Program, information processing method, and information processing device
Patent Information
- Application Number
- JP2023126508
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-08-02
- Publication Date
- 2025-02-14
AI Technical Summary
【0007】 一つの側面では、遊技者が、遊技機での遊技における任意のタイミングでの回転率を把握することができる。
Smart Images

Figure 2025022175000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a program, an information processing method, and an information processing device. [Background technology]
[0002] Patent Document 1 discloses a technology for aggregating and presenting the operation details of a gaming machine according to different conditions. For example, it discloses a technology for aggregating the special prize states that have occurred on a gaming machine according to the state immediately preceding the state, and generating and presenting special prize data by the state immediately preceding the state. This allows the operation details of the gaming machine to be understood according to each detailed condition. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2023-63387 A Summary of the Invention [Problem to be solved by the invention]
[0004] Players often grasp the state of their own game by the spin rate, which indicates the number of jackpot draws (number of spins) per a given amount (a given number of game balls). In general, the number of jackpot draws per 1000 yen (250 balls) is calculated as the spin rate at the lending rate of "4 yen pachinko" where one pachinko ball is lent for 4 yen, and the game state of the game machine is evaluated according to the level of this spin rate. Patent Document 1 allows players to understand the circumstances under which a special prize state (jackpot state) occurred, but does not present the spin rate used to evaluate the game state.
[0005] In one aspect, an object of the present invention is to provide a program or the like that enables a player to grasp the spin rate at any timing during play on a gaming machine. [Means for solving the problem]
[0006] A program relating to one aspect, during play on a gaming machine having a starting hole in which a predetermined lottery is held when a gaming ball enters the game, accepts input of the number of spins indicating the number of lottery draws since the most recent winning draw at the time the gaming machine wins the lottery, and when an instruction to analyze the playing status of the gaming machine is accepted, causes a computer to execute a process of calculating a spin rate indicating the number of spins per predetermined amount based on the input number of spins and the amount of investment up until the analysis instruction was accepted. Effect of the Invention
[0007] In one aspect, a player can grasp the spin rate at any time during play on a gaming machine. [Brief description of the drawings]
[0008] [Figure 1] FIG. 1 is an explanatory diagram illustrating an example of the configuration of an information processing system. [Diagram 2] FIG. 4 is an explanatory diagram showing a display example of a display device. [Diagram 3] FIG. 2 is a block diagram showing an example configuration of a server and a player terminal. [Figure 4] FIG. 2 is an explanatory diagram illustrating an example of a record layout of a DB stored in a server. [Diagram 5] FIG. 2 is an explanatory diagram showing an example of a record layout of a game playing status DB. [Figure 6] 13 is a flowchart showing an example of a gaming status analysis processing procedure. [Figure 7] 13 is a flowchart showing an example of a gaming status analysis processing procedure. [Figure 8] FIG. 13 is an explanatory diagram showing an example of a screen. [Figure 9] FIG. 13 is an explanatory diagram showing an example of a screen. [Figure 10] FIG. 13 is an explanatory diagram showing an example of a screen. [Figure 11] FIG. 13 is an explanatory diagram showing an example of a screen. [Figure 12] 13 is a flowchart showing an example of a play report viewing process procedure. [Figure 13]13 is a flowchart showing an example of a play report viewing process procedure. [Figure 14] FIG. 13 is an explanatory diagram showing an example of a screen. [Figure 15] FIG. 13 is an explanatory diagram showing an example of a play data input screen. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] Hereinafter, a program, an information processing method, and an information processing device according to the present disclosure will be described in detail with reference to the drawings showing embodiments thereof.
[0010] FIG. 1 is an explanatory diagram showing an example of the configuration of an information processing system. In this embodiment, an information processing system that analyzes the gaming situation when a player plays a gaming machine such as a pinball gaming machine (e.g., a pachinko machine) will be described. In this embodiment, the gaming machine is a gaming machine played using gaming balls (e.g., pachinko balls) rented from a gaming facility. The information processing system of this embodiment includes a server 10 and a plurality of player terminals 20, and each device is connected to each other for communication via a network N. The network N may be the Internet or a public telephone line network, or may be a LAN (Local Area Network) constructed in the facility where the information processing system is installed.
[0011] The server 10 is an information processing device capable of various information processing and sending and receiving information, and is composed of a server computer, a personal computer, etc. The player terminal 20 is an information terminal owned and used by a player. The player terminal 20 is an information processing device capable of various information processing and sending and receiving information, and is composed of a smartphone, a tablet terminal, a personal computer, etc.
[0012] The gaming machine will be described. The gaming machine is provided with a winning hole on the gaming board from which a predetermined number of gaming balls are paid out when a gaming ball wins, a start hole (start chukka) from which a predetermined lottery (for example, a big win lottery) is held when a gaming ball wins, and a big winning hole (attacker) which is opened when a big win lottery is won. The start holes include a start hole in which the winning rate of the gaming ball does not change, and a start hole (so-called electric tulip, hereinafter referred to as electric chute) in which the winning rate of the gaming ball changes. In the gaming machine, various lotteries are held when a gaming ball shot onto the board wins a start hole, and when a win is won, the gaming state becomes according to the winning result. The game states of the gaming machine include a state where the probability of winning the jackpot lottery (jackpot probability) is low, a state where it is high (high probability state), and further, a state where the winning rate of the game ball in the electric chute is high (high winning rate state, so-called electric tulip support state, hereinafter referred to as electric support state), and a state where it is low. For example, when the jackpot probability is low and the state is in a non-electric support state (state that is not in an electric support state), it is called a normal state, when the jackpot probability is low and the state is in an electric support state, it is called a time-saving state (time-saving state), when the jackpot probability is high and the state is in an electric support state, it is called a probability-changing state (probability-changing state), and when the jackpot probability is high and the state is in a non-electric support state, it is called a RUSH state (latent probability-changing state).
[0013] The gaming machine is also provided with a through chucker on the gaming board where a lottery (electric support lottery) is held to determine whether or not an electric support state will be started when a gaming ball passes through it, and if the electric support lottery is held and the lottery is won when the gaming ball passes through the through chucker, the gaming machine transitions to the electric support state. If the electric support lottery is won in the normal gaming state (normal state), the gaming machine transitions to the electric support state and the time-saving state. In the time-saving state, the electric support state continues until a jackpot lottery is held a predetermined number of times. The number of times that a gaming ball enters the start hole and a jackpot lottery is held (the number of gaming balls that enter the start hole) is called the number of rotations. In addition, when a game ball enters the start hole and a jackpot lottery is held and a win is won, a lottery is held to determine the type of bonus, whether to transition to a certain probability state or a RUSH state, the number of spins in the accompanying electric support state or the RUSH state, whether to transition to a chance state of consecutive wins (a state in which a jackpot is won continuously without going through a normal state), and the number of spins for which the state will continue if the game transitions to a chance state of consecutive wins, and the like, and the game state is entered according to each lottery result. The type of bonus is, for example, the number of rounds (for example, 5 times, 10 times, etc.) in which the jackpot hole is opened, and the number of rounds is determined by a lottery according to the allocation probability set for each number of rounds prepared for each model. In addition, in one round, the opening of the jackpot hole ends when a number of game balls set for each model enter the jackpot hole or when a time set for each model has elapsed. The above-mentioned game states and types of bonuses are adopted or not adopted for each model of gaming machine.
[0014] In the gaming facility, a display (data lamp, data counter) is connected to each gaming machine, and the display displays information indicating the gaming state of the gaming machine based on a gaming signal output by the gaming machine according to the gaming situation. For example, the display displays the number of times a jackpot lottery was held (number of spins), the number of times a jackpot was won (number of jackpots), the number of gaming balls paid out (number of balls dispensed), the number of gaming balls used in the game (number of shots), and the like. FIG. 2 is an explanatory diagram showing a display example of the display. The display shown in FIG. 2 displays, as the number of jackpots, the number of jackpots won (drawn) by the player during the game, the number of jackpots that occurred on the gaming machine today, one day ago, and two days ago, and the number of regular bonuses (RBs). The number of RBs indicates the number of times a jackpot was won (first hit) from the normal state (first hits). The display shown in Fig. 2 also displays, as the number of rotations, the number of jackpot lotteries held in the normal state (number of starts) and the cumulative number of jackpot lotteries held on the gaming machine. The number of starts indicates the number of jackpot lotteries counted in the normal state, and the displayed value is reset when a jackpot is won. The cumulative number indicates the total number of rotations for jackpot lotteries that have occurred in all states. Note that the information displayed on the display is not limited to the example in Fig. 2.
[0015] In this embodiment, when a player playing a game on a gaming machine reaches a predetermined gaming state, the player inputs information about the gaming state to the player terminal 20. The player terminal 20 accepts the input of information about the gaming state, and performs a process of calculating various information used to evaluate the gaming state based on the accepted information. For example, each time the gaming machine wins a jackpot in a normal state, the player inputs the number of spins from the previous (most recent) jackpot to the current jackpot. Specifically, when the player wins a jackpot in a normal state, the player reads the number of spins (number of starts) displayed on the display at this time, and inputs that the jackpot was won with the read number of spins. The player terminal 20 calculates information indicating the gaming state based on the input information by the player. For example, the player terminal 20 calculates the number of jackpot lotteries (spin rate) per 1000 yen (250 balls) at the lending rate of "4 yen pachinko".
[0016] 3 is a block diagram showing an example of the configuration of the server 10 and the player terminal 20. The server 10 includes a control unit 11, a storage unit 12, a communication unit 13, an input unit 14, a display unit 15, a reading unit 16, etc., and these units are connected via a bus. The control unit 11 is configured using one or more processors such as a CPU (Central Processing Unit), an MPU (Micro-Processing Unit), a GPU (Graphics Processing Unit), etc. The control unit 11 executes information processing and control processing to be performed by the server 10 by appropriately executing a program 12P stored in the storage unit 12.
[0017] The storage unit 12 includes a RAM (Random Access Memory), a flash memory, a hard disk, an SSD (Solid State Drive), etc. The storage unit 12 stores a program 12P (program product) executed by the control unit 11 and various data. The storage unit 12 also temporarily stores data and the like generated when the control unit 11 executes the program 12P. The storage unit 12 further stores a gaming machine DB 12a and a player DB 12b. The gaming machine DB 12a and the player DB 12b may be stored in another storage device connected to the server 10, or may be stored in another storage device with which the server 10 can communicate.
[0018] The communication unit 13 is a communication module for performing processes related to wired or wireless communication, and transmits and receives information to and from other devices via the network N. The input unit 14 accepts operation input by a user (player), and sends a control signal corresponding to the operation content to the control unit 11. The display unit 15 is a liquid crystal display, an organic EL display, or the like, and displays various information according to instructions from the control unit 11. A part of the input unit 14 and the display unit 15 may be a touch panel configured as an integrated unit.
[0019] The reading unit 16 reads information stored in a portable storage medium 10a such as a CD (Compact Disc), a DVD (Digital Versatile Disc), a USB (Universal Serial Bus) memory, an SD (Secure Digital) card, a micro SD card, or a Compact Flash (registered trademark). The program 12P and various data stored in the storage unit 12 may be read by the control unit 11 from the portable storage medium 10a via the reading unit 16 and stored in the storage unit 12. The program 12P may be written in the storage unit 12 during the manufacturing stage of the server 10, or may be downloaded by the control unit 11 from another device via the communication unit 13 and stored in the storage unit 12.
[0020] In this embodiment, the server 10 may be a multi-computer consisting of multiple computers, may be a virtual machine virtually constructed by software, or may be a cloud server. The input unit 14 and the display unit 15 are not essential for the server 10, and the server 10 may be configured to accept operations through a connected computer, or may be configured to output information to be displayed to an external display device. The program 12P may be deployed so as to be executed on a single computer, or on multiple computers located at one site, or distributed across multiple sites and interconnected by a network N.
[0021] The player terminal 20 includes a control unit 21, a storage unit 22, a communication unit 23, an input unit 24, a display unit 25, a reading unit 26, etc., and these units are connected via a bus. The control unit 21, the storage unit 22, the communication unit 23, the input unit 24, the display unit 25, and the reading unit 26 each have the same configuration as the control unit 11, the storage unit 12, the communication unit 13, the input unit 14, the display unit 15, and the reading unit 16 of the server 10, so that the description of the configuration is omitted. In addition to the program 22P (program product), the storage unit 22 of the player terminal 20 has installed therein an application (hereinafter, referred to as a game status analysis application 22AP) for realizing a process of analyzing a game status of a gaming machine, and further stores a game status DB 22a. The game status DB 22a may be stored (registered) in the game status analysis application 22AP.
[0022] FIG. 4 is an explanatory diagram showing an example of the record layout of DB12a, 12b stored in the server 10. FIG. 4A shows the gaming machine DB12a, and FIG. 4B shows the player DB12b. The gaming machine DB12a is a database that stores information about the operation of a gaming machine specified from information (specs) about the gaming machine disclosed by the gaming machine manufacturer. The gaming machine DB12a shown in FIG. 4A includes a model ID column, a model name column, a manufacturer name column, a border column, a jackpot probability column, a play time information column, a bonus column, a column of the average number of balls paid out per jackpot, a total probability column, a column of electric support rate, and a RUSH rate column, and stores information about the operation of the gaming machine in association with the model ID. The model ID column stores identification information (model ID) uniquely assigned to each model of the gaming machine. The model name column stores the model name given to each model of the gaming machine, and the manufacturer name column stores the name of the manufacturer of the model. The border column and the jackpot probability column store, for example, the border and jackpot probability published by the gaming machine manufacturer, or the border and jackpot probability derived from the information (specs) published by the gaming machine manufacturer. The border is the rotation rate that is the boundary between whether or not the player will gain profits. The rotation rate indicates the number of jackpot lotteries (number of rotations) per a predetermined number of game balls, and generally indicates the number of jackpot lotteries per 1000 yen (250 balls) at the lending rate of "4 yen pachinko" where one pachinko ball is lent for 4 yen. The play time information column stores information (yes or no) indicating whether or not the machine is equipped with a play time function. The play time function is a function that transitions to a time-saving state (electric support state) when a jackpot is not won in a jackpot lottery for a predetermined number of rotations in a normal state. The bonus column stores the type of bonus that can be acquired when a jackpot is won, and the number of balls that can be acquired with each bonus. The average number of balls paid out per jackpot sequence stores the average number of game balls (the number of game balls acquired by the player) paid out when the jackpot lottery is won once (first win) in normal mode. The average number of balls paid out here is the average number of game balls paid out from the time of winning the jackpot until the transition to normal mode, and consecutive jackpot wins are treated as one win. The total probability sequence stores the number of spins required to win the jackpot lottery once in normal mode.The electric support rate column stores the winning probability in the electric support lottery, and the RUSH rate column stores the winning probability (RUSH entry rate) in the distribution (RUSH lottery) of whether or not to move to the RUSH state. The average number of balls dispensed per jackpot, the total probability, the electric support rate, and the RUSH rate can be calculated from the specifications of each model of gaming machine published by the gaming machine manufacturer. For example, the average number of balls dispensed per jackpot is calculated by the sum of (the number of balls dispensed per bonus x the appearance rate of each bonus) for each type (number of rounds) of bonus. The total probability can be calculated based on the jackpot probability in the normal state, the average number of consecutive wins, etc., and is calculated, for example, as (the jackpot probability in the normal state / the average number of consecutive wins). The contents stored in the gaming machine DB12a are not limited to the example shown in FIG. 4A.
[0023] The player DB12b is a database that stores information about players belonging to each of a plurality of groups. The player DB12b shown in FIG. 4B includes a group ID column, a group name column, a member ID column, a member name column, a viewing authority column, a play ID column, a play information column, and a play data column, and stores information about each player in association with a group ID. The group ID column stores identification information (group ID) uniquely assigned to each group created by a player, and the group name column stores a name given to each group. For example, if a player has registered as a member when using the game play status analysis application 22AP, the member ID column stores identification information (member ID) uniquely assigned at the time of member registration, and the member name column stores the name of the player. The viewing authority column stores information indicating whether or not the player has the authority to view play reports (play information and play data) of other players in the group (yes or no). The play ID column, play information column, and play data column store play information and play data input by the player using his / her own player terminal 20, and a play ID assigned to the information. Note that the play ID, play information, and play data stored in the game play status DB 22a, which will be described later, are transmitted from the player terminal 20 to the server 10 and stored in the player DB 12b. The contents stored in the player DB 12b are not limited to the example shown in FIG. 4B.
[0024] FIG. 5 is an explanatory diagram showing an example of a record layout of the game status DB22a. The game status DB22a is a database that stores information about a game status that a player wants to analyze. The game status DB22a shown in FIG. 5 includes a play ID column, a play information column, and a play data column, and stores information about the game status input by the player in association with the play ID. The play ID column stores identification information (play ID) uniquely assigned to each series of game statuses. The play information column and the play data column store play information and play data input by the player. The play information includes a machine ID, store information, machine number, investment information, card information, seating information, team information, and the like. The machine ID is a machine ID assigned to the machine type of the gaming machine to be played. The store information includes a store name and a rate, and the rate includes a ball loan rate (ball loan rate) of the game balls used in the game and a cash exchange rate (cash exchange rate) when the game balls loaned at the ball loan rate are exchanged for cash. The machine number is the machine number assigned to the gaming machine to be played in the gaming facility. The investment information includes the deposited cash and the remaining balls on the previous machine, the deposited cash being the amount of cash the player has deposited as the group's war chest, and the remaining balls on the previous machine being the number of gaming balls the player brought in when starting to play on the gaming machine. The card information includes the name on the ball card used by the player and the remaining balls at the start of the game. The ball card is a membership card (IC card with an IC chip) distributed to players who use the ball saving service, in which the gaming facility keeps the gaming balls remaining at the end of the game, and the number of gaming balls (number of saved balls) deposited by the player at the gaming facility is stored on the ball card (IC chip) for each lending rate. The seating information includes the number of games (number of starts) at the start of the game, the total number of spins (cumulative number), the number of jackpots, and the final number of games on the previous day. The number of games is the number of jackpot draws (spins) in normal mode that have been performed up until the start of play, and the final number of games on the previous day is the number of jackpot draws (spins) in normal mode that have been performed up until the closing time of the previous day, if the game is the first game since the opening of the gaming facility. The number of games, total number of spins, number of jackpots, and final number of games on the previous day are stored by inputting the respective values displayed on the display at the start of play. Team information is identification information such as the name of the group to which the player belongs.Each piece of play information is input when the player starts playing, for example, and is stored in the game playing status DB 22a.
[0025] The play data includes information on the game situation, such as ball output correction, brought-in ball information, jackpot information, and current information. The ball output correction is, for example, the correction amount of the number of balls output that is changed by the nail adjustment at the gaming facility, and the correction amount of the number of balls output that changes according to the game skill of the player, with respect to the number of balls output set by the gaming machine manufacturer for each type of bonus for winning a jackpot. The brought-in ball information includes each information of the bankroll, cash used, remaining balls on the previous machine, ball card information, received balls, and transfer balls. The bankroll is the amount of cash that the player can use, and the cash used is the amount of cash used up to this point (the start point of the game) out of the bankroll (the amount used to pay out game balls). The remaining balls on the previous machine are the number of game balls brought in by the player when starting to play with the gaming machine. The ball card information indicates the remaining balls on the ball card before and after the game balls deposited in the gaming facility are paid out using the ball card. The received balls are the number of game balls the player received from other members of the same group, and the given balls are the number of game balls the player gave to other members of the same group. The jackpot information includes the time when the gaming machine won the jackpot, the circumstances of the jackpot winning, and the type of bonus acquired. The current information includes the number of balls remaining in hand (the number of game balls remaining in hand) at the time when the execution of the analysis process of the game status is instructed, and the number of games (the number of spins) at this time. Each piece of play data information is, for example, input by the player during play and stored in the game status DB22a.
[0026] The processing performed by the server 10 and the player terminal 20 configured as described above will be explained below. Fig. 6 and Fig. 7 are flow charts showing an example of the processing procedure for analyzing the game status, and Fig. 8 to Fig. 11 are explanatory diagrams showing examples of screens. The play report creation processing shown in Fig. 7 is the processing of step S25 in Fig. 6. The following processing is executed by the control unit 21 of the player terminal 20 in accordance with the program 22P and the game status analysis application 22AP stored in the storage unit 22.
[0027] When a player wishes to analyze a game situation, the player instructs the player terminal 20 to start the game situation analysis application 22AP when starting a game. The player can obtain the analysis result by the game situation analysis application 22AP by inputting information at the start of the game and information during the game to the game situation analysis application 22AP. When the control unit 21 of the player terminal 20 receives an instruction to start the game situation analysis application 22AP via the input unit 24, the control unit 21 starts the game situation analysis application 22AP and executes the following process. The control unit 21 displays a top screen such as that shown in FIG. 8A on the display unit 15 (S11). The top screen shown in FIG. 8A has a new creation button B1 for instructing the creation of new play data, and the player operates the new creation button B1 before starting a game. The control unit 21 judges whether the new creation button B1 in the top screen has been operated (S12), and when it judges that it has not been operated (S12: NO), it waits until it is operated.
[0028] When the control unit 21 determines that the new creation button B1 has been operated (S12: YES), the control unit 21 displays a machine selection screen as shown in FIG. 8B on the display unit 15 (S13) and accepts the selection of an arbitrary machine (the machine type of the gaming machine on which a game is to be started) via the machine selection screen (S14). The screen shown in FIG. 8B is configured so that an arbitrary machine can be selected from among the machines (My Machines) registered in advance by the player (user of the player terminal 20). In addition, the screen in FIG. 8B is configured so that an arbitrary machine can be selected from among the machines (database) registered in advance in the gaming status analysis application 22AP, or the machines (borders) for which an arbitrary border is set among the machines registered in advance in the gaming status analysis application 22AP. Then, the control unit 21 displays a play information input screen as shown in FIG. 8C on the display unit 15 (S15).
[0029] The screen shown in FIG. 8C displays the name of the machine selected via the screen in FIG. 8B. The screen in FIG. 8C has input fields for each piece of play information, such as store information, machine information, investment information, card information, seating information, and team information. Store information includes the store name and loan rate (ball loan rate and cash exchange rate), machine information includes the machine number, investment information includes the deposited cash and the remaining balls on the previous machine, card information includes the card holder's name and the opening balance, seating information includes the number of games (number of spins) at the time of sitting (at the start of play), the total number of spins, the number of jackpots, and the final number of games on the previous day, and team information includes the name of the team to which the player belongs. Each input field may be configured to allow any information or numerical value to be directly input, or may be configured to have a pull-down menu that allows any one of a plurality of options set in advance to be selected. For example, in the screen in FIG. 8C, a pull-down menu is provided in the input field for the store name. When the rate input field is operated, an input screen (not shown) is displayed on which any rate can be input, and input of the rate name (e.g., "4 yen pachinko"), ball rental rate, and cash exchange rate is accepted via that screen.
[0030] The control unit 21 accepts input of each piece of play information into each input field in the play information input screen via the input unit 14 (S16). When the control unit 21 accepts input of each piece of information into each input field, it displays each piece of accepted information in each input field. The play information input screen is provided with a "Create play data" button for instructing the start of creation of play data related to the game situation after the start of the game. The control unit 21 judges whether the "Create play data" button has been operated (S17), and if it judges that it has not been operated (S17: NO), it returns to the process of step S16 and continues accepting input of play information. If it judges that the "Create play data" button has been operated (S17: YES), the control unit 21 stores the play information accepted in step S16 (S18). Here, the control unit 21 issues a new play ID and stores each piece of input play information in the game situation DB 22a in association with the issued play ID.
[0031] After that, the control unit 21 displays a play data input screen as shown in FIG. 8D on the display unit 15 (S19). The screen shown in FIG. 8D displays the model name, the store name, and the machine number input via the screen in FIG. 8C, and further displays the number of games (number of spins) at the time of sitting (at the start of playing), the number of jackpots, the total number of spins, and the final number of games on the previous day as seating information. The screen in FIG. 8D is provided with an input field B2 for inputting play data, and a report button B3 for instructing the creation of a report of the analysis results for the input play data. The player inputs play data via the play data input screen (input field B2) when a predetermined game state is reached during playing, for example, when a jackpot is won, and when the electric support state ends and returns to the normal state. During playing, the player checks the display contents of the display unit provided on the gaming machine and the display connected to the gaming machine, and inputs, for example, the number of games (number of spins, start spin) displayed at the time when a predetermined game state is reached as play data.
[0032] When the player selects the input field B2 (for example, by touch operation), the control unit 21 displays an operation panel as shown in FIG. 9A. The operation panel has a number of games button, a BONUS button, an increase / decrease button during support, a ball output correction button, a delete button B4, a machine type information button, a carry-in ball button, a confirmation button B5, number buttons 0 to 9, and a +- button. When the number of games button is operated, the control unit 21 displays operation buttons as shown in FIG. 9B. The operation buttons in FIG. 9B include a normal button operated when a jackpot is won in a normal state, an electric support button operated when a jackpot is won in an electric support state, a support exit button operated when the electric support state ends and the normal state is entered, a Yu-time consumption button operated when inputting the number of games remaining in the Yu-time while the Yu-time function is activated, and a Yu-time through button operated when a jackpot is won in a normal state after the Yu-time has been through (after the Yu-time state has ended without winning a jackpot for a predetermined number of rotations after transitioning to the Yu-time state). The operation button displayed when the game number button is operated is switched according to the game state adopted for each type of gaming machine. The example shown in FIG. 9B shows the operation buttons for a type of machine that has an electric support state and a play time state but does not have a RUSH state. For example, a type of machine that does not have an electric support state does not have an electric support button or a support exit button, and a type of machine that does not have a play time state does not have a play time consumption button or a play time through button. In addition, a type of machine that has a RUSH state has a RUSH button that is operated when a jackpot is won in the RUSH state, and a RUSH exit button that is operated when the RUSH state ends and the normal state is entered.
[0033] When the BONUS button in the operation panel is operated, the control unit 21 displays an operation button for inputting the type of the acquired bonus, as shown in FIG. 9D. The type of bonus that can be acquired is preset for each machine type, and the control unit 21 displays the type of bonus prepared for the machine type. When the increase / decrease button during support in the operation panel is operated, the control unit 21 displays an input field (not shown) for inputting the increase / decrease in the number of game balls until the next big win in the electric support state (increase / decrease amount during support). For example, when the number of game balls acquired in the electric support state is displayed on the display unit of the gaming machine or a display connected to the gaming machine, the increase / decrease amount during support may be the displayed number of acquired balls, or may be the number of acquired balls estimated from the acquired game balls. When the ball output correction button in the operation panel is operated, the control unit 21 displays an input screen as shown in FIG. 10A, and accepts the input of the correction amount of the number of balls output via the screen. Here, too, the control unit 21 displays an input screen in which an input field for the correction amount of the number of balls dispensed is provided for each type of bonus (type of jackpot) prepared for each machine. The correction amount of the number of balls dispensed may be, for example, a numerical value disclosed by the gaming facility, or may be a numerical value determined by the player from past gaming results. When the machine information button in the operation panel is operated, the control unit 21 displays the machine information (spec information) of the machine in question. When the carry-in ball button in the operation panel is operated, the control unit 21 displays an input screen as shown in FIG. 10B, and accepts the input of carry-in ball information via the screen. The screen shown in FIG. 10B is provided with input fields for each information of the war chest, cash used, remaining balls on the previous machine, ball card information, received balls, and transfer balls. When displaying the operation buttons as described above, the control unit 21 may obtain the type of bonus for each machine and the machine information of each machine from, for example, the server 10 (gaming machine DB 12a).
[0034] The input procedure of the game situation using the operation panel of the above-mentioned configuration will be described. For example, when a jackpot is won after 200 spins in the normal state (when the jackpot lottery is performed 200 times) and a 4-round bonus is acquired at that time, the player operates the game number button to display the screen of FIG. 9B, operates the normal button in the screen of FIG. 9B to input "normal" in the input field B2 as shown in FIG. 9C, and further inputs the number of games (number of spins, here 200) at this time (when the jackpot is won) via the number buttons. Next, the player operates the BONUS button to display the screen of FIG. 9D, and inputs the type of bonus acquired (here 4 rounds) via the screen of FIG. 9D. After that, the player operates the confirm button B5 to confirm the input play data. When the confirm button B5 is operated, the control unit 21 displays the input play data as shown in FIG. 10C. FIG. 10C shows that play data indicating the game situation in which a jackpot is won after 200 spins in the normal state and a 4-round bonus is acquired has been input.
[0035] Also, if the game goes into the electric support state after winning a jackpot, wins a jackpot after 25 spins in the electric support state, gets a 4-round bonus, and the number of balls that increased or decreased during the electric support state until the jackpot was won (the amount of increase or decrease during support) was 30 balls decreased, the player operates the game number button, operates the electric support button on the screen of Fig. 9B to input "electric support" in the input field B2, inputs the number of games at this time (here, 25) using the number buttons, continues by operating the BONUS button, inputs the type of bonus acquired (here, 4 rounds) via the screen of Fig. 9D, further operates the increase or decrease during support button, and inputs the amount of increase or decrease during support via the displayed input field. After that, the player operates the confirm button B5 to confirm the play data that was input. In this case, as shown in Fig. 10D, the control unit 21 accepts input of play data indicating a game situation in which a jackpot is won after 25 spins in the electric support state, a 4-round bonus is acquired, and the amount of increase or decrease during support at this time is a decrease of 30, and displays the input on the play data input screen. Note that whether or not the state has shifted to the electric support state can be determined from the information or pattern displayed on the display unit or indicator of the gaming machine, or the operating state of the electric chute. Also, if a jackpot is won during the activation of the play time, the player performs the same operation. Note that in a machine with a RUSH state, if a jackpot is won in the RUSH state, the player performs the same operation, except that the player operates the RUSH button instead of the electric support button.
[0036] Also, when the electric support state ends and transitions to the normal state, the player operates the game number button, operates the support end button in the screen of FIG. 9B to input "support end" in the input field B2, and inputs the number of games at this time (for example, the number of games displayed on the display) using the number buttons. In this case, the control unit 21 accepts and displays the input of play data indicating the game situation that the electric support state has ended at the time when the input number of games have been rotated (a big win lottery has been drawn). Also, for example, when the remaining number of games in the play time is displayed on the display unit of the gaming machine while the play time function is activated (in the play time state), the player operates the game number button, operates the play time consumption button in the screen of FIG. 9B to input "play time consumption" in the input field B2, and inputs the remaining number of games displayed on the display unit using the number buttons. In this case, the control unit 21 accepts and displays the input of play data indicating the remaining number of games until the play time ends when the play time function is activated. Also, if a jackpot is won after the Yu-time has been played through and the game has transitioned to the normal state, the player operates the game number button, operates the Yu-time through button in the screen of FIG. 9B to input "Yu-time through" in the input field B2, inputs the number of games played at this time using the number buttons, and then operates the BONUS button to input the type of bonus acquired via the screen of FIG. 9D. In this case, the control unit 21 accepts and displays the input of play data indicating the number of games played from the previous (most recent) jackpot win until the Yu-time has been played through and the jackpot is won in the normal state. Generally, the number of spins (number of starts) displayed on the display is reset when a jackpot is won, so the number of spins displayed on the display at the time when a jackpot is won after the Yu-time function has been activated and the Yu-time has been played through indicates the number of games played (number of spins) from the previous jackpot win until the jackpot is won in the normal state after the Yu-time has been played through.
[0037] The control unit 21 accepts the input of play data via the play data input screen whenever a predetermined game state is reached, such as when the gaming machine wins a jackpot or when the electric support state ends and the normal state is reached, and displays the accepted play data as shown in Figs. 10C and 10D (S20). The play data input screen is provided with a report button B3 for instructing the execution of an analysis process for the input play data, and the control unit 21 judges whether the report button B3 has been operated (S21). If it is judged that the report button B3 has not been operated (S21: NO), the control unit 21 returns to the process of step S20 and continues to accept the input of play data. The player operates the report button B3 at a timing when the player wants to check the spin rate, such as when the number of hit balls reaches a predetermined number, when the number of hit balls reaches a number equivalent to a predetermined amount of money, or when the game time has elapsed a predetermined time.
[0038] When it is determined that the report button B3 has been operated (S21: YES), the control unit 21 displays a current information input screen as shown in FIG. 10E on the display unit 15 (S22). The screen shown in FIG. 10E has an input field for the number of balls remaining at this time (current) (the number of game balls remaining in hand) and an input field for the number of games at this time. The player inputs, for example, the estimated number of balls remaining and the number of spins (the number of starts) displayed on the display at this time, and operates the preview button. The control unit 21 accepts the input of the current information (the number of balls remaining and the current number of games) via the screen of FIG. 10E (S23), and determines whether the preview button has been operated (S24). When it is determined that the preview button has not been operated (S24: NO), the control unit 21 returns to the process of step S23 and continues to accept the input of the current information. When it is determined that the preview button has been operated (S24: YES), the control unit 21 executes the process of creating a play report based on the play information, play data, and current information (S25).
[0039] The play report creation process may be executed by the control unit 21 of the player terminal 20 or may be executed by the control unit 11 of the server 10. When executed by the control unit 21 of the player terminal 20, the control unit 21 acquires model information (spec information) of each model from the server 10 as necessary, and performs the play report creation process based on the acquired model information and the input play information and play data. When executed by the control unit 11 of the server 10, the control unit 21 of the player terminal 20 transmits the play information input via the play information input screen and the play data input via the play data input screen to the server 10, and the control unit 11 of the server 10 performs the play report creation process based on the play information and the play data, and transmits the created play report to the player terminal 20. In the following, the process of step S46 in FIG. 7 is described as being executed by the control unit 11 of the server 10, and the other processes are performed by the control unit 21 of the player terminal 20. The calculation formulas used in each step in FIG. 7 are merely examples, and the calculation formulas are not limited to those shown below.
[0040] In the process of creating a play report shown in Fig. 7, the control unit 21 calculates each piece of information showing the analysis result of the game situation to be presented in the play report. For example, the control unit 21 calculates the turnover rate in the game to be analyzed (S41). The turnover rate here is the number of jackpot lottery draws per 1000 yen (250 balls) at the lending rate (ball lending rate) of "4 yen pachinko", and is calculated, for example, by the following formula (1).
[0041] Turnover rate = normal turnover number / (total number of balls invested / 250) … (1) Total number of balls invested = number of balls invested + number of balls received + (investment cash / (base amount of loaned balls / number of loaned balls)) + (total number of balls acquired - number of balls held - number of balls given)
[0042] However, the normal spin count is the total number of spins in the normal state, and is, for example, the total number of games obtained by subtracting the number of games played when the player sits down from the number of games (spin count) at the time of the first big win in the normal state, and the number of games played from the time the player wins a big win in the normal state until the next big win. In this embodiment, when a big win is won in the normal state, the input of the number of games played up to that point is accepted via the operation button shown in FIG. 9B, and the normal spin count can be calculated from the input number of games. (Total number of balls invested / 250) is the investment amount required to realize the lottery for the normal spin count here. The number of balls invested is, for example, the total of the number of balls remaining on the previous machine input via the screen in FIG. 10B and the number of game balls paid out using the ball card. The number of balls received is the number of game balls received from a partner (a member belonging to the same group), and the number of balls given is the number of game balls given to a partner. The investment cash is the amount of cash used to pay out game balls, and the base amount of loaned balls and the number of loaned balls are information on the loan rate. For example, in the case of a "4 yen pachinko," the base amount of loaned balls is 1,000 yen, and the number of loaned balls is 250. The total number of balls acquired is the sum of the number of balls acquired with the bonus when a jackpot is won and the number of balls increased or decreased in the electric support state and the RUSH state. Note that the number of balls acquired with the bonus is, for example, the number of balls acquired after ball acquisition correction registered in the game status DB 22a. The number of balls held is the final number of balls held, and is, for example, the number of remaining balls entered via the screen in FIG. 10E.
[0043] The control unit 21 performs the above-mentioned calculation process of the turnover rate, for example, for each predetermined number of investment balls or for each predetermined amount of investment cash, and calculates the turnover rate for each 4000 yen (1000 balls) or 10000 yen (2500 balls) at the lending rate of "4 yen pachinko", and generates an unevenness graph showing the unevenness of the turnover rate based on the calculated turnover rate (S42). In this case, the control unit 21 calculates the turnover rate for each time period for which the turnover rate is calculated by substituting each information for the normal number of spins, number of investment balls, number of balls received, number of balls handed over, investment cash, total number of balls acquired, and number of balls held in the above formula (1).
[0044] The control unit 21 also calculates the border for the gaming machine to be analyzed (S43). The control unit 21 calculates the border, for example, by the following formula (2). The total probability, the average number of balls dispensed per jackpot, the electric support rate, and the RUSH rate may be acquired from the gaming machine DB 12a of the server 10, or may be set in advance in the game play status analysis application 22AP. When ball dispense correction information is input via the play data input screen, the control unit 21 may calculate the average number of balls dispensed per jackpot by taking the amount of ball dispense correction into account for the number of balls dispensed for each bonus.
[0045] Border = total probability / ((average number of balls per jackpot + total probability x electric support rate x electric support increase / decrease rate + total probability x RUSH rate x RUSH increase / decrease rate) / 250) ... (2)
[0046] However, the electric support increase / decrease rate is calculated by (number of balls increased / decreased in electric support state / number of games played in electric support state), and the RUSH increase / decrease rate is calculated by (number of balls increased / decreased in RUSH state / number of games played in RUSH state). Note that the number of balls increased / decreased in electric support state and RUSH state can use the amount of increase / decrease during support input via the play data input screen.
[0047] The control unit 21 also calculates the income and expenditure in the game being analyzed (S44). The income and expenditure is calculated as (difference in number of balls × exchange rate + gap loss). The difference in number of balls is calculated as (total number of balls acquired - total number of balls invested), and the gap loss is calculated as (cash used × (1 - number of balls lent / number of balls required), where the number of balls lent is the number of game balls lent with the cash used, and the number of balls required is the number of game balls required to exchange for cash used.
[0048] The control unit 21 also calculates the amount of work due to the game to be analyzed (S45). The amount of work indicates the profit obtained by the game, and is calculated, for example, by the following formula (3).
[0049] Work load = income - (total number of balls acquired - (normal number of spins / total probability x average number of balls per jackpot + normal number of spins x electric support rate x electric support increase / decrease rate + normal number of spins x RUSH rate x RUSH increase / decrease rate)) x cash conversion rate ... (3)
[0050] The control unit 21 also calculates a predicted winning percentage in the game to be analyzed (S46). The predicted winning percentage is calculated based on the result of a game simulation by a simulator, for example. In this embodiment, the simulator is provided in the server 10, and the server 10 calculates a predicted winning percentage from the result of the game simulation obtained by the simulator and transmits it to the player terminal 20. The simulator performs a game simulation according to the set game conditions, and acquires the result of each game simulation, with one simulation process being from a normal state to a big win (first win) and then returning to the normal state. The control unit 11 of the server 10 executes a game simulation according to the game conditions according to the set simulation conditions. The game conditions and simulation conditions may be set in advance and stored in the storage unit 12, or may be set by the player via the player terminal 20.
[0051] The game conditions in the game simulation include, for each of the normal state, electric support state, and RUSH state, the probability of winning each bonus (distribution probability) and the number of balls won when each bonus is won, and for each state that may be transitioned to after winning a jackpot, the probability of winning each bonus (probability of consecutive wins) and the number of balls won when each bonus is won, etc. In addition, the game conditions include, as general setting conditions, the rotation rate, electric support increase / decrease rate, and RUSH increase / decrease rate that take into account the player's skill, the unit of balls to be exchanged for cash, the number of balls required to be exchanged, and the number of balls required to be lent. The unit of balls to be exchanged for cash, the number of balls required to be exchanged, and the number of balls required to be lent are information on the lending rate, and for example, in the case of a lending rate for "4 yen pachinko" where the ball lending rate is 250 balls for 1000 yen and the cash exchange rate is 280 balls for 1000 yen, the unit of balls to be exchanged for cash is 1000, the number of balls required to be exchanged for cash is 280, and the number of balls required to be lent is 250. Furthermore, the game conditions include, when game balls can be transferred (shared) between players, the number of players to be shared, a transmission ball number condition indicating the lower limit of the number of balls that can be provided to other players, a reception ball number condition indicating the upper limit of the number of balls that can be received from other players, the number of shared balls indicating the number of balls to be transferred, the number of rotations to be performed before the transfer is permitted (number of active rotations), and the number of increments indicating the number of rotations for the execution unit of the process of determining whether or not to transfer. The simulation conditions include the number of simulations and whether or not the Yu-time function is enabled, and if the Yu-time function is enabled, further include the range of rotation numbers to be simulated (start rotation number and end rotation number), the rotation number division number that divides the range from the start rotation number to the end rotation number, and a weighting coefficient for each division range of the rotation number.
[0052] The control unit 11 of the server 10 executes a set number of game simulations according to the simulation conditions and game conditions. The control unit 11 executes each game simulation by parallel processing. In each game simulation, the control unit 11 simulates the transition to each state of the normal state, the electric support state, and the RUSH state, the type of bonus acquired in each state, and the number of acquired balls, etc., by playing according to the various game conditions set, and obtains a simulation result showing the game situation from the normal state to the big win (first win) and then returning to the normal state. Based on each simulation result, the control unit 11 determines whether it wins or loses from the difference between the number of balls held at the start of the simulation and the number of balls held at the end of the simulation, and calculates the win rate by counting the number of winning plays (number of wins) and the number of losing plays (number of losses).
[0053] In the case of a machine with a play-time function, the control unit 11 specifies the number of spins to be simulated from the start number of spins to the end number of spins based on the start number of spins, the end number of spins, the number of spins divided, and the weighting coefficient for each division in the simulation conditions. For example, if the start number of spins is 1, the end number of spins is 299, the number of spins divided is 20, the weighting coefficient for the number of spins from the start number of spins to 150 is 20, and the weighting coefficient for the number of spins from 150 to the end number is 10, the number of spins from the start number of spins to 150 is divided into 13, the number of spins from 150 to the end number is divided into 7, and each divided number of spins is specified as the number of spins to be simulated. Then, the control unit 11 performs a game simulation in which the number of spins until the play-time function is activated is each number of spins to be simulated. Here, too, the control unit 11 simulates the transition to each state of the normal state, the electric support state, and the RUSH state, the type of bonus acquired in each state, and the number of acquired balls, etc., by playing according to the set game conditions in each game simulation, and obtains a simulation result showing the game situation from the normal state to winning a jackpot and then returning to the normal state. Note that the control unit 11 calculates (predicts) a simulation result for a spin number that is not the simulation target by, for example, an interpolation process such as spline interpolation or linear interpolation from the simulation result obtained for each spin number that is the simulation target. Specifically, the control unit 11 calculates (predicts) the number of balls held at the end of the simulation for a spin number that is not the simulation target by an interpolation process from the number of balls held at the end of the simulation obtained for each spin number that is the simulation target. Then, the control unit 11 specifies the win or loss in each game simulation based on the number of balls held at the end of the simulation for each spin number, and calculates the win rate by counting the number of winning plays and the number of losing plays.
[0054] The control unit 21 also calculates the ball holding ratio in the game to be analyzed (S47). The control unit 21 calculates the ball holding ratio, for example, by the following formula (4). Here again, in the case of the ball lending rate of "4 yen pachinko", the ball lending reference amount is 1000 yen, and the number of balls lent is 250.
[0055] Ball holding ratio = 1 - (investment cash / loan ball base amount × (normal number of rotations / total number of investment balls × number of loan balls) / normal number of rotations) ... (4)
[0056] The control unit 21 also calculates the rotation cost per unit of the game to be analyzed (S48). The control unit 21 calculates the rotation cost per unit of the game to be analyzed, for example, by the following formula (5).
[0057] Spin rate = (average number of balls per jackpot × 1 / total probability × exchange rate) + (electric support rate × electric support increase / decrease rate × exchange rate) + (RUSH rate × RUSH increase / decrease rate × exchange rate) - (1 / (spin rate × number of balls lent / 250) × number of balls lent) × (ball lent rate × (1-ball ratio) + (ball ratio × exchange rate)) ... (5)
[0058] The control unit 21 creates a play report as shown in FIG. 11A and FIG. 11B based on each piece of information calculated in steps S41 to S48 described above (S49). The screens in FIG. 11A and FIG. 11B are a series of screens, and the screen in FIG. 11B is displayed by, for example, swiping upward on the screen in FIG. 11A. The screens in FIG. 11A and FIG. 11B display information on game performance, information on income and expenditure details, and information on the results of analysis of the player's skills based on each piece of information calculated as described above. The information on game performance includes turnover rate, border, income and expenditure, workload, predicted win rate, uneven graph, gap loss, ball holding ratio, and turnover cost. The information on income and expenditure details includes the difference in number of balls, the total number of balls invested, and the total number of balls recovered (the total number of balls acquired). The total number of balls invested includes the number of balls borrowed using cash, the number of balls brought in, and the number of balls received, and the total number of balls recovered includes the number of balls remaining and the number of balls handed over, and the like. The information on the skill analysis result includes the normal spin count and the total spin count as the information on the number of spins, and includes the electric support spin count, the number of electric support increases or decreases, and the electric support increase or decrease rate as the electric support information, and further includes ball output correction information. The normal spin count is the total number of spins in the normal state among the jackpot information included in the play data, and the total spin count is the total of the number of spins in the normal state and the number of spins (number of games) in the electric support state among the jackpot information included in the play data. The electric support spin count is the total number of spins in the electric support state among the jackpot information included in the play data, the number of electric support increases or decreases is the total number of game balls increased or decreased in the electric support state among the jackpot information included in the play data, and the electric support increase or decrease rate is calculated as (the number of electric support increases or decreases / the number of electric support spins). When the machine to be analyzed has a RUSH state, the information of the skill analysis result includes, as RUSH information, the RUSH spin count indicating the total number of spins in the RUSH state, the RUSH increase / decrease number indicating the total increase / decrease number of game balls in the RUSH state, and the RUSH increase / decrease rate. In the above-mentioned play report creation process, each piece of information is not limited to a configuration calculated using a formula, and may be calculated from the simulation results used to calculate the predicted win rate.
[0059] After that, the control unit 21 returns to the process of FIG. 6. In the play report creation process shown in FIG. 7, the processes of steps S41 to S48 may be executed in any order or in parallel. The control unit 21 displays the play report created in step S25 on the display unit 25 (S26). This allows the player to check the analysis results of the game he is playing. For example, the game performance information allows the player to objectively grasp the game situation during play, and can be used as a basis for deciding whether to continue playing or start playing with a different gaming machine. In addition, the number of electric supports increased or decreased, the electric support increase or decrease rate, and the ball payout correction information, which are the skill analysis results, can be used when evaluating the gaming skills of the player. Furthermore, the border presented in the play report is a value that takes into account the gaming skills of the player in addition to the spec information of the machine, so it can be used to evaluate the gaming skills of the player.
[0060] The play report is provided with a "Register" button for issuing an instruction to register the play report in the server 10, and the control unit 21 judges whether the "Register" button has been operated (S27). If it is judged that the "Register" button has been operated (S27: YES), the control unit 21 stores the play data and current information used to create the play report (S28). Here, the control unit 21 stores each piece of information of the play data received in step S20 and the current information received in step S23 in the game play status DB 22a in association with the play ID of the game. Note that the control unit 21 may store the created play report in the game play status DB 22a in addition to each piece of information of the play data and the current information.
[0061] Then, the control unit 21 transmits the play ID, play information, and play data (game information) stored in the game play status DB 22a to the server 10 (S29). At this time, the control unit 21 transmits the play ID, play information, and play data together with information on the group to which the player belongs (e.g., group ID) and player information (e.g., member ID). The control unit 11 of the server 10 stores the received play ID, play information, and play data in the player DB 12b in association with the received group ID and member ID. Note that a play report based on the play information and play data stored in the player DB 12b of the server 10 can be viewed, for example, by other players belonging to the same group, or by other players belonging to the same group who have viewing authority. The control unit 21 of the player terminal 20 may transmit to the server 10, in addition to the play information and play data, a play report created based on the play information and play data, and in this case, the control unit 11 of the server 10 may store the play report in the player DB 12b, in addition to the play information and play data.
[0062] After that, the control unit 21 of the player terminal 20 returns to displaying the play data input screen as shown in FIG. 10D (S31). This allows the player to resume inputting play data related to the game being played. A "View Play Data" button is provided above the play report, and if the control unit 21 determines that the "Register" button has not been operated (S27: NO), it determines whether the "View Play Data" button has been operated (S30). If it determines that the "View Play Data" button has not been operated (S30: NO), the control unit 21 returns to the process of step S27, and if it determines that the "View Play Data" button has been operated (S30: YES), it returns to displaying the play data input screen as shown in FIG. 10D (S31). In this case as well, the player can resume inputting play data related to the game being played.
[0063] When the display returns to the play data input screen, the control unit 21 repeats the process of steps S20 to S30, accepts input of play data via the input field B2, and creates a play report when the report button B3 is operated. In this embodiment, the above-mentioned process allows the player to check the analysis result of the game situation during play at any timing. On the play data input screen, the operation button shown in FIG. 9B, which is displayed when the game number button on the operation panel is operated, and the operation button shown in FIG. 9D, which is displayed when the BONUS button on the operation panel is operated, are switched for each model. In this way, the operable operation button is switched according to the game state and function (the presence or absence of each of the electric support state, RUSH state, and play time state) of each model of gaming machine, so that the player only needs to select and operate the desired operation button from the operation buttons provided to input play data, thereby suppressing input errors.
[0064] The following describes the processing performed by the server 10 and the player terminal 20 when another player in the same group (e.g., a player with viewing authority) views the play information and play data (game information) of each player stored in the player DB 12b of the server 10. Figs. 12 and 13 are a flowchart showing an example of the play report viewing processing procedure, and Fig. 14 is an explanatory diagram showing an example screen. In Figs. 12 and 13, the left side shows the processing performed by the player terminal 20 of a player (hereinafter referred to as a viewer) who views a play report of a player belonging to the same group, and the right side shows the processing performed by the server 10. The viewer in this embodiment is a player with viewing authority, and viewing authority "yes" may be stored in the player DB 12b in association with a member ID.
[0065] When a viewer wishes to view the game status (play report) of players belonging to the same group, the viewer starts the game status analysis application 22AP on his / her own player terminal 20. When the control unit 21 of the viewer's player terminal 20 starts the game status analysis application 22AP, it displays a top screen, for example, as shown in FIG. 14A, on the display unit 15 (S61). Here, the control unit 21 transmits the group ID of the group to which the viewer belongs and the member ID of the viewer to the server 10. From the received group ID and member ID, the control unit 11 of the server 10 determines whether the player of the member ID has viewing authority, and if it determines that the player has viewing authority, it creates a simple play report of each player belonging to the group, and transmits a top screen displaying the simple play report of each player to the player terminal 20 as shown in FIG. 14A. This allows the player terminal 20 to display the top screen. The screen shown in FIG. 14A displays the name of each player, the machine name, the store name, and the machine number in the analyzed play report, as well as the turnover rate, border, income / expense, and workload as gaming performance information.
[0066] The simplified play report of each player on the top screen is displayed as an operation button that allows each player to be selected, and when the control unit 21 accepts the selection of any player, it displays a play report for the selected player as shown in Figures 11A and 11B. Here, the control unit 21 requests a play report for the selected player from the server 10, and the server 10 creates and transmits a play report based on the play information and play data of that player, which is then displayed on the player terminal 20. This allows the viewer to select a desired player from the top screen and view the play report of the selected player.
[0067] At the bottom of the top screen, a report button is provided for instructing the display of a report on the workload, saved ball transition, settlement amount, and held ball movement for each player in the group, and the control unit 21 judges whether the report button has been operated (S62). If the control unit 21 judges that the report button has not been operated (S62: NO), it continues to display the top screen, and if the control unit 21 judges that the report button has been operated (S62: YES), it requests (requests to view) a report list of the players in the group from the server 10 (S63). When the control unit 11 of the server 10 receives a request for the report list, it creates a workload list that displays the workload of the players in the group and transmits it to the player terminal 20 (S64). Here, the control unit 11 calculates the workload based on the play information and play data of each player stored in the player DB 12b, and creates a screen as shown in FIG. 14B. When the play report of each player is stored in the player DB 12b, the control unit 11 may extract the workload from the play report of each player to create a workload list.
[0068] The control unit 21 of the player terminal 20 receives the workload list sent by the server 10 and displays it on the display unit 25 (S65). The workload list (report list) includes a workload button for instructing the display of the workload list, a saved ball transition button for instructing the display of the saved ball transition list, a settlement money button for instructing the display of the settlement money list, and a held and saved ball transfer button for instructing the display of the held ball transfer list. The control unit 21 judges whether the saved ball transition button has been operated (S66), and if it judges that it has been operated (S66: YES), it requests the server 10 for a saved ball transition list (S67). When the control unit 11 of the server 10 receives the request for the saved ball transition list, it creates a saved ball transition list that displays the saved ball transitions of the players in the group and transmits it to the player terminal 20 (S68). Here, the control unit 11 calculates the change in the number of saved balls (the increase or decrease in the number of saved balls) based on the play information and play data of each player stored in the player DB 12b, and creates a screen as shown in Fig. 14C. The change in the number of saved balls is, for example, the difference in the number of balls calculated from the brought-in ball information of the play data. The control unit 11 also calculates the increase or decrease in the number of saved balls for the player from the payout correction, jackpot information, and number of remaining balls of the play data, calculates the difference between the calculated increase or decrease in the number of saved balls and the difference in the number of balls calculated from the brought-in ball information, and displays the calculated difference in correspondence with the increase or decrease in the number of saved balls as shown in Fig. 14C.
[0069] The control unit 21 of the player terminal 20 receives the saved ball transition list sent by the server 10 and displays it on the display unit 25 (S69). If the control unit 21 determines that the saved ball transition button has not been operated (S66: NO), it proceeds to step S70 and determines whether the settlement amount button has been operated (S70). If it determines that the settlement amount button has been operated (S70: YES), the control unit 21 requests the server 10 for a settlement amount list (S71). If the control unit 11 of the server 10 receives a request for the settlement amount list, it creates a settlement amount list that displays the settlement amounts of the players in the group and sends it to the player terminal 20 (S72). Here, the control unit 11 calculates the settlement amount in cash based on the play information and play data of each player stored in the player DB 12b, and creates a screen as shown in FIG. 14D. The settlement amount is the amount paid to each player, and is calculated based on, for example, the war chest (deposited cash) in the brought-in ball information in the play data, the cash used, and the cash obtained by converting remaining balls into cash, and if each player is paid a daily allowance, the amount may be calculated taking this daily allowance into consideration.
[0070] The control unit 21 of the player terminal 20 receives the settlement amount list sent by the server 10 and displays it on the display unit 25 (S73). When the control unit 21 judges that the settlement amount button has not been operated (S70: NO), it proceeds to step S74 and judges whether the ball transfer button has been operated (S74). When it judges that the ball transfer button has been operated (S74: YES), the control unit 21 requests the server 10 for the ball transfer list (S75). When the control unit 11 of the server 10 receives a request for the ball transfer list, it creates a ball transfer list that displays the transfer status of the balls of the players in the group and sends it to the player terminal 20 (S76). Here, the control unit 11 extracts the received ball information and the transferred ball information from the brought-in ball information of the play data of each player stored in the player DB 12b, and creates a screen as shown in FIG. 14E.
[0071] The control unit 21 of the player terminal 20 receives the ball movement list sent by the server 10 and displays it on the display unit 25 (S77). If the control unit 21 determines that the ball movement button has not been operated (S74: NO), it proceeds to step S78 and determines whether the workload button has been operated (S78). If it determines that the workload button has been operated (S78: YES), the control unit 21 requests the server 10 for a workload list (S79). If the control unit 11 of the server 10 receives a request for a workload list, it executes the same process as step S64, creates a workload list as shown in FIG. 14B, and transmits it to the player terminal 20 (S80). The control unit 21 of the player terminal 20 receives the workload list sent by the server 10 and displays it on the display unit 25 (S81). When the control unit 21 determines that the workload button has not been operated (S78: NO), the control unit 21 proceeds to step S82 and determines whether or not an instruction to end the game playing status analysis application 22AP has been accepted (S82). When the control unit 21 determines that an instruction to end the game playing status analysis application 22AP has not been accepted (S82: NO), the control unit 21 returns to step S66 and acquires and displays a list screen corresponding to each button from the server 10 each time the button in the report list is operated. When the control unit 21 determines that an instruction to end the game playing status analysis application 22AP has been accepted (S82: YES), the control unit 21 ends the series of processes.
[0072] By the above-mentioned process, the viewer can check the game situation of each player by the play report of each player belonging to the same group (FIGS. 11A and 11B) and the report list of each player (FIGS. 14B to 14E). For example, the viewer can find an input error in the play data entered by each player by the saved ball transition of each player. For example, if the difference in the increase / decrease amount of saved balls displayed on the screen of FIG. 14C is a large value (for example, 100 or more), an input error in the play data (jackpot information) can be suspected, and it is expected to lead to the discovery of the input error. In the game play situation analysis application 22AP of this embodiment, it is required to input each information indicating the game situation accurately. Therefore, the play data input screen is configured so that the player can correct the play data entered by himself / herself, and the viewer can correct the play data entered by the player in the group.
[0073] FIG. 15 is an explanatory diagram showing an example of a play data input screen. As shown in FIG. 15A and FIG. 15B, the play data input screen is configured such that an edit button and a delete button for instructing editing or deleting the jackpot information appear by swiping left on the play data (jackpot information) input via the input field B2. Therefore, the editor (the player himself or the viewer) performs a left swipe operation on the jackpot information that he or she wishes to edit (correct) or delete in the play data being viewed, and in the state of FIG. 15B, operates the edit button if he or she wishes to edit, and operates the delete button if he or she wishes to delete. When the edit button is operated, the control unit 21 displays the selected jackpot information, accepts editing of the displayed jackpot information, and updates it to the accepted edited jackpot information. When the delete button is operated, the control unit 21 deletes the selected jackpot information and erases it from the play data input screen. Thereafter, when the report button B3 is operated, the control unit 21 executes the processes in and after step S22 in FIG. 6, and the play report in FIGS.
[0074] When the editor judges whether the play data (jackpot information) being viewed is appropriate, for example, when the display unit of the gaming machine or a display connected to the gaming machine displays the number of spins (number of starts) at the time of each jackpot win, the type of bonus acquired by each jackpot win, and the number of balls acquired, for each jackpot win that occurred on the gaming machine, the editor refers to the information displayed on the display unit or display of the gaming machine. Also, when the gaming facility publishes jackpot information (for example, the number of jackpots, the date and time of each jackpot win, the number of spins (number of starts) at the time of each jackpot win, etc.) on the website of each gaming machine in the facility, the editor refers to the published jackpot information. In this way, the editor can refer to the jackpot information of each gaming machine to judge the appropriateness of the play data of each player and correct it as necessary, thereby making it possible to input more appropriate play data. Therefore, it becomes possible to provide a more appropriate play report. Also, when the editor refers to the information published on the website, it becomes possible to confirm the appropriateness of the play data (jackpot information) of each player outside the gaming facility and correct it.
[0075] In this embodiment, the player inputs play information and play data indicating the game situation, and the analysis result of the game situation can be obtained by the play report as shown in FIG. 11A and FIG. 11B. Therefore, the player can grasp the game situation at any timing, for example, the turnover rate, border, income and expenditure, and workload until any timing. In addition, in this embodiment, the predicted winning rate calculated by the game simulation is presented, so the player can judge whether or not to continue playing on the gaming machine being played. In addition, in this embodiment, the play report of each player is shared with other players belonging to the same group, so each player can inform other players of his / her own game situation by the play report. Currently, when a player wants to share the play content with others, he / she often tells the play content to others orally after the play ends, and it is difficult to share the details of the game situation with others. In contrast, by using the game situation analysis application 22AP of this embodiment, the play content of each player can be shared, so it is expected that the circle of communication regarding the play content will expand.
[0076] The matters described in the above-mentioned embodiments can be combined with each other. In addition, the independent claims and dependent claims described in the claims can be combined with each other in any and all combinations regardless of the citation format. Furthermore, the claims use a format in which a claim cites two or more other claims (multiple claim format), but this is not limited to this. A multiple claim (multi-multi claim) that cites at least one multiple claim may also be used.
[0077] The embodiments disclosed herein are illustrative in all respects and should not be considered as limiting. The scope of the present invention is defined by the claims, not by the above meaning, and is intended to include all modifications within the scope and meaning equivalent to the claims. [Explanation of symbols]
[0078] 10 Server 11 Control section 12 Storage section 13. Communications Department 20. Player terminal 21 Control section 22 Memory section 23 Communications Department 22AP Game Status Analysis App
Claims
1. During a game on a gaming machine having a starting hole in which a predetermined lottery is held when a gaming ball enters the starting hole, an input of a number of rotations indicating the number of lottery draws since the most recent winning draw at the time when the gaming machine wins the lottery is received; When an instruction to analyze the gaming status of the gaming machine is received, a rotation rate indicating the number of rotations per a predetermined amount is calculated based on the input number of rotations and the investment amount until the analysis instruction is received. A program that causes a computer to carry out processing.
2. Accepting an input of the number of spins since the most recent winning of the lottery on the gaming machine at the time of starting a game on the gaming machine; When a winning is made for the first time since the start of a game on the gaming machine, the number of spins obtained by subtracting the number of spins at the time of starting the game from the number of spins at the time of the winning is calculated as the number of spins from the start of the game to the winning. The program according to claim 1 , which causes the computer to execute a process.
3. A display device is connected to the gaming machine, displays the number of rotations in the gaming machine based on a gaming signal output from the gaming machine, and receives an input of the number of rotations displayed on the display device, which resets the number of rotations being displayed when the gaming machine wins the lottery.
3. The program according to claim 1, which causes the computer to execute a process.
4. The operation button for receiving the input of the number of rotations is switched to an operation button corresponding to the type of the gaming machine.
3. The program according to claim 1, which causes the computer to execute a process.
5. The gaming machine is capable of being played in a plurality of gaming states including a normal state, a high winning rate state in which a winning rate of gaming balls into the starting hole is higher than that in the normal state, and a high probability state in which a winning probability of the lottery is higher than that in the normal state, According to game conditions including the winning probability of the lottery in each game state, the allocation probability of the bonus that can be acquired when the lottery is won, and the number of game balls that can be acquired when each bonus is acquired, a simulation is performed of the bonus and the number of game balls that can be acquired when the lottery is won from a normal state at the start of a game and then returning to the normal state; Based on the obtained simulation results, the winning or losing outcome of the game in each simulation is identified; Calculate the winning rate from specific results for multiple simulation results 3. The program according to claim 1, which causes the computer to execute a process.
6. The gaming machine is capable of being played in a plurality of states including a normal state, a high winning rate state in which a winning rate of gaming balls into the starting hole is higher than that in the normal state, and a high probability state in which a winning probability of the lottery is higher than that in the normal state, During a game on the gaming machine, an input of an increase or decrease in the number of gaming balls in the high winning rate state and the high probability state is accepted; calculating a rate of increase or decrease of the number of game balls in the high winning rate state or the high probability state based on the input number of increase or decrease and the number of rotations at the time when the lottery is won in the high winning rate state or the high probability state; The increase / decrease number and the increase / decrease rate are output.
3. The program according to claim 1, which causes the computer to execute a process.
7. The gaming machine transmits game information including the input number of rotations to a server every time the game machine wins the lottery.
3. The program according to claim 1, which causes the computer to execute a process.
8. acquiring game information including the number of rotations at the time when the gaming machine won the lottery from a plurality of player terminals on which the program according to claim 7 is installed; storing game information acquired from the player terminals of players belonging to each of the plurality of groups in association with each of the plurality of groups; When a request to view game information of other players who belong to the same group as the player is received from the player, the game information of the other players is transmitted to the player terminal of the player. A program that causes a computer to carry out processing.
9. During a game on a gaming machine having a starting hole in which a predetermined lottery is held when a gaming ball enters the starting hole, an input of a number of rotations indicating the number of lottery draws since the most recent winning draw at the time when the gaming machine wins the lottery is received; When an instruction to analyze the gaming status of the gaming machine is received, a rotation rate indicating the number of rotations per a predetermined amount is calculated based on the input number of rotations and the investment amount until the analysis instruction is received. An information processing method in which processing is performed by a computer.
10. An information processing device including a control unit, The control unit is During a game on a gaming machine having a starting hole in which a predetermined lottery is held when a gaming ball enters the starting hole, an input of a number of rotations indicating the number of lottery draws since the most recent winning draw at the time when the gaming machine wins the lottery is received; When an instruction to analyze the gaming status of the gaming machine is received, a rotation rate indicating the number of rotations per a predetermined amount is calculated based on the input number of rotations and the investment amount until the analysis instruction is received. Information processing device.
Citation Information
Patent Citations
Each display device
JP2023063387A
Cited By
QUANTUM CASCADE DETECTOR
DE102026105346A1