Game arcade system
The system analyzes gaming machine data to identify and revitalize underperforming machines by categorizing and adjusting operational parameters, enhancing their performance and reducing underutilization.
Patent Information
- Application Number
- JP2024113376
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-07-16
- Publication Date
- 2026-01-28
AI Technical Summary
Existing gaming machines categorized as 'problem children' due to underutilization and poor profit/loss performance are not effectively revitalized by current management systems.
A system comprising a management device that analyzes gaming machine data to identify underperforming machines, derives adjustment information, and categorizes them for targeted improvements, using a first and second division based on comparison with reference values to enhance their utilization.
The system effectively identifies and revitalizes underutilized gaming machines by adjusting operational parameters, improving their performance and reducing their categorization as 'problem children'.
Smart Images

Figure 2026013151000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a system for an amusement park. [Background technology]
[0002] In gaming parlors, the gaming machines they install are constantly analyzed to improve their operation. For example, Patent Document 1 describes how, as shown in [Figure 14] and [Figure 18], standard values are set for operation information such as outs and profit and loss information such as SP ball gross profit, and the machines are managed by being sorted into one of the categories based on the comparison results. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2020-146369 Summary of the Invention [Problem to be solved by the invention]
[0004] Among these categories, for example, the "Problem Child" category shown in Figure 14 is a category for machines that are not being used, such as machines whose operation information and profit and loss information do not reach the standard values and are subject to removal. Therefore, gaming machines that belong to this category should be reassigned to other categories, and many gaming parlors adjust the gaming information that caused the machines to be assigned to the underutilized category so that they are assigned to other categories, in other words, they want to revive underutilized gaming machines.
[0005] The present invention has been made in consideration of the above-mentioned circumstances, and its purpose is to provide an amusement facility system that is capable of deriving indicators that can be suitably used to revitalize underutilized gaming machines. [Means for solving the problem]
[0006] The invention described in claim 1 comprises: a gaming information specifying means (e.g., a management device 6, etc.) capable of specifying gaming information (e.g., an out, etc.) for each model or gaming machine by at least one of a gaming signal (e.g., a data item indicating an out, etc.) output from a gaming machine side and an operation input; a comparison information specifying means (e.g., a management device 6, etc.) for specifying predetermined comparative information (e.g., gross profit on balls, etc.) from profit and loss information (e.g., payout rate, gross profit, gross profit on balls, or operating percentage, etc.) showing the profit and loss situation of the gaming machine by the gaming information specified by the gaming information specifying means; and a first division (e.g., a division of "problem child" shown in FIG. 8) and a second division based on a comparison result between the comparative information and a preset reference value (e.g., an average value, or "0.24" shown in FIG. 8 if the comparative information is gross profit on balls, etc.). the first category (for example, the "loser" category shown in FIG. 8), a target gaming machine specifying means (for example, the management device 6) that can specify the gaming machine of the comparison information that is to be assigned to the first category as a target gaming machine (for example, model M to model T shown in FIG. 9), an adjustment information derivation means (for example, the management device 6) that derives adjustment information (for example, "S", "rough balls", etc. shown in FIG. 6) required for the target gaming machine to be assigned to the second category based on the comparison result of the comparison information, and an adjustment information presentation means (for example, the management device 6) that presents the adjustment information on a model or gaming machine basis.
[0007] According to this configuration, gaming machines are allocated into multiple categories including at least the first category and the second category, the gaming machine of the comparison information that is allocated into the first category is identified as the target gaming machine, and the adjustment information required for the target gaming machine to be allocated into the second category is derived based on the comparison result of the comparison information and presented on a model or gaming machine basis, thereby making it possible to derive indicators that can be suitably used to revitalize gaming machines that are not being utilized. [Brief explanation of the drawings]
[0008] [Figure 1] FIG. 1 is a diagram illustrating the overall configuration of an amusement park system according to one embodiment. [Figure 2] Front view of the gaming machine [Figure 3] Front view of the gaming device [Figure 4] Figure showing the raw data list (model A) [Figure 5] Figure showing game information collection (machine A) [Figure 6] Diagram showing theoretical information (Model A) [Figure 7] Diagram showing theoretical information (Model A) [Figure 8] Figure showing PPM forms [Figure 9] Diagram explaining loser gross profit [Figure 10] Diagram explaining loser gross profit [Figure 11] A diagram showing the procedure for deriving the loser gross profit including α [Figure 12] Diagram explaining loser gross profit [Figure 13] Diagram explaining loser gross profit [Figure 14] Diagram showing an example of calculation [Figure 15] A diagram showing an example of loser gross profit [Figure 16] A diagram showing an example of loser gross profit DETAILED DESCRIPTION OF THE INVENTION
[0009] Hereinafter, an embodiment will be described with reference to the drawings. Fig. 1 is a schematic diagram showing the overall configuration of an amusement facility system. A large number of gaming machines 1 are installed in the amusement facility. Gaming devices 2 and information display devices 3 are installed in one-to-one correspondence with the gaming machines 1, and the gaming machines 1 are connected to the gaming devices 2, and each of the gaming devices 2 and information display devices 3 is connected to a relay device 4. The relay device 4 is connected to a management device 6 (corresponding to gaming information identification means, comparison information identification means, classification means, target gaming machine identification means, adjustment information derivation means, adjustment information presentation means, operation information identification means, exclusion condition setting means, and suppression means) via a LAN 5.
[0010] The management device 6 receives gaming information indicating the gaming status of each gaming machine 1 from the gaming machine 1, and manages the gaming information on a per-gaming machine 1 basis. In this case, the gaming information of each gaming machine 1 is received by the management device 6 via the gaming device 2 and the relay device 4. Meanwhile, various setting information of each gaming device 2 set in the management device 6 is received by the gaming device 2 from the management device 6 via the relay device 4.
[0011] The management device 6 is installed in, for example, an office in the gaming facility, and is connected to a monitor 7, a keyboard 8, etc. The management device 6 manages the operating status of various devices (gaming machines 1, gaming devices 2, information display devices 3, etc.) installed in the gaming facility. Note that, for example, several hundred gaming machines 1, including so-called pachinko machines, are installed in the gaming facility, and each gaming machine 1 is subject to management by the management device 6.
[0012] In the gaming facility, a prize exchange terminal (hereinafter referred to as POS) 9 and a payment machine (not shown) are also connected to the management device 6 via the LAN 5. The POS 9 has a touch panel liquid crystal display, a card slot into which an IC card such as a membership card or a general card is inserted, and a numeric keypad for authentication processing. When an IC card is inserted into the card slot, the POS 9 executes a prize exchange process based on the gaming value, such as the points acquired by the general player or the deposited points (so-called saved points), identified by the inserted IC card. When executing the prize exchange process, the POS 9 identifies the acquired value that can be exchanged for a prize, for example, by reading the points acquired by the general player from the general card, or by identifying the member player from the membership card and obtaining the deposited points that the member player has deposited with the gaming facility online from the management device 6.
[0013] The settlement machine has a card insertion slot into which an IC card is inserted, a bill insertion slot into which bills are inserted, and a return slot into which bills and coins are returned. When an IC card is inserted into the card insertion slot, the settlement machine returns from the return slot bills and coins corresponding to the deposit balance (monetary value, hereinafter referred to as the balance) specified by the inserted IC card. Also, when bills are inserted into the bill insertion slot, the settlement machine adds the inserted amount to the balance recorded on the IC card.
[0014] The IC cards used as recording media in gaming parlors are IC cards with built-in IC chips that can identify the gaming value and balance. Membership cards are valid until a preset expiration date (e.g., three years), are issued to registered member players, and record a member ID (member identification information) that can identify the card of the member player. General cards are valid only for the day, are issued to an unspecified number of general players, including players who are not registered members of the gaming parlor, and record a general ID (general identification information) that can identify each individual card. Furthermore, if a player wishes, cards can also be issued to registered players. Furthermore, as long as the gaming value and balance can be associated with a recording medium like an IC card, it is of course possible to adopt a configuration in which the management device 6 records them in association with the identification information of the recording medium, rather than recording them on the recording medium.
[0015] We will now explain the gaming machine 1. The gaming machine 1 is a so-called smart gaming machine that stores and manages gaming points, which are calculated by converting the balance, points held, and deposited points owned by the player, and it mainly manages the increase and decrease of the points, supplying pachinko balls to a launching device and firing them onto the game board, provided that the stored gaming points remain, and when the player wins and acquires gaming points, it adds them to the acquired points in the data (virtual gaming value) without paying out pachinko balls.
[0016] In the gaming machine 1, the gaming value acquired by the player through play, which is the gaming points managed primarily on the gaming machine 1 side, is also referred to as gaming machine value (gaming machine earned value), and the owned points managed primarily on the gaming device 2 side are also referred to as device value (device earned value). Also, the gaming value acquired by the player, including the owned points (owned acquired value) that are the sum of the gaming machine value and device value (the sum of the gaming points and owned points), is also referred to as earned value.
[0017] As shown in Figure 2, the gaming machine 1 has a board 10 from which pachinko balls are shot, an operating handle 11 that constitutes the shooting device, a balance display unit 12 that displays the balance, a counting button 13 for converting game points to points held, and a game point display unit 14 that displays the game points. The board 12 has a normal map display unit 15, a normal map reserve display unit 16, a special map display unit 17, a normal map winning slot 18, general winning slots 19, 20, a first reserve number display unit 21, a second reserve number display unit 22, a first start slot 23, a second start slot 24, a big prize slot 25, etc. Also, a decorative panel 26 is provided below the counting button 13 and the game point display unit 14.
[0018] The gaming machine 1 operates as follows. (1) The first starting slot 23 is a winning slot (a so-called center winning slot) whose winning rate does not fluctuate, and the second starting slot 24 is a winning slot (a so-called electric chute) whose winning rate fluctuates. A jackpot lottery is held according to the winning (start winning) at each starting slot 23, 24, and the result of the lottery is announced by a pattern change (unit game) performed on the special symbol display unit 17, and a jackpot is awarded according to the result of the change.
[0019] (2) If a start win occurs during a pattern change, the pattern changes are cumulatively reserved up to a predetermined reserved upper limit (for example, 4 each), and the reserved pattern changes will start after the pattern change ends. Note that if a start win occurs when the number of reserved pattern changes (reserved number) is at the upper limit, the pattern change will not be reserved.
[0020] (3) The probability of winning the jackpot lottery (jackpot probability) is 1 / 200, and the probability rate, which is the percentage of jackpots that subsequently enter a probability state (probability change) and result in a jackpot (probability change jackpot), is 50% for center hole wins and 70% for the electric chute. When a jackpot occurs, the large prize slot 25 opens for the allocated number of rounds (R). Here, for center hole wins, all Rs are allocated to 4R, while for the electric chute, 50% are allocated to 10R and 50% to 4R. The maximum number of prizes per R is 10, and the maximum opening time is 30 seconds. When either the maximum number of prizes or the maximum opening time is reached, one R ends.
[0021] (4) During the probability change, the probability of winning increases to 1 / 50, and the time-saving state (time-saving) in which the winning rate of the second starting slot 24 increases is activated, and this compound time-saving state continues until a jackpot occurs. On the other hand, if a normal jackpot that does not become a probability change occurs, the time-saving state (single time-saving state) continues until 100 pattern changes are performed, and if a jackpot does not occur, it returns to the normal state.
[0022] (5) The second starting port 24 enters an open state with a high winning rate when the normal symbol (normal symbol) that changes in response to winning at the normal symbol winning port 18 becomes a winning symbol. In this case, the period for one normal symbol to change is 30 seconds in the normal state and 3 seconds in the time-saving state. Also, the opening period is 0.3 seconds in the normal state and 5 seconds in the time-saving state. In other words, in the time-saving state, the normal symbol change period is shorter than in the normal state, while the opening period is longer, resulting in a higher winning rate for the second starting port 24.
[0023] In addition to such gaming machines, gaming machines other than the exemplified gaming machines, such as gaming machines that are provided with a so-called ceiling function, or gaming machines that have multiple jackpot probabilities that can be changed by settings, may also be subject to management.
[0024] The gaming machine 1 outputs the following data items as the game progresses, such as when the player shoots balls into the starting holes 23, 24 and the starting winnings occur. Out = A data item that indicates the consumed (used, entered) value (out) since the last time data was sent, in units of one point. Safe = A data item that indicates the winning value (safe) awarded in units of 1 point based on winning since the last time data was sent. S Winning (Number of Times) = A data item that indicates the number of starting winnings (S winnings) since the last time data was sent, in units of one. Start (number of times) = A data item indicating the start (number of pattern changes, number of device operations, number of unit plays) of the special device (special display unit 17) that operates (changes) due to S winning since the last data transmission. It is counted at the time of confirmation, but it may also be counted at the time of start. In operation (state) = A data item that indicates whether a special feature such as a changing symbol is in operation at the time of data transmission, or whether it is off if it is not in operation. The period from when it turns on to when it turns off is determined as the special feature in operation. Jackpot (number of times) = A data item that indicates the number of jackpots that have occurred since the last data transmission in units of one. It is counted when it occurs, but it can also be counted when it ends. Jackpot (state) = A data item that indicates whether a jackpot state is occurring or not (the jackpot occurrence status) at the time of data transmission. The period from when it turns on to when it turns off is determined as the jackpot state. It corresponds to a jackpot signal that can identify a jackpot. Sweet state (state) = A data item that indicates whether the state is on if the player is in a special state (sweet state) or a jackpot at the time of data transmission, or off if not. The period from when it turns on to when it turns off is identified as sweet state or jackpot. For example, if sweet state (state) is on, if the jackpot (state) is on, it is identified as a jackpot, and if it is off, it is identified as sweet state. Sweet state also corresponds to special states such as the time-saving and probability change states mentioned above. It does not necessarily have to be on during a jackpot. Also, if both the jackpot (state) and sweet state (state) are off, it is identified as a normal state. A state in which the player is in a jackpot or sweet state is considered to be in a special prize state. Note that while being in a time-saving state can indicate that the state is on and that the state is in a probability change state, it is also possible to indicate that the state is on and that the state is in a probability change state (i.e., it is not necessary to indicate that the state is on during a time-saving state that is not a probability change state).
[0025] A data signal such as a message that can identify the above data items is transmitted from the gaming machine 1 to the gaming device 2 at predetermined intervals (300 ms). The above only illustrates information related to this embodiment, but other information such as game points and fraud information can also be output. Note that for each data item, "on" means that when a data signal such as a message is transmitted as described above, a message indicating data on is transmitted, and when a pulse signal is transmitted, it means that the signal is transmitted when on.
[0026] The following describes the gaming device 2. As shown in Fig. 3, the gaming device 2 has a status LED 27 that indicates the gaming status of the gaming machine 1 and the status of the gaming device 2, a bill insertion slot 28 into which bills are inserted, a camera 29 (only a protective cover is shown in Fig. 3) that photographs the upper body including the face of the player, a touch panel type liquid crystal display unit 30 that receives operation inputs from the player and displays various game data described below, a payout button (give button) 31 that receives a payout operation (give operation), a lending button 32 for receiving a lending operation, a call button 33 that receives an operation to call an employee of the gaming facility, a contactless mobile terminal reader 34 that can read a mobile ID, a remote control light receiving unit 36 that receives a signal from an employee remote control 35 (see Fig. 1) carried and operated by an employee, a return button 37 that receives a return operation, a card insertion slot 38 into which an IC card is inserted, a USB connector 39 to which a USB cable can be attached or detached, etc.
[0027] The mobile ID read by the mobile terminal reader 34 is, for example, an ID given to an IC chip built into a FeliCa (registered trademark) mobile terminal (membership recording medium) not shown, and is a unique ID for identifying the FeliCa mobile terminal. The mobile terminal reader 34 is not only built into the gaming device 2, but also into the POS.
[0028] The gaming device 2 operates as follows. (1) When a banknote is accepted (banknote acceptance process), the amount of the deposit is added to the balance and displayed on both the gaming machine 1 and the gaming device 2, and when the lending button 32 is operated (lending operation, granting operation) while there is a balance, one lending unit (for example, 125 points) is converted into gaming points (value of the given consideration) as lending points, and the gaming points managed by the gaming machine 1 are increased by this converted amount to grant the lending points (lending process, value granting process), and the amount of the consideration according to the gaming rate (hereinafter referred to as the rate) is deducted from the balance. Banknotes corresponding to multiple value granting processes can be accepted (for example, up to 11,000 yen).
[0029] (2) The system manages points that cannot be used directly for games, but performs a conversion process (amount providing process, replay process) to convert points for one payout unit into game points (conversion value, conversion points) in response to the operation of the payout button 31 (replay operation, grant operation, payout operation). In this case, a conversion rate may be separately set, but in this embodiment, it is set to 1:1 (the same applies to the counting process below).
[0030] (3) When the gaming points of the gaming machine 1 increase in response to play, a counting process is performed in which the gaming points are converted into points as count points in response to the operation (counting operation) of the counting button 13 of the gaming machine 1. In this case, one point is converted per operation, but if the operation is continued, the conversion becomes possible continuously and at an accelerated rate. In this way, the gaming points and points are updated, and if a return operation (issuance operation) is performed by operating the return button 37 while there is remaining balance or points in the gaming device 2, the balance or points are associated with a general card and the card is issued (issuance process). Note that a partial issuance process is also possible in which only a portion of the points or the balance is issued.
[0031] (4) For the issuing process, an issuing condition is set according to the gaming points in the gaming machine 1, and in this embodiment, when the gaming points become a predetermined number "0" or less, the issuing condition is met and the issuing process becomes possible. Therefore, communication (including information such as "out" or "safe") is performed with the gaming machine 1 at regular intervals (for example, every 300 ms), and when the gaming points become "0" due to use in a game or counting process, this is notified to the gaming device 2, and when the issuing condition is met, the issuing process is permitted. It is possible to update the gaming points by including gaming point information that can identify the gaming points in the data item sent from the gaming machine 1, thereby identifying that the issuing condition has been met, but other identification methods may be used, such as providing a separate data item indicating that the gaming points have become "0" or outputting a separate signal.
[0032] (5) The points that can be identified by the issued general card can be exchanged for prizes at the POS 9, and the balance can be settled for currency (banknotes or coins) at the settlement machine. Incidentally, while cash can be exemplified as monetary value, including currency accepted by the gaming device 2, monetary value other than cash, such as electronic money or credit card payments, can also be accepted or settled. Furthermore, while the issuance process is illustrated as associating points and balances with a general card, it is of course also possible to perform the issuance process in association with other recording media, such as a membership card or the player's FeliCa mobile terminal.
[0033] (6) Through serial communication with the relay device 4, the management device 6 can identify various information such as currency acceptance processing, value granting processing, balance, points, loan points, conversion points, deposit amount, counting points, sales amount that is the value of loan points, and recording medium acceptance and issuance processing, but this may also be identified by a pulse signal (for example, one pulse for every 1,000 yen deposited, one pulse for every 100 yen sold, etc.). Note that although the configuration in which the gaming machine 1 and gaming device 2 communicate directly has been exemplified, the gaming machine 1 and gaming device 2 may also communicate via the relay device 4.
[0034] (7) The remote control receiver 36 receives commands from the employee remote control 35 and executes various processes according to the command contents.
[0035] 4 shows a list of raw data for "machine A" that is compiled and managed by the management device 6. The definitions of each item are as follows. Note that "average" indicates the average for gaming machines for machine A. Out = Indicates the gaming value consumed in the gaming machine 1 identified by the data item indicating out. Safe = Indicates the gaming value awarded in response to a win on the gaming machine 1 identified by the data item indicating safe. Start = Indicates the number of times the device is activated in the gaming machine 1 specified by the data item indicating Start. Note that "Sweet" indicates game information corresponding to a special state period such as time reduction, including the following. Sales balls = Indicates the gaming value (number of loaned balls, value of consideration) given in exchange for monetary value at the corresponding gaming device 2 identified by the sales signal. Number of jackpots = The number of jackpots specified by the data item indicating the number of jackpots (number of times). "Normal" indicates the number of jackpots other than "specific", and "specific" indicates the number of specific jackpots that meet specific conditions (for example, T1Y within the standard range set for T1Y (for example, 800 or more)). T Out = Indicates an out during T (during a jackpot or a sweet hit). T Safe = Indicates safety during T (during jackpot and sweet hit). T1 out = Indicates an out during T1 (during a jackpot). T1 Safe = Indicates safety during T1 (during a jackpot). Special T1 Out = Indicates an out during T1 that applies only to specific jackpots. Special T1 Safe = Indicates safe during T1, only for specific jackpots.
[0036] For convenience of explanation, this embodiment is based on the premise that the arcade does not have a replay system based on accumulated points, but in an arcade with a replay system, it is desirable to include replay points in the sales points for calculation. Note that replay points, which are used to pay back points earned by players on that business day, do not need to be included in the sales points.
[0037] Figure 5 shows the gaming information summary for "machine A" that is compiled and managed by the management device 6. Note that "average" indicates the gaming machine average for machine A (the value corresponding to "total" in the raw data list shown in Figure 4). The definitions of each item are as follows: Base = Indicates the payout rate for each state (normal, sweet). "Normal" is determined by B safe ÷ BO, and "sweet" is determined by B safe A ÷ BOA. Including below, "BO", which is an out during normal times, is determined by out - T out, "B safe", which is a safe during normal times, is determined by safe - T safe, "BOA", which is an out during sweet times, is determined by T out - T1 out, and "B safe A", which is a safe during sweet times, is determined by T safe - T1 safe, but BO, B safe, BOA, and B safe A can also be determined as raw data. Note that below, the base during normal times will simply be referred to as base, and the base during sweet times will also be referred to as BA. Average S = The ratio of the number of symbol changes to the number of outs for each state. "Average S" is determined by the normal (sweet) start divided by BO (BOA). In the following, the average S during normal play will also be referred to as S, and the average S during sweet play will also be referred to as SAA. BY = The payout rate is calculated by subtracting the average S x starting balls from the base under normal conditions. In other words, it indicates the payout rate excluding the pattern fluctuation. The starting balls are calculated using "3". T1Y = Average number of balls paid out during a jackpot. Determined by (T1 safe - T1 out) ÷ total number of jackpots. Total number of jackpots = number of regular jackpots + number of special jackpots. T1O = Average jackpot out. Determined by T1 out / total number of jackpots. Special T1Y = T1Y for specific jackpots. Determined by (Special T1 Safe - Special T1 Out) ÷ number of specific jackpots. Special T1O = T1O for specific jackpots. Determined by Special T1 Out / number of specific jackpots. Payout rate = The ratio of safes to outs (payout rate, award rate). Determined by Safe / Out. B-SA = Indicates the difference in the number of balls during normal play. Identified by BO-B Safe. Customer retention rate = The ratio of B-Sa to sales. Determined by B-Sa ÷ sales. Gross profit = indicates the operating profit of the amusement parlor based on the amount of play. It is determined by the formula: Sales amount - acquired balls x rental cost x cost rate. Note that the calculation is based on acquired balls (acquired value) = sold balls + safe - out, sales amount = sold balls x rental cost, rental cost = 4 yen, and cost rate = 90.9%. Unit price = Sales amount per out. Determined by sales amount / out. Gross profit per ball = Gross profit per out. Determined by gross profit / out. Sales share = The ratio of the arcade's profit and loss (ball losses) to the actual sales amount (ball sales). Determined by winning balls divided by ball sales.
[0038] 6 and 7 show theoretical information for model A. The theoretical information includes specification data indicating the specifications of the gaming machine 1, actual data such as that shown in FIG. 5, and examples of theoretical values such as payout rates when advantageous states such as jackpots and probability variations occur without bias in the lottery, such as the jackpot lottery determined by the specification data and the actual data, as well as their definitions and calculation formulas. It should be noted that calculation methods other than those shown in the examples may also be used, such as using average T1Y as actual data instead of round coefficients or special T1Y. Such gaming information may be determined not only on a gaming machine basis, but also on a model basis.
[0039] 8 shows a so-called PPM form that classifies gaming machines 1 by model. It is desirable to target gaming machines 1 belonging to a group, such as a pachinko or slot machine, that have a common type of gaming machine 1 or rental rate (type), but it is also possible to adopt a group that targets all gaming machines 1 installed in an entire gaming facility.
[0040] "Model" indicates the model name, and "Number" indicates the number of machines of that model. "Out" indicates the average value per gaming machine in the actual gaming information (actual value) shown in Figure 4, and "Total Out" indicates the total out for all machines belonging to that model (20 machines for model A). "Gross margin" indicates the theoretical gross margin shown in Figure 7 (hereinafter, gross margin will also be referred to as gross margin), but it is also possible to use assumed values such as actual values or input values in the gaming information compilation shown in Figure 5. Similarly, "Out" can also be an assumed value or theoretical value such as an input value. "Gross margin" can be determined by multiplying the out by the gross margin, but if an actual value is used, it can be determined in any way, such as by using the gross margin in the gaming information compilation shown in Figure 5. Also, "Average" at the bottom indicates the average value per gaming machine (only the number of machines is per model), and "Total" indicates the overall total value.
[0041] The "categories" are so-called PPM categories, and show the results of comparing the Out (corresponding to operation information) and the Ratio of Balls (corresponding to profit / loss information and comparison information) with the respective reference values (in Figure 8, the average value (corresponding to the average of comparison information for multiple models or multiple gaming machines) is used, so the Out is "20,000" and the Ratio of Balls is "0.24"). Compared to the reference values, if the Out and Ratio of Balls are high (or reach) the machine is a "money tree" (e.g., model A); if the Out is high but the Ratio of Balls is low (or do not reach) the machine is a "star" (e.g., model E); if the Out is low but the Ratio of Balls is high the machine is a "loser" (e.g., model J, corresponding to the second category); and if both the Out and Ratio of Balls are low the machine is a "problem child" (e.g., model M, corresponding to the first category). To make the results easier to understand, Figure 8 shows that the Out and Ratio of Balls are marked with "orange" if they are higher than the reference value, and "blue" if they are lower. In Figure 8, for example, "32000 (orange)" shown in the out of model A indicates that the out (32000) is higher than the reference value (20000), so the numerical value "32000" is displayed or printed in "orange," and for example, "13000 (blue)" shown in the out of model J indicates that the out (13000) is lower than the reference value (20000), so the numerical value "13000" is displayed or printed in "blue."
[0042] Of the above categories, "problem children" have low outs and ball roughness, so they are literally "problem children" in terms of profit and loss from the gaming parlor's perspective, and models in this category are determined to be underutilizing gaming machines 1 (equivalent to identifying target gaming machines). While it is difficult to expect an improvement in outs, ball roughness can be adjusted to some extent by adjusting gaming machine 1. Therefore, the objective of this case is to adjust the ball roughness of these "problem children" to move them to the "loser" category and reduce the number of "problem children," i.e., to revitalize gaming machines 1 classified as "problem children." Below, we will explain in detail how to solve this objective. The above example illustrates identifying gaming machines with comparative information that are classified as "problem children" by performing PPM classification. However, target gaming machines (equivalent to gaming machines that would be classified as "problem children" if PPM classification were performed, or gaming machines with comparative information that are assigned to the first category) may also be identified by simply identifying models with low outs and ball roughness without performing PPM classification.
[0043] 9 and 10 are explanatory diagrams for solving the above-mentioned problem. FIG. 9 corresponds to FIG. 8 described above, and is an explanatory diagram regarding a method for identifying the ball size required to classify all of the machines (machines M to T) belonging to the "problem children" identified as target gaming machines from this state as "losers" as shown in FIG. 10. Here, FIG. 9 further classifies the outs from FIG. 8, and identifies those higher than the average reference value (reference value 1) as "orange," but sets two further reference values for those lower. That is, if the out is lower than the lowest reference value 3 (corresponding to the threshold value), it is identified as "blue." For other machines lower than reference value 1 and higher than reference value 3, if it is higher than reference value 2 (corresponding to the threshold value), it is identified as "yellow," and if it is lower than reference value 2, it is identified as "green." In the above example, reference value 2 is set to "10000", which is half of reference value 1 (20000), and reference value 3 is set to "5000", which is half of reference value 2. Therefore, a machine with an out of "20000 or more" (e.g., model A) is identified as "orange", a machine with an out of "10000-20000" (e.g., model J) is identified as "yellow", a machine with an out of "5000-10000" (e.g., model K) is identified as "green", and a machine with an out of "up to 5000" (e.g., model M) is identified as "blue". Note that the above example illustrates a case where a target gaming machine is identified after classification by PPM, such as "problem child", but it is also possible to identify a target machine that will be assigned to "problem child" without such classification, or even before such classification, by comparing the ball roughness with the reference value.
[0044] The roughness of the balls is identified by following steps 1 to 8 shown below. (1) Step 1 For each model, the difference between the current ball roughness and the average value (0.24) shown in Figure 9 is calculated, and the ball roughness difference from the average value is identified. For example, for model M, "0.24 - 0.19 = 0.05" is identified.
[0045] (2) Step 2 For each machine type classified by Out, an individual increase in the gross weight of balls is set to indicate how much the machine wants to exceed the adjusted average gross weight of balls shown in Figure 10 (this corresponds to deriving adjustment information so that the degree of deviation from the reference value and comparison information varies for each classification). In this embodiment, for machines in the "yellow" classification with an Out of "10,000 to 20,000", operation is expected, so the gross margin should not be too high, and the increase is set to "0.01" (for example, machine P). For machines in the "blue" classification with an Out of "up to 5,000", operation is unlikely, so the gross margin should be as high as possible, and the increase is set to "0.10" (for example, machine M). For machines in the "green" classification with an Out of "5,000 to 10,000", which is in between, the increase is set to "0.05" (for example, machine Q). In other words, these individual increment roughness values, "0.01," "0.10," and "0.05," correspond to the degree of deviation between the reference value and the comparison information, and adjustment information is derived so that the degree of deviation varies. Instead of making such settings, all values may be set to a uniform predetermined value (e.g., "0.01"), or the number of categories may be increased or decreased to set the roughness value to be exceeded according to the category. When setting the individual increment roughness value, adjustment information is not limited to being derived based on the difference (0.01, 0.05, 0.10) from the current roughness value (0.24) as described above, but adjustment information may also be derived based on the percentage increase from the current roughness value (0.24) (e.g., 10%, 20%, 50%, etc.).
[0046] (3) Step 3 The corresponding gross profit is determined by multiplying the gross profit of the balls that is the difference from the average value determined in step 1 above and the gross profit of the individual increase set in step 2 by the out. For example, for model M, the gross profit of the balls that is the difference from the average value, "0.05", is multiplied by the total out, "80,000", to determine the gross profit of the difference from the average value as "4,323" (including fractions after the decimal point not shown), and the gross profit of the individual increase, "0.10", is multiplied by the total out, "80,000", to determine the gross profit of the individual increase as "8,000".
[0047] (4) Step 4 If the gross profit margin is increased by steps 1 and 2 described above, the overall average gross profit margin after adjustment shown in Figure 10, i.e., the reference value, will naturally also increase. Therefore, assuming that the increase is α, the gross profit margin for that α amount is calculated in the same manner as steps 1 and 2 described above. Details of α will be described later in Figure 11, but since α is specified as "0.020" in Figures 9 and 10, for example, in the case of model M, "0.020" is multiplied by the total out of "80,000" to specify the gross profit margin for the difference of +α as "1,560".
[0048] (5) Step 5 The total difference gross profit is determined by adding together the gross profit difference from the average value determined in step 3, the gross profit increase from the individual value, and the +α difference gross profit determined in step 4. For example, for model M, the total difference gross profit is determined as "13,883" by adding together the gross profit difference from the average value (4,323), the gross profit increase from the individual value (8,000), and the +α difference gross profit (1,560). The total difference gross profit determined in this way is added to the current gross profit for each model shown in Figure 9 to determine the expected total gross profit (loser gross profit, equivalent to adjustment information) shown in Figure 10 (equivalent to deriving adjustment information). For example, for model M, the total difference gross profit (13,883) is determined by multiplying the current gross profit for model M (750) by the number of units of model M (20), to determine the expected total gross profit (28,883). The expected total gross profit is as described above for the target model, but for other models it remains unchanged from Figure 9. For example, for model A, the current gross profit of model A, "9600", is multiplied by the number of model A, "20", to determine the expected total gross profit as "192000".
[0049] (6) Step 6 The gross profit of the underdogs shown in Figure 10 (corresponding to adjustment information) is determined for each machine type by dividing the estimated total gross profit determined in step 5 above by the total outs (corresponding to deriving adjustment information). For example, for machine type M, the estimated total gross profit of "28883" is divided by the value obtained by multiplying the outs of machine type M, "4000", by the number of machine types M, "20", to determine the gross profit of the underdogs as "0.36".
[0050] (7) Step 7 This calculation also increases the average ball roughness shown in Figure 10 (from "0.24" to "0.26"), but this increase is anticipated by α, so there is less risk that models with a small increase in step 2 will fall below the average ball roughness after adjustment, reducing the risk of them remaining "problem children." Note that in this simulation, it is assumed that the OUT will be maintained for all models, but it is also possible to adjust the OUT appropriately before performing the simulation, taking into account cases where adjusting the ball roughness will increase or decrease the OUT.
[0051] (8) Step 8 The "Total Out - Target Total Out" shown in Figure 9 corresponds to the value (9,210,000) obtained by subtracting the target total out (1,190,000) shown in "Circled Number 2" from the total out (10,400,000) shown in "Circled Number 8" in Figure 11 (described later). Furthermore, the "Differential Gross Profit" shown in Figure 9 corresponds to the value (179,631) shown in "Circled Number 5" in Figure 11 (described later). Consequently, the value obtained by dividing the "Differential Gross Profit" by the "Total Out - Target Total Out" is set as α (179,631 ÷ 9,210,000 = 0.020). Furthermore, the "Differential Gross Profit (202,840)" shown in Figure 10 indicates the total gross profit difference, and indicates how much the overall gross profit will change if the above-mentioned adjustments are made.
[0052] Figure 11 is an example of a method for deriving the loser gross profit shown in Figure 10 (gross profit), including the procedure for deriving α. The procedure for deriving α is as shown in Figure 11. As in Figure 10, the adjusted total gross profit for the target machine is derived as α, and the total gross profits for machines other than the target machine are added together to obtain the adjusted total gross profit. Meanwhile, the average current gross profit shown in Figure 9 plus α becomes the adjusted average gross profit, and multiplying this by the overall out gives the overall total gross profit. Here, based on the derivation theory, α can be derived since the two are identical. By deriving α in this way, it becomes possible to derive the gross profit for each target machine, as shown in "circled number 14" in Figure 11, and it becomes possible to identify the gross profit for each machine, as shown in Figure 10.
[0053] Figures 12 and 13 show modified examples of Figures 9 and 10. The loser gross profit is derived by including some of the "losers" other than the "mondaiji" as target machines. That is, while Figure 9 only identified the "mondaiji" as a target machine, Figure 12, which shows the current situation, shows a case in which even if a machine is included in the "losers" category, if the average gross profit of balls increases by the amount of α described above, the gross profit of balls will fall below the reference value and become problematic (model K is assumed in Figure 12). (This corresponds to identifying a gaming machine in the comparison information that is assigned to a category other than the first category as a target gaming machine.) In this case, once the target machine is identified, the process can be continued as in Figure 10 described above to identify the target machine as shown in Figure 13. The following explains how to identify a machine other than the "mondaiji" as a target machine.
[0054] First, machines that fall into the "Money Tree" and "Star" categories other than the "Loser" category can be excluded because their outs, which are game information other than the ball roughness, have reached the reference value and are therefore not considered "Problem Child." In other words, the only target category other than the "Problem Child" category is the "Loser." Among the "Loser" categories, machines can be included as target machines by pre-selecting them through operations, for example, with reference to the ball roughness shown in Figure 12. Alternatively, a procedure can be envisioned in which, after deriving the loser gross profit assuming only the "Problem Child" machines as target machines as shown in Figure 9, a machine that has changed from a "Loser" to a "Problem Child" due to an increase in the average ball roughness can be identified, and the loser gross profit can be derived again as shown in Figure 12. Furthermore, machines with ball roughness that do not reach the reference value corresponding to the average ball roughness shown in Figure 13 (for example, a reference value of "+0.1" is set for the average ball roughness of "0.24," and a reference value of "0.25" based on that reference value) can be included as target machines. Target machines can be identified in any way.
[0055] Naturally, if a fixed value other than the average value is used as the reference value for identifying categories such as "loser" and "problem child," the above-mentioned steps of adding α and the target model shown in Figure 12 can be omitted. Furthermore, even if a model falls into the "problem child" category, it can be assumed that the error is accepted as being within the range of α, and in this case, the loser gross profit can be derived without adding any target model.
[0056] Next, we will explain how to identify the calculation formula for calculating S (average start, average S (normal) shown in FIG. 5), payout rate, etc. when a reference value such as that shown in the calculation example of FIG. 14 is registered. Since the calculation formula shown below can be identified, S, payout rate, etc. can be derived by identifying a reference value such as that shown in the calculation example. In this way, if game information other than payout rate including ball roughness and S is registered as a reference value, S and payout rate can be derived. Therefore, instead of or in addition to the loser gross profit, other game information (corresponding to adjustment information) corresponding to the loser gross profit, such as S or payout rate corresponding to the loser gross profit (ball roughness), may be presented.
[0057] An example of calculation to calculate the yield rate from the ball roughness is shown below. Gross profit = Sales - (Sales + Safe-out) x Exchange price Gross profit = Out × {Ball price - (Ball price / Loan price + Withdrawal rate - 1) × Exchange price} Rough ball price = ball price - (ball price / loan price + withdrawal rate - 1) x exchange price (Ball unit price ÷ lending unit price + withdrawal rate - 1) × exchange unit price = ball unit price - ball gross price Ball unit price ÷ lending price + withdrawal rate - 1 = (ball unit price - gross ball price) ÷ exchange price Withdrawal rate = (unit price of balls - gross price of balls) ÷ exchange price + 1 - unit price of balls ÷ lending price
[0058] An example of calculation to find S from the payout rate is shown below. Outcome rate = (B safe + T safe) ÷ (BO + TO) BO+TO=(B safe+T safe)÷out rate BO = (BO × Base + T Safe) ÷ Out Rate - TO BO-BO × (S × S prize ball + BY) ÷ Output rate = T safe ÷ Output rate - TO TS÷S-TS÷S×(S×S prize ball+BY)÷Output rate=T safe÷Output rate-TO TS - (TS x S x S prize ball) ÷ Output rate - (TS x BY) ÷ Output rate = (T Safe × S) ÷ Out Rate - TO × S (T Safe × S) ÷ Payout Rate - TO × S + (TS × S × S Prize Balls) ÷ Payout Rate =TS-(TS×BY)÷Output rate S × (T Safe - TO × Payout Rate + TS × S Prize Balls) = TS × Payout Rate - TS × BY S={TS×(output rate-BY)}÷(T safe-TO×output rate+TS×S prize ball)
[0059] We will explain why BO = TS ÷ S. First, theoretically, a first win (a jackpot that occurs under normal conditions) can be expected with a symbol change of TS, so the out required to obtain a symbol change of TS is the BO (out under normal conditions) theoretically required to obtain a first win. S indicates the ratio of the number of symbol changes to BO, for example, cumulative symbol changes ÷ cumulative BO, so symbol change for TS ÷ BO = S, and by rearranging the formula using BO, BO = TS ÷ S can be derived. The same is true for TSA ÷ SA. Note that this derivation method is merely an appropriate adjustment of the example calculation formula shown in [Figure 6] of JP 2019-42150 A, for example, and can be said to be publicly known. It is well known.
[0060] 15 and 16 are examples of presentation of underdog gross profit and gaming information corresponding to the underdog gross profit. It corresponds to the above-mentioned Fig. 9 and Fig. 10, but as shown in Fig. 9 and Fig. 10, not only underdog gross profit such as ball gross but also gaming information corresponding to underdog gross profit that can be derived based on underdog gross profit such as S and payout rate is presented (this corresponds to the possibility of presenting adjustment information for gaming information different from the comparison information).
[0061] In Figures 15 and 16, if there is a difference in S or payout rate, it is identified in "yellow" (e.g., machine M). In other words, it indicates a machine that can escape from being a "problem child." This type of identification is not performed for the ball size, but it may be performed. Furthermore, while the ball size is used as an example of the underdog gross profit, gross profit may be used instead. Other gaming information, such as base or sales discount rate, may be presented as gaming information corresponding to the underdog gross profit. Any adjustment information corresponding to the underdog gross profit may be presented. Furthermore, Figure 16 presents "gross profit difference," which indicates the difference in gross profit resulting from adjusting from Figure 15 to Figure 16 (see "gross profit" in "total difference" in Figure 9). Furthermore, other gaming information may be used and presented, for example, by indicating a difference such as α (e.g., 0.020) corresponding to the ball size. Of course, differences in other gaming information, such as S or payout rate, may also be presented.
[0062] As described above, according to this embodiment, the following effects can be obtained: In the gaming facility system, by comparing the outs and ball roughness with their respective reference values, the expected total gross profit, ball roughness, etc. are derived and presented as adjustment information required to reassign gaming machines that would otherwise be classified as "problem children" to "losers," so it is possible to derive indexes that can be suitably used to reclassify underutilized gaming machines classified as "problem children" as "losers" and regenerate them.
[0063] Standard value 2 (10,000) and standard value 3 (5,000) for outs are set, and the target gaming machines are classified based on the comparison results, and adjustment information is derived so that the deviation (difference) between the standard value (0.24) of the comparison information (rough balls) and the comparison information (rough balls) differs for each classification unit.This makes it possible to appropriately support operations such as increasing gross profits more leniently for gaming machines with relatively many outs and which are likely to lose customers if a large gross profit is taken, while increasing gross profits more strictly for gaming machines with relatively few outs and which will not be affected much even if a large gross profit is taken (i.e., the final gross profit collection before removal).
[0064] Although it is different from the ball roughness used to allocate PPM classifications, game information corresponding to the ball roughness, such as S and payout rate, is presented as adjustment information, so that adjustments can be made to shift the PPM classification by appropriately referring to game information that is easy to refer to when adjusting the gaming machine.
[0065] Since gaming machines that were classified as a category other than "problem child" before adjustment are the targets for deriving adjustment information, when classifying PPM categories using the average value as the reference value, for example, the adjustment information may raise the overall average value of ball roughness, i.e., the reference value, and gaming machines that were classified as "losers" other than "problem child" may move to "problem child," but this risk can be reduced.
[0066] The present invention is not limited to the above-described embodiment, and may be modified or expanded as follows. A reference value may be set for the adjustment information (corresponding to setting an exclusion condition for excluding adjustment information that is highly disadvantageous to the player), and as shown in Figure 9 and the calculation example, if the derived adjustment information does not reach the reference value, the reference value may be derived as the underdog gross profit or game information corresponding to the underdog gross profit (corresponding to suppressing the presentation of adjustment information that satisfies the exclusion condition). In this way, it is possible to reduce the risk of making the gross profit or S too difficult and resulting in adjustments that players will not even look at.
[0067] Although the example has been given in which the presentation of adjustment information is suppressed based on the result of comparison with a reference value after deriving the adjustment information, the suppression may also be performed before the adjustment information is derived. That is, a configuration is conceivable in which gaming machines close to the reference value are excluded from the derivation targets before the adjustment information is derived, or gaming machines that are unlikely to reach the reference value are selected and excluded by the operation of the gaming facility manager. Furthermore, suppression is not limited to prohibition as described above, but may also be suppressed by, for example, a notification indicating that the adjustment information is different from other adjustment information, urging the user not to adopt the information.
[0068] Although the example has been given in which the loser gross profit is derived by taking into account the α component, as described above, even if the average value is used as the reference value, the α component may be derived without taking it into account. In this case, it is possible that some gaming machines will remain "problem children" due to the α component, but this is not a major problem since most of the machines have already escaped from being "problem children." Also, in this case, it is possible to assume that the loser gross profit will be derived again since some "problem children" will remain, but such a derivation is not necessary, and for example, an upper limit may be set and the loser gross profit may be repeatedly derived until the upper limit is reached, or, for example, the upper limit may be set to "1" and the derivation may be performed only once.
[0069] In the example shown above, when classifying machines by PPM, outs are used as the operation information and the theoretical gross profit per ball is used as the profit and loss information, but as mentioned above, other gaming information may be used. For example, any gaming information that indicates the operation status, such as operation time or the number of symbol changes, may be used as the operation information. Similarly, any gaming information that indicates the profit and loss status of the gaming machine, such as payout rate, gross profit, or operating percentage, may be used as the profit and loss information. Furthermore, although the example shown is a classification based on both operation information and profit and loss information, classification based only on profit and loss information (for example, only two classifications, "loser" and "problem child") may also be used.
[0070] Although the example shows that the derivation and presentation of adjustment information is performed on a machine-by-machine basis, it may also be performed on a gaming machine-by-machine basis. In either case, since the processing is performed on the gaming machine, the expression "gaming machine" also includes the case where it is performed on a machine-by-machine basis. Also, although the example shows the case where a "problem child" is transitioned to a "loser," other classifications may also be targeted, such as from a "loser" to a "problem child," or from a "star" to a "money tree."
[0071] Although the example has been given in which post-adjustment information is presented as adjustment information, the difference in the adjustment amount, the ratio before and after adjustment, etc. may also be presented as adjustment information. For example, it may be presented that "it would be better to make 0.63S harder." Although the adjustment information is exemplified as deriving and presenting both the underdog gross profit and the game information corresponding to the underdog gross profit, it is sufficient to derive at least one of them, and it is not necessary to derive both.
[0072] Each setting value may be set by an administrator through manual input, may be set in advance by the management device manufacturer, or may be set by downloading setting information from an external server (such as the headquarters of a chain store). In this case, the setting value is also set by manual input on the server. Of course, past game information may also be set as a reference value.
[0073] All of the game information listed above may be specified directly by the input signal or indirectly by using an arithmetic expression. Furthermore, the type of game machine may be classified in any way, such as by manufacturer or by specification, as long as it indicates the type of game machine. The numerical values, number of digits, items, etc. are examples, and any numerical values may be used. Furthermore, the identification output may be in any output form, such as adding symbols other than those shown in the examples, and at least printing and display output are envisioned.
[0074] For "above or above" and "exceed," either one can be used, and expressions such as "reached" correspond to either "above or above" or "exceeded." The same is true for "below or below," and expressions such as "did not reach" correspond to both. Display is used as an example of a notification method, but other notification methods such as printing can also be used.
[0075] While a pachinko machine has been exemplified as the target gaming machine, other gaming machines, such as slot machines, may also be used. In this example, a so-called smart pachinko machine that does not pay out gaming value has been exemplified, but a conventional pachinko machine that pays out gaming value may also be used, as well as a slot machine. Since gaming media paid out from not only point-based gaming machines as in this embodiment but also conventional payout-type gaming machines can be considered, the term "gaming value" is used appropriately to encompass both. Furthermore, in the case of slot machines, adjustments are made based on the settings of the gaming machine. Therefore, it is also conceivable that the number of gaming machines that are set to a predetermined gaming machine setting value, such as an average setting value or mode 1, as gaming information corresponding to the underdog gross profit may be determined and presented by well-known simulations based on the underdog gross profit.
[0076] Although the examples have been given in which each process is performed by the management device 6, some or all of the processes may be performed by the gaming devices 2, the relay device 4, or a server or the like installed outside the gaming facility that can communicate with the management device 6, or the entire system may be configured with only the relay device 4 or only the server. Furthermore, whether or not to adopt the illustrated configurations may be changed depending on the appropriate settings, and the illustrated configurations, including modified examples, may be combined in any way, or configurations may be excluded as appropriate. [Explanation of symbols]
[0077] In the drawing, 1 is a gaming machine, and 6 is a management device (gaming information identification means, comparison information identification means, classification means, target gaming machine identification means, adjustment information derivation means, adjustment information presentation means, operation information identification means, exclusion condition setting means, suppression means).
Claims
1. a gaming information specifying means for specifying gaming information for each model or gaming machine based on at least one of a gaming signal output from the gaming machine and an operation input; a comparison information specifying means for specifying predetermined comparison information from profit and loss information indicating the profit and loss situation of the gaming machine based on the gaming information specified by the gaming information specifying means; a classification means for classifying gaming machines into a plurality of classifications including at least a first classification and a second classification based on a comparison result between the comparison information and a predetermined reference value; a target gaming machine specifying means for specifying a gaming machine of the comparison information allocated to the first category as a target gaming machine; an adjustment information deriving means for deriving adjustment information required for allocating the target gaming machine to the second category based on a comparison result of the comparison information; An amusement facility system comprising: an adjustment information presentation means for presenting the adjustment information on a model or gaming machine basis.
2. an operation information specifying means for specifying operation information indicating an operation status of the gaming machine based on the game information specified by the game information specifying means; The amusement park system described in claim 1, wherein the adjustment information derivation means classifies the target gaming machines based on the results of comparing the operation information with a predetermined threshold value, and derives the adjustment information so that the degree of deviation between the reference value and the comparison information differs for each classification.
3. an exclusion condition setting means for setting an exclusion condition for excluding the adjustment information that is highly disadvantageous to the player; 3. The game arcade system according to claim 1, further comprising: a suppression unit that suppresses the presentation of the adjustment information that satisfies the exclusion condition.
4. 3. The gaming facility system according to claim 1, wherein the adjustment information presentation means is capable of presenting the adjustment information for game information different from the comparison information.
5. the reference value indicates an average of the comparison information for a plurality of models or a plurality of gaming machines, 3. The gaming facility system according to claim 1, wherein the target gaming machine specifying means is capable of specifying, as the target gaming machine, a gaming machine whose comparison information is assigned to a category other than the first category.
Citation Information
Patent Citations
Game parlor system
JP2020146369A