NZ788283A - System and method for automated table game activity recognition - Google Patents

System and method for automated table game activity recognition

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Publication number
NZ788283A
NZ788283A NZ788283A NZ78828317A NZ788283A NZ 788283 A NZ788283 A NZ 788283A NZ 788283 A NZ788283 A NZ 788283A NZ 78828317 A NZ78828317 A NZ 78828317A NZ 788283 A NZ788283 A NZ 788283A
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NZ
New Zealand
Prior art keywords
field
gaming
depth
images
game
Prior art date
Application number
NZ788283A
Inventor
Subhash Challa
Zhi Li
Nhat Dinh Minh Vo
Original Assignee
Sensen Networks Group Pty Ltd
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Publication date
Application filed by Sensen Networks Group Pty Ltd filed Critical Sensen Networks Group Pty Ltd
Publication of NZ788283A publication Critical patent/NZ788283A/en

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Abstract

Some embodiments relate to a system for automated gaming recognition, the system comprising: at least one image sensor configured to capture image frames of a field of view including a table game; at least one depth sensor configured to capture depth of field images of the field of view; and a computing device configured to receive the image frames and the depth of field images, and configured to process the received image frames and depth of field images in order to produce an automated recognition of at least one gaming state appearing in the field of view. Embodiments also relate to methods and computer-readable media for automated gaming recognition. Further embodiments relate to methods and systems for monitoring game play and/or gaming events on a gaming table. ting device configured to receive the image frames and the depth of field images, and configured to process the received image frames and depth of field images in order to produce an automated recognition of at least one gaming state appearing in the field of view. Embodiments also relate to methods and computer-readable media for automated gaming recognition. Further embodiments relate to methods and systems for monitoring game play and/or gaming events on a gaming table.

Description

"System and method for automated table game activity recognition" Cross-Reference This application is a divisional application of New Zealand Patent Application No. , which is a New Zealand national phase of filed on 16 May 2017, which claims the benefit of Australian Patent Application No. 2016901829 filed on 16 May 2016, the disclosures of which are orated herein by reference in their entirety.
Technical Field [0001a] The described embodiments relate generally to monitoring table games. In particular, ments relate to systems and methods for monitoring events in table games at gaming venues.
Background s and other such venues are now using surveillance technology and other management software in an effort to monitor players and plan their business strategy. They seek to deploy real-time behaviour analytics, algorithms (or processes), and player tracking techniques to maximise player revenue, optimise staffing and optimise the allocation of venue floor space to the types of games which maximise venue revenue. Most casino-goers participate in loyalty programs which require them to use player cards instead of coins, paper money, or tickets. This has given casinos the opportunity to record and analyse individual gambling behaviour, create player profiles and record such things as the amount each r bets, their wins and , and the rate at which they push slot e s. However, table games are less easily monitored than either slot machines or button operated gaming machines.
Systems for monitoring and managing table games have typically proven to be expensive to install and maintain, and have failed to achieve the cy levels which are needed to be truly useful. Other options include having sensors in the casino chips and other offline yield management solutions, however these have proven ineffective. The operating environment of gaming venues is fast paced, with high s of visual and auditory noise and distractions, cards and betting chips can be in disordered positions on the table, and illumination can vary considerably.
Casinos or other such gaming venues conduct several table based games such as Baccarat, Blackjack, Roulette that involve players betting on occurrence or non-occurrence of specific events. Individual games have their own set of defined events that initiate the game, ine the result of bets placed during the game or ate a game. Most games are conducted by a designated dealer who undertakes certain actions specific to each game that may initiate a game, trigger events that determine the result of bets placed or terminate a game.
Casinos and other such gaming venues have an interest in ascertaining transactional data associated with events occurring on gaming tables or playing surfaces. This information may assist in the planning of the ’s business strategy and monitoring behaviour of players. Information regarding the events and outcomes of games on tables may form a basis for Casinos to ascertain l staffing, floor space allocation to specific games and other such revenue enhancing or patron experience-enhancing decisions. One method of ascertaining transactional data associated with events occurring on gaming tables employed by Casinos is random sampling by duals who visually inspect the events occurring on a subset of tables and report the observed information. The reported information may be extrapolated to estimate the overall level of ty on tables in the . However, such visual inspection occurs at intervals of an hour or more and relies on human judgement, so there can be inefficiencies with such methods.
Systems for ring and managing table games have typically proven to be expensive to install and maintain, and have failed to achieve the accuracy levels which are needed to be truly useful. Other options e having sensors in the casino chips and other offline yield management solutions, however these have proven ineffective. The operating environment of gaming venues is fast paced, with high s of visual and auditory noise and distractions, cards and betting chips can be in disordered positions on the table, and nation can vary considerably.
It is desired to address or rate one or more shortcomings or disadvantages associated with prior techniques for monitoring events in table games at gaming venues, or to at least provide a useful alternative.
Throughout this specification the word "comprise", or variations such as "comprises" or "comprising", will be understood to imply the inclusion of a stated element, integer or step, or group of elements, integers or steps, but not the exclusion of any other element, integer or step, or group of elements, integers or steps.
In this specification, a ent that an element may be “at least one of” a list of options is to be understood that the element may be any one of the listed options, or may be any combination of two or more of the listed options.
Any discussion of documents, acts, materials, devices, articles or the like which has been included in the present specification is not to be taken as an ion that any or all of these matters form part of the prior art base or were common general knowledge in the field relevant to the present disclosure as it existed before the priority date of each claim of this ation.
Summary According to a first aspect some embodiments provides a system for ted gaming ition, the system comprising: at least one image sensor configured to capture image frames of a field of view including a table game; at least one depth sensor configured to capture depth of field images of the field of view; and a ing device configured to receive the image frames and the depth of field , and configured to process the received image frames and depth of field images in order to produce an automated recognition of at least one gaming state ing in the field of view.
According to a second aspect some embodiments provide a method of automated gaming recognition, the method comprising: obtaining image frames of a field of view including a table game; obtaining depth of field images of the field of view; and processing the received image frames and depth of field images in order to produce an automated recognition of at least one gaming state appearing in the field of view.
According to a further aspect some embodiments provide a non-transitory computer readable medium for automated gaming recognition, comprising instructions which, when executed by one or more processors, causes performance of the following: obtaining image frames of a field of view ing a table game; obtaining depth of field images of the field of view; and processing the received image frames and depth of field images in order to produce an automated recognition of at least one gaming state appearing in the field of view.
The image frames may comprise images within or constituting the e spectrum, or may comprise infrared or ultraviolet images. The depth of field images may comprise time of flight data points for the field of view, and/or phase information data points reflecting depth of field. The at least one gaming state appearing in the field of view may comprise one or more or all of: game start; chip detection; chip value estimation, chip stack height estimation; and game end. Game start and/or game end may be effected by card detection or dolly detection. The table game may be a card game such as poker, blackjack or baccarat, or a non-card based game such as roulette.
Some embodiments relate to a method of monitoring game play on a table surface of a gaming table, the method comprising: analysing in real time captured images of the table surface to identify a ce of a game object in any one of a plurality of a first pre-defined regions of interest on the table surface; in response to a game object being identified as present in the any one of a plurality of the first pre-defined regions of st, recording a time stamp for a game event; and transmitting game event data to a server, the game event data comprising the time stamp, an indication of the gaming event and an identifier of the any one of a plurality of the first pre-defined regions of interest.
The game object may be a game card or a position marker. The ing may comprise identifying a presence of at least one wager object on the table surface. The at least one wager object may be different from the game object. The presence of the at least one wager object may be identified in one or more of a plurality of second pre-defined regions of st. The ing may se identifying one or more groups of wager objects in the one or more second pre-defined s of interest.
The analysing may further comprise: ting a height of each of the one or more groups of wager object with respect to the table surface; and estimating a number of wager objects present in each group of wager objects. The analysing may further comprise identifying a colour of an upper-most one of each group of wager s.
The method may further comprise automatically estimating a wager amount associated with each second pre-defined region of interest in which the presence of at least one wager object is identified, wherein the estimating is based on the identified colour of the upper-most wager object of each group of wager objects and the estimated number of wager objects in each group of wager objects in the respective second region of interest.
The captured images may comprise multi-spectral images and the analysing may further comprise multi frame sing of the multi-spectral images to identify the presence of the game object in any one of the plurality of the first pre-defined regions of interest or second pre-defined regions of interest on the table surface.
Some embodiments relate to a system of monitoring game play on a table surface of a gaming table, the system comprising: at least one camera configured to e images of a table surface; and a computing device in communication with the camera, said computing device configured to analyse in real time captured images of the table surface to automatically identify a ce of a game object in any one of a plurality of a first pre-defined regions of interest on the table surface.
The game object may be a game card or a position marker, for example. The computing device may configured to identify a presence of at least one of wager object on the table surface. The at least one of wager object may be different from the game . The presence of the at least one wager object is identified by the computing device in one or more of a plurality of second pre-defined regions of st. The computing device may configured to identify one or more groups of wager objects in the one or more second fined regions of interest.
The at least one camera may further comprise a depth g device to communicate to the computing device depth data of the game objects with respect to the table e. The computing device may be further configured to estimate a height of each of the one or more groups of wager object with respect to the table surface. The ing device may be r configured to estimate a number of wager objects present in each group of wager objects. The computing device may be further configured to identify a colour of an upper-most one of each group of wager objects.
The computing device may configured to automatically estimate a wager amount associated with each second pre-defined region of interest in which the presence of at least one wager object is identified, wherein the ting is based on the identified colour of the most wager object of each group of wager objects and the estimated number of wager s in each group of wager objects in the respective second region of interest.
The captured images may comprise multi-spectral images and the computing device may configured to perform multi-frame processing of the multi-spectral images to identify the presence of the game object in any one of the plurality of the first pre-defined regions of interest or second fined regions of interest on the table surface.
Some embodiments relate to a system for automated monitoring gaming events on a gaming table comprising: a depth imaging device configured to capture depth of a plurality of game objects on a gaming region of the gaming table; a plurality of visual imaging cameras configured to capture visual images of the gaming region; a gaming configuration module comprising: configuration data associated with a plurality of games, uration of the gaming table, location of regions of interest, patterns to recognise game objects, and definition of gaming events as a change in state of game objects on the gaming table; and a computer system that receives data from the depth imaging device and the plurality of visual imaging cameras, and is configured to access the configuration data in the gaming configuration module to automatically ise s on the gaming region and gaming events occurring during a game.
The methods described herein may be fully automated, so that game activity ring can occur without any need for human judgement or intervention. However, some human interaction can occur in system configuration steps, such as establishing regions of interest for betting and for locating game objects, like cards or .
Brief Description of Drawings Figure 1 is a block diagram of a Gaming ring System.
Figure 2 is a schematic diagram of a system for automated table gaming recognition, forming part of the Gaming Monitoring System of Figure 1.
Figure 3 is an image of a surface of a Gaming Table that may form part of a Gaming Environment of the system of Figure 1.
Figure 4 is an image of a surface of another Gaming Table that may form part of the Gaming nment of the system of Figure 1.
Figure 5 is an image of a surface of another Gaming Table that may form part of the Gaming Environment of the system of Figure 1.
Figure 6 is an image of a surface of r Gaming Table that may form part of the Gaming Environment of the system of Figure 1.
Figure 7 is a block diagram of a Depth Sensing Device and Camera for use in the system of Figure 1.
Figure 8 is a front view of the inside of a housing of a Depth Sensing Device and Camera according to some embodiments.
Figure 9 is a block diagram of a Computing Device of the system of Figure 1.
Figure 10 is a block diagram of a Message Broker Server of the system of Figure 1.
Figure 11 is a block m of a Database Server of the system of Figure 1.
Figure 12 is a block diagram of a Web Application Server of the system of Figure 1.
Figure 13 is a screen shot of a Web Application showing an interface for managing the configuration of another Gaming Table that may form part of a Gaming Environment of the system of Figure 1.
Figure 14 is another screen shot of the Web Application showing an interface for managing the configuration of another Gaming Table that may form part of a Gaming Environment of the system of Figure 1.
Figure 15 is another screen shot of the Web Application showing an interface for managing the configuration of another Gaming Table that may form part of a Gaming nment of the system of Figure 1.
Figure 16 is a set of images to illustrate the results of several types of thresholding operations on a sample image.
Figure 17 is a set of images to illustrate the results of further types of thresholding operations on a sample image.
Figure 18 is a set of images to illustrate the s of erosion and dilation ions on a sample image.
Figure 19 is a flowchart of an edge detection process.
Figure 20 is a diagram to illustrate edge detection in part of the process of Figure 19.
Figure 21 is an example graph to illustrate example ia applied in the edge detection process of Figure 19.
Figure 22 is a set of images to illustrate ation of a r detection process on a sample image with different parameters.
Figure 23(a) is a plot of a set of points over which a plane estimation process is to be applied.
Figure 23(b) is a plot of the result of the application of the plane estimation process and the orthogonal distances of the estimated plane to points shown in the plot of Figure 23(a).
Figure 24 is a flowchart of a Game Monitoring System according to some embodiments.
Figure 25 is flowchart of a Game Monitoring System according to further embodiments.
Figures 26(a) and 26(b) are image frames that illustrate the application of some card detection processes on another Gaming Table.
Figures 27(a) is an image frames of another Gaming Table over which card and chip detection processes may be applied.
Figure 27(b) is an image frame of the Gaming Table of Figure 27(a) obtained by applying a thresholding technique to the image frame of Figure 27(a).
Figures 28(a) and 28(b) are image frames obtained by an infrared camera that illustrate the application of some card and chip detection processes on another Gaming Table.
Figure 29(a) is an image frame that may be an input to a Chip ion Process.
Figure 29(b) is an image frame obtained by application of a binary thresholding operation on the image frame of Figure 29(a).
Figure 29(c) is an image frame ed by application of an erosion operation on the image frame of Figure 29(b).
Figure 29(d) is an image frame obtained by application of a dilation operation on the image frame of Figure 29(c).
Figure 29(e) is an image frame that illustrates the results of application of a Chip ion Process on the input image frame of Figure 29(a).
Figure 30 is an image frame that illustrates the s of application of a Chip Detection Process on a Gaming Table n part of the view of a gaming table is obstructed.
Figure 31 is an image frame that illustrates the results of application of a Chip Detection Process to the Gaming Table of Figure 30(a) obtained after the obstruction in Figure 30(a) is not in the image frame.
Figure 32 in an image frame that illustrates the results of application of a Chip Detection Process to a Gaming Table, wherein the input image frame is based on an image captured by a visual image .
Figure 33 an image frame that illustrates the results of application of a Chip Detection Process to the Gaming Table of Figure 32, wherein the input image frame is based on an image captured by a infrared camera.
Figure 34 is a flowchart of a Multi Frame Processing Technique according to some embodiments. ed Description Described embodiments relate generally to monitoring table games. In ular, embodiments relate to s and methods for monitoring events in table games at gaming venues.
Gaming Monitoring System: Figure 1 is a block diagram of a Gaming Monitoring System 100 according to some embodiments. The system 100 may comprise a plurality of Gaming Monitoring Setups 105, a Gaming Monitoring Infrastructure 115, an Administrator Client 170 and a Database Client 180. The Gaming Monitoring Setup 105 comprises a Gaming Environment 110, a Depth g Device and Camera 120 and a Computing Device 130. The system 100 is suited for installation and operation in a one or more gaming rooms of a gaming venue, such as a casino. The gaming rooms each have one or multiple gaming tables located therein and some or each of those tables may form part of a respective Gaming Monitoring setup 105. Commercially available s such as MicrosoftTM Kinect or AsusTM Xtion or an InfineonTM 3D Image Sensor REAL3TM other similar depth sensing s with camera functions can be employed as a Depth Sensing Device and Camera, for example. The depth sensing device and camera 120 is coupled with or connected to a Computing Device 130 to receive instructions from the ing Device 130 and transmit recorded data to the Computing Device 130 using a link 107. For example, a MicrosoftTM Kinect device may be connected to a Computing Device using a USB port on the Computing Device.
A gaming venue may have multiple Gaming Environments, for example an area or room where table games are played, and to monitor each one of those Gaming Environments, there may be multiple ones of Gaming Monitoring Setup 105. le Gaming Monitoring Setups 105 may be coupled or linked with a common Gaming ring Infrastructure 115 using a k link 187. The network link 187 comprises k link 117 between the Computing Device 130 and a Message Broker Server 140; and a network link 167 between a Database Server 150 and the Computing Device 130. The Gaming Monitoring Infrastructure 115 may also be coupled with or linked to Gaming Monitoring Setups 105 in two or more different gaming venues. In some embodiments where a gaming venue may have a large number of Gaming Environments 110, le ones of Gaming Monitoring Infrastructure 115 may be coupled with different subsets of Gaming Monitoring Setups 105 in the same venue.
The Gaming Monitoring Infrastructure 115 comprises the Message Broker Server 140, the Database Server 150, and a Web Application Server 160. The Message Broker Server 140 may be connected to a plurality of Computing s 130 through the two way Network Link 117. Network link 127 may exist between the Message Broker Server 140 and the Database Server 150 to enable the transfer of data or instructions. k link 137 may exist between the Web Application Server 160 and the Database Server 150 to enable the transfer of data or instructions. Each of the servers 140, 150 and 160 may be implemented as standalone s or may be implemented as distinct virtual servers on one or more physical servers or may be implemented in a cloud computing service. Each of the servers 140, 150 and 160 may also be implemented through a network of more than one servers configured to handle increased performance or high availability requirements.
The Administrator Client 170 may be an end user computing device such as a Computer or a Tablet, for example and may be connected to the Web Application Server 160 through the k Link 147. The Database Client 180 may be an end user ing device or an interface to relay data to other end user computing devices or other databases and may be connected to the se Server 150 through the Network Link 157.
Gaming nment: Configuration of a Gaming Environment 110 may vary ing on a specific game being conducted, but most games monitored by any one of the embodiments have common elements. Figure 2 illustrates a system for automated table gaming recognition 200 in accordance with some embodiments. The main functions of the system of the presently described embodiment of the invention is to detect when a game starts and finishes, to detect a location of placed chips, and to estimate the value and the height (how many chips) of chip stack. This system is based on a combination of image processing techniques and sensing device features.
The Gaming Environment 110 comprises a g surface or a gaming table 210 over and on which the game is conducted. The playing surface 210 is commonly a ntially horizontal planar surface and may have placed thereon various game s, such as cards 211 or chips 213 or other objects, that may be detected by the Gaming Monitoring System 100. The depth sensing device and camera 120 may be d on a pillar or post 220 at a height so as to position the depth sensing device and camera 120 above any obstructions in the field of view of the depth sensing device and angled to direct the field of view of the depth sensing device and camera 120 somewhat downwardly towards the gaming table 210. The ctions may be temporary obstructions, such as a dealer conducting a game at a table or a participant of a game or a passer-by, for example. In some embodiments, the depth sensing device or camera 120 may be positioned behind and above the dealers’ shoulders to get an ructed view of a playing surface of the gaming table 210. The position of the depth sensing device or camera 120 and the computing device 130 may be above or adjacent to other display screens on a pillar or post that are located at that gaming table 210.
Figure 3 is an image 300 that illustrates part of the playing surface of a gaming table configured for the game of ack. The playing surface or gaming table comprises a plurality of pre-defined regions of st and, depending on the nature of the game, may have a specific orientation and function with respect to the operation of the game. A predefined region of interest may be designated for detection of specific game objects such as game cards or wager objects. For example, in Figure 3, first pre-defined regions of interest 305 are designated to locate cards 211 dealt to a player and second pre-defined s of interest 308 are designated to locate the chips or wager objects 213 a player may wager in a game. In some embodiments, one or more of a pre-defined region of interest may overlap with one or more of r pre-defined region of interest. In some embodiments, one pre-defined region of interest may form a part of another pre-defined region of interest.
Participants of the game include players who may place bets and s who conduct the game. To place bets or conduct the game, objects described as Game Objects are used by the players or dealers. Game Objects may comprise cards 211 in a ic shape with specific markings to identify them, Chips or wager objects 213 or other such objects may designate amounts players may wager in a game, or may comprise other objects with a distinct shape that may designate the outcome of a game such as a position marker or a dolly used in a game of roulette. The game is conducted through a series of Gaming Events that ses the start of a game, placing of bets by players during a game, intermediate es during a game and the end of a game determining the final outcome of the game.
During a game, a player may place bets by placing his wager objects (i.e. betting tokens or chips) in a region of interest designated for placing of bets. For example, in the game of blackjack as shown in Figure 3, a player may place a bet during a game, by placing one or more wager objects, such as chips 213, in their designated region 308 for placing a bet. The chips or wager objects may be arranged in groups or stacks within a region of interest. Often a group or stack of wager objects will be comprise a common colour of wager objects.
In certain games, a player may choose a region of interest that is associated with the likelihood of success and s associated with a bet placed. For example, the playing surface 210 of Figure 6 is a playing surface with marking for a betting area for a game of roulette. Different regions of interest 308 on the playing surface 600 may have different prospects of success and payoffs for a player’s bet. Playing surfaces may have l ent configurations in terms of on and structure of various regions of interests, depending on different rules and/or betting conventions associated with the game. Figure 4 is an image 400 of a gaming table ed for a game of Baccarat. Figure 5 is an image 500 of a gaming table ed for another game according to some embodiments.
Depth Sensing Device and Camera: The Depth Sensing Device and Camera 120 performs the functions of capturing visual images and depth information of the field of view before the device. The device 120 is placed before a playing surface or a gaming table in order to capture all the designated regions of st identified on the gaming table. The device 120 comprises an infrared projector 710, an infrared sensor 720, a camera 730, a processor 740, a communication port 750 and internal data links 705 that connect the infrared sensor 720 and camera 730 with the processor 740. Internal data link 706 connects the sor 740 with the communication port 750. The Depth Sensing Device and Camera 120, may capture images from multiple spectrums of human-visible and/or human-invisible light.
For example, the Depth Sensing Device and Camera 120 may capture an image from the visible light spectrum through camera 730 and from the infrared spectrum through the infrared sensor 720, and consequently may operate as a multi-spectral camera.
The Depth Sensing Device and Camera 120 may rely on the Time of Flight technique to sense depth of the field of view or scene before it. The infrared projector 710 may project a pulsed or modulated light in a continuous wave that may be sinusoidal or a square wave. Multiple phases of projected light may be projected and sensed to improve accuracy of the depth information. The measured phrase shift n the light pulse emitted by the infrared projector 710 and the reflected pulse sensed by the infrared sensor 720 is relied upon by the processor 740 to calculate the depth of the field before the device. In some embodiments, the Depth Sensing Device and Camera 120 may include a structured-light 3D scanner g on the principle of using a projected light pattern and a camera for depth sensing. In some embodiments, the Depth Sensing Device and Camera 120 may include a stereo camera that performs the function of depth sensing by using images from two or more lenses and corresponding image s. The Depth Sensing Device and Camera 120 may rely on other ative means of depth or range sensing or a combination of two or more techniques to acquire depth information of the Gaming Environment and of the table playing e 210 in particular.
The sensed depth information is combined with pixel grid information determined by the processor and presented as an output to the communication port 750. The pixel grid information is also combined with the visual images captured by the camera 730 and presented as output through the port 750 in combination with the depth ation. Apart from the depth information, the infrared sensor 720 also senses the intensity of the ed light reflected by the field of view and this information is combined with the pixel grid ation by the processor 740 and passed to the port 750. The port 750 may be in the form of a physical port such as a USB port, for example or a ss itter such as a wireless network adapter. The Depth Sensing Device and Camera 120 returns the sensed depth, colour and infrared imaging data in different coordinate spaces that may be mapped with each other to get a d depth, colour and infrared data associated with a specific region or point in the field of view of the device. Figure 8 is a front view of the inside of a g of a Depth Sensing Device and Camera according to one embodiment 800 and illustrates some of its ents including the Infrared Projector 710, Infrared Sensor 720, and Camera 730.
Computing Device: The data generated by the Depth Sensing Device and Camera 120 is received by the Computing Device 130 through the communication port 990. The port 990 may be in the form of a USB port or a ss adapter that couples with the communication port 750 to e sensor data or transmit instructions to the Depth Sensing Device and Camera 120. Hardware Components 910 of the computing device 130 comprise Memory 914, Processor 912 and other components necessary for operation of the computing device. Memory 914 stores the necessary Software Modules 920 which comprise: an Image Processing Library 922; Depth g Device and Camera API 924; Runtime Environment Driver 926; Gaming Monitoring Module 928; Batch Scripts 930; Scheduled Jobs 932; and a Message Producer Module 934.
The Image Processing Library 922 is a set of programs to perform basic image processing ions, such as performing thresholding operations, morphological operations on images and other programs necessary for the image processing steps undertaken by Gaming Monitoring Module 928. OpenCV is an example of an Image Processing Library that may be employed. The Depth Sensing Device and Camera API 924 is a set of programs that enables the Computing Device 930 to establish a communication channel with one or more Depth g Device and Camera 920. For example, if a MicrosoftTM KinectTM device is ed as a Depth g Device and Camera, then a Kinect for WindowsTM SDK will be employed as the Depth Sensing Device and Camera API 924. This API 924 s the Computing Device 130 to make queries to the Depth Sensing Device and Camera 120 in an appropriate protocol and to understand the format of the returned results. This API 924 enables the data generated by the Depth Sensing Device and Camera 120 to be received and processed by the Gaming Monitoring Module 928. The computing device 130 also has the Necessary Runtime Environment Drivers 926 to provide the necessary dependencies for the execution of the Gaming Monitoring Module 928. The Gaming Monitoring Module 928 comprises the programs that monitor gaming events occurring in the course of a game.
The Software Modules 920, also comprises Batch Scripts that may be in the form of windows power shell scripts or a script in other ing languages to perform the ary housekeeping and maintenance ions for the Gaming Monitoring Module 928. The batch scripts 930 may be executed on a scheduled basis through the led Jobs 932 that may be in the form of windows scheduler jobs or other similar job ling services. The Message Producer Module 934 based on instructions from the Gaming Monitoring Module 928 produces es that are passed on to the Message Broker Server 140. The Message Producer Module may be based on a standard messaging system, such as RabbitMQ or Kafka, for e. Based on stored Message Broker Configuration 942 in the Configuration Module 940, the e Producer Module 934 may communicate messages to the e Broker Server 140 through the Communication Port 990 and the network link 117. The uration Module 940 also comprises Table Configuration 942 and Game Start and End Trigger Configuration 944. The components of the Configuration Module 940 are stored in the form of one or more uration files in the Memory 914. The configuration files may be stored in an XML format, for example.
Message Broker Server: The Message Broker Server 140 implements a message brokering service and listens for messages from a plurality of Computing Devices 130 through the network link 117. The Message Broker Server 140 may be located on the same premises as the Computing Device 130 within a common local network or it may be located off-premises (remotely) but still in communication via the network link 117 established between the two premises to enable the transfer of messages and data. The Message Broker Server 140 may be centralised and connected to Computing s 130 in a plurality of gaming venues to provide a centralised message brokering service. The Message Broker Server 140 has Hardware Components 1010 comprising Memory 1014, Processor 1012 and other necessary hardware components for the operation of the server. The Message Queue Module 1020 implements a queue to receive, interpret and process messages from a ity of Configuration Devices 130. The messages are received through the Communication Port 1090 with may be in the form of a Network Adapter or other similar ports capable of ng two way transfer of data and instructions to and from the Message Broker Server 140. The Message Queue Module 1020 may be implemented through a message broker package such as RabbitMQ or Kafka. The Message Queue Module 1020 on receiving a message comprising ction information regarding gaming events occurring on a gaming table initiates a Database Parsing Module 1030. The Database Parsing Module 1030 parses the message received by the Message Queue Module 1020 into a database query that is subsequently executed on the Database Server 150 through the Network Link 127.
Database Server: The se Server 150 serves the purpose of ing gaming event data from the Message Broker Server 140, storing table configuration data that is d through the Web Application Server 160 and serving as a repository for Database Client 180 to provide access to the gaming event data captured by the Gaming Monitoring System 100. The Database Server 150 has Hardware Components 1110 comprising Memory 1114, Processor 1112 and other necessary hardware components for the operation of the server. A Communication Port 1190 may be in the form of a Network Adapter or other similar ports capable of enabling two way er of data and instructions to and from the Database Server 150 through one or more network links. Database Module 1120 may be ented through a database management system such as MySQLTM, Postgres or MicrosoftTM SQL Server.
The Database Module 1120 holds data comprising Table uration Data 1122 and Gaming Event Data 1124. Gaming Event Data 1124 comprises transaction data representing Gaming Events that occur on a gaming table or a playing surface. The records forming Gaming Event Data may comprise a timestamp for the time a gaming event was recognised; a unique identifier for the gaming table on which the gamin event occurred; an fier for the nature of the gaming events such as placing of a bet, intermediate outcome if a game, final outcome of a game; an fier of a region of interest associated with the gaming event; an estimate of a bet value ated with a region of interest; and other nt attributes representing a gaming event.
The Table Configuration Data 1122 comprises: unique identifiers for gaming tables and associated Computing Device 130; location of regions of interest 308 on the gaming table in the form of polygons and coordinates of pixels associated with the Depth g Device and Camera 120 g the endpoints of the polygons; the nature of the region of interest 308, whether it is a region for placing cards or for placing chips or for placing a specific gaming object to be detected; nature of game start and end triggering events, whether the start of a game is detected by placing of cards on the region of interest or the placing of a specific gaming object on a specific region of interest; model contours for game objects such as cards or chips, for example to enable detection by the Gaming Monitoring Module 928; and other relevant data necessary to represent the parameters relied on by the Gaming Monitoring System 100. In some embodiments, the Table Configuration Data 1122 and Gaming Event Data 1124 may be held in separate se servers to enable greater scalability and manageability of the Gaming Monitoring System 100.
The Database Server 150 also comprises a Table Configuration Propagator Module 1140 which performs the function of propagating Table Configuration Data 1122 to the tive Computing Device 130. The Table Configuration Propagator Module may be implemented through a combination of database scripts and d line scripts that first generate Table Configuration 942, Game Start and End Trigger uration 944 and Message Broker Configuration 946 in the form of a configuration file such as an XML file, for example. The generated configuration files may be transferred to the respective Computing Device 130 through the Communication Port 1190 replying on a Network Link 167. The Network Link 167 may be a local network link if the Database Server 150 and the Computing Device 130 are in the same local network or a network link spanning multiple computer networks if the Database Server 150 and the Computing Device 130 are located in separate networks. The transfer of the configuration files may be effected h an appropriate k protocol such as File Transfer Protocol or SSH File Transfer ol, for example.
Web Application Server: A Web Application Server 160 hosts a Web Application that facilitates the configuration and ment of the Table Configuration Data 1122 on the Database Server 150. The Web Application Server 160 has Hardware Components 1210 comprising Memory 1214, Processor 1212 and other necessary re components for the operation of the server. A Communication Port 1290 may be in the form of a Network Adapter or other r ports capable of enabling two way transfer of data and ctions to and from the Web Application Server 160 through one or more k links. The Web Application Server comprises a Web Application Module 1220 which comprises web interfaces that enable a user to create and update Table Configuration Data 1122 on the Database Server 150. The web application may be implemented through a web application framework such as Django in python or ASP.NET or other similar web frameworks, for e. The Web Application Server 160 also comprises a Database Parsing Module 1230 that translates instructions received by the Web Application Module 1220 through the web interface into specific database queries or commands that will create or update The Table Configuration Data 1122 to t the operations undertaken by an Administrator Client 170.
The database queries or commands are executed on the Database Server 150 h a Network Link 137. The k Link 137 may be a local area network link if the Database Server 150 and the Web Application Server 150 are in a common network or it may span multiple ks if the Database Server 150 and the Web Application Server 150 are located in separate networks.
Web Interface: Figure 13 is a screen shot 1300 of a Web Application showing an interface for managing the configuration of an embodiment of the Gaming Table that may form part of a Gaming Environment 110. Parameters that may be required in setting up a gaming table and the parameters may include a unique identifier for a table, an IP address of an associated computing device, for example are located in the screen region 1310. Part on an XML configuration file that may be propagated to the Computing Device 130 to codify the Table Configuration 942 is shown in the screen area 1320. A button 1330 may be used to create records for additional gaming tables and a submit button 1340 enables a user to submit a new configuration.
Figure 14 is another screen shot 1400 of the Web Application showing another interface for managing the configuration of an embodiment of the Gaming Table that may form part of a Gaming Environment 110. A deploy button 1410 may be clicked to deploy a set of saved configurations to the Computing Device 130 through the network link 167. The delete button 1424 may be clicked to delete any saved configurations. 1420 is a sample of part of r XML file that may be used to store and ate configuration information to Computing Device 130. Screen regions 1412, 1414 and 1416 represent depth, colour and ed image s from the Depth Sensing Device and Camera 130. Details of configurations associated with individual streams may be view by clicking the button 1422.
The configuration details may be d by clicking on the button 1418. The screen region 1440 allows a user to set up default configurations for all tables that may be saved by clicking the save button 1430.
The button 1430 may be used to save changes to gaming table configurations before deployment.
Figure 15 is another screen shot 1500 of the Web Application showing another interface for managing the configuration of an embodiment of the Gaming Table that may form part of a Gaming nment 110. The ace shown in screenshot 1500 allows the types, ons and boundaries of the regions of interest to be defined using user interface tools. Such defined regions of interest then become “pre-defined regions of interest” as referred to herein once they are saved into the game configuration data. The button 1510 may be clicked to get a refreshed image of a gaming table if the position of the gaming table with respect to the Depth Sensing Device and Camera 120 changes. The image frame 1515 shown in screenshot 1500 includes one or more bounded regions of interest 1520, with each bounded region of st defined by a polygon 1525. Custom ns may be drawn using selectable handles 1560 and added to a list of polygons 1530, for example. Save button 1540 enables a user to save s made to polygons and a remapping button 1550 enables a user to remap existing polygons to ent locations.
To develop a system for automated recognition of gaming, it is necessary to understand the behaviour of . We deal with two kind of gaming tables. One is a cardbased game or card game which is any game using playing cards as the primary device with which the game is played, be they traditional or game-specific. Examples of this type are blackjack, baccarat, and poker. The other type of table game is not based on cards, for example roulette. In this game, players may choose to place bets on either a single number or a Depth of numbers, the colours red or black, or whether the number is odd or even. To ine the winning number and colour, a croupier spins a wheel in one direction, then spins a ball in the te direction around a tilted circular track running around the circumference of the wheel.
The behaviour of card-based games is as follows.
• Players are free to place bets for some time.
• Dealer says 'no more bets' and starts dealing cards to players. This is when the game starts.
• After the game results have been finalized, the dealer collects losing players’ chips and gives out winning chips.
• Then dealer clear out all the cards. This is when the game ends.
Behaviour of non-card based games, especially roulette.
• Players are to place bets for some time.
• Dealer spins the wheel and waits for some time until the ball is close to stopping, then announces 'no more bets'. This is when the game starts.
• After the ball has stopped, the dealer puts a dolly on the table on the wining number. Winning / losing chips are allocated / ed by the dealer.
• After that, the game ends.
Overall Monitoring Process: The Gaming Monitoring System 100 in its operation underpins two fundamental aspects: Contour Detection; and Plane Estimation. Contour ion comprises a set or processes or techniques that may be med in real-time or near real-time, to recognise shapes in images ed by the Depth Sensing Device and Camera 120. Near real-time sing may comprise processing with a latency of a few seconds, for example 2-3 seconds or less after the occurrence of an event. Plane Estimation ses a set of processes or techniques that may be performed in real-time or near realtime , to estimate the position of a plane representing a gaming table or a playing surface based on the depth data and images captured by the Depth Sensing Device and Camera 120. Once the step of Plane Estimation is performed, the obtained plane position information may be combined with additional depth data captured by the Depth Sensing Device and Camera 120 to estimate the height of a stack of game objects on a gaming table and make an inference about the value associated with a stack of game objects such as a stack of chips, for example.
Image pre-processing steps: Before the Contour Detection or Plane Estimation techniques may be applied, a number of Image Pre-processing Steps are applied to the images captured by the Depth Sensing Device and Camera 120. These Image Pre-processing Steps improve the performance and accuracy of processes implementing the Contour Detection and Plane Estimation ques.
Thresholding: One image pre-processing technique that may be employed is Thresholding. The Depth Sensing Device and Camera 120 returns data in colour and infrared image frames of the Gaming Environment 110. Thresholding techniques may be d to both streams of colour and infrared data. Each pixel in a particular frame of either colour or infrared stream is represented by a c value that indicates the colour or intensity of the pixel. A colour image frame may be converted into a greyscale image frame before performing a thresholding operation. Global thresholding is one method of implementing thresholding. In Global thresholding each pixel value is compared with an arbitrary threshold value; if the pixel value is greater than the threshold it is assigned a value ponding to white, for example, 255 in an 8 bit scale; else it is assigned a value ponding to black, for example, 0 in an 8 bit scale. h a series of images 1600, Figure 16 illustrates an example of the results of thresholding on a sample image 1601. Image 1602 is the result of the application of Global Thresholding to the Image 1601 using the value of 127, the Image 1601 being represented in an 8 bit format. Global thresholding may not be sufficient for a variety of real world applications. An image may have different ng conditions in various parts of the image and ation of the Global Thresholding technique may diminish the parts of an image with low lighting conditions.
Adaptive Thresholding is an alternative to address the limitations of Global Thresholding. In Adaptive Thresholding, threshold values for different, small regions of an image are found and applied to the regions for the purposes of thresholding. The threshold values for ve thresholding may be calculated by taking the mean values of the pixels in a neighbourhood of a pixel, or a weighted sum of neighbourhood pixels where the weights may be taken from a Gaussian bution. In Figure 16, image 1603 is an e of the output of ation of the Adaptive Means Thresholding technique and image 1604 is an example of the output of the application of Adaptive Gaussian Thresholding technique to the original image 1601. Another alternative method of thresholding is Otsu’s Binarization. In this method the thresholding is performed based on image histograms. Through a series of images 1700, Figure 17 illustrates an example of the application of Otsu’s Binarization technique on a set of sample images 1701 with representative histograms 1702. One or more of the alternative thresholding techniques may be applied at a pre-processing stage and to the colour or infrared image frames. The Image sing Library 922 may provide reusable libraries that implement the proposed thresholding techniques that can be invoked by the Gaming Monitoring Module 928 in the image pre-processing stage.
Morphological Transformations: Morphological transformations are operations based on the image shape. It is normally performed on binary images. It needs two inputs, one is our original image, second one is called structuring element or kernel which decides the nature of operation. Two basic morphological operators are Erosion and Dilation Morphological Transformations are performed on the images captured by the Depth Sensing Device and Camera 120 in order to enhance the features to be ed in the images and improve the performance and cy of Contour detection processes. Erosion and Dilation are examples of morphological transformations that may be applied during the image pre-processing stage. Both the erosion and dilation processes require two inputs, image data in the form of a matrix captured by the Depth Sensing Device and Camera 120 and a structuring element, or kernel which determines the nature of the morphological operation performed on the input image. The Kernel may be in the shape of a square or a circle and has a defined centre and is applied as an operation by traversing through the input image. n: A morphological transformation of erosion comprises a sharpening of foreground s in an image by using a kernel that as it traverses through an image, the value of a pixel is left to a value of 1 or a value corresponding to the white colour only if all the values in corresponding to the kernel are 1 or a value corresponding to the white colour.
Kernels of size 3x3 or 5x5 or other sizes may be employed for the operation of erosion.
Erosion operation, erodes away the boundary of foreground objects. Through a series of images 1800, Figure 18 illustrates an example of the application of erosion and dilation ors. An example of the effect of the erosion operation on an input image 1801 may be seen in erosion output image 1802. The ion of erosion may be performed by a ined library in the Image Processing Library 922. For example, if the OpenCV library is used, the function “erode” may be invoked by the Gaming Monitoring Module 928 to operate on an image captured by the Depth g Device and Camera 120.
To achieve Erosion the kernel slides through the image (as in 2D convolution). A pixel in the original image (either 1 or 0) will be considered 1 only if all the pixels under the kernel is 1, otherwise it is eroded (made to zero).
Dilation: An operation of dilation is the inverse of n. For example, in a dilation operation using a 3x3 square matrix kernel, the pixel at the centre of the kernel may be left to a value of 1 or a value corresponding to the white colour in any one of the values in the corresponding kernel is 1 or a value corresponding to the white colour. An example of the effect of this operation on an input image 1802 may be seen in the erosion output image 1803.
As a consequence of dilation, the features in an image become more continuous and .
The operation of dilation may be performed by a ined library in the Image Processing Library 922. For example, if the OpenCV library is used, the function e” may be invoked by the Gaming Monitoring Module 928 to operate on an image captured by the Depth Sensing Device and Camera 120.
Dilation is just the te of erosion. Here, a pixel element is 1 if at least one pixel under the kernel is 1. So it increases the white region in the image or size of foreground object increases. Normally, in cases like noise removal, n is followed by dilation. Because, erosion removes white noises, but it also shrinks our object. So we dilate it. Since noise elements are removed by erosion they are not oduced by dilation, but the object area increases. It is also useful in joining broken parts of an object.
The application of a thresholding technique to an image produces a binary image. To further enhance features present in an image, the morphological transformations of erosion and dilation are applied. Advantageously, the morphological transformations assist in reduction of noise from images, isolation of individual elements and joining disparate elements in an image.
An image contour comprises a curve joining all continuous points along the boundary of an object represented in an image. Contours are a useful tool for shape analysis and object detection and recognition. Contour Approximation is used to approximate the similarity of a certain shape to that of the desired shape in the application. The desired shape may be in the form of a polygon or a circle or an ellipse, for example. For better accuracy and performance, contour detection operations may be performed on binary images after Edge Detection operation has been performed.
Edge Detection: Edge detection is an image processing technique for g the boundaries of objects within images. It works by detecting discontinuities in brightness.
Among those, Canny is a popular multi-stage edge detection algorithm (or process) which can be described as following steps.
Edge ion may be performed by ing brightness discontinuities between neighbouring pixels and pixel rs. l image processing techniques may be employed to perform this operation. Some embodiments implement the Canny Edge detection or or process to detect edges in images captured by the Depth Sensing Device and Camera 120. Figure 19 is a flowchart 1900, that ents a series of steps that are ed in the implementation of the Canny Edge detection operator. The step 1910 es the preparation of an image for use as an input to the operator. This step may comprise application of an appropriate thresholding technique to the image, and application of erosion or dilation to e the performance of rest of the edge detection process. The step 1920 comprises reduction of unwanted noise from the image. This may be achieved with the application of a 5x5 an filtering kernel, for example. This step smoothens the features in the image and improves the performance of rest of the process. An example of a Gaussian ing kernel that may be employed is as s: 2 4 5 4 2 ⎡4 9 12 9 4⎤ ⎢ ⎥ ⎢5 12 15 12 5⎥ ⎢4 9 12 9 4⎥ ⎣2 4 5 4 2⎦ The step 1930 comprises estimation of the intensity gradient of the image. To perform this operation, the input image is filtered by two Sobel kernels. Operation of the kernel Gx returns a first derivative of the image in the horizontal direction and kernel Gy returns a first derivative of the input image in the vertical direction. The kernels Gx and Gy that may be used are: −1 0 1 −1 −2 −1 Gx = �−2 0 2� Gy = � 0 0 0 � −1 0 1 1 2 1 Based on the first horizontal and vertical derivatives of the input image, the edge gradient G and the direction of each pixel ���� can be calculated as follows: ���� = ����� ���� 2 + ���� ���� 2 ���� = tan−1 ����� ���� � ���� ���� The gradient direction is generally perpendicular to the edges, and may be d to one of four angles which represent the vertical, horizontal and two diagonal directions.
In step 1940, a complete scan of the edge intensity image may be done to remove any unwanted pixels which may not constitute an edge or a desired edge. This is achieved by checking if each pixel is a local maximum in its neighbourhood in the direction of its nt.
As illustrated in graph 2000 of Figure 20, Point A is on an edge in a al direction; a gradient direction is normal to the edge. Points B and C are d within the gradient ion, therefore point A may be compared against points B and C to observe if it forms a local m. If so, it is considered for the next stage 1950 in the process, otherwise it may be ssed by being assigned to point A, a pixel value of 0. The result is a binary image with pixels of value 1 corresponding to thin edges and 0 to no edge.
In step 1950, it is estimated which of the edges detected in the previous step are true positives, meaning they are more likely represent an edge in the real world represented by the input image, rather than a false positive. In order to perform this operation, two threshold values may be defined: minVal and maxVal. Edges with an intensity gradient greater than maxVal are considered to be a sure-edge, and those below minVal may be considered as nonedges and ded. The edges which lie within the two thresholds may be further classified as edges or non-edges by their connectivity property. If they are connected to sure-edge pixels, they are considered to form part of the edge. Otherwise, they may be discarded as false positives. For e in graph 2100 of Figure 21, edge A is above maxVal, therefore it may be considered a true positive. Although edge C is below maxVal, it is ted to edge A, and therefore it may also be treated as a true positive edge, and the entire curve may be considered valid. Although edge B is above minVal and is in the same region as that of edge C, it is not connected to any true positive edges and therefore it may be treated as a false positive. Values for minVal and maxVal are chosen to e the optimal result. For example minVal may be set to a value of between 20-60 and maxVal may be set to a value n 60-180. This stage may also remove noise in the form of small pixel clusters.
Some or all of the steps identified in Figure 19 may be performed through programs available in the Image Processing Library 922. For example, if the OpenCV library is used, the “canny” edge detection function call may be used. Other alternative methods of edge detection may also be utilized as an alternative to canny edge detection to get the same result of identification of edges in an input image.
Contour Detection: After an edge detection operator has been applied to an input image to identify edges, contour detection processes may be applied to the result of the edge detection operation to approximate the rity of shapes in an image to certain model shapes such as a n, or a circle for example.
Contours may be explained as a curve g all the continuous points (along the boundary), having same colour or intensity. The contours are a useful tool for shape analysis and object detection and recognition. It is suggested that for better accuracy, binary images be used as an input to contour detection algorithms (or processes). So before finding contours, it is suggested that one should apply thresholding or canny edge detection. In our application we use border following algorithms (or ses) for the gical analysis of zed binary images. These thms (or processes) determine the surroundness relations among the borders of a binary image. Since outer borders and hole borders have a one-to-one correspondence to the connected components of a pixels and to the holes, respectively, the algorithm (or process) yields a representation of a binary image, from which one may extract some features without reconstructing the image. The second border following thm (or process), which is a modified version of the first, follows only the outermost borders (i.e., the outer borders which are not surrounded by holes).
Contour Approximation is also performed, which approximates a contour shape to another shape (polygon) with a lesser number of vertices, depending upon the precision we specify. It may be implemented through the Douglas-Peucker algorithm as follows: function sPeucker ( PointList [], epsilon ) // Find the point with the maximum distance dmax = 0 index = 0 end = length ( PointList ) for i = 2 to ( end - 1) { d = perpendicularDistance ( PointList [i], Line ( PointList [1] , PointList [end ])) if ( d > dmax ) { index = i dmax = d // If max distance is greater than epsilon, // recursively simplify if ( dmax > epsilon ) { // Recursive call recResults1 [] = DouglasPeucker ( PointList [1... index epsilon ) recResults2 [] = DouglasPeucker ( ist [ index ... end], epsilon ) // Build the result list ResultList [] = { recResults1 [1... length ( recResults1 ) -1], recResults2 [1... length ( recResults2 )]} } else { ResultList [] = { ist [1] , PointList [end ]} // Return the result return ResultList [] In Figure 22, a series of images 2200 represent various stages of the application of the Douglas-Peucker algorithm. Image 2210 is the original image that may be used as an input image. The line 2205 in image 2220, represents an imated curve for the value of epsilon equal to 10% of arc length. The line 2215 in image 2230, represents an approximated curve for the value of epsilon equal to 1% of arc .
Contour estimation operations may be performed using pre-packaged functions in the Image Processing Library 922 by invoking them in the Gaming Monitoring Module 928. For example if OpenCV is used for implementing the r estimation process, then the functions “findContours” or “drawContours” or “approxPolyDP” may be invoked to implement the s, for example.
Plane ion Process: As a precursor to the estimation of the height of a stack of chips on the gaming table or the playing surface, the Gaming Monitoring System 100 estimates the position of a plane which comprises the gaming table or the g surface.
One method of estimating the on of the plane is through Principal Component Analysis (PCA). PCA minimizes the dicular distances from a set of data to a fitted model. This is the linear case of what is known as Orthogonal Regression or Total Least Square. For example, given two data vectors, x and y, a line in the form of a linear equation with two variables can be estimated that minimizes the perpendicular distanced from each of the points (xi, yi) to the line. More generally, an r-dimensional hyperplane can be fit in p-dimensional space, where r is less than p. The choice of r is lent to the choice of number of components to retain during PCA.
The basic mathematical model of a plane can be formulated as: �������� + �������� + �� + ���� = 0 The values a, b, c, and d need to be estimated to minimize the distance from points selected on the gaming table or the playing surface. Based on a binary version of an image obtained during the chip detection stage, 100 or more points that are not detected as chips may be chosen as input points for PCA. Since these chosen points are points in a two dimensional space, the depth information associated with points is utilized to obtain co-ordinates in a two dimensional space. The principle of the Pinhole Camera Model is relied on to convert the points in the two dimensional space to points in the three dimensional space. Given a point in the two dimensional space with coordinates (x,y), depth value Z and (Cx, Cy) as x, y coordinates of the optical centre of the Depth Sensing Device and Camera 120; the coordinates (X, Y, Z) of the same point in the three dimensional space can be determined using the following equations: ���� −���� ���� ���� = ���� −���� ���� ���� = ���� ���� ���� ���� s 23(a) and 23(b) rate the application of PCA to a set of points 2310 in a three dimensional coordinate graph 2300. In coordinate graph 2301 in figure 23(b), the application of PCA enables identification of a place 2350 that minimizes the orthogonal distances 2320 between the points 2310 and the plane 2350. The plane estimation operations may be performed using pre-packaged functions in the Image Processing Library 922 by invoking them in the Gaming Monitoring Module 928. For e if OpenCV is used for implementing the contour estimation process, then the functions implemented by the class CA” may be invoked to implement the plane estimation process, for example.
To estimate the value of chips, a traditional Euclidean distance of images can be used to classify chips. Chip template images will be ted in e for comparison purpose.
Then a est ours algorithm is used to assign the value of chips. However, there are some chip types with similar colour. To distinguish these types of chips, we further utilize the reflectivity of chip type from infrared image to classify them with the same k-nearest neighbours algorithm.
After having the table plane, distance from centre of each chip to that plane may be estimated to get the height of a stack of chips. The number of chips may also be estimated based on this height by linear or non-linear mapping. Calculating distance from a point to a plane can be derived as follows. Given a plane in 3-dimensional space ax + by + cz + d = 0 and a point x0 = (x0; y0; z0), the normal vector to the plane is given by ���� = ����� � then the distance from that point to the plane is calculated as |����

Claims (12)

CLAIMS :
1. A system for automated gaming recognition, the system comprising: at least one image sensor configured to capture image frames of a field of view including a table game; at least one depth sensor configured to e depth of field images of the field of view; and a computing device configured to receive the image frames and the depth of field images, and configured to process the received image frames and depth of field images in order to produce an automated recognition of at least one gaming state appearing in the field of view.
2. The system of Claim 1, wherein the image frame comprise images within or constituting the visible um or infrared or iolet images.
3. The system of Claim 1 or claim 2, n the depth of field images comprise time of flight data points for the field of view and phase information data points reflecting depth of field.
4. The system of any one of Claims 1 to 3, wherein the at least one gaming state appearing in the field of view comprises one or more or all of: game start; chip detection; chip value estimation, chip stack height estimation; and game end.
5. A method of ted gaming recognition, the method comprising: obtaining image frames of a field of view including a table game; obtaining depth of field images of the field of view; and processing the received image frames and depth of field images in order to produce an automated recognition of at least one gaming state appearing in the field of view.
6. The method of Claim 5, wherein the image frame comprise images within or constituting the visible spectrum or ed or ultraviolet images.
7. The method of Claim 5 or claim 6, wherein the depth of field images comprise time of flight data points for the field of view and phase information data points reflecting depth of field.
8. The method of any one of Claims 5 to 7, wherein the at least one gaming state appearing in the field of view comprises one or more or all of: game start; chip detection; chip value estimation, chip stack height estimation; and game end.
9. A non-transitory computer readable , comprising instructions for ted gaming ition which, when executed by one or more processors, causes performance of the following: obtaining image frames of a field of view including a table game; obtaining depth of field images of the field of view; and processing the received image frames and depth of field images in order to produce an automated recognition of at least one gaming state appearing in the field of view.
10. The non-transitory computer readable medium according to Claim 9 wherein the image frame comprise images within or constituting the visible um or infrared or ultraviolet images.
11. The non-transitory computer readable medium according to Claim 9 wherein the depth of field images comprise time of flight data points for the field of view and phase information data points reflecting depth of field.
12. The ansitory computer readable medium according to Claim 9 wherein the at least one gaming state appearing in the field of view comprises one or more or all of: game start; chip detection; chip value estimation, chip stack height estimation; and game end. Gaming Gaming 105 ring Monitoring Setup Setup 105 105 110 z 187 Gaming Environment 120 Z Depth Sensing Computing Device and Device Camera S 6 167 115 Message —127— Database Broker Server Server Application .137 Server Administrator Database Client Client
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