Table game management system and game management system
The table game management system addresses the lack of comprehensive revenue analysis in casinos by tracking bets and winnings to evaluate profit margins, facilitating improved operational efficiency and revenue management.
Patent Information
- Application Number
- JP2023091255
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Priority Date
- 2018-05-14
- Filing Date
- 2023-06-01
- Publication Date
- 2024-12-13
- Estimated Expiration
- 2039-05-13
AI Technical Summary
Casino gaming halls lack comprehensive management information for improving revenue efficiency, as current methods only track gross profit without analyzing deviations from target revenue, making it difficult to identify areas for improvement.
A table game management system that includes a win/loss determination device, a measurement device to track gaming substitutes, and a management control device to calculate profit margins, compare them with theoretical or past averages, and output comparison results, enabling detailed financial analysis.
Enables automatic tracking of total bets and winnings/losses, allowing for precise evaluation of profit margins and identification of areas for improvement, thereby enhancing operational efficiency and revenue management.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a table game management system used in a casino gaming center that offers table games. [Background technology]
[0002] Conventionally, in casinos, the income (gross profit) during a given period is used as information for the game host or manager to perform business analysis. The income can be calculated as the difference between the money held by the game host (house) at the beginning and end of a given period, when the bet amounts are collected from the losing players and the necessary payouts are made to the winning players in the games played at the casino during that period. Summary of the Invention [Problem to be solved by the invention]
[0003] However, simply knowing the amount of revenue is not enough to perform an appropriate business analysis. In other words, casino game organizers do not have the information to analyze where there is room for improvement when revenue deviates from the target or ideal amount.
[0004] SUMMARY OF THE PRESENT EMBODIMENT An object of the present invention is to provide a table game management system capable of obtaining management information useful for improving the management and operation of a casino gaming center. [Means for solving the problem]
[0005] One aspect of the present invention is a management system for table games, comprising: a winning / losing determination device for determining the winning / losing results of each game at a gaming table; a measurement device for measuring the type and number of gaming tokens placed on the gaming table; and a management control device for identifying and storing the position, type and number of gaming tokens placed on the betting area of the gaming table by game players using the measurement results of the measurement device in each game, the gaming tokens having a plurality of different colored plastic parts and configured such that the type of gaming token can be identified from the appearance, and the measurement device detects the position, type and number of gaming tokens using a camera. The management control device has a configuration in which the management control device can detect a total bet amount (i.e., sales) (B), which is the total amount of gaming tokens placed by game participants on the betting area of the gaming table, using information obtained from the measurement device, and the management control device can further detect the amount won or lost (Y) of the game organizer using information obtained from the win / loss determination device and the measurement device, and output a profit margin to sales (X), which is the ratio of the amount won or lost (Y) of the game organizer to the total bet amount (B), and further the management control device is configured to compare the profit margin to sales (X) with a theoretical profit margin or a past average profit margin, and output the comparison result.
[0006] With this configuration, the total bet amount (B) and the winning or losing amount (Y) can be automatically obtained, and the profit margin against sales (X) can be evaluated.
[0007] A management system for table games, comprising: a winning / losing determination device for determining the winning / losing results of each game at a gaming table; a measurement device for measuring the type and number of gaming tokens placed on the gaming table; and a management control device for identifying and storing the position, type and number of gaming tokens placed on the betting area of the gaming table by game players using the measurement results of the measurement device in each game, wherein the gaming tokens have a plurality of different colored plastic parts, have a configuration that allows the type of gaming token to be identified from its appearance, and have a unique ID, and the measurement device reads the unique ID of the gaming tokens to detect the position, type and number of the gaming tokens; and / or or a camera to detect the position, type and number of gaming tokens, and the management control device can use information obtained from the measurement device to detect the total bet amount (i.e., sales) (B), which is the total amount of gaming tokens placed by game participants on the betting area of the gaming table, and the management control device can further use information obtained from the win / loss determination device and the measurement device to detect the amount won or lost by the game organizer (Y) and output a profit margin to sales (X), which is the ratio of the amount won or lost by the game organizer (Y) to the total bet amount (B), and further the management control device can compare the profit margin to sales (X) with a theoretical profit margin or a past average profit margin and output the comparison result.
[0008] With this configuration as well, the total bet amount (B) and the winning or losing amount (Y) can be automatically obtained and the profit margin against sales (X) can be evaluated.
[0009] In the above management system, the measurement device may be configured to detect the position, type, and number of the gaming tokens using deep learning.
[0010] With this configuration, even if part of the gaming tokens is hidden, their positions, types and numbers can be recognized.
[0011] In the above management system, the management control device may be configured to output the total bet amount (B) for each game, or the amount won or lost by the game organizer (Y), or the profit margin on sales (X).
[0012] This structure allows us to evaluate the profit margin (X) on sales for each game.
[0013] In the above management system, the measurement device may further have a configuration for detecting the total bet amount (B) for each player position on the gaming table, and the management control device may be capable of outputting the total bet amount (B) and / or the profit margin on sales (X) for each player position using information obtained from the measurement device.
[0014] This configuration allows the total bet amount (B) and the profit margin on sales (X) to be evaluated for each player position.
[0015] In the above management system, the management control device may be configured to be able to associate the player position with a specific game participant at the gaming table.
[0016] With this configuration, the profit margin (X) on sales can be evaluated for each game participant, and game participants who are extremely winning can be identified.
[0017] In the above management system, the management control device may be capable of grasping the gaming tokens placed by game participants at the gaming table by stack, and may be configured to be able to associate each stack with a specific game participant at the gaming table.
[0018] This arrangement allows stacks of gaming tokens on a gaming table to be associated with game players.
[0019] In the above management system, the management control device may be configured to be able to grasp the relationship between the number of games played and the time taken for that number of games, and may be configured to be able to output the total bet amount (B), or the amount won or lost by the game organizer (Y), or the profit margin on sales (X) per specified number of games played for each game participant, or for each gaming table, and / or for each dealer in charge of each table.
[0020] With this configuration, the efficiency of the game progress can be evaluated based on the time taken to play the game.
[0021] In the above management system, the management control device may be configured to further grasp the betting positions and / or stack number of gaming tokens placed by game participants at the gaming table, or the number of gaming tokens per stack, and output the same in association with the number of games and the time required for those games.
[0022] This configuration allows us to evaluate the relationship between the number of stacks and the time taken.
[0023] In the above management system, the management control device may be configured to further grasp the number of game participants at the gaming table and output the number of games played in association with the time required for the number of games played.
[0024] This configuration makes it possible to evaluate the relationship between the number of game participants and the time taken.
[0025] In the above management system, the management control device may be capable of identifying the dealer in charge of each gaming table, and may have the function of detecting and storing at least one element of time for each dealer: 1) betting time, 2) chip collection time, 3) chip payment time, and 4) gaming time.
[0026] This configuration allows the dealer's element time to be evaluated.
[0027] In the above management system, the table game may be a game using playing cards, and the management control device may be capable of detecting the start and end times of the dealing of the playing cards for each game, and may have a function of grasping the time from the start time to the end time of the dealing of the playing cards as the gaming time.
[0028] This configuration allows the gaming time to be evaluated.
[0029] In the above management system, a minimum bet amount may be set for each gaming table, and the management control device may be configured to be capable of outputting a proposal for the minimum bet amount for the gaming table in order to increase the total bet amount (B) within a specified time or period.
[0030] This configuration allows a minimum bet amount to be proposed to increase the total bet amount (B).
[0031] The above management system may further include an overall management device for managing multiple gaming tables, and the overall management device may be configured to be capable of outputting a proposal for a different minimum bet amount for each gaming table in order to increase the total bet amount (B) within a specified time or period for each gaming table or for multiple gaming tables.
[0032] With this configuration, a minimum bet amount can be proposed for each gaming table so as to increase the total bet amount (B) at multiple gaming tables.
[0033] The above management system may further include an overall management device that manages a plurality of gaming tables, and the overall management device may be configured to grasp information on the betting amount for each player position or for each specific game participant on a per-game table basis, and to output a proposal for the minimum betting amount for each gaming table based on that information.
[0034] This configuration allows for an appropriate minimum bet amount to be suggested.
[0035] The above management system may further include an overall management device that manages multiple gaming tables, and the overall management device may be configured to grasp the total bet amount (B) for each game and / or the total bet amount (B) for a specified time or period for each of multiple gaming tables, and to output a proposal for the minimum bet amount for a newly opened gaming table.
[0036] This configuration makes it possible to appropriately suggest the minimum bet amount for a newly opened gaming table.
[0037] In the above management system, the management control device may be configured to be capable of outputting a suggestion to the gaming table to increase the minimum bet amount when the number of game participants betting an amount equal to or greater than a predetermined ratio of the minimum bet amount for the gaming table is equal to or greater than a predetermined ratio.
[0038] This configuration allows the minimum bet amount to be appropriately changed.
[0039] In the above management system, the overall management device may be configured to be capable of outputting a proposal for the minimum bet amount for each gaming table so as to reduce the average number of game participants at a gaming table with a higher minimum bet amount.
[0040] This configuration reduces the number of game participants at gaming tables with higher minimum bet amounts, increasing turnover and thereby improving sales.
[0041] In the above management system, the overall management device may be configured to be capable of outputting a suggestion to a gaming table to lower the minimum bet amount when the number of game participants at a gaming table with a predetermined number or less is equal to or greater than a predetermined ratio.
[0042] With this configuration, when there are a small number of game participants, the minimum bet amount can be lowered to encourage an increase in the number of game participants.
[0043] The above management system may further include an overall management device that manages multiple gaming tables, and the overall management device may be configured to grasp the total amount bet for each game participant at a specified time or period, and to award points or status to the game participants under specified conditions and output this.
[0044] This configuration can encourage participation in the game by awarding points or status.
[0045] The above management system may further include an overall management device for managing multiple gaming tables, and the overall management device may be configured to grasp the net profit for each game participant during a specified time or period (i.e., the total amount of winnings of the game participant minus the amount of losses), and to award points or status to the game participant under specified conditions and output this.
[0046] This arrangement allows points or status to be awarded to gamers based on the net profit per gamer over a given time or period to encourage gamers to participate in more games.
[0047] The above management system may further include an overall management device that manages multiple gaming tables, and the overall management device may be configured to grasp the number of games played by each game participant during a specified time or period, and to award points or status to the game participants under specified conditions and output this.
[0048] With this configuration, points or status can be awarded to a game participant according to the number of games played by the game participant within a given time or period, to encourage the game participant to play more games.
[0049] The above management system may further include an overall management device for managing multiple gaming tables, and the overall management device may have the function of storing at least one piece of information for each specific game participant on a weekly or monthly basis, or for a specified period of time, including: 1) the number of visits to the gaming facility, 2) the number of bets, 3) the amount won, and 4) the amount lost.
[0050] With this configuration, it is possible to know whether a game participant has participated in a game at the game center during a predetermined period.
[0051] In the above management system, the overall management device may be configured to output at least one of the information items 1) to 4) when the game player enters the game facility.
[0052] With this configuration, it is possible to know when a game player enters the gaming facility. Note that at the time of entry, entry may be restricted depending on the number of visits and the number of bets made by the game player.
[0053] The above management system may further include an overall management device that manages multiple gaming tables, and the overall management device may be configured to output the cumulative bet amount or a predetermined period of bet amount for each game participant as credit information for that game participant.
[0054] With this configuration, the amount bet at the gaming facility can be used as credit information.
[0055] In the above management system, the overall management device may be capable of grasping the purchasing information of the gaming tokens of the game participants at a specified time or period, and may be configured to be able to output the purchasing information in association with the bet amount or winning or losing amount for each game participant.
[0056] With this configuration, by ascertaining the purchase information of gaming tokens, the bet amount, and the amount won or lost for each game participant, it is possible to ascertain the amount of gaming tokens that a game participant should possess, and to detect suspicions of money laundering, for example.
[0057] In the above management system, the overall management device may have a configuration capable of grasping the purchase information for each type of gaming token.
[0058] This configuration makes it possible to grasp purchasing information for each type of gaming token.
[0059] In the above management system, the predetermined time or period may be configured so that the points or status are awarded on a daily basis, or for a series of multiple consecutive days, or for a month, or cumulatively.
[0060] This configuration allows points or status to be awarded appropriately.
[0061] In the above management system, when points are awarded intensively during the specified time or period, additional points or status may be awarded.
[0062] This configuration allows bonus points or status to be awarded to game participants who have accumulated points intensively over a given time or period.
[0063] The above management system may have a configuration for granting the right to enter a VIP room based on a predetermined condition of the points or status.
[0064] This configuration allows entry to the VIP room to be granted based on points or status.
[0065] In the above management system, the points or status may be configured to be exchangeable for non-cash gaming tokens based on predetermined conditions.
[0066] This configuration makes it possible to encourage participation in a game according to points or status.
[0067] In the above management system, the points or status may be configured to be usable to pay for use of a hotel or a specified facility under specified conditions.
[0068] This configuration encourages the use of facilities such as hotels according to points or status, and by having players stay longer, they can make more bets at the casino.
[0069] In the above management system, the management control device has a function of storing the following items 1) to 3), and calculates the following formula using information on 1) the bet (B) of each game played on the gaming table, 2) the win / loss result (W&L) of each game played on the gaming table, 3) the gross profit rate (R%) based on the rules of the game played on the gaming table, and the items 1) to 3) for each game and / or for a predetermined time or period: Y = Σ(B × W&L × R%) The device may be configured to calculate the above and output the gross profit (Y).
[0070] With this configuration, gross profit (Y) can be calculated from the bet amount, win / loss result, and gross profit rate.
[0071] In the above management system, the management control device may be configured to further output the betting positions and / or stack number of gaming tokens placed by game players at the gaming table every specified time, or the number of gaming tokens per stack.
[0072] This configuration allows the bet amount to be tracked for each betting position or stack.
[0073] In the above management system, the management control device may have a function of calculating gross profit (Y) by adopting the different gross profit rates (R1%, R2%, ...) when the gross profit rate (R%) based on the rules of the game played at the gaming table is different for each layout or betting area of the gaming table.
[0074] With this configuration, the gross profit (Y) can be calculated using a different gross profit rate for each layout, and the layouts can be evaluated.
[0075] In the above management system, when different gross profit margins are set for each layout or betting area of the gaming table, the management control device may have a function of outputting the distribution state of the total game bet (TB) and / or the game bet amount (B) for each layout or betting area with the different gross profit margins (R1%, R2%, ...).
[0076] This configuration makes it possible to grasp the distribution of bets for each layout or bet area, and analyze which layout is bet on a target with a higher multiplier.
[0077] In the above management system, when different gross profit rates are set for each layout or betting area of the gaming table, the management control device may have a function of outputting the distribution state of the total game bet amount (TB) and / or the game bet amount (B) for each different gross profit rate (R1%, R2%, ...).
[0078] This configuration allows us to grasp the distribution of bet amounts for each gross profit rate and analyze which layouts are seeing bets on targets with higher odds.
[0079] The above management system may further include an overall management device for managing a plurality of gaming tables, and the overall management device may have a function capable of comparing the gross profit (Y) or total gross profit rate (R%) of each gaming table on a gaming table basis having a layout or betting area with a different gross profit rate (R1%, R2%, ...) when a different gross profit rate is set for each layout or betting area of the gaming table.
[0080] This configuration allows the distribution of bet amounts for each table to be understood, making it possible to analyze which layouts are seeing more bets being placed on targets with higher odds.
[0081] In the above management system, the measurement device may be configured to read a unique ID provided on the gaming tokens and / or use a camera to measure the total amount of gaming tokens present on a chip tray provided on the gaming table, and the management control device may be configured to detect the amount won or lost (Y) of the game host using information obtained from the win / loss determination device and the measurement device in each game, and to perform and output a discrepancy detection to detect whether the increase / decrease in the total amount of gaming tokens present on the chip tray matches the amount won or lost (Y) of the game host in each game.
[0082] This configuration makes it possible to detect fraud or errors in the collection or payment of gaming tokens.
[0083] In the above management system, the management control device may be configured to count and output the number of times a mismatch is detected by comparing whether the increase or decrease in the total amount of gaming tokens present in the chip tray matches the amount won or lost by the game organizer (Y).
[0084] This configuration makes it possible to grasp the number of fraudulent or incorrect occurrences in the collection and disbursement of gaming tokens.
[0085] In the above management system, the management control device may be configured to compare the increase or decrease in the total amount of gaming tokens present in the chip tray with the amount won or lost by the game organizer (Y), and count and output the amount of discrepancy (L) when there is a discrepancy.
[0086] This configuration makes it possible to grasp discrepancies caused by fraud or errors in the collection or disbursement of tokens.
[0087] In the above management system, the management control device may have a configuration for grasping and outputting a cumulative amount of the discrepancy amount (L).
[0088] This configuration makes it possible to grasp the cumulative amount of discrepancies caused by fraud or errors in the collection and disbursement of tokens.
[0089] In the above management system, the management control device may compare the increase or decrease in the total amount of gaming tokens present in the chip tray with the winning or losing amount (Y) of the game organizer, and count the discrepancy amount (L), and may calculate the discrepancy amount (L) by the following formula: Y' = Σ(B × W&L × R% ± L) The system may be configured to calculate and output gross profit (Y').
[0090] This configuration allows gross profit to be calculated taking into account the amount of discrepancy.
[0091] In the above management system, the management control device may be configured to compare the increase or decrease in the total amount of gaming tokens present in the chip tray with the amount won or lost (Y) of the game organizer, count the discrepancy amount (L), and output the discrepancy amount (L) for each game participant or for each dealer in charge of each gaming table.
[0092] With this configuration, by ascertaining the amount of discrepancy for each dealer or each game participant, it is possible to identify those suspected of cheating.
[0093] In the above management system, the management control device may further have a calculation function for comparing the actual winning rate and total gross profit (Y) for each game participant or each dealer in charge of each gaming table at the time a predetermined number of games have been completed with numbers based on probability statistical calculations or numbers based on past accumulated data to determine whether there is a significant difference between the two, and to identify at least one of the game participants, dealers, or gaming tables where a significant difference exists.
[0094] With this configuration, even if advanced cheating that cannot be detected on a game-by-game basis is occurring, it is possible to identify suspected cheaters by performing statistical calculations on win rates and gross profits.
[0095] In the above management system, the management control device may have a calculation function that stores the betting chip amounts of each gaming table at betting positions with different gross profit rates (R%) and determines whether the cause of the significant difference in a series of games in which the significant difference occurred is related to the betting positions with different gross profit rates (R%).
[0096] With this configuration, for example, it is possible to discover game participants who have a normal winning rate but who always bet at high odds when they win, or dealers who are in collusion with such game participants. [Brief description of the drawings]
[0097] [Figure 1] FIG. 1 is a diagram showing the configuration of a gaming table system. [Diagram 2] FIG. 2 is a perspective view of a gaming token. [Diagram 3] FIG. 3 is a perspective view showing the configuration of a card shoe. [Figure 4] FIG. 4 is a block diagram showing the configuration of a card shoe. [Diagram 5] FIG. 5 is an enlarged view showing the reading result display section. [Figure 6] FIG. 6 is a diagram showing data recorded in the recording section. [Figure 7] FIG. 7 is a diagram showing a reader / writer and a member's card. [Figure 8] FIG. 8 is a diagram showing information stored in the member's card 1. As shown in FIG. [Figure 9] FIG. 9 is a plan view of the dealer chip tray. [Figure 10] FIG. 10 is an enlarged perspective view of the dealer chip tray recovery float. [Figure 11] FIG. 11 is a block diagram showing the configuration of a dealer chip tray. [Figure 12] FIG. 12 is a flow diagram of the management of a table game. [Figure 13]FIG. 13 is a flow diagram showing the role of each component in the four stages of fraud detection. [Figure 14] FIG. 14 is an example of a monitor screen showing a comparison result between the betting information at the start of the game and the betting information at the end of the game. [Figure 15] FIG. 15 is an example of a monitor screen when late betting is performed. [Figure 16] FIG. 16 is an example of the monitor screen when unbetting is performed. [Figure 17] FIG. 17 is a diagram showing an example of the configuration of a casino gaming center. [Figure 18] FIG. 18 is a diagram showing the structure of a game record generated for each game. [Figure 19] FIG. 19 is a block diagram showing the configuration of the overall management device. [Figure 20] FIG. 20 is a diagram showing an example of a sales table generated by the sales balance management section of the overall management device. [Figure 21] FIG. 21 is a diagram showing an example of a gross profit table generated by the sales income / expense management section of the overall management device. [Figure 22] FIG. 22 is a diagram for explaining a situation in which the overall sales of a casino gaming center are kept low. [Figure 23A] FIG. 23A is a diagram illustrating a situation in which the overall sales of a casino gaming center are kept low. [Figure 23B] FIG. 23B is a diagram illustrating a situation in which the overall sales of a casino gaming center are kept low. [Figure 24A] FIG. 24A is a diagram showing an example of setting the minimum bet amount according to the actual bet amount. [Figure 24B] FIG. 24B is a diagram showing an example of setting the minimum bet amount according to the actual bet amount. [Figure 25A] FIG. 25A is a diagram showing an example of determining a recommended minimum bet amount depending on the degree of table congestion. [Figure 25B] FIG. 25B is a diagram showing an example of determining a recommended minimum bet amount depending on the degree of table congestion. [Figure 26A]FIG. 26A is a diagram for explaining an example in which a new gaming table 4 is opened in a certain area. [Figure 26B] FIG. 26B is a diagram for explaining an example in which a new gaming table 4 is opened in a certain area. [Figure 26C] FIG. 26C is a diagram for explaining an example in which a new gaming table 4 is opened in a certain area. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0098] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. Note that the embodiment described below shows an example of a case where the present invention is implemented, and the present invention is not limited to the specific configuration described below. In implementing the present invention, a specific configuration according to the embodiment may be appropriately adopted.
[0099] In this embodiment, a configuration for detecting and preventing various frauds and mistakes in casinos is described, as well as a configuration for utilizing such a configuration in the operation and management of casinos. A game in a casino goes through the stages of betting, playing the game, and settling (collection of chips from losers and payment to winners). Fraud at a gaming table often occurs between the end of betting and the settling.
[0100] The table game management system 100 of this embodiment includes a plurality of gaming table systems 10. Each gaming table system 10 or management system 100 uses various sensing and information processing technologies to detect fraud or mistakes, or suspicions of fraud or mistakes, in real time or after the fact. In addition, the management system of this embodiment processes the sensing data acquired to detect fraud or mistakes, thereby calculating data useful for the operation and management of the casino.
[0101] <Gaming Table System 10> 1 is a diagram showing the configuration of a gaming table system. The gaming table system 10 is provided with a gaming table 4, a camera 2, a card shoe 3, a display 15, a reader / writer 5, a dealer chip tray 17, and a table management control device 50. The camera 2, the card shoe 3, the reader / writer 5, the display 15, and the dealer chip tray 17 are each connected to the table management control device 50. In addition, the table management control devices 50 of the multiple gaming table systems 10 are connected to an overall control device 60 so as to be able to communicate with each other by wire or wirelessly, thereby forming a table game management system 100 as a whole.
[0102] The table management control device 50 is a computer equipped with a processor and a memory, and operates according to the control program of this embodiment. The table management control device 50 also includes a recording device such as a non-volatile memory. The table management control device 50 also includes input / output ports connected to the camera 2, the reader / writer 5, the display 15, and the dealer chip tray 17. The table management control device 50 also includes a communication function for communicating with the overall control device 60. When the table management control device 50 and the overall control device 60 communicate wirelessly, the communication function includes an antenna.
[0103] <Gaming Table 4> The gaming table 4 is formed in a roughly oval shape, with a dealer position where the dealer D is located at the center of one side of the minor axis, and multiple player positions where multiple game participants (hereinafter referred to as "players") P are located are provided on the other side. In the example of FIG. 1, seven player positions are provided. A dealer chip tray 17 is embedded in the dealer position in the gaming table 4. The seven player positions are numbered "1", "2", "3", "5", "6", "7", and "8".
[0104] A hand area 45 including a PLAYER hand area 451 and a BANKER hand area 452 is provided in the center of the gaming table 4. As described above, in the layout of Fig. 1, bet areas for all types of bet objects are provided for each player position. That is, in the layout of Fig. 1, as the bet area 44, each bet object of the PLAYER area 441, BANKER area 442, TIE area 443, BANKER PAIR area 444, and PLAYER PAIR area 445 is provided for each player position.
[0105] <Substitute coins for games 9> Figure 2 is a perspective view of a gaming token. A gaming token (hereinafter referred to as a "chip") 9 is manufactured by laminating at least three plastic sheets, thermocompressing them together, and then cutting them out by punching. The chip 9 has a disk shape, and has the same pattern on both the front and back. In addition, a number indicating the value of the chip is written on the front and back.
[0106] The outermost layer of the multiple layers that are stacked is the same white or light color regardless of the value of the chip, and the color of the middle layers varies depending on the value. With this structure, the value of the chip 9 can be visually grasped not only from the design on its front and back sides (including the numbers indicating its value), but also from the color of the middle layer (also called the "center line") on its side.
[0107] Furthermore, an RFID tag is embedded between the layers of chip 9. The RFID tag stores at least information that represents the value of the chip. In this way, the value of chip 9 can be ascertained by reading the RFID tag using electromagnetic waves, and it is also possible to ascertain the value of chip 9 based on an image by visually reading the appearance of the front, back, or side surfaces.
[0108] <Camera 2 and measuring device 21> Camera 2 is a digital camera, and outputs images and videos obtained by shooting to measuring device 21. Images (still images) are shot at predetermined time intervals. Alternatively, camera 2 may take images (still images) periodically while shooting videos (moving images). Camera 2 is installed so as to take images of betting area 44 where player P places chips 9 to bet, hand area 45 where dealer D places cards drawn from card shoe 3, and dealer chip tray 17. Camera 2 may also be made to take images of players at each player position.
[0109] Note that a plurality of cameras 2 may be installed on one gaming table 4, with each camera 2 taking a different range. For example, a plurality of cameras may be provided to take pictures of the left betting area 44, the right betting area 44, the hand area 45, the dealer chip tray 17, and the player position, respectively. Also, one camera 21 may change its field of view to take pictures of different ranges. Furthermore, when there are a plurality of cameras, the plurality of cameras may take pictures of the same stack of chips 9. In this case, if there are no blind spots in any of the images and the stack is clearly visible, the image taken from the closest position is used.
[0110] The measuring device 21 performs image recognition on the image acquired from the camera 2. The chips 9 on the gaming table 4 are recognized by this image recognition. Various techniques for detecting objects from an image can be adopted for this image recognition. Machine learning techniques such as deep neural networks and deep learning are effectively used for object detection. In object detection by machine learning, each chip 9 may be identified. Note that the measuring device 21 may detect objects by performing image recognition on time series data such as a plurality of consecutive images or videos using a recurrent neural network such as LSTM.
[0111] The measuring device 21 may simultaneously identify the value and number of chips 9 for each stack, and associate them with the player position or player. In this case, a label is prepared for each combination of number and value, such as "four stacked 100 dollar chips" and "five stacked 1,000 dollar chips," and machine learning and object detection are performed. In this way, even if there are chips 9 hidden as a result of being stacked, it may be possible to accurately recognize the number of stacked chips 9. Also, in a certain image, if there seems to be another stack in a blind spot around the stack of chips 9, the measuring device 21 recognizes the stack that is not in the blind spot and grasps its value and number.
[0112] The measurement device 21 can further identify each betting area 441-445 in the layout of the gaming table 4. Machine learning technology can also be used to identify the betting areas 44. For example, the measurement device 21 performs semantic segmentation on the image to identify areas corresponding to each betting area 441-445 of each player position in the image, and assigns a tag consisting of a combination of the player position number and the type of betting area (betting target).
[0113] The measurement device 21 combines the results of this image segmentation with the recognition results of the chips 9 to determine how many chips 9 of what value are placed on which bet object at which player position, i.e., the bet object and bet amount at each player position.
[0114] The measuring device 21 may further perform image recognition on the images of the chips in the dealer chip tray 17 to ascertain how many of each type of chip are in the dealer chip tray 17. Since the sides of all the chips 9 stored in the dealer chip tray 17 are exposed from the tray, the measuring device 21 can recognize the value of the chips 9 by recognizing the pattern on the side of the chip 9. The table management control device 50 calculates the total value of the chips in the dealer chip tray 17 based on the recognition result.
[0115] Measurement device 21 may further analyze the image from camera 2 to ascertain the position and content (rank and suit) of a card drawn from card shoe 3 and placed face up on hand area 45 of gaming table 4. In this case, measurement device 21 may recognize the start, end, and game result of a game based on the position and content of the card recognized by image recognition and the game rules stored in memory. Note that by using neural network technology for this image recognition, it becomes possible to read the content of a card placed face up on the table surface even if the card has been squeezed and bent.
[0116] When the measuring device 21 also performs image recognition on the cards on the game table 4, the measuring device 21 can determine the progress of the game. Specifically, by analyzing the image from the camera 2, the measuring device 21 recognizes whether chips have been placed in the betting area (first state), whether any cards have been drawn (second state), whether all cards that should be drawn have been drawn and placed in the card area (third state), and whether all cards and chips have been removed from the game table 4 (fourth state), thereby grasping the progress of the game.
[0117] The measurement device 21 may prepare a first state flag to a fourth state flag corresponding to the first state to the fourth state, and grasp the progress of the game by the flags. That is, when only the first state flag is on, the player is betting. When the first state flag and the second state flag are turned on from the state where only the first state flag is on, the game is in a gaming state where the game is progressing by drawing out cards. When the third state flag is turned on, the gaming state ends, the game result is determined, and the chips are collected and paid out. The period from when the fourth state flag is turned on to when the fourth state flag is turned off and the first state flag is turned on is an interval state between the previous game and the next game. In this way, the table management control device 50 analyzes the image of the camera 2 to turn on / off each state flag, and grasps the progress (state) of the game by the combination of on / off of each state flag.
[0118] In addition, in baccarat, two cards labeled "PLAYER" and "BANKER" are placed on the gaming table 4, and the dealer may turn over one of them depending on the game result, thereby clearly indicating the result of the game to the player. In this case, the measuring device 21 may analyze the image of the camera 2 to grasp that one of the cards has been turned over, thereby recognizing that the game result has been determined, and turn on the third state flag. In addition, at this time, the measuring device 21 may analyze the image of the camera 2 to determine the turned over card, thereby grasping the game result. The measuring device 21 may be configured using the same hardware as the table management control device 50.
[0119] In the above embodiment, the position, type, and number of the bet chips 9 are grasped by image recognition using the camera 2 and the measuring device 21, but in addition to this, or instead of this, the bet chips 9 may be grasped by using RFID. In this case, an RFID reader for reading the RFID tag embedded in the chips 9 placed in the betting area is built into the inside of a position corresponding to the betting area on the table surface of the gaming table 4, and the reading result of this RFID reader is reported to the table management control device 50.
[0120] <Card Shoe 3> 3 is a perspective view showing the configuration of a card shoe. Card shoe 3 can store multiple decks (e.g., eight decks) of cards in storage section 31. Dealer D can manually pull out cards one by one from a pull-out opening 32 of card shoe 3. A standby button 33 and a read result display section 34 are provided on the side of card shoe 3. Standby button 33 is a button that is operated when card withdrawal in a game has finished (i.e., when the game result has been determined). Read result display section 34 is composed of a liquid crystal monitor.
[0121] Game result display lamps 35 are provided on the upper surface of the end of the card shoe 3 opposite the withdrawal opening 32. The game result display lamps 35 are equipped with multiple lamps, and indicate the game result by which lamp is lit. The game result display lamps 35 include a TIE lamp that lights up when the game result is TIE, a PLAYER lamp that lights up when the game result is PLAYER, a BANKER lamp that lights up when the game result is BANKER, a P.PAIR lamp that lights up when PLAYER is PAIR, and a B.PAIR lamp that lights up when BANKER is PAIR.
[0122] Fig. 4 is a block diagram showing the configuration of a card shoe. In addition to the components shown in Fig. 3, the card shoe 3 is equipped with a card reading unit 36, a game progress determination unit 37, a game result determination unit 38, a draw limit unit 39, a time stamp unit 40, and a recording unit 41.
[0123] When the dealer D pulls out a card from the withdrawal opening 32 of the card shoe 3, the card reader 36 reads the rank and suit of the card being drawn. The front side (hereinafter referred to as the "front side") of the card that displays the rank and suit has a special processing that indicates the rank and suit in addition to the rank and suit notation that can be seen by humans. For example, a symbol or a two-dimensional or one-dimensional code that indicates the rank and suit in a manner that is invisible to the human eye may be printed on the card, and the card reader 36 may recognize the rank and suit of the card by reading the printing.
[0124] It is not necessary for the card to be specially processed. In this case, the card reader 36 may take a photograph of the front of the card to generate an image, and recognize the number representing the rank and the symbol representing the suit, which are visibly printed on the front of the card, by image recognition. Alternatively, a storage medium may be built into the card to store the rank and suit information, and the card reader 36 may recognize the rank and suit of the drawn card by reading the information from the storage medium in a non-contact manner.
[0125] The game progress determination unit 37 grasps the progress of the game based on the reading result of the card reading unit 36. The game progress determination unit 37 determines whether the cards to be drawn are the banker's hand or the player's hand according to the rules of baccarat. In addition, the game progress determination unit 37 determines whether the player or the banker needs to draw a third card based on the rules of baccarat and the suits and ranks of the first four cards drawn since the start of the game.
[0126] 5 is an enlarged view of the reading result display unit. The reading result display unit 34 displays the read suit and rank by simple marks, dividing them into a banker hand 341 and a player hand 342. The reading result display unit 34 displays the results (suit and rank) read by the card reading unit 36 according to the result of the determination by the game progress determination unit 37 as to whether the drawn card is a player hand or a banker hand.
[0127] 4, when the game progression unit 37 determines that all cards have been drawn, the game result determination unit 38 determines the game result according to the results of reading by the card reading unit 36 and the rules of baccarat. Specifically, the game result determination unit 38 determines which of the PLAYER, BANKER, or TIE has won, and whether the PLAYER is paired or the BANKER is paired.
[0128] In Baccarat, the game result is not influenced by the judgment of the player P or the dealer D, and the game result can be determined simply by knowing the rank and suit of the cards drawn on the card shoe 3. In this way, the card shoe 3 equipped with the game result judgment unit 38 also functions as a winning / losing judgment device. The game result judged by the game result judgment unit 38 is recorded in the recording unit 41 together with the date, time, and table number.
[0129] When the standby button 33 is pressed, the game result display lamp 35 lights up in accordance with the result of the determination by the game result determination unit 38. Specifically, the game result display lamp 35 lights up one of the PLAYER lamp, BANKER lamp, and TIE lamp depending on whether the PLAYER, BANKER, or TIE has won. Also, if the game result determination unit 38 determines that the PLAYER is paired, it lights up the P.PAIR lamp, and if it determines that the BANKER is paired, it lights up the B.PAIR lamp.
[0130] As described above, the standby button 33 is pressed by the dealer D at the timing when all the cards have been drawn, the squeezing by the players has finished, and the game result has become clear at the gaming table 4. When the standby button 33 is pressed, the game result display lamp 35 on the card shoe 3 is turned on. Therefore, the dealer D can check whether the game result of the cards placed face up on the gaming table 4 matches the game result indicated by the game result display lamp 35.
[0131] If a dishonest player P cheats with cards (for example, if he switches a card drawn from the card shoe 3 with a card he brought with him), the game result based on the card placed face up on the gaming table 4 will not match the game result shown by the game result display lamps 35, allowing the dealer D to discover the cheating. All of the game display lamps 35 are turned off when the standby button 33 is pressed.
[0132] The draw limiting unit 39 limits the withdrawal of a card when a card is about to be drawn from the withdrawal opening 32 during a draw prohibited period. The draw limiting unit 39 uses a physical mechanism to make it difficult to withdraw a card from the withdrawal opening 32 or to prevent the withdrawal of a card. When making withdrawal difficult, it is effective for calling the dealer D's attention when he or she is about to draw a card by mistake, and when preventing withdrawal, it is effective for preventing the player P from illegally withdrawing a card.
[0133] The draw prohibition period is the period from when all cards to be drawn in the game (2 to 3 cards for each of PLAYER and BANKER) have been drawn until the standby button 33 is pressed. The draw restriction unit 39 obtains information on the progress of the game from the game progress determination unit 37, obtains information on whether the standby button 33 has been pressed, and determines whether or not it is a draw prohibition period based on the information. Furthermore, when cheating or a mistake is detected, the draw restriction unit 39 restricts the withdrawal of cards according to a control signal from the management table management control device 50.
[0134] As described above, the dealer D presses the standby button 33 after all cards are turned face up on the table and the game results are determined. Therefore, the timing of pressing the standby button 33 indicates the end of the game and the start of settlement. In addition, the timing of the first card being drawn after pressing the standby button 33 indicates the end of betting and the start of the game.
[0135] Therefore, punch unit 40 detects the pressing of standby button 33 and records this time as the game end (settlement start) time in recording unit 41. In addition, punch unit 40 detects that card reading unit 36 has read a card for the first time after standby button 33 is pressed and records this time as the game start (betting end) time in recording unit 41. In other words, card shoe 3 sets the start time of card distribution as the game start time.
[0136] Fig. 6 is a diagram showing data recorded in the recording unit. Fig. 6 shows the records for one game, and these records are recorded for each game in the recording unit 41. In addition to the game end time and game start time stamped by the stamping unit 40, the recording unit 41 also records the win / loss result (PLAYER, BANKER, or TIE) determined by the game result determination unit 38, the presence or absence of a PLAYER PAIR, and the presence or absence of a BANKER PAIR.
[0137] The data recorded in the recording unit 41 is transmitted to the management table management control device 50. The data shown in FIG. 6 may be transmitted to the management table management control device 50 without being recorded in the recording unit 41, and may be recorded in the management table management control device 50.
[0138] <5 reader / writers and 1 membership card> 7 is a diagram showing a reader / writer and a member's card. The member's card 1 is a plastic card with an RF tag 11 built in. The RF tag 11 stores a member ID given to a player (member) by member registration, points held by the player (held points), and the like. The RF tag 11 is equipped with an antenna, and information can be written to and read from the RF tag 11 in a non-contact manner by the reader / writer 5.
[0139] The reader / writer 5 includes a wireless unit 51, a take seat button 52, a leave seat button 53, and a position designation button 54. The wireless unit 51 writes and reads information to and from the RF tag 11 embedded in the member's card 1 using the RFID method. The position designation buttons 54 include buttons "1," "2," "3," "5," "6," "7," and "8" respectively corresponding to the seven positions on the gaming table 4, and a button "C" for canceling the designation.
[0140] 8 is a diagram showing information stored in the member's card 1. The member's card 1 records the member ID, owned points, most recent balance, points earned in the most recent three days, points earned in the most recent month, and points earned in the most recent year. The most recent balance is recorded as the total value of the amount paid out (positive) and the amount collected (negative) between the last time the member sat down and left their seat.
[0141] When a player P sits at a player position at the gaming table 4, the dealer D takes the member's card 1 from the player P and has the reader / writer 5 read the member's card 1. Specifically, the dealer D presses the position designation button 54 for the corresponding player position, presses the seat button 52, and holds the member's card 1 over the wireless unit 51 to read the information recorded on the member's card 1. This allows the reader / writer 5 to identify the player P at each player position by the member ID, and the reader / writer 5 functions as a player identification means.
[0142] The reader / writer 5 outputs (transmits) to the table management control device 50 the information read by the wireless unit 51, a seating signal in response to pressing of the seat button 52, and information on the player position where the player corresponding to that member ID is seated. The table management control device 50 records the information received from the reader / writer 5, and also records the time when it received the seating signal as the start time. The start time is recorded in date and time format. The table management control device 50 also transmits the start time information and the member ID received from the reader / writer 5 to the overall control device 60.
[0143] The table management control device 50 determines which player position and which member ID of player P is playing based on the member ID and player position information received from the reader / writer 5. That is, the table management control device 50 can associate each player position of the game table 4 with a specific player P at the game table 4. While the player P is playing multiple games, the table management control device 50 obtains and records the bet amount, payout amount, and recovery amount for each member ID.
[0144] When the player P leaves the gaming table 4, the dealer D causes the reader / writer 5 to read the member's card 1 received from the player P. In this case, the dealer D presses the leaving button 53 and holds the member's card 1 over the wireless unit 51 to read the member ID from the member's card 1.
[0145] The reader / writer 5 outputs (transmits) the member ID and an absence signal to the table management control device 50. When the table management control device 50 receives the member ID and absence signal from the reader / writer 5, it records the time when it received the absence signal as the end time. The end time is recorded in date and time format. The table management control device 50 also calculates the cumulative bet amount and cumulative balance from the start time to the end time for that member ID. Furthermore, the table management control device 50 calculates the points earned based on the cumulative bet amount from the start time to the end time.
[0146] The table management control device 50 updates the owned points by adding the calculated acquired points to the owned points read from the member's card 1 when the user sits down. It also updates the acquired points for the most recent three days, the most recent month, and the most recent year based on the calculated acquired points. The table management control device 50 outputs the updated owned points, the acquired points for the most recent three days, the most recent month, the most recent year, and the cumulative balance from the start time to the end time to the reader / writer 5. The reader / writer 5 rewrites the information on the member's card 1 with this information. The cumulative balance from the start time to the end time is recorded as the most recent balance.
[0147] The above-mentioned functions of the table management control device 50 and the reader / writer 5 make it possible to award points to the member's card 1 according to the actual bet amount, and also enable the player P to store the points he or she owns in the member's card 1.
[0148] A face recognition system may also be used as a player identification means. The face recognition system may use a camera installed on the ceiling, a camera that recognizes the betting area, or a face recognition camera installed at each table. As with the member's card, the player information recognized by the face recognition system may be recorded in association with the bet amount, etc. In addition, when multiple players bet on one player position (back bet), it is possible to recognize who bet each chip.
[0149] <Display 15> The display 15 is a liquid crystal display. The display 15 may be a two-dimensional arrangement of lamps. The display 15 is installed at a position and facing in such a direction that it can be seen by the player P at the player position and customers in the vicinity.
[0150] The display 15 displays various information. For example, when the gaming table 4 is closed, a display indicating this (for example, the characters "CLOSED") is displayed, and when the gaming table 4 is open, game conditions such as the minimum bet amount (for example, the characters "MIN.$100") and the maximum bet amount (for example, the characters "MAX.$100,000") are displayed.
[0151] <Dealer Chip Tray 17> 9 is a plan view of the dealer chip tray. The dealer chip tray 17 has a number of vertical grooves arranged horizontally. Each groove is formed at an angle so that the dealer D side is slightly lower. As a result, the chips 9 stored in the grooves move to the front side of the dealer D due to their own weight, and are stacked in order from the front side of the dealer D.
[0152] The two grooves on the right side are collection floats 171 for temporarily storing chips 9 collected from losing players P at the time of settlement, and the others are storage floats 172 for storing chips 9 according to value. The dealer D temporarily stores chips 9 collected from the gaming table 4 in the collection float 171, then pays out chips 9 from the storage float 172 to winning players P, and finally stores the chips 9 stored in the collection float 171 in the storage floats 172 corresponding to their values.
[0153] On the upper side of the dealer chip tray 17, there are provided three confirmation lamps: a bet confirmation lamp 173, a collection confirmation lamp 174, and a payout confirmation lamp 175. The bet confirmation lamp 173 lights up in response to a confirmation result as to whether there has been any change (late betting or unbetting) in the chips 9 bet between the start and end of the game. The collection confirmation lamp 174 lights up in response to a confirmation result as to whether the collected amount and the collected chips 9 are genuine. The payout confirmation lamp 175 lights up in response to a confirmation result as to whether the payout amount is correct.
[0154] An RFID reader 176 for reading the RFID tags built into the chips 9 is provided inside the dealer chip tray 17. This RFID reader 176 can read the RFID tags of the chips 9 stored in all grooves including the recovery float 171 and the storage float 172. As described above, the RFID tag of each chip 9 records information indicating the value of that chip 9, so by having the RFID reader 176 read the RFID tags of all chips 9 in the dealer chip tray 17, the total value of the chips 9 in the dealer chip tray 17 can be ascertained.
[0155] Note that RFID reader 176 can distinguish between the RFID tag of chip 9 accommodated in recovery float 171 and the RFID tag of chip 9 accommodated in accommodating float 172. That is, when RFID 176 reads an RFID tag, it can distinguish whether it is for chip 9 accommodated in recovery float 171 or for chip 9 accommodated in accommodating float 172. Note that, in order to perform such distinguishing, RFID reader 176 may be provided with separate antennas for reading the RFID tag of chip 9 accommodated in recovery float 171 and for reading the RFID tag of chip 9 accommodated in accommodating float 172, or may be provided with an antenna for each groove.
[0156] FIG. 10 is an enlarged perspective view of the recovery float of the dealer chip tray. In the part of the recovery float 171 that is formed on a curved surface along the side of the chips 9 to be stored, a slit 177 is formed along the length direction of the recovery float 171. A linear optical sensor (line sensor) 178 is provided in the slit 177. This optical sensor 178 can grasp up to what height of the recovery float 171 the chips 9 are stored, or how many chips 9 are stored. Note that a similar slit and optical sensor may also be provided in the storage float 172. In addition, a continuous slit may be formed in the groove, and the slit may be imaged from the back side by a camera (for example, an infrared camera), and the number of chips 9 stored in the groove may be grasped by performing recognition processing on the obtained image.
[0157] 11 is a block diagram showing the configuration of the dealer chip tray. In addition to the configuration described above, the dealer chip tray 17 includes a confirmation unit 179. The confirmation unit 179 is configured by a computer, and by executing a predetermined program, a bet information grasping confirmation unit 1791, a collection confirmation unit 1792, an authenticity determination unit 1793, and a payout confirmation unit 1794 are configured. Various data and commands are input to the confirmation unit 179 from the table management control device 50.
[0158] The confirmation unit 179 is also connected to the bet confirmation lamp 173, the withdrawal confirmation lamp 174, and the payout confirmation lamp 175, and controls these lamps. Specifically, the confirmation unit 179 controls the bet confirmation lamp 173, the withdrawal confirmation lamp 174, and the payout confirmation lamp 175 to be turned on, blink, or turned off, and also controls the color of their light. The operation of the confirmation unit 179 will be described later.
[0159] <Game-specific cheating detection> As described above, information for detecting cheating or mistakes (hereinafter simply referred to as "cheating") is input to the table management control device 50 from the camera 2, the card shoe 3, and the dealer chip tray 17. The method for detecting cheating for each game will be described below.
[0160] 12 is a flow diagram of the management of the table game in this embodiment. The fraud detection in this embodiment is divided into four stages: grasping and confirming the game result (step S121), grasping and confirming the betting information of the chips 9 (step S122), confirming the collection of the chips 9 and determining their authenticity (step S123), and confirming the payout of the chips 9 (step S124).
[0161] Of these, the grasping and confirmation of the betting information of the chip 9 (step S122), the confirmation of the collection of the chip 9 and the determination of its authenticity (step S123), and the confirmation of the payout of the chip 9 (step S124) are performed by the betting information grasping and confirmation unit 1791, the collection confirmation unit 1792, the authenticity determination unit 1793, and the payout confirmation unit 1794 of the confirmation unit 179 of the dealer chip tray 17, respectively.
[0162] A monitor is connected to the table management control device 50, and a confirmation screen is displayed on the monitor for grasping and confirming the betting information of the chips 9 (step S122), confirming the collection of the chips 9 and judging their authenticity (step S123), and confirming the payout of the chips 9 (step S124). The monitor is connected to the table management control device 50 and installed in the back yard, and is visually confirmed by an observer. The monitor may be installed at the gaming table 4 in addition to or instead of the back yard.
[0163] Figure 13 is a flow diagram showing the role of each component in the four stages of fraud detection. The leftmost column shows the flow of the game progress and the dealer's operation at the gaming table 4. In the flow of Figure 13, the card shoe 3, the camera 2, the dealer chip tray 17, and the table management controller 50 are linked together under the control of the table management controller 50.
[0164] First, the player P starts betting at the instruction of the dealer D (step S01). The player P places a bet by placing chips 9 in the betting area. When all the players P have placed their bets, the dealer D signals "no more bets" (step S02), and from then on, the player P is not allowed to change the bet object or bet amount.
[0165] When the bets are finished, dealer D draws the first card from the card shoe 3 (step S03). When the card shoe 3 detects the first draw of a card since the standby button 33 of the previous game was pressed, it detects that it is the first draw (step S31), and the time-stamping unit 40 stamps the time, records the time in the recording unit 41, and reports it to the table management control device 50.
[0166] The table management control device 50 controls the camera 2 to take an image of the betting area (step S21). The camera 2 transmits the captured image to the table management control device 50, which performs image recognition on the image to recognize the betting information at the start of the game (step S501). The table management control device 50 also controls the dealer chip tray 17 to read all chips 9 in the dealer chip tray 17 with the RFID reader 176, and confirms the total amount of all chips 9 in the dealer chip tray 17 (step S171).
[0167] The camera 2 may constantly photograph the betting area at a predetermined time interval and transmit the images to the table management control device 50. In this case, the table management control device 50 may recognize the betting information at the start of the game by performing image recognition on the image first acquired from the camera 2 after receiving a report from the card shoe 3 that the first card has been drawn. Here, the betting information is information indicating which player has bet how many chips 9 of what value on which betting object (PLAYER, BANKER, TIE, PLAYER PAIR, BANKER PAIR). The table management control device 50 stores this betting information at the start of the game.
[0168] Dealer D draws cards in order, and when he draws the last card (step S04), and all the cards are revealed after being squeezed by player P (step S05), the game result is determined on the gaming table 4. As described above, when dealer D draws cards in order, the card shoe 3 reads the rank and suit of the card to be drawn.
[0169] When all the cards are open, the dealer D presses the standby button 33 of the card shoe 3 (step S06). When the card shoe 3 detects the pressing of the standby button 33 (step S32), it determines the game result based on the ranks and suits of the cards that have been read up to that point and the rules of Baccarat (step S33), and lights up the game result display lamp 35 according to the game result (step S34).
[0170] Dealer D compares the game result determined from the cards open on the gaming table 4 with the game result indicated by the game result display lamps 35 of the card shoe 3, and confirms that they match (step S07). This confirmation corresponds to grasping and confirming the game result (step S121) in the flow of FIG.
[0171] On the other hand, when the card shoe 3 detects that the standby button 33 has been pressed (step S32), it reports this to the table management control device 50. The table management control device 50 controls the camera 2 to take an image of the betting area 44 (step S22). The camera 2 transmits the captured image to the table management control device 50, which then performs image recognition on the image to recognize the betting information at the end of the game (step S502).
[0172] Since the player P is not permitted to change the betting details (betting object, betting amount) from the start of the game (end of betting) to the end of the game, if there is no fraud, the betting information at the start of the game recognized by the control device 5 (step S501) and the betting information at the end of the game (step S502) should match. Therefore, the table management control device 50 compares these two (step S503).
[0173] The table management control device 50 reports the comparison result, whether it is a match or a mismatch, to the dealer chip tray 17. Cases where the comparison result is a mismatch include a case where the total number or total amount of chips 9 at the end of the game is greater than at the start of the game (late betting attempted by the winning player P) and a case where the total number or total amount of chips 9 at the end of the game is less than at the start of the game (unbetting attempted by the losing player P).
[0174] The bet information grasping and confirming unit 1791 of the dealer chip tray 17 turns on the bet confirmation lamp 173 in response to the comparison result from the table management control device 50 (step S172). Here, if the comparison result is a match, the bet information grasping and confirming unit 1791 turns on the bet confirmation lamp 173 in green, and if the comparison result is a mismatch, the head confirmation lamp 173 flashes in yellow.
[0175] The dealer D confirms that the bet confirmation lamp 173 is lit green (step S08), and collects the chips 9 from the losing player P and stores them in the collection float 171 (step S09). The table management control device 50 calculates the amount of chips 9 to be collected (collection amount) based on the game result determined by the card shoe 3 and the recognized bet information (step S504). The collection amount is calculated from the value and number of chips 9 to be collected. The table management control device 50 notifies the dealer chip tray 17 of the calculated collection amount.
[0176] When dealer D places the collected chips 9 in the collection float 171 of the dealer chip tray 17, the collection confirmation unit 1792 of the dealer chip tray 17 acquires read information from the RFID reader 176, grasps the collected amount of the chips 9 stored in the collection float 171, and compares this with the calculated collected amount notified by the table management control device 50 to confirm whether the collected amount (number of chips per value) is correct (step S173). Note that, as a result of reading the chips 9, the RFID reader 176 obtains information on the number of chips per value as read information, and the table management control device 50 also calculates the collected amount as the number of chips per value. Therefore, in the comparison, it is determined whether these numbers of chips per value match.
[0177] At this time, the authenticity determination unit 1793 determines whether the number of chips 9 recognized by the RFID reader 176 matches the number of chips 9 detected by the optical sensor 178, thereby determining the authenticity of the collected chips 9 (step S174). If an illegal chip 9 without an RFID tag is collected from the player P, the illegal chip 9 is detected by the optical sensor 178, but is not detected by the RFID reader 176, resulting in a mismatch between the two, and the presence of the illegal chip 9 can be detected.
[0178] The withdrawal confirmation unit 1792 and the authenticity determination unit 1793 turn on the withdrawal confirmation lamp 174 according to the results of the confirmation of the withdrawal amount and the authenticity determination (step S175). Specifically, the dealer chip tray 17 turns on the withdrawal confirmation lamp 174 in green if the withdrawal amount detected by the RFID reader 176 matches the calculated withdrawal amount acquired from the table management control device 50 and the withdrawn chip 9 is genuine, and turns on the withdrawal confirmation lamp 174 in yellow if the withdrawal amount does not match or an illegal chip 9 is present.
[0179] The dealer D confirms that the withdrawal confirmation lamp 174 is lit green (step S10), and pays out chips 9 to the winning player (step S12). The table management control device 50 calculates the payout amount of chips 9 based on the game result determined by the card shoe 3 and the recognized bet information (step S505). The table management control device 50 notifies the dealer chip tray 17 of the calculated payout amount. Here too, the payout amount is calculated as information on the number of chips for each value.
[0180] When the dealer D dispenses chips 9 from the dealer chip tray 17 onto the gaming table 4, the dealer chip tray 17 uses the RFID reader 176 to calculate the payout amount of the chips 9 stored in the dealer chip tray 17, and checks whether the payout amount is correct by comparing it with the calculated payout amount notified by the table management control device 50 (step S176). The RFID reader 176 obtains the payout amount as information on the number of chips for each value.
[0181] Here, confirmation of the payout amount in the dealer chip tray 17 will be described. The dealer chip tray 17 confirms the total amount in the dealer chip tray 17 when the game starts (step S171). Then, the table management control device 50 notifies the calculated collected amount and paid out amount (steps S504, S505). The increase or decrease is calculated from the collected amount and paid out amount. The total amount of chips 9 that should be in the dealer chip tray 17 after settlement is calculated by adding the calculated increase or decrease to the total amount of chips 9 in the dealer chip tray 17 at the start of the game confirmed in step S171. Here, too, the total amount of chips 9 is calculated as the number of chips for each value.
[0182] If the calculated total amount matches the total amount of chips 9 read by the RFID reader 176 after dispensing, it means that collection and dispensing have been performed correctly. Since it has been confirmed that collection has been performed correctly in step S173, this means that dispensing has been performed correctly. Therefore, the dispensing confirmation unit 1794 of the dealer chip tray 17 compares the total amount of chips 9 (number of chips per value) that should be in the dealer chip tray 17 after settlement obtained by calculation (obtained from the table management control device 50) with the total amount of chips 9 (number of chips per value) read by the RFID reader 176 to determine whether the dispensing amount is correct (step S176).
[0183] Instead of the above, the dispensing may be confirmed by the following method. That is, after confirming that the collection has been performed correctly, the RFID reader 176 of the dealer chip tray 17 reads the RFID tags of all chips 9 in the dealer chip tray 17 to grasp the actual total amount (number of chips per value) in the dealer chip tray 17 after collection and before dispensing, and after dispensing, the RFID reader 176 reads the RFID tags of all chips 9 in the dealer chip tray 17 again to grasp the actual total amount (number of chips per value) in the dealer chip tray 17 after dispensing, thereby determining the amount actually dispensed from the dealer chip tray 17, and comparing this actual amount dispensed with the amount calculated by the table management control device 50 to confirm whether the dispensing has been performed correctly.
[0184] The dealer chip tray 17 turns on the payout confirmation lamp 175 according to the confirmation result of the payout amount (step S177). Specifically, if the actual payout amount matches the calculated payout amount, the dealer chip tray 17 turns on the payout confirmation lamp 175 in green, and if the actual payout amount does not match the calculated payout amount, the dealer chip tray 17 turns on the payout confirmation lamp 175 in yellow. The dealer confirms that the payout confirmation lamp 175 is lit in green (step S12) and ends the game.
[0185] In this embodiment, an example in which the confirmation unit 179 is provided on the dealer chip tray 17 has been described, but some or all of the functions of the confirmation unit 179 may be provided on the table management control device 50. In this case, after the processing by the confirmation unit 179 is performed in the table management control device 50, the table management control device 50 issues instructions to turn on, blink, or turn off the bet confirmation lamp 173, the recovery confirmation lamp 174, and the payout confirmation lamp 175 of the dealer chip tray 17, respectively.
[0186] FIG. 14 is an example of a monitor screen showing a comparison result between betting information at the start of a game and betting information at the end of a game. The betting information is shown in a table format in the upper part of the screen, and the information of the dealer chip tray 17 is shown in the lower part. The betting information shows how many chips 9 of each value have been bet on which bet object for each player position. In the example of FIG. 14, four 10,000 dollar chips have been bet on BANKER at the player position No. 3, and three 1,000 dollar chips have been bet on PLAYER at the player position No. 6. These situations are grasped by performing image recognition on the image of the camera 2 in the measuring device 21 as described above.
[0187] The lower row, "(1) 1st Card," indicates the number of chips 9 of each value stored in the dealer chip tray 17 at the start of the game (when the first card is drawn). "(2) Game Result" indicates the balance according to the game result, expressed as the number of chips 9 of each value. In this example, it shows that settling the game results in a decrease of four 10,000-dollar chips from the dealer chip tray 17 and an increase of three 1,000-dollar chips.
[0188] "(3) Calculated" shows the result of calculating the balance of (2) against (1), i.e., the number of chips 9 by value that should be in dealer chip tray 17 after settlement. "(4) Discard" shows the actual number of chips 9 in dealer chip tray 17 that was read by RFID reader 176 when the discard of the card in the discard box was triggered. "(5) Judgement" outputs the comparison result between (3) and (4). In other words, (5) Judgement shows the comparison result between the number of each chip 9 calculated in (3) and the actual number of each chip 9 that was read by RFID reader 176 in (4).
[0189] FIG. 15 is an example of a monitor screen when late betting has been made. In the example of FIG. 15, the number of 1,000-dollar chips bet on BANKER in player position 2 at the start of the game was four, but at the end of the game, this number has increased to five. On the monitor screen, this difference is displayed as "Difference" in the bottom right of the screen. Also, in the bet information table in the upper row, the square where late betting was detected (BANKER in player position 2 in the example of FIG. 15) is highlighted.
[0190] FIG. 16 is an example of a monitor screen when unbetting has occurred. In the example of FIG. 16, the number of 1,000-dollar chips bet on PLAYER in player position No. 6 at the start of the game was three, but at the end of the game, this number has decreased to two. On the monitor screen, this difference is displayed as "Difference" in the bottom right of the screen. Also, in the bet information table at the top, the square where unbetting was detected (PLAYER in player position No. 6 in the example of FIG. 16) is highlighted.
[0191] 14, 15, and 16 may not be generated, or may be generated but only saved and not displayed. Also, the above-mentioned monitor screens may be displayed in response to specific instructions from an observer, or a monitor screen may be generated and displayed and / or saved when an abnormality such as late betting or unbetting is detected.
[0192] <Casino Management Analysis> As described above, the gaming table system of this embodiment detects cheating at each stage of the game by using various sensing technologies and image recognition technologies. The gaming table system of this embodiment and the management system including multiple gaming table systems use the results of these sensing and image recognition not only to detect cheating for each game, but also as casino management information. Note that the casino management information also includes advanced cheating detection that cannot be detected by cheating detection for each game alone. For this reason, the table management control device 50 of each gaming table system is connected to the overall management device 60 and transmits various information to the overall management device 60.
[0193] FIG. 17 is a diagram showing an example of the configuration of a casino gaming center. A plurality of gaming tables 4 are installed in the casino gaming center. In the example of FIG. 17, four gaming tables 4 are shown. The gaming tables 4 in FIG. 17 are tables for baccarat. The following describes a case where baccarat is played at the gaming tables.
[0194] The four gaming tables have two types of table surface layouts (hereinafter simply referred to as "layouts"). The gaming table 4A with the first type of layout (Type-a) has seven player positions (player positions 1, 2, 3, 5, 6, 7, 8), and the gaming table 4B with the second type of layout (Type-b) has five player positions (player positions 1, 2, 3, 5, 6).
[0195] In the first type gaming table 4A, betting areas for PLAYER, BANKER, TIE, PLAYER PAIR, and BANKER PAIR are provided at positions corresponding to each player position. On the other hand, in the second type gaming table 4B, only betting areas for PLAYER and BANKER are provided at positions corresponding to each player position, and betting areas for TIE, PLAYER PAIR, and BANKER PAIR are arranged together.
[0196] 18 is a diagram showing the structure of a game record generated for each game. This game record is generated by the table management control device 50 and transmitted to the overall control device 60 at an appropriate timing. The game record includes information such as "date and time", "table ID", "layout", "minimum bet amount", "dealer ID", "betting time", "gaming time", "chip collection time", "chip payout time", "game result", "dealer chip amount at the start", "dealer chip amount after settlement", and "verification result".
[0197] "Date and time" is the date and time when the game started. Note that in addition to or instead of the date and time when the game started, the date and time when the game ended may be recorded as "Date and time". "Table ID" is an ID uniquely assigned to each table. A table can be identified by its table ID. "Layout" indicates the type of layout on the table surface. In the example of Figure 17, there are two types of layouts (Type-a and Type-b), and "Layout" indicates which type it is.
[0198] The "minimum bet amount" is the minimum bet amount set for that game. A player participating in a game must bet chips in an amount equal to or greater than this minimum bet amount in each game. The minimum bet amount may be changed as appropriate between games. In addition to the minimum bet amount, a maximum bet amount, which is the maximum amount betted in one game on the gaming table 4, may be set and recorded.
[0199] The "dealer ID" is an ID that identifies the dealer D who is dealing at the gaming table 4. Each dealer D is given a dealer card with an IC tag that stores the dealer ID. When the dealer D arrives at the gaming table 4, the IC tag on the dealer card may be read by the reader / writer 5, and the dealer ID read by the reader / writer 5 may be output to the table management control device 50. Alternatively, the table management control device 50 may include an input device, and the dealer D who arrives at the gaming table 4 may input his / her own dealer ID from the input device.
[0200] "Bet time" is the time from when betting starts to when it ends. The table management controller 50 recognizes that betting has started when it is determined that the payout of the previous game has been completed normally in the dealer chip tray 17. The table management controller 50 also recognizes that betting has ended when the card shoe 3 detects the drawing of the first card. The card shoe 3 stamps the time when the first card is drawn and reports this to the table management controller 50, so the table management controller 50 knows the time when betting ends based on this report.
[0201] A discard box for discarding used cards may be provided on the gaming table 4, and a sensor may be provided on the discard box. In this case, the table management control device 50 may recognize that betting (for the next game) has started when the sensor detects the discarding of a card. Also, an operating member for instructing the start of a bet may be provided on the card shoe 3 or the like, and the dealer may operate the operating member just before the start of betting. In this case, the table management control device 50 may recognize that betting has started when it detects the operation of the operating member. Furthermore, the table management control device 50 may recognize the start of betting by detecting the chips 9 that have been bet by recognizing an image from the camera 2.
[0202] "Gaming time" is the time from when dealer D draws the first card from the card shoe 3 to when he presses the standby button 33. In other words, the gaming time also includes the time from when the last card is drawn from the card shoe 3, when all the cards are opened after being squeezed by player P and the game result is revealed on the gaming table 4, until dealer D presses the standby button 33 accordingly.
[0203] The "chip collection time" is the time from the end of the game to the end of collection of the chips 9 from the losing player P. As described above, the end time of the game is determined to be the time when the dealer D presses the standby button 33 immediately after the game result is determined. In addition, the table management control device 50 determines the end time of collection to be the time when the dealer chip tray 17 reports confirmation of collection.
[0204] The "chip payout time" is the time from the end of collection of chips 9 from the losing player P to the end of payout of chips 9 to the winning player P. The table management control device 50 determines the end time of payout to be the time when a payout confirmation is reported from the dealer chip tray 17. Alternatively, the table management control device 50 may determine the chip collection time and chip payout time by analyzing images from the camera 2. Alternatively, the end of the "chip payout time" may be determined to be the time when discarding of a card in a discard box is detected.
[0205] The "game result" is either PLAYER, BANKER, or TIE, and the presence or absence of a PLAYER PAIR or BANKER PAIR. As described above, the game result is determined by reading the rank and suit of the card drawn from the card shoe 3, and the table management control device 50 receives the information on the game result from the card shoe 3.
[0206] The "starting dealer chip amount" is the total amount of chips 9 stored in dealer tray 17 at the start of a game, is obtained by dealer chip tray 17 in step S171 of Fig. 13, and is reported to table management control device 50. The "post-settlement dealer chip amount" is the total amount of chips 9 stored in dealer tray 17 after the game settlement is completed, is obtained in step S176 of Fig. 13, and is reported to table management control device 50.
[0207] The "verification result" is a result of verifying whether the theoretical dealer chip amount after settlement and the actual dealer chip amount after settlement match, and is shown as either OK or NG. The table management control device 50 calculates a theoretical balance based on the total amount of chips 9 on the dealer chip tray 17 after actual settlement read by the dealer chip tray 17 (the above "dealer chip amount after settlement") and the game result grasped by reading the card by the card shoe 3, and adds this balance to the total amount of chips 9 on the dealer chip tray 17 at the actual start read by the dealer chip tray 17 (the above "start dealer chip amount") to obtain the theoretical total amount of the dealer chip tray 17 after settlement (theoretical dealer chip amount after settlement), and compares them (corresponding to step S176 in FIG. 13).
[0208] The table management control device 50 compares the theoretical dealer chip amount after settlement with the actual dealer chip amount after settlement for each game, and if they match, the verification result is "OK", and if they do not match, the verification result is "NG".
[0209] The game record further includes, for each "player position," a "member ID," "bet amount," "bet target," "payout (-) / return (+)," "sales," and "net profit." As shown in FIG. 1, a "player position" is assigned a number according to the player's position at the table. A player P registers as a member in advance. A player P who registers as a member is given a member ID and is given a member's card 1 that stores the member ID. In addition to the member ID, the member's card 1 also records the points that the member has acquired.
[0210] The "bet amount" is the bet amount for each player position, and is shown as the number of chips 9 for each value for each player position. In addition to or instead of this, information on the "bet amount" may be shown as information on the bet amount for each stack of chips 9 when image recognition is performed by the camera 2 and the measuring device 21. In this case, the "bet amount" includes information on the number of stacks and the value and number of chips 9 for each stack for each player position.
[0211] "Payout (-) / Return (+)" is the amount of payout or return for each player position. For a winning player P, the table management control device 50 records the amount to be paid out by the dealer D with a minus sign in addition to the amount bet, and for a losing player P, records the amount to bet with a plus sign.
[0212] "Revenue" is the total bet amount obtained by adding up the bet amounts of all players P in the game. The table management control device 50 calculates and records "revenue" by adding up the bet amounts of all players P. "Net profit" is the sum of the payout amounts (-) and the collected amounts (+) of all players in the game, and is the profit of the game organizer (house) in the game. The table management control device 50 calculates and records "net profit" by adding up the payout amounts and collected amounts of all players P. Note that revenue (total bet amount) is recorded as the number of chips 9 for each value.
[0213] In this way, the table management control device 50 outputs, for each gaming table 4, the net profit (Y), which is the amount won or lost by the game host, and the total bet amount (sales) (B), which is the total amount of chips 9 placed by the player P. In particular, the camera 2 and the measurement device 21 detect the total bet amount (B) for each player position on the gaming table 4, and the table management control device 50 outputs information on the total bet amount (B) for each player P and each player position as a game record.
[0214] The table management control device 50 generates the above game record for each game. The table management control device 50 of each game table 4 is connected to the overall management device 60, and the game record generated by the table management control device 50 is transmitted from the table management control device 50 to the overall management device 60. The table management control device 50 and the overall management device 60 are connected to each other so that they can communicate with each other via wire or wirelessly. The overall management device 60 tallys up the game records obtained from the multiple table management control devices 50 and performs the following processes.
[0215] 19 is a block diagram showing the configuration of the overall control device. The overall control device 60 includes a calculation device 61, a recording device 62, and a communication device 63. The calculation device 61 includes a sales balance management section 611, a loss management section 612, an operation management section 613, a layout management section 614, a point management section 615, a minimum bet management section 616, and a dealer chip management section 617.
[0216] The overall control device 60 is a computer equipped with a processor and a memory, and the arithmetic device 61 operates according to the management control program of this embodiment to configure the above-mentioned sales balance management section 611, loss management section 612, operation management section 613, layout management section 614, point management section 615, minimum bet management section 616, and dealer chip management section 617. The overall control device 60 further includes a recording device such as a hard disk. The overall control device 60 also includes a communication function for communicating with the table management control device 50.
[0217] <Sales and income / expense management> Fig. 21 is a diagram showing an example of a sales table generated by the sales income / expenses management unit 611 of the overall management device 60. That is, Fig. 20 is a table showing the amount of chips 9 stored in the dealer chip tray 17 for each gaming table 4, that is, the inventory status of chips 9 held by the casino. The sales income / expenses management unit 611 calculates sales for each predetermined period (for example, every hour, every 24 hours) for each gaming table 4. Here, sales refers to the amount bet by a player (bet amount).
[0218] The sales income / expenses management unit 611 manages the house sales for a specified period by the value and number of chips 9 bet on each gaming table 4, and also manages the total sales amount for each gaming table 4. The sales income / expenses management unit 611 also manages the house sales for a specified period by the number of chips 9 for each value. The sales income / expenses management unit 611 also manages the house sales for a specified period by the total sales amount combined for all gaming tables 4. The sales table shows these numerical values managed by the sales income / expenses management unit 611.
[0219] 21 is a diagram showing an example of a gross profit table generated by the sales income / expenses management unit 611 of the overall management device 60. The sales income / expenses management unit 611 manages the gross profit (income) for each predetermined period (for example, every hour, every 24 hours) for each gaming table 4. Here, gross profit is the amount obtained by subtracting the amount of chips 9 paid out in settlement from the amount of chips 9 collected in settlement, and is the income of the house. The ratio of gross profit to sales (profit margin on sales) is the gross profit rate.
[0220] The sales income / expenses management unit 611 manages the house income (gross profit) for each gaming table 4 during a specified period. The sales income / expenses management unit 611 also manages the total gross profit for all gaming tables 4 during a specified period. The sales income / expenses management unit 611 also manages the gross profit rate for each gaming table 4 and the total gross profit rate for all gaming tables 4 during a specified period. In the gross profit table, these numerical values managed by the sales income / expenses management unit 611 are shown together with the sales of each gaming table 4 and the total sales of all gaming tables 4.
[0221] The overall management device 60 manages sales and gross profit margins as described above. The house's income is calculated by subtracting losses due to fraud or mistakes from the product of sales and gross profit margins. That is, the following formula (1) is satisfied. Revenue = Sales × Gross Profit Margin – Loss (1) Therefore, the game organizer can increase income (gross profit) by increasing sales, increasing gross profit margin, and decreasing losses. Losses due to mistakes and fraud are reduced by the table system using the various sensors described above. The process for increasing sales and gross profit margin is described below.
[0222] With only information on sales and gross profit margins, it is difficult to link the information to specific management measures to increase sales and gross profit margins. Therefore, the overall management device 60 breaks down sales and gross profit margins into multiple components and calculates information that is useful for improving each component.
[0223] Sales are expressed as the product of the number of transactions and the unit price of the bet (hereinafter referred to as the "unit price of the bet"). In other words, the following formula (2) holds true. Revenue = Number of transactions × bet price (2) Here, the number of transactions refers to the playing of one game by one player P. For example, if three players P are playing at one game table 4, the number of transactions in one game will be three, and if two players P are playing at each of three game tables 4, the number of transactions in one game will be 2×3=6. The unit price of a bet is the average bet amount (sales) of each player P in one game (in one transaction). In other words, in order to increase sales, it is necessary to increase the number of transactions and the unit price of a bet.
[0224] The number of transactions is expressed as the product of the number of players (customer numbers) and the turnover rate. In other words, the following formula (3) holds true. Number of transactions = Number of players × turnover rate (3) Here, the number of players is the number of players participating in the game (placing bets), and the turnover rate is the inverse of the time required for one game (i.e., the speed at which the game progresses). Therefore, in order to increase the number of transactions, it is necessary to increase the number of players participating in the game and the turnover rate of the game.
[0225] In addition, the gross profit percentage becomes the deduction percentage (house edge) when the game result matches the theoretical probability. Therefore, the gross profit percentage is expressed as the product of the winning percentage and the deduction percentage, and the following formula (4) holds. Gross profit margin = winning rate × deduction rate (4) Here, the winning percentage is a percentage indicating how much the house side is ahead of the theoretical winning percentage of the house derived from the rules of the game, and is 1 when the house's winning percentage matches the theoretical winning percentage, is greater than 1 when the house's winning percentage exceeds the theoretical winning percentage, and is less than 1 when the house's winning percentage falls below the theoretical winning percentage. Also, the winning percentage is 1 when player P's winning percentage matches the theoretical winning percentage derived from the rules of the game, is less than 1 when player P's winning percentage exceeds the theoretical winning percentage, and is greater than 1 when player P's winning percentage falls below the theoretical winning percentage.
[0226] The deduction rate is the percentage of commission the house collects from the bet amount, and is determined by the rules of the game, including the odds. The deduction rate is set so that the house can receive a profit of, for example, 1 to 3% when the winning rate is 1, that is, when the game result matches the theoretical result. For example, in a game where you predict the number on a dice, the player's winning rate is 1 / 6, but by setting the odds to 5.9 times instead of 6 times, a deduction rate of about 1.7% is set.
[0227] The deduction rate may be set to a different value for each type of layout or each bet area of the gaming table 4. For example, a deduction rate different from that for the BANKER and PLAYER is set for the TIE and PAIR of Baccarat, and a deduction rate different from that for the "0" and "00" of roulette is set for other red or black numbers.
[0228] From the above equations (1) to (4), the house's income (gross profit) can be decomposed into multiple components as shown in the following equation (5). Revenue = Number of players × Turnover rate × Bet price × Win rate × Withdrawal rate - Loss (5)
[0229] First, the rough structure of the income can be analyzed by decomposing the formula (1). For example, if the income (gross profit) is $10,000, it can be understood whether it is 1% profit on $1 million in sales, 10% profit on $100,000, or 0.1% profit on $10 million. Then, the sales income / expense management unit 611 compares this gross profit margin with a predetermined standard gross profit margin (e.g., 2%) or standard gross profit margin range (e.g., 1-3%), and generates a warning when the gross profit margin is extremely low (e.g., 1% or less) or extremely high (e.g., 3% or more).
[0230] As shown in formula (4), the gross profit margin can be broken down into the winning percentage and the deduction percentage, but since the deduction percentage is set by the game organizer, if the gross profit margin is extremely high or low, the winning percentage is likely to be extremely high or low. Therefore, if the gross profit margin is extremely high or low, cheating by player P or dealer D, such as manipulating the winning percentage, is suspected.
[0231] Therefore, the sales income / expense management unit 611 calculates the gross profit rate for a predetermined period for each player P, each dealer D, and each gaming table 4. If these gross profit rates are too low or too high, a warning is generated. The generated warning may be sent to the communication account (e.g., email address) of the game organizer, or may be recorded in the recording unit 62.
[0232] The sales income / expense management unit 611 generates statistics on the number of games, the number of players, and the unit price of a bet for a given period by analyzing the game records obtained from each table management control device 50. When sales are not ideal, the game organizer can know which of the number of games, the number of players, and the unit price of a bet has room for improvement, and when measures to increase the number of games, the number of players, and the unit price of a bet are taken, the game organizer can verify whether the measures have been effective by observing the trends in the number of games, the number of players, and the unit price of a bet.
[0233] The sales income / balance management unit 611 calculates and outputs the profit margin to sales (X), which is the ratio between the net profit (Y), which is the amount won or lost by the game organizer, and the total bet amount (sales) (B), which is the total amount of chips 9 placed by the player P. The sales income / balance management unit 611 also compares the profit margin to sales (X) with a theoretical profit margin or a past average profit margin, and outputs the comparison result. The sales income / balance management unit 611 calculates the profit margin to sales (X) for each gaming table 4, each player P, each player position, or each dealer D for each predetermined period or each game, and outputs it as necessary.
[0234] The sales income / expenses management unit 611 also grasps the relationship between the number of games and the time required for the number of games (betting time + gaming time + chip collection time + chip payout time). The sales income / expenses management unit 611 also calculates the total bet amount (B), the amount of winnings or losses (Y) of the game organizer, and / or the profit margin on sales (X) per predetermined number of games for each player P, each gaming table 4, and / or each dealer D in charge of each gaming table 4, and outputs them as necessary.
[0235] The sales income / expense management device 611 also records 1) the bet (B) for each game played on the gaming table 4, 2) the win / loss result (W&L) of each game played on the gaming table 4, and 3) the gross profit rate (R%) based on the rules of the game played on the gaming table in the recording device 62. The sales income / expense management device 611 then calculates the following formula (6) using the information 1) to 3) for each game and / or the information 1) to 3) for a predetermined time or period, and outputs the gross profit (Y). Y = Σ(B × W&L × R%) (6)
[0236] Here, 1) the bet (B) of an individual game played on the gaming table 4 is the sales for each game. 2) The win / loss result (W&L) of an individual game played on the gaming table 4 is synonymous with the above-mentioned winning percentage. With regard to this win / loss result (W&L), if the casino wins (collects chips), it is +1, but if the casino loses (pays out chips), it is -1. 3) The gross profit rate (R%) based on the rules of the game played on the gaming table is synonymous with the above-mentioned deduction rate, and is determined by the rules of the game including the odds setting. For example, this gross profit rate is 100% when betting on BANKER or PLAYER (i.e., if the player wins, the player receives a payout equal to the bet amount, and if the player loses, the full bet amount is returned), but if the player bets on PAIR, it is 800% when the player wins, and 100% when the dealer wins (i.e., if the player wins, the player receives a payout equal to 8 times the bet amount, and if the player loses, the full bet amount is returned).
[0237] In addition, when a different gross profit margin is set for each type of layout of the gaming table 4 or each betting area (betting object) (for example, when the odds of TIE or PAIR are increased), the sales income / expenses management unit 611 calculates the gross profit (Y) by adopting the different gross profit margins (R1%, R2%, ...). When a different gross profit margin is set for each type of layout of the gaming table 4 or each betting area (betting object), the sales income / expenses management unit 611 outputs the distribution state of the total game bet (TB) and / or the game bet amount (B) for each type of layout or each betting area (betting object) with the different gross profit margins (R1%, R2%, ...). This makes it possible to grasp, for example, only the amount bet on TIE.
[0238] Furthermore, when different gross profit margins are set for different layout types or betting areas (betting objects) of the gaming table 4, the sales income / expenses management unit 611 outputs the distribution state of the total game bet amount (TB) and / or the game bet amount (B) for each layout type or betting area (betting object) for each different gross profit margin (R1%, R2%, ...). This makes it possible to grasp, for example, the bet amount for a betting object with an extremely high gross profit margin.
[0239] Furthermore, when different gross profit rates are set for each layout type or betting area of the gaming table 4, the sales income / expenses management unit 611 compares the gross profit (Y) or total gross profit rate (R%) of each gaming table 4 for each gaming table 4 having a layout type or betting area (betting target) with different gross profit rates (R1%, R2%, ...). This makes it possible to compare the gross profit rates for each table.
[0240] <Loss management> The loss management unit 612 detects cheating or mistakes by statistically analyzing the records of multiple games at multiple gaming tables 4, rather than detecting cheating or mistakes for each game. The loss management unit 612 counts and outputs the number of times that a mismatch is detected by comparing whether the increase or decrease in the total amount of chips 9 present in the dealer chip tray 17 matches the amount of winnings or losses (Y) of the game organizer. This mismatch can be detected by the "verification result" of the game record (see FIG. 18) being NG. The loss management unit 61 records the count value for each gaming table 4, dealer, and player in the recording device 62. This makes it possible to conduct further investigations on any gaming table 4, dealer D, or player P with a high count value and discover cheating.
[0241] In addition, the loss management unit 612 compares the increase or decrease in the total amount of chips 9 present in the dealer chip tray 17 with the winning or losing amount (Y) of the game organizer, and counts and outputs the discrepancy amount (L) when there is a discrepancy. The discrepancy amount (L) can be calculated by the loss management unit 612 by comparing the difference between the "starting dealer chip amount" and the "settlement dealer chip amount" in the game record with the "net profit". The loss management unit 61 records the count value for each game table 4, each dealer D in charge of each game table 4, and each player P in the recording device 62. The loss management unit 612 periodically refers to the recording device 62 to grasp and output the cumulative amount of the discrepancy amount (L). As a result, if there is a game table 4, a dealer D, or a player P with a high count value, it is possible to conduct further investigation and discover fraud.
[0242] In addition, the loss management unit 612 compares the increase or decrease in the total amount of chips 9 present in the dealer chip tray 17 with the amount won or lost by the game organizer (Y), counts the discrepancy (loss amount) (L), corrects equation (6) to the following equation (7), and outputs the gross profit (Y'). Y'=Σ(B×W&L×R%±L) ···(7) This makes it possible to calculate gross profit taking into account the loss amount (L).
[0243] Furthermore, when a predetermined number of games have been played, the loss management unit 612 compares the actual winning rate and the total amount of gross profit (Y) for each player P, each dealer D in charge of each gaming table 4, and each gaming table 4 with the figures based on probability statistical calculations or past accumulated data to determine whether there is a significant difference between the two, and identifies the player P, dealer D, and gaming table 4 with a significant difference. This makes it possible to find a player P or dealer D who has extremely won or lost a lot compared to the figures based on probability statistical calculations or past accumulated data, and also to find fraud that has not been discovered at the gaming table 4.
[0244] When a significant difference is detected, the loss management unit 612 records the bet chip amounts at each gaming table 4 in the betting areas (betting positions) with different gross profit rates (R%) in the recording device 62, and identifies whether the cause of the significant difference in the series of games in which the significant difference occurred is related to the betting areas (betting positions) with different gross profit rates (R%) (for example, "TIE" in baccarat). This makes it possible to identify, for example, a player P who wins a normal number of times but always bets on a betting target with a high multiplier when he wins, which can lead to the discovery of fraud.
[0245] Furthermore, the loss management unit 612 can grasp the purchasing information of the chips 9 of each player P for each type of chips 9. This purchasing information can be acquired, for example, from a device provided in a cashier for purchasing chips 9, and when chips 9 are purchased at the gaming table 4, it may be acquired by image recognition using the camera 2 and the measuring device 21. This purchasing information includes the number of chips 9 purchased for each value and the purchase date and time.
[0246] The loss management unit 612 grasps the purchase information of the chips 9 of the player P at a predetermined time or period, and records the bet amount or winning or losing amount of each player P in association with the purchase information in the recording device 62, and outputs it as necessary. This makes it possible to detect any suspicion of money laundering due to collusion between the player P and the dealer D.
[0247] <Operations Management> The operation management unit 613 calculates the number of games and the number of players for a predetermined period for each dealer D. Generally, as the number of players increases, it takes time to collect and pay out chips 9, and the turnover rate (i.e., the number of games played per unit time) does not increase. If the turnover rate is high despite the large number of players, this means that the dealer D's game progress operations are smooth. Conversely, if the turnover rate is low despite the small number of players, this means that there is a problem with the dealer D's game progress operations being slow.
[0248] Therefore, the operation management unit 613 extracts dealers D whose turnover rate for a predetermined period multiplied by the number of players, i.e., the number of transactions, does not meet a predetermined threshold. The game organizer can increase sales by making an effort to improve the operations of the extracted dealers D so as to speed up the progress of the games.
[0249] The operation management unit 613 further creates statistics on betting time, gaming time, chip collection time, and chip payout time for each dealer D. For each dealer D, it is desirable to have a high turnover rate, but it is effective to analyze which of the betting time, chip collection time, chip payout time, and gaming time is long as a factor that prevents the turnover rate from becoming high. The length of the betting time depends largely on the betting behavior of the player P, and there are few factors that the dealer D can control. On the other hand, the length of the chip settlement time depends largely on the behavior of the dealer, and can be shortened by the efforts of the dealer D. The length of the gaming time can be influenced by the behavior of both the player P and the dealer D (for example, the squeeze of the player P in baccarat affects the gaming time). The gaming time is further divided into the dealing time by the dealer D and the squeeze time by the player P.
[0250] Therefore, the operation management unit 613 calculates the chip collection time / number of players and the chip payout time / number of players for each game record. Then, the operation management unit 613 calculates the average betting time, the average chip collection time / number of players, the average chip payout time / number of players, and the average gaming time for each dealer D for multiple game records, and extracts dealers D whose averages are greater than a predetermined threshold and dealers D whose averages are less than the predetermined threshold. The game organizer can use this statistical data to provide necessary guidance to dealers D.
[0251] In addition, the operation management unit 613 identifies the dealer in charge of each gaming table 4 based on the game records sent from the table management control device 50, and detects at least one element time of 1) betting time, 2) chip collection time, 3) chip payment time, and 4) gaming time for each dealer, and stores them in the recording device 62.
[0252] Furthermore, the operation management unit 613 grasps the betting positions (betting targets) and / or the number of stacks of chips 9 placed by game players at the gaming table 4, or the number of chips 9 per stack, and outputs the number of games and the time taken for the number of games. Furthermore, the operation management unit 613 grasps the number of players at the gaming table 4, and outputs the number of games and the time taken for the number of games in association with the number of games. Here, the time taken for a game may be the sum of the betting time, gaming time, chip collection time, and chip payout time for the number of games, or may be the sum of only the chip collection time and chip payout time for each game (chip settlement time), or may be either the chip collection time or the chip payout time.
[0253] <Layout Management> The layout management unit 614 calculates the gross profit rate for a given period for each type of layout. By studying this gross profit rate, it is possible to know which layout can achieve a higher gross profit rate. The layout management unit 614 calculates the bet amount for each bet object. By analyzing the bet amount for each bet object for each layout, it is possible to determine which layout is more desirable.
[0254] The layout management unit 614 analyzes whether differences in layouts affect sales. Specifically, the layout management unit 614 calculates the bet unit price / minimum bet amount for each game record and tally up the results for each layout. More specifically, the layout management unit 614 evaluates the layout by analyzing which bet object (PLAYER, BANKER, TIE, PLAYER PAIR, BANKER PAIR) has a larger number of bets or bet amount for each layout. For example, a layout with a larger bet amount for TIE, PLAYER PAIR, or BANKER PAIR can be evaluated as contributing to increased sales.
[0255] As mentioned above, the higher the number of players and the unit bet amount, the greater the house's revenue. The number of players and the unit bet amount cannot be increased directly by instructing dealers, so it is effective to encourage players. As an encouragement to players, there are points awarded and minimum bet amounts. Each of these will be explained in turn below.
[0256] <Points Management> The point management unit 615 gives points to the member player P and gives benefits corresponding to the points. The player P can exchange the points for various benefits depending on the amount of the points. The point management unit 615 can increase the number of players and the unit price of bets by devising the setting of the benefits.
[0257] The recording unit 62 stores the points owned by each member. When the point management unit 615 awards points to a member, it notifies the table management control device 50 of the awarded points and updates the points owned by the member stored in the recording unit 62. The table management control device 50 adds the points awarded by the overall management device 60 to the points owned by the player P, thereby updating the points owned. The reader / writer 5 records the updated points owned in the member's card 1 of the player P.
[0258] The point management unit 615 awards points according to the bet amount of the player P. Alternatively, the point management unit 615 may grasp the number of games played by each player P in a predetermined time or period, and award points or status to the player P under predetermined conditions. If the value obtained by subtracting the loss amount from the total profit of the game organizer is positive, the game organizer will make a profit, and if the value is negative, the game organizer will incur a loss. This value obtained by subtracting the loss amount from the total profit of the game organizer is called the net profit of the game organizer, and it is desirable that the game organizer's costs related to the benefits to be awarded to members are determined in total according to this net profit.
[0259] The point management unit 615 adjusts the ratio of the points awarded to the player P's bet amount and the relationship between the reward and the points consumed according to the net profit. The point management unit 62 also adjusts the ratio of the points awarded to the player's bet amount and the relationship between the reward and the points consumed as a temporary campaign promotion according to the number of players and the betting amount in the game record so as to increase them. The ratio of the points awarded to the player's bet amount and the relationship between the reward and the points consumed are stored in the recording unit 62.
[0260] Furthermore, the point management unit 615 records at least one piece of information for each specific game participant, 1) the number of visits to the gaming facility, 2) the number of bets, 3) the amount of winnings, and 4) the amount of losses, in the recording device 62 on a weekly or monthly basis, or for a predetermined period of time, and when the corresponding player P enters the casino gaming facility, reads out and outputs at least one piece of information 1) to 4) from the recording device 62. The fact that a specific player P has visited the gaming facility may be recognized by ID confirmation using the member's card 1 upon entry to the gaming facility, may be recognized by ID confirmation using the member's card 1 when purchasing chips, or may be recognized by reading the member's card 1 with the reader / writer 5 at the gaming table 4.
[0261] In addition, by adding and subtracting chip purchase information, sales information, winning amounts, and losing amounts, it is possible to confirm the chip balance that a player should have at a given time. When leaving the arcade, ID confirmation may be performed using a member's card or the like in the same way as when entering, so that the balance at that time can be ascertained. Furthermore, if the chip balance is above a given level, a function may be provided to issue a warning to leave.
[0262] Members can receive benefits and status by spending their owned points, but for certain benefits and status, specific conditions are set for granting them in addition to the spending of owned points, and the benefits and status are granted only to players P who satisfy the conditions.
[0263] Furthermore, the point management unit 615 may not only award points or status according to sales, but may also award special points or status when specific awarding conditions are met. The specific awarding conditions may be that the bet amount, number of bets, winning amount, and losing amount meet a specific condition within a specific time or period. Here, the specific time or period may be in units of one day, multiple consecutive days, or one month, or may be cumulative (unlimited). Furthermore, the point management unit 615 may award additional points or status to members to whom points have been awarded intensively within a specific time or period.
[0264] For example, it is effective to give immediately available benefits to members whose net profits for a predetermined period are equal to or greater than a predetermined amount as payment for hotel services (e.g., postponing the check-out date of the currently staying hotel, upgrading the room) to encourage longer stays in order to encourage them to stay at the casino and play games from the next day onwards. Therefore, the point management unit 615 imposes a condition on the awarding of benefits such as postponing the check-out date of the currently staying hotel and upgrading the room, that the net profits of the player for a predetermined period are equal to or greater than a predetermined amount.
[0265] On the other hand, when the net profit of the player in a predetermined period is equal to or less than a predetermined amount, it is effective to give a special benefit such as a time-limited chip that can be used after the predetermined period has elapsed, a chip that can be bet but cannot be exchanged for cash, or a coupon that can be used at a casino. Therefore, the point management unit 615 sets a condition for giving a special benefit such as a time-limited chip that can be used after the predetermined period has elapsed or a coupon that can be used at a casino, that the profit of the player in the predetermined period is equal to or less than a predetermined amount. Of course, some special benefits may not have a condition for giving and can be obtained by simply spending points.
[0266] When a member exchanges his / her points for a special benefit, he / she uses the member's card 1. The point management unit 615 acquires a request to exchange points for a special benefit, and refers to the recording unit 62 to determine whether the points held by the relevant member ID are sufficient for the number of points to be consumed for the special benefit requested, and whether the conditions for granting the special benefit, if any, are satisfied.
[0267] If the number of held points is sufficient and the conditions for granting the privilege are met, the point management unit 615 updates the held points by subtracting the number of points corresponding to the privilege from the held points. The point management unit 615 rewrites the held points in the recording unit 62 with the held points updated by granting the privilege.
[0268] The privilege can be used at a casino, an associated hotel, or a specified facility. When the privilege is used at a casino, the privilege may be a right to enter a VIP room or a non-exchangeable gaming token. In this case, the point management unit 615 may grant the right to enter a VIP room in exchange for a specified number of points, or may grant a non-exchangeable gaming token in an amount corresponding to the number of points when the number of owned points is equal to or greater than a specified value. When the privilege is used at a hotel, the privilege may be various services provided by the hotel.
[0269] The point management unit 615 may grant a privilege to a member according to the points owned, without consuming the points. That is, the member's status may be set (ranked) according to the points owned, and a privilege according to the status may be granted. Alternatively, a status may be granted instead of points. In this case, the point management unit 615 checks the points owned by the member who wishes to receive the privilege, and grants the privilege if the points are equal to or greater than a predetermined value. For example, the right to use a VIP room may be granted to a member whose points exceed a predetermined threshold value.
[0270] Furthermore, the point management section 615 may output the cumulative bet amount for each game player, or the bet amount for a predetermined period of time, as credit information for that game player.
[0271] Furthermore, instead of or in addition to the member's card, a user may be recognized by face recognition. Face recognition may be performed when entering or leaving, when buying or exchanging chips at the cage or table, when making a bet at the table, etc. Furthermore, it may be possible to check whether the person is a VIP member, whether they are a member or non-member, whether they are a foreigner or a domestic citizen, and to check against entry records and exit records. For example, players who have won in suspicious ways in the past may be registered, and a specific registered player may be recognized. A database linked to the member's card may be referenced to perform a check and recognition, and if the player is not in the database, a new registration may be performed.
[0272] <Minimum bet management> The minimum bet management unit 616 determines the minimum bet amount (or its recommended value) for each gaming table 4 based on the game record acquired from the table management control device 50. By appropriately setting the minimum bet amount for multiple gaming tables 4 in a casino gaming facility, the number of games, the number of players, and the bet unit price can be optimized to improve sales. That is, if a certain gaming table 4 contains a mixture of players (high-bet players) who play with a bet amount sufficiently higher than the minimum bet amount and players (low-bet players) who play with the minimum bet amount or a bet amount slightly higher than the minimum bet amount, the sales of the entire casino gaming facility may be kept low.
[0273] Figure 22 is a diagram illustrating such a situation. Now, as shown in the upper part of Figure 22, assume that the minimum bet amount at a certain gaming table is set at $1,000, and a high-value player who bets about $10,000 is playing alone. In this case, the average time required for one game (including betting time, chip settlement time (chip collection time + chip payout time), and gaming time) is 60 seconds, and the average sales per hour is $600,000.
[0274] If three low-spending players, each with a bet of about $1,000, join this gaming table 4, the total bet amount at this gaming table 4 will rise to about $13,000, but the average time required for one game will also increase with the increase in the number of players. Assuming that the playing time increases by 10 seconds for each additional player, the average time required for one game will be 90 seconds when the number of players increases to four. As a result, the hourly revenue will decrease from about $600,000 to about $520,000. In this way, when high-spending players and low-spending players coexist at the same gaming table, the house's revenue will decrease even if the number of players increases.
[0275] FIG. 23A and FIG. 23B are diagrams for explaining another example. Now, as shown in FIG. 23A, the minimum bet amount at one of two gaming tables is set to $10,000, and the minimum bet amount at the other is set to $1,000. The average time required for one game at the gaming table for high-value players is 70 seconds, and the sales per hour is about $1.03 million. On the other hand, the average time required for one game at the gaming table for low-value players is 90 seconds, and the sales per hour is about $160,000. Therefore, the total sales per hour at the two gaming tables is about $1.19 million.
[0276] In the example of FIG. 23B, the two high-value players in FIG. 23A are distributed to different gaming tables. That is, there are two gaming tables with a minimum bet amount set to $1,000, and at each gaming table, one high-value player with a bet amount of about $10,000 and two low-value players with bet amounts of about $1,000 are playing. In this case, the average time required for one game at each gaming table 4 is 80 seconds, the sales per hour are about $540,000, and the total sales per hour at the two gaming tables 4 is about $1,080,000.
[0277] In this way, when high-value players are spread across multiple gaming tables 4 and high-value and low-value players are mixed at each gaming table 4, house sales will decrease (from $1.19 million to $1.08 million in the case of Figures 23A and 23B).
[0278] As in the above example, if the minimum bet amount is not set appropriately and high- and low-spending players are mixed at gaming table 4, not only will house revenue decrease, but high-spending players will find it difficult to play comfortably as the time required for each game will increase.
[0279] Therefore, the minimum bet management unit 616 sets an appropriate minimum bet amount for each gaming table 4 in the casino gaming facility based on the game records sent from each table management control device 50.
[0280] The minimum bet management unit 616 sets the minimum bet amount for each gaming table 4 so as to increase sales and gross profit margin on sales. The minimum bet management unit 616 may also set the minimum bet amount for each gaming table 4 so as to increase the number of games per unit time or the average total bet amount per game.
[0281] The minimum bet management unit 616 has a plurality of stages of minimum bet candidates set. In this embodiment, the minimum bet management unit 616 has five stages of minimum bet candidates, namely, 100 dollars, 500 dollars, 1,000 dollars, 5,000 dollars, and 10,000 dollars prepared. The minimum bet management unit 616 sets the minimum bet by selecting one of these minimum bet candidates. The minimum bet management unit 616 may set a more appropriate minimum bet amount other than the prepared candidates, thereby making it possible to perform more detailed classification when the preset minimum bet amount candidates are inappropriate.
[0282] The overall control device 60 outputs (transmits) the set minimum bet amount to the table control device 50 of the corresponding gaming table 4. The table control device 50 displays the minimum bet amount received from the overall control device 60 on the display 15. When the table control device 50 receives the set minimum bet amount from the overall control device 60, it may display the recommended value as is on the display 15, or it may show it only to the dealer once and then display it on the display 15 according to the dealer's judgment and operation.
[0283] (Minimum bet amount based on actual bet amount) The minimum bet management unit 616 selects one of the minimum bet amount candidates divided into multiple stages based on the information on the number of players in the game record and the information on the minimum bet amount among the bet amounts for each player position or the information on the average bet amount.
[0284] The minimum bet management unit 616 grasps the total bet amount of each player for each game and / or for each predetermined time or period for each gaming table 4, and sets the minimum bet amount for each gaming table 4. In this embodiment, the minimum bet management unit 616 increases the minimum bet amount when there are a predetermined ratio or more of players who bet an amount equal to or greater than the current minimum bet amount for the gaming table 4.
[0285] Specifically, the minimum bet management unit 616 ranks as high-bet players those players whose minimum amount among the bet amounts for a predetermined number of past games (five games in this embodiment) is equal to or greater than a predetermined ratio (150% in this embodiment) of the minimum bet amount for each player position on each gaming table 4. If there are a predetermined ratio (50% in this embodiment) or more of high-bet players on a gaming table 4, the minimum bet management unit 616 sets a minimum bet amount for that gaming table 4 that is higher than the minimum bet amount already set.
[0286] 24A and 24B are diagrams showing an example of setting the minimum bet amount according to the actual bet amount. In the example of Fig. 24A and Fig. 24B, four players are participating in the game, and the minimum bet amount is set to $1,000.
[0287] In the example of FIG. 24A, the minimum bet amount of player 1 in the past five games is $1,000, the minimum bet amount of player 2 in the past five games is $2,000, the minimum bet amount of player 3 in the past five games is $1,500, and the minimum bet amount of player 4 in the past five games is $1,000. In this case, the minimum bet amount of player 2 and player 3 in the past five games is $1,500 or more, which is 150% of the current minimum bet amount of $1,000, and they are classified as high-value players. And, since the ratio of high-value players (2 players) among the four players participating in the game is 50%, which reaches the standard of 50%, the minimum bet management unit 616 determines the minimum bet amount higher than the already set minimum bet amount of $1,000 as the recommended value.
[0288] On the other hand, in the example of FIG. 24B, the minimum bet amount of player 1 in the past five games is $1,000, the minimum bet amount of player 2 in the past five games is $1,500, the minimum bet amount of player 3 in the past five games is $1,000, and the minimum bet amount of player 4 in the past five games is $1,100. In this case, player 2 has a minimum bet amount of $1,500 or more in the past five games, which is 150% of the current minimum bet amount of $1,000, and is classified as a high-value player. Since the ratio of high-value players (one person) among the four players participating in the game is 25%, which is less than the standard of 50%, the minimum bet management unit 616 does not change the already set minimum bet amount of $1,000, and determines the current minimum bet amount of $1,000 as the recommended value.
[0289] When the minimum bet amount is to be increased, the minimum bet management unit 616 increases the minimum bet amount by one level and performs the same calculation as above. In the case of Fig. 24A, if the current minimum bet amount is increased by one level to $5,000, the condition for determining a higher minimum bet amount as the recommended value is not met, so $5,000 is determined as the recommended minimum bet amount. If the above condition is met again when the minimum bet amount is increased by one level and the same calculation is performed, the minimum bet amount is increased by another level, and this is repeated until the above condition is no longer met.
[0290] In the above example, the minimum bet management unit 616 evaluated the minimum amount of bets for the past five games for each player position (player). Alternatively, for each gaming table 4, for each player position, a player whose average bet amount (average bet amount) for a predetermined number of past games (e.g., five games) is equal to or greater than a predetermined percentage (e.g., 300%) of the minimum bet amount may be ranked as a high-bet player.
[0291] In the above example, when the high-value player is at or above a predetermined ratio, the minimum bet amount is changed to a higher amount from among predetermined candidates, but instead, it may be increased to a predetermined ratio (e.g., 150%) of the minimum bet amount, i.e., in the above example of Fig. 24A, 150% of the minimum bet amount of $1,000, or $1,500, may be set as the minimum bet amount. Also, in the example of Fig. 24A, if the current minimum bet amount is $500, the minimum bet amount may be increased to $1,000, which is the player's minimum bet amount.
[0292] (Recommended minimum bet amount depending on table congestion) Next, the determination of the recommended minimum bet amount according to the table congestion degree will be described. The minimum bet management unit 616 calculates the table congestion degree of each gaming table 4 based on the information on the number of players in the game record. The table congestion degree is the ratio of the number of players participating in the game to the capacity of each gaming table 4. The minimum bet management unit 616 sets the minimum bet amount for each gaming table 4 according to the table congestion degree determined by the minimum bet management unit 616.
[0293] 25A and 25B are diagrams showing an example of determining a recommended minimum bet amount according to the degree of table congestion. As shown in FIG. 25A, there are four gaming tables 4a to 4d, and the minimum bet amount of two of them, 4a and 4b, is set to $10,000, and the minimum bet amount of the other two gaming tables, 4c and 4d, is set to $1,000.
[0294] As shown in FIG. 25A, the two gaming tables 4a and 4b, which have a minimum bet amount set at $10,000, have a large number of players participating in the game (high table congestion), while the two gaming tables 4c and 4d, which have a minimum bet amount set at $1,000, have a small number of players participating in the game (low table congestion).
[0295] In such a situation, the minimum bet management unit 616 increases the minimum bet amount of the gaming table 4d, which has the fewest players participating in the game (the least crowded table) among the gaming tables 4c and 4d, both of which have a minimum bet amount of 1,000 dollars, to 10,000 dollars. By doing so, as shown in FIG. 25B, it is expected that players who participated in the game at the gaming table 4d will move to the gaming table 4c, which has a minimum bet amount of 1,000 dollars, and some of the players who participated in the game at the gaming tables 4a and 4b, which have a minimum bet amount of 10,000 dollars, will move to the gaming table 4d, whose minimum bet amount has been increased to 10,000 dollars.
[0296] As explained in Figures 23A and 23B, it is clear that the house sales will be higher in Figure 25B compared to Figure 25A. In this way, the minimum bet management unit 616 sets the minimum bet amount for each gaming table 4 for each area according to the degree of table congestion determined by the minimum bet management unit 616 so that high-value players can play at gaming tables 4 with fewer players.
[0297] In this way, the minimum bet management unit 616 determines the recommended minimum bet amount for each gaming table 4 so as to reduce the average number of game participants at gaming tables 4 with higher minimum bet amounts. For this purpose, the minimum bet management unit 616 may lower the recommended minimum bet amount when the number of game participants at gaming tables 4 with a predetermined number or less is equal to or greater than a predetermined ratio.
[0298] As described above, in this example, the minimum bet management unit 616 manages multiple gaming tables 4, grasps the total bet amount for each player for each game and / or for each specified time or period for each of the multiple gaming tables 4, and sets a different minimum bet amount for each of the multiple gaming tables 4.
[0299] (Opening / closing gaming tables based on area congestion) The minimum bet management unit 616 calculates the area congestion degree of each area when the casino gaming facility is divided into multiple areas, based on the information on the number of players determined by the table management control device 50 as a player number determination device. The area congestion degree is the ratio of the total number of players to the total number of player positions in the area. Note that the minimum bet management unit 616 may determine the area congestion degree for each area as the ratio of gaming tables 4 whose table congestion degree exceeds a predetermined value (e.g., 80%).
[0300] The minimum bet management unit 616 keeps track of all the gaming tables 4 in the casino gaming facility and the number of open gaming tables 4 among them, and determines the recommended number of gaming tables 4 to be opened for each area according to the degree of congestion of the area determined by the minimum bet management unit 616. Specifically, when the degree of congestion of an area reaches a predetermined value (80% in this embodiment) or more, the minimum bet management unit 616 determines to open a new gaming table 4 in that area.
[0301] When opening a new gaming table 4, the minimum bet management unit 616 sets the minimum bet amount for the gaming table 4. The minimum bet management unit 616 may simply set the minimum bet amount for the newly opened gaming table 4 to be the same as the minimum bet amounts for the gaming tables 4 surrounding the newly opened gaming table 4. This allows customers to be guided to that area and play efficiently.
[0302] On the other hand, the minimum bet management unit 616 may set the minimum bet amount when opening a new gaming table 4 so as to maximize the house's sales. Figures 26A to 26C are diagrams for explaining an example of opening a new gaming table 4 in a certain area. Here, too, the average time required for one game when one player is playing is 60 seconds, and the average time required for one game increases by 10 seconds for each additional player. In addition, the average bet amount of high-value players (players hatched in the diagram) is set to 5,000 dollars, and the average bet amount of low-value players (players filled in white in the diagram) is set to 1,000 dollars.
[0303] In the case of FIG. 26A, gaming tables 4a and 4c are open, and seven players are participating in the game for each of the eight-person capacity, of which four are high-value players and three are low-value players. FIG. 26B shows a case in which a new gaming table 4b is opened in the situation of FIG. 26A, and the minimum bet amount is set to $5,000. By setting the minimum bet amount of the newly opened gaming table 4b to $5,000, it is possible that all the high-value players who were playing at the gaming tables 4a and 4c will move to the gaming table 4b, as shown in FIG. 26B.
[0304] In the case of FIG. 26B, the average sales, which was $1.38 million per hour in the situation of FIG. 26A, drops to $1.377 million per hour. Thus, when a new gaming table 4 is opened, depending on the setting of the minimum bet amount, sales may not increase significantly or may even decrease. Furthermore, when the cost of opening a new gaming table 4 is taken into account, the profit of the casino operator will decrease.
[0305] In the case of Figure 26A, it is effective to set a low minimum bet amount for the newly opened gaming table 4b, as in Figure 26C, while simultaneously raising the minimum bet amount for the already opened gaming tables 4a and 4c. By doing so, the average sales, which was $1.38 million per hour in the situation of Figure 26A, will increase to $1.76 million per hour.
[0306] In this way, the minimum bet management unit 616 determines the minimum bet amount for a newly opened gaming table 4 based on the minimum bet amount and the actual bet amount for the gaming tables 4 surrounding the gaming table 4. Also, as in the example of Fig. 26C, the minimum bet management unit 616 changes the minimum bet amount for the surrounding gaming tables 4 at the timing when the new gaming table 4 is opened, thereby encouraging players to move from the surrounding gaming tables 4 to the newly opened gaming table 4.
[0307] The minimum bet management unit 616 manages the dealers on duty, and determines whether or not to open a new gaming table 4 depending on the number of dealers. Specifically, even if the area congestion level is high, when there are no waiting (available) dealers (i.e., when all dealers are at gaming tables 4) or when there are no new gaming tables 4 that can be opened (i.e., when all gaming tables 4 have been opened), the minimum bet management unit 616 does not decide to open a new gaming table 4, but responds by changing the minimum bet amount of the gaming table 4 that the minimum bet management unit 616 has already opened.
[0308] The minimum bet management unit 616 may record the transition of the area congestion degree for each area in the recording unit 62, and determine the recommended number of gaming tables 4 to be opened for each area based on the recorded transition information. In other words, when the area congestion degree is on the rise, the minimum bet management unit 616 determines to open a new gaming table 4 in the area before the area congestion degree in that area reaches a predetermined value.
[0309] As described above, in this example, the minimum bet management unit 616 manages multiple gaming tables 4, grasps the total bet amount for each player for each game and / or for each specified time or period for each of the multiple gaming tables 4, and sets the minimum bet amount for newly opened gaming tables.
[0310] (Setting minimum bet amount based on player identity) The minimum bet management unit 616 associates the bet amount and payout / return information included in the game record with the member ID and records them in the recording unit 62. In this way, the minimum bet management unit 616 records the past play details of each player in the recording unit 62.
[0311] The minimum bet management unit 616 further calculates, based on the game records, the average bet amount, the average continuous playing time at the same table, the rate of leaving the table when the minimum bet amount increases, the recent win rate and winning amount for each player from the past playing details, and stores these in the recording unit 62 in association with the member ID as tendency information for each player.
[0312] The minimum bet management unit 616 may determine the recommended number of game tables to be newly opened for each area based on the tendency information of multiple players in that area recorded in the recording unit 62. In addition, the minimum bet management unit 616 may set the minimum bet amount for currently open game tables 4 for each area, or set the minimum bet amount for a newly opened game table 4, based on the tendency information of multiple players in that area recorded in the recording unit 62.
[0313] That is, in the above, when a new gaming table 4b with a relatively high minimum bet amount is opened from the state of FIG. 26A as shown in FIG. 26B, it is assumed that all high-value players move to the gaming table 4b, but in reality, players may not move as shown in FIG. 26B. Also, in FIG. 26C, it is assumed that all low-value players leave when the minimum bet amount is increased at the gaming tables 4a and 4c, but it is possible that low-value players increase their bet amount in response to the increased minimum bet amount and remain at the same gaming tables 4a and 4c. Therefore, the minimum bet management unit 616 performs a simulation using probability based on the tendency of each player stored in the recording unit 62, and sets the minimum bet amount so as to maximize sales.
[0314] <Dealer chip management> The dealer collects chips 9 from losing players and places them in the dealer chip tray 17, and also pays out chips 9 to winning players from the dealer chip tray 17. Thus, the number of chips 9 in the dealer chip tray 17 increases or decreases.
[0315] When many chips 9 are collected and cannot be stored on the gaming table 4, the dealer calls the nearest pit staff (pit manager) to come and collect the chips 9. Conversely, when many chips 9 are paid out and there are not enough chips to pay out when settling the game, the dealer calls the nearest pit staff to replenish the chips 9.
[0316] When the settled dealer chip amount in the game record sent from the table management control device 50 exceeds a predetermined upper threshold or falls below a predetermined lower threshold, the dealer chip management unit 617 notifies the nearest pit of the gaming table 4. This notification includes at least the table number of the corresponding gaming table 4 and information on whether the chip is to be collected or replenished.
[0317] This allows the pit manager to perform recovery or replenishment work for the relevant gaming table 4 in accordance with the notification from the overall management device 60. Also, the dealer does not need to pay attention to the timing of calling the pit manager, and can concentrate on dealing the game.
[0318] As described above, according to the table game management system of this embodiment, various sensors are installed on each game table 4 to automatically detect fraud and mistakes, and the fraud and mistakes are reduced, thereby increasing the gross profit of the house. In addition, the sensing data acquired for detecting fraud and mistakes is statistically processed to perform various analyses for increasing the gross profit of the house, and the results are presented to the game host. This allows the game host to increase gross profit not only by reducing negative factors such as losses due to fraud and mistakes, but also by strengthening more positive factors.
[0319] In the above embodiment, the management system 100 has a configuration including a plurality of table management control devices 50 installed at each gaming table 4 and an overall management device 60 connected to the plurality of table management control devices 50, but some or all of the functions of the table management control device 50 may be provided in the overall management device 60, and some or all of the functions of the overall management device 60 may be provided in the table management control device 50 of each gaming table 4. In other words, the configurations and functions of the table management control device 50 and the overall management device 60 may be realized by devices provided at each gaming table 4, or may be realized by devices provided in a location separate from the gaming tables 4 (for example, a backyard).
[0320] The table management control device 50 or the management control device 60 may be equipped with a monitor. In this case, the table management control device 50 or the management control device 60 may generate various screens and display them on the monitor. Hereinafter, the table management control device 50 or the management control device 60 that generates the screens is referred to as a screen generating device. The screen generating device generates a screen showing the status of the chips 9 in the dealer chip tray 17 that has been grasped, and displays it on the monitor.
[0321] Specifically, the screen generating device generates a graph or table that chronologically represents the quantity of chips 9 of each type (value) contained in the dealer chip tray 17 or the total amount thereof for each predetermined time or for each predetermined number of games, and generates a screen that represents the generated graph or table. The screen generating device also generates a graph or table that chronologically represents "betting time," "gaming time," "chip collection time," "chip payout time," and the total time thereof for each predetermined time or for each predetermined number of games, and generates a screen that represents the generated graph or table.
[0322] The screen generating device also generates a graph or table showing the bet amount on each bet area and the profit rate on each bet area in time series for each predetermined time or for each predetermined number of games, and generates a screen showing the generated graph or table. The screen generating device also generates a graph or table showing the average or total bet amount and the profit rate for each player position in time series for each predetermined time or for each predetermined number of games, and generates a screen showing the generated graph or table.
[0323] Furthermore, the screen generating device records game results and bets for a predetermined number of games, calculates the probability of occurrence of those results and bets, and generates a screen to issue a warning when the probability is lower than a predetermined threshold, or when the probability is lower than the predetermined threshold and the payout amount is higher than the predetermined threshold. These multiple types of screens may be displayed using multiple monitors, or multiple types of screens may be displayed by switching on one monitor. Also, each of the above screens may be generated for each table, or may be generated for the total of multiple tables, or for the total of all tables in the casino. [Explanation of symbols]
[0324] 2 Camera 3. Card Shoe 4 Gaming Table 5 Reader / Writer 9 Gaming tokens (chips) 10 Gaming Table System 15 Display 17 Dealer Chip Tray 21 Measuring Equipment 31 Storage unit 32 Drawer 33 Standby button 34 Reading result display section 35 Game result display lamp 36 Card reader 37 Game Progress Judgment Department 38 Game Result Judging Department 39 Draw Limitation 40 Stamping Section 41 Recording section 41 50 Table management control device 51 Radio Section 52 Sit button 53 Leave seat button 60 Overall management device 61 Arithmetic unit 62 Recording Devices 63 Communication Equipment 100 Table Game Management System 171 Recovery Float 172 accommodation float 173 Bet confirmation lamp 174 Collection confirmation lamp 175 Payment confirmation lamp 176 RFID Reader 177 Slit 178 Optical Sensor 179 Confirmation Department 611 Sales Revenue and Expenditure Management Department 612 Loss Control Department 613 Operations Management Department 614 Layout Management Department 615 Points Management Department 616 Minimum Bet Management Department 617 Dealer Chip Management Department
Claims
1. A table game management system. a winning / losing determination device for determining the winning / losing results of each game at the gaming table; A measuring device for measuring the type and number of tokens placed on the gaming table; a management control device that uses the measurement result of the measurement device in each game to identify and store the position, type, and number of gaming tokens placed on the betting area of the gaming table by game players; The gaming token has a plurality of different colored plastic parts, and is configured such that the type of gaming token can be identified from its appearance; The measuring device has a configuration for detecting the position, type and number of tokens for gaming by using a camera, The management control device can use the information obtained from the measurement device to detect a total bet amount (B) which is the total amount of gaming tokens placed by game players on the betting area of the gaming table; The management control device is further capable of detecting the amount of winnings or losses (Y) of the game organizer using information obtained from the winning / losing determination device and the measurement device, and outputting a profit margin on sales (X) which is the ratio of the amount of winnings or losses (Y) of the game organizer to the total amount of bets (B); Furthermore, the management control device is configured to compare the profit margin (X) with a theoretical profit margin or a past average profit margin and output the comparison result, Furthermore, a table game management system is provided in which a minimum bet amount can be set for each gaming table, and the management control device is configured to be able to output a proposal for the minimum bet amount to the gaming table in order to increase the total bet amount (B) within a specified time or period.
2. A table game management system. a winning / losing determination device for determining the winning / losing results of each game at the gaming table; A measuring device for measuring the type and number of tokens placed on the gaming table; a management control device that uses the measurement result of the measurement device in each game to identify and store the position, type, and number of gaming tokens placed on the betting area of the gaming table by game players; the gaming token has a plurality of different colored plastic parts, has a configuration that allows the type of gaming token to be identified from its appearance, and has a unique ID; the measurement device has a configuration for reading a unique ID of the gaming token to detect the position, type and number of the gaming token, and / or for detecting the position, type and number of the gaming token using a camera; The management control device can use the information obtained from the measurement device to detect a total bet amount (B) which is the total amount of gaming tokens placed by game players on the betting area of the gaming table; The management control device can further use information obtained from the winning / losing determination device and the measurement device to detect the amount of winnings or losses (Y) of the game organizer, and output a profit margin on sales (X) which is the ratio of the amount of winnings or losses (Y) of the game organizer to the total amount of bets (B); Furthermore, the management control device is configured to compare the profit margin (X) with a theoretical profit margin or a past average profit margin and output the comparison result, Furthermore, a minimum bet amount can be set for each gaming table, and the management control device is configured to be able to output a proposal for the minimum bet amount for the gaming table in order to increase the total bet amount (B) within a specified time or period. Table game management system.
3. 3. The table game management system according to claim 1 or 2, wherein the measurement device is configured to detect the position, type and number of the gaming tokens using deep learning.
4. 4. A table game management system according to claim 1, wherein the management control device is configured to output the total bet amount (B), or the amount won or lost by the game organizer (Y), or the profit margin on sales (X) for each game.
5. The measuring device further has a configuration for detecting the total bet amount (B) for each player position on the gaming table, 5. A table game management system according to claim 1, wherein the management control device is capable of outputting the total bet amount (B) and / or the profit margin against sales (X) for each player position using information obtained from the measurement device.
6. 6. The table game management system according to claim 5, wherein said management control device is configured to be able to associate said player position with a specific game participant at said gaming table.
7. the management control device is capable of grasping the gaming tokens placed by the game players at the gaming table for each stack, 6. The table game management system according to claim 5, wherein each of the stacks can be associated with a specific player at the gaming table.
8. 8. A table game management system as described in any one of claims 1 to 7, wherein the management control device has a configuration capable of grasping the relationship between the number of games and the time taken for said number of games, and is configured to be able to output the total bet amount (B), the amount won or lost by the game organizer (Y), or the profit margin on sales (X) per predetermined number of games for each game participant, or for each gaming table, and / or for each dealer in charge of each table.
9. A table game management system as described in any one of claims 1 to 8, wherein the management control device is further configured to grasp the betting positions and / or stack number of gaming tokens placed by game players at the gaming table, or the number of gaming tokens per stack, and output the same in association with the number of games and the time required for said number of games.
10. 9. The table game management system according to claim 1, wherein the management control device is further configured to grasp the number of participants in the game at the gaming table, and output the number of games played and the time required for the number of games played.
11. The management control device is capable of grasping the dealer in charge of each gaming table, and for each dealer, 1) Betting time, 2) chip collection time, 3) Tip payment time, 4) gaming time, 11. The table game management system according to claim 8, further comprising a function of detecting and storing at least one of the element times.
12. The table game is a game using playing cards, 12. The table game management system according to claim 11, wherein the management control device is capable of detecting the start and end times of the dealing of the playing cards for each game, and has a function of grasping the time from the start time to the end time of the dealing of the playing cards as the gaming time.
13. Further comprising an overall management device for managing a plurality of gaming tables; 13. A table game management system as claimed in any one of claims 1 to 12, wherein the overall management device is configured to be capable of outputting a proposal for a different minimum bet amount for each gaming table in order to increase the total bet amount (B) within a specified time or period for each gaming table or for multiple gaming tables.
14. Further comprising an overall management device for managing a plurality of gaming tables; 13. The table game management system according to claim 5, wherein the overall management device is configured to grasp information on the betting amount for each player position or each specific game participant for each of a plurality of gaming tables, and output a proposal for the minimum betting amount for each of the gaming tables based on the information.
15. Further comprising an overall management device for managing a plurality of gaming tables; A table game management system as described in any one of claims 1 to 12, wherein the overall management device is configured to grasp the total bet amount (B) for each game and / or the total bet amount (B) for a specified time or period for each of multiple gaming tables, and to output a proposal for the minimum bet amount for a newly opened gaming table.
16. 16. A table game management system as claimed in any one of claims 1 to 15, wherein the management control device is configured to be able to output a suggestion to the gaming table to increase the minimum bet amount when the number of game participants betting an amount equal to or greater than a predetermined ratio relative to the minimum bet amount of the gaming table is equal to or greater than a predetermined ratio.
17. 17. The table game management system according to claim 13, wherein the overall management device is configured to output a proposal for the minimum bet amount for each gaming table so as to reduce the average number of game participants at a gaming table with a higher minimum bet amount.
18. 17. The table game management system according to claim 13, wherein the overall management device is configured to output a suggestion to the gaming tables to lower the minimum bet amount when the number of game participants at a gaming table is equal to or less than a predetermined number, or is equal to or greater than a predetermined ratio.
19. Further comprising an overall management device for managing a plurality of gaming tables; 11. A table game management system according to claim 1, wherein the overall management device is configured to grasp a total amount bet by each of the game participants at a specified time or period, award points or status to the game participants under specified conditions, and output the same.
20. Further comprising an overall management device for managing a plurality of gaming tables; 11. A table game management system according to claim 1, wherein the overall management device is configured to grasp the net profit of each of the game participants at a specified time or period, award points or status to the game participants under specified conditions, and output the same.
21. Further comprising an overall management device for managing a plurality of gaming tables; 11. A table game management system according to claim 1, wherein the overall management device is configured to grasp the number of games played by each game participant during a specified time or period, award points or status to the game participants under specified conditions, and output the same.
22. Further comprising an overall management device for managing a plurality of gaming tables; The overall management device may collect, for each game participant, 1) Number of visits to the amusement facility; 2) number of bets; 3) amount of winnings, 4) Amount lost, 22. The table game management system according to claim 1, further comprising a function for storing at least one of the above information.
23. 23. The table game management system according to claim 22, wherein said overall management device is configured to output at least one of the information items 1) to 4) when said game player enters said gaming facility.
24. Further comprising an overall management device for managing a plurality of gaming tables; 22. The table game management system according to claim 1, wherein said overall management device is configured to output a cumulative bet amount or a bet amount for a predetermined period for each of said game participants as credit information for said game participants.
25. 22. A table game management system as described in any one of claims 19 to 21, wherein the overall management device is configured to grasp purchase information of the gaming tokens of the game participants at a specified time or period, and to output the purchase information in association with the bet amount or winning or losing amount for each game participant.
26. 26. The table game management system according to claim 25, wherein the overall management device is configured to be able to grasp the purchase information for each type of gaming token.
27. 22. The table game management system according to claim 19, wherein the points or status are awarded on a daily basis, or on a continuous basis for a number of days, or on a monthly basis, or on an accumulated basis, in the predetermined time or period.
28. 22. The table game management system according to claim 19, wherein when points are awarded intensively in the predetermined time or period, additional points or status are awarded.
29. 22. The table game management system according to claim 19, further comprising a configuration for granting the right to enter a VIP room based on a predetermined condition of said points or status.
30. 22. The table game management system according to claim 19, wherein the points or status can be exchanged for non-cash tokens for gaming under a predetermined condition.
31. 22. The table game management system according to claim 19, wherein the points or status can be used to pay for use of a hotel or a specified facility under a specified condition.
32. The management control device has a function of storing the following items 1) to 3): 1) the amount of a bet (B) on an individual game played at said gaming table; 2) the results of individual games played at the gaming table (W&L); 3) gross profit percentage (R%) based on the rules of the games played at the gaming tables; Using the information of items 1) to 3) for each game and / or a predetermined time or period, the following formula is used: Y=Σ(B×W&L×R%) 32. The table game management system according to claim 1, further comprising a configuration capable of calculating and outputting a gross profit (Y).
33. The table game management system of claim 32, wherein the management control device is further configured to output the betting positions and / or stack number of gaming tokens placed by game players at the gaming table for each specified time, or the number of gaming tokens per stack.
34. The table game management system according to claim 32 or 33, wherein the management control device has a function of calculating the gross profit (Y) by adopting the different gross profit rates (R1%, R2%, ...) when the gross profit rate (R%) based on the rules of the game played at the gaming table is different for each layout or betting area of the gaming table.
35. 35. The table game management system of claim 34, wherein the management control device has a function of outputting, when a different gross profit rate is set for each layout or betting area of the gaming table, a distribution state of the total game bet amount (TB) and / or the game bet amount (B) for each layout or betting area of the different gross profit rate (R1%, R2%, ...).
36. 35. The table game management system of claim 34, wherein the management control device has a function of outputting the distribution state of the total game bet amount (TB) and / or the game bet amount (B) for each different gross profit rate (R1%, R2%, ...) for each layout or betting area of the gaming table when a different gross profit rate is set for each layout or betting area of the gaming table.
37. Further comprising an overall management device for managing a plurality of gaming tables; 35. The table game management system of claim 34, wherein the overall management device has a function capable of comparing the gross profit (Y) or total gross profit rate (R%) of each gaming table on a gaming table basis having a layout or betting area with a different gross profit rate (R1%, R2%, ...) when a different gross profit rate is set for each layout or betting area of the gaming table.
38. the measuring device has a configuration for reading a unique ID of the gaming token and / or measuring a total amount of the gaming token present on a chip tray provided on the gaming table by using a camera, 38. A table game management system as described in any one of claims 1 to 37, wherein the management control device is configured to detect the amount of winning or losing (Y) of the game host using information obtained from the win / loss determination device and the measurement device in each game, and to perform and output a discrepancy detection to detect whether the increase / decrease in the total amount of gaming tokens present in the chip tray matches the amount of winning or losing (Y) of the game host in each game.
39. 39. The table game management system of claim 38, wherein the management control device is configured to count and output the number of times that a mismatch is detected by comparing whether the increase or decrease in the total amount of gaming tokens present on the chip tray matches the amount of winnings or losses (Y) of the game host.
40. 39. The table game management system of claim 38, wherein the management control device is configured to compare the increase or decrease in the total amount of gaming tokens present in the chip tray with the amount of winnings or losses (Y) of the game host, and count and output the amount of discrepancy (L) when there is a discrepancy.
41. 41. The table game management system according to claim 40, wherein the management control device is configured to grasp and output an accumulated amount of the discrepancy amount (L).
42. The management control device compares the increase or decrease in the total amount of gaming tokens present in the chip tray with the amount of winnings or losses (Y) of the game organizer, counts the discrepancy amount (L), and calculates the difference (L) using the following formula: Y'=Σ(B×W&L×R%±L) The table game management system according to claim 40, further comprising a configuration capable of calculating and outputting gross profit (Y').
43. 43. The table game management system of claim 42, wherein the management control device is configured to compare the increase or decrease in the total amount of gaming tokens present on the chip tray with the amount of winnings or losses (Y) of the game organizer, count the discrepancy amount (L), and output the discrepancy amount (L) for each game participant or for each dealer in charge of each gaming table.
44. The table game management system of any one of claims 1 to 43, wherein the management control device further comprises a calculation function for comparing the actual winning rate and total gross profit (Y) for each game participant or each dealer in charge of each gaming table at the time when a predetermined number of games have been completed with numbers based on probability statistical calculations or numbers based on past accumulated data to determine whether there is a significant difference between the two, and for identifying at least one of the game participants, dealers, or gaming tables where a significant difference exists.
45. The table game management system of claim 44, wherein the management control device stores the betting chip amounts of each gaming table at betting positions with different gross profit rates (R%) and has a calculation function for determining whether the cause of the significant difference in the series of games in which the significant difference occurred is related to the betting positions with different gross profit rates (R%).
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