Game System
The game system uses a camera and information processing device to differentiate between main and back-betting players' stacks by analyzing the position and orientation of gaming chips and recognizing players' body parts, addressing the challenge of accurately tracking bets in cases of overlapping stacks.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- ANGEL GRP CO LTD
- Filing Date
- 2026-02-10
- Publication Date
- 2026-04-28
AI Technical Summary
Conventional game systems struggle to accurately determine which player's stack of gaming chips belongs to the main player or back-betting player when multiple stacks are placed in the same betting area, as existing technologies fail to distinguish between the back-betting player and the main player, resulting in confusion and inefficiencies in tracking bets.
A game system comprising a table with multiple types of betting targets laid out on a table, a camera that photographs the table, and an information processing device that identifies which betting target a stack of gaming chips is placed on, determining the main player's and back-betting player's stacks based on the position, orientation, and recognition of players' body parts or clothing, even when multiple stacks are placed in the same betting area.
The system effectively distinguishes between the main player's and back-betting player's stacks by analyzing the position, orientation, and recognition of players' body parts or clothing, ensuring accurate tracking and management of bets, even in cases where multiple stacks are placed in the same betting area.
Smart Images

Figure 2026071373000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a game system used in a game played by placing a gaming chip on any one of a plurality of types of betting targets laid out on a table.
Background Art
[0002] Conventionally, in a table where a game is played by placing a gaming chip on any one of the betting targets laid out on the table, the gaming chips on the table are photographed by a camera to obtain a photographed image, and the photographed image is analyzed by an image analysis device to identify the betting target on which the gaming chip is placed, and the type and number of the gaming chips, thereby determining which betting target has been bet on with how many gaming chips. A system for this is known.
[0003] Such a table is provided with a plurality of play positions so that a plurality of players can play simultaneously. On the table, a betting area is provided for each play position. In each betting area, a plurality of types of betting targets are laid out. A player playing at a play position bets the gaming chip on a particular betting target by placing the gaming chip on any one of the plurality of types of betting targets laid out in the betting area assigned to his / her play position. When betting a plurality of gaming chips on a betting target, those plurality of gaming chips are stacked to form one stack and placed on the betting target.
[0004] Therefore, by designing an image analysis device that takes into account the fact that the betting area is divided for each play position, it is possible to determine how much gaming chips were bet on each betting target for each play position. For example, in a table for a baccarat game, each play position is provided with multiple types of betting targets, at least "PLAYER" and "BANKER". The game system can determine whether the player at each play position bet on "PLAYER" or "BANKER", and furthermore, how much they bet, by analyzing the captured images (for example, Japanese Patent Publication No. 2019-149155).
[0005] In addition to this system, a player identification system can be used to further identify players, making it possible to determine which player bet how much gaming chips on which bet. Furthermore, by using a game result determination system to determine the outcome of the game, it becomes possible to determine which player bet how much gaming chips, how much gaming chips were redeemed, and how much gaming chips were recovered. [Disclosure of the Invention] [Problems that the invention aims to solve]
[0006] Even if a table has multiple playing positions, players are not necessarily required to take one of these positions to play the game. In particular, if all the playing positions at a table are already occupied, players who are not in a playing position may participate in the game by placing their gaming chips in the betting area assigned to the player already in a playing position (hereinafter also referred to as the "main player"). This practice of a player not in a playing position placing a bet on one of the betting options in the betting area assigned to the player in a playing position is called "back betting," and the player who engages in back betting is called a "back betting player."
[0007] This type of back betting results in multiple players placing gaming chips in betting areas that were originally separated by play position. Consequently, multiple stacks of gaming chips can exist in the same betting area, or for multiple different betting targets. In conventional systems, it was difficult to determine which of the multiple stacks of gaming chips in the same betting area belonged to the main player and which belonged to the back betting player.
[0008] Therefore, the present invention provides a game system that can determine which player placed which stack of gaming chips in the same betting area when multiple players have placed multiple stacks of chips in the same area. [Means for solving the problem]
[0009] A game system according to one aspect of the present invention comprises a table having a betting area on which multiple types of betting targets are laid out, a camera that photographs the table and generates a captured image, and an information processing device that identifies which betting target a stack of gaming chips is betting on based on the position of the stack in the captured image, wherein the information processing device is configured to determine, based on the captured image, which stack is the main player's stack and which stack is the backbetting player's stack when multiple stacks of gaming chips are bet in the same betting area.
[0010] This configuration makes it possible to determine which stack belongs to the main player and which belongs to the backbetting player, even when multiple stacks of gaming chips are bet in the same betting area.
[0011] In the game system described above, the information processing device may determine which stack is the main player's stack and which stack is the backbetting player's stack based on the relative positions of the multiple stacks bet in the same betting area.
[0012] This configuration makes it possible to determine which stacks belong to the main player and which belong to the back-betting player, based on the relative positions of the stacks, even if multiple stacks of gaming chips are placed in the same betting area. For example, if the casino sets a rule that back bets are placed to the right of the main bets, it becomes possible to determine that the stacks placed to the left belong to the main player and the stacks placed to the right belong to the back-betting player.
[0013] In the game system described above, the information processing device may determine which stack is the main player's stack and which stack is the backbetting player's stack based on the positional relationship between the stack and the betting target on which the stack is bet.
[0014] This configuration makes it possible to determine which player's stack belongs to based on where the stack is placed on the betting target. For example, if the casino sets the rule that main bets are placed in the center and slightly to the left of the betting target, and back bets are placed on the far right of the betting target, it becomes possible to determine that the stacks placed in the center and slightly to the left of the betting target belong to the main betting player, and the stack placed on the far right belongs to the back betting player. Furthermore, even if there is a stack within the betting target that was placed only by the main player and the back betting player did not place a bet, it becomes possible to determine that the stack belongs to the main player based on where it is placed.
[0015] In the game system described above, the camera may photograph a player betting a stack of gaming chips, and the information processing device may, in the captured image, recognize each player who has bet the multiple stacks placed in the same betting area, and based on the recognition result, determine which stack is the main player's stack and which stack is the back-betting player's stack.
[0016] This configuration allows the system to recognize which player has bet their stack, determine which player is the main player and which is the backbetting player, and further determine which stack belongs to the main player and which stack belongs to the backbetting player.
[0017] In the game system described above, the information processing device may recognize a part of the body or clothing of each player who has placed the multiple stacks bet in the same betting area in the captured image, and determine which stack is the main player's stack and which stack is the back-betting player's stack based on the recognition result of the body part or clothing part.
[0018] This configuration makes it possible to determine which stack belongs to which player by recognizing a part of the body or clothing from a captured image, even when the casino does not set rules for where stacks are bet and players are free to bet on whatever they want.
[0019] In the game system described above, the information processing device may identify which player's body part or clothing part the recognized body part or clothing part belongs to, and based on the identification result, determine which stack is the main player's stack and which stack is the backbetting player's stack.
[0020] This configuration makes it possible to recognize which body part or clothing part belongs to which player, and then determine which stack that body part or clothing part bet.
[0021] In the game system described above, the information processing device may determine the orientation of a recognized part of the body or part of the clothing, and based on the determination result, determine which stack belongs to the main player and which stack belongs to the backbetting player.
[0022] With this configuration, even when it is difficult to recognize the faces of, for example, the main player and the back bet player, or to recognize a part of the body or clothing, it is possible to determine which stack belongs to which player from the extending direction of the part of the body or clothing on which the stack is bet.
[0023] In the above game system, the information processing apparatus may determine whether a plurality of stacks bet in the same bet area are stacks of the same player based on the captured image.
[0024] With this configuration, even when, for example, one player bets multiple stacks due to a large bet amount, or when multiple players each bet a stack, it is possible to determine which stack belongs to which player.
[0025] In the above game system, the information processing apparatus may determine whether the plurality of stacks are stacks of the same player based on the distance between the plurality of stacks.
[0026] With this configuration, for example, it is possible to make a determination that if the distance between stacks is close, they were bet by the same player, and if the distance between stacks is far, they were bet by multiple players.
[0027] In the above game system, the information processing apparatus may determine which stack is the stack of the main player and which stack is the stack of the back bet player based on a plurality of the captured images obtained in time series.
[0028] With this configuration, it is possible to distinguish which stack belongs to which player not only from a single captured image but also from a plurality of images obtained in time series, that is, something like a video.
[0029] In the above game system, the information processing device may determine which stack is the main player's stack and which stack is the back bet player's stack based on the order in which a plurality of stacks bet in the same bet area are bet.
[0030] With this configuration, for example, when the casino sets a rule that the main player bets first and the back bet player bets later, it becomes possible to determine that the stack bet first is the main player's and the stack bet later is the back bet player's.
Effect of the Invention
[0031] According to the present invention, even when gaming chips of a plurality of stacks are bet in the same bet area, it becomes possible to determine which stack is the main player's stack and which stack is the back bet player's stack.
Brief Description of the Drawings
[0032] [Figure 1] FIG. 1 is a diagram showing the configuration of a game system according to a first example of an embodiment of the present invention. [Figure 2] FIG. 2 is a diagram showing a first example of a photographed image generated by a camera photographing a bet area. [Figure 3] FIG. 3 is a diagram showing a part of an image photographed by a camera directly above a game table. [Figure 4] FIG. 4 is a diagram showing a second example of a photographed image generated by a camera photographing a bet area. [Figure 5] FIG. 5 is a diagram showing a third example of a photographed image generated by a camera photographing a bet area. [Figure 6] FIG. 6 is a diagram showing a fourth example of a photographed image obtained by a camera photographing a bet area. [Figure 7]Figure 7 shows the image from the fifth example, generated when the camera photographs the bed area. [Figure 8] Figure 8 shows the sixth example image, generated by the camera capturing the bed area. [Figure 9] Figure 9 shows the seventh example image, generated by the camera capturing the bed area. [Figure 10] Figure 10 shows six images taken in chronological order. [Figure 11] Figure 11 shows the configuration of a game system in a second example according to an embodiment of the present invention. [Modes for carrying out the invention]
[0033] The game system according to this invention will be described in detail below with reference to the drawings. In the following embodiments, a game system for baccarat will be used as an example, but this embodiment does not limit the invention. Furthermore, the components in the following embodiments include those that can be easily imagined by those skilled in the art or that are substantially the same.
[0034] Figure 1 shows the configuration of a game system according to a first example of an embodiment of the present invention. The game system 1 includes a roughly elliptical game table 2. The main player 3m and the back bet player 3b (hereinafter, the main player 3m and the back bet player 3b are collectively referred to as "player 3") are located on one side of the game table 2 (the lower side in Figure 1), and the dealer (not shown) is located on the opposite side. Multiple betting areas 6a to 6f (hereinafter, collectively referred to as "betting area 6") are partitioned on the top surface of the game table 2, corresponding to each of the multiple play positions. Furthermore, multiple types of betting targets are laid out in the betting area 6. In each betting area 6, the following betting targets 7 are laid out: PLAYER PAIR area 7a, BANKER PAIR area 7b, TIE area 7c, PLAYER WIN area 7d, and BANKER WIN area 7e. The main player 3m and the back betting player 3b participate in the game by placing their gaming chips 8 on any of the betting targets 7 laid out in the betting area 6. They may bet one or more gaming chips 8. When betting multiple gaming chips 81, the chips 8 are stacked to form one or more piles of gaming chips 8. Hereinafter, this pile of gaming chips 8 will be referred to as a stack 80. A stack 80 may consist of a single gaming chip 8.
[0035] Game system 1 is equipped with a camera 10, which photographs the betting area 6 and generates a captured image 11. Furthermore, game system 1 is equipped with an information processing device 12, which determines, based on the captured image 11, whether the stack 80 is the main player 3m's stack (hereinafter also referred to as "main bet") or the back bet player 3b's stack (hereinafter also referred to as "back bet"). Alternatively, the information processing device 12 may identify the location of the stack 80 of gaming chips 8 placed on the betting target 7 without determining whether it is a main bet or a back bet.
[0036] For the sake of explanation, four cameras 10a to 10d are shown in Figure 1, but the number or position of the cameras 10 can be any number or location that can adequately photograph the betting area 6 and the stack 80 placed therein. Camera 10b photographs the betting area 6 of the game table 2 and the gaming chips 8 placed therein from directly above the game table 2. In the image from camera 10b, only the surface of the top gaming chip 8 of the stack 80 can be observed, but the position of the stack 80 can be easily determined from the image from the other cameras 10.
[0037] Figure 2 shows a first example of an image 11a generated when the camera 10 photographs the bed area 6. Here, the method of recognizing the stack 80 in the information processing device 12 will be explained using Figure 2. The image 11a shown in Figure 2 is composed of multiple pixels arranged in two-dimensional coordinates.
[0038] As a prerequisite, the gaming chip 8 is colored at least partially. This color may form layers on the gaming chip 8, be applied circumferentially to the sides of the gaming chip 8, or be applied as a predetermined mark on the surface of the gaming chip 8. Figure 2 illustrates an example where the gaming chip 8 is colored circumferentially to its sides. This color represents the type (value) of the gaming chip 8. In other words, the gaming chip 8 is colored according to its type (value).
[0039] The information processing device 12 detects the stack 80 from the image using a neural network trained to detect the stack 80. Specifically, the information processing device 12 detects a rectangular region 9 (bounding box) containing the stack 80 from the image (object detection), or extracts the region of the stack 80 (hereinafter referred to as the "stack region") (region segmentation).
[0040] Furthermore, the information processing device 12 extracts the region where partially assigned colors are recorded and determines the type of each gaming chip 8 based on the partially assigned colors of each gaming chip 8 included in the detected stack 80. This determination may be made using template matching, a machine learning model such as a neural network, a combination of the two, or by using each separately in a stepwise determination.
[0041] Furthermore, the information processing device 12 may recognize the type of stack 80 or the gaming chip 8 forming the stack 80 by measuring image features such as shape, brightness, saturation, and hue from the results of image analysis of the captured image 11, without using an artificial intelligence device.
[0042] Next, we will explain how to recognize which betting target 7 a stack 80 is placed on. Figure 3 shows a portion of an image taken by camera 10b directly above game table 2. In this image, the top gaming chip 8 of stack 80 is observed as a circular shape. The information processing device 12 defines a two-dimensional grid on this image and defines which betting target 7 each grid corresponds to. The information processing device 12 detects the stack 80 from the image and determines which betting target 7 the detected stack 80 (specifically, the center of the top gaming chip 8 of the stack 80) is located on by determining which grid it is on. Furthermore, by determining which grid the stack 80 is located on based on the captured image shown in Figure 3, it is also possible to determine the position within the betting target 7 the stack 80 is placed on.
[0043] When the information processing device 12 determines which betting target 7 a stack 80 is placed on based on the captured image 11a shown in Figure 2, it does so as follows. That is, when using a captured image obtained by taking a picture from diagonally above, as in the captured image 11a of Figure 2, the information processing device 12 determines the position where the stack 80 is placed (i.e., the betting target 7 or the position within the betting target 7) according to the coordinate value of the pixel at the center of the bottom edge of the detected rectangular region 9 or the center of the maximum left-right width of the extracted stack region (i.e., the position in the captured image).
[0044] Alternatively, when determining the position of the stack 80 (i.e., the betting target 7 or a position within the betting target 7) from the captured image 11a shown in Figure 2, the information processing device 12 determines that the stack 80 is located at the coordinates of the center in the left-right direction of the color applied circumferentially to the side of the bottom gaming chip 8. Alternatively, the overall shape of the gaming chip 8 may be estimated from the arc shape of the color applied circumferentially, and the position of the stack 80 may be determined by identifying the coordinates of the center of the gaming chip 8 from there.
[0045] The information processing device 12 stores which coordinates correspond to which betting target 7, and by comparing this stored information with the coordinates indicating the center of the gaming chip 8 determined from the captured image 11a, it becomes possible to recognize which betting target 7 the stack 80 is placed on. Alternatively, the information processing device 12 may also use a machine learning model such as a neural network to detect or extract each betting target 7 from the captured image and determine which betting target 7 the stack 80 is placed on.
[0046] Furthermore, the information processing device 12 may recognize the center of the topmost chip and the number of gaming chips 8 in the stack 80, and based on these, estimate the position of the center of the lowest gaming chip in the stack 80 and set that as the position of the stack 80. In this case, the information processing device 12 has the line segment connecting the center of the camera 10 and the center of the topmost chip as the slope of the hypotenuse, has a height calculated from the number of gaming chips 8, and calculates the position of the right angle of the right triangle when the base on the table surface is set as the position of the lowest gaming chip 8, i.e., the position of the stack 80.
[0047] The information processing device 12 converts the coordinates of each pixel in the image obtained from the camera 10 into a table coordinate system set on the table surface. This conversion formula is determined from the position and orientation relationship between the table surface and the camera 10, and is known as long as the camera 10 is fixed. By converting the position of the stack 80 recognized in each image from multiple cameras 10 into the table coordinate system, stacks 80 captured by multiple cameras 10 can be handled uniformly.
[0048] The information processing device 12 has a map of betting targets corresponding to a table coordinate system. The information processing device 12 determines which betting target 7 the stack 80 is located on by mapping the position (coordinates) of the stack 80, which has been converted to the table coordinate system, to the map where the betting targets 7 are set (the first map).
[0049] The information processing device 12 also has a map (second map) which further divides some of the betting targets (for example, the relatively large TIE area 7c, PLAYER WIN area 7d, and BANKER WIN area 7e) into multiple smaller areas. The information processing device 12 determines which of the smaller areas of the betting target 7 the stack 80 is located in by mapping the position (coordinates) of the stack, which has been converted to a table coordinate system, onto this second map. As such a second map, for example, the TIE area 7c may be divided into three parts in the longitudinal direction to define three smaller areas, and the PLAYER WIN area 7d and BANKER WIN area 7e may each be divided into four parts to define four smaller areas.
[0050] When the positions of the stack 80 obtained from multiple cameras 10 are converted to a table coordinate system, errors may occur between them. These errors can be caused by shifts in the orientation or position of the cameras 10, inaccuracies in the coordinate transformation formula, or errors in recognizing the position of the stack 80. If the positions of the same stack 80 captured by multiple cameras 10 are shifted when converted to a table coordinate system, the median value of these shifts may be considered as the coordinates of the stack 80. Furthermore, when a stack 80 is captured by multiple cameras 10, if the distance between them in their table coordinate systems is below a predetermined threshold, the information processing device 12 may consider those stacks 80 to be the same stack. If the distance between them is greater than the threshold, the information processing device 12 may recognize them as two different stacks.
[0051] In the above example, the information processing device 12 converted the positions of the stacks 80 obtained from each of the multiple cameras 10 into the same table coordinate system before determining which betting target or sub-region the stack 80 was located in. Alternatively, a map could be prepared with each betting target or sub-region set on the captured image 11 from each camera 10, and the position of the stack 80 recognized in the captured image 11 from each camera could be mapped onto this map without performing coordinate transformations, thereby determining which betting target or sub-region the recognized stack 80 was located in.
[0052] Figure 4 shows a second example image 11b generated by camera 10 capturing the bed area 6. Image 11b shows parts of bed areas 6a and 6b. The specific determination method by the information processing device 12 will be explained using Figures 1, 4, and 5.
[0053] In Figure 4, the betting area 6a contains two stacks 80a and 80b, with stack 80a placed in the TIE area 7c and stack 80b placed in the PLAYER WIN area 7d. Now, suppose the casino sets a rule that back bets are placed to the right of the main bet, facing the dealer from the player, and the game is played according to this rule, generating the captured image 11b. In this case, the information processing device 12 determines, based on the captured image 11b, that stack 80b placed in the PLAYER WIN area 7d is on the left, and stack 80a placed in the TIE area 7c is to the right of stack 80b. Furthermore, based on the above rule, it determines that stack 80b is the main bet and stack 80a is the back bet.
[0054] Based on the above rules, when a main player 3m and a back bet player 3b place bets within the same betting area 6, it becomes possible to determine whether each stack of 80 is a main bet or a back bet, even when multiple stacks of 80 are bet. The casino may also set a rule that main bets are placed in the center and slightly to the left of the betting area 7, and back bets are placed at the far right of the betting area 7.
[0055] Based on the above rules, even if backbetting player 3b does not bet and only one or more stacks of 80 bet by main player 3m are present in the betting target 7, it can be determined that the stack of 80 belongs to main player 3m. Similarly, even if main player 3m does not bet and only one or more stacks of 80 bet by backbetting player 3b are present in the betting target 7, it can be determined that the stack of 80 belongs to backbetting player 3b.
[0056] For the purposes of this explanation, only two examples of rules set by the casino have been given. However, it is not necessary to use these specific rules. Any rules set by the casino are acceptable as long as they can distinguish between the back bet player (3b) and the main player (3m).
[0057] Figure 5 shows a third example of a captured image 11c generated by camera 10 capturing the betting area 6. In addition to the captured image 11b, the captured image 11c shows part of the main player 3m's hand and arm or part of the sleeve of their clothing (hereinafter simply referred to as "arm 15a") and part of the back betting player 3b's hand and arm or part of the sleeve of their clothing (hereinafter simply referred to as "arm 15b") (hereinafter, when arms 15a and arms 15b are referred to collectively, they will also be referred to as "arm 15"). The information processing device 12 is configured to recognize the arms 15 in the captured image 11c. Furthermore, the information processing device 12 can determine whether each arm 15 belongs to the main player 3m or the back betting player 3b. Based on this determination, the information processing device 12 determines whether each stack 80 placed in the betting area 6 belongs to the main player 3m or the back betting player 3b.
[0058] Here, we will explain how the information processing device 12 recognizes the arm 15. The method for recognizing the region of the arm 15 from the captured image 11c is basically the same as the region extraction method for the gaming chip 8 described above. When recognizing the gaming chip 8, a specific color assigned to the gaming chip 8 was used as a reference, but when recognizing the arm 15, the color or pattern of the clothing and the color of the arm are used as references.
[0059] The information processing device 12 has previously photographed the arms 15 of each player and stored the photographed images of each arm 15 in association with information that identifies the player. The information processing device 12 identifies the main player 3m and the back bet player 3b using a player identification system described later. When the information processing device 12 recognizes the first arm 15 in the photographed image 11c, it determines whether the arm 15 corresponds to the arm 15a of the main player 3m or the arm 15b of the back bet player 3b by determining which of the previously stored arms 15 corresponds to that arm 15.
[0060] Alternatively, the information processing device 12 may recognize the arm 15 in the captured image 11c and, based on the direction of the recognized arm 15, determine whether the arm 15 belongs to the main player 3m or the back bet player 3b.
[0061] Figure 6 shows a captured image 11d of the fourth example obtained by camera 10 photographing the betting area 6. The identification method based on the direction of the arm will be explained using Figure 6. Captured image 11d shows the arms 15 of the main player 3m and the back betting player 3b. The information processing device 12 first identifies the tip 14 and end 16 of the arm 15 and connects these two points with a straight line 17. Furthermore, it connects this straight line 17 with a straight line 18 drawn horizontally through the tip 14. The angle 19 formed by these two straight lines 17 and 18 is used as the criterion for identifying player 3.
[0062] In the game, back betting player 3b plays standing up. Therefore, when betting, they extend arm 15b towards game table 2 at a high angle. On the other hand, main player 3m plays sitting down. Therefore, when betting, they extend arm 15a towards game table 2 at a low angle.
[0063] In other words, the information processing device 12 identifies the arm 15 with a small angle 19 determined by the above method as the arm 15a of the main player 3m, and the arm 15 with a large angle 19 as the arm 15b of the back bet player 3b. Furthermore, identification may be made based on other factors.
[0064] For the purposes of this explanation, we have used the arm 15 as an example of what the information processing device 12 recognizes in the captured image 11d. However, the object to be recognized does not necessarily have to be the arm 15 of the player 3; it may be any part of the body or clothing other than the arm.
[0065] As an example of recognizing body parts other than arms, for instance, the image may be taken so that the body of player 3 is also included in the captured image 11. In that case, the body of main player 3m, who is sitting in a chair, is recognized, and then the arm 15 emerging from that body is recognized. Furthermore, the stack 80 bet by that arm 15 is recognized, and that stack 80 is identified as belonging to main player 3m. The back-betting player 3b is identified in the same way.
[0066] In a game, when player 3 bets 8 gaming chips, it is possible for player 3 to bet multiple stacks of 80 gaming chips. Game system 1 in this example makes it possible to determine whether the multiple stacks of 80 belong to the same player 3, even in such cases. This will be explained below using Figure 7.
[0067] Figure 7 shows a fifth example of captured image 11e generated by camera 10 capturing the betting area 6. Captured image 11e shows parts of betting areas 6a and 6b. Betting area 6 has two stacks 80c and 80d, both of which are placed in TIE area 7c. Based on the captured image 11e, the information processing device 12 measures the distance between multiple stacks 80c and 80d that are bet on the same betting target 7. This distance may be the distance within the captured image 11e, or it may be the distance converted from the captured image 11e to the distance in real space. Then, based on the obtained distance, the information processing device 12 determines whether the multiple stacks 80c and 80d belong to the same player 3.
[0068] Figure 8 shows the captured image 11f of the sixth example, generated when camera 10 photographs the betting area 6. The specific determination method will be explained using Figures 7 and 8. In Figure 7, two stacks 80c and 80d are placed close together. In this case, the information processing device 12 determines that the distance between stack 80c and stack 80d is smaller than a predetermined threshold, and determines that these two stacks 80c and 80d are stacks 80 of the same player 3. On the other hand, in the captured image 11f of the sixth example in Figure 8, the two stacks 80 are placed far apart. In this case, the information processing device 12 determines that the distance between stack 80e and stack 80f is greater than a predetermined threshold, and determines that these two stacks 80e and 80f are stacks 80 of different players 3. In other words, the information processing device 12 determines whether multiple stacks 80 are stacks 80 of the same player 3 based on the distance between multiple stacks 80. The distance between stacks 80 that the information processing device 12 uses as the criterion for determination may be any distance.
[0069] Figure 9 shows the image 11g of the seventh example, generated when camera 10 photographs the betting area 6. The method for determining when three stacks 80 are bet on the same betting target 7 will be explained using Figure 9. In Figure 9, three stacks are placed in the TIE area 7c. Stacks 80g and 80h are placed close together, while stack 80i is placed far away. In this case, the information processing device 12 uses the distance between stacks 80g and 80h, and between stacks 80h and 80i, as the basis for determination. That is, the information processing device 12 determines that stacks 80g and 80h were bet by one player 3, and stack 80i was bet by the other player 3. The distance used as the basis for determination by the information processing device 12 can be any distance.
[0070] Although two stacks 80 are illustrated and explained in Figures 7 and 8, and three stacks 80 are illustrated in Figure 9, there may be four or more stacks 80.
[0071] The determination made by the information processing device 12 described above determines whether multiple stacks 80 are main bets or back bets based on a single captured image for each stack. However, the information processing device 12 may also make a determination based on multiple captured images. The camera 10 provided in the game system 1 captures images of the betting area 6 at regular intervals. These captured images can be obtained in chronological order. Therefore, if multiple stacks 80 are placed in the same betting area 6, the information processing device 12 can also determine whether the multiple stacks 80 belong to the same player 3 based on the multiple captured images obtained in chronological order.
[0072] Figure 10 shows six captured images 11h1 to 11h6 obtained in chronological order from 1 to 6. A specific judgment method based on multiple captured images will be explained using Figure 10. Captured images 11h1 and 11h2 show the first player 3 attempting to place multiple gaming chips 8 in the betting area 6. Captured image 11h3 shows the first player 3 placing multiple gaming chips 8 in the BANKER PAIR area 7b of the betting area 6 and placing a bet in the BANKER PAIR area 7b. Captured images 11h4 and 11h5 show the second player 3 attempting to place multiple gaming chips 8 in the betting area 6. Captured image 11h6 shows the second player 3 placing multiple gaming chips 8 in the TIE area 7c of the betting area 6 and placing a bet in the TIE area 7c. Furthermore, in the captured image 11h6, a stack of 80 created by the first player 3's bet and another stack of 80 created by the second player 3's bet are placed, showing that multiple stacks of 80 exist in the same betting area 6.
[0073] For example, if the casino sets a rule that back bets are placed after main bets, and a game is played with six captured images 11h1 to 11h6, the information processing device 12 determines that the gaming chips 8 bet by the first player 3 belong to the main player 3m's stack 80, and the gaming chips 8 bet by the second player 3 belong to the back betting player 3b's stack 80.
[0074] While I have given one rule as an example, any rule set by the casino is acceptable, as long as it allows for the distinction between the back bet player (3b) and the main player (3m).
[0075] Furthermore, both the main player 3m and the backbetting player 3b may each bet multiple stacks of 80. In this case, if we simply judge by the order, the second stack of 80 bet by the main player 3m would be judged as having been bet by the backbetting player 3b. Therefore, in order to determine whether the second and subsequent stacks of 80 are bets by the main player 3m or backbets by the backbetting player 3b, the information processing device 12 may make the determination as follows.
[0076] Camera 10 continuously captures multiple images and provides the time-series images 11 to the information processing device 12. The information processing device 12 determines that if other stacks 80 are bet within a predetermined time (for example, within 2 seconds) after the first stack 80 is bet, those stacks 80 are bets made by the same player. In this way, for example, if there are three stacks 80 in the same betting area 6, it is possible to determine whether the second stack 80 was bet by the main player 3m or by the back-betting player 3b.
[0077] Furthermore, even if there are multiple stacks 80 in the same betting area 6, it is possible that all of them were bet by the main player 3m. In this case, the information processing device 12 may recognize that the first and second stacks were bet by the same player if the second stack 80 was bet within a predetermined time after the first stack 80 was bet, and it may also recognize that the second and third stacks were bet by the same player if the third stack was bet within a predetermined time after the second stack was bet.
[0078] Furthermore, if there are multiple stacks 80 in the same betting area 6, the information processing device 12 may determine whether or not those stacks 80 were bet by the same player based on the amount and number of gaming chips 8 in each stack 80. For example, if there is a stack 80 of 10 $10,000 chips (totaling $100,000) and a stack 80 of 2 $1,000 chips, it may be determined that these stacks were bet by different players. This is because it is unlikely that a player who bets $100,000 would also bet another $1,000 to total $101,000. In this case, the information processing device 12 may recognize the stack 80 with the larger amount as the stack bet by the main player.
[0079] Figure 11 shows the configuration of a game system 20 of a second example of an embodiment of the present invention. The game system 20 of the second example includes, in addition to the game system 1 of the first example (see Figure 1), a player identification system 21 that identifies the main player 3m, a database 22 that stores information on player 3 and gaming chip 8 in association with each other, and an update device 23 that stores information on gaming chip 8 that has been determined to be the stack 80 of the main player 3m in the database 22 in association with player 3 that has been identified as the main player 3m.
[0080] With the above configuration, it becomes possible to manage at least the gaming chips 8 of the main player 3m in the database 22. Alternatively, the player identification system 21 may be configured to identify the backbetting player 3b.
[0081] The player identification system 21 includes an image recognition system 24 consisting of a camera 10 and an image recognition device, and a card authentication system 25 consisting of a card and a card reader, but either one of them may be included.
[0082] Camera 10 captures the face of player 3 and outputs the image generated by the capture to the image recognition device. The image recognition device is equipped with a face recognition engine using a neural network that has been trained on the face images of multiple registered players 3 (hereinafter, registered players 3 are also referred to as "members"). The image recognition device inputs the image from camera 10 into the neural network to determine which of the registered members the input face image belongs to. If the image recognition device determines that the image from camera 10 does not belong to any of the registered members, it outputs a result indicating that the face image is a non-member face image.
[0083] Furthermore, camera 10 may also photograph areas other than player 3's face. For example, the system may be configured to link information about player 3's clothing and physical characteristics with information about player 3's face.
[0084] The card reader scans the membership card handed to the dealer by Player 3 and reads the information stored on the membership card. The membership card is a magnetic card with a magnetic stripe, and at least the user ID of Player 3 (member) is stored on that magnetic stripe. When the dealer receives the membership card from Player 3, they scan the membership card using the card reader and input the location where Player 3 will play (hereinafter referred to as the "play position") into the card reader. The card reader outputs the user ID read from the membership card and the area ID of the play position entered by the dealer.
[0085] Furthermore, the system may be configured to link the information on the membership card with whether each player is the main player (3m) or the backbetting player (3b).
[0086] Furthermore, in the player identification system 21, player 3 may be identified either by facial recognition or by reading the membership card. In other words, a registered member does not necessarily have to use their membership card to identify player 3 when they take their playing position; in that case, player 3 will be identified solely by the facial recognition system. Also, even if player 3's face cannot be properly captured and facial recognition is not possible, player 3 may still be identified by the membership card. Moreover, player 3 may be identified by both facial recognition and the membership card.
[0087] The information about Gaming Chip 8 may be value information, identification information, or something else. By understanding this information, it becomes possible to determine how much Gaming Chip 8 each player 3 has redeemed, how much Gaming Chip 8 has been repossessed by the dealer, and furthermore, how much Gaming Chip 8 each player 3 possesses as a result of these redemptions and repossessations (value).
[0088] While the game system described above is intended for use in baccarat, it may also be used in blackjack.
[0089] The following is disclosed by the embodiments described above. (Note 1) A table having a betting area with multiple types of betting options, A camera that photographs the aforementioned table and generates an image, An information processing device that identifies, based on the captured image, which betting target a stack of gaming chips is bet on, based on the position of the stack in the captured image, Equipped with, The information processing device further determines which of the multiple sub-regions located within the betting target the stack is situated in, and is a game system.
[0090] (Note 2) A table having a betting area with multiple types of betting options, A camera that photographs the aforementioned table and generates an image, An information processing device that identifies, based on the captured image, which betting target a stack of gaming chips is bet on, based on the position of the stack in the captured image, Equipped with, The aforementioned information processing device has a map defining the betting targets in a table coordinate system set on the surface of the table, and the game system identifies which betting target the stack is betting on by converting the position of the stack in the captured image to the table coordinate system and mapping the converted position to the map. [Explanation of Symbols]
[0091] 1. Game System 2 Game Tables 3 players 3m Main Player 3b Backbet Player 6 Bed Areas 7 Betting targets 7a PLAYER PAIR area 7b BANKER PAIR area 7c TIE area 7d PLAYER WIN area 7e BANKER WIN area 8 Gaming Chips 80 stacks 10 Cameras 11. Captured images 12 Information Processing Devices 15 Arm 15a Main player's skill 15b Backbet player's arm 20 Game Systems 21 Player Identification System 22 Databases 23 Update device
Claims
1. A game system for determining bets on gaming chips at a gaming table where each of the multiple play positions has a betting area laid out with multiple types of betting areas, A main player identification means that identifies a player as the main player of a play position by associating the player identified by facial recognition with the play position, A bet determination means for determining which betting area of the play position associated with the player one or more gaming chips were bet on, and what the total amount of the one or more gaming chips is, A bet determination means for determining whether each of the one or more gaming chips determined by the bet determination means to have been bet on the same betting area belongs to the main player or a non-main player, A database that stores information regarding the one or more gaming chips bet by the main player, based on the determination by the bet determination means and the determination by the bet determination means, in association with the player identified as the main player. A game system equipped with these features.
2. The game system according to claim 1, wherein the main player identification means further identifies the player identified by reading the provided storage medium as the player position input by the dealer as the player position in which the player is located.
3. The game system according to claim 1, wherein the bet determination means recognizes the body of the main player and determines that a gaming chip bet by the main player on the betting area of a player position other than the player position associated with the main player is the main player's gaming chip.
4. The game system according to claim 1 or 3, wherein the bet determination means makes the determination when one or more gaming chips are bet.
5. The game system according to claim 1 or 3, wherein the main player identification means identifies the main player by recognition using a neural network.
6. The game system according to claim 1, wherein the information relating to the one or more gaming chips bet by the main player includes the total amount of the one or more gaming chips and the betting area where the main player bet the one or more gaming chips.
7. The game system according to claim 1, wherein the bet determination means continuously determines, at predetermined time intervals, which betting area of the play position associated with the player the one or more gaming chips have been bet on, and what the total amount is.
8. The bet determination means determines whether the one or more gaming chips determined to have been bet on the same betting area belong to the main player or to a non-main player, based on information regarding the time at which the one or more gaming chips were placed.
9. The bet determination means determines whether the one or more gaming chips determined to have been bet on the same betting area belong to the main player or to a non-main player, based on the order in which the chips were placed.
10. The game system according to claim 1, wherein the main player identification means identifies the main player by recognizing the player's body.
11. The bet determination means determines that the gaming chip of the main player is the gaming chip of the main player by recognizing the main player's body, among the one or more gaming chips that the bet determination means has determined to have been bet on the same betting area.