Gaming devices and gaming systems

The gaming device improves data analysis by partitioning areas based on operation and sales data, enabling precise percentage displays and optimizing gaming machine settings and operations.

JP7881165B2Active Publication Date: 2026-06-29KITA DENSHI CORP

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
KITA DENSHI CORP
Filing Date
2022-06-10
Publication Date
2026-06-29

AI Technical Summary

Technical Problem

Conventional gaming devices lack the capability to accurately analyze and display detailed performance and sales data for gaming machines across different areas, limiting their effectiveness in optimizing operations and settings.

Method used

The gaming device includes gaming information acquisition means, performance value calculation means, area partitioning means, and ratio calculation means to divide areas based on operation and sales data, allowing for the display of percentages for each area, enhancing data analysis and optimization.

Benefits of technology

Enables precise data analysis and display of performance and sales percentages for each area, facilitating better decision-making and optimization of gaming machine settings and operations.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game device that can accurately analyze and evaluate a game machine.SOLUTION: A game device comprises: game information acquisition means capable of acquiring in-house game information transmitted from game devices including game machines installed in a game parlor; actual value calculation means capable of calculating actual values of operation and sales of game machines using the in-house game information acquired by the game information acquisition means; area division means capable of further dividing the area by providing a third coordinate axis indicating a specific operation in which a predetermined value is added to a first coordinate axis, on two-dimensional coordinates in which areas are divided by the first coordinate axis indicating operation and a second coordinate axis indicating sales; and ratio calculation means capable of calculating a ratio for each area divided by the area division means, for the actual values of operation and sales of game machines which are calculated by the actual value calculation means.SELECTED DRAWING: Figure 19
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Description

Technical Field

[0001] The present invention relates to a gaming device for performing data analysis and a gaming system.

Background Art

[0002] There is disclosed a gaming device capable of displaying the unit share for each area of PPM analysis that classifies characteristics by model into four quadrants and grasping the ratio for each area (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, there was room for improvement in conventional gaming devices.

Means for Solving the Problems

[0005] To solve the above problems, solution the gaming device of the present invention includes gaming information acquisition means capable of acquiring in-store gaming information transmitted from a gaming device including gaming machines installed in a gaming hall, performance value calculation means capable of calculating actual performance values of the operation and sales of the gaming machines using the in-store gaming information acquired by the gaming information acquisition means, and area partitioning means capable of further partitioning areas by providing a third coordinate axis indicating a specific operation obtained by adding a predetermined value to the first coordinate axis on a two-dimensional coordinate in which areas are partitioned by a first coordinate axis indicating operation and a second coordinate axis indicating sales, and ratio calculation means capable of calculating the ratio for each area partitioned by the area partitioning means with respect to the actual performance values of the operation and sales of the gaming machines calculated by the performance value calculation means. The system includes a display means capable of displaying information based on the percentages for each area calculated by the percentage calculation means, wherein the percentage calculation means is capable of calculating, for each area divided by the area division means, a first percentage which is the percentage of the actual operating value of the gaming machine in all areas, and a second percentage which is the percentage of the actual sales value of the gaming machine in all areas, and the display means is capable of simultaneously displaying the information regarding the first percentage and the information regarding the second percentage calculated by the percentage calculation means for each area. It is configured as such.

Brief Description of the Drawings

[0006] [Figure 1] This is a schematic diagram of the gaming system. [Figure 2] This figure shows an example of a sales information table. [Figure 3] This is a diagram showing an example of a game arcade information table. [Figure 4] This figure shows an example of a table showing the number of units installed. [Figure 5] This is a diagram showing the control configuration of a gaming device. [Figure 6] This diagram shows the signal flow between devices in a gaming system. [Figure 7] This diagram shows the specifications information provided by the data distribution company. [Figure 8] This diagram explains how to identify sales information when there are settings that have not been set. [Figure 9] This is a diagram showing the list of game models displayed on a gaming device. [Figure 10] This is a diagram illustrating the distribution mode. [Figure 11] This is a diagram showing the settings screen displayed on a gaming device. [Figure 12] This is a diagram showing the simulation priority setting screen displayed on the gaming device. [Figure 13] This is a flowchart showing the priority setting process. [Figure 14] This is a diagram showing the rate setting screen displayed on a gaming device. [Figure 15] This is a diagram illustrating the ideal domain transition. [Figure 16] This diagram illustrates regions divided into two-dimensional coordinate systems. [Figure 17] This diagram explains the operating standards and sales standards for each area. [Figure 18] This diagram illustrates the overview of each area. [Figure 19] This is a diagram showing the Pachinko PPM screen displayed on the gaming device. [Figure 20]It is a diagram showing an operation check sheet screen displayed on a gaming device. [Figure 21] It is a diagram explaining an analysis alert. [Figure 22] It is a diagram explaining an HC alert and a national alert. [Figure 23] It is a diagram showing an operation transition graph screen displayed on a gaming device. [Embodiments for Carrying Out the Invention]

[0007] [First Embodiment] Hereinafter, preferred embodiments of the present invention will be described with reference to the respective drawings. The gaming system 1 according to the first embodiment and the second embodiment operates by a computer controlled by a program (gaming program). The program sends commands to each component of the computer and causes it to perform predetermined processes, such as data input / output, storage, and calculation in the hall computer 60. The gaming system 1 is realized by specific means in which the program and the computer cooperate, and all or part of the program is provided by a magnetic disk, an optical disk, and any other computer-readable storage medium, and the program read from the storage medium is installed and executed on the computer. Note that the program can also be directly loaded and executed on the computer through a communication line without passing through a storage medium.

[0008] [Gaming System] FIG. 1 is a schematic configuration diagram of the gaming system. The gaming system 1 mainly consists of gaming machines 10 (pachinko machines 10a, pachislot machines 10b) installed in a gaming arcade (store), a hall computer 60 (hall computer 60a of gaming arcade A (the store's gaming arcade), hall computer 60b of gaming arcade B (another store's gaming arcade), and hall computer 60c of gaming arcade C (another store's gaming arcade)) that can collect gaming information (hereinafter also referred to as in-store gaming information) transmitted from gaming devices such as gaming machines 10 within the gaming arcade, a gaming information server 2 that can collect gaming information (hereinafter also referred to as other store gaming information) from hall computers 60 of other stores' gaming arcades, and a spec distribution server 5 that distributes spec information for gaming machines 10, and multiple other devices. The system consists of multiple devices, such as a dispensing machine 20 (20a for game balls, 20b for tokens), a machine computer 30, an island computer 40, and a counting machine 50 (50a for game balls, 50b for tokens). In the gaming system 1, each of these devices is equipped with a communication means and is connected to a predetermined network (for example, a local area network) so as to be able to communicate data. Such amusement system 1 is configured as a game information collection system that collects game information for each game machine 10 based on game information transmitted from game devices such as game machines 10, dispensing machines 20, and counting machines 50. In addition to the devices shown in Figure 1, a gaming arcade equipped with the gaming system 1 may also be equipped with, for example, a gaming media counting machine for counting the quantity of gaming media, a POS terminal for aggregating and managing data related to prize exchanges, and a data disclosure machine that displays information about gaming machines 10 and members of the gaming arcade for viewing.

[0009] The gaming information server 2 transmits information about games played at other establishments, collected from gaming devices such as gaming machines 10 installed in each gaming hall, to the hall computer 60. Specifically, the game information server 2 is equipped with communication means for communicating with the hall computer 60 of each amusement parlor, and transmits and receives game information from other parlors to and from the hall computer 60 of each amusement parlor via the Internet communication network or the like. The amusement facilities that communicate with the hall computer 60 are, for example, those that have introduced this system (service), and the users of this system are, for example, the managers of each amusement facility.

[0010] Furthermore, the gaming information server 2 has storage means for storing collected gaming information from other stores, such as a business information table, a gaming hall information table, and a table of the number of machines installed. The business information table contains business information for each amusement arcade. As shown in Figure 2, for example, for each amusement arcade (ID) and each business day, business information such as the operating time, payout, sales per machine, gross profit per machine, hourly sales, hourly gross profit, price per ball, gross profit per ball, and gross profit margin for each amusement machine 10 is linked to the amusement machine ID, model ID, and rental rate. This data is accumulated (stored) for all amusement arcades that have introduced this system, as well as for a predetermined period in the past (for example, one year).

[0011] As shown in Figure 3, the amusement arcade information table contains basic information for each amusement arcade, such as the name of the arcade and the address (location), and is structured in conjunction with the amusement arcade ID. As shown in Figure 4, the table of installed machines includes the number of pachinko machines 10a and pachislot machines 10b, the number of machines by model, and the total number of machines, and is linked to the arcade ID.

[0012] The spec distribution server 5 is connected to the hall computer 60 via the internet communication network, etc., and is a server managed by data distribution companies, gaming equipment manufacturers, etc. A data distribution company (including gaming equipment manufacturers, etc.) inputs and stores the specification information of multiple gaming machines 10 into a specification distribution server 5 based on information released by gaming machine manufacturers. The spec distribution server 5 then distributes spec information to the hall computers 60 in each amusement facility in response to client requests.

[0013] The gaming machines 10 (gaming devices) are installed according to the rental rate and model, and include pachinko machines 10a that use game balls as a game medium, pachislot machines 10b that use tokens, etc., and players can play games using the rented game medium. The game state of the gaming machine 10 includes a normal game state in which the game medium is consumed at a predetermined rate, and a special game state in which an increase in the game medium can be expected compared to the normal game state, making it advantageous for the player.

[0014] The gaming machine 10 is equipped with a payout rate adjustment function that allows for gradual adjustment of the payout rate by varying the magnitude of six setting values ​​from 1 to 6, which have different winning probabilities (degree of advantage) for special game states such as bonuses (jackpots) and AT states. Specifically, in the gaming machine 10, a higher setting value usually results in a higher probability of winning bonuses or AT states, thus increasing the payout rate of the game currency. Conversely, a lower setting value results in a lower probability of winning bonuses or AT states, thus decreasing the payout rate of the game currency. Therefore, the payout rate can be adjusted by changing the setting value. As such, the settings directly affect the payout rate, and depending on the daily settings, they can determine whether a gaming machine is attractive to players or not. For gaming establishments, the daily settings can also affect sales and other metrics, making them important pieces of information. Furthermore, the fluctuations in the payout rate of pachinko machine 10a include fluctuations due to the payout rate adjustment function, which can adjust the probability of winning jackpots, as well as fluctuations due to individual differences in when the game balls hit the nails. Such a gaming machine 10 is connected to a machine computer 30 in a communication manner and transmits game information to the machine computer 30.

[0015] The dispensing machine 20 (gaming machine, dispensing device) is a device for providing gaming media to players, and performs functions such as counting the gaming media acquired at the adjacent gaming machine 10, refunding the counted gaming media, dispensing 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 balance of the inserted amount. For example, the number of acquired gaming media is counted when the gaming media is inserted into the input slot of the dispensing machine 20, and the refund of the counted gaming media is carried out by dispensing the gaming media from the payout slot based on the refund operation performed by the player. The lending of gaming media in accordance with the amount inserted is carried out by dispensing gaming media from the payout slot based on the lending operation performed by the player. The lending machine 20 is connected to the main computer 30 in a communication manner and transmits transaction information to the main computer 30.

[0016] The machine computer 30 is connected to the gaming machine 10, the dispensing machine 20, and the island computer 40 in a communication manner. It receives game information transmitted from the gaming machine 10 and the dispensing machine 20, stores it as needed, and transmits it to the island computer 40.

[0017] The island computer 40 is connected to the machine computer 30, the counting machine 50, and the hall computer 60 in a communication manner, and transmits and receives game information between these devices. 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 the gaming media acquired by players in the gaming machine 10. It is installed in multiple locations within the gaming hall (for example, at the end of the gaming machine island) and counts the gaming media according to the lending rate. Specifically, when the acquired game tokens are inserted into the counting machine 50, the number of tokens is automatically counted, and a ticket recording the counting result is issued. Players can then present this issued ticket at the prize exchange counter in the arcade to exchange it for prizes corresponding to the number of game tokens they acquired.

[0019] Furthermore, the counting machine 50 transmits game information (hereinafter also referred to as game media count information) indicating the quantity of the counted game media, along with game machine information that can identify the game machine 10 from which the game media were acquired, to the hall computer 60 via the island computer 40 after each issuance operation. The gaming machine information includes information about gaming machine 10, such as its machine number, model, and rental rate. Furthermore, the method for identifying the gaming machine 10 from which the game media to be counted is, for example, a configuration in which an employee of the gaming parlor carries a remote control, inputs gaming machine information to identify 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 in a location accessible to the manager of the gaming hall, such as a control room behind the counter. The hall computer 60 stores, manages, and analyzes game information for all gaming machines 10 located in the gaming hall, and manages business information for the gaming hall. Managers of amusement facilities use this operational information as an indicator to set the settings for pachinko machines 10a and pachislot machines 10b, thereby utilizing it in the daily operation of the amusement facilities. As shown in Figure 5, such a hall computer 60 consists 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 means for acquiring game information, and receives game information transmitted from game machines installed in the game hall (see Figure 6). For example, the communication unit 61 receives game information from the gaming machines 10, transaction information from the lending machines 20, and game media count information from the counting machines 50 via relay devices such as the machine computer 30 and the island computer 40. In the following explanation, the transaction information and game media count information transmitted from the game devices of the lending machine 20 and the counting machine 50 will be collectively referred to as game information.

[0022] Furthermore, the communication unit 61 functions as a means of acquiring game information, receiving not only game information transmitted from game machines installed in the store's own gaming area, but also other store game information transmitted from game machines installed in other stores' gaming areas, which is transmitted from the game information server 2. Furthermore, the communication unit 61 functions as a means for acquiring specification information, receiving 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 business information for the gaming machine 10 and analyze the gaming machine 10 using at least one of the following: gaming information transmitted from gaming devices such as gaming machines 10, lending machines 20, and counting machines 50 installed in the store's gaming area; gaming information transmitted from other stores via the gaming information server 2; and spec information transmitted from the spec distribution server 5.

[0023] The memory unit 62 consists of a storage medium (for example, ROM, RAM, hard disk, etc.) capable of storing programs and data for executing various functions of the hall computer 60. The memory unit 62 stores game information transmitted from gaming devices such as the gaming machine 10, along with gaming machine information that allows for the identification of the gaming machine 10.

[0024] The game information transmitted from the gaming machine 10 includes, for example, "out information" indicating the number of game media inserted, "safe information" indicating the number of game media dispensed, "status information" indicating the occurrence of special games such as jackpots, big bonuses (hereinafter referred to as BB), regular bonuses (hereinafter referred to as RB) (including AT and ART) that are advantageous to the player, and "start information" indicating the execution of one game. "Out information" is transmitted once for every 10 game balls inserted in a pachinko machine 10a, and once for every 1 medal inserted in a pachislot machine 10b, so it is possible to identify an out. "Safe information" is transmitted once for each 10 game balls dispensed upon winning in the case of a pachinko machine 10a, and once for each medal dispensed in the case of a pachislot machine 10b, so that safe situations can be identified. "Status information" is transmitted, for example, in the case of pachinko machine 10a, during a probability variation or time reduction, and in the case of pachislot machine 10b, it is transmitted during bonuses such as BB (BB information) and RB (RB information), so the number of bonuses and the number of big wins can be identified. Furthermore, when "status information" is transmitted, it can be identified as a special game state, and when "status information" is not transmitted, it can be identified as a normal game state. "Start information" is transmitted, for example, in the case of a pachinko machine 10a, when a ball enters the start slot or when the symbols change, and in the case of a pachislot machine 10b, it is transmitted each time the start lever is pressed. By counting the number of transmissions, the number of games played can be determined.

[0025] Furthermore, the memory unit 62 stores transaction information transmitted from the lending machine 20. Transaction information includes, for example, "sales information" transmitted when a player inserts cash into the dispensing machine 20 and performs the dispensing operation at the start of a game, and "replay information" transmitted when a player withdraws stored balls deposited at the arcade to play instead of exchanging the winnings obtained from a jackpot for prizes. This information, along with the various game information described above, is stored sequentially as information for each game machine 10 at the time it occurs. "Sales information" is transmitted when a player inserts cash into the dispensing machine 20. For example, in the case of a pachinko machine 10a, it is transmitted once for every 25 balls (100 yen if 1 ball costs 4 yen) that are dispensed, and in the case of a pachislot machine 10b, it is transmitted once for every 5 tokens (100 yen if 1 token costs 20 yen) that are dispensed, thus allowing the sales to be identified. Furthermore, since the number of game tokens dispensed in a single token dispensing operation is set, for example, if it is set to dispense 125 tokens at once, then "sales information" will be sent 5 times with a single token dispensing operation. The "replay information" is transmitted when a player performs a payout operation for their stored tokens. For example, in the case of a pachinko machine 10a, it is transmitted once for every 25 game tokens dispensed, and in the case of a pachislot machine 10b, it is transmitted once for every 5 tokens dispensed, thus allowing the number of replays to be determined.

[0026] Furthermore, the memory unit 62 stores the number of game media transmitted from the counting machine 50. The number of gaming media includes, for example, "counting information" transmitted when a player counts their gaming media using the counting machine 50, making it possible to identify the number of gaming media. The memory unit 62 can store such game information for each game machine 10, for each business day (for example, on a daily basis), for each machine model, and for each rental rate.

[0027] The control unit 63 is composed of, for example, a keyboard or mouse, and allows the manager or employee of the amusement facility to select and input predetermined data, instructions, commands, etc.

[0028] The display unit 64 is, for example, a display means such as a liquid crystal display, and when the manager of the amusement arcade 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 ​​and simulation results (hereinafter also referred to as predicted values) input from the operation unit 63. Specifically, the following screens are displayed for analyzing the gaming machines 10: "Machine List Screen," "Pachinko PPM Screen," "Operation Check Sheet Screen," and "Operation Trend Graph Screen." Details regarding the "Machine List Screen," "Pachinko PPM Screen," "Operation Check Sheet Screen," and "Operation Trend Graph Screen" will be described later.

[0029] The control unit 65 consists of a CPU, ROM, RAM, I / F, etc., and performs processing as a whole computer by reading and executing programs stored in the memory unit 62, while monitoring and controlling the aforementioned units. The control unit 65 converts game information (including game information from other stores), specification information, etc., received by the communication unit 61 and stores it in the storage unit 62. When the manager or employees of the gaming hall operate the operation unit 63, they can extract the various requested information from the storage unit 62 and calculate business information specific to the gaming hall (for example, payout, gross profit per machine, gross profit per ball, etc.) as actual values. Furthermore, the control unit 65 calculates predicted values ​​corresponding to actual values ​​from game information, specification information, etc., stored in the storage unit 62 via the communication unit 61.

[0030] Here, we will explain the specifications, actual values, and predicted values. First, referring to Figure 7, we will explain the specifications information distributed by the data distribution company. The specifications are theoretical values ​​that are pre-set for the gaming machine 10. For example, in the case of a pachinko machine 10a, these include the probability of a big win for each setting, the number of balls dispensed for a big win, the probability of a continuous bonus round (for the main slot: combined special symbols 1 and 2, for the electric slot: when special symbol 2 is activated), the number of time-saving rounds (30 rounds after a non-continuous bonus win during time-saving rounds), the number of prize balls, the number of rounds, etc. In the case of a pachislot machine 10b, these include data related to the performance of the gaming machine 10, such as the probability of winning BB and RB for each setting, the combined BR probability showing the combined probability of BB and RB, and the payout rate showing the ratio of safe to unsuccessful. This kind of specification information is set for each of the 10 gaming machine models. The control unit 65 of the hall computer 60 accesses the spec distribution server 5 from the communication unit 61, for example, one week before the installation date when the gaming machine 10 is installed in the gaming hall, on a specific day of the week, or on a specific day of the month, to obtain spec information. Therefore, the specifications are not limited to the gaming machines 10 installed in the arcade, but also include gaming machines 10 that are not installed in the arcade. As a result, the control unit 65 can perform simulations using the specification information even when there is no game information available on business days for newly opened stores, newly renovated stores, or gaming machines 10 that are not yet installed in the gaming area, and can calculate predicted values ​​for business information such as operation and sales. Furthermore, there are no restrictions on how the specifications information can be obtained. For example, the manager of the amusement arcade or similar establishment may select the amusement machine 10 from which they want to obtain specifications, and then retrieve the specifications of that selected amusement machine 10 from the specifications distribution server 5. Alternatively, an administrator or other person may access the game information server 2 from the hall computer 60 to display the specifications of the game machine 10 on a web page, and then input and obtain that data from the operation unit 63.

[0031] Next, we will explain the actual and predicted values ​​calculated based on the gameplay information. Actual values ​​include, for example, sales information such as payouts, payout rate, and gross profit, and are values ​​related to the operation and sales of the gaming machine 10. The predicted values ​​are sales information corresponding to actual values, and are values ​​predicted through simulations, etc. These actual and projected values ​​are calculated based on gaming information (including transaction information and gaming media count information). At this time, the control unit 65 acquires game information for each of the multiple gaming machines 10 and functions as a performance value calculation means that uses the acquired game information to calculate the actual values ​​of the operation and sales of the gaming machines 10. Furthermore, the control unit 65 acquires game information for each of the multiple gaming machines 10, and functions as a predictive value calculation means that uses the acquired game information to calculate predicted values ​​corresponding to the operation and sales performance of the gaming machines 10.

[0032] By the way, in a gaming machine 10 equipped with a setting function that adjusts the payout rate depending on the magnitude of the set value, there are cases where all the game information for all the setting values ​​necessary to perform a simulation is not available, such as when there are setting values ​​that are not set in the gaming machine 10. In this case, there was a problem in that the accuracy of the simulation results was reduced, and it was not possible to run a simulation of the gaming machine 10 with unused settings. Therefore, in this embodiment, even if there are setting values ​​(first setting values) that are not set in the gaming machine 10, simulation of all setting values ​​is achieved by using approximate values ​​obtained based on the game information of the gaming machine 10 with other setting values ​​set. For example, the "out" (payout) tends to gradually increase for gaming machines with higher setting values ​​(10) among the settings 1 to 6. The control unit 65 utilizes this trend to perform simulations of the gaming machine 10 for all possible settings, even if there are settings that are not set on the gaming machine 10.

[0033] Figure 8 illustrates how to identify business information when there are setting values ​​that are not set in the gaming machine 10. The following explains how to identify business information when there are setting values ​​that are not set in the gaming machine 10, referring to Figure 8. Here, we will explain how to identify "outs" as a specific example of sales information identified by approximations.

[0034] As a method for identifying sales information when there are unused settings, for example, the well-known least squares method can be used. Figure 8(a) shows the game information (total number of payouts) for each setting value of models where setting 4 is not set, the total number of gaming machines 10 installed in the arcade, and the actual value (payout per machine) calculated from the game 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, which approximates the movement trajectory obtained by plotting the actual values ​​calculated using either the store's game information or other stores' game information for each set value on a graph with the set value on the horizontal axis and the actual value on the vertical axis (see Figure 8(b)). In the least squares method, the approximation line is calculated such that the sum of the squared values ​​of the perpendicular distances from each plot to the approximation line is minimized. In the approximation line, 'a' represents the slope of the approximation line, 'x' represents the setting value set for the gaming machine 10, and 'b' represents a constant.

[0035] Here, we will explain the criteria for identifying sales information using the least squares method. 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 must be 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] (a) excludes the actual values ​​of the setting when the number of gaming machines 10 is small, as the sample size is small and the results are variable and therefore unreliable. (b) is because an approximate straight line cannot be calculated, and (c) is because it contradicts the tendency that the number of "outs" gradually increases for gaming machines 10 with larger setting values, therefore it is determined that business information cannot be identified using an approximate straight line.

[0037] Then, after satisfying these conditions, the control unit 65, in the example shown in Figure 8, substitutes the unset value "4" for x in the approximate line y=ax+b=2848.7x+8862.8 and performs a calculation to determine the table output. For example, if we set a = 2848.7, x = 4, and b = 8862.8 in the equation y = ax + b =, the result of the calculation will be "20,258" (= 2848.7 × 4 + 8862.8). In this way, the control unit 65 replaces the approximate values ​​calculated from the approximate straight line with the actual values ​​of machine output for unused setting values ​​and performs a simulation of all setting values ​​for the gaming machine 10 (see Figure 8(c)).

[0038] Furthermore, the coin value, calculated based on sales per output, tends to gradually decrease for gaming machines 10 with higher setting values, unlike the output value. Therefore, the control unit 65, similar to the output, can utilize this trend in the coin unit price as well, and can perform simulations of the gaming machine 10 for all setting values, even if there are unused setting values. In this case, the approximate value calculated from the approximation line must be multiplied by the conversion ratio described later, for each lending rate.

[0039] [Model List Screen] Next, the functions of the control unit 65 will be explained while referring to the display screen shown on the display unit 64. Figure 9 shows an example of a "machine list screen" in which each function of the control unit 65 is applied to the pachislo machine 10b. Furthermore, similar effects and benefits can be obtained when applied to the pachinko machine 10a.

[0040] The "Machine List Screen" is the first screen displayed when the function is launched. It displays all the machines installed in the amusement facility in a list format, allowing users to set up their business plan while understanding how the simulation results will affect the overall figures for the amusement facility. The "Model List Screen" displays the following items: "Mode 100", "Planning Date 101", "Rate 102", "Model Filtering 103", "Budget Planning Column 104", "This Week's Remaining / This Month's Remaining 105", "Summary by Type Column 106", "Actual Data Period 116", "Name Search 107", and "Model List Column 109", and displays the "Automatic Allocation Button 108" as an operation button.

[0041] "Mode 100" is a simulation mode that includes an installed machine mode that uses machines already installed in the arcade to perform simulations, and a new machine mode that allows the user to arbitrarily select a machine from the "machine list section 109" and perform simulations of that selected machine. The installed model mode is primarily used to determine the daily allocation of settings for each model. The new machine mode is primarily used to simulate machines that are not yet installed in arcades.

[0042] "Planning Date 101" is set in YYYY / MM / DD format and is an item for selecting the date on which the simulation will be conducted (hereinafter referred to as the planning date). For example, if the business status is before opening or during business hours, the business date will be displayed, and if the business status is after closing hours, the day after the business date will be displayed.

[0043] "Rate 102" is an item where you select, for example, slots, 1-yen pachinko, 4-yen pachinko, etc., and the sales management group for which the simulation will be conducted will be displayed. Furthermore, just like with pachinko machines 10a, some arcades offer multiple rates for pachislo machines 10b, such as 5-yen slots and 20-yen slots, so the displayed sales management group will differ from arcade to arcade. Furthermore, 1 yen (4 yen) pachinko refers to a pachinko machine 10a that uses game balls rented out at a rate of 1 yen (4 yen) per ball, and 5 yen (20 yen) slot refers to a pachislo machine 10b that uses tokens rented out at a rate of 5 yen (20 yen) per token.

[0044] "Model Filter 103" is an item that narrows down the models displayed in the model list. For example, clicking the filter button will launch a filtering screen (not shown) displaying the models to be filtered. Clicking the reset button will reset the filtered models and display the initial list.

[0045] In the "Budget Plan Section 104," the daily "Budget Plan" and "Simulation Results" for machine output, total sales, total gross profit, gross profit per ball, and payout rate are displayed in conjunction with each other. The weekly "Budget Plan," "Actual + Simulation Results," and "Difference (Budget - Actual)" are also displayed. The monthly "Budget Plan," "Actual + Simulation Results," "Difference (Budget - Actual)," and "Achievement Rate" are also displayed in conjunction with each other. The "Daily Budget Plan" displays the target value for the planned day. The "Daily / Simulation Results" section displays the simulation results for the entire sales management group (rate) if the planned date is the current day (before opening or during business hours) or a future date, and displays actual values ​​if the planned date is the current day (after closing) or a past date. The "Weekly Budget Plan" displays target values ​​from the start of the week (Sunday) to the planned date. "Weekly / Actual + Simulation Results" displays the sum of actual values ​​and simulation results from the start of the week (Sunday) to the planned date. For example, if the planned day is Wednesday and the current time is Tuesday after closing, the display will show the actual values ​​for Sunday, Monday, and Tuesday, plus the simulation results for the planned day. "Weekly Difference (Budget - Actual)" displays the value obtained by subtracting the actual value from the budget plan. A positive value indicates a shortfall compared to the budget. The "Monthly Budget Plan" displays target values ​​from the beginning of the month to the planned date. "Monthly / Actual + Simulation Results" displays the sum of the actual values ​​from the beginning of the month to the planned date and the simulation results. For example, if the planned date is the 15th of the month, and the current date is the 14th after closing time, the actual values ​​from the 1st to the 14th plus the simulation results for the planned date will be displayed. "Monthly Difference (Budget - Actual)" displays the value obtained by subtracting the actual value from the budget plan. A positive value indicates a shortfall compared to the budget. The "Achievement Rate" displays the percentage of time achieved from the beginning of the month to the target date. For example, "83" means the achievement rate is "83%", indicating that the actual value plus the simulation result is short of the budget, while "101" means the achievement rate is "101%", indicating that the target gross profit by the planned date has been achieved in relation to the budget.

[0046] Managers of amusement facilities will decide on the policy for setting and allocating planning days while referring to this "budget planning section 104," and since the budget and operations can be checked in conjunction with each other, they can grasp the situation that changes day by day and use it for operations on the following day and beyond. The policy for setting and allocating planning days indicates, for example, that if the simulation results are higher than the budget plan, a more lenient allocation can be made. On the other hand, if the simulation results are less than the budget plan, it indicates that a stricter allocation of funds is necessary.

[0047] In the example shown in Figure 9, the daily gross profit total is projected to be 215,878 yen, compared to a budget plan of 266,580 yen, when simulated with the current allocation. Therefore, managers of amusement facilities can recognize that the simulation results are less than the budget plan, requiring them to allocate settings more strictly, and at the same time, they need to pay attention to gross profit per ball, etc.

[0048] The "This Week's Remaining / This Month's Remaining 105" section shows how much gross profit remains relative to the target gross profit from the planning date to the weekend (end of the month), and displays "Total Gross Profit (per day)", "Total Gross Profit (cumulative)", and a "Budget Plan Button". "Total Gross Profit (per day)" displays the required daily gross profit amount relative to the target remaining balance, including the planning day. "Total Gross Profit (Cumulative)" displays the target remaining amount, including the planning date. Clicking the "Budget Planning Button" will launch the budget planning screen (not shown).

[0049] The "Type-Specific Summary Column 106" displays the simulation results for the number of machines, payout rate, gross profit per ball, and payout rate for each setting, aggregated by machine type or machine group. For example, for pachislot machines 10b, the machine type will display options such as Normal, AT, A+ART, RT, 30φART etc., 30φ Normal, etc. For pachinko machines 10a, the options will display options such as High Middle, Light Middle, Middle, Light, Other, etc. The model group displayed is the model group set for each model at the store where it will be used.

[0050] "Performance Data Period 116" is set in YYYY / MM / DD~YYYY / MM / DD format and is an item that selects the period to be used for game information in the simulation. The simulation will be executed using the game information for the selected period.

[0051] "Name Search 107" allows you to enter a keyword for the model name into the text box, then press the Enter key or click the arrow button to display the models that match the keyword in the model list.

[0052] The "Automatic Allocation Button 108" is a button that controls the automatic allocation checkboxes in the "Model List Column 109" all at once. Clicking "Check all automatic allocation checkboxes" in the "Model List Column 109" will turn it ON for all models, and clicking "Uncheck all automatic allocation checkboxes" will turn it OFF for all models. For models where this automatic distribution checkbox is turned ON, the settings will be automatically allocated (hereinafter also referred to as automatic distribution).

[0053] The "Machine List Section 109" displays the following items: "Automatic Distribution," "Individual Settings," "Machine Type," "Machine Name," "Number of Machines," "Settings," "Machine Payout," "Payout Rate," "Machine Gross Profit," "Gross Profit / Day," "Percentage," "Coin Gross Profit," and "Profit Margin." The operation buttons include "Direct Selection Button 112" and "Individual Settings Button 113," which, when clicked, move to the respective screens, and "Reset Button 114," which, when clicked, resets the "Settings" value to its initial state. The "Automatic Distribution" checkbox toggles whether or not the settings are automatically allocated.

[0054] Now, let's explain automatic distribution. The hall computer 60 has a distribution function that automatically allocates settings according to a pre-set distribution mode. Automatic allocation is an auxiliary function that calculates allocation variations and simulates the most suitable allocation of settings. Specifically, the process is executed when the "Apply to Slot Machine Management Button 110" is clicked on a machine where the automatic distribution checkbox is turned ON. The settings are allocated to each of the 10 gaming machines according to the selected distribution mode, so that the number of machines matches the setting for each model. After the settings are allocated to each of the 10 gaming machines, the contents of the "Model List Screen" are saved by clicking the "Save Button 111". This function is applied when a system setting is selected in the distribution mode for each machine, and can be configured for the entire slot and for each machine type. Furthermore, in pachinko machines 10a, the automatic distribution function can be applied to models equipped with a payout rate adjustment function.

[0055] As shown in Figure 10, the distribution modes include "System Settings", "Random", "Payout Rate", "Number of Outs", "Number of Big Bonuses", "Number of Regular Bonuses", "Difference in Coins", "Number of Attacks", "Big Bonus Probability", "Regular Bonus Probability", "Combined Probability", "Maximum Payout", "Maximum Intake", and "AT Probability". Furthermore, the distribution mode allows you to select either a "priority" sorting function, where higher settings are assigned in order of decreasing distribution mode value, or a "reverse" sorting function, where higher settings are assigned in order of decreasing distribution mode value. For example, if the distribution mode is set to prioritize payout rate over a short period, high settings will be allocated to the gaming machines 10 with the lowest payout rates. On the other hand, if the distribution mode is set to prioritize payout rate over a short period, high settings will be allocated to the gaming machines 10 with the highest payout rates. Players will enjoy playing the game with various expectations in mind, such as speculating that a recently successful (high-payout) gaming machine 10 will remain in place and continue to pay out the next day, or speculating that because it has been paying out recently, it won't pay out the next day. Then, the managers of the amusement facilities will set the distribution mode while considering business information and taking into account the players' expectations. The order of these distribution modes is determined by the control unit 65 aggregating the number of times "game information" is received from gaming devices such as the gaming machine 10, the dispensing machine 20, and the counting machine 50, and performing calculations based on the number of receptions. The following describes each distribution mode.

[0056] "System settings" are assigned based on the distribution mode set in the system. "Random" means that the selection and assignment are done randomly, regardless of "game information". The "out rate" is assigned in order of the out rate calculated based on ((safe information / out information) × 100). The "number of outs" is assigned in order of the number of outs calculated based on the out information. The "BB count" is assigned in order of the number of BBs calculated based on the status information (BB information). The "RB count" is assigned in order of the RB count calculated based on the status information (RB information). The "net difference" is assigned in order of net difference calculated based on (out information - safe information). The "AT count" is assigned in order of the number of ATs calculated based on the status information (AT information). The "BB probability" is assigned in order of BB probability calculated based on (BB information ÷ start information). The "RB probability" is assigned in order of RB probability calculated based on (RB information ÷ start information). The "combined probability" is calculated based on the sum of the bonus winning probabilities (for example, BB probability and RB probability) and is assigned in order of combined probability. The "maximum payout" is determined based on the maximum value of (safe information - out information - sales information + replay information), and is allocated in order of the maximum payout. The "maximum suction capacity" is assigned in order of maximum suction capacity, calculated based on the difference between the maximum and minimum values ​​of the difference between the out-of-bounds and safe-bounds information from the point when the difference starts to decrease until it starts to increase again. The "AT probability" is assigned in order of AT probability calculated based on (AT information ÷ start information). Note that the distribution modes are not limited to these. For example, a distribution mode could be implemented that automatically distributes resources to achieve the target value while maintaining the current settings as much as possible. This reduces the time required to change the settings of the gaming machines 10 installed in the gaming hall, and also helps to prevent the leakage of setting values. Furthermore, the system may be configured to detect if a particular distribution mode is used more than a specified number of times within a predetermined period, and to issue a warning to inform the manager of the gaming establishment that the usage rate of that particular distribution mode is high. This configuration makes it difficult for players to easily figure out the settings.

[0057] Game facility managers and others can select one of these various distribution modes to allocate important settings. This allows you to configure settings while checking the effect of each distribution mode, for example, "which setting distribution reduces the use of the lowest setting the most" or "which setting distribution is expected to maximize usage." Furthermore, since the administrators of the amusement facility can automatically allocate the set values ​​according to the set distribution mode, the effort required to manually create sales plans can be reduced, and sales plans can be set up quickly. As a result, sales plans can be set early, and even if changes to the sales plan become necessary mid-month (for example, when introducing new machines), these changes can be easily made by adjusting the hall computer 60.

[0058] Let's explain the display items in "Model List 109" again. "Individual Settings" indicates whether or not the settings for each of the 10 gaming machines have been assigned; if they have been assigned, "〇" will be displayed. The "Machine Type" section displays the machine type, such as Normal or AT, which classifies the gaming machines 10 by model. The "model name" displayed is, for example, a model name derived from the title of an anime or movie, or a character's name. The "Number of Units" field displays the total number of units for each model on the planned date. The "settings" include items such as the number of machines for each setting, the output (indicating the amount of gaming media inserted), the coin value (indicating the revenue per piece of gaming media inserted), and the payout rate (indicating the percentage of gaming media dispensed). When running a simulation, changing these values ​​will perform a simulation corresponding to the setting. The control unit 65 performs simulations for each setting based on the values ​​of the number of machines, output, coin value, and payout rate displayed in the settings.

[0059] In the example shown in Figure 9, for model A, out of 36 units, 34 units were assigned setting 2 and 2 units were assigned setting 4. For setting 3 of model A, there is no average data for output and coin value per setting, so it is displayed as blank. Therefore, in setting 3 for model A, even if you input the number of units for setting 3, it will not be reflected in the simulation results. However, in this case, the simulation can be performed using the approximate value calculated by the approximation line described above.

[0060] For business information showing operations and sales, such as machine output, payout rate, gross profit per machine, gross profit per day, percentage rate, coin gross profit, and profit margin, "National," "Actual Results," "Target," and "Simulation Results" are displayed respectively. The "Nationwide," "Performance," "Target," and "Simulation Results" categories are selected and set for each piece of sales information.

[0061] The "Nationwide" section displays performance values ​​calculated using gameplay data from other stores within the "Performance Data Period 116". For example, if the planned date is a weekday, the actual value calculated using the weekday gaming data from other stores within the period (number of days acquired) will be displayed. If the planned date is a holiday, the actual value calculated using the holiday gaming data from other stores within the period (number of days acquired) will be displayed. The "Performance" section displays the performance value calculated using the store's own gameplay data within the "Performance Data Period 116". For example, if the planned date is a weekday, the actual value calculated using the store's own gameplay data for weekdays within the period (number of days acquired) will be displayed. If the planned date is a holiday, the actual value calculated using the store's own gameplay data for holidays within the period (number of days acquired) will be displayed. The "Target" section displays the target values ​​for each model set in the budget plan. The "Simulation Results" section displays the simulation results according to the settings. In this way, the simulation results of sales information ("simulation results") are displayed simultaneously with "nationwide," "actual results," and "targets," allowing the manager of the amusement facility to adjust the target values, i.e., the sales plan, while looking at the display screen of the display unit 64. Furthermore, the control unit 65 simultaneously displays the simulation results calculated by the simulation so that they can be compared with the budget plan, machine type, target value, and actual value. This allows the manager of the amusement facility to easily recognize the relationship between the simulation results and the budget plan, machine type, target value, and actual value. Furthermore, the performance values ​​displayed under "Nationwide," which are calculated using gameplay data from other stores, and the performance values ​​displayed under "Performance," which are calculated using gameplay data from our own store, are displayed simultaneously. This allows for comparison with nationwide performance figures, making it easy for amusement facility managers and others to analyze whether each machine installed in their facility is being operated appropriately.

[0062] [Settings screen] Next, we will explain the settings screen (for pachislot machines) that is launched by pressing the "Settings button 115" on the "Machine List screen" mentioned above. The settings screen shown in Figure 11 is an example of a screen that appears when changing the settings of various functions during a simulation. The settings screen displays items broadly categorized as "Setting-Specific Data 200," "Setting-Specific Data (New Models) 201," "Performance Data 202," "Individual Machine Data 203," "Display Settings 204," and "Automatic Distribution Mode 205." Operation buttons, such as the "Confirm Button 206" and "Cancel Button 207," are displayed at the bottom of the screen. "Setting-Specific Data 200" allows you to configure how to acquire game information for each setting on the "Machine List Screen" mentioned above, and displays "Data Correction," "Data Correction Method," "Number of Weekday / Holiday Acquisition Days (Machine Out)," "Number of Weekday / Holiday Acquisition Days (Coin Price)," "Number of Weekday / Holiday Acquisition Days (Payout Rate)," "New Machine Judgment," "Number of New Machine Judgment Days," "Number of New Machine Acquisition Days (Machine Out)," and "Cursor Movement Method." "Data Correction" is an option to choose whether or not to correct the output and coin value values ​​for 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. The "Data Correction Method" setting allows you to select the method used for data correction. For example, if a model type is selected, the data will be corrected using the average specification information for each model type. If a model group is selected, the data will be corrected using the average specification information for each model group set during model registration.

[0063] "Weekday / Holiday Acquisition Days (Machine Out)" is an item that specifies the number of days for which machine outs are acquired for each setting. It is used when the planned date is a weekday or holiday, and the game information for weekdays / holidays within the period (during the acquisition days) is used. "Number of weekday / holiday days (coin price)" is an item that specifies the number of days for which the coin price is obtained for each setting. It is used when the planned date is a weekday or holiday, and the game information for weekdays / holidays within the period (during the number of days obtained) is used. "Number of weekday / holiday days (payout rate)" is an item that specifies the number of days for which the payout rate is obtained for each setting. It is used when the planned day is a weekday or holiday, and the game information for weekdays / holidays within the period (during the number of days obtained) is used. By being able to set different acquisition days for weekdays and holidays in this way, it is possible to address the differences in customer acquisition rates between weekdays and holidays, and to conduct highly accurate simulations.

[0064] The "New Machine Detection" setting specifies whether to adjust the payout rate for new machines when a machine is detected as new. If adjustment is made, the average payout rate for new machines over one week within the set period will be used. Therefore, when making adjustments, the machine output for new machines is calculated using the average weekly gameplay information of new machines installed in the past, over a period specified by the number of days since the new machine was acquired. This information is set for all settings and used in the simulation. This allows arcade managers and other operators to predict the usage and sales of new machines when they are installed. The "New Machine Determination Days" field specifies the number of days required to determine if a machine is new. The system uses the machine's registration date, planning date, and the specified "New Machine Determination Days" to determine whether or not a machine is new. At this time, the control unit 65 functions as a new machine determination means that determines whether or not a machine is new, according to the number of days specified in "New Machine Determination Days" on the settings screen. "New Machine Acquisition Days (Machine Out)" is an item that specifies the number of days required to acquire machine outs for new machines.

[0065] The "Cursor Movement Method" setting specifies how the cursor moves when you click the Enter key in the input field of the "Machine List Screen" settings. For example, if all items are selected, the cursor will move in the order of number of machines, machine payout, coin value per unit, and payout rate. If only the number of machines is selected, the cursor will only move to the number of machines.

[0066] In "Setting-Specific Data (New Model) 201," the "Acquisition Days" field is displayed. "Acquisition Days" is an item that specifies the number of days for which game information will be acquired and reflected in the settings of the "Model List Screen" when the simulation mode is set to a new model.

[0067] "Performance Data 202" displays "Number of Weekday / Holiday Acquisition Days," which specifies the number of days for which game information is acquired when the planned day is a weekday or holiday.

[0068] "Individual Machine Data 203" displays "Acquisition Days," which is an item that specifies the number of days for which game information for an individual machine is acquired.

[0069] "Display Settings 204" is an item for configuring settings related to the display of the "Model List Screen," and displays "Model No. 6 Notation," "Type-Based Aggregation," and "Model Sort Order." The "Unit 6 Notation" setting specifies how the "Unit 6" notation added to the machine type is displayed. For example, if the first option is selected, it will be displayed in the format (Unit 6) + machine type name, and if the second option is selected, it will be displayed in the format machine type name + (Unit 6). "Type-based aggregation" is an item that selects the default aggregation method displayed in the type-based aggregation on the "Model List Screen." For example, if "Model Type" is selected, "Model Type" will be selected as the default, and if "Model Group" is selected, "Model Group" will be selected as the default. The "Model Sort Order" setting specifies how the models are sorted on the "Model List Screen." For example, if "Standard" is selected, the models will be displayed in order of their serial number; if "Model Type" is selected, they will be displayed in order of their model type. "Automatic Distribution Mode 205" is an item that allows you to select the distribution mode for each machine type. You can set the distribution mode for the entire slot or for each machine type. If the machine type is not set, the setting for the "entire slot" will be applied. In the example shown in Figure 11, the distribution mode for the machine type "TamaSlo" is set to "Not Selected," so the distribution mode applied is "Random," which is the distribution mode for "All Slots."

[0070] Clicking the "Confirm Button 206" saves the changed settings and reflects them on the "Model List Screen." Once this reflection process is complete, any unsaved data being edited on the "Model List Screen" is discarded. The "Cancel Button 207" button, when clicked, returns you to the "Model List Screen" without saving the changed settings.

[0071] [Simulation Priority Settings Screen] Furthermore, the settings screen includes a priority setting function that allows users to select the priority of the information used during simulation. When performing a simulation, the control unit 65 displays, for example, a simulation priority setting screen as shown in Figure 12 on the display unit 64. Figure 12 shows an example of a simulation priority setting screen where the priority of information used during the simulation can be selected. (a) shows the screen before priority setting (during setting), and (b) shows the screen after priority setting. The simulation priority settings screen allows you to set the priority of various pieces of information used in the simulation when calculating the payout rate, coin value, and output. For example, clicking the icon in the pull-down menu on the simulation priority setting screen will display an information list field 300 showing the available options. The control unit 65 executes the simulation according to the priority set in the information list section 300 of the simulation priority setting screen. The simulation priority settings screen displays items such as "Name," "Specify," "Payout Rate Priority," "Coin Value Priority," and "Out Priority."

[0072] The "Name" field displays the overall slot machine model, along with the machine type of the 10 gaming machines. The "Specify" option allows you to choose whether or not to set the priority of the various pieces of information used in the simulation to be the same as the priority selected for the entire slot. For example, if "Do not" is selected, the priority selected for the entire slot will be set, while if "Yes" is selected, you can choose a different priority from the priority selected for the entire slot. The "payout rate priority" allows you to select from three priority levels, from "Priority 1" (highest priority) to "Priority 3" (lowest priority). When simulating payout rates, the information that can be selected includes, for example, other-store game information showing game information from other stores, in-store game information showing game information from your own store, specification information distributed by a data distribution company, or leaving the field blank if no information is selected (see Information List 300a).

[0073] The "Coin Price Priority" setting offers two priority levels: "Priority 1" and "Priority 2," which has a lower priority than "Priority 1." When simulating the coin unit price, the information that can be selected includes, for example, information on games played at other arcades, information on games played at your own arcade, or leaving the field blank if no information is selected (see Information List 300b).

[0074] Similar to the priority of the coin unit price, the "Priority of Out" allows you to select from two levels of priority: "Priority 1" and "Priority 2," which has a lower priority than "Priority 1." When simulating the out, the information that can be selected includes, for example, automatic calculation using the aforementioned approximation line, store game information showing game information for the store's own gaming area, or leaving the field blank to not select any information (see Information List 300c). In this priority selection process, the number of selectable information items in the information list field 300 is limited to one or less for each priority level. In other words, the system is configured to prevent multiple pieces of information with the same priority from being selected simultaneously.

[0075] Here, we will explain the priority setting process that takes place during simulation execution, referring to the flowchart in Figure 13. For example, in the case of the "normal" payout rate shown in Figure 12(b), the control unit 65 first determines whether or not the store's game information with "priority 1" is stored in the storage unit 62 (S10). If it is determined that the store's own game information is stored in the storage unit 62 (S10: Yes), the control unit 65 extracts the store's own game information from the storage unit 62 and executes a simulation using the extracted store's own game information. In other words, the simulation is performed using the "priority 1" information (S11).

[0076] On the other hand, if it is determined that the store's game information is not stored in the storage unit 62 (S10: No), the control unit 65 determines whether or not the "priority 2" specification information is stored in the storage unit 62 (S12). If it is determined that the specification information is stored in the storage unit 62 (S12: Yes), the control unit 65 extracts the specification information from the storage unit 62 and performs a simulation using the extracted specification information. In this case, the simulation is performed using the "priority 2" information (S13).

[0077] If it is determined that the specification information is not stored in the memory unit 62 (S12: No), the control unit 65 extracts the "priority 3" other store game information from the memory unit and performs a simulation using the extracted other store game information (S14). In this way, the priority of information used in the simulation can be set from multiple sources, allowing for the implementation of optimal simulations for, for example, the manager of a gaming facility. As a result, it becomes possible to conduct the best possible simulation within the scope of what is feasible under current conditions, without placing a burden on the administrators of the gaming facilities.

[0078] [Rating settings screen] Furthermore, regarding the unit price of coins, the system includes a rate setting function that allows users to set conditions for each lending rate. Figure 14 shows an example of the rate setting screen, which allows for more detailed setting of conditions when running a simulation. On the rate settings screen, you can set conditions for the conversion process during simulations, for example, for the unit price of coins. The rate settings screen displays the following items: "Sales Management," "Linking Settings," "Calculation Method," "Weekday / Holiday Separation," "Branch Rate Specification," and "Rate Conversion Processing." Under "Sales Management," registered sales management groups are displayed. For example, for pachinko machine 10a, the unit price per ball is displayed as 1 yen pachinko, 4 yen pachinko, etc., and for pachislot machine 10b, it is displayed as 5 yen slot, 20 yen slot, etc. The "Linking Settings" section allows you to select whether to link 20 yen or 5 yen as the information to be linked. The "Calculation Method" option allows you to choose between actual values ​​or approximate values. For example, if approximate values ​​are selected, the calculation will be performed using the approximate line described above. The "Weekday / Holiday" option allows you to select whether or not to collect data separately for weekdays and holidays. For example, if "Yes" is selected, the data will be calculated based on game information separated into weekdays and holidays. The "Branch Rate Specification" option allows you to choose whether or not to specify a branch rate. For example, if you select "Yes," the branch rate (= number of exchanges ÷ number of loans × 10) will be calculated considering this. The "Rate Conversion Processing" option allows you to choose whether or not to perform rate conversion processing. For example, if "Perform" is selected, the calculation will take the lending rate into consideration. For example, when calculating the coin value for a 5-yen slot machine, if you use game data from your own store or another store for a 20-yen slot machine, you need to perform a conversion process that applies a conversion ratio for 5-yen slot machines. In this case, the conversion ratio is calculated as 0.25 (= 5 yen slot ÷ 20 yen slot), and a conversion process is performed by multiplying the coin price by the calculated conversion ratio. This allows for setting conditions for each lending rate when running coin price simulations, enabling simulations to be performed under a unified standard and thus improving simulation accuracy. Note that the conditions set on the simulation priority setting screen in Figure 12 and the rate setting screen in Figure 14 take precedence over the conditions set on the settings screen in Figure 11.

[0079] [Second Embodiment] Next, a second embodiment will be described. In the second embodiment, an example of applying each function of the hall computer 60 to a pachinko machine 10a will be described, but similar effects and benefits can be obtained by applying them 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) on a two-dimensional coordinate system that shows the relationship between the operation of the gaming machine 10 and sales. The analysis graphs can use, for example, scatter plots to clearly analyze the operational status of each model and identify areas for improvement, based on the performance data for each model using the PPM analysis method.

[0081] However, the analysis graphs using the PPM analysis method had the following problems. In a typical PPM analysis, market growth rate and relative market share are divided into four regions on a two-dimensional coordinate system for analysis. In the case of gaming machine 10, average operation and sales are generally used as coordinate axes to divide the analysis into four areas. However, since the machine only crosses into a new area after falling below average operation, by the time the manager of the gaming facility notices, it may be too late to take action (see Figure 15). In operating a gaming arcade, it is desirable to operate with the goal of achieving the ideal domain transition decided at the time of introduction. However, in order to achieve this ideal domain transition, measures must be taken while the machines are still popular, that is, while they are still in operation, before it's too late. Therefore, in the PPM analysis of this embodiment, in addition to the first and second coordinate axes on a two-dimensional coordinate system, multiple coordinate axes such as a third coordinate axis are provided to classify the operation into three categories (high operation or higher, below high operation and above average operation, and below average operation) and analyze the gaming machine 10. This allows for a more detailed and accurate understanding of the operation of each model, and enables the implementation of countermeasures when the operation is above average, making it easier to achieve the desired effect.

[0082] The control unit 65 generates and displays a graph where one of the horizontal or vertical axes of the analysis graph represents "out" indicating operation, and the other represents gross profit indicating sales. In this embodiment, as shown in Figure 16, the vertical axis represents the "out" value, and the horizontal axis perpendicular to this vertical axis is set to represent the gross profit per ball. The control unit 65 functions as a means of dividing the area on this two-dimensional coordinate system, dividing it into nine areas from the perspectives of "(1) high utilization", "(2) standard machine", "(3) low utilization, low gross profit", "(4) appropriate", "(5) branch", "(6) very high gross profit", "(7) high gross profit", "(8) low utilization, high gross profit", and "(9) loss". The nine regions are defined by setting the first coordinate axis (operation) and the third coordinate axis (specific operation) as horizontal axes, and the second coordinate axis (sales), the fourth coordinate axis (specific sales), the fifth coordinate axis, and the sixth coordinate axis as vertical axes. Multiple regions are established by dividing the area where these horizontal and vertical axes intersect. For example, the first coordinate axis (average operation) is the average of the actual output values, and the third coordinate axis (high operation) is set at the point where a predetermined value (for example, 10,000) is added to the first coordinate axis. Furthermore, the second coordinate axis (standard gross profit) is set to a fixed value of 0.20 (when the lending rate is 4 yen), and the fourth coordinate axis (high gross profit) is set at the second coordinate axis plus a predetermined value (for example, 0.10). Furthermore, the fifth coordinate axis (low gross profit per ball) and the sixth coordinate axis (negative gross profit per ball) are set at points obtained by subtracting predetermined values ​​(for example, -0.10 and -0.20) from the second coordinate axis, respectively. In this way, by setting the horizontal axis (first coordinate axis) to the average value of the actual output, it becomes possible to relatively compare and analyze the operation of each machine (relative evaluation). On the other hand, by setting the vertical axis reference axis (second coordinate axis) to a fixed value of the gross profit per ball, it is possible to analyze the machine under the same conditions at all times, and the judgment can be made without bias compared to using the average value of the gross profit per ball on the vertical axis. For example, if the vertical axis represents the average gross profit per ball, even if a particular amusement facility is not judged to be operating with high gross profit within its own facility, it may be judged to be operating with high gross profit in many other amusement facilities. Therefore, in this embodiment, by setting the vertical axis to a fixed value of the gross profit per ball, the gaming machine 10 is analyzed using an absolute evaluation that is preferable for determining proper operation. Furthermore, the base gross profit for other lending rates is calculated based on the base gross profit for the lending rate at 4 yen, as shown in the following formula. The standard gross profit per ball at other lending rates = Standard gross profit per ball when the lending rate is 4 yen / (4 / Lending conversion rate of the lending rate) For example, if the lending rate is 1 yen, the base gross profit per coin will be 0.05 (= 0.20 / 4 / 1).

[0083] Here, we will explain each region divided on the two-dimensional coordinate system, referring to Figures 17 and 18. (1) "High utilization" is defined as a range where the output is high utilization or higher, and the gross profit per ball is negative gross profit per ball or higher, but less than low gross profit. This area represents a segment where low gross profit margins are intentionally employed to attract customers. (2) A "standard machine" is defined as a machine where the output is below high utilization but above average utilization, and the gross profit per ball is above negative gross profit per ball but below standard gross profit per ball. This area represents a standard model, indicating a range where long-term operation is expected. (3) "Low operation and low gross profit": The number of outs is below the average operation, and the gross profit per ball is in the range of negative gross profit per ball and below the standard gross profit per ball. This area represents a segment where machines with significantly poor performance are targeted for replacement, as they contribute little to the gaming establishment and further improvements are difficult. (4) "Appropriate" means that the output is at or above high utilization, and the gross profit per ball is at or above low gross profit per ball, but below high gross profit per ball. This area represents the target position when introducing new machines, and it should be maintained for as long as possible. It is also an area where it is preferable to have many flagship machines. (5) The "breakdown" is the region where the output is below high utilization but above average utilization, and the gross profit per ball is above the standard gross profit per ball but below high gross profit per ball. This area is crucial in determining its future role, and it represents a region where consideration should be given to whether to make it a standard product or to remove it after generating gross profit. (6) "Ultra-high gross profit" is the range where the output is high or above, and the gross profit per ball is high or above. This area represents machines operating at a high gross profit margin, but it also indicates an area where prolonged stay could lead to a sharp decline in activity. Excessively high gross profit margins can reduce machine usage, so caution is needed, especially when positioning new machines on the right side of the area during installation. (7) "High gross profit" is the range where the output is below high utilization but above average utilization, and the gross profit per ball is above high gross profit per ball. This area likely represents machines intentionally designed to maximize gross profit, and lingering in this area carries a risk of decreased performance. (8) "Low operation, high gross profit" is the area where the number of payouts is below the average operation rate, and the gross profit per ball is above the standard gross profit per ball. This area essentially represents an area that is moving towards removal. However, while the role of low-operating operations is to secure the final gross profit, if they are persistent and show promise, there is room to generate gross profit, and therefore they can be nurtured. (9) "In the red" means that the gross profit per ball is below the negative gross profit per ball. This area represents a region that will not have a positive impact in the future. Operating at a loss should be absolutely avoided, and simply shifting to a lower gross profit margin may make employees feel "taken advantage of," potentially leading to a reduction in operations.

[0084] By establishing these nine regions on a two-dimensional coordinate system, managers of amusement facilities can, for example, determine which region of this PPM analysis each installed machine occupies, allowing them to gain a detailed understanding of the overall situation of the amusement facility and develop operational policies for improving machines.

[0085] The control unit 65 distributes actual values ​​showing the relationship between output and gross profit on a two-dimensional coordinate system that divides the region, generates an analysis graph, and displays this generated analysis graph on the display unit 64. The analysis graph displays the relationship between the calculated output and the actual gross profit per ball for each machine model.

[0086] [Pachinko PPM screen] The following describes an example of the "Pachinko PPM screen" displayed on the display unit 64, with reference to Figure 19. The "Pachinko PPM screen" aggregates performance data for each machine type during the selected "target period" and displays the aggregated results using graphs and tables. This screen shows the phenomena occurring, making it easy to understand the overall state of the gaming facility. The "Pachinko PPM screen" displays items broadly categorized as "Extraction conditions and average data 400," "Data by machine type 401," "Analysis graph 402," and "Share table by area 403." The operation button is the "Settings change button 404" at the bottom of the screen. Furthermore, the actual "Pachinko PPM screen" displays each area using different colors, allowing arcade managers and others to quickly identify which area a particular machine is in.

[0087] The "Extraction Criteria and Average Data 400" section displays the "Target Period," "Sales Group," and "Average Sales Group Data." The "Target Period" is set in YYYY / MM / DD format and is an item that selects the period for which game information will be included. From the selected "Target Period," for example, machine-specific information for 28 days will be displayed. The "Sales Group" field is used to select sales groups that exist within the "Target Period". The "Sales Group Average Data" displays the average values ​​of actual sales and gross profit for the selected "Target Period" and "Sales Group".

[0088] "Model-Specific Data 401" displays model-specific information for the selected "Target Period" and "Sales Group," and includes information such as "Area," "Start Date of Operation," "Model Name," "Number of Units," "Output," "Gross Profit per Ball," "Points," and "Name." The "Area" section displays the identified area based on the actual output and gross profit figures for each machine model, extracted according to the specified criteria. The "Operation Start Date" is set in YYYY / MM / DD format, and the date registered in the hall computer 60 is displayed. For example, the earlier the "Operation Start Date," the longer the machine has contributed. The "model name" displayed is, for example, a model name derived from the title of an anime or movie, or a character's name. The "Number of Units" displays the total number of units for each model during the "Target Period". The "Out" column displays the average value of the actual number of outs per machine during the "Target Period". "Gross profit per ball" displays the average value of the gross profit per ball for the "target period". You can choose whether or not to plot the "points" on "Analysis Graph 402". For example, checking the radio button will display the plot. The "Name" option allows you to choose whether or not to display the model name in "Analysis Graph 402." For example, checking the radio button will display the "Model Name."

[0089] "Analysis Graph 402" displays a graph plotted on a 2D coordinate system divided into the nine regions mentioned above, based on the output and gross profit shown in "Model-Specific Data 401". The circle represents the machine model, and the size of the circle indicates the number of machines of that model installed in the arcade; therefore, machines with more units are displayed with larger circles. Therefore, the size of the circle can be said to indicate the demand for that particular model. Managers of amusement facilities can analyze the current situation for multiple machine types by seeing which area of ​​this "Analysis Graph 402" the circle representing each machine lies in, allowing them to see at a glance the role and density of each machine type. For example, if the output is "40,000" and the gross profit per ball is "0.40", then it falls into the (6) ultra-high gross profit category. Furthermore, regardless of whether it's an out or not, if the gross profit per ball is "-0.05", it falls into the (9) deficit area.

[0090] In the example shown in Figure 19, machine A has an output of "35,621" and a gross profit of "0.20", while machine B has an output of "28,011" and a gross profit of "0.23". Therefore, in both Model A and Model B, the output is high (21,813 = 11,813 (average operation) + 10,000 (specified value)) or higher, and the gross profit per ball is low (0.10 = 0.20 (standard gross profit per ball) - 0.10) or higher and high (0.30 = 0.20 (standard gross profit per ball) + 0.10 (specified value))) and is therefore identified as belonging to the appropriate range (4). Additionally, for model A, both the "Point" and "Name" radio buttons are checked, so the plot is displayed in "Analysis Graph 402" with the model name included. For model B, only the "Point" radio button is checked, so only the plot is displayed in "Analysis Graph 402".

[0091] Machine C has an output of "16,909" and a gross profit of "0.08". Therefore, since the output of machine C is less than high operation (21,813) but above average operation (11,813), and the gross profit per ball is greater than or equal to negative gross profit per ball (0.00) but below standard gross profit per ball (0.20), it is identified as belonging to (2) the standard machine category. Since both the "Point" and "Name" radio buttons are checked for model C, the model name will be included in the plot displayed in "Analysis Graph 402".

[0092] Machine D has an output of "45,911" and a gross profit of "0.34", machine E has an output of "35,942" and a gross profit of "0.43", and machine F has an output of "32,552" and a gross profit of "0.55". Therefore, in all of models D to F, the output is in the high-operating (21,813) range and the gross profit per ball is in the high-gross profit per ball (0.30) range, and thus it is determined that it belongs to the (6) ultra-high gross profit range. Furthermore, for models D and F, only the "Point" radio button is checked, so only the plots are displayed in "Analysis Graph 402." However, for model E, neither the "Point" nor the "Name" radio button is checked, so neither the plots nor the model name are displayed in "Analysis Graph 402." Model F is displayed at the edge of "Analysis Graph 402" because its gross profit per ball is "0.55," which is outside the numerical range on the horizontal axis. In this way, the control unit 65 identifies the region to which both the actual values ​​of outflow and gross profit per ball belong for the "target period" for each lending rate selected in the "sales group" of the "extraction conditions and average data 400," and plots it on a two-dimensional coordinate system.

[0093] "Sectional Share Table 403" displays the share (percentage) for each sector during the "Target Period," allowing you to understand the proportion of each sector within the total. "Market Share Table 403" shows the number of installed units, usage (e.g., outbound), and sales (e.g., gross profit) as market share (percentage) by market area, displaying the following items: "Percentage of Units by Market Area," "Market Name," "Number of Installed Units," "Number of Installed Units Share (%)," "Outbound Share (%)," and "Gross Profit Share (%)." The "Percentage of Machines by Area" represents the ratio of the number of machines in each area to the total number of gaming machines installed in the gaming facility during the "Target Period," and is displayed as a pie chart. The "Region Name" displays the names of nine regions divided on a 2D coordinate system. "Number of installed machines" displays the number of gaming machines in each area of ​​the arcade. The "Installation Share (%)" represents the percentage of the number of gaming machines in each area relative to the total number of gaming machines installed in the amusement facility during the "Target Period," and is calculated using the following formula. Number of installed machines market share = Total number of 10 gaming machines in each area ÷ Total number of 10 gaming machines across all areas × 100 "Outshare (%)" represents the percentage of out-of-bounds for each area during the "Target Period," and is calculated using the following formula. Outshare = Total number of outs per area ÷ Total number of outs across all areas × 100 "Gross profit share (%)" represents 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 two decimal places.

[0094] Clicking the "Change Settings Button 404" will launch the settings change screen (not shown).

[0095] Furthermore, in Figure 19, for example, the impact on the management of amusement arcades differs greatly between areas with a large number of machines like machine M (9), where the gross profit per ball is displayed at the edge of "Analysis Graph 402," and areas with a large number of machines like machine L (9), which are both in the red zone. In other words, if the "out-share (%)" is large and the negative degree of the "gross profit share (%)" is small (close to 0%), then the impact on the operation of the amusement facility can be judged to be small. However, if the "out-share (%)" is small and the negative degree of the "gross profit share (%)" is large (far from 0%), then some kind of countermeasures will need to be taken. In this case, judging solely on "percentage of installed units (%)" or on both "percentage of installed units (%)" and "percentage of gross profit (%)" may lead to errors in judgment. Therefore, in this embodiment, errors in judgment are prevented by simultaneously displaying, in addition to "number of installed units share (%)", "out-of-pocket share (%)" and "gross profit share (%)" in a comparable manner. In this way, the control unit 65 identifies which area the actual values ​​showing the relationship between operation and sales belong to. The control unit 65 then functions as a ratio calculation means to calculate the share for each area and simultaneously displays the "number of installed units share (%)", "out-of-bounds share (%)", and "gross profit share (%)" for each area on the display unit 64 in a comparable manner.

[0096] Managers of amusement facilities analyze and evaluate the characteristics of each machine based on the information displayed on the "Pachinko PPM screen." However, an analysis of the transition from the introduction to the removal of the amusement machines reveals that they do not remain in one area but move around as time progresses. For example, the following can be said from "Analysis Graph 402" shown in Figure 19. (3) Model K, which belongs to the low-operating, low-gross-profit category, and (8) Models H to J, which belong to the low-operating, high-gross-profit category, are already operating below the average, so it is highly likely that countermeasures are already too late. These types of machines contribute little to the business and should be replaced. Therefore, if you start operations in the (6) ultra-high gross profit area, as with models E and F, and then move across areas to the (7) high gross profit area, you should stop high gross profit operations because the operation rate will have dropped. This way, before the operating rate drops below the average, it can transition to (2) the standard machine via (5) branching. As a result, (6) even if operations start in the ultra-high gross profit range, it is possible to lower the gross profit per unit and operate appropriately, thereby suppressing a sudden decline in operation (see Figure 15). Furthermore, the following can be said from the "Market Share Table 403" shown in Figure 19. (8) Since the gross profit share (%) of low-operating, high-gross-profit businesses is "38.72%", it would be better to operate in a way that increases the gross profit share (%) of (5) break-even and (7) high-gross-profit businesses.

[0097] In this way, phenomena occurring in the current gaming establishment are represented by machine type using "Analysis Graph 402" and "Share Table by Area 403," which utilize actual data. As a result, it becomes possible to obtain hints for considering the next steps for each machine type, such as removal, training, or increasing the number of machines, thus moving away from relying solely on the machine's operation and enabling proactive, strategic management of the gaming machines 10.

[0098] [Operation Checklist Screen] The information displayed on the "Pachinko PPM screen" is further enhanced by the operation check sheet displayed on the display unit 64. The operational checklist is configured to automatically select machines for improvement to support analysis and evaluation by amusement facility managers and others, and is used to understand the current state of the amusement facility and to consider overall operational policies. As shown in Figure 20, the "Operation Check Sheet Screen" displays items broadly categorized as "Extraction Conditions 500," "Alert Selection 501," "Checklist 502," and "Applicable Model List 503." Operation buttons, such as the "Individual Settings Button 504" and the "Recalculation Button 505," are displayed at the bottom of the screen. "Extraction Criteria 500" displays "Target Period" and "Sales Group". The "Target Period" is set in YYYY / MM / DD to YYYY / MM / DD format and is an item for selecting the period for which alert information will be acquired. The "Sales Group" field is used to select sales groups that exist within the "Target Period".

[0099] "Alert Selection 501" displays "Display Category," "Display Target," and "Mute." "Display Classification" is an item that allows you to select whether to display or hide alerts for each classification. The "Display Target" setting allows you to check whether or not an alert has been addressed for each model, and then select whether to display or hide the alert based on that. "Mute" is an item that allows you to select whether to show or hide alerts that have been muted in the individual settings.

[0100] "Checklist 502" displays "Date," "Category," "Alert," "Number of Models," and "Number of Units," and is displayed in a list when an alert occurs. The "Date" field displays the date the alert occurred. The "Classification" field displays the classification name of the target alert. For example, it may show "Analysis," which determines the target from the analysis graph area; "HC Data," which determines the target from gameplay information; or "National Data," which determines the target from gameplay information from other stores. The "Alerts" feature displays alerts to identify models that have room for operational improvement, but the conditions for these alerts will be explained later. The "Number of Models" column displays the number of models that match the alert. The "Number of Units" column displays the total number of gaming machines 10 that correspond to the alert, with alerts that have a larger number of target gaming machines 10 being displayed higher in priority. In other words, alerts for the target gaming machines (10) with a large number of units installed are displayed with higher priority, making it easy to understand the trends and problematic machines currently occurring in gaming facilities.

[0101] "Applicable Model List 503" displays a list of models that correspond to the alert selected in "Checklist 502". The "List of Applicable Models 503" displays items such as "Model Name," "Start Date of Operation," "Number of Units," "Output," and "Gross Profit per Ball." The "Model Name" field displays the model name corresponding to the selected alert. The "Operation Start Date" is set in YYYY / MM / DD format, and the operation start date registered in the hall computer 60 of the model corresponding to the selected alert is displayed. The "Number of Units" column displays the total number of units of the model that corresponds to the selected alert. "Out" displays the actual number of outs per machine for the model corresponding to the selected alert. The "Gross Profit per Ball" section displays the actual gross profit per ball for the machine corresponding to the selected alert.

[0102] The "Individual Settings Button 504" is used to set the judgment conditions and display / hide settings for each item on a model-specific basis. For example, clicking the "Individual Settings Button 504" will display the individual settings screen (not shown). The "Recalculation Button 505" is an item that sets whether or not to perform a recalculation process. For example, clicking the "Recalculation Button 505" will display the recalculation screen (not shown).

[0103] In the example shown in Figure 20, the alert with the largest number of relevant gaming machines 10 during the "Target Period" is "Consecutive High Gross Profit (3 Days)," which is classified as "HC Data," and information about the gaming machines 10 that fall under this alert, such as the number of models "3" and the number of machines "60," is displayed in "Checklist 502." Furthermore, the currently selected alert in "Checklist 502" is classified under "Analysis" and is "Area Change (Very High Gross Profit → High Gross Profit)," and the model name corresponding to that alert is "G Model." For this G model, information about the selected alert, such as "Start of Operation Date" being "September 27, 2021", "Number of Units" being "8", "Output" being "16,520", and "Ball Gross Profit" being "0.41", will be displayed in "Applicable Model List 503". As shown in the "operation check sheet screen" displayed on the display unit 64, the manager of the amusement facility can immediately recognize the machines that need improvement, thereby shortening the time required for operational tasks and improving performance.

[0104] Now, let's explain the alert conditions. First, referring to Figure 21, we will explain the alerts classified as "analysis" (hereinafter also referred to as analysis alerts). The analysis alerts are determined based on the machines installed in the amusement facility during the selected "target period," and include alerts such as those shown in No. 1 to 8. Analysis alerts can be divided into two categories: alerts displayed when moving to target areas No. 1-6, and alerts displayed when remaining in target areas No. 7 and 8.

[0105] No. 1, "Move to high gross profit area," will display an alert when you move from an area other than the high gross profit area to (7) the high gross profit area. No. 2, "Move to branching area," will display an alert when you move from an area other than a branching area to (5) a branching area. No. 3, "Move to Low-Operating, High-Gross-Profit Area," will trigger an alert when you move from an area other than the Low-Operating, High-Gross-Profit Area to (8) the Low-Operating, High-Gross-Profit Area. No. 4, "Move to low-operating, low-gross-profit area," will trigger an alert when moving from an area other than the low-operating, low-gross-profit area into (3) the low-operating, low-gross-profit area. No. 5, "Move to Red Area," will display an alert when you move from an area other than the red area to (9) the red area. No. 6, "Move to the ultra-high gross profit area," will display an alert when you move from an area other than the ultra-high gross profit area to (6) the ultra-high gross profit area. No. 7, "Staying in the ultra-high gross profit area for 7 consecutive periods," means that (6) an alert will be displayed when you stay in the ultra-high gross profit area for 7 consecutive periods. No. 8, "Staying in the red area for 7 consecutive periods," means that (9) an alert will be displayed when you stay in the red area for 7 consecutive periods.

[0106] The determination of area shifts for No. 1-6 is made by first creating data for each machine model, using the "target period" as a basis and obtaining the average values ​​of actual output and gross profit per machine over a aggregation period (for example, 28 days) for two periods. Then, the respective areas are identified from the data of the two created periods, and an alert is displayed when a machine moves from an area other than the target area to the target area in the identified first and second periods. For example, if the aggregation period is 28 days and the "target period" is January 19, 2022, then the first period will be the aggregation period from December 23, 2021 to January 19, 2022, and the second period (previous period) will be the aggregation period from December 22, 2021 to January 18, 2022. Therefore, an alert will be displayed if you move from an area outside the target area to the target area during the period from the second period to the first period. At this time, the control unit 65 functions as a movement determination means capable of determining that the unit has moved to the target area (special area) across the area where it was previously located. Furthermore, if the actual values ​​for outs and gross profit per machine are less than two periods, the control unit 65 will not perform a determination.

[0107] To determine whether a player has stayed in areas No. 7 or 8, data is created by first obtaining the average values ​​of actual output and gross profit per machine for 7 periods for each machine model, based on the "target period" and aggregation period (for example, 28 days). Then, areas are identified from the data for these 7 periods, and an alert is displayed if the player has stayed in the target area consecutively for all 7 identified periods. For example, if the aggregation period is 28 days and the "target period" is January 19, 2022, then the first period will be the aggregation period from December 23, 2021 to January 19, 2022; the second period will be the aggregation period from December 22, 2021 to January 18, 2022; the third period will be the aggregation period from December 21, 2021 to January 17, 2022; the fourth period will be the aggregation period from December 20, 2021 to January 16, 2022; the fifth period will be the aggregation period from December 19, 2021 to January 15, 2022; the sixth period will be the aggregation period from December 18, 2021 to January 14, 2022; and the seventh period will be the aggregation period from December 17, 2021 to January 13, 2022. Therefore, an alert will be displayed if you stay in the target area continuously throughout all seven periods (from Period 1 to Period 7). In this case, the control unit 65 functions as a stay determination means capable of determining whether the user has stayed in a target area (specific area) on the 2D coordinate system for a certain period of time or longer (for example, 7 periods or more). Furthermore, if the actual values ​​for outs and gross profit per machine are less than 7 periods, the control unit 65 will not perform a determination.

[0108] Next, referring to Figure 22, we will explain the alerts classified as "HC data" (hereinafter also referred to as HC alerts) and the alerts classified as "national data" (hereinafter referred to as national alerts). HC alerts are determined based on business information calculated from the store's own gaming data, while nationwide alerts are determined based on business information calculated from the gaming data of other stores. HC alerts and nationwide alerts are determined based on the machines installed in the amusement facility during the "target period," and include, for example, the alerts shown in No. 9 to 12.

[0109] The conditions for the alerts shown in Nos. 9-12 are explained below. No. 9, "Consecutive Losses (3 Days)," will trigger an alert when the gross profit per unit is negative for three consecutive days. No. 10, "Consecutive High Gross Profit (3 Days)," will trigger an alert when the gross profit per egg exceeds 0.40 for three consecutive days. No. 11, "Operating Decline Rate (Our Store)," displays an alert when the operating decline rate falls below the average operating decline rate of the 10 gaming machines installed in the store's gaming area. No. 12, "Operating Decline Rate (Nationwide)," displays an alert when the operating decline rate falls below the average operating decline rate of 10 gaming machines installed in other arcades.

[0110] For consecutive sales (losses, high gross profit) for Nos. 9 and 10, data is created by acquiring the actual gross profit per ball for each machine over a three-day period (for example, one day) based on the "target period." If the gross profit per ball is negative or exceeds 0.40 for three consecutive days, an alert is displayed. For example, if the "Target Period" is January 19, 2022, an alert for "Consecutive Losses" will be displayed if the gross profit per ball was negative for consecutive periods from January 17, 2022 to January 19, 2022, and an alert for "Consecutive High Gross Profits per Ball" will be displayed if the gross profit per ball was above 0.40 for consecutive periods. In this case, the control unit 65 functions as a sales determination means capable of determining whether sales (e.g., gross profit per ball) have been at a specific value (e.g., negative or greater than 0.40) for a certain period (e.g., 3 days) continuously. Please note that for consecutive sales of items No. 9 and 10, the alert will continue to be displayed even if the conditions are met for four or more consecutive days.

[0111] The determination of the operational decline rate (in-store and nationwide) for No. 11 and 12 is based on the first day of operation. Data is created by acquiring actual output values ​​for each machine and rate on the first day of operation and on the aggregation date (for example, the 15th and 29th day from the first day of operation). An alert is displayed when the operational decline rate calculated from the actual values ​​on the first day of operation and the aggregation date falls below the average operational decline rate of 10 gaming machines of the same rate installed in the store's gaming area or in other stores' gaming areas. Furthermore, it is preferable to align the aggregation date with the first day of operation and the day of the week. For example, if the first day of operation is January 1, 2022 (Saturday), the rate of decline in operation will be calculated for January 15, 2022 (Saturday), which is the 15th day from the first day of operation, and for January 29, 2022 (Saturday), which is the 29th day from the first day of operation. If the rate of decline in operation on the 15th day (hereinafter also referred to as the 15-day rate) and the rate of decline in operation on the 29th day (hereinafter also referred to as the 29-day rate) are lower than the average rate of decline in operation of 10 gaming machines of the same rate installed in the store's gaming area, an alert for "Rate of Operation (Our Store)" will be displayed. If the rate of decline in operation is lower than the average rate of decline in operation of 10 gaming machines of the same rate installed in other stores' gaming areas, an alert for "Rate of Operation (Nationwide)" will be displayed.

[0112] Here, we will explain how to determine the rate of decline in operational performance using a specific example. The following explains how to determine the rate of decrease in No. 11 operation (at our establishment) on the 15th day for machine A, using a gaming establishment with 10 gaming machines of type A (4 yen pachinko), type B (4 yen pachinko), and type C (1 yen pachinko) as an example. The rate of decline in operation is calculated for each machine model and rental rate using the formula: ((Number of machines out on the aggregation day ÷ Number of machines out on the first day of operation) - 1) × 100. For example, if the output of machine A on its first day of operation is "30,000" and the output on its 15th day is "15,000", the rate of decline in operation of machine A on its 15th day can be calculated using the following formula. The operational decline rate of model A on day 15, "-50", is calculated as follows: ((15,000 ÷ 30,000) - 1) × 100 Therefore, the operational decline rate for model A on the 15th day is "-50". Furthermore, if the 15-day operational decline rate for machine B, calculated using the same method, is "-30", then the average 15-day operational decline rate for 4-yen pachinko machines will be "-40" (= -50 (15-day operational decline rate for machine A) - 30 (15-day operational decline rate for machine B) ÷ 2 (number of machines)). As a result, the 15-day operational decline rate of "-50" for machine A is determined to be lower than the average 15-day operational decline rate of "-40" for 10 gaming machines of the same rate installed in the store's gaming area, and therefore the "Operational Decline Rate (Store)" alert is displayed. In this case, the rate of decrease in usage for machine C, a 1-yen pachinko machine with a different lending rate, is not used in calculating the average rate of decrease in usage. In this way, if the rate of decline in usage of 10 gaming machines of the same rate installed in your own store falls below the average, alert No. 11, "Rate of Usage Decline (Your Store)," will be displayed. Furthermore, if the rate of decline in usage of 10 gaming machines of the same rate installed in other stores falls below the average, alert No. 12, "Rate of Usage Decline (Nationwide)," will be displayed. At this time, the control unit 65 functions as a determination means to determine whether the actual value calculated using the store's own game information is lower than the average of the actual values ​​of the gaming machines 10 installed in the store's gaming area, which are also calculated using the store's own game information, and whether it is lower than the average of the actual values ​​of the gaming machines 10 installed in other stores' gaming areas, which are also calculated using other stores' game information. As shown in the "Operation Checklist Screen," alerts for improved machines are displayed to ensure the intended transition to the desired area, thereby increasing the overall operation of the gaming facility and aiming to improve gross profit from a long-term perspective.

[0113] [Operational Trend Graph Screen] Figure 23 shows an example of the "Operational Progression Graph Screen". The "Operation Trend Graph Screen" displays a graph showing the operation trend for each machine model over a predetermined period (e.g., 30 days) after the introduction of new machines. For example, if an alert for "Operation Decline Rate (Nationwide)" is displayed on the "Operation Check Sheet Screen" mentioned above, and you want to check the operation decline rate in more detail, you can switch to this screen from the "Operation Check Sheet Screen." The "Operation Trend Graph Screen" allows users to visually check past trends in output, gross profit per machine, etc., using graphs to see if there are any sudden declines in operation on a daily basis, and to compare their operation with that of the gaming machines 10 installed in their own arcade or other arcades to see if they are being managed effectively. The "Operational Progression Graph Screen" displays items broadly categorized as "Extraction Conditions 600," "Refinement Conditions and Graph Display Settings 601," "Name Search 602," "Model-Specific Data 603," and "Operational Progression Graphs 604, 605."

[0114] "Extraction Criteria 600" displays "Target Period" and "Sales Group". The "Target Period" is set in YYYY / MM / DD format and is an item for selecting the period during which game information will be acquired. The "Sales Group" field is used to select sales groups that exist within the "Target Period".

[0115] "Filtering conditions, graph display settings 601" is an item that allows you to narrow down the displayed content of "Model-specific data 603" and set the displayed content of "Operational trend graphs 604, 605". The filtering options allow you to narrow down the displayed content of "Model Data 603" by "Model Group," "Model Name," and "Start Date of Operation." The graph display settings allow you to select which operational information to display as a graph, such as machine output, gross profit per machine, payout rate, start (pachinko only), base, and gross profit per ball. Figure 23 shows an example where "Table Out" and "Start" are set in the graph display settings.

[0116] "Name Search 602" allows you to enter a keyword for the model name into the text box and then click the arrow button to display the models that match the keyword in "Model Data 603".

[0117] "Model-Specific Data 603" displays model-specific information for the selected "Target Period" and "Sales Group," and includes information such as "Model Name," "Number of Units," "Left / Right," "Start of Operation Date," "First Day of Operation," "15-Day Increase / Decrease," and "29-Day Increase / Decrease." The "model name" displayed is, for example, a model name derived from the title of an anime or movie, or a character's name. The "Number of Units" displays the total number of units for each model during the "Target Period". The "Left" and "Right" options allow you to choose whether to display the information in "Operational Trend Graph 604" or "Operational Trend Graph 605." For example, if you check the "Left" radio button, the sales information for the selected model, chosen in the graph display settings of "Filtering Conditions, Graph Display Settings 601," will be displayed in "Operational 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 payout value of the machine calculated from the gameplay data on the day the machine started operation. "15-day increase / decrease" displays the percentage increase or decrease in the actual number of machines used on the 15th day from the start of operation, and is calculated using the following formula. 15-day increase / decrease rate = ((Machine output on day 15 ÷ Machine output on the first day of operation) - 1) × 100 "29-Day Increase / Decrease" displays the percentage increase or decrease in the actual number of machines used on the 29th day from the start of operation, and is calculated using the following formula. 29-day increase / decrease rate = ((Machine output on day 29 ÷ Machine output on the first day of operation) - 1) × 100

[0118] In "Operation Trend Graphs 604 and 605," the "Operation Trend Graph" is displayed at the top, the "Average Data" at the middle, and the "Machine Data" at the bottom. The "Operation Trend Graph" displays the operation trend of the selected machine model for the 30 days after its introduction, using a line graph and a bar graph, with the horizontal axis representing time and the vertical axis representing the sales information selected in the graph display settings. This "operational trend graph" allows you to compare the performance of gaming machines 10 installed in your own gaming area or in other stores' gaming areas within the selected "target period" and "sales group." By comparing the progress since introduction, you can check whether the machines are being operated effectively and whether the decline in operation is due to improper operation.

[0119] The "Average Data" simultaneously displays, in a comparable manner, the "First Day Operation," "15-Day Increase / Decrease Rate," and "29-Day Increase / Decrease Rate" for each of the 10 gaming machines installed in the store's gaming area (displayed as "Store Average") or in other stores' gaming areas (displayed as "Nationwide") within the selected "Target Period" and "Sales Group." Figure 23 shows an example where the "operation on the first day," "increase / decrease rate after 15 days," and "increase / decrease rate after 29 days" of a gaming machine 10 installed in another store's amusement facility are displayed. In this way, "average data" allows for easy comparison of the sales information of selected machines on a nationwide scale, providing useful information for amusement facility managers and others to evaluate and analyze whether the selected machines are being operated appropriately. The items displayed here are the same as those explained in "Model-Specific Data 603," so the explanation is omitted.

[0120] The "Machine Data" section displays business information for the selected machine for the first 30 days after its introduction. For example, it shows "Date," "Days," "Machine Output," "Machine Gross Profit," "Payout Rate," "Start," "Base," and "Ball Gross Profit." The "Date" field displays dates up to 30 days after the start of operation. The "Number of Days" column displays the number of days from 1 to 30, with the start date being set as day 1. "Machine Out" displays the number of gaming media used on one gaming machine (10). "Gross profit per machine" displays the gross profit per gaming machine. The "Out Rate" displays the ratio of "Safe" (value-added information) to "Out" (use-value information). "Start" displays the average number of times per minute that a prize was won in the starting slot or the symbols changed. "Base" displays the ratio of safes to outs per minute during normal play, excluding special prize rounds. "Ball Gross Profit" displays the gross profit per ball used in the game.

[0121] In the example shown in Figure 23, as shown in the "Operational Trend Graph 605," a sharp decline in operation (units out) can be observed for model B from 14 to 16 days after introduction. Therefore, it is necessary to review past sales data to investigate the cause. For example, if the gross profit per ball is high during this period, it may have left a bad impression on players. Therefore, managers of amusement facilities need to take measures such as calculating business information to move closer to appropriate operations (standard gross profit per ball of 0.20) in order to recover operations, rather than relying on simulations, and reflecting this in their business plans. In this way, the "Operation Trend Graph Screen" allows you to check the operation trends for each machine model, especially the 30 days after the introduction of a new machine, which is a particularly important period.

[0122] As described above, according to the gaming device of the present invention, an analysis graph is generated and displayed by plotting actual values ​​on a two-dimensional coordinate system that divides the area using a first coordinate axis indicating operation and a second coordinate axis indicating sales, and by providing a third coordinate axis indicating specific operation by adding a predetermined value to the first coordinate axis, and further dividing the area. By establishing a third coordinate axis and analyzing the gaming machines 10 using an analysis graph that divides their operation into three categories (high operation or above, below high operation and above average operation, and below average operation), the managers of gaming establishments can identify machines whose operation is declining at an early stage, allowing them to take countermeasures while the machines are still popular. Then, for gaming devices, after identifying which area the actual values ​​showing the relationship between operation and sales during the target period belong to, the percentage for each area is calculated based on the results. In this case, the "number of installed units share (%)", "out-of-pocket share (%)", and "gross profit share (%)" for each area are displayed simultaneously in a comparable manner, allowing for accurate analysis of the gaming machines 10. As a result, it becomes possible to increase the operating rate of the amusement facilities and aim to improve gross profit from a long-term perspective. Furthermore, even if there are unused settings, the gaming device can perform a simulation of all settings for the gaming machine 10 using approximate values ​​obtained based on the game information of other gaming machines 10 with different settings. This allows for the simulation of 10 gaming machines with all settings, enabling highly accurate simulation of important business information in gaming establishment management. Such functions are realized when a control unit 65 (or a CPU provided therein), configured as a computer, executes programs (and data) stored in a storage means such as a hard disk provided in the storage unit 62.

[0123] In conventional gaming equipment, average usage and sales were used as coordinate axes on a two-dimensional coordinate system, and gaming machines were analyzed by dividing them into four areas. As a result, the machines would only cross into a new area after their usage had fallen below the average, and by the time the gaming hall manager noticed, it was often too late to take countermeasures for the machines whose usage had declined. Furthermore, if there were unused installation values, it was impossible to perform highly accurate simulations, making it difficult to set up an accurate sales plan. The gaming device of the present invention can solve all or part of the problems that conventional gaming devices have to improve.

[0124] Although preferred embodiments of the present invention have been described above, the invention is not limited to the embodiments described above. For example, various modifications can be made within the scope of the present invention by combining the functions or by applying them 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 in relation to the hall computer 60, it is not limited to this, and can also be applied to other devices that can be connected to the gaming system 1, such as the lending machine 20, the machine computer 30, the island computer 40, the counting machine 50, as well as gaming media counting machines, POS terminals, data display machines, etc. (2) The gaming machine 10 may be a so-called smart gaming machine, which is configured so that the player cannot touch the gaming medium. (3) In "Analysis Graph 402" and "Share Table by Area 403," "Out" is used as an example of business information related to the operation of the gaming machine 10. However, instead, business information that increases as the game progresses, such as "Safe," "Difference," "Number of Big Wins," "Number of Probability Changes / Short Time Changes," "Number of Starts," and "Number of Games Played," which indicates the number of players seated at the gaming machine 10, can also be used. (4) In "Analysis Graph 402" and "Market Share Table 403," gross profit per ball and gross profit are given as examples of sales-related sales information, but instead, sales-related sales information such as sales per machine, gross profit per machine, sales per hour, gross profit per hour, price per ball, gross profit margin, sales amount, number of balls exchanged, and prize amount may also be used. (5) In "Analysis Graph 402" and "Share Table by Area 403," the areas are listed as nine, but there may be more than nine or fewer. (6) In "Analysis Graph 402," graphs for each machine model are shown as an example, but it is also possible to display graphs for other groups, such as 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. Game information server 5 Specs Distribution Server 10 Gaming Machines 10a Pachinko machine 10b Pachislo machine 20. Loanable machines (loanable devices) 30 computers 40 Island Computers 50 Counting Machines 60 Hall Computer (Gaming Device) 61. Communication section (means for acquiring game information, means for acquiring specification information) 62 Storage section 63 Operation section 64 Display section (display means) 65 Control Unit (Actual Value Calculation Means, Prediction Value Calculation Means, Area Classification Means, Ratio Calculation Means, Determination Means, Movement Determination Means, Stay Determination Means, Graph Display Means)

Claims

1. A means for acquiring game information that can acquire in-house game information transmitted from game devices, including game machines, installed in a game arcade, A performance value calculation means capable of calculating the actual values ​​of the operation and sales of gaming machines using the in-store gaming information acquired by the gaming information acquisition means, A region division means is provided that allows for further division of the region by adding a third coordinate axis indicating specific operations, which is the first coordinate axis plus a predetermined value, to a two-dimensional coordinate system that divides the region using a first coordinate axis indicating operations and a second coordinate axis indicating sales. A ratio calculation means capable of calculating the percentage of each area divided by the area division means relative to the actual values ​​of operation and sales of the gaming machines calculated by the actual value calculation means, The system includes a display means capable of displaying information based on the proportion for each region calculated by the proportion calculation means, The ratio calculation means is For each area divided by the aforementioned area division means, it is possible to calculate a first percentage, which is the ratio of the actual operating value of the gaming machines in the entire area, and a second percentage, which is the ratio of the actual sales value of the gaming machines in the entire area. The aforementioned display means is The information regarding the first ratio and the information regarding the second ratio, calculated by the ratio calculation means, can be displayed simultaneously for each region. A gaming device characterized by the following features.

2. The first ratio is, This is the ratio of the actual number of gaming media inserted into gaming machines in each region, divided by the aforementioned region division means, to the total number of gaming media inserted into gaming machines in all regions. The second proportion is, This is the ratio of the actual gross profit value of gaming machines in the entire area for each area divided by the aforementioned area division means. The gaming device according to feature 1.

3. The ratio calculation means is For each area divided by the aforementioned area division means, a third ratio, which is the ratio of the number of gaming machines installed in the gaming area, can be calculated. The aforementioned display means is The information regarding the first ratio, the second ratio, and the third ratio, calculated by the ratio calculation means, can be displayed simultaneously for each region. The gaming device according to claim 1 or 2.

4. A gaming machine capable of transmitting in-house gaming information regarding operation, and a gaming device including a lending device capable of transmitting in-house gaming information regarding sales, A gaming system comprising a gaming device capable of receiving in-house gaming information transmitted from the aforementioned gaming machine and gaming device, A means for acquiring in-house game information that can acquire in-house game information transmitted from the aforementioned game device, A performance value calculation means capable of calculating the actual values ​​of the operation and sales of gaming machines using the in-store gaming information acquired by the gaming information acquisition means, A region division means is provided that allows for further division of the region by adding a third coordinate axis indicating specific operations, which is the first coordinate axis plus a predetermined value, to a two-dimensional coordinate system that divides the region using a first coordinate axis indicating operations and a second coordinate axis indicating sales. A ratio calculation means capable of calculating the percentage of each area divided by the area division means relative to the actual values ​​of operation and sales of the gaming machines calculated by the actual value calculation means, The system includes a display means capable of displaying information based on the proportion for each region calculated by the proportion calculation means, The ratio calculation means is For each area divided by the aforementioned area division means, it is possible to calculate a first percentage, which is the ratio of the actual operating value of the gaming machines in the entire area, and a second percentage, which is the ratio of the actual sales value of the gaming machines in the entire area. The aforementioned display means is The information regarding the first ratio and the information regarding the second ratio, calculated by the ratio calculation means, can be displayed simultaneously for each region. A gaming system characterized by the following features.