Game parlor device
The amusement facility device addresses inefficiencies in gaming performance tracking by using facial recognition and mobile applications to collect and share player data across establishments, ensuring accurate and efficient management of gaming habits and preventing excessive play.
Patent Information
- Application Number
- JP2025102285
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-06-18
- Publication Date
- 2025-08-22
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
Existing gaming technologies do not allow players to efficiently obtain comprehensive gaming performance information beyond the increase or decrease of gaming media, and players must manually manage their gaming results across different establishments, leading to inefficiency and potential addiction.
An amusement facility device with storage and transmission capabilities to collect and share player information and performance data across multiple gaming establishments, using facial recognition and mobile applications to track and manage gaming habits.
Enables players to accurately and efficiently track their gaming performance, preventing excessive play by notifying them of limits and providing comprehensive gaming records across registered and unregistered establishments.
Smart Images

Figure 2025123422000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming facility device that allows a player to accurately and efficiently obtain information regarding his or her gaming performance. [Background technology]
[0002] Conventionally, gaming establishments such as pachinko parlors provide games using gaming media and manage information related to the games provided. Specifically, by managing information related to gaming results, such as deposits on cards, use of gaming media associated with cards, gaming media awarded as prizes on gaming machines, and the number of gaming media consumed in games on gaming machines, the information can be used as an indicator of business performance.
[0003] On the other hand, since some players desire to obtain information about their gaming performance, such as deposits and use of gaming media, there are known technologies that provide information about gaming performance to players as a service. For example, Patent Document 1 discloses a technology that notifies players who have registered as members of a gaming facility of information regarding increases or decreases in gaming media that the players have deposited at the gaming facility. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Patent No. 5478812 Summary of the Invention [Problem to be solved by the invention]
[0005] However, while the above-mentioned conventional technology allows a player to obtain information regarding the increase or decrease of gaming media, it does not allow the player to obtain gaming results other than the increase or decrease of gaming media (number of visits to the gaming facility, length of stay at the gaming facility, amount of money spent on gaming, etc.). As a result, in order for a player to play games in a planned manner based on such gaming results, the player must record and manage this information himself.
[0006] Furthermore, even if a specific gaming establishment with which a player has registered as a member notifies the player of their gaming results via their mobile device, if the player visits another gaming establishment with which they are not registered as a member, the player will not be able to receive notifications of the information from the other gaming establishment. As a result, the player must manually manage their overall gaming results, which is inefficient.
[0007] The present invention has been made to solve the problems of the above-mentioned conventional technology, and aims to provide an amusement park device that allows players to accurately and efficiently obtain information regarding their gaming performance. [Means for solving the problem]
[0008] In order to solve the above problems, the present invention provides an amusement facility device installed within an amusement facility, the device having a storage means for storing player information and player performance information linked to the player information, and a reception means for receiving applications to participate in a self-reporting program, and a transmission means for transmitting the player information and player performance information stored in the storage means to an external management device installed outside the amusement facility, the transmission means transmitting the player information and player performance information to the external management device at a predetermined timing.
[0009] Furthermore, in the above invention, the present invention is characterized in that the player information includes member identification information, and the player performance information includes the member identification information, the date of entry, and the amount of gaming. In the present invention, the predetermined timing is during or after closing processing. [Effects of the Invention]
[0010] According to the present invention, a player can obtain information regarding his / her gaming performance accurately and efficiently. [Brief explanation of the drawings]
[0011] [Figure 1]FIG. 1 is an explanatory diagram for explaining an outline of a self-reporting PG according to an embodiment. [Figure 2] FIG. 2 is an explanatory diagram for explaining features of the gaming results management system according to the embodiment. [Figure 3] FIG. 3 is a diagram illustrating a system configuration of a gaming performance management system according to an embodiment. [Figure 4] FIG. 4 is a diagram showing the external configuration of the inter-machine card processing machine and the gaming machine shown in FIG. [Figure 5] FIG. 5 is a diagram showing the internal configuration of the inter-machine card processing machine shown in FIG. [Figure 6] FIG. 6 is a diagram showing an example of the device status data and card data shown in FIG. [Figure 7] FIG. 7 is a diagram showing the internal configuration of the gaming machine shown in FIG. [Figure 8] FIG. 8 is a diagram showing the internal configuration of the hall management device shown in FIG. [Figure 9] FIG. 9 is a diagram showing an example of the gaming amount data and gaming data shown in FIG. [Figure 10] FIG. 10 is a diagram showing the internal configuration of the card management device shown in FIG. [Figure 11] FIG. 11 is a diagram showing an example of the game type setting data, the card management data, and the device management data shown in FIG. [Figure 12] FIG. 12 is a diagram showing the internal configuration of the member management device shown in FIG. [Figure 13] FIG. 13 is a diagram showing an example of the member management data, the game type setting data, the PG participant data, and the PG participant game performance data shown in FIG. [Figure 14] FIG. 14 is a diagram showing the internal configuration of the external management device shown in FIG. [Figure 15] FIG. 15 is a diagram showing an example of the PG participant registration data, the notification setting data, and the PG participant game monitoring data shown in FIG. [Figure 16] FIG. 16 is an explanatory diagram for explaining an example of a method of notifying unregistered gaming facilities according to the embodiment. [Figure 17] FIG. 17 is a flowchart illustrating a processing procedure of the member management device according to the embodiment. [Figure 18] FIG. 18 is a flowchart illustrating a processing procedure of the external management device according to the embodiment. [Figure 19] FIG. 19 is a flowchart showing the processing procedure of the external management device according to the first modification. [Figure 20] FIG. 20 is an explanatory diagram for explaining an example of the operation of displaying the game status according to the second modification. [Figure 21] FIG. 21 is an explanatory diagram for explaining an example of operation of game condition settings according to the third modified example. DETAILED DESCRIPTION OF THE INVENTION
[0012] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS Preferred embodiments of the game arcade device according to the present invention will now be described in detail with reference to the accompanying drawings.
[0013] In this specification, "reserved balls" refers to data indicating gaming media acquired by a player through gaming, which can only be used again for gaming on the same day (before the gaming establishment closes). "Number of retained balls" refers to the number of gaming media acquired by a player through gaming. "Saved balls" refers to data indicating gaming media deposited by a player at a gaming establishment, which can also be used again for gaming the following day (after the gaming establishment closes). "Number of saved balls" refers to the number of gaming media deposited by a player at a gaming establishment. Reserved balls can be used by both regular players and member players, and are used when a gaming machine is moved, etc. In principle, saved balls can only be used by member players, and are used when acquired gaming media are used to play a gaming machine the following day or later. [Example]
[0014] <Outline of the self-reporting program according to this embodiment> First, an outline of the self-reporting program (hereinafter referred to as "self-reporting PG") according to this embodiment will be described. Fig. 1 is an explanatory diagram for explaining the outline of the self-reporting PG according to this embodiment. Fig. 2 is an explanatory diagram for explaining the features of the gaming performance management system according to this embodiment.
[0015] First, an overview of the self-reporting according to this embodiment will be described with reference to Fig. 1. Fig. 1 illustrates the registration of participants in the self-reporting PG (hereinafter referred to as "PG participants"), the detection of the gaming performance of the PG participants, and notification when the performance exceeds a set upper limit. It is assumed that cameras 100 are installed at least at the entrances and exits of the gaming establishment.
[0016] As shown in FIG. 1, a PG participant uses his / her mobile terminal 210 to access the member management device in the gaming facility and completes the procedure for applying to participate in the self-reported PG on the mobile terminal 210 (S11). When applying to participate, at least the "face image of the player," "registered gaming facility where the player will play," "card ID of the membership card at the registered gaming facility," and "playing limit" are registered. The face image of the player is captured by a camera installed in the mobile terminal 210. The playing limit includes, for example, the maximum number of visits to the gaming facility in a month, the amount of time spent at the gaming facility in a day, the amount of money spent on gaming in a day, etc.
[0017] Specifically, the participation application procedure is carried out by accessing a predetermined HTTP server from the mobile terminal 210, downloading the self-reporting program app, starting the app on the mobile terminal 210, and performing a predetermined operation. As a result, the external management device 200 registers information such as the play upper limit of the PG participant who has applied to participate (S12). Note that although the case where the player himself applies to participate will be described here, a family member can also apply to participate, provided that the player's consent is obtained.
[0018] Then, when a PG participant enters the gaming facility after applying to participate, a facial image of the player is captured by the camera 100 of the gaming facility, and the facial image of the player is compared with facial images of PG participants registered in advance to detect the visit of the PG participant (S13). In this way, the visit of a PG participant to the gaming facility can be identified by facial recognition of the facial image captured by the camera 100.
[0019] In addition, the length of time a PG participant stays at the gaming facility can be determined by the difference between the time of entry and the time of exit, which is determined by facial recognition of a face image captured by the camera 100. Furthermore, the amount spent by a PG participant can be determined by the amount spent corresponding to the card ID of the membership card managed by the member management device 70.
[0020] In this way, once the PG participant's visit to the gaming facility, the PG participant's time spent at the gaming facility, and the amount of money spent by the PG participant are detected, the member management device 70 notifies the PG participant's gaming record to the external management device 200 and the PG participant's mobile terminal 210 (S14).
[0021] Thereafter, the external management device 200 compares the cumulative value of the gaming results of the PG participant with the registered gaming upper limit, and if the cumulative value of the gaming results exceeds the gaming upper limit, notifies the member management device 70 that the gaming upper limit has been exceeded (S15). Also, at the gaming facility, a store clerk notifies the PG participant that the gaming upper limit has been exceeded (S16).
[0022] In this way, with self-reported PG, if the playing record of a PG participant exceeds the playing limit value registered by the PG participant, the gaming establishment will notify the PG participant that the playing limit value has been exceeded, allowing the PG participant to understand his or her own playing record and to prevent himself or herself from becoming addicted to playing more than previously expected.
[0023] The gaming record management system according to this embodiment makes it possible to obtain the gaming records of PG participants more accurately and efficiently when the PG participants self-report PG.
[0024] Specifically, assuming that PG participants only play at the registered gaming establishments they registered at the time of their participation application, the self-reported PG system can be used smoothly. However, PG participants may also visit gaming establishments other than registered establishments (unregistered gaming establishments) to play games. This is because PG participants may visit gaming establishments located near their home or workplace when a registered gaming establishment is closed or when an event is being held at an unregistered gaming establishment. In such cases, unless the PG participant newly registers the unregistered gaming establishment, their gaming results at the unregistered gaming establishment will not be counted. As a result, players must manually manage their overall gaming results, which is inefficient and makes it impossible to prevent players from becoming more addicted to gaming than they anticipated when registering for participation in the self-reported PG. For this reason, the gaming results management system of this embodiment enables players to obtain information about their gaming results more accurately and efficiently.
[0025] In Figure 2, gaming establishment A is a registered gaming establishment that a PG participant registered when registering to participate in the self-declared PG, and gaming establishment B is an unregistered gaming establishment that the PG participant did not register when registering to participate in the self-declared PG.
[0026] If a PG participant registers gaming facility A as a registered gaming facility and also registers to participate in a self-reported PG, the external management device 200 notifies not only gaming facility A, which is a registered gaming facility, but also gaming facility B, which is an unregistered gaming facility, of the PG participant's information (S21). The information notified to gaming facility A includes the PG participant's facial image and member ID, and the information notified to gaming facility B includes the PG participant's facial image.
[0027] When a PG participant enters gaming establishment B, a camera 100B at gaming establishment B captures a facial image of the player, and the facial image of the player is compared with the facial image of the PG participant notified in advance to detect the PG participant's arrival (S22). An employee then prompts the PG participant to register gaming establishment B as a registered gaming establishment (a gaming establishment to be monitored) (S23). After the PG participant registers as a member of gaming establishment B and registers as a registered gaming establishment in accordance with the employee's instructions, the member management device 70B notifies the external management device 200 of the PG participant's gaming record (S24). Note that while the explanation here is of a case in which an employee at gaming establishment B verbally instructs the PG participant to register as a member of gaming establishment B and as a registered gaming establishment, it is also possible to configure the display unit of the machine-to-machine card processing device of this gaming machine to display the registration of the member of gaming establishment B and the registration of the registered gaming establishment while the PG participant is playing.
[0028] As a result, the gaming record management system according to this embodiment allows a player to accurately and efficiently obtain information relating to his gaming record, regardless of whether or not the player is registered as a member of the gaming establishment.
[0029] <System configuration> Next, the system configuration of the gaming performance management system according to this embodiment will be described. Figure 3 is a diagram showing the system configuration of the gaming performance management system according to this embodiment. Since gaming establishments A and B have the same configuration, gaming establishments A and B will be collectively referred to as "gaming establishments" in the following description.
[0030] As shown in Fig. 3, a gaming facility is equipped with a plurality of gaming machines 20 and an inter-machine card processing device 10 provided corresponding to each gaming machine 20. The inter-machine card processing device 10 is connected to a hall management device 50 via a relay device 30.
[0031] The inter-machine card processing machine 10 is also connected to a communication line, which is an in-store network, via an island controller 40. Connected to the communication line are the island controller 40, hall management device 50, card management device 60, member management device 70, prize management device 80, settlement machine 90, and camera 100. Furthermore, an external management device 200 installed outside the store is connected to the member management device 70 and mobile terminal 210 via an external network.
[0032] The gaming machine 20 is a device in which game balls enclosed within the device are shot onto a game board. These game balls are physical "balls" used in the game, and are different from the "game balls" that the gaming machine 20 treats as data. The game board of the gaming machine 20 is provided with multiple prize areas (prize openings), and a predetermined number of game balls are awarded as prize balls when a game ball passes through a prize area. The game board is also provided with a predetermined number of start areas (start openings), and a predetermined lottery is held when a game ball passes through a start area. If the lottery results in a jackpot, a predetermined movable member or the like is activated, thereby increasing the probability of the game ball passing through the aforementioned prize area or another start area, thereby providing an advantage in the game. An area may also serve as both a start area and a prize area.
[0033] The winning areas are provided with winning sensors to detect the passage of game balls into the winning areas, and the winning sensors detect the passage (winning) of game balls shot into the winning areas. The control unit of the gaming machine 20 also has a prize ball memory that stores the number of game balls to be awarded as prize balls for each winning area, and a playable number memory that indicates the number of playable balls that a player can use for playing (hereinafter referred to as the "number of game balls").
[0034] When the inter-machine card processing machine 10 receives a deposit from a player, it associates 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 prepaid value, owned balls, saved balls, etc. Then, at the end of a game, it ejects the card associated with prepaid value, owned 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 insertions, and card ejections to the member management device 70.
[0035] The gaming machine 20 transmits an out pulse to the inter-machine card processor 10 each time a predetermined number of gaming balls are discharged from the gaming board. The gaming machine 20 also transmits a safe pulse to the inter-machine card processor 10 each time a predetermined number of prize balls are added to the gaming balls based on the passing of the gaming balls through a prize winning area (so-called winning). Furthermore, if a special state such as a jackpot occurs during play, the gaming machine 20 transmits a special prize pulse to the inter-machine card processor 10, indicating the occurrence of such a state.
[0036] The out pulse corresponds to the number of balls that the player has shot onto the gaming board. The safe pulse corresponds to the number of balls won by winning. The special prize pulse indicates the status of the gaming machine 20, such as a jackpot. Each pulse is transmitted to the hall management device 50 via the inter-machine card processing device 10, and the hall management device 50 can obtain the operation history of the gaming machine 20 by accumulating the out pulses, safe pulses, and special prize pulses.
[0037] The inter-machine card processing device 10 accepts deposits, lends gaming balls, communicates with the card management device 60, communicates with the member management device 70, and communicates with the gaming machines 20. When the inter-machine card processing device 10 accepts bills inserted by a player, it sends a deposit notification including the deposit amount to the card management device 60, thereby adding the prepaid value equivalent to the deposit amount to the prepaid value managed by the card management device 60. Then, when a predetermined ball lending operation is performed, it sends a ball lending request to the card management device 60, subtracts the prepaid value managed by the card management device 60, and notifies the gaming machine 20 of the number corresponding to the subtracted prepaid value, which is added to the number of gaming balls.
[0038] When the inter-machine card processing device 10 accepts the insertion of a card, it sends a card insertion notification to the card management device 60. Furthermore, when the inter-machine card processing device 10 receives the balance of prepaid value, held balls, or saved balls from the card management device 60, it stores the balance. When it receives and stores the balance of held balls, it sends a held ball subtraction request to the card management device 60, thereby clearing the balance of held balls (number of held balls) managed by the card management device 60 to zero.
[0039] When the inter-machine card processing machine 10 receives 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 game balls. Also, when the inter-machine card processing machine 10 receives a saved ball replay operation, it sends a saved ball replay request to the card management device 60, thereby subtracting a predetermined number from the number of saved balls managed by the member management device 70, notifies the gaming machine 20 of the number corresponding to the subtracted saved balls, and adds it to the number of game balls.
[0040] When the inter-machine card processing device 10 receives a card return operation, it sends a ball addition request including the number of balls held to the card management device 60, causes the card management device 60 to add the number of balls held, and then sends a card ejection notification to the card management device 60 and controls the ejection of the card. Note that if a counting operation is received from the gaming machine 20 before the card return operation, the number of game balls is added to the number of balls held.
[0041] 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 card management device 60. This authentication is performed at the time of opening a store, etc., and the gaming machine 20 becomes available for play on the condition that the authentication is successful.
[0042] The inter-machine card processing device 10 controls various displays based on the status of the gaming machine 20, and transmits the status of the gaming machine 20 to the member management device .
[0043] The relay device 30 is a device that receives gaming information relating to the status of the gaming machines 20, such as out pulses, safe pulses, and special prize pulses, from the inter-machine card processing device 10, and relays this information to the hall management device 50. The island controller 40 is a device that ties together a group of gaming machines 20 and inter-machine card processing devices 10 installed on a gaming island, and relays various information to the card management device 60.
[0044] The hall management device 50 is a management device that manages sales for the gaming parlor. The hall management device 50 receives and stores out pulses, safe pulses, and special prize pulses transmitted from the gaming machines 20, and also receives and stores loan pulses transmitted from the machine-to-machine card processing device 10. It then calculates sales based on these out pulses, safe pulses, special prize pulses, and loan pulses. In response to a request from the member management device 70, the hall management device 50 calculates a loan amount by multiplying the loan pulse transmitted from the machine-to-machine card processing device 10 by the loan unit amount, and notifies the member management device 70 of the calculated loan amount. This is to identify the amount spent by PG participants participating in the self-reported PG. The member management device 70 identifies the machine-to-machine card processing device 10 attached to the gaming machine 20 on which the PG participant is playing using the PG participant's membership card ID, and notifies the external management device 200 of the amount spent by the PG participant during their playing time.
[0045] When the card management device 60 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 "card ID") in association with the inter-machine card processing device 10, and transmits the prepaid value and held ball balance associated with the card ID to the inter-machine card processing device 10. Furthermore, if the card ID indicated in the card insertion notification is the card ID of a membership card, it transmits a card insertion notification to the member management device 70 and transmits the saved ball replay data received from the member management device 70 to the inter-machine card processing device 10. Furthermore, when the lending button is pressed, the inter-machine card processing device 10 transmits a lending pulse to the hall management device 50.
[0046] In addition, when the card management device 60 receives a request to subtract balls from the inter-machine card processing machine 10, it clears the balance of balls in possession to zero, and when it receives a request to add balls in possession from the inter-machine card processing machine 10, it adds the number of balls in possession indicated in the request to add balls in possession to the balance of balls in possession.
[0047] Furthermore, when the card management device 60 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 it receives a saved ball replay request, it transmits the saved ball replay request to the member management device 70, and when the member management device 70 outputs saved ball replay data, it transmits the saved ball replay data to the inter-machine card processing device 10.
[0048] Furthermore, when the card management device 60 receives a card ID from the prize management device 80, it notifies the prize management device 80 of the number of balls held that are associated with this card ID. Furthermore, when the card management device 60 receives a card ID from the settlement machine 90, it notifies the settlement machine 90 of the prepaid value that is associated with this card ID.
[0049] The card management device 60 also acquires gaming machine IDs from the inter-machine card processing device 10 and manages the gaming machines 20 installed in its own parlor. It also acquires authentication keys for authenticating the gaming machines 20 set in its own parlor from an authentication key management center (not shown) outside the parlor, and distributes the authentication keys to the inter-machine card processing device 10.
[0050] The member management device 70 is a device that manages member management data of members registered with the gaming establishment. Specifically, the number of balls saved, points, PIN number, name, etc. are managed in association with the member card ID issued to the member.
[0051] When the member management device 70 receives a card insertion notification from the inter-machine card processing device 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 device 10. Furthermore, when the member management device 70 receives a stored ball replay request from the inter-machine card processing device 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 device 10. Furthermore, communication between the inter-machine card processing device 10 and the member management device 70 is performed via the card management device 60.
[0052] In addition, when the member management device 70 receives an inquiry about the number of saved balls from the prize management device 80, it notifies the prize management device 80 of the balance of saved balls corresponding to the specified card ID.
[0053] Furthermore, when the member management device 70 receives registration information of a PG participant from the external management device 200, it stores the registration information of the PG participant. The member management device 70 compares the facial image of the player received from the camera 100 with the facial image of the PG participant to determine whether the player is a PG participant. Existing image processing techniques such as cross-correlation coefficients can be used for this comparison process. Then, if it is determined that the player is a PG participant, the time of entry and time of exit of the PG participant are stored.
[0054] The member management device 70 inquires about the gaming results of PG participants from the hall management device 50, and upon receiving gaming amount data from the hall management device 50, stores the total amount of the gaming amount data as PG participant gaming result data. The member management device 70 notifies the external management device 200 of the PG participant gaming result data at a predetermined time, such as when the store is closing.
[0055] The prize management device 80 is a terminal device for prize exchange installed next to the prize exchange counter in the gaming facility, and performs prize exchange processing for won balls, saved balls, and held balls. This prize management device 80 is connected to a card reader that reads the card ID of the card and a prize payout device that pays out prizes. When the prize management device 80 reads the card ID from a general card or member card (or reads identification information corresponding to the card ID from a mobile terminal, etc.), it sends the card ID to the card management device 60 and requests the remaining balance of held balls for that card ID. Furthermore, when saved balls are to be exchanged for prizes, it requests the remaining balance of saved balls from the member management device 70.
[0056] When a card associated with a prepaid value is inserted, the settlement machine 90 transmits the card ID of the card to the card management device 60, acquires the prepaid value associated with the card, and dispenses cash equivalent to the acquired prepaid value.
[0057] The camera 100 is installed near the entrance and exit of the gaming establishment and is a device that captures facial images of players entering and leaving the gaming establishment. The camera 100 notifies the member management device 70 of the captured facial images of players.
[0058] The external management device 200 is a device installed outside a gaming facility and manages PG participants. The external management device 200 stores registration information received from the mobile terminal 210, including "a facial image of the PG participant," "a registered gaming facility where the PG participant plays," "a card ID of the PG participant's membership card at the registered gaming facility," and "a gaming upper limit," as PG participant registration data. The external management device 200 also accumulates the PG participant performance data received from the member management device 70 in PG participant performance monitoring data. If the PG participant performance monitoring data exceeds the gaming upper limit, the external management device 200 notifies the member management device 70 and the mobile terminal 210 of the gaming facility registered in the PG participant registration data that the gaming upper limit has been exceeded.
[0059] The mobile terminal 210 is connected to the external management device 200 via a wirelessly connected external network, and applies for registration of a PG participant to the external management device 200. The mobile terminal 210 also displays information received from the external management device 200 about the exceedance of the upper limit of play.
[0060] Next, we will explain the ball lending process in the gaming performance management system according to this embodiment. When a player performs a ball lending operation on the inter-machine card processing machine 10, the inter-machine card processing machine 10 sends a message addressed to the local address of the card management device 60. 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 card management device 60 receives a message including a ball lending request, it subtracts a predetermined value (for example, 5 units representing 500 yen when 1 unit is 100 yen) from the prepaid value associated with the card ID in the message, updates the card management data 65b, 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 that the number corresponding to the subtracted prepaid value (for example, "125") be added to the number of game balls.
[0062] The gaming machine 20 that has received the addition signal adds up the number of gaming balls and transmits the added number of gaming balls to the inter-machine card processing machine 10. The inter-machine card processing machine 10 compares the sum of the number of gaming balls before the addition and the number of balls lent with the number of gaming balls after the addition, and determines whether the addition of the number of gaming balls has been performed appropriately.
[0063] Next, the held ball replay process in the gaming record management system according to this embodiment will be explained. When the inter-machine card processing machine 10 accepts the insertion of a general card or a membership card, it sends a message addressed to the local address of the card management device 60. 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 card management device 60 receives a card insertion notification from the inter-machine card processing device 10, it notifies the inter-machine card processing device 10 of the balance of the 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 device 10 stores the balance of held balls received from the card management device 60. Then, it sends a message to the card management device 60 including information specifying the card ID and rate, and a request to subtract held balls. When the card management device 60 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 device 10 accepts a request to replay held balls, it subtracts a certain number from the balance of held balls, notifies the gaming machine 20 of the corresponding number, and adds it to the number of game balls.
[0066] When the inter-machine card processing device 10 receives a management transfer request from the gaming machine 20 to transfer its management by making the number of gaming balls of the gaming machine 20 the balls held by the inter-machine card processing device 10, it adds the number of gaming balls indicated in the management transfer request to the balls held by its own device. After that, when it accepts a card return operation, it sends a message including a request to add balls held to the card management device 60. 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 device 10 that is the sender, information for identifying the rate of the inter-machine card processing device 10, the balance of balls held, and a request to add balls held.
[0067] When the card management device 60 receives the request to add the balls in hand, it updates the balance (number of balls in hand) of the balls in hand at the rate specified by the message to the received value among the balls in hand associated with the card ID in the message. After that, the inter-machine card processing device 10 sends a card ejection notification to the card management device 60 and controls the ejection of the card.
[0068] Next, the stored ball replay process in the gaming results management system according to this embodiment will be described. When the inter-machine card processing machine 10 accepts a membership card or reads identification information corresponding to the card ID from a portable terminal that can be used as a membership card, it sends a message addressed to the local address of the card management device 60. This message includes the card ID of the card inserted in the inter-machine card processing machine 10 (or identification information corresponding to the card ID read from the portable terminal), an address or arbitrary 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 card management device 60 transmits a card insertion notification message to the member management device 70. When the member management device 70 receives the card insertion notification message, it transmits stored ball replay data to the inter-machine card processing machine 10, the data including the PIN associated with the card ID in the message and the balance of stored balls at the rate specified by the message.
[0070] The inter-machine card processing machine 10 stores the received saved ball replay data, and is able to accept a saved ball replay operation if the balance of saved balls indicated in the saved ball replay data is equal to or greater than the payout unit number of game balls in saved ball replay (saved ball replay unit number, for example, "125 balls").
[0071] When the inter-machine card processing machine 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 password and checks whether the input password matches the password 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 card management device 60. 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 request to replay the saved balls.
[0073] The card management device 60 transmits a message requesting a replay of stored balls to the member management device 70. When the member management device 70 receives the message requesting a replay of stored balls, it 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 the subtraction to the machine-to-machine card processing machine 10.
[0074] The inter-machine card processing device 10 receives the saved ball replay data, updates the saved ball balance, and notifies the gaming machine 20 of the number corresponding to the saved ball replay unit number to add it to the number of game balls. It also determines whether the updated saved ball balance is less than the saved ball replay unit number. If the updated saved ball data balance is equal to or greater than the saved ball replay unit number, it can accept a saved ball replay operation again, and if it accepts a saved ball replay operation, it sends a saved ball replay request. For the second or subsequent saved ball replay operation, there is no need to confirm the PIN. If the updated saved ball data balance is less than the saved ball replay unit number, it cannot accept a saved ball replay operation.
[0075] Next, we will explain the transition from held balls to saved balls during the store closing process. The card management device 60 checks the balance of held balls in the card management data 65b during the store closing process, and if there are held balls whose balance is greater than "0", it notifies the member management device 70 of the balance of held balls along with the card ID and rate. The member management device 70 adds the notified balance of held balls to the balance of saved balls specified by the card ID and rate and updates it. The card management device 60 then clears the balance of held balls to zero.
[0076] <External Configuration of the Inter-machine Card Processing Machine 10 and the Gaming Machine 20> Next, we will explain the external configuration of the inter-machine card processing machine 10 and gaming machine 20 shown in Fig. 3. Fig. 4 is a diagram showing the external configuration of the inter-machine card processing machine 10 and gaming machine 20 shown in Fig. 3. In this figure, the inter-machine card processing machine 10 that accepts only paper money is shown, but it is also possible to provide a unit that can accept electronic money.
[0077] As shown in Figure 4, the inter-machine card processing machine 10 is provided with a status display unit 11 that displays the status of the inter-machine card processing machine 10 by lighting or flashing a lamp of a predetermined color, a bill insertion slot 12a that accepts various types of bills, a display operation unit 13 such as a touch panel display, and a card insertion slot 14a that accepts cards associated with a card ID.
[0078] The gaming machine 20 is provided with a gaming board, a handle 21 used to release 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 processing machine 10, by subtracting the number of gaming balls in the gaming machine 20 and adding the corresponding number to the balls held by the inter-machine card processing machine 10. In an open gaming machine 20 in which actual gaming balls are dispensed upon winning, this management transfer corresponds to the counting process in which the inter-machine card processing machine 10 counts the dispensed gaming balls and adds them to the balls held.
[0080] <Internal configuration of the inter-machine card processing machine 10> Next, we will explain the internal configuration of the inter-machine card processing machine 10 shown in Fig. 3. Fig. 5 is a block diagram showing the internal configuration of the inter-machine card processing machine 10 shown in Fig. 3. As shown in Fig. 5, 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 banknote transport unit 12 is a transport unit that transports banknotes inserted through the banknote insertion slot 12a to a banknote storage unit (not shown) while determining the denomination and authenticity of the banknotes. 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) via the reader / writer 14. The communication unit 15 is an interface unit for performing data communication with the card management device 60 via the island controller 40.
[0083] The storage unit 16 is a storage device including a hard disk drive, a nonvolatile memory, etc. The storage unit 16 stores device status data 16a and card data 16b.
[0084] The machine status data 16a indicates the status of the inter-machine card processing machine 10. The machine status data 16a includes the machine ID, the gaming machine ID, the game type, etc. The machine ID is identification information for uniquely identifying the machine ID within the gaming parlor. The game type is data indicating the rate set in the machine ID. When gaming balls of multiple rates are handled within the gaming parlor, a game type name is assigned to each rate and managed, such as "Ball 1" for a 4-yen rate ball, "Ball 2" for a 2-yen rate ball, and "Ball 3" for a 1-yen rate ball. The machine ID is stored as the game type. The machine ID is a fixed game type for each section in which the machine ID is installed, or the game type may be changeable by the player.
[0085] The card data 16b is data relating to the card being used by the player. The card data 16b includes the card ID, PIN number, prepaid value, held balls, saved balls, etc. The card ID is the 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 with 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 with 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 the 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 desirable that this gaming management unit 18 be formed on a different board 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, by loading and executing these programs into a CPU (Central Processing Unit), the authentication processing unit 18a, the authentication key management unit 18b, and the gaming machine status management unit 18c will execute processes corresponding to each of them.
[0087] The authentication processing unit 18a authenticates the gaming machine 20 using the authentication key received from the card management device 60. 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 since the last successful authentication, and not transmit an operation permission to the gaming machine 20 after the predetermined period has elapsed since 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 authentication keys. A usage time is set for each 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 gaming management unit 18 is formed as the operating time of the gaming machine 20 to manage 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 parlor via the card management device 60 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 gaming balls by ball lending, transmits a request to switch management from held balls to the number of gaming balls by replaying held balls, transmits a request to add to the number of gaming balls 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 switch management from the number of gaming balls to held balls by counting. Such communication between the inter-machine card processing machine 10 and the gaming machine 20 uses 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 gaming balls, start, jackpot, jackpot type, number of lotteries, etc. of the gaming machine 20. The time interval at which the gaming machine status management unit 18c acquires the status of the gaming machine 20 is preferably set shorter than the interval at which gaming balls are shot (used) in the gaming machine 20.
[0091] The timing at which 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 gaming machine status management unit 18c can acquire a gaming machine ID or determine whether to replace the gaming machine 20 when the inter-machine card processing machine 10 is powered on or off, during periodic communication, when processing related to the number of gaming balls (ball lending, replay, counting, etc.) is performed, when returning from an offline state, etc. Furthermore, these timings may be used in combination.
[0092] The control unit 17 is a control unit that controls the entire inter-machine card processing machine 10, and has a data management unit 17a. In practice, the process is executed by loading a program corresponding to the data management unit 17a into the CPU and executing it.
[0093] When a card is inserted, the data management unit 17a transmits a card insertion notification including the card ID and the inter-machine card processor ID to the card management device 60. Furthermore, when the data management unit 17a receives data including a value (at least one of prepaid value, held balls, and saved balls) from the card management device 60, it updates the card data 16b with the received value.
[0094] Furthermore, when a bill is inserted into the bill insertion slot 12a, the data management unit 17a transmits to the card management device 60 a deposit 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 machine-to-machine card processing machine ID to the card management device 60. If permission to lend balls is received in 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 number of game balls in the gaming machine 20.
[0096] In addition, when the data management unit 17a receives an operation to replay the held balls, 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 game balls in the gaming machine 20.
[0097] Furthermore, if the balance of saved balls indicated in the card data 16b is equal to or greater than the number of saved ball replay units, the data management unit 17a displays a saved ball replay button on the display operation unit 13, making it possible to accept a saved ball replay operation. When a saved ball replay operation is performed by a player, the data management unit 17a transmits a saved ball replay request including the card ID and the machine-to-machine card processor ID to the card management device 60. If saved ball replay data is received in response to this saved ball replay request, the data management unit 17a updates the saved ball balance in the card data 16b and instructs the gaming management unit 18 to add the number of balls corresponding to the number of saved ball replay units to the number of game balls in the gaming machine 20. Note that when a saved ball replay operation is performed for the first time, the input of a PIN is required, and a match with the PIN indicated in the card data 16b is a condition for transmitting a saved ball replay request.
[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] Furthermore, when the data management unit 17a receives a card return operation, it sends a ball addition request including the card ID, the inter-machine card processing machine ID, and the balance of the balls held to the card management device 60. Then, after clearing the card data 16b, it sends a card ejection notification to the card management device 60 and ejects the card.
[0100] Next, a specific example of data stored in the memory unit 16 of the inter-machine card processor 10 shown in Fig. 5 will be described. Fig. 6 is a diagram showing an example of the own device status data 16a and card data 16b shown in Fig. 5.
[0101] The own device status data 16a shown in Figure 6(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 Figure 6(b) indicates that the ID of the card inserted into the machine-to-machine card processing machine 10 is "2002." Note that 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 "7777" and the prepaid value is "2000" points. Note that here, 1 point of the prepaid value is equivalent to 1 yen.
[0103] Furthermore, card data 16b indicates that, in terms of held balls, the balance of held balls for ball 1 is "500" balls, the balance of held balls for ball 2 is "0" balls, and the balance of held balls for ball 3 is "130" balls, and, in terms of saved balls, the balance of saved balls for ball 1 is "1000" 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] <Internal configuration of gaming machine 20> Next, the internal configuration of the gaming machine 20 shown in Fig. 3 will be described. Fig. 7 is a block diagram showing the internal configuration of the gaming machine 20 shown in Fig. 3. As shown in Fig. 7, 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 the identification information from the control CPU provided in the game control unit 25 and / or game 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, game control unit 25, and game ball control unit 26 are started up and the gaming machine is ready to 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 indicate a big win, small win, or loss within a predetermined range) using game balls that have entered the starting hole and draws lots (special and normal patterns), controls movable parts (tulips, etc.) installed on the game board, controls the display of special pattern display devices installed on the game board, detects abnormalities that may indicate fraud (the front frame is open, vibrations are detected, etc.) and notifies the higher-level device, etc.
[0108] A large number of obstacle pins are set on the game board, and game balls launched onto the game board by operating the handle fall between the obstacle pins and either enter a prize hole or a starting hole, or are 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 predetermined prize hole on the game board is controlled to be open multiple times, and by making it easier for game balls to enter these prize holes, prize balls are awarded to the player.
[0109] Furthermore, jackpot games include bonus jackpot games that grant players a specified bonus game after the jackpot game ends. Bonus jackpot games include probability-changing jackpots and time-saving jackpots. Probability-changing jackpots and time-saving jackpots grant probability-changing and time-saving games as bonus games, respectively, after a jackpot. Time-saving games are bonus games that increase the number of draws per unit time by shortening the fluctuation time (the time from the start of the lottery process to the display of the results) of the normal pattern lottery (the lottery for opening and closing the movable member described above) and / or the special pattern lottery (the jackpot lottery resulting from the winning of a game ball described above), thereby increasing the number of draws per unit time and increasing the probability of winning a jackpot per unit time. This bonus game may also include normal pattern probability fluctuation, which increases the probability of winning a normal pattern. Time-saving games resulting from a time-saving jackpot end when the special pattern lottery has been drawn a specified number of times after the jackpot. Probability-changing games will be described later.
[0110] The game control unit 25 has a probability variation function. This function controls the random number range for the next jackpot lottery (typically by approximately 10 times) when the lottery result falls within a specific random number range for the jackpot. The probability variation game involves drawing a special symbol using this changed probability. The probability variation game continues until the next jackpot is won. The probability variation game and time-saving game may be simultaneously offered. However, to prevent unexpected losses to the gaming parlor, if a player acquires a certain number of game media after the probability variation game or time-saving game has started, the game may be stopped (the player's card may be temporarily ejected and the player may be requested to exchange for a prize or move to another machine). In this case, the gaming machine 20 counts the number of game media after the probability variation game state has begun, and when this count reaches a predetermined value, game stop control is performed, such as stopping the release of game balls.
[0111] The effect control unit 24 is a control unit that controls the effects during play, and has an effect symbol lottery unit 24a and an effect lottery unit 24b. In practice, by loading these programs into the CPU and executing them, the effect symbol lottery unit 24a and the effect 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) for effect patterns (patterns to be displayed on effect pattern display devices such as display devices on the game board) 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 to perform a reach effect). The effect is set so that the effect selected differs depending on the main selection result.
[0114] The effect control unit 24 stores effect data for each effect. Furthermore, the effect control unit 24 controls the display of the effect pattern display device, and when an effect is executed, the effect data is superimposed on the background pattern data to display the effect. Furthermore, 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. In practice, a program corresponding to the game ball control unit 26 is loaded into the CPU and executed, thereby executing a process.
[0116] Specifically, the game ball control unit 26 stores the number of game balls in a playable number memory, subtracts "1" from the number of game balls each time a game ball is fired, and adds the number of prize balls won by winning to the number of game balls. 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 balls and sends a confirmation signal to the inter-machine card processing machine 10 indicating that the number has been added to the number of game balls. The game ball control unit 26 can also control cleaning of the game balls (circulating balls) enclosed in the game machine 20.
[0117] Furthermore, the game ball control unit 26 periodically transmits the number of game balls stored in the playable number memory to the machine-to-machine card processing machine 10. In this case, the game ball control unit 26 continues to update the number of game balls according to the game status without clearing the contents of the playable number memory to zero, and transmits the number of game 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 time from when the detection signal rises to when it falls is less than a certain time, it sends a management transfer request to the inter-machine card processing machine 10 along with data on the number of gaming balls in increments of a certain number (for example, 100 balls per operation). Then, it subtracts (invalidates) the number of balls that have been transferred to the management of the inter-machine card processing machine 10 from the number of gaming balls. Also, if the pressing of the counting button 22 is detected and no fall is detected for a predetermined time or longer after the detection signal rises, it sends a management transfer request to the inter-machine card processing machine 10 along with data on the number of gaming balls in increments of a certain number (for example, 200 balls per 5 seconds) every time the detection signal remains in an up state for a certain time. Then, it subtracts (invalidates) the number of balls that have been transferred to the management of the inter-machine card processing machine 10 from the number of gaming balls. When subtracting from the number of game balls, 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 subtraction and deleting or logically deleting the value before subtraction to invalidate it, but there are no particular limitations as long as the value after subtraction can be identified.
[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 gaming machine 20 combines the ID of the game control board and the ID of the game ball control board and uses this as the gaming machine ID.
[0120] <Internal configuration of hall management device 50> Next, we will explain the internal configuration of the hall management device 50 shown in Fig. 3. Fig. 8 is a block diagram showing the internal configuration of the hall management device 50 shown in Fig. 3. As shown in Fig. 8, the hall management device 50 is connected to a display unit 51 and an input unit 52, and has an arcade network communication unit 53, a gaming machine status receiving unit 54, a control unit 55, and a memory unit 56.
[0121] The display unit 51 is a liquid crystal panel, a display device, etc. The input unit 52 is a keyboard, a mouse, etc. The store network communication unit 53 is an interface unit for communicating data with the relay device 30, the island controller 40, the card management device 60, the member management device 70, the prize management device 80, and the settlement machine 90 via a communication line within the gaming store. The gaming machine status receiving unit 54 is an interface unit for receiving information regarding the status of the gaming machine 20 from the inter-machine card processing device 10.
[0122] The control unit 55 is a control unit that performs overall control of the hall management device 50, and has a collection processing unit 55a, an analysis processing unit 55b, and an output processing unit 55c. In practice, these programs are loaded into the CPU and executed, causing the collection processing unit 55a, the analysis processing unit 55b, and the output processing unit 55c to execute the processes corresponding to each of them.
[0123] The collection processing unit 55a performs processing to add and accumulate information related to sales received by the gaming machine status receiving unit 54 to the gaming amount data 56a in chronological order for each gaming machine. In response to an instruction from the member management device 70, the collection processing unit 55a notifies the member management device 70 of some of the data in the gaming amount data 56a.
[0124] The collection processing unit 55a also performs processing to add and store information relating to the entire game received by the gaming machine status receiving unit 54 to the game data 56b.
[0125] The analysis processing unit 55b performs processing such as tallying various information indicated in the gaming data 56b and calculating sales. The status and sales of the gaming machines 20 can be tallied by gaming machine, island, or gaming parlor, and can also be tallied by date. The output processing unit 55c performs processing to output the results of analysis by the analysis processing unit 55b.
[0126] The memory unit 56 is a memory device such as a hard disk drive or nonvolatile memory, and stores gaming amount data 56a and gaming data 56b. The gaming amount data 56a is data in which the amount spent on gaming is accumulated in chronological order based on the lending pulse received by the gaming machine status receiving unit 54 from the between-machine card processing machine 10. The gaming data 56b is data in which information related to gaming received by the gaming machine status receiving unit 54 from the between-machine card processing machine 10 is accumulated.
[0127] Next, a description will be given of a specific example of data stored in the storage unit 56 of the hall management device 50. Fig. 9 is a diagram showing an example of the gaming amount data 56a and the gaming data 56b shown in Fig. 8.
[0128] The gaming amount data 56a shown in FIG. 9(a) indicates a situation in which a gaming amount of "2000" yen was spent at the gaming machine 20 with gaming machine ID "A101" at time "12:00." It also indicates a situation in which a gaming amount of "1500" yen was spent at the gaming machine 20 with gaming machine ID "B506" at time "12:15." It also indicates a situation in which a gaming amount of "1000" yen was spent at the gaming machine 20 with gaming machine ID "A101" at time "12:25."
[0129] The gaming data 56b shown in Figure 9(b) indicates that the gaming status of the gaming machine 20 with device ID "A101" on the date "2019 / 09 / 30" is that the ball loan is "20,000" balls, the out is "25,000" balls, the safe is "10,000" balls, the count is "5,000" balls, the number of starts is "1,800", and the number of jackpots is "21". Also, the gaming status of the gaming machine 20 with device ID "B506" on the date "2019 / 10 / 01" is that the ball loan is "16,000" balls, the out is "26,000" balls, the safe is "13,000" balls, the count is "3,000" balls, the number of starts is "2,411", and the number of jackpots is "13".
[0130] Furthermore, for example, the game data 56b for pachinko gaming machines stores the safe (prize balls) and out (launch balls) during a jackpot for each gaming machine 20. Based on these numbers, the system is equipped with a function to estimate the number of jackpot rounds (number of times the prize slot was activated). Based on these and the behavior of the jackpot signal, the system chronologically stores the number of jackpot rounds and when (hour and minute) they occurred. For slot machines, the system manages the number of medals inserted and paid out based on the in (medal insertion) signal and the out (medal payout) signal. The system is equipped with a function to determine the start of a game based on the in signal, and determine that a replay role (replay role) has been won when the number of medals inserted indicated by the in signal matches the number of medals paid out indicated by the out signal. The system then counts the number of replay roles generated for each predetermined number of games, and determines a high replay probability state (replay time) when the number of replay roles generated in that number of games is equal to or exceeds a predetermined number. The system also stores, in chronological order, when and how many times a replay time has occurred. The system also has a function of determining whether an assist replay time has occurred based on a status signal from the gaming machine 20.
[0131] Furthermore, the hall management device 50 has a function to display information on advantageous conditions (probability fluctuations, jackpots, bonuses, etc.) on the inter-machine card processing device 10 when a specific gaming machine 20 reaches a predetermined gaming state (occurrence of a jackpot, occurrence of a start, end of one game, occurrence of a replay role, etc.) based on similar or identical past gaming states of the same gaming machine 20 or other gaming machines 20 of the same type. For example, when a certain number of starts is reached, information such as "the probability of hitting a jackpot within the remaining xx number of starts is xx%" can be output based on past data. This allows the player to get an indication of whether to continue playing, etc.
[0132] <Internal configuration of card management device 60> Next, we will explain the internal configuration of the card management device 60 shown in Fig. 3. Fig. 10 is a block diagram showing the internal configuration of the card management device 60 shown in Fig. 3. As shown in Fig. 10, the card management device 60 is connected to a display unit 61 and an input unit 62, and has a store network communication unit 63, a control unit 64, and a memory unit 65.
[0133] The display unit 61 is a liquid crystal panel, a display device, etc. The input unit 62 is a keyboard, a mouse, etc. The store network communication unit 63 is an interface unit for communicating data with the island controller 40, the card management device 60, the member management device 70, the prize management device 80, and the settlement machine 90 via a communication line within the gaming store.
[0134] The control unit 64 is a control unit that performs overall control of the card management device 60, and includes a game type setting management unit 64a, a card management unit 64b, and a device management unit 64c. In practice, by loading and executing these programs into a CPU, the game type setting management unit 64a, the card management unit 64b, and the device management unit 64c will execute processes corresponding to them, respectively.
[0135] The game type setting management unit 64a is a processing unit that associates the game types used in the gaming establishment, the rates, and the display names, and manages them as game type setting data 65a.
[0136] The card management unit 64b is a processing unit that manages the card management data 65b. The card management unit 64b communicates with the inter-machine card processing machine 10, the prize management device 80, and the settlement machine 90, and updates the prepaid value and the balance of the balls held that are associated with the card ID. In addition, when the card management unit 64b receives a card insertion notification from the inter-machine card processing machine 10, it notifies the value and the balance of the balls held that are associated with the card.
[0137] The device management unit 64c is a processing unit that manages the device management data 65c. The device management unit 64c generates and updates the device management data 65c based on the inter-machine card processing machine ID, the address of the inter-machine card processing machine 10, the installation location, and the gaming machine ID acquired from the inter-machine card processing machine 10.
[0138] The storage unit 65 is a storage device such as a hard disk drive or a nonvolatile memory, and stores game type setting data 65a, card management data 65b, and device management data 65c.
[0139] The game type setting data 65a is data that associates the lending rate and display name with the game type. The card management data 65b is data that associates the card ID with the remaining prepaid value and the remaining balls held. The device management data 65c is data related to the devices installed in the gaming facility. This device management data 65c includes the machine-to-machine card processing machine ID, the address of the machine-to-machine card processing machine 10, the installation location, the gaming machine ID, the model data of the gaming machine 20, etc.
[0140] Next, a description will be given of a specific example of data stored in the storage unit 65 of the card management device 60 shown in Fig. 10. Fig. 11 is a diagram showing an example of the game type setting data 65a, the card management data 65b, and the device management data 65c shown in Fig. 10.
[0141] In the game type setting data 65a shown in Fig. 11(a), the game type name "Ball 1" is associated with a rate of "4 yen" and a display name of "4 Pachi." In addition, the game type name "Ball 2" is associated with a rate of "2 yen" and a display name of "2 Pachi," and the game type name "Ball 3" is associated with a rate of "1 yen" and a display name of "1 Pachi."
[0142] In the card management data 65b shown in Figure 11 (b), the card ID "1001" is associated with a prepaid value of "0" points, a balance of "0" balls for each rate, and a destination ID of "A101". In other words, the card with the card ID "1001" is inserted into the machine-to-machine card processing machine 10 with the device ID "A101", and the management of the balls has been transferred to the machine-to-machine card processing machine 10. Therefore, the balance of the balls for each rate is zero.
[0143] 11(b), the card management data 65b is associated with the card ID "2001" as a prepaid value of "3000" and as the balls in hand, 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", but are not associated with a destination ID. In other words, the card with the card ID "2001" is not inserted into the inter-machine card processing machine 10, and the balls in hand are managed by the card management device 60.
[0144] 11(c) shows that the network address of the inter-machine card processing machine 10 with ID "A101" is "AB.CD.EF.GH", the installation location is "Island 1-1", the ID of the connected gaming machine 20 is "B201", the game type is "Ball 1", the model of the connected gaming machine 20 is "EV01", and the serial number is "a". It also shows that this gaming machine 20 is in use.
[0145] The device management data 65c also indicates that the network address of the inter-machine card processing device 10 with ID "A201" is "AB.CD.EF.IJ", the installation location is "Island 2-1", the ID of the connected gaming machine 20 is "B506", the game type is "Ball 3", the model of the connected gaming machine 20 is "DK03", and the serial number is "g". It also indicates that this gaming machine 20 is in use.
[0146] <Internal Configuration of Member Management Device 70> Next, we will explain the internal configuration of the member management device 70 shown in Fig. 3. Fig. 12 is a block diagram showing the internal configuration of the member management device 70 shown in Fig. 3. As shown in Fig. 12, the member management device 70 is connected to a display unit 71 and an input unit 72, and has an external network communication unit 73, a store network communication unit 74, a control unit 75, and a memory unit 76.
[0147] The display unit 71 is a liquid crystal panel, a display device, etc. The input unit 72 is a keyboard, a mouse, etc. The external network communication unit 73 is an interface unit for communicating with an external management device 200 outside the store. The store network communication unit 74 is an interface unit for data communication with the island controller 40, hall management device 50, card management device 60, prize management device 80, settlement machine 90, and camera 100 via communication lines within the gaming store.
[0148] The control unit 75 is a control unit that performs overall control of the member management device 70, and has a member management unit 75a, a self-reported PG management unit 75b, and a PG participant determination unit 75c. In practice, by loading and executing these programs into a CPU, the member management unit 75a, the self-reported PG management unit 75b, and the PG participant determination unit 75c will execute the processes corresponding to them, respectively.
[0149] The member management unit 75a is a processing unit that manages the member management data 76a. The member management unit 75a communicates with the card management device 60 and the prize management device 80 to update the balance of the balls associated with the card ID. Furthermore, when the member management unit 75a receives a member registration request, it updates the member management data 76a to add the member.
[0150] Here, the stored ball replay processing by the member management unit 75a will be explained. When the member management unit 75a receives stored ball replay request data from the machine-to-machine card processing machine 10, it deducts the balance of stored balls at the payout rate from the stored balls associated with the card ID in the stored ball replay request data by the payout unit number, and recalculates the number of stored balls that can be replayed. Then, it sends stored ball replay data including the balance after subtraction and the number of stored balls that can be replayed to the machine-to-machine card processing machine 10.
[0151] When the self-reported PG management unit 75b receives registration information of a PG participant from the external management device 200, it stores the information as PG participant data 76c in the memory unit 76. The self-reported PG management unit 75b notifies the PG participant determination unit 75c of the image of the player received from the camera 100 and instructs it to determine whether or not the player is a PG participant. When the PG participant determination unit 75c determines that the player is a PG participant, it stores the PG participant's entry time and exit time in the memory unit 76 as PG participant playing record data 76d.
[0152] If the card ID in the card insertion notification message received from the card management device 60 belongs to a PG participant, the self-reported PG management unit 75b identifies the gaming machine ID on which the PG participant will play from the card ID, and stores the time of receipt of the message together with the gaming machine ID as the start time of play in the PG participant playing history data 76d.
[0153] If the card ID in the card return notification message received from the card management device 60 belongs to a PG participant, the self-reported PG management unit 75b stores the time of receipt of the message as the game end time in the PG participant game performance data 76d, and queries the hall management device 50 for the game amount data 56a between the game start time and the game end time. When the self-reported PG management unit 75b receives the game amount data 56a from the hall management device 50, it stores the total amount of the game amount data 56a as the game amount in the PG participant game performance data 76d.
[0154] The self-reported PG management unit 75b notifies the external management device 200 of the PG participant playing record data 76d at a predetermined time after the store closing process.
[0155] At the instruction of the self-reported PG management unit 75b, the PG participant determination unit 75c compares the image of the player received from the self-reported PG management unit 75b with the image data of the PG participant data 76c, determines whether the player is a PG participant, and notifies the self-reported PG management unit 75b of the determination result.
[0156] Next, a description will be given of the data stored in the storage unit 76 of the member management device 70 shown in Fig. 12. Fig. 13 is a diagram showing an example of the member management data 76a, the game type setting data 76b, the PG participant data 76c, and the PG participant game performance data 76d shown in Fig. 12.
[0157] The member management data 76a shown in FIG. 13(a) shows a state in which the name "BC", the balance of balls for each game type, the mobile IDm "IDmX1", etc. are associated with the card ID "2002". Although not shown here, the member management data 76a can also store the member's points, number of visits, gaming history, PIN number, etc. in association with the card ID. The mobile IDm is identification data that can identify a mobile terminal such as a mobile phone, and is used when the mobile terminal is used as a membership card.
[0158] 13(a) shows a case where the stored balls for three game types, "Ball 1," "Ball 2," and "Ball 3," are stored. Here, the case where the remaining stored balls for "Ball 1" of card ID "2002" are "250" balls, the remaining stored balls for "Ball 2" are "1000" balls, and the remaining stored balls for "Ball 3" are "4000" balls is shown.
[0159] The game type setting data 76b shown in FIG. 13(b) associates the game type name "Ball 1" with the rate "4 yen" and the display name "4 Pachi." The game type name "Ball 2" is associated with the rate "2 yen" and the display name "2 Pachi." The game type name "Ball 3" is associated with the rate "1 yen" and the display name "1 Pachi."
[0160] The PG participant data 76c shown in Figure 13(c) associates a PG participant with a PG participant ID of "P100201" with a photo number of "P10020101," a membership card ID of "2001," and a maximum play limit of "10" visits, a play amount of "30,000" yen, a play time of "20" hours, and a monitored store setting of "Yes."
[0161] In addition, the PG participant data 76c associates the PG participant with the PG participant ID "P100302" with the photo number "P10030202," the membership card ID "2032," and the maximum play values of the number of visits to the store "20," the play amount "80,000," the play time "50," and the monitored store setting "Yes."
[0162] Furthermore, the PG participant data 76c associates a PG participant with a PG participant ID of "P100506" with a photo number of "P10050602," a membership card ID of "2056," and the following play limit values: number of visits of "15," play amount of "70,000," play time of "40," and a monitored store setting of "none."
[0163] The PG participant gaming performance data 76d shown in Figure 13(d) associates a PG participant with a PG participant ID of "P100201" with a membership card ID of "2001," entry date of "2019 / 12 / 01," entry time of "13:00," exit time of "15:30," gaming machine ID of "A101," start time of "13:15," end time of "15:20," and gaming amount of "10,000" yen.
[0164] In addition, the PG participant playing history data 76d associates a PG participant with a PG participant ID of "P100302" with a membership card ID of "2032," entry date of "2019 / 12 / 02," entry time of "11:00," exit time of "14:20," gaming machine ID of "B506," start time of "11:10," end time of "12:00," and gaming amount of "3,000" yen, and also associates a gaming machine ID of "A203," start time of "12:30," end time of "14:00," and gaming amount of "15,000" yen with the same PG participant.
[0165] <Internal Configuration of External Management Device 200> Next, we will explain the internal configuration of the external management device 200 shown in Fig. 3. Fig. 14 is a block diagram showing the internal configuration of the external management device 200 shown in Fig. 3. As shown in Fig. 14, the external management device 200 is connected to a display unit 201 and an input unit 202, and has an external network communication unit 203, a control unit 204, and a storage unit 205.
[0166] Display unit 201 is a liquid crystal panel, display device, etc. Input unit 202 is a keyboard, mouse, etc. External network communication unit 203 is an interface unit for communicating with member management device 70 and mobile terminal 210 via an external network.
[0167] The storage unit 205 is a storage device such as a non-volatile memory, an organic EL display, or a hard disk drive, and stores PG participant registration data 205a, notification setting data 205b, and PG participant game monitoring data 205c.
[0168] The PG participant registration data 205a is data that associates a mobile terminal number, a face photo number, an amusement facility ID, a membership card ID, and a play upper limit for each PG participant ID. The notification setting data 205b is data that associates a notification setting for whether or not to notify with the amusement facility ID. The PG participant play monitoring data 205c is data that associates the number of visits, play amount, and play time with the PG participant ID. Examples of each of these data will be described later.
[0169] The control unit 204 is a control unit that performs overall control of the external management device 200, and includes a PG participant management unit 204a, a notification setting management unit 204b, and a game monitoring management unit 204c. In practice, by loading and executing these programs into a CPU, the PG participant management unit 204a, the notification setting management unit 204b, and the game monitoring management unit 204c will execute processes corresponding to them, respectively.
[0170] The PG participant management unit 204a stores the registration information received from the mobile terminal 210, including the "face image of the PG participant," "registered gaming facility where the PG participant plays," "card ID of the PG participant's membership card at the registered gaming facility," and "play limit," as PG participant registration data 205a in the storage unit 205. The notification setting management unit 204b stores the notification setting information received from the member management device 70 in the notification setting data 205b.
[0171] The gaming monitoring and management unit 204c calculates the gaming amount and gaming time of the PG participant from the PG participant gaming performance data 76d received from the member management device 70. The gaming monitoring and management unit 204c adds the calculated gaming amount and gaming time to the respective items of the PG participant gaming monitoring data 205c, and adds 1 to the number of visits.
[0172] The game monitoring and management unit 204c compares the PG participant game monitoring data 205c with the PG participant registration data 205a, and if any one or more of the number of visits, game amount, and game time exceeds the game upper limit value of the PG participant registration data 205a, it notifies the mobile terminal 210 registered in the PG participant registration data 205a and the gaming facility's member management device 70 that the game upper limit value has been exceeded.
[0173] Next, a description will be given of the data stored in the storage unit 205 of the external management device 200 shown in Fig. 14. Fig. 15 is a diagram showing an example of the PG participant registration data 205a, the notification setting data 205b, and the PG participant game play monitoring data 205c shown in Fig. 14.
[0174] The PG participant registration data 205a shown in Figure 15(a) associates a PG participant with a PG participant ID of "P100201" with the mobile terminal number "09012345678," photo number "P10020101," amusement facility ID "J201," membership card ID "2001," and play limit values of "10" visits, "30,000" yen, play time "20" hours, and notification setting for unregistered facilities of "none."
[0175] In addition, the PG participant registration data 205a associates the mobile terminal number "08023456789", photo number "P10030202", amusement facility ID "J201", membership card ID "2032", and the maximum play limit values of number of visits "20", play amount "80,000", play time "50" hours, and notification setting for unregistered facilities "Yes" with the PG participant with PG participant ID "P100302", and further associates the amusement facility ID "L301" and membership card ID "2020" with the PG participant.
[0176] 15(b), the notification setting data 205b associates the notification setting "Yes" with the gaming parlor ID "J201." The notification setting data 205b also associates the notification setting "No" with the gaming parlor ID "L301" and the notification setting "Yes" with the gaming parlor ID "K102."
[0177] 15(c) associates the number of visits "8", the gaming amount "28,000" yen, and the gaming time "18" hours with the PG participant whose PG participant ID is "P100201". Also, the PG participant playing monitoring data 205c associates the number of visits "12", the gaming amount "90,000" yen, and the gaming time "48" hours with the PG participant whose PG participant ID is "P100302".
[0178] Next, an example of notification to an unregistered gaming parlor will be described. Fig. 16 is an explanatory diagram for explaining an example of notification to an unregistered gaming parlor. In this gaming performance management system, when the gaming performance of a PG participant exceeds the gaming upper limit, the registered gaming parlor registered by the PG participant is notified of the exceeding of the gaming upper limit. On the other hand, although notifications are generally not sent to unregistered gaming parlors not registered by PG participants, they can be notified by setting the gaming parlor to receive such notifications.
[0179] 16, the notification method differs depending on whether or not the PG participant and the gaming facility have set notifications. Specifically, if the notification setting for when a PG participant visits an unregistered gaming facility is set to "notify," when the PG participant visits an unregistered gaming facility, the gaming facility and the member ID at the gaming facility are automatically registered in the external management device 200, and the gaming performance at the gaming facility is added to the PG participant play monitoring data 205c. In this case, the notification setting for unregistered gaming facilities in the PG participant registration data 205a is set to "yes," and the notification setting in the notification setting data 205b is set to "yes" or "no."
[0180] In addition, if the notification setting for when a PG participant visits an unregistered gaming facility is set to "do not notify" and the notification setting for when a gaming facility visits an unregistered gaming facility is set to "notify," when the PG participant visits an unregistered gaming facility, an employee of the gaming facility will urge the PG participant to register the gaming facility, and after the registration is made, the gaming results at the gaming facility will be added to the PG participant play monitoring data 205c. At this time, the notification setting for unregistered facilities in the PG participant registration data 205a is set to "no," and the notification setting in the notification setting data 205b is set to "yes."
[0181] Furthermore, if the notification setting for when a PG participant visits an unregistered gaming facility is set to "no notification," and the notification setting for when a gaming facility visits an unregistered gaming facility is set to "no notification," no action will be taken even if the PG participant visits an unregistered gaming facility, and the gaming performance at the gaming facility will not be added to the PG participant gaming monitoring data 205c. In this case, the notification setting for unregistered facilities in the PG participant registration data 205a is set to "no," and the notification setting in the notification setting data 205b is set to "no."
[0182] In addition, if the notification setting of an unregistered gaming facility when a PG participant visits the gaming facility is set to "notify," and the gaming facility is found to be an unregistered gaming facility, the information of the PG participant is notified to the gaming facility. In this embodiment, the gaming facilities notified as unregistered gaming facilities include all gaming facilities that subscribe to the self-reported PG, and therefore the notified gaming facilities include many gaming facilities that are unlikely to actually be visited by PG participants.
[0183] However, to efficiently notify unregistered gaming parlors of PG participants, when identifying unregistered gaming parlors that PG participants may visit, gaming parlors within a predetermined distance of registered gaming parlors can be targeted for notification. Also, gaming parlors within a predetermined distance from the PG participant's home or workplace can be targeted for notification. Furthermore, gaming parlors targeted for notification can be identified using a trained model trained through supervised deep learning. For example, a large amount of training data consisting of combinations of the PG participant's travel history, a map image mapping registered and unregistered gaming parlors, and the unregistered gaming parlors targeted for notification is prepared. This training data is used to generate a trained model by performing supervised learning on a multilayer neural network. The trained model can then be input with the PG participant's travel history obtained from the mobile terminal 210 and a map image mapping registered and unregistered gaming parlors, thereby identifying the unregistered gaming parlors targeted for notification.
[0184] Next, a description will be given of the processing procedure of the member management device 70. Fig. 17 is a flowchart showing the processing procedure of the member management device 70. First, if a player entering a gaming establishment is a PG participant (step S101; Yes), it is confirmed whether or not the gaming establishment is registered as a monitored establishment (step S102).
[0185] If the gaming facility is registered as a monitored facility (step S102; Yes), the time of entry is stored in the PG participant play record data 76d (step S105). Next, it is determined whether the PG participant has started playing based on the card insertion notification message received from the card management device 60 (step S106).
[0186] If the PG participant has not started playing (Step S106; No), it is determined whether the PG participant has left the store (Step S111), and if the PG participant has not left the store (Step S111; No), the process returns to the step of determining whether the PG participant has started playing (Step S106).
[0187] If the PG participant starts playing (step S106; Yes), it is determined whether the PG participant has finished playing based on the card return notification message received from the card management device 60 (step S107). If the PG participant has finished playing (step S107; Yes), the hall management device 50 is inquired about the gaming amount (step S108).
[0188] If the gaming amount is received from the hall management device 50 (step S109; Yes), the gaming amount is stored in the PG participant gaming performance data 76d (step S110). Next, it is determined whether the PG participant has left the parlor (step S111), and if not (step S111; No), the process returns to the step of determining whether the PG participant has started playing (step S106).
[0189] If the PG participant has left the store (step S111; Yes), the time of leaving is stored in the PG participant playing record data 76d (step S112), and it is determined whether or not closing processing has started (step S113). If closing processing has not started (step S113; No), the process returns to the step of determining whether or not the entering customer is a PG participant (step S101).
[0190] Furthermore, in the step of determining whether the gaming establishment is registered as a monitored establishment (step S102), if the gaming establishment is not registered as a monitored establishment (step S102; No), the entrance of the PG participant is notified to an employee (step S103), and the employee prompts the PG participant to register the gaming establishment (step S104).
[0191] If the gaming establishment is registered with the consent of the PG participant (step S104; Yes), the process proceeds to step S105. If the gaming establishment is not registered because the consent of the PG participant is not obtained (step S104; No), the process proceeds to a step of determining whether or not closing processing has started (step S113). If closing processing has started (step S113; Yes), the PG participant playing record data 76d is notified to the external management device 200 (step S114), and the process ends.
[0192] Next, a description will be given of the processing procedure of the external management device 200. Fig. 18 is a flowchart showing the processing procedure of the external management device 200. First, when the PG participant playing record data 76d is received from the member management device 70 (step S201; Yes), the gaming amount and playing time are calculated and added to the respective items of the PG participant playing monitoring data 205c (step S202), and 1 is added to the item of the number of visits (step S203).
[0193] Then, the PG participant play monitoring data 205c is compared with the PG participant registration data 205a to determine whether or not any one or more of the number of visits, play amount, and play time exceeds the play upper limit value of the PG participant registration data 205a (step S204).
[0194] If none of the upper limits have been exceeded (step S204; No), the process ends. If any of the upper limits has been exceeded (step S204; Yes), the mobile terminal 210 registered in the PG participant registration data 205a and the member management device 70 of the gaming facility are notified of the exceedance of the upper limit (step S205), and the process ends.
[0195] In this way, the gaming record management system according to this embodiment allows a player to accurately and efficiently obtain information relating to his gaming record, regardless of whether or not the player is a registered member of the gaming establishment.
[0196] In the above embodiment, a configuration has been described in which the member management device 70 is notified of an excess of the play upper limit, but the present invention is not limited to this, and when a PG participant registers that an alert will be sent to the gaming facility, the remaining playable range up to the play upper limit or the excess of the play upper limit can be notified to the inter-machine card processing device 10 and displayed on the display operation unit 13 to notify the PG participant. In this case, a configuration can also be adopted in which the PG participant can select whether or not to notify the inter-machine card processing device 10, depending on their registration.
[0197] Furthermore, in the above embodiment, a configuration was described in which, when an amusement facility has set the notification setting to notify when an unregistered amusement facility visits, the entry of a PG participant is notified individually by the member management device 70, but the present invention is not limited to this, and the entry status and playing status of PG participants can also be configured to be displayed in a list on a device such as the member management device 70.
[0198] Furthermore, in the above embodiment, a configuration was described that assumes that PG participants will register themselves in a self-reported PG, but the present invention is not limited to this, and it can also be configured to analyze the behavior of member players using artificial intelligence based on the PG participant's frequency of visits, gaming amounts, gaming patterns, etc., and to notify a device such as the member management device 70 when a corresponding member player enters the store.
[0199] Furthermore, in the above embodiment, a configuration was described that targets member players, but the present invention is not limited to this, and it can also be configured to target general players by installing cameras at various locations within the store or in the machine-to-machine card processing machine 10 to identify the playing status of all players.
[0200] Furthermore, in the above embodiment, a configuration was described in which gaming records are stored in the PG participant gaming record data 76d in order to grasp the gaming records of PG participants, but the present invention is not limited to this, and the gaming records can also be configured to be stored in the member management data 76a.
[0201] <Variation 1> In the above embodiment, a configuration has been described in which the camera 100 installed in the gaming facility detects that a PG participant has entered the gaming facility, but the present invention is not limited to this, and it is also possible to configure the configuration so that the entry of a PG participant into the gaming facility is detected by GPS information of the mobile terminal 210 carried by the PG participant. In this modified example 1, a configuration will be described in which the entry of a PG participant into the gaming facility is detected by GPS information of the mobile terminal 210 carried by the PG participant.
[0202] PG participants move around while carrying mobile terminals 210, and the GPS information of the PG participants is notified at regular time intervals to the external management device 200. Based on the GPS information received from the mobile terminals 210, the external management device 200 determines whether the PG participant has entered a registered gaming establishment, and if it determines that the PG participant has entered, it notifies the gaming establishment of the PG participant's entry and starts measuring the time spent at the gaming establishment.
[0203] If the card ID in the card insertion notification message received from the card management device 60 belongs to the PG participant, the member management device 70 of the gaming facility identifies the gaming machine ID on which the PG participant will play from the card ID, and stores the time the message was received together with the gaming machine ID as the start time of play in the PG participant playing history data 76d.
[0204] If the card ID in the card return notification message received from the card management device 60 belongs to the PG participant, the member management device 70 stores the time the message was received as the game end time in the PG participant game performance data 76d, and queries the hall management device 50 for the game amount data 56a between the game start time and the game end time. Upon receiving the game amount data 56a from the hall management device 50, the member management device 70 stores the total amount of the game amount data 56a as the game amount in the PG participant game performance data 76d.
[0205] If the external management device 200 determines that the PG participant has left the amusement facility based on the GPS information received from the mobile terminal 210, it stores the time spent at the amusement facility in the PG participant play monitoring data 205c and inquires about the PG participant's play history from the member management device 70 of the amusement facility.
[0206] When the external management device 200 receives the PG participant playing record data 76d from the member management device 70, it stores the playing amount in the PG participant playing record data 76d in the PG participant playing monitor data 205c.
[0207] In this way, the GPS information of the mobile terminal 210 carried by the PG participant can be used to detect that the PG participant has entered the gaming facility, and the gaming record of the PG participant can be ascertained.
[0208] Next, a description will be given of the processing procedure of the external management device 200 according to Modification 1. Fig. 19 is a flowchart showing the processing procedure of the external management device 200 according to Modification 1. First, based on the GPS information received from the mobile terminal 210, the time spent by the PG participant at the registered gaming facility is measured, and added as playing time to the PG participant play monitoring data 205c, and 1 is added to the number of visits (step S301).
[0209] The gaming facility is inquired about the gaming record of the PG participant, and when the PG participant gaming record data 76d is received from the gaming facility, the gaming amount in the PG participant gaming record data 76d is added to the PG participant gaming monitoring data 205c (step S302).
[0210] The PG participant play monitoring data 205c is compared with the PG participant registration data 205a to determine whether or not any one or more of the number of visits, play amount, and play time exceeds the play upper limit value of the PG participant registration data 205a (step S303).
[0211] If none of the play upper limits have been exceeded (step S303; No), the process returns to the step of waiting for reception of GPS information from the mobile terminal 210 (step S301). If any of the play upper limits have been exceeded (step S303; Yes), the mobile terminals 210 of the registered PG participants and their family members, as well as the member management device 70 of the gaming establishment, are notified of the exceedance of the play upper limit (step S304). At this time, the gaming establishment prohibits the PG participants from playing.
[0212] Thereafter, if the approach of a PG participant to a registered or unregistered gaming establishment is detected based on the GPS information from the mobile terminal 210 (step S305; Yes), the mobile terminals 210 of the registered PG participant and the PG participant's family members, as well as the gaming establishment's member management device 70, are notified of the PG participant's approach to the gaming establishment (step S306).
[0213] If the monitoring period for the PG participant has ended or the monitoring data has been cleared (step S307; Yes), the process ends; otherwise (step S307; No), the process returns to step S305.
[0214] In this way, the gaming performance management system according to this variant example 1 can be configured to detect when a PG participant enters an amusement facility using the GPS information of the mobile terminal 210 carried by the PG participant, and manage the gaming performance of the PG participant.
[0215] In the above variant example 1, a configuration was described in which the GPS information of the mobile terminal 210 carried by the PG participant is used to detect that the PG participant has entered an amusement parlor, but the present invention is not limited to this, and the configuration can also be such that the GPS information of the mobile terminal 210 carried by the PG participant is used to detect approach to public gambling facilities such as racetracks and bicycle racing tracks, casinos, ATMs, and moneylenders.
[0216] Furthermore, in the above variant example 1, a configuration was described in which the GPS information of the mobile terminal 210 carried by the PG participant is used to notify the family of the PG participant that the PG participant has entered an amusement parlor, but the present invention is not limited to this, and it is also possible to configure the configuration so that a report of the PG participant's behavior is notified to the family of the PG participant.
[0217] <Variation 2> In the above embodiment, a configuration has been described in which a PG participant and the gaming facility are notified when the registered upper limit value of play by the PG participant has been exceeded, but the present invention is not limited to this, and it is also possible to configure the display operation unit 13, etc. of the inter-machine card processing machine 10 to display each game status at various times such as depositing, lending, etc. In this modified example 2, a configuration will be described in which the display operation unit 13, etc. of the inter-machine card processing machine 10 is displayed at various times such as depositing, lending, etc.
[0218] Fig. 20 shows an example of operation in which each game status is displayed on the display operation unit 13 of the machine-to-machine card processing machine 10 at various times, such as when a deposit is made or a loan is made. Specifically, when a player makes a deposit, the total number of deposits and the total amount of deposits are displayed. At this time, it is possible to configure the system so that it is set whether to display the information or not, or whether to display it every time or only the first time. Furthermore, it is also possible to set the information separately for each year / month / day.
[0219] In addition, when the loan button is pressed, the total number of loans and the total loan amount are displayed. At this time, it is possible to configure it so that it is displayed or not, or whether it is displayed every time or only the first time. Furthermore, it is also possible to set it separately for each year / month / day.
[0220] When the replay button is pressed, the total number of replays and the total replay amount are displayed. At this time, it is possible to configure the system to set whether to display or not, or whether to display every time or only the first time. Furthermore, it is also possible to set it separately for each year / month / day.
[0221] Also, when the card is inserted, the card usage status is displayed. At this time, it is possible to configure it so that it is displayed or not, or whether it is displayed every time or only the first time. Furthermore, it is also possible to set whether it is displayed or not when moving machines on the same day.
[0222] Also, when the card is ejected, the card usage status is displayed. At this time, it is possible to configure it so that it is displayed or not, or whether it is displayed every time or only the first time. Furthermore, it is also possible to set whether it is displayed or not when moving the machine on the same day.
[0223] Also, the counting status is displayed during counting. At this time, it can be configured to display or not, or to display every time or only the first time. Furthermore, it can be configured to display when the number of counting balls decreases by more than a certain number.
[0224] In addition, it is possible to set whether or not to display each status when using the exact balls held, such as when paying out the held balls or using the combined balls.
[0225] It is also possible to set whether or not to display each situation, such as when the difference between the amount deposited on the day and the number of balls acquired becomes negative.
[0226] In addition, it is possible to set whether or not to display each status when a jackpot occurs, when a jackpot ends, when a special probability occurs, and when the time-saving feature ends. It is also possible to set whether or not to display the status when the cumulative number of starts exceeds a certain number of spins. Furthermore, it is possible to configure it so that each status is displayed every time or only the first time.
[0227] In addition, it is possible to set whether or not to display each status when the call button is operated or when a call is made. Furthermore, it is also possible to set whether or not to display each status when the lamp is operated to stop operation after a certain period of play.
[0228] In addition, when a player sits down or when operating a sandbox or lamp, it is possible to set whether or not to display each status. Furthermore, it is also possible to configure it so that it is displayed every time or only the first time.
[0229] It is also possible to set whether or not to display each status when the game has been played for a certain period of time or at a certain time.
[0230] Furthermore, in each of the above situations, it is possible to set whether or not to display a combination with a member extracted under certain conditions. In this case, it is also possible to configure the system so that this setting can be done manually or automatically.
[0231] In this way, the gaming performance management system of this variant example 2 can also be configured to display the gaming status of each player on the display operation unit 13 of the machine-to-machine card processing machine 10 at various times such as deposits and loans.
[0232] In the above variant example 2, a configuration for displaying the gaming status of PG participants was described, but the present invention is not limited to this, and it can also be configured to display the status on the display operation unit 13, etc. for general players when a certain amount of money is spent or when playing for a long period of time, etc.
[0233] <Variation 3> In the above embodiment, a configuration has been described in which a PG participant and the gaming facility are notified when the registered upper limit for playing games is exceeded, but the present invention is not limited to this, and a configuration in which replay conditions, prize exchange conditions, etc. are set by registering a PG participant to manage their own playing status. In this Modification 3, a configuration in which replay conditions, prize exchange conditions, etc. are set by registering a PG participant to manage their own playing status will be described.
[0234] Figure 21 shows an example of how gaming conditions are set for self-reported PG. Specifically, the replay limit is set to 10,000 balls as a store-wide setting. In the self-reported PG target setting, the basic settings are set as follows: investment limit XXXXX yen, stay time condition XX hours, and number of visits XX times.
[0235] In addition, as an additional setting for the self-declared PG target setting, the replay condition can be set to an upper limit of XXXXX balls (XXXX yen), and the prize exchange conditions can be set to exchange for prizes on the day up to XXXX yen, or only the investment amount, or exchange prohibited. In this case, if exchange is prohibited, exchange will be permitted from the next day onwards.
[0236] In addition, the total upper limit of the investment amount condition and replay condition is XXXXX yen. At this time, you can set whether to use saved balls or cash. If you choose to use saved balls, you will not be able to invest cash until saved balls can no longer be used.
[0237] In this way, the gaming performance management system according to the third variant can be configured to allow PG participants to register and set replay conditions, prize exchange conditions, etc., to manage their own gaming status.
[0238] In the above variant example 3, a configuration was described in which PG participants are initially registered to set replay conditions, prize exchange conditions, etc., and manage their own playing status, but the present invention is not limited to this, and the configuration can also be such that PG participants can check and change the registered contents at any time using a mobile terminal or the display operation unit 13 of the machine-to-machine card processing machine 10, etc.
[0239] <Variation 4> In the above embodiment, a configuration was described in which a PG participant and the gaming facility are notified when the PG participant exceeds the registered play limit, but the present invention is not limited to this, and it is also possible to configure the system so that when the play limit is exceeded, the presentation of personal identification information is required in order to settle the account and exchange for a prize. In this modification 4, a configuration is described in which when the play limit is exceeded, the presentation of personal identification information is required in order to settle the account and exchange for a prize.
[0240] If the PG participation exceeds the play limit, the PG participant's family is notified of the exceeding of the play limit, and in order to settle the account or exchange for a prize, the PG participant is set to provide personal identification information by taking a facial photograph, etc. The next time the PG participant visits the store, the camera 100 detects the participant based on the facial photograph, and notifies the employees of the gaming store and the PG participant's family.
[0241] Furthermore, when settling the account or exchanging the prize, an authentication number is notified to the mobile terminal 210 of the family of the PG participant, and the settling or exchanging the prize is made possible on the condition that the authentication number is entered.
[0242] In this way, the gaming performance management system according to Variation 4 can be configured to require the presentation of personal identification information in order to settle accounts and exchange for prizes when the gaming upper limit is exceeded.
[0243] In the above variant example 4, a configuration for controlling settlement etc. on the day of play was described, but the present invention is not limited to this, and it can also be configured to allow settlement etc. on a different day only for self-reported PG participants.
[0244] Furthermore, in the above variant example 4, a configuration for controlling settlement, etc. has been described, but the present invention is not limited to this, and it is also possible to configure the device to manage the serial numbers of banknotes and make banknotes ejected from the settlement machine unusable on the same day.
[0245] Furthermore, in the above variant example 4, a configuration for controlling settlement etc. has been described, but the present invention is not limited to this, and the system can also be configured so that cameras 100 installed in various locations within the gaming establishment or on the card processing machine 10 between machines determine whether or not a player is under 18 years of age, and if a player is determined to be under 18 years of age, the result is notified to an employee.
[0246] Furthermore, the configurations illustrated in the above embodiments are merely functional schematics and do not necessarily have to be physically configured as shown. In other words, the 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 depending on various loads, usage conditions, etc. [Industrial Applicability]
[0247] The gaming parlor device according to the present invention is useful when a player wants to accurately and efficiently obtain information about his gaming performance, regardless of whether or not the player is a registered member of the gaming parlor. [Explanation of symbols]
[0248] 10 machine-to-machine 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 Unit 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 lottery section 24b Production Lottery Section 25 Game control unit 26 Game ball control unit 26a Playable Number Management Department 30 Relay Device 40 Island Controller 50 Hole Management Device 51 Display section 52 Input section 53 Store Network Communications Department 54 Gaming machine status receiving unit 55 Control Unit 55a Collection and Processing Unit 55b Analysis processing section 55c Output processing section 56 Memory section 56a Gaming amount data 56b Game Data 60 Card Management Device 61 Display section 62 Input section 63 Store Network Communications Department 64 Control Unit 64a Game type setting management section 64b Card Management Section 64c Equipment management department 65 Storage section 65a Game type setting data 65b Card Management Data 65c Equipment Management Data 70 Membership management device 71 Display section 72 Input section 73 External Network Communication Section 74 Store Network Communications Department 75 Control Unit 75a Membership Management Department 75b Self-Reporting PG Management Department 75c PG Participant Judgment Department 76 Memory section 76a Membership Management Data 76b Game type setting data 76c PG Participant Data 76d PG participant game performance data 80 Prize Management Device 90 Payment machine 100 cameras 200 External management device 201 Display section 202 Input section 203 External Network Communication Department 204 Control Unit 204a PG Participant Management Department 204b Notification setting management unit 204c Gaming Monitoring and Management Department 205 Storage section 205a PG Participant Registration Data 205b Notification setting data 205c PG participant game monitoring data 210 Mobile Devices
Claims
1. An amusement facility device installed in an amusement facility, a storage means for storing player information and player performance information linked to the player information; a receiving means for receiving an application to participate in the self-reporting program, and a transmitting means for transmitting the player information and the player performance information stored in the storing means to an external management device provided outside the gaming facility; and The transmitting means transmits the player information and the player performance information to the external management device at a predetermined timing. A game arcade device characterized by:
2. The player information includes member identification information, 2. The gaming facility device according to claim 1, wherein the player performance information includes the member identification information, the date of entry, and the amount of gaming money.
3. 2. The gaming arcade device according to claim 1, wherein the predetermined timing is during or after closing processing.
Citation Information
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