JP2011041764A - Game customer management system - Google Patents
Game customer management system Download PDFInfo
- Publication number
- JP2011041764A JP2011041764A JP2009193614A JP2009193614A JP2011041764A JP 2011041764 A JP2011041764 A JP 2011041764A JP 2009193614 A JP2009193614 A JP 2009193614A JP 2009193614 A JP2009193614 A JP 2009193614A JP 2011041764 A JP2011041764 A JP 2011041764A
- Authority
- JP
- Japan
- Prior art keywords
- information
- game
- person
- history
- game history
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Granted
Links
- 238000003860 storage Methods 0.000 claims abstract description 148
- 238000004458 analytical method Methods 0.000 claims description 47
- 230000000875 corresponding Effects 0.000 claims description 19
- 238000011156 evaluation Methods 0.000 claims description 15
- 230000001815 facial Effects 0.000 claims description 13
- 230000000717 retained Effects 0.000 claims description 12
- 230000005540 biological transmission Effects 0.000 claims description 5
- 238000009434 installation Methods 0.000 claims description 3
- 239000000284 extract Substances 0.000 abstract description 3
- 238000000034 method Methods 0.000 description 76
- 238000001514 detection method Methods 0.000 description 11
- 238000010586 diagram Methods 0.000 description 6
- 238000007689 inspection Methods 0.000 description 6
- 238000003384 imaging method Methods 0.000 description 5
- 230000003203 everyday Effects 0.000 description 3
- 230000002159 abnormal effect Effects 0.000 description 2
- 238000004891 communication Methods 0.000 description 2
- 230000001186 cumulative Effects 0.000 description 2
- 206010059837 Adhesion Diseases 0.000 description 1
- 241001633942 Dais Species 0.000 description 1
- 210000001508 Eye Anatomy 0.000 description 1
- 210000004709 Eyebrows Anatomy 0.000 description 1
- 210000000887 Face Anatomy 0.000 description 1
- 210000000214 Mouth Anatomy 0.000 description 1
- 210000001331 Nose Anatomy 0.000 description 1
- 238000009825 accumulation Methods 0.000 description 1
- 238000004364 calculation method Methods 0.000 description 1
- 235000021171 collation Nutrition 0.000 description 1
- 238000005520 cutting process Methods 0.000 description 1
- 230000000694 effects Effects 0.000 description 1
- 238000003780 insertion Methods 0.000 description 1
- 239000004973 liquid crystal related substance Substances 0.000 description 1
- 238000004519 manufacturing process Methods 0.000 description 1
- 230000003287 optical Effects 0.000 description 1
Images
Abstract
Description
この対策として、例えば、遊技台近傍に設けた撮影手段によって遊技客の顔情報を取得してデータベース化し、この顔情報に基づいて遊技台の稼働率、遊技客の来店数、遊技客毎の勝ち負けにともなう収支を管理する遊技客情報管理システムが開示されている(特許文献1を参照)。
また、遊技場では、悪意のある遊技客によって不正な遊技がされる場合も少なくない。遊技台の制御基板が不正な遊技をするための制御基板に取り替えられる場合もある。悪意で不正な遊技を行う遊技客が会員カードを使用することはないため、通常は、不明の一般遊技客の遊技の履歴の中に不正情報が含まれることとなり、不審な人物を特定して不正を防止することが困難であった。このような不正に対処するため、例えば、単に会員と非会員を区別するだけでなく、遊技台の情報から不正を行った可能性の高い遊技者を判定し、その遊技者を撮影してその画像と遊技情報から不正嫌疑者ファイルを作成する遊技用システムが開示されている(特許文献2を参照)。 Conventionally, in game arcades where game machines such as pachinko machines and slot machines are installed, in order to grasp the game situation of the player and the use situation of the game machine, various kinds of information collected and managed by the player are managed. A player management system is used. In order to improve services for gamers by collecting detailed information and increase the number of fixed customers, membership systems have been introduced in many game arcades. With this member system, when a game is played using a member card given to a member, information that can identify an individual is provided by the player, and game data for each player can be collected. However, for non-member general players, it is not only impossible to obtain equivalent game information, but membership cards are often not used even by members, making it difficult to collect sufficient game data. It was.
As countermeasures, for example, the player's face information is obtained by a photographing means provided in the vicinity of the game table and is made into a database, and based on this face information, the game table's operating rate, the number of visits of the player, the win / loss for each player A player information management system for managing the balance associated with the disclosure is disclosed (see Patent Document 1).
In addition, in amusement halls, there are many cases where a malicious player plays an illegal game. In some cases, the control board of the gaming table may be replaced with a control board for playing an illegal game. Since a player who plays malicious games without malicious means will not use a membership card, it will normally contain illegal information in the game history of unknown general players, and identify suspicious persons. It was difficult to prevent fraud. In order to deal with such fraud, for example, not only distinguishing between members and non-members, but also determining a player who has a high possibility of fraud from information on the gaming table, shooting the player and shooting that player A gaming system that creates a fraudulent suspect file from images and game information is disclosed (see Patent Document 2).
しかし、従来の遊技客管理システムでは、遊技客の客層を区分して遊技データを収集することは困難であった。また、遊技場内の遊技台の構成や遊技媒体は多様になり、遊技客の行動の態様も様々である。例えば、遊技場内に異なる種類の遊技台が設置され、さらに使用する遊技媒体の価値等も異なる場合も多く、遊技客は、機種や遊技媒体の異なる遊技台の間を移動して遊技等することとなる。このため、会員カードの使用率が低い状況では、遊技客ごとに保有遊技媒体数(持玉)をはじめ遊技状態を管理することができず、すべての遊技客について正確な遊技データを収集することができないという問題があった。さらに、上記状況では、会員カードの使用率を正確に把握することが困難であった。遊技台やゲームの多様化により、遊技客の遊技時間と遊技台の稼働率とが比例しなくなり、遊技台の稼働率によって人気度を計ることも困難になっている。
また、遊技客によって不正な遊技がされる問題がある。例えば、店外からの遊技媒体の持ち込み、遊技台間の不正な移動、不正な計数等が挙げられる。より重大な不正として、遊技台の制御基板の取り替えや、遊技台に対する衝撃、磁石・電波等の使用等がある。こうした不正は、複数の仲間によってされる場合や、遊技客と係員の癒着によってなされる場合もある。従来の遊技客管理システムでは、このような種々の態様の不正に対して、不正の可能性がある遊技状態を即時に検知し、且つそれを記憶して不審人物を自動的に抽出することはできなかった。このため、不正や癒着により損失が生じているばかりでなく、それを発見するための係員による監視及び点検の負担も大きかった。 In the game hall, it is desirable to collect detailed and highly reliable game information for each player and each game stand even in a situation where the usage rate of the membership card is low as described above. For example, if game information relating to a visitor's audience can be acquired, the amusement hall can make plans according to the audience. Further, if the type of gaming media used for each customer segment and the type of gaming machine can be grasped, the gaming machine to be introduced next can be selected based on the data.
However, in the conventional player management system, it is difficult to collect game data by dividing the customer base of the players. In addition, the configuration of game machines and game media in the game hall are diversified, and the manner of behavior of the player is also various. For example, there are many cases where different types of game machines are installed in the game hall, and the value of the game media to be used is also different, and the player moves between game machines of different types and game media to play games, etc. It becomes. For this reason, in the situation where the usage rate of membership cards is low, it is not possible to manage the game state including the number of game media possessed (number of balls) for each player, and to collect accurate game data for all players There was a problem that could not. Further, in the above situation, it is difficult to accurately grasp the usage rate of the membership card. Due to the diversification of game machines and games, the game time of the player and the operation rate of the game machine are not proportional, and it is difficult to measure the popularity based on the operation rate of the game machine.
In addition, there is a problem that an illegal game is played by a player. For example, bringing game media from outside the store, illegal movement between game machines, illegal counting, and the like. More serious irregularities include replacement of the game board control board, impact on the game machine, use of magnets, radio waves, and the like. Such fraud may be done by multiple friends or by the adhesion of players and staff. In the conventional player management system, for such various forms of fraud, it is possible to immediately detect a gaming state that may be fraudulent and to store it and automatically extract a suspicious person. could not. For this reason, not only did loss occur due to fraud and adhesion, but the burden of monitoring and inspection by personnel to detect it was also great.
1.遊技媒体を用いて遊技する遊技台ごとに、遊技媒体を計数する計数機ごとに、及び景品カウンターに備えられる端末装置ごとに人物の顔を撮影する撮影手段と、人物の顔画像と、その顔の特徴から判断された性別及び世代とを含む人物情報を蓄積して記憶する人物情報記憶手段と、前記遊技台、前記計数機又は前記端末装置を特定する機器特定情報と、人物情報と、その人物の保有遊技媒体数情報とを相互に関連づけて遊技履歴情報として蓄積して記憶する遊技履歴記憶手段と、前記撮影手段により撮影された画像に基づいて前記人物情報を生成し、その人物情報と前記人物情報記憶手段に既に記憶されていた人物情報とを比較して同一人物があるか否かを判断し、且つ人物ごとに人物情報を前記人物情報記憶手段に記憶させる人物判断手段と、人物の前記遊技台への着席及び離席並びに前記計数機における計数のいずれかが検出されたときにその人物が保有する遊技媒体数を計算し、保有遊技媒体数情報としてその遊技媒体数と、その人物の人物情報と、機器特定情報とを相互に関連づけて前記遊技履歴記憶手段に記憶させる遊技履歴作成手段と、前記遊技履歴作成手段により前記遊技履歴記憶手段に記憶された遊技履歴情報に基づいて、遊技台ごとに、又は前記遊技台もしくは遊技媒体の属する所定グループごとに、人物の性別及び世代のうちの少なくとも一つによって客層を区分して遊技時間を集計した客層別遊技情報を生成する客層分析手段と、前記遊技履歴作成手段により前記遊技履歴記憶手段に記憶された遊技履歴情報に基づいて、遊技台ごと又は前記所定グループごとに、保有遊技媒体数の多い順にその人物の顔画像を含む遊技履歴情報を配列した保有遊技媒体数順位情報を生成する順位生成手段と、操作入力装置及び表示装置と、前記操作入力装置から入力された指示により、前記客層分析手段によって生成された前記客層別遊技情報、又は前記順位生成手段によって生成された保有遊技媒体数順位情報を前記表示装置に表示する表示手段と、を備えることを特徴とする遊技客管理システム。
2.前記所定グループは、遊技台の設置場所、遊技台の機種、遊技媒体の種類又は遊技媒体の価値のうちの少なくとも一つによって分けられたグループである前記1.記載の遊技客管理システム。
3.前記客層分析手段及び前記順位生成手段は、1日内の遊技履歴情報に基づいてその日の前記客層別遊技情報及び前記保有遊技媒体数順位情報を生成する前記1.又は2.記載の遊技客管理システム。
4.前記客層分析手段及び前記順位生成手段は、複数日の遊技履歴情報に基づいてその期間内の前記客層別遊技情報及び前記保有遊技媒体数順位情報を生成する前記1.乃至3.のいずれかに記載の遊技客管理システム。
5.前記遊技履歴作成手段により前記遊技履歴記憶手段に記憶された遊技履歴情報に基づいて、遊技台ごと又は前記所定グループごとに、人物が着席してから離席するまでの着席時間を集計し、着席率情報として営業時間に対する前記集計値の比率を求める着席率分析手段を更に備え、前記表示手段は、前記操作入力装置から入力された指示により、前記着席率分析手段によって求められた着席率情報を前記表示装置に表示する前記1.乃至4.のいずれかに記載の遊技客管理システム。
6.前記遊技台ごとに対応して個人ごとの識別情報を取得する識別情報取得装置を備え、その識別情報取得装置によって前記識別情報を取得して認証したときはその人物の会員番号を含む会員情報及び前記識別情報取得装置に対応する遊技台番号を出力する会員認証手段と、前記会員認証手段により出力された会員情報及び遊技台番号を取得して、前記撮影手段により撮影されたその遊技台に着席した人物の画像に基づき前記人物判断手段により生成された人物情報と、会員情報とを相互に関連づけて前記人物情報記憶手段に記憶させる会員情報記録手段と、を更に備える前記1.乃至5.のいずれかに記載の遊技客管理システム。
7.前記会員情報記録手段によって前記人物情報記憶手段に記憶された会員情報と、前記遊技履歴作成手段により前記遊技履歴記憶手段に記憶された遊技履歴情報とに基づいて、前記客層分析手段は、更に会員と非会員を区別した客層別遊技情報を生成し、前記順位生成手段は、更に会員と非会員を区別した保有遊技媒体数順位情報を生成する前記6.記載の遊技客管理システム。
8.前記客層別遊技情報は、会員カード使用率情報を含み、前記遊技履歴作成手段は、前記会員認証手段により会員情報及び遊技台番号が出力されたときは、その遊技台を特定する機器特定情報と、その遊技台に着席した人物が会員認証をしたことを示す会員カード使用情報と、を相互に関連づけて前記遊技履歴記憶手段に記憶させ、前記客層分析手段は、前記遊技履歴作成手段により前記遊技履歴記憶手段に記憶された遊技履歴情報及び会員カード使用情報と、前記会員情報記録手段によって前記人物情報記憶手段に記憶された会員情報とに基づいて、会員カード使用率情報として、遊技した人数又は遊技した会員数に対する会員認証をした会員数の比率を求める前記6.又は7.に記載の遊技客管理システム。
9.遊技媒体を用いて遊技する遊技台ごとに、遊技媒体を計数する計数機ごとに、及び景品カウンターに備えられる端末装置ごとに人物の顔を撮影する撮影手段と、人物の顔画像と、その顔の特徴から判断された性別及び世代とを含む人物情報を蓄積して記憶する人物情報記憶手段と、不審人物を特定する不審人物特定情報と人物情報とを相互に関連づけて不審人物情報として蓄積して記憶する不審人物情報記憶手段と、前記遊技台、前記計数機又は前記端末装置を特定する機器特定情報と、人物情報と、その人物の保有遊技媒体数情報とを相互に関連づけて遊技履歴情報として蓄積して記憶する遊技履歴記憶手段と、不正情報と人物情報とを相互に関連づけて不正履歴情報として蓄積して記憶する不正履歴記憶手段と、前記撮影手段により撮影された画像に基づいて前記人物情報を生成し、その人物情報と前記人物情報記憶手段に既に記憶されていた人物情報とを比較して同一人物があるか否かを判断し、且つ人物ごとに人物情報を前記人物情報記憶手段に記憶させる人物判断手段と、人物の前記遊技台への着席及び離席並びに前記計数機における計数のいずれかが検出されたときにその人物が保有する遊技媒体数を計算し、保有遊技媒体数情報としてその遊技媒体数と、その人物の人物情報と、機器特定情報とを相互に関連づけて前記遊技履歴記憶手段に記憶させる遊技履歴作成手段と、各前記遊技台、遊技台に対応して設けられた遊技媒体貸機、前記計数機、及び遊技台に設置された検知器を含む機器の機器情報を取得する機器情報取得手段と、前記人物判断手段による判断の結果、及び前記遊技履歴作成手段によって記憶された遊技履歴情報、並びに前記機器情報取得手段によって取得された機器情報を監視して所定の不正条件に一致するかを判断し、不正条件に一致した場合には、不正条件ごとにあらかじめ定めた評価点を含む不正情報と、当該人物の人物情報とを相互に関連づけて前記不正履歴記憶手段に記憶させる不正履歴作成手段と、前記不正履歴作成手段により前記不正履歴記憶手段に記憶された不正履歴情報を分析し、人物ごとの前記不正履歴情報が所定の類型に一致した場合には、その人物を不審人物として特定する不審人物特定情報と、人物情報とを相互に関連づけて前記不審人物情報記憶手段に記憶させる不審人物登録手段と、を備えることを特徴とする遊技客管理システム。
10.前記不審人物登録手段は、人物ごとに一定期間内の前記不正情報に含まれた評価点の累計が所定値を超えた場合にその人物を不審人物として特定する前記9.記載の遊技客管理システム。
11.操作入力装置及び表示装置と、前記操作入力装置から入力された指示により、前記不正履歴作成手段によって前記不正履歴記憶手段に記憶された不正履歴情報、又は前記不審人物登録手段によって前記不審人物情報記憶手段に記憶された不審人物情報を、人物の顔画像とともに前記表示装置に表示する不正表示手段と、を更に備える前記9.又は10.に記載の遊技客管理システム。
12.前記不審人物登録手段は、前記操作入力装置を介して指示された人物を不審人物として特定する不審人物特定情報と、その人物の人物情報とを相互に関連づけて前記不審人物情報記憶手段に記憶させる前記11.記載の遊技客管理システム。
13.前記人物判断手段は、前記撮影手段により撮影された人物が前記不審人物情報記憶手段に記憶されている不審人物特定情報に関連づけられている人物か否かを更に判断し、前記不正履歴作成手段は、前記人物判断手段により、前記不審人物特定情報に関連づけられている人物と判断された場合には、その人物の顔画像を前記表示装置に表示し及び外部にアラーム信号を送信し、又は前記表示及び前記送信のうちのいずれかを更に行う前記11.又は12.に記載の遊技客管理システム。
14.前記遊技履歴作成手段により前記遊技履歴記憶手段に記憶された遊技履歴情報に基づいて、遊技台ごとに、又は遊技台もしくは遊技媒体の属する所定グループごとに、人物の性別及び世代のうちの少なくとも一つによって客層を区分して遊技時間を集計した客層別遊技情報を生成する客層分析手段と、前記遊技履歴作成手段により前記遊技履歴記憶手段に記憶された遊技履歴情報に基づいて、遊技台ごと又は前記所定グループごとに、保有遊技媒体数の多い順にその人物の顔画像を含む遊技履歴情報を配列した保有遊技媒体数順位情報を生成する順位生成手段と、前記操作入力装置から入力された指示により、前記客層分析手段によって生成された前記客層別遊技情報、又は前記順位生成手段によって生成された保有遊技媒体数順位情報を前記表示装置に表示する表示手段と、を更に備える前記11.乃至13.のいずれかに記載の遊技客管理システム。 The present invention is as follows.
1. Photographing means for photographing a person's face for each game machine that uses game media, for each counter that counts game media, and for each terminal device provided in the prize counter, a person's face image, and its face Personal information storage means for storing and storing personal information including gender and generation determined from the characteristics of the device, device specifying information for specifying the game console, the counter or the terminal device, personal information, and Game history storage means for storing and storing as game history information in association with information on the number of game media possessed by a person, and generating the person information based on an image photographed by the photographing means, A person determination unit that compares the person information already stored in the person information storage unit to determine whether there is the same person and stores the person information for each person in the person information storage unit Calculating the number of game media held by the person when any one of the seating and leaving of the person on the game table and the counting in the counter is detected, and the number of game media as The game history creation means for storing the person information of the person and the device identification information in the game history storage means in association with each other, and the game history information stored in the game history storage means by the game history creation means Based on each game machine or for each predetermined group to which the game machine or game medium belongs, the customer information is generated by dividing the customer game by at least one of the gender and generation of the person and totaling the game time. Based on the game history information stored in the game history storage means by the game history creation means, and for each game table or for each predetermined group In addition, the rank generating means for generating the rank information of the number of held game media in which the game history information including the face images of the person is arranged in the descending order of the number of held game media, the operation input device and the display device, and the input from the operation input device Display means for displaying, on the display device, the game information classified by customer demographics generated by the customer demographic analysis means or the ranking information of the number of possessed game media generated by the rank generating means. A player management system.
2. The predetermined group is a group divided according to at least one of a gaming machine installation location, a gaming machine model, a gaming medium type, or a gaming medium value. The described player management system.
3. The customer demographic analyzing means and the ranking generating means generate the customer stratified game information and the possessed game medium number ranking information of the day based on game history information within one day. Or 2. The described player management system.
4). The customer demographic analysis means and the ranking generation means generate the customer demographic information and the possessed game medium number ranking information within the period based on multi-day game history information. To 3. The player management system according to any one of the above.
5). Based on the game history information stored in the game history storage means by the game history creating means, the seating time from when a person is seated to when he / she leaves is counted for each gaming table or for each predetermined group, Seating rate analysis means for obtaining a ratio of the total value with respect to business hours as rate information is provided, and the display means displays the seating rate information obtained by the seating rate analysis means according to an instruction input from the operation input device. Display on the display device. To 4. The player management system according to any one of the above.
6). An identification information acquisition device that acquires identification information for each individual corresponding to each gaming table, and when the identification information acquisition device acquires and authenticates the identification information, member information including the member number of the person and Member authentication means for outputting a gaming machine number corresponding to the identification information acquisition device, member information and gaming machine number output by the member authentication means, and seating on the gaming machine photographed by the photographing means The member information recording means for storing the person information generated by the person determination means based on the image of the person and the member information in association with each other and stored in the person information storage means. To 5. The player management system according to any one of the above.
7). Based on the member information stored in the personal information storage means by the member information recording means and the game history information stored in the game history storage means by the game history creation means, the customer segment analysis means further includes a member And the non-members are classified according to customer demographic information, and the rank generation means further generates the number information of retained game media that distinguishes the members and non-members. The described player management system.
8). The customer-specific game information includes membership card usage rate information, and when the member authentication means outputs member information and a gaming machine number, the gaming history creation means includes device identification information for identifying the gaming machine and And the member card use information indicating that the person seated on the game table has authenticated the member is stored in the game history storage means in association with each other, and the customer demographic analysis means is configured to store the game by the game history creation means. Based on the game history information and member card usage information stored in the history storage means, and the member information stored in the person information storage means by the member information recording means, as the member card usage rate information, 5. Calculate the ratio of the number of members who have been authenticated to the number of members who have played. Or 7. The player management system described in 1.
9. Photographing means for photographing a person's face for each game machine that uses game media, for each counter that counts game media, and for each terminal device provided in the prize counter, a person's face image, and its face The personal information storage means for storing and storing personal information including the gender and generation determined from the characteristics of the personal information, and the suspicious person specifying information for specifying the suspicious person and the personal information are stored in association with each other as suspicious person information. Suspicious person information storage means for storing the game table, the device specifying information for specifying the gaming table, the counter or the terminal device, the person information, and the game medium number information of the person in association with each other. A game history storage means for storing and storing the information, a fraud history storage means for storing and storing the illegal information and the personal information as the illegal history information in association with each other, and photographing by the photographing means The person information is generated based on the obtained image, the person information is compared with the person information already stored in the person information storage means to determine whether there is the same person, and for each person Person judging means for storing person information in the person information storage means, and the number of game media possessed by the person when one of seating and leaving of the person on the game table and counting in the counter is detected A game history creating means for storing the number of game media, the person information of the person, and the device specifying information as the possessed game medium number information in the game history storage means in association with each other. A device information acquisition means for acquiring device information of a device including a game medium lending machine provided corresponding to the game machine, the counter, and a detector installed in the game machine; and the determination by the person determination means Result And the game history information stored by the game history creation unit and the device information acquired by the device information acquisition unit are monitored to determine whether or not a predetermined illegal condition is met. Is a fraud history creating means for storing the fraud information including the evaluation point predetermined for each fraud condition and the personal information of the person in the fraud history storage means, and the fraud history creating means The fraud history information stored in the history storage means is analyzed, and when the fraud history information for each person matches a predetermined type, suspicious person identification information for identifying the person as a suspicious person, and person information And a suspicious person registration unit that stores the suspicious person information in association with each other.
10. The suspicious person registration means identifies a person as a suspicious person when the total number of evaluation points included in the unauthorized information within a certain period of time exceeds a predetermined value for each person. The described player management system.
11. In accordance with an operation input device and a display device and an instruction input from the operation input device, the fraud history information stored in the fraud history storage unit by the fraud history creation unit or the suspicious person information storage by the suspicious person registration unit 6. The unauthorized display means for displaying the suspicious person information stored in the means together with the face image of the person on the display device. Or 10. The player management system described in 1.
12 The suspicious person registering means associates the suspicious person specifying information for specifying the person instructed via the operation input device as the suspicious person and the person information of the person and stores them in the suspicious person information storing means. 11 above. The described player management system.
13. The person judging means further judges whether or not the person photographed by the photographing means is a person associated with the suspicious person specifying information stored in the suspicious person information storage means, and the fraud history creating means When the person determining means determines that the person is associated with the suspicious person specifying information, the face image of the person is displayed on the display device and an alarm signal is transmitted to the outside, or the display And 11. further performing any one of the transmissions. Or 12. The player management system described in 1.
14 Based on the game history information stored in the game history storage means by the game history creating means, at least one of the gender and generation of the person for each game machine or for each predetermined group to which the game machine or game medium belongs. Based on the game history information stored in the game history storage means by the game history creation means, customer base analysis means for generating customer information according to customer base by dividing the customer base and totaling the game time For each of the predetermined groups, rank generating means for generating rank information of possessed game media in which game history information including face images of the persons are arranged in descending order of the number of possessed game media, and an instruction input from the operation input device , The customer segment-specific game information generated by the customer segment analysis means or the retained game medium number rank information generated by the rank generation means The 11, further comprising display means for displaying on the display device. Thru 13. The player management system according to any one of the above.
また、遊技履歴作成手段を備えるため、人物ごとの遊技開始時、遊技終了時及び計数時に遊技履歴情報を作成することができ、遊技客が遊技台を移動したり一旦計数した場合等であっても、その遊技客が保有する遊技媒体数を正確に把握することが可能となる。
さらに、客層分析手段及び表示手段を備えるため、遊技台ごとに、又は遊技台もしくは遊技媒体の属する所定グループごとに、遊技客の性別や世代別に遊技がされた遊技時間等を集計して客層別遊技情報を作成し、その結果を分かり易く表示装置に表示することができる。これによって、会員カードの使用率が低い場合であっても、すべての遊技客の遊技の状態を客層ごとに高い信頼度で把握することができ、遊技場の経営やイベントの企画に資するとともにその効果を把握するためのデータを提供することが可能になる。
また、順位生成手段を備えるため、遊技台ごと又は前記所定グループごとに、保有遊技媒体数の多い順番に遊技客及びその遊技履歴を編集して、例えば一覧形式で、顔画像とともに表示装置に表示することができる。これによって、遊技場は、すべての遊技台や遊技客を常に監視しなくても、不正や癒着等の可能性がある遊技客の発見が容易となり、不正等の防止を図ることが可能になる。 According to the player management system of the present invention, it is provided with photographing means for photographing a person's face for each terminal device provided in a game table, a counter, and a prize counter, and includes a person information storage means, a game history storage means, and a person judgment. Since the means is provided, it is possible to create a game history for all the players, and it is possible to collect data for each player and each game table finely every day and increase the data samples.
In addition, since the game history creation means is provided, it is possible to create game history information at the start of the game for each person, at the end of the game and at the time of counting, and when the player moves the game table or once counts, etc. However, it is possible to accurately grasp the number of game media possessed by the player.
Furthermore, since it has a customer demographic analysis means and a display means, the game time, etc., in which the game is played according to the gender and generation of the player for each game machine or for each predetermined group to which the game machine or game media belong, Game information can be created and the result can be displayed on a display device in an easy-to-understand manner. As a result, even when the membership card usage rate is low, it is possible to grasp the gaming status of all the players with high reliability for each customer base, contributing to the management of the game hall and event planning. It is possible to provide data for grasping the effect.
In addition, since a rank generation means is provided, the players and their game histories are edited in order of the number of owned game media for each game table or for each predetermined group, and displayed on the display device together with face images, for example, in a list format. can do. This makes it easier for the game arcade to detect a player who may be fraudulent or adhering without constantly monitoring all game tables and players, and to prevent fraud. .
前記客層分析手段及び前記順位生成手段は、複数日の遊技履歴情報に基づいてその期間内の前記客層別遊技情報及び前記保有遊技媒体数順位情報を生成する場合には、過去一定期間における客層及び保有遊技媒体数が多い遊技客の情報が提供されるため、遊技場は客層ごとの遊技動向を把握することが可能になり、一定期間にわたる保有遊技媒体数順位の状態から不正や癒着の発見も容易になる。 When the customer demographic analyzing means and the rank generating means generate the game information by customer demographic and the number of possessed game media rank information of the day based on game history information within one day, It is possible to provide information about a player who has a large number of game media.
When the customer segment analysis means and the rank generation means generate the game information by customer segment and the ranking number information of the possessed game media in the period based on the game history information of a plurality of days, Because information on players with a large number of game media is provided, it is possible for the game arcade to grasp the game trends for each customer segment, and to detect fraud and adhesions from the status of the number of game media held over a certain period of time. It becomes easy.
また、会員情報と遊技履歴情報とに基づいて、前記客層分析手段は会員と非会員を区別した客層別遊技情報を生成し、前記順位生成手段は会員と非会員を区別した保有遊技媒体数順位情報を生成する場合には、会員の遊技状態や保有遊技媒体数順位のデータを提供することができるため、遊技場は会員に対する企画やサービスをきめ細かく行うことが可能になる。
さらに、前記客層別遊技情報は会員カード使用率情報を含み、前記遊技履歴作成手段は、前記会員認証手段により認証がされたときは、その遊技台に着席した人物が会員認証をしたことを示す会員カード使用情報を前記遊技履歴記憶手段に記憶させ、前記客層分析手段は、遊技履歴情報及び会員カード使用情報と、会員情報とに基づいて、会員カード使用率を求める場合には、遊技者又は遊技した会員に対して、会員カードを使用して遊技がされた割合を把握することが可能となる。 When the member authentication unit and the member number recording unit are provided, the member information obtained thereby and the personal information including the face image can be linked, so that game history information associated with the member can be created.
Further, based on the member information and the game history information, the customer segment analyzing means generates game information for each customer segment that distinguishes between members and non-members, and the rank generating unit ranks the number of game media possessed by distinguishing between members and non-members When the information is generated, the game state of the member and the ranking of the number of possessed game media can be provided, so that the game hall can perform detailed planning and services for the member.
Further, the game information by customer segment includes membership card usage rate information, and the game history creation means indicates that the person seated on the game table has been authenticated when authenticated by the member authentication means. When the membership card usage information is stored in the game history storage means, and the customer demographic analysis means obtains the membership card usage rate based on the game history information and the membership card usage information and the membership information, It becomes possible to grasp the percentage of games played using a membership card for members who played.
そして、前記人物判断手段による判断の結果、及び前記遊技履歴情報並びに前記機器情報が所定の不正条件に一致するかを判断し、不正条件に一致した場合にはその不正情報を含む不正履歴情報を記憶させる不正履歴作成手段を備えるため、あらかじめ定めた種々の不正の判断基準に基づいて不正を検出し、不正情報を収集することができる。また、不正の重大性等により評価点を付すことができ、不正をランクづけして処理することができる。
さらに、前記不正履歴情報を分析し、人物ごとの不正履歴情報が所定の類型に一致した場合には、不審人物としてその不審人物情報を記憶させる不審人物登録手段を備えるため、同一人物が不正を繰り返した場合等に、その人物を不審(要注意)人物として自動的に登録することができる。 According to another player management system of the present invention, a photographing means for photographing a person's face for each terminal device provided in a game machine, a counter, and a prize counter, a person information storage means, a game history storage means, In addition, since it includes a person judging means and a game history creating means, it is possible to create game history information at the start of the game for each person, at the end of the game, and at the time of counting, and the player moves the game table or once counts it. Even in such a case, it is possible to accurately grasp the number of game media held by the player. In addition, since the device information acquisition means for acquiring the device information is provided, each game machine, a game medium rental machine provided corresponding to the game machine, a counter, a detector (security sensor) installed in the game machine, etc. Data and alarm signals can be acquired.
Then, as a result of the determination by the person determination means, it is determined whether the game history information and the device information match a predetermined fraud condition, and if the fraud condition matches the fraud history information including the fraud information. Since the fraud history creation means for storing is provided, fraud can be detected and fraud information can be collected based on various fraud determination criteria determined in advance. Also, an evaluation score can be given according to the severity of fraud, etc., and fraud can be ranked and processed.
Further, the fraud history information is analyzed, and when the fraud history information for each person matches a predetermined type, the suspicious person registration means for storing the suspicious person information as a suspicious person is provided. When repeated, the person can be automatically registered as a suspicious (careful) person.
また、操作入力装置及び表示装置と、前記不正履歴作成手段によって記憶された不正履歴情報、又は前記不審人物登録手段によって記憶された不審人物情報を前記表示装置に表示する不正表示手段と、を更に備える場合には、係員は必要に応じて操作入力装置から指示することにより、不正履歴情報又は不審人物情報を顔画像とともに確認することが可能になる。
また、前記不審人物登録手段は、前記操作入力装置を介して指示された人物を不審人物として特定し、前記不審人物情報記憶手段に記憶させる場合には、係員が不審と判断した人物を不審人物として登録することができる。 The suspicious person registering means, when identifying the person as a suspicious person when the cumulative number of evaluation points included in the unauthorized information within a certain period exceeds a predetermined value for each person, You can select and register automatically.
Further, an operation input device and a display device, and fraud display means for displaying the fraud history information stored by the fraud history creation means or the suspicious person information stored by the suspicious person registration means on the display device. In the case of preparing, the staff can check the fraud history information or the suspicious person information together with the face image by giving an instruction from the operation input device as necessary.
In addition, the suspicious person registering means identifies the person instructed via the operation input device as a suspicious person and stores the suspicious person information as a suspicious person when storing the suspicious person information in the suspicious person information storage means. Can be registered as
本発明の遊技客管理システムを適用したパチンコホール等遊技場のシステム構成の例を図1に示す。図1に示されるホールコンピュータ(HC)80は、遊技場の事務所91等に備えられ、遊技場の島93に置かれた複数の遊技台5、島端等に設置される計数機6、台間機53(台間玉貸機、台間情報端末機、台間再プレイ機など)、及び図示しない遊技場内の各種機器とデータの送受信可能に接続されている。本図においては、ホールコンピュータ80は島コントローラ82及び入出力装置84を介して遊技台5、計数機6、台間機53等と接続されており、これら接続された機器の情報を収集する。
遊技台5は、パチンコ機、パチスロ機等の遊技機器を含む。遊技台で使用する遊技媒体は、パチンコ玉やメダル等を含む。計数機6は、島端等に配置され遊技媒体数を計数する装置であり、計数した遊技媒体数等を印刷したチケットを計数者に発行する印刷装置等を備える。景品カウンター92には、客ごとに対応するようにPOS等の端末装置7が備えられる。
さらに、会員の登録及び認証等を行い、会員情報を管理する会員システム88が備えられる場合もある。以上のホールコンピュータ80を中心としたシステムの構成や接続は特に限定されない。 1. Configuration of Player Management System FIG. 1 shows an example of a system configuration of a game hall such as a pachinko hall to which the player management system of the present invention is applied. A hall computer (HC) 80 shown in FIG. 1 is provided in an office 91 or the like of a game hall, a plurality of game machines 5 placed on an island 93 of the game hall, a counter 6 installed on the island edge, It is connected so that data can be transmitted to and received from the inter-machine 53 (the inter-ball ball lending machine, inter-table information terminal, inter-table replay machine, etc.) and various devices in the game hall not shown. In this figure, the hall computer 80 is connected to the game table 5, the counter 6, the inter-machine 53, etc. via the island controller 82 and the input / output device 84, and collects information on these connected devices.
The gaming table 5 includes gaming machines such as pachinko machines and pachislot machines. The game media used on the game machine includes pachinko balls and medals. The counter 6 is a device that is arranged on the island edge or the like and counts the number of game media, and includes a printing device that issues a ticket printed with the counted number of game media to a counter. The prize counter 92 is provided with a terminal device 7 such as a POS so as to correspond to each customer.
Further, there may be a member system 88 for registering and authenticating members and managing member information. The system configuration and connection centering on the hall computer 80 are not particularly limited.
遊技客管理システム1は、複数の前記カメラ3を含む撮影手段31、人物情報記憶手段21、人物判断手段22、遊技履歴記憶手段11、遊技履歴作成手段12、客層分析手段13、順位生成手段14、表示手段15、表示装置4及び操作入力装置41を備える。また、着席率分析手段131を備えることができる。さらに、会員認証手段89及び会員情報記録手段19を備えることができる(図3参照)。
以下では、前記のうちの人物情報記憶手段21、人物判断手段22をまとめて顔認証手段(200)と言う。また、遊技履歴記憶手段11、遊技履歴作成手段12、客層分析手段13、順位生成手段14、表示手段15、着席率分析手段131をまとめて遊技履歴管理手段(100)と言う。
人物判断手段22、遊技履歴作成手段12、客層分析手段13、着席率分析手段131、順位生成手段14、着席率分析手段131、会員認証手段89、会員情報記録手段19及び表示手段15は、それぞれ相互間及び人物情報記憶手段21並びに遊技履歴記憶手段11との間で、必要なデータ及び制御信号を送受可能に構成される。 FIG. 2 is a diagram showing the configuration of the player management system of the present invention. The player management system 1 includes a plurality of cameras 3 (digital cameras, digital video cameras, etc.). The camera 3 is provided in the vicinity for each of the game tables 5 and is arranged so as to photograph the face of a person (player) who sits on the game table and plays. The camera 3 is provided in the vicinity of each counter 6 and is arranged so as to photograph the face of a person (counter) who intends to count with the counter. Further, the camera 3 is provided in the vicinity of each of the terminal devices 7 placed at the prize counter, and is arranged so as to photograph the face of the person facing the staff at the prize counter 92.
The player management system 1 includes a photographing unit 31 including a plurality of the cameras 3, a person information storage unit 21, a person determination unit 22, a game history storage unit 11, a game history creation unit 12, a customer layer analysis unit 13, and a rank generation unit 14. , Display means 15, display device 4, and operation input device 41. In addition, a seating rate analysis unit 131 can be provided. Furthermore, a member authentication means 89 and a member information recording means 19 can be provided (see FIG. 3).
Hereinafter, the person information storage unit 21 and the person determination unit 22 are collectively referred to as a face authentication unit (200). The game history storage means 11, the game history creation means 12, the customer demographic analysis means 13, the rank generation means 14, the display means 15, and the seating rate analysis means 131 are collectively referred to as a game history management means (100).
Person judging means 22, game history creating means 12, customer demographic analyzing means 13, seating rate analyzing means 131, rank generating means 14, seating rate analyzing means 131, member authentication means 89, member information recording means 19 and display means 15 are respectively Necessary data and control signals can be transmitted and received between each other and between the person information storage means 21 and the game history storage means 11.
以下では、前記のうちの人物情報記憶手段21、人物判断手段22、不審人物情報記憶手段23をまとめて顔認証手段(200a)と言う。また、遊技履歴記憶手段11、遊技履歴作成手段12、不正履歴作成手段16、機器情報取得手段161、不正履歴記憶手段17、不審人物登録手段18、不正表示手段151をまとめて遊技履歴管理手段(100a)と言う。
人物判断手段22、遊技履歴作成手段12、不正履歴作成手段16、機器情報取得手段161、不審人物登録手段18及び不正表示手段151は、それぞれ相互間、人物情報記憶手段21及び不審人物情報記憶手段23との間、遊技履歴記憶手段11との間で、必要なデータ及び制御信号を送受可能に構成される。 FIG. 4 is a diagram showing a configuration of another player management system 1a of the present invention. The plurality of cameras 3, the photographing means 31, the display device 4, and the operation input device 41 constituting the player management system 1 a are the same as the player management system 1. The person information storage means 21, the person judgment means 22, the game history storage means 11 and the game history creation means 12 constituting the player management system 1a, except for the detailed functions described below, It can be made common with each means to comprise. In addition, the player management system 1a includes a suspicious person information storage unit 23, a fraud history creation unit 16, a fraud history storage unit 17, a device information acquisition unit 161, a suspicious person registration unit 18, and a fraud display unit 151.
Hereinafter, the person information storage unit 21, the person determination unit 22, and the suspicious person information storage unit 23 are collectively referred to as a face authentication unit (200a). Further, the game history storage means 11, the game history creation means 12, the fraud history creation means 16, the device information acquisition means 161, the fraud history storage means 17, the suspicious person registration means 18, and the fraud display means 151 are collectively collected as a game history management means ( 100a).
The person judging means 22, the game history creating means 12, the fraud history creating means 16, the device information obtaining means 161, the suspicious person registering means 18 and the fraud display means 151 are mutually connected, the person information storing means 21 and the suspicious person information storing means, respectively. 23 and the game history storage means 11 are configured so that necessary data and control signals can be transmitted and received.
遊技客管理システム(1、1a)は、1又は2以上の前記コンピュータによって構成することができる。コンピュータの数や構成は特に限定されず、例えば、図1に示した構成においては、顔認証手段(200、200a)は主として顔認証用サーバ20及び顔認証用ユニット30によって構成され、遊技履歴管理手段(100、100a)は主としてデータ統合用サーバ10によって構成される。ここで、顔認証用ユニット30は、複数のカメラ3を接続し、撮影された画像の並行処理等を行う場合の制御処理装置として例示したものにすぎない。また、前記撮影手段31、顔認証用サーバ20及びデータ統合用サーバ10を構成する機器、コンピュータ、制御処理装置等の相互の接続方法は特に限定されず、適宜公知のネットワークが用いられてもよい。 Each means included in the player management system (1, 1a) can be configured by a computer including a CPU, a memory, an input / output and communication interface, a storage device such as a hard disk, and the like. The storage device may be configured separately. Further, the computer may be a control processing device including a microcontroller, a digital signal processor (DSP), a programmable logic circuit, or the like. The main control processing in each means and control processing such as data transmission / reception between each means are executed by the CPU.
The player management system (1, 1a) can be composed of one or more computers. The number and configuration of computers are not particularly limited. For example, in the configuration shown in FIG. 1, the face authentication means (200, 200a) is mainly configured by the face authentication server 20 and the face authentication unit 30, and game history management is performed. The means (100, 100a) is mainly constituted by the data integration server 10. Here, the face authentication unit 30 is merely illustrated as a control processing apparatus when a plurality of cameras 3 are connected and parallel processing of captured images is performed. Moreover, the mutual connection method of the apparatus, computer, control processing apparatus, etc. which comprise the said imaging | photography means 31, the face authentication server 20, and the data integration server 10 is not specifically limited, A well-known network may be used suitably. .
前記機器情報800として、遊技台5が持つ遊技媒体数及び遊技台5の稼動情報、計数機6による計数情報が挙げられる。また、台間玉貸機、台間再プレイ機の玉貸し情報等、台間機53の情報を含むことができる。台間玉貸機の玉貸し情報は、売上情報であってもよい。さらに、機器情報800として、遊技台等に設けられた各種検知器(セキュリティセンサー)によって検出された異常信号を含むことができる。検知器として、衝撃センサー、磁石センサー、電波センサー、電源瞬断センサー、メダル不正投入感知器等が挙げられる。
機器情報800の取得は、ホールコンピュータ80によって収集された機器情報を取得することを含む。その場合、機器情報800として、ホールコンピュータ80から出力されるアラーム(不正、点検等)信号を取得することができる。また、前記会員システム88が存在する場合には、機器情報800として、会員の会員番号、対応する遊技台番号、遊技のチェックイン・アウト情報、会員貯玉払出情報等を含むことができる。 The connection and communication method between the player management system (1, 1a) and the hall computer 80, the member system 88, etc. is not particularly limited, and a known network may be used. The player management system (1, 1a) is configured to be able to acquire device information (800) of the gaming machine 5, the counter 6, and other various devices in the game hall.
Examples of the device information 800 include the number of game media possessed by the game table 5, operation information of the game table 5, and count information by the counter 6. Moreover, the information of the pedestal machine 53, such as the lental information of the pedestal ball lending machine and the replay machine between the dais, can be included. The ball lending information of the platform ball lending machine may be sales information. Furthermore, the device information 800 can include an abnormal signal detected by various detectors (security sensors) provided on a gaming table or the like. Examples of the detector include an impact sensor, a magnet sensor, a radio wave sensor, a power interruption sensor, and an illegal medal insertion sensor.
Acquiring the device information 800 includes acquiring device information collected by the hall computer 80. In this case, an alarm (injustice, inspection, etc.) signal output from the hall computer 80 can be acquired as the device information 800. When the member system 88 exists, the device information 800 may include a member's member number, a corresponding game machine number, game check-in / out information, member savings payout information, and the like.
前記顔画像は、撮影手段31によって撮影された画像データ、及び撮影された画像から人物の顔部分を切り出した顔画像データのいずれか又は両方とすることができる。また、前記顔画像として、撮影手段31によって撮影されて人物情報記憶手段21にまだ記憶されていない顔画像、及び過去に撮影され人物情報記憶手段21に記憶されていた顔画像が目的に応じて使用される。
前記人物情報210は、人物ごとの前記顔画像、人物を特定するための人物番号(顔番号)、その顔の特徴から判断された性別及び世代の情報を含む。その他、顔画像から抽出した顔の特徴量のデータを含んでもよい。
また、人物情報記憶手段21は、会員番号を含む会員情報を、人物情報210と相互に関連づけて蓄積して記憶するように構成することができる。この会員情報は、人物情報210に含んで構成されてもよい。
遊技客管理システム1aにおいて、人物情報記憶手段21は、不審人物を特定する不審人物特定情報と人物情報とを相互に関連づけて、不審人物情報230として蓄積して記憶するように構成することができる。この不審人物情報は、人物情報210に含んで構成されてもよい。 The person information storage unit 21 includes a storage device capable of storing data, such as a hard disk, and is configured to accumulate and store person information 210 including a person's face image.
The face image can be either or both of image data photographed by the photographing means 31 and face image data obtained by cutting out a human face portion from the photographed image. Further, as the face image, a face image that has been photographed by the photographing means 31 and has not yet been stored in the person information storage means 21, and a face image that has been photographed in the past and stored in the person information storage means 21 according to the purpose. used.
The person information 210 includes the face image for each person, a person number (face number) for specifying the person, and gender and generation information determined from the characteristics of the face. In addition, it may include facial feature amount data extracted from the facial image.
The personal information storage means 21 can be configured to store and store member information including a member number in association with the personal information 210. The member information may be included in the person information 210.
In the player management system 1a, the person information storage means 21 can be configured to accumulate and store the suspicious person specifying information 230 for specifying the suspicious person and the person information as the suspicious person information 230. . The suspicious person information may be included in the person information 210.
遊技台5についての前記機器特定情報は、その情報作成時に当該遊技台の持つ遊技媒体数情報を含むことができる。
前記保有遊技媒体数情報は、その人物が保有する遊技媒体(持玉)数を含む。
また、遊技客管理システム1aにおいて、不正履歴記憶手段17は、不正履歴情報170を蓄積して記憶するように構成することができる。不正履歴情報170は、遊技履歴情報や機器情報等が予め定められた不正条件に一致した場合に、その不正情報と当該人物の人物情報とを相互に関連づけて記憶される。この不正履歴情報は、遊技履歴情報110に含んで構成されてもよい。
「不正」とは、不正の可能性があると判断される場合をいう。また、遊技場にとって好ましくない場合を含めてもよい。前記不正情報には、一致した不正条件を示す番号や、当該不正内容ごとに予め定められた評価点を含むことができる。 The game history storage means 11 includes a storage device capable of storing data, such as a hard disk, and includes device specifying information for specifying the gaming table 5, the counter 6 or the terminal device 7, person information, and possession of the person The game history information 110 is stored and stored in association with the game medium number information. The storage device provided in this means may be configured by the same storage device as the storage device provided in the person information storage means 21.
The device specifying information about the game table 5 can include information on the number of game media possessed by the game table when the information is created.
The possessed game medium number information includes the number of game media (held balls) possessed by the person.
Further, in the player management system 1a, the fraud history storage means 17 can be configured to accumulate and store the fraud history information 170. The fraud history information 170 is stored so that the fraud information and personal information of the person are associated with each other when the game history information, device information, or the like matches a predetermined fraud condition. This fraud history information may be configured to be included in the game history information 110.
“Illegal” means a case where it is determined that there is a possibility of fraud. Moreover, you may include the case where it is not preferable for a game arcade. The fraud information can include a number indicating a matching fraud condition and an evaluation score predetermined for each fraud content.
以下で、「直近の」情報とは、過去の最も近い時刻に記憶された情報をいう。例えば、ある人物の保有遊技媒体数は、一つの遊技台からの離席時(遊技終了時)や、計数機での計数時等に遊技履歴情報として記憶される。したがって、ある人物が一つの遊技台を離席した後、計数機で計数してから再び遊技台へ着席したとすると、その着席時の直近の保有遊技媒体数は、計数機で計数した時に計算され記憶された保有遊技媒体数情報の値となる。
また、人物情報210及び遊技履歴情報110を構成する情報は、遊技場の1営業日ごとに初期化することができる。例えば、日ごとの開店時にすべての人物の保有遊技媒体数情報を0とすることによって、前日の来店客の保有遊技媒体数の情報を持ち越さないようにすることができ、正確な保有遊技媒体数の管理を実現することができる。 The person information 210, member information, suspicious person information 230, game history information 110, and fraud history information 170 include date and time information in which each information is stored.
Hereinafter, the “most recent” information refers to information stored at the closest time in the past. For example, the number of game media possessed by a certain person is stored as game history information at the time of leaving from one game stand (at the end of the game), counting at a counter, or the like. Therefore, if a person leaves a gaming table, counts with a counter, and then sits back on the gaming table, the number of game media possessed at the time of the seating is calculated when the counter counts. The stored game medium number information value is stored.
Information constituting the person information 210 and the game history information 110 can be initialized every business day of the game hall. For example, by setting the number of owned game media for all persons to 0 at the time of opening every day, the information on the number of owned game media of the previous day's customers can be prevented from being carried over, and the exact number of owned game media Management can be realized.
人物判断手段22は、撮影手段31により撮影された画像に基づいて顔認識を含む処理を実行するコンピュータによって構成される。例えば、人物判断手段22の処理を主として顔認証用ユニット30及び顔認証用サーバ20によって構成し、一部をデータ統合用サーバ10によって構成することができる。
また、人物判断手段22は、撮影手段31により撮影された画像から、遊技台5への人物の着席及び遊技台5からの離席の検出、計数機6に対面する人物の検出、景品カウンターにおいて対面する人物の検出を行うように構成することができる。 The photographing unit 31 includes the camera 3, and an image photographed by the camera 3 is sent to the person determination unit 22.
The person determination unit 22 is configured by a computer that executes processing including face recognition based on the image captured by the imaging unit 31. For example, the processing of the person determination unit 22 can be mainly configured by the face authentication unit 30 and the face authentication server 20, and a part can be configured by the data integration server 10.
Further, the person judging means 22 detects the seating of a person on the gaming table 5 and the leaving from the gaming table 5 from the image photographed by the photographing means 31, the detection of the person facing the counter 6, and the prize counter. It can comprise so that the person who faces may be detected.
機器情報取得手段161は、遊技台5の持つ遊技媒体数及び稼動情報、遊技媒体貸機又は再プレイ機からの遊技媒体の貸出情報、アラーム(不正、点検等)信号など、機器情報800を取得可能に構成される。 The game history creating means 12 is capable of transmitting and receiving data to and from other means, as well as device information such as information on the number of game media possessed by the game table 5 and information on the number of game media counted by the counter 6. Information 800 can be acquired.
The device information acquisition means 161 acquires device information 800 such as the number of game media possessed by the game table 5 and operation information, game media rental information from a game media rental machine or replay machine, and alarm (injustice, inspection, etc.) signals. Configured to be possible.
操作入力装置41は、表示装置4の表示画面の切換えや、遊技客管理システム(1、1a)に対する指示を行うために、係員が操作するスイッチ、キーボード等を備える。その数や接続方法は特に限定されない。
表示装置4及び操作入力装置41として、パーソナルコンピュータ等が使用されてもよい。 The display device 4 is disposed in the office 91, the gift counter 92, etc., and the number and connection method are not particularly limited. The display device 4 is a device that displays characters and images, and can be configured using a liquid crystal display, an EL display, a CRT display, or the like.
The operation input device 41 includes a switch, a keyboard, and the like operated by a staff member in order to switch the display screen of the display device 4 and to instruct the player management system (1, 1a). The number and connection method are not particularly limited.
A personal computer or the like may be used as the display device 4 and the operation input device 41.
不正表示手段151は、前記操作入力装置41から入力された係員の指示により、前記不正履歴情報又は前記不審人物情報等を表示装置4の画面に表示するように構成される。複数の表示装置4には、それぞれ別個の内容を表示することができる。不正表示手段151は、前記表示手段15の一部として構成されてもよい。
さらに、遊技客管理システム(1、1a)は、外部装置(例えば、ホールコンピュータ80)にアラーム信号を送信することが可能に構成される。 The display unit 15 is generated by the game history information including the face image of the person, the game information classified by customer group generated by the customer group analysis unit 13, and the rank generation unit 14 according to the instructions of the staff input from the operation input device 41. Various kinds of information such as possession game medium number order information are displayed on the screen of the display device 4. A plurality of display devices 4 can display different contents.
The fraud display unit 151 is configured to display the fraud history information, the suspicious person information, or the like on the screen of the display device 4 in accordance with an instruction from the staff input from the operation input device 41. A plurality of display devices 4 can display different contents. The unauthorized display unit 151 may be configured as a part of the display unit 15.
Furthermore, the player management system (1, 1a) is configured to be able to transmit an alarm signal to an external device (for example, the hall computer 80).
図19は、計数機6として、玉計数機又はメダル計数機61、持玉照合機62、チケット発行端末63等が備えられ、カメラ3を取り付けたカメラユニット64が計数機6に備えられる例を表す。
図20は、景品カウンター92に備えられたPOS端末装置7a、7bの近傍に、カメラ3a、3bを組み込んだカメラユニット72a、72bを配設した例を表す。カメラ3aにより係員S1に対面する客P1の顔を撮影することができ、係員S1は表示装置4aに表示された客の顔画像を含む遊技履歴と、客の顔及びその客が持参したチケットとを照合することができる。 FIG. 18 shows an example in which the camera 3 is installed corresponding to the pachinko machine 51. The camera 3 may be attached to, for example, the inter-machine unit 53 or may be disposed on the table lamp 54. In the case of a slot base, the camera can be installed in the same manner.
FIG. 19 shows an example in which a ball counter or medal counter 61, a ball collator 62, a ticket issuing terminal 63, and the like are provided as the counter 6, and a camera unit 64 to which the camera 3 is attached is provided in the counter 6. To express.
FIG. 20 shows an example in which camera units 72 a and 72 b incorporating cameras 3 a and 3 b are arranged in the vicinity of the POS terminal devices 7 a and 7 b provided in the prize counter 92. The camera 3a can photograph the face of the customer P1 facing the clerk S1, and the clerk S1 has a game history including the customer's face image displayed on the display device 4a, the customer's face and a ticket brought by the customer. Can be verified.
遊技客管理システム1の動作及び処理の例を図9に示す。本図は、具体的な各処理の関係の概略を説明するものであって、制御の流れはこれに限定されない。
先ず、図9に示される遊技履歴情報を作成する処理(S10)を中心に説明する。遊技履歴作成処理S10は、図10に示す各処理から構成することができる。人物を検出する処理(着席検出S11、離席検出S12、計数者検出S13及びカウンター対面者検出S14)と人物判断処理S21〜S24は、前記撮影手段31及び前記人物判断手段22によって実行される。遊技履歴作成処理S31〜S33は、前記遊技履歴作成手段12によって実行される。 2. Operation and processing of player management system An example of the operation and processing of the player management system 1 is shown in FIG. This figure explains the outline of the relationship of each specific process, Comprising: The flow of control is not limited to this.
First, the processing (S10) for creating game history information shown in FIG. 9 will be mainly described. The game history creation process S10 can be composed of the processes shown in FIG. Processing for detecting a person (seating detection S11, absence detection S12, counting person detection S13 and counter-facing person detection S14) and person determination processes S21 to S24 are executed by the photographing unit 31 and the person determination unit 22. The game history creation processes S31 to S33 are executed by the game history creation means 12.
前記撮影手段31により人物の顔が撮影されると、人物判断手段22は撮影された画像から顔画像を生成する。そして、人物判断手段22は、その顔画像に基づいて人物情報を生成し、人物情報記憶手段21に既に記憶されていた人物情報を検索して、撮影された人物の人物情報と比較して同一人物があるか否かを判断する。
同一人物であるか否かの判断手法や、人物の性別及び世代の判断手法は、公知の顔認識技術を用いて構成することができる。例えば、顔画像から顔の特徴点(眉、目、鼻、口の位置等)を抽出して特徴量を算出し、その特徴量の類似度によって認識する特徴認識処理装置や、顔画像を比較して類似度によって認識する画像認識処理装置等を用いて、同一人物か否かを判断するようにすることができる。また、顔の特徴から、人物の性別、世代等を判定するようにすることができる。 (Person determination processing)
When a person's face is photographed by the photographing means 31, the person determining means 22 generates a face image from the photographed image. Then, the person determination means 22 generates person information based on the face image, searches for person information already stored in the person information storage means 21, and compares it with the person information of the photographed person. Determine if there is a person.
The determination method of whether or not they are the same person and the determination method of the gender and generation of the person can be configured using a known face recognition technique. For example, a feature recognition processing device that extracts facial feature points (eyebrow, eye, nose, mouth position, etc.) from face images and calculates the feature amount, and recognizes it based on the similarity of the feature amounts, and compares face images Then, it is possible to determine whether or not they are the same person using an image recognition processing device or the like that is recognized based on the degree of similarity. Further, the gender, generation, etc. of the person can be determined from the facial features.
次に、ステップS102で切り出された顔画像から顔の特徴が抽出され、性別、世代等が判断される(S103)。また、既に人物情報記憶手段21に記憶されている人物の顔の特徴と比較され(S104)、既に人物情報記憶手段21に記憶されている人物の顔の特徴との類似度により、同一人物があるか否かが判断される(S106)。人物情報記憶手段21に記憶されている人物情報には、人物ごとに人物番号が付けられている。このため、ステップS106により同一人物がないと判断された場合には、撮影された人物に新たな人物番号を付し(S108)、同一人物があると判断された場合には、撮影された人物の人物番号をその同一人物の人物番号とする。そして、撮影がされた機器(遊技台、計数機、端末装置等)を特定する機器特定情報を付して、撮影された人物の人物番号、顔画像、顔の特徴に基づいて判定した性別及び世代を含む人物情報を人物情報記憶手段21に記憶させる(S110)。 FIG. 11 is a flowchart showing an example of a person detection process and a person determination process (S100) executed by the person determination unit 22. When a person's face is photographed by the photographing means 31, the face is cut out from the photographed image (S102). Also, in this process, the person's seating on the game table 5 and leaving the game table 5, the person's face to the counter 6, and the person's face to the prize counter on which the terminal device 7 is placed are detected. (S130). For example, seating can be detected when the face of a person photographed on a game table is recognized, and it can be determined that the person is seated when the face of the seated person is no longer recognized.
Next, facial features are extracted from the face image cut out in step S102, and sex, generation, etc. are determined (S103). Further, it is compared with the facial feature of the person already stored in the personal information storage means 21 (S104), and the same person is identified by the similarity to the facial feature of the person already stored in the personal information storage means 21. It is determined whether or not there is (S106). The person information stored in the person information storage means 21 is given a person number for each person. Therefore, if it is determined in step S106 that there is no same person, a new person number is assigned to the photographed person (S108), and if it is determined that there is the same person, the photographed person Is the person number of the same person. Then, gender determined based on the person number, face image, and facial features of the photographed person with device identification information for identifying the device (game table, counter, terminal device, etc.) The person information including the generation is stored in the person information storage means 21 (S110).
図12〜図14に、遊技履歴作成処理の例を示す。遊技履歴情報は、人物の前記遊技台への着席が検出されたとき、人物の遊技台からの離席が検出されたとき、及び前記計数機に対面する人物が検出されたときに作成される。それぞれの検出方法は特に限定されない。例えば、前記撮影手段31によって撮影された画像を用いて前記人物判断処理により検出することができる(図11のS130)。
図12は、遊技台5に着席した人物が検出され、その人物について前記人物判断処理がされた後に行う遊技履歴作成処理(S31)を表す。遊技台5に着席した人物が検出されると、前記人物判断処理S100により、その着席した人物について人物情報記憶手段21に既に記憶されていた人物情報中に同一人物が存在するか否かが判断される。それにより同一人物が存在しなかった場合(S312の「N」)には、新規の遊技客であるため、保有遊技媒体数Mを0とする(S314)。前記同一人物が存在するか否かの判断は、前記記憶されていた人物情報のうち、その日に撮影された人物中に同一人物が存在するか否かの判断とすることができる。それによって、その人物が当日に初めて撮影された場合には、保有遊技媒体数Mが0とされ、過去の日の保有遊技媒体数情報が持ち越されないようにすることができる。
一方、人物情報記憶手段21に既に記憶されていた人物情報中に同一人物が存在した場合(S312の「Y」)には、人物判断処理により人物情報記憶手段21に記憶された人物番号を取得し、その人物番号に関連づけて遊技履歴記憶手段11に既に記憶されていた直近の保有遊技媒体数情報の値を、保有遊技媒体数Mとする(S316)。前記直近の保有遊技媒体数情報の値は、その人物がこの着席前の最後に遊技台を離席したときの保有遊技媒体数、又はその離席の後に計数機で計数した場合にはその計数後の保有遊技媒体数となる。すなわち、この場合は既に遊技した遊技客であるため、その人物の保有遊技媒体数が継続されてこの着席時の保有遊技媒体数Mとされる。
そして、ステップS314又はS316により決定された保有遊技媒体数Mを保有遊技媒体数情報として、その保有遊技媒体数情報と、人物判断処理により人物情報記憶手段21に記憶された着席した人物の人物情報と、その人物の撮影がされた遊技台を特定する機器特定情報と、を相互に関連づけて遊技履歴記憶手段11に記憶させる(S318)。機器特定情報には、この着席時に当該遊技台が持つ遊技媒体数の情報を含むことができる。 (Making game history)
12 to 14 show examples of game history creation processing. The game history information is created when a person's seating on the gaming table is detected, when a person's seating from the gaming table is detected, and when a person facing the counter is detected. . Each detection method is not particularly limited. For example, it can be detected by the person determination process using an image photographed by the photographing means 31 (S130 in FIG. 11).
FIG. 12 shows a game history creation process (S31) performed after a person seated on the gaming table 5 is detected and the person determination process is performed on the person. When a person seated on the game table 5 is detected, the person determination process S100 determines whether or not the same person exists in the person information already stored in the person information storage means 21 for the seated person. Is done. As a result, when the same person does not exist (“N” in S312), since it is a new player, the number M of owned game media is set to 0 (S314). The determination as to whether or not the same person exists can be made as to whether or not the same person exists among the persons photographed on that day in the stored person information. Thereby, when the person is photographed for the first time on the day, the number M of possessed game media is set to 0, and the retained media content information of the past day can be prevented from being carried over.
On the other hand, if the same person exists in the person information already stored in the person information storage unit 21 (“Y” in S312), the person number stored in the person information storage unit 21 is acquired by the person determination process. Then, the value of the most recently held game medium number information already stored in the game history storage means 11 in association with the person number is set as the held game medium number M (S316). The value of the most recently held game media number information is the number of game media held when the person leaves the gaming table at the end before this seating, or the count when the counter is counted after the seating. It becomes the number of game media possessed later. That is, in this case, since the player has already played a game, the number of possessed game media of the person is continued to be the number M of possessed game media at the time of sitting.
Then, using the retained game medium number M determined in step S314 or S316 as the retained game medium number information, the retained game medium number information and the person information of the seated person stored in the person information storage means 21 by the person determination process And the device identification information for identifying the gaming machine on which the person is photographed are stored in the game history storage means 11 in association with each other (S318). The device specifying information can include information on the number of game media possessed by the game table when seated.
そして、ステップS326により求められた遊技媒体数M1をその人物の離席時(遊技後)の保有遊技媒体数として、その保有遊技媒体数情報と、離席した人物の人物情報と、離席した遊技台を特定する機器特定情報と、を相互に関連づけて遊技履歴記憶手段11に記憶させる(S328)。 FIG. 13 shows a game history creation process (S32) that is performed when a person's absence from the gaming table 5 is detected. When a person's absence is detected, first, with respect to the person who has left the game stand, the value of the possessed game medium number information stored in the game history storage means 11 is acquired by the game history creation processing S31 when seated. This is set as M (S322). In addition, the number m0 of game media that the game table had when sitting on the game table and the number m1 of game media that the game table had when leaving the seat were acquired from the game table from the start to the end of the game. The number m of game media paid out (= m1-m0) is obtained (S324). The calculation of the number m of game media can further include the number of game media lent out from a ball lending machine or a replay machine corresponding to the game machine. Further, since the number of game media possessed by the game table increases or decreases depending on the result of the game, the number m of game media can be a negative value. Next, the number of game media M1 (= M + m) of the person who has left at the time of leaving is determined (S326).
Then, the number M1 of game media obtained in step S326 is used as the number of held game media when the person leaves (after the game), and the number of held game media information and the person information of the person who has left the seat are left. The device specifying information for specifying the game table is stored in the game history storage means 11 in association with each other (S328).
一方、人物情報記憶手段21に既に記憶されていた人物情報中に同一人物が存在した場合(S332の「Y」)には、その同一人物の人物情報に関連づけて遊技履歴記憶手段11に既に記憶されていた直近の保有遊技媒体数情報の値を取得し、これを保有遊技媒体数Mとする(S334)。前記直近の保有遊技媒体数情報の値は、その人物が最後に遊技台を離席したときの保有遊技媒体数、又はその離席の後に計数機により計数した場合にはその計数後の保有遊技媒体数となる。
次に、人物が対面している計数機で計数された遊技媒体数mを取得し(S335)、この計数後の人物の保有遊技媒体数M1(=M−m)を求める(S336)。
そして、ステップS336により求められた保有遊技媒体数M1をこの計数後の保有遊技媒体数として、その保有遊技媒体数情報と、計数者の人物情報と、計数機を特定する機器特定情報と、を相互に関連づけて遊技履歴記憶手段11に記憶させる(S337)。 FIG. 14 shows a game history creation process (S33) performed after a person facing the counter 6 is detected and the person determination process is performed for the person. When a person who faces the counter 6 is detected, the person determination process S100 determines whether the same person exists in the person information already stored in the person information storage means 21 for the person who faces the counter 6. . Similarly to the above, the determination of whether or not the same person exists can be made as to whether or not the same person exists among the persons photographed on that day in the stored person information. As a result, if the same person does not exist (“N” in S332), it is determined that the person to be counted is not the person who played the game (non-player) (S333). Thus, it is possible to notify the staff by the display means before actually counting.
On the other hand, if the same person exists in the person information already stored in the person information storage means 21 (“Y” in S332), the game information is already stored in the game history storage means 11 in association with the person information of the same person. The value of the most recently held game medium number information that has been made is acquired, and this is set as the number M of owned game media (S334). The value of the most recently held game media number information is the number of game media held when the person left the game table last time, or if the counter is counted by the counter after leaving the game, The number of media.
Next, the number m of game media counted by the counter facing the person is acquired (S335), and the number of game media M1 (= M−m) of the person after the count is obtained (S336).
Then, the retained game medium number M1 obtained in step S336 is used as the retained game medium number after counting, and the retained game medium number information, the personal information of the counter, and the device identification information for identifying the counter. The game history storage means 11 stores them in association with each other (S337).
また、景品カウンターに対面する人物が検出されたときには、人物判断処理S100により人物情報記憶手段21に既に記憶されていた人物情報中に同一人物が存在した場合には、その同一人物に関連づけて遊技履歴記憶手段11に既に記憶されていた遊技履歴情報を顔画像とともに表示装置4に表示することができる。また、人物情報記憶手段21に既に記憶されていた人物情報中に同一人物が存在しなかった場合やその人物が当日に初めて撮影された場合には、前記同様その人物を非遊技者と判断して、その旨を係員に報知することができる。 When there is a change in the game history information as described above, or when a non-player is about to count, it can be notified by displaying the contents on the display device 4 or the like.
When a person who faces the prize counter is detected, if the same person exists in the person information already stored in the person information storage means 21 by the person determination process S100, the game is associated with the same person. The game history information already stored in the history storage means 11 can be displayed on the display device 4 together with the face image. Further, when the same person does not exist in the person information already stored in the person information storage means 21 or when the person is photographed for the first time on the day, the person is determined to be a non-player. The staff can be notified of this.
本表に示されるように、人物ごとに、新たに遊技台に着席して遊技を開始するときには、直前に遊技を終了し離席したときの保有遊技媒体数、又はその離席後に計数機により計数した後の保有遊技媒体数が引き継がれる。また、このような顔画像を含む遊技履歴情報を表示装置4の画面に表示することにより、係員による照合や確認を容易にすることができる。 FIG. 5 is a table in which the contents of the game history information are extracted as an example and are arranged in the order of gaming machine numbers (table numbers). In the table, “face number” corresponds to the person number, and “game start time” and “game end time” are times when each game history information is created by the game history creation process at the time of sitting and leaving. Yes, “Number of possessed balls” corresponds to the number of game media possessed at that time.
As shown in this table, for each person, when a new seat is taken and a game is started, the number of game media possessed when the game is finished and left immediately before, or the counter after that The number of possessed game media after counting is taken over. Further, by displaying game history information including such a face image on the screen of the display device 4, it is possible to facilitate collation and confirmation by a staff member.
次に、図9に示される客層分析処理、順位生成処理及び着席率分析処理により、客層別遊技情報、保有遊技媒体数順位情報及び着席率情報を生成し、それらの情報を表示する処理について説明する。遊技客管理システム1は、操作入力装置41を用いて入力された係員の指示に基づいて、表示装置4に表示する内容を切り換えるようにすることができる(S70〜73)。客層別遊技情報の表示が指示された場合には、客層分析処理(S81)によって生成された客層別遊技情報を表示装置4に表示する(S91)。また、順位情報の表示が指示された場合には、順位生成処理(S82)によって生成された保有遊技媒体数順位情報を表示装置4に表示する(S92)。また、着席率情報の表示が指示された場合には、着席率分析処理(S83)によって生成された着席率情報を表示装置4に表示する(S93)。
客層分析処理S81、順位生成処理S82及び着席率分析処理S83は、予め別途に行われ、それによって生成された情報が指示に基づいて表示されるようにしてもよい。それぞれの情報の表示は階層的に構成することができる。また、各情報の記憶、プリンター等への出力等は任意にできる。
客層分析処理S81は前記客層分析手段13により、順位生成処理S82は前記順位生成手段14により、着席率分析処理S83は前記着席率分析手段131によって実行される。また、各情報の表示処理S91〜S93は、前記表示手段15によって実行される。 (Customer analysis, rank generation and seating rate analysis, and information display)
Next, a description will be given of processing for generating game information for each customer segment, ranking information for number of possessed game media, and seating rate information by the customer segment analysis processing, rank generation processing, and seating rate analysis processing shown in FIG. 9, and displaying those information. To do. The player management system 1 can switch the contents to be displayed on the display device 4 based on the instructions of the staff input using the operation input device 41 (S70 to 73). When the display of the game information for each customer segment is instructed, the game information for each customer segment generated by the customer segment analysis process (S81) is displayed on the display device 4 (S91). When the display of the rank information is instructed, the held game medium number rank information generated by the rank generation process (S82) is displayed on the display device 4 (S92). When the display of the seating rate information is instructed, the seating rate information generated by the seating rate analysis process (S83) is displayed on the display device 4 (S93).
The customer segment analysis process S81, the rank generation process S82, and the seating rate analysis process S83 may be performed separately in advance, and the information generated thereby may be displayed based on the instruction. The display of each information can be organized hierarchically. Further, storage of each information, output to a printer, etc. can be arbitrarily performed.
The customer segment analysis process S81 is performed by the customer segment analysis unit 13, the rank generation process S82 is performed by the rank generation unit 14, and the seating rate analysis process S83 is performed by the seating rate analysis unit 131. Further, the display processing 15 of each information is executed by the display means 15.
また、図7は、遊技台の機種ごとに、性別及び世代別に遊技時間を集計して画面に表示する例を表す。図7においては、遊技台の遊技の種類(AAAA、BBBB等)ごとに、遊技時間の性別及び世代別集計値の割合が棒グラフ状に表されている。
この他、客層別遊技情報は様々な態様で表示画面に表示することができる。表示を選択するためのメニューや表示画面の構成は、限定されない。例えば、遊技媒体の種類ごと、遊技台の機種ごと、遊技媒体の単価ごと等の客層別遊技情報がそれぞれの表示画面に構成されてもよいし、一つの画面にまとめて表示されてもよい。 FIG. 6 shows an example in which the game time is totaled by sex and generation for each type of game medium and displayed on the screen of the display device 4. In FIG. 6, for the pachinko ball PP, the medal MM, and the entire store, the ratio of the game time sex and the generation total value is shown in a bar graph form.
FIG. 7 shows an example in which the game time is totaled and displayed on the screen for each gender and generation for each type of game machine. In FIG. 7, for each type of game on the gaming table (AAAA, BBBB, etc.), the percentage of the game time sex and generation total value is represented in a bar graph.
In addition, the game information for each customer segment can be displayed on the display screen in various modes. The configuration of the menu for selecting display and the display screen is not limited. For example, game information for each customer segment, such as for each type of game medium, for each type of game machine, and for each unit price of the game medium, may be configured on each display screen, or may be displayed together on one screen.
この他、保有遊技媒体数順位情報は様々な態様で表示画面に表示することができ、表示を選択するためのメニューや表示画面の構成は、限定されない。 FIG. 8 shows an example in which, for each game medium having a different value, a person who is higher in the number of possessed game media is displayed on the screen for a certain period in the past. In FIG. 8, “face number” corresponds to a person number, and “game date”, “game start time”, and “game end time” are the game history information generated by the game history creation process at the time of sitting and leaving. Is the date and time of creation, and “the number of balls at the end” corresponds to the number of game media possessed at the end of the game. Further, “medium unit price 1” and “medium unit price 2” are examples in which groups are divided according to the value of game media.
In addition, the possessed game medium number order information can be displayed on the display screen in various modes, and the configuration of the menu for selecting the display and the display screen is not limited.
従来、遊技機種の人気度は、その遊技台の発射玉から計算される稼働率から判断されている場合が多い。ところが、例えばパチンコにおいては「スーパーリーチ」等が長時間化し、その間の「止め打ち」によって、発射玉から計算される稼働率と、実際に遊技台に着席されている時間から計算される着席率との差が大きくなっている。また、スロット台においては、遊技者の技量によってゲームが進行する速さが異なるため、稼働率と着席率との間の誤差が大きい。本遊技客管理システム1によれば、顔認証を用いることによって着席率を求めることができるため、遊技場は遊技機種の人気度を正確に判断することが可能になる。 The seating rate analysis process S83 is based on the game history information stored in the game history storage means 11, and for each game table or for each predetermined group to which the game table or game medium belongs, the person is seated and then left. The seating time until completion is totaled, and the ratio of the total value to the business hours is obtained as seating rate information. By the game history creation process, the game history storage means 11 is attached with date and time such as seating and leaving of the gaming table, and device identification information for identifying the gaming table and the like, and person information including the gender and generation of the person Are associated and stored as game history information. Therefore, the seating rate analysis process S83 totals the seating time (time from seating to leaving) for each gaming machine, and the ratio of the total value to the business hours (time when the gaming machine is served) Can be obtained as a seating rate. For example, if the game hall is open for 12 hours and the total number of seated hours is 8 hours, the seating rate is 67%. The seating rate information can be generated by obtaining the seating rate for each arbitrary group divided by the gaming table or the game medium, in addition to the seating rate obtained for each gaming table, as well as the gaming information for each customer segment. . In addition, it can be generated for any period. Furthermore, it may be generated by dividing the customer base according to at least one of the gender and generation of the person. The seating rate information can be displayed on the screen of the display device 4 in an arbitrary manner by the display process S93.
Conventionally, the popularity of a gaming machine is often determined from the availability calculated from the launch balls of the gaming machine. However, in Pachinko, for example, “Super Reach” takes a long time, and the “occupation rate” during that time, the occupancy rate calculated from the launch ball and the seating rate calculated from the time actually seated on the game stand The difference with is increasing. Further, in the slot base, the speed at which the game progresses differs depending on the skill of the player, so that the error between the operating rate and the seating rate is large. According to this player management system 1, since the seating rate can be obtained by using face authentication, it is possible for the game hall to accurately determine the popularity of the gaming machine.
また、客層分析処理S81、順位生成処理S82及び着席率分析処理S83は、複数日にまたがる期間内の遊技履歴情報を集計、分析等することにより、一定期間内の各情報を生成してもよい。これにより、例えば、イベント期間中の客層別遊技情報や、週間の「保有遊技媒体数ベスト10」のような情報を生成することができる。 In the customer demographic analysis process S81, the rank generation process S82, and the seating rate analysis process S83, game history information can be aggregated and analyzed for an arbitrary period. For example, within a range of game history information within one day, game information for each customer segment, number of possessed game media rank information, and seating rate information can be generated. That is, these pieces of information can be generated at a certain time of the day or can be generated every day.
Further, the customer demographic analysis process S81, the rank generation process S82, and the seating rate analysis process S83 may generate each piece of information within a certain period by counting and analyzing game history information within a period spanning a plurality of days. . Thereby, for example, information such as game information by customer group during the event period and “best 10 number of possessed game media” for the week can be generated.
遊技客管理システム1は、図3に示す会員認証手段89及び会員情報記録手段19を更に備えることによって、会員情報と人物情報とを関連付けることができる。
会員認証手段89は、遊技台5ごとに対応して会員個人ごとの識別情報を取得する識別情報取得装置891を備える。会員ごとの識別情報は、例えば、磁気方式、光学方式等で読取り可能な会員カード等に記録されてもよいし、指紋等の生体情報であってもよい。識別情報取得装置891は、前記識別情報の取得装置とすることができる。会員認証手段89は、識別情報取得装置891によって取得された識別情報を認証したときは、その人物の会員番号を含む会員情報、及びその識別情報を取得した識別情報取得装置181に対応する遊技台番号を出力する。
会員情報記録手段19は、会員番号を含む会員情報と人物情報210とを相互に関連づけて前記人物情報記憶手段21に記憶させる。会員情報記録手段19は、会員認証手段89により出力された会員情報及び遊技台番号を取得するとともに、その遊技台番号に対応する遊技台5に着席した人物の人物情報を取得する。着席した人物の人物情報は、前記撮影手段31により撮影された人物の画像に基づき、前記人物判断手段22により生成される。そして、その人物情報と会員情報とを相互に関連づけて人物情報記憶手段21に記憶させることができる。これにより、会員情報と遊技履歴情報を結び付けることが可能になる。 (Association of member information and personal information)
The player management system 1 further includes member authentication means 89 and member information recording means 19 shown in FIG. 3, thereby associating member information with personal information.
The member authentication means 89 includes an identification information acquisition device 891 that acquires identification information for each individual member corresponding to each gaming machine 5. The identification information for each member may be recorded on a member card that can be read by a magnetic method, an optical method, or the like, or may be biometric information such as a fingerprint. The identification information acquisition device 891 can be the identification information acquisition device. When the member authentication means 89 authenticates the identification information acquired by the identification information acquisition device 891, the game table corresponding to the member information including the member number of the person and the identification information acquisition device 181 that acquired the identification information. Print the number.
The member information recording unit 19 stores the member information including the member number and the person information 210 in the person information storage unit 21 in association with each other. The member information recording unit 19 acquires the member information and the gaming machine number output by the member authentication unit 89, and acquires the personal information of the person seated on the gaming machine 5 corresponding to the gaming machine number. The person information of the seated person is generated by the person determination unit 22 based on the image of the person photographed by the photographing unit 31. Then, the person information and the member information can be associated with each other and stored in the person information storage means 21. Thereby, it becomes possible to link member information and game history information.
また、順位生成手段14は、前記会員情報と前記遊技履歴情報とに基づいて、更に会員と非会員を区別した保有遊技媒体数順位情報を生成することができる。
また、着席率分析手段131は、前記会員情報と前記遊技履歴情報とに基づいて、更に会員と非会員を区別した着席率情報を生成することができる。 Member information is stored in the person information storage means 21 by the member information recording means 19, and game history information is stored in the game history storage means 11 by the game history creating means 12. Thereby, the customer demographic analysis means 13 can generate the game information classified by customer demographic that further distinguishes the member from the non-member based on the member information and the game history information.
Further, the rank generation means 14 can further generate the retained game medium number rank information in which members and non-members are further distinguished based on the member information and the game history information.
In addition, the seating rate analyzing unit 131 can generate seating rate information that further distinguishes between members and non-members based on the member information and the game history information.
上記によって、遊技台に関連づけられた遊技履歴情報及び会員カード使用情報と、会員情報とに基づいて、遊技台で遊技した人物及び人数、各人物が会員であるか否か、さらに遊技時に会員認証をしたか否か、を知ることができる。したがって、客層分析手段13は、対象とする遊技台で遊技した人数又は遊技した会員数と、会員認証をした人数とをそれぞれ集計することにより会員カード使用率を計算し、その会員カード使用率情報を客層別遊技情報に含むことができる。 Using the member information, it is possible to obtain a ratio (member card usage rate) of the number of members authenticated using a member card or the like with respect to the number of players who played or the number of members played. Therefore, when the member authentication means 89 outputs the member information and the gaming machine number, the game history creating means 12 performs the member identification information for identifying the gaming machine and the person seated on the gaming machine for the membership authentication. The member card use information indicating that the game has been performed is associated with each other and stored in the game history storage means 11. On the other hand, when the person seated on the game table is a member, the member information recording means 19 associates the person information with the member information and stores them in the person information storage means 21.
Based on the above, based on the gaming history information and membership card usage information associated with the gaming machine, and the membership information, the person and the number of people who played on the gaming machine, whether each person is a member, and the member authentication at the time of gaming You can know if you did. Accordingly, the customer segment analysis means 13 calculates the membership card usage rate by counting the number of players who played on the target gaming machine or the number of members who played and the number of members authenticated, and the membership card usage rate information. Can be included in the game information for each customer segment.
図15に、遊技客管理システム1aの処理の例を示す。ただし、本図は具体的な各処理の関係の概略を説明するものであって、制御の流れはこれに限定されない。このうち、遊技履歴情報を作成する処理S10については、前記遊技客管理システム1と同様である。
機器情報を取得する処理S40は前記機器情報取得手段161により実行され、不正履歴作成処理S50は前記不正履歴作成手段16により、また不審人物登録処理S60は前記不審人物登録手段18により実行される。
また、遊技客管理システム1aは、操作入力装置41を用いて入力された係員の指示に基づいて、表示装置4に表示する内容を切り換えるようにすることができる(S75〜77)。不審者情報の表示が指示された場合には、不審人物登録処理S60によって生成された不審人物情報を表示装置4に表示する(S96)。また、不正履歴情報の表示が指示された場合には、不正履歴作成処理S50によって生成された不正履歴情報を表示装置4に表示する(S97)。上記いずれの場合においても、人物の顔画像を含んで表示することができる。不審人物情報又は不正履歴情報を表示する処理(S96、S97)は、前記不正表示手段151によって実行される。なお、この表示の切替は、前記表示切替(図9のS71〜S73)と合わせて構成されてもよい。 Next, the operation and processing of another player management system 1a of the present invention will be described.
FIG. 15 shows an example of processing of the player management system 1a. However, this figure explains the outline of the relationship of each specific process, Comprising: The flow of control is not limited to this. Among these, the processing S10 for creating the game history information is the same as that in the player management system 1.
Processing S40 for acquiring device information is executed by the device information acquisition means 161, fraud history creation processing S50 is executed by the fraud history creation means 16, and suspicious person registration processing S60 is executed by the suspicious person registration means 18.
Further, the player management system 1a can switch the contents to be displayed on the display device 4 based on the instructions of the clerk input using the operation input device 41 (S75 to 77). When the display of the suspicious person information is instructed, the suspicious person information generated by the suspicious person registration process S60 is displayed on the display device 4 (S96). When the display of the fraud history information is instructed, the fraud history information generated by the fraud history creation process S50 is displayed on the display device 4 (S97). In any of the above cases, a face image of a person can be displayed. Processing for displaying suspicious person information or fraud history information (S96, S97) is executed by the fraud display means 151. This display switching may be configured together with the display switching (S71 to S73 in FIG. 9).
遊技客管理システム1aにおいては、各遊技台、遊技台に対応して設けられた遊技媒体貸機、前記計数機、遊技台に設置された検知器等の情報(前記機器情報800)が、機器情報取得処理S40により適宜のタイミング(例えば、1秒〜3分の周期)で取得され、取得された機器情報は、不正履歴作成処理S50によって検査される。これによって、遊技台の遊技状態等を継続的に監視することができる。機器情報800には、ホールコンピュータ80から出力されるアラーム(不正、点検等)信号を含むことができる。 (Create fraud history)
In the player management system 1a, information (the device information 800) such as each game machine, a game medium rental machine provided corresponding to the game machine, the counter, a detector installed in the game machine, etc. Acquired at an appropriate timing (for example, a cycle of 1 second to 3 minutes) by the information acquisition process S40, and the acquired device information is inspected by the fraud history creation process S50. Thereby, it is possible to continuously monitor the gaming state and the like of the gaming table. The device information 800 can include an alarm (illegal, inspection, etc.) signal output from the hall computer 80.
図16は、この不正履歴作成処理S50の例を表す。第1に、前記人物判断処理がされたときに、その判断の結果により不正を検出することができる(S501、S502)。第2に、前記遊技履歴作成処理によって遊技履歴情報が作成されたときに、その遊技履歴情報が予め定められた不正条件に一致するかを検査することによって不正を検出することができる(S503、S504)。第3に、前記機器情報取得処理S40により取得された機器情報を監視することによって、不正を検出することができる(S505、S506)。第1〜第3の各不正検出は、それぞれ該当するタイミングにおいて実行されればよい。 The fraud history creation process (S50) shown in FIG. 15 is acquired by the result of the determination by the person determination process S100, the game history information created by the game history creation process S10, and the device information acquisition process S40. Check the contents of device information. And when the content judged to be fraudulent is detected, the information is stored in the fraud history storage means 17 as fraud history information. Fraud is inspected based on a predetermined detection condition (illegal condition).
FIG. 16 shows an example of the fraud history creation process S50. First, when the person determination process is performed, fraud can be detected based on the determination result (S501, S502). Secondly, when game history information is created by the game history creation process, fraud can be detected by examining whether the game history information matches a predetermined fraud condition (S503, S504). Third, fraud can be detected by monitoring the device information acquired by the device information acquisition process S40 (S505, S506). Each of the first to third fraud detections may be executed at a corresponding timing.
例えば、遊技客が所定範囲でない保有遊技媒体数を持って異なる遊技台へ移動したことを不正条件としておくことができる。前記遊技履歴作成処理S31により、前記人物情報記憶手段21に既に記憶されていた人物情報中に着席した人物と同一人物が存在した場合には、その人物(P1)と、着席した遊技台(Y1)と、着席時の保有遊技媒体数(M)とが記憶される。ここで、保有遊技媒体数Mは、人物P1が遊技台Y1に着席する前、直近に遊技台を離席した場合にはそのときの保有遊技媒体数、又は直近に計数機により計数した場合にはその計数後の保有遊技媒体数である。更に、人物P1と関連づけて前記遊技履歴記憶手段11に既に記憶されていた直近の遊技台情報(遊技台Y0)を取得することにより、遊技台Y1に着席した人物P1は、着席前に遊技台Y0を離席しており、その離席後又は計数後に保有遊技媒体数Mを持って遊技台Y1に来たことが分かる。そこで、着席した遊技台Y1とその前に離席した遊技台Y0が異なる遊技台であり、かつ人物P1の保有遊技媒体数Mが所定範囲内にない場合を不正条件としておけば、人物P1が所定範囲でない保有遊技媒体数を持って異なる遊技台へ移動したことを検出することができる。前記所定範囲は、許容される誤差等により予め定めることができる(例えば、−100〜+100)。 Various fraud conditions can be defined for the second fraud detection.
For example, it is possible to set an illegal condition that a player has moved to a different game table with a number of game media possessed that is not within a predetermined range. When the same person as the seated person exists in the person information already stored in the person information storage means 21 by the game history creation processing S31, the person (P1) and the seated gaming table (Y1) ) And the number of game media possessed when seated (M). Here, the number M of possessed game media is the number of game media possessed at the time when the person P1 has left the game table most recently before sitting on the game table Y1, or when counted by the counter. Is the number of owned game media after counting. Further, by acquiring the latest game table information (game table Y0) that has already been stored in the game history storage means 11 in association with the person P1, the person P1 seated on the game table Y1 can play the game table before sitting. It can be seen that Y0 has left the seat and has come to the gaming table Y1 with the number M of possessed game media after leaving or counting. Therefore, if the seated gaming table Y1 and the gaming table Y0 left before are different gaming tables and the number of gaming media M held by the person P1 is not within the predetermined range, the person P1 will be It is possible to detect that the player has moved to a different game table with the number of possessed game media not within the predetermined range. The predetermined range can be determined in advance by an allowable error or the like (for example, −100 to +100).
まず、遊技台等に設けられたセキュリティセンサーによって異常が検出された場合を不正条件とすることができる。セキュリティセンサーがホールコンピュータ80接続されており、その異常信号を検出したホールコンピュータ80により不正のアラーム情報が発せられた場合を含む。また、ホールコンピュータ80により遊技台データ等の異状が検知され、ホールコンピュータ80から発せられた異常、点検等のアラーム情報を検出したことを不正条件とすることができる。 For the third fraud detection, the device information (800) acquired by the device information acquisition means 161 is continuously monitored.
First, a case where an abnormality is detected by a security sensor provided in a game machine or the like can be set as an illegal condition. This includes a case where a security sensor is connected to the hall computer 80 and unauthorized alarm information is issued by the hall computer 80 that detects the abnormal signal. In addition, it is possible to make an illegal condition that an abnormality such as game table data is detected by the hall computer 80 and alarm information such as an abnormality or inspection issued from the hall computer 80 is detected.
図15に示される不審人物登録処理(S60)は、前記不正履歴作成処理により前記不正履歴記憶手段17に記憶された不正履歴情報を分析して、人物ごとの不正履歴情報が所定の類型に一致した場合には、その人物を不審人物として特定する不審人物特定情報と、その人物の人物情報とを相互に関連づけて、不審人物情報として不審人物情報記憶手段23に記憶させる。図17は、この不審人物登録処理の例を表す。
不審人物登録処理S60は、不正履歴記憶手段17に記憶された不正履歴情報を取得して検査し(S601)、人物ごとの不正履歴情報が所定の類型に一致するか否かを判断する(S602)。そして、予め定められた類型に一致した場合には、その人物を不審人物として特定する不審人物特定情報と、その人物の人物情報とを相互に関連づけて不審人物情報記憶手段23に記憶させる(S603)。
判断の基準となる前記類型の一つは、人物ごとの不正履歴情報に関連づけられた不正情報中の評価点を累計し、一定期間内の累計が所定値を超えたこととすることができる。また、評価点の累計値等によってランク分けして不審人物情報を作成してもよい。その他、不正履歴情報から不審人物を抽出するための類型は、不正の種類、評価点、回数、期間等により、予め任意に設定することが可能である。 (Registration of suspicious person)
The suspicious person registration process (S60) shown in FIG. 15 analyzes the fraud history information stored in the fraud history storage means 17 by the fraud history creation process, and the fraud history information for each person matches a predetermined type. In this case, the suspicious person specifying information for specifying the person as a suspicious person and the person information of the person are associated with each other and stored in the suspicious person information storage unit 23 as suspicious person information. FIG. 17 shows an example of this suspicious person registration process.
The suspicious person registration process S60 acquires and examines the fraud history information stored in the fraud history storage means 17 (S601), and determines whether the fraud history information for each person matches a predetermined type (S602). ). If it matches the predetermined type, the suspicious person specifying information for specifying the person as a suspicious person and the person information of the person are associated with each other and stored in the suspicious person information storage means 23 (S603). ).
One of the types as a criterion for determination may be that the evaluation points in the fraud information associated with the fraud history information for each person are accumulated, and that the accumulation within a certain period exceeds a predetermined value. Further, the suspicious person information may be created by ranking according to the cumulative value of the evaluation points. In addition, the type for extracting the suspicious person from the fraud history information can be arbitrarily set in advance depending on the fraud type, the evaluation score, the number of times, the period, and the like.
そして、前記不正表示手段151は、前記人物判断処理により、不審人物特定情報に関連づけて記憶されている人物と判断された場合には、その人物の顔画像と不正履歴情報等を前記表示装置4に表示し、及び外部にアラーム信号を送信し、又は前記表示及び前記送信のうちのいずれかを更に行うようにすることができる。これにより、登録された不審人物と同一人物が撮影手段31によって撮影された場合には、係員に報知することができる。
なお、人物判断処理S100は前記撮影手段31によって撮影された人物がその顔の特徴から18歳未満か否かを更に判定し、18歳未満と判定された場合には、不正表示手段151により係員に報知するようにすることもできる。 In the person determination process S100, it can be further determined whether or not the person photographed by the photographing means 31 is a person associated with the suspicious person specifying information already stored in the suspicious person information storage means 23 (FIG. 11 steps S120 and S122).
When the person determination process determines that the unauthorized display means 151 is a person stored in association with the suspicious person identification information, the display device 4 displays the face image of the person, the unauthorized history information, and the like. And an alarm signal is transmitted to the outside, or one of the display and the transmission can be further performed. Thereby, when the same person as the registered suspicious person is photographed by the photographing means 31, it is possible to notify the attendant.
The person determination process S100 further determines whether or not the person photographed by the photographing means 31 is less than 18 years old based on the facial features. Can also be notified.
前記不正履歴作成処理により不正履歴記憶手段17に記憶された不正履歴情報を、その不正履歴情報と関連づけられた人物の顔画像とともに、前記不正表示手段151によって表示装置4に表示することができる。また、前記不審人物登録処理により前記人物情報記憶手段21に記憶された不審人物情報を、その不審人物情報と関連づけられた人物の顔画像とともに、不正表示手段151によって表示装置4に表示することができる。 As shown in FIG. 15, suspicious person information or fraud history information can be displayed on the display device 4 according to an instruction input from the operation input device 41 (S96, S97).
The fraud history information stored in the fraud history storage means 17 by the fraud history creation process can be displayed on the display device 4 by the fraud display means 151 together with the face image of the person associated with the fraud history information. Further, the suspicious person information stored in the person information storage means 21 by the suspicious person registration process may be displayed on the display device 4 by the unauthorized display means 151 together with the face image of the person associated with the suspicious person information. it can.
Claims (14)
- 遊技媒体を用いて遊技する遊技台ごとに、遊技媒体を計数する計数機ごとに、及び景品カウンターに備えられる端末装置ごとに人物の顔を撮影する撮影手段と、
人物の顔画像と、その顔の特徴から判断された性別及び世代とを含む人物情報を蓄積して記憶する人物情報記憶手段と、
前記遊技台、前記計数機又は前記端末装置を特定する機器特定情報と、人物情報と、その人物の保有遊技媒体数情報とを相互に関連づけて遊技履歴情報として蓄積して記憶する遊技履歴記憶手段と、
前記撮影手段により撮影された画像に基づいて前記人物情報を生成し、その人物情報と前記人物情報記憶手段に既に記憶されていた人物情報とを比較して同一人物があるか否かを判断し、且つ人物ごとに人物情報を前記人物情報記憶手段に記憶させる人物判断手段と、
人物の前記遊技台への着席及び離席並びに前記計数機における計数のいずれかが検出されたときにその人物が保有する遊技媒体数を計算し、保有遊技媒体数情報としてその遊技媒体数と、その人物の人物情報と、機器特定情報とを相互に関連づけて前記遊技履歴記憶手段に記憶させる遊技履歴作成手段と、
前記遊技履歴作成手段により前記遊技履歴記憶手段に記憶された遊技履歴情報に基づいて、遊技台ごとに、又は前記遊技台もしくは遊技媒体の属する所定グループごとに、人物の性別及び世代のうちの少なくとも一つによって客層を区分して遊技時間を集計した客層別遊技情報を生成する客層分析手段と、
前記遊技履歴作成手段により前記遊技履歴記憶手段に記憶された遊技履歴情報に基づいて、遊技台ごと又は前記所定グループごとに、保有遊技媒体数の多い順にその人物の顔画像を含む遊技履歴情報を配列した保有遊技媒体数順位情報を生成する順位生成手段と、
操作入力装置及び表示装置と、
前記操作入力装置から入力された指示により、前記客層分析手段によって生成された前記客層別遊技情報、又は前記順位生成手段によって生成された保有遊技媒体数順位情報を前記表示装置に表示する表示手段と、
を備えることを特徴とする遊技客管理システム。 Shooting means for photographing a person's face for each gaming machine that uses a game medium, for each counter that counts the game medium, and for each terminal device provided in the prize counter;
Personal information storage means for storing and storing personal information including a facial image of the person and the gender and generation determined from the facial features;
Game history storage means for accumulating and storing device identification information for identifying the game table, the counter or the terminal device, person information, and information on the number of game media possessed by the person as game history information When,
The person information is generated based on an image photographed by the photographing means, and the person information is compared with the person information already stored in the person information storage means to determine whether there is the same person. And a person determination means for storing person information in the person information storage means for each person,
Calculating the number of game media held by the person when any of the person's seating and leaving the game table and counting in the counter is detected, and the number of game media as the number of game media held; Game history creation means for storing the person information of the person and the device identification information in the game history storage means in association with each other;
Based on the game history information stored in the game history storage means by the game history creation means, for each game table or for each predetermined group to which the game table or game medium belongs, at least of the gender and generation of the person A customer segment analysis means for generating game information by customer segment by dividing the customer segment by one and totaling game time,
Based on the game history information stored in the game history storage means by the game history creation means, game history information including face images of the persons in order of the number of possessed game media for each gaming table or for each predetermined group. Ranking generating means for generating the number of possessed game media number ranking information arranged;
An operation input device and a display device;
Display means for displaying, on the display device, the game information for each customer segment generated by the customer segment analyzer or the ranking information for the number of possessed game media generated by the rank generator in accordance with an instruction input from the operation input device; ,
A player management system characterized by comprising: - 前記所定グループは、遊技台の設置場所、遊技台の機種、遊技媒体の種類又は遊技媒体の価値のうちの少なくとも一つによって分けられたグループである請求項1記載の遊技客管理システム。 The player management system according to claim 1, wherein the predetermined group is a group divided by at least one of a gaming machine installation location, a gaming machine model, a gaming medium type, or a gaming medium value.
- 前記客層分析手段及び前記順位生成手段は、1日内の遊技履歴情報に基づいてその日の前記客層別遊技情報及び前記保有遊技媒体数順位情報を生成する請求項1又は2のいずれかに記載の遊技客管理システム。 The game according to claim 1, wherein the customer segment analysis unit and the rank generation unit generate the customer segment-specific game information and the retained game medium number rank information on the day based on game history information within one day. Customer management system.
- 前記客層分析手段及び前記順位生成手段は、複数日の遊技履歴情報に基づいてその期間内の前記客層別遊技情報及び前記保有遊技媒体数順位情報を生成する請求項1乃至3のいずれかに記載の遊技客管理システム。 4. The customer segment analyzing unit and the rank generating unit generate the customer segment-specific game information and the possessed game medium number rank information within the period based on a plurality of days of game history information. Player management system.
- 前記遊技履歴作成手段により前記遊技履歴記憶手段に記憶された遊技履歴情報に基づいて、遊技台ごと又は前記所定グループごとに、人物が着席してから離席するまでの着席時間を集計し、着席率情報として営業時間に対する前記集計値の比率を求める着席率分析手段を更に備え、
前記表示手段は、前記操作入力装置から入力された指示により、前記着席率分析手段によって求められた着席率情報を前記表示装置に表示する請求項1乃至4のいずれかに記載の遊技客管理システム。 Based on the game history information stored in the game history storage means by the game history creating means, the seating time from when a person is seated to when he / she leaves is counted for each gaming table or for each predetermined group, It further comprises a seating rate analysis means for obtaining a ratio of the total value with respect to business hours as rate information,
5. The player management system according to claim 1, wherein the display unit displays the seating rate information obtained by the seating rate analysis unit on the display device in accordance with an instruction input from the operation input device. . - 前記遊技台ごとに対応して個人ごとの識別情報を取得する識別情報取得装置を備え、その識別情報取得装置によって前記識別情報を取得して認証したときはその人物の会員番号を含む会員情報及び前記識別情報取得装置に対応する遊技台番号を出力する会員認証手段と、
前記会員認証手段により出力された会員情報及び遊技台番号を取得して、前記撮影手段により撮影されたその遊技台に着席した人物の画像に基づき前記人物判断手段により生成された人物情報と、会員情報とを相互に関連づけて前記人物情報記憶手段に記憶させる会員情報記録手段と、
を更に備える請求項1乃至5のいずれかに記載の遊技客管理システム。 An identification information acquisition device that acquires identification information for each individual corresponding to each gaming table, and when the identification information acquisition device acquires and authenticates the identification information, member information including the member number of the person and Member authentication means for outputting a gaming machine number corresponding to the identification information acquisition device;
The member information output by the member authentication means and the gaming machine number are acquired, and the person information generated by the person judging means based on the image of the person seated on the gaming machine photographed by the photographing means, and the member Member information recording means for associating information with each other and storing them in the person information storage means;
The player management system according to claim 1, further comprising: - 前記会員情報記録手段によって前記人物情報記憶手段に記憶された会員情報と、前記遊技履歴作成手段により前記遊技履歴記憶手段に記憶された遊技履歴情報とに基づいて、
前記客層分析手段は、更に会員と非会員を区別した客層別遊技情報を生成し、前記順位生成手段は、更に会員と非会員を区別した保有遊技媒体数順位情報を生成する請求項6記載の遊技客管理システム。 Based on the member information stored in the person information storage means by the member information recording means and the game history information stored in the game history storage means by the game history creation means,
7. The customer demographic analysis unit further generates game information by customer segment that distinguishes members and non-members, and the rank generation unit further generates rank information of the number of possessed game media that distinguishes members and non-members. A player management system. - 前記客層別遊技情報は、会員カード使用率情報を含み、
前記遊技履歴作成手段は、前記会員認証手段により会員情報及び遊技台番号が出力されたときは、その遊技台を特定する機器特定情報と、その遊技台に着席した人物が会員認証をしたことを示す会員カード使用情報と、を相互に関連づけて前記遊技履歴記憶手段に記憶させ、
前記客層分析手段は、前記遊技履歴作成手段により前記遊技履歴記憶手段に記憶された遊技履歴情報及び会員カード使用情報と、前記会員情報記録手段によって前記人物情報記憶手段に記憶された会員情報とに基づいて、会員カード使用率情報として、遊技した人数又は遊技した会員数に対する会員認証をした会員数の比率を求める請求項6又は7に記載の遊技客管理システム。 The customer base game information includes membership card usage rate information,
When the membership information and the gaming machine number are output by the membership authentication means, the gaming history creating means confirms that the equipment identification information for identifying the gaming machine and that the person seated on the gaming machine has performed membership authentication. The member card usage information shown is associated with each other and stored in the game history storage means,
The customer demographic analysis means includes game history information and membership card usage information stored in the game history storage means by the game history creation means, and member information stored in the person information storage means by the member information recording means. 8. The player management system according to claim 6, wherein the membership card usage rate information obtains a ratio of the number of members who have played a game or the number of members who have been authenticated to the number of played games. - 遊技媒体を用いて遊技する遊技台ごとに、遊技媒体を計数する計数機ごとに、及び景品カウンターに備えられる端末装置ごとに人物の顔を撮影する撮影手段と、
人物の顔画像と、その顔の特徴から判断された性別及び世代とを含む人物情報を蓄積して記憶する人物情報記憶手段と、
不審人物を特定する不審人物特定情報と人物情報とを相互に関連づけて不審人物情報として蓄積して記憶する不審人物情報記憶手段と、
前記遊技台、前記計数機又は前記端末装置を特定する機器特定情報と、人物情報と、その人物の保有遊技媒体数情報とを相互に関連づけて遊技履歴情報として蓄積して記憶する遊技履歴記憶手段と、
不正情報と人物情報とを相互に関連づけて不正履歴情報として蓄積して記憶する不正履歴記憶手段と、
前記撮影手段により撮影された画像に基づいて前記人物情報を生成し、その人物情報と前記人物情報記憶手段に既に記憶されていた人物情報とを比較して同一人物があるか否かを判断し、且つ人物ごとに人物情報を前記人物情報記憶手段に記憶させる人物判断手段と、
人物の前記遊技台への着席及び離席並びに前記計数機における計数のいずれかが検出されたときにその人物が保有する遊技媒体数を計算し、保有遊技媒体数情報としてその遊技媒体数と、その人物の人物情報と、機器特定情報とを相互に関連づけて前記遊技履歴記憶手段に記憶させる遊技履歴作成手段と、
各前記遊技台、遊技台に対応して設けられた遊技媒体貸機、前記計数機、及び遊技台に設置された検知器を含む機器の機器情報を取得する機器情報取得手段と、
前記人物判断手段による判断の結果、及び前記遊技履歴作成手段によって記憶された遊技履歴情報、並びに前記機器情報取得手段によって取得された機器情報を監視して所定の不正条件に一致するかを判断し、不正条件に一致した場合には、不正条件ごとにあらかじめ定めた評価点を含む不正情報と、当該人物の人物情報とを相互に関連づけて前記不正履歴記憶手段に記憶させる不正履歴作成手段と、
前記不正履歴作成手段により前記不正履歴記憶手段に記憶された不正履歴情報を分析し、人物ごとの前記不正履歴情報が所定の類型に一致した場合には、その人物を不審人物として特定する不審人物特定情報と、人物情報とを相互に関連づけて前記不審人物情報記憶手段に記憶させる不審人物登録手段と、
を備えることを特徴とする遊技客管理システム。 Shooting means for photographing a person's face for each gaming machine that uses a game medium, for each counter that counts the game medium, and for each terminal device provided in the prize counter;
Personal information storage means for storing and storing personal information including a facial image of the person and the gender and generation determined from the facial features;
Suspicious person information storage means for storing and storing suspicious person specifying information for identifying a suspicious person and person information as suspicious person information in association with each other;
Game history storage means for accumulating and storing device identification information for identifying the game table, the counter or the terminal device, person information, and information on the number of game media possessed by the person as game history information When,
A fraud history storage means for accumulating and storing fraud information and person information as fraud history information in association with each other;
The person information is generated based on an image photographed by the photographing means, and the person information is compared with the person information already stored in the person information storage means to determine whether there is the same person. And a person determination means for storing person information in the person information storage means for each person,
Calculating the number of game media held by the person when any of the person's seating and leaving the game table and counting in the counter is detected, and the number of game media as the number of game media held; Game history creation means for storing the person information of the person and the device identification information in the game history storage means in association with each other;
Device information acquisition means for acquiring device information of each of the game tables, a game medium rental machine provided corresponding to the game table, the counter, and a device including a detector installed in the game table;
The result of determination by the person determination unit, the game history information stored by the game history creation unit, and the device information acquired by the device information acquisition unit are monitored to determine whether or not a predetermined illegal condition is met. The fraud history creating means for storing the fraud information including the evaluation information determined in advance for each fraud condition and the person information of the person in the fraud history storage means in association with each other,
The fraud history information stored in the fraud history storage means is analyzed by the fraud history creation means, and when the fraud history information for each person matches a predetermined type, the suspicious person identifies the person as a suspicious person Suspicious person registration means for associating specific information and personal information with each other and storing them in the suspicious person information storage means;
A player management system characterized by comprising: - 前記不審人物登録手段は、人物ごとに一定期間内の前記不正情報に含まれた評価点の累計が所定値を超えた場合にその人物を不審人物として特定する請求項9記載の遊技客管理システム。 The player management system according to claim 9, wherein the suspicious person registration unit identifies a person as a suspicious person when the total number of evaluation points included in the unauthorized information within a certain period of time exceeds a predetermined value for each person. .
- 操作入力装置及び表示装置と、
前記操作入力装置から入力された指示により、前記不正履歴作成手段によって前記不正履歴記憶手段に記憶された不正履歴情報、又は前記不審人物登録手段によって前記不審人物情報記憶手段に記憶された不審人物情報を、人物の顔画像とともに前記表示装置に表示する不正表示手段と、
を更に備える請求項9又は10に記載の遊技客管理システム。 An operation input device and a display device;
In accordance with an instruction input from the operation input device, the fraud history information stored in the fraud history storage unit by the fraud history creation unit, or the suspicious person information stored in the suspicious person information storage unit by the suspicious person registration unit Unauthorized display means for displaying the image on the display device together with a human face image,
The player management system according to claim 9 or 10, further comprising: - 前記不審人物登録手段は、前記操作入力装置を介して指示された人物を不審人物として特定する不審人物特定情報と、その人物の人物情報とを相互に関連づけて前記不審人物情報記憶手段に記憶させる請求項11記載の遊技客管理システム。 The suspicious person registering means associates the suspicious person specifying information for specifying the person instructed via the operation input device as the suspicious person and the person information of the person and stores them in the suspicious person information storing means. The player management system according to claim 11.
- 前記人物判断手段は、前記撮影手段により撮影された人物が前記不審人物情報記憶手段に記憶されている不審人物特定情報に関連づけられている人物か否かを更に判断し、
前記不正履歴作成手段は、前記人物判断手段により、前記不審人物特定情報に関連づけられている人物と判断された場合には、その人物の顔画像を前記表示装置に表示し及び外部にアラーム信号を送信し、又は前記表示及び前記送信のうちのいずれかを更に行う請求項11又は12に記載の遊技客管理システム。 The person determination means further determines whether or not the person photographed by the photographing means is a person associated with the suspicious person specifying information stored in the suspicious person information storage means,
The fraud history creation means displays the face image of the person on the display device and outputs an alarm signal to the outside when the person judgment means judges that the person is associated with the suspicious person specifying information. The player management system according to claim 11 or 12, further comprising: transmitting or performing any one of the display and the transmission. - 前記遊技履歴作成手段により前記遊技履歴記憶手段に記憶された遊技履歴情報に基づいて、遊技台ごとに、又は遊技台もしくは遊技媒体の属する所定グループごとに、人物の性別及び世代のうちの少なくとも一つによって客層を区分して遊技時間を集計した客層別遊技情報を生成する客層分析手段と、
前記遊技履歴作成手段により前記遊技履歴記憶手段に記憶された遊技履歴情報に基づいて、遊技台ごと又は前記所定グループごとに、保有遊技媒体数の多い順にその人物の顔画像を含む遊技履歴情報を配列した保有遊技媒体数順位情報を生成する順位生成手段と、
前記操作入力装置から入力された指示により、前記客層分析手段によって生成された前記客層別遊技情報、又は前記順位生成手段によって生成された保有遊技媒体数順位情報を前記表示装置に表示する表示手段と、
を更に備える請求項11乃至13のいずれかに記載の遊技客管理システム。 Based on the game history information stored in the game history storage means by the game history creating means, at least one of the gender and generation of the person for each game machine or for each predetermined group to which the game machine or game medium belongs. A customer segment analysis means for generating game information for each customer segment by dividing the customer segment by the total number of game times,
Based on the game history information stored in the game history storage means by the game history creation means, game history information including face images of the person in order of the number of possessed game media for each gaming table or for each predetermined group. Ranking generating means for generating the number of possessed game media number ranking information arranged;
Display means for displaying, on the display device, the game information for each customer segment generated by the customer segment analyzer or the ranking information for the number of possessed game media generated by the rank generator in accordance with an instruction input from the operation input device; ,
The player management system according to claim 11, further comprising:
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2009193614A JP5346743B2 (en) | 2009-08-24 | 2009-08-24 | Player management system |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2009193614A JP5346743B2 (en) | 2009-08-24 | 2009-08-24 | Player management system |
Publications (2)
Publication Number | Publication Date |
---|---|
JP2011041764A true JP2011041764A (en) | 2011-03-03 |
JP5346743B2 JP5346743B2 (en) | 2013-11-20 |
Family
ID=43829643
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
JP2009193614A Expired - Fee Related JP5346743B2 (en) | 2009-08-24 | 2009-08-24 | Player management system |
Country Status (1)
Country | Link |
---|---|
JP (1) | JP5346743B2 (en) |
Cited By (15)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2011139872A (en) * | 2009-12-09 | 2011-07-21 | Omron Corp | Monitoring system and method, and program |
JP2012231923A (en) * | 2011-04-28 | 2012-11-29 | Sammy Corp | Game machine and game system |
JP2012254103A (en) * | 2011-06-07 | 2012-12-27 | Daikoku Denki Co Ltd | System for game parlor |
JP2012254104A (en) * | 2011-06-07 | 2012-12-27 | Daikoku Denki Co Ltd | System for game parlor |
JP2013059508A (en) * | 2011-09-13 | 2013-04-04 | Sankyo Co Ltd | Game management device |
JP2013090872A (en) * | 2011-10-27 | 2013-05-16 | Daikoku Denki Co Ltd | Player management device |
JP2013116239A (en) * | 2011-12-02 | 2013-06-13 | Kyoraku Sangyo Kk | Game system and game machine |
WO2014050516A1 (en) * | 2012-09-28 | 2014-04-03 | オムロン株式会社 | Display system, display control method |
JP2015150318A (en) * | 2014-02-18 | 2015-08-24 | ダイコク電機株式会社 | Management system for game parlor |
JP2016005598A (en) * | 2012-01-27 | 2016-01-14 | 株式会社ユニバーサルエンターテインメント | Game device, game management system, and management server |
JP2016168096A (en) * | 2015-03-11 | 2016-09-23 | ダイコク電機株式会社 | Game hall management system |
JP2016173840A (en) * | 2016-05-11 | 2016-09-29 | カシオ計算機株式会社 | Terminal apparatus and program |
JP2017035590A (en) * | 2016-11-21 | 2017-02-16 | 株式会社ユニバーサルエンターテインメント | Device for game parlors |
JP2019072308A (en) * | 2017-10-18 | 2019-05-16 | 株式会社大光 | Fraudulent person identification system and method at counting time |
JP2019072307A (en) * | 2017-10-18 | 2019-05-16 | 株式会社大光 | Fraudulent person identification system and identification method |
Citations (8)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JPH1119324A (en) * | 1997-07-03 | 1999-01-26 | Sankyo Kk | Game machine display and medium recording its program |
JPH11137832A (en) * | 1997-11-14 | 1999-05-25 | Sankyo Kk | Game house management device |
JP2001178958A (en) * | 1999-12-24 | 2001-07-03 | Sankyo Kk | Player collation and confirmation system |
JP2004305560A (en) * | 2003-04-09 | 2004-11-04 | Glory Ltd | System for managing game customer information |
JP2005312510A (en) * | 2004-04-27 | 2005-11-10 | Omron Corp | Game player management system |
JP2007252597A (en) * | 2006-03-23 | 2007-10-04 | Daikoku Denki Co Ltd | Monitoring system for game hall |
JP2007319527A (en) * | 2006-06-02 | 2007-12-13 | Glory Ltd | System and method for confirming member |
JP2008110234A (en) * | 2008-01-24 | 2008-05-15 | Ace Denken Co Ltd | Member management device in game parlor |
-
2009
- 2009-08-24 JP JP2009193614A patent/JP5346743B2/en not_active Expired - Fee Related
Patent Citations (8)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JPH1119324A (en) * | 1997-07-03 | 1999-01-26 | Sankyo Kk | Game machine display and medium recording its program |
JPH11137832A (en) * | 1997-11-14 | 1999-05-25 | Sankyo Kk | Game house management device |
JP2001178958A (en) * | 1999-12-24 | 2001-07-03 | Sankyo Kk | Player collation and confirmation system |
JP2004305560A (en) * | 2003-04-09 | 2004-11-04 | Glory Ltd | System for managing game customer information |
JP2005312510A (en) * | 2004-04-27 | 2005-11-10 | Omron Corp | Game player management system |
JP2007252597A (en) * | 2006-03-23 | 2007-10-04 | Daikoku Denki Co Ltd | Monitoring system for game hall |
JP2007319527A (en) * | 2006-06-02 | 2007-12-13 | Glory Ltd | System and method for confirming member |
JP2008110234A (en) * | 2008-01-24 | 2008-05-15 | Ace Denken Co Ltd | Member management device in game parlor |
Cited By (16)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2011139872A (en) * | 2009-12-09 | 2011-07-21 | Omron Corp | Monitoring system and method, and program |
JP2012231923A (en) * | 2011-04-28 | 2012-11-29 | Sammy Corp | Game machine and game system |
JP2012254104A (en) * | 2011-06-07 | 2012-12-27 | Daikoku Denki Co Ltd | System for game parlor |
JP2012254103A (en) * | 2011-06-07 | 2012-12-27 | Daikoku Denki Co Ltd | System for game parlor |
JP2013059508A (en) * | 2011-09-13 | 2013-04-04 | Sankyo Co Ltd | Game management device |
JP2013090872A (en) * | 2011-10-27 | 2013-05-16 | Daikoku Denki Co Ltd | Player management device |
JP2013116239A (en) * | 2011-12-02 | 2013-06-13 | Kyoraku Sangyo Kk | Game system and game machine |
JP2016005598A (en) * | 2012-01-27 | 2016-01-14 | 株式会社ユニバーサルエンターテインメント | Game device, game management system, and management server |
WO2014050516A1 (en) * | 2012-09-28 | 2014-04-03 | オムロン株式会社 | Display system, display control method |
JP2014068811A (en) * | 2012-09-28 | 2014-04-21 | Omron Corp | Display system and display control method |
JP2015150318A (en) * | 2014-02-18 | 2015-08-24 | ダイコク電機株式会社 | Management system for game parlor |
JP2016168096A (en) * | 2015-03-11 | 2016-09-23 | ダイコク電機株式会社 | Game hall management system |
JP2016173840A (en) * | 2016-05-11 | 2016-09-29 | カシオ計算機株式会社 | Terminal apparatus and program |
JP2017035590A (en) * | 2016-11-21 | 2017-02-16 | 株式会社ユニバーサルエンターテインメント | Device for game parlors |
JP2019072308A (en) * | 2017-10-18 | 2019-05-16 | 株式会社大光 | Fraudulent person identification system and method at counting time |
JP2019072307A (en) * | 2017-10-18 | 2019-05-16 | 株式会社大光 | Fraudulent person identification system and identification method |
Also Published As
Publication number | Publication date |
---|---|
JP5346743B2 (en) | 2013-11-20 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
US10226687B2 (en) | Method and apparatus for using upstream communication in a card shuffler | |
JP2018108507A (en) | Fraud detection system in game parlor | |
TWI581214B (en) | Method and apparatus for monitoring events in a gaming environment, and a computer program | |
JP2020096852A (en) | Substitute game currency, inspection device, method of manufacturing substitute game currency, and management system of table game | |
US20140315622A1 (en) | Methods and systems for replaying a player's experience in a casino environment | |
US7175528B1 (en) | Passive biometric customer identification and tracking system | |
CN1060403C (en) | Management system for gaming hall | |
US7846020B2 (en) | Problem gambling detection in tabletop games | |
US6676517B2 (en) | System and method of data handling for table games | |
US20140235332A1 (en) | Gaming social communication | |
US20060205489A1 (en) | Methods for game player identification | |
JP4394895B2 (en) | Player information management system | |
JP2011253344A (en) | Purchase behavior analysis device, purchase behavior analysis method and program | |
JP2005312510A (en) | Game player management system | |
US20050026683A1 (en) | Game management system | |
US20040087362A1 (en) | System and method of data handling for table games | |
JP5032007B2 (en) | Amusement park management system | |
US20060258427A1 (en) | Wide area table gaming monitor and control system | |
JP5383007B2 (en) | GAME DEVICE, INFORMATION PROCESSING METHOD, AND INFORMATION PROCESSING PROGRAM | |
JP5270379B2 (en) | Game system and fraud detection method thereof | |
US20090149247A1 (en) | Gambling team or group affiliation detection utilizing radio-frequency identification (rfid) chips or other rfid items | |
US20140357361A1 (en) | Apparatus, method and article to monitor gameplay using augmented reality | |
JP2009042956A (en) | Merchandise selling device, merchandise sales management system, merchandise sales management method, and program | |
JP5316906B2 (en) | Information processing apparatus and method, and program | |
JP5294333B2 (en) | Amusement hall apparatus and amusement hall management system |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
A621 | Written request for application examination |
Free format text: JAPANESE INTERMEDIATE CODE: A621 Effective date: 20120709 |
|
RD04 | Notification of resignation of power of attorney |
Free format text: JAPANESE INTERMEDIATE CODE: A7424 Effective date: 20120927 |
|
TRDD | Decision of grant or rejection written | ||
A01 | Written decision to grant a patent or to grant a registration (utility model) |
Free format text: JAPANESE INTERMEDIATE CODE: A01 Effective date: 20130730 |
|
A977 | Report on retrieval |
Free format text: JAPANESE INTERMEDIATE CODE: A971007 Effective date: 20130731 |
|
A61 | First payment of annual fees (during grant procedure) |
Free format text: JAPANESE INTERMEDIATE CODE: A61 Effective date: 20130819 |
|
R150 | Certificate of patent or registration of utility model |
Ref document number: 5346743 Country of ref document: JP Free format text: JAPANESE INTERMEDIATE CODE: R150 Free format text: JAPANESE INTERMEDIATE CODE: R150 |
|
R250 | Receipt of annual fees |
Free format text: JAPANESE INTERMEDIATE CODE: R250 |
|
LAPS | Cancellation because of no payment of annual fees |