Gaming machine reservation management system

The gaming machine reservation management system addresses the inefficiency of individual gaming machine selection by multiple users by implementing a system for group reservations and automatic allocation, enhancing utilization and user experience.

JP7797910B2Active Publication Date: 2026-01-14SAXA
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Patent Information

Application Number
JP2022026017
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-02-22
Publication Date
2026-01-14
Estimated Expiration
2042-02-22

AI Technical Summary

Technical Problem

In conventional gaming machine reservation systems, multiple users who wish to play together must individually specify gaming machines, which is a time-consuming process.

Method used

A gaming machine reservation management system that includes a reservation information storage, associated user registration, and an operating status management system, allowing for group reservations and automatic allocation of adjacent gaming machines based on player status and preferences.

Benefits of technology

Facilitates group gaming machine reservations without individual specification, enhances utilization rates by managing reservations dynamically, and improves user experience through coordinated gaming machine allocation.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To make it unnecessary for each user to designate an individual game machine when a plurality of users who desire to play a game together book neighboring game machines.SOLUTION: A plurality of users who desire to play a game together (cooperative users) are registered in a management device 3. When one of the cooperative users starts a game on any one of game machines 1-1 to 1-n, the management device 3 books a game machine adjacent to the game machine on which one of the cooperative users has started a game for another cooperative user, and notifies a portable terminal 6 of the cooperative user.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine reservation management system, and more particularly to a gaming machine reservation management system that enables multiple users who wish to play together to easily reserve nearby gaming machines. [Background technology]

[0002] Recent systems for making reservations for member players of gaming parlors include a gaming machine reservation system in which a user inputs the model and number of a gaming machine into a reservation reception device installed in the gaming parlor and receives a notification when that gaming machine becomes available (for example, Patent Document 1). There is also a gaming machine reservation system that allows a user to reserve a gaming machine installed in the gaming parlor from home or on the go using a personal computer or mobile phone without having to go to the gaming parlor (for example, Patent Document 2). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2009-247374 [Patent Document 2] Japanese Patent Application Laid-Open No. 2001-340610 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in the above-mentioned conventional system, when multiple users who wish to play together reserve nearby gaming machines, each user must individually specify the gaming machine, which is a time-consuming process.

[0005] The present invention was made in consideration of the above-mentioned situation, and its purpose is to eliminate the need for each user to specify an individual gaming machine when multiple users who wish to play together reserve nearby gaming machines. [Means for solving the problem]

[0006] The present invention is a gaming machine reservation management system that manages reservations for gaming machines, and includes: a reservation information storage means that stores reservation information including the identification information of the person who made the reservation and the machine number of the reserved gaming machine; an associated user information registration means in which the identification information of multiple users who wish to play together is registered; an operating status management means that manages the operating status of the gaming machines; and a reservation management means that, based on the reservation information of one of the multiple users being stored in the reservation information storage means or the fact that the one user is playing on a gaming machine, stores in the reservation information storage means at least one gaming machine near the reserved gaming machine or the gaming machine currently being played as a reservation for another one of the multiple users. [Effects of the Invention]

[0007] According to the present invention, when a plurality of users who wish to play together reserve nearby gaming machines, it is not necessary for each user to individually specify a gaming machine. [Brief explanation of the drawings]

[0008] [Figure 1] 1 is a diagram showing a schematic configuration of a gaming machine reservation management system according to an embodiment of the present invention; [Figure 2] 2 is a block diagram showing the internal configuration of the gaming machine. FIG. [Figure 3] FIG. 2 is a block diagram showing the internal configuration of the inter-machine; [Figure 4] FIG. 2 is a block diagram showing the internal configuration of a management device. [Figure 5] FIG. 10 is a diagram showing member information. [Figure 6] FIG. 10 is a diagram showing gaming machine status information. [Figure 7] FIG. 10 is a diagram showing available machine information. [Figure 8] FIG. 10 is a diagram showing gaming machine layout map information. [Figure 9] 10 is a flowchart showing a first example of a gaming machine reservation process. [Figure 10]10 is a flowchart showing a second example of a gaming machine reservation process. [Figure 11] 10 is a flowchart showing a third example of a gaming machine reservation process. DETAILED DESCRIPTION OF THE INVENTION

[0009] Hereinafter, embodiments of the present invention will be described in detail with reference to the drawings. <Overview of gaming machine reservation management system> FIG. 1 is a diagram showing a schematic configuration of a gaming machine reservation management system according to an embodiment of the present invention.

[0010] This gaming machine reservation management system is composed of n gaming machines 1-1, 1-2, ..., 1-n (here, n is an integer greater than or equal to 3) installed in a gaming establishment, n inter-machine machines 2-1, 2-2, ..., 2-n, a management device 3, an internal network 4 such as a LAN (Local Area Network), and can be used by a mobile terminal 6 such as a smartphone via an external network 5 such as a WAN (Wide Area Network). Gaming establishments that offer the gaming machine reservation management system can be confirmed from the mobile terminal 6 on the external network 5, and it is possible to register for use in advance with the management device 3 of the gaming establishment using the mobile terminal 6.

[0011] The gaming machines 1-1, 1-2,..., 1-n are, for example, pachinko machines or slot machines. The inter-machine machines 2-1, 2-2,..., 2-n are installed adjacent to the gaming machines 1-1, 1-2,..., 1-n, respectively, and are devices that monitor the gaming machines 1-1, 1-2,..., 1-n when players play on the gaming machines 1-1, 1-2,..., 1-n. The management device 3 is a management server located inside the gaming parlor. Hereinafter, when there is no need to distinguish between the gaming machines 1-1, 1-2,..., 1-n, they will be referred to as gaming machines 1, and when there is no need to distinguish between the inter-machine machines 2-1, 2-2,..., 2-n, they will be referred to as inter-machine machines 2. The gaming machines may also be referred to as gaming tables or seats.

[0012] The gaming machine 1 and the inter-machine machine 2 are connected to each other via a connection section, and data communication is possible via the connection section. In addition, the inter-machine machine 2 and the management device 3 can communicate data via an internal network 4.

[0013] The gaming machine 1 transmits the model information of the gaming machine 1 stored therein to the inter-machine unit 2. The gaming machine 1 also transmits to the inter-machine unit 2 game information that represents the operation of the gaming machine 1 generated as the player plays, such as information representing the operation of the accessory, the number of spins (the number of balls that enter the winning slots), and the win (big win / small win / none, etc.).

[0014] The inter-machine machine 2 transmits the machine number stored internally as identification information of the inter-machine machine 2, the model information received from the gaming machine 1, and the insertion / ejection information of the member card or general card held by the player, and the general card number or the member card number as player identification information to the management device 3 via the internal network 4. By transmitting this information to the management device 3, the gaming machine 1 enters a logged-in state, and the player can use the gaming machine 1 to play games.

[0015] In addition, the inter-machine 2 transmits the game information received from the gaming machine 1 to the management device 3 via the internal network 4.

[0016] When a player starts playing, the management device 3 reserves a gaming machine adjacent to the gaming machine the player is using for a pre-registered user (hereinafter referred to as a linked user) who wishes to play with the player, and notifies the player and the linked user. This notification is sent to the inter-machine machine 2 for the player, and to the linked user's mobile terminal 6 via the external network 5. After reserving a gaming machine for the linked user, the management device 3 cancels the reservation if, for example, the available machine rate of the gaming machine drops before the linked user starts playing on the reserved gaming machine, and notifies the player and the linked user.

[0017] <Configuration of gaming machine> FIG. 2 is a block diagram showing the internal configuration of the gaming machine. The gaming machine 1 includes a control unit 10, an operation unit 11 connected to the control unit 10, a ball / medal processing unit 12, a presentation unit 13, a memory unit 14, a speaker unit 15, a segment display unit 16, and an inter-machine connection unit 17.

[0018] The control unit 10 is a processor (CPU) that processes programs stored in the memory unit 14 to control the operation of each unit and operate the gaming machine 1. The operation unit 11 is composed of handles, buttons, levers, etc., and is operated by the player. The ball / medal processing unit 12 processes the insertion and withdrawal of gaming balls / medals. The presentation unit 13 is provided on the gaming board, base frame, LCD screen, and operation unit 11 of the gaming machine 1, and provides presentations such as sound, vibration, operation of role-playing devices, and display on the LCD screen.

[0019] The memory unit 14 is made up of ROM, RAM, etc., and stores the performance program, model information as identification information for the gaming machine 1, progress of lottery results by the control unit 10, etc. The speaker unit 15 generates sound as part of the performance. The segment display unit 16 is made up of LEDs, and displays the results of the lottery such as a jackpot performed by the control unit 10. The inter-machine connection unit 17 is an interface for connection to the inter-machine 2.

[0020] <Configuration of the machine between machines> FIG. 3 is a block diagram showing the internal configuration of the inter-machine. As shown in the figure, the inter-machine machine 2 has a control unit 20, a memory unit 21, a communication unit 22, a gaming machine connection unit 23, an operation unit 24, a display unit 25, and a card insertion unit 26, each of which is connected to the control unit 20.

[0021] The control unit 20 processes the programs stored in the storage unit 21, thereby functioning as a communication control unit 201, a game control unit 202, an operation control unit 203, a display control unit 204, and a card control unit 205. Details of these control units will be described later.

[0022] The storage unit 21 is made up of a ROM, a RAM, etc., and stores various programs and data processed by the control unit 20. The communication unit 22 is a communication interface for transmitting and receiving information to and from the management device 3, and includes, for example, a LAN controller. The gaming machine connection unit 23 includes an interface for interlocking with the gaming machine 1.

[0023] The operation unit 24 has, for example, operation buttons as a device for the player to operate. The operation unit 24 may have a touch panel provided on top of the display unit 25. The display unit 25 is, for example, a liquid crystal display, and displays various information to be notified to the player. The card insertion unit 26 processes the inserted player's membership card or general card.

[0024] The communication control unit 201 performs data communication with the management device 3 via the communication unit 22. The gaming control unit 202 monitors the gaming machine 1 by performing data communication with the gaming machine 1 via the gaming machine connection unit 23.

[0025] The operation control unit 203 acquires information indicating the operation content performed on the operation unit 24 from the operation unit 24, and notifies each unit of the control unit 20 related to the operation content based on the acquired information. The display control unit 204 causes the display unit 25 to display various types of information.

[0026] The card control unit 205 reads information from a card, which is a storage medium inserted into the card insertion unit 26, and writes information to the card.

[0027] <Configuration of management device> FIG. 4 is a block diagram showing the internal configuration of the management device. As shown in the figure, the management device 3 includes a control unit 30, a storage unit 31, an operation unit 32, a display unit 33, and a communication unit 34, each of which is connected to the control unit 30.

[0028] The control unit 30 is, for example, a CPU, and controls the entire management device 3 by executing programs stored in the memory unit 31, thereby realizing the linked user information registration means, operation status management means, reservation management means, reservation information notification means, used gaming machine information acquisition means, reservation cancellation waiting acceptance means, and cancellation waiting reservation information notification means of the present invention.

[0029] The storage unit 31 is a storage medium such as a ROM, RAM, or hard disk. The ROM stores control programs and fixed data necessary for operating the management device 3. The RAM stores programs currently being executed by the control unit 30 and data necessary for their execution. The hard disk stores large amounts of information. Here, a reservation management program 310, member information 311, gaming machine status information 312, available machine information 313, and gaming machine layout map information 314 are illustrated. The contents of this information will be described later.

[0030] The operation unit 32 is a device that accepts operations by a user (such as a staff member at an amusement facility), such as a keyboard and a mouse. The display unit 33 is a display that displays information input from the operation unit 32, information acquired from the inter-machine machine 2, and the like.

[0031] The communication unit 34 is a communication interface for data communication with the inter-machine 2 via the internal network 4, and a communication interface for data communication with the mobile terminal 6 via the external network 5.

[0032] <Information stored in the management device> Next, the information stored in the management device 3 will be described. FIG. 5 is a diagram showing the member information 311. Member information 311 includes the member's name, card number, friend card number, and contact information. Here, a friend is a linked user, and a friend card number is the linked user's card number. In the figure, a member with the name AD and a member with the name BF are linked users. This information is entered and registered in advance from the inter-machine 2 or mobile terminal 6. Note that the information shown in FIG. 5 is only a part of the member information, and member information 311 also includes gaming history information (for the current day and past) generated as the member plays.

[0033] 6 is a diagram showing the gaming machine status information 312. The gaming machine status information 312 is created by the control unit 30 of the management device 3 based on information sent from the inter-machine machine 2 to the management device 3, and includes information on the machine number, model, and gaming machine status. Note that the model information may be input in advance from the operation unit 32 of the management device 3.

[0034] The machine number is the identification information of the spaced-apart machines attached to the gaming machines. The machine numbers of 25 spaced-apart machines are shown here. The model indicates the model of the gaming machine. Here, the model of the gaming machine attached to the spaced-apart machines with machine numbers 1 to 10 is model A, and the model of the gaming machine attached to the spaced-apart machine with machine number 25 is model C. The gaming machine status indicates the availability, reservation, or playing status of each gaming machine. Here, the member with card number 1001 is playing the gaming machine attached to the spaced-apart machine with machine number 7, the two gaming machines attached to the spaced-apart machines with machine numbers 6 and 8 are reserved by the member with card number 1002, who is a friend (linked user) of the member with card number 1001, and the other gaming machines are available. In the following description, the gaming machine attached to the spaced-apart machine with machine number k (k is an integer greater than or equal to 1) will be referred to as the gaming machine (or gaming machine) with machine number k.

[0035] FIG. 7 is a diagram showing the available machine information 313. The available machine information 313 includes the number of installed machines, the number of operating machines, the number of reserved machines, and the available machine rate for each model. The number of installed machines for each model is input from the operation unit 32 of the management device 3 at the time of installation. The number of operating machines, the number of reserved machines, and the available machine rate, like the gaming machine status information 312, are created by the control unit 30 of the management device 3 based on information sent from the inter-machine machine 2 to the management device 3. The number of installed machines, the number of operating machines, the number of reserved machines, and the available machine rate for each model shown in the figure correspond to the gaming machine status information 312 shown in the figure.

[0036] FIG. 8 is a diagram showing the gaming machine layout map information 314. The gaming machine layout map information 314 is information that indicates the entrances to the floors of the gaming establishment and the locations of the gaming machines.

[0037] Here, two gaming islands with two rows of five machines each and one row of five machines each are installed. More specifically, one gaming island is made up of gaming machines of model A with machine numbers 1 to 5 in one row of five machines and gaming machines of model A with machine numbers 6 to 10 in one row of five machines, one gaming island is made up of gaming machines of model B with machine numbers 11 to 15 in one row of five machines and gaming machines of model B with machine numbers 16 to 20 in one row of five machines, and one gaming island is made up of gaming machines of model C with machine numbers 21 to 25 in one row of five machines.

[0038] Gaming machine reservation processing Next, a first example, a second example, and a third example will be described in order of the gaming machine reservation process executed by the management device 3. The flow of each example is executed by the control unit 30 of the management device 3 processing the reservation management program 310 stored in the memory unit 31.

[0039] Example 1 9 is a flowchart showing a first example of a gaming machine reservation process. This process flow starts when a player starts playing a game and ends when a linked user starts playing a game before the player finishes playing.

[0040] First, the control unit 30 confirms the player information (step S1). Next, the control unit 30 refers to the member information 311 and confirms the associated user of the player represented by the confirmed player information (step S2). Here, it is assumed that the player is member AD with member number 1001 shown in FIG. 5, and member BF with member number 1002 is registered as an associated user.

[0041] Next, the control unit 30 checks the gaming machine status information, etc. (step S3). Here, it refers to the gaming machine status information 312, the available machine information 313, and the gaming machine layout information 314. Then, it determines whether or not it is possible to reserve an adjacent seat, that is, whether or not it is possible to reserve a gaming machine adjacent to the gaming machine being played by the member AD (step S4).

[0042] Here, whether a reservation is possible or not is determined based on whether the gaming machines adjacent to the gaming machine being played by member AD are available, and whether the vacant machine rate on the gaming island is, for example, 60% or higher. However, this is just one example, and the vacant machine rate threshold can be changed based on information such as whether the model is a new model or a popular model, the average operating rate of the model, the congestion situation (whether a peak is coming), and whether the player or linked user is a member or not. Here, it is assumed that the status of the gaming machines on the gaming island being played by member AD is as shown in Table 1 below.

[0043] [Table 1]

[0044] In other words, member AD is playing gaming machine a, and the gaming machines a-1 and a+1 on either side of it are vacant. Also, the vacancy rate is 90%. Therefore, the control unit 30 determines that the adjacent seats (here, gaming machines a-1 and a+1) can be reserved (step S4: YES). If it is determined in step S4 that the reservation is not possible, the process proceeds to step S3.

[0045] If the control unit 30 determines in step S4 that the reservation is possible, it reserves the adjacent seats (here, gaming machines a-1 and a+1) (step S5). As a result of this reservation, the gaming machine status of the gaming island where member AD is playing becomes the status shown in Table 2 below.

[0046] [Table 2]

[0047] Next, the control unit 30 notifies the player (member AD in this case) and the associated user (member BF in this case) via the communication unit 34 (step S6). More specifically, the notification to the player is sent to the inter-machine 2, and the notification to the associated user is sent to the mobile terminal 6 carried by member BF. The content of the notification to the associated user (member BF) may be, for example, a message such as "Mr. AD is currently playing, and players on either side of him are available to play. We look forward to your visit."

[0048] Next, the control unit 30 checks the gaming machine status information, etc. (step S7), and determines whether the linked user is playing or not (step S8). If it is determined that the linked user is not playing (step S8: NO), the control unit 30 proceeds to step S7, and if it is determined that the linked user is playing (step S8: YES), the control unit 30 proceeds to step S9 and determines which gaming machine the linked user is playing on.

[0049] Then, if it is determined that one of the reserved gaming machines (here, gaming machine a-1) is being played (step S9: a-1), the reservation of the reserved gaming machine that is not being played (here, gaming machine a+1) is canceled (step S10).

[0050] Furthermore, if it is determined that the other reserved gaming machine (here, gaming machine a+1) is in play (step S9: a+1), the reservation of the reserved gaming machine that is not in play (here, gaming machine a-1) is canceled (step S11). Table 3 below shows the gaming machine status in this case.

[0051] [Table 3]

[0052] Furthermore, if it is determined that a gaming machine other than the two reserved gaming machines (here, a-1 and a+1) is being played (step S9: other than a-1 and a+1), the reservation of the two reserved gaming machines (here, gaming machines a-1 and a+1) is canceled (step S12). Table 4 below shows the gaming machine status in this case.

[0053] [Table 4]

[0054] After executing any one of steps S10, S11, and S12, the flow shown in this figure is terminated.

[0055] The first example explained above can be summarized as follows (i) to (iv). (i) Gaming establishments that provide gaming machine reservation management systems can be identified on the external network 5 and can be registered in advance in the gaming establishment management device 3. Members AD and BF are already registered as linked users. (ii) When member AD enters a gaming state on gaming machine a, the adjacent seat (gaming machines a-1 and a+1) becomes a reserved seat for member BF, and member BF is notified of this. (iii) When member BF enters a gaming state on gaming machine a-1 (or a+1), the reservation for gaming machine a+1 (or a-1) is cancelled. (iv) When member BF enters a gaming state on a gaming machine other than a-1 or a+1, the reservations for gaming machines a+1 and a-1 are cancelled.

[0056] Second Example 10 is a flowchart showing a second example of the gaming machine reservation process. Like the first example, this process flow also starts when a player starts playing. However, it also includes a process for canceling a reservation due to a decrease in the vacant machine rate before a linked user starts playing.

[0057] In Figure 10, steps S101 to S103 are the same as steps S1 to S3 in Figure 9 (first example). In the next step S104, it is determined whether the sum of the number of available reservations and the number of reservations that can be maintained is 0 or 1 or more. Here, "1 or more" means "1 or less than a preset maximum number of reservations" (in the following explanation, the maximum number of reservations is assumed to be 2, but the maximum number of reservations can be any number greater than 1). Furthermore, the vacancy rate standard for this determination is 60%, the same as in step S4 in Figure 9.

[0058] If the number is determined to be 0 in step S104, the process proceeds to step S103, and if the number is determined to be 1 or greater, the process proceeds to step S105 to reserve adjacent seats. When making this reservation, if the number determined to be 1 in step S104, one seat is reserved, and if the number determined to be 2, two seats (on both sides) are reserved.

[0059] If adjacent seats are reserved in step S105, the next step S106 notifies the player and associated users in the same manner as in step S6 of Figure 9, and the next step S107 checks the gaming machine status information, etc., in the same manner as in step S7 of Figure 9.

[0060] In the next step S108, it is determined whether the linked user (member BF) is playing or not, and if it is determined that the linked user is playing (step S108: YES), processing similar to steps S9 to S12 in Figure 9 is executed, and if it is determined that the linked user is not playing (step S108: NO), the process proceeds to step S109.

[0061] In step S109, it is determined whether the reservation can be maintained. A threshold value for the vacant machine rate is set as the criterion for this determination. For example, if the vacant machine rate is 40% or more, it is determined that the reservation can be maintained (step S109: YES) and the process proceeds to step S103. If the vacant machine rate is less than 40%, it is determined that the reservation cannot be maintained (step S109: NO) and the process proceeds to step S110. For example, if the gaming machine status at the time of determination is as shown in Table 5 below, the vacant machine rate is 60%, so it is determined that the reservation can be maintained.

[0062] [Table 5]

[0063] In step S110, the control unit 30 determines whether the player is continuing to play or not, and if so, whether the player intends to continue. More specifically, whether the player is continuing to play or not is determined based on the information confirmed in step S107, and whether the player intends to continue or not is determined based on the answer to a message displayed on the display unit of the inter-machine machine 2 attached to the gaming machine 1 that the player (member AD) is playing on.

[0064] If the determination is affirmative (step S110: YES), the control unit 30 grants a grace period of n minutes and notifies the player and the linked user (step S111). The grace period of n minutes can be changed depending on the average operating rate of the machine, the number of machines of the same machine in operation, the gaming history of members AD and BF, etc.

[0065] Next, the process waits for the grace period n minutes to elapse (step S112: NO → step S112), and once the grace period has elapsed (step S112: YES), the process checks the gaming machine status information, etc. (step S113) and determines whether the reservation can be maintained (step S114). A threshold value for the vacant machine rate is set as the criterion for this determination, and if the vacant machine rate is 60% or higher, for example, it is determined that the reservation can be maintained.

[0066] If it is determined that the reservation can be maintained (step S114: YES), the player and the linked user are notified that the reservation is being maintained (step S115), and the process proceeds to step S103. On the other hand, if it is determined that the reservation cannot be maintained (step S114: NO), the player and the linked user are notified that the reservation has been cancelled (step S116), and the process proceeds to step S117.

[0067] In step S117, it is determined whether the remaining number of reservations to be maintained is 0 or 1 or more (here, 1 or 2). If it is determined to be 0, the process proceeds to step S103; if it is determined to be 1 or more, the process proceeds to step S113.

[0068] The processing up to this point can be summarized as follows: a) to d). a: If the number of available reservations + the number of maintained reservations is 0, the process loops from step S103 to S104. b: If the number of available reservations + the number of maintained reservations is 1, the process loops through steps S103 to S109. c: If the number of available reservations + the number of maintained reservations is 2, the process loops through steps S103 to S109. d: If the vacancy rate falls below the threshold (40%) in step S109, proceed to step S110. e: In step S114, reservation cancellations are repeated until the vacancy rate reaches or exceeds the threshold value (60%). f: If the vacancy rate exceeds the threshold value (60%) in step S114, additional reservations are possible up to the maximum number of reservations (here, 2).

[0069] If the determination in step S110 is negative (step S110: NO), it is confirmed whether the player (member AD) has specified a destination (step S118). Here, the specification of a destination is accompanied by a reservation of the destination. In other words, the destination is reserved at the same time as the destination is specified (only gaming machines that can be reserved can be specified as a destination).

[0070] If the destination is not specified (step S118: NO), the reservation of the seat adjacent to the current seat is canceled (step S119), and the flow shown in this figure is terminated. Here, the current seat is the seat where the player (member AD) is playing (hereinafter referred to as gaming machine a in Table 5), and the seats adjacent to it (gaming machines a-1 and a+1 in Table 5) are seats reserved for the linked user (member BF).

[0071] If a destination is specified (step S118: YES), the reservation of the seat next to the current seat is canceled (step S120), and it is determined whether a reservation of the seat next to the destination seat is possible (step S121). This determination is made based on whether the gaming machines adjacent to the gaming machine to which member AD will be transferred (here, gaming machine b+1 in Table 5) (here, gaming machine b, b+2 in Table 5) are available, and whether the vacant machine rate in the gaming island is, for example, 60% or more.

[0072] If the control unit 30 determines that the reservation is possible (step S121: YES), it reserves the seat next to the destination seat (here, gaming machines b, b+2) (step S122) and notifies the player and the linked user of that fact (step S123). Also, if it determines that the reservation is impossible (step S121: NO), it notifies the player and the linked user of that fact (step S123).

[0073] Next, the control unit 30 grants a grace period of n minutes and sends a message to the player (member AD) urging him / her to move to the destination seat (here, gaming machine b+1) (step S124). After that, it waits for the grace period of n minutes to elapse (step S125: NO → step S125), and when it has elapsed (step S125: YES), it determines whether the gaming machine of the player (member AD) is in the middle of a jackpot or the like (step S126). ).

[0074] Then, if it is determined that a jackpot is in progress (jackpot in progress, lottery in progress, away from the seat, etc.) (step S126: YES), the system waits for another +N minutes to pass (step S127: NO → step S127), and once that has passed (step S127: YES), it checks the gaming machine status information, etc. (step S128) and determines whether the movement has been completed (step S129).

[0075] If the result of the determination is that the move is complete (step S129: YES), the process proceeds to step S103, and if the move is not complete (step S129: NO), the reservation is canceled and a notification is sent (step S130), and the process proceeds to step S103. The reservations that are canceled here are the gaming machine at the transfer destination and the gaming machine adjacent to it if the seat next to the transfer destination can be reserved, and the gaming machine at the transfer destination if the reservation cannot be made.

[0076] The outline of the second example explained above is the same as the outline of the first example (i) to (iv) plus the following (v) to (vi). (v) After reserving a seat next to member AD for member BF, member AD and member BF are notified in advance of the cancellation of the reservation based on the gaming machine status information. (vi) If member AD finishes playing on gaming machine a, or indicates an intention to finish, or does not indicate an intention to continue before member BF is playing on the reserved gaming machine, the reservation of the seat next to gaming machine a will be canceled. In that case, if member AD has specified a destination gaming machine, a seat next to the destination gaming machine will be reserved according to the gaming machine status information. If member AD does not move within the grace period, the reservation of the destination gaming machine (and the seat next to it) will be canceled.

[0077] Third Example 11 is a flowchart showing part of a third example of the gaming machine reservation process. This flow is the process that is performed when, after member AD reserves a seat next to linked user BF, a reservation cancellation waiting request is received from a third party (here, member CJ) who is neither a player nor a linked user. Note that this reservation cancellation waiting request can be sent by member CJ using his / her own mobile terminal 6 to access the reservation site provided by the management device 3, or can be input from a machine-to-machine interface unit attached to another gaming machine while playing on that gaming machine.

[0078] In this flow, the gaming machine status information at the time when the reservation cancellation waiting request is sent is assumed to be as shown in Table 6 below.

[0079] [Table 6]

[0080] First, the management device 3 notifies member CJ that it has received the reservation cancellation waiting request (step S201). Then, it determines whether member AD is continuing to play on gaming machine a or intends to continue playing (step S202). At this point, member BF has not started playing, i.e., the gaming machine status is as shown in Table 6 above.

[0081] If the determination in step S202 is affirmative (step S202: YES), when member BF subsequently starts playing (step S203), it is determined which gaming machine he is playing on (step S204).

[0082] Then, if it is determined that one of the reserved gaming machines (here gaming machine a+1) is being played (step S204: a+1), the reservation for the other of the reserved gaming machines (here gaming machine a-1) is canceled (step S205), and the seat is reserved for member CJ (step S206).

[0083] Furthermore, if it is determined that the other of the reserved gaming machines (here gaming machine a-1) is being played (step S204: a-1), the reservation for one of the reserved gaming machines (here gaming machine a+1) is canceled (step S207) and the seat is reserved for member CJ (step S208).

[0084] Furthermore, if it is determined that a gaming machine other than the two reserved gaming machines (here, a-1 and a+1) is being played (step S204: other than a-1, a+1), the reservation of the two reserved gaming machines (here, gaming machines a-1 and a+1) is canceled (step S209), and one of the gaming machines, a-1 (or a+1), is designated as the reserved seat for member CJ (step S210).

[0085] If the determination in step S202 is negative (step S202: NO), the process proceeds to step S209 described above.

[0086] After executing step S206, S208, or S210, the reserved seat is notified to member CJ (step S211). After that, when member CJ starts playing at a gaming machine c other than the reserved seat (step S212), it is determined whether member CJ is continuing to play at gaming machine c or intends to continue playing (step S213).

[0087] If the judgment in step S213 is positive (step S213: YES), gaming machine a-1 (or a+1), which is the reserved seat for member CJ, is made a reserved seat for member AD or an empty seat (step S214), and member AD and member CJ are notified (step S215), and the flow shown in this figure is terminated.

[0088] Furthermore, if the determination in step S213 is negative (step S213: NO), it is determined whether member CJ intends to play at gaming machine a-1 (or a+1), which is the reserved seat (step S216). If the determination in step S216 is positive (step S216: YES), the reservation of gaming machine a-1 (or a+1), which is the reserved seat for member CJ, is maintained (step S217), and the flow shown in this figure is terminated. On the other hand, if the determination in step S216 is negative (step S216: NO), the flow proceeds to step S214 described above.

[0089] The outline of the third example explained above can be summarized as follows (vii) to (x). (vii) A third party (here, member CJ) other than member AD who is a player and member BF who is a linked user can request that the reservation of member BF's reserved seat be put on hold for cancellation. (viii) Depending on the gaming machine status information, members AD and BF are notified in advance of the reservation cancellation. That is, for example, if member AD continues playing on gaming machine a or indicates his / her intention to continue playing, when member BF enters a gaming state on gaming machine a-1 (or a+1), the reservation for gaming machine a+1 (or a-1) is canceled, and gaming machine a-1 (or a+1) that is not in a gaming state becomes member CJ's reserved seat, and member CJ is notified. Also, when member BF enters a gaming state on a gaming machine other than a-1 or a+1, the reservation for gaming machines a-1 and a+1 is canceled, and gaming machine a-1 or a+1 becomes member CJ's reserved seat, and member CJ is notified. (ix) If member AD finishes playing on gaming machine a, indicates an intention to finish, or indicates no intention to continue, gaming machine a-1 or a+1 becomes a reserved seat for member CJ, and member CJ is notified. (x) When member CJ is notified that he has been able to reserve gaming machine a-1 or a+1, for which he was waiting for cancellation of the reservation, if member CJ is playing on gaming machine c other than a-1 or a+1 and member CJ indicates his intention to continue playing on gaming machine c, gaming machine a-1 or a+1 will become a reserved seat or vacant seat for member AD, and if member CJ does not indicate his intention to continue playing on gaming machine c, gaming machine a-1 or a+1 will become member CJ's reserved seat.

[0090] As explained above in detail, the gaming machine reservation management system according to the embodiment of the present invention provides the following effects (1) to (5). (1) When multiple users who wish to play together reserve adjacent gaming machines, it is no longer necessary for each user to specify an individual gaming machine. (2) Since reservations can be effectively canceled based on game status information, it is possible to prevent a decrease in utilization rate due to reserved seats becoming vacant. (3) By notifying the associated users of the gaming facility and gaming machine where the player is playing, it becomes easier for the associated users to meet up. (4) By publishing information about affiliated users (such as gaming history) on the gaming establishment’s website, etc., it is expected that this will encourage users to join the affiliated user club. (5) By having amusement parlors communicate with each other in advance information such as monthly sales, average operating rate, congestion status, and utilization rate of the gaming machine reservation management system, the operating rate of each amusement parlor can be averaged, thereby easing congestion and reducing opportunity loss.

[0091] The present invention includes the following modifications (1) to (7). (1) When member AD accesses the reservation site provided by the management device 3 from his / her mobile terminal 6 and makes a reservation, the management device 3 reserves a seat adjacent to the reserved seat for member BF. (2) In step S9 in FIG. 9, steps S105 and S122 in FIG. 10, etc., one of the adjacent seats is reserved. (3) It is possible to reserve not only adjacent seats but also seats opposite each other (for example, gaming machine b in relation to gaming machine a in Table 1). (4) If there are three or more people, everyone should be seated side by side or in groups of two or more. (5) When a linked user is notified that the gaming machines on either side of the gaming machine the player is playing on have been reserved, the linked user sends a reply selecting the gaming machine he or she wishes to play on from the reserved gaming machines, and the management device 3 cancels the reservation of the gaming machine not selected by the player. (6) Between steps S2 and S3 in Figure 9 (first example), add a step to check whether the player intends to notify linked users, and if the player does not intend to do so (e.g., "I want to play alone today," "I'm just waiting for the gaming machine I want to play," etc.), turn off reservations and reservation notifications for linked users. (7) In the first example, the process starts when the player starts playing and ends when the associated user starts playing before the player finishes playing, but it can also be configured so that the reservation is automatically canceled if the player finishes playing without the associated user arriving. That is, for example, a step for determining whether the player has finished playing can be inserted between steps S7 and S8 in Fig. 9, and if the determination is negative, the process proceeds to step S8, and if the determination is positive, the reservation is canceled, the associated user is notified of this, and the process ends. [Explanation of symbols]

[0092] 1, 1-1, 1-2,..., 1-n... gaming machines, 2, 2-1, 2-2,..., 2-n... machine-to-machine machines, 3... management device, 6... mobile terminal, 30... control unit, 31... memory unit, 32... operation unit, 33... display unit, 34... communication unit, 310... reservation management program, 311... member information, 312... gaming machine status information, 313... available machine information, 314... gaming machine layout map information.

Claims

1. A gaming machine reservation management system for managing reservations for gaming machines, a reservation information storage means for storing reservation information including identification information of a reserving person and the machine number of a reserved gaming machine; linked user information registration means in which identification information of a plurality of users who wish to play together is registered; an operating status management means for managing the operating status of the gaming machine; a reservation management means for storing, in the reservation information storage means, at least one gaming machine in the vicinity of the reserved gaming machine or the gaming machine currently being played by one of the plurality of users, as a reservation for another of the plurality of users, based on the fact that reservation information of the one of the plurality of users has been stored in the reservation information storage means or the fact that the one of the users is currently playing on the gaming machine; A gaming machine reservation management system having the above.

2. 2. The gaming machine reservation management system according to claim 1, The reservation management means is a gaming machine reservation management system that makes a reservation when the vacant machine rate of a gaming machine is equal to or greater than a predetermined threshold.

3. 3. The gaming machine reservation management system according to claim 1, a gaming machine reservation management system having a reservation information notifying means for notifying the other person of reservation information in the reservation management means;

4. 4. The gaming machine reservation management system according to claim 3, a used gaming machine information acquisition means for acquiring, in response to the notification, information indicating a gaming machine that the other player wishes to use from among the reserved gaming machines, from the other player; The reservation management means cancels reservations of gaming machines other than the gaming machine that the other person wishes to use.

5. 2. The gaming machine reservation management system according to claim 1, The reservation management means cancels the reservations of all gaming machines reserved for the other person when the other person is playing a gaming machine other than the reserved gaming machine.

6. 2. The gaming machine reservation management system according to claim 1, The reservation management means cancels the reservations of all gaming machines reserved for the other person when the other person finishes playing before the other person starts playing on the reserved gaming machine.

7. 2. The gaming machine reservation management system according to claim 1, The reservation management means stores a gaming machine in the reservation information storage means as a reservation for one of the other gaming machines when the one of the other gaming machines starts playing on another gaming machine before the other person starts playing on the reserved gaming machine.

8. In the gaming machine reservation management system according to any one of claims 1 to 7, The gaming machine reservation management system includes a reservation cancellation waiting acceptance means for accepting from a user a reservation cancellation waiting request for the gaming machine reserved for the other person, and a cancellation waiting reservation information notifying means for notifying the user who has made the reservation cancellation waiting that the gaming machine has been reserved for the user when the reservation for the gaming machine is canceled.

Citation Information

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