Game management system

The fraud detection system uses AI and deep learning to analyze casino game images, addressing camera limitations and detecting fraudulent activities like card bending and chip manipulation, ensuring accurate chip counting and preventing errors.

JP2026010140APending Publication Date: 2026-01-21ANGEL GRP CO LTD
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Patent Information

Application Number
JP2025176677
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2017-06-28
Filing Date
2025-10-20
Publication Date
2026-01-21

AI Technical Summary

Technical Problem

Existing casino gaming systems struggle with accurately determining chip amounts due to camera blind spots and chip overlapping, and cannot detect sophisticated fraudulent behaviors like card bending and collusion between dealers and players.

Method used

A fraud detection system using artificial intelligence and deep learning to analyze images from multiple cameras, determine card ranks and chip positions, and compare game outcomes to detect fraudulent activities, including card bending and chip manipulation.

Benefits of technology

Accurately determines chip amounts and detects fraudulent behaviors, preventing errors and collusion by analyzing game progress and outcomes, even in cases of card deformation and camera blind spots.

✦ Generated by Eureka AI based on patent content.

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Abstract

To grasp the sales or profit of the whole casino or the profit or profit of each table or pit.SOLUTION: The game management system manages a casino game played at a plurality of tables in a casino facility. The game management system includes a monitoring camera 2 that captures an image of a bet game token to obtain an image, a control device 14 that specifies a bet target based on a position of the game token in the image and specifies a bet amount based on a type and the number of the game tokens in the image, a card distributing device 3 that determines a game result of a casino game, a calculation device 51 that calculates a profit of a casino operator for each table of a plurality of tables and for each game based on the bet target, the bet amount, and the game result, and a recording device 52 that records the profit.SELECTED DRAWING: Figure 20
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Description

[Technical Field]

[0001] The present invention relates to a system for detecting fraudulent behavior in games at an amusement arcade, or errors or fraudulent behavior when betting or settling chips. [Background technology]

[0002] Casinos and other gaming establishments are attempting to prevent various types of cheating. Gaming establishments are equipped with surveillance cameras to monitor cheating, and the images captured by the cameras can be used to detect cheating in games and cheating by collecting or paying out chips that do not correspond to the winning or losing results.

[0003] On the other hand, it has been proposed to attach a radio frequency identification (RFID) tag to each chip to keep track of the number of chips bet and the total amount.

[0004] The card game monitoring system described in WO 2015 / 107902 monitors for fraudulent activity by determining whether chips placed on a gaming table have been collected or paid out in accordance with the winning or losing outcome through image analysis of the movement of the chips. Summary of the Invention [Problem to be solved by the invention]

[0005] SUMMARY OF THE INVENTION An object of the present invention is to provide a novel system for managing games in an amusement arcade. [Means for solving the problem]

[0006] One aspect of the present invention is a game management system that manages casino games played at multiple tables in a casino facility, comprising: a camera for photographing the gaming tokens that have been bet to obtain an image; an information processing device that specifies a bet target based on the position of the gaming token in the image and specifies a bet amount based on the type and number of the gaming token in the image; a game result determination device for determining a game result of the casino game; a calculation device that calculates a profit of a casino operator for each table and each game of the plurality of tables based on the bet object, the bet amount, and the game result; a recording device for recording the profits; It is a game management system equipped with [Brief explanation of the drawings]

[0007] [Figure 1] FIG. 1 is a diagram showing an overview of the entire fraud detection system in an amusement center having a plurality of gaming tables according to a first embodiment of the present invention. [Figure 2A] 2A is a perspective view of a chip showing examples of different stacking states of chips grasped in the first embodiment of the present invention. FIG. [Figure 2B] 2A and 2B are perspective views of chips showing examples of different stacking states of chips grasped in the first embodiment of the present invention. [Figure 3A] FIG. 3A is a diagram showing details of the chip tray according to the first embodiment of the present invention. [Figure 3B] FIG. 3B is a diagram showing another example of the chip tray according to the first embodiment of the present invention. [Figure 4] FIG. 4 is an enlarged view of a mark for explaining stains on a card that are detected in the first embodiment of the present invention. [Figure 5A] FIG. 5A is a plan view showing the front of the marker according to the first embodiment of the present invention. [Figure 5B] FIG. 5B is a plan view showing the back of the marker according to the first embodiment of the present invention. [Figure 6] FIG. 6 is a simplified explanatory diagram showing an image of the exchange state of bills and chips grasped in the first embodiment of the present invention. [Figure 7] FIG. 7 is a plan view showing an overview of a cheating detection system for a baccarat game according to the second embodiment of the present invention. [Figure 8]FIG. 8 is a plan view showing an outline of the progress of a baccarat game in the cheating detection system according to the second embodiment of the present invention. [Figure 9] FIG. 9 is an explanatory diagram showing how the dealer collects chips won by the casino in a baccarat game. [Figure 10] FIG. 10 is an explanatory diagram showing how the dealer pays to winning customers (game players) in a baccarat game according to the second embodiment of the present invention. [Figure 11] FIG. 11 is an explanatory diagram showing how a winning customer (game player) receives chips and payment in a baccarat game according to the second embodiment of the present invention. [Figure 12A] FIG. 12A is an explanatory diagram of an image that is the subject of image analysis when a dealer collects chips that the casino has won in the cheating detection system according to the second embodiment of the present invention. [Figure 12B] FIG. 12B is an explanatory diagram of an image that is the subject of image analysis when the dealer collects chips that the casino has won in the fraud detection system according to the second embodiment of the present invention. [Figure 12C] FIG. 12C is an explanatory diagram of an image that is the subject of image analysis when the dealer collects chips that the casino has won in the cheating detection system according to the second embodiment of the present invention. [Figure 13] FIG. 13 is an explanatory diagram of an image that is the subject of image analysis for fraudulent collection of chips in the fraud detection system according to the second embodiment of the present invention. [Figure 14A] FIG. 14A is an explanatory diagram of an image that is the subject of image analysis for collecting chips won by a game player in the cheating detection system according to the second embodiment of the present invention. [Figure 14B] FIG. 14B is an explanatory diagram of an image that is the target of image analysis for collecting chips won by a game player in the cheating detection system according to the second embodiment of the present invention. [Figure 14C] FIG. 14C is an explanatory diagram of an image that is the target of image analysis for collecting chips won by a game player in the cheating detection system according to the second embodiment of the present invention. [Figure 14D] FIG. 14D is an explanatory diagram of an image that is the subject of image analysis for collecting chips won by a game player in the cheating detection system according to the second embodiment of the present invention. [Figure 15] FIG. 15 is a side cross-sectional view of a card dealing device according to the second embodiment of the present invention. [Figure 16] FIG. 16 is a diagram showing an example of a card according to the second embodiment of the present invention. [Figure 17] FIG. 17 is a plan view of the main part of a card distribution device according to the second embodiment of the present invention, with a card guide part partially cut away. [Figure 18A] FIG. 18A is a side cross-sectional view of a main part showing a distribution limiting device that limits the insertion and removal of cards from a card storage unit of a card distribution device according to a second embodiment of the present invention. [Figure 18B] FIG. 18B is a side cross-sectional view of the essential parts showing a modified example of a distribution limiting device that limits the insertion and removal of cards from the card storage unit of the card distribution device according to the second embodiment of the present invention. [Figure 19] FIG. 19 is a diagram showing the relationship between the output waveforms of sensors and marks in the card dealing device according to the second embodiment of the present invention. [Figure 20] FIG. 20 is a schematic diagram of a casino facility that has introduced a game management system according to the third embodiment of the present invention. [Figure 21] FIG. 21 is an example of a table showing sales (total bet amount) for each gaming table according to the third embodiment of the present invention. [Figure 22] FIG. 22 is an example of a table showing sales for each game at each gaming table according to the third embodiment of the present invention. [Figure 23] FIG. 23 is an example of a table showing the total bet amount, profit (gross profit), and profit rate for each gaming table according to the third embodiment of the present invention. [Figure 24] FIG. 24 is an example of a line graph showing the progress of profits at each gaming table according to the third embodiment of the present invention. [Figure 25] FIG. 25 is an example of a graph showing the transition of profits of the entire casino facility according to the third embodiment of the present invention. [Figure 26] FIG. 26 is an example of a bar graph showing the profit margin for each gaming table according to the third embodiment of the present invention. [Figure 27] FIG. 27 is a diagram showing a reader / writer and a member's card according to the third embodiment of the present invention. [Figure 28] FIG. 28 is a diagram showing information stored in a member's card according to the third embodiment of the present invention. [Figure 29] FIG. 29 is a plan view of the dealer chip tray. [Figure 30] FIG. 30 is an enlarged perspective view of the dealer chip tray recovery float. [Figure 31] FIG. 31 is a block diagram showing the configuration of a dealer chip tray. [Figure 32] FIG. 32 is a flow diagram of the management of a table game. [Figure 33] FIG. 33 is a flow diagram showing the role of each component in the four stages of fraud detection. [Figure 34] FIG. 34 is an example of a monitor screen showing the comparison result between the betting information at the start of the game and the betting information at the end of the game. [Figure 35] FIG. 35 shows an example of a monitor screen when late betting is performed. [Figure 36] FIG. 36 shows an example of the monitor screen when unbetting is performed. [Figure 37] FIG. 37 is a diagram showing an example of the configuration of a casino gaming center. [Figure 38] FIG. 38 shows the structure of a game record generated for each game. [Figure 39] FIG. 39 is a block diagram showing the configuration of the overall management device. [Figure 40] FIG. 40 is a diagram showing an example of a sales table generated by the sales balance management unit of the overall management device. [Figure 41] FIG. 41 is a diagram showing an example of a gross profit table generated by the sales balance management unit of the overall management device. [Figure 42]FIG. 42 is a diagram illustrating a situation in which the overall sales of a casino gaming facility are kept low. [Figure 43A] FIG. 43A is a diagram illustrating a situation in which the overall sales of a casino gaming facility are kept low. [Figure 43B] FIG. 43B is a diagram illustrating a situation in which the overall sales of a casino gaming facility are kept low. [Figure 44A] FIG. 44A is a diagram showing an example of setting the minimum bet amount according to the actual bet amount. [Figure 44B] FIG. 44B is a diagram showing an example of setting the minimum bet amount according to the actual bet amount. [Figure 45A] FIG. 45A is a diagram showing an example of determining a recommended minimum bet amount depending on the degree of table congestion. [Figure 45B] FIG. 45B is a diagram showing an example of determining a recommended minimum bet amount depending on the degree of table congestion. [Figure 46A] FIG. 46A is a diagram illustrating an example in which a new gaming table 4 is opened in a certain area. [Figure 46B] FIG. 46B is a diagram illustrating an example in which a new gaming table 4 is opened in a certain area. [Figure 46C] FIG. 46C is a diagram illustrating an example in which a new gaming table 4 is opened in a certain area. DETAILED DESCRIPTION OF THE INVENTION

[0008] (First embodiment) In gaming facilities such as casinos, chips are placed in high piles on gaming tables, but there is a problem that the IC tag reader installed under the gaming table cannot accurately read the total amount, and if the sensitivity of the reader is increased, chips placed in different positions (where winning or losing depends on the position) will be added up, making it impossible to grasp the total amount of chips at each position.In addition, when capturing images from a camera, there are issues such as blind spots due to the camera's viewing angle, and overlapping chips falling into shadows, making it impossible to grasp the total amount of chips.

[0009] Furthermore, as is often the case in baccarat games, players may squeeze cards (bending face-down cards to look at them little by little while enjoying the card rank, etc.), which can cause the cards to become bent, making it impossible to determine the card rank and suit by analyzing the images from the camera.

[0010] Furthermore, as fraud at gaming tables becomes more sophisticated, new issues have been identified, such as fraud involving sophisticated betting methods that cannot be detected by simply detecting a large amount of winnings at a gaming table, and that cannot be detected by cameras or tracking winning amounts. Furthermore, conventional technology is not sufficient to prevent fraudulent acts involving collusion between dealers and players.

[0011] In order to solve the above-mentioned various problems, the fraud detection system in an amusement facility having a plurality of gaming tables according to the first embodiment includes: A fraud detection system for an amusement facility having a plurality of gaming tables, a game recording device that records the progress of the game played at the gaming table as video images including the dealer and the players via a camera; an image analysis device that performs image analysis on the recorded video of the game progress; a card distribution device that determines and displays the results of each game at the gaming table; and a control device that detects fraudulent behavior at the gaming table using the image analysis results from the image analysis device and the win / loss results determined by the card distribution device.

[0012] Furthermore, in the above-mentioned fraud detection system, the card dealing device is configured to be able to read the rank of the cards being dealt, and the control device is configured to be able to compare the rank information obtained by the image analysis device from the images of each card dealt at the gaming table with the rank information of the cards read by the card dealing device to determine whether they match or not.

[0013] Furthermore, in the above-mentioned fraud detection system, the image analysis device or control device is an artificial intelligence or deep learning structure that can obtain card rank information from cards that are dealt at a gaming table and bent or soiled by players.

[0014] Furthermore, in the above-mentioned cheating detection system, the control device grasps the position, type, and number of chips bet by each player via the image analysis device, and determines whether the collection of losing chips bet by each player and the payment of winning chips were carried out appropriately in accordance with the outcome of the game by analyzing the video of the game progress via the image analysis device.

[0015] Furthermore, in the above-mentioned fraud detection system, the image analysis device or control device is an artificial intelligence or deep learning structure that can obtain information on the type, number and position of multiple chips bet on the gaming table even if some or all of the chips are hidden by the blind spot of the camera.

[0016] Furthermore, in the above-mentioned fraud detection system, the control device is an artificial intelligence-based or deep learning structure that can compare and calculate whether the amount of chips known in the dealer's chip tray at the gaming table has increased or decreased in accordance with the recovery of losing chips bet by each player and the amount paid for winning chips after the game ends and settlement, based on the outcome of the game.

[0017] Furthermore, in the above-mentioned fraud detection system, the control device is an artificial intelligence or deep learning structure that grasps the position and amount of chips bet at each playing position on the gaming table, and is capable of extracting peculiar situations by comparing the win / loss history of each player and the amount of chips obtained from the win / loss results of each game with statistical data from past games.

[0018] Furthermore, in the above-mentioned fraud detection system, the control device is an artificial intelligence-based or deep learning structure that can extract, as a unique situation when, at a playing position on a certain gaming table, the amount of bet chips when losing is smaller than the amount of bet chips when winning, compared with statistical data from past games.

[0019] Furthermore, in the above-mentioned fraud detection system, the control device is configured to be able to identify an individual player at a playing position that has been extracted as the peculiar situation via the image analysis device or that has won a predetermined amount or more.

[0020] Furthermore, in the above-mentioned fraud detection system, the control device has a warning function that, when the identified player leaves his / her seat and takes a seat at another gaming table, notifies the other gaming table of the presence of the identified player.

[0021] In order to solve the above-mentioned various problems, the fraud detection system of the present invention for an amusement facility having a plurality of gaming tables comprises: a game recording device that records the progress of the game played at the gaming table as video images including the dealer and the players via a camera; a card distribution device that determines and displays the results of each game at the gaming table; an image analysis device that performs image analysis on the recorded video of the game progress; a control device capable of detecting bills and chips on the gaming table using the image analysis results of the image analysis device; The image analysis device or control device is an artificial intelligence or deep learning structure that can detect, based on information obtained from the card distribution device or the dealer, that an exchange of bills and chips is taking place at the gaming table in a situation other than during card dealing, and can recognize the total amount of genuine bills verified with a black light, and can recognize the total amount of chips even if some or all of the multiple chips placed on the gaming table as exchange targets are hidden by the blind spot of the camera, and can compare the total amount of bills placed on the gaming table by the player with the total amount of chips placed by the dealer and determine whether the amounts match.

[0022] Furthermore, in the fraud detection system, the control device is an artificial intelligence-based or deep learning structure that can perform comparative calculations to determine whether the amount of chips known in the chip tray of the dealer at the gaming table has increased or decreased in accordance with the payment amount of chips corresponding to the exchanged bills after the bills have been exchanged for chips and settlement has been made.

[0023] Furthermore, in the fraud detection system, the control device is an artificial intelligence-utilizing or deep learning structure that can, after the exchange of bills and chips has been completed and settlement has been made, compare and calculate whether the amount of bills deposited by the dealer matches the total amount of bills as determined by the image analysis results of the image analysis device.Furthermore, the control device is an artificial intelligence-utilizing or deep learning structure that can compare and calculate whether the total amount of bills deposited by the dealer at the gaming table that the dealer is in charge of matches the total amount of bills as determined by the image analysis results of the image analysis device.

[0024] According to the fraud detection system of this embodiment, even if a player bends a card by squeezing it, which is often done in games such as baccarat, the rank and suit of the card can be determined through image analysis, and the total amount of chips can be determined along with their positions, even in blind spots and when chips are overlapped.Fraud can also be detected when exchanging bills for chips.

[0025] A first embodiment of the cheating detection system for a gaming parlor with multiple gaming tables according to the present invention will be described in more detail below. FIG. 1 shows the overall system. The cheating detection system for a gaming parlor with multiple gaming tables 4 includes a game recording device 11 that records video of the game progress at each gaming table 4, including the player 6 and the dealer 5, via multiple cameras 2; an image analyzer 12 that analyzes the video of the recorded game progress; and a card dealing device 3 that determines and displays the outcome of each game at each gaming table 4. The card dealing device 3 is a so-called electronic shoe already used by those skilled in the art. It is pre-programmed with the game rules and is designed to read the information on the cards C dealt and determine the outcome of the game. For example, in a baccarat game, whether the banker wins, the player wins, or a tie (draw) is basically determined by the ranks of two or three cards, and the result (win or loss) is displayed by a result indicator lamp 13.

[0026] This cheating detection system further includes a control device 14 that compares the actual card ranks determined by the image analysis device 12 with the win / loss result determined by the card dealing device 3 to detect cheating at the gaming table 4 (such as a discrepancy between the total rank of the dealt cards and the win / loss result). The card dealing device 3 is configured to be able to read the rank (A, 2-10, J, Q, K) and suit (heart, spade, etc.) of cards C manually dealt by the dealer 5, and the control device 14 is configured to compare the rank and suit information obtained by the image analysis device 12 (using artificial intelligence) from images of each card dealt at the gaming table 4 (captured using camera 2) with the card and suit information read by the card dealing device 3 to determine whether they match. The image analysis device 12 and control device 14 in this cheating detection system are configured to be a composite of a computer, program, and memory, which may be an integrated or multiple-component configuration.

[0027] The image analysis device 12 and the control device 14 have an artificial intelligence or deep learning architecture that can obtain card rank information even for cards C dealt at the gaming table 4 that have been bent or soiled by the player 6. As shown in Figure 4, soiled cards C can make it difficult to distinguish between clubs and spades. Even in such cases, the suit can be determined by analyzing and determining the image using an artificial intelligence computer or control system and deep learning (structure) technology. Even if a card is bent due to squeezing by a player, as is often done in games such as baccarat, the suit and rank of the card before deformation can be recognized by the artificial intelligence computer or control system and deep learning (structure) technology, using self-learning of numerous image variations. Since artificial intelligence computer or control system and deep learning (structure) technology are already known and available to those skilled in the art, detailed description will be omitted.

[0028] The control device 14, which utilizes artificial intelligence or a deep learning architecture, can determine, via the camera 2 and the image analyzer 12, where each player 6 bets their chips 9 in the betting area 8 (player, banker, or pair), as well as the type and number of chips 9 (each color of chip 9 is assigned a different value). The chips 9 are stacked in a staggered fashion, as shown in Figure 2A, rather than being aligned vertically. In this case, if the camera 2 is positioned in the direction of arrow X shown in Figure 2A (or if the orientation of the chips 9 is in a blind spot relative to the camera), it is assumed that the chips 9 will not be visible (will be in a blind spot), as shown in Figure 2B. The AI-based computer or control system and deep learning (architecture) technology can use self-learning functions to recognize when chips 9 are hidden by blind spots (when part of a chip is hidden, or when the entire chip is hidden), and accurately determine the number of chips, etc. In this way, it is possible to grasp the position of the chips 9 in the betting area 8 (player, banker, or pair) on which the chips 9 have been bet, the type of chips 9 bet (each color of chips 9 is assigned a different value), and the number of chips 9 bet. Therefore, in accordance with the outcome of each game determined by the card distribution device 3, the control device 14 determines whether the collection of losing chips bet by each player 6 (as shown by arrow L) and the payment of winning chips (9W) to the winning player 6W have been carried out appropriately in accordance with the outcome of the game by analyzing the video of the game progress via the image analysis device 12.

[0029] The control device 14 can analyze and grasp the total amount of chips 9 in the chip tray 17 of the dealer 5 at the gaming table 4 using the image analyzer 12, and after the game is over and settlement is made, it can compare and calculate whether the total amount of chips 9 in the chip tray 17 has increased or decreased according to the outcome of the game, depending on the recovery of the losing chips 9 bet by each player 6 and the amount of winning chips 9W paid to the winning player 6W. Even if the total amount of chips 9 in the chip tray 17 is always grasped by means of RFID or the like, the control device 14 determines whether the increase or decrease is correct by analyzing video of the game progress via the image analyzer 12. These also utilize artificial intelligence or deep learning structures.

[0030] In this example, fraud and mistakes are detected based on the outcome of the game, information on how many of what type of chips 9 were bet and at which position in the betting area 8 (player, banker, or pair), and the increase or decrease in the amount of chips 9 in the chip tray 17 after the losing chips have been collected and the winning chips 9 have been redeemed. Therefore, fraud and mistakes can be detected without knowing the movement of the chips 9 after the game ends, i.e., whether the bet chips 9 have moved to the player's side or the dealer's side.

[0031] Here, in the case of baccarat, for example, the outcome of the game can be determined in accordance with the rules of baccarat by reading the rank of the card C dealt in the game with the card dealing device 3. The outcome of the game can also be determined by taking a picture of the gaming table 4 with the camera 2, analyzing the image with the image analyzer 12, and comparing the analysis results with the game rules with the control device 14. In this case, the camera 2, the image analyzer 12, and the control device 14 constitute a win / loss result determination device. Information regarding the player at each playing position 7, what type of chips 9, and how many chips have been bet on which position (player, banker, or pair) in the betting area 8 is obtained by taking a picture of the chips 9 placed in the betting area 8 with the camera 2 and analyzing the image for each playing position 7 with the image analyzer 12.

[0032] Furthermore, the increase or decrease in the amount of chips 9 in the chip tray 17 before and after the collection of losing chips 9 and the redemption of winning chips 9 can be calculated by comparing the total amount of chips 9 in the chip tray 17 before the collection of losing chips 9 and the redemption of winning chips 9 with the total amount of chips 9 in the chip tray 17 after the collection of losing chips 9 and the redemption of winning chips 9. The total amount of chips 9 in the chip tray 17 before the collection of losing chips 9 and the redemption of winning chips 9 and the total amount of chips 9 in the chip tray 17 after the collection of losing chips 9 and the redemption of winning chips 9 can be detected by photographing the chip tray 17 containing chips 9 with the camera 2 and analyzing the image with the image analyzer 12. Furthermore, the total amount of chips 9 contained in the chip tray 17 may be detected by embedding RFID tags indicating the amount in the chips 9 and providing an RFID reader in the chip tray 17.

[0033] For example, suppose the total value of the chips 9 in the chip tray 17 before the game starts is Bb, and the total value of the chips 9 in the chip tray 17 after the game ends and the collection of lost chips and the redemption of winning chips is Ba. Also, suppose the total value of the chips 9 bet on all playing positions 7 in the player area in this game is bp, the total value of the chips 9 bet on all playing positions 7 in the banker area is bb, and the total value of the chips 9 bet on all playing positions 7 in the tie area is bt. For example, if the banker wins this game, Ba - Bb = bp - bb + bt should be true. Alternatively, the total value of the chips 9 in the chip tray 17 after the game ends should be (Bb + bp - bb + bt). If this is not the case, it can be determined that fraud or an error occurred in the collection or redemption of the chips.

[0034] FIG. 3A shows details of the chip tray of this embodiment, and FIG. 3B shows another example of the chip tray. The chip tray 17 is provided with a collection chip tray 171 that collects and temporarily stores chips 9L bet by the losing player 6L, and a redemption chip tray 172 that stores chips 9W to be redeemed. The image analysis device 12 and the control device 14 grasp the position, type, and number of chips 9L bet by the losing player 6L, and calculate the increase in chips 0L for the game (the amount of chips 9 that should be in the collection chip tray 171). Furthermore, the image analysis device 12 and the control device 14 grasp the actual total amount of chips 9 in the chip tray 171 after collection, and compare the actual total amount with the expected total amount to determine whether there is a difference.

[0035] In addition, by using the chips 9 in the redemption chip tray 172 to redeem the chips 9W for the winning player 6W, sufficient time can be ensured for the image analysis device 12 and the control device 14 to determine the actual total amount of the chips 9 in the collection chip tray 171 after they have been collected.

[0036] The gaming table 4 is provided with a discard area 41 and / or a discard slot 42 for discarding cards C used in a game. Every time a game is completed, the cards C used in the game are collected and discarded by placing them in the discard area 41 or the discard slot 42 on the gaming table 4.

[0037] The gaming table 4 further includes markers 43 that indicate the outcome of the game. FIG. 4A is a plan view showing the front of the marker, and FIG. 4B is a plan view showing the back of the marker. In a baccarat game, two types of markers are used: marker 43a that indicates a player win and marker 43b that indicates a banker win. When the game result is announced, the dealer 5 flips over the marker of either the player or the banker, whichever marker won. This makes the outcome of the game clearly visible on the table. The dealer 5 returns the flipped marker to its original position after the chips 9 have been collected and redeemed. Returning the marker to its original position also indicates that the next game is ready to begin.

[0038] As described above, in this embodiment, the control device 14 calculates the chip balance for each game based on the amount of chips bet on the gaming table 4 and the outcome of the game, and verifies the increase in the chip balance in the chip tray 17 after the game. If the control device 14 detects a discrepancy in this verification, it issues an alarm or adds a note to the video recording taken by the camera 2. The casino operator can investigate the cause of the discrepancy by reviewing the video.

[0039] The fraud detection system of this embodiment adds or subtracts the increase or decrease in the amount of chips in a game calculated from the position, type and number of chips 9 bet by all players 6 in that game and the outcome of the game obtained by the outcome determination device, from the total amount of chips 9 in the chip tray 17 before the settlement of each game, and compares the total amount of chips 9 that should be in the chip tray 17 after the settlement at the end of the game with the actual total amount of chips 9 in the chip tray 17 at the end of the game obtained via the image analysis device 12, and determines whether there is a difference between the total amount that should be and the actual total amount.

[0040] The control device 14 grasps the position, type and number of chips bet by each player via the image analysis device 12, and when all of the losing chips bet by each player have been collected, grasps the actual total amount of chips in the chip tray, and compares the total amount of chips 9 that should be in the chip tray 17, which is calculated by adding the increase in the chip tray 17 for that game based on the position, type and number of chips bet by the losing player from the total amount of chips in the chip tray before the settlement of each game, with the actual total amount of chips 9 in the chip tray 17, and determines whether there is a difference between the total amount that should be and the actual total amount.

[0041] The control device 14 compares the total amount of chips 9 that should be in the chip tray 17, which is the total amount of chips 9 in the chip tray 17 before the settlement of each game, plus the increase in the amount of chips 9 in the chip tray 17 for that game based on the position, type, and number of chips 9 bet by the losing player, with the actual total amount of chips 9 in the chip tray 17, and determines that there is no difference between the total amount that should be and the actual total amount.If the control device 14 compares the total amount that should be in the chip tray 17 after the settlement at the end of the game with the actual total amount of chips 9 in the chip tray 17 at the end of the game obtained via the image analysis device 12, and determines that there is a difference between the total amount that should be and the actual total amount, it determines that there is a payment error and generates a payment error signal to notify of the payment error.

[0042] The chip tray 17 is provided with a collection chip tray 171 for collecting and temporarily storing chips 9 bet by losing players, and the image analysis device 12 compares the total amount of chips 9 that should be in the collection chip tray 171, which is calculated by adding the increase in the amount of chips 9 in the game calculated from the position, type and number of chips 9L bet by the losing player, with the actual total amount of chips 9 in the collection chip tray 171, and determines whether there is a difference between the total amount that should be and the actual total amount.

[0043] When the control device 14 determines that the actual total amount of chips 9 grasped in the chip tray 17 of the dealer 5 at the gaming table 4 does not correspond to the increase or decrease in the amount of chips calculated from the amount of chips bet by all players and the outcome of the game, the game recording device 11 can add an index or time to the captured video, or can identify and play back the scene of collecting or paying out the chips 9, so that the game recording device 11 can analyze the record of the game in which the above-mentioned difference occurred.

[0044] In this way, the control device 14 obtains the total amount of chips in the chip tray 17 after settlement at the end of the game via the image analysis device 12. In this case, the determination after settlement is made when any of the following 1) to 4) occurs. 1) When redemption for the winning chip 9 is completed, 2) When the card C used in the game is collected and discarded in the discard area 41 or discard slot 42 of the table, 3) When a predetermined button attached to the winning / losing result determination device is pressed, 4) When marker 43, which indicates victory or defeat, is returned to its original position.

[0045] The control device 14 is an artificial intelligence or deep learning-based control device that can grasp the position (position bet on player, banker, or pair) and amount (type and number) of chips bet at each playing position 7 of the gaming table 4, and compare the win / loss history of each player 6 and the amount of chips (winning amount) obtained from the win / loss results of each game with statistical data of many past games (big data) to extract peculiar situations (set by the casino). Typically, the control device 14 is an artificial intelligence or deep learning-based control device that can extract peculiar situations such as the occurrence of a winning amount of more than a certain amount (1 million dollars) or a situation in which the amount of chips bet when losing is small and the amount of chips bet when winning is large for several consecutive games at a playing position 7 of a certain gaming table 4, by comparing this with statistical data (big data, etc.) of past games.

[0046] Furthermore, the control device 14 of this fraud detection system (integrated with the image analysis device 12) is configured to be able to identify individual players 6 at playing positions 7 who have been identified as having anomalous circumstances or who have won a predetermined amount or more. To identify such players 6, the image analysis device 12 obtains facial images by extracting feature points or the like, and assigns them an identity number (ID, etc.). The control device 14 has a warning function that, when an identified player 6 leaves his or her seat and takes a seat at another gaming table, notifies the other gaming table of the presence of the identified player. Specifically, the control device 14 notifies the pit manager who manages each gaming table 4 or the person in charge of each table (which may be the dealer) to prevent further anomalous phenomena.

[0047] The control device 14 further has a database that records the history of exchanges of bills K and chips 9, and refers to the database at regular intervals or daily intervals to compare and determine whether the amount of chips 9 held in the chip tray 17 of the dealer 5 at the gaming table 4 has increased or decreased in accordance with the payment amount of chips 9 corresponding to the exchanged bills K, or the total amount of payment of bills K corresponding to the exchanged chips 9.

[0048] In the above example, the win / loss history and the amount of chips (winning amount) obtained for each playing position 7 may be monitored without identifying individual players 6. In this case, if a player 6 leaves his / her seat, that player 6 cannot be tracked. However, it is possible to detect unusual situations, such as a situation where a player at a particular playing position 7 at a single gaming table 4 bets a small amount of chips when he / she loses and a large amount of chips when he / she wins for several consecutive games. If such a playing position 7 is detected, it is possible to suspect that cheating or a mistake has occurred at that playing position 7. Then, by examining the video captured at that playing position 7, cheating or a mistake can be discovered.

[0049] Specifically, the camera 2 is installed so as to capture at least the chips 9 placed in the betting area 8 of the gaming table 4. The image analysis device 12 analyzes the images captured by the camera 2 to detect whether the chips were placed in the player, banker, or tie position in the betting area 8 for each user position 7, and the amount of the placed chips. The card distribution device 3 also functions as a win / loss result determination device, determining the win / loss result of the game. The control device 14 records (monitors) the win / loss history and the amount of chips (earned chip amount) for each playing position 7 based on the position (player, banker, or tie) in the betting area 8 where the chips 9 were placed and the win / loss result of the game. Note that only either the win / loss history or the earned chip amount may be recorded. If the win / loss history and / or the earned chip amount history are unusual (set by the casino) compared with statistical data from a large number of past games (big data), the control device 14 identifies the player position 7 as a playing position suspected of fraudulent activity.

[0050] If cheating is suspected at a certain player position 7, the cheating detection system may emit an alarm (light, sound, or vibration) that can be perceived at least by the dealer at that time. This can at least stop the game from continuing immediately, thereby preventing further cheating. In addition, information indicating that cheating is suspected may be added to the video captured and recorded by camera 2. This allows the cause of the suspected cheating to be investigated by reviewing the video.

[0051] The fraud detection system for a gaming facility having gaming tables in this embodiment also has a function for inspecting the exchange of bills and chips, which is often performed at the gaming table 4. In gaming facilities such as casinos, before a game, a player 6 exchanges bills (cash, etc.) for gaming chips at a designated chip exchange. However, if the player 6 runs out of chips, he or she can continue the game by exchanging cash (bills) for chips 9 at the gaming table (baccarat table, etc.) without leaving the gaming table 4. However, this creates an opportunity for fraud between the dealer 5 and the player. The exchange of cash (bills) for chips 9 at the gaming table (baccarat table, etc.) must be performed when a game is not in progress. The card dealing device 3 is capable of detecting the start and end of card dealing (the time when the win or loss is determined) in order to determine the outcome of the game. For this reason, the card dealing device 3 detects situations other than card dealing (dealing), and the control device 14 detects that bills are being exchanged for chips 9 at the gaming table 4 when cards are not being dealt (as shown in FIG. 6). When cards are being dealt (or other situations), they can be detected based on information obtained from the actions of the card dealing device 3 or the dealer 5.

[0052] The control device 14 can recognize the number and value of bills by performing image analysis of the surface of the bills K. Furthermore, at the gaming table 4, whether the bills K to be exchanged for chips 9 are genuine or not is determined by shining a black light on the bill to detect the authenticity mark G. As shown in FIG. 6, the control device 14 also performs image analysis and verifies the authenticity mark G to recognize the total amount of genuine bills. Furthermore, it can recognize the total amount of chips placed on the gaming table as exchange targets even if they are hidden by the blind spot of the camera 2. It has an artificial intelligence or deep learning structure that can compare the total amount of bills K placed on the gaming table 4 by the player with the total amount of chips 9 placed by the dealer 5 and determine whether the two amounts match.

[0053] The control device 14 has an artificial intelligence or deep learning structure that can perform comparative calculations to determine whether the total amount of chips 9 in the chip tray 17 of the dealer 5 at the gaming table 4 has increased or decreased in accordance with the payment amount of chips corresponding to the exchanged bills after the bills have been exchanged for chips and settlement. The total amount of chips 9 in the chip tray 17 of the dealer 5 may be known in advance at all times using RFID tags or the like on the chips 9. The total amount of chips 9 stored in the chip tray 17 can also be detected by photographing the chip tray 17 containing the chips 9 with the camera 2 and analyzing the image with the image analyzer 12.

[0054] Furthermore, the control device 14 verifies whether the increase or decrease in the amount of chips 9 in the chip tray 17 before and after the exchange of bills for chips matches the exchanged amount of chips as a result of image analysis on the gaming table 4. The amount of the paid bills may be input to the control device 14 by the dealer 5 using a keyboard or the like, or may be determined by taking an image of the gaming table 4 where the bills are paid using the camera 2 and analyzing the image using the image analyzer 12.

[0055] As described above, the control device 14 determines whether the amount of chips 9 deducted from the chip tray 17 due to the exchange of banknotes for chips matches the amount of banknotes paid by the player 6 to the dealer 5. Furthermore, the control device 14 is an intelligent control device that can compare and calculate whether the amount of banknotes deposited by the dealer 5 (usually entered by key input, etc.) matches the calculated amount of banknotes as a result of image analysis by the image analyzer 12 after the exchange of banknotes for chips has been completed and the settlement is complete, and may further be an artificial intelligence-based or deep learning type.

[0056] Furthermore, the control device 14 is an artificial intelligence-based or deep learning structure that can compare and calculate whether the total amount of bills deposited as input by the dealer at the gaming table 4 that the dealer is in charge of matches the total amount of bills as a result of image analysis by the image analysis device 12.

[0057] The control device 14 compares and determines whether the amount of chips 9 grasped in the chip tray 17 of the dealer 5 of the gaming table 4 has increased or decreased according to the payment amount of the chips 9 corresponding to the exchanged banknotes or the payment amount of the banknotes corresponding to the exchanged chips 9 after the exchange of the banknotes and the chips 9.

[0058] (Second embodiment) Baccarat and blackjack are among the many table games played in casinos and other gaming establishments. These games use a standard deck of 52 playing cards, which are dealt onto the gaming table from a card dealing machine that has multiple pre-shuffled decks (6 to 9 or 10 decks), and the winner is determined based on the number (rank) of the cards dealt and the game rules.

[0059] The dealer in charge of the gaming table handles the distribution of cards from the card distribution device and the settlement of bets made to customers (game participants). Casinos and other gaming establishments attempt to prevent mistakes and fraudulent activities in the settlement of bets made to customers (game participants).

[0060] The card game monitoring system described in International Publication WO2015 / 107902 uses a surveillance camera to read the movement of chips and check whether bets have been paid to winners.

[0061] In baccarat and blackjack, there is a problem in that it is not possible to detect when customers bet or when the dealer settles customers' (game participants') bets, or who placed or took chips, and therefore it is not possible to know whether these are correct.

[0062] In order to solve the above-mentioned various problems, the fraud detection system of the second embodiment is a fraud detection system for an amusement facility having gaming tables, a game monitoring device that uses a camera to monitor the progress of a game played on a gaming table; an image analyzer that analyzes the image obtained by the camera; a card distribution device that determines and displays the results of each game at the gaming table; a control device that uses the analysis results of the image analysis device in each game to identify the positions of chips placed on the gaming table by game participants, and further uses the win / loss results to determine winners and losers among the participants of each game, The control device further 1) In each game, whether there is any movement of chips between the start of card withdrawal or the start of the game by the dealer and the display of the game result by the card distribution device. 2) After the end of each game, while the dealer is collecting the chips bet by the losing players, whether or not anyone other than the dealer has made any chip movements. 3) After the end of each game, whether chips were added while the dealer was collecting the chips bet by the losing players, 4) After the end of each game, whether the dealer has paid out the winning chips of the players; 5) After each game, whether the winner among the players has taken the chips they bet and the chips they paid; and a function of determining at least one of the above.

[0063] Furthermore, the control device may be configured to determine at least one of 1) to 5) by detecting the hand movements, chip movements, or the hand movements and chip movements of the dealer and game participants using the analysis results of the image analysis device.

[0064] Furthermore, the control device may be configured to determine whether the amount of chips paid by the dealer to the winner is correct based on the amount bet by the winner among the players.

[0065] Furthermore, the game cheating detection system may further include a monitor or lamp that issues a warning or display in response to the judgment result.

[0066] According to the fraud detection system of this embodiment, it is possible to detect the timing of bets made by customers and the settlement of bets made by dealers to customers (game participants) in baccarat and blackjack, as well as who placed or took chips, and to detect such mistakes and fraudulent behavior and issue warnings or display messages, leading to the prevention of recurrence.

[0067] Before going into a detailed description of this embodiment, the flow of a baccarat game played in an amusement facility such as a casino will be described. In the second embodiment, the same components as those in the first embodiment will be described with the same numbers.

[0068] As shown in FIG. 7, at a gaming table 4, a customer (game participant / player) 6 sits at a playing position (chair) 7 facing a dealer 5. The customer (game participant) 6 then places chips 9 in a betting area 8 in front of him / her to bet on whether the player or banker will win, or whether the game will end in a tie, as the outcome of the baccarat game (hereinafter referred to as a "bet"). The dealer 5 then waits for the right timing to end the customer (game participant) 6's bet and says "No." In a baccarat game, after "No More Bet" is called and cards are started to be drawn or the dealer 5 operates to start the game, and before the card distribution device 3 displays the results of the game, the customer (game participant) 6 cannot move chips, bet additional chips, or take back chips that have already been bet.

[0069] Then, playing cards 1 are drawn one by one from the card dealing device 3 with their backs facing up onto the gaming table 4. First, four cards are drawn. As shown in circled areas 1 to 4 in FIG. 8, the first card belongs to the player (PLAYER), the second card belongs to the banker (BANKER), the third card belongs to the player (PLAYER), and the fourth card belongs to the banker (BANKER). These cards are then distributed and placed in the area 10 (player area 10P and banker area 10B) in front of the dealer 5 on the gaming table 4. Then, based on the ranks (numbers) of the first through fourth cards 1 and the conditions in the detailed rules of the baccarat game, the dealer 5 draws a fifth card 1 and then a sixth card 1, which become the player's or banker's hand. The outcome of the game is then determined based on the ranks (numbers) of the first through fourth cards 1 (and, in some cases, the fifth and sixth cards) and the detailed rules of the baccarat game. Here, the card dealing device 3 is programmed with the rules of the game in advance, and is structured to be able to read the information (rank (number) and suit) of the cards 1 that are dealt and determine the outcome of the game. The outcome (win / loss result) determined by the card dealing device 3 is determined to be consistent with the outcome determined by the dealer or the like as described above.

[0070] The following provides an overview of an embodiment of the cheating detection system for games at amusement parlors according to the present invention. Figure 7 shows an overview of the system. The cheating detection system for games at amusement parlors includes a game recording device 11 that records video of the game progress at a gaming table 4, including the customers (game participants) 6 and the dealer 5, via a camera 2; an image analyzer 12 that analyzes the video of the recorded game progress; and a card dealing device 3 that determines and displays the results of each game at the gaming table 4. The card dealing device 3 is a so-called electronic shoe already used by those skilled in the art. It is pre-programmed with the game rules and is configured to detect when cards 1 are dealt by the dealer 5 at the beginning of each game and read information (rank (number) and suit) of each dealt card 1 to determine the outcome of the game. For example, in a baccarat game, the banker's win, the player's win, and a tie are basically determined by the ranks of two or three cards, and the results (win or loss) are displayed by an indicator lamp 13.

[0071] The control device 14 of this fraud detection system has a chip detection function that uses the analysis results of the image analyzer 12 for each game to determine whether the customer 6 (game participant) bets chips 9 in the player's or banker's betting area 8 on the gaming table 4. It is assumed that the location and total amount of chips 9 (whether the chips 9 are bet in the player's or banker's betting area 8) cannot be read normally, for example, if the chips 9 are misaligned and overlapping or in a blind spot from the camera 2. The control device 14 is configured to recognize chips 9 hidden by blind spots (when part of a chip is hidden, or when the entire chip is hidden) and accurately determine their location, number, etc., using an existing artificial intelligence-based computer or control system, deep learning (structure) technology, or other self-learning function. Furthermore, the structure for detecting the location and type of chips 9 in the betting area 8 is not limited to this; for example, it may be configured to detect them by reading an ID embedded in the chip.

[0072] As explained above, the control device 14 can grasp the position (position where bets are made on player, banker, or pair) and type (different values ​​are assigned to each color of chip 9) and number of chips bet by each player 6 via the camera 2 and image analysis device 12, and can detect which customer 6 bet on player (if there are multiple customers 6 betting on player, which customer 6 bet the most) and which customer 6 bet on banker (if there are multiple customers 6 betting on banker, which customer 6 bet the most). The image analysis device 12 and control device 14 in this fraud detection system have a structure that includes a computer, program, and memory, which may be one or more components.

[0073] The control device 14 is configured to be able to compare the rank and suit information obtained by the image analysis device 12 from the video (using the camera 2) of each card 1 dealt at the gaming table 4 with the rank and suit information read by the card dealing device 3 to determine whether they match. In each game, according to the outcome of the game determined by the card dealing device 3, the control device 14 determines whether the collection of losing chips 9 bet by customers (game participants) 6 and the payment of winning chips to winning customers (game participants) 6 were properly carried out according to the outcome of the game, by analyzing the video of the game progress via the image analysis device 12.

[0074] The control device 14 has the following functions 1) to 5) as characteristic functions of the present invention, and determines whether or not any cheating that violates the rules is occurring in accordance with the rules of the baccarat game. 1) In each game, from the time when the card distributing device 3 sends a signal to start drawing cards, or from the time when the dealer 5 presses the start button 4s to start the game, until the card distributing device 3 displays the result of the game, the image analyzing device 12 uses the camera 2 to monitor whether there is any movement of the chips 9 (as shown in Figure 8). 2) After each game ends, while the dealer 5 is collecting the chips 9 bet by the losers among the game participants 6 (as shown in Figure 9), the image analyzer 12 monitors whether the losers 6 are taking the chips 9 fraudulently, based on information obtained by the camera 2. 3) After each game ends, while the dealer 5 is collecting the chips 9 bet by the losers among the game participants, the image analyzer 12 monitors, using information obtained by the camera 2, whether or not anyone other than the dealer 5 (winner or loser) has added winning chips 9W or placed new chips 9 on the winning side where no bets have been made. 4) After each game is over, the image analyzer 12 monitors whether the dealer 5 has correctly placed the payout chip 9W in the position where the winning chip 9 of the game participants 6 had bet (as shown in Figure 10) by using information obtained by the camera 2. 5) After each game is over (the dealer 5 operates the card distribution device 3 to display the winning or losing result on the display lamp 13), the image analysis device 12 uses the camera 2 to monitor whether the winner 6W among the game participants 6 has taken the bet chips 9 and the paid chips 9W (as shown in Figure 11).

[0075] The control device 14 analyzes the information obtained by the image analyzer 12 using the camera 2 as follows. That is, by using the analysis results of the image analyzer 12 to detect the hand movements, chip movements, or the combination of the hand movements and chip movements of the dealer 5 and the game participants 6, it monitors 1) to 5) above, but the basic analysis requires at least knowing who has taken the chips 9. The analysis method will be explained below using Figures 12 to 14.

[0076] Analysis of the fact that Dealer 5 took chip 9 bet by Game Participant 6L (Figure 12). The dealer 5 collects the chips 9 bet by the player 6L who lost the game. Whether or not the chips 9 have been reliably collected is monitored by analyzing information obtained by the image analyzer 12 using the camera 2. First, a change from a state in which the bet chips 9 are present (FIG. 12A) to a state in which they are not present (FIG. 12C) is detected by image analysis. Then, the image (FIG. 12B) between the state in which the chips 9 are present and the state in which they are not present is analyzed. In the image (FIG. 12B) between the state in which the chips 9 are present and the state in which they are not present is analyzed, and the direction from which the hand 5h is extending (from above in FIG. 12 or elsewhere) is analyzed. If the hand 5h is extending from above (or the hand movement is such that the hand appears from above and then recedes above), the hand 5h is determined to be that of the dealer 5. If the hand is extending from any other direction, cheating is detected based on the following rule.

[0077] While the dealer 5 is collecting the chips 9 bet by the player 6L who lost the game, the system monitors whether or not other players are taking the lost chips 9 in an unfair manner (Figs. 12 and 11). In an image that switches between a state in which the chips 9 are present and a state in which they are not present, as shown in Fig. 13, the analysis of whether the loser 6L or other player 6 among the players 6 has taken the chips is performed by detecting through image analysis that a hand 6h extends or moves from below in Fig. 13 (it should actually be from above), and this is determined to mean that a hand 6h other than the dealer 5 is taking the chips 9, and this is determined to be cheating.

[0078] Analysis of the fact that the dealer 5 correctly paid (placed) chip 9W for the winning chip 9, and that it was taken by the winner 6W of the game participants 6. First, the winning chip 9W shown in FIG. 14A is redeemed in accordance with the game rules, as shown in FIG. 14B. A change from the state shown in FIG. 14A to the state shown in FIG. 14B is detected, and at the same time, image analysis is used to detect whether the hand is the dealer 5's hand 5h. After this, as shown in FIG. 14C, the hand 6h of the winner 6W of the game participants 6 extends (moves) to the same betting area, and then the control device 4 checks from the image analysis results whether all the chips 9 are lost (the state shown in FIG. 14D) in accordance with the game rules to determine whether there was any cheating.

[0079] Furthermore, the control device 4 is configured to determine whether the amount of chips paid by the dealer 5 to the winner is correct based on the amount bet by the winner 6W among the game participants 6. A specific example is given below. It is assumed that the position and total amount of chips 9 (whether the chips 9 were bet on the player's or banker's betting area 8) cannot be read normally, for example, if the chips 9 are misaligned and overlapping, or if they are in a blind spot from the position of the camera 2. The control device 14 is configured to recognize chips 9 hidden by blind spots (when part of a chip is hidden, or when the entire chip is hidden) and accurately determine their position, number, etc., using a self-learning function based on an existing artificial intelligence-based computer or control system or deep learning (structure) technology. Furthermore, the structure for detecting the position 8 and type of chips 9 in the betting area 8 is not limited to this, and may be configured to detect them by reading an ID embedded in the chip, for example.

[0080] As explained above, the control device 14 can grasp the position 8 (position for betting on player, banker, or pair) and type (each color of chip 9 is assigned a different value) and number of chips bet by each player 6 via the camera 2 and image analysis device 12, and can detect which customer 6 bet on the player (if there are multiple customers 6 betting on the player, which customer 6 bet the most) and which customer 6 bet on the banker (if there are multiple customers 6 betting on the banker, which customer 6 bet the most).

[0081] Furthermore, the control device 14 of this cheating detection system for the game analyzes and monitors the information obtained by the image analyzer 12 using the camera 2 in accordance with the rules of the baccarat game using the above-mentioned method. The monitoring described above in 1) to 5) is performed to determine whether any cheating that violates the rules is occurring. When cheating is detected, the card dealing detection device 14C turns on the abnormality indicator lamp 16 provided on both the card dealing device 3 and the gaming table 4, and outputs 15 the detection of cheating to the casino management department or the like via wireless or wired communication. A monitor or lamp that issues a warning or display based on the determination result may also be provided in a separate location.

[0082] As described above, fraudulent behavior is detected by the control device 14, and at the time of detection or at an appropriate timing, an indication signal is output to the indicator lamp 13 or the abnormality indicator lamp 16 of the card distribution device 3. In addition to issuing a warning, the card distribution device 3 may activate its function of preventing card distribution after the time fraud or error is detected, thereby preventing the distribution of cards 1.

[0083] An embodiment of the card dealing device 3 used in the table game system of the present invention will be described below with reference to Figures 15 to 19. The card dealing device 3 includes a card storage section 102 that stores a plurality of shuffled playing cards 1s, a card guide section 105 that guides the shuffled playing cards 1 when the dealer 5 or the like manually draws the shuffled playing cards 1 one by one from the card storage section 102 toward the gaming table 4, an opening 106 for removing the cards 1 guided by the card guide section 105, a card detection section (card detection sensors 22 and 23) that detects that the shuffled playing cards 1 have been drawn when the shuffled playing cards 1 are drawn, and a card reading section 10 that reads information indicating at least the number (rank) of the shuffled playing cards 1. 8, a control unit 109 that determines the outcome of the card game based on the number (rank) of shuffled playing cards 1 read in sequence by a card reading unit 108, a result display lamp 13 that displays the outcome determined by the control unit 109, a distribution limiting device 30 that is provided in the opening 106 and limits the entry and exit of cards 1 into and from the card storage unit 102, and a management control unit 114 that has the same function as the control unit 14, which are integrated together, and have the function of preventing further cards from being drawn from the card distribution device 3 after the control unit 14 detects a dealer's mistake or fraudulent behavior in the game or at a predetermined timing.

[0084] Next, a distribution limiting device 30 that limits the insertion and removal of cards 1 from the card storage unit 102 will be described with reference to Figures 17 and 16. The distribution limiting device 30 is provided in a card guide 107 of a card guide unit 105 that guides cards 1, which are removed one by one from an opening 106 at the front of the card storage unit 102, onto the gaming table 4. The distribution limiting device 30 has a structure in which a locking member 34 presses the card 1 when the card 1 passes through a slot 33 between the card guide unit 105 and a guide cover of the card guide 107, thereby preventing the card 1 from entering or leaving the slot 33. The locking member 34 is moved by a driving unit 35 such as an electromagnetic solenoid or a piezoelectric element, as indicated by arrow m, to take two positions: a position where it presses the card 1 (a limiting position) and a passable position where the card 1 can pass. The drive unit 35 is controlled by a control unit 109 that is directly or indirectly connected to the control device 14 by wire or wirelessly, and moves the lock member 34 to two positions: a position that presses the card 1, and a passable position that allows the card 1 to pass. The rules of the baccarat game are pre-programmed and stored in the control unit 109.

[0085] Next, a modified example of the distribution restriction device 30 will be described with reference to FIG. 18B. In this modified example, the distribution restriction device 40 has a structure in which, when the card 1 passes through the slot 33 between the card guide section 105 and the card guide 107 (guide cover), a locking member 36 protrudes into the slot 33 to prevent the card 1 from moving. The locking member 36 is moved by a driving section 37, such as an electromagnetic solenoid or a piezoelectric element, as indicated by arrow m, so as to be able to take two states: a position that prevents the card 1 from moving (a restricting position) and a passable position that allows the card 1 to pass. The driving section 37 is controlled by a control section 109 connected to the control device 14, and moves the locking member 36 between the position that prevents the card 1 from moving and the passable position that allows the card 1 to pass.

[0086] Next, details of the code reading unit 108, which reads the code 52 representing the number (number, rank) of the card 1 from the card 1 when the card 1 is manually drawn from the card storage unit 102, will be described. FIG. 17 is a plan view of the main parts of the card dealing device 3. In the figure, the code reading unit 108 is provided in a card guide unit 105 that guides the cards 1, which are manually drawn one by one through a front opening 106 of the card storage unit 102, onto the gaming table 4. The card guide unit 105 has an inclined surface, and card guides 107, which also serve as sensor covers, are attached to both edges. Each of the two card guides 107 is detachable with screws or the like (not shown). Removing the card guides 107 exposes the sensor group 115 of the code reading unit 108. The sensor group 115 consists of four sensors: two ultraviolet ray reaction sensors (UV sensors) 20 and 21, and object detection sensors 22 and 23.

[0087] The object detection sensors 22 and 23 are optical fiber sensors that detect the presence or absence of the card 1 and can detect the movement of the card 1. The object detection sensor 22 is located upstream of the card guide unit 105 in the direction of card 1 flow, and the other object detection sensor 23 is located downstream. As shown in the figure, the object detection sensors 22 and 23 are located upstream and downstream of the UV sensors 20 and 21. The UV sensors 20 and 21 are equipped with an LED that emits ultraviolet light (ultraviolet LED) and a detector. The card 1 is printed with a mark M of the code 52 using ultraviolet luminescent ink that changes color when exposed to ultraviolet light. The card 1 is irradiated with ultraviolet light (black light), and the reflected light from the mark M of the code 52 on the card 1 is detected by the detector. The UV sensors 20 and 21 are connected to the code reading unit 108 and the control unit 109 via cables. In the code reading unit 108, the combination of the marks M is determined from the output signals of the detectors of the UV sensors 20 and 21, and the number (rank) corresponding to each code 52 is determined.

[0088] In the code reading unit 108, the control unit 109 controls the start and end of reading by the UV sensors 20 and 21 based on the detection signals of the object detection sensors 22 and 23. The control unit 109 also determines whether the card 1 has passed through the card guide unit 105 properly based on the detection signals of the object detection sensors 22 and 23. As shown in FIG. 19 , square marks M representing the rank (number) and suit (e.g., heart, spade) of the card are arranged in two columns and four rows on the edge of the card 1. When the UV sensors 20 and 21 detect the marks M, they output an ON signal. The code reading unit 108 determines the relative relationship between the signals input from the two UV sensors 20 and 21. As a result, the code reading unit 108 identifies the code based on the relative difference between the two marks M detected by the two UV sensors 20 and 21, and identifies the number (rank) and type (suit) of the corresponding card 1.

[0089] The relationship between the code 52 and the ON signal output of the two UV sensors 20, 21 is shown in Figure 19. A specific combination of marks M can be identified based on the comparison results of the relative changes in the ON signal output of the UV sensors 20, 21. As a result, if four combinations of marks M are printed in two upper and lower columns, and four columns are printed, 256 codes can be configured (the fourth power of four). Each of the 52 types of playing cards is assigned to one of the 256 codes, which are stored in memory or a program as a lookup table. The code reader 108 identifies each code 52 and determines the number (rank) and type (suit) of card 1 from a predetermined lookup table (not shown). Furthermore, the 256 codes can be freely associated with the 52 types of cards and stored in the lookup table, allowing for complex combinations and the ability to change the combination of the 256 codes and the 52 types of cards depending on the time and location. The codes are printed with paint that becomes visible when exposed to ultraviolet light, and are preferably printed in a position that does not overlap with the card type markings or the index 103.

[0090] In the above embodiment, the image analysis device 12 and the control device 14 are devices utilizing artificial intelligence or having a deep learning structure. However, the image analysis device 12 and the control device 14 may specifically perform image analysis and the above-mentioned various controls using a scale-invariant feature transform (SIFT) algorithm, a convolutional neural network (CNN), deep learning, machine learning, or similar. These techniques perform image recognition on captured images to recognize objects contained in the images. In particular, deep learning techniques using multi-layered neural networks have been used in recent years to achieve high-accuracy object recognition. This deep learning technique generally achieves high-accuracy object recognition by stacking multiple layers in intermediate layers between the input layer and output layer of a neural network. Among these deep learning techniques, convolutional neural networks in particular have attracted attention for their superior performance in object recognition compared to conventional methods based on image features.

[0091] A convolutional neural network learns labeled target images and recognizes the main object contained in the target image. If there are multiple main objects in the training image, they are designated by a rectangular area, and the image corresponding to the designated area is labeled for training. Furthermore, the convolutional neural network can determine the main object and its location in the image.

[0092] To further explain convolutional neural networks, the target recognition process involves extracting candidate regions based on local features by performing edge extraction or other processing on the image to be recognized, inputting the candidate regions into the convolutional neural network to extract feature vectors and then classifying them, and obtaining the classified candidate region with the highest confidence as the recognition result. Confidence is a quantity that indicates how high the similarity of the subject of an image learned together with a certain image region and label is relative to the similarity of other classes.

[0093] Note that devices utilizing artificial intelligence or having a deep learning structure are described in U.S. Patent No. 9,361,577, U.S. Patent Publication No. 2016-171336, U.S. Patent Publication No. 2015-036920, Japanese Patent Publication No. 2016-110232, etc., and these descriptions are incorporated herein by reference.

[0094] Various embodiments of the present invention have been described above, but it goes without saying that the above-mentioned embodiments can be modified by those skilled in the art within the scope of the present invention, and the device of this embodiment may be appropriately modified according to the needs of the game to which it is applied.

[0095] The following inventions are disclosed by the first and second embodiments described above.

[0096] (1) A fraud detection system for an amusement facility having multiple gaming tables, a game recording device that records the state of a game played on the gaming table as an image using a camera; an image analyzer for analyzing the recorded video of the game state; a win / loss result determination device for determining the win / loss results of each game at the gaming table; a control device that detects fraudulent behavior at the gaming table using the image analysis result by the image analysis device and the win / loss result determined by the win / loss result determination device, The control device grasps the position, type and number of chips bet by each player via the image analysis device, and grasps the total amount of chips in the chip tray of the dealer at the gaming table; A fraud detection system that adds or subtracts the increase or decrease in chips in a game calculated from the positions, types, and numbers of chips bet by all players in that game and the outcome of the game obtained by the outcome determination device from the total amount of chips in the chip tray before the settlement of each game, compares the total amount of chips that should be in the chip tray after settlement at the end of the game with the actual total amount of chips in the chip tray at the end of the game obtained via the image analysis device, and determines whether there is a difference between the total amount that should be and the actual total amount.

[0097] (2)(1) A fraud detection system, The control device grasps the position, type and number of chips bet by each player via the image analysis device, and when all of the losing chips bet by each player have been collected, grasps the actual total amount of chips in the chip tray, and compares the total amount of chips that should be in the chip tray, which is calculated by adding the increase in the chip tray amount for that game based on the position, type and number of chips bet by the losing player from the total amount of chips in the chip tray before the settlement of each game, with the actual total amount of chips in the chip tray, and determines whether there is a difference between the total amount that should be and the actual total amount.

[0098] (3)(2) A fraud detection system, The control device compares the total amount of chips that should be in the chip tray, calculated by adding the increase in the chip tray amount for that game based on the position, type, and number of chips bet by the losing player to the total amount of chips in the chip tray before the settlement of each game, with the actual total amount of chips in the chip tray, and determines that there is no difference between the total amount that should be and the actual total amount, and compares the total amount that should be in the chip tray after the settlement at the end of the game with the actual total amount of chips in the chip tray at the end of the game obtained via the image analysis device, and if it determines that there is a difference between the total amount that should be and the actual total amount, it determines that there is a payment error and generates a payment error signal to notify of the payment error.

[0099] (4)(2) A fraud detection system, The chip tray is provided with a collection chip tray for collecting and temporarily storing chips bet by losing players, and the image analysis device and the control device compare the amount of chips that should be in the collection chip tray, calculated from the position, type, and number of chips bet by the losing player, with the actual total amount of chips in the collection chip tray, and determine whether there is a difference between the total amount that should be in the collection chip tray and the actual total amount.

[0100] (5)(1) A fraud detection system, Obtaining the actual total amount of chips in the chip tray after settlement at the end of the game through the image analysis device: 1) When redemption for winning chips is completed, 2) When the cards used in the game are collected and discarded in the discard area of ​​the table, 3) When a predetermined button associated with the winning / losing result determination device is pressed, 4) When you return the marker indicating victory or defeat, A fraud detection system that is either

[0101] (6) A fraud detection system according to any one of (1) to (3), When the control device determines that the actual total amount of chips in the dealer's chip tray at a gaming table does not correspond to the increase or decrease in chips calculated from the amount of chips bet by all players and the outcome of the game, the game recording device is configured to assign an index or time to the captured video, or to identify and play back the chip collection or payment scene, so that the record of the game in which the difference occurred can be analyzed in the game recording device.

[0102] (7) A fraud detection system according to any one of (1) to (3), The image analysis device or control device is configured to obtain information on the type, number and position of multiple chips bet on a gaming table even if some or all of the chips are hidden by the blind spot of the camera.

[0103] (8)(1) A fraud detection system, The control device 1) The position, type and number of chips bet at each playing position on the gaming table are grasped, and the win / loss history of each player and the amount of chips obtained from the win / loss results of each game are compared with the statistical data of past games to extract peculiar situations; or 2) A situation where the amount of bet chips when losing is smaller than the amount of bet chips when winning at a playing position on a gaming table is extracted as a unique situation by comparing it with statistical data of past games. A fraud detection system that is structured to enable this.

[0104] (9) A fraud detection system according to any one of (1) to (3), The control device is a fraud detection system that can compare and determine whether the amount of chips held in the dealer's chip tray at a gaming table has increased or decreased in accordance with the payment amount of the chips corresponding to the exchanged bills, or the payment amount of the bills corresponding to the exchanged chips, after the bills have been exchanged for chips.

[0105] (10)(9) A fraud detection system, The control device further comprises a database that records the history of the exchange of bills and chips, and the fraud detection system can refer to the database at regular intervals or daily intervals to compare and determine whether the amount of chips recorded in the dealer's chip tray at the gaming table has increased or decreased in accordance with the payment amount of chips corresponding to the exchanged bills, or the total payment amount of bills corresponding to the exchanged chips.

[0106] (11) A fraud detection system according to any one of (1) to (8), The control device is a cheating detection system capable of identifying a player at a playing position extracted as the difference or peculiar situation through the image analysis device.

[0107] (12)(11) A fraud detection system, The control device is a fraud detection system having a warning function that notifies another gaming table of the presence of the specified player when the specified player leaves the other gaming table and takes a seat at the other gaming table.

[0108] (13) A fraud detection system according to any one of (1) to (3), The control device further 1) In each game, whether there is any movement of chips between the start of card withdrawal or the start of the game by the dealer and the display of the game result by the card distribution device. 2) After the end of each game, while the dealer is collecting the chips that the loser of the game participants has bet, whether or not the loser has taken any chips; 3) After the end of each game, whether or not chips were added while the dealer was collecting the chips bet by the losing players. 4) After the end of each game, whether the dealer has paid out the winning chips of the players; 5) After each game, whether the winner among the players has taken the chips they bet and the chips they paid; A fraud detection system having a function of determining at least one of the above.

[0109] (14) A fraud detection system according to any one of (1) to (3), A fraud detection system in which the win / loss result determination device is a card distribution device that distributes cards at the gaming table, or a control device that determines the win / loss result of each game from information from the image analysis device that reads the cards distributed at the gaming table with a camera.

[0110] (Third embodiment) The true "revenue" of a casino facility (amusement hall) for a casino operator is the total amount of chips bet by players. Furthermore, the amount obtained by subtracting the amount paid out from this revenue is the casino operator's profit (gross profit). However, current casinos are unable to manage these revenues and profits. Furthermore, they are unable to grasp in detail the trends in revenues and profits for each table and pit.

[0111] Therefore, the purpose of this embodiment is to grasp the sales or profits of the entire casino, or the profits or profits of each table or pit.

[0112] In order to achieve the above object, one aspect of the present embodiment is a game management system that manages casino games played at multiple tables in a casino facility, comprising: a camera for photographing the gaming tokens that have been bet to obtain an image; an information processing device that specifies a bet target based on the position of the gaming token in the image and specifies a bet amount based on the type and number of the gaming token in the image; a game result determination device for determining a game result of the casino game; a calculation device that calculates a profit of a casino operator for each table and each game of the plurality of tables based on the bet object, the bet amount, and the game result; a recording device for recording the profits; It is a game management system equipped with

[0113] The game result determination device may be an electronic shoe including a storage section for storing playing cards, a removal mechanism for removing the playing cards one by one from the storage section, a detection section for detecting the contents of the playing cards removed by the removal mechanism, and a determination section for determining the game result of the baccarat game based on the contents of the playing cards detected by the detection section in accordance with the rules of the baccarat game.

[0114] Another aspect of the present embodiment is a game management system that manages casino games played at a casino facility, comprising: bet detection means for detecting bet details including bet targets and bet amounts of the casino game; a game result determination means for determining a game result of the casino game; a calculation means for calculating a profit for a casino operator based on the bet details and the game results; It is a game management system equipped with

[0115] The bet detection means may include a photographing means for photographing the casino game to obtain an image, and an information processing means for identifying the bet content based on the image.

[0116] The information processing means may specify the bet content based on the position, type, and number of gaming tokens in the image.

[0117] The information processing means may identify the bet details based on the image by image recognition using a machine learning model.

[0118] The casino game is a game using playing cards, The game result determination means An electronic shoe including a storage section for storing the playing cards, a take-out mechanism for taking out the playing cards one by one from the storage section, and a detection section for detecting the contents of the playing cards taken out by the take-out mechanism; a determination means for determining a game result of the casino game in accordance with the rules of the casino game based on the contents of the playing cards detected by the detection unit; The device may also include:

[0119] The machine further comprises a dealer amount detection means for detecting the total amount of gaming tokens of the dealer, The calculation means may further calculate the profit based on the total amount.

[0120] The gaming token may have an RF tag built therein that stores information that can identify at least its value, The dealer amount detection means may include an RF reader that reads the RF tag.

[0121] The bet detection means may detect the bet details for each game, The game result determination means may determine the game result for each game, The calculation means may calculate the profit for each game based on the bet details and the game result of the same game.

[0122] The system may further comprise a table creating means for creating a table showing the profit for each game.

[0123] The casino facility may include a plurality of tables for playing the casino games, The bet detection means and the game result determination means may be provided for each table, The calculation means may calculate the profit for each of the plurality of tables.

[0124] The device may further comprise a table creating means for creating a table showing the profit for each table.

[0125] The calculation means may further calculate a total bet amount based on the bet details.

[0126] The calculation means may further calculate a profit rate based on the profit and the total bet amount.

[0127] The device may further comprise an alarm means for generating an alarm for said profit rate being below a predetermined threshold.

[0128] The device may further comprise an alarm means for generating an alarm for the profit rate being equal to or greater than a predetermined threshold.

[0129] Yet another aspect of the present embodiment is a game management system for managing casino games played at a plurality of tables in a casino facility, comprising: a camera for photographing the gaming tokens that have been bet to obtain an image; an information processing device that specifies a bet amount based on the type and number of the gaming tokens in the image; a calculation device that calculates a total bet amount for each of the plurality of tables; a recording device for recording the total bet amount for each table; It is a game management system equipped with

[0130] Yet another aspect of the present embodiment is a game management system for managing casino games played at tables in a casino facility, comprising: a camera for photographing the gaming tokens that have been bet to obtain an image; an information processing device that specifies a bet amount based on the type and number of the gaming tokens in the image; a calculation device for calculating the total bet amount for each game; a recording device for recording the progress of total bet amounts for each game; It is a game management system equipped with

[0131] The game management system of this embodiment, with the above configuration, can grasp sales (total bet amount) and profits for the entire casino facility or for each part of it (table).

[0132] The game management system of this embodiment will be described below with reference to the drawings. FIG. 20 is a schematic diagram of a casino facility that has installed the game management system 100 of this embodiment. As shown in FIG. 20, a plurality of gaming tables 4 are installed in the casino facility, and casino games are played at each gaming table 4. One side of each gaming table 4 is the dealer side where the dealer is located, and the other side is the player side where the player is located. In the example of FIG. 20, the upper side of each gaming table 4 is the player side, and the lower side is the dealer side.

[0133] Bets are placed using chips 9 on the gaming table 4. In each game, a player places a bet by placing the type and number of chips 9 that the player will bet on in an area on the gaming table 4 that corresponds to the bet target.

[0134] The gaming tokens (hereinafter referred to as "chips") 9 have different designs on the front and sides for each type, and the type can be identified by observing either the front or the side. In this embodiment, the chips 9 are assigned different values ​​for each type (e.g., 1000 dollars, 100 dollars, 10 dollars, etc.). Therefore, the value of the chip 9 can be identified by identifying the type.

[0135] The chip 9 has an embedded RF tag on which information capable of identifying at least its type is recorded. The information recorded on the RF tag (RF tag information) may include information indicating the type of the chip 9, or may include identification information that uniquely identifies the chip 9. If the RF tag information is identification information, a database is prepared in which type information corresponding to the identification information is stored, and the type corresponding to the identification information read from the chip 9 can be identified by referring to the database. In this embodiment, both information indicating the type and identification information are recorded on the RF tag of the chip 9, and its value can be identified by the information indicating the type.

[0136] A chip tray 17 is provided on the dealer side of the gaming table 4. The dealer's chips 9 are stored in the chip tray 17. An antenna 173 is installed inside or outside the chip tray 17 to read RF tag information of the RF tag embedded in the chip 9. The antenna 173 receives radio waves from the RF tag of the chip 9 stored in the chip tray 17.

[0137] A card dealing device 3 that also functions as a win / loss determination device is placed on the gaming table 4 and used. The configuration of the card dealing device 3 is the same as that of the card dealing device 3 in the first or second embodiment, so a detailed description thereof will be omitted. In this embodiment, the card dealing device 3 determines the win / loss result for each game, whether it is a player win, a banker win, or a tie, in accordance with the rules of the baccarat game. That is, as shown in FIGS. 15 to 19 , the card dealing device 3 is an electronic shoe including a card storage section 102 that stores playing cards 1s, a card guide section 105 and an opening section 106 that constitute a removal mechanism for removing the playing cards 1s one by one from the card storage section 102, card detection sensors 22 and 23 and a card reading section 108 that constitute a detection section that detects the contents of the playing cards 1 removed by the removal mechanism, and a control section 109 as a determination section that determines the game result of the baccarat game in accordance with the rules of the baccarat game based on the contents of the playing cards detected by the card reading section 108.

[0138] A camera 2 is installed on each gaming table 4. The camera 2 is attached to the tip of a pole extending upward and is installed at a high position on the gaming table 4. The camera 2 has a shooting direction and a field of view set so that it can photograph an area that includes at least the betting area of ​​the gaming table 4 (the area where players place chips 9 to bet), the card dealing device 3, and the chip tray 17. The camera 2 photographs the bet chips to obtain an image.

[0139] 20, one camera 2 is installed on each gaming table 4, but multiple cameras 2 with different installation positions, shooting directions, or angle of view may be installed on each gaming table 4 to capture different ranges. For example, a camera 2 that captures the betting area and a camera 2 that captures the chip tray 17 may be installed separately, or multiple cameras installed at different heights and with different shooting directions may capture the same betting area.

[0140] Each gaming table 4 is further provided with a control device 14. The control device 14 is connected to the camera 2 (or the cameras 2 if there are multiple cameras 2) of the gaming table 4, the card dealing device 3, and the RF antenna 173. The control device 14 has multiple functions as an information processing device.

[0141] First, the control device 14 functions as an RF reader that identifies the types of all chips 9 contained in the chip tray 17 based on radio waves received by the antenna 173, calculates the total value of the chips 9 contained in the chip tray 17, and records the results. The control device 14 also functions to receive and record the results of each game from the card dealing device 3. Furthermore, the control device 14 functions as an image recognition device that acquires captured images from the camera 2, performs image recognition on the captured images using a machine learning model, and recognizes the bet details, i.e., which player bet how much on which bet object, as in the first and second embodiments. The machine learning model may be a neural network with a deep learning structure. Specifically, the control device 14 identifies the player and bet object based on the position of the chips 9 in the captured image, and determines the bet amount based on the type and number of chips 9 in the captured image.

[0142] In this way, at each gaming table 4, for each game, the control device 14 uses the antenna 173 to grasp the total amount of chips 9 stored in the chip tray 17 (hereinafter also referred to as the "dealer amount"), uses the card dealing device 3 to grasp the outcome of the game (hereinafter also referred to as the "game result"), and grasps the bet details using the image from the camera 2. Based on this information (total amount of chips in the chip tray, game result, and bet details), the casino operator's sales and profits for each game can be calculated.

[0143] The game management system 100 includes a management device 50 connected to the control devices 14 of multiple gaming tables 4. The management device 50 is configured by a general-purpose computer. The management device 50 includes a calculation device 51 and a recording device 52. The calculation device 51 is realized, for example, by a general-purpose processor executing the computer program of this embodiment. The calculation device 51 includes a calculation unit 511, a table creation unit 512, and an alarm unit 513.

[0144] The calculation unit 51 acquires information on the dealer amount for each game, the game results, and the bet details from the multiple control devices 14, and calculates the sales, profit (gross profit), and profit rate (gross profit rate) for each gaming table 4. The table creation unit 512 creates a table and graph in which the sales and profits calculated by the calculation unit 511 are arranged in chronological order for each table.

[0145] The calculation unit 511 may calculate the sales, profits, and profit rates for each player's position at each gaming table 4, and the table creation unit 512 may also create a table and graph in which the sales, profits, and profit rates are arranged in chronological order for each player's position at each gaming table 4. Furthermore, if the game management system 100 has a means for recognizing players, it may calculate the sales from player bets and the profits obtained from players for each player and create a table and graph.

[0146] The recording device 52 records the sales, profits, and profit ratios calculated by the calculation unit 511 in the form of tables and graphs created by the table creation unit 512.

[0147] Specifically, the calculation unit 511 calculates the total bet amount (sales) for each of the multiple gaming tables 4 and for each game, and determines how much to recover or redeem for each bet object based on the bet object, bet amount, and game result, thereby calculating the casino operator's profit. The calculation unit 511 also calculates the difference between the dealer amount before and after the table game for each of the multiple gaming tables 4 and for each game. The former profit is, so to speak, a theoretical value, and the latter profit is, so to speak, an actual value, and these should match. The calculation unit 511 may determine whether the theoretical value and the actual value match, and if they match, adopt that profit, and if they do not, issue a warning to that effect.

[0148] The calculation unit 511 further calculates the total amount of bets (sales) for each of the plurality of tables 4 and for each game. The calculation unit 511 also calculates the profit rate (gross profit rate) (= profit / sales) based on the sales and profit (gross profit) for a predetermined period or a predetermined number of games.

[0149] Furthermore, the calculation unit 511 can grasp the sales (total bet amount) and profit amount for each gaming table 4, and calculate the tax to be paid by the casino facility by applying different tax rates to the profit amount of the gaming table 4 for each area. The calculation unit 511 can set different tax rates, for example, paying 10% of the profit amount in the VIP area and paying 20% ​​of the profit amount in the Mass area. Furthermore, in this case, in order to attract casino customers to the VIP area where the tax rate paid by the casino facility is lower, the casino facility can improve the services in the VIP area or apply special game rules.

[0150] Furthermore, the calculation unit 511 can compare the sales (total bet amount), profit amount, and profit rate with the past (for example, yesterday, last year, etc.).

[0151] The table creation unit 512 compiles the sales, profits, and profit margins calculated by the calculation unit 511 to create various tables and graphs. FIG. 21 is an example of a table created by the table creation unit 512 showing sales (total bet amount) for each gaming table 4. As shown in FIG. 21, the table creation unit 512 creates a table showing the number of each type of chip 9 bet for each gaming table 4. The number of each chip 9 may be the number compiled for each predetermined time period, such as from midnight to midnight the next day. If the casino facility is not open 24 hours a day, the number may be compiled for each business hour of a day. Furthermore, the table may be compiled for a predetermined time period in the past, based on the time of creation. This table also includes the total chip amount (sales) for each gaming table 4. This table allows sales for the same time period to be compared for each gaming table, making it possible to know the total sales for the entire casino facility for that time period.

[0152] FIG. 22 is an example of a table created by the table creation unit 512, showing sales for each game at each gaming table 4. FIG. 22 is a table showing sales for table 1. As shown in FIG. 22, the table creation unit 512 creates a table showing the number of various types of chips 9 betted for each game. The table creation unit 512 may create one table for a certain period (for example, 24 hours or one business day), or may create a table for every predetermined number of games (for example, 80 games). The table creation unit 512 may also create a table for a predetermined time period or a predetermined number of games in the past up to the time of table creation.

[0153] FIG. 23 is an example of a table created by the table creation unit 512, showing the total bet amount (sales), profit (gross profit), and profit ratio for each gaming table 4. As shown in FIG. 23, the table creation unit 512 creates a table showing the total bet amount (sales), profit (gross profit), and profit ratio (gross profit ratio) (= profit / sales) for each gaming table 4. The table creation unit 512 may create one table for each fixed period (e.g., 24 hours, one week, one month, etc.), or may create a table for each predetermined number of games (e.g., 100 games, 1000 games, etc.). The table creation unit 512 may also create a table for a predetermined time period or a predetermined number of games in the past up to the time of table creation.

[0154] FIG. 24 is an example of a line graph created by the table creation unit 512 to show the progress of profits at each gaming table 4, and FIG. 25 is an example of a graph showing the progress of profits at the entire casino facility. The examples of FIGS. 24 and 25 show the progress of profits over one business day when the casino facility is open from 8:00 AM to 6:00 AM the next day. Graphs like those in FIGS. 24 and 25 make it easier to understand the progress of profits and enable management analysis of the casino facility. Furthermore, by showing the progress of profits for each table as in FIG. 24, it becomes easier to find tables with unusual progress of profits.

[0155] 26 is an example of a bar graph showing the profit rate for each gaming table 4, created by the table creation unit 512. This bar graph makes it possible to see at a glance how much profit has been made at each gaming table 4.

[0156] In the above example, the calculation unit 511 and the table creation unit 512 calculated the sales, profits, and profit margins for each gaming table 4 and created tables and graphs, but instead of or in addition to this, the sales, profits, and profit margins may be calculated for each pit where multiple gaming tables 4 are gathered and tables and graphs may be created.

[0157] The calculation unit 512 may calculate the sales, profits, and profit margins each time it obtains information on the dealer amount, game results, and bet details for each game, and may calculate the sales, profits, and profit margins when the table creation unit 512 creates a table.

[0158] The table creation unit 512 may create a table for each period covered by the table or graph. For example, when the table creation unit 512 creates a graph showing the progress of sales for each gaming table 4 over one day (24 hours), the table creation unit 512 may automatically create the table every 24 hours (as soon as data is collected). Alternatively, the table creation unit 512 may create a table or graph at a manually instructed timing, regardless of the period covered by the table or graph. Alternatively, the table creation unit 512 may automatically create a table or graph at intervals shorter than the period covered by the table or graph. For example, a table or graph may be created by aggregating data for the past 24 hours every six hours.

[0159] The alarm unit 513 determines that an unusual situation has occurred based on the sales, profits, and profit margins calculated by the calculation unit 511 and the tabulation by the table creation unit 512, and generates an alarm. For example, the alarm unit 513 may compare the profit margin calculated by the calculation unit 511 or the profit margin for a predetermined period or a predetermined number of games tabulated by the table creation unit 512 with a predetermined first threshold and generate an alarm if the profit margin is equal to or less than the first threshold, or may compare the profit margin calculated by the calculation unit 511 or the profit margin for a predetermined period or a predetermined number of games tabulated by the table creation unit 512 with a predetermined second threshold and generate an alarm if the profit margin is equal to or greater than the second threshold. The alarm unit 513 may also generate an alarm by comparing profits and sales with a predetermined threshold.

[0160] The warning unit 513 may discover an unusual situation by performing a more complex analysis of sales and profits. For example, the warning unit 513 may generate a warning based on the transition of profit margins in the table or graph created by the table creation unit 512. In this case, a machine learning model may be used to determine whether the situation is unusual. This machine learning model may be a model that receives the transition of profit margins obtained by the tabulation by the table creation unit 512 as input and outputs the probability that the situation is unusual. If the probability is equal to or less than a predetermined threshold, the warning unit 513 may determine that the situation is unusual and generate a warning.

[0161] The warning may be realized by marking elements determined to be peculiar in the table or graph created by the table creation unit 512, and in addition, may be realized by generating and outputting an image, sound, or a drive signal for an alarm device (lamp, buzzer, etc.) when such an anomalous situation occurs. In the example of Fig. 23, the warning is realized by shading Table 3, where the profit rate is below 0%.

[0162] As shown in FIG. 20, a reader / writer 70 is provided on the dealer side of each gaming table 4 for reading and writing information from and to a member's card held by a player who has registered as a member. FIG. 27 is a diagram showing the reader / writer and member's card. The member's card 1M is a plastic card with an RF tag 11M built in. The RF tag 11M stores a member ID given to a player (member) upon member registration, points held by the player (held points), and the like. The RF tag 11M is equipped with an antenna, and information can be written to and read from the RF tag 11M without contact using the reader / writer 70.

[0163] The reader / writer 70 includes a wireless unit 71, a take seat button 72, a leave seat button 73, and a position designation button 74. The wireless unit 71 writes and reads information to and from an RF tag 11M embedded in the member's card 1M using the RFID method. The position designation buttons 74 include buttons "1," "2," "3," "5," "6," "7," and "8" corresponding to the seven positions on the gaming table 4, respectively, and a button "C" for canceling the designation.

[0164] 28 is a diagram showing information stored in the member's card 1M. The member's card 1M records the member ID, owned points, most recent balance, points earned in the most recent three days, points earned in the most recent month, and points earned in the most recent year. The most recent balance is recorded as the total of the amount paid out (positive) and the amount collected (negative) between the last time the member sat down and the last time the member left the seat.

[0165] When player P takes a player position at the gaming table 4, dealer D takes the member's card 1M from the player P and has the reader / writer 70 read the member's card 1M. Specifically, dealer D presses the position designation button 74 for the corresponding player position, presses the seat button 72, and holds the member's card 1M over the wireless unit 71 to read the information recorded on the member's card 1M. This allows reader / writer 70 to identify player P at each player position by the member ID, and reader / writer 70 functions as player identification means.

[0166] The reader / writer 70 outputs (transmits) to the control device 14 the information read by the wireless unit 71, a seating signal in response to pressing of the seat button 72, and information on the player position where the player corresponding to that member ID is seated. The control device 14 records the information received from the reader / writer 70 and also records the time at which the seating signal is received as the start time. The start time is recorded in the format of date and time. The control device 14 also transmits the start time information and the member ID received from the reader / writer 70 to the management device 50.

[0167] The control device 14 determines which player P with which member ID is playing at which player position based on the member ID and player position information received from the reader / writer 70. That is, the control device 14 can associate each player position at the gaming table 4 with a specific player P at the gaming table 4. While the player P plays multiple games, the control device 14 calculates and records the bet amount, payout amount, and recovery amount for each member ID.

[0168] When the player P leaves the gaming table 4, the dealer D causes the reader / writer 70 to read the member's card 1M received from the player P. In this case, the dealer D presses the leave button 73 and holds the member's card 1M over the wireless unit 71 to read the member ID from the member's card 1M.

[0169] The reader / writer 70 outputs (transmits) the member ID and an absence signal to the control device 14. When the control device 14 receives the member ID and absence signal from the reader / writer 70, it records the time at which it received the absence signal as the end time. The end time is recorded in the form of a date and time. The control device 14 also calculates the cumulative bet amount and cumulative balance for that member ID from the start time to the end time. Furthermore, the control device 14 calculates the points earned based on the cumulative bet amount from the start time to the end time.

[0170] The control device 14 updates the owned points by adding the calculated earned points to the owned points read from the member's card 1M when the user sits down. Furthermore, it updates the earned points for the last three days, the last month, and the last year based on the calculated earned points. The control device 14 outputs the updated owned points, the earned points for the last three days, the last month, the last year, and the cumulative balance from the start time to the end time to the reader / writer 70. The reader / writer 70 rewrites the information on the member's card 1M with this information. The cumulative balance from the start time to the end time is recorded as the most recent balance.

[0171] The above-mentioned functions of the control device 14 and the reader / writer 70 make it possible to award points to the member's card 1M according to the actual bet amount, and also allow the player P to store the points he or she has in the member's card 1M.

[0172] <Display 15> The display 15 (see FIG. 37) is a liquid crystal display. The display 15 may also be a two-dimensional arrangement of lamps. The display 15 is installed in a position and orientation that allows it to be seen by the player P at the player position and by customers in the vicinity.

[0173] The display 15 displays various information. For example, if the gaming table 4 is closed, a message indicating this (for example, the word "CLOSED") is displayed, and if the gaming table 4 is open, game conditions such as the minimum bet amount (for example, the word "MIN. $100") and the maximum bet amount (for example, the word "MAX. $100,000") are displayed.

[0174] <Chip Tray 17> 29 is a plan view of the dealer chip tray. The chip tray 17 has multiple vertical grooves arranged horizontally. Each groove is tilted so that the dealer D side is slightly lower. As a result, the chips 9 stored in the grooves move toward the front of the dealer D due to their own weight, and are therefore stacked in order from the front of the dealer D.

[0175] The two grooves on the right side are collection floats 171 for temporarily storing chips 9 collected from losing players P at the time of settlement, and the others are storage floats 172 for storing chips 9 according to value. Dealer D temporarily stores chips 9 collected from gaming table 4 in collection float 171, then pays out chips 9 from storage float 172 to winning players P, and finally stores the chips 9 stored in collection float 171 in the storage floats 172 according to value.

[0176] Three confirmation lamps are provided on the top edge of the chip tray 17: a bet confirmation lamp 173, a collection confirmation lamp 174, and a payout confirmation lamp 175. The bet confirmation lamp 173 lights up in response to the result of checking whether there has been any change (late betting or unbetting) in the chips 9 bet between the start and end of the game. The collection confirmation lamp 174 lights up in response to the result of checking whether the collected amount and the collected chips 9 are authentic. The payout confirmation lamp 175 lights up in response to the result of checking whether the payout amount is correct.

[0177] An RFID reader 176 is provided inside the chip tray 17 for reading the RFID tags built into the chips 9. This RFID reader 176 can read the RFID tags of the chips 9 stored in all grooves, including the recovery float 171 and the storage float 172. As described above, the RFID tag of each chip 9 has information recorded thereon indicating the value of that chip 9, so by having the RFID reader 176 read the RFID tags of all chips 9 in the chip tray 17, the total value of the chips 9 in the chip tray 17 can be ascertained.

[0178] RFID reader 176 can distinguish between the RFID tag of chip 9 accommodated in recovery float 171 and the RFID tag of chip 9 accommodated in storage float 172. In other words, when RFID 176 reads an RFID tag, it can distinguish whether it is for chip 9 accommodated in recovery float 171 or for chip 9 accommodated in storage float 172. In order to distinguish between the RFID tags in this way, RFID reader 176 may be provided with separate antennas for reading the RFID tag of chip 9 accommodated in recovery float 171 and for reading the RFID tag of chip 9 accommodated in storage float 172, or may be provided with an antenna for each groove.

[0179] FIG. 30 is an enlarged perspective view of the recovery float of the dealer chip tray. A slit 177 is formed along the length of the recovery float 171 in a curved portion along the side of the chips 9 stored in the recovery float 171. A linear optical sensor (line sensor) 178 is provided in the slit 177. The optical sensor 178 can determine up to what height in the recovery float 171 the chips 9 are stored or how many chips 9 are stored. A similar slit and optical sensor may also be provided in the storage float 172. Alternatively, a continuous slit may be formed in the groove, and the slit may be imaged from the back with a camera (e.g., an infrared camera) and the obtained image may be subjected to recognition processing to determine the number of chips 9 stored in the groove.

[0180] 31 is a block diagram showing the configuration of the dealer chip tray. In addition to the configuration described above, the chip tray 17 is equipped with a confirmation unit 179. The confirmation unit 179 is configured by a computer, and by executing a predetermined program, a bet information grasping confirmation unit 1791, a collection confirmation unit 1792, an authenticity determination unit 1793, and a payout confirmation unit 1794 are configured. Various data and commands are input to the confirmation unit 179 from the control device 14.

[0181] The confirmation unit 179 is also connected to the bet confirmation lamp 173, the recovery confirmation lamp 174, and the payout confirmation lamp 175, and controls these lamps. Specifically, the confirmation unit 179 controls the bet confirmation lamp 173, the recovery confirmation lamp 174, and the payout confirmation lamp 175 to turn on, blink, or turn off, and also controls the color of their light. The operation of the confirmation unit 179 will be described later.

[0182] <Game-specific cheating detection> As described above, information for detecting cheating or mistakes (hereinafter simply referred to as "cheating") is input to the control device 14 from the camera 2, the card dealing device 3, and the chip tray 17. Below, a method for detecting cheating for each game will be described.

[0183] 32 is a flow diagram of the management of the table game in this embodiment. The fraud detection in this embodiment is divided into four stages: grasping and confirming the game result (step S121), grasping and confirming the betting information of the chips 9 (step S122), confirming the collection of the chips 9 and determining their authenticity (step S123), and confirming the payout of the chips 9 (step S124).

[0184] Of these, grasping and confirming the bet information of the chip 9 (step S122), confirming the collection of the chip 9 and determining its authenticity (step S123), and confirming the payout of the chip 9 (step S124) are performed by the bet information grasping and confirmation unit 1791, the collection confirmation unit 1792, the authenticity determination unit 1793, and the payout confirmation unit 1794 of the confirmation unit 179 of the chip tray 17, respectively.

[0185] A monitor is connected to the control device 14, and a confirmation screen is displayed on the monitor for grasping and confirming the betting information of the chips 9 (step S122), confirming the collection of the chips 9 and determining their authenticity (step S123), and confirming the payout of the chips 9 (step S124). The monitor is connected to the control device 14 and installed in the backyard, and is visually confirmed by an observer. Note that the monitor may be installed at the gaming table 4 in addition to or instead of the backyard.

[0186] Figure 33 is a flow diagram showing the role of each component in four stages of fraud detection. The leftmost column shows the flow of the game progress and dealer operations at the gaming table 4. In the flow of Figure 33, cooperation between the card dealing device 3, camera 2, chip tray 17, and control device 14 is controlled by the control device 14.

[0187] First, betting by players P begins at the instruction of dealer D (step S01). Players P place bets by placing chips 9 in the betting area. When all players P have placed their bets, dealer D signals "no more bets" (step S02), and from then on, players P are not allowed to change the bet object or bet amount.

[0188] When the betting is finished, the dealer D draws the first card from the card dealing device 3 (step S03). When the card dealing device 3 detects the first draw of a card since the standby button 133 of the previous game was pressed, it detects that it is the first draw of a card (step S31), and the time-stamping unit 40 stamps the time, records the time in the recording unit 41, and reports it to the control device 14.

[0189] The control device 14 controls the camera 2 to take an image of the betting area (step S21). The camera 2 transmits the captured image to the control device 14, which then performs image recognition on the image to recognize the betting information at the start of the game (step S501). The control device 14 also controls the chip tray 17 to read all chips 9 in the chip tray 17 using the RFID reader 176, and confirms the total amount of all chips 9 in the chip tray 17 (step S171).

[0190] The camera 2 may constantly photograph the betting area at predetermined time intervals and transmit the images to the control device 14. In this case, the control device 14 may recognize the betting information at the start of the game by performing image recognition on the image first acquired from the camera 2 after receiving a report from the card dealing device 3 that the first card draw has been detected. Here, the betting information is information indicating which player has bet how many chips 9 of what value on which bet target (PLAYER, BANKER, TIE, PLAYER PAIR, BANKER PAIR). The control device 14 stores this betting information at the start of the game.

[0191] Dealer D draws cards in order, and when he draws the last card (step S04), and all the cards are opened after being squeezed by player P (step S05), the game result is determined on the gaming table 4. As described above, when dealer D draws cards in order, the card dealing device 3 reads the rank and suit of the cards to be drawn.

[0192] When all the cards are open, the dealer D presses the standby button 133 of the card dealing device 3 (step S06). When the card dealing device 3 detects that the standby button 133 has been pressed (step S32), it determines the game result based on the ranks and suits of the cards that have been read up to that point and the rules of baccarat (step S33), and turns on the indicator lamps 13 according to the game result (step S34).

[0193] Dealer D compares the game result determined from the cards exposed on the gaming table 4 with the game result indicated by the display lamps 13 of the card dealing device 3, and confirms that they match (step S07). This confirmation corresponds to grasping and confirming the game result (step S121) in the flow of FIG.

[0194] On the other hand, when the card dealing device 3 detects that the standby button 133 has been pressed (step S32), it reports this to the control device 14. The control device 14 controls the camera 2 to take an image of the betting area 44 (step S22). The camera 2 transmits the captured image to the control device 14, and the control device 14 performs image recognition on this image to recognize the betting information at the end of the game (step S502).

[0195] Since player P is not permitted to change the betting details (betting target, betting amount) from the start of the game (betting end) to the end of the game, if there is no cheating, the betting information at the start of the game recognized by the control device 5 (step S501) and the betting information at the end of the game (step S502) should match. Therefore, the control device 14 compares these two (step S503).

[0196] The control device 14 reports the comparison result, whether it is a match or a mismatch, to the chip tray 17. Cases where the comparison result is a mismatch include when the total number or total amount of chips 9 at the end of the game is greater than at the start of the game (late betting attempted by the winning player P), and when the total number or total amount of chips 9 at the end of the game is less than at the start of the game (unbetting attempted by the losing player P).

[0197] The bet information grasping and confirming unit 1791 of the chip tray 17 lights up the bet confirmation lamp 173 in accordance with the comparison result from the control device 14 (step S172). Here, if the comparison result is a match, the bet information grasping and confirming unit 1791 lights up the bet confirmation lamp 173 in green, and if the comparison result is a mismatch, the head confirmation lamp 173 flashes in yellow.

[0198] The dealer D confirms that the bet confirmation lamp 173 is lit green (step S08), and collects the chips 9 from the losing player P and stores them in the collection float 171 (step S09). The control device 14 calculates the amount of chips 9 to be collected (collection amount) based on the game result determined by the card dealing device 3 and the recognized bet information (step S504). The collection amount is calculated from the value and number of chips 9 to be collected. The control device 14 notifies the chip tray 17 of the calculated collection amount.

[0199] When dealer D places the collected chips 9 in the collection float 171 of the chip tray 17, the collection confirmation unit 1792 of the chip tray 17 acquires read information from the RFID reader 176, ascertains the collection amount of the chips 9 stored in the collection float 171, and compares this with the calculated collection amount notified by the control device 14 to confirm whether the collection amount (number of chips per value) is correct (step S173). Note that, as a result of reading the chips 9, the RFID reader 176 obtains information on the number of chips per value as read information, and the control device 14 also calculates the collection amount as the number of chips per value. Therefore, in the comparison, it is determined whether these numbers per value match.

[0200] At this time, the authenticity determination unit 1793 determines whether the number of chips 9 recognized by the RFID reader 176 matches the number of chips 9 detected by the optical sensor 178, thereby determining the authenticity of the collected chips 9 (step S174). If an illegal chip 9 without an RFID tag is collected from the player P, the illegal chip 9 will be detected by the optical sensor 178 but not by the RFID reader 176, resulting in a mismatch between the two and enabling the presence of the illegal chip 9 to be detected.

[0201] The withdrawal confirmation unit 1792 and the authenticity determination unit 1793 turn on the withdrawal confirmation lamp 174 according to the results of the confirmation of the withdrawal amount and the authenticity determination (step S175). Specifically, the chip tray 17 turns on the withdrawal confirmation lamp 174 in green if the withdrawal amount detected by the RFID reader 176 matches the calculated withdrawal amount acquired from the control device 14 and the withdrawn chip 9 is authentic, and blinks the withdrawal confirmation lamp 174 in yellow if the withdrawal amount does not match or if an invalid chip 9 is present.

[0202] The dealer D confirms that the collection confirmation lamp 174 is lit green (step S10), and pays out chips 9 to the winning player (step S12). The control device 14 calculates the payout amount of chips 9 based on the game result determined by the card dealing device 3 and the recognized bet information (step S505). The control device 14 notifies the calculated payout amount to the chip tray 17. Here too, the payout amount is calculated as information on the number of chips for each value.

[0203] When the dealer D dispenses chips 9 from the chip tray 17 onto the gaming table 4, the chip tray 17 uses the RFID reader 176 to calculate the payout amount of the chips 9 stored in the chip tray 17, and compares it with the calculated payout amount notified by the control device 14 to confirm whether the payout amount is correct (step S176). The RFID reader 176 obtains the payout amount as information on the number of chips for each value.

[0204] Here, confirmation of the payout amount in the chip tray 17 will be explained. The chip tray 17 confirms the total amount in the chip tray 17 when the game starts (step S171). Then, it receives notification of the calculated collected amount and payout amount from the control device 14 (steps S504, S505). The increase / decrease amount is calculated from this collected amount and payout amount. The total amount of chips 9 that should be in the chip tray 17 after settlement is calculated by adding the calculated increase / decrease amount to the total amount of chips 9 in the chip tray 17 at the start of the game confirmed in step S171. Here too, the total amount of chips 9 is calculated as the number of chips of each value.

[0205] If this calculated total amount matches the total amount of chips 9 read by the RFID reader 176 after dispensing, it means that collection and dispensing have been performed correctly. Since it has been confirmed in step S173 that collection has been performed correctly, this means that dispensing has been performed correctly. Therefore, the dispensing confirmation unit 1794 of the chip tray 17 compares the calculated total amount of chips 9 (number of chips per value) that should be in the chip tray 17 after settlement (obtained from the control device 14) with the total amount of chips 9 (number of chips per value) read by the RFID reader 176, thereby determining whether the dispensing amount is correct (step S176).

[0206] Alternatively, dispensing may be confirmed by the following method: After confirming that collection has been performed correctly, the RFID reader 176 of the chip tray 17 reads the RFID tags of all chips 9 in the chip tray 17 to determine the actual total amount (number of chips per value) in the chip tray 17 after collection and before dispensing, and after dispensing, the RFID reader 176 reads the RFID tags of all chips 9 in the chip tray 17 again to determine the actual total amount (number of chips per value) in the chip tray 17 after dispensing, thereby determining the amount actually dispensed from the chip tray 17, and comparing this actual dispensed amount with the dispensed amount calculated by the control device 14 to confirm whether dispensing has been performed correctly.

[0207] The chip tray 17 lights up the payout confirmation lamp 175 in accordance with the confirmation result of the payout amount (step S177). Specifically, if the actual payout amount matches the calculated payout amount, the chip tray 17 lights up the payout confirmation lamp 175 in green, and if the actual payout amount does not match the calculated payout amount, the chip tray 17 flashes the payout confirmation lamp 175 in yellow. The dealer confirms that the payout confirmation lamp 175 is lit in green (step S12) and ends the game.

[0208] In this embodiment, an example has been described in which the confirmation unit 179 is provided in the chip tray 17, but some or all of the functions of the confirmation unit 179 may be provided in the control device 14. In this case, after the control device 14 performs the processing by the confirmation unit 179, the control device 14 issues instructions to light, blink, or turn off the bet confirmation lamp 173, the recovery confirmation lamp 174, and the payout confirmation lamp 175 of the chip tray 17, respectively.

[0209] FIG. 34 is an example of a monitor screen showing a comparison result between betting information at the start of a game and betting information at the end of a game. The betting information is displayed in a table format in the upper section of the screen, and information on the dealer chip tray 17 is displayed in the lower section. The betting information shows how many chips 9 of each value have been bet on which bet object for each player position. In the example of FIG. 34, four $10,000 chips have been bet on BANKER in the player position No. 3, and three $1,000 chips have been bet on PLAYER in the player position No. 6. These situations are grasped by performing image recognition on the image captured by camera 2 in measuring device 21, as described above.

[0210] "(1) 1st Card" in the lower row indicates the number of chips 9 of each value contained in the chip tray 17 at the start of the game (when the first card is drawn). "(2) Game Result" indicates the balance according to the game result, expressed as the number of chips 9 of each value. In this example, it indicates that settling the game results in a decrease of four $10,000 chips from the chip tray 17 and an increase of three $1,000 chips.

[0211] "(3) Calculated" shows the result of calculating the balance of (2) against (1), i.e., the number of chips 9 by value that should be in the chip tray 17 after settlement. "(4) Discard" shows the actual number of chips 9 in the chip tray 17 that was read by the RFID reader 176 when the discard of the card in the discard box was triggered. "(5) Judgement" outputs the comparison result between (3) and (4). In other words, (5) Judgement shows the comparison result between the number of each chip 9 calculated in (3) and the actual number of each chip 9 that was read by the RFID reader 176 in (4).

[0212] FIG. 35 is an example of a monitor screen when late betting has been made. In the example of FIG. 35, the number of $1,000 chips bet on BANKER by player position No. 2 at the start of the game was four, but by the end of the game, this number has increased to five. The monitor screen displays this discrepancy as "Difference" in the lower right corner of the screen. Also, in the bet information table at the top, the square where late betting was detected (in the example of FIG. 35, BANKER by player position No. 2) is highlighted.

[0213] FIG. 36 is an example of a monitor screen when unbetting has occurred. In the example of FIG. 36, the number of $1,000 chips bet on PLAYER in player position No. 6 at the start of the game was three, but by the end of the game, this has been reduced to two. On the monitor screen, this discrepancy is displayed as "Difference" in the lower right corner of the screen. Also, in the bet information table at the top, the square where unbetting was detected (PLAYER in player position No. 6 in the example of FIG. 36) is highlighted.

[0214] Note that monitor screens such as those in Figures 34, 35, and 36 do not necessarily have to be generated, or may be generated but only saved and not displayed. Also, the monitor screens described above may be displayed in response to specific instructions from an observer, or may be generated and displayed and / or saved when an abnormality such as late betting or unbetting is detected.

[0215] <Casino Management Analysis> As described above, the gaming table system of this embodiment uses various sensing technologies and image recognition technologies to detect cheating at each stage of a game. The gaming table system of this embodiment and a management system including multiple gaming table systems use the results of these sensing and image recognition not only to detect cheating for each game, but also as casino management information. Note that the casino management information also includes advanced cheating detection that cannot be detected by game-by-game cheating detection alone. For this purpose, the control device 14 of each gaming table system is connected to the management device 60 and transmits various information to the management device 60.

[0216] FIG. 37 is a diagram showing an example of the configuration of a casino gaming center. A plurality of gaming tables 4 are installed in the casino gaming center. In the example of FIG. 37, four gaming tables 4 are shown. The gaming tables 4 in FIG. 37 are tables for baccarat. Below, a case where baccarat is played at the gaming tables will be described.

[0217] The four gaming tables have two types of table surface layouts (hereinafter simply referred to as "layouts"). Gaming table 4A with a first type of layout (Type-a) has seven player positions (player positions 1, 2, 3, 5, 6, 7, and 8), and gaming table 4B with a second type of layout (Type-b) has five player positions (player positions 1, 2, 3, 5, and 6).

[0218] In the first type gaming table 4A, betting areas for PLAYER, BANKER, TIE, PLAYER PAIR, and BANKER PAIR, which are betting targets, are provided at positions corresponding to each player position. On the other hand, in the second type gaming table 4B, only betting areas for PLAYER and BANKER are provided at positions corresponding to each player position, and the betting areas for TIE, PLAYER PAIR, and BANKER PAIR are arranged together.

[0219] 38 is a diagram showing the structure of a game record generated for each game. This game record is generated by the control device 14 and transmitted to the management device 60 at an appropriate timing. The game record includes information such as "date and time," "table ID," "layout," "minimum bet amount," "dealer ID," "betting time," "gaming time," "chip collection time," "chip payout time," "game result," "dealer chip amount at the start," "dealer chip amount after settlement," and "verification result."

[0220] "Date and time" is the date and time the game started. In addition to or instead of the date and time the game started, the date and time the game ended may also be recorded as "Date and time". "Table ID" is an ID uniquely assigned to each table. A table can be identified by its table ID. "Layout" indicates the type of layout on the table surface. In the example of Figure 37, there are two types of layouts (Type-a and Type-b), and "Layout" indicates which type it is.

[0221] The "minimum bet amount" is the minimum bet amount set for that game. A player participating in a game must bet chips equal to or greater than this minimum bet amount in each game. The minimum bet amount may be changed as appropriate between games. In addition to the minimum bet amount, a maximum bet amount, which is the maximum amount that can be bet in one game on that gaming table 4, may also be set and recorded.

[0222] The "dealer ID" is an ID that identifies the dealer D who is dealing at the gaming table 4. Each dealer D is given a dealer card with an IC tag that stores the dealer ID. When the dealer D arrives at the gaming table 4, the IC tag on the dealer card may be read by the reader / writer 5, and the dealer ID read by the reader / writer 5 may be output to the control device 14. Alternatively, the control device 14 may be provided with an input device, and the dealer D who arrives at the gaming table 4 may input his / her own dealer ID through the input device.

[0223] The "betting time" is the time from when betting starts to when betting ends. The control device 14 recognizes that betting has started when it is determined that the payout of the previous game has been completed normally in the chip tray 17. The control device 14 also recognizes that betting has ended when the card dealing device 3 detects that the first card has been drawn. The card dealing device 3 stamps the time when the first card is drawn and reports this to the control device 14, so the control device 14 knows the time when betting ends based on this report.

[0224] The gaming table 4 may be provided with a discard box for discarding used cards, and a sensor may be provided in the discard box. In this case, the control device 14 may recognize that betting (for the next game) has started when the sensor detects that a card has been discarded. Alternatively, the card dealing device 3 or the like may be provided with an operating member for instructing the start of some kind of betting, and the dealer may operate the operating member just before the start of betting. In this case, the control device 14 may recognize that betting has started when it detects the operation of the operating member. Furthermore, the control device 14 may recognize the start of betting by recognizing the image from the camera 2 and detecting the betted chips 9.

[0225] The "gaming time" is the time from when dealer D draws the first card from the card dealing device 3 to when he presses the standby button 133. In other words, the gaming time also includes the time from when the last card is drawn from the card dealing device 3, when all the cards are opened after being squeezed by player P and the game result is revealed on the gaming table 4, until dealer D presses the standby button 133 accordingly.

[0226] The "chip collection time" is the time from the end of the game to the end of collection of chips 9 from the losing player P. As described above, the end time of the game is determined to be the time when the dealer D presses the standby button 133 immediately after the game result is determined. In addition, the control device 14 determines the end time of collection to be the time when the chip tray 17 reports confirmation of collection.

[0227] The "chip payout time" is the time from when the collection of chips 9 from the losing player P is completed to when the payout of chips 9 to the winning player P is completed. The control device 14 determines the end time of payout to be the time when a payout confirmation is reported from the chip tray 17. Alternatively, the control device 14 may determine the chip collection time and chip payout time by analyzing images from the camera 2. Alternatively, the end of the "chip payout time" may be determined to be when discarding of a card in a discard box is detected.

[0228] The "game result" is either PLAYER, BANKER, or TIE, and whether or not there is a PLAYER PAIR or BANKER PAIR. As described above, the game result is determined by reading the rank and suit of the card drawn from the card dealing device 3, and the control device 14 receives information about the game result from the card dealing device 3.

[0229] The "starting dealer chip amount" is the total amount of chips 9 stored in the dealer tray 17 at the start of the game, and is obtained by the chip tray 17 in step S171 of Figure 33 and reported to the control device 14. The "post-settlement dealer chip amount" is the total amount of chips 9 stored in the dealer tray 17 after the settlement of the game has been completed, and is obtained in step S176 of Figure 33 and reported to the control device 14.

[0230] The "verification result" is the result of verifying whether the theoretical settled dealer chip amount matches the actual settled dealer chip amount, and is displayed as either OK or NG. The table management control device 50 calculates a theoretical balance based on the total amount of chips 9 in chip tray 17 after the actual settlement read by chip tray 17 (the above-mentioned "settled dealer chip amount") and the game result grasped by reading the cards by card distribution device 3, and adds this balance to the total amount of chips 9 in chip tray 17 at the actual start read by chip tray 17 (the above-mentioned "starting dealer chip amount") to obtain the theoretical total amount of chip tray 17 after the actual settlement (theoretical settled dealer chip amount), and compares them (corresponding to step S176 in FIG. 33).

[0231] The control device 14 compares the theoretical dealer chip amount after settlement with the actual dealer chip amount after settlement for each game, and if they match, the verification result is "OK", and if they do not match, the verification result is "NG".

[0232] The game record further includes, for each "player position," a "member ID," "bet amount," "bet target," "payout (-) / recovery (+)," "sales," and "net profit." As shown in Figure 3, a "player position" is assigned a number according to the player's position at the table. Player P registers as a member in advance. Once registered as a member, player P is assigned a member ID and given a member's card 1 that stores the member ID. In addition to the member ID, the member's card 1 also records the points the member has earned.

[0233] The "bet amount" is the bet amount for each player position, and is shown as the number of chips 9 for each value for each player position. In addition to or instead of this, the "bet amount" information may be expressed as information on the bet amount for each stack of chips 9 when image recognition is performed by the camera 2 and the measurement device 21. In this case, the "bet amount" includes information on the number of stacks and the value and number of chips 9 for each stack for each player position.

[0234] "Payout (-) / Return (+)" is the amount of payout or return for each player position. For a winning player P, the control device 14 records the amount to be paid out by the dealer D separately from the bet amount with a minus sign as "Payout (-) / Return (+)", and for a losing player P, records the bet amount with a plus sign.

[0235] "Revenue" is the total bet amount obtained by adding up the bet amounts of all players P in the game. The control device 14 calculates and records "revenue" by adding up the bet amounts of all players P. "Net profit" is the sum of the payout amounts (-) and the collected amounts (+) of all players in the game, and is the profit of the game organizer (house) in the game. The control device 14 calculates and records "net profit" by adding up the payout amounts and collected amounts of all players P. Note that revenue (total bet amount) is recorded as the number of chips 9 of each value.

[0236] In this way, the control device 14 outputs the net profit (Y), which is the amount won or lost by the game host, and the total bet amount (sales) (B), which is the total amount of chips 9 placed by the player P, for each gaming table 4. In particular, the camera 2 and the measurement device 21 detect the total bet amount (B) for each player position on the gaming table 4, and the control device 14 outputs information on the total bet amount (B) for each player P and each player position as a game record.

[0237] The control device 14 generates the above-mentioned game record for each game. The control device 14 of each gaming table 4 is connected to the management device 60, and the game record generated by the control device 14 is transmitted from the control device 14 to the management device 60. The control device 14 and the management device 60 are connected to each other so that they can communicate with each other via wire or wirelessly. The management device 60 aggregates the game records obtained from the multiple control devices 14 and performs the following processing.

[0238] 39 is a block diagram showing a modified example of the configuration of the management device. The management device 60 includes a calculation device 61, a recording device 62, and a communication device 63. The calculation device 61 includes a sales balance management unit 611, a loss management unit 612, an operation management unit 613, a layout management unit 614, a points management unit 615, a minimum bet management unit 616, and a dealer chip management unit 617.

[0239] The management device 60 is a computer equipped with a processor and a memory, and the calculation device 61 operates in accordance with the management control program of this embodiment to configure the above-mentioned sales balance management unit 611, loss management unit 612, operation management unit 613, layout management unit 614, point management unit 615, minimum bet management unit 616, and dealer chip management unit 617. The management device 60 also includes a recording device such as a hard disk. The management device 60 also includes a communication function for communicating with the control device 14.

[0240] <Sales and income management> Fig. 41 is a diagram showing an example of a sales table generated by the sales income and expenditure management unit 611 of the management device 60. That is, Fig. 40 is a table showing the amount of chips 9 stored in the chip tray 17 of each gaming table 4, i.e., the inventory status of chips 9 held by the casino. The sales income and expenditure management unit 611 calculates sales for each gaming table 4 for a predetermined period (for example, every hour, every 24 hours). Here, sales refer to the amount bet by a player (bet amount).

[0241] The sales income and expenditure management unit 611 manages the house sales for a predetermined period by the value and number of chips 9 bet on each gaming table 4, and also by the total sales amount for each gaming table 4. The sales income and expenditure management unit 611 also manages the house sales for a predetermined period by the number of chips 9 for each value. Furthermore, the sales income and expenditure management unit 611 also manages the house sales for a predetermined period by the total sales amount combined for all gaming tables 4. The sales table shows these numerical values ​​managed by the sales income and expenditure management unit 611.

[0242] 41 is a diagram showing an example of a gross profit table generated by the sales income / expense management unit 611 of the management device 60. The sales income / expense management unit 611 manages the gross profit (income) for each predetermined period (for example, every hour, every 24 hours) for each gaming table 4. Here, gross profit is the amount obtained by subtracting the amount of chips 9 paid out in settlement from the amount of chips 9 collected in settlement, and is the income of the house. The ratio of gross profit to sales (profit margin to sales) is the gross profit rate.

[0243] The sales income and expenditure management unit 611 manages the house's income (gross profit) for a predetermined period for each gaming table 4. The sales income and expenditure management unit 611 also manages the total gross profit for all gaming tables 4 for a predetermined period. Furthermore, the sales income and expenditure management unit 611 also manages the gross profit rate for each gaming table 4 and the total gross profit rate for all gaming tables 4 for a predetermined period. In the gross profit table, these numerical values ​​managed by the sales income and expenditure management unit 611 are shown together with the sales for each gaming table 4 and the total sales for all gaming tables 4.

[0244] As described above, the management device 60 manages sales and gross profit margins. The house's income is calculated by subtracting losses due to fraud or mistakes from the product of sales and gross profit margins. That is, the following formula (1) holds true. Revenue = Sales × Gross Profit Margin – Loss (1) Therefore, game organizers can increase their income (gross profit) by increasing sales, increasing the gross profit margin, and decreasing losses. Losses due to errors and fraud are reduced by the table system using the various sensors described above. The following describes the process for increasing sales and gross profit margin.

[0245] With only information on sales and gross profit margins, it is difficult to link that information to specific management measures to increase sales and gross profit margins. Therefore, the management device 60 breaks down sales and gross profit margins into multiple components and calculates information that is useful for improving each component.

[0246] Sales are expressed as the product of the number of transactions and the unit price of the bet (hereinafter referred to as "unit price of bet"). In other words, the following formula (2) holds true: Sales = Number of transactions × Bet price (2) Here, the number of transactions refers to the playing of one game by one player P. For example, if three players P are playing at one gaming table 4, the number of transactions per game will be three, and if two players P are playing at each of three gaming tables 4, the number of transactions per game will be 2 x 3 = 6. Furthermore, the unit bet price is the average bet amount (sales) per game (per transaction) of each player P. In other words, to increase sales, it is necessary to increase the number of transactions and the unit bet price.

[0247] The number of transactions is expressed as the product of the number of players (number of customers) and the turnover rate. In other words, the following equation (3) holds true. Number of transactions = Number of players × Turnover rate (3) Here, the number of players is the number of players participating in the game (placing bets), and the turnover rate is the inverse of the time required for one game (i.e., the speed at which the game progresses). Therefore, in order to increase the number of transactions, it is necessary to increase the number of players participating in the game and the turnover rate of the game.

[0248] In addition, the gross profit rate becomes the deduction rate (house edge) when the game result matches the theoretical probability. Therefore, the gross profit rate is expressed as the product of the winning rate and the deduction rate, and the following formula (4) holds. Gross profit margin = winning rate × deduction rate (4) Here, the winning percentage is a percentage that indicates how much the house side is ahead of the theoretical house winning percentage derived from the rules of the game, and is 1 when the house winning percentage matches the theoretical winning percentage, is greater than 1 when the house winning percentage exceeds the theoretical winning percentage, and is less than 1 when the house winning percentage is below the theoretical winning percentage. Also, the winning percentage is 1 when player P's winning percentage matches the theoretical winning percentage derived from the rules of the game, is less than 1 when player P's winning percentage exceeds the theoretical winning percentage, and is greater than 1 when player P's winning percentage is below the theoretical winning percentage.

[0249] The deduction rate is the percentage of commission the house collects from the bet amount, and is determined by the game rules, including the odds setting. The deduction rate is set so that the winning rate is 1, that is, if the game result matches the theoretical result, the house will receive a profit of, for example, 1 to 3%. For example, in a game where you predict the number on a dice, the player's winning rate is 1 / 6, but by setting the odds to 5.9 instead of 6, a deduction rate of approximately 1.7% is set.

[0250] The deduction rate may be set to a different value for each type of layout or each betting area of ​​the gaming table 4. For example, a deduction rate different from that for the BANKER or PLAYER is set for the TIE and PAIR in baccarat, and a deduction rate different from that for the other red or black numbers is set for the "0" and "00" in roulette.

[0251] From the above equations (1) to (4), the house's income (gross profit) can be decomposed into multiple elements as shown in the following equation (5). Revenue = Number of players × Turnover rate × Bet price × Win rate × Deduction rate - Loss (5)

[0252] First, the rough structure of revenue can be analyzed by decomposing equation (1). For example, if revenue (gross profit) is $10,000, it can be determined whether this represents a 1% profit on $1 million in sales, a 10% profit on $100,000, or a 0.1% profit on $10 million. The sales revenue and expenditure management unit 611 then compares this gross profit margin with a predetermined standard gross profit margin (e.g., 2%) or a standard gross profit margin range (e.g., 1-3%), and generates a warning if the gross profit margin is extremely low (e.g., below 1%) or extremely high (e.g., above 3%).

[0253] As shown in formula (4), the gross profit margin can be broken down into the winning percentage and the deduction percentage, but since the deduction percentage is set by the game organizer, if the gross profit margin is extremely high or low, it is likely that the winning percentage will also be extremely high or low. Therefore, if the gross profit margin is extremely high or low, cheating by player P or dealer D, such as manipulating the winning percentage, is suspected.

[0254] Therefore, the sales income / expenses management unit 611 calculates the gross profit margin for a predetermined period for each player P, each dealer D, and each gaming table 4. If these gross profit margins are also extremely low or extremely high, a warning is generated. The generated warning may be sent to the communication account (e.g., email address) of the game organizer, or may be recorded in the recording unit 62.

[0255] The sales revenue and expenditure management unit 611 generates statistics for the number of games, number of players, and unit bet price for a predetermined period by analyzing the game records obtained from each control device 14. If sales are not ideal, the game organizer can know which of the number of games, number of players, or unit bet price has room for improvement, and if improvement measures are taken to increase the number of games, number of players, or unit bet price, the changes in the number of games, number of players, and unit bet price can be used to verify whether the improvement measures are having an effect.

[0256] The sales income and expenditure management unit 611 calculates and outputs the profit margin to sales (X), which is the ratio between the net profit (Y), which is the amount won or lost by the game host, and the total bet amount (sales) (B), which is the total amount of chips 9 placed by players P. The sales income and expenditure management unit 611 also compares the profit margin to sales (X) with a theoretical profit margin or a past average profit margin, and outputs the comparison result. The sales income and expenditure management unit 611 calculates the profit margin to sales (X) for each gaming table 4, player P, player position, or dealer D for each predetermined period or each game, and outputs it as necessary.

[0257] The sales income and expenditure management unit 611 also grasps the relationship between the number of games played and the time required for the number of games played (betting time + gaming time + chip collection time + chip payout time). The sales income and expenditure management unit 611 also calculates the total bet amount (B), the amount of winnings or losses (Y) of the game host, and / or the profit margin on sales (X) per predetermined number of games played for each player P, or each gaming table 4, and / or each dealer D in charge of each gaming table 4, and outputs these as necessary.

[0258] The sales revenue and expenditure management device 611 also records 1) the bet amount (B) of each game played on the gaming table 4, 2) the win / loss result (W&L) of each game played on the gaming table 4, and 3) the gross profit rate (R%) based on the rules of the game played on the gaming table in the recording device 62. Then, the sales revenue and expenditure management device 611 calculates the following formula (6) using the information 1) to 3) for each game and / or the information 1) to 3) for a predetermined time or period, and outputs the gross profit (Y). Y = Σ(B × W&L × R%) (6)

[0259] Here, 1) the bet amount (B) for each game played at gaming table 4 is the sales for that game. 2) The win / loss result (W&L) for each game played at gaming table 4 is synonymous with the win / loss percentage mentioned above. If the casino wins (collects chips), this result is +1, but if the casino loses (pays out chips), this result is -1. 3) The gross profit percentage (R%) based on the rules of the game played at the gaming table is synonymous with the deduction percentage mentioned above and is determined by the rules of the game, including the odds setting. For example, this gross profit percentage is 100% when betting on BANKER or PLAYER (i.e., if the player wins, they receive a payout equal to the bet amount, and if they lose, they receive their entire bet back). However, if the player bets on PAIR, the gross profit percentage is 800% when the player wins and 100% when the dealer wins (i.e., if the player wins, they receive a payout equal to 8 times the bet amount, and if they lose, they receive their entire bet back).

[0260] Note that when different gross profit margins are set for each type of layout of the gaming table 4 or each betting area (betting object) (for example, when the odds for TIE or PAIR are increased), the sales income / expenses management unit 611 calculates the gross profit (Y) using these different gross profit margins (R1%, R2%, ...). When different gross profit margins are set for each type of layout of the gaming table 4 or each betting area (betting object), the sales income / expenses management unit 611 outputs the distribution of the total game bet amount (TB) and / or the game bet amount (B) for each layout type or betting area (betting object) with these different gross profit margins (R1%, R2%, ...). This makes it possible to grasp, for example, only the amount bet on TIE.

[0261] Furthermore, when different gross profit rates are set for each type of layout or each betting area (betting object) of the gaming table 4, the sales income and expenditure management unit 611 outputs the distribution state of the total game bet amount (TB) and / or the game bet amount (B) for each type of layout or each betting area (betting object) for each different gross profit rate (R1%, R2%, ...). This makes it possible to grasp, for example, the bet amount for betting objects with extremely high gross profit rates.

[0262] Furthermore, when different gross profit rates are set for different layout types or betting areas of the gaming tables 4, the sales income and expenditure management unit 611 compares the gross profit (Y) or total gross profit rate (R%) of each gaming table 4 for each gaming table 4 equipped with layout types or betting areas (betting targets) with different gross profit rates (R1%, R2%, ...). This allows the gross profit rate to be compared for each table.

[0263] <Loss management> The loss management unit 612 does not detect cheating or errors for each game, but rather detects cheating or errors by statistically analyzing the records of multiple games at multiple gaming tables 4. The loss management unit 612 counts and outputs the number of times a mismatch is detected, comparing whether the increase or decrease in the total amount of chips 9 present in the chip tray 17 matches the amount of winnings or losses (Y) of the game host. This mismatch can be detected when the "verification result" in the game record (see Figure 38) is NG. The loss management unit 61 records the count values ​​for each gaming table 4, dealer, and player in the recording device 62. This makes it possible to further investigate any gaming table 4, dealer D, or player P with a high count value and discover any cheating.

[0264] The loss management unit 612 also compares the increase or decrease in the total amount of chips 9 in the chip tray 17 with the amount of winnings or losses (Y) of the game host, and counts and outputs the discrepancy amount (L) if there is a discrepancy. The discrepancy amount (L) can be calculated by the loss management unit 612 by comparing the difference between the "dealer chip amount at the start" and the "dealer chip amount after settlement" in the game record with the "net profit." The loss management unit 61 records the count values ​​for each gaming table 4, each dealer D in charge of each gaming table 4, and each player P in the recording device 62. The loss management unit 612 periodically references the recording device 62 to determine and output the cumulative amount of the discrepancy amount (L). This makes it possible to further investigate any gaming table 4, dealer D, or player P with a high count value and discover any fraud.

[0265] In addition, the loss management unit 612 compares the increase or decrease in the total amount of chips 9 present in the chip tray 17 with the amount of winnings or losses (Y) of the game organizer, counts the discrepancy (loss amount) (L), corrects equation (6) to the following equation (7), and outputs the gross profit (Y'). Y'=Σ(B×W&L×R%±L) ···(7) This makes it possible to calculate gross profit taking into account the loss amount (L).

[0266] Furthermore, when a predetermined number of games have been played, the loss management unit 612 compares the actual winning percentage and total gross profit (Y) for each player P, each dealer D in charge of each gaming table 4, and each gaming table 4 with the figures based on probability statistical calculations or past accumulated data to determine whether there is a significant difference between the two, and identifies players P, dealers D, and gaming tables 4 for which a significant difference has occurred. This makes it possible to discover players P and dealers D who have extremely large wins or losses compared to the figures based on probability statistical calculations or past accumulated data, and also to discover fraud that has not been detected at gaming tables 4.

[0267] When a significant difference is detected, the loss management unit 612 records the bet chip amounts at each gaming table 4 in the betting areas (betting positions) with different gross profit rates (R%) in the recording device 62, and identifies whether the cause of the significant difference in the series of games in which the significant difference occurred is related to the betting areas (betting positions) with different gross profit rates (R%) (for example, "TIE" in baccarat). This makes it possible to identify, for example, a player P who wins a standard number of times but always bets on betting targets with high multipliers when he wins, which can lead to the discovery of fraud.

[0268] Furthermore, the loss management unit 612 can grasp the purchase information of chips 9 of each player P for each type of chip 9. This purchase information can be obtained, for example, from a device provided in a cashier for purchasing chips 9, and when chips 9 are purchased at the gaming table 4, it may be obtained by image recognition using the camera 2 and the measuring device 21. This purchase information includes the number of chips 9 purchased for each value and the date and time of purchase.

[0269] The loss management unit 612 grasps the purchase information of chips 9 of player P at a predetermined time or period, associates the bet amount or winning or losing amount of each player P with the purchase information, records it in the recording device 62, and outputs it as necessary. This makes it possible to detect suspicion of money laundering due to collusion between player P and dealer D.

[0270] <Operations Management> The operation management unit 613 calculates the number of games and the number of players for each dealer D in a predetermined period. Generally, as the number of players increases, it takes time to collect and pay out chips 9, and the turnover rate (i.e., the number of games played per unit time) does not increase. If the turnover rate is high despite the large number of players, this means that dealer D's game progress operations are smooth. Conversely, if the turnover rate is low despite the small number of players, this means that there is a problem with dealer D's game progress operations being slow.

[0271] Therefore, the operations management unit 613 extracts dealers D whose turnover rate for a predetermined period multiplied by the number of players, i.e., the number of transactions, does not meet a predetermined threshold. The game organizer can increase sales by making efforts to improve the operations of the extracted dealers D so as to speed up the progress of games.

[0272] The operations management unit 613 further creates statistics on betting time, gaming time, chip collection time, and chip payout time for each dealer D. While a high turnover rate is desirable for each dealer D, it is effective to analyze which of the betting time, chip collection time, chip payout time, and gaming time is long as a factor in preventing a high turnover rate. The length of betting time depends largely on the betting behavior of player P, and there are few factors that dealer D can control. On the other hand, the length of chip settlement time depends largely on the behavior of the dealer, and can be shortened with dealer D's efforts. The length of gaming time can be influenced by the behavior of both player P and dealer D (for example, player P's squeeze in baccarat affects gaming time).

[0273] Therefore, the operation management unit 613 calculates the chip collection time / number of players and the chip payout time / number of players for each game record. Then, the operation management unit 613 calculates the average betting time, the average chip collection time / number of players, the average chip payout time / number of players, and the average gaming time for each dealer D for multiple game records, and extracts dealers D whose averages are greater than a predetermined threshold and dealers D whose averages are less than the predetermined threshold. The game organizer can use this statistical data to provide necessary guidance to dealers D.

[0274] In addition, the operation management unit 613 identifies the dealer in charge of each gaming table 4 based on the game records sent from the control device 14, and detects at least one element time of 1) betting time, 2) chip collection time, 3) chip payment time, and 4) gaming time for each dealer, and stores it in the recording device 62.

[0275] The operation management unit 613 also grasps the betting positions (betting targets) and / or the number of stacks of chips 9 placed by game participants at the gaming table 4, or the number of chips 9 per stack, and outputs the information in association with the number of games and the time taken for that number of games. The operation management unit 613 also grasps the number of players at the gaming table 4, and outputs the information in association with the number of games and the time taken for that number of games. Here, the time taken for a game may be the sum of the betting time, gaming time, chip collection time, and chip payout time for that number of games, or may be the sum of only the chip collection time and chip payout time for each game (chip settlement time), or may be either the chip collection time or the chip payout time.

[0276] <Layout Management> The layout management unit 614 calculates the gross profit rate for a predetermined period for each type of layout. By studying this gross profit rate, it is possible to know which layout will have a higher gross profit rate. The layout management unit 614 calculates the bet amount for each bet object. By analyzing the bet amount for each bet object for each layout, it is possible to determine which layout is more desirable.

[0277] The layout management unit 614 analyzes whether differences in layout affect sales. Specifically, the layout management unit 614 calculates the bet price / minimum bet amount for each game record and tally up the results for each layout. More specifically, the layout management unit 614 evaluates the layout by analyzing which bet objects (PLAYER, BANKER, TIE, PLAYER PAIR, BANKER PAIR) have the largest number of bets or bet amounts for each layout. For example, a layout with large bet amounts on TIE, PLAYER PAIR, and BANKER PAIR can be evaluated as contributing to increased sales.

[0278] As mentioned above, the greater the number of players and the unit bet amount, the greater the house's revenue. The number of players and the unit bet amount cannot be increased directly by instructing dealers, so it is effective to encourage players. Incentives for players include awarding points and setting minimum bet amounts. These will be explained in order below.

[0279] <Point Management> The point management unit 615 awards points to the member player P and awards benefits corresponding to the points. The player P can exchange the points for various benefits depending on the amount of points. The point management unit 615 can increase the number of players and the unit price of bets by devising the benefit settings.

[0280] The recording unit 62 stores the points owned by each member. When the point management unit 615 awards points to a member, it notifies the control device 14 of the awarded points and updates the points owned by the member stored in the recording unit 62. The control device 14 adds the points awarded by the management device 60 to the points owned by the player P, thereby updating the points owned. The reader / writer 5 records the updated points owned on the membership card 1 of the player P.

[0281] The point management unit 615 awards points in a number corresponding to the bet amount of player P. Alternatively, the point management unit 615 may keep track of the number of games played by each player P during a predetermined time or period, and award points or status to player P under predetermined conditions. If the value obtained by subtracting the loss amount from the total profit of the game organizer is positive, the game organizer will make a profit, and if the value is negative, the game organizer will incur a loss. This value obtained by subtracting the loss amount from the total profit of the game organizer is called the net profit of the game organizer, and it is desirable that the game organizer's overall costs related to the benefits awarded to members be determined according to this net profit.

[0282] The point management unit 615 adjusts the ratio of awarded points to the player P's bet amount and the relationship between the reward and the points consumed, depending on the net profit. In addition, the point management unit 62 adjusts the ratio of awarded points to the player's bet amount and the relationship between the reward and the points consumed, as a temporary campaign promotion, depending on the number of players and the bet amount in the game record, so as to increase these. These ratios of awarded points to the player's bet amount and the relationship between the reward and the points consumed are stored in the recording unit 62.

[0283] Furthermore, the point management unit 615 records at least one piece of information for each specific game participant, 1) the number of visits to the gaming facility, 2) the number of bets, 3) the amount of winnings, and 4) the amount of losses, in the recording device 62 on a weekly or monthly basis, or for a predetermined period, and when the relevant player P enters the casino gaming facility, reads and outputs at least one piece of information 1) to 4) from the recording device 62. The fact that a specific player P has visited the gaming facility may be determined by ID verification using the member's card 1 when entering the gaming facility, by ID verification using the member's card 1 when purchasing chips, or by reading the member's card 1 with the reader / writer 5 at the gaming table 4.

[0284] Members can receive benefits and status by spending their owned points, but for certain benefits and status, specific conditions are set in addition to the consumption of owned points, and the benefits and status are only granted to players P who meet the conditions.

[0285] Furthermore, the point management unit 615 may not only award points or status based on sales, but may also award special points or status when specific awarding conditions are met. The specific awarding conditions may be that the bet amount, number of bets, winning amount, or losing amount meets a predetermined condition within a predetermined time or period. Here, the predetermined time or period may be in units of one day, multiple consecutive days, one month, or cumulative (unlimited). Furthermore, the point management unit 615 may award additional points or status to members to whom points have been awarded intensively within a predetermined time or period.

[0286] For example, to encourage members whose net profits for a predetermined period are equal to or greater than a predetermined amount to stay at the casino and play games from the next day onward, it is effective to provide immediately available benefits as payment for hotel services (e.g., postponing the check-out date of the current hotel or upgrading the room) to encourage longer stays. Therefore, the point management unit 615 sets a condition for providing such benefits as postponing the check-out date of the current hotel or upgrading the room, that the player's net profits for the predetermined period are equal to or greater than a predetermined amount.

[0287] On the other hand, if a player's net profit for a predetermined period is less than a predetermined amount, it is effective to award a bonus such as time-limited chips that can be used after the predetermined period has passed, chips that can be bet but cannot be exchanged for cash, or coupons that can be used at casino gaming facilities. Therefore, the point management unit 615 imposes a condition on the awarding of bonuses such as time-limited chips that can be used after the predetermined period has passed or coupons that can be used at casino gaming facilities, that is, that the player's profit for the predetermined period is less than a predetermined amount. Of course, some bonuses may not have a condition on the awarding and can be obtained simply by spending points.

[0288] When a member exchanges his / her points for a special benefit, he / she uses the membership card 1. The point management unit 615 receives a request to exchange points for a special benefit, and refers to the recording unit 62 to determine whether the points held by the corresponding member ID are sufficient to cover the number of points to be consumed for the special benefit requested, and whether the conditions for granting the special benefit, if any, are met.

[0289] If the number of held points is sufficient and the conditions for granting the benefit are met, the point management unit 615 updates the held points by subtracting the number of points corresponding to the benefit from the held points. The point management unit 615 rewrites the held points in the recording unit 62 with the held points updated by granting the benefit.

[0290] The rewards can be used at casinos, associated hotels, and designated facilities. When the rewards are used at casinos, the rewards may be a right to enter a VIP room or non-exchangeable gaming tokens. In this case, the point management unit 615 may grant a right to enter a VIP room in exchange for a predetermined number of points, or may grant non-exchangeable gaming tokens in an amount corresponding to the number of points when the number of points held is equal to or exceeds a predetermined value. When the rewards are used at a hotel, the rewards may be various hotel services.

[0291] The point management unit 615 may grant a privilege to a member according to the points he or she owns without consuming the points. That is, the member's status may be set (ranked) according to the points he or she owns, and a privilege may be granted according to the status. Alternatively, a status may be granted instead of points. In this case, the point management unit 615 checks the points owned by the member who wishes to receive the privilege, and grants the privilege if the points are equal to or greater than a predetermined value. For example, a member whose number of points exceeds a predetermined threshold may be granted the right to use a VIP room.

[0292] Furthermore, the point management unit 615 may output the cumulative bet amount for each game participant or the bet amount for a predetermined period as the credit information of the game participant.

[0293] <Minimum bet management> The minimum bet management unit 616 determines the minimum bet amount (or a recommended value) for each gaming table 4 based on the game record obtained from the control device 14. By appropriately setting the minimum bet amounts for multiple gaming tables 4 in a casino gaming facility, it is possible to optimize the number of games, the number of players, and the unit bet amount, thereby improving sales. In other words, if a certain gaming table 4 contains a mixture of players (high-bet players) who are playing with bet amounts significantly higher than the minimum bet amount and players (low-bet players) who are playing with bet amounts at or slightly higher than the minimum bet amount, sales for the entire casino gaming facility may be kept low.

[0294] Figure 42 is a diagram illustrating such a situation. As shown in the upper part of Figure 42, assume that the minimum bet amount at a certain gaming table is set at $1,000, and a single high-value player betting about $10,000 is playing there. In this case, the average time required for one game (including betting time, chip settlement time (chip collection time + chip payout time), and gaming time) is 60 seconds, and the average sales per hour is $600,000.

[0295] If three low-stakes players, each betting around $1,000, join Table 4, the total bet amount at Table 4 will rise to around $13,000, but the average time required for one game will also increase as the number of players increases. Assuming that each additional player adds 10 seconds to the playing time, when the number of players increases to four, the average time required for one game will be 90 seconds. As a result, hourly revenue will decrease from around $600,000 to around $520,000. In this way, when high-stakes players and low-stakes players are mixed at the same table, the house's revenue will decrease even if the number of players increases.

[0296] Figures 43A and 43B are diagrams illustrating another example. As shown in Figure 43A, the minimum bet amount at one of two gaming tables is set to $10,000, and the minimum bet amount at the other is set to $1,000. The average time required for one game at the gaming table for high-value players is 70 seconds, and the sales per hour are approximately $1.03 million. On the other hand, the average time required for one game at the gaming table for low-value players is 90 seconds, and the sales per hour are approximately $160,000. Therefore, the total sales per hour at the two gaming tables is approximately $1.19 million.

[0297] In the example of Figure 43B, the two high-stakes players in Figure 43A are split between different gaming tables. That is, there are two gaming tables with a minimum bet of $1,000, and at each gaming table, one high-stakes player betting about $10,000 and two low-stakes players betting about $1,000 each are playing. In this case, the average time required for one game at each gaming table 4 is 80 seconds, and sales per hour are about $540,000, so the total sales per hour for the two gaming tables 4 is about $1,080,000.

[0298] In this way, if high-value players are spread across multiple gaming tables 4 and high-value and low-value players are mixed at each gaming table 4, house sales will decrease (from $1.19 million to $1.08 million in the case of Figures 43A and 43B).

[0299] As in the example above, if the minimum bet amount is not set appropriately and high-stakes players and low-stakes players are mixed at gaming table 4, not only will house sales decrease, but high-stakes players will also have the problem of taking longer to play one game, making it difficult for them to play comfortably.

[0300] Therefore, the minimum bet management unit 616 sets an appropriate minimum bet amount for each gaming table 4 in the casino gaming facility based on the game records sent from each control device 14.

[0301] The minimum bet management unit 616 sets the minimum bet amount for each gaming table 4 so as to increase sales and the gross profit margin on sales. The minimum bet management unit 616 may also set the minimum bet amount for each gaming table 4 so as to increase the average number of games per unit time or the average total bet amount per game.

[0302] The minimum bet management unit 616 has a plurality of stages of minimum bet candidate values ​​set therein. In this embodiment, the minimum bet management unit 616 has five stages of minimum bet candidate values ​​prepared therein: $100, $500, $1,000, $5,000, and $10,000. The minimum bet management unit 616 sets the minimum bet by selecting one of these minimum bet candidate values. Note that the minimum bet management unit 616 may set a more appropriate minimum bet amount in addition to the prepared candidates, thereby enabling more detailed classification when the preset minimum bet candidate values ​​are inappropriate.

[0303] The management device 60 outputs (transmits) the set minimum bet amount to the control device 14 of the corresponding gaming table 4. The control device 14 displays the minimum bet amount received from the management device 60 on the display 15. When the control device 14 receives the set minimum bet amount from the management device 60, the control device 14 may display the recommended amount as is on the display 15, or may show it only to the dealer and then display it on the display 15 according to the dealer's judgment and operation.

[0304] (Minimum bet amount based on actual bet amount) The minimum bet management unit 616 selects one of the minimum bet amount candidates divided into multiple stages based on the information on the number of players in the game record and the information on the minimum bet amount among the bet amounts for each player position or the information on the average bet amount.

[0305] The minimum bet management unit 616 grasps the total bet amount of each player for each game and / or for each predetermined time or period for each gaming table 4, and sets the minimum bet amount for each gaming table 4. In this embodiment, the minimum bet management unit 616 raises the minimum bet amount when a predetermined ratio or more of players bet an amount equal to or greater than the current minimum bet amount for the gaming table 4.

[0306] Specifically, the minimum bet management unit 616 ranks as high-value players, for each player position at each gaming table 4, players whose minimum bet amount for a predetermined number of past games (five games in this embodiment) is equal to or greater than a predetermined ratio (150% in this embodiment) of the minimum bet amount. If there are a predetermined ratio (50% in this embodiment) or more of high-value players at a gaming table 4, the minimum bet management unit 616 sets a minimum bet amount for that gaming table 4 that is higher than the minimum bet amount that has already been set.

[0307] 44A and 44B are diagrams showing an example of setting the minimum bet amount according to the actual bet amount. In the example of Figures 44A and 44B, four players are participating in the game, and the minimum bet amount is set to $1,000.

[0308] In the example of FIG. 44A, the minimum bet amount of Player 1 in the past five games is $1,000, the minimum bet amount of Player 2 in the past five games is $2,000, the minimum bet amount of Player 3 in the past five games is $1,500, and the minimum bet amount of Player 4 in the past five games is $1,000. In this case, Players 2 and 3 have bet their minimum amounts in the past five games equal to or greater than $1,500, which is 150% of the current minimum bet amount of $1,000, and are therefore classified as high-value players. Since the ratio of high-value players (two players) among the four players participating in the game is 50%, which meets the standard of 50%, the minimum bet management unit 616 determines a minimum bet amount higher than the previously set minimum bet amount of $1,000 as the recommended value.

[0309] On the other hand, in the example of FIG. 44B, the minimum bet amount of Player 1 in the past five games is $1,000, the minimum bet amount of Player 2 in the past five games is $1,500, the minimum bet amount of Player 3 in the past five games is $1,000, and the minimum bet amount of Player 4 in the past five games is $1,100. In this case, Player 2's minimum bet amount in the past five games is $1,500 or more, which is 150% of the current minimum bet amount of $1,000, and Player 2 is classified as a high-value player. Furthermore, since the proportion of high-value players (one player) among the four players participating in the game is 25%, which is less than the standard of 50%, the minimum bet management unit 616 does not change the already set minimum bet amount of $1,000 and determines the current minimum bet amount of $1,000 as the recommended value.

[0310] When raising the minimum bet amount, the minimum bet management unit 616 raises the minimum bet amount by one level and performs the same calculation as above. In the case of Figure 44A, if the current minimum bet amount is raised by one level to $5,000, the condition for determining a higher minimum bet amount as the recommended value is not met, so $5,000 is determined as the recommended minimum bet amount. If the above condition is still met when the minimum bet amount is raised by one level and the same calculation is performed, the minimum bet amount is raised by another level, and this is repeated until the above condition is no longer met.

[0311] In the above example, the minimum bet management unit 616 evaluated the minimum amount of bets made in the past five games for each player position (player), but instead, for each gaming table 4, for each player position, a player whose average bet amount (average bet amount) for a predetermined number of past games (e.g., five games) is equal to or greater than a predetermined percentage (e.g., 300%) of the minimum bet amount may be ranked as a high-bet player.

[0312] In the above example, if the high-value player is at or above a predetermined ratio, the minimum bet amount is changed to a value one level higher from among predetermined options. However, instead of this, it may be increased to a predetermined ratio (for example, 150%) of the minimum bet amount. In other words, in the example of Figure 44A above, the minimum bet amount may be set to $1,500, which is 150% of the minimum bet amount of $1,000. Also, in the example of Figure 44A, if the current minimum bet amount is $500, the minimum bet amount may be increased to $1,000, which is the player's minimum bet amount.

[0313] (Minimum bet recommended depending on table congestion) Next, the determination of the recommended minimum bet amount according to the table congestion level will be described. The minimum bet management unit 616 calculates the table congestion level of each gaming table 4 based on the information on the number of players in the game record. The table congestion level is the ratio of the number of players participating in the game to the capacity of each gaming table 4. The minimum bet management unit 616 sets the minimum bet amount for each gaming table 4 according to the table congestion level determined by the minimum bet management unit 616.

[0314] 45A and 45B are diagrams showing an example of determining a recommended minimum bet amount according to the degree of table congestion. As shown in Fig. 45A, there are four gaming tables 4a to 4d, of which two gaming tables 4a and 4b have a minimum bet amount set to $10,000, and the other two gaming tables 4c and 4d have a minimum bet amount set to $1,000.

[0315] As shown in FIG. 45A, two gaming tables 4a and 4b, which have a minimum bet amount set to $10,000, have a large number of players participating in the game (high table congestion), while two gaming tables 4c and 4d, which have a minimum bet amount set to $1,000, have a small number of players participating in the game (low table congestion).

[0316] In this situation, the minimum bet management unit 616 raises the minimum bet amount at gaming table 4d, which has the fewest players participating in games (the least crowded table) among gaming tables 4c and 4d, both of which have a minimum bet amount of $1,000, to $10,000. By doing so, as shown in FIG. 45B, it is expected that players participating in games at gaming table 4d will move to gaming table 4c, which has a minimum bet amount of $1,000, and some players participating in games at gaming tables 4a and 4b, which have a minimum bet amount of $10,000, will move to gaming table 4d, where the minimum bet amount has been raised to $10,000.

[0317] As explained in Figures 43A and 43B, it is clear that house sales will increase in Figure 45B compared to Figure 45A. In this way, the minimum bet management unit 616 sets the minimum bet amount for each gaming table 4 in each area according to the degree of table congestion determined by the minimum bet management unit 616 so that high-value players can play at gaming tables 4 with fewer players.

[0318] In this way, the minimum bet management unit 616 determines the recommended minimum bet amount for each gaming table 4 so as to reduce the average number of game participants at gaming tables 4 with higher minimum bet amounts. For this purpose, the minimum bet management unit 616 may lower the recommended minimum bet amount when the number of game participants at gaming tables 4 with a predetermined number or less is equal to or greater than a predetermined ratio.

[0319] As described above, in this example, the minimum bet management unit 616 manages multiple gaming tables 4, grasps the total bet amount per player for each game and / or for each specified time or period for each of the multiple gaming tables 4, and sets a different minimum bet amount for each of the multiple gaming tables 4.

[0320] (Opening / closing of gaming tables based on area congestion) The minimum bet management unit 616 calculates the area congestion degree of each area when the casino gaming facility is divided into multiple areas, based on information about the number of players determined by the control device 14 as a number-of-players determination device. The area congestion degree is the ratio of the total number of players to the total number of player positions in that area. Note that the minimum bet management unit 616 may determine the area congestion degree for each area as the ratio of gaming tables 4 whose table congestion degree exceeds a predetermined value (e.g., 80%).

[0321] The minimum bet management unit 616 keeps track of all gaming tables 4 in the casino gaming facility and the number of open gaming tables 4 among them, and determines the recommended number of gaming tables 4 to be opened for each area according to the area congestion level determined by the minimum bet management unit 616. Specifically, when the area congestion level reaches a predetermined value (80% in this embodiment) or more, the minimum bet management unit 616 determines to open a new gaming table 4 in that area.

[0322] When a new gaming table 4 is opened, the minimum bet management unit 616 sets a minimum bet amount for the gaming table 4. The minimum bet management unit 616 may simply set the same minimum bet amount for the newly opened gaming table 4 as the minimum bet amounts for the gaming tables 4 surrounding the newly opened gaming table 4. This allows customers to be guided to that area and play efficiently.

[0323] On the other hand, when opening a new gaming table 4, the minimum bet management unit 616 may set a minimum bet amount so as to maximize house sales. Figures 46A to 46C are diagrams illustrating an example of opening a new gaming table 4 in a certain area. Here, too, the average time required for one game when one player is playing is 60 seconds, and the average time required for one game increases by 10 seconds for each additional player. In addition, the average bet amount for high-value players (players hatched in the diagram) is set to $5,000, and the average bet amount for low-value players (players filled in white in the diagram) is set to $1,000.

[0324] In the case of Figure 46A, gaming tables 4a and 4c are open, and seven players are participating in the game at each of the eight-person capacity tables, of which four are high-value players and three are low-value players. Figure 46B shows the situation in Figure 46A, in which a new gaming table 4b is opened with a minimum bet of $5,000. By setting the minimum bet amount for the newly opened gaming table 4b to $5,000, it is possible that all high-value players playing at gaming tables 4a and 4c will move to gaming table 4b, as shown in Figure 46B.

[0325] In the case of Figure 46B, the average sales of $1.38 million per hour in the situation of Figure 46A drops to $1.377 million per hour. Thus, when a new gaming table 4 is opened, depending on the minimum bet amount, sales may not increase significantly or may even decrease. Furthermore, when the costs incurred by opening a new gaming table 4 are taken into account, the casino operator's profits will decrease.

[0326] In the case of Figure 46A, it would be effective to set a low minimum bet for the newly opened gaming table 4b, as shown in Figure 46C, while simultaneously raising the minimum bets for the already open gaming tables 4a and 4c. By doing so, the average sales, which were $1.38 million per hour in the situation of Figure 46A, would increase to $1.76 million per hour.

[0327] In this way, the minimum bet management unit 616 determines the minimum bet amount for a newly opened gaming table 4 based on the actual bet amount and the minimum bet amounts for the gaming tables 4 surrounding the newly opened gaming table 4. Furthermore, as in the example of FIG. 46C, the minimum bet management unit 616 changes the minimum bet amounts for the surrounding gaming tables 4 at the timing when a new gaming table 4 is opened, thereby encouraging players to move from the surrounding gaming tables 4 to the newly opened gaming table 4.

[0328] The minimum bet management unit 616 manages the dealers on duty and determines whether to open a new gaming table 4 depending on the number of dealers. Specifically, even when the area becomes highly crowded, if there are no waiting (available) dealers (i.e., when all dealers are at gaming tables 4) or when there are no new gaming tables 4 that can be opened (i.e., when all gaming tables 4 have been opened), the minimum bet management unit 616 does not decide to open a new gaming table 4, but instead changes the minimum bet amount of the gaming table 4 that is already open.

[0329] The minimum bet management unit 616 may record the transition of the area congestion degree for each area in the recording unit 62, and determine the recommended number of gaming tables 4 to be opened for each area based on the recorded transition information. In other words, when the area congestion degree is on the rise, the minimum bet management unit 616 determines to open a new gaming table 4 in that area before the area congestion degree reaches a predetermined value.

[0330] As described above, in this example, the minimum bet management unit 616 manages multiple gaming tables 4, and for each of the multiple gaming tables 4, keeps track of the total bet amount per player for each game and / or for each specified time or period, and sets the minimum bet amount for newly opened gaming tables.

[0331] (Setting minimum bet amount based on player identity) The minimum bet management unit 616 associates the bet amount and payout / recovery information included in the game record with the member ID and records them in the recording unit 62. In this way, the minimum bet management unit 616 records the past play details of each player in the recording unit 62.

[0332] The minimum bet management unit 616 further calculates, based on the game records, the average bet amount, the average continuous playing time at the same table, the rate of players leaving when the minimum bet amount increases, the recent win rate and winning amount, etc. for each player from their past playing details, and stores these as tendency information for each player in the recording unit 62 in association with the member ID.

[0333] The minimum bet management unit 616 may determine the recommended number of new gaming tables to be opened for each area based on the tendency information of multiple players in that area recorded in the recording unit 62. Furthermore, the minimum bet management unit 616 may set the minimum bet amount for currently open gaming tables 4 for each area, or may set the minimum bet amount for a newly opened gaming table 4, based on the tendency information of multiple players in that area recorded in the recording unit 62.

[0334] That is, in the above, it was assumed that when a new gaming table 4b with a relatively high minimum bet amount is opened from the state shown in Figure 46A as shown in Figure 46B, all high-betting players would move to that gaming table 4b. However, in reality, players may not move as shown in Figure 46B. Also, in Figure 46C, it was assumed that all low-betting players would leave the gaming tables 4a and 4c when the minimum bet amount is increased. However, it is possible that low-betting players may increase their bet amount in response to the increased minimum bet amount and remain at the same gaming tables 4a and 4c. Therefore, the minimum bet management unit 616 performs a simulation using probabilities based on the tendencies of each player stored in the recording unit 62, and sets the minimum bet amount so as to maximize sales.

[0335] <Dealer chip management> The dealer collects chips 9 from losing players and stores them in the chip tray 17, and also pays out chips 9 to winning players from the chip tray 17. Therefore, the number of chips 9 in the chip tray 17 increases or decreases.

[0336] When a large number of chips 9 are collected and cannot be stored on the gaming table 4, the dealer will call the nearest pit staff (pit manager) to come and collect the chips 9. Conversely, when a large number of chips 9 are paid out and there are not enough chips to pay out when settling the game, the dealer will call the nearest pit staff to replenish the chips 9.

[0337] When the settled dealer chip amount in the game record sent from the control device 14 exceeds a predetermined upper threshold or falls below a predetermined lower threshold, the dealer chip management unit 617 notifies the nearest pit to the gaming table 4. This notification includes at least the table number of the gaming table 4 and information on whether the chips are being collected or replenished.

[0338] This allows the pit manager to perform recovery or replenishment work on the relevant gaming table 4 in accordance with the notification from the management device 60. Also, the dealer does not need to pay attention to the timing of calling the pit manager, and can concentrate on dealing the game.

[0339] As described above, according to the table game management system of this embodiment, various sensors are installed on each gaming table 4 to automatically detect cheating and errors, and by reducing these cheating and errors, the house's gross profit is increased. In addition, the sensor data acquired to detect cheating and errors is statistically processed to perform various analyses to increase the house's gross profit, and the results are presented to the game host. This allows the game host to increase gross profit not only by reducing negative factors such as losses due to cheating and errors, but also by strengthening more positive factors.

[0340] In the above embodiment, the management system 100 has a configuration including a plurality of control devices 14 installed at each gaming table 4 and a management device 60 connected to the plurality of control devices 14, but some or all of the functions of the control devices 14 may be provided in the management device 60, and some or all of the functions of the management device 60 may be provided in the control device 14 of each gaming table 4. In other words, the configurations and functions of the control devices 14 and management device 60 may be realized by devices provided at each gaming table 4, or may be realized by devices provided in a location separate from the gaming tables 4 (for example, a backyard).

[0341] As described above, according to the third embodiment, at the gaming table 4, the bet details are grasped by the camera 2 and the control device 14 as an image recognition device, the game results are grasped by the card dealing device 3, and the dealer amount is grasped by the antenna and RF reader, and this information is centrally managed by the management devices 50 and 60, so that the casino operator's sales, profits, profit margins, etc. can be automatically grasped.

[0342] In the above embodiment, the winning / losing determination device is realized by the card dealing device 3, that is, the card dealing device 3 is configured to also determine the winning / losing, but the winning / losing determination may be performed by the control device 14. In this case, the card dealing device 3 transmits information read from the cards to be dealt (card read information) to the control device 14, and the control device 14, as the winning / losing determination device, determines the outcome of the game in accordance with the game rules based on the card read information from the card dealing device 3.

[0343] Furthermore, in the above embodiment, the calculation unit 511 calculates sales, profits, and profit ratios, and the table creation unit 512 aggregates the calculated sales, profits, and profit ratios to create tables and graphs. However, instead of this, the calculation unit 511 may aggregate some or all of the data, and the table creation unit 512 may create tables and graphs using the aggregation results of the calculation unit 511. [Explanation of symbols]

[0344] 1 Playing Cards 1s Multiple shuffled playing cards 2. Surveillance cameras 3 Card distribution device 4 Gaming Tables 5 Dealer 6 Customers (Game Participants / Players) 7 chairs 8. Betting Area 9 chips 10 areas 10P player area 10B Bunker Area 11 Game Recording Device 12 Image analysis equipment 13 Result display lamp 14 Control device 14C Card distribution detection device 15 Output (abnormality judgment results, etc.) 16. Malfunction indicator lamp 30 Distribution Restriction Device 33 slots 34 Locking member 35 Drive unit 36 Locking member 37 Drive unit 40 Distribution Restriction Device 50 Management device 51 Arithmetic unit 511 Calculation Unit 512 Table Creation Department 513 Alarm section 52 Recording Device 102 Card storage section 103 Index 105 Card guide part 106 Opening 107 Card Guide 109 Control Unit 112 Side monitor

Claims

1. A management system for managing games in a casino having a plurality of gaming tables, a control device that determines a bet amount for each player position or each player at the gaming table; a management device that determines an unusual situation using a machine learning model based on the transition of (1) the bet amount and game results, and / or (2) the profit amount, over a predetermined period or a predetermined number of games; at each of the plurality of gaming tables, (a) The control device includes a camera that takes a picture of chips on the gaming table and generates an image, and an image analysis device with a deep learning structure that performs image analysis on the image to identify the positions, types, and number of chips on the gaming table, and determines the bet amount for each player position or each player based on the positions, types, and number of chips identified by the image analysis device, or (b) A management system in which the chip has an RFID tag built in, and the control device determines the bet amount for each player position or player by reading the RFID tag of the chip on the gaming table.

2. The deep learning image analysis device uses an inference model to input (1) the trends in the bet amount and game result, and / or (2) the profit amount, and outputs the probability that the bet amount is unique; The management system according to claim 1 , wherein the management device determines that the situation is unusual when the probability of the situation being unusual is equal to or greater than a predetermined threshold.

3. Each gaming table further comprises a player identification device for identifying a player playing at the gaming table; The management system according to claim 1 , wherein the management device records a bet amount for each player identified by the player identification device.

Citation Information

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