Gaming Machine Camera Attract Coordination
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Solution Overview
Problem
Gaming machines in casinos face challenges in efficiently attracting players without distracting or annoying nearby patrons, as existing attract sequences are energy-intensive and not tailored to individual player presence or line of sight.
Innovation Solution
The integration of video cameras to detect player presence and direction, allowing for targeted and coordinated attract features such as lighting and audio displays on gaming machines, which are activated only when a player is likely to see them, optimizing energy use and player engagement.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If attract sequences are performed continuously on gaming machines, then player attraction is maximized, but energy consumption increases and nearby patrons are distracted or annoyed
Solution Approach 1:
The system dynamically adjusts attract sequence activation based on real-time detection of player presence and line of sight. Cameras monitor the environment and trigger attract sequences only when players are detected in positions where they can see the displays, creating a dynamic on-demand activation system that adapts to changing conditions rather than operating continuously
Solution Approach 2:
The system implements feedback loops where camera data is continuously analyzed to detect player presence and orientation. This feedback information is used to control the activation of attract sequences, creating a closed-loop system that responds to environmental conditions and player behavior, thereby optimizing energy usage while maintaining attraction effectiveness
2Productivity
If attract sequences are performed on all gaming machines, then overall player attraction is enhanced, but individual player engagement is diluted and energy waste increases
Solution Approach 1:
The system applies local quality by directing attract sequences only to specific gaming machines where players are currently present and positioned to view them. Instead of uniform activation across all machines, the system creates localized attract zones based on individual player positions detected by cameras, ensuring energy is spent only where it can have immediate effect
Solution Approach 2:
The gaming floor is effectively segmented into multiple zones based on player presence. The system divides the overall attract function into individual machine-level activations, where each machine independently activates attract sequences only when a player is detected in its vicinity, rather than operating as a single unified system
3Adaptability or versatility
If video cameras and player detection systems are implemented, then attract sequences can be targeted to individual players, but device complexity and initial energy consumption increase
Solution Approach 1:
The video camera system serves multiple functions: it detects player presence, determines player orientation and line of sight, and provides data for coordinating attract sequences across multiple machines. This multi-functionality justifies the added complexity by consolidating what would otherwise require multiple separate systems into a single integrated solution
Data Source
AI summary
Systems and methods for initiating attract sequences on gaming machines based on a determined presence of a player through a camera are described. The gaming machine includes a cabinet. The gaming machine further includes a display coupled to the cabinet. The gaming machine includes a user input coupled to the cabinet. The gaming machine includes a video camera coupled to the cabinet, the video camera configured to output video data, wherein the video camera is positioned to capture video data of players walking by the gaming machine. The gaming machine includes a master gaming controller. The master gaming controller is configured to receive the video data from the video camera, determine the presence of a player in the vicinity of the gaming machine, and initiate an attract feature based on the determined presence of the player.


