Gaming device and gaming system
The gaming device and system provide advanced data analysis to optimize gaming machine performance and sales by utilizing performance value calculation and graphical visualization, addressing the limitations of conventional systems in adjusting payout rates and enhancing player engagement and revenue.
Patent Information
- Application Number
- JP2022094710
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-06-10
- Publication Date
- 2026-03-04
- Estimated Expiration
- 2042-06-10
AI Technical Summary
Conventional gaming devices lack comprehensive data analysis capabilities to optimize the performance and sales of gaming machines, particularly in amusement facilities, and do not effectively utilize setting values to adjust payout rates for enhanced player engagement and facility revenue.
A gaming device and system that includes gaming information acquisition, performance value calculation, area division, and graph display mechanisms, along with stay and movement determination, to analyze and visualize the performance of gaming machines on a two-dimensional coordinate system, enabling managers to make informed operational decisions.
Enhances the ability to optimize gaming machine settings and operations by providing detailed performance analysis and predictive simulations, improving player engagement and facility revenue through data-driven decision-making.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming device and a gaming system that perform data analysis. [Background technology]
[0002] A gaming device has been disclosed that plots and displays evaluation scores for each gaming machine on a graph with the operating rate on the vertical axis and gross profit on the horizontal axis (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-120087 Summary of the Invention [Problem to be solved by the invention]
[0004] However, there is room for improvement in conventional gaming devices. [Means for solving the problem]
[0005] The above issues solution To this end, the gaming device of the present invention comprises: gaming information acquisition means capable of acquiring gaming information transmitted from gaming devices including gaming machines installed in an amusement facility; performance value calculation means capable of calculating performance values of gaming machine operation and sales using the gaming information acquired by the gaming information acquisition means; area division means capable of further dividing areas on a two-dimensional coordinate system obtained by dividing an area by a first coordinate axis indicating operation and a second coordinate axis indicating sales, by providing a third coordinate axis indicating specific operation by adding a predetermined value to the first coordinate axis; and graph display means capable of generating and displaying a graph by plotting the performance values calculated by the performance value calculation means on the two-dimensional coordinate system divided by the area division means. The system includes: stay determination means capable of determining, based on the performance value calculated by the performance value calculation means, that a user has stayed in a predetermined area on the two-dimensional coordinate system; and movement determination means capable of determining, based on the performance value calculated by the performance value calculation means, that a user has moved from a first area, which is the area the user previously stayed in on the two-dimensional coordinate system, to a second area different from the first area, wherein the stay determination means is capable of determining, based on the performance value calculated by the performance value calculation means in a previous period, that a user has stayed in the first area, and is capable of determining, based on the performance value calculated by the performance value calculation means in a subsequent period, that a user has stayed in the second area, and the movement determination means is capable of determining, based on the determination result by the stay determination means, that a user has moved from the first area to the second area, and the previous period and the subsequent period overlap with each other and include consecutive specific periods. It is in the composition. [Brief explanation of the drawings]
[0006] [Figure 1] 1 is a schematic diagram of a gaming system. [Figure 2] FIG. 10 is a diagram illustrating an example of a business information table. [Figure 3] FIG. 10 is a diagram showing an example of an amusement arcade information table. [Figure 4] FIG. 10 is a diagram illustrating an example of an installation number table. [Figure 5] FIG. 2 is a diagram showing the control configuration of the gaming device. [Figure 6] FIG. 2 is a diagram showing the flow of signals between devices in a gaming system. [Figure 7] FIG. 10 is a diagram showing specification information distributed by a data distribution company. [Figure 8] FIG. 10 is a diagram illustrating a method for identifying business information when there is a setting value that has not been installed. [Figure 9] FIG. 10 is a diagram showing a model list screen displayed on the gaming device. [Figure 10] FIG. 10 is a diagram illustrating a distribution mode. [Figure 11] FIG. 10 is a diagram showing a setting screen displayed on the gaming device. [Figure 12] FIG. 10 is a diagram showing a simulation priority setting screen displayed on the gaming device. [Figure 13] 10 is a flowchart showing a priority setting process. [Figure 14] FIG. 10 is a diagram showing a rate setting screen displayed on the gaming device. [Figure 15] FIG. 10 is a diagram illustrating an ideal region transition. [Figure 16] FIG. 1 is a diagram illustrating regions divided on a two-dimensional coordinate system. [Figure 17] FIG. 10 is an explanatory diagram showing the operation standards and sales standards for each area. [Figure 18] FIG. 2 is a diagram illustrating an overview of each region. [Figure 19] FIG. 10 is a diagram showing a pachinko PPM screen displayed on the gaming device. [Figure 20] FIG. 10 is a diagram showing an operation checklist screen displayed on the gaming device. [Figure 21] FIG. 10 is a diagram illustrating an analysis alert. [Figure 22] This is a diagram explaining HC alerts and national alerts. [Figure 23] FIG. 10 is a diagram showing an operation transition graph screen displayed on the gaming device. DETAILED DESCRIPTION OF THE INVENTION
[0007] [First embodiment] Preferred embodiments of the present invention will now be described with reference to the accompanying drawings. The gaming system 1 according to the first and second embodiments is operated by a computer controlled by a program (gaming program). The program sends commands to each component of the computer, causing it to perform predetermined processing, such as input / output, storage, and calculation of data in the hall computer 60. The gaming system 1 is realized by specific means in which a program and a computer work together, and all or part of the program is provided on a magnetic disk, optical disk, or any other computer-readable storage medium, and the program read from the storage medium is installed on the computer and executed. The program can also be loaded directly into a computer via a communication line and executed without using a storage medium.
[0008] [Gaming system] FIG. 1 is a schematic diagram of the gaming system. The gaming system 1 is mainly composed of multiple devices: gaming machines 10 (pachinko machines 10a, pachislot machines 10b) installed in the gaming parlor (store); hall computers 60 (hall computer 60a of gaming parlor A (own gaming parlor), hall computer 60b of gaming parlor B (other gaming parlor), hall computer 60c of gaming parlor C (other gaming parlor)) that can collect gaming information (hereinafter also referred to as other gaming parlor information) transmitted from gaming devices such as the gaming machines 10 within the gaming parlor; a gaming information server 2 that can collect gaming information (hereinafter also referred to as other gaming parlor information) from the hall computers 60 of other gaming parlors; and a specification distribution server 5 that distributes specification information of the gaming machines 10. The multiple devices include, for example, a lending machine 20 (20a for game balls, 20b for medals), a machine computer 30, an island computer 40, and a counting machine 50 (50a for game balls, 50b for medals). In the gaming system 1, each of these devices is provided with a communication means, and is connected to be able to perform data communication via a predetermined network (for example, a local area network). Such a gaming system 1 is configured as a gaming information collection system that collects gaming information for each gaming machine 10 based on gaming information transmitted from gaming devices such as gaming machines 10, rental machines 20, and counting machines 50. In addition to the devices shown in Figure 1, an amusement facility where the gaming system 1 is installed can be equipped with, for example, a gaming media counter that counts the quantity of gaming media, a POS terminal that compiles and manages data related to prize exchanges, and a data disclosure device that displays information about the gaming machines 10 and the members of the amusement facility in a viewable manner.
[0009] The gaming information server 2 transmits to the hall computer 60 gaming information of other arcades collected from gaming devices such as gaming machines 10 installed in each gaming parlor. Specifically, the gaming information server 2 is equipped with communication means for communicating with the hall computer 60 of each gaming facility, and transmits and receives gaming information from other stores to and from the hall computer 60 of each gaming facility via the Internet communication network, etc. The gaming facility that communicates with the hall computer 60 is, for example, a gaming facility that has introduced this system (service), and the user of this system is, for example, the manager of each gaming facility.
[0010] The gaming information server 2 also has a storage means for storing collected gaming information from other arcades, and stores, for example, a business information table, a gaming parlor information table, and an installed machine number table. The business information table contains business information for each amusement facility, and as shown in Figure 2, for example, for each amusement facility (ID) and each business day, business information such as the operating hours, outs, machine sales, machine gross profit, hourly sales, hourly gross profit, ball price, ball gross profit, and gross profit rate of the gaming machine 10 is linked to the gaming machine ID, model ID, and rental rate, and is composed of data accumulated (stored) for all amusement facilities that have introduced this system, and for a specified period of time in the past (for example, one year).
[0011] As shown in FIG. 3, the game center information table contains basic information about each game center, such as the game center name and the address (location) of the game center, and is linked to the game center ID. As shown in FIG. 4, the installed machine number table includes the number of pachinko machines 10a, pachislot machines 10b, the number of machines by model, and the total number of machines, and is configured to be linked to the game center ID.
[0012] The spec distribution server 5 is communicably connected to the hall computer 60 via the Internet or other communication network, and is a server managed by a data distribution company, a gaming device sales manufacturer, or the like. A data distribution company (including a gaming device sales manufacturer, etc.) inputs the specification information of a plurality of gaming machines 10 into the specification distribution server 5 based on information released by gaming machine manufacturers, and stores it. The spec distribution server 5 then distributes the spec information to the hall computer 60 of each gaming facility in response to a request from the client.
[0013] The gaming machines 10 (gaming devices) are installed according to rental rates and models, and are pachinko machines 10a that use gaming balls as gaming media, pachislot machines 10b that use medals, etc., and players can play using the rented gaming media. The gaming states of the gaming machine 10 include a normal gaming state in which gaming media are consumed at a predetermined rate, and a special gaming state in which an increase in gaming media can be expected compared to the normal gaming state, which is advantageous to the player.
[0014] The gaming machine 10 is equipped with a payout rate adjustment function that can gradually adjust the payout rate by setting six levels from 1 to 6, which have different winning probabilities (degree of advantage) for special gaming states such as bonuses (jackpots) and AT states. Specifically, the gaming machine 10 is configured to be able to adjust the payout rate depending on the setting value, since a larger setting value usually means a higher probability of winning a bonus or AT state, etc., and therefore a higher payout rate of gaming media, and a smaller setting value usually means a lower probability of winning a bonus or AT state, etc., and therefore a lower payout rate of gaming media. As such, the setting values have a direct effect on the payout rate, and depending on the daily settings, they can determine whether the gaming machine 10 is attractive to players, and in gaming facilities, depending on the daily settings, they can also be important information that can affect sales, etc. The fluctuations in the payout rate of the pachinko machine 10a include fluctuations due to a payout rate adjustment function that can adjust the probability of winning a jackpot, etc., as well as fluctuations due to individual differences when the game ball hits the nail. Such a gaming machine 10 is communicably connected to the machine computer 30 and transmits game information to the machine computer 30.
[0015] The lending machine 20 (gaming device, lending device) is a device for providing gaming media to players, and performs functions such as counting gaming media acquired on the attached gaming machine 10, refunding the counted gaming media, lending gaming media according to the amount inserted, and issuing a storage medium (e.g., an IC card) that identifies the number of counted gaming media and the remaining amount inserted. For example, the number of acquired gaming media is counted by inserting the gaming media into the slot of the lending machine 20, and the counted gaming media is refunded by dispensing the gaming media from the payout outlet based on the player's refund operation. The gaming media are lent out according to the amount of money inserted by dispensing the gaming media from a dispensing opening based on a lending operation by the player. The rental machine 20 is communicatively connected to the machine computer 30 and transmits transaction information to the machine computer 30.
[0016] The machine computer 30 is communicatively connected to the gaming machine 10, the rental machine 20, and the island computer 40, receives gaming information transmitted from the gaming machine 10 and the rental machine 20, stores the information appropriately, and transmits it to the island computer 40.
[0017] The island computer 40 is communicably connected to the machine computer 30, the counter 50, and the hall computer 60, and transmits and receives game information between these devices. The game information is transmitted to the hall computer 60 in response to a request from the hall computer 60 or at predetermined intervals.
[0018] The counting machine 50 (gaming device) is a device for counting gaming media acquired by players on the gaming machine 10, and is installed in multiple locations within the gaming facility (for example, at the edge of the gaming machine island) and counts the gaming media according to the rental rate. Specifically, when the acquired gaming media are inserted into the counting machine 50, the number of acquired gaming media is automatically counted and a ticket recording the counting result is issued. The player can then present this issued ticket at the prize exchange counter in the gaming center to exchange the acquired gaming media for a prize corresponding to the number of acquired gaming media.
[0019] In addition, the counting machine 50 transmits gaming information (hereinafter also referred to as gaming medium number information) indicating the quantity of the counted gaming medium, etc., to the hall computer 60 via the island computer 40 for each issuance operation, together with gaming machine information that can identify the gaming machine 10 from which the counted gaming medium was acquired. The gaming machine information is information about the gaming machine 10, including the machine number, model, rental rate, etc. of the gaming machine 10. In addition, a method for identifying the gaming machine 10 from which the counted gaming medium will be acquired may be, for example, a configuration in which an employee of the gaming facility carries a remote control or the like, inputs gaming machine information identifying the gaming machine 10 from the remote control, and transmits the input gaming machine information to the counting machine 50.
[0020] The hall computer 60 (gaming device) is an information processing device that operates according to a program, and is installed, for example, in a location where it can be operated by a manager of the gaming facility, such as in a control room behind the counter. The hall computer 60 stores, manages, and analyzes game information relating to all gaming machines 10 installed in the gaming facility, and manages business information for the gaming facility. The manager of the gaming facility uses this business information as an index to set the settings for the pachinko machine 10a and the pachislot machine 10b, and utilizes this information in the daily operation of the gaming facility. As shown in FIG. 5, such a hall computer 60 is made up of a communication unit 61, a storage unit 62, an operation unit 63, a display unit 64, and a control unit 65.
[0021] The communication unit 61 functions as a gaming information acquisition unit, and receives gaming information transmitted from gaming devices installed in the gaming facility (see FIG. 6). For example, the communication unit 61 receives game information from the gaming machine 10, transaction information from the lending machine 20, and game media number information from the counting machine 50 via relay devices such as the machine computer 30 and the island computer 40. In the following description, the transaction information and gaming medium number information transmitted from the gaming devices of the lending machine 20 and the counting machine 50 are collectively referred to as gaming information.
[0022] In addition, the communication unit 61 functions as a gaming information acquisition means, and receives not only gaming information transmitted from gaming devices installed in the gaming facility of the own store, but also gaming information from other stores transmitted from gaming devices installed in gaming facilities of other stores transmitted from the gaming information server 2. Furthermore, the communication unit 61 functions as a specification information acquisition unit to receive specification information indicating the performance of the gaming machine 10 from the specification distribution server 5 via the Internet communication network. Therefore, the control unit 65 can calculate the business information of the gaming machine 10 and analyze the gaming machine 10 using at least one of the gaming information of the own store transmitted from gaming devices such as the gaming machines 10, rental machines 20, and counting machines 50 installed in the gaming hall of the own store, the gaming information of other stores transmitted from the gaming information server 2, and the specification information transmitted from the specification distribution server 5.
[0023] The storage unit 62 is configured with a storage medium (for example, a ROM, a RAM, a hard disk, etc.) capable of storing programs and data for executing the various functions of the hall computer 60. The storage unit 62 stores game information transmitted from a gaming device such as the gaming machine 10 together with gaming machine information capable of identifying the gaming machine 10.
[0024] The gaming information transmitted from the gaming machine 10 includes, for example, "out information" indicating the number of gaming media inserted, "safe information" indicating the number of gaming media paid out, "status information" indicating the occurrence of special games such as a jackpot that is advantageous to the player, a big bonus (hereinafter referred to as BB), a regular bonus (hereinafter referred to as RB) (including AT and ART), and "start information" indicating the execution of one game. For example, in the case of a pachinko machine 10a, the "out information" is transmitted once for every 10 game balls inserted, and in the case of a pachislot machine 10b, the "out information" is transmitted once for every medal inserted, so that an out can be determined. For example, in the case of a pachinko machine 10a, the "safe information" is transmitted once every time 10 game balls are paid out as a result of a winning, and in the case of a pachislot machine 10b, the "safe information" is transmitted once every time one medal is paid out, so that a safe state can be identified. For example, in the case of a pachinko machine 10a, the "status information" is transmitted during a special rate or a time-saving rate, and in the case of a pachislot machine 10b, it is transmitted during a bonus such as BB (BB information) or RB (RB information), so that the number of bonuses or jackpots can be identified. Furthermore, when "status information" is transmitted, it can be identified as a special gaming state, and when "status information" is not transmitted, it can be identified as a normal gaming state. For example, in the case of a pachinko machine 10a, the "start information" is transmitted when a winning jackpot is entered into the start slot or when the pattern changes, and in the case of a pachislot machine 10b, it is transmitted each time the start lever is pressed, so the number of games can be determined by counting the number of transmissions.
[0025] The memory unit 62 also stores transaction information transmitted from the rental machine 20. The transaction information includes, for example, "sales information" that is sent when a player inserts cash into the lending machine 20 to start playing and performs the lending operation, and "replay information" that is sent when a player withdraws the balls deposited at the gaming facility and plays using the balls won in a jackpot or the like without exchanging them for prizes. Along with the various game information described above, this information is stored sequentially at the time it is generated as information for each gaming machine 10. When a player deposits cash into the lending machine 20, for example, in the case of a pachinko machine 10a, the "sales information" is sent once every 25 balls (100 yen if one ball is 4 yen) that are lent out, and in the case of a pachislot machine 10b, the "sales information" is sent once every 5 medals (100 yen if one medal is 20 yen) that are lent out, so that sales can be determined. In addition, the number of gaming media to be paid out with one gaming media lending operation is set, so for example, if it is set to pay out 125 balls as loan balls at one time, "sales information" will be sent five times with one gaming media lending operation. When a player performs a withdrawal operation on saved balls, for example, in the case of a pachinko machine 10a, the "replay information" is sent once every 25 game media are paid out, and in the case of a pachislot machine 10b, the "replay information" is sent once every 5 medals are paid out, so the number of replays can be determined.
[0026] Furthermore, the storage unit 62 stores the game medium number information transmitted from the counting machine 50. The gaming media number information includes, for example, "counting information" transmitted when the player counts the gaming media held by the counter 50, and therefore the number of gaming media can be identified. The storage unit 62 can store such gaming information for each gaming machine 10, for each business day (for example, on a daily basis), for each model, and for each rental rate.
[0027] The operation unit 63 is composed of, for example, a keyboard, a mouse, etc., and can be operated by the amusement center manager or employee to select and input predetermined data, instructions, commands, etc.
[0028] The display unit 64 is a display means such as an LCD display, and when the amusement facility manager or the like operates the operation unit 63, it displays various information such as actual values calculated using game information, as well as numerical values input from the operation unit 63 and simulation results (hereinafter also referred to as predicted values). Specifically, a "model list screen," a "pachinko PPM screen," an "operation checklist screen," an "operation transition graph screen," and the like, which are used to analyze the gaming machine 10, are displayed. Details of the "Model List Screen," "Pachinko PPM Screen," "Operation Checklist Screen," and "Operation Trend Graph Screen" will be described later.
[0029] The control unit 65 is composed of a CPU, ROM, RAM, I / F, etc., and performs processing as a hall computer by reading and executing programs stored in the memory unit 62 while monitoring and controlling each of the above-mentioned parts. The control unit 65 converts the gaming information (including gaming information from other stores), specification information, etc. received by the communication unit 61 and stores it in the memory unit 62. When the gaming center manager or employees operate the operation unit 63, various requested information is extracted from the memory unit 62 and business information (e.g., outs, gross profit on machines, gross profit on balls, etc.), which is information specific to the gaming center, is calculated as actual values. In addition, the control unit 65 calculates a predicted value corresponding to the actual value from the game information, specification information, etc. stored in the storage unit 62 via the communication unit 61.
[0030] Here, the specification information, actual values, and predicted values will be explained. First, with reference to FIG. 7, the specification information distributed by the data distribution company will be described. The specification information is a theoretical value that is set in advance in the gaming machine 10, and for example, in the case of a pachinko machine 10a, it includes the probability of a jackpot for each setting value, the number of balls paid out in a jackpot, the probability of a special mode (center hole: special charts 1 and 2 combined, electric chute: when special chart 2 is activated), the number of times the time is reduced (30 times after a non-special mode jackpot during the time reduction), the number of prize balls, the number of rounds, etc., and in the case of a pachislot machine 10b, it is data concerning the performance of the gaming machine 10, such as the probability of winning BB and RB for each setting value, the BR composite probability which indicates the probability of combining BB and RB, and the payout rate which indicates the ratio of safe to out. Such specification information is set for each model of the gaming machine 10. The control unit 65 of the hall computer 60 accesses the specification distribution server 5 from the communication unit 61, for example, one week before the installation date of the gaming machine 10 in the gaming parlor, on a specific day of the week every week, or on a specific day every month, to obtain specification information. Therefore, the specification information is not limited to the gaming machines 10 installed in the gaming facility, but also includes the gaming machines 10 not installed in the gaming facility. As a result, the control unit 65 can perform simulations using specification information even when there is no gaming information for business days in the case of a newly opened store, a newly renovated store, or a gaming machine 10 that has not yet been installed in the amusement facility, and can therefore calculate predicted values for business information such as operation and sales. The method for acquiring the specification information is not limited. For example, a manager of a gaming facility or the like may select a gaming machine 10 for which he or she wishes to obtain specification information, and obtain the specification information of the selected gaming machine 10 from the specification distribution server 5. Alternatively, the manager or the like may access the gaming information server 2 from the hall computer 60 to display the specification information of the gaming machine 10 on a web page, and then input the data from the operation unit 63 to obtain it.
[0031] Next, the actual value and predicted value calculated based on the game information will be described. The performance values are business information such as outs, payout rates, gross profits, etc., and are values related to the operation and sales of the gaming machine 10. The predicted value is sales information corresponding to the actual value, and is a value predicted by simulation or the like. Such actual values and predicted values are calculated based on gaming information (including transaction information and gaming media number information). At this time, the control unit 65 acquires the gaming information of the multiple gaming machines 10 for each gaming machine 10, and functions as a performance value calculation means that calculates the performance values of the operation and sales of the gaming machine 10 using the acquired gaming information. In addition, the control unit 65 functions as a predicted value calculation means that acquires gaming information for each of the multiple gaming machines 10 and uses the acquired gaming information to calculate predicted values corresponding to the operation and sales performance of the gaming machines 10.
[0032] However, in a gaming machine 10 that has a setting function that adjusts the payout rate depending on the size of the set value, there may be cases where the gaming information for all the set values required to perform the simulation is not available, for example, because there are set values that are not set in the gaming machine 10. In this case, there is a problem that the accuracy of the executed simulation results is reduced, and that a simulation of the gaming machine 10 with unused setting values cannot be executed. Therefore, in this embodiment, a simulation of all setting values is realized even when there is a setting value (first setting value) that is not set in the gaming machine 10, by using approximate values obtained based on the game information of the gaming machine 10 in which other setting values are set. For example, out of the set values of 1 to 6, the gaming machine 10 with a larger set value tends to have a gradually higher OUT. The control unit 65 utilizes this tendency to perform a simulation of the gaming machine 10 for all the setting values, even if there are setting values that have not been set in the gaming machine 10.
[0033] FIG. 8 is a diagram illustrating a method for identifying business information when there is a setting value that has not been set in the gaming machine 10. In FIG. Hereinafter, a method for identifying business information when there is a setting value that has not been set in the gaming machine 10 will be described with reference to FIG. Here, a method for identifying "out" will be described as a specific example of business information identified by an approximate value.
[0034] When there are unused set values, the business information can be identified by, for example, the well-known least squares method. Figure 8(a) shows the gaming information (total number of outs) for each setting value of machines that do not have setting 4, the total number of gaming machines 10 installed in the gaming facility, and the actual value (machine outs) calculated from the gaming information and the total number of gaming machines 10. The control unit 65 calculates an approximate straight line (y=ax+b) by the least squares method that approximates the movement trajectory obtained by plotting the actual values calculated using either the own store's game information or other store's game information for each set value on a graph with the horizontal axis representing the set value and the vertical axis representing the actual value (see Figure 8(b)). In the least squares method, an approximate line is calculated so that the sum of the squared values of the perpendicular distances from each plot to the approximate line is minimized, and a of the approximate line indicates the slope of the approximate line, x indicates the setting value set in the gaming machine 10, and b indicates a constant.
[0035] Here, the specific conditions when identifying business information using the least squares method will be described. The specific conditions include the following three conditions (a) to (c), and all of these conditions must be met. (a) The total number of gaming machines 10 for each setting value is 10 or more. (b) Use game information with a setting value of 2 or more. (c) The approximate value of the highest setting (e.g., setting 6) is greater than the approximate value of the lowest setting (e.g., setting 1).
[0036] In (a), when the number of gaming machines 10 is small, the population is small, and the results vary and are unreliable, so the actual values of the set values are excluded. In (b), an approximate straight line cannot be calculated, and in (c), the tendency for the outs to be gradually higher for gaming machines 10 with larger setting values is violated, so it is determined that business information cannot be identified using an approximate straight line.
[0037] Then, after these conditions are met, the control unit 65 performs a calculation process to find the machine out by substituting the unset setting value "4" for x in the approximate straight line y=ax+b=2848.7x+8862.8 in the example shown in Figure 8. For example, if a in the equation for machine out = y = ax + b = is 2848.7, x is 4, and b is 8862.8, the result of the calculation process is that machine out is calculated as "20,258" (= 2848.7 x 4 + 8862.8). In this way, the control unit 65 substitutes the approximate value calculated from the approximation line for the actual machine out value of the unused setting value, and performs a simulation of the gaming machine 10 for all setting values (see Figure 8(c)).
[0038] Moreover, unlike the out, the coin unit price calculated based on the sales per out tends to be gradually lower for gaming machines 10 with larger set values. Therefore, the control unit 65 can use this tendency for the coin unit price as well as for the out, and can perform a simulation of the gaming machine 10 for all setting values even if there are unused setting values. In this case, it is necessary to multiply the approximate value calculated from the approximation line by a conversion ratio, which will be described later, for each lending rate.
[0039] [Model list screen] Next, the function of the control unit 65 will be described with reference to the display screen displayed on the display unit 64. FIG. 9 shows an example of a "model list screen" in which the functions of the control unit 65 are applied to the pachislot machine 10b. The same effects can be obtained when applied to the pachinko machine 10a.
[0040] The "Machine List Screen" is the first screen that appears when the function is launched, and displays all of the machines installed in the amusement center in a list format, allowing users to set business plans while understanding how the simulation results will affect the overall figures for the amusement center. The "Model List Screen" displays the following items: "Mode 100," "Planned Date 101," "Rate 102," "Model Filtering 103," "Budget Planning Column 104," "This Week's Balance / This Month's Balance 105," "Total by Type Column 106," "Actual Data Period 116," "Name Search 107," and "Model List Column 109," and displays an "Auto Allocation Button 108" as an operation button.
[0041] "Mode 100" has two simulation modes: an installed model mode in which a simulation is performed using a model installed in the amusement center, and a new model mode in which a model is selected from the "model list column 109" and a simulation of the selected model is performed. The installation model mode is mainly used to determine the allocation of model settings on a day-to-day basis. The new machine mode is mainly used to simulate a machine that has not yet been installed in the gaming center.
[0042] "Planned date 101" is set in YYYY / MM / DD format and is an item for selecting the date on which the simulation will be performed (hereinafter referred to as "planned date"). For example, if the business status is before opening or during business hours, the business day is displayed, and if the business status is after closing, the day after the business day is displayed.
[0043] "Rate 102" is an item for selecting, for example, slots, 1 yen pachinko, 4 yen pachinko, etc., and the sales management group for which the simulation is to be carried out is displayed. Also, in the pachislot machine 10b, as with the pachinko machine 10a, some gaming parlors have multiple rates, such as 5 yen slots and 20 yen slots, so the sales management group displayed varies from one gaming parlor to another. Note that 1 yen (4 yen) pachinko refers to a pachinko machine 10a in which games are played using game balls rented out at a rental rate of 1 yen (4 yen) per ball, and 5 yen (20 yen) slot refers to a pachislot machine 10b in which games are played using medals rented out at a rental rate of 5 yen (20 yen) per medal.
[0044] "Model Filtering 103" is an item for filtering the models displayed in the model list. For example, when the filter button is clicked, a filter screen (not shown) is launched and the models to be filtered are displayed, and when the reset button is clicked, the filtered models are reset and displayed as they were initially.
[0045] In the "Budget Plan Column 104", the daily "Budget Plan" and "Simulation Results" for the number of machines sold out, total sales, total gross profit, gross profit on balls, and number of shares, the weekly "Budget Plan", "Actual Results + Simulation Results", and "Difference (Forecast - Actual)", and the monthly "Budget Plan", "Actual Results + Simulation Results", "Difference (Forecast - Actual)", and "Achievement Rate" are displayed in a linked manner. "Date / Budget Plan" displays the target value for the planned date. "Day / Simulation Results" shows the simulation results for the entire sales management group (rate) if the planned date is the current day (before opening / during business hours) or a future date, and if the planned date is the current day (after closing) or a past date, the actual values are displayed. "Weekly / Budget Plan" displays the target value from the start of the week (Sunday) to the planning date. "Week / Actual + Simulation Results" displays the sum of the actual values and simulation results from the start of the week (Sunday) to the planned date. For example, if the planned day (of the week) is Wednesday and the current day is after closing time on Tuesday, the actual values for Sunday, Monday, and Tuesday plus the simulation results for the planned day will be displayed. "Week / Difference (Forecast-Actual)" displays the value obtained by subtracting the actual value from the budget plan. A positive value indicates a shortfall in the budget. "Monthly / Budget Plan" displays target values from the beginning of the month to the planning date. "Month / Actual + Simulation Results" displays the sum of the actual values and simulation results from the beginning of the month to the planned date. For example, if the planned date (Monday) is the 15th and the current date is after closing on the 14th, the actual values from the 1st to the 14th + the simulation results for the planned date will be displayed. "Month / Difference (Forecast-Actual)" displays the value obtained by subtracting the actual value from the budget plan. A positive value indicates a shortfall in the budget. "Achievement rate" shows the achievement rate from the beginning of the month to the target date. For example, if the number is "83," it means that the achievement rate is "83%," indicating that the actual value + simulation result value is short of the budget. If the number is "101," it means that the achievement rate is "101%," indicating that the target gross profit by the planned date has been achieved against the budget.
[0046] The manager of the amusement facility will decide on the policy for setting and allocating the planned dates while checking this "budget plan column 104," and because the budget and operation can be checked in conjunction with each other, the manager can grasp the situation that changes daily and can use it for business operations from the next day onwards. The policy for setting allocation for the planned date indicates that, for example, if the simulation result is greater than the budget plan, a more lenient setting allocation can be assigned. On the other hand, if the simulation results are less than the budget plan, it indicates that the set allocation needs to be more stringent.
[0047] In the example shown in FIG. 9, the total daily gross profit is set to a budget of 266,580 yen, whereas the simulation result using the current allocation settings is 215,878 yen. Therefore, the manager of the amusement facility can recognize that since the simulation results are less than the budget plan, the set allocation must be more stringent, and at the same time, attention must be paid to the gross profit on balls, etc.
[0048] "This week remaining / This month remaining 105" is an item that shows how much gross profit remains from the planning date until the end of the week (end of the month) compared to the target gross profit, and displays "Total gross profit (daily allowance)," "Total gross profit (cumulative)," and "Budget planning button." "Total gross profit (daily allowance)" displays the gross profit amount required per day against the target remaining amount, including the planned date. "Total gross profit (cumulative)" displays the target remaining amount including the planning date. Clicking on the "budget planning button" launches a budget planning screen (not shown).
[0049] The "total column by type 106" displays the simulation results for the number of machines, payout rate, gross profit on balls, and divisor for each setting, totaled by machine type or machine group. For example, in the case of a pachislot machine 10b, the model type is displayed as normal, AT, A+ART, RT, 30φART etc., 30φ normal, etc., and in the case of a pachinko machine 10a, high middle, light middle, middle, light, other, etc. The model group displayed is the model group set for the model at the store where it is used.
[0050] "Actual data period 116" is set in the format YYYY / MM / DD to YYYY / MM / DD, and is an item for selecting the period that will be the target of the gaming information to be used in the simulation, and the simulation will be performed using the gaming information for the selected period.
[0051] In "Name Search 107," after entering a keyword for the model name in the text box, the Enter key or the arrow button is clicked, and the model that matches the keyword is displayed in the model list.
[0052] The "automatic allocation button 108" is a button that operates all the automatic allocation check boxes in the "model list column 109" at once. When you click "Check all automatic allocation" in the check boxes in the "model list column 109", it turns on for all models, and when you click "Uncheck all automatic allocation", it turns off for all models. For models for which the automatic distribution check box is checked, settings will be automatically allocated (hereinafter referred to as automatic distribution).
[0053] The "Model List Column 109" displays the following items: "Automatic Distribution," "Individual Settings," "Model Type," "Model Name," "Number of Machines," "Settings," "Machine Out," "Payout Rate," "Machine Gross Profit," "Gross Profit / Day," "Dividend," "Coin Gross Profit," and "Profit Margin." Operation buttons include a "Direct Designation Button 112" that moves to each screen when clicked, an "Individual Settings Button 113," and a "Reset Button 114" that resets the "Settings" value to its initial state when clicked. "Automatic allocation" is a check box for switching whether or not to automatically allocate settings.
[0054] Here, automatic distribution will be described. The hall computer 60 has a distribution function that automatically allocates the settings according to a preset distribution mode. Automatic distribution is an auxiliary function that can calculate distribution variations and simulate the most suitable allocation of setting values. Specifically, when the "Apply to slot machine management button 110" is clicked for a machine type for which the automatic distribution checkbox is checked, processing is carried out. The allocation of settings to each gaming machine 10 is carried out according to the selected distribution mode so that the set "number" for each model is achieved, and after the allocation of settings to each gaming machine 10 is completed, the contents of the "model list screen" are saved by clicking the "save button 111." This function is applied when system settings are selected in distribution mode by model, and can be set for the entire slot and by model type. In addition, the automatic distribution function can also be applied to the pachinko machine 10a in models that have a payout rate adjustment function.
[0055] As shown in Figure 10, the distribution modes include "System Setting," "Random," "Payout Rate," "Number of Outs," "Number of BBs," "Number of RBs," "Difference in Number of Balls," "Number of ATs," "BB Probability," "RB Probability," "Composite Probability," "Maximum Number of Payouts," "Maximum Number of Suctions," and "AT Probability." In addition, the distribution mode can be sorted by selecting either "priority," in which high settings are allocated in descending order of the distribution mode value set, or "reverse order," in which high settings are allocated in descending order of the distribution mode value set. For example, if the distribution mode is set to period (short day) payout rate priority, high settings will be allocated to gaming machines 10 with low payout rates, while if the period (short day) payout rate reverse order is set, high settings will be allocated to gaming machines 10 with high payout rates. The player enjoys playing the game while having various thoughts, such as guessing that the gaming machine 10 that has been paying out recently (has a high payout rate) will remain in place and pay out the next day, or guessing that since it has been paying out recently, it will not pay out the next day. The manager of the gaming facility will then set the distribution mode while taking into account business information and players' speculations. The order of such distribution modes is determined by the control unit 65 tallying up the number of times "game information" output from gaming devices such as the gaming machine 10, the lending machine 20, and the counting machine 50 is received, and performing calculations based on the number of times it is received. Each distribution mode will be explained below.
[0056] "System setting" is allocated according to the distribution mode set in the system. "Random" is selected at random and assigned randomly, regardless of "game information." The "out rate" is assigned in order of the out rate calculated based on ((safe information / out information) x 100). The "number of outs" is assigned in the order of the number of outs calculated based on the out information. The "BB count" is assigned in the order of the BB count calculated based on the state information (BB information). The "RB count" is allocated in the order of the RB count calculated based on the state information (RB information). The "difference in number of sheets" is allocated in the order of the difference in number of sheets calculated based on (out information - safe information). The "AT count" is assigned in the order of the AT count calculated based on the status information (AT information). The "BB probability" is assigned in the order of the BB probability calculated based on (BB information ÷ start information). The "RB probability" is assigned in the order of the RB probability calculated based on (RB information ÷ start information). The "composite probability" is assigned in the order of the composite probability calculated based on the sum of the bonus winning probabilities (for example, BB probability and RB probability). The "maximum number of balls" is allocated in order of the maximum number of balls calculated based on the maximum value of (safe information - out information - sales information + replay information). The "maximum number of suctions" is assigned in order of the maximum number of suctions calculated based on the difference between the maximum and minimum difference numbers from when the difference number between the out information and the safe information starts to decrease until the time when the difference number that started to decrease starts to increase. "AT probability" is assigned in the order of AT probability calculated based on (AT information ÷ start information). However, the distribution mode is not limited to these. For example, a distribution mode may be provided in which distribution is performed automatically to achieve a target value while maintaining the current setting value as much as possible. This reduces the time required to change the settings of the gaming machines 10 installed in the gaming facility, and also prevents the setting values from being leaked. In addition, if a specific distribution mode is used more than a specified number of times within a specified period, this may be detected and an alarm may be issued to notify the amusement facility manager or the like that the usage rate of the specific distribution mode is high. Such a configuration makes it difficult for players to easily discover the setting.
[0057] The facility manager or the like can select one of a wide variety of distribution modes to allocate important settings. This allows you to set the allocation while checking the effects of each distribution mode, for example, "What is the setting allocation that can reduce low settings the most?" or "What is the setting allocation that can be expected to operate the most?" Furthermore, the manager of the amusement facility can automatically allocate the distribution of the set value according to the distribution mode that has been set, thereby reducing the effort required to manually create a business plan and enabling the business plan to be set quickly. As a result, business plans can be set early, so even if a change in the business plan becomes necessary mid-month (for example, when introducing a new machine), the change can be easily made by making corrections on the hall computer 60.
[0058] The display items in the "model list column 109" will be explained again. "Individual Settings" indicates whether or not allocation of settings for each gaming machine 10 has been implemented, and if it has been implemented, "O" is displayed. "Machine type" displays the machine type such as normal, AT, etc., which classifies the gaming machine 10 by machine type. "Model name" displays a model name derived from the title or character of an anime or movie, for example. "Number of units" displays the total number of units for each model on the planning date. The "settings" section includes the number of machines for each setting, the out indicating the gaming medium inserted, the coin price indicating the sales per gaming medium when the gaming medium is inserted, and the payout rate indicating the percentage of gaming media paid out.When performing a simulation, these values can be changed to perform a simulation corresponding to the settings. The control unit 65 performs a simulation for each setting based on the number of machines, payout, coin price, and payout rate displayed in the setting.
[0059] In the example shown in Figure 9, model A has 36 machines, with 34 machines assigned to setting 2 and 2 machines assigned to setting 4.For setting 3 of model A, there is no average data for outs and coin unit prices by setting, so the field is displayed blank. Therefore, in setting 3 of model A, even if the number of units in setting 3 is entered, it will not be reflected in the simulation results. In this case, however, the simulation can be performed by using the approximate value calculated using the above-mentioned approximation line.
[0060] "Nationwide," "Actual Results," "Target," and "Simulation Results" are displayed for business information showing operation and sales such as machine outs, payout rate, machine gross profit, gross profit / day, discount rate, coin gross profit, and profit margin. The items "nationwide," "performance," "target," and "simulation results" are selected and set for each piece of sales information.
[0061] "Nationwide" displays performance values calculated using gaming information from other arcades within the "performance data period 116." For example, if the planned date is a weekday, the actual value calculated using game information from other stores on weekdays within the period (number of days obtained) will be displayed, and if the planned date is a holiday, the actual value calculated using game information from other stores on holidays within the period (number of days obtained) will be displayed. "Results" displays the results calculated using the game information of the store itself within the "Results data period 116." For example, if the planned date is a weekday, the actual value calculated using the store's own game information for weekdays within the period (number of days obtained) will be displayed, and if the planned date is a holiday, the actual value calculated using the store's own game information for holidays within the period (number of days obtained) will be displayed. "Target" displays the target value for each model set in the budget plan. "Simulation Results" displays the simulation results according to the settings. In this way, the simulation results of business information ("Simulation Results") are displayed simultaneously for "Nationwide," "Actual Results," and "Target," so that the amusement center manager can adjust the target values, i.e., business plans, while looking at the display screen of display unit 64. The control unit 65 then simultaneously displays the simulation results calculated by the simulation so that they can be compared with the budget plan, model type, target value, and actual value, so that the amusement facility manager, etc. can easily recognize the relationship between the simulation results and the budget plan, model type, target value, actual value, etc. In addition, the performance value displayed in "Nationwide" calculated using other store's game information and the performance value displayed in "Performance" calculated using the store's own game information are displayed simultaneously. This allows comparison with actual results nationwide, allowing amusement center managers and others to easily analyze whether each machine installed in their amusement center is being operated appropriately.
[0062] [Settings screen] Next, a setting screen (for pachislot machines) that is started by pressing the "setting button 115" on the above-mentioned "model list screen" will be described. The setting screen shown in FIG. 11 is an example of a screen that is displayed when changing the settings of various functions when a simulation is performed. The settings screen displays the following items broadly: "Data by setting 200," "Data by setting (new model) 201," "Performance data 202," "Individual machine data 203," "Display settings 204," and "Automatic distribution mode 205," and the operation buttons displayed at the bottom of the screen are "Decide button 206" and "Cancel button 207." "Data by setting 200" allows you to set the method of obtaining game information for each setting on the "machine list screen" mentioned above, and displays "Data correction," "Data correction method," "Number of days obtained on weekdays / holidays (machine out)," "Number of days obtained on weekdays / holidays (coin unit price)," "Number of days obtained on weekdays / holidays (payout rate)," "New machine determination," "Number of days for new machine determination," "Number of days obtained on new machines (machine out)," and "Cursor movement method." "Data Correction" is an option to select whether or not to correct the payout and coin unit price values of settings that have never been used in the store. For example, if there is specification information (payout rate) for a setting that has never been used, the data will be corrected. "Data correction method" is an item for selecting the method for correcting data. For example, if a model type is selected, data correction is performed using the spec information averaged for each model type, and if a model group is selected, data correction is performed using the spec information averaged for each model group set when the model was registered.
[0063] "Number of days to obtain weekdays / holidays (machine out)" is an item that specifies the number of days to obtain machine out for each setting. It is used when the planned date is a weekday / holiday, and game information for weekdays / holidays within the period (number of days to obtain) is used. "Number of days to acquire on weekdays / holidays (coin unit price)" is an item that specifies the number of days to acquire the coin unit price for each setting. It is used when the planned date is a weekday / holiday, and game information for weekdays / holidays within the period (number of days to acquire) is used. "Number of days to obtain weekdays / holidays (payout rate)" is an item that specifies the number of days to obtain the payout rate for each setting. It is used when the planned date is a weekday / holiday, and game information for weekdays / holidays within the period (number of days to obtain) is used. By being able to set the number of acquisition days separately for weekdays and holidays in this way, it is possible to respond to the difference in customer attraction rates between weekdays and holidays, and to carry out highly accurate simulations.
[0064] "New machine determination" is an item that specifies whether to correct for new machine outages when a machine is determined to be new. If correction is made, the average machine outages for new machines over one week within the set period are used. Therefore, when making corrections, the new machine out is set to the average gaming information for one week of new machines installed in the past during the period specified by the number of days for acquiring new machines, and is used in the simulation. This allows the manager of the amusement facility to predict operation and sales when a new machine is installed. The "number of days to determine whether a machine is new" is an item that specifies the number of days to determine whether a machine is new, and the model's registration date, planning date, and the specified "number of days to determine whether a machine is new" are used to determine whether the machine is new or not. At this time, the control unit 65 functions as a new machine determination means for determining whether or not a machine is new, depending on the number of days specified in the "number of days to determine new machine" on the setting screen. "Number of days to acquire new machine (machine out)" is an item for specifying the number of days to acquire machine out for a new machine.
[0065] "Cursor movement method" is an item that specifies how the cursor moves when you click the Enter key in the setting input field of the "Machine list screen." For example, if all is selected, the cursor moves in the order of number of machines, machine out, coin price, and payout rate; if only number of machines is selected, the cursor only moves to the number of machines.
[0066] "Data by setting (new model) 201" displays "Number of days to acquire," which is an item that specifies the number of days to acquire game information to be reflected in the settings of the "Model list screen" when the simulation mode is a new model.
[0067] The "Actual performance data 202" displays the "Number of weekdays / holidays acquired," which is an item that specifies the number of days for acquiring game information to be used when the planned date is a weekday / holiday.
[0068] In "Individual machine data 203," "Number of days to acquire" is displayed, and "Number of days to acquire" is an item for specifying the number of days for acquiring game information of an individual machine.
[0069] "Display settings 204" is an item for setting the display of the "Model list screen", and displays "Model No. 6 display", "Count by type", and "Model sort order". "Unit 6 notation" is an item that specifies how to display the unit 6 notation that is added to the model type. For example, if "previous" is selected, it will be displayed in the format (unit 6) + model type name, and if "later" is selected, it will be displayed in the format model type name + (unit 6). "Count by type" is an item for selecting the default counting method to be displayed in the count by type on the "Model List Screen." For example, if a model type is selected, the model type is selected by default, and if a model group is selected, the model group is selected by default. "Model sort order" is an item that specifies how models are sorted on the "Model list screen." For example, if "Standard" is selected, they are displayed in order of machine number, and if "Model type" is selected, they are displayed in order of model type. "Automatic distribution mode 205" is an item for selecting a distribution mode for each machine type. The distribution mode can be set for the entire slot or for each machine type. If the machine type is not set, the "entire slot" setting is applied. In the example shown in FIG. 11, the distribution mode for the machine type "Tama Slot" is set to "Not Selected", so the distribution mode applied is "Random", which is the distribution mode for "All Slots".
[0070] Clicking the "OK" button 206 saves the changed settings and reflects them on the "model list screen." When this reflection process is carried out, any unsaved data being edited on the "model list screen" is discarded. Clicking the "Cancel button 207" returns to the "Model list screen" without saving the changed settings.
[0071] [Simulation Priority Setting Screen] Furthermore, the setting screen has a priority setting function that allows the user to select the priority of the information used during the simulation. When a simulation is performed, the control unit 65 causes the display unit 64 to display, for example, a simulation priority setting screen as shown in FIG. FIG. 12 shows an example of a simulation priority setting screen on which the priority of information to be used during simulation can be selected, where (a) shows the screen before (at the time of setting) the priority, and (b) shows the screen after the priority has been set. On the simulation priority setting screen, you can set the priority of various information used in the simulation when calculating payout rate, coin price, and out. For example, when a pull-down menu mark is clicked on the simulation priority setting screen, an information list field 300 showing selectable information is displayed. The control unit 65 executes the simulation according to the priority set in the information list field 300 on the simulation priority setting screen. The simulation priority setting screen displays items such as "Name", "Specify", "Payout rate priority", "Coin unit price priority", and "Out priority", for example.
[0072] "Name" displays the model type of the gaming machine 10 along with the entire slot. "Specify" is an option to select whether or not to make the priority of the various information used in the simulation the same as the priority selected for the entire slot. For example, if "No" is selected, the priority selected for the entire slot will be set, while if "Yes" is selected, a priority different from the priority selected for the entire slot can be selected. For "Payout rate priority," you can select from three levels of priority, from the highest priority "Priority 1" to the lowest priority "Priority 3." The information that can be selected when simulating the payout rate includes, for example, other store gaming information that shows gaming information of other gaming stores, own store gaming information that shows gaming information of the own gaming store, specification information distributed by a data distribution company, and a blank field that does not select any information (see information list field 300a).
[0073] For "Coin Price Priority", you can select two levels of priority: "Priority 1" and "Priority 2", which has a lower priority than "Priority 1". The information that can be selected when simulating the coin unit price includes, for example, other store game information that shows game information of other store game arcades, own store game information that shows game information of the own store game arcade, or a blank field that does not select any information (see information list field 300b).
[0074] For "Out Priority", you can select two levels of priority, "Priority 1" and "Priority 2", which is lower than "Priority 1", just like the priority of the coin unit price. The information that can be selected when simulating an out includes, for example, automatic calculation using the approximate straight line described above, own store game information that shows the game information of the own store's gaming center, or a blank field that does not select any information (see information list field 300c). When selecting such priorities, the number of pieces of information that can be selected in the information list column 300 is limited to one or less for each priority. That is, the setting is made so that multiple pieces of information with the same priority are not selected at the same time.
[0075] Here, the priority setting process performed during simulation execution will be described with reference to the flowchart of FIG. For example, in the case of the payout rate "normal" shown in FIG. 12(b), the control unit 65 first determines whether or not the home store gaming information of "priority 1" is stored in the storage unit 62 (S10). If it is determined that the own store's game information is stored in the memory unit 62 (S10: Yes), the control unit 65 extracts the own store's game information from the memory unit 62 and performs a simulation using the extracted own store's game information. That is, the simulation is performed using the information of "Priority 1" (S11).
[0076] On the other hand, if it is determined that the store's own gaming information is not stored in the memory unit 62 (S10: No), the control unit 65 determines whether the specification information for "Priority 2" is stored in the memory unit 62 (S12). If it is determined that the spec information is stored in the storage unit 62 (S12: Yes), the control unit 65 extracts the spec information from the storage unit 62 and executes a simulation using the extracted spec information. In this case, the simulation is performed using the information of "Priority 2" (S13).
[0077] Then, if it is determined that the specification information is not stored in the memory unit 62 (S12: No), the control unit 65 extracts the game information of other stores with "priority 3" from the memory unit and executes a simulation using the extracted game information of other stores (S14). In this way, it is possible to set the priority of the information to be used in the simulation from multiple pieces of information, so that, for example, an amusement center manager or the like can carry out the most appropriate simulation. As a result, it becomes possible to carry out the best simulation possible within the scope of what is feasible under the current conditions, without placing a burden on the manager of the game.
[0078] [Rate setting screen] In addition, regarding the coin unit price, the system is equipped with a rate setting function that allows you to set conditions for each lending rate. Figure 14 shows an example of a rate setting screen that allows you to set more detailed conditions when running a simulation. On the rate setting screen, for example, conversion processing conditions during simulation can be set for the coin unit price. The rate setting screen displays the following items: "Sales management," "Linking settings," "Calculation method," "Weekday / holiday," "Branch rate specification," and "Rate conversion processing." "Sales Management" displays the registered sales management groups. For example, in the case of pachinko machine 10a, the unit price of balls is displayed as 1 yen pachinko, 4 yen pachinko, etc., and in the case of pachislot machine 10b, the unit price of balls is displayed as 5 yen slot, 20 yen slot, etc. "Linking setting" is an item for selecting whether the linked information is 20 yen or 5 yen. The "calculation method" is an item for selecting either a performance value or an approximate value. For example, if an approximate value is selected, the calculation is performed using the above-mentioned approximate straight line. "Weekday / Holiday" is an item for selecting whether or not to obtain data separately for weekdays and holidays. For example, if "Yes" is selected, the calculation will be based on game information divided into weekdays and holidays. "Branch allocation designation" is an item for selecting whether or not to designate a branch allocation. For example, if "Yes" is selected, the branch allocation number (= number of exchanges ÷ number of loans × 10) is taken into consideration when calculating. "Rate conversion processing" is an item for selecting whether or not to perform rate conversion processing. For example, if "yes" is selected, the lending rate is taken into consideration when calculating. For example, when calculating the coin unit price for a 5-yen slot, if game information for a 20-yen slot at your own store or at another store is used, a conversion process must be performed to multiply the conversion ratio for the 5-yen slot. In this case, the conversion ratio is calculated as 0.25 (=5 yen slot / 20 yen slot), and therefore a conversion process is executed in which the coin unit price is multiplied by the calculated conversion ratio. This allows conditions to be set for each lending rate when running a coin price simulation, so the simulation can be run under uniform standards, improving the accuracy of the simulation. The conditions set on the simulation priority setting screen of FIG. 12 and the rate setting screen of FIG. 14 are applied with priority over the conditions set on the setting screen of FIG.
[0079] [Second embodiment] Next, a second embodiment will be described. In the second embodiment, an example will be described in which the functions of the hall computer 60 are applied to a pachinko machine 10a, but the same actions and effects can be obtained when applied to a pachislot machine 10b.
[0080] The control unit 65 functions as a graph display means, and generates and displays a graph (hereinafter also referred to as an analysis graph) showing the relationship between the operation and sales of the gaming machine 10 on a two-dimensional coordinate system. The analysis graph can be, for example, a scatter diagram, which uses the PPM analysis method to show the actual values for each model, in order to analyze the operational status of the model and clarify areas for improvement.
[0081] However, analytical graphs using the PPM analysis method have the following problems: In a typical PPM analysis, the market is divided into four regions on a two-dimensional coordinate system, with market growth rate and relative market share as the axes. In the gaming machine 10, the average operation and sales are generally used as coordinate axes, and the analysis is performed by dividing into four areas. Move Therefore, by the time the amusement facility manager or other person in charge noticed the problem, it may have been too late to take action (see Figure 15). It is desirable for an amusement facility operator to operate the machine with the aim of achieving the ideal zone transition determined at the time of installation, but in order to achieve the ideal zone transition, it is necessary to take measures while the machine is still popular, that is, while it is in operation, so that it is not too late. Therefore, in the PPM analysis of this embodiment, in addition to the first and second coordinate axes on the two-dimensional coordinate system, multiple coordinate axes such as a third coordinate axis are provided, and the gaming machine 10 is analyzed by dividing the operation into three categories (high operation or above, less than high operation and average operation or above, and less than average operation). This allows for a more detailed and accurate understanding of the operation of each model, and also allows measures to be implemented when operation is higher than average, making it easier to achieve the effects of the measures.
[0082] The control unit 65 generates and displays a graph in which one of the horizontal axis or vertical axis of the analysis graph is set to out, which indicates operation, and the other is set to gross profit on balls, which indicates sales. In this embodiment, as shown in FIG. 16, the vertical axis represents out, and the horizontal axis perpendicular to the vertical axis represents gross profit on balls. The control unit 65 functions as a region dividing means on this two-dimensional coordinate system, dividing it into nine regions from the perspectives of "(1) high operation," "(2) standard machine," "(3) low operation, low gross profit," "(4) appropriate," "(5) branching," "(6) very high gross profit," "(7) high gross profit," "(8) low operation, high gross profit," and "(9) deficit." The nine regions are set up by setting the first coordinate axis (operation) and the third coordinate axis (specific operation) as the horizontal axes, and the second coordinate axis (sales), the fourth coordinate axis (specific sales), the fifth coordinate axis, and the sixth coordinate axis as the vertical axes, and dividing the regions at the intersections of these horizontal and vertical axes to set up multiple regions. For example, the first coordinate axis (average operation) is the average value of the actual out-of-production values, and the third coordinate axis (high operation) is set at the first coordinate axis plus a predetermined value (for example, 10,000). In addition, the second coordinate axis (standard gross profit on balls) is set to a fixed value of 0.20 of the gross profit on balls (when the lending rate is 4 yen), and the fourth coordinate axis (high gross profit on balls) is set at the second coordinate axis plus a predetermined value (for example, 0.10). Furthermore, the fifth coordinate axis (low ball gross profit) and the sixth coordinate axis (negative ball gross profit) are set at positions obtained by subtracting predetermined values (for example, -0.10, -0.20) from the second coordinate axis, respectively. In this way, by using the horizontal reference axis (first coordinate axis) as the average value of the actual out-of-service values, the operation of each model can be compared and analyzed relatively (relative evaluation). On the other hand, by setting the vertical reference axis (second coordinate axis) to a fixed value of gross profit on balls, it is possible to always analyze models under the same conditions, and judgments can be made without bias compared to when the vertical axis is set to the average value of gross profit on balls. For example, if the vertical axis is the average gross profit on balls, even if an operation is not judged as high gross profit within one's own gaming facility, it may be judged as high gross profit in many other general gaming facilities. Therefore, in this embodiment, the vertical axis is set to a fixed value of gross profit from balls, and the gaming machine 10 is analyzed using an absolute evaluation that is preferable for determining appropriate operation. The base gross profit margin for other lending rates is calculated based on the base gross profit margin for the lending rate at 4 yen, as shown in the following formula. Base gross profit margin for other lending rates = Base gross profit margin when lending rate is 4 yen / (4 / lending conversion rate of lending rate) For example, if the lending rate is 1 yen, the base gross profit margin is 0.05 (= 0.20 / 4 / 1).
[0083] Here, each area divided on the two-dimensional coordinate system will be described with reference to FIGS. (1) “High operating rate” is the area where the outflow is equal to or greater than high operating rate and the gross profit margin is equal to or greater than negative gross profit margin but less than low gross profit margin. This area indicates an area where low gross profit margins are intentionally aimed at attracting customers. (2) A “standard machine” is one in which the out is less than high operation but above average operation, and the gross profit on balls is greater than negative gross profit on balls but less than the standard gross profit on balls. This area represents a standard model that can be expected to operate for a long period of time. (3) “Low operation, low gross profit”: Out is below the average operation, and the gross profit on balls is equal to or greater than the negative gross profit on balls but less than the standard gross profit on balls. This area has little contribution to the amusement facility and further support is difficult, so machines with extremely poor performance are areas that are subject to replacement. (4) “Appropriate” is the area where the outflow is above high utilization and the gross profit on balls is above low ball gross profit but below high ball gross profit. This area is the target position when introducing new machines, and should be maintained for as long as possible. It indicates an area where it is preferable to have many main machines. (5) The "branch" is an area where the out is less than high operation but above average operation, and the gross profit on balls is greater than the standard gross profit on balls but less than the high gross profit on balls. This area is an important position that will determine its future role, and indicates an area where consideration should be given to whether to make it a standard model or remove it in order to make a profit. (6) “Ultra-high gross profit” refers to the area where the outflow is at or above high operating levels and the gross profit on balls is at or above high gross profit on balls. This area is for models that are operated with high gross profit margins, and indicates an area where there is a risk of a sudden drop in utilization if they stay for a long time. Too high a gross profit margin can lead to a drop in operation, so care must be taken when positioning new machines on the right side of the area, especially when installing them. (7) “High gross profit” is the area where the outflow is less than high operation but above average operation, and the gross profit on balls is equal to or greater than the high gross profit on balls. This area is likely to be a model that is intentionally trying to secure gross profit, and indicates an area where there is a risk of reduced utilization if it remains there for a long time. (8) “Low operation, high gross profit” refers to the area where the outflow is below the average operation and the gross profit on balls is equal to or greater than the standard gross profit on balls. This area basically represents an area that is heading towards removal. However, the role of low operating rates is to secure the final gross profit, but if there is persistence and prospects, there is room for further gross profit gains, so it is possible to develop them. (9) “Loss” refers to the area where gross profit on balls is less than negative gross profit on balls. This area represents an area that will not have a positive impact in the future. Operating at a loss should be avoided at all costs, and simply moving to a lower gross profit margin could lead to a feeling of being "overtaken" and a drop in operations.
[0084] By setting up these nine regions on a two-dimensional coordinate system, the manager of an amusement facility can, for example, determine in which region of the PPM analysis the machines installed in the amusement facility are located, allowing them to grasp the current situation of the entire amusement facility and consider in detail the operating policy for improved machines.
[0085] The control unit 65 distributes the performance values indicating the relationship between outs and gross profit on balls on the two-dimensional coordinate system into which the area is divided, to generate an analysis graph, and displays this generated analysis graph on the display unit 64. The analysis graph displays the relationship between the calculated out and the actual gross profit for each machine.
[0086] [Pachinko PPM screen] An example of the "Pachinko PPM Screen" displayed on the display unit 64 will be described below with reference to FIG. The "Pachinko PPM Screen" is a screen that compiles the actual values for the selected "target period" by machine type and displays the compiled results using graphs and tables. It displays the phenomena that are occurring, making it easy to grasp the overall state of the gaming facility. The "Pachinko PPM Screen" displays the following items broadly: "Extraction Conditions and Average Data 400," "Model-Specific Data 401," "Analysis Graph 402," and "Area-Specific Share Table 403," and the operation button, "Change Settings Button 404," is displayed at the bottom of the screen. In addition, the actual "Pachinko PPM Screen" displays each area in a different color, allowing the arcade manager or other personnel to see at a glance which area a machine is in.
[0087] In "Extraction conditions and average data 400," "Target period," "Sales group," and "Sales group average data" are displayed. The "Target Period" is set in YYYY / MM / DD format and is an item for selecting the period for which the game information is to be displayed. From the selected "Target Period", for example, information by model for 28 days will be displayed. "Sales group" is an item for selecting a sales group that exists in the "target period." The "Sales Group Average Data" displays the average values of the actual outs and gross profits for the selected "target period" and "sales group."
[0088] "Model-specific data 401" shows model-specific information for the selected "target period" and "sales group," and displays, for example, "area," "operation start date," "model name," "number of units," "out," "gross profit," "points," and "name." The "area" displays the area identified from the actual values of outs and gross profit per machine for each model extracted based on the extraction conditions. The "operation start date" is set in YYYY / MM / DD format, and the operation start date registered in the hall computer 60 is displayed. For example, the earlier the "operation start date," the longer the machine has been contributing. "Model name" displays a model name derived from the title or character of an anime or movie, for example. "Number of units" displays the total number of units for each model during the "target period." "Out" displays the average actual value of outs for the "target period." "Gross profit on balls" displays the average actual value of gross profit on balls for the "target period." You can select whether or not to plot the "points" on the "analysis graph 402." For example, checking the radio button will display the plot. "Name" allows the user to select whether or not to display the model name in the "analysis graph 402." For example, if the radio button is checked, the "model name" will be displayed.
[0089] The "analysis graph 402" displays a plotted graph on a two-dimensional coordinate system divided into the nine areas mentioned above, based on the outs and gross profit on balls displayed in the "model-specific data 401". The circles represent the machine types, and the size of the circles represents the number of machines of the machine type installed in the gaming center, so the more machines of the machine type there are, the larger the circle displayed. Therefore, it can be said that the size of the circle indicates the demand for the model. Gaming center managers and the like can analyze the current situation for multiple machines by determining which area of this "analysis graph 402" the circle representing each machine is in, so they can see at a glance the role and density of each machine. For example, if the out is "40,000" and the gross profit on balls is "0.40", it falls into the (6) ultra-high gross profit area. Also, regardless of whether the ball is out or not, if the gross profit on the ball is "-0.05", it will belong to the (9) deficit area.
[0090] In the example shown in FIG. 19, machine A has an out of "35,621" and a gross profit of "0.20", and machine B has an out of "28,011" and a gross profit of "0.23". Therefore, for both model A and model B, the out is equal to or greater than high operation (21,813 = 11,813 (average operation) + 10,000 (predetermined value)), and the gross profit on balls is equal to or greater than low operation (0.10 = 0.20 (standard operation) - 0.10) and less than high operation (0.30 = 0.20 (standard operation) + 0.10 (predetermined value)), and therefore they are identified as belonging to the appropriate area (4). Furthermore, for model A, both the "Point" and "Name" radio buttons are checked, so a plot with the model name is displayed in the "Analysis Graph 402," while for model B, only the "Point" radio button is checked, so only the plot is displayed in the "Analysis Graph 402."
[0091] For model C, the payout is "16,909" and the gross profit is "0.08". Therefore, model C is identified as belonging to the (2) standard machine area because its out is less than the high operating rate (21,813) but is equal to or greater than the average operating rate (11,813), and its gross profit margin is greater than the negative gross profit margin (0.00) but less than the standard gross profit margin (0.20). For model C, both the "Point" and "Name" radio buttons are checked, so the plot is displayed in "Analysis Graph 402" with the model name included.
[0092] For model D, the outflow was "45,911" and the gross profit on balls was "0.34", for model E, the outflow was "35,942" and the gross profit on balls was "0.43", and for model F, the outflow was "32,552" and the gross profit on balls was "0.55". Therefore, for all models D to F, the out is in the high operation range (21,813) or more and the gross profit on balls is in the high gross profit range (0.30) or more, so they are identified as belonging to the (6) ultra-high gross profit range. In addition, for both model D and model F, only the "Point" radio button is checked, so only the plot is displayed in the "Analysis Graph 402", but for model E, neither the "Point" nor the "Name" radio button is checked, so neither the plot nor the model name is displayed in the "Analysis Graph 402". Model F has a gross profit margin of "0.55" which is outside the range of the horizontal axis, and is therefore displayed at the edge of "analysis graph 402." In this way, the control unit 65 identifies the area to which the actual values of outs and gross profits for the "target period" belong for each lending rate selected in the "sales group" of the "extraction conditions and average data 400," and plots them on two-dimensional coordinates.
[0093] The "Share by Area Table 403" displays the share (proportion) by area during the "target period," so that the proportion of each area to the whole can be understood. The "Share by Area Table 403" shows the number of installed units, operation (e.g., out), and sales (e.g., gross profit) as a share (percentage) by area, and displays the following items: "Number of units proportion by area," "Area name," "Number of installed units," "Share of number of installed units (%)," "Out share (%)," and "Gross profit share (%)." The "proportion of number of gaming machines by area" is the proportion of the number of gaming machines by area to all gaming machines 10 (total number) installed in the gaming facility during the "target period," and is displayed in a pie chart. "Area Name" displays the names of nine areas divided on a two-dimensional coordinate system. "Number of installed machines" displays the number of gaming machines 10 installed in each area of the gaming facility. "Installation share (%)" is the percentage of the number of gaming machines 10 in each area relative to the total number of gaming machines 10 installed in the amusement facility during the "target period," and is calculated using the following formula. Share of installed units = Total number of 10 gaming machines per region ÷ Total number of 10 gaming machines in all regions × 100 "Out Share (%)" shows the percentage of outs for each area during the "target period" and is calculated using the following formula: Out Share = Total number of outs per area / Total number of outs in all areas x 100 "Gross profit share (%)" is the percentage of gross profit for each area during the "target period" and is calculated using the following formula. Gross profit share = Total gross profit amount for each area ÷ Total gross profit amount for all areas × 100 Each share is rounded to the third decimal place and displayed to two decimal places.
[0094] Clicking on the "change settings button 404" launches a change settings screen (not shown).
[0095] Also, in Figure 19, for example, the degree of impact on amusement parlor management differs greatly between a deficit area (9) where there are many machines such as model M, whose gross profit is displayed at the edge of the "analysis graph 402," and a deficit area (9) where there are many machines such as model L. In other words, if the "out-share (%)" is large and the "gross profit share (%)" is not significantly negative (close to 0%), amusement facility managers can determine that the impact on amusement facility management will be minimal; however, if the "out-share (%)" is small and the "gross profit share (%)" is significantly negative (far from 0%), some kind of measures will be necessary. In this case, judging only by "share of installed units (%)" or "share of installed units (%)" and "gross profit share (%)" can lead to errors. Therefore, in this embodiment, in addition to the "Installation number share (%)," the "Out share (%)" and the "Gross profit share (%)" are simultaneously displayed so that they can be compared, thereby preventing such erroneous judgments. In this way, the control unit 65 specifies to which region the performance value indicating the relationship between operation and sales belongs. The control unit 65 then functions as a ratio calculation means to calculate the share for each region and simultaneously display the "number of units installed share (%)," "out share (%)," and "gross profit share (%)" for each region on the display unit 64 so that they can be compared.
[0096] Managers of gaming facilities analyze and evaluate the characteristics of each model based on the content displayed on the "Pachinko PPM Screen," but when analyzing the transition from the introduction of gaming machine 10 to its removal, it is found that it does not remain in one area but moves over time. For example, the following can be said from the "analysis graph 402" shown in FIG. (3) Model K, which belongs to the low operation and low gross profit area, and (8) Models H to J, which belong to the low operation and high gross profit area, are already below the average operation level, so it is likely that it is too late to take measures. Such machines have a low contribution rate and it is considered desirable to replace them. Therefore, if you start operation in the ultra-high gross profit area (6) like model E and model F, from (7) Once we move into the high gross profit area, we will stop the high gross profit operation because utilization will decrease. This way, before the average operating level drops below the target level, the machine can be branched off into (5) and transitioned to (2) the standard machine. As a result, even if (6) operations start in the ultra-high gross profit range, the gross profit per ball can be lowered and operations can be carried out appropriately, thereby preventing a sudden drop in operation (see Figure 15). In addition, the following can be said from the "area share table 403" shown in FIG. (8) The gross profit share (%) of low operating rate and high gross profit is 38.72%, so it would be better to manage the business in a way that increases the gross profit share (%) of (5) Branching and (7) High Gross Profit.
[0097] In this way, the phenomena currently occurring in the gaming center are expressed by machine type using the "analysis graph 402" and "area share table 403" that use actual values. As a result, the player can get hints for considering the next move for each machine, such as removal, development, or addition of machines, and can escape from the operation that is left to the machine and operate the gaming machine 10 actively and strategically.
[0098] [Operation Check Sheet Screen] The content displayed on the "Pachinko PPM Screen" is further enhanced by the operational check sheet displayed on the display unit 64. The operational checklist is designed to automatically pick out machines that can be improved in order to support the analysis and evaluation of amusement facility managers and others, and is used to understand the current state of the amusement facility and consider overall operational policies. As shown in Figure 20, the "Operation Check Sheet Screen" displays the following items broadly: "Extraction Conditions 500," "Alert Selection 501," "Checklist 502," and "Applicable Model List 503," and the operation buttons displayed at the bottom of the screen are "Individual Settings Button 504" and "Recount Button 505." For "Extraction condition 500," "Target period" and "Sales group" are displayed. The "target period" is set in the format YYYY / MM / DD to YYYY / MM / DD, and is an item for selecting the period for which alert information is to be obtained. "Sales group" is an item for selecting a sales group that exists in the "target period."
[0099] In "Alert Selection 501," "Display Classification," "Display Target," and "Mute" are displayed. "Display Category" is an item for selecting whether to display or hide each alert category. "Display target" is an item that allows you to check whether or not an alert has been responded to for each model, and select whether or not to display it depending on whether or not it has been responded to. "Mute" is an option to select whether to display or hide alerts that have been muted in individual settings.
[0100] The "checklist 502" displays "date," "category," "alert," "number of models," and "number of units," and displays a list when an alert occurs. "Date" displays the date on which the alert occurred. "Classification" displays the classification name of the target alert, for example, "Analysis," which determines the target from the area of the analysis graph, "HC Data," which determines the target from gaming information, or "National Data," which determines the target from gaming information from other stores. "Alert" displays alerts to highlight models that have room for operational improvement, but the conditions for alerts will be described later. "Number of models" displays the number of models that the alert applies to. "Number of machines" displays the total number of gaming machines 10 that correspond to the alert, and alerts that correspond to a larger number of gaming machines 10 installed are displayed higher in priority. In other words, by prioritizing the display of alerts for the greater number of gaming machines 10 installed, the system makes it easy to grasp the trends occurring in current gaming facilities and problematic models.
[0101] The "applicable model list 503" displays a list of models that are applicable to the alert selected in the "check list 502". The "applicable model list 503" displays items such as "model name," "operation start date," "number of units," "out," and "gross profit on balls," for example. "Model name" displays the model name corresponding to the selected alert. The "Start of operation date" is set in YYYY / MM / DD format, and displays the start of operation date registered in the hall computer 60 for the model corresponding to the selected alert. "Number of units" displays the total number of units of the model that corresponds to the selected alert. "Out" displays the actual number of outs for the machine corresponding to the selected alert. "Gross profit on balls" displays the actual gross profit on balls for the machine that corresponds to the selected alert.
[0102] The "individual setting button 504" is an item for setting the judgment conditions and display / non-display of each item for each model. For example, when the "individual setting button 504" is clicked, an individual setting screen (not shown) is displayed. The "recount button 505" is an item for setting whether or not to perform recounting processing. For example, when the "recount button 505" is clicked, a recounting screen (not shown) is displayed.
[0103] In the example shown in Figure 20, "Consecutive high gross profit (3 days)" classified as "HC data" is displayed at the top as the alert with the largest number of gaming machines 10 that apply during the "target period," and information on the gaming machines 10 that apply to this alert, such as the number of models that apply to this alert being "3 models" and the number of machines that apply to this alert being "60 machines," is displayed in "Checklist 502." The alert currently selected in "checklist 502" is "area change (ultra-high gross profit → high gross profit)" which is classified as "analysis," and the model name corresponding to this alert is "G model." For this G model, information on the model that corresponds to the selected alert, such as the "operation start date" being "September 27, 2021," the number of units being "8," the outs being "16,520," and the gross profit on balls being "0.41," is displayed in the "Applicable Model List 503." By displaying the "Operation Checklist Screen" on the display unit 64 in this way, the manager of the amusement facility can instantly recognize machines that need improvement, thereby shortening the time required for operational work and improving operation.
[0104] Here, the alert conditions will be explained. First, with reference to FIG. 21, an alert classified as "analysis" (hereinafter also referred to as an analysis alert) will be described. The analysis alerts are based on the machine types installed in the gaming facility during the selected "target period," and include alerts No. 1 to 8, for example. Analysis alerts can be divided into alerts that appear when you move into target areas No. 1 to 6, and alerts that appear when you continue to stay in target areas No. 7 and 8.
[0105] No. 1, "Move to high gross profit area" is (7) from an area other than the high gross profit area Move to An alert will be displayed when the No.2 "Move to Branch Area" moves from an area other than the branch area to the (5) branch area. Move to An alert will be displayed when the No. 3, "Move to low-operation, high-gross-profit area" refers to moving from an area other than the low-operation, high-gross-profit area to the (8) low-operation, high-gross-profit area. Move to An alert will be displayed when the No. 4, "Move to low-operation, low-gross-profit areas" refers to moving from areas other than low-operation, low-gross-profit areas to (3) low-operation, low-gross-profit areas. Move to An alert will be displayed when the No.5 "Move to Red Area" moves from an area other than the red area to the (9) red area. Move to An alert will be displayed when the No. 6 "Move to the ultra-high gross margin area" refers to moving from an area other than the ultra-high gross margin area to the (6) ultra-high gross margin area. Move to An alert will be displayed when the No. 7, "Seven consecutive periods in the ultra-high gross profit zone" (6), will trigger an alert when you stay in the ultra-high gross profit zone for seven consecutive periods. No. 8, "Staying in the red zone for 7 consecutive periods," will display an alert (9) when you stay in the red zone for 7 consecutive periods.
[0106] To determine whether No. 1 to No. 6 have moved into the target area, data is created for each model over two periods, taking the average actual values of outs and gross profit per machine over the aggregation period (for example, 28 days) based on the "target period." Each area is then identified from the data for the two periods, and an alert is displayed when the machine moves from a non-target area into the target area during the first and second periods. For example, if the collection period is 28 days and the "target period" is January 19, 2022, the first period will be the collection period from December 23, 2021 to January 19, 2022, and the second period (previous period) will be the collection period from December 22, 2021 to January 18, 2022. Therefore, from the second period to the first period, Move to If the device is started, an alert will be displayed. At this time, the control unit 65 determines the area where the robot was located last time. fromIt functions as a movement determining means capable of determining that the object has moved into a target area (special area). If the actual values of out and gross profit per machine are less than two periods, the control unit 65 does not make a determination.
[0107] To determine whether a player has stayed in areas Nos. 7 and 8, data is created for each model over seven periods, taking the average of the actual outs and gross profits for the aggregation period (for example, 28 days) based on the "target period." The area is then identified from the data over the seven periods, and an alert is displayed if the player has stayed in the target area continuously for all seven periods identified. For example, if the collection period is 28 days and the "target period" is January 19, 2022, the first period will be the collection period from December 23, 2021 to January 19, 2022, the second period will be the collection period from December 22, 2021 to January 18, 2022, the third period will be the collection period from December 21, 2021 to January 17, 2022, the fourth period will be the collection period from December 20, 2021 to January 16, 2022, the fifth period will be the collection period from December 19, 2021 to January 15, 2022, the sixth period will be the collection period from December 18, 2021 to January 14, 2022, and the seventh period will be the collection period from December 17, 2021 to January 13, 2022. Therefore, an alert will be displayed if the user stays continuously in the target area during all of the first to seventh periods. At this time, the control unit 65 functions as a stay determination unit capable of determining whether the user has stayed in a target area (specific area) on the two-dimensional coordinate system for a certain period of time or more (for example, seven periods or more). If the actual values of out and gross profit per machine are less than seven periods, the control unit 65 does not make a judgment.
[0108] Next, with reference to FIG. 22, an alert classified as "HC data" (hereinafter also referred to as "HC alert") and an alert classified as "nationwide data" (hereinafter referred to as "nationwide alert") will be described. The HC alert is determined based on business information calculated from the game information of the own store, and the nationwide alert is determined based on business information calculated from game information of other stores. The HC alert and the nationwide alert are determined based on the machine types installed in the gaming facility during the "target period", and include alerts No. 9 to 12, for example.
[0109] The alert conditions shown in No. 9 to 12 are explained below. No. 9 "Consecutive losses (3 days)" will display an alert when the gross profit on balls is negative for three consecutive days. No. 10, "Consecutive high gross profit on balls (3 days)", displays an alert when the gross profit on balls is over 0.40 for three consecutive days. No. 11 "Operation Decline Rate (Own Store)" displays an alert when the operation decline rate falls below the average operation decline rate of the gaming machines 10 installed in the own store's gaming hall. No. 12 "Operation Decline Rate (Nationwide)" displays an alert when the operation decline rate falls below the average operation decline rate of the gaming machines 10 installed in other gaming parlors.
[0110] Consecutive sales (loss, high gross profit) for No. 9 and No. 10 are determined by creating data for each machine type for three days based on the actual gross profit value for the collection period (for example, one day) based on the "target period," and displaying an alert if the gross profit value is negative or over 0.40 for three consecutive days. For example, if the "target period" is January 19, 2022, and the gross profit on balls is negative for consecutive days during the collection period from January 17, 2022 to January 19, 2022, an alert of "consecutive deficits" will be displayed, and if the gross profit on balls is over 0.40 for consecutive days, an alert of "consecutive high gross profit on balls" will be displayed. At this time, the control unit 65 functions as a sales determination means capable of determining that sales (for example, gross profit on balls) are a specific value (for example, negative or over 0.40) for a certain period of time (for example, three days) in succession. In addition, for the judgment of consecutive sales for No. 9 and No. 10, the alert will continue to be displayed even if the conditions are met for four or more consecutive days.
[0111] The operating decline rate (own store, nationwide) for Nos. 11 and 12 is determined by creating data for each model and rate of actual out values on the first day of operation and on the counting date (for example, the 15th and 29th days after the first day of operation) based on the first day of operation, and an alert is displayed when the operating decline rate calculated from the actual values on the first day of operation and the actual values on the counting date falls below the average operating decline rate of gaming machines 10 of the same rate installed in the own store's gaming arcade or other stores' gaming arcades. It is preferable that the tallying date coincide with the first day of operation. For example, if the first day of operation is Saturday, January 1, 2022, the operation decline rate is calculated for Saturday, January 15, 2022, the 15th day from the first day of operation, and for Saturday, January 29, 2022, the 29th day from the first day of operation. If the operation decline rate on the 15th day (hereinafter also referred to as the 15-day increase / decrease rate) or the operation decline rate on the 29th day (hereinafter also referred to as the 29-day increase / decrease rate) is lower than the average operation decline rate of gaming machines 10 of the same rate installed in the gaming parlor of the own store, an alert of "operation decline rate (own store)" is displayed, and if it is lower than the average operation decline rate of gaming machines 10 of the same rate installed in the gaming parlors of other stores, an alert of "operation decline rate (nationwide)" is displayed.
[0112] Here, the determination of the operating decline rate will be explained using a specific example. Below, we will explain the determination of the No. 11 operating decline rate (own store) for model A on the 15th day using an amusement parlor where gaming machines 10 of model A (4 yen pachinko), model B (4 yen pachinko), and model C (1 yen pachinko) are installed as an example. The rate of decline in operation is calculated for each model and rental rate by ((number of units out on the day of collection / number of units out on the first day of operation) - 1) x 100. For example, if the outflow on the first day of operation of model A is "30,000" and the outflow on the 15th day is "15,000", the operating decline rate of model A on the 15th day is calculated using the following formula. Model A's operating decline rate on the 15th day "-50" = ((15,000 ÷ 30,000) - 1) × 100 Therefore, the operating decline rate of model A on the 15th day is "-50". Furthermore, if the operating decline rate on the 15th day of model B calculated using the same method is "-30", the average 15-day operating decline rate of 4-yen pachinko machines will be "-40" (= -50 (operating decline rate on the 15th day of model A) - 30 (operating decline rate on the 15th day of model B) ÷ 2 (number of models)). As a result, the operating decline rate of model A on the 15th day, "-50", is determined to be lower than the average 15-day operating decline rate of gaming machines 10 of the same rate installed in the store's gaming hall, "-40", and therefore an alert for "operating decline rate (own store)" is displayed. In this case, the operating decline rate of 1-yen pachinko machine C, which has a different lending rate, is not used in calculating the average operating decline rate. In this way, if the operating rate is lower than the average of the operating rate of gaming machines 10 of the same rate installed in the gaming parlor of the own store, an alert No. 11 "Operating rate decline (own store)" is displayed, and if the operating rate is lower than the average of the operating rate of gaming machines 10 of the same rate installed in the gaming parlors of other stores, an alert No. 12 "Operating rate decline (nationwide)" is displayed. At this time, the control unit 65 functions as a determination means for determining whether the performance value calculated using the own store's game information is lower than the average performance value of the gaming machines 10 installed in the own store's game arcade, which was also calculated using the own store's game information, and for determining whether the performance value is lower than the average performance value of the gaming machines 10 installed in the other store's game arcade, which was calculated using the other store's game information. In this way, the "Operation Checklist Screen" displays alerts for improved machines to ensure the intended area transition, thereby increasing the operation of the entire amusement facility and aiming to improve gross profits from a long-term perspective.
[0113] [Operation transition graph screen] FIG. 23 is a diagram showing an example of the "operation transition graph screen." The "Operation Trend Graph Screen" is a screen that displays a graph of the operation trends for each model over a specified period of time (for example, 30 days) after the introduction of a new machine. For example, if an alert for "Operation Decline Rate (Nationwide)" is displayed on the above-mentioned "Operation Checklist Screen," and you want to check the operation decline rate in more detail, you can switch from the "Operation Checklist Screen" to display this screen. The "operational trend graph screen" is configured to visually show past trends in outs, gross profit per machine, etc. in graphs, allowing the user to check whether there is a sudden drop in operation on a daily basis, and whether the gaming machine 10 is being operated well compared with the gaming machines 10 installed in the gaming arcades of the store or other gaming arcades. The "operational transition graph screen" displays the following items broadly: "extraction conditions 600," "narrowing conditions, graph display settings 601," "name search 602," "model-specific data 603," and "operational transition graphs 604, 605."
[0114] In "Extraction conditions 600," "Target period" and "Sales group" are displayed. The "target period" is set in YYYY / MM / DD format and is an item for selecting the period for which game information is to be acquired. "Sales group" is an item for selecting a sales group that exists in the "target period."
[0115] The "narrowing conditions, graph display settings 601" are items for narrowing down the display content of the "model-specific data 603" and setting the display content of the "operation transition graphs 604, 605". The filtering conditions allow the display content of "Model-specific data 603" to be narrowed down by "Model group," "Model name," and "Operation start date," and the graph display settings allow the selection of business information to be displayed as a graph, such as machine outs, machine gross profit, payout rate, start (pachinko only), base, ball gross profit, etc. FIG. 23 shows an example in which machine out and start are set in the graph display settings.
[0116] In "Name Search 602," after entering a keyword for the model name in the text box, clicking the arrow button will display the model that matches the keyword in "Model-specific Data 603."
[0117] "Model-specific data 603" shows model-specific information for the selected "target period" and "sales group," and displays, for example, "model name," "number of units," "left, right," "operation start date," "first day of operation," "increase / decrease by 15 days," "increase / decrease by 29 days," etc. "Model name" displays a model name derived from the title or character of an anime or movie, for example. "Number of units" displays the total number of units for each model during the "target period." For "Left, Right," you can select whether to display it on "Operation Trend Graph 604" or "Operation Trend Graph 605." For example, if you check the "Left" radio button, the sales information of the selected model selected in the graph display settings of "Filtering Conditions, Graph Display Settings 601" will be displayed on "Operation Trend Graph 604." The "operation start date" is set in YYYY / MM / DD format, and the operation start date registered in the hall computer 60 is displayed. "First day operation" displays the actual number of machines out calculated based on the gaming information on the first day of operation. "15-day increase / decrease" displays the increase / decrease rate of the actual number of units out on the 15th day from the start of operation, and is calculated using the following formula. 15-day increase / decrease rate = ((15th day out / first day out) - 1) x 100 "29-day increase / decrease" displays the increase / decrease rate of the actual number of units out on the 29th day from the start of operation, and is calculated using the following formula. 29-day increase / decrease rate = ((29th day out / first day out) - 1) x 100
[0118] In the "operation transition graphs 604 and 605," the "operation transition graph" is displayed in the upper row, the "average data" in the middle row, and the "model data" in the lower row. The "operation trend graph" shows the operation trend of the selected model over the 30 days after the introduction of the new machine as a line and bar graph, with the horizontal axis as the time axis and the vertical axis as the business information selected in the graph display settings. This "operation transition graph" allows comparison with the gaming machines 10 installed in the gaming arcades of the store or other stores in the selected "target period" and "sales group," so by comparing the progress since installation, it is possible to check whether the gaming machines are being operated well or whether the cause of the decline in operation is due to inappropriate operation.
[0119] The "average data" simultaneously displays the "first day operation," "15-day increase / decrease rate," and "29-day increase / decrease rate" of each of the gaming machines 10 installed in the gaming arcade of the store itself and in the gaming arcade of the store itself (displayed as "own store average") or in gaming arcades of other stores (displayed as "nationwide") for the selected "target period" and "sales group," allowing comparison. FIG. 23 shows an example in which the "first day operation", "15th day increase / decrease rate", and "29th day increase / decrease rate" of the gaming machines 10 installed in other gaming parlors are displayed. In this way, the "average data" allows for easy comparison of the sales information of the selected machine on a national scale, and displays information that is useful for amusement facility managers and others to evaluate and analyze whether the selected machine is being operated appropriately. The display items here are the same as those explained in the "model-specific data 603," so explanations will be omitted.
[0120] "Model Data" displays business information for the selected model for 30 days after the new machine is introduced, including, for example, "Date," "Number of days," "Machine out," "Machine gross profit," "Payout rate," "Start," "Base," and "Gross profit on balls." "Date" displays dates from the start of operation up to 30 days later. "Number of days" is displayed as 1 to 30, starting from the start date of operation up to the 30th day. "Machine Out" displays the number of gaming media used in one gaming machine 10. "Gross profit per machine" shows the gross profit per gaming machine. The "out rate" displays the ratio of safe (added value information) to out (used value information). "Start" displays the average number of times per minute that a winning jackpot or a pattern change occurs at the starting point. "Base" shows the percentage of safes out of the total number of outs per minute during normal play, excluding special prize periods. "Gross profit on balls" displays the gross profit per gaming medium inserted.
[0121] In the example shown in Figure 23, as shown in the "Operational Trend Graph 605", model B shows a sudden drop in operation (unit outages) from the 14th to 16th days after introduction, so it is necessary to check past sales information to find the cause. For example, if the gross profit margin on balls during this period is high, it is possible that players will have a bad impression of the game, so the amusement facility manager will need to take measures such as calculating business information using simulations to bring the game closer to optimal operation (standard gross profit margin on balls 0.20) in order to restore operation, and reflecting this information in the business plan. In this way, the "Operation Trend Graph Screen" allows you to check the operation trends for each model for the particularly important 30 days after the introduction of a new machine.
[0122] As explained above, according to the gaming device of the present invention, on a two-dimensional coordinate system in which an area is divided by a first coordinate axis indicating operation and a second coordinate axis indicating sales, a third coordinate axis indicating specific operation by adding a predetermined value to the first coordinate axis is provided, and an analytical graph is generated and displayed by further dividing the area and plotting actual values. In this way, by providing a third coordinate axis or the like and analyzing the gaming machine 10 using an analysis graph that divides operation into three categories (above high operation, below high operation and above average operation, below average operation), the manager of the gaming facility or the like can recognize a model whose operation is declining at an early stage, and can take measures while the model is still popular. The gaming device then determines to which region the performance value indicating the relationship between operation and sales per target period belongs, and then calculates the ratio for each region based on the result. In this case, the "unit installation share (%)," "out-share (%)," and "gross profit share (%)" for each region are simultaneously displayed for comparison, allowing accurate analysis of the gaming machine 10. As a result, it will be possible to increase the utilization rate of the amusement park and aim to improve gross profits in the long term. Furthermore, even if there are unused setting values, the gaming device can perform a simulation of the gaming machine 10 with all setting values using approximate values obtained based on the gaming information of the gaming machine 10 with other setting values set. This allows simulation of the gaming machine 10 with all setting values, so that important business information for running an amusement facility can be simulated with high accuracy. Such functions are realized by the control unit 65 (or a CPU provided therein) configured as a computer executing a program (and data) stored in a storage means such as a hard disk provided in the storage unit 62.
[0123] In the conventional gaming device, the gaming machine 10 is analyzed by dividing it into four regions using average operation and sales as coordinate axes on a two-dimensional coordinate system. Move By the time the amusement facility manager or other person in charge noticed this, it was already too late to take measures to address the declining performance of the machines. Furthermore, if there are unused installed values, it is not possible to perform a highly accurate simulation, making it difficult to set a highly accurate sales plan. The gaming device of the present invention can solve all or part of the problems that need to be improved in conventional gaming devices.
[0124] The above describes a preferred embodiment of the present invention, but it is not limited to the above-mentioned embodiment. For example, various modifications can be made within the scope of the present invention to other gaming machines 10, such as combining various functions, or to other gaming machines 10, regardless of whether they are pachinko machines 10a or pachislot machines 10b. (1) Although the present invention has been described as being applied to the hall computer 60, it is not limited to this. For example, in addition to the lending machine 20, the machine computer 30, the island computer 40, and the counting machine 50, it can also be applied to other devices that can be connected to the gaming system 1, such as gaming medium counting machines, POS terminals, data disclosure machines, etc. (2) The gaming machine 10 may be a so-called smart gaming machine that is configured so that the player cannot touch the gaming medium. (3) In the “Analysis Graph 402” and “Area Share Table 403”, “Out” is used as an example of business information regarding the operation of the gaming machine 10. However, instead of this, business information that increases as the game progresses, such as safe, difference number, number of jackpots, number of special / time-saving times, number of starts, and number of games indicating the number of players seated at the gaming machine 10, can also be used. (4) In the “Analysis Graph 402” and “Area Share Table 403”, examples of sales information related to sales include gross profit per ball and gross profit, but instead, sales per machine, gross profit per machine, hourly sales, hourly gross profit, unit price of balls, gross profit rate, sales amount, number of exchanged balls, and prize amount can also be used. (5) In the "analysis graph 402" and "area share table 403," nine areas are shown, but the number may be more or less than nine. (6) In the “Analysis Graph 402,” a graph for each machine type is shown as an example, but it is also possible to display graphs for other groups, such as by machine type, rental rate, installation location (e.g., corner), gaming machine manufacturer, and groups arbitrarily set by the gaming facility manager. [Explanation of symbols]
[0125] 1 Gaming system 2. Gaming information server 5 Spec distribution server 10 Gaming machines 10a Pachinko machine 10b Pachislot machine 20 Rental machine (rental equipment) 30 computers 40 Island Computer 50 Counter 60 Hall computer (gaming device) 61 Communication unit (game information acquisition means, specification information acquisition means) 62 Memory section 63 Operation section 64 Display section (display means) 65 control unit (actual value calculation means, predicted value calculation means, area division means, ratio calculation means, determination means, movement determination means, stay determination means, graph display means)
Claims
1. a gaming information acquiring means for acquiring gaming information transmitted from gaming devices including gaming machines installed in the gaming facility; a performance value calculation means for calculating performance values of operation and sales of the gaming machine using the gaming information acquired by the gaming information acquisition means; an area dividing means for dividing the area further by providing a third coordinate axis indicating a specific operation by adding a predetermined value to the first coordinate axis on a two-dimensional coordinate system in which an area is divided by a first coordinate axis indicating operation and a second coordinate axis indicating sales; a graph display means for generating and displaying a graph by plotting the performance values calculated by the performance value calculation means on the two-dimensional coordinates divided by the area dividing means; stay determination means capable of determining whether the user has stayed in a predetermined area on the two-dimensional coordinate system based on the performance value calculated by the performance value calculation means; and a movement determination means capable of determining, based on the performance value calculated by the performance value calculation means, that the user has moved from a first area, which is an area where the user previously stayed on the two-dimensional coordinate system, to a second area different from the first area, The stay determination means It is possible to determine whether the user has stayed in the first area based on the performance value calculated in a previous period by the performance value calculation means, and it is possible to determine whether the user has stayed in the second area based on the performance value calculated in a subsequent period by the performance value calculation means, The movement determination means It is possible to determine that the user has moved from the first area to the second area based on a determination result by the stay determination means, The preceding period and the following period overlap each other and include consecutive specific periods. A gaming device characterized by:
2. The specific period is a period longer than the period in which the preceding period and the following period do not overlap.
2. The gaming device according to claim 1.
3. A gaming system equipped with gaming devices including gaming machines installed in an amusement facility, a game information acquiring means for acquiring game information transmitted from the game device; a performance value calculation means for calculating performance values of operation and sales of the gaming machine using the gaming information acquired by the gaming information acquisition means; an area dividing means for dividing the area further by providing a third coordinate axis indicating a specific operation by adding a predetermined value to the first coordinate axis on a two-dimensional coordinate system in which an area is divided by a first coordinate axis indicating operation and a second coordinate axis indicating sales; a graph display means for generating and displaying a graph by plotting the performance values calculated by the performance value calculation means on the two-dimensional coordinates divided by the area dividing means; stay determination means capable of determining whether the user has stayed in a predetermined area on the two-dimensional coordinate system based on the performance value calculated by the performance value calculation means; and a movement determination means capable of determining, based on the performance value calculated by the performance value calculation means, that the user has moved from a first area, which is an area where the user previously stayed on the two-dimensional coordinate system, to a second area different from the first area, The stay determination means It is possible to determine whether the user has stayed in the first area based on the performance value calculated in a previous period by the performance value calculation means, and it is possible to determine whether the user has stayed in the second area based on the performance value calculated in a subsequent period by the performance value calculation means, The movement determination means It is possible to determine that the user has moved from the first area to the second area based on a determination result by the stay determination means, The preceding period and the following period overlap each other and include consecutive specific periods. A gaming system characterized by:
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