Information provision system, information management device, and information provision method

The information provision system addresses the challenge of improving game strategies by identifying gaming groups based on investment amounts and providing behavior information, enhancing winning rates and attracting customers.

JP2025079441APending Publication Date: 2025-05-22GLORY LTD
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Patent Information

Application Number
JP2023192101
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-11-10
Publication Date
2025-05-22

AI Technical Summary

Technical Problem

Existing systems fail to effectively provide players with useful information on improving their game strategies, leading to uncertainty in increasing winning rates, despite the use of conventional indicators.

Method used

An information provision system that includes an information management device, which identifies gaming groups based on player investment amounts and provides behavior information, including winning rate distributions and strategies, to players through mobile terminals.

Benefits of technology

The system enables players to receive tailored information on improving their game strategies, potentially increasing their winning rates, while also attracting more customers to gaming establishments.

✦ Generated by Eureka AI based on patent content.

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Abstract

To present useful information on a maneuver for a game to a game player.SOLUTION: Freely moving data is divided into a plurality of investment divisions with an investment amount for the past one month. For example, the data is divided into five classes of a class SV, a class V, a class R, a class M, and a class N. In each class, clustering is performed with a predetermined item as a feature amount, and each class is divided into a plurality of game groups. For example, clustering is performed with gender, age, etc. of member management data, and a visit frequency, a visit time, etc. of freely moving management data as feature amounts so that each class is divided into five game groups of 1Gp to 5Gp. On the basis of an analysis request of a card ID "2005," analysis is performed within each game group. For example, in a winning ratio distribution in a game group that the card ID "2005" belongs to, where the card ID "2005" is positioned is analyzed and displayed.SELECTED DRAWING: Figure 1
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Description

[Technical field]

[0001] The present invention relates to an information providing system, an information management device, and an information providing method that can present useful information regarding game strategies to players. [Background technology]

[0002] Conventionally, players often visit game establishments by knowing the event days of the game establishments and aiming for the days when they have a high possibility of winning, and play games at the game establishments. In addition, it is desirable for players to behave appropriately even in the game establishments.

[0003] For this reason, technology is known that provides an index that allows players playing slot machines that can generate a ceiling state to objectively judge the effectiveness and validity of their strategies (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2011-056003 A Summary of the Invention [Problem to be solved by the invention]

[0005] However, even if a player uses the indicators of the above-mentioned conventional technology, it is unclear whether it will lead to an increase in the winning rate of the player. In fact, even if multiple players behave in the same way at an amusement facility, there will be players with high winning rates and players with low winning rates.

[0006] For this reason, many customers want to analyze how they behave in a gaming establishment and use that information to improve their behavior in future gaming establishments. For gaming establishments, if they can provide such services to their customers, they can attract more customers.

[0007] The present invention has been made to solve the problems of the above-mentioned conventional technology, and aims to provide an information provision system, information management device, and information provision method that can present players with useful information regarding how to play the game. [Means for solving the problem]

[0008] In order to solve the above problems, the present invention provides an information provision system having an information management device that provides predetermined information to a mobile terminal of a player based on the gaming history of the player who plays on multiple gaming machines installed in an amusement establishment, and the information management device is characterized in that it has an identification means that identifies a gaming group to which a player belongs among multiple gaming groups to which multiple players belong, based on the amount of investment made by the player during a predetermined period identified from the player's gaming history, and a notification means that notifies the player of behavior information regarding behavior in the amusement establishment, including the relationship between the player and the multiple players belonging to the gaming group identified by the identification means.

[0009] In addition, in the above invention, the present invention is characterized in that the information management device sets multiple gaming groups based on the investment amounts of multiple players during the specified period, and further includes a clustering means for clustering the multiple players.

[0010] In addition, in the above invention, the present invention is characterized in that the clustering means clusters the multiple players based on the attributes of the multiple players, the tendencies of the multiple players to play the types of games they desire, and / or the playing time periods of the multiple players.

[0011] In addition, in the above invention, the present invention is characterized in that the notification means notifies, as the playing information, the position of the player in the distribution of winning rates of a plurality of players belonging to the gaming group.

[0012] In addition, in the above invention, the present invention is characterized in that the notification means notifies the player by including in the strategy information the gaming information of a player who has a higher winning rate than the player in the distribution of winning rates among multiple players belonging to the gaming group.

[0013] The present invention also provides an information management device that provides predetermined information to a mobile terminal of a player based on the gaming history of the player who plays on multiple gaming machines installed in an amusement establishment, and is characterized in having an identification means that identifies a gaming group to which a player belongs among multiple gaming groups to which the player belongs, based on the amount of investment made by the player during a predetermined period identified from the gaming history of the player, and a notification means that notifies the player of behavior information regarding behavior in the amusement establishment, including the relationship between the player and the multiple players belonging to the gaming group identified by the identification means.

[0014] The present invention also provides an information providing method in an information providing system having an information management device that provides predetermined information to a mobile terminal of a player based on the gaming history of the player playing on a plurality of gaming machines installed in an amusement establishment, the method including: an identification step in which the information management device identifies a gaming group to which a player belongs among a plurality of gaming groups to which the player belongs, based on an investment amount by the player during a predetermined period identified from the gaming history of the player; and a notification step in which the information management device notifies behavior information regarding behavior in the amusement establishment, including the relationship between the player and the plurality of players belonging to the gaming group identified by the identification step. Effect of the Invention

[0015] According to the present invention, it is possible to present useful information regarding game strategies to players. [Brief description of the drawings]

[0016] [Figure 1] FIG. 1 is an explanatory diagram of an overview of an information providing system according to the first embodiment. [Diagram 2]FIG. 2 is a diagram showing a system configuration of the information providing system according to the first embodiment. [Diagram 3] FIG. 3 is a diagram showing the external configuration of the inter-machine card processor and the gaming machine shown in FIG. [Figure 4] FIG. 4 is a functional block diagram showing the configuration of the inter-machine card processing machine shown in FIG. [Diagram 5] FIG. 5 is a diagram showing an example of the host device status data and card data shown in FIG. [Figure 6] FIG. 6 is a functional block diagram showing the configuration of the gaming machine shown in FIG. [Figure 7] FIG. 7 is a functional block diagram showing the configuration of the management device shown in FIG. [Figure 8] FIG. 8 is a diagram showing an example of the card management data, the device management data, and the member management data shown in FIG. [Figure 9] FIG. 9 is a diagram showing an example of the operation data, the game-related card processing history data, and the non-game card processing history data shown in FIG. [Figure 10] FIG. 10 is a diagram showing an example of the counting settlement process history data, the game history data, and the play data shown in FIG. [Figure 11] FIG. 11 is a functional block diagram showing a configuration of the information management device shown in FIG. [Figure 12] FIG. 12 is a diagram showing an example of the device management data, the member management data, and the nomadic data shown in FIG. [Figure 13] FIG. 13 is a diagram showing an example of the play management data and the game type management data shown in FIG. [Figure 14] FIG. 14 is a diagram showing an example of the gaming group data, the winning rate distribution data, and the gaming tendency data shown in FIG. [Figure 15] FIG. 15 is a diagram illustrating an example of the k-means method of machine learning according to the first embodiment. [Figure 16] FIG. 16 is a diagram showing an example of analysis of a gaming group according to the first embodiment. [Figure 17]FIG. 17 is a flowchart showing a processing procedure regarding clustering and analysis according to the first embodiment. [Figure 18] FIG. 18 is a diagram (part 1) illustrating an overview of an information providing system according to the second embodiment. [Figure 19] FIG. 19 is a diagram (part 2) illustrating an overview of the information providing system according to the second embodiment. [Figure 20] FIG. 20 is a diagram illustrating an overview of an information providing system according to the third embodiment. [Figure 21] FIG. 21 is a diagram illustrating an overview of an information providing system according to the fourth embodiment. [Figure 22] FIG. 22 is a diagram showing an example of scoring according to the fourth embodiment. [Diagram 23] FIG. 23 is a diagram illustrating an overview of an information providing system according to the fifth embodiment. [Figure 24] FIG. 24 is a diagram (part 1) showing an example of a display related to model comparison according to the fifth embodiment. [Diagram 25] FIG. 25 is a diagram (part 2) showing an example of a display related to model comparison according to the fifth embodiment. [Figure 26] FIG. 26 is a diagram (part 3) showing an example of a display relating to model comparison according to the fifth embodiment. [Figure 27] FIG. 27 is a diagram showing an example of model comparison items according to the fifth embodiment. [Figure 28] FIG. 28 is a diagram illustrating an overview of an information providing system according to the sixth embodiment. [Figure 29] FIG. 29 is a diagram showing an example of a display according to the sixth embodiment. [Diagram 30] FIG. 30 is a diagram illustrating an overview of an information providing system according to the seventh embodiment. [Diagram 31] FIG. 31 is a diagram illustrating an example of repeater number calculation according to the seventh embodiment. [Diagram 32] FIG. 32 is a diagram illustrating an overview of an information providing system according to the eighth embodiment. [Diagram 33] FIG. 33 is a diagram illustrating an overview of an information providing system according to the ninth embodiment. [Diagram 34] FIG. 34 is a diagram showing an example of data collection according to the ninth embodiment. [Diagram 35] FIG. 35 is a diagram (part 1) showing an example of ranking generation according to the ninth embodiment. [Diagram 36] FIG. 36 is a diagram (part 2) showing an example of ranking generation according to the ninth embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0017] [Embodiment 1] Hereinafter, an information providing system, an information management device, and an information providing method according to the first embodiment will be described in detail with reference to the drawings.

[0018] In this specification, "held balls" refers to data indicating game media acquired by a player in a game, which can be used again only on the same day (before the closing time of the game establishment). "Number of held balls" refers to the number of game media acquired by a player in a game. "Saved balls" refers to data indicating game media deposited by a player in a game establishment, which can be used again on the following day (after the closing time of the game establishment). "Saved balls" refers to the number of game media deposited by a player in a game establishment. Both regular and member players can use held balls, and are used when a game machine is moved. In principle, only member players can use saved balls, and are used when acquired game media are used to play a game machine on the following day. "Number of balls managed on a game machine" refers to the number of balls managed on a game machine that a player can use for a game.

[0019] <Outline of information providing system according to embodiment 1> First, a description will be given of an overview of the information providing system according to the embodiment 1. Fig. 1 is an explanatory diagram for explaining the overview of the information providing system according to the embodiment 1.

[0020] As shown in Fig. 1, in the information provision system according to the first embodiment, floating data is divided into a plurality of investment classes based on the investment amount for the past month. For example, the data is divided into five classes: SV class, V class, R class, M class, and N class.

[0021] Within each class, clustering is performed using specific items as features, and the data is divided into multiple gaming groups. For example, clustering is performed using features such as gender, age, etc. of member management data, and frequency of visits, time of visit, etc. of leisure management data, and the data is divided into five gaming groups, from 1Gp to 5Gp.

[0022] Based on the analysis request for card ID "2005," an analysis is performed within the gaming group. For example, the position of card ID "2005" in the win rate distribution for the gaming group to which card ID "2005" belongs is analyzed and displayed. Specifically, the win rate distribution for the gaming group is displayed as a bar graph, and the position including card ID "2005" is highlighted in black.

[0023] In this way, the information provision system of this embodiment 1 is configured to divide the floating data into investment categories based on the investment amount, cluster the data within those investment categories to divide it into game groups, and perform analysis within those game groups, thereby making it possible to present useful information to players regarding how to play the game.

[0024] <System configuration> Next, a description will be given of the system configuration of the information provision system according to the present embodiment 1. Fig. 2 is a diagram showing the system configuration of the information provision system according to the present embodiment 1. As shown in Fig. 2, a gaming establishment is provided with a plurality of gaming machines 20 and an inter-machine card processor 10 provided corresponding to each gaming machine 20.

[0025] The inter-machine card processing machine 10 is connected to a communication line, which is an in-store network, via the island controller 30. The island controller 30, the management device 50, the prize management device 60, and the settlement machine 70 are connected to the communication line.

[0026] The management device 50 is also connected to the Internet, which is an external network. An information management device 80 and a mobile terminal 90 are also connected to the Internet.

[0027] The gaming machine 20 is a device that plays games by shooting gaming balls enclosed inside the device onto a gaming board. The gaming balls are physical "balls" used in the game, and are different from "game balls" that the gaming machine 20 treats as data. The gaming board of the gaming machine 20 is provided with a plurality of winning areas (winning holes), and a predetermined number of gaming balls are awarded as prize balls based on the passing of the gaming balls through the winning areas. In addition, the gaming board is provided with a predetermined number of starting areas (starting holes), and a predetermined lottery is performed based on the passing of the gaming balls through the starting areas. If the lottery is a jackpot, a predetermined movable member or the like is operated to increase the probability of the gaming balls passing through the winning areas or other starting areas, and other operations that are advantageous in the game are performed. It is possible for there to be an area that serves as both a starting area and a winning area.

[0028] The winning area is provided with a winning sensor for detecting the passage of a game ball into the winning area, and the winning sensor detects the passage (winning) of a game ball shot into the winning area. The control unit of the gaming machine 20 also has a prize ball memory for storing the number of game balls to be awarded as prize balls for each winning area, and a game ball number memory for indicating the number of game balls managed by the gaming machine. The control unit of the gaming machine 20 also periodically transmits the number of game balls managed by the gaming machine to the machine-to-machine card processing machine 10.

[0029] When the inter-machine card processing machine 10 receives a deposit from a player, it associates a prepaid value corresponding to the amount of the deposit with the identification information (card ID) of the card stored inside the machine. This prepaid value can be used to lend game balls. The inter-machine card processing machine 10 can also accept the insertion of a card associated with a prepaid value, retained balls, saved balls, etc. Then, at the end of a game, the inter-machine card processing machine 10 ejects the card associated with the prepaid value, retained balls, saved balls, etc. and returns it to the player. The inter-machine card processing machine 10 also transmits a history of operations such as deposits, card insertion, and card ejection to the management device 50.

[0030] When a predetermined number of game balls are shot onto the game board, the game machine 20 transmits out data to the inter-machine card processor 10. When a game ball passes through a winning area (so-called winning) and a predetermined number of prize balls are added to the game balls, the game machine 20 transmits safe data to the inter-machine card processor 10. Furthermore, when a special state such as a jackpot occurs during play, the game machine 20 transmits special prize data indicating the occurrence of such state to the inter-machine card processor 10.

[0031] The out data corresponds to the number of balls inserted, which is the number of balls inserted by the player onto the game board. The safe data corresponds to the number of balls won as a result of winning. Furthermore, the special prize data indicates the status of the gaming machine 20, such as a jackpot. Each piece of data is transmitted to the management device 50 via the inter-machine card processing device 10, and the management device 50 can obtain the operation history of the gaming machine 20 by accumulating the out data, safe data, and special prize data.

[0032] The inter-machine card processing machine 10 accepts deposits, lends gaming balls, and communicates with the management device 50 and the gaming machines 20. When the inter-machine card processing machine 10 accepts bills inserted by a player, it sends a deposit notification including the amount of the deposit to the management device 50, thereby adding the prepaid value equivalent to the amount of the deposit to the prepaid value managed by the management device 50. Then, when a specified ball lending operation is performed, it sends a ball lending request to the management device 50, subtracts the prepaid value managed by the management device 50, and notifies the gaming machine 20 of the number corresponding to the subtracted prepaid value, which is added to the number of balls managed by the gaming machine.

[0033] When the inter-machine card processing machine 10 accepts the insertion of a card, it sends a card insertion notification to the management device 50. Furthermore, when the inter-machine card processing machine 10 receives the prepaid value, the balance of held balls, or the balance of saved balls from the management device 50, it stores the balance. When the inter-machine card processing machine 10 receives and stores the balance of held balls, it sends a request to subtract held balls to the management device 50, thereby clearing the balance of held balls (number of held balls) managed by the management device 50 to zero.

[0034] When the inter-machine card processing machine 10 accepts a held ball replay operation, it subtracts a predetermined number from the number of held balls it manages, notifies the gaming machine 20 of the number corresponding to the subtracted held balls, and adds it to the number of balls managed by the gaming machine. In addition, when the inter-machine card processing machine 10 accepts a saved ball replay operation, it sends a saved ball replay request to the management device 50, thereby subtracting a predetermined number from the number of saved balls managed by the management device 50, notifies the gaming machine 20 of the number corresponding to the subtracted saved balls, and adds it to the number of balls managed by the gaming machine.

[0035] When the inter-machine card processor 10 accepts a card return operation, it sends a ball addition request including the number of held balls to the management device 50, and after having the management device 50 add the number of held balls, it sends a card ejection notification to the management device 50 and controls the ejection of the card. Note that if a counting operation is accepted from the gaming machine 20 before the card return operation, the number of gaming machine managed balls is added to the number of held balls.

[0036] The inter-machine card processing device 10 has a function of acquiring a gaming machine ID from the gaming machine 20, and authenticating the gaming machine 20 using the acquired gaming machine ID and an authentication key received from the management device 50. This authentication is performed at the time of opening a store, etc., and the gaming machine 20 becomes available for play on condition that the authentication is successful.

[0037] The island controller 30 is a device that bundles together a group of gaming machines 20 and inter-machine card processors 10 installed on the gaming island, and relays various information to the management device 50.

[0038] When the management device 50 receives a card insertion notification from the inter-machine card processing device 10, it manages the identification information of the inserted card (hereinafter referred to as the "card ID") in association with the inter-machine card processing device 10, and transmits the prepaid value and the ball balance associated with the card ID to the inter-machine card processing device 10. Also, if the card ID indicated in the card insertion notification is the card ID of a membership card, it transmits the stored ball replay data to the inter-machine card processing device 10.

[0039] In addition, when the management device 50 receives a request to subtract balls held from the inter-machine card processing machine 10, it clears the balance of held balls to zero, and when it receives a request to add balls held from the inter-machine card processing machine 10, it adds the number of held balls indicated in the request to add balls held to the balance of held balls.

[0040] Furthermore, when the management device 50 receives a ball lending request from the inter-machine card processing device 10, it subtracts a predetermined value from the prepaid value associated with the card ID and transmits ball lending permission to the inter-machine card processing device 10. When the management device 50 receives a saved ball replay request, it transmits saved ball replay data to the inter-machine card processing device 10.

[0041] Furthermore, when the management device 50 receives a card ID from the prize management device 60, it notifies the prize management device 60 of the number of balls held associated with this card ID. Furthermore, when the management device 50 receives a card ID from the settlement machine 70, it notifies the settlement machine 70 of the prepaid value associated with this card ID.

[0042] The management device 50 also acquires a gaming machine ID from the inter-machine card processor 10 and manages the gaming machines 20 installed in its own arcade as device management data. It also acquires an authentication key for authenticating the gaming machines 20 set in its own arcade from an authentication key management center (not shown) outside the arcade, and distributes it to the inter-machine card processor 10. When the device management data is updated, it transmits the updated device management data to the information management device 80.

[0043] The management device 50 also manages the member management data of the members who are registered with the gaming establishment. Specifically, the number of balls, points, PIN number, name, etc. are managed in association with the member card ID issued to the member. When the member management data is updated, the member management data is sent to the information management device 80.

[0044] When the management device 50 receives a card insertion notification from the inter-machine card processing machine 10, it transmits stored ball replay data including the balance of stored balls and the PIN number corresponding to the card ID indicated in the card insertion notification to the inter-machine card processing machine 10. In addition, when the management device 50 receives a stored ball replay request from the inter-machine card processing machine 10, it subtracts a predetermined number from the balance of stored balls associated with the card ID indicated in the stored ball replay request, and transmits stored ball replay data including the balance of stored balls after the subtraction to the inter-machine card processing machine 10.

[0045] In addition, when the management device 50 receives an inquiry about the number of stored balls from the prize management device 60, it notifies the prize management device 60 of the balance of the stored balls corresponding to the specified card ID.

[0046] In addition, when the management device 50 receives out data, safe data, and special prize data of the gaming machine 20 from the machine-to-machine card processing device 10, it associates the data with the time and the gaming machine ID and stores it as operation data, and uses the operation data to generate a chronological history of the operation of the gaming machine 20 and stores it as game history data.

[0047] In addition, the management device 50 stores the operation history of the inter-machine card processing device 10, such as depositing money, inserting a card, and ejecting a card, as well as the operation history of the prize management device 60, the settlement machine 70, etc., in game-related card processing history data.

[0048] In addition, when the management device 50 receives wagon prize exchange data and held ball division notification data from the inter-machine card processing machine 10, it associates the time, gaming machine ID, card ID, etc. with the processing content and stores them in the non-game card processing history data.

[0049] In addition, when the management device 50 receives an operation notification from the prize management device 60, the settlement machine 70, etc., it associates the time, device ID, the gaming machine ID of the last gaming machine 20 used, the card ID, etc. with the content of the processing and stores them in the counting settlement processing history data.

[0050] In addition, the management device 50 generates and stores game history data using the operation data and the game-related card processing history data at a predetermined timing, such as after the store closes.

[0051] In addition, the management device 50 generates and stores floating data indicating one continuous game using the non-game card processing history data, the counting settlement processing history data, and the game history data at a predetermined timing such as after the store closes. When the floating data is generated / updated, the floating data is transmitted to the information management device 80.

[0052] The information management device 80 is a device that classifies, clusters, and analyzes the wandering data. When the information management device 80 receives the device management data, the member management data, or the wandering data from the management device 50, the information management device 80 stores the received data.

[0053] In addition, the information management device 80 uses the floating data to divide the investment amounts for each card ID of each store into five investment categories based on the investment amounts in the past month, and generates floating management data for each investment category.

[0054] In addition, the information management device 80 generates game type management data by using the idle data and the device management data. The information management device 80 performs clustering using the k-means method for each investment category to generate game group data.

[0055] In addition, the information management device 80 uses the idle data to calculate the winning rate for each card ID of each store and the winning rate distribution for each game group, and stores them in the winning rate distribution data. The information management device 80 uses the game type management data to calculate the average number of games played for each game group, and stores them in the game tendency data.

[0056] In addition, when the information management device 80 receives analysis request data from the mobile terminal 90, it uses the store ID and card ID included in the analysis request data to extract the winning rate and number of games played by game type related to the card ID, as well as the winning rate distribution data and average number of games played related to the game group, and transmits them to the mobile terminal 90 as analysis response data.

[0057] When the mobile terminal 90 accepts the analysis request, it notifies this analysis request to the information management device 80. When the mobile terminal 90 receives analysis response data from the information management device 80, it displays this analysis response data.

[0058] The prize management device 60 is a terminal device for prize exchange that is attached to the prize exchange counter in the game parlor, and performs the prize exchange process for acquired balls, saved balls, and held balls. A card reader that reads the card ID of a card and a prize payout device that pays out prizes are connected to this prize management device 60. When the prize management device 60 reads the card ID from a general card or a membership card, it transmits the card ID to the management device 50 and requests the remaining balance of held balls for that card ID. When saved balls are to be exchanged for prizes, the management device 50 is requested to indicate the remaining balance of saved balls.

[0059] The settlement machine 70 is a device that settles the balance of the prepaid value associated with the card. When a card associated with the prepaid value is inserted, the settlement machine 70 transmits the card ID of the card to the management device 50, obtains the prepaid value associated with the card, and dispenses cash equivalent to the obtained prepaid value.

[0060] Next, a description will be given of the ball lending process in the gaming system according to the present embodiment 1. When a player performs a ball lending operation on the inter-machine card processing machine 10, the inter-machine card processing machine 10 transmits a message addressed to the local address of the management device 50. This message includes the card ID of the card inserted into the inter-machine card processing machine 10, an address or any identification information that identifies the inter-machine card processing machine 10 that is the sender, and a ball lending request.

[0061] When the management device 50 receives a message including a ball lending request, it updates the card management data by subtracting a predetermined value (for example, 5 units, which represents 500 yen when 1 unit is 100 yen) from the prepaid value associated with the card ID in the message, and transmits ball lending permission to the inter-machine card processing machine 10 that sent the message. The inter-machine card processing machine 10 that has received the ball lending permission transmits an addition signal to the gaming machine 20, requesting the addition of a number corresponding to the subtracted prepaid value (for example, "125") to the number of balls managed by the gaming machine.

[0062] The gaming machine 20 that has received the addition signal adds up the number of balls managed by the gaming machine, and transmits the number of balls managed by the gaming machine after the addition to the inter-machine card processing machine 10. The inter-machine card processing machine 10 compares the sum of the number of balls managed by the gaming machine before the addition and the number of balls lent out with the number of balls managed by the gaming machine after the addition, and determines whether the addition of the number of balls managed by the gaming machine has been performed appropriately.

[0063] Next, a description will be given of the ball replay process in the gaming system according to the present embodiment 1. When the inter-machine card processing machine 10 accepts the insertion of a general card or a membership card, it transmits a message addressed to the local address of the management device 50. This message includes the card ID of the card inserted into the inter-machine card processing machine 10, an address or any identification information that identifies the inter-machine card processing machine 10 that is the sender, information for identifying the rate of the inter-machine card processing machine 10, and a card insertion notification.

[0064] When the management device 50 receives a card insertion notification from the inter-machine card processing machine 10, it notifies the inter-machine card processing machine 10 of the balance of balls held at the rate specified by the message, among the balls held associated with the card ID in the message.

[0065] The inter-machine card processing machine 10 stores the balance of held balls received from the management device 50. Then, it transmits a message to the management device 50, including information specifying the card ID and rate, and a request to subtract held balls. When the management device 50 receives the request to subtract held balls, it clears the balance of held balls specified by the card ID and rate to zero. Furthermore, when the inter-machine card processing machine 10 accepts a request to replay held balls, it subtracts a fixed number from the balance of held balls, notifies the gaming machine 20 of the corresponding number, and adds it to the number of balls managed by the gaming machine.

[0066] When the inter-machine card processing machine 10 receives a management transfer request from the gaming machine 20 to transfer the management of the gaming machine 20 by making the number of gaming machine managed balls of the inter-machine card processing machine 10 the balls held by the inter-machine card processing machine 10, the inter-machine card processing machine 10 adds the number of gaming machine managed balls indicated in the management transfer request to the balls held by the own machine. After that, when the card return operation is accepted, the inter-machine card processing machine 10 transmits a message including a request to add the balls held to the management device 50. This message includes the card ID of the card to be discharged, an address or any identification information that identifies the inter-machine card processing machine 10 that is the sender, information for identifying the rate of the inter-machine card processing machine 10, the balance of the balls held, and a request to add the balls held.

[0067] When the management device 50 receives the request to add the balls in hand, it updates the balance (number of balls in hand) of the balls in hand associated with the card ID in the message to the received value. After that, the card processor 10 transmits a card ejection notification to the management device 50 and controls the ejection of the card.

[0068] Next, the stored ball replay process in the gaming system according to the present embodiment 1 will be described. When the inter-machine card processing machine 10 accepts a membership card, it transmits a message addressed to the local address of the management device 50. This message includes the card ID of the card inserted into the inter-machine card processing machine 10, an address or any identification information that identifies the inter-machine card processing machine 10 that is the sender, information for identifying the rate of the inter-machine card processing machine 10, and a card insertion notification.

[0069] The management device 50 transmits stored ball replay data to the inter-machine card processing machine 10, the data including the PIN number associated with the card ID in the message and the remaining balance of stored balls at the rate specified by the message.

[0070] The inter-machine card processing device 10 stores the received saved ball replay data, and when the balance of saved balls indicated in the saved ball replay data is equal to or greater than the number of game ball payout units in saved ball replay (number of saved ball replay units, for example "125 balls"), it is capable of accepting a saved ball replay operation.

[0071] When the inter-machine card processor 10 receives a saved ball replay operation for the first time after storing the saved ball replay data, it requests the player to input a PIN number and checks whether the input PIN number matches the PIN number shown in the saved ball replay data.

[0072] If the PIN numbers match, the inter-machine card processing machine 10 sends a message addressed to the local address of the management device 50. This message includes the card ID of the card inserted in the inter-machine card processing machine 10, an address or any identification information that identifies the inter-machine card processing machine 10 that is the sender, information for identifying the rate of the inter-machine card processing machine 10, and a request to replay the stored balls.

[0073] The management device 50 subtracts a predetermined value from the balance of stored balls at the rate specified by the message among the stored balls associated with the card ID in the message, and transmits stored ball replay data including the balance after subtraction to the inter-machine card processing machine 10.

[0074] The inter-machine card processing device 10 receives the stored ball replay data, updates the balance of stored balls, and notifies the gaming machine 20 of the number corresponding to the number of stored ball replay units to add it to the number of balls managed by the gaming machine. It also determines whether the updated balance of stored balls is less than the number of stored ball replay units. If the updated balance of stored ball data is equal to or greater than the number of stored ball replay units, it is possible to accept a stored ball replay operation again, and if a stored ball replay operation is accepted, it transmits a stored ball replay request. For the second or subsequent stored ball replay operations, it is not necessary to confirm the PIN. If the updated balance of stored ball data is less than the number of stored ball replay units, it is not possible to accept a stored ball replay operation.

[0075] Next, the transition from held balls to saved balls during the store closing process will be explained. The management device 50 checks the balance of held balls in the card management data during the store closing process, and if there are held balls whose balance is greater than "0", it adds the balance of the held balls to the balance of saved balls to update it. After that, the management device 50 clears the balance of the held balls to zero.

[0076] <External configuration of the inter-machine card processing device 10 and the gaming machine 20> Next, the external configuration of the inter-machine card processing machine 10 and the gaming machine 20 shown in Fig. 2 will be described. Fig. 3 is a diagram showing the external configuration of the inter-machine card processing machine 10 and the gaming machine 20 shown in Fig. 2. In the figure, the inter-machine card processing machine 10 that accepts only paper money is illustrated, but a unit that can accept electronic money can also be provided.

[0077] As shown in Figure 3, the inter-machine card processing machine 10 is provided with a status display unit 11 which displays the status of the inter-machine card processing machine 10 by turning on or blinking lamps of a predetermined color, a bill insertion slot 12a which accepts various types of bills, a display operation unit 13 such as a touch panel display, and a card insertion slot 14a which accepts cards which have an associated card ID.

[0078] The gaming machine 20 is provided with a gaming board, a handle 21 used to throw enclosed gaming balls onto the gaming board, and a counting button 22.

[0079] The count button 22 is an operation button for performing a management transfer, which transfers the management of the number of balls that can be dispensed from the gaming machine 20 to the inter-machine card processor 10, by subtracting the number of balls managed by the gaming machine 20 and adding the corresponding number to the balls held by the inter-machine card processor 10. In the open-type gaming machine 20 in which actual gaming balls are dispensed upon winning, this management transfer corresponds to a counting process in which the inter-machine card processor 10 counts the dispensed gaming balls and adds them to the balls held.

[0080] <Configuration of the inter-machine card processing device 10> Next, a description will be given of the configuration of the inter-machine card processing machine 10 shown in Fig. 2. Fig. 4 is a functional block diagram showing the configuration of the inter-machine card processing machine 10 shown in Fig. 2. As shown in Fig. 4, the inter-machine card processing machine 10 has a banknote transport unit 12, a display operation unit 13, a reader / writer 14, a communication unit 15, a memory unit 16, a control unit 17, and a game management unit 18.

[0081] The bill transport unit 12 is a transport unit that transports the bills inserted from the bill insertion slot 12a to a bill storage unit (not shown) while determining the denomination and authenticity of the bills. The display operation unit 13 is an input / output device such as a touch panel display that displays various information such as value and accepts various operations such as ball lending operations.

[0082] The reader / writer 14 is a reading unit that reads a card ID from a card inserted into the card insertion slot 14a. The card inserted into the card insertion slot 14a is stored in a card storage unit (not shown) through the reader / writer 14. The communication unit 15 is an interface unit for performing data communication with the management device 50 via the island controller 30.

[0083] The storage unit 16 is a storage device including a hard disk drive, a non-volatile memory, etc. The storage unit 16 stores the device status data 16a and the card data 16b.

[0084] The own machine status data 16a is data indicating the status of the inter-machine card processing machine 10. The own machine status data 16a includes the inter-machine card processing machine ID, the game machine ID, the game type, etc. The inter-machine card processing machine ID is identification information for uniquely identifying the inter-machine card processing machine 10 within the gaming establishment. The game type is data indicating the rate set in the inter-machine card processing machine 10. When game balls of multiple rates are handled within the gaming establishment, game type names are set and managed for each rate, such as "Ball 1" for game balls of a 4 yen rate, "Ball 2" for game balls of a 2 yen rate, and "Ball 3" for game balls of a 1 yen rate. The inter-machine card processing machine 10 selects a rate to be used for a game from these game types and stores it as the game type. The game type may be a fixed game type for each section in which the inter-machine card processing machine 10 is installed, or may be changeable by the operation of the player.

[0085] The card data 16b is data related to the card being used by the player. The card data 16b includes a card ID, a PIN number, a prepaid value, held balls, saved balls, etc. The card ID is a card ID read by the reader / writer 14. When a card is transported from a card storage section (not shown) to the card insertion slot 14a and then ejected, the card data 16b is updated by the card ID read by the reader / writer 14 during this transport. Also, when a card is transported from the card insertion slot 14a to a card storage section (not shown), the card data 16b is updated by the card ID read by the reader / writer 14 during this transport. The prepaid value indicates the balance of the prepaid value that can be used for ball lending, and the held balls and saved balls indicate their respective balances.

[0086] The gaming management unit 18 is a processing unit that performs processing related to authentication and communication with the gaming machine 20. It is preferable that the gaming management unit 18 is formed on a board different from that of the control unit 17. The gaming management unit 18 has an authentication processing unit 18a, an authentication key management unit 18b, and a gaming machine status management unit 18c. In practice, these programs are loaded into a CPU (Central Processing Unit) and executed, causing the authentication processing unit 18a, the authentication key management unit 18b, and the gaming machine status management unit 18c to execute processes corresponding thereto.

[0087] The authentication processing unit 18a performs authentication of the gaming machine 20 using the authentication key received from the management device 50. If the authentication is successful, the authentication processing unit 18a transmits an operation permission to the gaming machine 20. If the authentication is unsuccessful, the authentication processing unit 18a prohibits the use of the gaming machine 20. Note that even if the authentication is unsuccessful, the authentication processing unit 18a may be configured to transmit an operation permission to the gaming machine 20 if it is within a predetermined period from the last successful authentication, and not transmit an operation permission to the gaming machine 20 after the predetermined period has elapsed from the last successful authentication, and to prohibit the use of the gaming machine 20.

[0088] The authentication key management unit 18b is a processing unit that manages the authentication key. A usage time is set for the authentication key, and when the cumulative operating time of the gaming machine 20 reaches the usage time of the authentication key, the authentication key becomes unusable. Specifically, the authentication key management unit 18b uses the power-on time of the board on which the game management unit 18 is formed as the operating time of the gaming machine 20, and manages the usage time of the authentication key. When the authentication key becomes unusable, the authentication key management unit 18b obtains a new authentication key from an authentication key management center outside the store via the management device 50, and updates the authentication key.

[0089] The gaming machine status management unit 18c is a processing unit that communicates with the gaming machine 20 and manages the status of the gaming machine 20. Specifically, the gaming machine status management unit 18c acquires the gaming machine ID from the gaming machine 20, transmits a request to add to the number of balls managed by the gaming machine by ball lending, transmits a request to transfer management from held balls to the number of balls managed by the gaming machine by replaying held balls, transmits a request to add to the number of balls managed by the gaming machine by replaying saved balls, receives game results such as the number of balls inserted and the number of balls paid out in the gaming machine 20, and receives a request to transfer management from the number of balls managed by the gaming machine to held balls by counting. The communication between the inter-machine card processing machine 10 and the gaming machine 20 is encrypted communication using a predetermined encryption method.

[0090] The gaming machine status management unit 18c also acquires the status set for the game, such as the current number of managed balls, start, jackpot, jackpot type, and number of lotteries of the gaming machine 20. It is desirable to set the time interval at which the gaming machine status management unit 18c acquires the status of the gaming machine 20 shorter than the interval at which game balls are shot (used) in the gaming machine 20. Furthermore, when the gaming machine status management unit 18c acquires the number of managed balls from the gaming machine 20, it passes the number of managed balls to the control unit 17.

[0091] The timing when the gaming machine status management unit 18c acquires a new gaming machine ID from the gaming machine 20 is not limited to before opening. The acquisition of the gaming machine ID and the determination of replacement of the gaming machine 20 can be performed when the inter-machine card processing machine 10 is powered on or off, during regular communication, when processing related to the number of gaming machine balls managed (ball lending, replay, counting, etc.) is performed, when returning from an offline state, etc. Also, these timings may be used in combination.

[0092] The control unit 17 is a control unit that performs overall control of the inter-machine card processing machine 10, and includes a data management unit 17a. In practice, this program is loaded into the CPU and executed, thereby causing the process corresponding to the data management unit 17a to be executed.

[0093] The data management unit 17a is a processing unit that manages the card data 16b. When a card is inserted, the data management unit 17a transmits a card insertion notification including a card ID and an inter-machine card processor ID to the management device 50. When the data management unit 17a receives data including a value (at least one of a prepaid value, held balls, and saved balls) and a PIN number from the management device 50, it updates the card data 16b with the received value and PIN number.

[0094] Furthermore, when a bill is inserted into the bill insertion slot 12a, the data management unit 17a transmits a deposit notification to the management device 50, the notification including the amount of the inserted bill, the card ID, and the inter-machine card processor ID.

[0095] Furthermore, when a ball lending operation is performed by a player, the data management unit 17a transmits a ball lending request including the card ID and the inter-machine card processor ID to the management device 50. If permission to lend balls is received as a response to this ball lending request, the data management unit 17a instructs the gaming management unit 18 to subtract the prepaid value of the card data 16b and add a predetermined number of balls to the gaming machine managed number of balls of the gaming machine 20.

[0096] In addition, when the data management unit 17a accepts a held ball replay operation, it instructs the game management unit 18 to subtract and update the held balls in the card data 16b and add the corresponding number of balls to the number of balls managed by the gaming machine 20.

[0097] In addition, when the balance of the stored balls shown in the card data 16b is equal to or greater than the number of the stored ball replay units, the data management unit 17a displays a stored ball replay button on the display operation unit 13, and allows the stored ball replay operation to be accepted. When the stored ball replay operation is performed by the player, the data management unit 17a transmits a stored ball replay request including the card ID and the inter-machine card processor ID to the management device 50. If the data management unit 17a receives stored ball replay data in response to the stored ball replay request, it updates the balance of the stored balls in the card data 16b and instructs the gaming management unit 18 to add the number of balls corresponding to the number of the stored ball replay units to the number of balls managed by the gaming machine 20. In addition, when the stored ball replay operation is performed for the first time, the input of a PIN is requested, and the condition for transmitting a stored ball replay request is that the PIN matches the PIN shown in the card data 16b.

[0098] In addition, when the game management unit 18 receives a request to transfer game balls from the game machine 20, the data management unit 17a adds the number of balls instructed by the game management unit 18 to the held balls in the card data 16b to update it.

[0099] In addition, when the data management unit 17a accepts a card return operation, it transmits a ball addition request including the card ID, the inter-machine card processing machine ID, and the remaining balls to the management device 50. Then, after clearing the card data 16b, it transmits a card ejection notification to the management device 50 and ejects the card.

[0100] Next, an example of data stored in the memory unit 16 of the inter-machine card processor 10 shown in Fig. 4 will be described. Fig. 5 is a diagram showing an example of the own device status data 16a and card data 16b shown in Fig. 4.

[0101] The own device status data 16a shown in Figure 5 (a) indicates a state in which the ID of the inter-machine card processing machine 10 is "A101", the gaming machine ID of the connected gaming machine 20 is "B201", and "Ball 1" is set as the game type of the inter-machine card processing machine 10.

[0102] The card data 16b shown in FIG. 5(b) indicates that the ID of the card inserted into the inter-machine card processor 10 is "2015." Here, the first digit of the card ID indicates the type of card, with a card with the first digit "1" being a general card and a card with the first digit "2" being a membership card. The card data 16b also indicates that the PIN number for replaying saved balls is "1234" and the prepaid value is "100" points. Here, the prepaid value points are equivalent to 100 yen per point.

[0103] In addition, card data 16b indicates that, in terms of held balls, the balance of held balls for ball 1 is "990" balls, the balance of held balls for ball 2 is "0" balls, and the balance of held balls for ball 3 is "0" balls, and, in terms of saved balls, the balance of saved balls for ball 1 is "0" balls, the balance of saved balls for ball 2 is "0" balls, and the balance of saved balls for ball 3 is "0" balls.

[0104] <Configuration of the gaming machine 20> Next, the configuration of the gaming machine 20 shown in Fig. 2 will be described. Fig. 6 is a functional block diagram showing the configuration of the gaming machine 20 shown in Fig. 2. As shown in Fig. 6, the gaming machine 20 has a communication control unit 23, a performance control unit 24, a game control unit 25, and a game ball control unit 26. The communication control unit 23 is a control unit for controlling data communication with the inter-machine card processing machine 10. Communication with the inter-machine card processing machine 10 uses encrypted communication using a predetermined encryption method.

[0105] When the gaming machine 20 is started up, the communication control unit 23 reads out the identification information from the control CPU provided in the gaming control unit 25 and / or gaming ball control unit 26, checks whether the identification information is appropriate, and if it is appropriate, establishes communication with the inter-machine card processing machine 10 and goes into standby mode. In the standby mode, if an operation permission is received from the inter-machine card processing machine 10, the performance control unit 24, the gaming control unit 25, and the gaming ball control unit 26 are started up, making the gaming machine ready for play.

[0106] The game control unit 25 is a control unit that controls games played by the gaming machine 20. In practice, a program corresponding to the game control unit 25 is loaded into the CPU and executed to execute a process.

[0107] Specifically, the game control unit 25 controls the launch of game balls onto the game board by detecting handle operation, detects game balls that have entered the winning hole on the game board, obtains random numbers (random numbers from 0 to 65535, with numbers assigned to a jackpot, small jackpot, or miss within a predetermined range) using game balls that have entered the starting hole and draws lots (special and normal symbols), controls movable members (tulips, etc.) installed on the game board, controls the display of a special symbol display device installed on the game board, detects abnormalities that may be fraudulent (the front frame is open, vibration is detected, etc.) and notifies a higher-level device, etc.

[0108] A large number of obstacle pins are set on the game board, and a game ball is shot onto the game board by operating the handle, falls between the obstacle pins, and either enters a prize hole or a starting hole, or is ejected from the game board through an outlet hole without entering a prize. When a game ball enters a starting hole, a lottery is held, and if a jackpot is awarded, a jackpot game is played in which a specific prize hole on the game board is controlled to be open multiple times, and by making it easier for game balls to enter the prize hole, a prize ball is awarded to the player.

[0109] In addition, there is a special jackpot game that gives a player a special bonus game after the jackpot game ends. The special jackpot game includes a probability-varying jackpot and a time-saving jackpot. The probability-varying jackpot and the time-saving jackpot give the probability-varying game and the time-saving game as special bonus games after the jackpot, respectively. The time-saving game is a bonus game that increases the number of lotteries per unit time by shortening the fluctuation time (the time from the start of the lottery process to the display of the result) of the normal pattern lottery (the lottery for opening and closing the movable member described above) and / or the special pattern lottery (the lottery for the jackpot lottery by the winning of the game ball described above), thereby increasing the probability of winning the jackpot per unit time. This bonus game may include a normal pattern probability fluctuation that increases the probability of winning the normal pattern. The time-saving game by the time-saving jackpot ends when the number of lotteries for the special pattern lottery has been performed a predetermined number of times after the jackpot. Probability-changing games will be described later.

[0110] The game control unit 25 has a probability variation function. The probability variation function is a function that performs control to change the random number range of the jackpot used in the next lottery (generally to about 10 times) when the lottery result is a jackpot that falls within a particularly specified random number range. The probability variation game is a game in which a special symbol is drawn using the changed probability. The probability variation game continues until the next jackpot is won. In addition, the probability variation game and the time-saving game may be given at the same time. However, in order to prevent unexpected losses to the gaming facility, if a player acquires a certain number of game media after the probability variation game or the time-saving game starts, a process of stopping the game (discharging the card once and requesting a prize exchange or a machine move) may be performed. In this case, the number of game media after the probability variation game state is entered is counted by the gaming machine 20, and when the count value reaches a predetermined value, the game can be stopped by performing a game stop control such as stopping the release of game balls.

[0111] The performance control unit 24 is a control unit that controls the performance during a game, and has a performance symbol lottery unit 24a and a performance lottery unit 24b. In practice, by loading these programs into a CPU and executing them, the performance symbol lottery unit 24a and the performance lottery unit 24b will execute processes corresponding to them, respectively.

[0112] The effect pattern lottery unit 24a performs lottery (specifically, whether to stop the display at 7, 7, 7, etc.) for effect patterns (patterns to be displayed on an effect pattern display device such as a display device on the game board surface) based on the special pattern lottery in the game control unit 25.

[0113] The effect selection unit 24b selects the type of effect to be performed before the result of the selection based on the effect symbols is displayed (such as a character appearing and a reach effect). Such effects are set so that the effects selected are different from the main selection result.

[0114] The performance control unit 24 stores performance data for each performance. Furthermore, the performance control unit 24 controls the display of the performance pattern display device, and when a performance is executed, the performance data is superimposed on the background pattern data to display the performance. In addition, when the probability fluctuates, background color data different from that in the normal state is set.

[0115] The game ball control unit 26 is a control unit that controls the number of game balls managed by the game machine. In practice, a program corresponding to the game ball control unit 26 is loaded into the CPU and executed to execute the process. The game ball number management unit 26a is a management unit that manages the number of game balls, i.e., the number of game balls managed by the game machine.

[0116] Specifically, the game ball control unit 26 stores the number of game balls managed by the game machine in a game ball number memory, subtracts "1" from the number of game balls managed by the game machine each time a game ball is released, and adds the number of prize balls acquired by winning to the number of game balls managed by the game machine. Also, when the number of balls is notified by the inter-machine card processing machine 10, it adds the notified number of balls to the number of game machine managed balls and transmits a confirmation signal to the inter-machine card processing machine 10 indicating that the number of balls has been added to the number of game machine managed balls. The game ball control unit 26 can also perform cleaning control of the game balls (circulating balls) enclosed in the game machine 20.

[0117] The game ball control unit 26 also periodically transmits the number of game machine balls stored in the game ball number memory to the machine-to-machine card processing machine 10. In this case, the game ball control unit 26 continues updating the number of game machine balls according to the game status without clearing the contents of the game ball number memory to zero, and transmits the number of game machine balls at the time of data acquisition to the machine-to-machine card processing machine 10.

[0118] The gaming machine 20 is also provided with a counting button 22, and a signal indicating that the counting button 22 has been pressed is input to the gaming ball control unit 26. The gaming ball control unit 26 detects the pressing of the counting button 22, and if the detection signal rises and falls within a certain period of time, it transmits a management transfer request to the inter-machine card processing machine 10 together with data on the number of gaming machine managed balls at a fixed number of times (for example, 100 balls per operation). Then, it subtracts (invalidates) the number of balls transferred to the management of the inter-machine card processing machine 10 from the number of gaming machine managed balls. If the pressing of the counting button 22 is detected and a fall is not detected for a predetermined period of time or more after the detection signal rises, it transmits a management transfer request to the inter-machine card processing machine 10 together with data on the number of gaming machine managed balls at a fixed number of times (for example, 200 balls per 5 seconds) each time the detection signal continues to rise for a certain period of time. Then, the number of balls transferred to the management of the inter-machine card processor 10 is subtracted (invalidated) from the number of balls managed by the gaming machine. When subtracting from the number of balls managed by the gaming machine, possible methods include decrementing the value to be subtracted from the value of 1 stored in memory, or updating the value stored in memory with the value after the subtraction and deleting or logically deleting the value before the subtraction to invalidate it, but there are no particular limitations as long as the value after the subtraction is in a state where it can be specified.

[0119] The game control unit 25 and the game ball control unit 26 are each configured on a separate board. The game control board on which the game control unit 25 is configured and the game ball control board on which the game ball control unit 26 is configured each have their own unique ID. The game machine 20 combines the ID of the game control board and the ID of the game ball control board and uses them as the game machine ID.

[0120] <Configuration of management device 50> Next, a description will be given of the configuration of the management device 50 shown in Fig. 2. Fig. 7 is a functional block diagram showing the configuration of the management device 50 shown in Fig. 2. As shown in Fig. 7, the management device 50 is connected to a display unit 51 and an input unit 52, and has an external network communication unit 53, a store network communication unit 54, a storage unit 55, and a control unit 56.

[0121] The display unit 51 is a display device such as a liquid crystal panel or a display device. The input unit 52 is an input device such as a keyboard or a mouse. The external network communication unit 53 is an interface unit for data communication with the information management device 80 and an authentication key management center (not shown) via an external network. The store network communication unit 54 is an interface unit for data communication with the island controller 30, the prize management device 60, and the settlement machine 70 via a communication line within the gaming facility.

[0122] The memory unit 55 is a storage device such as a hard disk drive or non-volatile memory, and stores card management data 55a, device management data 55b, member management data 55c, operation data 55d, game-related card processing history data 55e, non-game card processing history data 55f, counting settlement processing history data 55g, game history data 55h, and leisure data 55i.

[0123] The card management data 55a is data associating a card ID with a balance of prepaid value, a balance of held balls, etc. The device management data 55b is data related to devices installed in the gaming establishment. This device management data 55b includes an inter-machine card processing machine ID, an installation location, a gaming machine number, a gaming machine ID, model data of the gaming machine 20, etc. The member management data 55c is data associating a member's name, ball storage information, etc. with a card ID of a membership card issued to a member.

[0124] The operation data 55d is data showing the operation history of the gaming machine 20. The game-related card processing history data 55e is data showing the operation history of the inter-machine card processor 10, the prize management device 60, the settlement machine 70, etc. The non-game card processing history data 55f is data showing the history of non-game activities such as wagon prize exchange.

[0125] The counting and settlement process history data 55g is data showing the history of counting process, settlement process, etc. The game history data 55h is data showing the history of the game, and shows the game status such as deposit, card insertion, card ejection, number of balls inserted, number of balls won, and special prizes in chronological order.

[0126] The play data 55i is data showing one continuous game, and corresponds to the start time, end time, game machine ID, card ID, customer type, deposit amount, number of balls inserted (out), number of winning balls (safe), number of big wins, number of wagon prize exchanges, number of balls divided, and winning and losing amounts of the same game machine. Here, the customer type indicates whether the customer is a general player or a member player.

[0127] The control unit 56 is a control unit that performs overall control of the management device 50, and has a card management unit 56a, a device management unit 56b, a member management unit 56c, an operation data accumulation and tabulation unit 56d, a card processing history management unit 56e, a playing history data generation unit 56f, and a floating data generation unit 56g. In practice, by loading these programs into a CPU and executing them, the card management unit 56a, the device management unit 56b, the member management unit 56c, the operation data accumulation and tabulation unit 56d, the card processing history management unit 56e, the playing history data generation unit 56f, and the floating data generation unit 56g are caused to execute processes corresponding thereto.

[0128] The card management unit 56a is a processing unit that manages the card management data 55a. The card management unit 56a communicates with the inter-machine card processing machine 10, the prize management device 60, and the settlement machine 70 to update the prepaid value and the balance of the balls associated with the card ID. In addition, when the card management unit 56a receives a card insertion notification from the inter-machine card processing machine 10, it notifies the value and the balance of the balls associated with the card.

[0129] The device management unit 56b is a processing unit that manages the device management data 55b. The device management unit 56b generates and updates the device management data 55b based on the inter-machine card processor ID, the installation location, and the gaming machine ID acquired from the inter-machine card processor 10. Then, the device management unit 56b adds the store ID to the device management data 55b and transmits it to the information management device 80.

[0130] The member management unit 56c is a processing unit that manages the member management data 55c. When the member management unit 56c receives information about a member from the input unit 52, it stores the information in the member management data 55c. The member management unit 56c communicates with the inter-machine card processor 10 and the prize management device 60 to update the balance of balls associated with the card ID. Then, when the member management data 55c is updated, the store ID is added to the member management data 55c and the data is sent to the information management device 80.

[0131] Here, the stored ball replay process by the member management unit 56c will be explained. When the member management unit 56c receives the stored ball replay request data from the machine-to-machine card processing machine 10, it subtracts the payout unit number of the remaining balls of the payout rate from the stored balls associated with the card ID in the stored ball replay request data, and recalculates the number of possible stored ball replays. Then, it transmits the stored ball replay data including the remaining balance after subtraction and the number of possible stored ball replays to the machine-to-machine card processing machine 10.

[0132] When the operation data accumulation / tallying unit 56d receives out data, safe data, and special prize data of the gaming machine 20 from the inter-machine card processor 10, it registers the data in the operation data 55d in association with the time, gaming machine ID, and data type.

[0133] The operation data accumulation and aggregation unit 56d also aggregates data based on the operation data 55d, thereby acquiring the operation history of the gaming machine 20. The operation history of the gaming machine 20 includes the number of balls inserted, the number of balls dispensed, and the occurrence of special prizes.

[0134] The card processing history management unit 56e is a processing unit that accumulates the operation history of the inter-machine card processing device 10, such as depositing, inserting a card, and ejecting a card, as well as the operation history of the prize management device 60, the settlement machine 70, and the like.

[0135] Specifically, when the card processing history management unit 56e receives card insertion notification data, card ejection notification data, deposit notification data, individual machine counting notification data, and general card usage data from the inter-machine card processing machine 10, it associates the time, gaming machine ID, card ID, etc. with the processing content and adds them to the game-related card processing history data 55e.

[0136] In addition, when the card processing history management unit 56e receives wagon prize exchange data and held ball division notification data from the inter-machine card processing machine 10, it associates the time, gaming machine ID, card ID, etc. with the processing content and adds them to the non-game card processing history data 55f.

[0137] In addition, when the card processing history management unit 56e receives an operation notification from the prize management device 60, the settlement machine 70, etc., it associates the time, device ID, the gaming machine ID of the last used gaming machine 20, the card ID, etc. with the content of the processing and adds them to the counting settlement processing history data 55g.

[0138] The game history data generating unit 56f generates game history data 55h using the operation data 55d and the game-related card processing history data 55e at a predetermined timing, such as after closing time, and stores the game history data 55h in the storage unit 55.

[0139] The floating data generating unit 56g generates floating data 55i indicating one continuous game at a predetermined timing such as after closing time, using the non-game card processing history data 55f, the counting settlement processing history data 55g, and the game history data 55h, and stores the floating data 55i in the memory unit 55. Then, the floating data 55i is added with a store ID and transmitted to the information management device 80.

[0140] Next, an example of data stored in the storage unit 55 of the management device 50 shown in Fig. 7 will be described. Figs. 8 to 10 are diagrams showing examples of the card management data 55a, the device management data 55b, the member management data 55c, the operation data 55d, the game-related card processing history data 55e, the non-game card processing history data 55f, the counting settlement processing history data 55g, the game history data 55h, and the idle data 55i shown in Fig. 7.

[0141] The card management data 55a shown in Fig. 8(a) associates a state in which the prepaid value is "0" points, the balance of the balls held for each rate is "0", and the destination ID is "A101" with the card ID "1001". In other words, the card with the card ID "1001" is inserted into the inter-machine card processing machine 10 with the device ID "A101", and the management of the balls held has been transferred to the inter-machine card processing machine 10. Therefore, the balance of the balls held for each rate is zero.

[0142] The card management data 55a also associates the card ID "2001" with a prepaid value of "300" points, and with the balls held, the remaining balls for ball 1 are "1500", the remaining balls for ball 2 are "2500", and the remaining balls for ball 3 are "0". However, there is no association with a usage ID. In other words, the card with the card ID "2001" is not inserted into the inter-machine card processing device 10, and the balls held are managed by the management device 50.

[0143] The device management data 55b shown in Fig. 8(b) associates the inter-machine card processor 10 with the ID "A101" with the following states: its installation location is "island 1-1", the gaming machine number is "11", the ID of the connected gaming machine 20 is "B201", the game type is "ball 1", the model of the gaming machine 20 is "EV01", the model type is "middle", and the serial number is "a". It also indicates that this gaming machine 20 is in use.

[0144] The device management data 55b also associates the inter-machine card processor 10 with the ID "A201" with the following states: its installation location is "island 2-1", the machine number is "21", the connected gaming machine 20 ID is "B506", the game type is "ball 3", the gaming machine 20 model is "DX03", the model type is "light", and the serial number is "g". It also indicates that this gaming machine 20 is in use.

[0145] Member management data 55c shown in FIG. 8(c) corresponds to card ID "2005" with the name "Patent Taro," the gender "male," the age "45," the points "500," the balance of saved balls for "Ball 1" being "1500," the balance of saved balls for "Ball 2" being "200," and the balance of saved balls for "Ball 3" being "0."

[0146] The operation data 55d shown in Figure 9 (a) associates a state in which the gaming machine ID is "P001" and the data type is "out" with the time "11:10:14", a state in which the gaming machine ID is "P001" and the data type is "out" with the time "11:10:16", a state in which the gaming machine ID is "P001" and the data type is "safe" with the time "11:11:30", and a state in which the gaming machine ID is "P015" and the data type is "special prize (jackpot)" with the time "13:30:00".

[0147] The gaming-related card processing history data 55e shown in Fig. 9(b) is data associating time, gaming machine ID, card ID, and processing. Specifically, the gaming-related card processing history data 55e shows a situation where a "card insertion" process was performed at the time "11:10:00" using a card with a card ID of "1002" in the inter-machine card processor 10 attached to the gaming machine 20 with a gaming machine ID of "P001".

[0148] In addition, the game-related card processing history data 55e indicates the situation when the “card ejection” process was performed at the time “12:35:30” in the inter-machine card processing machine 10 attached to the gaming machine 20 with the gaming machine ID “P023” using a card with the card ID “2005.”

[0149] In addition, the gaming-related card processing history data 55e indicates the situation in which a “deposit” was processed using a card with card ID “1055” at the inter-machine card processing machine 10 attached to the gaming machine 20 with gaming machine ID “P015” at the time “13:20:20”.

[0150] In addition, the game-related card processing history data 55e indicates the situation when the “individual machine counting” process was performed at the time “13:52:40” using a card with card ID “1021” at the inter-machine card processing machine 10 attached to the gaming machine 20 with gaming machine ID “P007”.

[0151] In addition, the gaming-related card processing history data 55e indicates that at the time "14:04:00", a "general card use up" process occurred for a card with card ID "1055" at an inter-machine card processing machine 10 attached to a gaming machine 20 with gaming machine ID "P015".

[0152] The non-game card processing history data 55f shown in Fig. 9(c) is data associating time, gaming machine ID, card ID, and processing. Specifically, the non-game card processing history data 55f shows a situation where a "wagon prize exchange" process was performed using a card with a card ID of "1003" in the inter-machine card processor 10 attached to the gaming machine 20 with a gaming machine ID of "P011" at the time "13:40:01".

[0153] In addition, the non-gaming card processing history data 55f indicates the situation when a "ball division" process was performed using a card with card ID "1002" at the inter-machine card processing machine 10 attached to the gaming machine 20 with gaming machine ID "P007" at the time "15:00:50".

[0154] The counting and settlement process history data 55g shown in Fig. 10(a) is data associating time, device ID, gaming machine ID, card ID, and process. The device ID is identification information that uniquely identifies the prize management device 60, the settlement machine 70, etc. The gaming machine ID is identification information that indicates the gaming machine 20 last used by the player, and is identified by having the player input it when exchanging for a prize, settling, counting, etc. Alternatively, it may be identified by referring to the usage history of the card held by the management device 50.

[0155] Specifically, the counting settlement process history data 55g associates the time "14:22:33" with a state in which the prize management device 60's device ID is "6001", the gaming machine ID is "P001", the card ID is "1002", and the process is "prize exchange". Also, the time "14:22:33" associates the time in which the prize management device 60's device ID is "6001", the gaming machine ID is "P001", the card ID is "2013", and the process is "prize exchange". In other words, the general card with the card ID "1002" and the membership card with the card ID "2013" are used simultaneously for prize exchange.

[0156] The counting settlement process history data 55g also associates the time "16:08:08" with a state in which the settlement machine 70's device ID is "7011", the gaming machine ID is "P019", the card ID is "1033", and the process is "settlement".

[0157] The gaming history data 55h shown in Figure 10 (b) is data that associates time, gaming machine ID, card ID and processing, and shows the status of the game in chronological order, such as deposit, card insertion, card ejection, number of balls inserted, number of winning balls dispensed, and special prizes.

[0158] Specifically, the gaming history data 55h associates a state in which the gaming machine ID is "P001", the card ID is "1002", and the process is "card insertion" with the time "11:10:00", a state in which the gaming machine ID is "P001", the card ID is "1002", and the process is "number of balls inserted: 100" with the time "11:11:20", and a state in which the gaming machine ID is "P001", the card ID is "1002", and the process is "number of balls dispensed: 30" with the time "11:12:00".

[0159] In addition, the gaming history data 55h associates a state in which the gaming machine ID is "P023", the card ID is "2005", and the process is "card ejection" with the time "12:35:30", a state in which the gaming machine ID is "P015", the card ID is "1055", and the process is "deposit" with the time "13:20:20", and a state in which the gaming machine ID is "P015", the card ID is "1055", and the process is "special prize (jackpot)" with the time "13:30:00".

[0160] The play data 55i shown in Fig. 10(c) shows one continuous game, and shows the start time, end time, game machine ID, card ID, customer type, deposit amount, number of balls inserted (out), number of winning balls (safe), number of big wins, number of exchanges for prizes at the wagon, number of balls divided, and winning and losing amounts of the same game machine. Here, the customer type shows whether the customer is a general player or a member player.

[0161] Specifically, the floating data 55i corresponds to a start time of "11:10:00" and an end time of "14:15:33", with a gaming machine ID of "P001", a card ID of "2005", a customer type of "member", a deposit amount of "3000" yen, a number of balls inserted (out) of "0", a number of winning balls (safe) of "6500", a number of jackpots of "10", a number of times that balls have been exchanged for prizes at the wagon of "0", a number of times that balls have been divided into "1", and a winning or losing amount of "100000" yen.

[0162] In addition, the floating data 55i corresponds to the start time "13:20:20" and end time "18:00:00" with the following states: gaming machine ID is "P015", card ID is "1002", customer type is "general", amount deposited is "12,000" yen, number of balls inserted (out) is "13,000", number of prize balls dispensed (safe) is "10,150", number of jackpots is "13", number of wagon prize exchanges is "2", number of ball divisions is "0", and winning / losing amount is "30,000" yen.

[0163] In addition, the floating data 55i corresponds to the start time "14:30:00" and the end time "17:00:00", with the following states: gaming machine ID is "P020", card ID is "2005", customer type is "member", amount deposited is "15,000" yen, number of balls inserted (out) is "10,000", number of prize balls dispensed (safe) is "8,000", number of jackpots is "5", number of times prizes have been exchanged at the wagon is "1", number of times balls have been divided is "0", and amount won or lost is "-10,000" yen.

[0164] <Configuration of Information Management Device 80> Next, a description will be given of the configuration of the information management device 80 shown in Fig. 2. Fig. 11 is a functional block diagram showing the configuration of the information management device 80 shown in Fig. 2. As shown in Fig. 11, the information management device 80 is connected to a display unit 81 and an input unit 82, and has a communication unit 84, a storage unit 85, and a control unit 86.

[0165] The display unit 81 is a display device such as a liquid crystal panel or a display device. The input unit 82 is an input device such as a keyboard or a mouse. The communication unit 84 is an interface unit for data communication with the management device 50 and the mobile terminal 90 via an external network.

[0166] The memory unit 85 is a storage device such as a hard disk drive or non-volatile memory, and stores device management data 85a, member management data 85b, leisure data 85c, leisure management data 85d, game type management data 85e, game group data 85f, win rate distribution data 85g, and game tendency data 85h.

[0167] The device management data 85a is data showing information about the gaming machines installed in each gaming establishment. The member management data 85b is data showing information about the members registered in each gaming establishment. The idle data 85c is data showing idle data in each gaming establishment in chronological order.

[0168] The play management data 85d is data showing the play status for each card ID for each investment category. The game type management data 85e is data showing the win rate for each card ID and the number of plays for each game type.

[0169] The gaming group data 85f is data indicating a gaming group related to the card ID. The winning rate distribution data 85g is data indicating a winning rate distribution within a gaming group. The gaming tendency data 85h is data indicating an average number of games played by game type within a gaming group.

[0170] The control unit 86 is a control unit that performs overall control of the information management device 80, and has a device management unit 86a, a member management unit 86b, a play data management unit 86c, a play management data generation unit 86d, a game type management data generation unit 86e, a clustering unit 86f, and an analysis unit 86g. In practice, by loading these programs into a CPU and executing them, the device management unit 86a, the member management unit 86b, the play data management unit 86c, the play management data generation unit 86d, the game type management data generation unit 86e, the clustering unit 86f, and the analysis unit 86g are made to execute processes corresponding thereto.

[0171] The device management unit 86a is a processing unit that manages the device management data 85a. When the device management unit 86a receives the device management data from the management device 50, the device management unit 86a stores the received data in the device management data 85a.

[0172] Member management unit 86b is a processing unit that manages member management data 85b. When member management unit 86b receives member management data from management device 50, it stores the received data in member management data 85b.

[0173] The floating data management unit 86c is a processing unit that manages the floating data 85c. When the floating data management unit 86c receives the floating data from the management device 50, the floating data management unit 86c stores the received data in the floating data 85c.

[0174] The floating management data generating unit 86d is a processing unit that manages the floating management data 85d. The floating management data generating unit 86d calculates the investment amount for the past month for each store's card ID at a predetermined time (for example, 11:00 p.m.) every day using the floating data 85c. Then, based on the calculated investment amount, it divides the investment into five investment categories.

[0175] Specifically, investment amounts of 100,000 yen or more are classified as Super VIP class (hereinafter referred to as "SV class"), those between 50,000 yen and 100,000 yen are classified as VIP class (hereinafter referred to as "V class"), those between 30,000 yen and 50,000 yen are classified as Regular class (hereinafter referred to as "R class"), those between 10,000 yen and 30,000 yen are classified as Medium class (hereinafter referred to as "M class"), and those less than 10,000 yen are classified as New class (hereinafter referred to as "N class").

[0176] In addition, after dividing into investment categories, the floating management data generating unit 86d uses the floating data 85c to calculate the frequency of visits in the past month, the number of days of visits on weekdays / weekends, the average time of visit, the average playing time, the number of games played for each playing category, and the number of games played for each rate category for each card ID of each store. Then, the calculated data is stored in the floating management data 85d in association with the investment category.

[0177] The game type management data generating unit 86e is a processing unit that manages the game type management data 85e. The game type management data generating unit 86e calculates the winning rate and the number of times played by game type in the past month for each card ID of each store using the play data 85c and the device management data 85a at a predetermined time (for example, 11:00 p.m.) every day, and stores them in the game type management data 85e. For example, the game type includes middle, light middle, light, sweet, AT, and normal.

[0178] The clustering unit 86f is a processing unit that performs clustering for each investment category and manages the game group data 85f. The clustering unit 86f performs clustering for each investment category using the k-means method, classifies each card ID into a plurality of game groups (for example, five game groups from 1Gp to 5Gp), and stores them in the game group data 85f. The k-means method will be described later.

[0179] In addition, when performing clustering, the clustering unit 86f uses, as features, predetermined items of the member management data 85b and the idle play management data 85d. Specifically, the features used are the gender, age, presence or absence of points, and number of balls saved in the member management data 85b, and the frequency of visits, number of days of visits on weekdays / weekends, time of visit, average play time, play category, and rate category in the idle play management data 85d.

[0180] The analysis unit 86g is a processing unit that manages the winning rate distribution data 85g and the playing tendency data 85h, and analyzes and notifies how the playing situation related to the specified card ID is positioned within the playing group. The analysis unit 86g calculates the winning rate for each card ID of each store in the past month using the play data 85c at a predetermined time every day (for example, 11:00 p.m.). Then, it calculates the winning rate distribution for each playing group and stores it in the winning rate distribution data 85g.

[0181] Furthermore, when the game type management data 85e is updated, the analysis unit 86g uses the game type management data 85e to calculate the average number of games played for each game group, and stores the calculated average number of games in the game tendency data 85h.

[0182] Moreover, when the analysis unit 86g receives the analysis request data from the mobile terminal 90, it extracts the winning rate and the number of times of play by game type related to this card ID from the game type management data 85e using the store ID and the card ID included in this analysis request data. Furthermore, it specifies the game group related to this card ID from the game group data 85f, extracts the winning rate distribution data related to this game group from the winning rate distribution data 85g, and extracts the average number of times of play related to this game group from the game tendency data 85h. Then, it transmits the winning rate distribution data related to the game group, the winning rate related to the card ID, the average number of times of play related to the game group, and the number of times of play by game type related to the card ID, which are respectively extracted, to the mobile terminal 90 as analysis response data. Note that it is also possible to specify a card ID with a winning rate higher than the winning rate related to the card ID included in the analysis request data from the game type management data 85e, and extract the number of times of play by game type related to this specified card ID from the game type management data 85e and include it in the analysis response data.

[0183] Next, an example of data stored in the storage unit 85 of the information management device 80 shown in Fig. 11 will be described. Fig. 12 to Fig. 14 are diagrams showing examples of the device management data 85a, the member management data 85b, the idle data 85c, the idle management data 85d, the game type management data 85e, the game group data 85f, the win rate distribution data 85g, and the game tendency data 85h shown in Fig. 12.

[0184] The device management data 85a shown in Figure 12 (a) associates a state in which the game type is "Ball 1", the machine data is "EV01", and the machine type is "Middle" with the store ID "ABC123" and the gaming machine ID "B201", and associates a state in which the game type is "Ball 3", the machine data is "DX03", and the machine type is "Light" with the store ID "ABC123" and the gaming machine ID "B506".

[0185] The member management data 85b shown in FIG. 12(b) associates the store ID "ABC123" and card ID "2005" with the following states: name "Patent Taro," gender "male," age "45," points "500," saved balls for ball 1 "1500," saved balls for ball 2 "200," and saved balls for ball 3 "0."

[0186] The floating data 85c shown in Figure 12 (c) corresponds to the date "2023.12.1", store ID "ABC123", start time "11:10:00", and end time "14:15:33", with the gaming machine ID being "P001", the card ID being "2005", the customer type being "member", the amount deposited being "3000" yen, the number of balls inserted (out) being "0" balls, the number of prize balls dispensed (safe) being "6500" balls, the number of jackpots being "10", the number of times the prizes have been exchanged for wagon prizes being "0", the number of times the balls held have been divided being "1", and the amount won or lost being "100000" yen.

[0187] In addition, the floating data 85c corresponds to the date "2023.12.1", the store ID "ABC123", the start time "13:20:20", and the end time "18:00:00", with the gaming machine ID being "P015", the card ID being "1002", the customer type being "general", the amount deposited being "12,000" yen, the number of balls inserted (out) being "13,000" balls, the number of prize balls dispensed (safe) being "10,150" balls, the number of jackpots being "13", the number of times the wagon prizes were exchanged being "2", the number of times the held balls were divided being "0", and the amount won or lost being "30,000" yen.

[0188] In addition, the floating data 85c corresponds to the date "2023.12.1", the store ID "ABC123", the start time "14:30:00", and the end time "17:00:00", with the gaming machine ID being "P020", the card ID being "2005", the customer type being "member", the amount deposited being "15,000" yen, the number of balls inserted (out) being "10,000" balls, the number of prize balls dispensed (safe) being "8,000" balls, the number of jackpots being "5", the number of times the wagon prizes were exchanged being "1", the number of times the held balls were divided being "0", and the amount won or lost being "-10,000" yen.

[0189] The idle management data 85d shown in Figure 13(a) corresponds to an investment category "R", a store ID "ABC123", and a card ID "2005", with a frequency of visits of "8", number of weekday visits of "3", number of weekend visits of "5", time of visit of "10:20", average playing time of "4:30", a gaming category of pachinko "14" times, slot "6" times, a rate category of high rate "16" times, and a rate category of low rate "4" times.

[0190] In addition, the idle management data 85d associates the investment category "M", the store ID "BCD456", and the card ID "2365" with a store visit frequency of "6", weekday visits of "5", weekend visits of "1", store visit time of "13:40", average play time of "3:10", pachinko game category of "2", slot game category of "8", high rate category of "3", and low rate category of "7".

[0191] The game type management data 85e shown in Figure 13 (b) corresponds to the store ID "ABC123" and the card ID "2005", with a winning rate of "12%", and the number of plays by game type being "60" times for medium, "4" times for light medium, "2" times for light, "20" times for sweet digital, "0" times for AT, and "5" times for normal.

[0192] In addition, the game type management data 85e corresponds to the store ID "BCD456" and the card ID "2365", with a winning rate of "-5%", and the number of plays by game type being "15" times for medium, "2" times for light medium, "0" times for light, "4" times for sweet digital, "30" times for AT, and "10" times for normal.

[0193] The gaming group data 85f shown in Figure 14 (a) associates the investment category of "R" and the gaming group of "2Gp" with the store ID "ABC123" and the card ID "2005", and associates the investment category of "M" and the gaming group of "4Gp" with the store ID "BCD456" and the card ID "2365".

[0194] The winning rate distribution data 85g shown in Figure 14 (b) associates a winning rate of "-20% to -10%" with a state in which the number of people in 1Gp is ​​"200" and the number of people in 2Gp is ​​"250", and associates a winning rate of "-10% to 0%" with a state in which the number of people in 1Gp is ​​"480" and the number of people in 2Gp is ​​"467".

[0195] In addition, the win rate distribution data 85g associates a win rate of "0% to 10%" with a state in which the number of people in 1Gp is ​​"450" ​​and the number of people in 2Gp is ​​"359", and associates a win rate of "10% to 20%" with a state in which the number of people in 1Gp is ​​"230" and the number of people in 2Gp is ​​"126".

[0196] The gaming tendency data 85h shown in FIG. 14(c) corresponds to a gaming type “middle” a state in which the average number of times 1Gp is ​​played is “30” times and the average number of times 2Gp is ​​played is “20” times, to a gaming type “light middle” a state in which the average number of times 1Gp is ​​played is “20” times and the average number of times 2Gp is ​​played is “10” times, and to a gaming type “light” a state in which the average number of times 1Gp is ​​played is “8” times and the average number of times 2Gp is ​​played is “3” times.

[0197] In addition, the gaming tendency data 85h corresponds to the gaming type “Ama Degi” with a state in which the average number of times 1Gp is ​​played is “9” times and the average number of times 2Gp is ​​played is “5” times, corresponds to the gaming type “AT” with a state in which the average number of times 1Gp is ​​played is “40” times and the average number of times 2Gp is ​​played is “45” times, and corresponds to the gaming type “Normal” with a state in which the average number of times 1Gp is ​​played is “12” times and the average number of times 2Gp is ​​played is “10” times.

[0198] <An example of the k-means method of machine learning according to the first embodiment> Next, an example of the k-means method of machine learning according to the first embodiment will be described. Fig. 15 is a diagram showing an example of the k-means method of machine learning according to the first embodiment. The k-means method is a clustering technique for classifying a data group into k clusters based on the idea that data close to each other belong to the same cluster. Here, an example of classifying into two clusters with k=2 is shown.

[0199] As shown in Fig. 15(a), each data item indicated by a circle is randomly classified into two clusters. For example, the data items are randomly classified into ◯ and ●. As shown in Fig. 15(b), the center of gravity of each cluster is calculated and displayed as △ and ▲.

[0200] As shown in Fig. 15(c), for each data, the cluster is reclassified based on the closest center of gravity. As shown in Fig. 15(d), the new center of gravity of the cluster is calculated and is displayed again with △ and ▲.

[0201] The above-mentioned division of the new cluster and the calculation of the new center of gravity are repeated until the center of gravity stops moving. At the point when the center of gravity stops moving, the division is fixed as the final cluster.

[0202] In this way, in the k-means method, a data group can be classified into k clusters by specifying the value of k, which is the number of clusters.

[0203] <An example of analysis of a gaming group according to the first embodiment> Next, an example of analysis of a gaming group according to the present embodiment 1 will be described. Fig. 16 is a diagram showing an example of analysis of a gaming group according to the present embodiment 1. In the information provision system according to the present embodiment 1, as an analysis of a gaming group, it is possible to graph and display the winning rate distribution and the gaming tendency of the gaming group.

[0204] As shown in FIG. 16(a), the distribution of winning rates in a certain gaming group is displayed as a bar graph. Specifically, the number of people with winning rates at 10% intervals is displayed as a bar graph. At this time, the bar graph to which the winning rate of the player who sent the analysis request belongs is highlighted. For example, the highlighted part is colored black, and the other parts are colored white. This allows the player to recognize where he or she is in the gaming group.

[0205] As shown in FIG. 16(b), the trends of play in the play group are displayed in a pie chart. Specifically, the percentage of the average number of play times in the play group is displayed in a pie chart by play type such as middle, light middle, and light. For example, the most frequently played play type in the average number of play times is AT, with a percentage of 48%.

[0206] As shown in Figure 16(c), the number of times the player who sent the analysis request played each game type is displayed in a pie chart. For example, the most commonly played game type is middle, accounting for 66% of all games. By comparing this pie chart with the pie chart shown in Figure 16(b), it is possible to analyze the characteristics of the player within the gaming group.

[0207] <Processing procedure for clustering and analysis according to the first embodiment> Next, a description will be given of a processing procedure relating to clustering and analysis according to the present embodiment 1. Fig. 17 is a flowchart showing a processing procedure relating to clustering and analysis according to the present embodiment 1.

[0208] 17, when the information management device 80 receives floating data from the management device 50 (step S101: Yes), it uses the received data to calculate the investment amount for each store and card ID for the past month at a specified time every day. Then, it divides the investment amount into five investment categories based on the calculated investment amount (step S102).

[0209] The frequency of visits to each store in the past month is calculated for each card ID of each store, and the wandering management data 85d is generated by associating the visits with the investment category (step S103).

[0210] At a predetermined time every day, the winning rate and the number of games played by game type in the past month are calculated for each card ID, and game type management data 85e is generated (step S104).

[0211] Each card ID is classified into a plurality of gaming groups by clustering using the k-means method for each investment category (step S105).

[0212] The winning rate for the past month is calculated for each store's card ID, and winning rate distribution data 85g is generated for each gaming group. The average number of games played for each gaming group is calculated to generate gaming tendency data 85h (step S106).

[0213] When analysis request data is received from the mobile terminal 90 (step S107: Yes), the store ID and card ID included in the analysis request data are used to extract the winning rate and number of plays by game type associated with this card ID from the game type management data 85e (step S108).

[0214] The gaming group related to the card ID is identified from the gaming group data 85f, and the winning rate distribution data related to this gaming group is extracted from the winning rate distribution data 85g, and the average number of games related to this gaming group is extracted from the gaming tendency data 85h (step S109).

[0215] The winning rate distribution data for each extracted game group, the winning rate for each card ID, the average number of games for each game group, and the number of games by game type for each card ID are transmitted to the mobile terminal 90 as analysis response data (step S110), and the processing is terminated.

[0216] As described above, the information provision system of this embodiment 1 is configured to divide the floating data into investment categories based on the investment amount, cluster the data within the investment categories to divide it into game groups, and perform analysis within these game groups, so that useful information regarding how to play the game can be presented to players.

[0217] In the above embodiment 1, the configuration was described in which an analysis was performed within a gaming group and the winning rate distribution and gaming tendency were displayed, but the present invention is not limited to this. It is also possible to configure the configuration to perform an analysis within a gaming group and display the recommended machine name or machine type. It is also possible to configure the configuration to display a list of recommended machines or machine types.

[0218] In the above embodiment 1, the configuration is described in which an analysis is performed within a gaming group and a winning rate distribution and a gaming tendency are displayed, but the present invention is not limited to this. It can also be configured to provide a gaming history within a gaming group. For example, it can be configured to provide a gaming history within a gaming group, such as "30 out of 50 people who played 'Fist of the Nanto' after 5 p.m. yesterday had a winning rate of 17.5%."

[0219] [Embodiment 2] In the above embodiment 1, a configuration was described in which floating data is divided into investment categories based on the investment amount, clustering is performed within each investment category to divide it into gaming groups, and analysis is performed within each gaming group; however, the present invention is not limited to this.

[0220] In a configuration in which the performance information of a gaming machine is notified to an inter-machine card processing machine or a management device, when a player inquires about the performance content of a gaming machine currently being played, reliability information can be provided together with game information of the gaming machine played immediately before.

[0221] In this embodiment 2, in a configuration in which the performance information of a gaming machine is notified to an inter-machine card processing machine or a management device, an information provision system is described which, when a player inquires about the performance content of a gaming machine currently being played, provides reliability information as well as game information of the gaming machine played immediately before.

[0222] <Outline of information providing system according to embodiment 2> An overview of the information providing system according to the second embodiment will be described below. Fig. 18 and Fig. 19 are explanatory diagrams showing the overview of the information providing system according to the second embodiment.

[0223] As shown in FIG. 18, in the information providing system according to the second embodiment, in response to an inquiry about the content of the effect on a gaming machine being played, the reliability of the effect is provided as a response.

[0224] For example, in response to a question such as "Please tell me the information about the performance on the 412th start (10 spins ago)," the answer given is "This is commonly known as the Goddamn rapid launch. Its reliability is 77.7%. In the past, jackpots have been won from this performance."

[0225] In addition, in response to the question "What is the reliability of the red hold just now?", the answer was "The reliability of the red hold is 61.6%. Also, a bubble (red) of 95.0% has occurred with the same effect. This is the second red hold today."

[0226] As shown in Figure 19, when a player is playing on machine number 10 / machine A, if he or she reads the QR code (registered trademark) affixed to the inter-machine card processing machine with a mobile terminal and makes an inquiry, information regarding machine number 10 / machine A will be displayed on the mobile terminal.

[0227] If you make a similar inquiry while playing No. 22 / machine B after playing No. 10 / machine A, information about No. 22 / machine B, which was played immediately before, will be displayed along with information about No. 10 / machine A.

[0228] As described above, in the information provision system of this embodiment 2, in a configuration in which the performance information of a gaming machine is notified to an inter-machine card processing machine or a management device, when a player inquires about the performance content of a gaming machine currently being played, reliability information can be provided, as well as game information for the gaming machine played immediately before.

[0229] In the above-mentioned second embodiment, the reliability information is provided when a player inquires about the effects of a game machine being played, but the present invention is not limited to this. When providing the reliability information, it is also possible to provide information such as the number of people who have drawn rare effects nationwide.

[0230] In the above-mentioned second embodiment, when a player inquires about the performance of a gaming machine currently being played, the game information of the gaming machine played immediately before is provided, but the present invention is not limited to this. The information provided about the gaming machine played immediately before may be configured to include jackpot information and vacant seat information of this gaming machine.

[0231] [Embodiment 3] In the above embodiment 1, a configuration was described in which floating data is divided into investment categories based on the investment amount, clustering is performed within each investment category to divide it into gaming groups, and analysis is performed within each gaming group; however, the present invention is not limited to this.

[0232] It is also possible to classify the machines based on model information relating to the performance and track record of the gaming machines, as well as characteristics of store information such as the configuration of machines within the store, and to configure the system to suggest machines that meet the needs of the player based on this classification.

[0233] In this embodiment 3, we will explain an information provision system that classifies machines based on model information regarding the performance and track record of gaming machines, as well as characteristics of store information such as the configuration of machines in the store, and then suggests machines that meet the needs of players based on this classification.

[0234] <Outline of information providing system according to embodiment 3> An overview of the information providing system according to the third embodiment will be described below. Fig. 20 is an explanatory diagram of the overview of the information providing system according to the third embodiment.

[0235] As shown in FIG. 20, in the information providing system according to the third embodiment, predetermined items of model information (performance aspect), model information (performance aspect), and store information (configuration / performance) are used as feature quantities for classification.

[0236] Specifically, the features of the machine information (performance aspect) are the probability of a jackpot, distribution of balls paid out, and average number of consecutive wins, the features of the machine information (performance aspect) are the special prize history and number of 1,000 yen starts, and the features of the store information (configuration / performance) are the rate / machine configuration and the ball payout ratio for each rate.

[0237] The classification results are classified into predetermined categories such as probability distribution, ball distribution classification 1 and classification 2, and average consecutive number of wins or special prize history time classification.

[0238] Specifically, in terms of probability distribution, it is classified into "up to 1 / 100, 5000 yen / 4 yen" to "1 / 300, 15000 yen / 4 yen". Classification 1 of ball output distribution shows the variation, and in this classification 1 of ball output distribution, it is classified into "small variation (stable)" to "large variation (rough)". Classification 2 of ball output distribution shows the maximum value, and in this classification 2 of ball output distribution, it is classified into "no outstanding" and "extraordinary (one-hit kill)". In terms of average consecutive number of wins or special prize history time classification, it is classified into "0-10 minutes" to "30 minutes".

[0239] In addition, the probability distribution can be rephrased as an indicator of the investment amount or budget, the ball distribution categories 1 and 2 as indicators of stability, and the average number of consecutive wins or special prize history time category as indicators of the time required.

[0240] The desires of the player are indicated as an amusement facility, a gaming style, a time, and a budget. Specifically, the desires of the amusement facility are indicated by the name of the amusement facility such as "Parlor ABC", the area, or "not decided". The desires of the gaming style are indicated by "want to play leisurely", "to kill time", or "to get rich quick". The desires of the time are indicated by "want to play all day", "short game", "starting now", "from morning" or "from night". The desires of the budget are indicated by "10,000 yen", "a little", "a little", or "don't care".

[0241] By inputting the information on the classified machines and the player's requests into a classification prediction model, the machine and playing style for the player are predicted and proposed. For example, as a first proposal, it is proposed to play at "Parlor ABC" with "1 yen, machine A, probability 1 / 99, budget 3000 yen." As a second proposal, it is proposed to play at "nearby" parlor "Parlor XYZ" with "4 yen, machine B, ...".

[0242] As described above, in the information provision system of this embodiment 3, models are classified based on model information regarding the performance and track record of the gaming machine, as well as characteristics of store information such as the configuration of models within the store, and based on this classification, models that meet the needs of the player can be suggested.

[0243] In the above embodiment 3, the machine types are classified and a machine type is proposed based on the classification according to the player's request. However, the present invention is not limited to this. It is also possible to propose amusement facilities instead of machine types.

[0244] Furthermore, in the above embodiment 3, a configuration was described in which models are classified based on model information related to the performance and track record of gaming machines, and store information characteristics such as the configuration of models within the store. However, the present invention is not limited to this, and it is also possible to configure the configuration so that the features and classification items used for classification can be increased or decreased, allowing the granularity of the search to be changed according to the needs of the user, such as a simple search or a search under detailed conditions.

[0245] In the above embodiment 3, the configuration was described in which the machine types are classified based on the machine type information related to the performance and track record of the gaming machine, and the characteristics of the store information such as the machine type configuration in the store, but the present invention is not limited to this. It is also possible to configure the system to accommodate changes in playing style during play, searches for the next gaming machine, etc., by adding the operating status (vacancy status, etc.) of the gaming machine and the playing status (close to the ceiling, etc.).

[0246] [Embodiment 4] In the above embodiment 1, a configuration was described in which floating data is divided into investment categories based on the investment amount, clustering is performed within each investment category to divide it into gaming groups, and analysis is performed within each gaming group; however, the present invention is not limited to this.

[0247] The system can also be configured to collect and score the content distributed by gaming establishments through advertisements, etc., and the actual operating status, and provide the expected number of balls to be paid out based on the latest content distributed by the gaming establishment.

[0248] In this embodiment 4, an information providing system is described which collects and scores the contents distributed by game arcades through advertisements and the like and the actual operating status, and provides the expected probability of winning balls for the latest distributed contents of the game arcades.

[0249] <Outline of information providing system according to embodiment 4> An overview of the information providing system according to the embodiment 4 will be described below. Fig. 21 is an explanatory diagram of the overview of the information providing system according to the embodiment 4.

[0250] As shown in FIG. 21, in the information providing system according to the fourth embodiment, the information management server collects advertisements distributed by gaming establishments, as well as operational data and the number of players at these gaming establishments, and performs scoring.

[0251] When the latest advertisement is delivered from the gaming establishment, the advertisement is scored to predict the expectation level and delivered to the players and employees of the gaming establishment. For example, "Store C rating: 70 points, Juggler: 80 points" is delivered to the players, and "Store C rating: 15 points, Bio: 10 points" is delivered to the employees of Store C.

[0252] <An example of scoring according to embodiment 4> Next, a description will be given of an example of scoring according to the present embodiment 4. Fig. 22 is a diagram showing an example of scoring according to the present embodiment 4.

[0253] As shown in FIG. 22(a), for an amusement parlor broadcast, the broadcast date is "December 5, 2023, 5:55 AM", the broadcast frequency is "5th time", and the broadcast content is "Juggler x Rainbow". Regarding the actual game situation, the ball output situation is "Juggler: difference in number of coins +5000, Machine B: difference in number of coins -10000", and the number of visitors is "800 people", and a score is generated.

[0254] The scoring results will be distributed as "Store C rating: 70 points, Juggler: 80 points, Model B: 10 points."

[0255] As shown in FIG. 22(b), for an amusement parlor broadcast, the broadcast date is "December 26, 2023, 8:30 AM", the broadcast frequency is "only once", and the broadcast content is "Bio × new machine replacement", and the actual game situation is scored as follows: the ball output situation is "Bio: difference in number of coins +5000, machine B: difference in number of coins +1000", and the number of visitors is "200 people".

[0256] The scoring results will be distributed as "Store C rating: 15 points, Bio: 10 points, Model B: 20 ​​points."

[0257] As described above, the information provision system of this embodiment 4 collects and scores the content distributed by gaming establishments through advertisements, etc., and their actual operating status, and can provide the expected probability of winning balls based on the latest content distributed by the gaming establishment.

[0258] In the above embodiment 4, the contents distributed by game parlors through advertisements and the like and the actual operating status are collected and scored, and the ball payout expectation for the latest distribution contents of the game parlors is provided, but the present invention is not limited to this. It is also possible to configure the game parlor to calculate the ball payout expectation of each game parlor and deliver the game parlor with the highest expectation in the area to the player.

[0259] In the above embodiment 4, the content distributed by the gaming establishment through advertisements and the like and the actual operating status are collected and scored, and the expected value of balls for the latest distribution content of the gaming establishment is provided, but the present invention is not limited to this. Instead of scoring using the distribution content and the actual operating status, it is also possible to configure the system to perform scoring using the operating status, date, character birthday, weather, etc., and to distribute to the player a predicted expected value for a specific day or specific machine.

[0260] In the above embodiment 4, the content distributed by the gaming establishment through advertisements and the like and the actual operating status are collected and scored, and the expected ball payout rate for the latest distributed content of the gaming establishment is provided, but the present invention is not limited to this. The expected ball payout rate can also be provided to specific members only, making it a members-only service.

[0261] [Embodiment 5] In the above embodiment 1, a configuration was described in which floating data is divided into investment categories based on the investment amount, clustering is performed within each investment category to divide it into gaming groups, and analysis is performed within each gaming group; however, the present invention is not limited to this.

[0262] When providing information on the type of gaming machine the player is playing with, it is also possible to configure the system so that a model to be compared is extracted and both sets of model information are provided side by side.

[0263] In the fifth embodiment, an information providing system will be described which, when providing model information of a gaming machine played by a player, extracts a model to be compared and provides both pieces of model information side by side.

[0264] <Outline of information providing system according to embodiment 5> An overview of the information providing system according to the fifth embodiment will be described below. Fig. 23 is an explanatory diagram of the overview of the information providing system according to the fifth embodiment.

[0265] As shown in Fig. 23(a), in the information provision system according to the fifth embodiment, when the QR code (registered trademark) attached to the inter-machine card processor is read and current machine information is provided, buttons for selecting either a similar model machine or a machine selected by the player (a "similar model comparison" button and a "selected model comparison" button) are displayed. By pressing these buttons, the current machine information and the machine information for which the button was pressed are provided.

[0266] As shown in FIG. 23(b), on the gaming information site, a gaming machine is selected, and then a button for selecting either a similar model machine or a machine of the player's choice (the "Compare Similar Models" button and the "Compare Selected Model" button) is pressed, whereby information on the initially selected machine and information on the machine for which the button was pressed are provided.

[0267] <An example of display regarding model comparison according to the fifth embodiment> Next, a description will be given of an example of a display relating to model comparison according to the present embodiment 5. Figs. 24 to 26 are diagrams showing an example of a display relating to model comparison according to the present embodiment 5.

[0268] As shown in Fig. 24, when the "Compare Similar Models" button is pressed, the model information of the model being viewed and the similar recommended model are displayed side by side. For example, the design, name ("Fist of the Nanto" and "Sangaku Monogatari"), manufacturer ("QWE123" and "RTY456"), jackpot probability ("approximately 1 / 319.7 -> approximately 1 / 99.4" and "1 / 319.6 -> 1 / 99.9"), average number of consecutive wins ("4.1 times" and "4.7 times"), operation ("70%" and "40%"), maximum ball payout ("25,000 balls" and "80,000 balls"), and comments on both models are displayed.

[0269] As shown in FIG. 25, when the "Compare selected models" button is pressed, the model information of the model being viewed and the selected model are displayed side by side. For example, model information of "Fist of the Nanto" is displayed as the model being viewed, and model information of "Tengoku Danshi" is displayed as the selected model. A "Change button" is displayed in the selected model column, and pressing this button allows the model displayed as the selected model to be changed.

[0270] As shown in Fig. 26, a specific model can be registered as a favorite and displayed in parallel with the model being viewed. For example, by registering the "Discovery of the Old Century" model as a favorite, the model information of "Discovery of the Old Century" can be displayed in parallel with the model information of the "Fist of the Nanto" model being viewed.

[0271] <Example of model comparison items according to the fifth embodiment> Next, an example of a model comparison item according to the present embodiment 5 will be described. Fig. 27 is a diagram showing an example of a model comparison item according to the present embodiment 5. In Figs. 24 to 26, the manufacturer, the probability of winning, the average number of consecutive wins, etc. are displayed as model comparison items, but other items than these can also be displayed as model comparison items.

[0272] As shown in FIG. 27, the machine comparison items that can be displayed include game play status, number of winning machines, maximum difference in number of balls, probability of first win, average number of balls paid out, maximum number of times a game is stuck, average play time, and average investment amount.

[0273] Specifically, the gaming status displays the seating rate based on information about available machines in the store. The number of winning machines displays the percentage of gaming machines with a positive difference in balls on the current day or the previous day. The maximum difference in balls displays the maximum number of balls dispensed within the machine data for that machine. The probability of first hit displays the average probability of a first hit for that machine. The average number of balls dispensed displays the average number of balls dispensed per first hit. The maximum number of stuck times displays the maximum number of starts since the previous jackpot. The average playing time displays the average playing time per player. The average investment amount displays the average investment amount per player.

[0274] As described above, in the information provision system of this embodiment 5, when providing information on the model of the gaming machine being played by a player, it is possible to extract models to be compared and provide information on both models side by side.

[0275] In the above-mentioned embodiment 5, when providing the model information of the gaming machine that the player is playing, the model to be compared is extracted and the model information of both is provided side by side, but the present invention is not limited to this. When comparing a new machine with an existing operating machine, it is also possible to configure it to compare with the data of the release date of the existing model to be compared.

[0276] In the above-mentioned embodiment 5, when providing the model information of the gaming machine played by the player, the model to be compared is extracted and both the model information are provided side by side, but the present invention is not limited to this. When the player's visit to the store is confirmed, when extracting the correlated model information, it is also possible to configure so that the models not installed in the store are excluded.

[0277] In the above-mentioned embodiment 5, when providing the model information of the gaming machine that the player is playing, the model to be compared is extracted and both the model information are provided side by side, but the present invention is not limited to this. When the availability of gaming machines can be acquired, it is also possible to configure so that gaming machines that are not available are excluded from similar models.

[0278] In the above-mentioned embodiment 5, when providing the model information of the gaming machine that the player is playing, the model to be compared is extracted and both the model information are provided side by side, but the present invention is not limited to this. It is also possible to configure so that the items with large differences in the model information to be compared are highlighted.

[0279] In the above-mentioned embodiment 5, when providing the model information of the gaming machine that the player is playing, the model to be compared is extracted and both model information are provided side by side, but the present invention is not limited to this. It is also possible to select multiple models to compare and configure the model being viewed and the other multiple models to be displayed side by side. In this case, the model being viewed may be displayed in a fixed manner, and the other multiple models may be displayed in a scrolling manner.

[0280] [Embodiment 6] In the above embodiment 1, a configuration was described in which floating data is divided into investment categories based on the investment amount, clustering is performed within each investment category to divide it into gaming groups, and analysis is performed within each gaming group; however, the present invention is not limited to this.

[0281] The system can also be configured to display a comparison between the real-time gaming situation of players and the accumulated operating situation of gaming situations at multiple stores.

[0282] In the sixth embodiment, an information providing system will be described which compares and displays the real-time playing status of a player with the accumulated operating status of playing statuses at a plurality of stores.

[0283] <Outline of the information providing system according to the sixth embodiment> An overview of the information providing system according to the sixth embodiment will be described below. Fig. 28 is an explanatory diagram of the overview of the information providing system according to the sixth embodiment.

[0284] As shown in Fig. 28(a), in the information provision system according to the sixth embodiment, the membership card and the membership app are linked, and the membership app and the operation status management server are linked. The operation status management server collects operation data of each amusement facility.

[0285] As shown in FIG. 28(b), when a player uses a membership card to play, real-time operational data is sent to the member app. The operational status management server also sends real-time operational data from multiple stores to the member app. This allows the member app to compare and display the real-time operational data using the membership card with the operational data from multiple stores.

[0286] <An example of display according to the sixth embodiment> Next, a description will be given of an example of a display according to the present embodiment 6. Fig. 29 is a diagram showing an example of a display according to the present embodiment 6.

[0287] As shown in Fig. 29(a), the position of the real-time operation data of the player is displayed on the cumulative ball difference distribution graph. For example, the cumulative ball difference distribution graph shows the number of machines per 1000 coins as a bar graph, and the real-time operation data of the player is shown as a star.

[0288] As shown in Figure 29(b), the real-time operation data of the player is displayed against the trend of the difference in number of coins between new machines and machines that are in good condition, and a comment is displayed based on the analysis of the similarity between the two. For example, if the similarity is recognized, the message displayed is "Your (member's) machine has a similar tendency to the machine that is in good condition. You may want to play it."

[0289] As described above, the information provision system of this embodiment 6 can compare and display the real-time playing status of players with the accumulated operating status of multiple stores.

[0290] In the above-mentioned embodiment 6, a configuration was described in which the real-time playing status of a player is compared with the accumulated operating status of playing statuses at a plurality of stores, and the present invention is not limited to this. It is also possible to compare the operating status of gaming stores nationwide with the operating status of the gaming machine on which the player is playing, and to display information for ranking up the gaming machine being played on the machine on a card processing machine between machines or a member app. The information for ranking up may be displayed, for example, as "If you put out 100 more cards, you will be ranked 5th in the nation."

[0291] In the above-mentioned embodiment 6, the configuration was described in which the real-time playing status of the player and the accumulated operating status of the playing status at multiple stores are compared and displayed, but the present invention is not limited to this. It is also possible to configure the system to predict the number of balls to be paid out on a gaming machine during play by comparing the operating status of gaming stores nationwide with the operating status of the gaming machine on which the player is playing using AI.

[0292] In the above-mentioned embodiment 6, a configuration was described in which the real-time playing status of a player is compared with the accumulated operating status of a plurality of stores, and the comparison is displayed, but the present invention is not limited to this. It is also possible to configure the system so that a member can set in advance the items for comparing the operating status of gaming stores nationwide with the operating status of the gaming machine on which the player is playing.

[0293] In the above-mentioned embodiment 6, the configuration of comparing and displaying the real-time playing status of the player and the accumulated operating status of the playing status at multiple stores has been described, but the present invention is not limited to this. It is also possible to configure the gaming store to be able to set the item of comparing the operating status of gaming stores nationwide with the operating status of the gaming machine on which the player is playing. For example, it may be possible to allow only the comparison of the difference balls.

[0294] In the above-mentioned embodiment 6, the configuration was described in which the real-time playing status of the player is compared with the accumulated operating status of the playing status in multiple stores, but the present invention is not limited to this. In the case of a new machine just after the opening of the store on the opening day, since there is no accumulated playing status of the new machine in multiple stores, it is also possible to configure the comparison to be made using accumulated data of a gaming machine with the same specifications.

[0295] [Embodiment 7] In the above embodiment 1, a configuration was described in which floating data is divided into investment categories based on the investment amount, clustering is performed within each investment category to divide it into gaming groups, and analysis is performed within each gaming group; however, the present invention is not limited to this.

[0296] It is also possible to configure the member app to display information about the types of machines used by players and operation information about gaming machines, which are managed on individual servers.

[0297] In the seventh embodiment, an information providing system will be described in which information on types of machines used by players and operation information on gaming machines, which are managed by individual servers, are displayed together in a member application.

[0298] <Outline of information providing system according to embodiment 7> An overview of the information providing system according to the seventh embodiment will be described below. Fig. 30 is an explanatory diagram of the overview of the information providing system according to the seventh embodiment.

[0299] As shown in Fig. 30, in the information provision system according to the seventh embodiment, the information on the type of machine used by the player and the operation information of the gaming machine in the gaming establishment are transmitted from the gaming establishment to separate servers and managed by the respective servers. Specifically, the information on the type of machine used by the player is managed by the member information management server, and the operation information of the gaming machine is managed by the operation information management server.

[0300] The member information management server notifies the member app of the number of repeat customers of the new machine, and the operation information management server notifies the member app of the number of views of the jackpot information and the number of repeaters who have viewed it. The member app displays the received number of repeat customers of the new machine, the number of views of the jackpot information, and the number of repeaters who have viewed it.

[0301] In calculating the number of repeat customers for a new machine, amusement arcades that have introduced the new machine are extracted, and the calculation is based on the number of new machines introduced at each extracted arcade and the number of repeat customers from the release date to the day of release.

[0302] <An example of calculating the number of repeaters according to the seventh embodiment> Next, a description will be given of an example of repeater number calculation according to the present embodiment 7. Fig. 31 is a diagram showing an example of repeater number calculation according to the present embodiment 7.

[0303] As shown in Figure 31, for each gaming establishment, the number of repeat customers from the day after the release date of the new machine is recorded, and the average number of customers up to that day is calculated. For example, for store F, the release date is "9 / 23," and the average number of repeat customers from the day after is "11.5 people." Similarly, for store G, the average number of repeat customers is "5.5 people," and for store H, the average number is "3 people." The average number of average repeat customers for each store is then calculated, and the average number of repeat customers for all stores is calculated.

[0304] The number of views of the jackpot information and the number of repeat visitors are calculated as follows. First, the gaming facilities where the new machine has been introduced are extracted, and the number of views of the jackpot information and the number of repeat visitors at each extracted facility are calculated. Then, the number of views of the jackpot information and the number of repeat visitors are added up from the release date of the new machine to the day of the release.

[0305] As described above, in the information provision system of this embodiment 7, information on the type of machine used by the player and operation information of the gaming machine, which are managed on individual servers, can be displayed together in the member app.

[0306] In the above embodiment 7, the number of repeat customers of new machines, the number of views of jackpot information, and the number of repeat customers who viewed the information, all of which are managed by individual servers, are displayed together in the member app, but the present invention is not limited to this. By managing the number of views online in association with the number of repeat customers related to the views, it is also possible to configure the system to predict the number of repeat customers in the future using the number of views online.

[0307] [Embodiment 8] In the above embodiment 1, a configuration was described in which floating data is divided into investment categories based on the investment amount, clustering is performed within each investment category to divide it into gaming groups, and analysis is performed within each gaming group; however, the present invention is not limited to this.

[0308] When calculating the operating rate of gaming machines as national statistical data and displaying it at specific times, the operating rate can be calculated based on the actual number of machines that can be operated.

[0309] In the eighth embodiment, an information providing system will be described which calculates the operating rate of gaming machines based on the actual number of operable machines when calculating the operating rate as national statistical data and displaying it for each specific time period.

[0310] <Outline of Information Providing System According to the Eighth Embodiment> An overview of the information providing system according to the eighth embodiment will be described below. Fig. 32 is an explanatory diagram of the overview of the information providing system according to the eighth embodiment.

[0311] As shown in FIG. 32, in the information provision system according to the eighth embodiment, when there is store J that opens at 9:00 and store K that opens at 10:00, the operating rates of all gaming stores at a specific time are calculated.

[0312] For example, at "9:10," store J, which is open, has only three gaming machines available for operation, and since store J has three machines in operation, its operation rate is 100%. On the other hand, at "10:10," both store J and store K are open, and so each store has five gaming machines available for operation. At this point, store J has only three machines in operation, so its operation rate is 60%.

[0313] As described above, in the information provision system of this embodiment 8, when calculating the operating rate of gaming machines as nationwide statistical data and displaying it for each specific time period, the operating rate can be calculated based on the actual number of machines that can be operated.

[0314] In the above embodiment 8, when calculating the operation rate of gaming machines as national statistical data and displaying it for each specific time, a configuration is described in which the operation rate is calculated based on the actual number of operable machines, but the present invention is not limited to this. It is also possible to configure the calculation based on the actual number of operable machines to be used for calculations in operation rate surveys and hall computer surveys.

[0315] In the above embodiment 8, when the operating rate of gaming machines is calculated as national statistical data and displayed for each specific time, the operating rate is calculated based on the actual number of available machines, but the present invention is not limited to this. The calculation based on the actual number of available machines can also be used for calculations during irregular business hours such as on store holidays, when the store is closed, or when the store is open for 36 hours.

[0316] [Embodiment 9] In the above embodiment 1, a configuration was described in which floating data is divided into investment categories based on the investment amount, clustering is performed within each investment category to divide it into gaming groups, and analysis is performed within each gaming group; however, the present invention is not limited to this.

[0317] It can also be configured to display the rankings based on the number of starts and investment amount from the start of 0 spins to the first jackpot of the day, as well as the number of balls dispensed at the time of the first jackpot.

[0318] In this embodiment 9, an information providing system is described which displays rankings based on the number of starts and investment amount from the start of 0 spins to the first jackpot of the day, as well as the number of balls dispensed at the time of the first jackpot.

[0319] <Outline of Information Providing System According to Ninth Embodiment> An overview of the information providing system according to the 9th embodiment will be described below. Fig. 33 is an explanatory diagram of the overview of the information providing system according to the 9th embodiment.

[0320] As shown in FIG. 33, in the information providing system according to the ninth embodiment, rankings are displayed in the order of data collection, ranking generation, and ranking publication.

[0321] In data collection, after opening, when the first jackpot occurs on each gaming machine, the number of starts and the amount invested up to that point are stored in the card management server.Then, the number of balls dispensed until the end of the first jackpot (if consecutive jackpots are hit, until the jackpot ends) is stored in the card management server.

[0322] When generating the rankings, each ranking is generated from the first jackpot data collected after closing time and sent to the smartphone app management server.

[0323] When the rankings are made public, each ranking will be notified and displayed on the in-store information display device, etc. Each ranking will be selectable and displayable on the smartphone app.

[0324] <An example of data collection according to the ninth embodiment> Next, a description will be given of an example of data collection according to the present embodiment 9. Fig. 34 is a diagram showing an example of data collection according to the present embodiment 9.

[0325] As shown in Fig. 34, the date and time, machine number, name, type, number of starts, investment amount, and number of balls dispensed are stored as the first jackpot tally. For example, the date and time are stored as "August 1, 10:22", the machine number is "35", the name is "Fist of the Nanto", the type is "Ama-degi", the number of starts is "15", the investment amount is "1000" yen, and the number of balls dispensed is "300".

[0326] <An example of ranking generation according to the ninth embodiment> Next, a description will be given of an example of ranking generation according to the present embodiment 9. Fig. 35 and Fig. 36 are diagrams showing an example of ranking generation according to the present embodiment 9.

[0327] As shown in Fig. 35, the first jackpot ranking of the previous day including all types and the first jackpot ranking of the previous day by type are displayed. For example, as shown in Fig. 35(a), in the first jackpot ranking of the previous day including all types, the machine number "77", the name "Fist of the South Star", the number of starts "5", and the investment amount "500" yen are displayed as the "1st" place.

[0328] As shown in Figure 35(b), in the ranking of the first big win on the previous day for the mid-type, the machine ranked "1st" has the machine number "235", the name "Mountain Story", the number of starts "12", and the investment amount "1000" yen.

[0329] As shown in Figure 35(c), in the ranking of the first big win on the previous day for mild-digit type machines, the machine in the "1st" position has the machine number "77", the name "Fist of the Nanto", the number of starts "5", and the investment amount "500" yen.

[0330] Also, as shown in Figure 36, the first big win ranking of the previous day by number of balls dispensed and investment amount is displayed. For example, as shown in Figure 36(a), in the first big win ranking of the previous day by number of balls dispensed, the machine with the number "256" in the first place is named "Mountain Story", the number of balls dispensed is "2047", and the investment amount is "3500" yen.

[0331] As shown in FIG. 36(b), in the ranking of investment amount / first jackpot on the previous day in Sma Pachi, the machine ranked "1" has the machine number "100", the name "Discovery of the Old Century", and the investment amount is "3,500" yen.

[0332] As described above, the information provision system of this embodiment 9 can display rankings based on the number of starts and investment amount from the start of 0 spins to the first jackpot of the day, as well as the number of balls dispensed at the time of the first jackpot.

[0333] In the above embodiment 9, a configuration for displaying a ranking for one day based on the data of the previous day has been described, but the present invention is not limited to this. It is also possible to configure the display to display rankings for a certain period (for example, one month).

[0334] In the above embodiment 9, the configuration for displaying the ranking of the first big win on the previous day was described, but the present invention is not limited to this. It can also be configured so that a player can specify multiple machine numbers and compare which machine has won the most early among the specified gaming machines.

[0335] In addition, in each of the above embodiments, the present invention is applied to a gaming system related to a smart pachinko that uses gaming balls as gaming media, but the present invention is not limited to this, and can also be configured to be applied to a gaming system related to a smart pachislot. Also, the present invention can be configured to be applied to a gaming system related to a non-smart gaming machine (CR machine).

[0336] In addition, the configurations illustrated in the above embodiments are merely functional schematics, and are not necessarily physically configured as illustrated. In other words, the form of distribution and integration of each device is not limited to that illustrated, and all or part of the devices can be functionally or physically distributed and integrated in any unit according to various loads, usage conditions, etc. [Industrial Applicability]

[0337] The information providing system, information management device, and information providing method according to the present invention are suitable for presenting useful information regarding game strategies to players. [Explanation of symbols]

[0338] 10 Card Processing Machines 11 Status display section 12 Banknote transport section 12a Bill insertion slot 13 Display operation section 14 Reader / Writer 14a Card slot 15 Communications Department 16 Memory section 16a Device status data 16b Card Data 17 Control section 17a Data Management Department 18 Gaming Management Department 18a Authentication processing section 18b Authentication key management unit 18c Gaming Machine Status Management Department 20 Gaming Machines 21 Handle 22 Count button 23 Communication control section 24 Production Control Unit 24a Design drawing lottery section 24b Production Lottery Section 25 Game control unit 26 Game ball control unit 26a Game Ball Count Management Department 30 Island Controller 50 Management device 51 Display section 52 Input section 53 External network communication section 54 Store Network Communication Department 55 Storage section 55a Card Management Data 55b Equipment Management Data 55c Membership Management Data 55d Operational Data 55e Gaming-related card processing history data 55f Non-gaming card transaction history data 55g Count settlement processing history data 55h Game history data 55i Nomad Data 56 Control Unit 56a Card Management Department 56b Equipment management department 56c Membership Management Department 56d Operational Data Accumulation and Collection Section 56e Card Processing History Management Department 56f Game history data generation unit 56g Nomad data generator 60 Prize Management Device 70 Payment machine 80 Information management device 81 Display section 82 Input section 84 Communications Department 85 Memory section 85a Equipment Management Data 85b Membership management data 85c Nomad Data 85d Roaming Management Data 85e Game type management data 85f Gaming Group Data 85g Win Rate Distribution Data 85h gaming trend data 86 Control Unit 86a Equipment management department 86b Membership Management Department 86c Nomad Data Management Department 86d Floating Management Data Generation Department 86e Game type management data generation unit 86f Clustering Department 86g Analysis Department 90 Mobile Devices

Claims

1. An information providing system having an information management device that provides predetermined information to a mobile terminal of a game player based on the game history of the game player who plays games on a plurality of gaming machines installed in a game parlor, wherein the information management device, specificating means for specificating a game group to which the game player belongs among a plurality of game groups to which a plurality of game players belong, based on the investment amount during a predetermined period by the game player specified from the game history of the game player; notification means for notifying circulation information regarding the circulation in the game parlor including the relationship between the game player and a plurality of game players belonging to the game group specified by the specificating means characterized in that it is provided with.

2. The information management device, further comprising clustering means for setting a plurality of game groups based on the investment amounts of a plurality of game players during the predetermined period and performing clustering of the plurality of game players, characterized in that the information providing system according to claim 1.

3. The clustering means, performing clustering of the plurality of game players based on attributes of the plurality of game players, game type tendencies desired by the plurality of game players, and / or game time zones of the plurality of game players, characterized in that the information providing system according to claim 2.

4. The notification means, notifying the position of the game player in the distribution of winning rates among a plurality of game players belonging to the game group as the circulation information, characterized in that the information providing system according to claim 1.

5. The notification means, notifying the circulation information including game information of game players having a higher winning rate than the game player in the distribution of winning rates among a plurality of game players belonging to the game group, characterized in that the information providing system according to claim 4.

6. An information management device that provides predetermined information to a mobile terminal of a game player based on the game history of the game player who plays games on a plurality of gaming machines installed in a game parlor, specificating means for specificating a game group to which the game player belongs among a plurality of game groups to which a plurality of game players belong, based on the investment amount during a predetermined period by the game player specified from the game history of the game player; notification means for notifying circulation information regarding the circulation in the game parlor including the relationship between the game player and a plurality of game players belonging to the game group specified by the specificating means characterized in that it is provided with.

7. An information providing method in an information providing system having an information management device that provides predetermined information to a mobile terminal of a game player based on the game history of the game player who plays games on a plurality of gaming machines installed in a game parlor, a specifying step in which the information management device specifies a game group to which the game player belongs among a plurality of game groups to which a plurality of game players belong, based on the investment amount during a predetermined period by the game player specified from the game history of the game player; a notification step in which the information management device notifies movement information regarding movement in the game parlor including the relationship between the game player and a plurality of game players belonging to the game group specified in the specifying step; and an information providing method characterized by including the above.

Citation Information

Patent Citations

  • Management system for game parlor

    JP2011056003A