such as a neural network. Moreover, the two may be used in combination, or each may be used to perform a stepwise determination.

[0041] Furthermore, the information processing device 12 may recognize the type of stack 80 or the gaming chips 8 forming the stack 80 by measuring image features such as shape, brightness, saturation, and color tone from the results of image analysis of the captured image 11 without using an artificial intelligence device.

[0042] Next, a method of recognizing which bet object 7 the stack 80 is placed on will be described. FIG. 3 is a diagram showing a part of an image taken by the camera 10b directly above the game table 2. In this image, the top gaming chip 8 of the stack 80 is observed in a circular shape. The information processing device 12 defines grids arranged two-dimensionally for this image, and defines which bet object 7 the grid corresponds to for each grid. The information processing device 12 detects the stack 80 from the image, and determines which grid the detected stack 80 (specifically, the center of the top gaming chip 8 of the stack 80) is located in, thereby determining which bet object 7 the stack 80 is placed in. In addition, by determining which grid the stack 80 is located in based on the captured image shown in FIG. 3, it is also possible to determine which position within the bet object 7 the stack 80 is placed in.

[0043] The information processing device 12 determines which bet object 7 the stack 80 is placed on based on the photographed image 11a shown in Fig. 2 as follows. That is, when using a photographed image obtained by photographing from diagonally above like the photographed image 11a in Fig. 2, the information processing device 12 determines the position where the stack 80 is placed (i.e., the bet object 7 or a position within the bet object 7) according to the coordinate value (i.e., the position within the photographed image) of the pixel at the center of the bottom side of the detected rectangular area 9 or the lowest point at the center of the maximum left and right width of the extracted stack area.

[0044] 2, the information processing device 12 determines that the stack 80 is present at the coordinates of the center in the left-right direction of the color applied in the circumferential direction to the side of the bottom gaming chip 8. Alternatively, the position of the stack 80 may be determined by estimating the overall shape of the gaming chip 8 from the arc-shaped shape of the color applied in the circumferential direction, and identifying the coordinates of the center of the gaming chip 8 from there.

[0045] The information processing device 12 stores which coordinates correspond to which bet object 7, and by comparing the stored information with the coordinates indicating the center of the gaming chip 8 determined from the photographed image 11a, it becomes possible to recognize which bet object 7 the stack 80 is placed on. Note that the information processing device 12 may also detect or extract each bet object 7 from the photographed image using a machine learning model such as a neural network to determine the bet object 7 on which the stack 80 is placed.

[0046] Furthermore, the information processing device 12 may recognize the center of the top chip and the number of gaming chips 8 in the stack 80, estimate the position of the center of the bottom gaming chip of the stack 80 based on them, and set it as the position of the stack 80. In this case, the information processing device 12 calculates the position of the right angle of a right triangle when the line segment connecting the camera 10 and the center of the top chip is set as the slope of the hypotenuse, the height is calculated from the number of gaming chips 8, and the base on the table surface is set as the position of the bottom gaming chip 8, i.e., the position of the stack 80.

[0047] The information processing device 12 converts the coordinates of each pixel in the image obtained by the camera 10 into a table coordinate system set on the table surface. This conversion formula is determined from the relationship between the position and attitude of the table surface and the camera 10, and is known as long as the camera 10 is fixed. By converting the positions of the stack 80 recognized in the images of the multiple cameras 10 into the table coordinate system, the stacks 80 photographed by the multiple cameras 10 can be handled in a unified manner.

[0048] The information processing device 12 has a map of bet objects corresponding to the table coordinate system. The information processing device 12 determines which bet object 7 the stack 80 is located on by mapping the position (coordinates) of the stack 80 converted into the table coordinate system onto a map (first map) on which the bet objects 7 are set.

[0049] The information processing device 12 further has a map (second map) in which some of the betting objects (for example, the relatively large TIE area 7c, the PLAYER WIN area 7d, and the BANKER WIN 7e) are further divided into a plurality of small areas. The information processing device 12 determines in which small area of ​​the betting object 7 the stack 80 is located by mapping the position (coordinates) of the stack converted into the table coordinate system onto this second map. As such a second map, for example, one in which the TIE area 7c is divided into thirds in the longitudinal direction to define three small areas, and the PLAYER WIN area 7d and the BANKER WIN area 7e are each divided into four to define four small areas may be used.

[0050] When the positions of the stack 80 captured by the multiple cameras 10 are transformed into a table coordinate system, an error may occur between them. This error may occur due to a shift in the attitude or position of the camera 10, an inaccurate transformation formula for coordinate transformation, or an error in recognizing the position of the stack 80. If the positions of the same stack 80 captured by the multiple cameras 10 are shifted when transformed into the table coordinate system, the median value may be regarded as the coordinate of the stack 80. In addition, when the stack 80 is captured by the multiple cameras 10, if the distance between the stacks 80 in the table coordinate system is equal to or smaller than a predetermined threshold, the information processing device 12 may regard the stacks 80 as the same stack, and may recognize them as two different stacks if the distance between them is greater than the threshold.

[0051] In the above example, the information processing device 12 converts all of the positions of the stack 80 obtained by each of the multiple cameras 10 into the same table coordinate system, and then determines which bet object or small area the stack 80 is placed in. Alternatively, a map may be prepared in which each bet object or small area is set in the captured image 11 of each camera 10, and the position of the stack 80 recognized in the captured image 11 of each camera may be mapped onto the map without coordinate conversion, thereby determining which bet object or small area the recognized stack 80 is located in.

[0052] 4 is a diagram showing a second example of a captured image 11b generated by the camera 10 capturing an image of the betting area 6. The captured image 11b shows a part of the betting areas 6a and 6b. A specific determination method by the information processing device 12 will be described with reference to FIGS. 1, 4, and 5.

[0053] There are two stacks 80a and 80b in the betting area 6a in Fig. 4, with the stack 80a placed in the TIE area 7c and the stack 80b placed in the PLAYER WIN area 7d. Now, assume that the casino sets a rule that the back bet is placed to the right of the main bet when facing the dealer from the player, and that a game is played based on this rule, generating a photographed image 11b. In this case, the information processing device 12 determines based on the photographed image 11b that the stack 80b placed in the PLAYER WIN area 7d is placed on the left side, and the stack 80a placed in the TIE area 7c is placed to the right of the stack 80b, and further determines based on the above rule that the stack 80b is the main bet and the stack 80a is the back bet.

[0054] Based on the above rules, even when multiple stacks 80 are bet by the main player 3m and the back bet player 3b in the same betting area 6, it is possible to determine whether each stack 80 is a main bet or a back bet. In addition, the casino may set a rule that the main bet is placed in the center and to the left of the betting object 7, and the back bet is placed on the right edge of the betting object 7.

[0055] Based on the above rules, even if the back bet player 3b does not place a bet and only one or more stacks 80 on which only the main player 3m has bet are among the bet targets 7, it is possible to determine that the stacks 80 belong to the main player 3m. Also, even if the main player 3m does not bet and only one or more stacks 80 on which only the back bet player 3b has bet are among the bet targets 7, it is possible to determine that the stacks 80 belong to the back bet player 3b.

[0056] In the explanation, only two examples of rules set by the casino are given, but these rules are not necessarily required, and the rules set by the casino can be any rules as long as they allow for a distinction between the back bet player 3b and the main player 3m.

[0057] FIG. 5 is a diagram showing a photographed image 11c of a third example generated by the camera 10 photographing the betting area 6. In addition to the photographed image 11b, the photographed image 11c shows a hand and a part of an arm or a part of a sleeve of the clothes of the main player 3m (hereinafter simply referred to as "arm 15a") and a hand and a part of an arm or a part of a sleeve of the clothes of the back betting player 3b (hereinafter simply referred to as "arm 15b") (hereinafter, the arms 15a and 15b are also referred to as "arm 15" when collectively referred to). The information processing device 12 is configured to be able to recognize the arm 15 in the photographed image 11c. Furthermore, the information processing device 12 can specify whether each arm 15 belongs to the main player 3m or the back betting player 3b. Based on the result of the specification, the information processing device 12 judges whether each stack 80 placed in the betting area 6 belongs to the main player 3m or the back betting player 3b.

[0058] Here, a method for recognizing the arm 15 of the information processing device 12 will be described. The method for recognizing the area of ​​the arm 15 from the photographed image 11c is basically the same as the method for extracting the area of ​​the gaming chip 8 described above. When recognizing the gaming chip 8, a specific color applied to the gaming chip 8 is used as a criterion, but when recognizing the arm 15, the color or pattern of the clothes and the color of the arm are used as a criterion.

[0059] The information processing device 12 photographs the arms 15 of each player in advance, and stores the photographed image of each arm 15 in association with information identifying the player. The information processing device 12 identifies the main player 3m and the back bet player 3b by a player identification system described later. When the information processing device 12 recognizes a first arm 15 in the photographed image 11c, it determines whether the arm 15 corresponds to one of the previously stored arms 15, thereby determining whether the arm 15 is the arm 15a of the main player 3m or the arm 15b of the back bet player 3b.

[0060] Also, the information processing device 12 may recognize the arm 15 in the photographed image 11c, and based on the direction of the recognized arm 15, determine whether the arm 15 belongs to the main player 3m or the back bet player 3b.

[0061] FIG. 6 is a diagram showing a captured image 11d of a fourth example obtained by the camera 10 capturing an image of the betting area 6. The identification method based on the arm direction will be described with reference to FIG. 6. The captured image 11d shows the arms 15 of the main player 3m and the back bet player 3b. The information processing device 12 first identifies the tip 14 and the end 16 of the arm 15, and connects these two points with a straight line 17. Furthermore, the straight line 17 is connected to a straight line 18 that is drawn horizontally and passes through the tip 14. The angle 19 formed by the two straight lines 17, 18 is used as a criterion for identifying the player 3.

[0062] In the game, the back bet player 3b plays in a standing position. Therefore, when placing a bet, the arm 15b is extended toward the game table 2 at a high angle. On the other hand, the main player 3m plays in a sitting position. Therefore, when placing a bet, the arm 15a is extended toward the game table 2 at a low angle.

[0063] That is, the information processing device 12 determines that the arm 15 with the small angle 19 obtained by the above method is the arm 15a of the main player 3m, and the arm 15 with the large angle 19 is the arm 15b of the back bet player 3b. Furthermore, the determination may be based on other factors.

[0064] For the purposes of explanation, the thing that the information processing device 12 recognizes in the captured image 11d is the arm 15, but the object to be recognized does not have to be the arm 15 of the player 3, and may be something other than the arm as long as it is a part of the body or part of clothing.

[0065] As an example of recognizing a body part other than an arm, for example, the body of the player 3 may be photographed so as to be included in the photographed image 11. In that case, the body of the main player 3m sitting on a chair is recognized, and then the arm 15 coming out from the body is recognized. Then, the arm 15 recognizes the stack 80 bet, and the stack 80 is identified as belonging to the main player 3m. The back bet player 3b is also identified in the same manner.

[0066] When a player 3 bets gaming chips 8 in a game, one player 3 may bet gaming chips 8 in multiple stacks 80. Even in such a case, the game system 1 of this example makes it possible to determine whether the multiple stacks 80 belong to the same player 3. Hereinafter, a description will be given with reference to FIG. 7.

[0067] FIG. 7 is a diagram showing a photographed image 11e of a fifth example generated by the camera 10 photographing the betting area 6. Parts of the betting areas 6a and 6b are illustrated in the photographed image 11e. There are two stacks 80c and 80d in the betting area 6, and both stacks 80c and 80d are placed in the TIE area 7c. The information processing device 12 measures the distance between the multiple stacks 80c and 80d bet on the same betting object 7 based on the photographed image 11e. This distance may be a distance within the photographed image 11e, or may be a distance converted from the distance in the photographed image 11e into a distance in real space. Then, the information processing device 12 determines whether the multiple stacks 80c and 80d are stacks 80 of the same player 3 based on the obtained distance.

[0068] FIG. 8 is a diagram showing a photographed image 11f of a sixth example generated by the camera 10 photographing the betting area 6. A specific determination method will be described with reference to FIG. 7 and FIG. 8. In FIG. 7, two stacks 80c and 80d are placed close to each other. In this case, the information processing device 12 determines that the distance between the stack 80c and the stack 80d is smaller than a predetermined threshold value, and determines that these two stacks 80c and 80d are stacks 80 of the same player 3. On the other hand, in the photographed image 11f of the sixth example in FIG. 8, two stacks 80 are placed far away from each other. In this case, the information processing device 12 determines that the distance between the stack 80e and the stack 80f is larger than a predetermined threshold value, and determines that these two stacks 80e and 80f are stacks 80 of different players 3. That is, the information processing device 12 determines whether or not the multiple stacks 80 are stacks 80 of the same player 3 based on the distance between the multiple stacks 80. The distance between the stacks 80 that the information processing device 12 uses as a criterion for determination may be any distance.

[0069] FIG. 9 is a diagram showing a photographed image 11g of a seventh example generated by the camera 10 photographing the betting area 6. A method of judging a case where three stacks 80 are bet on the same betting object 7 will be described with reference to FIG. 9. In FIG. 9, three stacks are placed in the TIE area 7c. The stack 80g and the stack 80h are placed close to each other, and the stack 80i is placed far away. In this case, the information processing device 12 uses the distance between the stack 80g and the stack 80h and between the stack 80h and the stack 80i as a criterion for judgment. That is, the information processing device 12 judges that the stack 80g and the stack 80h are bet on by one player 3, and the stack 80i is bet on by the other player 3. The distance that the information processing device 12 uses as a criterion for judgment may be any distance.

[0070] Although two stacks 80 are illustrated and described in FIGS. 7 and 8, and three stacks 80 are illustrated and described in FIG. 9, the number of stacks 80 may be four or more.

[0071] In the above-described determination by the information processing device 12, whether the multiple stacks 80 are main bets or back bets is determined based on one captured image for each stack, but the information processing device 12 may make the determination based on multiple captured images. The camera 10 provided in the game system 1 captures images of the betting area 6 at regular intervals to generate captured images. The captured images can be obtained in chronological order. Therefore, when multiple stacks 80 are placed in the same betting area 6, the information processing device 12 can also determine whether the multiple stacks 80 are stacks 80 of the same player 3 based on the captured images obtained in chronological order.

[0072] FIG. 10 is a diagram showing six photographed images 11h1 to 11h6 obtained in time series in the order of 1 to 6. A specific determination method based on a plurality of photographed images will be described with reference to FIG. 10. The photographed images 11h1 and 11h2 show a state in which the first player 3 is about to place a plurality of gaming chips 8 in the betting area 6. The photographed image 11h3 shows a state in which the first player 3 is about to place a plurality of gaming chips 8 in the BANKER PAIR area 7b of the betting area 6 and bets on the BANKER PAIR area 7b. The photographed images 11h4 and 11h5 show a state in which the second player 3 is about to place a plurality of gaming chips 8 in the betting area 6. The photographed image 11h6 shows a state in which the second player 3 is about to place a plurality of gaming chips 8 in the TIE area 7c of the betting area 6 and bets on the TIE area 7c. In addition, the photographed image 11h6 shows a stack 80 created by a bet made by a first player 3 and a stack 80 created by a bet made by a second player 3, with multiple stacks 80 existing in the same betting area 6.

[0073] For example, if the casino sets a rule that a back bet is placed after a main bet and a game is played under this rule, and six captured images 11h1 to 11h6 are obtained, the information processing device 12 determines that the gaming chips 8 bet by the first player 3 are the stack 80 of the main player 3m, and that the gaming chips 8 bet by the second player 3 are the stack 80 of the back bet player 3b.

[0074] Although one rule has been given in the description, the casino may set any rule as long as the rule can distinguish between the back bet player 3b and the main player 3m.

[0075] In addition, the main player 3m and the back bet player 3b may each bet multiple stacks 80. In this case, if it is judged simply based on the order, the second stack 80 bet by the main player 3m is judged to be bet by the back bet player 3b. Therefore, in order to judge whether the second or subsequent stacks 80 are bets by the main player 3m or back bets by the back bet player 3b, the information processing device 12 may make the following judgment.

[0076] The camera 10 continuously captures a plurality of images and provides the captured images 11 in time series to the information processing device 12. If another stack 80 is bet within a predetermined time (for example, within 2 seconds) after the first stack 80 is bet, the information processing device 12 determines that these stacks 80 are bets by the same player. In this way, for example, if there are three stacks 80 in the same betting area 6, it can be determined whether the second stack 80 is bet by the main player 3m or by the back bet player 3b.

[0077] In addition, even when there are multiple stacks 80 in the same betting area 6, they may all have been bet by the main player 3m. In this case, the information processing device 12 may recognize that the first stack and the second stack have been bet by the same player if the second stack 80 has been bet within a predetermined time after the first stack 80 has been bet, and may recognize that the second stack and the third stack have been bet by the same player if the third stack has been bet within a predetermined time after the second stack has been bet.

[0078] Furthermore, when there are a plurality of stacks 80 in the same betting area 6, the information processing device 12 may determine whether or not those stacks 80 have been bet by the same player based on the amount and number of gaming chips 8 in those stacks 80. For example, when there is a stack 80 of ten 10,000 dollar chips (total of 100,000 dollars) and a stack 80 of two 1,000 dollar chips, those stacks may be determined to have been bet by different players. This is because it is unlikely that a player who bets 100,000 dollars would bet another 1,000 dollars for a total of 101,000 dollars. In this case, the information processing device 12 may recognize the stack 80 with the larger amount as the stack bet by the main player.

[0079] 11 is a diagram showing a configuration of a game system 20 of a second example of an embodiment of the present invention. In addition to the game system 1 of the first example (see FIG. 1), the game system 20 of the second example includes a player identification system 21 that identifies a main player 3m, a database 22 that stores information on the player 3 and the gaming chips 8 in association with each other, and an update device 23 that stores information on the gaming chips 8 determined to be the stack 80 of the main player 3m and the player 3 identified as the main player 3m in association with each other in the database 22.

[0080] With the above configuration, it becomes possible to manage at least the gaming chips 8 of the main player 3m in the database 22. Also, the player identification system 21 may be configured to identify the back bet player 3b.

[0081] The player identification system 21 includes an image recognition system 24 consisting of a camera 10 and an image recognition device, and a card authentication system 25 consisting of a card and a card reader, but may include only one of them.

[0082] The camera 10 photographs the face of the player 3 and outputs the image generated by photographing to the image recognition device. The image recognition device is equipped with a face recognition engine using a neural network that has learned face images of multiple players 3 (hereinafter, the registered players 3 are also referred to as "members") who have been registered in advance. The image recognition device inputs the image from the camera 10 into the neural network, thereby identifying which registered member the input face image belongs to. If the image recognition device determines that the image from the camera 10 does not belong to any of the registered members, it outputs a result indicating that the face image belongs to a non-member.

[0083] Furthermore, the camera 10 may capture an image of something other than the face of the player 3, and may be configured to link, for example, information on the captured image of the player 3's clothing and physical features with information on the player's face.

[0084] The card reader scans the member's card handed to the dealer by the player 3 and reads the information stored on the member's card. The member's card is a magnetic card with a magnetic stripe formed thereon, and at least the user ID of the player 3 (member) is stored on the magnetic stripe. When the dealer receives the member's card from the player 3, the dealer scans the member's card using the card reader and inputs into the card reader the position at which the player 3 will play (hereinafter referred to as the "play position"). The card reader outputs the user ID read from the member's card and the area ID of the play position input by the dealer.

[0085] The information on the member's card may be linked to whether each player is a main player 3m or a back bet player 3b.

[0086] In addition, in the player identification system 21, only one of identifying the player 3 by the face authentication system and identifying the player 3 by reading the member's card may be performed. In other words, a registered member does not necessarily need to identify the player 3 by the member's card when he or she reaches a playing position, in which case the player 3 is identified only by the face authentication system. Even if the face of the player 3 cannot be photographed well and face authentication cannot be performed, the player 3 may be identified by the member's card. Furthermore, the player 3 may be identified by both face authentication and the member's card.

[0087] The information on the gaming chips 8 may be value information or identification information on the gaming chips 8, or other information. By knowing such information, it is possible to know which player 3 has received a certain amount of gaming chips 8 redemption, how many gaming chips 8 have been collected by the dealer, and further how many gaming chips 8 each player 3 possesses (the amount possessed) as a result of the redemption or collection.

[0088] It should be noted that although the gaming system described above is intended to be used for baccarat, it may also be used for blackjack in the same manner.

[0089] The above-described embodiments disclose the following. (Appendix 1) a table having a betting area in which a plurality of types of betting objects are laid out; a camera that captures an image of the table and generates a captured image; an information processing device that identifies, based on the photographed image, on which bet object the stack of gaming chips is bet on, based on a position of the stack of gaming chips in the photographed image; Equipped with The information processing device further determines in which of a plurality of small areas placed within the betting object the stack is located.

[0090] (Appendix 2) a table having a betting area in which a plurality of types of betting objects are laid out; a camera that captures an image of the table and generates a captured image; an information processing device that identifies, based on the photographed image, on which bet object the stack of gaming chips is bet on, based on a position of the stack of gaming chips in the photographed image; Equipped with The information processing device has a map that defines the betting objects in a table coordinate system set on the surface of the table, and identifies which betting object the stack has been bet on by converting the position of the stack in the captured image to the table coordinate system and mapping the converted position onto the map. [Explanation of symbols]

[0091] 1. Game System 2. Game Tables 3 Players 3m Main Player 3b Back Bet Player 6 Betting Area 7 Betting Eligibility 7a PLAYER PAIR Area 7b BANKER PAIR area 7c TIE Area 7d PLAYER WIN Area 7e BANKER WIN Area 8 Gaming Chips 80 Stack 10. Camera 11. Photographed images 12 Information processing equipment 15 Arms 15a Main Player's Arms 15b Backbet Player's Arm 20 Game System 21 Player Identification System 22 Database 23 Update device

Claims

1. A gaming system for determining a bet of gaming chips at a gaming table in which a plurality of play positions each have a betting area in which a plurality of types of betting areas are laid out, comprising: a main player identification means for identifying a main player at a play position by associating a player ID read from a storage medium provided by a player with a play position input by a dealer as a play position at which the player is located; bet determination means for determining which betting areas of the playing positions associated with the player have been bet on by one or more gaming chips, and the total value of the one or more gaming chips; bet determination means for determining whether each of the one or more gaming chips determined to have been bet on the same betting area by the bet determination means is a gaming chip of a main player or a gaming chip of a non-main player; a database that stores information regarding the one or more gaming chips bet by the main player in association with information about the main player based on a determination by the bet determination means and a determination by the better determination means; A game system equipped with

2. The game system described in claim 1, wherein the information regarding the one or more gaming chips bet by the main player includes the total amount of the one or more gaming chips and the betting area on which the main player bets the one or more gaming chips.

3. 2. The gaming system according to claim 1, wherein the bet determination means determines, continuously at predetermined time intervals, which bet areas of the playing positions associated with the player the one or more gaming chips have been bet on and the total amount.

4. 4. The game system according to claim 3, wherein the better determination means determines whether the one or more gaming chips determined to have been bet on the same betting area are gaming chips of the main player or gaming chips of the non-main player based on information regarding a time when the one or more gaming chips determined to have been bet on the same betting area were placed.

5. 5. The gaming system according to claim 4, wherein the better determination means determines whether the one or more gaming chips determined to have been bet on the same betting area are gaming chips of the main player or gaming chips of the non-main player based on the order in which the one or more gaming chips were placed.