Amusement Park Systems
Patent Information
- Application Number
- JP2021138624
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-08-27
- Publication Date
- 2025-03-07
- Estimated Expiration
- 2041-08-27
AI Technical Summary
【0009】 本発明の遊技場用システムによれば、景品棚を撮像することで陳列された端数景品の個数を特定でき、個数が減少していれば端数景品が取得されたと判定できる。このように本発明の遊技場用システムでは、景品棚の端数景品の個数を管理することが可能になっている。本発明の遊技場用システムは、仮に従業員を配置しない遊技場であっても、景品の過剰取得といった不正行為を未然に防ぐことができる有用なシステムである。
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a system for an amusement park. [Background technology]
[0002] Many of the prizes that players want to exchange are so-called special prizes that are intended to be converted into cash, and it is common for the number of game media that is less than the unit price of the special prize to be exchanged for a fractional prize (a leftover prize). Specifically, for example, if the unit price of the special prize is 200 yen, the number of game media equivalent to less than 200 yen will be the fractional part, and the player can receive the fractional prize (such as sweets) for that fractional part.
[0003] In recent years, in order to speed up the exchange process for fractional prizes, an increasing number of arcades have adopted a free exchange system where players can freely select fractional prizes at a fractional prize corner set up in a separate area, rather than exchanging prizes at a prize exchange corner as in the past (see, for example, Patent Document 1 below). Also, in order to reduce labor costs, unmanned arcades with no employees are attracting attention. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2016-195712 A Summary of the Invention [Problem to be solved by the invention]
[0005] However, when the free exchange system for fractional prizes is adopted under the operating style of an amusement facility such as an unmanned store, some players are unable to grasp the fractional prizes that correspond to their fractional play value, which is the play value of the fractional part of their own, and some players take home extra fractional prizes or intentionally take home more fractional prizes. Therefore, for crime prevention purposes, especially in unmanned stores, it is necessary to monitor the acquisition of prizes under the free exchange system, which is a burden on the amusement facility.
[0006] The present invention has been made in consideration of the above circumstances, and aims to provide an amusement arcade system that can prevent fraudulent activities such as excessive acquisition of prizes, even in an amusement arcade that does not have employees. [Means for solving the problem]
[0007] The amusement park system of the present invention is a system that executes a prize exchange process in which a player exchanges the gaming value he or she has acquired as a result of playing for prizes, and is capable of setting a monitoring state to monitor the prize shelves on which fractional prizes that do not equal the gaming value of a specific prize are displayed.
[0008] This amusement park system is equipped with a fractional prize number determination means for determining the number of fractional prizes displayed on the prize shelf by photographing the prize shelf, and a prize acquisition determination means for determining whether a player has acquired a fractional prize when the number of fractional prizes has decreased before and after a predetermined determination condition is met.
[0009] According to the amusement park system of the present invention, the number of fractional prizes displayed can be identified by imaging the prize shelf, and if the number has decreased, it can be determined that a fractional prize has been acquired. In this way, the amusement park system of the present invention makes it possible to manage the number of fractional prizes on the prize shelf. The amusement park system of the present invention is a useful system that can prevent fraudulent activities such as excessive acquisition of prizes, even in an amusement park that does not have employees. [Brief description of the drawings]
[0010] [Figure 1] FIG. 1 is a system diagram showing the configuration of an amusement park system. [Diagram 2] A front view showing a combination of a counting and lending unit and an amusement machine. [Diagram 3] FIG. 2 is a block diagram showing the electrical configuration of the counting and lending unit. [Figure 4] Perspective view of the prize shelf. [Diagram 5] FIG. 2 is a block diagram showing the electrical configuration of a management server. [Figure 6] FIG. [Figure 7] FIG. 2 is a block diagram showing the electrical configuration of the POS terminal. [Figure 8] 11 is a flow chart showing the flow of the prize exchange process. [Figure 9] FIG. 11 is an explanatory diagram illustrating an example of an image of a player captured by a POS terminal. [Figure 10] A flow chart showing the flow of the prize exchange player identification process. [Figure 11] An illustration of the learning process for the category “PACK”. [Figure 12] An explanatory diagram of the learning process for the category "BOX". [Figure 13] FIG. 13 is an explanatory diagram illustrating a reference image for determining whether a hand is inserted or removed. [Figure 14] 11 is an explanatory diagram illustrating an example of a captured image when it is determined that a hand has been inserted. [Figure 15] FIG. 11 is a flowchart showing the flow of an insertion / removal determination process. [Figure 16] A flow chart showing the flow of the fractional prize acquisition determination process. [Figure 17] An explanatory diagram of the process for determining whether or not a fractional prize has been obtained. [Figure 18] A flow chart showing the flow of the prize-winning player identification process. [Figure 19] An explanatory diagram illustrating an example of an image of a player taken from a prize shelf. [Figure 20] FIG. 4 is a flow chart showing the flow of a player determination process. [Figure 21] FIG. 11 is a flowchart showing the flow of a fraction information storage process. [Figure 22]FIG. 4 is an explanatory diagram illustrating an example of a record in a database. [Figure 23] FIG. 11 is a flow chart showing the flow of a gaming value comparison process. [Figure 24] An explanatory diagram illustrating an example of excessive acquisition notification by a prize shelf. [Diagram 25] An explanatory diagram showing an example of notification of prize location using the prize shelf. [Figure 26] FIG. 11 is a flowchart showing the flow of a replenishment determination process. [Figure 27] A flow chart showing the flow of the prize shelf state switching process.
[0011] The embodiment of the present invention will be specifically described with reference to the following examples. Example 1 This example relates to an amusement park system 1 capable of managing odd prizes 200 displayed on a prize shelf 2. The amusement park system 1 (Fig. 1) is configured by combining an in-park system and a management server 10 installed outside the amusement park. The contents of the amusement park system 1 will be described below with reference to Figs. 1 to 27.
[0012] In the game center managed by the game center system 1 of this example, a leftover ball buffet corner 2C is provided for exchanging leftover balls and other fractional game value for prizes. In the game center system 1, the unmanned leftover ball buffet corner 2C is remotely monitored via the Internet by the management server 10. The management server 10 is connected to multiple game centers and can monitor the leftover ball buffet corner 2C in each game center.
[0013] The management server 10 is installed outside the gaming center and managed by a third party. The management server 10 acquires images captured by cameras installed in the POS terminals 3 and the odd-numbered ball buffet corners 2C of each gaming center. As will be described in detail later, the management server 10 performs image analysis processing on the captured images to identify and manage player information, fractional prize acquisition status, which is the status of prize acquisition based on fractional game value, and the like.
[0014] In an arcade, as shown in FIG. 1, a counting and lending unit 4 and a game information display device (not shown) are individually installed for each pachinko game machine 51 (hereinafter simply referred to as the game machine 51). The counting and lending unit 4 is an example of a game device having a function of lending game media such as balls and a counting function. The illustrated game machine 51 is a payout game machine in which balls are paid out according to winning, and the balls, which are game media, constitute the game value. The game information display device is a game device that can display various game information related to the corresponding game machine 51 in addition to the function of calling an employee. The game information display device, not shown, is installed, for example, above the game machine 51.
[0015] The counting lending unit 4 is provided corresponding to the gaming machine 51, and can lend gaming value in response to insertion of coins, etc. The counting lending unit 4 identifies the number of balls (magnitude of gaming value) acquired by the player through playing, and issues a gaming card (one example of a recording medium) on which the deposit balance and the number of balls held (gaming value) are recorded. The counting lending unit 4 is installed in the space between the corresponding gaming machine 51 and another adjacent gaming machine 51. In the case of a pachinko gaming machine, the counting lending unit 4 is placed to the left of the corresponding gaming machine 51. In addition to the pachinko gaming machine 51, slot machines and the like are also installed in the gaming facility. In the case of a slot machine, the counting lending unit is placed to the right of the corresponding gaming machine.
[0016] In the gaming center, a plurality of gaming machine islands are provided, in which gaming machines 51 are arranged side by side facing an aisle. A relay device 55 is installed on each gaming machine island to relay game signals transmitted from the gaming machines 51. The relay device 55 corresponds to the plurality of gaming machines 51 and the counting and lending unit 4.
[0017] In the amusement center, there is provided a management space where the manager of the amusement center is stationed, a prize exchange counter where players can exchange the gaming value they have acquired for prizes, and the like. In the management space, there is provided an amusement center management device 12 for centrally managing the operation status of various machines in the amusement center. In the prize exchange counter (prize exchange corner), there is provided a POS terminal 3 for exchanging held balls, which are an example of acquired value, for prizes. In addition, in the amusement center, there is provided a settlement device 57. The settlement device 57 reads the deposit balance recorded on a recording medium such as a gaming card 18, and returns the currency corresponding to the deposit balance.
[0018] The gaming facility management device 12 (FIG. 1) manages a plurality of gaming machines 51 installed in the gaming facility, the counting and lending unit 4, the POS terminal 3, the settlement device 57, the facility monitoring imaging camera (not shown), an image processing device (not shown) for processing images captured by the facility monitoring imaging camera, etc. The gaming facility management device 12 also receives game signals transmitted from the gaming machines 51, thereby managing game data for each gaming machine 51, personal data of registered players, etc.
[0019] The amusement facility management device 12 in the amusement facility system 1 of this embodiment functions as a replenishment notification means for notifying an amusement facility employee to replenish the prize shelf 2 (FIG. 4) with fractional prizes 200. The amusement facility management device 12 as a replenishment notification means notifies the amusement facility side, such as an amusement facility employee, that it is necessary to replenish the fractional prizes 200 by displaying on a display device such as a liquid crystal display, or by printing out on a printer, etc.
[0020] The POS terminal 3 (FIG. 1) is a terminal that reads game values such as the number of held balls and the number of saved balls recorded on a recording medium such as a game card 18, and executes a prize exchange process. In particular, the POS terminal 3 in this example is equipped with a camera that captures an image of a player (an example of a prize exchange player imaging means). The image (player image) captured by the POS terminal 3 is transmitted to the management server 10 via the gaming facility management device 12.
[0021] In this example, a corner of the arcade adjacent to the prize exchange counter is provided with a leftover ball buffet corner 2C. In the leftover ball buffet corner 2C, a prize shelf 2 (described later with reference to FIG. 4) is provided that displays fractional prizes 200 that players can exchange for fractional game value.
[0022] In the amusement facility, an in-house network 500 such as a wired LAN to which the amusement facility management device 12 is communicatively connected is constructed. Game information display devices (not shown) and counting and lending units 4 individually installed corresponding to the gaming machines 51 are connected to the in-house network 500 via relay devices 55. In the amusement facility system 1, various communications between the peripheral devices of the gaming machines 51, such as the counting and lending units 4, and the amusement facility management device 12 are realized using the in-house network 500.
[0023] Below, the configurations of the counting and lending unit 4, the prize shelf 2, the management server 10, and the POS terminal 3 will be described, followed by a description of the operation of the gaming arcade system 1 of this embodiment.
[0024] (Counting loan unit) The counting and lending unit 4 (FIG. 2) is a device that is installed individually for each gaming machine 51 as described above and performs the lending process (payout process) of balls, which are gaming value and gaming media. The counting and lending unit 4 has a payout function for gaming balls, a counting function for acquired balls, a function for issuing general cards 182, and the like.
[0025] Prior to the explanation of the counting and lending unit 4, an outline of the gaming machine 51 will be given first. The gaming machine 51 (FIG. 2) of this example is a pachinko gaming machine in which balls are shot into a playing area 510 in which a winning slot and the like are provided. The gaming machine 51 has an upper tray 513 below the playing area 510 for storing balls to be supplied to the launching device, and further below that a lower tray 517 for storing balls that have overflowed from the upper tray 513 and counted balls. An operating handle 518 for launching the balls is provided at the lower right of the upper tray 513.
[0026] The gaming machine 51 can be played using balls dispensed (lend) from the counting and lending unit 4. In playing the gaming machine 51, when a ball shot into the playing area 510 enters a winning hole, the player can receive prize balls as a prize. Prize balls are usually dispensed into the upper tray 513, but when the upper tray 513 is full, they are dispensed into the lower tray 517. The lower tray 517 is provided with a ball removal lever 517L. When the ball removal lever 517L is operated, the bottom of the lower tray 517 is removed.
[0027] A loan button 514 and a return button 515, which are operation buttons related to the operation of the counting and lending unit 4, are arranged on the edge of the upper tray 513, on the right side as seen from the player's side. The loan button 514 is an operation button that causes the payout mechanism of the gaming machine 51 to pay out loaned balls. When the counting and lending unit 4 receives an operation signal from the loan button 514, it executes a process of deducting the value of the loaned balls from the deposited balance and transmits a payout signal to the gaming machine 51 to instruct the payout of the loaned balls. The return button 515 is an operation button that causes the counting and lending unit 4 to return the gaming card 18 (membership card 181 or general card 182) currently being accepted, or to issue a new general card 182.
[0028] As shown in Figure 2, the front of the counting and lending unit 4 is provided with a status display unit 41, a bill insertion slot 42 for inserting bills to be used for lending balls, a touch panel display 43, a payout button 44 for paying out balls from the held or stored balls, a payout nozzle 45 for supplying payout balls to the upper tray 513 of the gaming machine 51, and a card slit 46 for inserting and removing the gaming card 18.
[0029] The counting section 47 that counts the balls is provided at the bottom of the counting and lending unit 4. A hollow duct 471 extends from the counting section 47, and a counting tray 472 that receives balls that flow down from a lower tray 517 of the gaming machine 51 is provided at the tip of the hollow duct 471. By operating the ball removal lever 517L of the lower tray 517, the balls can be made to flow down from the lower tray 517 to the counting tray 472. The balls that flow down to the counting tray 472 are supplied to the counting section 47 via the hollow duct 471 and counted.
[0030] Game cards 18 such as a member card 181 or a general card 182 can be inserted into the card slot 46. As described above, the member card 181 is a game card issued to a player who has registered as a member (including provisional registration), and has a card ID recorded as a member ID (player ID). The general card 182 is a game card issued for that day only when there is a deposit balance or balls remaining at the end of a game.
[0031] The counting and lending unit 4 can pay out loan balls in exchange for the remaining deposit balance, and can also pay out balls from the balls in hand or from the stored balls. The remaining deposit balance is the amount of bills inserted into the bill insertion slot 42 that have not been consumed as payment for loaned balls. The balls in hand are counted balls that have been acquired through play. The stored balls are balls that the player has acquired in play up to the previous day and deposited with the arcade. The payout of stored balls is a member-only service.
[0032] 3, the counting and lending unit 4 is electrically configured with a control unit 40 including a CPU (Central Processing Unit) 401, a ROM (Read Only Memory) 402, a RAM (Random Access Memory) 403, an I / O (Input / Output) 404, etc. In addition to the above configuration, the control unit 40 is electrically connected with an I / F unit 400, a bill processing unit 421 that detects the type of inserted bill, a liquid crystal display unit 431 and a touch screen sheet 432 that constitute a touch panel display 43, a card reader / writer (card RW) 462 that reads and writes the recorded information of the game card 18, a card stock unit 463 that stocks up to 10 general cards 182 for new issuance, a remote control light receiving unit 48 (not shown in FIG. 2), a payout unit 441 that pays out loan balls, etc., a counting unit 47 that counts counting balls, etc. The counting and lending unit 4 is connected in a communicable state to the gaming facility management device 12 and the gaming machines 51 via the I / F section 400.
[0033] The control unit 40 causes the CPU 401 to execute a program read from the ROM 402, thereby realizing the functions of the following means. (1) Ownership value information acquisition means: a means for acquiring player's ownership value information, such as balls held, saved balls, and deposit balance, from the gaming facility management device 12. (2) Possession value information storage means: a means for storing information on the player's possession value, such as balls held, balls saved, and deposit balance. (3) Counting means: means for counting the number of balls supplied to the counting unit 47. The counted number of balls is added to the owned balls stored in the possession value information storage means. (4) Possession value information output means: means for outputting the player's possession value information, such as the number of balls held, the number of saved balls, and the remaining deposit amount, to the gaming facility management device 12 when the game ends. (5) Game card return means: means for returning or issuing a new game card 18 to a player when a game ends, which has recorded or linked (associated) the player's owned value information, such as the number of balls held, saved balls, and deposited balance.
[0034] (Prize shelf) The prize shelf 2 (Fig. 4) is a shelf for displaying fractional prizes, installed in the odd-lot buffet corner 2C. The prize shelf 2 has a vertical box shape and is equipped with two shelves 20, one above the other. On each shelf 20 of the prize shelf 2, fractional prizes 200 are displayed, distinguished by their gaming value. A gaming value display plate 201 that displays the gaming value is attached to the front side of each shelf 20. A player who wishes to exchange fractional gaming value for a fractional prize 200 can immediately ascertain (identify) the gaming value of the displayed fractional prize 200, based on the display on the gaming value display plate 201.
[0035] In the prize shelf 2, a space for accommodating the control unit 27 and the like is provided in the bottom skirt portion. A display unit 21 including a liquid crystal display is disposed on the top surface of the prize shelf 2. A comparison unit 23 for comparing the fractional game value possessed by the player is embedded in the side end face on the front side of the top plate of the prize shelf 2, and a person detection unit 25 is embedded in the side plate forming the bottom skirt portion. Furthermore, an imaging camera (not shown) that serves as a prize imaging unit is attached in a suspended state to the ceiling of each shelf 20.
[0036] The person detection unit 25 is configured using an infrared sensor, etc. The person detection unit 25 detects people in the area in front of the prize shelf 2. The person detection unit 25 can detect a player approaching to obtain the fractional prize 200 after the prize exchange process at the POS terminal 3, and a game center employee trying to replenish the fractional prize 200 on the prize shelf 2.
[0037] The collation unit 23 includes an imaging unit 231 that captures an image of a player, and a scanner 233 that reads receipts issued by the POS terminal 3. The imaging unit 231 is an example of a prize-winning player imaging means and a person imaging means, and obtains a player image, which is an image of a player, or a person image, which is an image of a person. The player image captured by the collation unit 23 is transmitted from the control unit 27 to the management server 10, and collated with the fractional game value held by the player. Furthermore, the collation unit 23 transmits identification information, such as a player ID, read from a receipt presented by the player from the control unit 27 to the management server 10, and collates the fractional game value recorded in association with the identification information.
[0038] When the approach of a person is detected by the person detection unit 25, the matching unit 23 captures an image of the person. The person image captured by the matching unit 23 is transmitted from the control unit 27 to the management server 10. As will be described in detail later, the management server 10 performs a predetermined image analysis process on the received person image to identify the person in the person image as a player or whether or not the person is an employee of the gaming facility.
[0039] The display unit 21 is a display unit that displays information regarding the fractional game value possessed by the player, the fractional prizes 200 that can be acquired (exchanged), etc. The information displayed by the display unit 21 includes information regarding the result of the collation of the fractional game value by the collation unit 23, the collated fractional game value, the fractional prizes 200 that can be acquired with the fractional game value, the location of the fractional prizes 200 that can be acquired, etc. The display unit 21 also displays various notifications corresponding to the acquisition status of fractional prizes by the player. For example, the display unit 21 has a function as an excessive acquisition notification means, and can notify the player that an excessive acquisition has occurred.
[0040] The prize imaging unit is configured to include the above-mentioned imaging camera that captures the fractional prizes 200 displayed on the prize shelf 2. The prize imaging unit transmits images captured by the imaging camera to the management server 10. As will be described in detail later, the management server 10 performs a predetermined image analysis process on the received captured images, and identifies the type and number of fractional prizes 200 displayed on the shelf 20. Furthermore, the prize imaging unit can capture images of players and employees accessing the shelf 20.
[0041] (Management Server) The management server 10 is a computer device installed outside the amusement facility and managed by a third party. The management server 10 receives images captured by imaging cameras installed in each amusement facility and performs various image analysis processes. As described above, imaging cameras are installed in the POS terminal 3 installed at the prize exchange counter and the prize shelf 2 installed in the odd ball buffet corner 2C (fractional prize corner) in each amusement facility. The imaging cameras include cameras that capture images of people such as players and employees of the amusement facility, and cameras that capture the fractional prizes 200 on the prize shelf 2. The management server 10 performs image analysis processes on the captured images received from the amusement facility to identify and manage player information, fractional prize information, fractional prize acquisition status, and the like.
[0042] As shown in Fig. 5, the management server 10 is configured with a control unit 101 as a central component. The control unit 101 is configured to include an electronic board on which electronic components such as a CPU, ROM, and RAM are mounted, and which is equipped with I / O for inputting and outputting data and signals. The control unit 101 is connected to a database 102 (an example of a storage means) that stores information identified by image analysis processing, and a communication unit 103 that communicates various types of data via the Internet. In the management server 10, the CPU of the control unit 101 executes various types of image analysis processing.
[0043] When the control unit 101 (CPU) receives an image captured by the POS terminal 3 or the prize shelf 2, it performs image analysis processing on the captured image based on a predetermined image analysis program. The control unit 101 performs image analysis processing on captured images of a player who has performed a prize exchange process on the POS terminal 3, a player or employee approaching the prize shelf 2, fractional prizes 200 displayed on the prize shelf 2, and the behavior (movement) of players and employees toward the prize shelf 2, and attempts to identify various information and situations. Information identified by the image analysis processing includes, for example, player information, fractional information indicating fractional game value possessed by a player, and fractional prize acquisition status. The control unit 101 stores (records) the information identified by the image analysis processing in the database 102.
[0044] The image analysis processing executed by the control unit 101 includes, for example, the following three types of image analysis processing. (1) Image analysis processing of the captured image by the POS terminal 3. The control unit 101 performs image analysis processing on the image (player image) captured by the POS terminal 3, and acquires face authentication information of the player. The control unit 101 stores in the database 102 the fractional amount information resulting from the prize exchange performed by the player in association with the face authentication information. (2) Image analysis processing of the captured image by the collation unit 23 of the prize shelf 2 The control unit 101 performs image analysis processing on the captured image (player image) by the collation unit 23 of the prize shelf 2, and reads out fractional number information associated with the face authentication information of the player from the database 102. The control unit 101 identifies fractional number prizes 200 that the player can acquire based on the read out fractional number information. (3) Image analysis processing of captured images of the inside of the shelf 20 of the prize shelf 2 The control unit 101 performs image analysis processing using a predetermined learning model, which will be described later, on images captured by an imaging camera installed on the ceiling of the shelf 20, and identifies the type and number of fractional prizes 200 inside the shelf 20. The control unit 101 also monitors the increase or decrease in the number of fractional prizes 200 by monitoring the prize acquisition status by players.
[0045] The database 102 is a database that stores information specified by the image analysis processing of the control unit 101 (CPU), etc. The information stored in the database 102 includes information on players who have exchanged prizes (prize-exchanging player information), fractional number information indicating fractional game value generated by prize exchange, information on players who have approached the fractional ball buffet corner 2C (prize-acquiring player information), fractional prize information acquired by players, game value corresponding to the fractional prize information, etc.
[0046] The control unit 101 has functions as the following means. (1) Means for determining the number of fractional prizes: A means for determining the number of fractional prizes 200 displayed on the prize shelf 2 based on an image captured inside the shelf 20. (2) Standard fractional prize number determination means: A means for determining a standard fractional prize number, which is the standard number of fractional prizes 200 to be displayed on each shelf 20 of the prize shelf 2. (3) Prize acquisition determination means: a means for determining whether a player has acquired a fractional prize 200 when a predetermined determination condition is met and the number of fractional prizes 200 has decreased before and after the determination condition is met. (4) Obtained fractional prize identification means: A means for identifying the type of the obtained fractional prize 200 when the prize acquisition determination means determines that a fractional prize 200 has been acquired. (5) Means for identifying obtainable prizes: A means for identifying fractional prizes 200 that can be acquired based on the fractional game value possessed by the player. (6) Fractional prize game value identification means: A means for identifying the game value corresponding to the fractional prize 200 identified as acquired by the acquired fractional prize identification means. (7) Fractional game value calculation means: a means for calculating a fractional game value generated by the prize exchange process. (8) Prize exchange player information identification means: a means for identifying prize exchange player information, which is information about a player corresponding to an image (player image) captured by the imaging camera 308 (POS terminal 3) as a prize exchange player imaging means. (9) Prize obtaining player information identification means: a means for identifying prize obtaining player information, which is information on a player corresponding to an image (player image) captured by the imaging unit 231 (prize shelf 2) as a prize obtaining player imaging means. (10) Employee determination means: means for determining whether or not a person corresponding to a person image, which is an image captured by the imaging unit 231 (prize shelf 2), which is an example of a person imaging means, is a predetermined arcade employee. (12) Player determination means: means for determining whether the prize exchange player information matches the prize acquisition player information. (13) Game value comparison means: a means for comparing the game value identified by the fractional prize game value identification means (the game value corresponding to the fractional prize 200) with the fractional game value stored in the database 102 (storage means). (14) Game value determination means: A means for comparing the game value identified by the fractional prize game value identification means with the fractional game value stored in the database 102 (storage means) and determining which game value is greater. (15) Excessive acquisition determination means: means for determining whether or not a prize has been acquired excessively when the game value identified by the fractional prize game value identification means is greater than the fractional game value calculated by the fractional game value calculation means. (16) Matching means: a means for matching identification information capable of identifying the fractional game value calculated by the fractional game value calculation means. (17) State switching means: a means for switching the operating state of the prize shelf 2 to a predetermined replenishment state different from the normal monitoring state when the employee determination means determines that an amusement arcade employee has been photographed.
[0047] (POS terminal) As described above, the POS terminal 3 (FIGS. 6 and 7) is installed at the prize exchange counter (prize exchange corner) in the game center, and is operated by the player exchanging prizes. The POS terminal 3 reads the game value (held balls and saved balls) recorded or linked (associated) to a recording medium such as a game card 18, and executes the prize exchange process. The POS terminal 3 is equipped with an imaging camera 308 that captures an image of the player. The image captured by the imaging camera 308 is transmitted to the management server 10 via the game center management device 12.
[0048] 6, the POS terminal 3 is composed of a main body 30 equipped with two touch panels 300, 310 that can be operated by touch, and an external unit 33 connected to the main body 30 by a dedicated line. The external unit 33 is equipped with a card reader / writer 333, a scanner 331, a printer 335, etc.
[0049] The two touch panels 300, 310 of the main body 30 are provided on the front and back sides of the main body 30. One of the touch panels is the front panel 300 facing the outside of the prize exchange counter, i.e., the player who exchanges the prizes. The other touch panel is the back panel 310 facing the inside of the prize exchange counter, i.e., the employee of the game arcade, and is operated when the game arcade exchanges the prizes when the game arcade is not operated as an unmanned store. An image capturing camera 308, which is an example of a prize exchange player image capturing means, is embedded in the upper frame of the front panel 300. The main body 30 contains a control unit 30C (see FIG. 7) that controls the front panel 300 and the back panel 310 and can execute various arithmetic processing.
[0050] The control unit 30C (FIG. 7) is configured to include an electronic board on which electronic components such as a CPU, ROM, and RAM are mounted, and which is equipped with I / O for inputting and outputting data and signals. The control unit 30C is connected to an employee display unit 311 and an employee touch screen sheet 312 which constitute a back panel 310, a player display unit 301 and a player touch screen sheet 302 which constitute a front panel 300, an imaging camera 308 which is an example of a prize exchange player imaging means, an I / F unit 309 which is an external interface, and the like.
[0051] As shown in Fig. 7, the POS terminal 3 is connected to the arcade management device 12 and the management server 10 via the I / F unit 309. More precisely, the POS terminal 3 is connected to the arcade management device 12 so as to be able to communicate with the management server 10 outside the arcade. Furthermore, the prize payout machine 14 is connected to the POS terminal 3 via the I / F unit 309. The prize payout machine 14 is a device that pays out a number of special prizes (an example of a specific prize) that can be exchanged for prizes within the range of the balls held by the player. Note that the prize payout machine 14 is not shown in Fig. 1.
[0052] The control unit 30C is further connected to a card reader / writer 333, a scanner 331, and a printer 335 of the external unit 33. The card reader / writer 333 is a unit that reads and writes information recorded on an IC chip embedded in a gaming card 18 such as a membership card 181 or a general card 182. The scanner 331 is a unit that reads a receipt on which the counted gaming value is recorded, outputted by an insular counter (not shown) installed in the gaming facility. The printer 335 is a printer that outputs a receipt on which the number of special prizes acquired by the player and the fractional gaming value (number of residual balls) generated in the prize exchange process are printed.
[0053] The POS terminal 3 has the functions as the following means. (1) Card processing means: a means for executing a card reception process to read information such as game value (held balls, saved balls) recorded on the game card 18 inserted into the card reader / writer 333 by the player. (2) Prize exchange processing means: means for executing a prize exchange process that calculates the number of special prizes that can be exchanged with the game value read from the game card 18 or linked to the game card 18. Note that the special prize, which is an example of a specific prize, is paid out from the prize payout machine 14 connected to the POS terminal 3. (3) Fractional game value calculation means: a means for calculating a game value as a fractional game value when the game value is less than the minimum unit price of a special prize during prize exchange processing. (4) Receipt issuing means: a means for issuing a receipt from the printer 335 after the prize exchange process, on which is recorded (printed) the number of exchanged special prizes and fractional game value. (5) Excessive acquisition notification means: a means for notifying a prize exchange player who has a history of acquiring 200 fractional prizes in excess that he or she has acquired an excessive amount.
[0054] Below, the general flow of prize exchange in the game arcade system 1 of this embodiment will be explained, and then the operation of the game arcade system 1 will be explained. (Outline of the prize exchange process) When a player has finished playing, he or she must go to the prize exchange counter and insert the general card 182 on which the balls held are recorded, or the member card 181 to which the balls held and the saved balls are linked (associated) into the card reader / writer 333. The POS terminal 3 that has received the game card 18 executes a card reception process to read the game value (balls held, saved balls) and the like recorded on the game card 18.
[0055] The POS terminal 3 calculates the number of special prizes that can be exchanged with the read game value and performs a prize exchange process. At that time, if the game value remaining is less than the minimum unit price of the special prize, the game value is calculated as a fractional game value. After the prize exchange is completed, the POS terminal 3 issues a receipt from the printer 335 on which the number of special prizes and the fractional game value, which are the results of the prize exchange process, are recorded. After completing the prize exchange process, the player obtains the exchanged special prize and the receipt, and if there is a fractional game value, the player can freely select a fractional prize 200 at the fractional ball buffet corner 2C. Note that a two-dimensional code such as a QR code (registered trademark) on which the number of special prizes and the fractional game value are recorded is printed on the receipt, and identification information such as a card ID read from the game card 18 is also recorded in this two-dimensional code. Note that the card ID of the member card 181 can be used as a member ID (player ID).
[0056] When exchanging prizes, the player is imaged by the imaging camera 308 provided on the upper part of the front panel 300 of the POS terminal 3. The image (player image) captured by the POS terminal 3 is transmitted to the management server 10 via the gaming facility management device 12. Upon receiving the captured image from the POS terminal 3, the management server 10 stores the captured image in the database 102.
[0057] The management server 10 identifies the player included in the captured image data by performing a predetermined image analysis process on the captured image (player image). In the management server 10, information on the identified player (prize exchange player information) is recorded in the database 102 (an example of a storage means) of the corresponding player.
[0058] If it is determined as a result of the prize exchange process that there is a fractional game value, fractional information indicating the fractional game value is transmitted from the POS terminal 3 to the management server 10. Upon receiving the fractional information, the management server 10 stores the fractional information in the database 102 of the corresponding player. The management server 10 stores the prize exchange player information and the fractional information in association with each other. This makes it possible to monitor the fractional ball buffet corner 2C, as described below.
[0059] Next, the contents of each of the following processes constituting the operation of the game arcade system 1 will be described in order, followed by a description of the contents of notifications executed by the game arcade system 1. (1) Prize exchange process: A process in which the player uses the POS terminal 3 to exchange the game value he possesses for a prize. (2) Prize exchange player identification process: A process for identifying a player who is exchanging prizes using the POS terminal 3. (3) Process for determining the number of fractional prizes: A process for determining the number of fractional prizes 200 displayed on the prize shelf 2. (4) Insertion / Removal Determination Process: A process for determining whether a player's hand has been inserted or removed from the prize shelf 2. (5) Fractional prize acquisition determination process: A process for determining whether a fractional prize of 200 has been acquired. (6) Prize-receiving player identification process: process for identifying a player who has received a fractional prize of 200 yen. (7) Player determination process: A process for determining whether the prize exchange player is the same as the prize acquisition player. (8) Fractional number information storage process: A process for storing player information including fractional number information in the database 102. (9) Game value comparison process: A process to determine whether the acquisition of the fractional prize of 200 is appropriate.
[0060] (1) Prize exchange processing The flow of the prize exchange process executed by the POS terminal 3 in cooperation with the management server 10 is as shown in the flow diagram of Fig. 8. When the POS terminal 3 receives the game card 18 (membership card 181 or general card 182) of a player who has finished playing (S101), the POS terminal 3 captures an image of the player with the imaging camera 308 (S102). The POS terminal 3 transmits the captured image, that is, the player image, to the management server 10.
[0061] When the management server 10 receives the player image, it performs a prize exchange player identification process, which will be described later with reference to FIG. 10, to identify the player and register the player in the database 102. On the other hand, the POS terminal 3 executes the prize exchange process after transmitting the player image (S103). If a fractional game value is generated as a result of the prize exchange process (S104: YES), the POS terminal 3 transmits fractional information representing the fractional game value to the management server 10. Furthermore, the POS terminal 3 issues a receipt on which a two-dimensional code, which is an example of identification information capable of identifying the fractional game value, is printed (recorded) (S105), and transmits special prize information to the prize payout machine 14 (S106), and ends the process. Here, the special prize information is information such as the number of special prizes to be paid out to the player. On the other hand, if no fractional game value is generated (S105: NO), the POS terminal 3 transmits the special prize information to the prize payout machine 14 without issuing a receipt, and ends the process.
[0062] The management server 10 executes a fractional information storage process when it receives the fractional information from the POS terminal 3. In this fractional information storage process, the fractional game value related to the fractional information is associated with the player registered in the database 102, and the stored information (recorded information) of the database 102 is updated.
[0063] As described above, when the management server 10 receives a player image (captured image) from the POS terminal 3, it applies image analysis processing based on a predetermined image analysis program to the player image. First, the management server 10 identifies the player identification area 30A in the player image (see FIG. 9). Then, the management server 10 (prize exchange player information identification means) analyzes the image data of the identified player identification area 30A. In this image analysis processing, a singular point is extracted from the face of the player, and the player (prize exchange player) is identified based on the positional relationship of the singular point, etc. When the management server 10 identifies the player, it links (corresponds) the image capture date and time and the identified player's identification information to the captured image (player image) and stores them in the database 102. This captured image becomes the player's identification information, similar to the player ID. Furthermore, the prize exchange player information including the information of the singular point extracted from the captured image may be used as identification information.
[0064] (2) Prize exchange player identification process As shown in Fig. 10, the management server 10 executes a prize exchange player identification process upon receiving a player image (S201). In this prize exchange player identification process, the player identification area 30A, which is the face area of the player, is identified (S202) for the player image (see Fig. 9) received in step S201. The management server 10 analyzes the face image in the player identification area 30A (S203) and identifies the player (S204). Then, the management server 10 stores prize exchange player information on the identified player as identification information in the database 102, and registers the player as a prize exchange player (S205).
[0065] (3) Processing to identify fractional prizes The management server 10 performs a predetermined image analysis process on the captured image of the inside of the shelf 20 acquired by the prize shelf 2, and executes a fractional prize number determination process for identifying the type and number of displayed fractional prizes 200. The management server 10 executes the fractional prize number determination process by applying an image analysis process that utilizes a learning model prepared in advance to the captured image of the inside of the shelf 20.
[0066] The management server 10 stores the number of fractional prizes 200 counted based on the captured image when the prize shelf 2 is turned on as the reference number of fractional prizes. The management server 10, which serves as a prize acquisition determination means, determines the number of fractional prizes 200 again when a predetermined determination condition is met, and determines that a fractional prize 200 has been acquired if the number has decreased compared to the reference number of fractional prizes. When the management server 10 determines that a fractional prize 200 has been acquired, it stores the number of fractional prizes 200 compared to the reference number of fractional prizes as a new reference number of fractional prizes.
[0067] Here, the learning model used by the management server 10 in the fractional prize number determination process will be described with reference to Figures 11 and 12. In the game center system 1 of this example, a learning model that has been trained in advance is prepared in order to detect the multiple types of fractional prizes 200 displayed on the prize shelf 2. The learning method is a method in which the multiple types of fractional prizes 200 are categorized according to shape such as size and outline, and "annotations" that classify the fractional prizes 200 included in the captured image inside the shelf 20 (see Figures 11 and 12) as belonging to which category are learned by machine learning.
[0068] A number of categories are set according to size and shape, such as "BOX", "PACK", "PACK_LARGE", "CUP", "TOWER", and "BOTTLE". The management server 10 detects fractional prizes 200 contained in the captured image of the inside of the shelf 20 (see Figs. 11 and 12), and calculates a value (inference value) indicating the degree of match with the category for each of the detected fractional prizes 200. Then, for each fractional prize 200 detected in the captured image, a category that exceeds a predetermined threshold is identified, and the category to which each fractional prize 200 belongs, i.e., the type of fractional prize 200, is identified.
[0069] 11 and 12 are examples in which 0.90 is set as the threshold for the inference value. Each fractional prize 200 in the captured image is associated with a tag 20B indicating the identified category and inference value. FIG. 11 is an example in which the fractional prize 200 in the captured image is identified as belonging to the "PACK" category. FIG. 12 is an example in which the fractional prize 200 in the captured image is identified as belonging to the "BOX" category. The management server 10 processes all fractional prizes 200 included in the captured image, associates a tag 20B with each fractional prize 200, and identifies the number of fractional prizes 200 for each category. As illustrated in FIG. 11 and FIG. 12, the identification results (such as the category to which the fractional prize belongs and the number of prizes) are displayed in the identification result display frame 20T in the upper left of the captured image.
[0070] (4) Insertion / removal determination process The management server 10 judges whether a player or employee has inserted (inserted) or removed (pulled out) a hand from a captured image of the inside of the shelf 20 (prize shelf 2), that is, executes an insertion / removal judgment process. In the game center system 1 of this example, a reference image (FIG. 13) of the inside of the shelf 20 is prepared in advance. In this example, a judgment area 20D is set as shown in FIG. 13, and a difference image between the latest captured image and the reference image is obtained. In this difference image, the difference is zero in areas with no movement, while the difference is large in areas where movement has occurred. In this example, a known background difference method that detects movement from such characteristics of the difference image is used to judge whether a hand has been inserted or removed from the shelf 20.
[0071] Specifically, the management server 10 compares the determination area 20D (FIG. 13) in the reference image with the determination area 20D (FIG. 14) in the latest captured image, and calculates the extent of the difference (difference). The management server 10 determines the insertion of a hand when the magnitude of the difference is equal to or greater than a threshold, and determines the removal of the hand when the magnitude of the difference becomes equal to or less than the threshold after determining the insertion of the hand. When a person's hand 111 is inserted into the shelf 20 as shown in FIG. 14, the management server 10 determines the insertion of the hand, and the letters IN 20E representing the determination result are imposed on the captured image.
[0072] The flow of the above insertion / removal determination process will be described with reference to the flow diagram of Fig. 15. In the insertion / removal determination process, first, the management server 10 receives a reference image (Fig. 13) from the prize shelf 2 (S301). While the prize shelf 2 is in operation, the management server 10 receives captured images (Fig. 14) sent from the prize shelf 2 from time to time (S302). When the management server 10 receives the latest captured image, it calculates the difference between the reference image acquired in the above step S301 and the latest captured image (S303). The management server 10 executes a threshold determination for the difference (absolute value) of the determination area 20D (Figs. 13 and 14) (S304).
[0073] If the difference in the determination area 20D is less than the threshold (S304: NO), the management server 10 repeats receiving the latest captured image without identifying the insertion of a hand (S304: NO → S302). On the other hand, if the difference in the determination area 20D is equal to or greater than the threshold (S304: YES), the management server 10 identifies the insertion of a hand (S305).
[0074] When the management server 10 identifies the insertion of the hand (S305), it waits for the reception of a new captured image. In response to the reception of the captured image (S306), the management server 10 calculates the difference between the reference image received in the above step S301 and the most recently received captured image (S307). The management server 10 executes a threshold judgment on the magnitude of the difference in the judgment region 20D (FIGS. 13 and 14) (S308).
[0075] If the magnitude of the difference in the determination region 20D exceeds the threshold (S308: NO), the management server 10 repeats receiving the latest captured image without determining whether the hand has been removed (S308: NO → S306). On the other hand, if the magnitude of the difference in the determination region 20D is equal to or smaller than the threshold (S308: YES), the management server 10 determines whether the hand has been removed (S309).
[0076] (5) Fractional prize acquisition determination process The management server 10 executes a process for determining whether or not a fractional prize 200 (prize shelf 2) has been acquired. The flow of this fractional prize acquisition determination process will be described with reference to the flow diagram of FIG. 16. The management server 10 receives an image of the inside of the shelf 20 when an image capturing camera installed inside (the ceiling) of the shelf 20 of the prize shelf 2 is activated (S401). The management server 10 applies a fractional prize number determination process that utilizes the learning model for determining the number of fractional prizes described above to the received captured image, and determines a reference number of fractional prizes, which is the reference number of fractional prizes 200 (S402).
[0077] When the management server 10 identifies the reference number of fractional prizes, which is the reference number of fractional prizes 200, it executes a process for determining whether the player has inserted or removed his / her hand (see FIG. 15). When the management server 10 identifies whether the player has inserted or removed his / her hand through the insertion / removal determination process (S403, see FIG. 17(a)), it receives an image of the inside of the shelf 20 from the prize shelf 2 (S404). The management server 10 applies a fractional prize number determination process to the newly received image and identifies the number of fractional prizes 200 (S405, see FIG. 17(b)). The number of fractional prizes 200 is shown in the number display 20F in the upper left of FIG. 17. The number in FIG. 17(a) is the reference number of fractional prizes (the reference number of fractional prizes 200). The number in FIG. 17(b) is the number of fractional prizes 200 after the insertion / removal of the hand is determined.
[0078] The management server 10 judges whether the number of fractional prizes 200 identified in step S405 has decreased compared with the reference number of fractional prizes (the reference number of fractional prizes 200) (S406). If the number of fractional prizes 200 has decreased (S406: YES), the management server 10 determines that the player has acquired a fractional prize 200 (S407). On the other hand, if the number of fractional prizes 200 has not decreased (S406: NO), the management server 10 determines that the player has not acquired a fractional prize 200 (S417). When it is determined that a fractional prize 200 has not been acquired, the management server 10 executes the hand insertion / removal judgment process again.
[0079] When it is determined that the player has acquired a fractional prize 200 (S407), the management server 10, which serves as an acquired fractional prize identification means, identifies the type (category) of the subtracted fractional prize 200 (S408). Furthermore, the management server 10 subtracts the number of acquired fractional prizes 200 from the reference number of fractional prizes, which is the number of the reference fractional prizes 200, and updates the reference number of fractional prizes (S409). In this way, in the game center system 1 of this example, the number of fractional prizes 200 inside the prize shelf 2 is calculated on the condition that the insertion and removal of the player's hand is determined (one example of a predetermined determination condition). By adopting such a configuration, it is only necessary to execute the fractional prize number identification process, which has a high processing load, only when the determination condition is met, and the calculation load can be reduced by reducing the frequency of execution of the process.
[0080] (6) Processing to identify prize-winning players In the game arcade system 1, when a person approaches the prize shelf 2, the person is detected by the person detection unit 25 and an image of the person is captured by the imaging unit 231 of the prize shelf 2. The prize shelf 2 transmits a person detection signal from the person detection unit 25 and an image captured in response to the person detection signal to the management server 10. In the management server 10, the prize acquisition player identification process (FIG. 18) is started in response to receipt of the person detection signal.
[0081] The management server 10 receives a person detection signal (S501), and upon receiving a captured image (S502), executes a predetermined image analysis process to identify the player. The management server 10 specifies (selects) a player identification area 20A (FIG. 19) that is an analysis target area for the captured image (S503), and executes image analysis in the player identification area 20A (S504). The management server 10, as a prize acquisition player identification means, executes image analysis to extract characteristic points on the player's face, and identifies the player based on the positional relationship of the characteristic points, etc. (S505). Then, the management server 10 stores prize acquisition player information on the identified player as identification information in the database 102, and registers the player as a prize acquisition player (S506).
[0082] (7) Player Determination Processing Here, the player determination process executed by the management server 10 will be described with reference to the flow diagram of Fig. 20. The player determination process is a process for determining whether a prize exchange player who has exchanged prizes at the POS terminal 3 matches a prize acquisition player who acquires fractional prizes 200 from the prize shelf 2.
[0083] The management server 10 executes a prize exchange player identification process (FIG. 10) when a prize exchange process is performed at the POS terminal 3. It also executes a prize acquisition player identification process (FIG. 18) for a player who is about to acquire a leftover prize from the prize shelf 2. The prize exchange player information relating to the prize exchange player and the prize acquisition player information relating to the prize acquisition player are stored in the database 102 (the process of step S205 in FIG. 10 or S506 in FIG. 18).
[0084] When a player acquires a fractional prize 200 from the prize shelf 2, the management server 10 refers to the memory area of the database 102 and determines whether the player related to the prize exchange player information and the player related to the prize acquisition player information match (S601). If they match (S601: YES), the management server 10 determines that the player related to the prize exchange player information and the player related to the prize acquisition player information are the same player (S602).
[0085] When the management server 10 determines that the prize exchange player and the prize acquisition player are the same, it links (corresponds) the prize exchange player information to the prize acquisition player information. By linking the prize exchange player information to the prize acquisition player information in this way, it becomes possible to identify the fractional game value held by the prize acquisition player.
[0086] On the other hand, if the two do not match (S601: NO), the management server 10 determines that the player associated with the prize exchange player information and the player associated with the prize acquisition player information are not the same player (S602). It may also happen that even if the prize exchange player and the prize acquisition player match, it is not determined that they are the same due to, for example, the presence or absence of a mask, sunglasses, or hat, or differences in how they are reflected. In the configuration of this example, taking such cases into consideration, the receipt issued by the POS terminal 3 is read by the scanner 233 of the prize shelf 2, making it possible to acquire fractional prizes 200.
[0087] (8) Fractional number information storage processing In this example, when exchanging prizes at the POS terminal 3, the fractional game value is the fractional game value that is less than the game value of the special prize (one example of a specific prize) that the player can exchange for which has the least game value as a consideration. When a fractional game value is generated as a result of the prize exchange, fractional information indicating the fractional game value is transmitted to the management server 10 via the game facility management device 12.
[0088] As shown in FIG. 21, when the management server 10 receives the fractional part information (S701), the management server 10 updates the stored information in the database 102 so as to associate the fractional part information with the prize exchange player recorded in the database 102 (S702).
[0089] Here, the database 102 generated by the management server 10 will be described with reference to Fig. 22. As shown in the figure, in the database 102, a record for each player is managed. The management server 10 generates the database 102 based on captured images and various information received from the POS terminal 3 and the prize shelf 2. When the management server 10 receives a player image (captured image) from the POS terminal 3, it identifies the prize exchange player and stores prize exchange player information as identification information for the identified player (prize exchange player) in the database 102. The prize exchange player information includes various information that can be used to identify the player, such as a player image and a player ID.
[0090] As shown in FIG. 22, when the management server 10 receives information about the prize exchange process (player ID, number of special prizes, fractional information, player image, time, etc.) from the POS terminal 3, it records the prize exchange time, the number of exchanged special prizes, and the fractional game value generated in the record for each player with the player ID. In addition, when the management server 10 receives information about the prize acquisition status (type and number of fractional prizes acquired, player image, time, etc.) from the prize shelf 2, it identifies the prize exchange player who matches the prize acquisition player. Then, it records information about the fractional prize 200 acquired by the player in the record of that prize exchange player. When the fractional prize 200 is acquired, information indicating that the fractional prize has been acquired is recorded in the fractional prize acquisition status item in the record. In addition, in the database 102, for players identified as suspicious customers, a flag indicating this is recorded in the caution item in the record.
[0091] (9) Gaming value comparison processing The management server 10 executes the above-mentioned player determination process (see FIG. 20) on the image captured by the imaging unit 231 of the prize shelf 2, and identifies the prize-acquiring player who is the same as the prize exchange player (S801). Furthermore, the management server 10 identifies the fractional game value stored in the database 102 for the prize-acquiring player identified as the same as the prize exchange player (S802). Then, when the management server 10 determines that the prize-acquiring player has acquired a fractional prize 200 as a result of the above-mentioned fractional prize acquisition determination process (see FIG. 16) for the prize-acquiring player, it identifies the fractional prize 200 acquired by the prize-acquiring player (S803).
[0092] Here, the display position of the fractional prize 200 is determined according to the game value (the game value required for prize exchange). Therefore, it is possible to specify the game value corresponding to the acquired fractional prize 200 based on information on the display position of the acquired fractional prize 200 (for example, information such as the identification number and imaging range of the imaging camera that captured the fractional prize 200).
[0093] When the play value of the acquired fractional prize 200 is specified, the management server 10, which acts as a play value comparison means, compares the play value associated with the player with the play value of the acquired fractional prize 200 (S804). If the play value associated with the player is equal to or greater than the play value of the acquired fractional prize 200 (S804: YES), the management server 10 subtracts the play value of the acquired fractional prize 200 from the player's play value (S805). If the subtraction results in the player's play value becoming zero (S806: YES), it is determined that the player has acquired all of the available fractional prizes 200 (S807). On the other hand, if the fractional game value after subtraction has not reached zero (S806: NO), the management server 10 executes the fractional prize acquisition determination process again and waits for the fractional prize 200 to be acquired.
[0094] As a result of comparing the fractional game value associated with the player with the game value of the acquired fractional prize 200, if the fractional game value of the player is smaller than the game value of the acquired fractional prize 200 (S804: NO), the management server 10 as an excessive acquisition determination means determines that the player has acquired excessively (S816). In this case, the prize shelf 2 (display unit 21) having a function as an excessive acquisition notification means displays an excessive acquisition notification screen (described later with reference to FIG. 24) to notify the corresponding player that excessive acquisition has occurred (S817). The management server 10 records the player who has been determined to have acquired excessively in the database 102 as a player who should be careful (a customer who should be careful) who has acquired excessively (S818).
[0095] In the game arcade system 1, various notifications are made in relation to the fractional prizes 200. The notifications include an excess acquisition notification when a player acquires an excess of fractional prizes 200, a prize position notification for notifying exchangeable fractional prizes 200, a replenishment notification for notifying game arcade employees that fractional prizes 200 need to be replenished, etc. Each notification will be described in detail below.
[0096] (Excessive Acquisition Notification) The excessive acquisition notification is a notification executed in step S817 in the flow diagram of Fig. 23 described above. When the management server 10 determines that a player has acquired too many prizes as a result of monitoring the acquisition of prizes on the prize shelf 2, the display unit 21 provided on the prize shelf 2 notifies the player of the excessive acquisition. The display unit 21 as an excessive acquisition notification means notifies the relevant player that an excessive acquisition has occurred and that the player needs to reselect a fractional prize 200, for example, by displaying an excessive acquisition notification screen of Fig. 24.
[0097] The excessive acquisition notification may be displayed on the display unit 21, or may be output as sound from a speaker (not shown) provided on the prize shelf 2, or may be configured to be notified at the output unit of the gaming facility management device 12. In this example, a player who is determined to have acquired excessive amounts of prizes is recorded as a customer requiring caution in the database 102. For players who are recorded as requiring caution, a notification to warn them should be issued during the subsequent prize exchange process.
[0098] (Prize location notification) When the management server 10 identifies the fractional game value owned by the player, it identifies the fractional prize 200 that can be acquired with the fractional game value. The management server 10, which serves as a prize position notification means, notifies the display unit 21 provided on the prize shelf 2 of information indicating the position where the identified fractional prize 200 is displayed.
[0099] In the prize shelf 2, for example, the fractional prizes 200 can be displayed according to the game value as shown below. In this case, the information on the display positions as shown below, such as the red shelf and the blue shelf, represents the positions of the fractional prizes 200. (1) Red shelf = fractional prizes that can be exchanged for a gaming value equivalent to 120 yen (30 pieces at a rental price of 4 yen) (2) Blue shelf = fractional prizes that can be exchanged for a gaming value equivalent to 60 yen (15 pieces at a rental price of 4 yen) (3) Yellow shelf = fractional prizes that can be exchanged for a gaming value equivalent to 40 yen (10 pieces at a rental price of 4 yen) (4) White shelves = fractional prizes that can be exchanged for a gaming value equivalent to 4 yen (1 item with a rental price of 4 yen)
[0100] For example, a combination of fractional prizes that a player with a fractional game value of 48 can acquire may be, for example, one from the red shelf, one from the blue shelf, and three from the white shelf, or, for example, three from the blue shelf and three from the white shelf. In the notification by the display unit 21 of the prize shelf 2, for example, the combination that results in the smallest total number of fractional prizes 200 acquired may be notified. In this case, the display unit 21 displays a message such as "Please take one from the red shelf, one from the blue shelf, and three from the white shelf" as shown in FIG. 25(a). Here, when a player acquires one fractional prize from the red shelf, the display content of the display unit 21 may be changed according to the result of subtracting the game value of the acquired fractional prizes 200 (fractional game value), such as "Please take one from the blue shelf and three from the white shelf" as shown in FIG. 25(b). In addition, if a player receives the notification "Please take one from the red shelf, one from the blue shelf, and three from the white shelf" and takes three from the yellow shelf, the remaining fractional game value will be "48 - 10 x 3 = 18," so it is a good idea to change the notification to say "One from the blue shelf and three from the white shelf."
[0101] Instead of a configuration in which a combination that reduces the total number of fractional prizes 200 to be obtained is notified, all possible combinations of fractional prizes 200 may be notified, or the player's past acquisition status may be recorded and a configuration may be made in which combinations of obtainable fractional prizes 200 can be notified according to the player's preferences based on the past acquisition status. Also, in this example, the combinations of obtainable fractional prizes 200 are notified by the display unit 21 provided on the prize shelf 2, but instead, LEDs (Light Emitting Diodes) may be provided on each shelf 20 of the prize shelf 2 and these may be illuminated to highlight the shelves 20 on which obtainable fractional prizes 200 are displayed.
[0102] (Supplementary notification) In the amusement park system 1, when the number of fractional prizes 200 displayed on the prize shelf 2 falls below a predetermined number as a result of prize acquisition determination of the fractional prizes 200, an amusement park employee is notified that the fractional prizes 200 need to be replenished. In the amusement park system 1, when it is determined that the person is an amusement park employee as a result of face recognition based on an image (person image) captured by the prize shelf 2, the operating state of the prize shelf 2 is switched to a replenishment state which is different from a normal monitoring state.
[0103] As shown in Fig. 26, when the management server 10 determines that a fractional prize 200 has been acquired from the prize shelf 2 as a result of the fractional prize acquisition determination process (see Fig. 16), it identifies the number of fractional prizes 200 displayed on the prize shelf 2 (S901, fractional prize number identification means). The management server 10 compares the identified number of fractional prizes 200 with a predetermined number, which is a predetermined number of fractional prizes 200 (S902), and if the identified number is less than the predetermined number (S902: YES), it determines that replenishment is required (S903).
[0104] When the management server 10 as a replenishment notification means determines that replenishment of fractional prizes 200 is necessary, it notifies the amusement facility management device 12 that replenishment of fractional prizes 200 is necessary (S904). In this case, the amusement facility management device 12 as a replenishment notification means notifies an amusement facility employee that replenishment of fractional prizes 200 is necessary. On the other hand, when the number of fractional prizes is equal to or greater than the predetermined number in the above step S902 (S902: NO), it is determined that replenishment is not necessary (S913).
[0105] Here, the switching operation (state switching) to the replenishing state for replenishing the prize shelf 2 with fractional prizes 200 will be described with reference to Fig. 27. In the game center system 1 of this example, a person approaching the prize shelf 2 is captured by the imaging unit 231 provided on the prize shelf 2, and the captured image (person image) is transmitted to the management server 10. When the management server 10 receives a captured image from the prize shelf 2 (S1001), it first sets a person identification area for the captured image (S1002). Then, it applies a predetermined image analysis to the set person identification area (S1003) and identifies the person (S1004).
[0106] The management server 10, which serves as an employee determination means, determines whether the identified person is a predetermined arcade employee (S1005), and if the identified person is an arcade employee (S1005: YES), switches the operation state of the prize shelf 2 from the normal monitoring state to the replenishment state (S1006, state switching means). In the replenishment state, when the replenishment of fractional prizes 200 is identified, the number of fractional prizes 200 is incremented. On the other hand, if the identified person is not a predetermined arcade employee (S1005: NO), the operation state of the prize shelf 2 is maintained in the normal monitoring state (S1016).
[0107] As described above, the amusement park system 1 in this example is a system that executes a prize exchange process in which the game value acquired by a player as a result of playing a game is exchanged for prizes, and is capable of setting a monitoring state to monitor the prize shelf 2 on which fractional prizes 200 corresponding to game values that are less than the game value of a special prize (an example of a specific prize) are displayed.
[0108] The management server 10 in the amusement park system 1 has a function as a fractional prize number determination means for determining the number of fractional prizes 200 displayed on the prize shelf 2 by capturing an image of the inside of the shelves 20 of the prize shelf 2, and a function as a prize acquisition determination means for determining whether a player has acquired a fractional prize 200 when a predetermined determination condition is met and the number of fractional prizes 200 has decreased between before and after the determination condition is met.
[0109] The amusement park system 1 of this example identifies the number of fractional prizes 200 on the prize shelf 2 by capturing an image of the prize shelf 2, and determines that a fractional prize has been acquired if the number of fractional prizes has decreased. In this way, the amusement park system 1 is capable of managing the number of fractional prizes 200 on the prize shelf 2. The amusement park system 1 has the excellent characteristic of being able to prevent fraudulent activities such as excessive acquisition of fractional prizes, even in an amusement park that does not have employees.
[0110] The management server 10 in the amusement arcade system 1 has a function as an acquired fractional prize identifying means for identifying the type of fractional prize 200 acquired by a player, and a function as a fractional prize play value identifying means for identifying the play value corresponding to the type of fractional prize 200 identified by the acquired fractional prize identifying means. The management server 10 identifies the type of fractional prize 200 acquired by a player and identifies its play value. In the amusement arcade system 1, the management server 10 can identify the play value of the fractional prize 200 acquired by a player, so that the prize shelves 2 displaying the fractional prizes 200 can be operated unmanned.
[0111] The POS terminal 3 in the amusement park system 1 has an imaging camera 308 as a prize exchange player imaging means for imaging the player when executing the prize exchange process, and the prize shelf 2 is provided with an imaging unit 231 as a prize acquisition player imaging means for imaging the player who acquires the fractional prize 200.
[0112] The management server 10 in the game center system 1 includes: A function as a fractional game value calculation means for calculating a fractional game value generated by the prize exchange process; A function as a prize exchange player information identification means for identifying prize exchange player information relating to a player corresponding to a player image captured by the image capture camera 308 as a prize exchange player image capture means; A function as a prize acquisition player information identification means for identifying prize acquisition player information relating to a player corresponding to a player image captured by the image capture unit 231 as a prize acquisition player imaging means; A function as a player determination means for determining whether or not the prize exchange player information and the prize acquisition player information match; a database 102 (an example of a storage means) which stores the fractional game value and the prize-exchanger player information in association with each other, and further stores the fractional game value and the prize-acquiring player information in association with each other when the player determination means determines that there is a match; and a function as a game value determination means which compares the game value identified by the fractional prize game value identification means with the fractional game value stored in the database 102 to determine which game value is greater; It is equipped with:
[0113] With the game arcade system 1 configured in this way, the player is photographed during the prize exchange process, the fractional prize value is associated with the player, and it is possible to determine whether the play value of the fractional prize 200 acquired on the prize shelf 2 is within the fractional play value possessed by the player. With this game arcade system 1, the management server 10 can remotely determine whether the fractional prize 200 has been acquired properly, making it possible to operate an unmanned fractional prize buffet corner 2C.
[0114] The management server 10 in the game arcade system 1 has a function as an excessive acquisition determination means for determining excessive acquisition when the game value determined by the game value determination means is greater than the fractional game value calculated by the fractional game value calculation means (the fractional game value owned by the player). In the game arcade system 1, if the game value of the acquired fractional prize 200 is greater than the fractional game value owned by the player, excessive acquisition is determined. In this way, in the game arcade system 1, the management server 10 remotely determines excessive acquisition of fractional prizes 200, so that excessive acquisition of fractional prizes 200 by players can be restricted with high certainty even in an unmanned odd ball buffet corner 2C.
[0115] The prize shelf 2 in the game center system 1 is equipped with a display unit 21, which is an example of an excessive acquisition notification means that notifies players when excessive acquisition is determined by the excessive acquisition determination means. There may be many players who do not accurately grasp their own fractional game value. If the prize shelf 2 notifies the excessive acquisition, the player can be informed of the excessive acquisition due to carelessness. For players who intentionally acquire too many fractional prizes 200, the excessive acquisition notification can inform them that the excessive acquisition is recognized by the system side, and can urge them not to commit fraud.
[0116] The database 102 (management server 10) in the gaming facility system 1 records player information corresponding to the excessive acquisition determination means, and the POS terminal 3, which is an example of the excessive acquisition notification means, issues a notification regarding excessive acquisition when a player corresponding to the excessive acquisition determination means newly executes a prize exchange process. By recording player information who has acquired excessive amounts in this way and issuing a notification regarding excessive acquisition at the time of prize exchange, it is possible to encourage the player not to acquire excessive amounts again in response to a new prize exchange.
[0117] In the game arcade system 1, a predetermined judgment condition for judging whether a player has acquired the fractional prize 200 is that the insertion or removal of the player's hand is detected based on an image captured inside the shelf 20 of the prize shelf 2. If the acquisition of the fractional prize 200 is judged depending on the establishment of the judgment condition that the insertion or removal of the player's hand is detected, the frequency of execution of the process for judging whether the fractional prize 200 has been acquired can be reduced, and the calculation load of the management server 10 can be reduced.
[0118] The management server 10 in the game center system 1 has a function as a fractional game value calculation means for calculating the fractional game value generated by the prize exchange process, and a function as an available prize specification means for specifying the fractional prize 200 that can be acquired with the fractional game value. As described above, the prize shelf 2 is provided with a display unit 21 as a prize position notification means for notifying information showing the position of the fractional prize 200 specified by the available prize specification means.
[0119] The game arcade system 1 of this embodiment identifies a fractional game value generated by exchanging the game value acquired by the player through the game for a prize, and records the fractional game value on a receipt. In the odd-ball buffet corner 2C, the fractional game value recorded on the receipt can be read by the scanner 233 on the prize shelf 2. Note that a two-dimensional code is printed on the receipt, in which identification information such as a player ID is recorded, in addition to the number of special prizes exchanged and the fractional game value. The identification information such as the player ID recorded in the two-dimensional code on the receipt can be used as identification information for identifying the fractional game value held by the player. Note that, in addition to the player ID, a player image or the like can be used as identification information for identifying the fractional game value.
[0120] The management server 10 specifies the type of fractional prize 200 that can be acquired within the range of the fractional game value, on the condition that it has been able to match the identification information (such as a player ID or a player image) for specifying the fractional game value. Then, the amusement facility system 1 notifies information indicating the display positions of the obtainable fractional prizes 200. Notifying the display positions of the fractional prizes 200 that can be acquired by the player on the prize shelf 2 helps to prevent the player from acquiring excessive prizes.
[0121] The management server 10 in the gaming facility system 1 has a function as a verification means for verifying identification information (such as a player ID or a player image) for identifying the fractional game value calculated by the fractional game value calculation means. The management server 10, which serves as an obtainable prize identification means, identifies a fractional prize 200 obtainable with the fractional game value corresponding to the identification information, on the condition that the identification information has been verified. In this example, a player image, a player ID recorded in a two-dimensional code on a receipt, or the like is used as the identification information. Alternatively or in addition to this, information relating to a singular point extracted from a player image, or the like may be used as the identification information.
[0122] The POS terminal 3 in the gaming system 1 is provided with an imaging camera 308, which is an example of a prize exchange player imaging means for imaging a player when executing a prize exchange process. In addition, the prize shelf 2 is provided with an imaging unit 231, which is an example of a prize acquisition player imaging means for imaging a player who acquires a fractional prize 200.
[0123] The management server 10 in the game center system 1 includes: a function as a prize exchange player information specifying means for specifying prize exchange player information which is information relating to a player corresponding to a player image captured by the prize exchange player imaging means; a function as a prize acquisition player information identification means for identifying prize acquisition player information, which is information relating to a player corresponding to the player image captured by the prize acquisition player imaging means; A function as a player determination means for determining whether or not the prize exchange player information and the prize acquisition player information match; a database 102 as a storage means for storing a fractional game value, prize-exchange player information, and identification information in association with each other, and for storing the fractional game value, prize-acquiring player information, and identification information in association with each other when the player determination means determines that they match; The management server 10, which serves as a means for checking identification information, checks a player image, a player ID, and the like, corresponding to the prize-winning player information.
[0124] In the game arcade system 1, the player ID and the like are stored in association with a captured image (player image) of the player's face, etc. If it is determined whether the captured image of the player matches the captured image of the player when the prize exchange process is performed and when the fractional prize 200 is acquired, the match determination of the player can be executed with even higher reliability.
[0125] The management server 10 in the amusement park system 1 has the following functions: a fractional prize number determination means for determining the number of fractional prizes 200 displayed on the prize shelf 2 by imaging the inside of the shelf 20; a prize acquisition determination means for determining whether a player has acquired a fractional prize 200 when the number of fractional prizes 200 has decreased before and after a predetermined determination condition is met; an acquired fractional prize determination means for determining the type of fractional prize 200 acquired when the prize acquisition determination means determines that a fractional prize 200 has been acquired; a fractional prize play value determination means for determining the play value corresponding to the fractional prize 200 determined by the acquired fractional prize determination means; and a play value comparison means for comparing the play value determined by the fractional prize play value determination means with the fractional play value stored in the database 102 (storage means).
[0126] The display unit 21 of the prize shelf 2, which is an example of a prize position notifying means, notifies information indicating the position corresponding to the updated fractional prize 200 when the obtainable fractional prize 200 identified by the obtainable prize identifying means is updated in response to the acquisition of the fractional prize 200. In this case, while the player is acquiring the fractional prize 200, the fractional prize 200 obtainable with the remaining fractional game value can be updated and notified at any time.
[0127] The game center management device 12 in the game center system 1 has a function as a refill notification means for notifying game center employees that the fractional prizes 200 need to be replenished. When a predetermined judgment condition is met, the game center management device 12 as the refill notification means executes a notification that replenishment is required when the number of fractional prizes 200 is less than a predetermined number. By monitoring the inside of the shelf 20 of the prize shelf 2 and notifying that replenishment is required when the number of fractional prizes 200 becomes low, it becomes possible to replenish the fractional prizes 200 on the prize shelf 2 at any time without the trouble of visually checking the fractional prizes 200 displayed on the prize shelf 2. It is possible to prevent a situation in which the fractional prizes 200 on the prize shelf 2 are insufficient and players are unable to select or acquire the fractional prizes 200.
[0128] The prize shelf 2 is provided with an imaging unit 231 as a person imaging means for imaging a person. The management server 10 in the amusement facility system 1 has a function as an employee determination means for determining whether or not a person corresponding to a person imaged by the person imaging means is a predetermined amusement facility employee, and a function as a state switching means for switching the operation state of the prize shelf 2 to a predetermined replenishing state different from the normal monitoring state when the employee determination means determines that an employee has been imaged. In this case, when an amusement facility employee approaches the prize shelf 2, the operation state of the prize shelf 2 can be switched to an operation state that allows the replenishing of fractional prizes 200, thereby enabling the amusement facility employee to efficiently perform the replenishing work.
[0129] In the game center system 1, when the employee determination means determines that an image of an amusement center employee has been captured and when inserting or removing a hand into or from the prize shelf 2 is detected, the management server 10, which acts as a fractional prize number determination means, determines the number of fractional prizes 200. In this case, the process of determining the number of fractional prizes 200, which has a relatively high calculation load, can be efficiently executed, and the processing load of the management server 10 can be reduced.
[0130] In addition, in the configuration of this example, the predetermined judgment condition for executing a notification for refilling is set to be the detection of insertion or removal of the player's hand into or from the prize shelf 2. By setting such a judgment condition, when the insertion or removal of the player's hand into or from the prize shelf 2 is detected, the process of identifying the number of remaining fractional prizes 200 can be efficiently executed, and a notification of the need for refilling can be executed according to the number.
[0131] Instead of or in addition to the configuration of this example, the following configurations may be adopted. Also, the following configurations may be adopted in appropriate combination. In this example, the timing for determining the reference number of fractional prizes is when the prize shelf 2 is turned on, but the reference may be determined at any other timing. In this example, an image capturing camera 308 is provided in the POS terminal 3 as a means for capturing an image of the player when exchanging prizes. Alternatively, a separate camera may be installed in addition to the POS terminal 3. In this case, the camera may directly identify the player, or the camera and the management server 10 may be made to be capable of communicating with each other, and the captured image may be transmitted from the camera to the management server 10.
[0132] The image analysis process in the management server 10 is not limited to this configuration, and existing image analysis processing software may be used. In this example, the management server 10 is provided outside the amusement facility, but each function of the management server 10 may be provided inside the amusement facility, and the processing by the management server 10 may be executed by the amusement facility management device 12. Image analysis processing may be executed by the processing circuit of each camera.
[0133] In this example, a player who is determined to have obtained excessive prizes is recorded as a customer to watch out for when exchanging prizes and is notified appropriately, but it is also good to include a note on the receipt issued after the prize exchange warning players not to mistakenly obtain fractional prizes.
[0134] Although a pachinko game machine using balls as game media has been exemplified, a slot machine using medals as game media may be installed as a game. Furthermore, an enclosed game machine that does not pay out game media but adds and stores them as electronic data may be used. As a result of the player acquiring a fractional prize, the process may be repeated until the corresponding fractional game value becomes zero, or the acquisition may be determined to have ended when the person detection unit 25 can no longer detect a person. In this example, the monitoring state is switched based on the identification of an amusement park employee by the camera, but the operating state of prize shelf 2 can also be switched by, for example, an amusement park employee operating a remote control for prize shelf 2 or by a switching operation on display unit 21.
[0135] Although specific examples of the present invention have been described in detail as examples, these specific examples merely disclose examples of the technology encompassed by the claims. Needless to say, the claims should not be interpreted as being limited by the configurations, numerical values, etc. of the specific examples. The claims encompass technologies that are obtained by variously modifying, changing, or appropriately combining the specific examples by utilizing publicly known technologies and the knowledge of those skilled in the art. [Explanation of symbols]
[0136] 1. Amusement park systems 10 Management server (means for determining the number of fractional prizes, means for determining the number of reference fractional prizes, means for determining whether a prize has been acquired, means for determining whether a fractional prize has been acquired, means for determining whether a prize can be acquired, means for determining whether a fractional prize has been acquired, means for calculating whether a fractional prize has been acquired, means for determining whether a prize has been exchanged by a player, means for determining whether a prize has been acquired by a player, means for determining whether a player has been acquired ... 12 Game center management device (replenishment notification means) 2. Prize Shelf 20 Shelves 200 Fractional Prizes 23 Matching section 21 Display unit (excessive acquisition notification means, prize position notification means) 231 Imaging unit (prize-winning player imaging means, person imaging means) 233 Scanner 3 POS terminal (card processing means, prize exchange processing means, fractional game value calculation means, receipt issuing means, excess acquisition notification means) 308 Imaging camera (prize exchange player imaging means) 4. Counting and lending unit (ownership value information acquisition means, owner-value information storage means, counting means, owner-value information output means, game card return means) 51 Gaming Machines
Claims
1. A game center system that executes a prize exchange process for exchanging game values acquired by players through games for prizes, and is capable of setting a monitoring state for monitoring a prize shelf on which fractional prizes that are less than the game value of a specific prize are displayed, a fractional prize number specifying means for specifying the number of fractional prizes displayed on the prize shelf by imaging the prize shelf; a prize acquisition determination means for determining whether the player has acquired a fractional prize when the number of the fractional prizes has decreased from before to after the establishment of a predetermined determination condition; A system for an amusement park comprising:
2. an acquired fractional prize specification means for specifying a type of the acquired fractional prize when the acquisition of a fractional prize is determined by the prize acquisition determination means; 2. The amusement park system according to claim 1, further comprising: a fractional prize play value specification means for specifying a play value corresponding to the type of fractional prize specified by the acquired fractional prize specification means.
3. A fractional game value calculation means for calculating a fractional game value generated by the prize exchange process; a prize exchange player imaging means for imaging a player when executing the prize exchange process; a prize exchange player information specifying means for specifying prize exchange player information which is information about a player corresponding to the player image captured by the prize exchange player imaging means; a prize acquisition player imaging means provided on the prize shelf for imaging a player who acquires a fractional prize; a prize acquisition player information identification means for identifying prize acquisition player information which is information about a player corresponding to the player image captured by the prize acquisition player imaging means; a player determination means for determining whether the prize exchange player information and the prize acquisition player information match; a storage means for storing the fractional game value and the prize-exchanged player information in association with each other, and for further storing the fractional game value and the prize-acquiring player information in association with each other when the player determination means determines that they match; 3. The amusement park system of claim 2, further comprising a game value determination means for comparing the game value identified by the fractional prize game value identification means with the fractional game value stored in the memory means, and determining which game value is greater.
4. The amusement park system of claim 3, further comprising an excess acquisition determination means for determining that an excessive acquisition has occurred when, as a result of the determination by the game value determination means, the game value identified by the fractional prize game value identification means is greater than the fractional game value stored in the memory means.
5. 5. The game arcade system according to claim 4, further comprising an excess acquisition notification means for notifying an excess acquisition when the excess acquisition determination means determines that an excess acquisition has occurred.
6. the storage means further records the prize-winning player information when the excessive prize-winning determination means determines that the prize has been won excessively; The amusement park system described in claim 5, wherein the excessive acquisition notification means executes a notification when a player corresponding to the prize acquisition player information stored in accordance with the determination of excessive acquisition by the excessive acquisition determination means executes a prize exchange process.
7. 7. The gaming facility system according to claim 1, wherein the predetermined judgment condition is that insertion or removal of a player's hand into or from the prize shelf is detected.
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