Game performance management system
The game result management system addresses the limitations of existing systems by using an external management device to track and notify players of comprehensive game results across multiple parlors, enhancing efficiency and preventing excessive gaming.
Patent Information
- Application Number
- JP2023176286
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-10-11
- Publication Date
- 2025-06-30
- Estimated Expiration
- 2040-01-10
AI Technical Summary
Existing game result management systems cannot provide comprehensive game results to players, including data beyond media deposits and usage, and fail to notify players of their game results across multiple game parlors, leading to inefficient manual tracking by players.
A game result management system that includes an external management device communicating with in-store management devices and unit devices in multiple game parlors, using membership storage media to track player identification, game parlor identification, and game result information, and notifies players of their game results through self-reporting programs and mobile terminals.
Enables players to accurately and efficiently obtain comprehensive game results, preventing excessive gaming by notifying players of their game limits and allowing seamless tracking across multiple game parlors without manual intervention.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a game result management system that enables a game player to accurately and efficiently obtain information regarding game results.
Background Art
[0002] Conventionally, in game arcades such as pachinko parlors, games using game media are provided, and information regarding the provided games is managed. Specifically, by managing information regarding game results such as the amount deposited into a card, the use of game media associated with the card, the game media awarded as prizes in a gaming machine, and the number of game media consumed in the game on the gaming machine, it can be used as an indicator for business operations.
[0003] On the other hand, since some game players desire to obtain information regarding their own game results such as deposits and use of game media, a technique for providing information regarding game results to game players as a service is known. For example, Patent Document 1 discloses a technique for notifying game players registered as members at a game arcade of information regarding increases and decreases in game media deposited by the game players at the game arcade.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, although the above conventional technologies enable game players to obtain information regarding increases and decreases in game media, they cannot obtain game results other than increases and decreases in game media (the number of visits to the game arcade, the length of stay at the game arcade, the amount of money used for games, etc.). As a result, in order for game players to play games systematically based on these game results, the game players themselves must record and manage this information.
[0006] Also, even if a specific game parlor where a player has registered as a member notifies the player's mobile terminal or the like of game results, if the player visits another game parlor where the player has not registered as a member, the player cannot receive information notifications from the other game parlor. For this reason, the player has to manually manage comprehensive game results by himself / herself, which is not efficient.
[0007] The present invention has been made to solve the above-described problems of the prior art, and an object thereof is to provide a game result management system that enables a player to accurately and efficiently acquire information regarding game results.
Means for Solving the Problems
[0008] To solve the above problems, the present invention , multiple is installed in game machines of a plurality of game parlors , accept a general-purpose storage medium or a membership storage medium assigned to a member registered at each game store each unit device, an in-store management device disposed to be communicable with each of the unit devices, and an external management device provided outside the game parlor using the membership storage medium A game result management system having an external management device that manages game result information of a player who plays on the game machine, wherein the external management device includes at least player identification information for identifying the player, game parlor identification information of the game parlor, the identification information of the membership storage medium in the game store, and reception means for receiving an application to participate in a self-reporting program including self-reported game limit information self-reported as an upper limit value of a game, and when a player who plays at the game parlor is a player who has applied to participate in the self-reporting program, based on each membership storage medium in multiple game stores notification means for notifying the in-store management device of the game parlor of the player identification information and the game result information of the player regardless of whether or not the game result information of the player exceeds the game limit information, and the in-store management device notifies the game result information notified from the external management device to each unit device installed in the game machine on which the player plays, and each unit device performs display control of the game result information notified from the in-store management device on a predetermined display unit at a predetermined timing.
[0009] Further, in the present invention, in the above invention, the predetermined timing is when receiving a deposit by each device, when receiving a predetermined lending operation, when receiving a predetermined replay operation, when receiving a storage medium, when discharging the storage medium, when receiving a predetermined counting operation, when the gaming machine hits a jackpot, when receiving an employee's calling operation, when receiving an employee operation, when detecting the seating of a player at the gaming machine, or when a predetermined time has elapsed after the start of the game.
Advantages of the Invention
[0010] According to the present invention, a player can accurately and efficiently obtain information regarding gaming achievements.
Brief Description of the Drawings
[0011] [Figure 1] FIG. 1 is an explanatory diagram for explaining the outline of a self-reporting PG according to an embodiment. [Figure 2] FIG. 2 is an explanatory diagram for explaining the features of a gaming achievement management system according to an embodiment. [Figure 3] FIG. 3 is a diagram showing the system configuration of a gaming achievement management system according to an embodiment. [Figure 4] FIG. 4 is a diagram showing the external configuration of the inter-station card processor and the gaming machine shown in FIG. 3. [Figure 5] FIG. 5 is a diagram showing the internal configuration of the inter-station card processor shown in FIG. 3. [Figure 6] FIG. 6 is a diagram showing an example of the self-device status data and card data shown in FIG. 5. [Figure 7] FIG. 7 is a diagram showing the internal configuration of the gaming machine shown in FIG. 3. [Figure 8] FIG. 8 is a diagram showing the internal configuration of the hall management device shown in FIG. 3. [Figure 9] FIG. 9 is a diagram showing an example of the gaming amount data and gaming data shown in FIG. 8. [Figure 10] FIG. 10 is a diagram showing the internal configuration of the card management device shown in FIG. 3. [Figure 11] FIG. 11 is a diagram showing an example of the game type setting data, card management data, and device management data shown in FIG. 10. [Figure 12] FIG. 12 is a diagram showing the internal configuration of the member management device shown in FIG. 3. [Figure 13] FIG. 13 is a diagram showing an example of the member management data, game type setting data, PG participant data, and PG participant game result data shown in FIG. 12. [Figure 14] FIG. 14 is a diagram showing the internal configuration of the external management device shown in FIG. 3. [Figure 15] FIG. 15 is a diagram showing an example of the PG participant registration data, notification setting data, and PG participant game monitoring data shown in FIG. 14. [Figure 16] FIG. 16 is an explanatory diagram for explaining an example of an operation method of notification to an unregistered game store according to an embodiment. [Figure 17] FIG. 17 is a flowchart showing the processing procedure of the member management device according to an embodiment. [Figure 18] FIG. 18 is a flowchart showing the processing procedure of the external management device according to an embodiment. [Figure 19] FIG. 19 is a flowchart showing the processing procedure of the external management device according to Modification 1. [Figure 20] FIG. 20 is an explanatory diagram for explaining an example of an operation example of displaying a game situation according to Modification 2. [Figure 21] FIG. 21 is an explanatory diagram for explaining an example of an operation example of game condition setting according to Modification 3.
BEST MODE FOR CARRYING OUT THE INVENTION
[0012] Hereinafter, with reference to the accompanying drawings, preferred embodiments of the game result management system according to the present invention will be described in detail.
[0013] In this specification, "held medals" refers to data indicating game media acquired by a player in a game, which can be used again in the game only on the same day (before the closing time of the game parlor). Note that the "number of held medals" refers to the number of game media acquired by the player through the game. Also, "stored medals" refers to data indicating game media deposited by the player in the game parlor, which can be used again in the game even after the next day (after the closing time of the game parlor). Note that the "number of stored medals" refers to the number of game media deposited by the player in the game parlor. Held medals can be used by both general players and member players, and are used when moving the gaming machine, etc. Stored medals can generally be used only by member players, and are used when using the acquired game media in the game of the gaming machine after the next day.
Example
[0014] <Overview of the self-reporting program according to this example> First, the overview of the self-reporting program (hereinafter referred to as the "self-reporting PG") according to this example will be described. FIG. 1 is an explanatory diagram for explaining the overview of the self-reporting PG according to this example. FIG. 2 is an explanatory diagram for explaining the features of the game performance management system according to this example.
[0015] First, the overview of the self-reporting according to this example will be described with reference to FIG. 1. In FIG. 1, the registration of participants in the self-reporting PG (hereinafter referred to as "PG participants"), the detection of the game performance of PG participants, and the notification in the case of exceeding the set upper limit value are illustrated. It is assumed that at least a camera 100 is provided at the entrance and exit of the game parlor.
[0016] As shown in FIG. 1, the PG participant accesses the member management device in the game parlor using his or her mobile terminal 210 and performs the procedure for applying to participate in the self-declaration PG on the mobile terminal 210 (S11). When making this participation application, at least the "face image of the game customer", the "registered game parlor where the game customer plays games", the "card ID of the membership card in the registered game parlor", and the "game upper limit value" are registered. The face image of the game customer is captured by the camera provided in the mobile terminal 210. The game upper limit value includes, for example, the upper limit values such as the number of visits to the game parlor in one month, the staying time in the game parlor in one day, and the amount of money used in the games in one day.
[0017] Specifically, the mobile terminal 210 accesses a predetermined HTTP server to download the application of the self-declaration program, and starts the application on the mobile terminal 210 and performs a predetermined operation to perform the procedure for applying to participate. As a result, the external management device 200 registers information such as the game upper limit value of the PG participant who made the participation application (S12). Here, the case where the game customer himself / herself makes the participation application is described, but family members can also make the participation application on the condition that the consent of the person is obtained.
[0018] Then, if the PG participant enters the game parlor after the above-mentioned participation application, the camera 100 in the game parlor captures the face image of the game customer, and collates this face image of the game customer with the face image of the PG participant registered in advance to detect the visit of the PG participant (S13). In this way, the visit of the PG participant to the game parlor can be specified by face authentication of the face image captured by the camera 100.
[0019] Also, the staying time of the PG participant in the game parlor can be specified by the difference between the entry time and the exit time specified by face authentication of the face image captured by the camera 100. Furthermore, the amount of money used by the PG participant can be specified by the amount of money used corresponding to the card ID of the membership card managed by the member management device 70.
[0020] In this way, if the store visit of the PG participant to the game parlor, the staying time of the PG participant in the game parlor, and the amount of money used by the PG participant are detected, the member management device 70 notifies the game performance of the PG participant to the external management device 200 and the mobile terminal 210 of the PG participant (S14).
[0021] Thereafter, the external management device 200 compares the cumulative value of the game performance of the PG participant with the registered game upper limit value. If the cumulative value of the game performance exceeds the game upper limit value, the external management device 200 notifies the member management device 70 that the game upper limit value has been exceeded (S15). Also, in the game parlor, the store clerk notifies the PG participant that the game upper limit value has been exceeded (S16).
[0022] In this way, for the self - reporting PG, when the game performance of the PG participant exceeds the game upper limit value registered by the PG participant, the game parlor notifies the PG participant that the game upper limit value has been exceeded. Therefore, the PG participant can grasp their own game performance and prevent getting overly involved in games beyond what was initially assumed.
[0023] The game performance management system according to this embodiment enables more accurate and efficient acquisition of the game performance of the PG participant when the PG participant performs the above self - reporting PG.
[0024] Specifically, if it is assumed that PG participants will only play games at the registered game parlors registered at the time of application, they can smoothly respond to the above self-declared PG. However, PG participants may visit other game parlors (unregistered game parlors) other than the registered game parlors and play games. This is because PG participants may visit a game parlor located near their home or workplace when the registered game parlor is closed or when an event is held at an unregistered game parlor. In such a case, unless the PG participant newly registers this unregistered game parlor, the game performance at the unregistered game parlor will not be counted. As a result, it is not efficient for the game players to manage their comprehensive game performance manually, and they cannot prevent themselves from being involved in more games than expected when registering for the self-declared PG. Therefore, the game performance management system according to this embodiment enables game players to obtain information regarding game performance more accurately and efficiently.
[0025] In FIG. 2, game parlor A is a registered game parlor registered by the PG participant when registering for the self-declared PG, and game parlor B is an unregistered game parlor not registered by the PG participant when registering for the self-declared PG.
[0026] If the PG participant registers game parlor A as a registered game parlor and registers for the self-declared PG, the external management device 200 notifies the information of the PG participant not only to game parlor A, which is the registered game parlor, but also to game parlor B, which is the unregistered game parlor (S21). The information notified to game parlor A includes the face image and member ID of the PG participant, and the information notified to game parlor B includes the face image of the PG participant.
[0027] If a PG participant enters Game Parlor B, the camera 100B in Game Parlor B captures the face image of the player, and compares this face image of the player with the face image of the PG participant notified in advance to detect the visit of the PG participant (S22). Then, the employee prompts the PG participant to register Game Parlor B as a registered game parlor (game monitoring target store) (S23). After the PG participant performs membership registration for Game Parlor B and registration of the registered game parlor according to the employee's response, the membership management device 70B notifies the external management device 200 of the game performance of the PG participant (S24). Here, the case where an employee of Game Parlor B verbally tells the PG participant to perform membership registration for Game Parlor B and registration of the registered game parlor has been described. However, when the PG participant is playing a game, it is also possible to configure the display unit of the pedestal card processor of this gaming machine to display the membership registration of Game Parlor B and the registration of the registered game parlor.
[0028] Thus, the game performance management system according to this embodiment can accurately and efficiently obtain information regarding the game performance of a player regardless of whether the player has registered as a member at the game parlor.
[0029] <System Configuration> Next, the system configuration of the game performance management system according to this embodiment will be described. FIG. 3 is a diagram showing the system configuration of the game performance management system according to this embodiment. Since Game Parlor A and Game Parlor B have the same configuration, hereinafter, Game Parlor A and Game Parlor B will be collectively referred to as "game parlor" for description.
[0030] As shown in FIG. 3, a plurality of gaming machines 20 and pedestal card processors 10 respectively corresponding to each gaming machine 20 are installed in the game parlor. The pedestal card processor 10 is connected to the hall management device 50 via the relay device 30.
[0031] In addition, the intermediate card processor 10 is connected to a communication line, which is an in-store network, via the island controller 40. The communication line is connected to the island controller 40, the hall management device 50, the card management device 60, the member management device 70, the prize management device 80, the cash register 90, and the camera 100. Further, the external management device 200 installed outside the store is connected to the member management device 70 and the mobile terminal 210 via an external network.
[0032] The gaming machine 20 is a device that plays a game by driving game balls enclosed inside the device onto the game board surface. Note that these game balls are physical "balls" used in the game, and are different from the "game balls" handled as data by the gaming machine 20. A plurality of winning areas (winning openings) are provided on the game board surface of the gaming machine 20, and a predetermined number of game balls are awarded as prize balls based on the game balls passing through the winning area. Also, a predetermined number of starting areas (starting openings) are provided on the game board surface, and a predetermined lottery is conducted based on the game balls passing through the starting area. If the lottery is a big win, operations that are advantageous in the game, such as improving the passing probability of game balls to the aforementioned winning area or other starting areas, are performed by the operation of a predetermined movable member or the like. Note that there may be an area that serves as both a starting area and a winning area.
[0033] A winning sensor is provided in the winning area to detect the passage of game balls into the winning area, and the winning sensor is configured to detect the passage (winning) of game balls driven into the winning area. Further, the control unit of the gaming machine 20 has a prize ball memory that stores how many game balls are to be awarded as prize balls for each winning area, and a playable number memory that indicates the number of playable games (hereinafter referred to as the "number of game balls") that a player can use for the game.
[0034] When the inter-stage card processor 10 receives a deposit from a player, it associates the prepaid value corresponding to the amount of the deposit with the identification information (card ID) of a card stored inside the device. This prepaid value can be used for lending game balls. Also, the inter-stage card processor 10 can accept the insertion of a card associated with a prepaid value, held balls, stored balls, etc. At the end of the game, it ejects the card associated with the prepaid value, held balls, stored balls, etc. and returns it to the player. Further, the inter-stage card processor 10 transmits the history of operations such as deposit, card insertion, card ejection, etc. to the member management device 70.
[0035] Each time a predetermined number of game balls are ejected from the game board surface, the gaming machine 20 transmits an out pulse to the inter-stage card processor 10. Also, each time the gaming machine 20 adds a predetermined number of prize balls to the game balls based on the passage of the game balls through the winning area (so-called winning), it transmits a safe pulse to the inter-stage card processor 10. Further, when a special state such as a big win occurs during the game, it transmits a special prize pulse indicating the occurrence of such a state to the inter-stage card processor 10.
[0036] The out pulse corresponds to the number of balls input by the player into the game board surface. The safe pulse corresponds to the number of prize balls obtained by winning. Also, the special prize pulse indicates the state of the gaming machine 20 such as a big win. Each pulse is transmitted to the hall management device 50 via the inter-stage card processor 10, and the hall management device 50 can obtain the history of the operation of the gaming machine 20 by accumulating the out pulse, safe pulse, and special prize pulse.
[0037] The inter-table card processor 10 conducts operations such as accepting deposits, lending out game balls, communicating with the card management device 60, communicating with the member management device 70, and communicating with the gaming machine 20. If the inter-table card processor 10 accepts banknotes inserted by a player, it sends a deposit notice including the deposit amount to the card management device 60, causing the prepaid value managed by the card management device 60 to be added with the prepaid value equivalent to the deposit amount. Then, if a predetermined ball lending operation is performed, a ball lending request is sent to the card management device 60, causing the prepaid value managed by the card management device 60 to be subtracted, and the number corresponding to the subtracted prepaid value is notified to the gaming machine 20 and added to the number of game balls.
[0038] If the inter-table card processor 10 accepts the insertion of a card, it sends a card insertion notice to the card management device 60. Also, when the inter-table card processor 10 receives the remaining balance of prepaid value, held balls, or stored balls from the card management device 60, it stores the remaining balance. And when it receives and stores the remaining balance of held balls, it sends a held ball subtraction request to the card management device 60 to clear the remaining balance (number of held balls) of the held balls managed by the card management device 60 to zero.
[0039] When the inter-table card processor 10 accepts a held ball replay operation, it subtracts a predetermined number from the number of held balls managed by itself, notifies the gaming machine 20 of the number corresponding to the subtracted number of held balls, and adds it to the number of game balls. Also, when the inter-table card processor 10 accepts a stored ball replay operation, it sends a stored ball replay request to the card management device 60, causing the card management device 60 to subtract a predetermined number from the number of stored balls managed by the member management device 70, notifies the gaming machine 20 of the number corresponding to the subtracted number of stored balls, and adds it to the number of game balls.
[0040] If the inter-table card processor 10 accepts a card return operation, it sends a held ball addition request including the number of held balls to the card management device 60, causes the card management device 60 to add the number of held balls, then sends a card ejection notice to the card management device 60, and controls the card ejection. Note that if a counting operation is received from the gaming machine 20 before the card return operation, the number of game balls is added to the number of held balls.
[0041] The inter-game machine card processor 10 has a function of acquiring the game machine ID from the game machine 20 and authenticating the game machine 20 using the acquired game machine ID and the authentication key received from the card management device 60. This authentication is performed at the time of store opening processing or the like, and the game machine 20 becomes playable on the condition that the authentication is successful.
[0042] The inter-game machine card processor 10 performs various display controls based on the state of the game machine 20 and transmits the state of the game machine 20 to the member management device 70.
[0043] The relay device 30 is a device that receives game information regarding the state of the game machine 20, such as out pulses, safe pulses, and special prize pulses in the game machine 20, from the inter-game machine card processor 10 and relays it to the hall management device 50. The island controller 40 is a device that groups a group of game machines 20 and inter-game machine card processors 10 provided on the game island and relays various information to the card management device 60.
[0044] The hall management device 50 is a management device that manages the sales of the game parlor. Such a hall management device 50 receives and accumulates out pulses, safe pulses, and special prize pulses transmitted from the game machine 20, and also receives and accumulates lending pulses transmitted from the inter-game machine card processor 10. Then, the sales are calculated based on such out pulses, safe pulses, special prize pulses, and lending pulses. Further, the hall management device 50 calculates the lending amount obtained by multiplying the lending pulse transmitted from the inter-game machine card processor 10 by the lending unit amount in response to a request from the member management device 70, and notifies the calculated lending amount to the member management device 70. This is for specifying the amount of money used by the PG participants who participate in the self-reporting PG. Note that the member management device 70 specifies the inter-game machine card processor 10 installed together with the game machine 20 on which the PG participant plays based on the member card ID of the PG participant, and notifies the external management device 200 of the amount of money used during the game time of the PG participant.
[0045] If the card management device 60 receives a card insertion notification from the under-counter card processor 10, it manages by associating the identification information of the inserted card (hereinafter referred to as "card ID") with the under-counter card processor 10, and transmits the prepaid value and the remaining balance of the stored value associated with the card ID to the under-counter card processor 10. Also, when the card ID indicated in the card insertion notification is the card ID of the membership card, the card insertion notification is transmitted to the membership management device 70, and the stored value replay data received from the membership management device 70 is transmitted to the under-counter card processor 10. Further, when the lending button of the under-counter card processor 10 is pressed, the under-counter card processor 10 transmits a lending pulse to the hall management device 50.
[0046] Also, when the card management device 60 receives a stored value subtraction request from the under-counter card processor 10, it clears the remaining balance of the stored value to zero, and when it receives a stored value addition request from the under-counter card processor 10, it adds the number of stored values indicated in the stored value addition request to the remaining balance of the stored value.
[0047] Also, when the card management device 60 receives a stored value lending request from the under-counter card processor 10, it subtracts a predetermined value from the prepaid value associated with the card ID, and transmits stored value lending permission to the under-counter card processor 10. Then, when it receives a stored value replay request, it transmits the stored value replay request to the membership management device 70, and when the membership management device 70 outputs stored value replay data, it transmits the stored value replay data to the under-counter card processor 10.
[0048] Also, when the card management device 60 receives a card ID from the prize management device 80, it notifies the prize management device 80 of the number of stored values associated with this card ID. Further, when it receives a card ID from the payment machine 90, it notifies the payment machine 90 of the prepaid value associated with this card ID.
[0049] In addition, the card management device 60 acquires the gaming machine ID from the between-counter card processor 10 and manages the gaming machines 20 installed in its own store. Then, it acquires the authentication key for authenticating the gaming machines 20 set in its own store from an authentication key management center (not shown) outside the gaming store and distributes it to the between-counter card processor 10.
[0050] The member management device 70 is a device that manages the member management data of members registered in the gaming store. Specifically, it manages the number of stored balls, points, password, name, etc. in association with the member card ID issued to the member.
[0051] If the member management device 70 receives a card insertion notification from the between-counter card processor 10, it transmits the stored ball replay data including the remaining balance of the stored balls and the password corresponding to the card ID indicated in the card insertion notification to the between-counter card processor 10. Also, if the member management device 70 receives a stored ball replay request from the between-counter card processor 10, it subtracts a predetermined number from the remaining balance of the stored balls associated with the card ID indicated in the stored ball replay request, and transmits the stored ball replay data including the remaining balance of the stored balls after subtraction to the between-counter card processor 10. Note that the communication between the between-counter card processor 10 and the member management device 70 is performed via the card management device 60.
[0052] In addition, if the member management device 70 receives an inquiry about the number of stored balls from the prize management device 80, it notifies the prize management device 80 of the remaining balance of the stored balls corresponding to the specified card ID.
[0053] Also, if the member management device 70 receives the registration information of a PG participant from the external management device 200, it stores this registration information of the PG participant. The member management device 70 collates the face image of the game player received from the camera 100 with the face image of the PG participant to determine whether the game player is a PG participant. Existing image processing techniques such as the cross-correlation coefficient can be used for such collation processing. And if it is determined that the game player is a PG participant, it stores the entry time and exit time of the PG participant.
[0054] The member management device 70 inquires about the game results of PG participants from the hall management device 50. If it receives game amount data from the hall management device 50, it stores the total amount of the game amount data as PG participant game result data. The member management device 70 notifies the external management device 200 of the PG participant game result data at a predetermined time such as closing processing.
[0055] The prize management device 80 is a terminal device for prize exchange installed beside the prize exchange counter in the game parlor, and performs prize exchange processing for acquired balls, stored balls, and held balls. A card reader for reading the card ID of a card and a prize payout device for paying out prizes are connected to this prize management device 80. When the prize management device 80 reads the card ID from a general card or a member card (or when it reads the identification information corresponding to the card ID from a mobile terminal or the like), it transmits the card ID to the card management device 60 and requests the remaining balance of the held balls of the card ID. Also, when exchanging stored balls for prizes, it requests the remaining balance of the stored balls from the member management device 70.
[0056] When a card associated with a prepaid value is inserted into the payment machine 90, it transmits the card ID of this card to the card management device 60, acquires the prepaid value associated with the card, and pays out cash corresponding to the acquired prepaid value.
[0057] The camera 100 is installed near the entrance and exit of the game parlor, and is a device that captures the face images of game customers entering the game parlor and the face images of game customers exiting the game parlor. The camera 100 notifies the member management device 70 of the captured face images of the game customers.
[0058] The external management device 200 is installed outside the game parlor and is a device for managing PG participants. The external management device 200 stores, as PG participant registration data, the registration information including the "face image of the PG participant", the "registered game parlor where the PG participant plays games", the "card ID of the membership card of the PG participant in the registered game parlor", and the "game upper limit value" received from the mobile terminal 210. In addition, the external management device 200 accumulates the PG participant game performance data received from the member management device 70 in the PG participant game monitoring data. If the PG participant game monitoring data exceeds the game upper limit value, it notifies the member management device 70 and the mobile terminal 210 of the game parlor registered in the PG participant registration data that the game upper limit value has been exceeded.
[0059] The mobile terminal 210 is connected to the external management device 200 via an externally connected network wirelessly and makes a registration application for a PG participant to the external management device 200. In addition, the mobile terminal 210 displays the information that the game upper limit value has been exceeded received from the external management device 200.
[0060] Next, the ball lending process in the game performance management system according to this embodiment will be described. When a game customer performs a ball lending operation on the floor card processor 10, the floor card processor 10 transmits a message addressed to the local address of the card management device 60. This message includes the card ID of the card inserted into the floor card processor 10, the address or any identification information identifying the floor card processor 10 as the transmission source, and a ball lending request.
[0061] When the card management device 60 receives a message including a ball lending request, it subtracts a predetermined value (for example, 5 credits indicating 500 yen when 1 credit is 100 yen) from the prepaid value associated with the card ID in the message to update the card management data 65b, and transmits a ball lending permission to the floor card processor 10 as the transmission source. The floor card processor 10 that has received the ball lending permission transmits an addition signal requesting the addition of the number of game balls corresponding to the subtracted prepaid value (for example, "125") to the gaming machine 20.
[0062] The gaming machine 20 that has received the addition signal adds the number of game balls and transmits the number of game balls after the addition to the inter-base card processor 10. The inter-base card processor 10 compares the sum of the number of game balls before the addition and the number of balls lent with the number of game balls after the addition to determine whether the addition of the number of game balls has been appropriately performed.
[0063] Next, the hold ball replay process in the game result management system according to this embodiment will be described. When the inter-base card processor 10 receives the insertion of a general card or a membership card, it transmits a message addressed to the local address of the card management device 60. This message includes the card ID of the card inserted into the inter-base card processor 10, the address or any identification information that identifies the inter-base card processor 10 as the transmission source, the information for identifying the rate of the inter-base card processor 10, and a card insertion notification.
[0064] If the card management device 60 receives a card insertion notification from the inter-base card processor 10, it notifies the inter-base card processor 10 of the remaining balance of the hold balls of the rate specified by the message among the hold balls associated with the card ID in the message.
[0065] The inter-base card processor 10 stores the remaining balance of the hold balls received from the card management device 60. Then, it transmits a message including the information for identifying the card ID and the rate and a hold ball subtraction request to the card management device 60. If the card management device 60 receives the hold ball subtraction request, it clears the remaining balance of the hold balls specified by the card ID and the rate to zero. Also, if the inter-base card processor 10 receives a hold ball replay operation, it subtracts the remaining balance of the hold balls by a fixed number, notifies the corresponding number to the gaming machine 20, and adds it to the number of game balls.
[0066] If the inter-table card processor 10 receives from the gaming machine 20 a management transfer request to transfer the management of the number of game balls of the gaming machine 20 to the balls held by the inter-table card processor 10, the inter-table card processor 10 adds the number of game balls indicated in the management transfer request to the balls held by its own device. Then, if it receives a card return operation, it transmits a message including a ball holding addition request to the card management device 60. This message includes the card ID of the card to be discharged, the address or any identification information identifying the inter-table card processor 10 as the transmission source, information for identifying the rate of the inter-table card processor 10, the balance of the balls held, and the ball holding addition request.
[0067] If the card management device 60 receives a ball holding addition request, it updates the balance (number of balls held) of the balls held associated with the card ID in the message to the value received for the balls held of the rate specified by the message. Then, the inter-table card processor 10 transmits a card discharge notice to the card management device 60 and controls the card discharge.
[0068] Next, the ball storage replay process in the gaming performance management system according to this embodiment will be described. When the inter-table card processor 10 receives a membership card or reads identification information corresponding to the card ID from a mobile terminal that can be used as a membership card, it transmits a message addressed to the local address of the card management device 60. This message includes the card ID of the card inserted into the inter-table card processor 10 (or the identification information corresponding to the card ID read from the mobile terminal), the address or any identification information identifying the inter-table card processor 10 as the transmission source, information for identifying the rate of the inter-table card processor 10, and a card insertion notice.
[0069] The card management device 60 transmits the message of the card insertion notice to the member management device 70. When the member management device 70 receives the message of the card insertion notice, it transmits to the inter-table card processor 10 the stored value replay data including the password associated with the card ID in the message and the balance of the stored balls of the rate specified by the message among the stored balls.
[0070] The between-platform card processor 10 stores the received stored-ball replay data, and when the remaining amount of the stored balls indicated by the stored-ball replay data is equal to or more than the number of game balls paid out per unit of the stored-ball replay (the number of stored-ball replay units; for example, "125 balls"), it can accept the stored-ball replay operation.
[0071] After storing the stored-ball replay data, when the between-platform card processor 10 first accepts a stored-ball replay operation, it requests the player to input a password, and checks whether the input password matches the password indicated by the stored-ball replay data.
[0072] When the passwords match, the between-platform card processor 10 sends a message addressed to the local address of the card management device 60. This message includes the card ID of the card inserted into the between-platform card processor 10, the address or any identification information identifying the between-platform card processor 10 as the sender, the information for identifying the rate of the between-platform card processor 10, and the stored-ball replay request.
[0073] The card management device 60 sends the message of the stored-ball replay request to the member management device 70. When the member management device 70 receives the message of the stored-ball replay request, it subtracts a predetermined value from the remaining amount of the stored balls associated with the card ID in the message for the stored balls of the rate specified by the message, and sends the stored-ball replay data including the remaining amount after the subtraction to the between-platform card processor 10.
[0074] The between-platform card processor 10 receives the stored-ball replay data, updates the remaining amount of the stored balls, notifies the gaming machine 20 of the number corresponding to the number of stored-ball replay units, and adds it to the number of game balls. Further, it determines whether the updated remaining amount of the stored balls has become less than the number of stored-ball replay units. If the remaining amount of the updated stored-ball data is equal to or more than the number of stored-ball replay units, it can accept the stored-ball replay operation again, and if it accepts the stored-ball replay operation, it sends a stored-ball replay request. For the second and subsequent stored-ball replay operations, confirmation of the password is not required. If the remaining amount of the updated stored-ball data has become less than the number of stored-ball replay units, it cannot accept the stored-ball replay operation.
[0075] Next, the transfer from the held balls to the stored balls in the store closing process will be described. When closing the store, the card management device 60 checks the remaining balance of the held balls in the card management data 65b. If there are held balls with a remaining balance greater than "0", the card management device 60 notifies the member management device 70 of the remaining balance of the held balls together with the card ID and the rate. The member management device 70 adds and updates the notified remaining balance of the held balls to the remaining balance of the stored balls specified by the card ID and the rate. After that, the card management device 60 clears the remaining balance of the held balls to zero.
[0076] <Appearance configuration of the floor card processor 10 and the gaming machine 20> Next, the appearance configurations of the floor card processor 10 and the gaming machine 20 shown in FIG. 3 will be described. FIG. 4 is a diagram showing the appearance configurations of the floor card processor 10 and the gaming machine 20 shown in FIG. 3. Although the floor card processor 10 that accepts only banknotes is illustrated in the figure, a unit capable of accepting electronic money can also be provided.
[0077] As shown in FIG. 4, the floor card processor 10 is provided with a status display unit 11 that displays the status of the floor card processor 10 device by lighting or blinking a lamp of a predetermined color, a banknote insertion slot 12a for accepting various banknotes, a display operation unit 13 such as a touch panel display, and a card insertion slot 14a for accepting a card associated with a card ID.
[0078] The gaming machine 20 is provided with a game board surface, a handle 21 used when throwing the enclosed game balls onto the game board surface, and a counting button 22.
[0079] The counting button 22 is an operation button for performing a management transfer that subtracts the number of game balls of the gaming machine 20 and adds the corresponding number to the held balls of the floor card processor 10, thereby transferring the management of the number of balls that can be thrown from the gaming machine 20 to the floor card processor 10. This management transfer corresponds to a counting process in which the floor card processor 10 counts the paid-out game balls and adds them to the held balls in an open-type gaming machine 20 where physical game balls are paid out upon winning.
[0080] <Internal Structure of the Inter-Stand Card Processor 10> Next, the internal structure of the inter-stand card processor 10 shown in FIG. 3 will be described. FIG. 5 is a block diagram showing the internal structure of the inter-stand card processor 10 shown in FIG. 3. As shown in FIG. 5, the inter-stand card processor 10 includes a bill transport unit 12, a display operation unit 13, a reader / writer 14, a communication unit 15, a storage unit 16, a control unit 17, and a game management unit 18.
[0081] The bill transport unit 12 is a transport unit that discriminates the denomination and authenticity of bills inserted from the bill insertion slot 12a and transports them to a bill storage unit (not shown). The display operation unit 13 is an input / output device such as a touch panel display that displays various information such as valuable values and accepts various operations such as a ball lending operation.
[0082] The reader / writer 14 is a reading unit that reads the card ID from the card inserted into the card insertion slot 14a. The card inserted into the card insertion slot 14a is stored in a card storage unit (not shown) via this reader / writer 14. The communication unit 15 is an interface unit for performing data communication with the card management device 60 via the island controller 40.
[0083] The storage unit 16 is a storage device composed of a hard disk device, a non-volatile memory, etc. The storage unit 16 stores the self-device state data 16a and the card data 16b.
[0084] The self-device status data 16a is data indicating the status of the inter-base card processor 10. This self-device status data 16a includes an inter-base card processor ID, a gaming machine ID, a game type, etc. The inter-base card processor ID is identification information for uniquely identifying the inter-base card processor 10 within the game parlor. The game type is data indicating the rate set for the inter-base card processor 10. When handling game balls of multiple rates within the game parlor, for example, for 4-yen rate game balls, the game type name is set as "Ball 1", for 2-yen rate game balls as "Ball 2", and for 1-yen rate game balls as "Ball 3", and they are managed by setting the game type name for each rate. The inter-base card processor 10 selects the rate to be used in the game from these game types and stores it as the game type. The game type may be fixed for each section where the inter-base card processor 10 is installed, or may be changeable by the operation of the game customer.
[0085] The card data 16b is data related to the card being used by the game customer. The card data 16b includes a card ID, a PIN, a prepaid value, the number of balls in hand, the number of balls stored, etc. The card ID is the card ID read by the reader / writer 14. When a card is conveyed from a card storage section (not shown) to the card insertion slot 14a and then discharged, the card data 16b is updated by the card ID read by the reader / writer 14 during this conveyance. Also, when a card is conveyed from the card insertion slot 14a to a card storage section (not shown), the card data 16b is updated by the card ID read by the reader / writer 14 during this conveyance. The prepaid value indicates the remaining balance of the prepaid value available for ball lending, and the number of balls in hand and the number of balls stored indicate their respective remaining balances.
[0086] The game management unit 18 is a processing unit that performs processes related to authentication and communication with the gaming machine 20. It is desirable to form this game management unit 18 on a substrate different from the control unit 17. The game management unit 18 includes an authentication processing unit 18a, an authentication key management unit 18b, and a gaming machine state management unit 18c. In practice, by loading these programs into a CPU (Central Processing Unit) and executing them, processes corresponding to the authentication processing unit 18a, the authentication key management unit 18b, and the gaming machine state management unit 18c are respectively executed.
[0087] The authentication processing unit 18a performs authentication of the gaming machine 20 using the authentication key received from the card management device 60. If the authentication is successful, the authentication processing unit 18a transmits an operation permission to the gaming machine 20. If the authentication fails, the authentication processing unit 18a prohibits the use of the gaming machine 20. Even if the authentication fails, if it is within a predetermined period from the last successful authentication, an operation permission may be transmitted to the gaming machine 20, and after the predetermined period has elapsed since the last successful authentication, an operation permission is not transmitted to the gaming machine 20, and the use of the gaming machine 20 may be prohibited.
[0088] The authentication key management unit 18b is a processing unit that manages the authentication key. A usage time is set for the authentication key, and when the cumulative operating time of the gaming machine 20 reaches the usage time of the authentication key, the authentication key becomes unusable. Specifically, the authentication key management unit 18b uses the power-on time of the substrate on which the game management unit 18 is formed as the operating time of the gaming machine 20 and manages the usage time of the authentication key. When the authentication key becomes unusable, the authentication key management unit 18b acquires a new authentication key from the off-site authentication key management center via the card management device 60 and updates the authentication key.
[0089] The gaming machine state management unit 18c is a processing unit that communicates with the gaming machine 20 and manages the state of the gaming machine 20. Specifically, the gaming machine state management unit 18c acquires the gaming machine ID from the gaming machine 20, transmits a request to add to the number of gaming balls by lending balls, transmits a management transfer request from held balls to the number of gaming balls by replaying held balls, transmits a request to add to the number of gaming balls by replaying stored balls, receives gaming results such as the number of balls shot into the machine and the number of prize balls in the gaming machine 20, and receives a management transfer request from the number of gaming balls to held balls by counting. The communication between the inter-stage card processor 10 and the gaming machine 20 uses encrypted communication using a predetermined encryption method.
[0090] In addition, the gaming machine state management unit 18c further acquires the current number of gaming balls in the gaming machine 20 and the states set for the game, such as start, jackpot, jackpot type, and number of lottery draws. It is desirable to set the time interval at which the gaming machine state management unit 18c acquires the state of the gaming machine 20 to be shorter than the interval at which gaming balls are launched (used) in the gaming machine 20.
[0091] Note that the timing at which the gaming machine state management unit 18c newly acquires the gaming machine ID from the gaming machine 20 is not limited to before opening. When the power of the inter-stage card processor 10 is turned on or off, during regular communication, when processing related to the number of gaming balls (such as lending balls, replaying, counting, etc.) is performed, or when returning from the offline state, it is possible to acquire the gaming machine ID and determine whether the gaming machine 20 has been replaced. Also, these timings may be used in combination.
[0092] The control unit 17 is a control unit that overall controls the inter-stage card processor 10 and has a data management unit 17a. Actually, by loading and executing a program corresponding to the data management unit 17a into the CPU, the process will be executed.
[0093] When a card is inserted, the data management unit 17a sends a card insertion notification including the card ID and the ID of the under-stage card processor to the card management device 60. Also, when the data management unit 17a receives data including a valuable value (at least any one of prepaid value, held balls, and stored balls) from the card management device 60, it updates the card data 16b with the received valuable value.
[0094] Also, when a bill is inserted into the bill insertion slot 12a, the data management unit 17a sends a deposit notification including the amount of the inserted bill, the card ID, and the ID of the under-stage card processor to the card management device 60.
[0095] Also, when a ball lending operation is performed by a player, the data management unit 17a sends a ball lending request including the card ID and the ID of the under-stage card processor to the card management device 60. If it receives a ball lending permission as a response to this ball lending request, the data management unit 17a subtracts the prepaid value of the card data 16b and instructs the game management unit 18 to add a predetermined number of balls to the number of game balls of the gaming machine 20.
[0096] Also, if the data management unit 17a receives a held ball replay operation, it subtracts and updates the held balls in the card data 16b and instructs the game management unit 18 to add the corresponding number of balls to the number of game balls of the gaming machine 20.
[0097] In addition, when the remaining credit of the stored balls shown in the card data 16b is equal to or more than the number of stored ball replay units, the data management unit 17a displays a stored ball replay button on the display operation unit 13 and enables acceptance of a stored ball replay operation. When a stored ball replay operation is performed by a player, the data management unit 17a transmits a stored ball replay request including the card ID and the inter-stage card processor ID to the card management device 60. If stored ball replay data is received as a response to this stored ball replay request, the remaining credit of the stored balls in the card data 16b is updated, and the game management unit 18 is instructed to add the number of balls corresponding to the number of stored ball replay units to the number of game balls of the gaming machine 20. At the time of the first stored ball replay operation, input of a password is requested, and it is a condition for transmitting the stored ball replay request that it matches the password shown in the card data 16b.
[0098] In addition, when the game management unit 18 accepts a transfer request of game balls from the gaming machine 20, the data management unit 17a adds the number of balls instructed by the game management unit 18 to the balls held in the card data 16b and updates it.
[0099] In addition, when the data management unit 17a accepts a card return operation, it transmits a ball addition request including the card ID, the inter-stage card processor ID, and the remaining credit of the held balls to the card management device 60. Then, after clearing the card data 16b, it transmits a card ejection notification to the card management device 60 and ejects the card.
[0100] Next, a specific example of the data stored in the storage unit 16 of the inter-stage card processor 10 shown in FIG. 5 will be described. FIG. 6 is a diagram showing an example of the self-device state data 16a and the card data 16b shown in FIG. 5.
[0101] The self-device state data 16a shown in FIG. 6(a) indicates a state in which the ID of the inter-stage card processor 10 is "A101", the gaming machine ID of the connected gaming machine 20 is "B201", and "Ball 1" is set as the game type of the inter-stage card processor 10.
[0102] The card data 16b shown in Fig. 6(b) indicates that the ID of the card inserted into the under-stage card processor 10 is "2002". Here, the upper digit of the card ID indicates the type of the card. A card with the upper digit "1" is a general card, and a card with the upper digit "2" is a membership card. Also, the card data 16b indicates that the PIN for stored-coin replay is "7777" and the prepaid value is in the state of "2000" units. Here, one unit of the prepaid value is equivalent to 1 yen.
[0103] Also, the card data 16b indicates that as the held coins, the remaining amount of held coins of Coin 1 is "500" coins, the remaining amount of held coins of Coin 2 is "0" coins, and the remaining amount of held coins of Coin 3 is "130" coins. As the stored coins, the remaining amount of stored coins of Coin 1 is "1000" coins, the remaining amount of stored coins of Coin 2 is "0" coins, and the remaining amount of stored coins of Coin 3 is "0" coins.
[0104] <Internal Configuration of the Gaming Machine 20> Next, the internal configuration of the gaming machine 20 shown in Fig. 3 will be described. Fig. 7 is a block diagram showing the internal configuration of the gaming machine 20 shown in Fig. 3. As shown in Fig. 7, the gaming machine 20 includes a communication control unit 23, a presentation control unit 24, a game control unit 25, and a game ball control unit 26. The communication control unit 23 is a control unit for controlling data communication with the under-stage card processor 10. Communication with the under-stage card processor 10 uses encrypted communication with a predetermined encryption method.
[0105] When the gaming machine 20 is started up, the communication control unit 23 reads identification information from the control CPUs provided in the game control unit 25 and / or the game ball control unit 26, checks whether the identification information is appropriate, and if it is appropriate, establishes communication with the under-stage card processor 10 and enters the standby state. In the standby state, if an operation permission is received from the under-stage card processor 10, the presentation control unit 24, the game control unit 25, and the game ball control unit 26 are started up to make the gaming machine in a playable state.
[0106] The game control unit 25 is a control unit that controls the game played by the gaming machine 20. Actually, the process will be executed by loading and executing a program corresponding to the game control unit 25 into the CPU.
[0107] Specifically, the game control unit 25 performs control over the launch of game balls onto the game board by detecting handle operations, detection of game balls that have entered the winning holes on the game board, acquisition and lottery (special symbols and normal symbols) of random numbers (among random number values from 0 to 65535, for which winning, minor winning, and losing numerical values are assigned for each predetermined range) by the game balls that have entered the start hole, control of movable members (such as tulips) provided on the game board, display control of the special symbol display device provided on the game board, detection of abnormalities (such as the front frame being open, vibration being detected, etc.) that may pose a risk of fraud and notification to the upper device, etc.
[0108] A large number of obstacle pins are implanted on the game board. The game balls launched onto the game board by handle operations fall between the obstacle pins and either win by entering the winning holes or the start hole, or are discharged outside the game board through the out hole of the game board without winning. When a game ball wins by entering the start hole, a lottery is conducted. If it is a big win, a big win game is played in which a plurality of predetermined winning holes on the game board are controlled to be in an open state, and by making it easier for game balls to win through these winning holes, prize balls are awarded to the game players.
[0109] In addition, there is a jackpot game with a privilege in which, after the jackpot game ends, a predetermined privilege game is given to the player. The jackpot game with a privilege includes a probability-variable jackpot and a time-shortening jackpot. The probability-variable jackpot and the time-shortening jackpot each give a probability-variable game and a time-shortening game as privilege games after the jackpot. The time-shortening game is a privilege game that increases the number of lottery draws per unit time and the probability of winning the jackpot per unit time by shortening the variable time (the time from the start of the lottery process to the display of the result) of the normal symbol lottery (the opening and closing lottery of the movable member described above) and / or the special symbol lottery (the jackpot lottery by winning of the game ball described above). This privilege game may include a normal symbol probability variation that increases the winning probability of the normal symbol. The time-shortening game by the time-shortening jackpot ends when the number of lottery draws of the special symbol lottery is performed a predetermined number of times after the jackpot. The probability-variable game will be described later.
[0110] The game control unit 25 has a probability-variable function. The probability-variable function is a function that performs control to change the random number range of the jackpot used in the next lottery when the lottery result falls within a particularly specified random number range among the jackpots (generally, it is made about 10 times). The probability-variable game performs the special symbol lottery using the probability after this change. The probability-variable game continues until the next jackpot win. Also, the probability-variable game and the time-shortening game may be given simultaneously. However, in order to prevent unexpected damage to the game store, when the player obtains a certain number of game media after the start of the probability-variable game or the time-shortening game, it may be a stop processing (once the card is discharged and a prize exchange or a table movement is requested). In this case, it can be realized by counting the number of game media after the probability-variable game state is reached by the game machine 20 and performing game stop control such as stopping the firing of the game ball when this count value reaches a predetermined value.
[0111] The effect control unit 24 is a control unit that controls the effects during the game and has an effect symbol lottery unit 24a and an effect lottery unit 24b. Actually, by loading these programs into the CPU and executing them, processes corresponding to the effect symbol lottery unit 24a and the effect lottery unit 24b are executed respectively.
[0112] The performance symbol lottery unit 24a conducts a lottery of performance symbols (symbols displayed on a performance symbol display device such as a display device on the game board) (specifically, whether to finally stop the display at 7, 7, 7, etc.) based on the special symbol lottery in the game control unit 25.
[0113] The performance lottery unit 24b conducts a lottery of the types of performances (such as a character appearing and performing a reach performance) to be carried out until the lottery result based on the performance symbols is displayed. Such performances are set so that the performances selected for the main lottery result are different.
[0114] The performance control unit 24 stores the performance data of each performance. Furthermore, the performance control unit 24 controls the display of the performance symbol display device, and at the time of performance execution, performs a performance display by superimposing the performance data on the background symbol data. Also, at the time of probability variation, background color data different from the normal state is set.
[0115] The game ball control unit 26 is a control unit that controls the number of game balls. Actually, by loading and executing a program corresponding to the game ball control unit 26 in the CPU, the process will be executed.
[0116] Specifically, the game ball control unit 26 stores the number of game balls in the playable number memory, subtracts "1" from the number of game balls each time a game ball is launched, and adds the number of prize balls obtained by winning to the number of game balls. Also, when the number of balls is notified by the inter-stage card processor 10, the notified number of balls is added to the number of game balls, and a confirmation signal indicating that the number of balls has been added to the number of game balls is sent to the inter-stage card processor 10. Additionally, the game ball control unit 26 can also perform cleaning control of the game balls (circulating balls) enclosed in the gaming machine 20.
[0117] Also, the game ball control unit 26 periodically transmits the number of game balls stored in the playable number memory to the inter-stage card processor 10. In this case, the game ball control unit 26 transmits the number of game balls at the data acquisition time to the inter-stage card processor 10 while continuing to update the number of game balls according to the game state without clearing the content of the playable number memory to zero.
[0118] Further, the gaming machine 20 is provided with a counting button 22, and a signal indicating that the counting button 22 has been pressed is input to the game ball control unit 26. The game ball control unit 26 detects the pressing operation of the counting button 22. If the time from the rising edge to the falling edge of the detection signal is less than a certain time, it transmits a management transfer request to the inter-stage card processor 10 together with data on the number of game balls in a certain number (for example, 100 balls per operation). Then, the number of balls transferred to the management of the inter-stage card processor 10 is subtracted (invalidated) from the number of game balls. Also, if the pressing operation of the counting button 22 is detected and the falling edge is not detected for a predetermined time or more after the detection signal rises, a management transfer request is transmitted to the inter-stage card processor 10 together with data on the number of game balls in a certain number (for example, 200 balls per 5 seconds) every time the detected signal rising state continues for a certain time. Then, the number of balls transferred to the management of the inter-stage card processor 10 is subtracted (invalidated) from the number of game balls. When subtracting from the number of game balls, methods such as decrementing the value to be subtracted from the value of 1 stored in the memory, updating the value stored in the memory with the value after subtraction, and deleting or logically deleting the value before subtraction to invalidate it can be considered, but there is no particular limitation as long as the value after subtraction can be specified.
[0119] The game control unit 25 and the game ball control unit 26 are each configured on a separate circuit board. The game control circuit board on which the game control unit 25 is configured and the game ball control circuit board on which the game ball control unit 26 is configured each have a unique ID. The gaming machine 20 combines the ID of the game control circuit board and the ID of the game ball control circuit board and uses them as the gaming machine ID.
[0120] <Internal Configuration of Hall Management Device 50> Next, the internal configuration of the hall management device 50 shown in FIG. 3 will be described. FIG. 8 is a block diagram showing the internal configuration of the hall management device 50 shown in FIG. 3. As shown in FIG. 8, the hall management device 50 is connected to a display unit 51 and an input unit 52, and has a store network communication unit 53, a gaming machine state receiving unit 54, a control unit 55, and a storage unit 56.
[0121] The display unit 51 is a liquid crystal panel, a display device, or the like. The input unit 52 is a keyboard, a mouse, or the like. The store network communication unit 53 is an interface unit for data communication with the relay device 30, the island controller 40, the card management device 60, the member management device 70, the prize management device 80, and the payment machine 90 via a communication line within the gaming store. The gaming machine state receiving unit 54 is an interface unit that receives information regarding the state of the gaming machine 20 from the pedestal card processor 10.
[0122] The control unit 55 is a control unit that performs overall control of the hall management device 50, and includes a collection processing unit 55a, an analysis processing unit 55b, and an output processing unit 55c. Actually, by loading and executing these programs on the CPU, processes corresponding to the collection processing unit 55a, the analysis processing unit 55b, and the output processing unit 55c will be executed respectively.
[0123] The collection processing unit 55a performs a process of adding and accumulating information regarding sales received by the gaming machine state receiving unit 54 to the game amount data 56a in chronological order for each gaming machine. The collection processing unit 55a notifies a part of the data in the game amount data 56a to the member management device 70 according to an instruction from the member management device 70.
[0124] In addition, the collection processing unit 55a performs a process of adding and accumulating information regarding the entire game received by the gaming machine state receiving unit 54 to the game data 56b.
[0125] The analysis processing unit 55b performs processes such as totaling various information shown in the game data 56b and calculating sales. The state and sales of the gaming machine 20 can be totaled for each gaming machine, each island, and each gaming store, and can also be totaled by date. The output processing unit 55c performs a process of outputting the result of the analysis by the analysis processing unit 55b.
[0126] The storage unit 56 is a storage device such as a hard disk drive or a non-volatile memory, and stores game amount data 56a and game data 56b. The game amount data 56a is data obtained by accumulating in time series the amount of money used in the game based on the lending pulses received from the between-platform card processor 10 by the game machine state receiving unit 54. The game data 56b is data obtained by accumulating information regarding the game received from the between-platform card processor 10 by the game machine state receiving unit 54.
[0127] Next, a specific example of the data stored in the storage unit 56 of the hall management device 50 will be described. FIG. 9 is a diagram showing an example of the game amount data 56a and the game data 56b shown in FIG. 8.
[0128] In the game amount data 56a shown in FIG. 9(a), at time "12:00", in the gaming machine 20 with the gaming machine ID "A101", a situation where a game amount of "2000" yen was used is shown. Also, at time "12:15", in the gaming machine 20 with the gaming machine ID "B506", a situation where a game amount of "1500" yen was used is shown. Further, at time "12:25", in the gaming machine 20 with the gaming machine ID "A101", a situation where a game amount of "1000" yen was used is shown.
[0129] In the game data 56b shown in FIG. 9(b), as the game situation of the gaming machine 20 with the device ID "A101" on the date of "2019 / 09 / 30", the lent balls are "20000" balls, the out balls are "25000" balls, the safe balls are "10000" balls, the count value is "5000" balls, the start count is "1800" times, and the jackpot count is "21" times. Also, as the game situation of the gaming machine 20 with the device ID "B506" on the date of "2019 / 10 / 01", the lent balls are "16000" balls, the out balls are "26000" balls, the safe balls are "13000" balls, the count value is "3000" balls, the start count is "2411" times, and the jackpot count is "13" times.
[0130] In addition, in the game data 56b, for example, in the case of a pachinko machine, it stores the safe (payout balls) and out (launch balls) during the jackpot of each gaming machine 20, and has a function of estimating the number of rounds of the jackpot (the number of times the winning port operates) based on these numbers. Based on these and the behavior of the jackpot signal, it stores in chronological order when (at what time and minute) a jackpot of how many rounds occurred. Also, for a reel-type gaming machine (slot machine), it manages the number of medals inserted and paid out based on the in (medal insertion) signal and the out (medal payout) signal. And it has a function of determining the start of one game based on the in signal, and determining that the replay role has won when the number of inserted medals indicated by the in signal matches the number of paid-out medals indicated by the out signal. Then, it counts the number of occurrences of the replay role every predetermined number of games, and determines a high-probability replay state (replay time) when the number of occurrences of the replay role in that number of games is equal to or more than a predetermined number. And it stores in chronological order when and how many times the replay time occurred. Also, it has a function of determining the occurrence of an assist replay time based on the state signal from the gaming machine 20.
[0131] Furthermore, when a predetermined gaming situation (occurrence of a jackpot, occurrence of a start, end of one game, occurrence of a replay role, etc.) occurs in a specific gaming machine 20, the hall management device 50 has a function of causing the podium card processor 10 to display information regarding an advantageous state (probability variation, jackpot, bonus, etc.) based on the past similar or identical gaming situations of the same gaming machine 20 or other gaming machines of the same type. For example, when the number of starts reaches a certain number, it can output information such as "the probability of getting a jackpot within the next ○○ rounds is ○○%" from past data. Thereby, the game player can obtain a standard for continuing the game and the like.
[0132] <Internal Configuration of the Card Management Device 60> Next, the internal configuration of the card management device 60 shown in FIG. 3 will be described. FIG. 10 is a block diagram showing the internal configuration of the card management device 60 shown in FIG. 3. As shown in FIG. 10, the card management device 60 is connected to a display unit 61 and an input unit 62, and includes a store network communication unit 63, a control unit 64, and a storage unit 65.
[0133] The display unit 61 is a liquid crystal panel, a display device, or the like. The input unit 62 is a keyboard, a mouse, or the like. The store network communication unit 63 is an interface unit for data communication with the island controller 40, the card management device 60, the member management device 70, the prize management device 80, and the payment machine 90 via a communication line in the game parlor.
[0134] The control unit 64 is a control unit that performs overall control of the card management device 60, and includes a game type setting management unit 64a, a card management unit 64b, and a device management unit 64c. Actually, by loading these programs into the CPU and executing them, processes corresponding to the game type setting management unit 64a, the card management unit 64b, and the device management unit 64c are respectively executed.
[0135] The game type setting management unit 64a is a processing unit that manages game type setting data 65a by associating the game types used in the game parlor, the rates, and the display names.
[0136] The card management unit 64b is a processing unit that manages card management data 65b. The card management unit 64b communicates with the floor card processor 10, the prize management device 80, and the payment machine 90 to update the prepaid value and the remaining balance of the stored value associated with the card ID. Further, when the card management unit 64b receives a card insertion notification from the floor card processor 10, it notifies the valuable value and the remaining balance of the stored value associated with the card.
[0137] The device management unit 64c is a processing unit that manages device management data 65c. The device management unit 64c generates and updates the device management data 65c based on the inter-base card processor ID obtained from the inter-base card processor 10, the address of the inter-base card processor 10, the installation location, and the gaming machine ID.
[0138] The storage unit 65 is a storage device such as a hard disk drive or a non-volatile memory, and stores game type setting data 65a, card management data 65b, and device management data 65c.
[0139] The game type setting data 65a is data that associates the lending rate and the display name with the game type. The card management data 65b is data that associates the prepaid value balance, the remaining number of holding balls, etc. with the card ID. The device management data 65c is data related to the devices installed in the game parlor. This device management data 65c includes the inter-base card processor ID, the address of the inter-base card processor 10, the installation location, the gaming machine ID, the model data of the gaming machine 20, etc.
[0140] Next, a specific example of the data stored in the storage unit 65 of the card management device 60 shown in FIG. 10 will be described. FIG. 11 is a diagram showing an example of the game type setting data 65a, the card management data 65b, and the device management data 65c shown in FIG. 10.
[0141] In the game type setting data 65a shown in FIG. 11(a), for the game type name "Ball 1", the rate "4 yen" and the display name "4 hits" are associated. Also, for the game type name "Ball 2", the rate "2 yen" and the display name "2 hits" are associated, and for the game type name "Ball 3", the rate "1 yen" and the display name "1 hit" are associated respectively.
[0142] In the card management data 65b shown in FIG. 11(b), the prepaid value "0" is associated with the card ID "1001" in terms of the number of times, the remaining balance of the tokens for each rate is "0" tokens, and the destination ID "A101" is associated. That is, the card with the card ID "1001" is inserted into the inter-stage card processor 10 with the device ID "A101", and the management of the tokens has been transferred to the inter-stage card processor 10. Therefore, the remaining balance of the tokens for each rate is zero.
[0143] Also, in the card management data 65b shown in FIG. 11(b), the prepaid value "3000" is associated with the card ID "2001" in terms of the number of times, and as tokens, the remaining balance of the tokens of token 1 is "1500" tokens, the remaining balance of the tokens of token 2 is "2500" tokens, and the remaining balance of the tokens of token 3 is "0" tokens, but no destination ID is associated. That is, the card with the card ID "2001" is not inserted into the inter-stage card processor 10, and the management of the tokens is performed by the card management device 60.
[0144] The device management data 65c shown in FIG. 11(c) indicates that the network address of the inter-stage card processor 10 with the ID "A101" is "AB.CD.EF.GH", the installation location is "Island 1-1", the ID of the connected gaming machine 20 is "B201", the game type is "token 1", the model of the connected gaming machine 20 is "EV01", and the manufacturing number is "a". It also indicates that this gaming machine 20 is in a state of being in use.
[0145] Also, the device management data 65c indicates that the network address of the inter-stage card processor 10 with the ID "A201" is "AB.CD.EF.IJ", the installation location is "Island 2-1", the ID of the connected gaming machine 20 is "B506", the game type is "token 3", the model of the connected gaming machine 20 is "DK03", and the manufacturing number is "g". It also indicates that this gaming machine 20 is in a state of being in use.
[0146] <Internal Configuration of the Member Management Device 70> Next, the internal configuration of the member management device 70 shown in FIG. 3 will be described. FIG. 12 is a block diagram showing the internal configuration of the member management device 70 shown in FIG. 3. As shown in FIG. 12, the member management device 70 is connected to a display unit 71 and an input unit 72, and includes an external network communication unit 73, a store network communication unit 74, a control unit 75, and a storage unit 76.
[0147] The display unit 71 is a liquid crystal panel, a display device, or the like. The input unit 72 is a keyboard, a mouse, or the like. The external network communication unit 73 is an interface unit for communicating with an external management device 200 outside the store. The store network communication unit 74 is an interface unit for performing data communication with the island controller 40, the hall management device 50, the card management device 60, the prize management device 80, the payment machine 90, and the camera 100 via a communication line within the game store.
[0148] The control unit 75 is a control unit that performs overall control of the member management device 70, and includes a member management unit 75a, a self-reporting PG management unit 75b, and a PG participant determination unit 75c. Actually, by loading these programs into the CPU and executing them, processes corresponding to the member management unit 75a, the self-reporting PG management unit 75b, and the PG participant determination unit 75c will be executed respectively.
[0149] The member management unit 75a is a processing unit that manages member management data 76a. The member management unit 75a communicates with the card management device 60 and the prize management device 80 to update the remaining balance of the stored balls associated with the card ID. Also, when the member management unit 75a receives a member registration request, it performs an update to add a member to the member management data 76a.
[0150] Here, the stored coin replay process by the member management unit 75a will be described. If the member management unit 75a receives stored coin replay request data from the apron card processing machine 10, among the stored coins associated with the card ID in the stored coin replay request data, it subtracts the remaining amount of the stored coins at the payout destination rate by the number of payout units, and recalculates the number of possible stored coin replays. Then, it transmits the stored coin replay data including the remaining amount after subtraction and the number of possible stored coin replays to the apron card processing machine 10.
[0151] If the self-declaration PG management unit 75b receives the registration information of the PG participant from the external management device 200, it stores it in the storage unit 76 as PG participant data 76c. The self-declaration PG management unit 75b notifies the PG participant determination unit 75c of the image of the game player received from the camera 100, and instructs the determination of whether or not the game player is a PG participant. If the self-declaration PG management unit 75b obtains a determination result from the PG participant determination unit 75c that the game player is a PG participant, it stores the entry time and exit time of the PG participant in the storage unit 76 as PG participant game performance data 76d.
[0152] When the card ID in the telegram of the card insertion notification received by the self-declaration PG management unit 75b from the card management device 60 belongs to a PG participant, it specifies the game machine ID on which the PG participant plays from the card ID, and stores the reception time of the telegram together with the game machine ID in the PG participant game performance data 76d as the game start time.
[0153] When the card ID in the telegram of the card return notification received by the self-declaration PG management unit 75b from the card management device 60 belongs to a PG participant, it stores the reception time of the telegram in the PG participant game performance data 76d as the game end time, and inquires the hall management device 50 about the game amount data 56a between the game start time and the game end time. If the self-declaration PG management unit 75b receives the game amount data 56a from the hall management device 50, it stores the total amount of the game amount data 56a in the PG participant game performance data 76d as the game amount.
[0154] The self-reporting PG management unit 75b notifies the external management device 200 of the PG participant game performance data 76d at a predetermined time after the store closing process.
[0155] The PG participant determination unit 75c compares, according to the instruction of the self-reporting PG management unit 75b, the image of the game player received from the self-reporting PG management unit 75b with the image data of the PG participant data 76c, determines whether the game player is a PG participant, and notifies the determination result to the self-reporting PG management unit 75b.
[0156] Next, the data stored in the storage unit 76 of the member management device 70 shown in FIG. 12 will be described. FIG. 13 is a diagram showing an example of the member management data 76a, the game type setting data 76b, the PG participant data 76c, and the PG participant game performance data 76d shown in FIG. 12.
[0157] The member management data 76a shown in FIG. 13(a) shows a state in which the name "B C", the remaining balance of the stored balls of each game type, the mobile IDm "IDmX1", etc. are associated with the card ID "2002". Although not shown here, the member management data 76a can also store the member's points, the number of store visits, the game history, the password, etc. in association with the card ID. The above mobile IDm is identification data that can identify a mobile terminal such as a mobile phone and is used when using the mobile terminal as a member card.
[0158] Also, FIG. 13(a) shows a case where the stored balls of three game types, "Ball 1", "Ball 2", and "Ball 3", are stored. Here, it shows a case where the remaining balance of the stored balls of "Ball 1" for the card ID "2002" is "250" balls, the remaining balance of the stored balls of "Ball 2" is "1000" balls, and the remaining balance of the stored balls of "Ball 3" is "4000" balls.
[0159] The game type setting data 76b shown in Fig. 13(b) associates a rate of "4 yen" and a display name of "4 pachi" with the game type name "Ball 1". Also, it associates a rate of "2 yen" and a display name of "2 pachi" with the game type name "Ball 2". Also, it associates a rate of "1 yen" and a display name of "1 pachi" with the game type name "Ball 3".
[0160] The PG participant data 76c shown in Fig. 13(c) associates a face photo number "P10020101", a membership card ID "2001", as game upper limits, a store visit count of "10" times, a game amount of "30,000" yen, a game time of "20" hours, and a monitored store setting of "yes" with the PG participant whose PG participant ID is "P100201".
[0161] Also, the PG participant data 76c associates a face photo number "P10030202", a membership card ID "2032", as game upper limits, a store visit count of "20" times, a game amount of "80,000" yen, a game time of "50" hours, and a monitored store setting of "yes" with the PG participant whose PG participant ID is "P100302".
[0162] Furthermore, the PG participant data 76c associates a face photo number "P10050602", a membership card ID "2056", as game upper limits, a store visit count of "15" times, a game amount of "70,000" yen, a game time of "40" hours, and a monitored store setting of "no" with the PG participant whose PG participant ID is "P100506".
[0163] The PG participant game performance data 76d shown in Fig. 13(d) associates a membership card ID "2001", an entry date of "2019 / 12 / 01", an entry time of "13:00", a departure time of "15:30", a gaming machine ID "A101", a start time of "13:15", an end time of "15:20", and a game amount of "10,000" yen with the PG participant whose PG participant ID is "P100201".
[0164] In addition, the PG participant game performance data 76d associates the member card ID "2032", the store entry date "2019 / 12 / 02", the store entry time "11:00", the store exit time "14:20", the gaming machine ID "B506", the start time "11:10", the end time "12:00", and the gaming amount "3000" yen for the PG participant with the PG participant ID "P100302". For the same PG participant, it also associates the gaming machine ID "A203", the start time "12:30", the end time "14:00", and the gaming amount "15000" yen.
[0165] <Internal Configuration of the External Management Device 200> Next, the internal configuration of the external management device 200 shown in FIG. 3 will be described. FIG. 14 is a block diagram showing the internal configuration of the external management device 200 shown in FIG. 3. As shown in FIG. 14, the external management device 200 is connected to a display unit 201 and an input unit 202, and includes an external network communication unit 203, a control unit 204, and a storage unit 205.
[0166] The display unit 201 is a liquid crystal panel, a display device, or the like. The input unit 202 is a keyboard, a mouse, or the like. The external network communication unit 203 is an interface unit for communicating with the member management device 70 and the mobile terminal 210 via an external network.
[0167] The storage unit 205 is a storage device such as a non-volatile memory, an organic EL, or a hard disk device, and stores PG participant registration data 205a, notification setting data 205b, and PG participant game monitoring data 205c.
[0168] The PG participant registration data 205a is data that associates the mobile terminal number, the face photo number, the game store ID, the member card ID, and the game upper limit value for each PG participant ID. The notification setting data 205b is data that associates the notification setting of whether to notify for the game store ID. The PG participant game monitoring data 205c is data that associates the number of store visits, the gaming amount, and the gaming time for each PG participant ID. An example of each of these data will be described later.
[0169] The control unit 204 is a control unit that performs overall control of the external management device 200, and includes a PG participant management unit 204a, a notification setting management unit 204b, and a game monitoring management unit 204c. Actually, by loading these programs into the CPU and executing them, processes corresponding to the PG participant management unit 204a, the notification setting management unit 204b, and the game monitoring management unit 204c will be executed respectively.
[0170] The PG participant management unit 204a stores, as PG participant registration data 205a, the registration information including the "face image of the PG participant", the "registered game store where the PG participant plays games", the "card ID of the membership card of the PG participant at the registered game store", and the "game upper limit value" received from the mobile terminal 210 in the storage unit 205. The notification setting management unit 204b stores the notification setting information received from the member management device 70 in the notification setting data 205b.
[0171] The game monitoring management unit 204c calculates the game amount and game time of the PG participant from the PG participant game performance data 76d received from the member management device 70. The game monitoring management unit 204c adds the calculated game amount and game time to the respective items of the PG participant game monitoring data 205c, and adds 1 to the number of store visits.
[0172] The game monitoring management unit 204c compares the PG participant game monitoring data 205c with the PG participant registration data 205a. If any one or more of the number of store visits, the game amount, and the game time exceed the game upper limit value of the PG participant registration data 205a, it notifies the mobile terminal 210 and the member management device 70 of the game store registered in the PG participant registration data 205a that the game upper limit value has been exceeded.
[0173] Next, the data stored in the storage unit 205 of the external management device 200 shown in FIG. 14 will be described. FIG. 15 is a diagram showing an example of the PG participant registration data 205a, the notification setting data 205b, and the PG participant game monitoring data 205c shown in FIG. 14.
[0174] The PG participant registration data 205a shown in FIG. 15(a) associates, for the PG participant with the PG participant ID of "P100201", the mobile terminal number "09012345678", the face photo number "P10020101", the game parlor ID "J201", the membership card ID "2001", and as the game upper limit values, the number of store visits "10" times, the game amount "30,000" yen, the game time "20" hours, and the notification setting for unregistered stores "none".
[0175] Also, the PG participant registration data 205a associates, for the PG participant with the PG participant ID of "P100302", the mobile terminal number "08023456789", the face photo number "P10030202", the game parlor ID "J201", the membership card ID "2032", and as the game upper limit values, the number of store visits "20" times, the game amount "80,000" yen, the game time "50" hours, and the notification setting for unregistered stores "yes", and further associates, for this PG participant, the game parlor ID "L301" and the membership card ID "2020".
[0176] The notification setting data 205b shown in FIG. 15(b) associates the notification setting "yes" with the game parlor ID "J201". Also, the notification setting data 205b associates the notification setting "none" with the game parlor ID "L301" and the notification setting "yes" with the game parlor ID "K102".
[0177] The PG participant game monitoring data 205c shown in FIG. 15(c) associates, for the PG participant with the PG participant ID of "P100201", the number of store visits "8" times, the game amount "28,000" yen, and the game time "18" hours. Also, the PG participant game monitoring data 205c associates, for the PG participant with the PG participant ID of "P100302", the number of store visits "12" times, the game amount "90,000" yen, and the game time "48" hours.
[0178] Next, an example of notification to an unregistered gaming parlor will be described. FIG. 16 is an explanatory diagram for explaining an example of notification to an unregistered gaming parlor. In this gaming performance management system, when the gaming performance of a PG participant exceeds the gaming upper limit value, the registered gaming parlor registered by the PG participant is notified of the excess of the gaming upper limit value. On the other hand, generally, an unregistered gaming parlor not registered by the PG participant is not notified, but by setting to receive the notification from the gaming parlor side, it becomes possible to receive the notification.
[0179] As shown in FIG. 16, the notification mode differs depending on the combination of whether the PG participant and the gaming parlor set the presence or absence of notification. Specifically, when the notification setting when the PG participant visits an unregistered gaming parlor is set to "notify", when the PG participant visits an unregistered gaming parlor, the gaming parlor and the member ID at the gaming parlor are automatically registered in the external management device 200, and the gaming performance at the gaming parlor is added to the PG participant gaming monitoring data 205c. At this time, the notification setting to the unregistered store in the PG participant registration data 205a is set to "yes", and the notification setting in the notification setting data 205b is set to "yes" or "no".
[0180] Also, when the notification setting when the PG participant visits an unregistered gaming parlor is set to "do not notify" and the notification setting when the PG participant visits an unregistered gaming parlor by the gaming parlor is set to "notify", if the PG participant visits an unregistered gaming parlor, the employee of the gaming parlor prompts the PG participant to register the gaming parlor, and after the registration is completed, the gaming performance at the gaming parlor is added to the PG participant gaming monitoring data 205c. At this time, the notification setting to the unregistered store in the PG participant registration data 205a is set to "no", and the notification setting in the notification setting data 205b is set to "yes".
[0181] Also, when the notification setting for a PG participant's visit to an unregistered gaming parlor is set to "Do not notify" and the notification setting for a gaming parlor's notification of a PG participant's visit to an unregistered gaming parlor is set to "Do not notify", even if the PG participant visits an unregistered gaming parlor, no action is taken, and the gaming performance at the gaming parlor is not added to the PG participant gaming monitoring data 205c. At this time, the notification setting for unregistered stores in the PG participant registration data 205a is set to "None", and the notification setting in the notification setting data 205b is set to "None".
[0182] In addition, when the notification setting for a gaming parlor's notification of a PG participant's visit to an unregistered gaming parlor is set to "Notify", and the gaming parlor is an unregistered gaming parlor, the information of the PG participant is notified to the gaming parlor. In this embodiment, since the gaming parlors notified as unregistered gaming parlors target all gaming parlors that join the self - declaration PG, many of the gaming parlors to be notified include those with a low possibility of actual entry by PG participants.
[0183] However, in order to efficiently notify PG participants of their visits to unregistered gaming parlors, when identifying unregistered gaming parlors where a PG participant may enter, gaming parlors within a predetermined distance of a registered gaming parlor can be set as notification targets. Also, gaming parlors within a predetermined distance from the home or workplace of a PG participant can be set as notification targets. Furthermore, a learned model learned by supervised learning in deep learning can be used to identify the gaming parlors to be notified. For example, a large amount of teacher data consisting of a combination of the movement history of a PG participant, a map image mapping registered and unregistered gaming parlors, and the unregistered gaming parlors to be notified is prepared, and supervised learning is performed on a multi - layer neural network using this teacher data to generate a learned model. By inputting the movement history of the PG participant obtained from the mobile terminal 210 and the map image mapping registered and unregistered gaming parlors into this learned model, the unregistered gaming parlors to be notified can be identified.
[0184] Next, the processing procedure of the member management device 70 will be described. FIG. 17 is a flowchart showing the processing procedure of the member management device 70. First, if a game player who enters the game parlor is a PG participant (step S101; Yes), it is confirmed whether the game parlor is registered as a monitored store (step S102).
[0185] If the game parlor is registered as a monitored store (step S102; Yes), the entry time is stored in the PG participant game performance data 76d (step S105). Next, it is determined whether the PG participant has started the game based on the telegram of the card insertion notification received from the card management device 60 (step S106).
[0186] If the PG participant has not started the game (step S106; No), it is determined whether the PG participant has left the store (step S111). If not (step S111; No), the process returns to the step of determining whether the PG participant has started the game (step S106).
[0187] If the PG participant has started the game (step S106; Yes), it is determined whether the PG participant has ended the game based on the telegram of the card return notification received from the card management device 60 (step S107). If the PG participant has ended the game (step S107; Yes), the game amount is inquired from the hall management device 50 (step S108).
[0188] If the game amount is received from the hall management device 50 (step S109; Yes), the game amount is stored in the PG participant game performance data 76d (step S110). Next, it is determined whether the PG participant has left the store (step S111). If not (step S111; No), the process returns to the step of determining whether the PG participant has started the game (step S106).
[0189] If the PG participant leaves the store (step S111; Yes), the departure time is stored in the PG participant game result data 76d (step S112), and it is determined whether the store closing process has started (step S113). If the store closing process has not started (step S113; No), the process returns to the step of determining whether the incoming customer is a PG participant (step S101).
[0190] Also, in the step of determining whether the game store is registered as a monitored store (step S102), if the game store is not registered as a monitored store (step S102; No), the entry of the PG participant is notified to the employee (step S103), and the employee is prompted to register the game store for the PG participant (step S104).
[0191] If the registration of the game store is completed after obtaining the consent of the PG participant (step S104; Yes), the process proceeds to step S105. If the registration of the game store is not completed without obtaining the consent of the PG participant (step S104; No), the process proceeds to the step of determining whether the store closing process has started (step S113). If the store closing process has started (step S113; Yes), the PG participant game result data 76d is notified to the external management device 200 (step S114), and the process ends.
[0192] Next, the processing procedure of the external management device 200 will be described. FIG. 18 is a flowchart showing the processing procedure of the external management device 200. First, if the PG participant game result data 76d is received from the member management device 70 (step S201; Yes), the game amount and the game time are calculated and added to the respective items of the PG participant game monitoring data 205c (step S202), and 1 is added to the item of the number of visits (step S203).
[0193] Thereafter, the PG participant game monitoring data 205c is compared with the PG participant registration data 205a, and it is determined whether any one or more of the number of visits, the game amount, and the game time exceed the game upper limit value of the PG participant registration data 205a (step S204).
[0194] If none of the game upper limit values are exceeded (step S204; No), the process ends. If any one of the game upper limit values is exceeded (step S204; Yes), the mobile terminal 210 registered in the PG participant registration data 205a and the membership management device 70 of the game parlor are notified of the exceeding of the game upper limit value (step S205), and the process ends.
[0195] As described above, in the game result management system according to the present embodiment, regardless of whether or not a game customer has registered as a member at the game parlor, the game customer can accurately and efficiently acquire information regarding game results.
[0196] In the above-described embodiment, the configuration for notifying the membership management device 70 of the exceeding of the game upper limit value has been described. However, the present invention is not limited to this. When notifying the game parlor, if the PG participant has registered, the remaining playable range up to the game upper limit value or the exceeding of the game upper limit value can also be notified to the stage card processor 10 and displayed on the display operation unit 13 to notify the PG participant. At this time, it can also be configured to select whether to notify at the stage card processor 10 by registration from the PG participant.
[0197] Further, in the above-described embodiment, when it is set that the game parlor notifies the notification setting when an unregistered game parlor visits, the configuration for individually notifying the entry of the PG participant by the membership management device 70 has been described. However, the present invention is not limited to this, and it can also be configured to display a list of the entry status and game status of the PG participant on a device such as the membership management device 70.
[0198] Further, in the above-described embodiment, the configuration has been described on the premise that the PG participant registers himself / herself in the self-declaration PG. However, the present invention is not limited to this, and the behavior of the member game customer can be analyzed using artificial intelligence based on the visit frequency, game amount, and play pattern of the PG participant, etc. If the corresponding member game customer enters the store, it can also be configured to notify a device such as the membership management device 70.
[0199] In addition, in the above-described embodiment, a configuration for members who are game players has been described. However, the present invention is not limited to this, and it is also possible to configure it to target general game players by installing cameras at various locations within the store or in the pedestal card processor 10 to identify the gaming status of all game players.
[0200] In addition, in the above-described embodiment, a configuration for storing gaming achievements in the PG participant gaming achievement data 76d to grasp the gaming achievements of PG participants has been described. However, the present invention is not limited to this, and it is also possible to configure it to store gaming achievements in the member management data 76a.
[0201] <Modification Example 1> In the above-described embodiment, a configuration for detecting that a PG participant has entered the game store by the camera 100 installed in the game store has been described. However, the present invention is not limited to this, and it is also possible to configure it to detect that a PG participant has entered the game store based on the GPS information of the mobile terminal 210 held by the PG participant. In this Modification Example 1, a configuration for detecting that a PG participant has entered the game store based on the GPS information of the mobile terminal 210 held by the PG participant will be described.
[0202] The PG participant carries the mobile terminal 210, and the GPS information of the PG participant is notified to the external management device 200 at regular time intervals. The external management device 200 determines whether the PG participant has entered the registered game store based on the GPS information received from the mobile terminal 210. If it is determined that the participant has entered, the external management device 200 notifies the game store of the entry of the PG participant and starts measuring the staying time in the game store.
[0203] When the card ID in the card insertion notification telegram received by the member management device 70 of the game store belongs to the PG participant, the member management device 70 identifies the gaming machine ID on which the PG participant plays from the card ID, and stores the received time of the telegram together with the gaming machine ID as the gaming start time in the PG participant gaming achievement data 76d.
[0204] When the card ID in the telegram of the card return notice received from the card management device 60 by the member management device 70 belongs to the PG participant, the member management device 70 stores the reception time of the telegram as the game end time in the PG participant game result data 76d, and inquires the hall management device 50 about the game amount data 56a between the game start time and the game end time. If the member management device 70 receives the game amount data 56a from the hall management device 50, the member management device 70 stores the total amount of the game amount data 56a as the game amount in the PG participant game result data 76d.
[0205] Based on the GPS information received from the mobile terminal 210, if the external management device 200 determines that the PG participant has left the store, the external management device 200 stores the stay time in the game store in the PG participant game monitoring data 205c, and inquires the member management device 70 of the game store about the game results of the PG participant.
[0206] If the external management device 200 receives the PG participant game result data 76d from the member management device 70, the external management device 200 stores the game amount in the PG participant game result data 76d in the PG participant game monitoring data 205c.
[0207] In this way, based on the GPS information of the mobile terminal 210 held by the PG participant, it is possible to detect that the PG participant has entered the game store and grasp the game results of the PG participant.
[0208] Next, the processing procedure of the external management device 200 according to the first modified example will be described. FIG. 19 is a flowchart showing the processing procedure of the external management device 200 according to the first modified example. First, based on the GPS information received from the mobile terminal 210, the stay time in the registered game store of the PG participant is measured, added as the game time to the PG participant game monitoring data 205c, and 1 is added to the number of store visits (step S301).
[0209] If the game results of the PG participants are inquired from the game parlor and the PG participant game result data 76d is received from the game parlor, the game amount within the PG participant game result data 76d is added to the PG participant game monitoring data 205c (step S302).
[0210] Compare the PG participant game monitoring data 205c with the PG participant registration data 205a, and determine whether any one or more of the number of visits, game amount, and game time exceed the game upper limit value of the PG participant registration data 205a (step S303).
[0211] If none of the game upper limit values are exceeded (step S303; No), return to the step of waiting for GPS information reception from the mobile terminal 210 (step S301). If any one of them exceeds the game upper limit value (step S303; Yes), notify the registered PG participants, the mobile terminals 210 of the families of the PG participants, and the member management device 70 of the game parlor of the exceeding of the game upper limit value (step S304). At this time, the game parlor prohibits the game of the PG participant.
[0212] After that, if the approach of the PG participant to the registered game parlor and the unregistered game parlor is detected based on the GPS information from the mobile terminal 210 (step S305; Yes), notify the registered PG participants, the mobile terminals 210 of the families of the PG participants, and the member management device 70 of the game parlor of the approach of the PG participant to the game parlor (step S306).
[0213] If the monitoring period for the PG participant ends or the monitoring data is cleared (step S307; Yes), end the process. Otherwise (step S307; No), return to step S305.
[0214] As described above, in the game result management system according to this Modification Example 1, based on the GPS information of the mobile terminal 210 held by the PG participant, it is possible to detect that the PG participant has entered the game parlor and configure to manage the game results of the PG participant.
[0215] In the above-described Modification Example 1, the configuration for detecting that the PG participant has entered the game parlor based on the GPS information of the mobile terminal 210 held by the PG participant has been described. However, the present invention is not limited to this, and it is also possible to configure to detect the approach to public gambling such as racecourses and speedway tracks, casinos, ATMs, and moneylenders based on the GPS information of the mobile terminal 210 held by the PG participant.
[0216] Also, in the above-described Modification Example 1, the configuration for notifying the family of the PG participant that the PG participant has entered the game parlor based on the GPS information of the mobile terminal 210 held by the PG participant has been described. However, the present invention is not limited to this, and it is also possible to configure to notify the family of the PG participant of the action report of the PG participant.
[0217] <Modification Example 2> In the above-described embodiment, the configuration for notifying the PG participant and the game parlor when the game upper limit value registered by the PG participant is exceeded has been described. However, the present invention is not limited to this, and it is also possible to configure to display each game situation on the display operation unit 13 etc. of the floor card processor 10 at various timings such as deposit and lending. In this Modification Example 2, the configuration for displaying each game situation on the display operation unit 13 etc. of the floor card processor 10 at various timings such as deposit and lending will be described.
[0218] FIG. 20 shows an operation example of displaying each game situation on the display operation unit 13 etc. of the floor card processor 10 at various timings such as deposit and lending. Specifically, when the game customer makes a deposit, the cumulative number of deposit times and the cumulative deposit amount are displayed. At this time, it is also possible to configure to set whether to display or not, or whether to display every time or only for the first time. Furthermore, it can also be made settable for each year / month / day.
[0219] Also, when the lending button is pressed, the cumulative lending times and the cumulative lending amount are displayed. At this time, it can also be configured to set whether to display or not, or whether to display every time or only for the first time. Furthermore, it can also be set respectively for each year / month / day.
[0220] Also, when the replay button is pressed, the cumulative replay times and the cumulative replay amount are displayed. At this time, it can also be configured to set whether to display or not, or whether to display every time or only for the first time. Furthermore, it can also be set respectively for each year / month / day.
[0221] Also, when the card is inserted, the card usage status is displayed. At this time, it can also be configured to set whether to display or not, or whether to display every time or only for the first time. Furthermore, it can also be set whether to display or not when moving the table on the same day.
[0222] Also, when the card is ejected, the card usage status is displayed. At this time, it can also be configured to set whether to display or not, or whether to display every time or only for the first time. Furthermore, it can also be set whether to display or not when moving the table on the same day.
[0223] Also, when counting, the counting status is displayed. At this time, it can also be configured to set whether to display or not, or whether to display every time or only for the first time. Furthermore, it can also be set to display when the number of counting balls decreases by a certain number or more.
[0224] Also, at the timing of dispensing the holding balls or combined use etc. when using the exact holding balls, it can also be set to display or not display each situation etc.
[0225] Also, at the timing when the difference between the daily deposit amount and the number of holding balls obtained becomes negative etc., it can also be set to display or not display each situation etc.
[0226] In addition, at the time of a big win, the end of a big win, a probability change, and the end of time shortening, it is also possible to set whether to display or not display each situation. Also, when the cumulative start number reaches a certain number of rotations or more, it is possible to set whether to display or not display that situation. Furthermore, it can also be configured to set whether to display each display every time or only for the first time.
[0227] In addition, at the time of operating the call button or at the time of a call, it is also possible to set, for example, whether to display or not display each situation. Furthermore, after playing the game for a certain period of time, during the lamp operation when the operation stops, it is also possible to set, for example, whether to display or not display each situation.
[0228] In addition, at the time when a game player takes a seat, or at the time of operating the sand or lamp, it is also possible to set, for example, whether to display or not display each situation. Furthermore, it can also be configured to set whether to display every time or only for the first time.
[0229] In addition, when playing the game for a certain period of time or more, or at a certain time, it is also possible to set, for example, whether to display or not display each situation.
[0230] Furthermore, in each of the above situations, it is also possible to set, for example, whether to display or not display by combining with members extracted under certain conditions. At this time, it can also be configured to enable manual or automatic setting.
[0231] In this way, in the game result management system according to this Modification Example 2, it is also possible to configure to display each game situation of the game player on the display operation unit 13 etc. of the apron card processor 10 at various timings such as deposit and lending.
[0232] Note that in the above Modification Example 2, the configuration for displaying the game situation of the PG participants has been described, but the present invention is not limited to this, and for general game players, it can also be configured to display on the display operation unit 13 etc. when using a certain amount of money or when carrying out a long - time game.
[0233] <Modification Example 3> In the above embodiment, a configuration for notifying a PG participant and a game parlor when the game upper limit value registered by the PG participant is exceeded has been described. However, the present invention is not limited to this, and by registering a PG participant, it is also possible to configure to set replay conditions, prize exchange conditions, etc. to manage one's own game situation. In this Modification Example 3, a configuration for setting replay conditions, prize exchange conditions, etc. to manage one's own game situation by registering a PG participant will be described.
[0234] FIG. 21 shows an operation example of game condition setting in self-declaration PG. Specifically, as a store-wide setting, the replay upper limit is set to 10,000 balls. In the self-declaration PG target setting, as basic settings, the investment amount upper limit is XXXXX yen, the stay time condition is XX hours, and the number of visits condition is XX times.
[0235] Also, as additional settings for the self-declaration PG target setting, the replay condition can be set to an upper limit of XXXXX balls (equivalent to XXXX yen), the prize exchange condition can be set as same-day prize exchange, up to XXXX yen, or only the investment amount, or exchange prohibited. At this time, when exchange is prohibited, exchange permission is granted after the next day.
[0236] Also, the total upper limit of the investment amount condition and the replay condition is set to XXXXX yen. At this time, it can be set to use from stored balls or from cash. Note that when selecting to use from stored balls, investment in cash is made unavailable until the stored balls cannot be used.
[0237] Thus, in the game performance management system according to this Modification Example 3, by registering a PG participant, it is also possible to configure to set replay conditions, prize exchange conditions, etc. to manage one's own game situation.
[0238] In the above-described Modification Example 3, the configuration for setting replay conditions, prize exchange conditions, etc. and managing one's own gaming status through the initial registration of PG participants has been described. However, the present invention is not limited to this, and it is also possible to configure such that PG participants can confirm and change the registered content at any time using a mobile terminal or the display operation unit 13 of the apron card processor 10, etc.
[0239] <Modification Example 4> In the above-described embodiment, the configuration for notifying PG participants and game stores when the game upper limit value registered by PG participants is exceeded has been described. However, the present invention is not limited to this, and when the game upper limit value is exceeded, it is also possible to configure such that the presentation of personal identification information is required for settlement and prize exchange. In this Modification Example 4, the configuration for requiring the presentation of personal identification information for settlement and prize exchange when the game upper limit value is exceeded will be described.
[0240] When the PG participation exceeds the game upper limit value, notify the family of the PG participant of the excess of the game upper limit value, and set such that personal identification information is presented by taking a face photo, etc. for settlement or prize exchange. When the PG participant visits the store next time, detect with the camera 100 based on the face photo and notify the store employees and the family of the PG participant.
[0241] Also, at the time of settlement or prize exchange, notify the mobile terminal 210 of the family of the PG participant of the authentication number, and set such that settlement or prize exchange is possible on the condition that the authentication number is input.
[0242] Thus, in the game performance management system according to this Modification Example 4, when the game upper limit value is exceeded, it is also possible to configure such that the presentation of personal identification information is required for settlement and prize exchange.
[0243] In the above-described Modification Example 4, the configuration for controlling settlement, etc. on the game day has been described. However, the present invention is not limited to this, and it is also possible to configure such that only self-reporting PG participants can perform settlement, etc. on a different day.
[0244] In addition, in the above-described Modification 4, the configuration for controlling settlement and the like has been described. However, the present invention is not limited to this, and it is also possible to configure to manage the serial numbers of banknotes and make it impossible to use the banknotes discharged from the change machine on the same day.
[0245] In addition, in the above-described Modification 4, the configuration for controlling settlement and the like has been described. However, the present invention is not limited to this, and it is also possible to configure to determine whether a game player is under 18 years old by a camera 100 installed in various places in the game parlor or at the card processor 10 between game tables, and to notify the result to the employee when it is determined that the game player is under 18 years old.
[0246] In addition, each configuration illustrated in the above-described embodiments is schematic in function, and it is not necessarily physically configured as illustrated. That is, the form of distribution and integration of each device is not limited to that illustrated, and all or part of it can be functionally or physically distributed and integrated in any unit according to various loads and usage situations.
Industrial Applicability
[0247] The game result management system according to the present invention is useful when a game player accurately and efficiently acquires information regarding game results regardless of whether the game player has registered as a member at the game parlor.
Explanation of Signs
[0248] 10 Card processor between game tables 11 Status display unit 12 Banknote transport unit 12a Banknote insertion slot 13 Display operation unit 14 Reader / writer 14a Card insertion slot 15 Communication unit 16 Storage unit 16a Self-device status data 16b Card data 17 Control unit 17a Data management unit 18 Game Management Department 18a Authentication Processing Department 18b Authentication Key Management Department 18c Gaming Machine Status Management Department 20 Gaming Machine 21 Handle 22 Counting Button 23 Communication Control Department 24 Presentation Control Department 24a Presentation Symbol Lottery Department 24b Presentation Lottery Department 25 Game Control Department 26 Pachinko Ball Control Department 26a Playable Number Management Department 30 Relay Device 40 Island Controller 50 Hall Management Device 51 Display Unit 52 Input Unit 53 Store Network Communication Department 54 Gaming Machine Status Receiving Department 55 Control Department 55a Collection Processing Department 55b Analysis Processing Department 55c Output Processing Department 56 Memory Unit 56a Game Amount Data 56b Game Data 60 Card Management Device 61 Display Unit 62 Input Unit 63 Store Network Communication Department 64 Control Department 64a Game Type Setting Management Department 64b Card Management Department 64c Device Management Department 65 Memory Unit 65a Game Type Setting Data 65b Card Management Data 65c Device Management Data 70 Member Management Device 71 Display Unit 72 Input Unit 73 External Network Communication Department 74 Store Network Communication Department 75 Control Unit 75a Member Management Unit 75b Self-Declaration PG Management Unit 75c PG Participant Judgment Unit 76 Memory Unit 76a Member Management Data 76b Game Type Setting Data 76c PG Participant Data 76d PG Participant Game Performance Data 80 Prize Management Device 90 Cash Register 100 Camera 200 External Management Device 201 Display Unit 202 Input Unit 203 External Network Communication Unit 204 Control Unit 204a PG Participant Management Unit 204b Notification Setting Management Unit 204c Game Monitoring Management Unit 205 Memory Unit 205a PG Participant Registration Data 205b Notification Setting Data 205c PG Participant Game Monitoring Data 210 Mobile Terminal
Claims
**Claim 1**: A game result management system having a device for each game machine installed in a plurality of game arcades, which accepts a general-purpose storage medium or a member storage medium given to a member registered at each game arcade, a store management device disposed to be communicable with each of the devices, and an external management device provided outside the game arcade, which manages game result information of game players who play games on the game machines using the member storage medium, wherein the external management device has reception means for receiving an application to participate in a self-reporting program including at least game player identification information for identifying the game player, game arcade identification information of the game arcade, identification information of the member storage medium in the game arcade, and game upper limit information self-reported as an upper limit value of the game; and notification means for notifying the store management device of the game arcade of the game player identification information and the game result information of the game player regardless of whether or not the game result information of the game player based on each member storage medium in a plurality of game arcades exceeds the game upper limit information when the game player playing in the game arcade is a game player who has applied to participate in the self-reporting program; and is provided with the store management device notifies the devices installed in the game machines where the game player plays of the game result information notified from the external management device; each of the devices performs display control to display the game result information notified from the store management device on a predetermined display unit at a predetermined timing This is a game result management system characterized by the above. **Claim 2**: The predetermined timing is when each of the devices accepts payment, accepts a predetermined lending operation, accepts a predetermined replay operation, accepts a storage medium, ejects the storage medium, accepts a predetermined counting operation, when the game machine hits a jackpot, accepts a call operation by an employee, accepts an employee operation, detects the seating of a game player on the game machine, or when a predetermined time has elapsed after the start of the game. The game result management system according to claim 1, characterized in that.
Citation Information
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