Amusement park systems
The amusement park system improves counting error monitoring by synchronizing data acquisition and using error monitoring means to suppress erroneous detection in enclosed gaming machines, enhancing detection accuracy.
Patent Information
- Application Number
- JP2022035492
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-03-08
- Publication Date
- 2025-09-26
- Estimated Expiration
- 2042-03-08
Smart Images

Figure 0007744855000001 
Figure 0007744855000002 
Figure 0007744855000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to a system for an amusement park. [Background technology]
[0002] Conventionally, in order to monitor for fraud, gaming parlors have performed so-called counting error monitoring, which determines whether there is an error by comparing a calculated value based on the consideration value indicating the game value awarded from the gaming device, the counted value indicating the counted game value, the out indicating the game value inserted into the gaming machine, and the safe indicating the game value awarded by the game with a reference value. For example, Patent Document 1 listed below proposes that the game balls managed by the gaming machine be included in the calculation target for so-called enclosed type machines.
[0003] Now, when targeting the sealed type, the so-called ball spill does not occur, so the reference value is set relatively strict, and by performing the detection process frequently, for example by comparing with the reference value every time any information is updated, it becomes possible to perform a more strict detection process. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Publication No. 2020-185086 Summary of the Invention [Problem to be solved by the invention]
[0005] However, when the above-described strict detection process is performed on an enclosed gaming machine, the following problem may occur. For example, if the detection process is performed in a management device using a reference value of 100 balls and 125 balls of consideration value per play, and the first information indicating the update status of the consideration value is output from the gaming device, and the second information indicating the update status of the gaming balls is output from the gaming machine, a time lag occurs between the transmission of the first information and the transmission of the second information reflecting the update status of the consideration value corresponding to the first information. During this time lag, an error equivalent to the consideration value may occur in the calculated value, and an abnormality may be detected even when no abnormality or fraud has occurred. This risk arises from the use of game balls transmitted from the gaming machine to monitor counting errors, and may similarly occur in other cases where counting errors are monitored by a device other than the management device, such as a gaming machine.
[0006] In view of the above circumstances, the present invention aims to provide an amusement park system that can suppress inappropriate abnormality detection that may occur by improving the detection accuracy of counting error monitoring for so-called enclosed gaming machines. [Means for solving the problem]
[0007] The amusement arcade system of the present invention is a system for an amusement arcade equipped with gaming machines that store information indicating the first acquired value (same gaming ball points) that is updated based on the consumption value (for example, out in the embodiment) and the winning award value (same safe) as payment for the game, and that outputs game information that can identify the consumption value, the winning award value, and the first acquired value at time intervals.
[0008] In the gaming facility system of the present invention, information indicating the second earned value (held balls), which is a gaming value distinct from the first earned value, is stored for each gaming machine. The first earned value is updated by providing a consideration value in exchange for the second earned value or the monetary value (deposit balance) inserted by the player. All or part of the first earned value is transferred to the second earned value through a counting process.
[0009] The gaming facility system of the present invention includes an error monitoring means capable of executing a determination process for determining an abnormality regarding the error between a theoretical value indicating a gaming value and an actual value, using the consumption value, the consideration value, the prize value, and the first acquired value. The error monitoring means is configured to execute a suppression process for suppressing the execution of the determination process when the consideration value is updated, and to execute the determination process without executing the suppression process when gaming information is acquired from the gaming machine.
[0010] The gaming facility system of the present invention executes a suppression process to suppress the execution of the determination process when the consideration value is updated, and executes a determination process to execute the suppression process when gaming information is acquired from the gaming machine. As a result, in this gaming facility system, even when the detection accuracy of the counting error monitoring is set high, the risk of erroneous detection due to a difference in the timing of acquisition of gaming information is reduced.
[0011] In this way, the amusement park system of the present invention is a system with excellent characteristics that can suppress inappropriate abnormality detection that may occur by improving the detection accuracy of counting error monitoring corresponding to so-called enclosed type gaming machines. [Brief explanation of the drawings]
[0012] [Figure 1] FIG. 1 is a system diagram showing the configuration of an amusement park system in a first embodiment. [Figure 2] FIG. 2 is a front view showing a combination of the gaming machine and the gaming device in the first embodiment. [Figure 3] FIG. 2 is a diagram illustrating game information managed by the management device for each machine number in the first embodiment. [Figure 4] 4 is a data transmission time chart for explaining a problem to be solved in the first embodiment. [Figure 5] 4 is a data transmission time chart in the first embodiment. [Figure 6] A data transmission time chart when a jackpot occurs in Example 1. [Figure 7]4 is a time chart of data transmission during counting in the first embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0013] The embodiments of the present invention will be specifically described using the following examples. Example 1 This example relates to an amusement facility system 1 for realizing counting error monitoring (value error monitoring) of each gaming machine 3 in an amusement facility where a plurality of gaming machines 3 are installed. The details of the amusement facility system 1 will be described below with reference to Figs. 1 to 7.
[0014] In an amusement parlor, as shown in FIG. 1, a gaming device 2, a display device 51, etc. are installed separately for each pachinko gaming machine 3 (hereinafter simply referred to as gaming machine 3). A gaming device 2 equipped with a function of providing and counting game value necessary for a game is installed in the space between the corresponding gaming machine 3 and another adjacent gaming machine 3. The gaming device 2 is located to the left of the corresponding gaming machine 3. Furthermore, a display device 51 equipped with a call lamp 511 is installed above the gaming machine 3. In addition to pachinko gaming machines 3, slot machines (not shown) and the like are also installed in the amusement parlor. In the case of a slot machine, the gaming device 2 may be installed to the right of the corresponding gaming machine.
[0015] In a gaming island where gaming machines 3 are arranged facing the aisles within the gaming parlor, one relay device 54 is installed for every two gaming machines 3. Also, in a management space provided within the gaming parlor, a management device 10 is installed for centrally managing the operating status of various devices within the gaming parlor. A POS terminal 55 used for prize exchange is installed at a prize counter where players can exchange their owned balls (an example of second earned value), which are the gaming value they have acquired through games, for prizes. At the edge of the gaming island where gaming machines 3 are arranged, a balance settlement machine (not shown) is installed to accept settlement of the balance (prepaid balance) associated with a gaming card 53 (Fig. 2).
[0016] In the gaming facility, an in-facility network 500 such as a wired LAN is constructed, to which the management device 10 is communicatively connected. The display devices 51 and the gaming devices 2, which are individually installed corresponding to the gaming machines 3, are connected to the in-facility network 500 via a relay device 54. In the gaming facility system 1, various communications between the management device 10 and peripheral devices of the gaming machines 3, such as the gaming devices 2, are realized via the relay device 54.
[0017] The management device 10 manages the operating status of various devices installed in the gaming facility, as well as collecting gaming information from each gaming machine 3 and managing gaming data for each gaming machine. The gaming information showing the gaming status of the gaming machine 3 is transmitted via the following route: gaming machine 3 → gaming device 2 → relay device 54 → management device 10. Furthermore, the management device 10 stores the value of the balance (deposit balance) and balls held that are associated with the gaming card 53 (see FIG. 2) held by the player, and manages the card ID, which is the identification information of the gaming card 53, in association with the value of the gaming card 53.
[0018] The configurations and operations of the gaming machines 3, gaming devices 2, and management device 10 that make up the gaming arcade system 1 of this example will be described in detail below, followed by a description of the operation of the gaming arcade system 1. (Amusement machines) The gaming machine 3 is a gaming machine in which games are played using (pachinko) balls as gaming media. The gaming machine 3 is a so-called sealed gaming machine that stores points (game value) that are subtracted as games are played and added when a prize is won in games.
[0019] The gaming machine 3 contains balls as gaming media, and the balls are not paid out to the player. The balls are repeatedly shot onto the game board 330 (Fig. 2), which is the game area, and then ejected from the game board 330, circulating inside the gaming machine 3. The gaming machine 3 has a function for storing information indicating game ball points (an example of first earned value), which are points earned through play. The gaming machine 3 allows balls to be shot by consuming these game ball points at 1P (point). If a ball enters one of the winning slots, points can be earned, and the game ball points stored in the gaming machine 3 can be increased.
[0020] Here, we will outline the configuration of the enclosed gaming machine 3. As shown in Figure 2, this gaming machine 3 is a so-called seven-machine that executes a jackpot lottery in response to winnings in the first starting slot 31 and the second starting slot 32. This gaming machine 3 executes symbol fluctuations in response to the jackpot lottery, and in the event of a jackpot, notifies the player of the jackpot win by displaying a static jackpot symbol. If a jackpot win occurs, the player can transition to an advantageous jackpot state in which multiple rounds in which the jackpot winning slot 360 is opened are repeated.
[0021] A gaming board 330 is provided on the front of the gaming machine 3 so as to face the player seated in the gaming chair. Below this gaming board 330, a counter section 35 is provided that juts out like a shelf toward the player, instead of the upper tray found in payout gaming machines. Furthermore, below the counter section 35, on the right side as viewed from the player side, an operating handle 335 is provided upright, which the player operates to adjust the strength of the balls that are shot onto the gaming board 330.
[0022] Unlike the upper tray of a payout gaming machine, which has a recess for storing balls, the upper surface of the counter unit 35 is formed to be approximately flush. Near the center of the upper surface of the counter unit 35, a game ball P display unit 355 with six 7-segment displays arranged in a horizontal row is embedded. A counting button 357 is located to the left of the game ball P display unit 355, and a balance display unit 351, a ball loan button 352, a return button 353, etc. are located to the right of the game ball P display unit 355.
[0023] The gaming ball P display unit 355 is a display unit for gaming ball points, which are an example of the first earned value that the player has earned through play and that is stored in the gaming machine 3. One gaming ball point corresponds to one ball. In the case of a payout gaming machine, the gaming ball points displayed on the gaming ball P display unit 355 correspond to the number of uncounted gaming balls that the player has in his / her hand.
[0024] The counting button 357 is an operation button for executing a counting process that counts the game ball points stored in the gaming machine 3 and transfers them to the owned balls, which are an example of the second earned value. This counting button 357 accepts a predetermined counting operation performed by the player to transfer all or part of the game ball points stored in the gaming machine 3 to the owned balls stored in the gaming device 2.
[0025] The balance display unit 351 is a display unit that displays the balance (prepaid balance), which is the remaining amount of money (monetary value) accepted by the gaming device 2. The ball loan button 352 is an operation button for receiving points for loan balls (sale balls) in exchange for the remaining balance. The awarded points (amount of awarded value) are added to the game ball points.
[0026] The return button 353 is an operation button for returning or issuing a gaming card 53 when a game ends with a balance or remaining balls in the gaming device 2. When a game ends with balls or a balance remaining in the gaming device 2, the game card 53 associated with the balls or balance can be returned or issued by pressing the return button 353. Note that the counting process of game ball points stored in the gaming machine 3, the point awarding process, the issuing process of the gaming card 53, etc. are closely related to the operation of the gaming device 2. Therefore, the contents of these processes and the game information output by the gaming machine 3 to the gaming device 2 will be explained after explaining the configuration of the gaming device 2.
[0027] The playing surface 330 is the area where the balls flow down. On the playing surface 330, there are arranged a display device 39 including a liquid crystal display unit 390 at the center, as well as first and second starting openings 31 and 32, a passing gate 34, and an opening / closing type big prize device 36. At the bottom of the playing surface 330, there is an outlet hole 338 for collecting balls that flow down without winning a prize.
[0028] To the right of the display device 39 as viewed from the player's side, the passing gate 34 and the general winning opening 343 are located, and the second starting opening 32 is located at the bottom right of the display device 39. The first starting opening 31 is located directly below the display device 39, and the big winning device 36 is located below the space between the first starting opening 31 and the second starting opening 32. Furthermore, another general winning opening 345 is located at the bottom left of the display device 39. The points (winning value) that a player can earn in response to balls entering the general winning openings 343 and 345 are 12P.
[0029] The passing gate 34 is a gate that detects passing balls. The passing gate 34, which only allows balls to pass, is a regular winning gate, but is not set to award points. When the passing gate 34 detects a passing ball, a random number for lottery use to determine whether the regular pattern is a hit or miss (hereinafter referred to as regular pattern determination) is extracted, and the regular pattern determination is executed.
[0030] The first start hole 31 is the start hole that triggers the determination of whether the first special symbol has been selected (hereinafter referred to as the first special symbol determination). The second start hole 32 is the start hole that triggers the determination of whether the second special symbol has been selected (hereinafter referred to as the second special symbol determination). The first start hole 31, located directly below the display device 39, is a so-called navel-type start hole, in which the winning rate does not fluctuate. The second start hole 32 is an electric chute-type start hole. An electric tulip 321 is attached to the opening 320 of the second start hole 32, and the pair of movable blades rotate to increase the winning probability of the second start hole 32. This electric tulip 321 operates in response to the above-mentioned normal symbol determination (normal symbol win) and opens the second start hole 32. When a ball enters the first start hole 31 or the second start hole 32, the player can earn 3 points (winning value).
[0031] The special prize device 36 is a variable prize device known as an attacker, which opens the special prize opening 360. The attacker 36 has a horizontally elongated rectangular special prize opening 360 and a cover member 361 that opens downward and rotates to open and close the special prize opening 360. In the attacker 36, the cover member 361 is normally flush with the board surface 330, and the special prize opening 360 is closed. When the cover member 361 rotates toward the player, the special prize opening 360 is opened. When a player wins in the special prize opening 360, the player can earn 15 points (a prize value awarded).
[0032] The attacker 36 is opened when a jackpot occurs due to the first or second special symbol determination. In the jackpot state triggered by a jackpot, the round process in which the attacker 36 is opened is repeatedly executed until 30 seconds have passed or 10 balls have entered. The jackpot state includes a 2R jackpot state in which the round process is performed twice, and a 10R jackpot state in which the round process is performed 10 times.
[0033] The display device 39 is a device in which a liquid crystal display unit 390 is arranged inside an outer frame, as shown in Fig. 2. At the upper right of the outer frame, a normal map display unit 381 and a normal map reserve display unit 382 are arranged, which notify whether the normal map judgment is correct or not. In addition, at the left and right of the lower part of the outer frame, a first special map reserve display unit 395A and a second special map reserve display unit 395B are arranged.
[0034] The map display unit 381 is formed by a circle and an x display unit with an LED built in. The map display unit 381 notifies whether the map judgment is correct or not by lighting up either a circle or an x. The regular map reserve display unit 382 is a display unit with four LEDs arranged side by side. The regular map reserve display unit 382 displays the number of reserved random numbers (regular map reserve, maximum reserve of 4) whose results have not yet been announced among the extracted random numbers for the regular map determination lottery by the number of lit LEDs.
[0035] The first (second) special chart reserved display unit 395A (395B) is a display unit with four LEDs arranged in a row, similar to the regular chart reserved display unit 382. The first (second) special chart reserved display unit 395A (395B) displays the number of reserved random numbers (first (second) special chart reserved, reserved upper limit 4) whose success or failure has not been notified among the extracted random numbers for the first (second) special chart judgment by the number of lit LEDs.
[0036] The LCD display 390, which serves as the special symbol display unit, displays three-digit number symbols on the display screen 391 in a variable manner, and the combination of the three-digit number symbols that stop indicates whether the special symbol judgment was successful or not. A triplet of three digits is the jackpot symbol that indicates a jackpot. As will be described later, the type of jackpot, and whether it is a special jackpot or a regular jackpot, will differ depending on the numbers that make up this jackpot symbol.
[0037] When announcing the result of the special drawing, three-digit number symbols stop in the order of left → right → center. In this notification effect, the same number symbols may stop on the left and right, and a reach effect may occur in which the number symbol in the center is changing. This reach effect includes a super reach effect in which a scene changes and characters appear.
[0038] Although not shown, the gaming machine 3 is electrically configured around a control circuit including a CPU. The control circuit realizes the functions of the following means (1) to (4) by having the CPU execute a program stored in a ROM or the like. (1) Game value storage means: means for storing information indicating game ball points (first acquired value), which is an example of game value acquired by a player. (2) Game execution means: A means for allowing a game to be played in exchange for game ball points, and updating the game ball points with the consumption value consumed as payment. (3) Game value granting means: A means for updating game ball points using points (an example of winning value) granted to a player as the game progresses. (4) Game information output means: means for outputting game information that can identify consumption value, prize value, and game ball points at time intervals. The types of game information and output modes will be described in detail later.
[0039] Here, the playability of the gaming machine 3 will be explained. In the gaming machine 3, balls can be shot by operating the operating handle 335. When one ball is shot, one point is deducted from the game ball points. The shot balls flow down the board 330 on which passage gates 34 and the like are arranged. Balls that do not win are collected from an outlet hole 338 provided at the bottom of the board 330.
[0040] When a ball enters the first (second) starting hole 31 (32), a jackpot lottery is held. The result of the jackpot lottery is announced by a changing pattern on the liquid crystal display 390 (display device 39). In the case of a jackpot, the jackpot is announced by the liquid crystal display 390 stopping to display the jackpot pattern.
[0041] If a winning entry (start winning entry) into the first start opening 31 or the second start opening 32 occurs during the pattern change, the pattern changes are cumulatively reserved up to a predetermined reserved upper limit (for example, four each), and the reserved pattern changes will begin after the pattern changes have finished. If a new start winning entry occurs when the number of reserved pattern changes (reserved number) has reached the upper limit, that pattern change will not be reserved and will be invalidated. The priority of reserved consumption of pattern changes corresponding to start winnings differs depending on whether it is a first start winning entry into the first start opening 31 or a second start winning entry into the second start opening 32, with the second start winning entry being given a higher priority than the first start winning entry.
[0042] In the gaming machine 3 of this example, the winning probability of the jackpot lottery (jackpot probability) is specified separately for the normal game state (normal state, normal) and the probability variable state (probability variable state, probability variable). For example, the jackpot probability in the normal state is 1 / 310, while the jackpot probability in the probability variable state is 1 / 70. Furthermore, the gaming machine 3 specifies a probability variable rate (for example, 66%), which is the percentage of jackpots that become probability variable after a jackpot (probability variable jackpot).
[0043] When a jackpot occurs, the large prize entry port 360 opens for the corresponding round (R). The upper limit for the number of prizes in 1R is 10, and the upper limit opening period is 30 seconds. 1R ends when either the upper limit for the number of prizes or the upper limit opening period is met. The round corresponding to the jackpot (10R or 2R) is determined by lottery, similar to the jackpot lottery. The allocation rates for 10R and 2R jackpots in jackpots triggered by winning in the first starting port 31 are 50% each, while the allocation rate for 10R jackpots in jackpots triggered by winning in the second starting port 32 is 100%.
[0044] If a probability jackpot occurs, the probability jackpot will occur after the end of the corresponding round. During the probability jackpot, the probability of winning increases and the time-saving state (time-saving) will be entered, in which the winning rate of the second starting port 32 increases. On the other hand, if a jackpot that is not a probability jackpot (normal jackpot) occurs, the time-saving state will be entered after the jackpot, and the pattern will change a predetermined number of times (for example, 100 times) or the time-saving state will continue until a jackpot occurs. If a jackpot does not occur, the state will return to the normal state according to the consumption of the pattern changes for the number of time-saving times.
[0045] The second starting gate 32 opens to a high winning rate when a normal symbol (normal symbol) that changes depending on the winning of the passing gate 34, which is the normal symbol winning gate, is a winning symbol. The period of change per normal symbol is 30 seconds in the normal state and 3 seconds in the time-saving state. The opening period of the second starting gate 32 also differs depending on whether the state is normal or time-saving, being 0.3 seconds in the normal state and 5 seconds in the time-saving state. In other words, in the time-saving state, the normal symbol change period is shorter and the opening period is longer compared to the normal state, resulting in a higher winning rate for the second starting gate 32.
[0046] In the illustrated gaming machine 3, the big prize slot 360 and the second starting slot 32 are located on the right side of the game board 330, so that during time-saving or big wins, the ball is shot out aiming at the right side of the game board 330, in other words, a right shot is performed. Note that the specifications of the gaming machine 3 described above are examples of a specific model, and other models may have different specifications, such as different round allocations, and the gameplay may also vary.
[0047] (gaming device) The gaming device 2 (FIGS. 1 and 2) is provided corresponding to each gaming machine 3. The gaming device 2 is a device that executes a granting process to grant points (value added) required for playing games, a counting process to count the gaming ball points stored in the gaming machine 3 and transfer them to the balls in hand, and the like.
[0048] As shown in FIG. 2, a front panel 25 of the gaming device 2 is provided with a status display unit 21, a coin insertion slot 22, a touch panel 23, game buttons 24, a card insertion slot 26, and the like. The status display unit 21 is a display unit that displays the operating status such as a device error or an out-of-stock of general cards (a type of game card, FIG. 2). The coin slot 22 is an insertion slot for inserting coins that are the value of points. The touch panel 23 is a display device that allows the player to touch the display screen with a fingertip or the like to operate it. The touch panel 23 displays the number of balls held, the balance, etc., as well as various screens that accept the player's setting operations. The balls held, which is an example of the second earned value, are the gaming value that the player has acquired and that is stored in the gaming device 2. The balance is the remainder of the monetary value inserted by the player.
[0049] The game button 24 is an operation button for receiving points required for playing games based on the balls held, which are the game value acquired by the player. The points awarded are added to the game ball points stored in the gaming machine 3. The card insertion slot 26 is an insertion slot for inserting or issuing a game card 53 associated with the second acquired value such as the number of balls held or the balance.
[0050] A gaming card 53 (see Figure 2), such as a membership card or a general card, can be inserted into the card insertion slot 26. A membership card is a gaming card issued to a player who has registered as a member. A general card is a gaming card issued when there is a balance or balls remaining at the end of a game.
[0051] The game card 53 is a storage medium that can be associated with the game value, such as the balls held, that the player has acquired through play. Regardless of whether it is a membership card or a general card, the game card 53 stores data such as the card ID, which is identification information, as well as the balls held, which are the game value acquired through play on that day, and the balance, which is the remaining amount of the monetary value deposited on that day.
[0052] The membership card supports a ball saving service for members, which allows balls acquired through play on previous days or earlier to be deposited with the gaming parlor as saved balls, enabling withdrawal at a later date. These saved balls are not recorded on the gaming card 53 to prevent fraud such as tampering. Saved balls are associated with a card ID and stored and managed exclusively by the management device 10. Saved balls refer to gaming value deposited in the gaming parlor in a broad sense, including not only balls but also gaming value such as medals and points. The same applies hereinafter to other expressions that include "balls," such as "saved balls."
[0053] The information recorded on the gaming card 53, such as the balls held and the balance, is managed by the management device 10 for the purpose of preventing fraudulent use of the gaming card 53. When an on-site device that handles the gaming card 53, such as the gaming device 2, the POS terminal 55, or the balance adjustment machine (not shown), receives the gaming card 53, it reads the card ID and requests an inquiry from the management device 10 to confirm whether the recorded information is correct. Furthermore, when these on-site devices rewrite and update the recorded information on the gaming card 53, they send the new recorded information to the management device 10. The management device 10 stores and manages the balls held and the balance associated with the gaming card 53 for each card ID, which is the identification information of the gaming card 53. It is also possible to manage the information such as the balls held and the balance solely by the management device 10, without recording it on the gaming card 53. It is also possible to record different information for membership cards and general cards that are valid only for that day.
[0054] The gaming device 2 is electrically configured around a control circuit including a CPU (not shown). The control circuit realizes the functions of the following means by having the CPU execute a program read from a ROM (not shown). (1) Information acquisition means: a means for acquiring game information indicating the game status of the gaming machine 3, etc. (2) Value storage means: A means for storing information indicating the game value acquired through play, which is the balls held (second acquired value) that are separate from the game ball points (first acquired value) stored in the gaming machine 3, and the balance, which is the remaining monetary value inserted by the player. (3) Gaming value providing means: A means for providing points, which are an example of a compensation value, by updating the gaming ball points (first acquired value) stored in the gaming machine 3 with points that are provided in exchange for the player's balls or balance. (4) Information transmitting means: A means for transmitting to the relay device 54 the gaming information acquired by the information acquiring means, and compensation granting information indicating that points as compensation value have been provided to the corresponding gaming machine 3, etc. (5) Counting means: A means for updating the balls held (second earned value) with counting balls (counting value), which are all or part of the game ball points (first earned value stored in the game machine 3) that are counted in accordance with a predetermined counting operation by the player. (6) Replacement identification means: A means for identifying a customer replacement, which is a replacement of a player.
[0055] Here, we will explain the basic operation of the gaming machine 3 and gaming device 2 when handling the player's owned value. In an amusement facility, for example, by inserting monetary value such as banknotes or coins into the gaming device 2, a game can be started on the corresponding gaming machine 3. When the gaming device 2 accepts the currency (currency acceptance process), the deposited amount is added to the balance and displayed on both the gaming machine 3 and the gaming device 2. When there is a balance, pressing the ball lending button 352 on the gaming machine 3 (lending operation, granting operation) converts one unit of lending (e.g., 125 balls) into points (value granted) for the loaned balls (lending process, value granting process), and the value is deducted from the balance. The gaming device 2 can accept currency corresponding to multiple value granting processes (e.g., up to 10,000 yen).
[0056] As described above, the gaming machine 3 is a so-called enclosed gaming machine, in which balls shot onto the board 330 circulate and are not paid out even if a prize is won. In this gaming machine 3, gaming ball points are stored and managed. These gaming ball points are deducted according to the number of balls shot (used) onto the board 330. When a prize is won, points, which are an example of a prize award value, are added to the gaming ball points (prize award process).
[0057] The gaming device 2 manages the balls in hand, and although the balls cannot be used directly for play, one unit of balls in hand can be converted into points by pressing the game button 24. The points (value of the balls) of the converted balls lent out are added to the game ball points stored in the gaming machine 3 (value-giving process). In this case, a separate conversion rate from the balls in hand to game ball points may be set, but in this example, a 1:1 equivalent conversion is used. This equivalent conversion also applies to the counting process described below.
[0058] When the gaming ball points of the gaming machine 3 increase as the game progresses, the gaming ball points can be converted into counted balls (counted value) by pressing the counting button 357 of the gaming machine 3, and the owned balls, which are an example of the second acquired value stored in the gaming device 2, can be added and updated (counting process). In this case, one point is converted for each press (counting button 357), but if the counting button 357 is kept pressed, multiple balls can be converted into counted balls continuously and at an accelerated rate. When an issuing operation such as pressing the return button 353 of the gaming machine 3 is performed while there are remaining balances or owned balls in the gaming device 2, the gaming device 2 issues a general card as a stocked owned ball ticket by associating the balance and owned balls with it (issuing process). It is also possible to make it possible to issue a ticket in installments, with only a portion of the owned balls or the remaining balance being issued.
[0059] For this issuance process, an issuance condition is set according to the gaming ball points in the gaming machine 3. In this example, when the gaming ball points become a predetermined number (zero) or less, the issuance condition is met and the issuance process of the gaming card 53 becomes possible. Therefore, by communicating with the gaming machine 3 at a predetermined interval (for example, 300 ms), when the gaming ball points become zero due to use in a game or counting process, the gaming device 2 is notified of this, and the issuance process is permitted when the issuance condition is met. As described above, it is sufficient to receive a data signal that can identify the gaming ball points from the gaming machine 3, thereby updating the number of gaming ball points and identifying that the issuance condition has been met, but other identification methods may be used, such as separately receiving a signal indicating that the gaming ball points have become zero.
[0060] The balls that can be identified by the issued general card (ball ticket) can be exchanged for prizes at the POS terminal 55, and the balance can be settled into currency at a balance settlement machine (not shown). Incidentally, although cash can be exemplified as monetary value, including currency accepted by the gaming device 2, monetary value other than cash, such as electronic money or credit card payments, can also be accepted and settled. Also, although an example has been given of the issuance process being performed by associating the balls and balance with the general card, it is of course also possible to perform the issuance process by associating them with other storage media, such as a membership card or the player's mobile phone.
[0061] The gaming device 2 can specify various information such as currency acceptance processing, compensation processing, balance, balls held, number of loaned balls, number of converted balls, deposit amount, number of counted balls, number of loaned balls, sales amount that is compensation for loaned balls, and acceptance and issuance processing of ball tickets through serial communication with the relay device 54. Alternatively, this information may be specified by a pulse signal (for example, one pulse for every 1,000 yen deposited, one pulse for every 100 yen sold, etc.). Communication with the gaming machine 3 may be via the relay device 54.
[0062] The signals or information exchanged between the gaming machine 3 and the gaming device 2 are as follows: (1) Status confirmation request signal: a request signal for a status confirmation response (machine data). The gaming device 2 transmits this to the gaming machine 3 every 300 ms. (2) Machine data: A status confirmation response sent from the gaming machine 3 to the gaming device 2 in response to the status confirmation request signal. The breakdown of the machine data is as described below. (3) Card insertion notification: Notification by the gaming device 2 that the gaming card 53 has been accepted. (4) Card insertion response: Response of the gaming machine 3 to the card insertion notification. (5) Return request signal: A signal transmitted by the gaming machine 3 to request the return of the gaming card 53. The signal is transmitted by the gaming machine 3 in response to the operation of the return button 353. (6) Count request signal: A signal transmitted by the gaming machine 3 when the count button 357 provided on the gaming machine 3 is operated. The count request signal is a signal requesting the counting of 1P of the gaming ball points stored in the gaming machine 3.
[0063] The machine data is a data signal (an example of gaming information) such as a message that can identify the following data items, for example. The machine data is transmitted to the gaming device 2 at predetermined intervals (300 milliseconds) in response to a status confirmation request signal. The machine data transmitted is the difference from the previous transmission. When the gaming device 2 receives machine data that can identify the gaming information of the gaming machine 2, it digitizes the gaming information and transmits a data notification including the machine data to the management device 10 via the relay device 54. Furthermore, when the gaming device 2 performs a corresponding process such as a loan process, it transmits information indicating the loaned balls to the management device 10.
[0064] According to the machine data, for example, the following data items can be identified. (1) Out: An example of consumption value, which is the game value consumed during the game. The out, which is the value consumed (used, put in) since the last data transmission, is shown in units of one ball (point). (2) Safe: This is an example of a prize value awarded to a player as the game progresses. The prize value awarded to a player as the game progresses is shown in units of one ball. (3) S winnings (number of times): Game data showing the number of start winnings (S winnings) since the last time data was sent, one by one. (4) Start (number of times): Game data indicating the start (number of symbol changes, number of device operations, number of unit games) of the device (LCD display) that operates (changes) due to S winning since the last data transmission. It is counted when it is confirmed, but it can also be counted when it starts. (5) In operation (state): Flag data that is on if a special feature such as a changing symbol is in operation at the time of data transmission, and off if not in operation. The period from when the in operation (state) is turned on to when it is turned off can be identified as the special feature being in operation. (6) Jackpot (number of times): Game data showing the number of jackpots that have occurred since the last data transmission, in units of one. It is counted when it occurs, but it can also be counted when it ends. (7) Jackpot (state): Flag data that is on if there is a jackpot at the time of data transmission, and off if there is no jackpot. The period from when the jackpot (state) turns on to when it turns off can be identified as the jackpot. (8) Sweet state (state): Flag data that is on if the player is in a special state (sweet state) or a jackpot at the time of data transmission, and off otherwise. The period from when the sweet state (state) turns on until when it turns off can be identified as sweet state or jackpot. For example, if the sweet state (state) is on, if the jackpot (state) is on, it can be identified as a jackpot, and if it is off, it can be identified as sweet state. Also, sweet state corresponds to special states such as the time-saving and probability change states mentioned above. It does not necessarily have to be on during a jackpot. Note that if both the jackpot (state) and sweet state (state) are off, it is identified as a normal state. A jackpot or sweet state state is considered to be in a special prize state. (9) Game balls: Game data indicating the game ball points stored in the gaming machine 3 in units of one ball. The current value is transmitted as is, not the difference from the previous transmission.
[0065] Note that instead of machine data (data signals) that are the difference from the previous transmission, the cumulative value from when an initialization condition is met, such as when the store opens, may be transmitted. Note that game information that may increase or decrease, such as game balls, is transmitted as the current value rather than the difference, but it may also be transmitted as the difference, or either the difference or the cumulative value. The above only illustrates information related to this example, but other information such as request information and fraud information may also be output.
[0066] (Management device) The management device 10 (FIG. 1) is a computer device including a processing unit that executes various types of arithmetic processing. The management device 10 is configured to include output devices such as a display and a printer. The management device 10 is communicably connected to an in-game network 500. The management device 10 receives data notifications sent by the gaming devices 2 every 300 ms via the in-game network 500. The management device 10 generates game data for each gaming machine 3 based on the data notifications including the machine data.
[0067] The management device 10 realizes the functions of the following means by the processing unit executing a predetermined operation program. (1) Receiving means: A means connected to the gaming device 2 as a gaming information transmitting means via a relay device 54 connected to the in-house network 500, which is a line for data communication, and receiving data notifications from the gaming device 2 via the relay device 54. (2) Game data generating means: means for generating game data relating to the game on the gaming machine 3 by performing arithmetic processing on the machine data (game information) included in the data notification received by the receiving means. (3) Value storage means: A means for storing information indicating the number of balls held (an example of the second acquired value), which is a gaming value that is distinct from the gaming ball points (an example of the first acquired value), on a gaming machine basis. (4) Error monitoring means: A means for executing a judgment process (referred to as an abnormality judgment process) that judges abnormalities regarding the error between the theoretical value indicating the gaming value and the actual value using out (consumed value), loaned ball points (awarded value), safe (awarded value for winning a prize), and gaming ball points (an example of a first acquired value). In particular, the error monitoring means of this example is configured to execute a suppression process to suppress the execution of the abnormality judgment process when the loaned ball points are updated, and to execute the abnormality judgment process without executing the suppression process when gaming information (data notification) is acquired from the gaming machine 3. Note that loaned ball points, which are an example of a grant value, include sales balls in exchange for the balance, held balls in exchange for held balls, and replay balls in exchange for saved balls.
[0068] (Operation details of the game center system) Next, we will explain the operation of the gaming arcade system 1 of this example, which manages game data on a gaming machine basis. In the gaming arcade system 1, game information indicating the game status of the gaming machine 3 is sent to the management device 10 via the route of the gaming machine 3 → gaming device 2 → relay device 54 → management device 10, and is managed there.
[0069] 3 shows a list of data compiled by the management device 10 for each gaming machine 3 based on the gaming information (machine data) output by the gaming machine 3. The figure shows an example of gaming information managed to monitor counting errors for each gaming machine 3 machine number. The data items in the figure are as follows:
[0070] (1) Out: Points consumed during the game (an example of consumed value). (2) Safe: Points awarded to a player as the game progresses (an example of a winning value). (3) Balls sold: Points (an example of a value added) that are converted into a value added in exchange for the balance stored in the gaming device 2 and added to the gaming ball points. (4) Replay balls: Points converted from balls saved the previous day and added to game ball points (an example of value added). (5) Balls awarded: Points converted from balls in exchange for the balls and added to game ball points (an example of a value awarded). (6) Counted balls: Game ball points converted into held balls through counting processing. (7) Gaming balls: Gaming ball points stored in the gaming machine 3. (8) Cumulative error: This is the so-called counting error, which is calculated as (safe + sold balls + replay balls + held balls) - (out + counted balls + game balls), and is a calculated value that is nearly 0 if there is no abnormality. In addition, a reference value of ±100 balls is set, and if there is an abnormality, for example, if the number of balls reaches 100 or does not reach -100 balls, this calculated value is compared with the reference value and is subject to abnormality detection. In Figure 3, abnormalities on the positive side are distinguished by diagonal hatching, and abnormalities on the negative side are distinguished by dot hatching. (9) Confirmation: The number of abnormalities detected that have been confirmed by employees or other personnel at the amusement facility.
[0071] In the example of Figure 3, it can be confirmed that there are no errors and that machines 1, 3, and 5 are normal. Also, for example, machine 2 has a large negative error, so abnormality detection is possible in the same way as with conventional dispensing systems. Furthermore, in machine number 4, the error is 200 balls, reaching 100 balls, and an abnormality is detected. In conventional payout gaming machines, because game balls (game ball points) were not included in the calculation, the reference value had to be set to, for example, ±500 balls, taking into account the number of uncounted balls stored in the upper tray of the gaming machine. In the case of payout gaming machines, even when the error is 200 balls, as in machine number 4, there are almost always balls remaining in the upper tray, making it difficult to detect an abnormality. On the other hand, in the case of sealed gaming machine 3, by including game balls in the calculation, there is no need to consider the uncounted game points, and as mentioned above, a strict reference value such as ±100 balls can be set. This makes it possible to detect an abnormality even with an error of 200 balls, as in machine number 4. In this case, it is assumed that there is an abnormality in the gaming machine 3's sensors or data, or that a large number of balls are stuck on the board, allowing for faster response than in conventional payout gaming machines.
[0072] In addition, in machine 6, the error is -300 balls, which does not reach -100 balls, so an abnormality is detected. Here, in the case of payout gaming machines, as mentioned above, the reference value must be set loosely, such as ±500 balls, taking into account the number of uncounted balls. For example, if there are 300 uncounted balls in the upper tray, an error of -800 balls would be required to prevent the reference value of -500 balls being reached, and an abnormality could not be detected unless an error of -800 balls occurred. On the other hand, in the case of Figure 3, which corresponds to the sealed gaming machine 3, there is no need to consider the number of uncounted balls, and the reference value is set to a stricter -100 balls. Therefore, an abnormality can be detected as soon as the count reaches -100 balls, allowing for early action, such as immediately after the start of fraudulent activity.
[0073] It is conceivable that the abnormality determination process (determination process for determining abnormalities) based on counting error monitoring may be performed, for example, at closing time or when an administrator performs an operation, but considering the need for earlier response such as for machine numbers 4 and 6, it is desirable to perform the process in real time (for example, every time gaming information is output from gaming machine 3), when any of the gaming information to be calculated is updated, when issuance processing is performed, or at a predetermined time interval (for example, every 10 minutes).
[0074] Furthermore, in this example, the management device 10 is configured to execute abnormality determination processing on all gaming machines 3 that are the object of management, but the abnormality determination processing may be executed by any device, such as the relay device 54 executing abnormality determination processing on the gaming machines 3 that it manages, or the gaming device 2 executing abnormality determination processing on the corresponding gaming machine 3.
[0075] While Figure 3 shows a cumulative value, it is also possible to detect a change in player and perform abnormality determination processing on a player-by-player basis. Furthermore, regarding counting errors, it is also possible to identify the theoretical balls held (safe + sold balls + replay balls + held balls granted - out) and the actual balls held (counted balls - game balls), and then compare (theoretical balls held - actual balls held) with a reference value. In either case, the determination is made using the above calculation formula. The theoretical balls held are an example of a theoretical value that indicates the gaming value acquired through play. The actual balls held are an example of an actual value that indicates the gaming value acquired through play.
[0076] Here, the problem to be solved by the present invention will be explained with reference to the data transmission time chart shown in Fig. 4. This figure is a time chart showing the transmission status of information sent from the gaming machines 3 and gaming devices 2 to the management device 10. Note that, for example, the start and the number of jackpots are also included in the transmission targets, but are omitted from Fig. 4 as appropriate.
[0077] Information indicating the gaming status of the gaming machine 3 is transmitted from the gaming machine 3 to the management device 10 via the gaming device 2 and the relay device 54. The gaming machine 3 transmits gaming information at a predetermined cycle (for example, 300 milliseconds). Hereinafter, information transmitted at a predetermined cycle will be referred to as cycle information. Of the cycle information, for out and safe, the difference is the subject of transmission, while for gaming balls (gaming ball points), the current value (current cumulative value) is the subject of transmission as is. The cycle information output by the gaming machine 3 is once input to the gaming device 2.
[0078] The gaming device 2 transmits information on points (value of compensation) for loaned balls resulting from loan processing, replays, etc. (hereinafter referred to as corresponding processing) on the condition that the corresponding processing is executed. Meanwhile, the gaming information received from the gaming machine 2 includes information that needs to be transmitted taking into consideration the usage processing, which is processing related to usage in the gaming device 2, such as managing the retained balls, which are the sum of gaming balls and held balls managed separately, and comparing the gaming balls managed by both the gaming machine 3 and the gaming device 2, as well as communication load, etc.
[0079] The gaming device 2 transmits game information received from the gaming machine 3, such as out and safe, other than game balls, as soon as it is received, but does not transmit game balls as soon as it is received, unlike out and safe, in consideration of the processing load on the gaming device 2. The gaming device 2 transmits game balls when one of the following transmission conditions is met: (1) the number of game balls, counted balls, or held balls has changed by a predetermined number (e.g., 60 balls) or more since the previous transmission, or (2) a predetermined period (e.g., 5 seconds) has passed since the previous transmission.
[0080] As shown in Figure 4, the gaming machine 3 transmits periodic information at a predetermined interval, so if an out or game ball is transmitted to the gaming device 2 at the time the circled number 1 is transmitted, an out or safe will be transmitted as shown in the circled numbers 2 and 3, but at this point, the game ball will not be updated unless the above transmission conditions are met.
[0081] For example, if the number of game balls has actually been updated by minus 20 balls since the last time game balls were sent (assuming 30 game balls), the unupdated number will be calculated as a counting error. However, since this is within the range of the reference value (±100 balls) for the abnormality determination process, no abnormality will be detected.
[0082] In such a situation, when the gaming device 2 performs a corresponding process, information indicating the corresponding loaned balls (value added) such as sales balls and replay balls is transmitted from the gaming device 2 to the gaming machine 3 as shown in circled number 4, and is also transmitted to the management device 10 via the relay device 54 as shown in circled numbers 5 and 6.
[0083] The periodic information of the gaming machine 3 is transmitted at the time of the circled number 7, a predetermined period of time having elapsed since the previous transmission of the circled number 1, and similarly to the above, information other than gaming balls is transmitted as shown by the circled numbers 8 and 9. Gaming balls also become transmission targets when the transmission conditions are met (updating to 60 balls), but due to the processing time of the above-mentioned usage process by the gaming device 2, they are transmitted at a timing slightly later than the circled numbers 8 or 9, as shown by the circled numbers 10 and 11.
[0084] In other words, at the time of circled number 6 or 9 before the update of game balls at circled number 11, the unupdated game balls are subject to counting error just as at the time of circled number 3, but unlike at the time of circled number 3, loaned balls are included in the unupdated number, and therefore there is a risk of the count falling outside the range of the reference value for the abnormality determination process. However, this counting error can be eliminated and become zero by the update of game balls, as at circled number 11, when the game balls are updated from the previous 30 balls to 134 balls, and so should not normally be detected as an abnormality.
[0085] Thus, while periodic information is transmitted from the gaming machine 3 at a predetermined interval, when the gaming device 2 performs the corresponding process, there is a possibility that an unintended counting error will occur due to the time lag until the gaming balls are updated based on the periodic information. For example, if the detection process is performed in real time in response to information updates in the management device 10, the above-mentioned counting error caused by information transmission from the gaming device 2 between transmissions of periodic information from the gaming machine 3 may cause an abnormality to be detected outside the reference value range of the abnormality determination process. Avoiding such erroneous detection is the problem that the present invention aims to solve.
[0086] One of the technical features of the present invention is that, while suppressing abnormality detection in response to updates of game information based on processing in the gaming device 2, when game information is updated based on processing in the gaming machine 3, abnormality detection is performed without such suppression. Specifically, as illustrated in the data transmission time chart of Figure 5, abnormality determination processing in response to updates of information based on processing in the gaming device 2 is not executed for a predetermined suppression period, such as 5 seconds, after the information is updated. Note that, like Figure 4, this figure also illustrates the case where the number of game ball points at the time of the previous game ball transmission (not shown) was 30 balls.
[0087] In this case, even if the information is updated based on the processing in the gaming machine 3, the abnormality determination process is not executed during the suppression period. In other words, taking into consideration not only the case of a response process (such as a lending process or a replay) as shown in circled number 6, but also cases where updates in response to the response process are delayed, the abnormality determination process is not executed during the suppression period even if the gaming information is updated based on the processing in the gaming machine 3 as shown in circled number 9. Here, the predetermined period that serves as the suppression period is preferably a period corresponding to the period related to the transmission conditions for gaming balls. For example, it is preferable to set a period that is the same as or longer than the period related to the transmission conditions for gaming balls, such as the exemplified 5 seconds, as the period corresponding to the period related to the transmission conditions for gaming balls.
[0088] Next, we will provide additional information about the suppression period. In the gaming device 2, there are cases where a smaller number of balls (e.g., 50 balls) is lent than the normal unit of balls (e.g., 125 balls), and even if the corresponding process is performed, the condition for transmitting game balls (a change of 60 balls) may not be met. In other words, until the transmission condition is met not by updating the game balls but by the passage of a certain period of time, the counting error will theoretically remain in a state where an error has occurred for the number of balls lent. Therefore, in the configuration of this example, the period corresponding to the period related to the transmission condition is set as the suppression period, and the abnormality determination process is suppressed, thereby reducing the risk of inappropriate abnormality detection occurring due to such an error.
[0089] Here is a supplementary explanation of why game balls updated based on periodic information during the suppression period are also subject to suppression. As shown by the circled number 7 in Figure 5, there would be no problem if game balls reflecting the loaned balls were always transmitted after the aforementioned response process. However, for example, if periodic information is transmitted at the same time as the response process, the periodic information may be transmitted before the loaned balls are reflected, but the periodic information may be received after the response process. In this case, there is a risk of false detection because the game balls equivalent to the loaned balls have not been updated. Therefore, in this example configuration, in order to reduce such false detections, game balls updated based on periodic information are also subject to suppression processing.
[0090] Note that if game balls updated by information updates based on the corresponding process such as the circled number 11 in Figure 5 (hereinafter referred to as "updated game balls") can be identified by, for example, attaching a flag indicating that they have been updated, an abnormality determination process may be executed in response to the information update even during the suppression period. Similarly, for example, when performing an issuance process, if an updated game ball is identified regardless of the transmission conditions, an abnormality determination process corresponding to the issuance process may be executed during the suppression period. In this way, if a predetermined exclusion condition indicating that the updated game balls will be updated is met, the suppression period may end, or an abnormality determination process may be executed during the suppression period.
[0091] The suppression process may be, for example, a process of executing a delayed abnormality determination process after the suppression period has ended. That is, the suppression process may be not only a process of prohibiting the abnormality determination process, but also other processes that delay the abnormality determination process. In the case of a delay, for example, the abnormality may be detected later in response to the processing in the gaming device 2 than in response to the processing in the gaming machine 3. Furthermore, since it is rare for periodic information that does not reflect the loaned balls as described above to be transmitted, the suppression process may be performed simply without setting a suppression period so as to prohibit the abnormality determination process in response to the response process.
[0092] In this example, the management device 10 executes the abnormality determination process, but the same applies to the case where the abnormality determination process is executed by another device such as the relay device 54. It is also possible to envisage a configuration in which the gaming device 2 executes the abnormality determination process, but in this case, since the gaming ball information from the gaming machine 3 is not immediately transmitted during the response process, it is desirable to set the suppression period to the same period or a longer period taking into account the information transmission interval of the gaming machine 3 (for example, 300 milliseconds).
[0093] Next, the abnormality determination process at the time of a big win will be described with reference to the data transmission time chart shown in FIG. In response to the transmission of information such as the circled number 1 by the gaming machine 3, when the gaming device 2 and the relay device 54 transmit information such as out or safe to the management device 10 as the circled numbers 2 or 3, the number of gaming balls updated since the previous transmission reaches 65. This satisfies the condition for transmitting gaming balls, and as shown in the circled numbers 4 and 5, the gaming balls are transmitted after the use processing in the gaming device 2.
[0094] When the gaming machine 3 subsequently transmits the circled number 6 as periodic information, the gaming device 2 and relay device 54 transmit the circled numbers 7 or 8 indicating out or safe, but the number of gaming balls has only increased to 29 since the previous transmission, so the transmission conditions are not met and no gaming balls are transmitted. In this case, the counting error falls within the reference value range of the abnormality determination process, so no abnormality is detected even when the abnormality determination process is executed.
[0095] On the other hand, when the gaming machine 3 transmits the circled number 9 and the gaming device 2 and the relay device 54 transmit the circled numbers 10 or 11, the conditions for transmitting gaming balls are met, just like the circled numbers 4 and 5, so the gaming device 2 and the relay device 54 also transmit gaming balls as circled numbers 12 or 13. By transmitting gaming balls in this way, counting errors are eliminated. During a jackpot, this process is repeated, but considering the transmission cycle (300 milliseconds as mentioned above) and the transmission condition that the number of game balls changes by more than a predetermined number (60 balls as mentioned above), the period from when the transmission condition is met to when the game balls are transmitted after the usage process (for example, the period from circled number 1 to circled number 5) is considerably shorter than the period from when the periodic information transmission that satisfies the transmission condition to when the error for the game ball transmission condition (for example, 60 balls) is updated by the next or subsequent periodic information to the extent that it deviates from the reference value (100 balls as mentioned above) (for example, multiple transmission cycles since the period from circled numbers 5 to 13 does not deviate). Therefore, there is little risk that the counting error will deviate from the reference value range, and there is little need to perform suppression processing as in the case of the corresponding processing mentioned above.
[0096] Next, the abnormality determination process during counting by the gaming device 2 will be described with reference to the data transmission time chart shown in FIG. If the conditions for sending game balls are met when the periodic information of the circled number 1 is sent, the game device 2 and relay device 54 will not only send out or safe as the circled numbers 2 or 3, but after the usage process by the game device 2, game balls will be sent to the management device 10 as the circled numbers 4 and 5.
[0097] After the gaming device 2 starts counting, when the gaming machine 3 executes transmission of the circled number 6 as the next periodic information during the counting process, out and safe are transmitted as circled numbers 7 and 8. On the other hand, if the gaming balls and counting balls are updated to the extent that they satisfy the transmission conditions according to the counting (the same transmission conditions are set for the counting balls as for the gaming balls), they are transmitted as circled numbers 9 and 10, but in this case the counting balls are transmitted together with the gaming balls, not together with out and safe, which greatly reduces the risk of errors occurring in the counting process.
[0098] If the counting continues as is and the circled number 11 is transmitted as periodic information after the counting process is completed, the game balls are updated together with the counted balls as shown in the circled numbers 12 and 13 and then transmitted, so that counting errors are unlikely to occur. When performing counting processing in which the number of game balls fluctuates greatly in this way, the counting balls are transmitted together with the game balls according to the transmission conditions, thereby greatly reducing the risk of counting errors occurring in the counting processing.
[0099] In this example, as explained with reference to Figure 3, the calculation targets and transmission targets are the held balls and counted balls. Alternatively, or in addition, the gaming device 2 may specify the change in held balls, indicating counted balls - held balls, as the transmission target. Furthermore, the calculation targets may be appropriately grouped together, such as the change in held balls instead of counted balls and held balls.
[0100] As described above, the gaming facility system 1 of this example is a system that realizes highly accurate counting error monitoring (value error monitoring) for so-called enclosed gaming machines 3. This gaming facility system 1 is a system for gaming facilities that stores, as gaming balls, information indicating gaming ball points (first acquired value) that are updated by outs (consumed value) and safes (winning value) as compensation for games, and outputs gaming information that can identify outs, safes, and gaming balls at time intervals.
[0101] In the gaming facility system of this example, information indicating the owned balls (second acquired value), which are distinct from the game ball points, which are an example of the first acquired value, is stored for each gaming machine. The game ball points are updated by providing loaned balls (sales balls, owned balls, replay balls), which are an example of the compensation value. All or part of the game ball points are transferred to the owned balls through a counting process.
[0102] The gaming facility system 1 of this example is configured to include a management device 10 as error monitoring means capable of executing a judgment process to judge abnormalities regarding the error between a theoretical value indicating gaming value and an actual value, using outs, loaned balls, safes, and gaming ball points. The management device 10 as error monitoring means is configured to execute a suppression process to suppress the execution of the judgment process when loaned balls are updated, but to execute the judgment process without executing the suppression process when gaming information is acquired from the gaming machine 3.
[0103] The gaming parlor system 1 of this example suppresses the execution of the determination process when the consideration value is updated, but executes the determination process without suppression when gaming information is acquired from the gaming machine 3. In other words, this system suppresses the abnormality determination process in accordance with the response process when monitoring counting errors, and executes the abnormality determination process without such suppression when gaming information is updated in accordance with periodic information from the gaming machine 3, thereby reducing the risk of inappropriate abnormality detection occurring during the time lag between the response process and the update of gaming balls. As a result, in this gaming parlor system 1, even when the detection accuracy of counting error monitoring is set high, the risk of erroneous detection due to a difference in the timing of acquiring gaming information is reduced.
[0104] In this way, the amusement park system 1 of this example is a system with excellent characteristics that can suppress inappropriate abnormality detection that occurs by improving the detection accuracy of counting error monitoring corresponding to so-called enclosed type gaming machines.
[0105] In the gaming facility system 1, gaming devices 2 as gaming value providing means are provided in correspondence with individual gaming machines 3, and output compensation information indicating the loaned balls (compensation value) to be provided to a management device 10 as error monitoring means. The management device 10 as error monitoring means determines abnormalities using the loaned balls indicated by the compensation information obtained from the gaming devices 2 as gaming value providing means.
[0106] If the management device 10 executes the abnormality determination, it is possible to avoid concentrating the processing load on the gaming device 2, compared to when the gaming device 2 executes the abnormality determination. Note that the relay device 54 may execute the abnormality determination instead of the management device 10, and in this case, the same effect of reducing the processing load on the gaming device 2 can also be achieved.
[0107] The management device 10, which serves as an error monitoring means, executes the above-mentioned suppression process by setting a suppression period, which is a period starting from the time when the loaned balls, which are an example of the consideration value, are updated, during which the judgment process is suppressed. During this suppression period, the judgment process is suppressed even if game information is acquired from the gaming machine 3.
[0108] The risk of erroneous detection can be reduced by providing a suppression period during which the judgment process is suppressed, and suppressing the execution of the judgment process even if the game information is updated according to the periodic information from the gaming machine 3 during the suppression period. For example, if periodic information is sent at the same time as the response process and before the loaned balls are reflected, but the periodic information is received after the response process, the suppression process can be executed because the game balls for the loaned balls have not been updated, and the risk of erroneous detection can be reduced.
[0109] The conditions for the gaming device 2 as the gaming value providing means to output the compensation information to the management device 10 as the error monitoring means include that a predetermined period has elapsed since the output of the previous compensation information. The suppression period is the same as or longer than the predetermined period.
[0110] If the condition for transmitting compensation information indicating loaned balls, which are an example of compensation value, from the gaming device 2 to the management device 10 includes the passage of a predetermined period of time since the previous information transmission, a period corresponding to this predetermined period can be set as a suppression period, thereby suppressing the execution of unnecessary abnormality determination processing (a determination processing for determining abnormalities). For example, if the gaming device 2 loans a smaller number of balls than the normal loan unit (e.g., 50 balls), the condition for transmitting gaming balls may not be met even after the corresponding processing is performed. In this case, until the transmission condition is met not by updating the gaming balls but by the passage of a period of time, a counting error equivalent to the number of loaned balls theoretically occurs, which could result in a false detection. In contrast, if the condition for transmitting compensation information includes the passage of a predetermined period of time since the previous information transmission, such false detection can be avoided.
[0111] In the gaming facility system 1 of this example, predetermined exclusion conditions are set for determining whether an abnormality has occurred even during the suppression period. When the predetermined exclusion conditions are met, the management device 10, which serves as error monitoring means, determines whether an abnormality has occurred during the suppression period.
[0112] In this example, the exclusion condition is set such that the updated game balls due to the information update based on the corresponding processing by the gaming device 2 are updated in the management device 10. If this exclusion condition is met during the suppression period, an abnormality determination is executed, so that the risk of suppressing the abnormality determination when the game balls for the corresponding processing are updated during the suppression period can be reduced. For example, the issuing process of a gaming card is performed after confirming that the game balls have been updated, but if the game balls have been updated, there is little need for the suppression process, and there is a risk of unnecessary suppression. However, by setting the exclusion condition as described above, such a risk can be reduced.
[0113] Instead of or in addition to the configuration of this example, the following configurations may be adopted: It is also possible to adopt an appropriate combination of the following configurations. Although the same value is used for both positive and negative values, such as ±100 balls, as an example, positive errors are more likely to occur in communication, but negative errors are less likely to occur, as shown in the example. Therefore, it is also possible to use different values (absolute values) for the positive and negative reference values, such as making the positive reference value more lenient than the negative reference value (setting a reference value with a larger absolute value).
[0114] In this example, the same reference values are used for detecting abnormalities on a gaming machine basis and on a player basis, but different reference values may be used for both. For example, since the values for the gaming machine basis are larger, it is desirable to use more lenient reference values.
[0115] Although a card can be assumed as the recording medium, any recording medium may be used, such as a coin, a portable memory, paper, etc. Furthermore, the correspondence of the game value may be recorded directly on the recording medium, or the ID of the recording medium may be associated with the corresponding game value in the management device 10, and the recording medium may have any configuration as long as it records information that can identify the corresponding game value.
[0116] The setting values, such as the reference value for the abnormality determination process, may be set by the administrator through manual input, may be set in advance by the manufacturer of the management device, or may be set by downloading setting information from an external server (such as the headquarters of a chain store). In this case, the setting values are also input through manual input on the server. Of course, the reference values may also be set based on past game information.
[0117] All of the game information exemplified above may be determined directly by the input signal or indirectly using an arithmetic expression. Furthermore, although pulse signals and electronic information via serial communication are exemplified as game signals, any game signal may be used.
[0118] The numerical values, number of digits, items, etc. are all examples, and any numerical values may be used. Furthermore, the identification output may be in any output form, such as adding symbols other than those shown in the examples, and at least printing and display output are envisioned.
[0119] Both a minimum value and a maximum value may be set as the range of the reference value, or only one of the minimum value and the maximum value may be set, such as by setting only the minimum value of each range and specifying the maximum value by referring to the minimum value of the next range. Furthermore, either "above" or "exceeded" can be used, and expressions such as "reached" correspond to either "become above" or "exceeded." The same is true for "below" and "less than," and expressions such as "do not reach" correspond to both.
[0120] The target gaming machines may include pachinko gaming machines other than the exemplified pachinko gaming machines, slot machines, etc. When applied to slot machines, it is desirable to appropriately change the reference value and transmission conditions, for example, as the transmission conditions, such as updating 15 gaming medals corresponding to the first acquired value.
[0121] Although the configuration in which the management device 10 performs the game status determination process has been exemplified, it may also be performed by the gaming device 2, the relay device 54, etc., and the exemplified process may be performed by any device, such as the gaming device 2, the relay device 54, the display device 51, or the management device 10, and may be configured in any way. Furthermore, the exemplified configurations may be combined in any way, including modified examples, and configurations that are not adopted may be provided as appropriate.
[0122] In this example, a configuration in which data is transmitted from the gaming device 2 to the management device 10 via the relay device 54 has been exemplified, but a configuration in which data is transmitted directly from the gaming device 2 to the management device 10 may also be adopted in this example.
[0123] Although specific examples of the present invention have been described in detail as examples, these examples merely disclose examples of the technology encompassed by the claims. Needless to say, the scope of the claims should not be interpreted as being limited by the configurations, numerical values, etc. of the specific examples. The claims encompass technologies that are obtained by variously modifying, changing, or appropriately combining the specific examples using publicly known technology and the knowledge of those skilled in the art. [Explanation of symbols]
[0124] 1. Amusement park systems 10 Management device (receiving means, game data generating means, value storing means, error monitoring means) 2. Gaming device (information acquisition means, value storage means, gaming value providing means, information transmission means, counting means, replacement identification means) 3 Pachinko gaming machine (gaming machine, gaming value storage means, gaming execution means, gaming value granting means, gaming information output means) 330 Board (playing area) 357 Counting button 500 In-house network 51 Display device 53 Gaming card (storage medium) 54 Relay Device 55 POS terminals
Claims
1. The information indicating the first earned value, which is the gaming value earned by the player, can be stored; a game execution means for causing a game to be played using the first earned value as a consideration, and updating the first earned value with the consumption value consumed as the consideration; a game value granting means for updating the first acquired value with a winning value granted to the player as the game progresses; a gaming information output means for outputting gaming information capable of identifying the consumption value, the winning award value, and the first acquired value at time intervals; a value storage means for storing, on a gaming machine basis, information indicating a second earned value, which is the gaming value distinct from the first earned value; a game value providing means for updating the first earned value stored in the corresponding game machine by providing a consideration value in exchange for the second earned value stored in the value storage means corresponding to the game machine or the monetary value inserted by the player; A counting means capable of performing a counting process for transferring all or a part of the first earned value to the second earned value; and error monitoring means capable of executing a determination process for determining an abnormality regarding an error between a theoretical value indicating the gaming value acquired by a player and an actual value, using the consumption value, the consideration value, the winning value, and the first acquired value, The error monitoring means is configured to execute a suppression process to suppress the execution of the judgment process when the compensation value is updated, and to execute the judgment process without executing the suppression process when the gaming information is obtained from the gaming machine.
2. the gaming value providing means is provided for each gaming machine individually, and is configured to output compensation information indicating the compensation value to be provided to the error monitoring means; 2. The gaming facility system according to claim 1, wherein the error monitoring means determines abnormalities by utilizing the compensation value indicated by the compensation information acquired from the gaming value providing means.
3. The error monitoring means executes the suppression process by setting a suppression period starting from the time when the compensation value is updated, during which the judgment process is suppressed, and suppresses the judgment process even if the gaming information is obtained from the gaming machine during the suppression period.
4. The condition for the gaming value providing means to output the compensation information to the error monitoring means includes that a predetermined period of time has elapsed since the compensation information was output, 4. The game arcade system according to claim 3, wherein the suppression period is the same as or longer than the predetermined period.
5. 5. The amusement park system of claim 3 or 4, wherein predetermined exclusion conditions are set for determining whether an abnormality has occurred even during the suppression period, and the error monitoring means is configured to determine whether an abnormality has occurred if the predetermined exclusion conditions are met during the suppression period.
Citation Information
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