WO2016053521A1 - Appareils et procédés de détection de mises - Google Patents

Appareils et procédés de détection de mises Download PDF

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Publication number
WO2016053521A1
WO2016053521A1 PCT/US2015/047233 US2015047233W WO2016053521A1 WO 2016053521 A1 WO2016053521 A1 WO 2016053521A1 US 2015047233 W US2015047233 W US 2015047233W WO 2016053521 A1 WO2016053521 A1 WO 2016053521A1
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WO
WIPO (PCT)
Prior art keywords
processor
image
token
gaming
template match
Prior art date
Application number
PCT/US2015/047233
Other languages
English (en)
Inventor
Zbigniew Czyewski
Nathan J. Wadds
David Bajorins
Daniel Fox
Maciej Jakuc
Original Assignee
Bally Gaming, Inc.
Priority date (The priority date 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 date listed.)
Filing date
Publication date
Priority claimed from US14/500,687 external-priority patent/US9478099B2/en
Application filed by Bally Gaming, Inc. filed Critical Bally Gaming, Inc.
Publication of WO2016053521A1 publication Critical patent/WO2016053521A1/fr

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Classifications

    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3216Construction aspects of a gaming system, e.g. housing, seats, ergonomic aspects
    • G07F17/322Casino tables, e.g. tables having integrated screens, chip detection means
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F1/00Card games
    • A63F1/06Card games appurtenances
    • A63F1/067Tables or similar supporting structures
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F1/00Card games
    • A63F1/06Card games appurtenances
    • A63F1/18Score computers; Miscellaneous indicators
    • GPHYSICS
    • G01MEASURING; TESTING
    • G01JMEASUREMENT OF INTENSITY, VELOCITY, SPECTRAL CONTENT, POLARISATION, PHASE OR PULSE CHARACTERISTICS OF INFRARED, VISIBLE OR ULTRAVIOLET LIGHT; COLORIMETRY; RADIATION PYROMETRY
    • G01J3/00Spectrometry; Spectrophotometry; Monochromators; Measuring colours
    • G01J3/02Details
    • G01J3/0202Mechanical elements; Supports for optical elements
    • GPHYSICS
    • G01MEASURING; TESTING
    • G01JMEASUREMENT OF INTENSITY, VELOCITY, SPECTRAL CONTENT, POLARISATION, PHASE OR PULSE CHARACTERISTICS OF INFRARED, VISIBLE OR ULTRAVIOLET LIGHT; COLORIMETRY; RADIATION PYROMETRY
    • G01J3/00Spectrometry; Spectrophotometry; Monochromators; Measuring colours
    • G01J3/02Details
    • G01J3/0205Optical elements not provided otherwise, e.g. optical manifolds, diffusers, windows
    • G01J3/021Optical elements not provided otherwise, e.g. optical manifolds, diffusers, windows using plane or convex mirrors, parallel phase plates, or particular reflectors
    • GPHYSICS
    • G01MEASURING; TESTING
    • G01JMEASUREMENT OF INTENSITY, VELOCITY, SPECTRAL CONTENT, POLARISATION, PHASE OR PULSE CHARACTERISTICS OF INFRARED, VISIBLE OR ULTRAVIOLET LIGHT; COLORIMETRY; RADIATION PYROMETRY
    • G01J3/00Spectrometry; Spectrophotometry; Monochromators; Measuring colours
    • G01J3/46Measurement of colour; Colour measuring devices, e.g. colorimeters
    • G01J3/463Colour matching
    • GPHYSICS
    • G01MEASURING; TESTING
    • G01JMEASUREMENT OF INTENSITY, VELOCITY, SPECTRAL CONTENT, POLARISATION, PHASE OR PULSE CHARACTERISTICS OF INFRARED, VISIBLE OR ULTRAVIOLET LIGHT; COLORIMETRY; RADIATION PYROMETRY
    • G01J3/00Spectrometry; Spectrophotometry; Monochromators; Measuring colours
    • G01J3/46Measurement of colour; Colour measuring devices, e.g. colorimeters
    • G01J3/50Measurement of colour; Colour measuring devices, e.g. colorimeters using electric radiation detectors
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T7/00Image analysis
    • G06T7/90Determination of colour characteristics
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
    • G07F17/3248Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes involving non-monetary media of fixed value, e.g. casino chips of fixed value

Definitions

  • the present disclosure in various embodiments, relates to bet sensors for use in gaming applications, to gaming tables incorporating bet sensors, and to methods of operating such bet sensors.
  • Casino tokens also referred to as "chips,” “checks,” or “cheques,” are small disks used by a player in lieu of currency.
  • the tokens are interchangeable with money at the specific casino or gaming institution in which the tokens are used. It is common for casinos or other gaming institutions to provide unique tokens, each identifiable by particular colors and markings on the face and lateral side edges thereof to represent specific monetary values.
  • the dealer is often responsible for determining the wager value of a stack of gaming tokens placed by a player.
  • the present disclosure includes a bet sensor for sensing values of multiple gaming tokens.
  • the bet sensor includes a bet placement surface configured and oriented to support a stack of gaming tokens thereon and an image sensor is located and oriented to capture an image of a lateral side surface of at least one gaming token located on the bet placement surface.
  • the image depicts the lateral side surface in a radial format.
  • the bet sensor includes a processor in communication with the image sensor. The processor is configured to acquire image data from the image and analyze the image data to determine a wager value of the at least one token.
  • the present disclosure includes a gaming table including at least one bet sensor located proximate a surface of the gaming table.
  • the at least one bet sensor includes a bet placement surface configured and oriented to support a stack of gaming tokens thereon and an image sensor located and oriented to capture an image of a lateral side surface of at least one gaming token located on the bet placement surface.
  • the image depicts the lateral side surface in a radial format.
  • each token is represented as a ring with an outer circle defining a first edge and an inner circle defining a second edge.
  • the at least one bet sensor includes a processor in communication with the image sensor, the processor configured to acquire image data from the image and interpret the image data to determine a wager value of the at least one gaming token.
  • the present disclosure includes a method of operating a gaming table having at least one bet placement surface thereon for supporting a stack of gaming tokens at a location.
  • the method includes capturing, with an image sensor, an image of a lateral side surface of at least one gaming token at the location, wherein the lateral side surface is depicted in a radial format and converting the image, with a processor, into a converted image depicting the lateral side surface of the at least one gaming token in a form of a linear layer.
  • the method also includes acquiring image data from the linear format of the converted image with the processor and analyzing the image data to determine a wager value of the at least one token.
  • FIG. 1 is a simplified schematic diagram illustrating an embodiment of a bet sensor of the present disclosure
  • FIG. 2 illustrates a perspective view of a stack of gaming chips disposed on components of an embodiment of a bet sensor of the present disclosure
  • FIG. 3 illustrates a side, partial cross-sectional view of the stack of gaming chips and components of the bet sensor shown in FIGS. 1 and 2;
  • FIG. 4 is an enlarged view of components of the bet sensor of FIGS. 1 through 3;
  • FIG. 5 illustrates a perspective view of a light-emitting diode (LED) that may be used in a bet sensor as illustrated in FIGS. 1 through 4;
  • LED light-emitting diode
  • FIG. 6 illustrates a side, cross-sectional view of components of the bet sensor shown in FIGS. 1 through 4 and illustrates illumination light rays being directed onto a stack of gaming tokens on the bet sensor;
  • FIG. 7 illustrates a side, cross-sectional view of components of the bet sensor shown in FIGS. 1 through 4 and illustrates image light rays being directed onto an image sensor from a stack of gaming tokens on the bet sensor;
  • FIG. 8 illustrates a perspective view of a reflective structure having an inward-facing reflective surface that may be used in a bet sensor
  • FIG. 9 illustrates a side, cross-sectional view of the reflective structure shown in FIG. 8.
  • FIG. 10 illustrates a perspective view showing a top surface of a reflective structure that may be used in a bet sensor with the reflective structure shown in FIGS. 8 and 9;
  • FIG. 1 1 illustrates a perspective view showing a reflective surface of the reflective structure shown in FIG. 10;
  • FIG. 12 illustrates a side, cross-sectional view of the reflective structure shown in FIGS. 10 and 1 1 ;
  • FIG. 13 illustrates a side, cross-sectional view of components of a bet sensor including the reflective structures shown in FIGS. 8 through 12, further depicting image light rays being directed onto an image sensor from a stack of gaming tokens on the bet sensor;
  • FIG. 14A illustrates a plan view of a two-dimensional image of the three-dimensional lateral side surface of a stack of gaming tokens supported on the bet sensor that may be acquired by using a bet sensor as described with reference to FIGS. 1 through 13;
  • FIG. 14B illustrates a plan view of the two-dimensional image shown in FIG. 14A having the center of the two-dimensional image located
  • FIG. 14C illustrates a plan view of the two-dimensional image shown in FIG. 14B having four lines superimposed over the image and extending through the center of the image;
  • FIG. 14D illustrates four graphs corresponding to the four lines shown in FIG. 14C, wherein each graph represents a plot of red pixels of the RGB color scale along one of the lines shown in FIG. 14C;
  • FIG. 15 illustrates a partially cut-away perspective view of components of a bet sensor as described with reference to FIGS. 1 through 7;
  • FIG. 16 illustrates a partially cut-away perspective view of a transparent cover that includes a feature configured to direct visible light signals to a player, and that may be employed in a bet sensor as described with reference to FIGS. 1 through 15;
  • FIG. 17 illustrates a circuit diagram for a light-emitting diode (LED) driver that may be employed in a bet sensor as described with reference to FIGS. 1 through 16;
  • LED light-emitting diode
  • FIG. 18 illustrates top plan view of an embodiment of a gaming table of the present disclosure, which includes a plurality of bet sensors as described with reference to FIGS. 1 through 17;
  • FIG. 19 is a simplified schematic diagram illustrating another embodiment of a bet sensor of the present disclosure.
  • FIG. 20 is a side, partial cross-sectional view of components that may be employed in additional embodiments of bet sensors as described herein;
  • FIG. 21 illustrates a diagram of a token pattern detection algorithm, according to an embodiment of the present disclosure
  • FIG. 22 illustrates a diagram of a preprocessing stage of the token pattern detection algorithm of FIG. 21 ;
  • FIG. 23 illustrates a plan view of a two-dimensional image of the
  • FIG. 24 illustrates a calculated circle associated with an inner layer of the stack of gaming tokens in the image of FIG. 23;
  • FIG. 25 illustrates a diagram of an algorithm for determining an outline of a stack of gaming tokens in a two-dimensional, pericentric view of the stack, according to an embodiment of the present disclosure
  • FIG. 26 illustrates a plan view of a two-dimensional image of the
  • FIG. 27 illustrates a diagram of an algorithm for identifying inner layers of a stack of gaming tokens depicted in the two-dimensional, pericentric image of FIG. 26, according to an embodiment of the present disclosure
  • FIG. 28 illustrates an edge detection image of the two-dimensional image of FIG. 26 showing layer boundaries within the stack of gaming tokens
  • FIG. 29 illustrates a calculated circle associated with an inner layer of the stack of gaming tokens in the image of FIG. 28;
  • FIG. 30 illustrates linear layers of a cylindrical projection of the
  • FIG. 31 illustrates a diagram of a detection stage of the token pattern detection algorithm of FIG. 21.
  • the efficiency of a gaming table may be increased by providing a means to measure wagers of varying amounts, while reducing the amount of time required to determine the value of wagers placed during betting games played at the table.
  • the faster wager values are calculated, the faster games may be conducted, resulting in an increase in the amount of games played at the table and. correspondingly, the amount of money wagered.
  • Bet sensors of the present invention may be used to register wagers made on the occurrence of certain events, such as bonus events that pay large jackpots.
  • the bet sensor can be used to register a wager on one or more progressive jackpot events that may include additional fixed payouts and or odds payout amounts. For example, a game might pay 500: 1 for a Royal Flush, and the amount on the meter for the same hand.
  • the game rules may require the first $1.00 to fund the meter, and the rest of the wager to be made against the odds payout amounts. If. for example, the meter had 1 5 on it when a player makes a $5.00 variable bet wager, and the player obtains a royal flush, the player wins the 15K on the meter, plus 500:1 on the other $4.00 of the bet, or $2,000. It is desirable for security reasons to provide a bet sensor that can register the bets automatically in order to assure that large jackpots are paid in the correct amounts to the players. Human table operators or dealers have limits on the speed with which they can manually determine the value of each wager placed during a betting game while also managing other aspects of the game.
  • Bet sensors are disclosed herein that may be used to quickly determine the value of a wager placed in gaming tokens and, in some embodiments, to display the wager value to a player and/or a dealer.
  • the bet sensor may include a mirror arrangement in proximity to a betting surface on which a stack of gaming tokens may be placed by a player.
  • the mirror arrangement may direct a two-dimensional image of the entire circumference of the three-dimensional lateral side surface of the stack of gaming tokens onto an image sensor.
  • a processor in communication with the image sensor may be configured under control of a computer program to perform one or more algorithms using the image to determine the value of each token in the stack of gaming tokens and to determine the sum value of the stack of gaming tokens.
  • FIG. 1 illustrates a simplified schematic diagram of a bet sensor 100 according to an embodiment of the present disclosure.
  • the bet sensor 100 may include a transparent cover 102 in visual register with an optional lens 104.
  • the transparent cover 102 may be embedded in, or otherwise disposed proximate a gaming table (not shown in FIG. 1) and may have a bet placement surface thereon that is configured to support a stack of gaming tokens thereon.
  • the cover may be semi-transparent and may also serve as a video display, which is described in more detail below.
  • An image sensor 106 may be positioned to view the stack of gaming tokens through the transparent cover 102 and the optional lens 104.
  • An optional light source may be located proximate the transparent cover 102.
  • the light source may comprise one or more light-emitting diodes (LEDs) 107, wherein the LEDs 107 are configured for illuminating the stack of gaming tokens to provide a satisfactory image of the stack of gaming tokens to be acquired by the image sensor 106.
  • LEDs light-emitting diodes
  • One or more lenses 108 may be employed with the LEDs 107 to provide desired light emission qualities. It is to be appreciated, however, that the bet sensor 100 may be configured without the optional light source, wherein an image of the stack of gaming tokens illuminated by ambient light may be transmitted to the image sensor 106.
  • a processor 1 10 may be in electronic communication with the image sensor 106 and may be configured under control of a computer program to calculate the value of the stack of gaming tokens placed as a wager on the transparent cover 102 by performing one or more algorithms using the image of the stack of gaming tokens acquired using the image sensor 106.
  • the processor 1 10 may also be in electronic communication with a display device 1 12 configured to display the value of the wager to the payer who placed the wager, to other players, to a table operator, or to any combination thereof.
  • the display device 1 12 may be part of the bet sensing system 100 in one embodiment and may be external to the sensing system 100 in another embodiment.
  • the processor 1 10 may additionally be in electronic communication with a table controller 1 14 that is configured for use by the table operator.
  • An LED driver 1 16 may be controlled by the processor 1 10, and may comprise a circuit configured to control operational aspects of the LEDs 107, including, by way of non-limiting example, on/off function, luminous intensity, color effects, fading, and pulse or strobe effects.
  • the processor 1 10 may control the LEDs 107 for purposes of illuminating the stack of gaming tokens, for conveying visible lighting effects or signals to players, or both.
  • the processor 100 and at least the LED driver 1 16 may be located on a printed circuit board (PCB) 1 18, wherein electronic communication between the processor 1 10 and the LED driver 1 16 may be provided through traces, vias, interconnects, or any combination thereof, in and/or on the PCB 1 1 8.
  • PCB printed circuit board
  • FIG. 2 illustrates a stack of gaming tokens supported on an illumination unit 120 of the bet sensor 100 schematically illustrated in FIG. 1.
  • the illumination unit 120 is used for supporting and illuminating a stack of gaming tokens on the bet sensor 100.
  • the illumination unit 120 may include the transparent or semi-transparent cover 1 02, which has an upper bet placement surface 122 thereon.
  • the bet placement surface 122 may be configured and oriented to support a stack of gaming tokens 124 thereon.
  • the transparent cover 1 02 may comprise any material that is sufficiently transparent to allow an image of the stack of gaming tokens to be acquired from an opposing side of the transparent cover 102 from the upper bet placement surface 122.
  • the transparent cover 102 may comprise a ceramic material (e.g...
  • the transparent cover 1 02 may be tinted to reduce visibility of components of the bet sensor 100 located beneath the transparent cover 102 by players.
  • the transparent cover 102 may be replaced by a transparent or semi-transparent display such as an Active Matrix Organic Light-Emitting Diode (AMOLED).
  • AMOLED Active Matrix Organic Light-Emitting Diode
  • the term "transparent" does not indicate or require transmissivity of all wavelengths of light, but only of those required for operation of the bet sensor 100.
  • the transparent cover 102 may be configured to allow transmissivity of only certain wavelengths of light.
  • the transparent cover 102 may be configured to allow transmissivity of all wavelengths of visible light.
  • the transparent cover 102 may be fifty percent (50%) transparent, sixty percent (60%) transparent, seventy percent (70%) transparent, eighty percent (80%) transparent, ninety percent (90%) transparent, one hundred percent (100%) transparent, or any other degree of semi-transparency in regards to wavelengths of light required for operation of the bet sensor.
  • the transparent cover 102 may have any suitable thickness. As a non-limiting example, the transparent cover 102 may have a thickness less than or equal to about 1.6 mm. In other embodiments, the transparent cover 102 may have a thickness between about 1.6 mm and 3.2 mm.
  • the transparent cover 102 may have a thickness greater than about 3.2 mm.
  • the transparent cover 102 may be circular in shape, as shown in FIG. 2, although other shapes may be utilized, including, by way of non-limiting example, square, rectangular, triangular, elliptical, annular, or any other shape.
  • the diameter of the transparent cover 102 may be about 76.2 mm, although a smaller or larger diameter is within the scope of the embodiments disclosed herein.
  • the transparent cover 102 may be embedded in a gaming table, wherein the bet placement surface 122 is substantially flush with the top surface of the gaming table.
  • the transparent cover 102 may be located such that the bet placement surface 122 is positioned above or below the top surface of the gaming table. In yet other embodiments, the transparent cover 102 may be located separate from the gaming table. Moreover, it is to be appreciated that the bet sensor 1 00 may also be utilized in gaming applications without a gaming table.
  • FIG. 3 is a side, partial cross-sectional view of the illumination unit ] 20 of FIG. 2 and illustrates a stack of gaming tokens supported on the bet placement surface 122 of the transparent cover 102.
  • the transparent cover 102 may be joined to a top, planar surface 129 of a first reflective structure 130.
  • the transparent cover 102 and the first reflective structure 130 may be joined by screws 131, as shown, or by alternative means, such as, by way of non-limiting example, bolts, clasps, adhesives, corresponding male and female mating components, threaded connections, other mechanical fasteners, etc.
  • the first reflective structure 130 may comprise a frustoconical mirror having an inward-facing reflective surface 133.
  • the inward-facing reflective surface 133 may comprise a thin, flexible reflective film, such as a commercially available folding mirror, affixed to an inner surface of the first reflective structure 130.
  • the inward-facing reflective surface 133 may comprise a layer of reflective metal or metal alloy, such as silver, chrome, aluminum, etc., deposited on the inner surface of the first reflective structure 130. The layer may be polished or machined in some embodiments.
  • the inward-facing reflective surface 133 may comprise a reflective polymeric material deposited or otherwise provided on the inner surface of the first reflective
  • the first reflective structure 130 may be formed from a reflective metal, metal alloy, or polymeric material and the inner surface thereof may be polished to a desired level of reflectivity, or otherwise treated, to form the inward-facing reflective surface 133. It is to be appreciated that other types of reflective materials may be utilized to provide the inward-facing reflective surface 133.
  • a hub structure 134 carrying a second reflective structure 136 may be centrally affixed to an underside of the transparent cover 102 by screws 138, as also depicted in FIG. 4.
  • the hub structure 134 may alternatively be affixed to the transparent cover 102 by bolts, clasps, adhesives, corresponding male and female mating components, threaded connections, other mechanical fasteners, or any other means of attachment.
  • the transparent cover 102, the first reflective structure 130, and the hub structure 134 may each be removably snap-fit together to provide simple assembly and disassembly of the illumination unit 120.
  • the transparent cover 102, the first reflective structure 130, and the hub structure 134 may be formed as a single, unitary structure in a process such as, by way of non-limiting example, injection molding or machining.
  • the second reflective structure 136 carried by the hub structure 134 may comprise a generally conical-shaped mirror 140 having an outward-facing (depicted in FIG. 3 as downward-facing) reflective surface 142.
  • the conical mirror 140 may be concentrically and coaxially aligned with the frustoconical mirror 132 about central axis Z.
  • the outward-facing reflective surface 142 of the second reflective structure 136 may comprise any of the materials previously described in relation to the inward-facing reflective surface 133 of the first reflective structure 130.
  • one or more printed circuit boards (PCBs) 144 each carrying one or more light sources in the form of, for example, LEDs 107 thereon, may be affixed to the hub structure 134.
  • Each of the LEDs 107 may be configured as previously described with reference to FIG. 1.
  • Each LED 107 may be oriented to emit light generally radially outward from the hub structure 134 toward the inward-facing reflective surface 133 of the frustoconical mirror 132.
  • Each of the LEDs 107 may be located substantially on a common laterally-extending plane orthogonal to axis Z.
  • the inward-facing reflective surface 133 may have an angle of inclination a relative to axis Z (FIG.
  • the outward-facing reflective surface 142 may have an angle of inclination ⁇ relative to axis Z (FIG. 4).
  • the angle of inclination a of the inward-facing reflective surface 133 is selected to cause light rays emitted from the LEDs 107 to reflect from the inward-facing reflective surface 133 toward and through the transparent cover 102 and onto a lateral side surface 146 of the stack of gaming tokens 124, thus illuminating the stack of gaming tokens 124.
  • the angle of inclination a of the inward-facing reflective surface 133 relative to the Z axis may be in the range of about 0 degrees to about 85 degrees.
  • the angle of inclination a of the inward-facing reflective surface 133 relative to the Z axis may be in the range of about 1 5 degrees to about 60 degrees. In yet other embodiments, the angle of inclination a of the inward-facing reflective surface 133 relative to the Z axis may be in the range of about 30 degrees to about 40 degrees. By way of non-limiting example, the angle of inclination a of the inward-facing reflective surface 133 relative to the Z axis may be about 32.48 degrees.
  • the angle of inclination ⁇ of the outward-facing reflective surface 142 relative to the Z axis may be in the range of about 15 degrees to about 85 degrees. In other embodiments, the angle of inclination ⁇ of the
  • outward-facing reflective surface 142 relative to the Z axis may be in the range of about 30 degrees to about 70 degrees.
  • the angle of inclination ⁇ of the outward- facing reflective surface 142 relative to the Z axis may be in the range of about 50 degrees to about 60 degrees.
  • the angle of inclination ⁇ of the outward-facing reflective surface 142 relative to the Z axis may be about 54.64 degrees. Refraction of the light rays may occur as they pass through the transparent cover 102.
  • FIGS. 3 and 4 illustrate each LED 107 being mounted on a separate PCB, alternatively, all of the LEDs 107 may be mounted to a single PCB 144 attached to the hub structure 134. It is to be appreciated that in yet other embodiments, a plurality of PCBs 144 may be attached to the hub structure 134, wherein each of the plurality of PCBs 144 carries two or more LEDs 107.
  • each LED 107 may comprise a lens 108 or other optical component configured to provide desired light emission characteristics.
  • the LEDs 107 may be selected based on performance characteristics, such as size, luminous intensity, emittable color spectrum, and pulse or strobe capabilities.
  • Various LEDs suitable for use are commercially available. As a non-limiting example, the LED sold as model number LW V283 by Osram Ag. of
  • the LEDs 107 may be relatively small.
  • FIG. 5 illustrates an LED 107a that may be used with the illumination unit 120.
  • the LED 107a measures about 1.9 mm at its largest dimension, L, and includes a lens 108a for disbursing the light rays emitted by the LED 107a.
  • the LEDs 107 may be controlled by the processor 1 10 (FIG. 1).
  • FIGS. 3 and 4 illustrate two (2) LEDs 107 mounted to the hub structure 134 on opposing sides thereof
  • any number of LEDs 107 may be mounted to the hub structure 134 and oriented to emit light onto the inward-facing reflective surface 133 of the frustoconical mirror 132 to be subsequently reflected through the transparent cover 102 and onto the lateral side surface 146 of the stack of gaming tokens 124.
  • the illumination unit 120 may comprise tliree (3) LEDs 107 symmetrically mounted about the central axis Z along a circumference of the hub structure 134 and separated by intervals of about 120 degrees.
  • the illumination unit 120 may comprise four (4) LEDs 107 symmetrically mounted about the central axis Z along a circumference of the hub structure 134 and separated by intervals of about 90 degrees.
  • the illumination unit 120 may comprise five (5) or more (e.g., twelve (12)) LEDs 107, which may be symmetrically mounted around the central axis Z along a circumference of the hub structure 134 and separated by substantially equal angular segments.
  • the number and orientation of the LEDs 107 mounted to the hub structure 134 may be tailored to optimize the illumination of the lateral side surface 146 of the stack of gaming tokens 124.
  • the upper limit on the number of LEDs 107 attached to the hub structure 134 may be determined by the size of the LEDs 107, the size of the
  • the LEDs 107 are not required to be oriented symmetrically about a circumference of the hub structure 134, but may alternatively be located asymmetrically about a circumference of the hub structure 134. Furthermore, the LEDs 107 are not all required to be located on the same laterally-extending plane orthogonal to axis Z.
  • the hub structure 134 may comprise two (2) or more rows of LEDs 107 mounted thereon and oriented to emit light onto the inward-facing reflective surface 133 of the frustoconical mirror 132.
  • the LEDs 107 may be attached to the hub structure 134 in a random arrangement and oriented to emit light onto the inward-facing reflective surface 133 of the frustoconical mirror 132.
  • the bet sensor 100 may operate on ambient light only.
  • the LEDs 107 and PCBs 144 may be omitted from the structures illustrated in FIGS. 3 through 7, and ambient light rays reflected off the lateral side surface of the stack of gaming tokens may be reflected from the mirror arrangement onto the image sensor 106.
  • an image sensor 106 for acquiring images of the lateral side surface 146 of the stack of gaming tokens 124 is illustrated according to an embodiment of the present disclosure.
  • the mirror arrangement which includes the first reflective structure 130 and the second reflective structure 136, is located and configured to direct an image of at least substantially an entire circumference of a lateral side surface of a stack of gaming tokens 124 supported on the bet placement surface 122 of the transparent cover 102 onto the image sensor 106.
  • the first reflective structure 130 and the second reflective structure 136 are sized and arranged relative to one another such that light rays 3 ⁇ 4, including ambient light rays and/or illumination light rays emitted by the optional LEDs 107, are reflected off the lateral side surface 146 of the stack of gaming tokens 124 through the transparent cover 102 toward the inward-facing reflective surface 133 of the first reflective structure 130.
  • the light rays are reflected from the in ward- facing reflective surface 133 of the first reflective structure 130 toward the outward-facing reflective surface 142 of the second reflective structure 136, from which the light rays are reflected onto the image sensor 106.
  • the inward-facing reflective surface 133 of the first reflective structure 130 and the outward-facing reflective surface 142 of the second reflective structure 136 may each have a linear cross-sectional profile. In other embodiments, as illustrated in FIGS. 8 through 13, the inward- and outward-facing reflective surfaces 133, 142 may each have an arcuate cross-sectional profile.
  • FIG. 8 illustrates a perspective view of the first reflective structure 130 according to such an embodiment.
  • the first reflective structure 130 includes the inward-facing reflective surface 133 located radially inward of an outer, lateral side surface 141 , both of which are concentric about longitudinal axis Z.
  • the first reflective structure 130 also includes a top, planar surface 129 configured to abut the transparent cover 102.
  • FIG. 9 illustrates a side cross-sectional view of the first reflective structure 130 illustrated in FIG. 8 bisected by a plane containing the longitudinal axis Z of the first reflective structure 130.
  • the arcuate shape of directly opposing cross-sectional profiles 133a, 133b of the inward-facing reflective surface 133 may form a section of a prolate ellipse having its major axis coaxial with the longitudinal axis Z of the first reflective structure 130.
  • the prolate ellipse formed by the directly opposing cross-sectional profiles 133a, 133b of the first reflective structure 130 may be defined by the parameters k and R, wherein k is the conic constant of the prolate ellipse and R, in a prolate ellipse, is the radius of the prolate ellipse at a point on the prolate ellipse coincident with the major axis of the prolate ellipse. It is to be appreciated that the conic constant k determines the shape of the prolate ellipse and R determines the relative size of the prolate ellipse.
  • the prolate ellipse defining the directly opposing cross-sectional profiles 133a, 133b of the inward-facing reflective surface 133 may be further defined by an equation Ei, expressed as
  • the parameters k and R are defined as previously described, and x, y, and z represent coordinates on a three-dimensional x, y, z Cartesian coordinate system, wherein the z axis is coaxial with the longitudinal axis Z of the first reflective structure and orthogonal to the plane formed by the x and y axes.
  • the shape of the inward-facing reflective surface 133 may be defined as a prolate spheroid formed by rotating the previously described prolate ellipse through an angle of 360 degrees about its major axis.
  • any reference point on the inward-facing reflective surface 133 may be defined in three-dimensional space by its x, y and z coordinate, wherein the x, y coordinates together define the lateral distance from axis z (and longitudinal axis Z) to the inward-facing reflective surface 133, and the z coordinate defines the axial distance from the center of the prolate spheroid to the reference point. It is to be appreciated that, using equation E , the exact shape of the inward-facing reflective surface 133 may be defined.
  • the lateral distance (x, y) from the z axis (coaxial with longitudinal axis Z) to the inward-facing reflective surface 133 at the z coordinate can be calculated using equation E
  • the z coordinate corresponding to such lateral distance can be calculated using equation Ej .
  • the size and shape of the inward-facing reflective surface 133 may be adjusted by altering the variables of equation Ei .
  • FIG. 9 illustrates a non-limiting example of the inward-facing reflective surface 133 having a shape defined by a prolate spheroid, causing the shape of the cross-sectional profiles 133a, 133b of the inward-facing reflective surface 133 to be defined by a prolate ellipse.
  • the inward-facing reflective surface 133 may have a maximum diameter Dj of about 62.1 mm at coordinate (xi, yi, z ⁇ ), and may taper arcuately to a minimum diameter D2 of about 41.7 mm at coordinate (x 2 , y 2 , z 2 ).
  • the axial distance Li, measured along axis Z, between the maximum diameter Di and the minimum diameter D 2 , of the inward-facing reflective surface 133 may be about 15.0 mm. It is to be appreciated that the maximum and minimum diameters Dj , D 2 may be adjusted to be greater or less than 62.1 mm and 41.7 mm, respectively.
  • the z coordinate of the prolate spheroid can be determined along any portion of the inward-facing reflective surface 133 for which the diameter is known, such as, for example, at the maximum diameter Di at coordinate (xj, yi , zj ), at the minimum diameter D 2 at coordinate (x 2 , y 2 , z 2 ), or at any point therebetween, using equation E] (note that in the two-dimension space of FIG. 9, one of the x and y coordinate would be the lateral distance between the longitudinal axis Z and the inward-facing reflective surface 133 and the other of the x and y coordinate would be zero).
  • FIGS. 10 through 12 illustrate a second reflective structure 136 having an outward-facing reflective surface 142 with an arcuate profile that is configured for use in a mirror arrangement with the first reflective structure 130 illustrated in FIGS. 8 and 9.
  • the second reflective structure 136 may include a top surface 143 and a recessed surface 145 surrounding a longitudinal aperture 147, wherein the longitudinal aperture 147 extends coaxial with longitudinal axis Z.
  • the longitudinal aperture may be configured to allow the image sensor 1 06 to view at least a bottom portion of a bottom gaming token in a stack of gaming tokens.
  • the top surface 143 of the second reflective structure 136 may be planar and may be configured to be centrally affixed to the underside of the transparent cover 102 in a manner to be co-planar with the top, planar surface 129 of the first reflective structure 130.
  • the second reflective structure 136 may form the hub structure 134 previously described.
  • one or more PCBs 144 carrying optional LEDs 107 may be mounted to the recessed surface 145 of the second reflective structure 136.
  • FIG. 12 illustrates a side, cross-sectional view of the second reflective structure 136 illustrated in FIGS. 10 and 1 1 bisected by a plane containing the longitudinal axis Z of the second reflective structure 136.
  • the outward-facing reflective surface 142 of the second reflective structure 136 may extend 360 degrees around the longitudinal axis Z of the second reflective structure 136 and may face the inward-facing reflective surface 133 of the first reflective structure 130.
  • the outward-facing reflective surface 142 may have opposing, convex, arcuate cross-sectional profiles 142a, 142b.
  • each directly opposing cross-sectional profile 142a, 142b of the outward-facing reflective surface 142 may extend in an arc with a single radius RA.
  • the outward-facing reflective surface 142 may taper arcuately from a maximum diameter D3 of about 24.9 mm to a minimum diameter D4 of about 9.0 mm along the opposing arcuate cross-sectional profiles 142a, 142b, wherein each cross-sectional profile 142a, 142b has a radius RA of about 53.0 mm.
  • the inward-facing reflective surface 133 of the first reflective structure 130 and the outward-facing reflective surface 142 of the second reflective structure 136 may be respectively sized, shaped, configured and oriented in any manner to direct an image of the lateral side surface 146 of the stack of gaming tokens 124 onto the image sensor 106.
  • the cross-sectional profiles 133a, 133b of the inward-facing reflective surface 133 of the first reflective structure 130 may be shaped as a section of a circle, oblate ellipse, parabola, hyperbola or any other shape sufficient to allow operability of the bet sensor 100.
  • the inward-facing reflective surface 133 may have a maximum diameter Di in the range of about 40.0 mm to about 250.0 mm, and may taper, linearly or arcuate ly, to a minimum diameter D 2 in the range of about 10.0 mm to about 100.0 mm.
  • the inward-facing reflective surface 133 may have an axial distance L] in the range of about 5.0 mm to about 50.0 mm as measured along the longitudinal axis Z, between surfaces of the inward-facing reflective surface 133 at the maximum and minimum diameters D l s D 2 .
  • the outward-facing reflective surface 142 may have a maximum diameter D3 in the range of about 5.0 mm to about 100.0 mm, and may taper, linearly or arcuately, to a minimum diameter D4 in the range of about 0.0 mm to about 4.0 mm.
  • the cross-sectional profiles 142a, 142b of the outward-facing reflective surface 142 may be shaped as a section of a circle, ellipse, parabola, hyperbola, or any other shape sufficient to allow operability of the bet sensor 100.
  • the shape of the cross-sectional profiles of the inward- and outward-facing reflective surfaces 133, 142 are defined by a portion of a conic section, such as a circle, ellipse, parabola or hyperbola
  • the shape-imparting conic section may be defined by a conic constant k in the range of about -8.0 to 2.0 and R in the range of about 10.0 mm to about 300.0 mm.
  • FIG. 13 illustrates a cross-sectional view of a mirror arrangement including the first reflective structure 130 shown in FIGS. 8 and 9 and the second reflective structure 136 shown in FIGS. 10 through 12. Similar to the manner described above in reference to FIG. 7, the first and second reflective structures 130, 1 36 shown in FIG. 13 are sized and arranged relative to one another such that light rays RL, including ambient light rays and/or illumination light rays emitted by the optional LEDs 107, are reflected off the lateral side surface 146 of the stack of gaming tokens 124 through the transparent cover 1 02 toward the inward-facing reflective surface 133 of the first reflective structure 130.
  • light rays RL including ambient light rays and/or illumination light rays emitted by the optional LEDs 107
  • the light rays are reflected from the inward-facing reflective surface 133 of the first reflective structure 130 toward the outward-facing reflective surface 142 of the second reflective structure 136, from which the light rays are reflected onto the image sensor 106.
  • the average light ray travel distance between two components of the bet sensor 100 may be defined as the average distance a light ray may travel between the two respective components of the bet sensor 100 in a plane bisecting the concentrically-aligned inward- and outward-facing reflective surfaces 133, 142 and containing the longitudinal axis Z thereof.
  • the average light ray travel distance may be determined using light ray tracer software to plot a dispersion of light rays RL reflected off the lateral side surface 146 of the stack of gaming tokens 124 through the transparent cover 102 toward the inward-facing reflective surface 133 and reflected therefrom onto the outward-facing reflective surface 142. After the dispersion of light rays RL is plotted, the average travel distance of the light rays RL in the dispersion of light rays may be calculated between two components of the bet sensor. In the embodiment illustrated in FIG.
  • the mirror arrangement may be sized, configured and oriented to provide an average light ray travel distance D5 between the lateral side surface 146 of the stack of gaming tokens 124 and the inward-facing reflective surface 133 of about 26.4 mm and an average light ray travel distance D6 between the inward-facing reflective surface 133 and the outward-facing reflective surface 142 of about 17.2 mm when the inward- and outward-facing reflective surfaces 133, 142 are respectively sized, configured and oriented as previously described in reference to FIG. 12.
  • the mirror arrangement may be sized, configured and oriented to provide an average light ray travel distance D5 between the lateral side surface 146 of the stack of gaming tokens 124 and the inward-facing reflective surface 133 in the range of about 1 5.0 mm to about 1 10.0 mm and an average light ray travel distance D6 between the inward-facing reflective surface 133 and the outward-facing reflective surface 142 in the range of about 5.0 mm to about 100.0 mm.
  • an optional lens 104 or other optical components may be located between the second reflective structure 136 and the image sensor 106 and may be configured to focus or otherwise manipulate the light rays impinging on the image sensor 106 and forming an image of the stack of gaming tokens 124.
  • the lens 1 04 may comprise what is referred to in the art as a "micro video lens.” In other embodiments, the lens 1 04 may comprise what is referred to as a "folding lens.”
  • the lens 104 may be selected based on minimum requirements of modulation transfer function (MTF) and distortion. It is to be appreciated that in some embodiments, the lens 104 may be omitted and the image may be reflected from the second reflective structure 136 directly onto the image sensor 106.
  • MTF modulation transfer function
  • an average light ray travel distance D 7 between the outward-facing reflective surface 142 of the second reflective structure 136 and the lens 104 may be about 16.6 mm, while an average light ray travel distance Dg between the lens 104 and the image sensor 106 may be about 10.2 mm.
  • the average light ray travel distance D 7 between the outward-facing reflective surface 142 and the lens 104 may be in the range of about 7.0 mm and about 60.0 mm, while the average light ray travel distance Dg between the lens 104 and the image sensor 106 may be in the range of about 5.0 mm and 50.0 mm.
  • each of the first and second reflective structures 130, 136 having a respective reflective surface 133, 142 extending substantially entirely around a respective circumference of each of the reflective structures 130, 136 provides a two-dimensional image on the image sensor 106 representing a 360 degree view of the entire circumference of the lateral side surface of the stack of gaming tokens on the bet placement surface of the transparent cover.
  • Such an image may be referred to in the art as a "pericentric” or “hypercentric” image.
  • Such an image may also be referred to as a "radial” format.
  • the image sensor 106 may capture a two-dimensional image representing a 360 degree view of the entire circumference of the
  • the lateral side surface of each gaming token is represented as an annular shape.
  • the annular shapes representing the lateral side surfaces of the gaming tokens are concentrically located relative to one another in the pericentric image when the chips are vertically aligned, with the annular shapes corresponding to lateral side surfaces of gaming tokens at the bottom of the stack being located closer to the center of the image and the annular shapes corresponding to lateral side surfaces of gaming tokens at the top of the stack being located at the outer radial periphery of the image.
  • the image sensor 106 may comprise a complementary metal-oxide-semiconductor (CMOS) image sensor.
  • CMOS image sensor may be a color sensor or a black and white sensor and may be of the type used in a conventional CMOS camera.
  • the image sensor 106 may be part of an image sensor module 148 comprising a printed circuit board 1 18 to which the image sensor 106 is mounted.
  • the lens 104 may mounted to the image sensor 106 on the image sensor module 148.
  • the processor 1 10 of the bet sensor (100) may be mounted to the image sensor unit, as shown in FIG. 15.
  • the image sensor 106 may be selected based on performance factors including cost, resolution, light sensitivity, and ease of integration with the processor 1 10.
  • the illumination unit 120 (FIGS. 2 and 3) and the image sensor module 148, including the image sensor 106, may be optimized to meet a basic minimum standard for image quality sufficient to allow the processor 100 to accurately recognize the color and general patterns of substantially the entire circumference of the lateral side surface of each token in the stack of gaming tokens 124.
  • the image sensor 106 may be one of a model OV9715, a model OV10620, or a model OV3642 CMOS image sensor commercially available from OmniVision Technologies Inc., of Santa Clara,
  • the image sensor 106 may be one of a model MT9V024, a model MT9D131, or a model MT9V032 CMOS image sensor commercially available from Aptina Imaging Corp., of San Jose, California.
  • Window imaging techniques may be used in connection with the image sensor 106.
  • various window imaging sizes on the image sensor 106 may be selectively used to capture images of substantially the entire circumference of the lateral side surface 146 of the stack of gaming tokens 124.
  • a 32 mm window diameter may be utilized in the CMOS image sensor 106.
  • a 62 mm window diameter may be utilized in the CMOS image sensor 106.
  • a 75 mm window diameter may be utilized in the CMOS image sensor 106.
  • a window diameter greater than 75 mm may be utilized in the CMOS image sensor 106.
  • image sensors may be utilized, such as, by way of a non-limiting example, charge-coupled device (CCD) image sensors.
  • CCD charge-coupled device
  • the image sensor 106 may be in electronic communication with the processor 1 10.
  • the processor 1 10 may be located on the PCB 1 18 proximate the image sensor module 148.
  • the image sensor 106 is also operatively coupled to the PCB 1 18 and may communicate electronically with the processor 1 10 through conductive vias, traces, interconnects, or a combination thereof.
  • a wire or cable may extend from the image sensor 106 directly to the processor 110.
  • an Ethernet cable or a cable extending between corresponding USB ports on or communicating with the image sensor 106 and the processor 1 10, respectively, may extend between and provide communication between the processor 110 and the image sensor 106.
  • a wire or cable may extend from the image sensor 106 to an intermediate component on the PCB.
  • the image sensor 106 may communicate wirelessly with the processor 1 10.
  • the processor 1 10 may be configured under control of a computer program to control the image sensor 106 to capture images of the stack of gaming tokens 124 and transmit the images to the processor 1 10.
  • the processor 1 10 may be configured under control of a computer program to perform one or more algorithms using the acquired image(s) of the stack of gaming tokens 124 and to determine a sum value of the stack of gaming tokens 124 supported on the bet placement surface 122 of the transparent cover 120.
  • the processor 1 10 may be configured to perform at least two functions in the processing of images of a stack of gaming tokens 124: token pattern calibration and token pattern detection.
  • the value of a single gaming token may be determined by recognizing the color and spatial patterns or markings on the lateral side surface of the token. In other embodiments, the value may be determined by color alone, markings alone or patterns alone.
  • the pattern calibration software and algorithms may allow a user to store in the processor memory a reference image of an entire circumference of a lateral side surface of each unique token in a set of gaming tokens.
  • the reference image may be an image captured by the image sensor 106 of a unique token, or "reference token,” placed on the bet placement surface 122 of the bet sensor 100 and illuminated by the illumination unit 120, as previously described.
  • the processor 1 10 may perform an algorithm to convert the 360 degree view of the entire circumference of the lateral side surface of the reference token into an image showing a linear depiction, which may also be characterized herein as a linear format, a linearly formatted image or a linear layer, of the entire circumference of the lateral side surface of the reference token.
  • the processor 1 10 may perform an edge detection algorithm on the reference image to identify the edges of the depicted reference token. After the edges of the reference token are identified, the processor 1 10 may examine the areas of the token internal to the edges to identify qualities of the patterns in these areas, such as the color and size of the patterns. To do so, at least one line having a plurality of reference points may be projected through the linear depiction of the entire circumference of the lateral side surface of the reference token. The processor 1 10 may then perform an algorithm to identify the color intensity at each reference point on each line extending through the entire circumference of the lateral side surface of the reference token for each of the red, green and blue colors on a red blue green (RGB) color scale.
  • RGB red blue green
  • a reference graph may be plotted and stored in the processor memory charting the color intensity for each color on the RGB scale at each reference point on the line.
  • the processor 1 10 may correlate the reference graph with a unique token value previously input by an operator of the bet sensor during setup.
  • multiple lines are drawn through the pericentric image, and each line intersects a center point of the pericentric image. Histograms of the RGB values may be analyzed to locate the boundaries between chips and determine the number of chips in the stack.
  • the token pattern detection software and algorithms allow wager images comprising captured images of gaming tokens 124 placed by a player as part of a bet to be compared with the reference images for each token stored in the processor memory.
  • the image sensor 106 may transmit wager images to the processor 1 10.
  • the wager images may be continuously streamed from the image sensor 106 to the processor 1 10 and subsequently captured by the processor 1 10, or, alternatively, the wager images may be captured by the image sensor 106 and transmitted to the processor 1 10.
  • the wager images may be stored in the processor memory while the processor 1 10 performs one or more algorithms to determine the value of the stack of gaming tokens 124 depicted in the wager images.
  • the processor 1 10 may perform an algorithm to convert the 360 degree view of the entire circumference of the lateral side surface of the stack of gaming tokens 124 in the wager image into an image showing a linear depiction of the entire circumference of the lateral side surface of the stack of gaming tokens 124.
  • the processor 110 may perform an edge detection algorithm on the wager image to identify the edges of each of the depicted tokens in the stack of gaming tokens 124. After the edges of the tokens are identified, the processor 110 may examine the areas of the tokens internal to the edges to identify qualities of the patterns in these areas, such as the color and size of the patterns.
  • At least one line having a plurality of reference points may be projected through the linear depiction of the entire circumference of the lateral side surface of each token in the wager image, according to the manner previously described with respect to the reference image, to obtain a token graph charting the color intensity for each color on the RGB scale at each reference point on the line for each token in the wager image.
  • the processor may compare the token graph for each token in the wager image to each reference graph stored in the processor memory until the processor identifies the stored reference graph having RGB color intensity characteristics most closely corresponding to each token graph.
  • the processor 1 10 may then add the unique token values derived for each token in the wager image to calculate a sum wager value of the stack of gaming tokens 124 depicted in the wager image.
  • the processor 1 10 may utilize software to extract data from the pericentric wager image for comparison with data of reference images for each token stored in the processor memory.
  • pixel data present in the wager image may be used to extract information about the gaming tokens 124 displayed therein. For example, if the center C of the pericentric wager image has been located, it is to be appreciated that a number of lines extending through the center C will pass through the lateral side surfaces (or pericentric "rings") of the gaming tokens 124 illustrated in the wager image. The lines may also pass through the various colored regions of the rings in the wager image.
  • FIG. 14C illustrates the wager image of FIG.
  • the pixel data contained in the wager image may include the color on the RGB color scale of the pixels intersected by each of the lines W h W 2 , W 3 , W 4.
  • each plot represents the distance from the center C of the pericentric wager image along each line
  • the y-axis represents the ratio of red pixels to green or blue pixels intersected by the line at a given reference band centered at each respective reference point along the x-axis.
  • each plot provides an indication of the varying degrees to which the image appears red along the x-axis.
  • the corresponding value on the y-axes will transition from one substantially constant red value representing the first ring to another substantially constant red value representing the second, adjacent ring.
  • the first boundary B] represents the edge of the colored marking on the underside of the lowermost, or "first,” gaming token in the stack of gaming tokens along the lines Wi, W 2 , W3, W4;
  • the second boundary B 2 represents the transition from the underside to the lateral side surface of the first gaming token;
  • the third boundary B 3 represents the transition between the lateral side surface of the first gaming token to the lateral side surface of a second gaming token, and so forth, and the last boundary, shown as Bs in FIG. 14D, represents the top edge of the lateral side surface of the uppermost, i.e.. "top” or "last,” gaming token in the stack of gaming tokens 124.
  • each distinct ring in the wager image may be identified from the regions on the x-axes located between adjacent boundaries of the boundaries Bj-Bs.
  • each distinct ring in the wager image is identified as a region on the x-axes located between adjacent boundaries of the boundaries Bi-Bg, the degree of redness of each boundary, represented by the y-values, may be extrapolated for comparison to corresponding data extrapolated from the reference images for each gaming token 124 stored in the processor memory. It will be appreciated that the accuracy of the comparison is increased as the number of lines extending through the center C of the wager image is increased.
  • each distinct ring in the wager image is identified as a corresponding region on the x-axes located between adjacent boundaries of the boundaries Bj-Bs
  • the total number of red pixels within each ring intersected by each of the lines Wj , Wi, W3, W4 may be calculated to acquire a total red pixel value for each ring.
  • separate green and blue RGB graphs along each of lines Wi, W 2 , W3, W4 may be plotted and aligned to acquire a total green pixel value and a total blue pixel value for each ring.
  • the total red, green, and blue pixel values for each ring may be combined to acquire a wager RGB signature for each ring.
  • the wager RGB signature for each ring may then be compared to corresponding RGB signatures of gaming tokens 124 depicted in reference images until the stored RGB signature that most closely corresponds to the wager RGB signature for each ring is identified. In this manner, pixel data from the wager image may be extracted and manipulated for comparison with reference images previously stored.
  • the processor 1 10 may be configured to run software to extract and manipulate data in the wager image for comparison with reference image data stored in the processor memory .
  • the processor 1 10 may run pattern recognition software, including, by way of non-limiting example, edge detection software, as is known in the art, to locate the center C of the pericentric wager image.
  • pixel data including RGB pixel color or intensity, along lines extending through the center C of the wager image may be acquired by the processor 1 10.
  • Such pixel data may include the pixel data for the various colored regions of the rings in the wager image.
  • the processor 1 1 0 may utilize the acquired pixel data to further identify the boundaries between adjacent rings in the pericentric wager image.
  • the processor 1 1 0 may organize the acquired pixel according to each ring in the wager image to acquire a pixel data signature for each ring.
  • the pixel data signature for each ring in the wager image may include an RGB pixel signature for each ring.
  • the processor 1 10 may then compare the pixel data signature for each ring in the wager image with corresponding pixel data signatures for the reference images stored in the processor memory until the processor 1 10 identifies the reference image with the pixel data signature most closely corresponding to the pixel data signature of each respective ring in the wager image. Subsequently, the processor 1 10 may assign to each ring in the wager image a wager value associated with the corresponding stored pixel data signature.
  • the processor 1 10 may then add the wager values assigned to each ring in the wager image to calculate a sum wager value of the stack of gaming tokens 124.
  • the reference image for each unique token may comprise a composite image of the entire circumference of the lateral side surface of the token.
  • the composite image may be derived from at least two base images stored in the processor memory, including at least one base image of the token illuminated by ambient light and at least one base image of the token illuminated by the illumination unit 120.
  • the stored base images for each unique token may be processed to form a single grayscale composite image of the token in the processor memory.
  • the composite image may be further processed and assigned a composite value by the processor.
  • the processor 1 10 may perform an edge detection algorithm on the composite image to identify the edges of the depicted token.
  • the processor 110 may examine the areas of the token internal to the edges to identify qualities of the patterns in these areas, such as the shape, size, and grayscale shade of the patterns. Subsequently, the processor 1 10 may assign the image a reference designation derived from processing a set of sub-values, the set of sub-values comprising a sub-value for each of at least the processed shape, size, and grayscale shade qualities of the internal areas of the depicted token.
  • the reference designation may comprise a single value derived from processing the set of sub-values, or, alternatively, may comprise a listing of the set of sub-values.
  • the processor 1 10 may correspond the reference designation with a unique token value previously input by an operator of the bet sensor 100 during setup.
  • the unique token value may be equivalent to the actual monetary value of the token.
  • a single base image, taken under ambient light, of substantially the entire lateral side surface of each unique token may be stored in the processor memory.
  • the stored base image may be further processed to form a corresponding second base image altered to represent an image of the unique token illuminated by the illumination unit 120.
  • the stored base images for each unique token may be processed to form a single grayscale composite image of the unique pattern on the lateral side surface of the associated token.
  • the composite image may then be stored in the processor memory.
  • the token depicted in the composite image may be further processed and assigned a unique token value, as previously described.
  • a single base image, taken under light emitted by the illumination unit 120, of substantially the entire lateral side surface of each unique token may be stored in the processor memory.
  • the stored base image may be further processed to form a corresponding second base image altered to represent an image of the unique token illuminated only by ambient light.
  • the stored base images for each unique token may be processed to form a single grayscale composite grayscale image of the unique pattern on the lateral side surface of the associated token.
  • the composite image may then be stored in the processor memory.
  • the token depicted in the composite image may be further processed and assigned a unique token value, as previously described.
  • a single base image, taken either under ambient light or light emitted by the illumination unit 120, of substantially the entire lateral side surface of each unique token may be stored in the processor memory and may be further processed to store in the processor memory a grayscale reference image of the unique pattern on the lateral side surface of the associated token.
  • the token depicted in the grayscale reference image of such an embodiment may be further processed and assigned a unique token value, as previously described. It is to be appreciated that any method of storing in the processor memory an image of the unique pattern on the lateral side surface of an associated token is within the scope of the embodiments of the present disclosure.
  • the token pattern detection software and algorithms allo wager images comprising captured images of gaming tokens 124 placed by a player as part of a bet to be compared with the reference images for each token stored in the processor memory.
  • the processor 1 10 may convert each wager image into grayscale and subsequently perform an edge detection algorithm to identify the edges of the depicted token, as described previously. After the edges of each token in the wager image are identified, the processor 1 10 may examine and process the areas of each token internal to the edges thereof to identify one or more of the shape, size, and grayscale shade of the patterns within the edges of the depicted tokens.
  • the processor 1 10 may assign each token depicted in the wager image a token designation derived from processing a set of sub-values, the set of sub-values comprising a sub-value for one or more of the processed shape, size, and grayscale shade qualities of the internal areas of the depicted token.
  • the token designation may comprise a single value derived from processing the set of sub-values, or, alternatively, may comprise a listing of the set of sub-values.
  • the processor 110 may then compare the token designation with the reference designations stored in the processor memory until the processor identifies the stored reference designation most closely
  • the processor 1 10 may associate the token designation with the unique token value stored in association with the corresponding reference designation.
  • the processor 1 10 may then add the unique token values derived for each token in the stack of gaming tokens 124 to calculate a sum wager value of the stack of gaming tokens 124.
  • a token pattern detection algorithm 220 is shown according to an example embodiment of the present disclosure.
  • the algorithm may include three (3) stages: a capturing stage 222, a preprocessing stage 224, and a detection stage 226.
  • a capturing stage 222 pericentric images of the capturing stage 222.
  • the circumference of the lateral side surface 146 of the stack of gaming tokens 124 are acquired by the image sensor 150 and converted to a predetermined image format for further processing during the preprocessing stage 224.
  • the pericentric images may be processed to identify layers therein representing the lateral side surfaces of individual tokens within the stack and to convert each of the layers into a linear orientation, which may also be characterized as a format, for further processing.
  • the processor 1 10 may identify and correlate patterns within each linear layer of the stack with known patterns stored in the processor memory.
  • the image sensor 150 may capture and transmit an image of the circumference of the lateral side surface 146 of the stack of gaming tokens 124 using a video capture and output program in combination with a camera driver and media controller architecture.
  • the image sensor 150 may be an Aptina sensor patched to run a Linux distribution operating system.
  • the video capture and output program may be Video for Linux 2 (also known as "V4L2").
  • the processor 1 10 may include a BeagleBoard processing platform operating the V4L2 program, the camera driver, and the media controller architecture on Linux distribution.
  • the camera driver may be configured to limit the output image to a region of interest containing substantially only the lateral side surface of the stack of gaming tokens.
  • the media controller architecture configured as described above may output the image in a raw 12-bit BGGR Bayer format.
  • the processor 1 10 may operate the V42L program and media controller to convert the 12-bit BGGR Bayer format image to a 12-bit RGB fonnat image and further convert the 12-bit RGB format image into an 8-bit RGB format image.
  • the processor 1 10 may effectively synchronize the capture of images by the image sensor 150 with illumination of the lateral side surface 146 of the stack of gaming tokens 124 by the illumination unit 120 by identifying the illumination intensity of the captured images and deleting or otherwise removing those images having an illumination intensity falling below a predetermined threshold.
  • FIG. 22 illustrates a flowchart of a method performed on captured images at the preprocessing stage 224.
  • pericentric images of the circumference of the lateral side surface 146 of the stack of gaming tokens 124 captured by the image sensor 150 and formatted by the media controller are manipulated to generate images that are suitable for pattern correlation by the processor 1 10.
  • the preprocessing stage 224 may include a background subtraction act 228, an outline detection act 230, a stack size estimation act 232, a layer identification act 234, and a cylindrical projection act 236, each as set forth more fully below.
  • the image sensor 150 may capture background images directed onto the image sensor 1 50 by the mirror arrangement when no gaming tokens are present on the bet placement surface 122.
  • the processor 1 10 may identify elements in the background images taken when no gaming tokens are present on the bet placement surface 122 as background elements.
  • the processor 1 10 may then remove the background elements from the pericentric images of the lateral side surface 124 of the stack of gaming tokens 146 captured by the image sensor 150, wherein the processor 1 10 outputs a background-subtracted image depicting substantially only the lateral side surface 124 of the stack of gaming tokens 146 to a frame buffer in the processor memory for further processing.
  • the background images may be captured randomly by the image sensor 150 or at a predetermined schedule, such as when the bet sensor is turned “on.” In some embodiments, the background images may be captured between successive bet placements.
  • the background-subtracted image may be further processed to form a thresholded image for use in subsequent acts of the preprocessing stage 224.
  • the processor 1 10 may identify the effective center, or "ideal center,” Co of the pericentric view of the stack of gaming tokens 124 depicted in the thresholded. In some embodiments, the processor 1 10 may identify the ideal center Co of the pericentric view of the stack of gaming tokens 124 as coincident with the Z-axis of the mirror arrangement.
  • a thresholded image of the lateral side surface 146 of a stack of gaming tokens 124 is shown narrowed to a region of interest containing substantially only the lateral side surface 146 of the stack of gaming tokens 124.
  • a circular outline of the pericentric lateral side surface 146 of the stack of gaming tokens 124 is extrapolated by identifying radially-outermost, non-zero points in the thresholded image measured from the ideal center Co of the stack of gaming tokens 124.
  • the region of interest may be divided into four (4) quadrants, with the first quadrant Qi extending from 0 degrees to 90 degrees, the second quadrant Q 2 extending from 90 degrees to 1 80 degrees, the third quadrant (3 ⁇ 4 extending from 1 80 degrees to 270 degrees, and the fourth quadrant Q 4 extending from 270 degrees to 360 degrees (0 degrees).
  • the processor 1 10 may identify, in each of the four quadrants Q1 -Q4. a radially-outermost non-zero point P 1 ; P 2 , P 3 , P 4 .
  • the processor 1 1 0 may then select the radially-outermost non-zero point of three (3) of the four (4) quadrants to perform a circle fit function to form a circle representing a circular outline 238 of the pericentric view of the stack of gaming tokens 146 in the thresholded image.
  • the processor 1 10 may optionally select the three radially-outward-most non-zero points with the greatest angular distance therebetween to perform the circle fit function. As shown in FIG. 23, the three radially-outward-most non-zero points with the greatest angular distance therebetween are P 2 , P 3 and P 4 .
  • the processor 1 10 may perform the circle fit function by forming a circle intersecting each of the three (3) selected points P 2 , P3, P 4 , which circle represents the circular outline 238 of the stack of gaming tokens depicted in the pericentric, thresholded image previously described.
  • the processor 1 10 may also identify and log the center Ci of the circular outline 238.
  • FIG. 25 illustrates a non-limiting example of an algorithm 400 for identifying radially-outermost points in each quadrant, according to an embodiment of the present disclosure.
  • the processor 100 may proceed to scan, at a start angle (in the present example, the start angle is 0 degrees), radially inward, along a radial line intersecting the ideal center Co of pericentric, thresholded image, from a maximum scan radius (i.e., "MaxScanRadius") to a minimum scan radius (i.e.,
  • MinScanRadius to identify non-zero points along this line.
  • the processor may repeat the scan at a second angle, wherein the second angle is greater than the start angle by an incremental angle (i.e., "AngleScanStep").
  • the processor 1 10 may repeat the process until it has repeated the scans at angles from 0 degrees to 360 degrees of the thresholded image.
  • the start angle may be set at 0 degrees and the processor 1 10 may begin scanning at the MaxScanRadius radially inward to the MinScanRadius.
  • the MaxScanRadius and the MinScanRadius may be predetermined by the processor 1 10.
  • the processor 1 10 may identify the angle at which it is performing the scan.
  • the processor 1 10 may proceed to act 408, wherein the processor 1 10 may update the maximum radius identified at any of the previously scanned angles prior to continuing to scan from the MaxScanRadius radially inward to the MinScanRadius at the present angle. If, during this scan, the processor 1 10 identifies a non-zero point (i.e., a pixel) in the thresholded image, the processor 1 10 may determine, at act 412, whether the non-zero point is located at a radius greater than the MinScanRadius.
  • a non-zero point i.e., a pixel
  • the processor 110 may proceed to act 414, wherein the processor 1 10 may perform the scan at the next angle increased in the amount of the AngleScanStep. However, if a non-zero point is located during act 412 between the MaxScanRadius and the MinScanRadius, the processor may proceed to act 416, wherein the processor 110 may log the location of the non-zero point as a Cartesian coordinate (x, y).
  • the processor 1 10 may determine whether the non-zero point represents a feature of the thresholded image or mere noise present in the image. To make such a determination, the processor may determine, at act 418, whether a pixel is present at the logged coordinate (x, y). If no pixel is present at the logged coordinate (x,y), the processor 110 may continue scanning radially inward to the MinScanRadius, as shown at act 420. However, if a pixel is present, the processor 1 10 may then explore the depth of the feature identified at the non-zero point at coordinate (x, y).
  • the processor 1 10 may recall a predetermined ray depth (i.e., "RayDepth"), measured from the logged coordinate (x, y), representing a minimum feature size (i.e., "MinumFeatureSize”) necessary for the processor 110 to identify the feature as a portion of the stack in the thresholded image instead of mere noise present in the image.
  • the RayDepth may have a width of four (4) pixels.
  • the processor 1 10 may initiate a decrementing process through which the depth of the feature is iteratively measured to determine whether the depth is greater than the MinFeatureSize.
  • the processor 1 10 may identify a feature point (i.e., "FeaturePoint") located a distance of RayDepth from the logged coordinate (x, y).
  • FeaturePoint a feature point located a distance of RayDepth from the logged coordinate (x, y).
  • the processor 1 10 may determine whether a pixel is present at the FeaturePoint. If a pixel is not present at the FeaturePoint, the processor 1 10 may continue scanning from the non-zero point radially inward to the MinScanRadius, as shown at act 420. However, if a pixel is present at the
  • the processor 1 10 may identity- whether the RayDepth has a size greater than 1 pixel at act 428. If the RayDepth is greater than one (1 ) pixel, the processor 1 10 may reduce the size of the RayDepth by one (1 ) pixel at act 430 and repeat acts 424 and 426 with the reduced RayDepth. Acts 424, 426, 428 and 430 may be repeated until the RayDepth is decremented to zero. The number of iterations through acts 424, 426, 428 and 430 allows the processor 1 10 to apprise the depth of the non-zero point to determine whether the non-zero point represents image noise or a portion of the stack in the tliresholded image.
  • the iterative process of acts 424, 426, 428 and 430 may end if, at act 428, the processor 1 10 identifies the size of the iteratively decremented RayDepth as being equal to or less than one (1) pixel. It is to be appreciated that if acts 424, 426, 428 and 430 are repeated until the processor 110 identifies the size of the RayDepth as being equal to or less than one (1 ) pixel at act 428, the depth of the non-zero point will have been determined by the processor 110 to have been greater than the MinimumFeatureSize, and thus determined to be a portion of the stack depicted in the thresholded image instead of mere noise present in the image.
  • the processor 1 10 may then determine, at act 432, whether the radius at the non-zero point is greater than the maximum radius found (i.e., "MaxRadiusFound") at any of the preceding angles scanned within the present quadrant. If the radius at the non-zero point is not greater than the MaxRadiusFound within the present quadrant, the processor 1 10 may proceed to act 414 to perform the scan at the next angle increased by the AngleScanStep.
  • the maximum radius found i.e., "MaxRadiusFound
  • the processor 1 10 logs, at act 434, the radius at the non-zero point as the MaxRadiusFound within the present quadrant prior to proceeding to act 414 to perform the scan at the next increased by the AngleScanStep. After increasing the angle by the
  • the processor 110 proceeds to act 406 to determine whether the present angle is less than 360 degrees, and if so, proceeds to acts 408 and beyond at the present angle. The process is repeated until the processor 1 10 has logged the
  • the processor 1 10 may perform the stack size estimation act 232, wherein the processor 1 10 may correlate the radius of the circular outline 238 with the radii of similar outlines of known stack sizes with variable amounts of tokens therein. For example, radii of outlines of stacks of gaming tokens with as few as one token therein and as many as fifteen (15) or more tokens therein may be stored in processor memory. The processor 1 10 may recall these radii when performing the stack size estimation act 232 and when estimating the number of tokens in the stack 124.
  • the processor 1 10 may perform the layer identification act 234. Referring now to FIG. 25, a
  • the circular outline 238 of the stack represents, in three-dimensional space, an upper edge of the lateral side surface of the topmost gaming token in the stack.
  • a radially outermost edge of a token in the stack, in the two-dimensional, pericentric image of FIG. 25, represents an upper edge of the token in three-dimensional space.
  • a radially innermost edge of a token in the stack depicted in FIG. 25 represents a lower edge of the token in three-dimensional space.
  • the processor 1 10 may identify the outlines of the lateral side surfaces of each gaming token in the stack by performing an edge detection algorithm and correlating the detected edges with the previously estimated number of gaming tokens in the stack and the expected circle radius of the outermost and innermost edges of each token therein.
  • the edge detection algorithm may include, by way of non-limiting example, a "difference of Gaussians" method, wherein the image, with the background subtracted, is converted to grayscale and a first blurred version of the image is subtracted from a second, less blurred version of the image.
  • the grayscale image may be convolved with a first Gaussian kernel (3x3) having a first standard deviation.
  • the grayscale image may be convolved with a second Gaussian kernel (7x7) having a standard deviation less than the standard deviation of the first Gaussian kernel.
  • Subtracting the first blurred image from the second, less blurred image preserves spatial information lying between the range of frequencies preserved in the first and second blurred images, revealing edges or outlines present in the original image, as shown in the edge detection image of FIG. 26.
  • the edges present in the edge detection image may not be complete circles, but may be circular fragments.
  • the processor 110 may correlate the estimated stack size, the estimated number of gaming tokens in the stack, the expected circle radii for each token therein, and the edges detected during the edge detection act to identify the radial inner and outer boundaries of each token in the stack 124.
  • the radial area between the radially-outermost and -innermost boundaries of each token in the stack 124 may be termed a "layer" of the stack 124, wherein each layer represents the lateral side surface of the associated token.
  • the processor 1 10 may identify boundaries of the layers of the stack working radially inward from the circular outline 238 to a radially-innermost boundary of the bottom token in the stack 124.
  • the topmost token in the stack may be termed the "first token” 240a
  • the token in the second-from-the-top position in the stack may be termed the “second token” 240b
  • the token in the third-from-the-top position may be termed the “third token” 240c
  • the underlying tokens may respectively be termed the "fourth token” 240d, the "fifth token” 240e and the “sixth token” 240f, respectively, with the sixth token 240f being the bottommost token in the stack 146 depicted in FIG. 26.
  • the lateral side surface of the first token 240a may be termed a "first layer” Li
  • the circumference of the lateral side surface of the second token 240b may be termed a "second layer” L2
  • the circumference of the lateral side surface of the third token 240c may be termed a "third layer” L3
  • the circumference of the lateral side surface of the fourth token 240d may be termed a "fourth layer” L 4
  • the circumference of the lateral side surface of the fifth token 240e may be termed a "fifth layer” L5
  • the circumference of the lateral side surface of the sixth token 240f may be termed a "sixth layer" h(, of the stack 124.
  • the radially innermost edge of a token and a radially outermost edge of the underlying token may together be depicted as a single edge (i.e., "boundary") between the adjacent tokens (i.e., "layers").
  • the radially innermost edge of a token may not coincide with a radially outermost edge of the underlying token. It is to be appreciated that the embodiments disclosed herein are capable of accommodating a degree of misalignment of the tokens in the stack 124.
  • the processor 1 10 may determine the location of the boundaries of the layers L1-L6 by correlating the edges depicted in the edge detection image, the previously-estimated number of tokens in the stack and expected circle radius for each token therein, and subsequently using the correlated data to perform three-point circle fit functions on non-zero points within annular bands in the edge detection image corresponding to the expected circle radii previously determined by the processor 110.
  • the resulting circles formed by these circle fit functions may correspond to the boundaries of each of the layers L1-L6 in the stack 124.
  • FIGS. 27 through 29 illustrate a non-limiting example of a method for identifying boundaries of the inner layers L ⁇ -L of the stack 124.
  • FIG. 27 illustrates a non-limiting example of an algorithm 500 for identifying inner layer boundaries.
  • FIG. 28 illustrates an edge detection image of the stack of gaming tokens shown in FIG. 26 on which the algorithm 500 of FIG. 27 is performed.
  • FIG. 29 illustrates a circle produced by the fit function of the algorithm 500 of FIG. 27, wherein the circle represents a radially inner boundary of the first layer Li.
  • the processor 1 10 may proceed to act 504 to find the outline of the pericentric view of the stack 124 in the thresholded image, as previously described with respect to the algorithm 400 of FIG. 25, and utilize the radius of the circular outline 238 to estimate the size of the stack 124 and the number of tokens in the stack 124.
  • the processor 1 10 equivocates the present layer analyzed with the stack size, i.e., the circular outline 238 previously derived.
  • the processor 1 10 utilizes the estimated stack size and estimated number of tokens in the stack 124 to determine whether the present layer represents a quantity of tokens in the stack greater than one (1 ).
  • the processor 1 10 determines that the present layer represents a position from the bottom of the stack 124 equal to or less than one (1), the processor 1 10 determines that the boundaries of each of the layers have been identified and terminates the algorithm at act 510. However, if the processor 1 10 determines that the present layer represents a position from the bottom of the stack 124 greater than one (1), for example, if the present layer represents the topmost token in the stack 124, the processor proceeds to act 512, wherein the processor 1 10 recalls the location of the center C ] of the circular outline 238 and uses the center Ci as a starting point to determine, at act 514, the boundaries of the immediately underlying layer, which become the present layer analyzed.
  • the processor 1 10 may utilize the estimated stack size and the estimated number of tokens in the stack to recall an expected circle radius for the present layer.
  • the processor 110 may utilize image data in the edge detection image within an annular band surrounding the expected circle radius to identify non-zero points to utilize to perform a circle fit function.
  • the processor 1 10 may identify and log a center of the circle at act 520 for use in act 512 on the following iteration.
  • the processor may return to act 508 and repeat the process for the underlying layers until the present layer represents a position from the bottom of the stack equal to or less than one (1). In this manner, the processor 110 analyzes and identifies the layers L1-L6 working radially inward from the outer boundary 238 of the outer token 240a in the pericentric image.
  • the processor 110 may identify, in the edge detection image, non-zero points Pi, P 2 , P 3 , P4 within four (4) quadrants Q1 -Q4 and within an annular band 242 corresponding to the expected circle radius for the radially-innermost edge of the first token 240a, wherein the expected circle radius is measured from the center Q of the circular outline 238.
  • the processor 1 10 may adjust the radial width of the annular band 242 as necessary to accommodate varying degrees of token misalignment in the stack 124.
  • the processor 1 10 may then use the three non-zero points with the greatest angular distance therebetween Pi, P 2 , P3 to perform a circle fit function to form a circular outline 244 representing the inner boundary of the first layer L], wherein the circular outline 238 of the stack 124 and the circular outline 244 of the radially-innermost edge of the first token 240a together mark the boundaries of the first layer Li .
  • the processor 1 10 may also log the center C2 of the circular outline 244 of the inner edge of the first token 240a for use with locating the expected circle radius of the next inner boundary.
  • the successive boundaries of the inner layers L2-L.6 and their corresponding centers may be determined in a similar manner.
  • each boundary may be logged and used by the processor 1 10, in connection with the expected circle size for eacli layer, to determine the annular band within which to identify non-zero points and perform a circle fit function for the succeeding inner boundary. The process may be repeated until the boundaries of each layer are identified.
  • the processor 1 10 may perform the cylindrical projection act 236 to convert the layers L1-L6 from a pericentric orientation to a linear orientation of a cylindrical projection, as previously described herein. Because the centers for each of the tokens, such as centers Co and Q shown in FIG. 29, may not by aligned, the processor 1 10 may convert each layer from a pericentric orientation into a linear orientation separately.
  • the cylindrical projection act may complete the preprocessing stage 224 of the token pattern detection algorithm 220.
  • the processor 1 10 may perform a color content analysis 246, a pattern correlation act 248, a pattern subtraction act 250, a pattern score
  • color content histograms may be derived for each layer previously linearly projected. For example, at least one line having a plurality of reference points may be projected horizontally through each liner layer.
  • the processor 1 10 may then perform an algorithm to identify the color intensity at each reference point on each line extending horizontally through each layer for each of the red, green and blue colors on a red blue green (RGB) color scale.
  • a reference graph such as a histogram, may be plotted and stored in the processor memory charting the color intensity for each color on the RGB scale at each reference point on the line.
  • the processor 1 10 may compare the histogram for each layer to histograms of template match candidates stored in memory to preselect a limited amount of template match candidates to which each linear layer will be compared in the pattern correlation act 248.
  • the processor 1 1 0 may compare patterns within each linear layer to patterns of the template match candidates identified by the processor 1 10 in the color content analysis act 246.
  • the processor 1 10 may select a limited region, or "patch" 256, of each layer, as shown in FIG. 30, for further correlation with the template match candidates preselected by the processor 110.
  • the layer patch 256 may have a horizontal length equivalent to an arc length of the lateral side surface of the token subtending an angle between about 100 degrees and about 260 degrees in three-dimensional space. In other embodiments, the layer patch 256 may have a horizontal length equivalent to an arc length of the lateral side surface of the token subtending an angle between about 120 degrees and about 220 degrees in three-dimensional space. In further embodiments, the layer patch 256 may have a horizontal length equivalent to an arc length of the lateral side surface of the token subtending an angle between about 140 degrees and about 180 degrees in
  • the layer patch 256 may have a horizontal length equivalent to an arc length of the lateral side surface of the token subtending an angle of about 160 degrees in three-dimensional space from a center of the token. It is to be appreciated that the size of the layer patch 256 may depend on patterns in the linear layer and may be predetermined for particular token types and sizes.
  • the processor 1 10 may compare the patterns within the layer patch 256 to patterns within each of the template match candidates preselected during the color content analysis 246 to determine the relative positions of the layer patch 256 and each template match candidate at which the layer patch 256 correlates most closely with the patterns in the template match candidate. The position of closest correlation may be determined using a template matching function.
  • the template matching function may effectively slide the layer patch 256 over an image of each template match candidate pixel by pixel and compare the overlapping layer patch 256 and template match candidate using a normalized squared difference function, such as the following function, to compile a result matrix R indicating how closely the layer patch 256 "matches" the template match candidate at each (x, y) coordinate of the template match candidate.
  • R represents the result.
  • T represents the layer patch 256
  • 1 represents the pattern match candidate
  • x and y represent Cartesian coordinates of the template match candidate
  • x' and y' are variables associated with the width and height of the layer patch 256, as defined in The OpenCV Reference Manual at pp.
  • the result matrix R from the normalized squared difference function allows the processor 110 to identify the location within each template match candidate at which the layer patch 256 most closely matches the template match candidate and to calculate an associated pattern correlation value, or score, for each template match candidate.
  • the processor 110 may effectively freeze the layer patch 256 at the location of the template match candidate with the lowest pattern correlation value (highest degree of correlation) determined by the normalized squared difference function.
  • the processor 1 10 may define a template patch (not shown) coextensive with the layer patch 256 at the location of the highest correlation therebetween as determined by the normalized squared difference function.
  • the processor 1 10 may subtract the layer patch 256 from the template patch and threshold an image of the template patch. The processor 1 10 may then compare the pixels of the layer patch 256 with the pixels of the thresholded template patch. The processor 110 may determine a pixel correlation value by counting the amount of pixels in the layer patch 256 exciding the threshold of the template patch to determine a number of pixels in the layer patch 256 that are different from those of the template patch, wherein a pixel correlation score of 0 indicates a perfect match between the layer patch 256 and the template patch.
  • the processor 1 1 0 may utilize both the pattern correlation value and the pixel correlation value to calculate a final correlation score between the layer patch 256 and each of the template match candidates.
  • a user may set a predetermined threshold score below which the final correlation score must rate to be considered a "pattern match.” If the final correlation score is below the threshold score, the processor 1 10 may indicate a "pattern match" status for the template match candidate. If the final correlation score is above the threshold value, the processor 1 10 may indicate only the presence of a token in the analyzed layer.
  • the processor 1 10 may calculate and log the final correlation scores for each of the template match candidates preselected during the color content analysis act 246.
  • the processor 1 10 may assign the template match candidate with pattern match status having the most favorable final correlation score a "final match" status.
  • the processor 110 may then assign the layer the wager value associate with the template match candidate having final match status.
  • the acts of the detection stage 226 may be repeated for each layer in the linear projections of the lateral side surfaces of the stack of gaming tokens.
  • the processor 1 10 may add the wager values for each layer to calculate the sum wager value for the stack of gaming tokens 124.
  • the template match candidates stored in processor memory may include template match candidates derived from images of tokens not centered on the bet placement surface 122.
  • the processor 110 may have template match candidates of misaligned tokens from which to select when performing the color content analysis 246.
  • the template match candidates may be derived from images of tokens located at various vertical locations within the stack 124 to provide template match candidates for each reference token at varying illumination saturation levels.
  • the processor 1 10 may possess the computing power to perform the necessary computations to determine the value of the stack of gaming tokens 124 in about ten (10) seconds or less. In some embodiments, the processor 1 10 may possess the computing power to perform the necessary computations to determine the value of the stack of gaming tokens 124 in about one (1 ) second or less. In further embodiments, the processor may possess the computing power to perform the necessary computations to determine the value of the stack of gaming tokens 124 in about 0.5 second or less. In yet further embodiments, the processor may possess the computing power to perforin the necessary computations to determine the value of the stack of gaming tokens 124 in about 0.1 second or less. The processor 1 10 may be capable of supporting software development tools and providing ease of integration with the image sensor 106.
  • the processor 1 10 may be what is referred to in the art as an "ARM" based processor, such as, by way of non-limiting example, an open multimedia applications platform (OMAP) processor produced by Texas Instruments of Dallas, TX, a Sitara microprocessor produced by Texas Instruments, or a S3C6410 model mobile processor produced by Samsung of Seoul, Korea.
  • OMAP open multimedia applications platform
  • any processor or combination of processors capable of perfonning the token recognition functions described above is within the scope of the embodiments disclosed herein.
  • the processor 1 10 may be in electronic communication with the display device 1 12 for displaying the wager value to a player and/or operator of a wagering game.
  • the display device 1 12 may be a liquid crystal display (LCD), such as a 1 line by 8 character (1x8) LCD or a 2 line by 8 character (2x8) LCD, either of which may optionally include a backlight.
  • LCD liquid crystal display
  • the display device 1 12 may include LEDs, organic LEDs (OLEDs),
  • the display device 112 may comprise transparent LCD digital signage.
  • transparent LCD digital signage means and refers to a device comprising an LCD display embedded within a transparent or semi-transparent material.
  • the transparent cover 102, or a portion thereof may be integrated with an LCD display to form the display device 1 12 having transparent LCD digital signage, wherein the LCD display is configured to project static images, dynamic images, or any combination thereof on a surface of the transparent cover 102 that is visible by a player.
  • the display device 1 12 may comprise at least a portion of the transparent cover 102, wherein the at least a portion of the transparent cover 102 is configured to display information visible to the player.
  • information may include the wager value of the stack of gaming tokens 124.
  • the transparent cover 102 may be transparent or semi-transparent to visible light.
  • the display device 1 12 configured to include transparent LCD digital signage may be in electronic communication with the processor 1 10. as previously described, wherein the images displayed on the display device are controlled by the processor 1 10.
  • the display device 1 12 configured to include transparent LCD digital signage may be a STA1713 model transparent LCD digital signage, produced by LiteMax Electronics, Inc. of New Taipei, Taiwan. It is to be appreciated that any device for displaying the wager value to a player and/or operator of the game is within the scope of the embodiments disclosed herein.
  • the bet sensor 100 may also be capable of communicating other information to a player of the game.
  • the LEDs 107 may also be utilized as an indicator light system to communicate information to a player and/or operator of the game responsive to a state of the game. For example, a casino may wish to limit the duration during which a player may place a wager or indicate a player who has won a game.
  • the bet sensor 100 including the LEDs 107, the first reflective structure 130, and the transparent cover 102, may be configured to provide indicator light signals to a player of the game.
  • additional LEDs 107 of varying light color emissions may be used to, for example, signal an approached end of a period for wager placement, to indicate the end of such period, to indicate a winner of a round of a game, or all of the foregoing.
  • LEDs 107 may be strobed in different patterns to indicate one or more of the foregoing game-associated events.
  • the bet sensor 100 may include at least one optical element that is configured to transmit visible light emitted by the LEDs 107 or another indicator light to a player and/or operator of the game.
  • a light guide element 156 optionally may be located on an underside of the transparent cover 102, as illustrated in FIG. 16.
  • the light guide element 156 may have an annular configuration and may be concentrically aligned with the hub structure 134.
  • the light guide element 156 may comprise a portion of the transparent cover 102 or may comprise a separate structure affixed to the transparent cover 102.
  • the attachment of the light guide element 156 to the transparent cover 102 may be accomplished by a mechanical fastener, an adhesive, or other means of attachment.
  • the light guide element 156 may be configured to channel light emitted from the LEDs 107 and transmit the channeled light in an even dispersion through a portion of the transparent cover 1 02 adjacent the light guide element 1 56.
  • a portion of the top surface of the transparent cover 102 positioned above the light guide element 156 may comprise an optical surface element 158 configured to increase visibility of the light transmitted through the light guide element 156.
  • the optical surface element 158 may comprise a textured or "frosted" diffuser portion of the top surface of the transparent cover 102 and may be configured to transmit an even dispersion of light in a ring configuration corresponding to the light guide element 156.
  • the frosted diffuser portion 158 of the transparent cover 102 may be formed by an etching process, including, by way of non-limiting example, a mechanical etching process, a chemical etching process, a laser etching process, a grinding process, or other processes known in the art.
  • the processor 1 10 may control the LEDs 107 to emit light in cooperation with the light guide element 156, the transparent cover 102, and the optical surface element 158 to provide lighting effect signals for communicating information to a player.
  • the processor 1 10 may control the LEDs 107 to cause the optical surface element 156 to blink in a uniform manner.
  • the processor 1 10 may control the LEDs 107 to cause the optical surface element 156 to transmit a solid ring of color.
  • the processor 1 10 may control the LEDs 107 to cause the optical surface element 156 to transmit lights effectively running around the circumference of the optical surface element 156, also known as "chase lights.”
  • the lighting signals may include emission of different colors of light to represent different signals. For example, a green light may indicate that a wager may be placed, while a red light may indicate that a wager may not be placed.
  • the display device 1 12 may also be used as an indicator light system similar to that previously described.
  • the display device 1 12 may be controlled by the processor 1 10 to communicate information to a player responsive to a state of the game.
  • the display device 1 12 configured with transparent LCD digital signage may be configured to display, by way of non-limiting example, a dynamic countdown encouraging a player to place a wager within a predetennined time, an indication of the status of the game being played, a dynamic or static image indicating which game is being played, advertisements, or any other information a gaming institution wishes to communicate to a player.
  • the LED driver 1 16 may comprise a drive circuit 162 that may be used to allow the processor 1 10 to control the LEDs 107 for both illuminating the stack of gaming tokens 124 and for providing indicator lighting effects to a player.
  • the drive circuit 162 may comprise a pulse-width modulation (PWM) multiplexed circuit including a microcontroller 164, such as what is referred to in the art as a "PIC" microcontroller, configured to transform a command signal from the processor 1 10 into a plurality of command signals.
  • the plurality of command signals may include at least one unique command signal for each LED 107 of the plurality of LEDs.
  • the drive circuit 162 is illustrated as having a set of nine (9) LEDs 107a-l 07i connected thereto; however, it is to be understood that any number of LEDs may be connected to the drive circuit 162, including each LED 107 of the illumination unit 120.
  • a multiplexer 166 may be electronically interposed between the microcontroller and each of the LEDs 107, and may direct each individual command signal from the microcontroller 164 to a specific LED 107. In this manner, the function of each LED 107 may be controlled by the processor, including color, intensity, fading, and strobe or pulse effects, to create a desired overall lighting effect for illuminating the stack of gaming tokens 124 or communicating information to a player.
  • the processor 1 10 may be in electronic communication with a table controller 1 14.
  • a wire or cable may extend from the processor 1 10 (or the image sensor module 148) to the table controller 1 14, such as an Ethernet or USB cable.
  • the table controller 1 14 such as an Ethernet or USB cable.
  • the controller 1 14 may communicate wirelessly with the processor 1 10.
  • the table controller 1 14 may be a PC-based computer platform with a display screen for displaying the wager value transmitted from the processor 1 10 to a table operator.
  • the table controller 1 1 4 may include a user interface configured to allow the table operator to accept, reject, or correct the wager value.
  • the table controller 1 14 may comprise an override function allowing the table operator to input a corrected wager value, wherein the corrected wager value may be transmitted from the table controller 1 14 to the processor 1 1 0 and subsequently displayed by the display device 1 1 2.
  • the table controller 1 14 may also be configured to allow the table operator to communicate various signals to a player of the game through the indicator light system described above.
  • the table operator may select a signal command output from a list of signal command outputs stored in the table controller 1 14.
  • the table controller 1 14 may subsequently transmit the signal command to the processor 1 10.
  • the processor 110 may then transmit the signal command to the LED driver 1 16, wherein the LED driver 116 may process the signal command to control the LEDs 107, as previously described.
  • the bet sensor 100 may comprise a modular configuration for ease of assembly.
  • the transparent cover 102, the first reflective structure 130, and the hub structure 134 may each be removably coupled together to provide simple assembly and disassembly of the illumination unit 120.
  • the optional lens 104 may be removably coupled to the image sensor 106.
  • the image sensor 106 may be removably coupled with the processor 110, and the processor 1 10 may be removably coupled with the table controller 1 14.
  • the removable attachment of these components may allow for ease of assembly and interchangeability of these components.
  • Bet sensors 100 of the present invention may be connected in series to a processor as described in co-pending U.S. Patent Application Serial No. 12/946,814, filed November 5, 2010, entitled “Wager Recognition System,” the disclosure of which is incorporated herein in its entirety by this reference.
  • FIG. 18 illustrates an embodiment of a gaming table 168 of the present disclosure, which includes a table having an upper playing surface 170 and a plurality of apertures, each of which apertures extends through the upper surface of the table proximate each of a plurality of corresponding player positions 172a- 172g at the table.
  • the gaming table 168 further includes bet sensors 100 as described herein mounted to the table proximate, or, in some embodiments, within, the apertures extending through the upper surface of the table.
  • each bet sensor 100 may be mounted to the table 168 such that the transparent cover 102 is disposed in and covers the associated aperture.
  • the upper betting surface 122 of the transparent cover 102 may be at least substantially flush with the upper playing surface 170 of the table 168.
  • a table controller 1 14 may be operatively coupled to the plurality of bet sensors 100.
  • Each player position 1 72a- 1 72g may include a bet sensor 100a- 1 OOg and a display device 1 12a-l 12g, each of which may be configured as previously described herein.
  • the processor 1 10 (not shown in FIG. 18) of each bet sensor l OOa-l OOg may be in electronic communication with the table controller 1 14, as previously described.
  • the table 168 may further include additional features, such as a dealer chip tray 174, which may be used by the dealer to cash players in and out of the wagering game.
  • the table 168 may further include a card handling device 178 that may be configured to shuffle, read, and deliver physical cards for the dealer and players to use during game play or, alternatively, a card shoe configured to read and deliver cards that have already been randomized.
  • a card handling device 178 may be configured to shuffle, read, and deliver physical cards for the dealer and players to use during game play or, alternatively, a card shoe configured to read and deliver cards that have already been randomized.
  • virtual cards such virtual cards may be displayed on a display screen (not shown) at each of the individual player positions 172a-172g. Common virtual cards may be displayed in a common card area (not shown).
  • the table controller 114 may further include an interface 180, which may include touch screen controls for assisting the dealer in administering the wagering game.
  • the table 168 may further include an upright display 182 configured to display images that depict game information such as pay tables, hand counts, historical win/loss information by player, and a wide variety of other information considered useful to the players.
  • the upright display 182 may be double sided to provide such information to players as well as to a casino pit. It is to be appreciated that the bet sensors 1 OOa-1 OOg may have a modular configuration to provide ease of integration with the gaming table 168.
  • the bet sensor 200 may be generally configured as described previously in reference to FIG. 1 , and may include a transparent cover 202 in visual register with a lens 204.
  • the transparent cover 202 may be embedded in a gaming table and may be configured to receive a stack of gaming tokens thereon.
  • An image sensor 206 may be positioned to view the stack of gaming tokens through the transparent cover 202 and the lens 204.
  • Proximate the transparent cover 202 may be located one or more light-emitting diodes (LEDs) 207 configured for illuminating the stack of gaming tokens to provide a satisfactory image of the stack viewable by the image sensor 206.
  • LEDs light-emitting diodes
  • Each of the LEDs 207 may be configured with a lens 208 to provide desired light emission qualities.
  • the image sensor 206 may be in electronic communication with a field programmable gated array (FPGA) 209 configured to capture images from the image sensor 206 and transmit the images to a processor 210 located in a table controller 21 1. in alternative embodiments, any image processor may be utilized in place of the FPGA 209.
  • FPGA field programmable gated array
  • the table controller 21 1 may be a personal computer (PC) based computing platform, and, in the embodiment illustrated in FIG. 19, the processor 210 may be located on the table controller 21 1.
  • the processor 210 may be configured to receive a stream of captured images of the stack of gaming tokens from the FPGA 209 and to process the images (i.e., perform one or more algorithms using the images) to calculate the values of the stack of chips depicted therein.
  • the processing algorithms performed by the processor 210 to determine the wager values may be performed as previously described herein.
  • the processor 210 may display the wager value on a screen of a user interface of the table controller 21 1.
  • the user interface may be configured to allow a table operator to accept, reject, or correct the wager value.
  • the table controller 21 1 may comprise an override function allowing the table operator to input a corrected wager value.
  • the processor 210 may be configured to transmit a display signal comprising the wager value to the FGPA 209. After receiving the display signal from the processor 210, the FGPA 209 may transmit the display signal to a display device 212.
  • the display device 212 may be configured to display the wager value to the player who placed the wager, to other players, to a table operator, or to any combination thereof.
  • the display device 212 may be configured as previously described herein.
  • An LED driver 216 may be electronically interposed between the FGPA 209 and the LEDs 207.
  • the processor 210 may be configured to control the lighting effects of the LEDs 207 for illuminating the stack of gaming tokens and for communicating information to players. To control the
  • the processor 210 may transmit lighting command signals to the FPGA 209, which may transmit the lighting command signals to the LED driver 216.
  • the LED driver 216 may be configured as previously described herein, and may process the lighting command signals as previously described.
  • the FPGA 209 and at least the LED driver 216 may be located on a printed circuit board (PCB) 218, and electronic communication between the FPGA 209 and the LED driver 216 may be provided through conductive traces, vias and interconnects in the PCB 21 8, as is known in the art.
  • the table controller 21 1 may be configured to enable the table operator to communicate various signals to a player of the game through the indicator light system described above.
  • the computer program and/or table operator may select a lighting command signal output from a list of lighting commands stored in the table controller 1 14.
  • the table controller 21 1 may be integrated with a plurality of bet sensors 200 embedded in a gaming table, wherein the table controller 211, including the processor 210, may be configured to operate each bet sensor 200 of the plurality of bet sensors 200.
  • the table controller 211 may be integrated with up to seven (7) bet sensors 200 embedded in a gaming table. It is to be appreciated that any number of bet sensors 200, including more than seven (7), may be integrated with the table controller 21 1.
  • An illumination unit 300 may be generally configured as described above with reference to FIGS. 2 through 6, including a transparent cover 302 having a bet placement surface 304 for supporting a stack of gaming tokens 306 thereon.
  • the cover glass may define an annular recess 308 on an underside of the transparent cover 302.
  • One or more LEDs 310 may be positioned on a PCB 312, wherein at least part of the LED 310 is located within the annular recess 308.
  • the LEDs 310 may be of any of the types previously described, and each may be configured to emit light through an LED lens 314 and toward the stack of gaming tokens 304.
  • the transparent cover 302 may be configured to internally reflect a majority of the light rays emitted by the LEDs 310.
  • a bottom surface of the transparent cover 302 may define a frustoconical portion 316 adjacent a conformal reflective surface 318 configured to eject internally reflected light rays out of the transparent cover 302 and onto the stack of gaming tokens 306.
  • the transparent cover 302 and LEDs 310 may be configured to provide indicator light signals to a player of the game, as previously described.
  • a light guide element 320 may be located in the annular recess 308 above the one or more LEDs 310 and on an underside of the transparent cover 302.
  • the light guide element 320 may have a continuous annular configuration.
  • the light guide element 320 may be configured to collect light emitted from the LEDs 3 10 and transmit the collected light in an even dispersion through a portion of the transparent cover 302 corresponding to the light guide element 320.
  • a portion of the top surface of the transparent cover 302 positioned above the light guide element 320 may comprise a surface element 322 configured to increase visibility of the light transmitted through the light guide element 320 and the transparent cover 302.
  • the surface element 322 may comprise a textured, or "frosted,” diffuser portion of the top surface of the cover glass.
  • the textured diffuser portion may be configured to transmit an evenly-dispersed ring of light to a player.
  • the LEDs 310 may be controlled by the processor 1 10 to emit light in cooperation with the light guide element 320, the transparent cover 302, and the surface element 322 to provide multicolored lighting effect signals for communicating information to a player.

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  • Physics & Mathematics (AREA)
  • Spectroscopy & Molecular Physics (AREA)
  • General Physics & Mathematics (AREA)
  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Computer Vision & Pattern Recognition (AREA)
  • Theoretical Computer Science (AREA)
  • Pinball Game Machines (AREA)
  • Length Measuring Devices By Optical Means (AREA)

Abstract

L'invention concerne un capteur de mises qui permet de détecter des valeurs de jetons de jeu et qui peut comprendre une surface de placement de mises configurée et orientée pour porter sur elle une pile de jetons de jeu et un capteur d'image placé et orienté pour prendre une image d'une surface latérale d'au moins un jeton de jeu placé sur la surface de placement de mises. L'image peut représenter la surface latérale dans un format radial. Le capteur de mises peut comprendre un processeur en communication avec le capteur d'image. Le processeur est configuré pour obtenir des données d'image de l'image et pour analyser les données d'image afin de déterminer une valeur de pari du ou des jetons. Une table de jeu peut comprendre un tel capteur de mises. La présente invention concerne des procédés de fonctionnement d'une telle table de jeu.
PCT/US2015/047233 2014-09-29 2015-08-27 Appareils et procédés de détection de mises WO2016053521A1 (fr)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
US14/500,687 US9478099B2 (en) 2013-01-11 2014-09-29 Bet sensing apparatuses and methods
US14/500,687 2014-09-29

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Publication number Priority date Publication date Assignee Title
WO2020072664A1 (fr) * 2018-10-02 2020-04-09 Gaming Partners International Usa, Inc. Reconnaissance basée sur la vision de jetons de jeu
CN111543051A (zh) * 2017-06-14 2020-08-14 Arb实验室公司 用于监控游戏桌的系统、方法和装置

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US20030220136A1 (en) * 2002-02-05 2003-11-27 Mindplay Llc Determining gaming information
US6901163B1 (en) * 1998-05-19 2005-05-31 Active Silicon Limited Method of detecting objects
US20060160600A1 (en) * 2005-01-14 2006-07-20 Hill Otho D Card game system with automatic bet recognition
US20060160608A1 (en) * 2005-01-14 2006-07-20 Hill Otho D Card game system with automatic bet recognition
US20140200071A1 (en) * 2013-01-11 2014-07-17 Shfl Entertainment, Inc. Bet sensors, gaming tables with one or more bet sensors, and related methods

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Publication number Priority date Publication date Assignee Title
US6901163B1 (en) * 1998-05-19 2005-05-31 Active Silicon Limited Method of detecting objects
US20030087694A1 (en) * 1999-06-17 2003-05-08 Leonard Storch System for machine reading and processing information from gaming chips
US20030220136A1 (en) * 2002-02-05 2003-11-27 Mindplay Llc Determining gaming information
US20060160600A1 (en) * 2005-01-14 2006-07-20 Hill Otho D Card game system with automatic bet recognition
US20060160608A1 (en) * 2005-01-14 2006-07-20 Hill Otho D Card game system with automatic bet recognition
US20140200071A1 (en) * 2013-01-11 2014-07-17 Shfl Entertainment, Inc. Bet sensors, gaming tables with one or more bet sensors, and related methods

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN111543051A (zh) * 2017-06-14 2020-08-14 Arb实验室公司 用于监控游戏桌的系统、方法和装置
WO2020072664A1 (fr) * 2018-10-02 2020-04-09 Gaming Partners International Usa, Inc. Reconnaissance basée sur la vision de jetons de jeu

Also Published As

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