Inter-unit devices and suspicious behavior detection systems
Patent Information
- Application Number
- JP2025023338
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-02-17
- Publication Date
- 2026-08-27
AI Technical Summary
【0009】 この発明によれば、遊技機及び台間機において、複数の部位のそれぞれに対する悪戯行為を、適切に検知して通知できる。これにより、悪戯行為の防止を促進することができると共に、悪戯された場合を迅速に検知できるので、悪戯された場合の事後処理をすぐに行うことができ、悪戯された場合の事後処理の負荷の軽減を図ることができる
Smart Images

Figure 2026137310000001_ABST
Abstract
Description
Technical Field
[0001] This invention relates to a device and a system that enable detection of suspicious actions such as pranks being played on gaming machines and base machines in a game parlor where gaming machines such as pachinko machines and pachinko-type slot machines are installed.
Background Art
[0002] Patent Document 1, which will be described later, discloses an invention related to a gaming medium counting device that can suppress the mischievous behavior of a player who inserts a foreign object such as gum into an insertion slot for inserting a gaming medium. The gaming medium counting device is a device that pairs with a gaming machine and, in response to the insertion of paper money, receives a loan of gaming media (when the gaming machine is a slot machine, medals), counts the acquired medals, and records them on a membership card or the like. Specifically, the gaming medium counting device disclosed in Patent Document 1 has the following functions. When the number of owned medals, which is the number of medals owned by the player, is equal to or greater than a specified number and continuous lending has not been determined, the gaming medium counting device deems counting necessary and allows the player to open the shutter member of the medal insertion slot to a state where it can be counted (countable state).
[0003] However, when it is determined that the number of owned medals is less than the specified number, the gaming medium counting device does not make the shutter member of the medal insertion slot openable (countable state). Also, even if the number of owned medals, which is the number of medals owned by the player, is equal to or greater than the specified number, if continuous lending has been determined, in this case as well, the gaming medium counting device does not make the shutter member of the medal insertion slot openable (countable state). Thereby, the shutter member of the medal insertion slot is made openable (countable state) only when it is necessary to count the gaming media won in the game. However, when the number of owned medals is less than the specified number or when the number of owned medals has received a loan and become equal to or greater than the specified number, the shutter member of the medal insertion slot is not made openable (countable state). Thereby, it is possible to prevent mischievous behavior for revenge, such as a player who has lost in the game inserting a foreign object into the medal insertion slot. [Prior art documents] [Patent Documents]
[0004] [Patent Document 1] Patent No. 6037728 [Overview of the project] [Problems that the invention aims to solve]
[0005] The game medium counting device disclosed in Patent Document 1 mentioned above is effective in that it has an input slot for counting game mediums and prevents tampering with the input slot. However, counting game mediums such as medals and pachinko balls can be done by transporting the game medium to a dedicated counting device, or in recent years, by counting the game medium inside the game machine. For this reason, multiple parts can become targets of tampering when someone loses at a game, such as the banknote input slot of the inter-machine unit that is paired with the game machine, the input slot for membership cards or general cards, and the volume and light intensity adjustment buttons of the game machine. When such tampering occurs, it can cause malfunctions in the inter-machine unit or the game machine, or necessitate readjusting the volume and light intensity for the game machine's effects. In this case, it can lead to trouble with the next player who uses the tampered game machine, result in lost opportunities for the game machine, and make it impossible to play the game comfortably.
[0006] In view of the above, the purpose of this invention is to enable the prevention of vandalism and the reduction of the burden of post-incident processing in the event of vandalism by appropriately detecting and notifying the vandalism of each of the multiple parts of a gaming machine and inter-machine devices. [Means for solving the problem]
[0007] To solve the above problems, the inter-table machine of the invention described in claim 1 is: It is a machine that is paired with a gaming machine, An imaging means for capturing an image that can determine the position of the player's hands, Image analysis means for detecting when the player's hand is located on one or more predetermined parts of the machine and the gaming machine by analyzing the image captured through the imaging means, The image analysis means includes an operation log acquisition means that acquires operation log information when it is detected that the player's hand is located on one or more of the aforementioned parts, A suspicious behavior detection means detects the occurrence of suspicious behavior when the operation log information related to the part where the player's hand is located, as detected by the image analysis means, cannot be obtained. A suspicious behavior detection means detects that if the position of the player's hand detected by the image analysis means is located in the area where the operation log information, which is the operation area, cannot be obtained, this constitutes the occurrence of suspicious behavior. When the suspicious behavior detection means detects the suspicious behavior, a notification means notifies the user of this. It is characterized by being equipped with [the following features].
[0008] According to the inter-machine machine of the invention described in claim 1, it is equipped with an imaging means, and an image analysis means analyzes the image captured by the imaging means to identify the location of the player's hand. Furthermore, if the location of the player's hand is identified by the image analysis means, operation log information is acquired by the operation log acquisition means. If the operation log information related to the location of the player's hand identified by the image analysis means cannot be acquired by the suspicious behavior detection means, it is detected as the occurrence of suspicious behavior. When the occurrence of suspicious behavior is detected by the suspicious behavior detection means, the occurrence of suspicious behavior is notified by the notification means. [Effects of the Invention]
[0009] According to this invention, it is possible to appropriately detect and notify of acts of vandalism against multiple parts of a gaming machine and inter-machine devices. This promotes the prevention of vandalism and allows for rapid detection of vandalism, enabling immediate post-incident processing and reducing the burden of post-incident processing. [Brief explanation of the drawing]
[0010] [Figure 1] This is a block diagram illustrating an example configuration of the suspicious behavior detection system according to the embodiment. [Figure 2] This is a block diagram illustrating an example configuration of the inter-machine unit according to the embodiment. [Figure 3] This diagram illustrates the parts of the gaming machine and the parts operated by the player. [Figure 4] This figure illustrates an example of the data stored in the hand position / operation log file of the inter-machine device according to the embodiment. [Figure 5] This is a block diagram illustrating an example configuration of a gaming machine according to the embodiment. [Figure 6] This is a block diagram illustrating an example configuration of the control device according to the embodiment. [Figure 7] This is a block diagram illustrating an example of the configuration of a store terminal according to the embodiment. [Figure 8] This figure illustrates an example of a display screen for a suspicious behavior alert shown on a store terminal according to the embodiment. [Figure 9] This is a flowchart illustrating the processing performed by the inter-machine machine of the embodiment. [Figure 10] This is a flowchart following Figure 9. [Figure 11] This is a diagram illustrating an example of membership card information. [Figure 12] This is a diagram illustrating an example of information about the operation status of control buttons. [Modes for carrying out the invention]
[0011] Hereinafter, embodiments of the apparatus and method according to this invention will be described with reference to the drawings. In this specification, a gaming machine executes a game according to a player's operation and generates increases and decreases in points. Examples of gaming machines include pachinko machines (automatic ball playing devices), pachinko-type slot machines (rotary gaming machines), and various gaming machines installed in so-called game centers. Note that a pachinko machine may also be called a pachinko gaming machine or the like.
[0012] Therefore, the points that increase or decrease in the gaming machine are, when the gaming machine is a pachinko machine, the number of balls in hand (so-called pachinko balls), and when the gaming machine is a pachinko-type slot machine, the number of medals in hand (so-called slot medals). Also, the points that increase or decrease in the gaming machine when the gaming machine is various gaming machines are the scores (points) or level values that increase or decrease in each gaming machine, or may be functions or items that are acquired or lost.
[0013] In the embodiments described below, for the sake of simplicity, the case where the gaming machine is a pachinko machine installed in a pachinko parlor will be described as an example. Also, in the pachinko parlors of the following embodiments, a card medium is utilized so that money is not required each time rental balls are provided and the player does not carry pachinko balls around. The card medium has a so-called prepaid function (prepayment function) and a function for managing balls in hand.
[0014] [Configuration example of suspicious behavior detection system] FIG. 1 is a block diagram for explaining a configuration example of a suspicious behavior detection system according to an embodiment. In the suspicious behavior detection system of this embodiment, a plurality of gaming machines (pachinko machines) 2(1), 2(2), 2(3),... and a plurality of between-machine units 1(1), 1(2), 1(3),... are installed. The between-machine unit 1(1) is connected to the gaming machine 2(1), the between-machine unit 1(2) is connected to the gaming machine 2(2), and the between-machine unit 1(3) is connected to the gaming machine 2(3). That is, each of the between-machine units 1(1), 1(2), 1(3),... is provided so as to correspond one-to-one to each of the gaming machines 2(1), 2(2), 2(3),....
[0015] Therefore, one gaming system used by one player is constituted by a gaming machine and a between-machine unit that correspond one-to-one. Note that the between-machine units 1(1), 1(2), 1(3),... are configured as independent devices obtained by dividing functions that the gaming machines 2(1), 2(2), 2(3),... may have, and are also called unit devices. Also, in FIG. 1, only three sets of gaming systems are shown, but actually, dozens or hundreds of sets of gaming systems are installed in a pachinko hall.
[0016] The gaming machines 2(1), 2(2), 2(3),... are gaming machines that, by operating a handle, eject a pachinko ball, for example, from the lower left of a board covered with a glass plate and having a large number of nails driven in it, and when the pachinko ball that falls according to the nails enters a winning hole, a prize ball is obtained. The between-machine units 1(1), 1(2), 1(3),... receive the input of money (currency), lend out pachinko balls, receive membership cards or general cards, cooperate with the corresponding gaming machines 2(1), 2(2),..., and manage the held balls.
[0017] Here, a membership card is issued to players (customers) who frequently play at the pachinko parlor and who have registered as members (members). The membership card records information about the member, such as their name and phone number, as well as information about the balance of deposited money and the number of balls held, and the member can take it home with them. A general card is temporarily lent to players (customers) who are not members, such as those who occasionally use the pachinko parlor or those who happen to stop by the pachinko parlor. A general card can be used in other gaming systems within the pachinko parlor as long as the balance of deposited money and the number of balls held are not zero, but it is basically returned after settlement or prize exchange on the day it is lent. Membership cards and general cards can be configured as IC (integrated circuit) cards or magnetic cards, but in this embodiment, membership cards and general cards are assumed to be IC cards.
[0018] Players can insert their membership card or general card into inter-machine machines 1(1), 1(2), 1(3), ... and insert banknotes to increase their balance. In principle, if a player has a balance, they can receive loaned balls by pressing the loaned ball button, which is the billing operation on inter-machine machines 1(1), 1(2), 1(3), ..., and add them to their balance, and play within the limits of their balance. That is, they can insert their balance into gaming machines 2(1), 2(2), 2(3), ... and play.
[0019] The management device 3 implements functions such as managing information recorded on membership cards and general cards, managing the quantity of banknotes inserted into inter-machine machines 1(1), 1(2), 1(3), ..., and managing information provided to inter-machine machines 1(1), 1(2), 1(3), ..., etc. The POS (POS terminal) 4(1), ... processes the exchange of game value corresponding to the balls held, which are associated with membership cards and general cards, for prizes. Specifically, it accepts membership cards and general cards, records the number of balls stored on them on a paper medium, for example, and outputs it, and then processes the number of balls held on the membership card or general card to clear it to 0 (zero). General cards with both the deposit balance and the number of balls held are collected by POS 4(1), .... Note that some POS 4(1), ... are installed in a so-called service counter and operated by store staff.
[0020] The settlement machines 5(1), ... allow players to insert their membership cards or general cards to settle their winnings, and are sometimes installed near entrances or service counters. Players can exchange the paper document containing the number of winnings printed from the settlement machine 5(1), ... for prizes at the service counter. The settlement machines 5(1), ... process the refund of cash corresponding to the balance recorded on the membership card or general card (the amount obtained by subtracting the amount of balls played from the deposit amount). Specifically, they accept the membership card or general card, refund the cash corresponding to the balance stored therein, and clear the balance on the membership card or general card to 0 (zero). In this embodiment, the settlement machines 5(1), ... are assumed to be installed, for example, near entrances or service counters. General cards with both a balance and winnings of 0 (zero) are collected by the settlement machines 5(1), ...
[0021] The store terminal 6 is a personal computer (PC) installed at the store's counter or other location, and is primarily operated by employees of the pachinko parlor. The store terminal 6 has the function of accessing the management device 3 to inquire about and modify customer information, and to display various information from the management device 3 on its own machine's display. In addition, the store terminal 6 can collect information indicating the status of each gaming system from the inter-machine devices of each gaming system via the management device 3 and display it on its own machine's display.
[0022] In this embodiment, as shown in Figure 1, the inter-machine machines 1(1), ..., the management device 3, the POS systems 4(1), ..., the payment machines 5(1), ..., and the store terminal 6 are connected via a LAN (Local Area Network) 7. This allows the inter-machine machines 1(1), ... to communicate with the management device 3, enabling the updating of customer (member) information and the provision of necessary information in accordance with the execution of games. Similarly, each of the POS systems 4(1), ..., and payment machines 5(1), ... can communicate with the management device 3, enabling the updating of customer (member) information and the provision of necessary information in accordance with the processing at each device. Furthermore, as mentioned above, the store terminal 6 can access the management device 3 to inquire about customer information, perform maintenance such as adding, changing, and deleting, and receive various information from the management device 3.
[0023] In this embodiment, the management device 3 and each device are connected by LAN 7. However, this is not the only option. For example, the management device 3 could be located on the internet, and the inter-machine machines 1(1), ..., POS 4(1), ..., payment machines 5(1), ..., and store terminals 6 could access it via a gateway device. In this case, in the case of a chain of pachinko parlors, one management device 3 could be shared among all the parlors.
[0024] In a suspicious behavior detection system with this configuration, the inter-machine units 1(1), ... are the main components for detecting suspicious behavior. As shown in Figure 1, each of the inter-machine units 1(1), ... is connected to an imaging unit (camera) 111(1), ... For simplicity, here we will explain the overview of suspicious behavior detection using a gaming system consisting of an inter-machine unit 1(1) and a gaming machine 2(1) as an example. The imaging unit 111(1) is provided to capture images that allow for the identification of the position of the player's hand in each gaming system. By analyzing the images captured through the imaging unit 111(1) connected to the inter-machine unit 1(1), it is possible to detect when the player's hand is located in one or more predetermined parts of the gaming system.
[0025] Here, one or more predetermined parts of the gaming system are the parts of the inter-machine device 1(1) that players operate, such as inserting banknotes or inserting and removing membership cards or general cards, and are also parts that can be targeted by tampering. Similarly, the operating parts for adjusting the volume and light intensity of the gaming machine 2(1) are also parts that players operate and are also parts that can be targeted by tampering. For this reason, by analyzing the image obtained by capturing through the imaging unit 111(1), if the position of the player's hand is located on one or more predetermined parts of the gaming system, operation log information (operation history) is acquired in the inter-machine device 1(1).
[0026] As a result, if there is operation log information indicating that an operation should be performed on the part of the body where the player's hand is located, the player's actions can be detected as appropriate. However, if there is no operation log information indicating that an operation should be performed on the part of the body where the player's hand is located, the player's actions can be detected as suspicious. When such suspicious player behavior is detected, the inter-machine unit 1(1) can notify (report) the occurrence of suspicious behavior using display output or audio output, or notify the store terminal 6 of the occurrence of suspicious behavior via the management device 3.
[0027] In the following, we will describe the configuration examples of the inter-machine machines 1(1), 1(2), 1(3), ..., gaming machines 2(1), 2(2), 2(3), ..., management device 3, and store terminal 6 that constitute the suspicious activity detection system of this embodiment. In the following description, the configuration examples of POS 4(1), ..., payment machines 5(1), ... which are not related to the processing of suspicious activity detection will be omitted. Also, in the following, the inter-machine machines 1(1), 1(2), 1(3), ... are similarly configured and will be collectively referred to as inter-machine machine 1 unless it is necessary to distinguish them. Similarly, the gaming machines 2(1), 2(2), 2(3), ... are similarly configured and will be collectively referred to as gaming machine 2 unless it is necessary to distinguish them.
[0028] [Example configuration of machine 1] Figure 2 is a block diagram illustrating an example configuration of the inter-machine 1 according to the embodiment. The connection terminal 101T constitutes the connection terminal to the communication path (LAN 7) with the management device 3. The management device communication unit 101 enables mutual communication with the management device 3. The control unit 102, although not shown, is a microprocessor comprising a CPU (Central Processing Unit), ROM (Read Only Memory), RAM (Random Access Memory), non-volatile memory, etc. The control unit 102 implements functions to control each part of the inter-machine 1.
[0029] The card processing unit 103 is comprised of a mechanism for inserting and ejecting membership cards and general cards, and a mechanism for reading information from and recording information to cards (reader / writer mechanism). When a player possesses a membership card or general card, they insert their card into the card processing unit 103 of the inter-machine unit 1 to start playing. The card processing unit 103 reads necessary information such as card ID, balance, and number of tokens from the inserted card and supplies it to the control unit 102, where it is recorded, for example, in non-volatile memory and made updatable.
[0030] The money processing unit 104 is configured to include a mechanism for inserting and dispensing money as payment for receiving rental balls, and a mechanism for storing the inserted money. In this embodiment of the inter-machine 1, the money processing unit 104 is configured to accept only banknotes such as 1,000 yen bills, 5,000 yen bills, and 10,000 yen bills, and does not accept coins. When the money processing unit 104 receives money, it stores and holds it and notifies the control unit 102 of the amount of money received. The control unit 102 adds the amount of money inserted to the balance of the card inserted into the card processing unit 103, which is information recorded in the non-volatile memory. The player can receive rental balls within the limits of the balance.
[0031] The memory unit 105 is a device unit composed of a recording medium and its driver, such as an SSD (Solid State Drive) or HDD (Hard Disk Drive). The memory unit 105 stores and holds programs and data necessary for various processes, and is also used as a work area to temporarily store intermediate results in various processes. The operation unit 106 is composed of several operation button switches (hereinafter simply referred to as buttons) that accept press input from the player. The operation unit 106 is provided with, for example, a counting button, a card ejection button (return button), and a ball dispensing button (dispensing button).
[0032] The counting button is used to count the number of balls or other winnings at the end of the game, and the card ejection button is used to eject membership cards and general cards with remaining balances or balls. The ball dispensing button is used to dispense balls into the corresponding gaming machine 2, within the limits of the balance. In this embodiment, each time the ball dispensing button is pressed, for example, 125 pachinko balls (worth 500 yen at 4 yen per ball) can be instructed to be dispensed into the corresponding gaming machine 2.
[0033] The clock circuit 107 provides the function of providing the current date and time, as well as functions such as providing timing at regular intervals from a predetermined point in time. The hand position / operation log file 108 is formed on the recording medium of the device unit, which is composed of a recording medium and its driver, such as an SSD or HDD. The hand position / operation log file 108 is a data file that stores and maintains the results of image analysis of images captured through the imaging unit 111 (described later) and the operation log of the inter-unit machine 1 in association with each other. Details of the data stored in the hand position / operation log file 108 will be described later.
[0034] The display unit 109 is configured using a display element such as an LCD or an organic EL display, and displays various display messages such as guidance messages. When the ball dispensing button, which is a billing execution operation, is pressed via the operation unit 106, the information update processing unit 110 updates the information stored in the non-volatile memory, such as the balance and consumption amount of the card inserted into the card processing unit 103, in accordance with the operation. Specifically, it subtracts the billing amount corresponding to the number of balls dispensed from the card balance and adds the billing amount to the card consumption amount. In this embodiment, as described above, with one press of the ball dispensing button, 500 yen is subtracted from the balance and 500 yen is added to the consumption amount.
[0035] The imaging unit 111 is a so-called camera unit equipped with an objective lens and an image sensor, and is used to capture images that can determine the position of the player's hand. The image analysis unit 112 analyzes the images captured through the imaging unit 111 to detect when the player's hand is located on one or more predetermined parts of the player's machine (inter-machine machine 1) or the game machine 2 which together with the player's machine to constitute the game system.
[0036] Figure 3 is a diagram illustrating the player-operated parts of the inter-machine device 1 and the gaming machine 2. In Figure 3, the left side is the inter-machine device 1, and the right side is the gaming machine 2. If the gaming machine 2 is a pachinko machine, the inter-machine device 1 is located to the left of the player, and the gaming machine 2 is located in front of the player. In the example shown in Figure 3, the imaging unit 111 is installed on the upper front of the inter-machine device 1 and is positioned to photograph the player's hands as they approach the front of both the inter-machine device 1 and the gaming machine 2.
[0037] There are various types of pachinko machines (gaming machines 2), and the gameplay differs for each type, but there is an operating unit 203, sometimes called a handle, on the right side that can be rotated. In addition, the gaming machine 2 may have operating buttons for adjusting the volume and brightness of the gaming machine 2, for example, in the center. The inter-machine unit 1 basically has a common configuration for all types of gaming machines 2, and as shown in Figure 3, for example, a money processing unit 104 is provided on the upper front, a menu operating unit 106A is provided in the center of the front, and a card processing unit 103 is provided on the lower front.
[0038] As mentioned above, the money processing unit 104 is equipped with a money insertion and dispensing mechanism (insertion and dispensing slots), and is a part that can be targeted by vandalism such as stuffing gum into this mechanism. The menu operation unit 106A is part of the operation unit 106, is equipped with a touch panel, and is a part that can be operated by displaying a menu, and is a part that can be targeted by vandalism such as sticking gum or other foreign objects to it. In addition, the card processing unit 103 is equipped with a membership card and general card insertion and dispensing mechanism (insertion and dispensing slots), and is a part that can be targeted by vandalism such as stuffing gum into this mechanism. Furthermore, the volume and light intensity adjustment buttons in the center of the gaming machine 2 are also parts that can be targeted by vandalism such as intentionally setting the volume and light intensity to the minimum.
[0039] Therefore, the image analysis unit 112 detects when the player's hand is positioned at the top of the inter-machine unit 1, in the center of the inter-machine unit 1, at the bottom of the inter-machine unit 1, or in the center of the gaming machine 2. In this case, if the back of the player's hand is facing the inter-machine unit 1 or the gaming machine 2, it is difficult to perform acts of mischief such as stuffing something into the opening, so the unit recognizes and detects when the player's palm is facing the inter-machine unit 1 or the gaming machine 2. In this way, the image analysis unit 112 analyzes the image information of the image captured by the imaging unit 111 and detects when the player's palm is facing the inter-machine unit 1 or the gaming machine 2, and when the player's hand is positioned at the top, center, bottom of the inter-machine unit 1, or in the center of the gaming machine 2. The image analysis unit 112 supplies the control unit 102 with detection information (hand position information) which associates information indicating the part of the inter-machine device 1 or gaming machine 2 where the detected player's hand is located with the time of detection (detection time) obtained from the clock circuit 107. The control unit 102 records this detection information in the hand position / operation log file 108.
[0040] The operation log acquisition unit 113 acquires operation log information when the image analysis unit 112 detects that a player's hand is positioned at the top, center, or bottom of the inter-machine 1, or at the center of the lower side of the gaming machine 2. Specifically, operation log information (operation history information) is created when a membership card or general card is inserted / extracted through the card processing unit 103, when money is inserted / extracted through the money processing unit 104, or when an operation is performed on the operation unit 106. Furthermore, when the operation unit 203 is rotated on the gaming machine 2 and pachinko balls are launched, operation log information (operation history information) during gameplay is created based on the so-called IN / OUT signals from the gaming machine 2. The created operation log information is recorded, for example, in the non-volatile memory of the control unit 102 or in a predetermined storage area of the storage unit 105.
[0041] Therefore, when the image analysis unit 112 detects that the player's hand is located in a predetermined area, the operation log acquisition unit 113 acquires the operation log information that has been formed and stored at that time and supplies it to the control unit 102. The control unit 102 records the supplied operation log information in the hand position / operation log file 108. The operation log information consists of the operation content and the log time, which is the time when the operation was performed. As a result, the hand position / operation log file 108 records the hand position information formed by the image analysis unit 112 and the operation log information acquired by the operation log acquisition unit 113.
[0042] Figure 4 is a diagram illustrating an example of the data stored in the hand position / operation log file 108 of the inter-machine machine 1 in the embodiment. As shown in Figure 4, the hand position / operation log file 108 includes a storage field for image analysis results (labeled "image analysis" in Figure 4), a storage field for inter-machine machine operation log information (labeled "inter-machine machine operation log" in Figure 4), and a storage field for information indicating whether or not a notification was sent. The storage field for image analysis results stores the detection information of the image analysis unit 112, which includes information indicating the hand position and the detection time. In the example shown in Figure 4, it is shown that the player's hand position was detected at 11:30 in the center of the gaming machine, at 11:50 at the top of the inter-machine machine, at 11:51 at the bottom of the inter-machine machine, and at 11:52 at the bottom of the inter-machine machine.
[0043] On the other hand, the operation log information storage field stores information indicating the content of the operation log information and the log time, which are operation log information acquired by the operation log acquisition unit 113. In the example shown in Figure 4, when the player's hand position is detected in the center of the gaming machine at 11:30, no corresponding operation log information is detected. When the player's hand position is detected above the inter-machine unit at 11:50, operation log information indicating that a money return operation was performed at 11:50 is detected. Also, when the player's hand position is detected below the inter-machine unit at 11:51, operation log information indicating that a card ejection operation was performed at 11:51 is detected. Also, when the player's hand position is detected below the inter-machine unit at 11:52, no corresponding operation log information is detected.
[0044] At 11:30, when the presence of a player's hand in the center of the gaming machine was detected, no operation log information was detected. In other words, there was no operation log information indicating that a game was in progress, and the player's hand was positioned in the center of gaming machine 2 even though no game was being played. In this case, it is possible that the volume or brightness of gaming machine 2 was changed, and therefore it is subject to notification as indicated by "Notification 1" in the "Record Presence / Absence" column of Figure 4. Also, at 11:52, when the presence of a player's hand at the bottom of the machine between the machines was detected, no operation log information was detected. In other words, no card-related operations such as card insertion or ejection were performed. In this case, it is possible that a foreign object was stuffed into the card insertion / ejection slot, and therefore it is subject to notification as indicated by "Notification 2" in the "Record Presence / Absence" column of Figure 4.
[0045] In contrast, when the presence of a player's hand was detected above the machine between units at 11:50 AM, and when the presence of a player's hand was detected below the machine between units at 11:51 AM, corresponding operation log information was detected. Therefore, in these cases, the corresponding operation was performed on the part where the player's hand was located, so there is no possibility of tampering. In this case, as indicated by "Excluded" in the "Record Presence / Absence" column of Figure 4, it is not subject to notification.
[0046] The suspicious behavior detection unit 114 detects an occurrence of suspicious behavior based on the data stored in the hand position / operation log file 108, if operation log information cannot be obtained that corresponds to the location of the player's hand position detected by the image analysis unit 112 as the operating area. Therefore, in the example shown in Figure 4, if the player's hand position is detected in the center of the gaming machine at 11:30 and if the player's hand position is detected below the machine between machines at 11:52, these are detected as possible occurrences of suspicious behavior. When the suspicious behavior detection unit 114 detects the occurrence of suspicious behavior a predetermined number of times (one or more), it notifies the control unit 102. Therefore, it is possible to notify the control unit 102 when suspicious behavior is detected even once, or when it is detected multiple times (two or more predetermined times).
[0047] Suppose the control unit 102 receives notification from the suspicious behavior detection unit 114 that there is a possibility of suspicious behavior occurring. In this case, the control unit 102 may, for example, display on the display unit 109 that suspicious behavior has occurred, or, although not shown in Figure 2, light up or blink a light-emitting element such as a predetermined LED (Light Emitting Diode). The control unit 102 also forms a suspicious behavior occurrence notification that includes information identifying the game system in which the suspicious behavior was detected, and notifies the management device 3 of this notification through the management device communication unit 101 and the connection terminal 101T. Therefore, the display unit 109 of the inter-machine unit 1, the light-emitting element connected to the inter-machine unit 1, and furthermore, the management device communication unit 101 and the connection terminal 101T, in cooperation with the control unit 102, realize the function of a notification means that notifies when suspicious behavior is detected by the suspicious behavior detection unit 114.
[0048] The connection terminal 115T constitutes the connection terminal to the gaming machine 2. The gaming machine communication unit 115 implements the function of communicating with the corresponding gaming machine 2. The gaming machine communication unit 115 provides information on the number of balls held by the player to the corresponding gaming machine 2 from the inter-machine unit 1, and receives information on the number of balls dispensed and used (IN / OUT signals) from the gaming machine 2. When information on the number of balls dispensed is received from the gaming machine 2, the control unit 102 functions to add the number of balls dispensed to the number of balls held, and when information on the number of balls used is received, the control unit 102 functions to subtract the number of balls used from the number of balls held, and so on. In addition, when a member card or general card is inserted into the card processing unit 103 of the inter-machine unit 1, it can obtain the current time at the time of insertion from the clock circuit 107 and record it on the member card or general card.
[0049] In this way, suppose that information stored in the non-volatile memory is read from a card inserted into the card processing unit 103, and the information stored in the non-volatile memory is overwritten. In this case, when the member card or general card inserted into the card processing unit 103 is ejected, the card processing unit 103 functions under the control of the control unit 102, and the latest information on the card held in the non-volatile memory of the control unit 102 is written back to the card. This allows for the management of member cards and general cards with the latest information.
[0050] Furthermore, when the counting button on the operation unit 106 is pressed, the control unit 102 performs the counting of the number of balls, etc., and can also update the information of the card inserted in the card processing unit 103, which is also stored in the non-volatile memory. In addition, if the card ejection button is pressed and the counting process for the number of balls, etc., is not yet complete, the system can perform the counting process and then eject the member card or a general card with a remaining balance or number of balls. In this case as well, the card processing unit 103 will function under the control of the control unit 102.
[0051] Furthermore, in this explanation, the information recorded on the member card or general card inserted into the card processing unit 103 is temporarily stored in the non-volatile memory of the control unit 102 for update processing, and the card information is written back from the non-volatile memory when the card is ejected. However, this is not the only method. It is also possible to directly update the card information recorded on the member card or general card inserted into the card processing unit 103.
[0052] Furthermore, players who do not have a card can create a membership card at a designated location, such as a service counter, and use it to play pachinko. Alternatively, as mentioned above, they can insert banknotes into the money processing unit 104 to receive balls and play the game. In the latter case, at the end of the game, if there is a balance or balls remaining, it will be recorded on the general card held in the inter-machine machine 1 in an empty state. After this, by pressing the card ejection button on the operation unit 106, the general card will be ejected, and the player can move to another gaming machine 2, settle their ball balance using a POS terminal, or settle their balance using a settlement machine.
[0053] In this way, the inter-machine unit 1 works in cooperation with the gaming machine 2 to realize a function that enables gameplay using the gaming machine 2. Furthermore, the inter-machine unit 1 has a function to notify the employees of the pachinko hall of any suspicious behavior by a player via its own display unit 109 or a light-emitting element (not shown). The inter-machine unit 1 also has a function to generate a notification of suspicious behavior (suspicious behavior detection notification) and transmit it to the management device 3 when it detects suspicious behavior by a player. This suspicious behavior detection notification includes information indicating that the notification is a notification that suspicious behavior has been detected, the identification ID of the transmitting inter-machine unit 1, the position of the player's hand (top of the inter-machine unit, center of the gaming machine, etc.), and the time of detection.
[0054] [Example configuration of gaming machine 2] Figure 5 is a block diagram illustrating an example configuration of a gaming machine 2 in an embodiment that is a pachinko machine. The connection terminal 201T constitutes the connection terminal to the inter-machine unit 1. The inter-machine unit communication unit 201 enables mutual communication with the inter-machine unit 1 connected to the machine. This makes it possible to receive notifications of the number of balls dispensed from the inter-machine unit 1, and to notify the inter-machine unit 1 of the number of balls dispensed and the number of balls used by the machine. The control unit 202, although not shown, is a microprocessor equipped with a CPU, ROM, RAM, and non-volatile memory, and controls each part of the gaming machine 2.
[0055] The control unit 203 is a part equipped with a handle that can be rotated to instruct the player to launch the balls onto the game board. As mentioned above, the control unit 203 also has control buttons for adjusting the volume of sound effects and other sounds emitted by the game machine 2, as well as the brightness of the game machine's illumination. The display unit 204 is composed of an LCD or organic EL display and displays the number of balls held (the number of pachinko balls that can be launched). The game function unit 205 is the mechanism for running the pachinko game, including the game board with many nails, the pachinko ball launching mechanism, the prize ball mechanism, and the pachinko ball supply mechanism linked to the pachinko ball supply system. This game function unit 205 will differ depending on the model.
[0056] The control unit 202 controls the game function unit 205 to insert pachinko balls in response to a ball insertion instruction from the inter-machine machine 1, making them available for use in its own machine. The control unit 202 can also determine the number of pachinko balls that have received prize balls (number of balls dispensed) and the number of pachinko balls that have been launched onto the game board (number of balls used) based on information from the game function unit 205.
[0057] [Example configuration of management device 3] Figure 6 is a block diagram illustrating an example configuration of the management device 3 according to the embodiment. The connection terminal 301T constitutes the connection terminal to devices such as the inter-unit machine 1, POS 4(1), ... and payment machine 5(1), .... The device communication unit 301 enables mutual communication with devices such as the inter-unit machine 1, POS 4(1), ... and payment machine 5(1), ... and store terminal 6. The control unit 302, although not shown, is a microprocessor configured with a CPU, ROM, RAM, non-volatile memory, etc. The control unit 302 realizes the function of controlling each part of the management device 3. The storage device 303 is a device unit configured with a recording medium and its driver, such as an SSD or HDD, and stores programs and data necessary for various processes, as well as being used as a work area to temporarily store intermediate results in various processes.
[0058] The Customer Database 304 is created on the recording medium of the device unit, which consists of a recording medium and its driver, such as an SSD or HDD, and stores and holds member information of members who have been issued a membership card, as well as information of customers who use general cards. Member information includes various information such as user ID (member ID), member's name, gender, age, address, usage history, balance, number of tokens held, number of tokens saved, and update date and time. Information of customers who use general cards does not include information that identifies the customer, but includes various information such as card ID, balance, number of tokens held, and update date and time.
[0059] The device database (DB) 305, like the customer database (DB) 304, is created on the recording medium of the device unit, which consists of a recording medium and its driver, such as an SSD or HDD, and stores information about the gaming system installed in the pachinko hall. The device database 305 stores information such as inter-machine ID, MAC address, IP address, and corresponding gaming machine ID. The inter-machine ID is identification information that uniquely identifies each inter-machine, and is pre-assigned to each inter-machine; each inter-machine 1 also stores its own inter-machine ID. Similarly, the gaming machine ID is identification information that uniquely identifies each gaming machine; it is pre-assigned to each gaming machine, and stores its own gaming machine ID. The MAC address is information assigned to each inter-machine 1 during the manufacturing stage, for example, and the IP address is information assigned to each inter-machine 1 by, for example, the DHCP server function of the management device 3.
[0060] The information provision unit 306 provides information from the customer database 304 in response to requests from inter-machine machines 1, POS 4(1), ..., payment machines 5(1), ..., and attached terminals 6. The information update unit 307 performs processing such as updating the information in the customer database 304 in response to requests from inter-machine machines 1, POS 4(1), ..., payment machines 5(1), ..., and store terminals 6.
[0061] The suspicious behavior notification unit 308, upon receiving a suspicious behavior detection notification from the inter-machine unit 1, creates a suspicious behavior occurrence notification to notify the store terminal 6 of the occurrence of suspicious behavior, and transmits this notification to the store terminal 6 via the listening communication unit 301 and the connection terminal 301T. The suspicious behavior occurrence notification includes information indicating that the notification is a notification that suspicious behavior has occurred, the identification ID of the inter-machine unit 1 from which the behavior occurred, the position of the player's hands (top of the inter-machine unit, center of the gaming machine, etc.), and the time of detection. As a result, the store terminal 6, as described later, can notify employees of the pachinko hall of which gaming system, which includes which inter-machine unit 1 as a component, has experienced suspicious behavior, by displaying this information on the display unit of the machine.
[0062] In this manner, the management device 3 stores and retains various information required by each piece of equipment installed in the pachinko hall. The management device 3 can provide or update the stored information in response to requests from each piece of equipment. In this embodiment, the management device 3 can work in cooperation with the inter-machine unit 1 to notify the store terminal 6 if any suspicious activity occurs in the gaming system.
[0063] [Example configuration of store terminal 6] Figure 7 is a block diagram illustrating an example configuration of the store terminal 6 in this embodiment. The connection terminal 601T constitutes the connection terminal to the management device 3. The device communication unit 601 enables mutual communication with the management device 3. The control unit 602, although not shown, is a microprocessor configured with a CPU, ROM, RAM, non-volatile memory, etc. The control unit 602 implements functions to control each part of the store terminal 6. The storage device 603 is a device configured with a recording medium and its driver, such as an SSD or HDD, and stores programs and data necessary for various processes, as well as being used as a work area to temporarily store intermediate results in various processes. The operation unit 604 is configured with a pointing device such as a keyboard or mouse, and can receive instruction input from the operator and provide corresponding electrical signals to the control unit 602. As a result, the control unit 602 can execute various processes in response to instruction input from the operator.
[0064] The video output processing unit 605, for example, forms a video signal to be supplied to the display unit 606 from the video data from the control unit 602 and processes it to supply this signal to the display unit 606. The display unit 606 is constructed using a thin display element such as an LCD (Liquid Crystal Display) or an organic EL display. As a result, the display unit 606 can display, for example, various guidance messages and warning messages. The audio output processing unit 607, for example, forms an audio signal to be supplied to the speaker 608 from the audio data from the control unit 602 and processes it to supply this signal to the speaker 608. As a result, the speaker 608 can emit, for example, various guidance voice messages and warning voice messages.
[0065] As a result, when the control unit 602 receives a notification of suspicious activity from the management device 3, it controls the video output processing unit 605 and the audio output processing unit 607 to display a message indicating that suspicious activity has occurred on the display unit 606 or emit it from the speaker 608. Figure 8 is a diagram illustrating an example of the display screen for the suspicious activity alert shown on the display unit 606 of the store terminal 6. Specifically, when the store terminal 6 receives a notification of suspicious activity from the management device 3, the control unit 602 functions and displays the suspicious activity alert display screen shown in Figure 8 on the display unit 606.
[0066] The display screen for the suspicious activity alert shows the title "Suspicious Activity Alert" and a message indicating that suspicious activity has been detected on the gaming machine identified as gaming machine No. 0243 in this example, and that verification is required. A similar audio message can also be broadcast from speaker 608.
[0067] Thus, in the suspicious behavior detection system of this embodiment, the inter-machine unit 1 that constitutes the system is equipped with a function to detect suspicious behavior, and when it is detected, it can notify the occurrence of suspicious behavior. Furthermore, by cooperating with the management device 3 and the store terminal 6, the inter-machine unit 1 can notify the occurrence of suspicious behavior through the store terminal 6, which is located at a distance from the gaming system in which the suspicious behavior occurred.
[0068] [Suspicious behavior detection process performed by inter-unit machine 1] Next, the processing performed by the inter-machine unit 1 of the suspicious behavior detection system in this embodiment will be explained with reference to the flowcharts in Figures 9 and 10. The processing shown in the flowcharts in Figures 9 and 10 is performed by the control unit 102 of the inter-machine unit 1 when power is turned on to each device constituting the suspicious behavior detection system and each game system is in a state where it can be used by a player. Here, we focus on the fact that players often tamper with the inter-machine unit 1 or game machine 2 when they have played a game but have not achieved the desired results, and therefore this function is activated when a game is being played on game machine 2.
[0069] Therefore, first, the control unit 102 checks the operating status of its own machine (step S101) and determines whether or not a game is being played (step S102). Specifically, in step S101, it checks whether a member card or general card is inserted into the card processing unit 103 and whether it is receiving IN / OUT signals from the game machine 2 through the connection terminal 115T and the game machine communication unit 115. If these two conditions are met, in step S102 it is determined that a game is being played. Alternatively, it may be determined that a game is being played simply by checking whether a member card or general card is inserted into the card processing unit 103.
[0070] In the determination process of step S102, if it is determined that the game is not being played, the control unit 102 determines whether or not the power has been turned off (step S103). In the determination process of step S103, if it is determined that the power has been turned off, a predetermined termination process is executed (step S104), and the process shown in Figures 9 and 10 is terminated. Also, in the determination process of step S103, if it is determined that the power has not been turned off, the process from step S101 is repeated, and the system waits for the game to be played.
[0071] In the determination process of step S102, if it is determined that the game is being played, the control unit 102 activates the imaging unit 111 (step S105). Next, the control unit 102 controls the image analysis unit 112 to perform image analysis on the image captured by the imaging unit 111 and to identify the position of the player's hand (step S106). The image analysis performed in step S106 basically involves preparing comparison images in a predetermined storage area of the storage unit 105 for cases where the player's hand is located in predetermined parts of the inter-machine unit 1 and the game machine 2. The image analysis unit 112 compares the image captured from the imaging unit 111 with the comparison images, and if the similarity is above a certain value, it can identify that the player's hand is located in a predetermined part on the inter-machine unit 1 and the game machine 2 associated with the comparison images. In this case, the image analysis unit 112 notifies the control unit 102 of detection information including information indicating the location where the identified hand of the player is located (e.g., top of the inter-machine unit, center of the game machine) and the detection time.
[0072] The control unit 102 determines whether the position of the player's hand has been identified in the image analysis unit 112 (step S107). If detection information is provided from the image analysis unit 112 in step S107, the control unit 102 determines that the position of the player's hand has been identified. In this case, the control unit 102 records the detection information from the image analysis unit 112, that is, information consisting of information indicating the position of the hand and the detection time, in the hand position / operation log file 108 (Figure 4) (step S108). After this, the control unit 102 controls the operation log acquisition unit 113 to acquire the latest operation log information (step S109) and determines whether the operation log information has been acquired (step S110).
[0073] In the determination process of step S110, if it is determined that operation log information has been acquired, the control unit 102 records the operation log information (content of the operation log information and log time) in the hand position / operation log file 108 (Figure 4). In this case, the operation log information is recorded in association with the detection information (information indicating the hand position and the detection time) already recorded in the hand position / operation log file 108. The association can be made by associating the latest detection information with the latest operation log information. In this case, the detection time of the detection information and the log time of the operation log information are compared, and if they match, or for example, if the difference is only a few seconds, they can be determined to be corresponding. Also, if the part of the inter-machine 1 or gaming machine 2 indicated by the hand position information of the detection information matches the part of the inter-machine 1 or gaming machine 2 corresponding to the content of the operation log information, the detection information and the operation log information can be determined to be corresponding. That is, if the part of the inter-machine 1 where the hand is located in the detection information is the upper part, and the content of the operation log information is the return of money, then the two are corresponding.
[0074] After the processing in step S111, the control unit 102 proceeds to the processing shown in Figure 10, controlling the suspicious behavior detection unit 114, referring to the data stored in the hand position / operation log file 108, and detecting the number of cases where the detection information and operation log information do not correspond (step S112). The number detected in step S112 becomes the number of times N suspicious behavior occurred. After this, the control unit 102 determines whether the number of suspicious behaviors N detected in step S112 is greater than or equal to a threshold (step S113). The threshold is an integer greater than or equal to 1, and for example, the manager (operator) of the pachinko parlor can set an appropriate value.
[0075] In the determination process of step S113, if it is determined that the number of detected suspicious behaviors N is equal to or greater than a threshold, the control unit 102 performs a process to notify the occurrence of suspicious behavior (step S114). Specifically, in step S114, the occurrence of suspicious behavior is notified by displaying a message on the display unit 109 of the inter-machine unit 1, or by lighting up or flashing an LED (not shown) provided on the inter-machine unit 1. Furthermore, the control unit 102 forms a suspicious behavior occurrence notification and transmits it through the management device communication unit 101 and connection terminal 101T to notify the management device 3. As a result, the management device 3 notifies the store terminal 6 of the occurrence of suspicious behavior, and as explained with reference to Figure 8, the employees of the pachinko hall can be notified of the occurrence of suspicious behavior, along with information identifying the game system in which it occurred.
[0076] After the processing in step S114, and in step S107 in Figure 9, if it is determined that the player's hand position has not been identified, and in step S110 in Figure 9, if it is determined that operation log information could not be obtained, the process proceeds to the determination process in step S115. That is, the control unit 102 determines whether the member card or general card has been ejected and the game has ended (step S115). In the determination process in step S115, if it is determined that the game has ended, the control unit 102 repeats the processing from step S101 in Figure 9 and waits for a new game to start. Also, in the determination process in step S115, if it is determined that the game has not ended, the processing from step S106 in Figure 9 is repeated and the process of detecting the occurrence of suspicious behavior based on the player's hand position continues.
[0077] [Weighting of players who are losing at the game] As mentioned above, it is thought that acts of vandalism against inter-machine devices 1 and gaming machines 2 are often carried out by players who are losing at the game and do so out of spite. Therefore, it is possible to prioritize the detection of suspicious behavior from players who are losing at the game. In this case, it is sufficient to determine whether or not a player is losing at the game based on the contents of the membership card or general card that is always used when playing the game. Here, we will explain how to determine whether or not a player is losing at the game using the membership card as an example.
[0078] Figure 11 is a diagram illustrating an example of membership card information. As shown in Figure 11, the membership card records information such as membership ID, balance, number of balls held, number of balls stored, amount spent, and update date and time. In addition, information such as the member's name, address, and telephone number may also be recorded, but this information is omitted here as it is not relevant to determining whether or not the player is losing money. The membership ID is membership identification information that uniquely identifies the member. The balance is the amount of money entered into the money processing unit 104 of the inter-machine machine 1 minus the amount of money that has been converted into balls. The number of balls held is the number of pachinko balls that the member currently possesses. The number of balls stored is the number of pachinko balls that the member has deposited with the pachinko hall. The amount spent is the amount of money that has been converted into balls from the balance.
[0079] As mentioned above, when a membership card is inserted into the card processing unit 103 to play a game, the information shown in Figure 11 is read from the membership card and recorded in the non-volatile memory of the control unit 102. The corresponding information is updated according to the amount of money inserted and the progress of the game. When the game ends, the updated information recorded in the non-volatile memory of the control unit 102 is written back to the membership card. Therefore, by using the membership card information in the non-volatile memory of the control unit 102 and performing the following calculation, the current profit amount can be determined.
[0080] Example 1 of member card information in Figure 11(A) shows an example of member card information in a losing state. The current profit can be calculated using the formula shown in equation (1) in Figure 11. That is, the current profit can be calculated by subtracting the amount spent from the value obtained by multiplying the number of balls held by the unit price per ball. In the case of Figure 11(A), as shown in equation (2) in Figure 11, the number of balls held is 0 (zero), so the current profit is "-5000 yen", and it can be seen that there is a loss of 5000 yen. Example 2 of member card information in Figure 11(B) shows an example of member card information in a winning state. In the case of Figure 11(B), the current profit is calculated as shown in equation (3) of Figure 11. Since there are 1500 balls, and assuming a unit price of 4 yen per ball, there are 6000 yen worth of balls, and the amount spent is 2000 yen. Subtracting 2000 yen from 6000 yen gives a profit of 4000 yen.
[0081] Thus, since the amount of a player's profit can be appropriately grasped by the inter-machine device 1, it may be possible to determine whether or not to detect suspicious activity based on the amount of profit. Specifically, it is possible to detect suspicious activity when the amount of profit is greater than -3000 yen. In other words, if the amount of profit is positive, it means that the value of the balls held is greater than the amount spent (investment), and if the amount of profit is negative, it means that the value of the balls held is less than the amount spent (investment).
[0082] [Weighting for when the operation becomes rough] Furthermore, the inter-machine device 1 may determine whether or not to detect suspicious activity based on the operation status of the operation buttons and the departure button on the operation unit 106. The operation unit 106 includes, for example, a button for dispensing pachinko balls, a button for returning cards, and a departure button that is pressed when leaving the gaming system to take a break. Each of these operation buttons is activated by a single light press. However, if a button is held down for a long time or pressed repeatedly without necessity, it can be determined that the user is frustrated. Similarly, if the user frequently leaves the gaming system, it can also be determined that the user is frustrated.
[0083] Therefore, the control unit 102 is configured to grasp the operating status of each operation button on the operation unit 106, and determines whether or not to detect suspicious activity based on the grasped operating status of the operation buttons. Figure 12 is a diagram illustrating an example of information on the operating status of the operation buttons. As shown in Figure 12, if the lend button is pressed once, the return button is pressed once, and the user leaves their seat once per hour (1 time / h), then this is a normal operating status and there is no need for monitoring (the need for monitoring is not determined).
[0084] In contrast, if the lending button is pressed and held, the return button is pressed repeatedly, and the player leaves their seat three times per hour (3 times / h), this is not normal operation. This operation suggests that unnecessary operations are being performed and the player is leaving their seat too frequently, which indicates that the player is likely frustrated and necessitates monitoring (monitoring is required). Similarly, if the lending button is pressed repeatedly, the return button is pressed and held, and the player leaves their seat once per hour (1 time / h), this is not normal operation. Although the number of times the player leaves their seat is normal, unnecessary operations are being performed, which indicates that the player is likely frustrated and necessitates monitoring (monitoring is required).
[0085] Therefore, as shown in the bottom two rows of Figure 12, suspicious activity will be detected when an operation situation different from the normal operation situation is detected. This makes it possible to detect suspicious activity when it can be determined from the operation situation that the player is in a state of frustration. Specifically, if the difference from the normal state exceeds a threshold, it should be set to be monitored. Alternatively, it may be simpler to set it to be monitored if the number of times the operation button is pressed exceeds the threshold for the number of presses, if the duration of pressing the operation button exceeds the threshold for the duration of pressing the operation button, or if the number of times the player leaves their seat per unit time exceeds the threshold for the number of times the player leaves their seat. Furthermore, if it is found that the number of times the operation button is pressed, the duration of holding down the button, or the number of times the player leaves their seat shows an increasing trend over time (if a change is observed over time), it may be set to be monitored.
[0086] [When considering whether the player is losing at the game and whether their gameplay has become sloppy] The decision of whether or not to detect suspicious activity may be made by considering both the profit amount explained using Figure 11 and the operating conditions explained using Figure 12. For example, if the profit amount is used to determine whether the player is losing or winning, but the operating conditions are normal, then suspicious activity will not be detected. However, if the player is losing and the operating conditions are not normal, then suspicious activity will be detected. By doing so, the cases in which suspicious activity should be detected can be narrowed down further.
[0087] [Effects of the embodiment] As described above, the suspicious behavior detection system of this embodiment can cross-reference the operation log information of the inter-machine unit 1 with the player's hand when the player's hand is positioned in a predetermined area of the inter-machine unit 1 or the gaming machine 2. This allows for a clear distinction between when the player is performing proper operations on the inter-machine unit 1 or the gaming machine, and when they are performing suspicious behavior. Therefore, if suspicious behavior is detected, the system can notify the employees of the pachinko parlor via the display unit 109 or LED (not shown) of the inter-machine unit, or via the management device 3 and the store terminal 6.
[0088] This allows for the swift notification of any vandalism to pachinko parlor employees, minimizing the workload on employees and creating a system to reduce problems caused by vandalism. More specifically, pachinko parlor employees can reduce problems caused by various types of vandalism by paying close attention to potential vandalism points (parts of the machines 1 and 2 that have been vandalized) when cleaning the gaming system.
[0089] [Differentiation] In the embodiment described above, the period from when a game is started on the gaming machine 2 until the game ends is defined as the period for detecting suspicious behavior. In this case, the game is defined as starting when a membership card or general card is inserted into the card processing unit 103, but the game may also be defined as starting when a deposit is made. Furthermore, the period for detecting suspicious behavior is not limited to the period from when a game is started on the gaming machine 2 until the game ends. The period for detecting suspicious behavior may be defined from the time when the player becomes photographable through the imaging unit 111 by sitting in front of the gaming machine 2 until the player stands up and becomes unphotographable. Alternatively, a motion sensor that detects when a player sits in front of the gaming machine 2 may be connected to the inter-machine unit 1, and the period from when the presence of the player is detected by the motion sensor until it is no longer detected may be defined as the period for detecting suspicious behavior.
[0090] Furthermore, it is possible to exclude the period from the start to the end of a game from the detection period for suspicious activity. For example, the period for detecting suspicious activity could be limited to the time immediately before the end of the game. Specifically, the period for detecting suspicious activity could begin when the number of balls held falls below a predetermined number, as this indicates that the game is about to end. The period for detecting suspicious activity could end when a deposit is made or pachinko balls are lent out, as this indicates that the game has continued. The period for detecting suspicious activity could also end when a membership card or general card is dispensed or collected, or when the player is no longer visible, as this indicates that the player has moved. By doing so, the period for detecting suspicious activity can be limited to the time when there is a high probability of mischief occurring.
[0091] Furthermore, although the above-described embodiment assumed that the gaming machine was a so-called pachinko machine, the invention is not limited to this. This invention can also be applied to systems formed in amusement parlors where so-called pachinko-type slot machines are installed. In the case of pachinko-type slot machines, the inter-machine unit is often located to the right of the pachinko-type slot machine. This invention can also be applied to systems formed in game centers where various game machines are installed. In the case of game machines, the functional part corresponding to the inter-machine unit is often incorporated into the game machine itself.
[0092] Furthermore, in the embodiment described above, the imaging unit 111 was provided on the upper front of the inter-machine unit, but this is not the only option. The imaging unit 111 can be provided in various locations that can appropriately capture at least the hands of the player. For this reason, as long as it is connected to the inter-machine unit 1, the imaging unit can also be provided in a location away from the inter-machine unit 1, such as on the top of the gaming machine 2.
[0093] Furthermore, in the above-described embodiment, notification when suspicious behavior is detected is provided by notifying the gaming machine number, as explained with reference to Figure 8. The gaming machine number corresponds to the gaming machine ID and can be identified if the inter-machine unit ID of the inter-machine unit 1 can be identified. However, it is not limited to this. For example, if the image captured by the imaging unit 111 includes card information such as a member ID, or the face of the player who performed the suspicious behavior, along with the gaming machine number, this information can also be notified from the inter-machine unit 1 to the store terminal 6 via the management device 3. [Explanation of Symbols]
[0094] 1...Inter-machine unit, 101T...Connection terminal, 101...Management device communication unit, 102...Control unit, 103...Card processing unit, 104...Money processing unit, 105...Storage unit, 106...Operation unit, 106A...Menu operation unit, 107...Clock circuit, 108...Hand position / operation log file, 109...Display unit, 110...Information update processing unit, 111...Imaging unit, 112...Image analysis unit, 113...Operation log acquisition unit, 114...Suspicious behavior detection unit, 115T...Connection terminal, 115...Gaming machine communication unit, 2...Gaming machine, 201T...Connection terminal, 201...Inter-machine unit communication unit, 202...Control unit, 203...Operation unit, 204...Display unit, 205...Gaming function unit, 3...Management device, 301T...Connection terminal, 301...Device communication unit, 302...Control unit, 303...Storage device, 304...Customer DB (Data Base), 305…Device DB (Data Base), 306…Information Provision Unit, 307…Information Update Unit, 308…Suspicious Behavior Notification Unit, 4(1)…POS, 5(1)…Payment Machine, 6…Store Terminal, 601T…Connection Terminal, 601…Management Device Communication Unit, 602…Control Unit, 603…Storage Device, 604…Operation Unit, 605…Video Output Processing Unit, 606…Display Unit, 607…Audio Output Processing Unit, 608…Speaker, 7…LAN
Claims
1. It is a machine that is paired with a gaming machine, An imaging means for capturing an image that can determine the position of the player's hands, Image analysis means for detecting when the player's hand is located on one or more predetermined parts of the machine and the gaming machine by analyzing the image captured through the imaging means, The image analysis means includes an operation log acquisition means that acquires operation log information when it is detected that the player's hand is located on one or more of the aforementioned parts, A suspicious behavior detection means detects the occurrence of suspicious behavior when the operation log information related to the part where the player's hand is located, as detected by the image analysis means, cannot be obtained. When the suspicious behavior detection means detects the suspicious behavior, a notification means notifies the user of this. A machine for use between tables, characterized by being equipped with the following features.
2. The inter-unit machine according to claim 1, The image analysis means forms detection information that associates information identifying the location of the player's hand with the detection time at which the player's hand was detected. The operation log information acquired by the operation log acquisition means includes the operation time as the log time, The detection information and the operation log information can be associated with the detection time of the detection information and the log time of the operation log information. A machine with the following characteristics.
3. A machine between machines according to claim 1 or claim 2, The notification means provides a notification when the suspicious behavior detection means detects the occurrence of the suspicious behavior more than a predetermined number of times. A machine with the following characteristics.
4. A suspicious activity detection system comprising a gaming machine, a pair of inter-machine units for the gaming machine, a management device to which the inter-machine units are connected, and a terminal device connected to the management device, The aforementioned inter-unit machine is An imaging device for capturing changes in the position of the player's hands, Image analysis means for detecting when the player's hand is located on one or more predetermined parts of the machine and the gaming machine by analyzing the image captured through the imaging means, The image analysis means includes an operation log acquisition means that acquires operation log information when it is detected that the player's hand is located on one or more of the aforementioned parts, A suspicious behavior detection means detects the occurrence of suspicious behavior when the operation log information related to the part where the player's hand is located, as detected by the image analysis means, cannot be obtained. When the suspicious behavior detection means detects the suspicious behavior, a notification means transmits a notification of the occurrence of suspicious behavior to the management device. Equipped with, The aforementioned control device is A management device receiving means for receiving the notification of suspicious activity from the inter-unit machine, The management device receiving means provides the notification of the occurrence of suspicious activity to the terminal device. Equipped with, The aforementioned terminal device is A terminal device receiving means for receiving the notification of suspicious activity from the management device, When the terminal device receiving means receives the notification of suspicious behavior, the output means outputs notification information that notifies of the occurrence of suspicious behavior. A suspicious behavior detection system characterized by comprising the following features.
Citation Information
Patent Citations
Mechanism of sample carrier
JP1985037728A