System for amusement facilities

The system addresses the challenge of tracking card reuse by associating player images with identification information and counting matching players, providing insights into gaming behavior and card sharing.

JP7869675B2Active Publication Date: 2026-06-03DAIKOKU DENKI KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
DAIKOKU DENKI KK
Filing Date
2022-03-30
Publication Date
2026-06-03

AI Technical Summary

Technical Problem

Existing systems struggle to accurately track and understand the extent of reuse of player identification media, such as membership cards, by multiple individuals, making it difficult to grasp the actual gaming situation in gaming houses.

Method used

A system that includes imaging players via cameras, associates player images with identification information, determines matching players, counts the number of individuals using the same card, and outputs this information for better understanding of card reuse.

Benefits of technology

Enables the detection and quantification of card reuse, allowing gaming houses to manage and understand the gaming behavior of groups sharing player identification media effectively.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To properly support grasping of such a situation that one recording medium is reused.SOLUTION: In a management device, the approximate number of players utilizing the same player discrimination medium, and what kind of players the players are, can be outputted comparatively as the counted number of players and face images, and grasping of such a situation that one player discrimination medium is reused can be supported properly.SELECTED DRAWING: Figure 3
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Description

Technical Field

[0001] The present invention relates to a system for a gaming house.

Background Art

[0002] There are cases where a group that abides by the rules of the gaming house and does not engage in fraud visits the gaming house. Although there are gaming houses that consider this group as players because they do not engage in fraud, their appearance and gaming attitude are very poor, and there is a risk that other regular customers who purely enjoy gaming, etc., will avoid gaming nearby or visiting the gaming house. Therefore, many gaming houses want to prohibit the entry of the above group. For example, since the above group may sometimes reuse a single membership recording medium (IC card) to play games, a configuration is disclosed in which a face image of a player is captured, and when a plurality of persons determined to be different persons based on the face image use the same membership recording medium on the same day, this is identified and displayed by a management device to determine whether the IC card is being reused (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, even the above group tends to continue using a single IC card on a business day basis. With the above conventional configuration for grasping reuse by a plurality of persons on the same day, it is difficult to grasp the extent to which gaming is being carried out by reuse, and it is difficult to grasp the actual situation of such a group.

[0005] The present invention has been made in view of the above circumstances, and an object thereof is to provide a system for a gaming house that can appropriately support grasping the situation of whether a single recording medium is being reused. [Means for solving the problem]

[0006] The amusement facility system disclosed herein is An imaging means (for example, camera 20) that images players on a player-by-player basis, A storage means (for example, a management device 6 having a storage unit 40) stores in association the player image (for example, the player's face image) captured by the imaging means with the identification information of the player identification medium used by the player when playing the game machine (for example, the member ID of the member card 8), A determination means (for example, a management device 6 that executes S2, S3, and S6 in Figure 4) determines whether a player image captured and stored by the aforementioned imaging means is a player image captured by the aforementioned imaging means by comparing it with the player images stored in the aforementioned storage means, A player counting means (a management device 6 that executes S5, S9) counts the number of players at least one of the following: players whose player images stored by the storage means match the player image subject to the determination and whose identification information matches, and which are determined to be of the same player (for example, determined as NO in S2 in Figure 4), and multiple players whose player images are determined not to be of the same player (for example, determined as YES in S2). The system includes an output means (for example, a management device 6 that outputs the number of players counted by the player counting means and the player images in units of identification information corresponding to the identification information) that outputs the number of players and the player images in units of identification information corresponding to the identification information.

[0007] With the above configuration, for example, if a large number of people use the same player identification medium over a predetermined period, and the player identification medium is shared among a group of people, or if the player identification medium is shared among specific individuals such as a married couple, it is possible to output the number of players and their facial images in a comparable manner, indicating how many players are using the same player identification medium and what kind of players they are. This appropriately supports understanding whether a single player identification medium is being shared. [Brief explanation of the drawing]

[0008] [Figure 1] A schematic diagram showing the overall configuration of a game arcade system in one embodiment. [Figure 2] Functional block diagram focusing on gaming devices [Figure 3] A diagram showing an example of the search results screen for identical member card usage. [Figure 4] A flowchart illustrating the process of counting the number of players. [Modes for carrying out the invention]

[0009] One embodiment of the present invention will be described below with reference to the drawings. Figure 1 shows a schematic overview of the overall configuration of the amusement arcade system. The arcade has multiple gaming machine islands (not shown), each containing numerous gaming machines 1, corresponding gaming devices 2, and information display devices 3. One gaming device 2 is positioned to the left of each gaming machine 1, and one information display device 3 is positioned above the gaming machine 1. These gaming machines 1, gaming devices 2, and information display devices 3 are connected to a relay device 4. The relay device 4 is connected to a management device 6 via a LAN 5.

[0010] The management device 6 is installed in the gaming hall, for example, in an office, and is connected to a keyboard 6a, monitor 6b, and a printer (not shown) operated by the gaming hall manager. The management device 6 receives game signals transmitted from the gaming machines (gaming machine 1, gaming device 2, information display device 3, etc.) and manages game information for each gaming machine 1, various types of information such as personal data for registered members, and player face image data, which will be described later. Although not shown in Figure 1, in reality, for example, several hundred gaming machines 1 are managed by the management device 6.

[0011] The game machine 1 is a CR (card reader) pachinko game machine and has an operating handle 10, an upper receiving tray 11, and a lower receiving tray 12 which constitute a launching device for launching balls onto the game board 9. The game board 9 also has an LCD display unit 13, a regular prize entry slot 14, a first start slot 16, a second start slot 15, a large prize entry slot 17, etc.

[0012] Gaming machine 1 operates as follows: (1) The first starting port 16 is a winning port with a fixed winning rate (a so-called "center winning port"), and the second starting port 15 is a winning port with a variable winning rate (a so-called "electric chute"). A jackpot lottery is held according to the winnings (starting wins) in each starting port 15 and 16, and the lottery results are announced by the changing symbols on the LCD display unit 13, and a jackpot is awarded according to the result of the symbols.

[0013] (2) If a starting win occurs during a symbol change, the symbol changes will be cumulatively held in reserve up to a predetermined maximum number of reserved symbols (for example, 4 of each), and the reserved symbol changes will start after the symbol changes have finished. If a starting win occurs when the number of reserved symbol changes (reserved number) has reached the maximum value, the symbol changes will not be held in reserve.

[0014] (3) There are six levels of settings for the gaming machine (good machine information, adjustment information) (hereinafter referred to as "modes"), and by changing these modes, the probability of winning a jackpot (jackpot probability) can be changed and the payout rate can be adjusted.

[0015] As a game state in which a jackpot lottery is executed, it is possible to selectively generate a normal state with a relatively low jackpot probability and a probability variation state with a relatively high jackpot probability, and the selection rates of the normal state and the probability variation state may be changed by changing the mode.

[0016] (4) When a jackpot occurs, the large winning opening is opened for the corresponding number of rounds (R). The upper limit of the winning number in 1R is 10, and the upper limit of the opening period is 30 seconds. When either the upper limit of the winning number or the upper limit of the opening period is satisfied, 1R ends. The corresponding round is also lottery-selected in the same way as the jackpot lottery. When winning in the first start port 16, the distribution rate is 10% for 2R, 51% for 4R, and 39% for 15R. However, when winning in the second start port 15, the distribution rate is 10% for 4R and 90% for 15R. The priority order of holding and digestion of symbol variations according to winning is set higher for the second start port 15 than for the first start port 16.

[0017] (5) During probability variation, the jackpot probability increases, and it becomes a time shortening state (time shortening) where the winning rate of the second start port 15 increases. Probability variation continues until the next jackpot, so it continues until a normal jackpot (ordinary jackpot) that becomes the normal state occurs, and then it becomes the time shortening state until symbol variations for a predetermined number of times of time shortening (for example, 100 times) are performed.

[0018] (6) The second start port 15 becomes an open state with a high winning rate when the normal symbol (ordinary symbol) that varies according to winning in the general winning port 14 is a winning symbol. In this case, the variation period of the ordinary symbol is 30 seconds in the normal state and 3 seconds in the time shortening state. Also, the opening period is 0.3 seconds in the normal state and 5 seconds in the time shortening state. That is, in the time shortening state, the variation period of the ordinary symbol becomes shorter compared to the normal state, while the opening period becomes longer, increasing the winning rate of the second start port 15. The above has been described taking model A as an example, but the exemplified values will be various values according to the model, for example, the round distribution will be different for model B.

[0019] The gaming machine 1 and the peripheral devices attached to the gaming machine 1 output the following gaming signals as the game progresses with the player's coin insertion and start winning in each start port 15, 16, etc. · Out signal: A signal (operation signal) that can identify the consumption value (out) output from the out box that collects consumed tokens. Since 1 pulse is output for every 10 consumed (used, inserted, collected) tokens, "the number of out signals × 10" is identified as the out. It may also be a signal output from the gaming machine side.

[0020] · Safe signal: A signal that can identify the winning award value (safe) output from the gaming machine side. Since 1 pulse is output for every 10 payouts corresponding to winning, "the number of safe signals × 10" is identified as the safe. The replenishment signal output from the replenishment device may be used as the safe signal. Also, there are an actual safe signal output when tokens are actually paid out and a winning safe signal output when a payout is reserved in response to a win. In order to minimize the time lag from winning to output, it is desirable to adopt the latter.

[0021] · Start signal: A signal that can identify the start process (symbol variation, accessory operation, unit game) and the start (number of start processes) in the liquid crystal display unit 13 (accessory) that varies (operates) due to a start winning (S winning) output from the gaming machine side. Since it is output when the symbol variation is determined, the start process is identified according to the signal input.

[0022] · S winning signal: A signal that can identify the S winning output from the gaming machine side. Since it is output at the time of start winning, the start winning is identified according to the signal input. It may be used in combination for management, such as managing only one of start and S winning. · Big win signal: A signal that can identify the big win period output from the gaming machine side. Since it is a status signal output at the level during a big win, the period during which the big win signal is input is identified as the big win period.

[0023] • Special state signal = A signal that can identify a special state (sweet mode) output from the gaming machine. Since this is a state signal that is output at a level during a special state (time-saving mode (including during probability variation)) in which the winning rate of the second start port 15 is improved, the period when the special state signal is input is identified as the special state. It may also be a state signal (probability variation signal) that is output at a level during probability variation in which the probability of winning a jackpot is improved. Furthermore, the period when neither the jackpot signal nor the special state signal is input is identified as the normal state.

[0024] The gaming device 2 is a so-called individual counting machine, and includes a status display unit 18 that shows the status of the gaming device 2 and the gaming machine 1, a banknote slot 19 into which currency (monetary value, market value) is inserted, a camera 20 including an image sensor such as a well-known CMOS sensor or CCD sensor (only the front camera window is shown in Figure 1), a touch panel type liquid crystal display unit 21 that can accept operation input from the player, a dispensing button 22 for dispensing the player's balls (including stored balls if the player is a member, acquired value, market value), a dispensing nozzle 23 through which the dispensed balls pass, a card slot 26 into which a general card 7 or a member card 8 is inserted, and a removable counting tray 27 located below the lower tray 12 of the gaming machine 1.

[0025] Figure 2 is a functional block diagram showing the configuration of the gaming device 2. The control unit 28 of the gaming device 2 is mainly composed of a microcomputer having a CPU 28a, ROM 28b, RAM 28c, I / O 28d, etc. Peripheral units connected to the control unit 28 include the status display unit 18, liquid crystal display unit 21, and dispensing button 22 as described above, as well as an I / F unit 29 that sends and receives various signals and information to and from the management device 6 and the gaming machine 1, a banknote processing unit 30 that determines the authenticity of banknotes inserted into the banknote slot 19, a touch panel 31 provided on the liquid crystal display unit 21, a card RW (reader / writer) 32 that reads and writes various information stored on cards 7 and 8 inserted into the card slot 26, a card stock unit 33 that can stock up to 10 general cards 7, a dispensing unit 34 that dispenses a few minutes' worth of balls from the dispensing nozzle 23 when the dispensing button 22 is operated, a counting unit 35 that counts the number of balls flowing in from the counting tray 27, and the like.

[0026] General Card 7 is an IC card 7 that is valid only on the day of issue and has an embedded IC chip 7a. The IC chip 7a stores a general ID that can identify the card, as well as the deposit balance and the number of tokens held in the gaming device 2. The number of tokens held on General Card 7 is valid only on the day of issue, but the deposit balance can be used on subsequent days.

[0027] Member card 8 is an IC card 8 (player identification medium) that is valid until a predetermined expiration date (for example, 3 years), and has an IC chip 8a built into it. The IC chip 8a stores a member ID (identification information) that can identify the player who has registered as a member, as well as the deposit balance. The number of balls held and stored corresponding to member card 8 are stored in the member account of the management device 6. The number of balls held, stored, and deposit balance of member card 8 are available for use on subsequent days as well.

[0028] As shown in Figure 1, four cameras 20 are connected to the image processing device 36. These cameras 20 function as imaging means capable of imaging players on a player-by-player basis using the corresponding gaming machine 1. They capture images at predetermined intervals (for example, every 4 seconds) and transmit the captured images to the image processing device 36. The imaging range of the camera 20 is set to include at least the entire face of the player when the player is facing the gaming machine 1 directly.

[0029] The image processing device 36 is connected to the management device 6 via LAN 5. It captures each image transmitted from the four cameras 20 at one-second intervals and analyzes the captured images to determine whether or not a player's face image (player image) is present in the image. If it determines that a face image is present, it transmits that face image to the management device 6. Even if a player is included in the image transmitted from the camera 20, the image processing device 36 will not transmit the image to the management device 6 if the player is playing in an unnatural posture, not facing the game machine 1 directly, and therefore a face image cannot be recognized.

[0030] The gaming device 2 has the following functions: (1) When currency is received (currency acceptance processing), the amount received is displayed on both the gaming machine 1 and the gaming device 2, and a loan ball (value given as consideration) equivalent to one loan unit (e.g., 500 yen) is dispensed from the gaming machine 1 (consideration processing), and the displayed amount is changed to show the balance excluding the consideration for the loan balls in accordance with the consideration processing. Currency can be accepted for the amounts corresponding to multiple consideration processing (e.g., up to 10,000 yen).

[0031] (2) When the disbursement button 37 on the gaming machine 1 is pressed (disbursement operation, grant operation) while there is a balance, the gaming machine 1 dispenses one unit of disbursed balls, and the corresponding amount is deducted from the balance. The machine also has a so-called individual counting function, which counts the balls won by the player, and it is possible to refund balls again using the counted balls as payment, and it is also possible to identify the number of balls remaining after deducting the payment for the refunded balls as the player's balls.

[0032] (3) When the return button 38 on the gaming machine 1 is pressed (issuance operation) while there is a balance or remaining tokens, a general card 7 that can identify the balance or remaining tokens is issued. For the sake of simplicity, partial issuance of the balance or remaining tokens is not permitted, but it may be permitted. When a general card 7 or a member card 8 is inserted into the slot 26, the balance and number of balls (or stored balls) associated with the card 7 or 8 are read and displayed on the LCD display 21. In addition, reception information including information that can identify the device itself (lending device ID) and information that can identify the card 7 or 8 (general ID or member ID) is transmitted to the management device 6.

[0033] (4) By serial communication with the relay device 4 (receiving sales signals), it is possible to identify the money acceptance process, the payment process, the balance, the number of balls lent out, the amount deposited, the number of balls lent out, the sales amount which is the consideration for the lent out balls, the balls counted, the balls held, the balls refunded, and the acceptance and issuance process of general cards. However, these can also be identified by pulse signals (for example, 1 pulse for every 1000 yen deposited, 1 pulse for every 100 yen sold, etc.). The management device 6 aggregates game information for each game machine 1 on the day based on the game signals output from the game machines.

[0034] In the management device 6, the control unit 39 is mainly composed of a microcomputer having a CPU 39a, ROM 39b, RAM 39c, and I / O 39d, and includes a storage unit 40 (storage means) and an I / F unit (output means, not shown). The management device 6 stores the facial images (player images) received from the image processing device 36 in the storage unit 40 as a facial image database for a predetermined period of time. This is because if the storage period for which the data is to be searched becomes long, the number of images will become enormous, and the memory capacity and processing required for storage will also become enormous. At least for a predetermined period of time, the facial images and the member ID of the member card 8 used by the player will be stored and used for determining matching players, as described later.

[0035] As mentioned in the "Background Technology" section, while some groups of customers may abide by the rules and refrain from cheating, some of these groups may routinely reuse a single membership card 8. Therefore, a configuration could be considered in which a player's face image is captured, and if multiple individuals, identified as different people based on that face image, use the same membership card 8 on the same day, this can be detected, and it can be determined whether or not the membership card 8 is being reused. However, since there is a tendency to continue using the same membership card on a business day basis, and the above configuration, which tracks the reuse of cards by multiple people on the same day, makes it difficult to grasp the extent to which cards are being reused for gaming, and thus difficult to understand the actual situation of the group involved.

[0036] Therefore, the management device 6 of this embodiment counts the number of players from among the face images stored in the storage unit 40 whose member ID matches the player image (e.g., face image) that is the subject of determination, and which corresponds to a face image determined to be of the same player, and which corresponds to a plurality of matching players that are determined not to be of the same player. The device also outputs the counted number of players and the face image in units of identification information corresponding to the member ID (see Figure 3 below).

[0037] Furthermore, in the management device 6, the control unit 39 functions as a storage means, a determination means, and a means for counting the number of players, and the control unit 39, which is the main control body, is also simply referred to as "management device 6". In addition, the management device 6 functions as an output means together with the monitor 6b that displays and outputs data and the printer (not shown) that prints and outputs data. Each means will be described in detail below.

[0038] The management device 6 detects a player based on receiving a facial image captured by the camera 20 via the image processing device 36, and registers the facial image in the facial image database, associating it with a member ID and a facial identification ID. The member ID is identified by receiving the reception information of the member card 8 from the gaming device 2 which has the camera 20, and the facial identification ID is assigned even when the reception information of the member card 8 has not been received from the gaming device 2, if the player is not determined to be the same person by the determination process described later.

[0039] Specifically, the management device 6 receives reception information from the gaming device 2, identifies the gaming device 2 into which the membership card 8 is inserted, and registers and stores the facial image captured by the camera 20 of that gaming device 2 in the storage unit 40 (facial image database) in association with the membership ID of the membership card 8 (see S1 in Figure 4, described later). The information stored at this time includes date data and is stored for a predetermined period of time along with the membership ID of the membership card 8 used by the player in the facial image when they played the game on the gaming machine 1.

[0040] On the other hand, even if, for example, a player uses a general card 7 or if cards 7 and 8 are not inserted into the gaming device 2, the facial image captured by the camera 20 is associated with a facial identification ID and registered in the facial image database. Unlike the membership card 8, which serves as a player identification medium, the general card 7 does not identify individual players, so an ID is assigned to the face (image). Furthermore, a membership card 8 with a validity period of three years and a general card 7 that is valid only for the day are clearly distinguishable, and this embodiment will mainly explain the case in which the membership card 8 is used.

[0041] As described above, the management device 6 detects players based on facial images (video) from the camera 20. Upon detecting a player, it creates a record to record the start time, records subsequent game information in association with the record, and records the end time when it no longer detects a player. As a result, the created record can record various game information, including the player's game time, in association not only with the player's member ID but also with their facial image (or facial recognition ID). The management device 6 can then calculate, for example, the average daily game time (see "Average Daily Game Time" in Figure 3, described later).

[0042] The management device 6 is configured as a determination means that performs a process (identity determination process) to determine whether or not a face image captured by the camera 20 is of the same player by comparing it with the accumulated face image database. In this determination process, image processing such as feature point extraction is performed on the captured face image, and the determination of whether or not it is the same person is made by comparing it with face images already registered in the face image database. Alternatively, if it is determined that the matched face image is not registered in the face image database, a face identification ID is assigned and registered in the face image database, so that the determination process can be performed based on the face identification ID.

[0043] Here, Figure 3 shows an example of the search list screen for identical member card usage displayed on the monitor 6b of the management device 6. The "Type," "Date," and "Member Number" shown in the upper column 50 of the figure are search conditions that can be arbitrarily entered and set by the amusement facility manager using an input means such as a keyboard 6a.

[0044] In other words, the "Type" shown in Figure 3 indicates that this is the setting (display screen) when the same membership card 8, which is the search content, is used by multiple people; "Date" indicates the specific date range for the search period; and "Membership Number" is blank because no member ID to be searched has been specified. Furthermore, the management device 6 also counts the number of days that players (multiple matching players) using the same membership card 8 visit the store within the search period (predetermined period) set as "date" (see "Number of Visits" in detail sections 51 and 52). Therefore, to enable searches within a predetermined period (for example, the most recent month), a storage period of several months' worth of facial images, etc., is guaranteed.

[0045] Then, in the details section 51 of Figure 3, the "member" ID and pre-registered gender and age of one membership card 8 are displayed in association with the "face images" of multiple players (multiple matching players) who used it, as well as their "number of uses" and "number of visits." Of these, the "Member" ID is a membership number such as "57535748" as an example of identification information. The multiple "face images" arranged left and right in the details section 51 display the faces of players who can be identified as being associated with that Member ID, that is, players who are identified as being using the same Member Card 8 (matching players whose identification information matches). Row number "1" in the figure shows the number of "users" (number of players counted by the player counting means) for four people, α1 to α4, each with a different face image. In this case, the face images α1 to α4 are arranged in the order α1, α2, α3, α4, with the person with the most "visits" on the left, and the number of "visits" for the face image α1 on the left is displayed. Note that face images α1 to α4, β1 to β4, and γ1 to γ3 represent the faces of different people.

[0046] In the details section 52 of Figure 3, the "face identification ID," "number of days visited," "average daily playing time," and "average daily re-play amount" for each face image α1 to α4 are displayed. Of these, the "face recognition ID" is represented by the numbers "1" to "4" corresponding to face images α1 to α4 (assigned numbers 1 to 4 for each member ID). Since the face recognition ID is assigned to each player (as an ID unique to the face image) during the judgment process described above, it is sufficient for it to be an ID unique to face images α1 to α4, β1 to β4, and γ1 to γ3 in the same figure, and it is obviously unnecessary to separately assign numbers 1 to 4 for each member ID.

[0047] The "Number of Visits" is calculated by the management device 6, counting the number of visits for each face image α1~α4, β1~β4, and γ1~γ3 player (multiple matching players) within a predetermined period (within the period set by "Date" in the upper column 50). The management device 6 counts the matching players identified within the predetermined period by counting them up on a business day basis, based on the game information stored as the record or based on judgment processing related to the face image, and can display and output the "Number of Visits" for each player as shown in the figure. It can also sort the face images in the order of α1~α4, β1~β4, and γ1~γ3 by member ID.

[0048] Furthermore, "average daily playing time" and "average daily replay amount" are calculated for each face image as the average daily playing time and replay amount (amount used for replays using stored tokens) as described above. In this way, the management device 6 displays a list of groups or multiple matching players who are sharing a single membership card 8 within a predetermined period, and in addition, game information such as the number of days visited is displayed for each matching player, making it possible to understand how many players are involved and to what extent, along with the specific number of days and game information.

[0049] Next, the operation of the above configuration will be explained with reference to Figure 4. Figure 4 shows the flow of counting processing performed by the management device 6 at predetermined intervals, and "S1, S2,..." in the figure represent each step.

[0050] The management device 6 receives reception information from the gaming device 2, identifies the gaming device 2 into which the membership card 8 is inserted, and registers and stores in the storage unit 40 the facial image captured by the camera 20 of that gaming device 2 and the membership ID of the membership card 8 in association (S1). In this case, the management device 6 examines the facial images captured by the camera 20 and stored, and extracts facial images (facial images of matching players) that are associated with the same membership ID as the facial image associated with that facial image by comparing it with the facial image database.

[0051] As a result, the management device 6 compares the facial images accumulated in S1 with the extracted facial images of matching players to determine whether the facial images are of the same player, that is, whether there are multiple matching players (S2). Here, for example, if the extracted facial images also match the facial identification ID, and the same player is using the same membership card 8, the above same-person determination process will determine that there is only one matching player (S2: NO).

[0052] In this case, the management device 6 determines whether the matching player has previously played using the same membership card 8 by comparing the face image (or face identification ID) of the matching player with the face image database (S3). If it is determined that the single matching player has previously used the same membership card 8 to play (S3: YES), the number of players will not be counted (counted up) and will not be updated (S4). In this case, it does not constitute so-called reuse of membership card 8, and the purpose of counting the number of players is to determine the number of people who are reusing a single membership card 8 (the "number of uses" in Figure 3).

[0053] If it is determined that the matching player has not previously played using the same membership card 8 (S3: NO), the number of players is counted (S5, "+1"). In this way, the number of matching players corresponding to the face image determined in S2 that is that of the same player is counted. The series of processes related to S2, S3, and S5 in the above counting process, or the series of processes related to S2, S6, and S9 described later, identify matching players on a business day basis, and if the identified matching player has not previously played using the membership card 8 corresponding to the member ID, it is added to the number of players (+1) and counted. As a result, the counted number of players can be expressed as the "Number of Uses" in Figure 3 as the expected count value on a business day basis. It should be noted that the number of days that the matching player visited is also counted on a business day basis by the management device 6.

[0054] In response to this, if the management device 6 determines in S2 that there are multiple matching players through the same person determination process (S2: YES), it checks the facial image of one of the multiple matching players against the facial image database to determine whether that matching player has played using the same membership card 8 in the past (S6).

[0055] As a result, if it is determined that the matching player has previously played using the same membership card 8 (S7: YES), the number of players is not counted (S7). On the other hand, if it is determined that the matching player has not previously played using the same membership card 8 (S6: NO), the number of players is counted (see "+1" in S9).

[0056] Furthermore, if there are three or more matching players (matching players for whom the determination in S6 has not been completed) (S8: NO), the management device 6 returns to S6 and executes the processes of S6 and S7 or S6 and S9. In this way, the processes of S7 and S8 are repeatedly executed until confirmation is completed for all of the multiple matching players (until it is determined to be YES in S8), thereby counting the multiple matching players corresponding to the face images that were determined in S2 not to be of the same player. After this, the counting process ends (returns). In this way, the management device 6 can display and output the counted number of players (corresponding to "number of users" in Figure 3) and facial images (facial images α1-α4, β1-β4, γ1-γ3 in the same figure) on the monitor 6b in units of identification information corresponding to the member ID.

[0057] As described above, the management device 6 of this embodiment performs a counting process to count the number of players who, among the face images stored in the storage unit 40, have a face image of a player whose member ID matches the face image to be determined, and who are determined to be the same player, and who are determined to be multiple players whose images are not the same player. The management device 6 then outputs the counted number of players and the face image in units of identification information corresponding to the member ID.

[0058] According to this, for example, even if a large number of people use the same membership card 8 over a predetermined period, and group play is taking place by sharing the membership card 8, or if the membership card 8 is being shared between specific individuals such as a married couple, it is possible to output the number of players who used the same membership card 8 and what kind of players they are, in a comparable manner as the counted number of players and their facial images, thereby appropriately supporting the understanding of whether a single membership card 8 is being shared.

[0059] The present invention is not limited to the embodiments described above, and can be modified or extended as follows. The "Date" shown in Figure 3 is an example of setting a predetermined period by any user input, but each setting value can be set in advance by the manufacturer of the management device 6, or the setting information can be downloaded from an external server (for example, the headquarters of a chain store) and set. All the game information exemplified may be identified directly by the input signal or indirectly using a calculation formula. Furthermore, while pulse signals were used as examples of game signals, other signal inputs such as messages via serial communication may also be used.

[0060] The machine types can be grouped in any way, for example, by rate or floor. The numerical values, number of digits, and items are examples only; any numerical values ​​may be used, and items may be omitted as appropriate. Furthermore, the identification output can be any form, such as using symbols in addition to those exemplified; at least print output and display output are expected. While some examples illustrate selecting numerical values ​​for input, numerical values ​​may be entered directly as appropriate.

[0061] The applicable gaming machines include not only the pachinko machines exemplified above, but also slot machines and other gaming machines that manage the gaming medium solely through data, such as so-called sealed or credit-type machines. Therefore, considering the so-called sealed type, the gaming medium will be expressed as "gaming value" as needed.

[0062] Some of the processing performed by the management device 6 may be carried out by the relay device 4, the information display device 3, or the gaming device 2, etc., and the means for identifying and managing gaming information may be configured in any way. Furthermore, the example configurations, including modified versions, may be combined in any way, and configurations may be omitted as appropriate. [Explanation of Symbols]

[0063] In the drawing, 1 is the gaming machine, 6 is the management device, 6b is the monitor (output means), 20 is the camera (imaging means), 8 is the membership card (player identification medium), 39 is the control unit (storage means, determination means, player counting means, output means), and 40 is the memory unit (storage means).

Claims

1. An imaging means for capturing images of players on a per-player basis while they are playing a game machine, A storage means that stores a player image captured by the imaging means and the identification information of the player identification medium used by the player in the image when playing the game machine, in association with each other. A determination means that, over a predetermined period of time, determines whether the player images captured and stored by the imaging means are images of the same player by comparing them with the player images stored in the storage means. A player counting means for counting the number of players, which includes, among the player images stored by the storage means, player images of matching players whose identification information matches the player image subject to the determination, and which include matching players corresponding to player images determined to be of the same player, and multiple matching players corresponding to player images determined not to be of the same player; An output means that outputs the number of players counted by the player counting means and the player images in units of identification information corresponding to the identification information, Equipped with, The aforementioned player counting means counts the number of days that a player who is the target of the count visits the establishment using a player identification medium whose identification information matches the player's information within a predetermined period. The output means is a system for a gaming parlor that outputs the number of days the customer visited the parlor on a per-player basis for the counting.

2. The amusement arcade system according to claim 1, wherein the player counting means identifies the matching player on a business day basis and adds the identified matching player to the player count if the identified player has not previously played using the player identification medium corresponding to the identification information.