System for amusement facilities
The gaming arcade system addresses simulation inaccuracies by managing game information, performing simulations, and replacing reference values based on thresholds, ensuring accurate simulations in arcades with unique conditions.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-09-18
- Publication Date
- 2026-03-31
AI Technical Summary
Existing gaming hall systems face inaccuracies in simulations due to deviations between reference values ensuring reliability in multiple gaming arcades and the unique conditions of individual arcades, leading to reduced simulation accuracy.
A gaming arcade system that manages game information for gaming machines, performs simulations using aggregated game information, identifies reference information, sets replacement conditions, and determines whether to replace reference values based on thresholds, ensuring accurate simulations even in arcades with unique conditions.
Enables more appropriate and accurate simulations by replacing reference values when they deviate from acceptable ranges, maintaining simulation accuracy despite unique arcade conditions.
Smart Images

Figure 2026055483000001_ABST
Abstract
Description
Technical Field
[0004] , ,
[0001] The present invention relates to a gaming hall system.
Background Art
[0002] Conventionally, in gaming halls, business plans have been formulated using the operating information of gaming machines. For example, in Patent Document 1, as reference values such as payout rates and ball unit prices used in simulations for business planning, it is determined whether the actual values can ensure reliability in terms of modes, and for modes where reliability can be ensured, a system has been proposed that adopts the actual values in that mode. According to this system, even when the introduction period of the gaming machine is short and the reliability of the actual values in all modes cannot be ensured, for modes where reliability can be ensured, the actual values can be adopted, so that the actual values can be more appropriately adopted as reference values. Also, in this case, if the actual values are collected for a plurality of gaming halls, it is considered that the reliability of the actual values can be ensured earlier.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, even if reliability can be ensured by collecting actual values for such a plurality of gaming halls, due to the specific circumstances in the gaming hall that uses the reference values, the adopted actual values may deviate from the actual values in that gaming hall, and the accuracy of the simulation may be reduced.
[0005] The present invention has been made in view of the above circumstances, and its purpose is to provide a gaming arcade system that can appropriately adopt simulation reference values even in gaming arcades where the reference values that have ensured reliability in multiple gaming arcades do not correspond to the unique gaming conditions of the arcade. [Means for solving the problem]
[0006] The amusement park system of the present invention is A management means (for example, a management device 5A or a server 7) manages game information for a gaming machine that allows the player's advantage to be adjusted by setting one of several game machine setting values (for example, modes "1" to "6" in Figure 3), which is divided by the model and set in units of game machine setting values. A simulation means (e.g., management device 5A) performs simulation processing using game information managed by the aforementioned management means (e.g., actual values in Figures 4(a) and 4(b) aggregated and managed at store A), or game information identified based on operation input (e.g., specified period, mode, expected payout, etc. related to the aggregation of the same (a) and 4(b)), and reference values (e.g., standard payout rate and standard ball unit price (adopted reference value) adopted based on the settings in Figures 6 to 8) as calculation targets, A reference information identification means (e.g., management device 5A) identifies reference information (e.g., payout rate and ball unit price (store actual value) in Figure 4(b)) which is game information corresponding to the reference value, based on the game information managed by the management means, in units of game machine setting values, A setting means for setting replacement conditions (for example, conditions related to thresholds set for "distribution rate" and "price per ball" in Figure 9) which are conditions for a replacement process that replaces the aforementioned reference information with the aforementioned reference values that are the subject of calculations in the simulation process, The system includes a determination means (e.g., a management device 5A) that determines whether the substitution condition is met in units of game machine setting values based on the comparison result between the reference value and the reference information, The simulation means performs the replacement process according to the determination result by the determination means (for example, if the difference between the adopted standard value and the store's actual value for either the payout rate or the price per ball in Figure 4(b) reaches a threshold and falls outside the acceptable range, the replacement condition is met, and the store's actual value for the corresponding mode is used as the standard value for replacement).
[0007] According to the present invention, if the difference between a reference value and reference information falls outside the acceptable range set by the amusement facility manager, and the replacement condition is met, the reference information is replaced with the reference value in units of the amusement machine setting value. Therefore, even in amusement facilities where the reference values do not correspond to unique game situations, it becomes possible to perform more appropriate and accurate simulations. [Brief explanation of the drawing]
[0008] [Figure 1] Overall diagram showing one embodiment of the present invention [Figure 2] A schematic diagram showing the appearance of a gaming machine. [Figure 3] A diagram showing the relationship between the winning combinations and payout rates of a gaming machine. [Figure 4] (a) and (b) are diagrams showing the actual values and mode-specific aggregate values for model I. [Figure 5] For Model I, (a) shows the aggregated values by mode, without considering the rate, while (b) to (d) show the aggregated values after grouping by rate. [Figure 6] A diagram showing an example of setting the adoption conditions for Model I. [Figure 7] An explanatory diagram illustrating the priority order for adopting standard values for output rates. [Figure 8] An explanatory diagram illustrating the priority order for adopting standard values for the price per ball. [Figure 9] Diagram showing the threshold setting screen. [Figure 10] This diagram shows a list of reference values for simulations, corresponding to model names. [Figure 11] (a) and (b) are diagrams showing the replacement of store performance values and the detailed display of the POP. [Modes for carrying out the invention]
[0009] One embodiment of the present invention will be described below with reference to the drawings. In the schematic diagram of the amusement arcade system shown in Figure 1, amusement arcade A has amusement machines 1 (e.g., slot machines) installed, and each amusement machine 1 is equipped with a gaming device 2. These amusement machines 1 and gaming devices 2 are connected to a relay device 3. The relay device 3 is connected to a management device 5 via a LAN 4 and transmits gaming signals output from the amusement machines 1 and gaming devices 2 to the management device 5.
[0010] The management device 5 is installed in a gaming hall A, for example, in an office, and is connected to a monitor 51, a keyboard 52, a printer (not shown), etc. The management device 5 manages various information related to the game (game information) based on game signals transmitted from the gaming machines within gaming hall A, i.e., from gaming machine 1, gaming device 2, relay device 3, etc., and operation inputs described later. Furthermore, several hundred gaming machines 1, including so-called pachinko machines, are installed in the gaming hall, and these gaming machines 1 and gaming devices 2 are subject to the management of the management device 5. Also, if the gaming machine 1 in this embodiment is a slot machine, the gaming medium is tokens, and if the gaming machine is a pachinko machine, the gaming medium is pachinko balls.
[0011] As shown in Figure 2, the gaming machine 1 is equipped with a display window 10, a start lever 11, stop buttons 12a to 12c, an LCD display unit 13, a speaker 14, a coin slot 15, a MAX BET button 16, a credit settlement button 17, a credit count display unit 18, a payout count display unit 19, etc. The player can see the symbols on the reels 10a to 10c located inside through the display window 10. Each symbol is drawn on the circumferential surface of the left reel 10a, the middle reel 10b, and the right reel 10c, and when each reel 10a to 10c is stopped, it is displayed in the upper, middle, and lower sections of the display window 10. In other words, the gaming machine 1 has a symbol display area for a total of 9 symbols, with 3 symbols for each of the reels 10a to 10c.
[0012] The gaming machine 1 starts when a player inserts medals through the medal insertion slot 15 or operates the MAXBET button 16 so that a credit medal (game value) is inserted in a predetermined number (for example, 3 medals in the normal state) and the start lever 11 is operated. When the game starts in this way, an internal lottery is executed and the reels 10a to 10c start to vary, and when the stop buttons 12a to 12c are operated, the variation of the reels 10a to 10c is stopped by so-called drawing control (control of drawing a pattern within a predetermined drawing range, for example, up to 4 patterns and stopping and displaying the pattern on an effective line described later).
[0013] Figure 3 shows the relationship between the winning combinations and payout rates set in the gaming machine 1. The gaming machine 1 is provided with a BB (Big Bonus) combination and an RB (Regular Bonus) combination as so-called bonus combinations, small winning combinations, and replay combinations. The gaming machine 1 is provided with a total of five effective lines (three horizontal lines corresponding to the upper, middle, and lower parts of the display window 10 and two diagonal lines), as shown by the broken lines in Figure 2. When a pattern corresponding to an internally winning combination appears on any of these effective lines by the operation of the stop buttons 12a to 12c by the player, that is, when the combination of the patterns stopped and displayed on the effective line matches the combination of the patterns corresponding to the internally winning combination, a winning occurs. When a winning occurs, a BB state or an RB state is generated, or the corresponding number of medals is paid out. In the BB state or the RB state, the winning rate of the small winning combination increases, and the BB state and the RB state end when the predetermined number of paid-out medals is reached, respectively.
[0014] The gaming machine 1 is provided with, for example, gaming machine setting values (refer to "1" to "6" in FIG. 3) for setting the internal winning probability of winning combinations in six levels. Each gaming machine setting value corresponds to a theoretical payout rate, and is adjusted by the internal winning probability of the above-mentioned bonus winning combination, etc. That is, the higher the gaming machine setting value, the higher the bonus winning probability, and accordingly, the higher the theoretical payout rate. The probability of minor winning combinations is common for all settings. Note that the above is merely an example, and the specifications such as the exemplified numerical values may be different numerical values depending on the model, and may be applicable to models that can generate special states such as ART described later, for example.
[0015] The gaming machine setting value (mode) is enabled for any one of the six levels by the setting change operation of the administrator of the game hall A. Specifically, when changing the mode, turn off the power with the power switch inside the gaming machine 1, and when turning on the power in the state where the setting mode switching unit is switched from "game" to "setting" with the setting key, it shifts to the setting change possible state. In the setting change possible state, the currently set mode is displayed on the credit number display unit 18, and the displayed mode switches in the order of "1" to "6" according to the operation of the setting button. When the start lever 11 is operated when the mode to be changed is displayed on the credit number display unit 18, the mode is determined. Thus, by setting any one of the plurality of provided modes (that is, one of "1" to "6"), it becomes possible to adjust the degree of advantage for the player.
[0016] The following game signals are output from the gaming machine side. Out signal = Output from the gaming machine 1. Assuming that the medals in the bet state are consumed in response to the start operation, pulses are output for the number of medals in the bet state (3 pieces), so the out signal number × 1 becomes the out (consumption value, number of used media). Note that the corresponding amount is also output during replay. Safe signal = Output from the gaming machine 1. One pulse is output every time one medal is paid out, so the safe signal number × 1 becomes the safe (winning acquisition value, number of payout media). Note that also when winning a replay winning combination, the amount of medals used in that game is output. BB and RB signals are output from the gaming machine 1. Since the level is output in the corresponding bonus state (BB, RB), the signal input period is identified as a bonus state.
[0017] The gaming device 2 shown in Figure 1 includes a coin slot 21, a card slot 22, a dispensing button 23, a payout button 24, a return button 25, a display unit 26, a coin slot 27, a payout nozzle 28, and a counting unit. Furthermore, the control unit of the gaming device 2, which is mainly composed of a microcomputer, has a CPU, a storage unit such as ROM or RAM, and I / O (none of which are shown), and performs the following operations.
[0018] In other words, the gaming device 2 is equipped with a so-called lending function. It accepts the money owned by the player by inserting it into the money slot 21 or by accepting an IC card, as described later (money acceptance processing). The balance is displayed on the display unit 26. When the lending button 23 is pressed (lending operation, grant operation), tokens (value of consideration) equivalent to a payout unit (e.g., 1000 yen) are dispensed from the payout nozzle 28 (value of consideration processing), and that amount is deducted from the balance. In this case, the amount of money that the gaming device 2 can accept is the amount corresponding to multiple value of consideration processing (e.g., up to 11000 yen).
[0019] Furthermore, the gaming device 2 is equipped with a so-called individual counting function, which allows it to accept medals acquired by players by inserting them into the slot 27 or by accepting IC cards. The counting unit counts the medals inserted into the slot 27 and stores the counted amount as the player's holdings (number of counted medals) in the memory unit. In this way, the gaming device 2 manages the accepted medals as the player's holdings, and when a player operates the payout button 24, it enables a payout process (value assignment process) that dispenses medals from the payout nozzle 28 to the gaming machine 1 within the range of the player's holdings, and the corresponding amount, i.e., the number of medals dispensed, is deducted from the current holdings to update the player's holdings.
[0020] When the return button 25 is pressed (the issuance operation is accepted) while there is a remaining balance or tokens, the gaming device 2 issues a general card, which is an IC card that can identify the remaining balance and tokens, from the card slot 22. When a general card is accepted, the remaining balance and tokens are transferred to it. The gaming device 2 transmits sales signals via serial communication with the relay device 3, which allow the management device 5 to identify various information such as the above-mentioned currency acceptance processing, consideration processing, value assignment processing, acceptance and issuance processing of general cards, as well as the amount deposited, balance, number of tokens held, number of tokens lent, sales amount as consideration for lending, number of tokens refunded, and number of tokens counted. However, these various pieces of information may also be identified by outputting pulse signals, such as outputting one pulse for every 1000 yen deposited or one pulse for every 5 tokens sold (equivalent to 100 yen).
[0021] The control unit of the management device 5 is mainly composed of a microcomputer and is equipped with a storage unit consisting of ROM, RAM, HDD, etc., I / O, etc., and operates according to the control program stored in its non-volatile storage unit. The management device 5 manages and aggregates game information identified based on game signals or operation inputs output from the game machine, etc. Here, operation input refers to input to the control unit of the management device 5 (hereinafter abbreviated as "management device 5") by predetermined input operations using the monitor 51, keyboard 52, mouse, etc. For example, if the monitor 51 is a touch panel type, input operations can be performed by touch operation. Furthermore, as will be described in detail later, the management device 5 aggregates game information on a per-game machine and per business day basis (see Figure 4), stores the aggregated values in the storage unit for a predetermined period (for example, 400 days), and outputs the aggregated values and information such as the settings entered by the operation input to the monitor 51.
[0022] Although detailed illustrations are omitted, in both amusement hall B and amusement hall C shown in Figure 1, the same equipment as in amusement hall A described above is installed, including amusement machine 1, amusement device 2, relay device 3, management device 5, etc. As shown in Figure 1, the management devices 5 (hereinafter also referred to as "management devices 5A, 5B, and 5C") installed in corresponding game halls A, B, and C are configured to be able to connect to a game information server (hereinafter also referred to as "server 7") via a public network 6, such as an internet connection.
[0023] Server 7 transmits and receives game information via public network 6 to and from management devices 5A to 5C of each amusement hall A to C. The control unit of Server 7 (hereinafter abbreviated as "Server 7") is mainly composed of a microcomputer and is equipped with a storage unit consisting of ROM, RAM, HDD, etc., I / O, monitor 71, keyboard 72, etc., and operates according to the control program stored in its non-volatile storage unit. Server 7 receives game information (game information from multiple stores A to C) that has been aggregated by each management device 5A to 5C in correspondence with modes 1 to 6, aggregates the overall information, manages it by machine type as game information corresponding to modes 1 to 6, and distributes the game information to the management devices 5A to 5C of each amusement hall A to C.
[0024] Thus, in each of the gaming halls A to C, a similar gaming hall system related to gaming information is constructed, and the above-mentioned management devices 5A to 5C and server 7 are configured as management means that manage the gaming information of the gaming machine 1 in mode units set according to the model, by setting one of the multiple modes 1 to 6. In this case, the management means is divided into management devices 5A to 5C (first management means) that manage the gaming information of the gaming machine 1 installed in the corresponding gaming halls A to C, and server 7 (second management means) that manages the gaming information of the gaming machine 1 installed in multiple gaming halls A to C based on the gaming information managed by the multiple management devices 5A to 5C.
[0025] Furthermore, the management devices 5A to 5C of this embodiment enable more appropriate and accurate simulations, even in gaming facilities where the reference values that ensured reliability in multiple gaming facilities do not correspond to the unique gaming conditions, compared to the simulations described in the prior art. The following sections will explain the specific management and processing details, focusing on the management device 5A, in the following order: "1. Actual values per machine and aggregated values by mode collected by the management device," "2. Aggregated values by mode collected by the server," "3. Setting of adoption conditions and standard values in the management device," "4. Prioritization of payout rate and ball price," "5. Replacement processing and threshold setting," and "6. Standard value list and POP notification." Note that the gaming arcades A-C in the gaming arcade system are not limited to the three stores A-C mentioned above, but can include stores other than those A-C, or consist of multiple gaming arcades.
[0026] [1. Actual values per model and aggregated values by mode, compiled by the management device] The management device 5A calculates actual and aggregated values for various types of game information shown in Figure 4 based on game signals input from the game machines and game information distributed from the server 7, and displays them on the monitor 51. Of these, Figure 4(a) shows an example of some of the game information (see machine numbers "1" to "8") aggregated and calculated on a business day basis for machine I in game hall A. Furthermore, Figure 4(b) shows some of the same game information further aggregated by mode. Aggregation as shown in Figures (a) and (b) is performed on a machine-by-machine and business day basis, accumulating data for multiple business days (e.g., 400 days), and enabling the aggregation of game information according to a specified period, as described later.
[0027] The items in the upper column of Figures 4(a) and 4(b) are as follows: Machine number, mode = The machine number is the gaming machine ID, and the mode is the gaming machine setting value, which are set by the operation input. Out and Safe = Out represents consumption value, and Safe represents prize winning value; both are determined by game signals. Sales and Payout Rate = Sales are the sales amount for the corresponding gaming device 2 (specified by the game signal), and the payout rate is the rate of distribution (safe ÷ out), sometimes expressed as the payout rate. Furthermore, throughout this text, "ball" refers to the value of the game.
[0028] Standard payout rate = Standard value for payout rate. This is game information identified by receiving it from server 7, etc., based on the judgment results using the setting value in Figure 6 (standard value on the settings screen) and the threshold value in Figure 9 (threshold value on the settings screen), which will be described later. Corrected safe = The equivalent value of safe corresponding to out, and is a simulated value calculated by out × standard out rate. Standard ball price = Standard value of ball price (sales amount ÷ payout). Similar to the standard payout rate, this is game information identified based on the judgment results using the setting values in Figure 6 and the threshold values in Figure 9. For example, the standard ball price in Mode 1 in Figure 4(a) is replaced with the store's actual ball price value "2.88" in Figure 4(a) based on the judgment result.
[0029] Adjusted sales = The equivalent sales value corresponding to the mode, and is a simulated value calculated by output × standard ball unit price. The corrected gross profit per machine is the equivalent value of the gross profit per machine corresponding to the mode (sales amount - (balls sold - difference in balls) × exchange price), and is a simulated value calculated as corrected sales - (corrected sales balls - corrected difference in balls) × exchange price. Note that the calculation is performed using the following formulas: balls sold = sales amount ÷ rental price, difference in balls = out - safe, corrected sales balls = corrected sales ÷ rental price, corrected difference in balls = (out - corrected safe), rental price = 20 yen, and exchange price = 18 yen. Corrected Ball Gross Profit = This is the equivalent value of the ball gross profit (gross profit amount ÷ payout) corresponding to the mode, and is a simulated value calculated by supplementary machine gross profit ÷ payout. The payout rate is the ratio of prize balls (value of prizes) to the number of balls sold (value of sales), also known as the operating payout rate ((number of balls sold - difference in balls) ÷ number of balls sold).
[0030] The simulation values described above are obtained (calculated) by the control device 5A (simulation means) by executing a simulation process that uses game information managed by the control device 5A and standard values such as the standard payout rate and standard ball unit price as calculation targets. Furthermore, the control device 5A can aggregate, calculate, and display game information according to the specified period by inputting an operation to specify an arbitrary period in the period specification field (not shown) displayed together with the calculation results in Figures 4(a) and 4(b). In addition, by inputting assumed values and standard values of game information such as assumed sales and assumed payouts, it is possible to formulate future business plans for the following day and beyond.
[0031] [2. Mode-specific aggregated values collected by the server] Server 7 receives game information from each gaming hall A to C, which has been aggregated according to the mode as shown in Figure 4, and aggregates and manages it by machine type according to the mode. Figure 5 shows an example of the aggregation results by Server 7 being displayed on Monitor 71 (an example of machine type I in this figure).
[0032] Of these, Figure 5(a) is an example of aggregating game information by mode for the entire break-even point without considering the rates in amusement halls A to C where management devices 5A to 5C are installed, and Figures 5(b) to (d) are examples of aggression information aggregating in the same way as Figure 5(a) after grouping the rates of each amusement hall A to C. Server 7 manages game information that can identify the following, on a mode-by-mode basis: "Ball unit price (classification standard information)," which is standard information categorized by rate, such as "100%" in Figure (b) and "110%" in Figure (c), and "Ball unit price (all standard information)" in Figure (a), which is standard information not categorized by rate.
[0033] Specifically, in this embodiment, the game information by rate, i.e., by break-even point, is divided into, for example, four groups. The break-even point represents the ratio of the lending rate (lending price) to the exchange rate (exchange price) at game halls A to C. For example, as explained in Figure 4, if the lending price is 20 yen and the exchange price is 18 yen, it is represented as 20 ÷ 18 = 1.11, or 111%. Therefore, the "machine payout rate" in Figure 4 can be said to represent game information where the gross profit is 0 when this break-even point is reached.
[0034] The groups are divided into the "100%" group in Figure 5(b) where the break-even point has not reached 110%, the "110%" group in Figure 5(c) where the break-even point has reached 110% but not 120%, the "120%" group (not shown) where the break-even point has reached 120% but not 130%, and the "130% and above" group in Figure 5(d) where the break-even point has reached 130%. Server 7 aggregates the gaming information from gaming halls A to C, categorized by the break-even point indicated by the transmitted rates. In the example shown in Figure 4 above, the break-even point is 11.1%, so it is categorized into the 11% group in Figure 5(c), and the sum of all groups is included in the calculation as the game information for the overall break-even point in Figure 5(a).
[0035] Furthermore, Server 7 divides the aggregation of gaming information into, for example, weekly data updated weekly for all machines and breaking news data updated daily for specific machines (machines for which breaking news is desired, such as new machines or popular machines). Here, the gaming information targeted for weekly and breaking news data consists of two types: payout rate and ball unit price (standard information). Thus, the standard information is divided into, for example, weekly data updated weekly (first predetermined period unit) for multiple machines and breaking news data updated daily (second predetermined period unit), which is shorter than the first predetermined period, and covers fewer machines. Furthermore, weekly data is data that has been thoroughly reviewed by administrators, such as by identifying and removing outliers. While the preliminary data is not as thoroughly reviewed as the weekly data, it is still game information compiled over a short period of time, on a daily basis, albeit in a simpler way, by mechanically removing obvious outliers.
[0036] In Figure 5(a), the "Payout Rate" is used to create the overall break-even point, and the "Total Out" of the corresponding outs is categorized by mode as follows: whether it reaches 2 million (2 million or more), reaches 1 million but does not reach 2 million (1 million to 2 million), or does not reach 1 million (~1 million). In other words, in the example in Figure 5(a), modes "1" to "3" fall into the category of total outs of 2 million or more, mode "4" falls into the category of total outs of 1 million or more but less than 2 million, and modes "5" and "6" fall into the category of total outs of less than 1 million. These categories are associated with payout rates as supplementary information, which will be discussed later.
[0037] As shown in Figures 5(a) to (d), the "unit price per ball" is created for both the overall break-even point and the break-even point, and, similar to the payout rate, the total out category is associated with it. In this case, since there are four groups based on the break-even point, including the group not shown in the figures above, in the aggregation on Server 7, the total out category is associated with a total of five unit prices: the unit price per ball for each of the four groups (category basis information) and the unit price per ball for the overall break-even point (overall basis information).
[0038] In this way, Server 7 manages game information categorized by break-even point (see Figures 5(b) to 5(d)), as well as game information showing the sum of these (overall break-even point) (see Figure 5(a)). For each piece of game information, it identifies weekly data covering all machines and breaking news data covering specific machines, and distributes these to the management devices 5A to 5C at each of the gaming halls A to C.
[0039] In this case, the data to be distributed is game information (candidate reference values) such as payout rate and ball price (reference information), which corresponds to the reference values (reference payout rate and reference ball price) used by management devices 5A to 5C to identify the simulation values (correction data) such as the corrected gross profit of the machine shown in Figure 4. However, when distributed, it is distributed together with the corresponding information related to the total output (supplementary information). Thus, the server 7 or management devices 5A to 5C identify reference information corresponding to a reference value on a mode-by-mode basis based on the game information to be managed (reference information identification means), and also identify auxiliary information on a mode-by-mode basis that corresponds to the reference information and indicates the reliability of the reference information (auxiliary information identification means).
[0040] In addition, on Server 7, separate from the weekly and preliminary data mentioned above, the payout rate is set to the manufacturer's announced value (see "Manufacturer's Value" in Figure 6), and the ball price is set to a recommended value (hereinafter referred to as the estimated value (see Figure 6)) that is estimated or recommended based on the server administrator's input and past gameplay information from other gaming machines. Both of these values correspond to the setting criteria information, with the payout rate set to correspond to the overall break-even point and the ball price set to correspond to each break-even point.
[0041] [3. Setting of adoption conditions and reference values for the control device] The control device 5A is configured to identify the standard payout rate and standard ball price shown in Figure 4 based on weekly data distributed from the server 7, and the conditions for this identification method can be set as shown in Figure 6. Here, Figure 6 shows an example of the setting screen in the control device 5A for identifying the standard values of the standard payout rate and standard ball price for model I.
[0042] In other words, the control device 5A displays and outputs a setting screen that shows the respective reference values to be adopted in mode units for the "payout rate" in the upper half and the "price per ball" in the lower half of Figure 6, when any of the "items" in the right column are selected. The "items" on this setting screen are for setting the adoption conditions, which are the conditions for the adoption process that will be used as the reference values to be calculated in the simulation process for both the payout rate and the price per ball, and are selected in the "selection" column. There are multiple candidate conditions for these adoption conditions, ranging from "normal" to "manual input" (six each for payout rate and price per ball), which are set in advance.
[0043] Specifically, "Regular," "Million," and "Preliminary" are items that set the range within which the standard information to be adopted as a reference value is limited by the corresponding total output, etc. "Manufacturer's Value" and "Estimated Value" are items to set the manufacturer's announced value and estimated value as described above. In addition, "Store Performance" is an item that prioritizes setting the performance values of each store A to C, and "Manual Input" is an item that prioritizes setting the value entered manually. In the "Selection" column of Figure 6, the amusement park manager makes an arbitrary selection by making an operational input using the checkboxes corresponding to the items, and an example is shown where "Preliminary" is checked for the payout rate and "Manual Input" is checked for the price per ball. As a result, the management device 5A sets the adoption conditions to "Preliminary" and "Manual Input" as setting means.
[0044] In Figure 6, each number associated with the modes "1" through "6" represents the reference value used when items such as "Breaking News" or "Manual Input" are selected. In the same figure, the reference values are color-coded by attributes, etc., with the color of the numbers (text color) and the color of the background field (background color), but details will be described later (see "Text Color" and "Background Color" in Figures 7 and 8).
[0045] The management device 5A can change the adoption conditions by accepting an input operation in which the user selects the adoption conditions that the device 5A will use for evaluation from among the items (candidate conditions) ranging from "regular" to "manual input" in the "selection" column of Figure 6. For example, if the user selects an item such as "manufacturer value" or "estimated value," the management device 5A will change the adoption conditions by adopting the value distributed from the server 7 as described in Figure 5. In this setting screen, the management device 5A presents the reference values that will be adopted when a candidate condition such as "manual input" is selected, for comparison on a mode-by-mode basis for multiple candidate conditions ("regular" to "manual input") (see Figure 6). The categories "Regular," "Million," "Breaking News," "Store Performance," and "Manual Entry" will be explained in the following section on "Priority Order of Payout Rate and Price per Ball."
[0046] [4. Prioritizing payout rate and price per ball] Figures 7 and 8 illustrate the priority order for adopting standard values for "payout rate" and "ball price" respectively, when the settings related to the adoption conditions in Figure 6 described above are made. The management device 5A then displays the settings screen in Figure 6 in different colors, using background colors corresponding to the "data type" etc. as defined in Figures 7 and 8, and text colors corresponding to the specified total payout category. Specifically, regarding the attendance rate in Figure 7, the "data type" specifies the corresponding "update period" and "background color," and the categories of total outs associated with the weekly data and preliminary data (categories in the "remarks" column) specify the corresponding "text color." In the example in the figure, the "background color" is yellow-green for weekly data and light pink for preliminary data, and the "text color" is black for "total outs 2 million and above," brown for "total outs 1 million to 2 million," and gray for "total outs ~ million."
[0047] As a result, the output rate in Figure 6 is displayed using color coding for the background and text color by the management device 5A, making it possible to visually identify the data type and the classification of total outs. For example, regarding the "Output Rate" in Figure 6, the baseline value (111.9%) for mode "6" in the "Preliminary Report" section has a background color of "light pink" and text color of "gray," so it can be understood that this is preliminary data corresponding to total outs of less than one million. This color coding is reflected not only in Figure 6 but also in other screens such as Figure 10 where it is necessary to understand the attributes of the baseline value.
[0048] Furthermore, the payout rate is determined by identifying a baseline value based on weekly data for the entire break-even point (data that does not differ depending on the break-even point). However, as shown in Figure 7, this identification follows a predetermined priority order for each of the "regular" to "manual input" categories. For example, if the "regular" category is set, the priority order for the baseline value is set to the weekly data in black text, followed by the manufacturer's value.
[0049] Specifically, weekly data corresponding to a total of 2 million or more outs is designated as "normal." When the "normal" item in Figure 6 is set, the output rates for modes "1" to "3" with corresponding background color (yellow-green) and text color (black) are adopted as the baseline values. For modes "4" to "6," the baseline values are the manufacturer's output rates because the background color and text color do not correspond (e.g., the corresponding total outs do not reach 2 million).
[0050] In other words, the management device 5A (determination means) determines on a mode-by-mode basis whether the "regular" adoption conditions (candidate conditions) are met based on the fact that the data is weekly and the total number of outs is 2 million or more (i.e., the total out category), and executes an adoption process that adopts the output rate of modes 1 to 3 for which the adoption conditions are met as the reference value. Furthermore, these adoption conditions are based on the weekly data (reference information including output rates, etc.) and the total out category managed by the server 7, and can be said to be met when the conditions (second condition) that are satisfied according to the total out as auxiliary information are met. On the other hand, depending on the judgment result regarding the adoption conditions, if the output rate of modes 4 to 6 that do not apply is not adopted as the reference value for each mode, the output rate of the manufacturer value (setting value (setting reference information) distributed from server 7) corresponding to the pre-set reference value will be adopted as the reference value.
[0051] The determination of these management devices 5A shall be made according to the mode, including the following. Furthermore, for the sake of explanation, weekly data will be abbreviated as "weekly" and preliminary data as "preliminary," and the total out values will be referred to as "black," "brown," and "gray" according to their categories. For example, preliminary data corresponding to a total out of 1 million to 2 million will be abbreviated as "preliminary brown" in the explanation.
[0052] When the "million" item in Figure 6 is set, the total output is one million or more, meaning the output rate identified as black or brown is adopted as the reference value, and for output rates other than those identified, the manufacturer's value is adopted as the reference value, with the priority of the reference values being, from highest to lowest, weekly black → rapid black → rapid brown → weekly brown → manufacturer's value. The reason why rapid brown is given priority over weekly brown is that weekly data is updated weekly, while rapid data is updated daily, so data with a larger total output can be obtained. In this way, for models I in which weekly and rapid data can be identified, the management device 5A prioritizes and adopts the rapid data as the reference value. Therefore, for example in Figure 6, modes 1 to 3 can identify weekly black, but mode 4 cannot identify weekly black or rapid black but can identify rapid brown, so the output rate that can be identified is adopted as the reference value, and modes 5 and 6 cannot identify any of the weekly black to weekly brown, so the manufacturer's value for the output rate is adopted as the reference value. Furthermore, weekly blacks are highly reliable and represent more thoroughly examined, official data than preliminary reports. Therefore, if they can be identified, they will be used in priority over preliminary blacks. The same applies to the price per ball, etc.
[0053] When the "Preliminary Report" item in Figure 6 is selected, the specified output rate for all weekly and preliminary reports, according to the total output category, is adopted as the baseline value. For output rates other than those specified, the manufacturer's baseline value is adopted, and the priority of the baseline values is set as follows: Weekly Black → Preliminary Report Black → Preliminary Report Brown → Preliminary Report Gray → Weekly Brown → Weekly Gray → Manufacturer's Value. The reason why Preliminary Report Gray is given priority over Weekly Brown is that since the total output for preliminary reports is larger than that for weekly reports, if Preliminary Report Gray can be identified, Weekly Brown cannot be identified. However, if the target model is not a specified model and Preliminary Report cannot be identified, Preliminary Report Gray cannot be identified either. Therefore, Weekly Brown or Weekly Gray is identified and its baseline value is adopted. For example, in Figure 6, Weekly Black can be identified in modes 1-3, but in mode 4, Weekly Black or Preliminary Report Black cannot be identified, but Preliminary Report Brown can be identified. In modes 5 and 6, none of Weekly Black → Preliminary Report Black → Preliminary Report Brown can be identified, but Preliminary Report Gray can be identified. Therefore, the output rate that can be identified in each case is adopted as the baseline value.
[0054] If the "Store Performance" item in Figure 6 is set, the management device 5A showing the performance values in Figure 4, i.e., the past performance values for the relevant model I targeting only the store A (hereinafter referred to as "Store Performance Values"), will be adopted. However, if the relevant mode has never been set, or if it cannot be identified, the reference values will be adopted in the order of weekly black → manufacturer value priority. For example, in Figure 6, since the store performance values cannot be identified for modes 4 and 6 (they are not shown with a light yellow background), and the weekly black cannot be identified, the manufacturer value for the payout rate will be adopted as the reference value.
[0055] If the "Manual Input" item in Figure 6 is selected, the identified output rate will be adopted as the reference value in the following priority order: manually entered value (value entered via operation input) → weekly black → manufacturer's value. For example, in Figure 6, modes 4 and 6 can identify the manually entered value represented by a white background, so the manually entered value will be adopted as the reference value. On the other hand, modes 1 to 3, which are not represented by a white background, can identify the weekly black, so the output rate of the weekly black will be adopted as the reference value, and mode 5 cannot identify the weekly black, so the manufacturer's value will be adopted as the reference value.
[0056] Here, regarding manually entered values, even without setting the "Manual Input" item, the values in Figure 6 can be entered using the numeric keypad on keyboard 52, etc., and can be changed on a mode-by-mode basis based on that input. When such a change is made, the reference values will be adopted in the same priority order as when "Manual Input" is set, only on the day the manually entered value is entered, but from the following day onward, the reference values will be adopted in the priority order according to the set item. If the manually entered value is the same as another reference value, the background color and text color of the manually entered value will be set to the same color as that reference value (and therefore the priority order will also follow that color), and if the manually entered value is different from any of the reference values, the background color and text color will be set to the color corresponding to the manually entered value.
[0057] Furthermore, regarding the output rates mentioned above, if any item other than the "manufacturer's value" is set, and it is not possible to identify a standard value that should be prioritized according to the set item, the manufacturer's value will ultimately be adopted as the standard value (see Figure 7).
[0058] Figure 8 is a diagram equivalent to Figure 7, showing the priority order of standard values related to the price per ball. It omits descriptions that substantially overlap with the previously described description of the sales rate and explains the differences from the standard values related to the sales rate.
[0059] The unit price per ball will prioritize the benchmark value for each break-even point, but if there is no benchmark value for each break-even point, the benchmark value for all break-even points will be adopted. In addition, since data for each break-even point is created for the unit price per ball (the value will differ depending on the break-even point), the weekly or preliminary data corresponding to the break-even point of store A, for example, 110% as shown in Figures 4 and 5(c), will be the data for each break-even point. In the following, the weekly data corresponding to the 110% break-even point will be represented with a "green" background color, and the preliminary data with a "dark pink" background color (see Figure 8), and these break-even point data will be abbreviated as "separate". Similarly, the weekly data corresponding to all break-even points will be represented with a "yellow-green" background color, and the preliminary data with a "light pink" background color (see Figure 8), and these all break-even point data will be abbreviated as "all". Therefore, for example, if the weekly break-even point data corresponds to a total output of 2 million or more, it will be abbreviated as "separate weekly black" and represented with a "green" background color.
[0060] When the "Regular" item in Figure 6 is set, the priority order of the reference values is set as follows: separate weekly black → all weekly black → estimated value. Thus, the unit price of balls is prioritized over the all-time price, and the estimated value is used instead of the manufacturer's value, which is different from the sales rate.
[0061] If the "Million" item in Figure 6 is set, the reference values are adopted in the following priority order: Different Weekly Black → Different Breaking Report Black → Different Breaking Report Tea → Different Weekly Tea → All Weekly Black → All Breaking Report Black → All Breaking Report Tea → All Weekly Tea → Estimated Value. For example, in Figure 6, modes 1 to 3 can identify Different Weekly Black, and mode 4 cannot identify Different Weekly Black to All Breaking Report Black, but can identify All Breaking Report Tea, so the ball price that can be identified is adopted as the reference value. Modes 5 and 6 cannot identify Different Weekly Black to All Weekly Tea, so the estimated ball price is adopted as the reference value.
[0062] If the "Preliminary Report" item in Figure 6 is set, the reference values are adopted in the following priority order: Different Weekly Black → Different Preliminary Report Black → Different Preliminary Report Brown → Different Preliminary Report Gray → Different Weekly Brown → Different Weekly Gray → All Weekly Black → All Preliminary Report Black → All Preliminary Report Brown → All Preliminary Report Gray → All Weekly Brown → All Weekly Gray → Estimated Value. For example, in Figure 6, modes 1 to 3 can identify Different Weekly Black, and modes 4 to 6 cannot identify Different Weekly Black to Different Preliminary Report Brown, but can identify Different Preliminary Report Gray, so the ball price that can be identified is adopted as the reference value.
[0063] If the "Store Performance" item in Figure 6 is set, the reference value will be adopted in the following priority order: Store Performance → Other Weekly Black → All Weekly Black → Estimated Value. For example, in Figure 6, for Mode 4 and Mode 6, the store performance value cannot be identified (it is not represented by a light yellow background), and neither the Other Weekly Black nor the All Weekly Black can be identified, so the estimated value of the price per ball will be adopted as the reference value.
[0064] If the "Manual Input" option in Figure 6 is selected, the identified ball price will be adopted as the reference value in the following priority order: manually entered value → other week black → all week black → estimated value. For example, in Figure 6, modes 3 to 5 can identify the manually entered value, which is represented by a white background, so the manually entered value will be adopted as the reference value. On the other hand, modes 1 and 2, which are not represented by a white background, can identify the other week black, so that ball price will be adopted as the reference value. In mode 6, neither the other week black nor the all week black can be identified, so the estimated ball price will be adopted as the reference value.
[0065] As described above, the management device 5A identifies the classification standard information and the total standard information for the ball unit price corresponding to "separate" and "all," and specifies a priority order in which the classification standard information corresponding to the rate of the gaming hall A is adopted as the standard value when the "regular" to "manual input" items (excluding the estimated value item) are set, while the total standard information is adopted as the standard value when the classification standard information is not adopted (see Figure 8). Furthermore, this priority order provision stipulates that when the "regular" to "manual input" items are set, if it is not possible to identify the standard value to be adopted in the order of "separate" to "all" according to the set item, the estimated value will ultimately be adopted as the standard value.
[0066] [5. Substitution Process and Threshold Setting] Figures 9(a) and 9(b) show the threshold setting screen displayed on the monitor 51 of the management device 5A. As shown in Figures 9(a) and 9(b), the threshold setting screen allows users to set thresholds for each item, such as "Total Out," and to selectively configure functions such as the "Store Performance Replacement Function" and the "Replacement Notification Function." The threshold value in Figure 9(a) is used for determination during the replacement process in which the standard value adopted based on the settings in Figures 6 to 8 described above (hereinafter also referred to as the "adopted standard value") is replaced with the store performance value. This determination is performed by the management device 5A in units of the standard value.
[0067] Specifically, as shown in Figure 9(a), the items for which thresholds can be set are "Total Out," "Payout Rate," and "Ball Unit Price." The threshold for each item can be individually set in units of "1" to "6" modes by the operation input of the arcade manager, and it is also possible to set a value that is "common to all modes." For example, the threshold for "payout rate" shown in Figure 9(a) is set to ±0.2% in the common column for all modes, so it is set to ±0.2% for modes 1 to 6 as well. On the other hand, the threshold for "price per ball" is not set in the common column for all modes, so it is set individually for each mode: ±0.400 for modes 1 and 2, ±0.300 for modes 3 and 4, and ±0.200 for modes 5 and 6.
[0068] The threshold for "Total Out" is used to determine the total out corresponding to the store's performance value. When the total out reaches the threshold, the store's performance value is determined to be reliable. Here, "Total Out" refers to the sum of the actual out values, such as the total "Out" value per mode in the mode-specific aggregated values in Figure 4(b), and corresponds to auxiliary information that indicates the reliability of standard information such as payout rate and ball price. The thresholds for "distribution rate" and "price per ball" are used as the acceptable range for the degree of deviation between the adopted standard value and the actual store value for each item. Since the accuracy of the simulation results will decrease if the deviation is positive or negative, it is determined whether it is within the threshold range.
[0069] In this case, the "total payout" and the "payout rate" and "price per ball" are determined on a mode-by-mode basis. If the "total payout" reaches a threshold, and the deviation of the "payout rate" or "price per ball" falls outside the acceptable range (corresponding threshold), the adopted standard value for the item that falls outside the acceptable range is replaced with the store's actual value. In other words, the management device 5A has a substitution condition that is met when both of the following conditions are met: a second condition that is met when the store's actual value for "total output" reaches a threshold, and a first condition that is met when the degree of deviation (comparison information) from the respective adopted standard values for the store's actual values for "payout rate" and "price per ball" falls outside the acceptable range.
[0070] Here, the selection criteria are divided into a first criterion, the "payout rate," and a second criterion, the "price per ball" (see the criteria in Figure 6 (excluding the store performance column in the same figure)), and the store performance values are identified as the first and second criterion information, which are game information corresponding to the first and second criterion values (see "payout rate" and "price per ball" in Figure 4(b) and the store performance column in Figure 6). Then, if the store performance value for "Total Out" reaches a threshold (the second condition is met), the management device 5A determines on a mode-by-mode basis whether the replacement condition is met (whether it exceeds the acceptable range) based on the comparison result between the standard value for "Payout Rate" and the store performance value (first standard information), and the comparison result between the standard value for "Ball Price" and the store performance value (second standard information). For items that have exceeded the acceptable range, the management device 5A replaces them with the adopted standard value. On the other hand, if the "total outs" do not reach the threshold, or if the deviation between the selection criteria and the store's actual values is within an acceptable range, the store's actual values will not be substituted, and the selection criteria will be used.
[0071] As described above, the substitution conditions are based on standard information (for example, "payout rate" and "price per ball" in Figure 4(b)) and auxiliary information (for example, "total output" in Figure 4(b)) managed by the control device 5A. The control device 5A, as a determination means, determines whether the substitution conditions are met on a mode-by-mode basis based on the comparative information of "payout rate" and "price per ball" and the auxiliary information.
[0072] For example, the management device 5A compares the "Total Out" value for each mode in Figure 4(b) with the corresponding threshold value of "50,000" in Figure 9 for each mode, and determines which mode satisfies the second condition. In this case, only mode 1, with a value of 58,770, is determined to have a "Total Out" value greater than or equal to the threshold of 50,000. Next, based on the "Total Out" determination result, the management device 5A identifies the selected (adopted) first and second reference values (for example, the payout rate for "Preliminary Report" and the ball unit price for "Manual Input" in Figure 6) and the corresponding first and second reference information (for example, the payout rate and ball unit price for store performance values in Figure 4(b)) for Mode 1.
[0073] As a result, for Mode 1, the "payout rate" is calculated by comparing the "preliminary report" of 97.9% in Figure 6 with the store performance value of 98.0% in Figure 4(b), and the degree of deviation (comparison information, which is the result of the comparison) is calculated as the difference, which is "97.9% - 98.0% = -0.1%". Since this value is within the tolerance range of ±0.2% set as the threshold in Figure 9, no substitution with the store performance value is performed, and the adopted standard value of 97.9% is adopted (see the standard payout rate of Mode 1 "97.9" in Figure 4(a)). For Mode 1, the "price per ball" is compared between 2.38 (manual input) in Figure 6 and the store's actual value of 2.88 in Figure 4(b), and the difference is "2.38 - 2.88 = -0.50". Since this value is outside the acceptable range of ±0.400 threshold set in Figure 9, the adopted standard value of 2.38 is replaced with the store's actual value of 2.88 (see the standard price per ball for Mode 1 "2.88" in Figure 4(a)). In this way, the management device 5A performs a replacement process in which the standard information for "dispatch rate" and "price per ball" in Figure 4(b) is replaced with the standard dispatch rate and standard price per ball values (reference values) in Figure 4(a) that are the targets of the simulation processing. A list of standard values for each model, including the case where the above substitution process has been performed, is explained in Figure 10.
[0074] As shown in Figure 9(b), the function usage selection field has two selection fields: "Store performance replacement function" and "Replacement notification function." The amusement facility administrator can select whether or not to use each of these functions through operational input.
[0075] The "Store Performance Replacement Function" refers to a function that replaces the above-mentioned selection criteria values with store performance values. If "Do not use" is selected, the selection criteria values will not be replaced (the replacement process will not be executed), and the selection criteria values will be used as the reference values for the simulation process. If "Use" is selected in the management device 5A, the replacement with store performance values will be performed based on the result of the replacement judgment using the above threshold (when the replacement condition is met). The "Replacement Notification Function" is a function that notifies the monitor 51 when store performance values are replaced. If "Do not use" is selected in the management device 5A, no notification will be given when a replacement occurs, but if "Use" is selected, a notification will be given when a replacement occurs (see Figure 11 described later). Thus, the management device 5A equipped with the monitor 51 corresponds to a notification means that performs notification processing.
[0076] [6. List of Reference Values and POP Notifications] Figure 10 is a list of reference values that, when the adoption criteria values for each model are set in the settings screen of Figure 6, and each threshold is set in the settings screen of Figure 9, and the "store performance replacement function" is used, the reference values for the payout rate and ball price per unit for simulation, which are identified for those multiple models, are shown corresponding to the model name.
[0077] As shown in Figure 10, the list screen displays the names of all machines in arcade A, from A to B (machine identification information), in the "Machine Name" column, and the respective standard values are displayed separately for modes 1 to 6. Note that this list screen shows only a portion of the standard values, including the adopted standard values or the standard values after replacement, and the standard values for all machines A to B in each mode 1 to 6 can be displayed by operating the scroll bar (not shown). Also, selecting any column for machine A to B will transition to the settings screen in Figure 6 in accordance with the input. The following describes the features of the circled numbers (1) to (9) in Figure 10.
[0078] (1) Section: Example of display in the store performance replacement field This setting field enables or disables a function that replaces the adoption criteria with store performance values by comparing the adoption criteria with store performance values using the threshold shown in Figure 9. By selecting the appropriate checkbox for each model, the selected models will undergo the store performance value replacement check. Checking the top checkbox selects all models, and the store performance value replacement check is performed for all models and their respective adoption criteria. Thus, the management device 5A is configured as a model setting means that allows the target of the replacement (replacement process) to be set on a model-by-model basis, and includes a monitor 51 that displays the screen shown in Figure 10, a keyboard 52 for operation input, etc., and performs replacement processing on the reference value of the model set by the model setting means according to the judgment result using the threshold.
[0079] (2) Section: Models with a long installation period (no replacement based on store performance) For machine A, the game arcade A does not use the preliminary data as the baseline value. Instead, the baseline values for payout rates and ball value per unit for all modes are represented by a yellow-green or green background color corresponding to weekly data and black text color corresponding to total payouts of 2 million or more. In addition, Figure 10 uses the same color coding as shown in Figures 6 to 8, including background and text colors.
[0080] (3) Section: Models with a long installation period (with replacements based on store performance) For machine F, the preliminary data from the game center A is not used as the baseline value. Instead, the baseline values for payout rates in modes 1-6 and ball unit prices in modes 1-3 are represented by a yellow-green or green background color corresponding to weekly data and black text color corresponding to total payouts of 2 million or more. Furthermore, since "store performance replacement" is enabled for machine F, the baseline values for ball unit prices in modes 4-6 are automatically replaced with store performance values based on a determination using the corresponding threshold, and are displayed with a light yellow background color and black text color corresponding to that store performance data.
[0081] Section (4): Example of display for new machines before installation. For model J, there are no preliminary figures available as it is a new machine that has not yet been introduced to arcades. Therefore, we are using recommended values based on manufacturer values and gameplay information from other past gaming machines. For this reason, the reference values are displayed with a light gray background and black text.
[0082] (5) Section: Example of displaying the breaking news mark (indicating that breaking news data was used). For models H and I, a "Breaking News" mark is placed next to the model name. The Breaking News mark is used when one or more benchmark values from the Breaking News data are adopted for the payout rate or ball price. It is displayed next to the model name to clearly indicate that the benchmark values are based on Breaking News data. This mark will be displayed for a predetermined period (e.g., one month) from the introduction date of the model. Once the predetermined period has ended or exceeded, the Breaking News mark will not be displayed, or its color will be changed to indicate this.
[0083] Section (6): Regarding the output rate of model I The output rate for Model I in Figure 10 represents the baseline values for each mode 1 to 6, similar to the background and text colors shown in the "Preliminary Report" column of the selection items in Figure 6. Section (7): Regarding the ball price per unit for machine I (mode 1) As explained in Figure 9, the standard value for the price per ball in Mode 1 of Model I is replaced with the actual store value. Therefore, in the "Store Performance" column of the selection items in Figure 6, "2.88" is represented with a light yellow background and black text color, corresponding to Mode 1. Section (8): Regarding the ball price per unit for machine I (modes 2-6) The standard ball price for modes 2-6 of model I is shown with the same background and text color as modes 2-6 in the "Manual Input" column of the selection items in Figure 6.
[0084] (9) Section: Example of display when no mode exists For model C, since there are no settings for modes 3 and 4, the reference value for modes 3 and 4 is represented by the background color of the corresponding section (9) being dark gray and the text color being black, displaying "0.00". The management device 5A (simulation means) adopts the standard payout rate and standard ball price, which are specified for each model A~ as described above, and performs simulation processing of standard correction data corresponding to each mode, such as the corrected safe and corrected gross profit per ball shown in Figure 4(a), thereby improving the accuracy of the correction data.
[0085] Furthermore, such reference values can be used not only in simulation processing that corrects (calculates on) identified actual game information, but also when performing simulation processing of future game information from the following day onward. In the latter case, it is necessary to specify reference values not only for the payout rate and the price per ball, but also for the out-of-pocket amount. For example, for out-of-pocket amount, the break-even point must be considered, just like the price per ball. However, there are reference values such as the payout rate that do not require consideration of the break-even point, so it is sufficient to specify whether or not to consider the break-even point as needed. In addition, the calculation targets for the simulation processing are not limited to the game information described above; other game information, such as the so-called customer retention rate which shows the ratio of the difference in balls to the number of balls sold during normal times, may also be used as reference values.
[0086] Figure 11 shows an example of a notification screen displayed when a replacement process is performed to replace the adopted standard value with the store's actual value, based on the judgment result using the threshold in Figure 9, and the store's actual value is newly adopted as the standard value for simulation. This notification screen is displayed as a pop-up on monitor 51 to notify the gaming facility manager.
[0087] In other words, when the management device 5A performs a replacement process on a reference value for which the replacement condition is met, it displays the notification screen shown in Figure 11(a) or (b) as a process to notify that the reference value has been replaced by the replacement process. Here, the notification screen in Figure 11(a) is an example of a case where only the store performance value is announced as the reference value, while the notification screen in (b) is an example of a case where detailed information about the target reference value is also announced.
[0088] Any notification screen can display a pop-up notification, for example, when game information is updated for simulation processing or when the list of reference values in Figure 10 is about to be displayed. In this case, as shown in Figures 11(a) and 11(b), any notification screen will display the message "There are machines that will now reference store performance values" and an "OK" button, making it easy to confirm or understand. Furthermore, the notification screen in Figure 11(b) shows a detailed display example when the reference values with a light yellow background in the list of reference values in Figure 10 are newly reflected automatically. The model name, reference item name, mode information, etc., for all target reference values are displayed. For example, as shown in Figure 11(b), the payout rate or ball unit price and the corresponding mode that have been replaced are also displayed for each model D, F, and I, making it easy to identify the updated parts.
[0089] According to the embodiment described above, if the difference between the reference value and the store's actual value falls outside the set tolerance range, the store's actual value is replaced as the reference value on a mode-by-mode basis. This makes it possible to perform more appropriate and accurate simulations even in amusement facilities where there is a strong tendency for players to continue playing with their own balls, resulting in lower actual values for the value per ball.
[0090] When the reliability of store performance data is ensured, and the difference between the baseline value and the store performance data is outside the acceptable range, the baseline value is substituted, enabling more appropriate and reliable simulations. Even when there are multiple reference values used in the simulation, the system performs a replacement check for each reference value with the actual store values, and if a replacement occurs, it notifies the management screen. This not only enables more accurate and reliable simulations, but also makes it easier to identify areas that need updating.
[0091] Since modes whose reliability can be ensured by total output can be adopted as standard values, even when the reliability of standard information for all modes cannot be ensured, such as when the introduction period of the gaming machine is short, it becomes possible to perform more appropriate and reliable simulations. By allowing the target of the replacement judgment for store performance values to be set on a per-machine basis, it becomes possible to select the machines that you want to replace, making it easier to respond to the needs of the amusement facility according to the machine.
[0092] The present invention is not limited to the above embodiments and can be modified or extended as follows. The mapping based on total outs was divided into three categories: over 2 million, 1 million to 2 million, and up to 1 million. However, any divisions, such as two or four categories, may be used. Alternatively, total outs may be designated as targets for transmission based on a threshold value, and when adopting the threshold value, a threshold value for total outs may be set, with total outs exceeding that set value being adopted. In any case, any method of identification is acceptable as long as it determines whether or not to adopt a threshold value based on the corresponding total outs.
[0093] While the "out" indicator was used to show the reliability of the standard value, it is perfectly acceptable to substitute it with other game information such as the total out itself, the number of bonuses, or the number of games played, as long as reliability is demonstrated. Figure 6 illustrates how the criteria for the adopted standards can be set on a per-model basis. However, the settings can also be applied uniformly to all models A-, or both uniform settings for all models and per-model settings as shown in Figure 6 can be enabled. Furthermore, while Figure 6 illustrates a configuration in which common adoption conditions for all modes can be selectively set, the adoption conditions can also be set separately for each mode, or non-selectively, such as by setting an arbitrary total output standard as described above.
[0094] For weekly data, if the corresponding total outs reach, for example, 10 million, further aggregation will not cause significant changes. Therefore, for such modes or models, data identification may be discontinued, and the data at the point when the total outs reached 10 million may be used as the baseline for distribution. This type of data identification and distribution can also be applied to breaking news data.
[0095] While the example given uses both weekly and preliminary data as baseline information, it is also acceptable to use only one of them. While the example given was to use game information from multiple stores A to C managed by server 7 as a baseline, if game information aggregated only from the own store A managed by management device 5A is used as the baseline without server 7, it is also possible to specify whether or not to use it as the baseline depending on the total output. While it has been shown that at least manufacturer values or other setting reference information are used as reference values, for modes where reference values such as weekly data cannot be used, it is acceptable to abandon the simulation or otherwise choose not to use reference values, and it is not always necessary to set setting reference information. While the model name A~ was used as an example of model identification information, any identification information that can identify the model can be used, such as a model number corresponding to the model.
[0096] While Figure 9 illustrates a threshold setting for all models at once, it may also be possible to set thresholds on a per-gaming machine group basis, such as by rental price or model. Furthermore, while Figure 9 illustrates the difference obtained by subtracting the store performance value from the acceptance standard value as an example of the criteria for determining the acceptable range, a ratio such as "acceptance standard value / store performance value" may also be used as the criterion, and the threshold setting in that case may be expressed as a ratio such as 100 ± 2.0%.
[0097] The decision to replace the selection criteria with store performance values may be made not only when the game information is updated, but also when the selection criteria are updated due to a change in the selection items in Figure 6, when the threshold setting in Figure 9 is changed, or when the checkbox in the store performance replacement column in Figure 10 is updated. Regarding the order of judgment using thresholds in Figure 9, the example shows that the total output of store performance values is judged using the threshold, and then the degree of deviation of "output rate" and "price per ball" is judged. However, the order of judgment can be reversed, or the judgment can be performed without a set order, and the results of each judgment can be used to replace the store performance values. As an example of supplementary information, we have shown that replacement processing is performed on the condition that the total output reaches a threshold. However, it is also possible to perform replacement processing when the standard information, such as the output rate or the price per ball, falls outside the acceptable range, without setting any conditions based on supplementary information. While the example shows that both the payout rate and the price per ball are subject to replacement processing, it is also possible to target either the payout rate or the price per ball as the subject of replacement processing, or to target other game information such as gross profit per ball or machine payout rate. While the example given illustrates the use of a second control mechanism to adopt a reference value, it is also possible to omit the second control mechanism. For example, a replacement process could be performed using the reference value entered during the operation. While the example shows notification during the substitution process, it is also possible to choose not to notify even if a reference value is substituted during the substitution process.
[0098] While display output on monitor 51 was given as an example of a notification method, other presentation methods such as printing output from a printer (not shown) may also be adopted. Furthermore, regarding the display method, for example, using identification symbols (identification means) such as marks or stamps with text on the list shown in Figure 10 may also be adopted as a notification method. Each setting value (setting information) can be set arbitrarily by the amusement facility manager or other operator via manual input, or it can be pre-set by the manufacturer of the management device 5A. Alternatively, the setting information can be downloaded from an external server, such as a chain store headquarters, and set accordingly.
[0099] All the game information exemplified may be identified directly by the input signal or indirectly by using a calculation formula. Modes may also be identified not only by operation input but also by game signals output from the game machine 1 that allow for mode identification. Furthermore, the machine type can be categorized in any way that indicates the type of game machine 1, such as by manufacturer or by specifications.
[0100] The numerical values, number of digits, and items are examples only. For example, the number of days (numerical values) for the first and second predetermined periods can be any numerical value, such as making each period longer or shorter if the second predetermined period is shorter than the first predetermined period. Furthermore, the output and presentation modes for the management device 5A that output the above-mentioned various information in an identifiable manner may be configured to allow either the display output or the printed output described above.
[0101] Either "greater than" or "exceeding" can be used, and expressions such as "reached" can correspond to either "greater than" or "exceeded." The same applies to "less than" and "less than," and expressions such as "did not reach" can correspond to both. Furthermore, the expression "within the range" can correspond to either "less than" or "less than" for the upper limit of the range, and to "greater than" or "exceeding" for the lower limit of the range. Similarly, the expression "outside the range" can correspond to either "greater than" or "exceeding" for the upper limit of the range, and to "less than" or "less than" for the lower limit of the range.
[0102] The target gaming machine 1 may be a slot machine or a pachinko machine, as long as it can be adjusted by mode. While the example given is a gaming machine 1 where the payout rate increases as the winning rate increases depending on the mode, other gaming machines that control the payout rate according to the mode, or those that adjust the winning frequency, such as ART, may also be managed. The degree of advantage for the player can be adjusted in any way. Furthermore, other gaming machines besides the example gaming machine 1, such as so-called smart gaming machines that manage the gaming medium solely through data, can also be included. Note that, considering so-called smart gaming machines, the gaming medium will be expressed as "gaming value" as needed.
[0103] Some of the processing performed by the management device 5A may be performed by the relay device 3 or the gaming device 2, etc. Furthermore, the system can be configured in any way, such as having the management device 5A perform the processing that would normally be done by the server 7, or having the server 7 perform the processing that would normally be done by the management device 5A, or determining the corrected payout rate by having only the management device 5A identify aggregated data, etc., without providing a server 7 as described above. In addition, the example configurations, including variations, can be combined in any way, and configurations that are not adopted may be included as appropriate. [Explanation of Symbols]
[0104] In the drawing, 1 is a gaming machine, 5, 5A to 5C are management devices (management means, first management means, reference information identification means, simulation means, setting means, judgment means, auxiliary information identification means, notification means, model setting means), 51 is a monitor (notification means, model setting means), 52 is a keyboard (model setting means), and 7 is a server (management means, second management means, reference information identification means, auxiliary information identification means).
Claims
1. A management means for managing game information of a gaming machine, which allows the degree of advantage for the player to be adjusted by setting one of several game machine setting values, in units of game machine setting values set separately for each model, A simulation means that performs simulation processing using game information managed by the aforementioned management means, or game information identified based on operation input, and a reference value as the calculation targets. A reference information identification means for identifying reference information, which is game information corresponding to the reference value, in units of game machine setting values, based on the game information managed by the management means, A setting means for setting replacement conditions, which are conditions for a replacement process that replaces the aforementioned reference information with the aforementioned reference value that is the subject of calculation in the simulation process, The system includes a determination means for determining whether the substitution condition is met in units of game machine setting values based on the comparison result between the reference value and the reference information, The simulation means is a system for amusement parks that performs the replacement process according to the determination result by the determination means.
2. The management means provides auxiliary information identification means that can identify, in units of game machine setting values, auxiliary information that corresponds to the standard information and indicates the reliability of the standard information, based on the game information managed by the management means, The substitution condition is met when both the first condition, which is satisfied according to the comparison information which is the result of comparing the reference value and the reference information, and the second condition, which is satisfied according to the auxiliary information, are met. The determination means determines whether or not the substitution condition is met based on the comparison information and the auxiliary information, according to the amusement arcade system described in claim 1.
3. Equipped with notification means for performing notification processing, The aforementioned reference values are divided into a first reference value and a second reference value. The determination means determines whether the substitution condition is met for each of the first reference value and the second reference value, The simulation means performs the substitution process on the reference value for which the substitution condition is met. The amusement arcade system according to claim 1 or 2, wherein the notification process is performed as a process to notify that the reference value has been replaced by the replacement process.
4. The aforementioned management means is A first management means provided in accordance with the amusement arcade and which manages the game information of the amusement machines installed in the corresponding amusement arcade, It is divided into a second management means that manages game information of game machines installed in multiple game halls based on game information managed by multiple first management means, The setting means sets the adoption conditions, which are the conditions for the adoption process that adopts the reference information as the reference value, The substitution conditions apply to the reference information and auxiliary information managed by the first management means, The aforementioned adoption conditions are met when the second condition is satisfied with respect to the standard information and the auxiliary information managed by the second management means, The determination means determines whether the adoption conditions are met based on the auxiliary information, on a per-game machine setting value basis. The aforementioned selection process adopts the criteria information that satisfies the selection conditions as the criteria value, The system for a gaming arcade according to claim 2, wherein the simulation means adopts the reference information or setting reference information corresponding to a pre-set reference value as the reference value in units of gaming machine setting values according to the determination result by the determination means.
5. The simulation means includes a model setting means that allows setting the target of the replacement process on a per-model basis, The amusement park system according to claim 1 or 2, wherein the replacement process is performed on the reference value of the model set by the model setting means according to the determination result of the determination means.
Citation Information
Patent Citations
System for game hall
JP2018047116A