WO2021095531A1 - ゲームシステム - Google Patents
ゲームシステム Download PDFInfo
- Publication number
- WO2021095531A1 WO2021095531A1 PCT/JP2020/040449 JP2020040449W WO2021095531A1 WO 2021095531 A1 WO2021095531 A1 WO 2021095531A1 JP 2020040449 W JP2020040449 W JP 2020040449W WO 2021095531 A1 WO2021095531 A1 WO 2021095531A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- stack
- player
- bet
- betting
- information processing
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Ceased
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Classifications
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3225—Data transfer within a gaming system, e.g. data sent between gaming machines and users
- G07F17/3232—Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed
- G07F17/3237—Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed about the players, e.g. profiling, responsible gaming, strategy/behavior of players, location of players
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3202—Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
- G07F17/3204—Player-machine interfaces
- G07F17/3206—Player sensing means, e.g. presence detection, biometrics
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/00003—Types of board games
- A63F3/00157—Casino or betting games
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q50/00—Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
- G06Q50/34—Betting or bookmaking, e.g. Internet betting
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T7/00—Image analysis
- G06T7/70—Determining position or orientation of objects or cameras
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06V—IMAGE OR VIDEO RECOGNITION OR UNDERSTANDING
- G06V20/00—Scenes; Scene-specific elements
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06V—IMAGE OR VIDEO RECOGNITION OR UNDERSTANDING
- G06V20/00—Scenes; Scene-specific elements
- G06V20/60—Type of objects
- G06V20/64—Three-dimensional [3D] objects
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06V—IMAGE OR VIDEO RECOGNITION OR UNDERSTANDING
- G06V40/00—Recognition of biometric, human-related or animal-related patterns in image or video data
- G06V40/10—Human or animal bodies, e.g. vehicle occupants or pedestrians; Body parts, e.g. hands
- G06V40/107—Static hand or arm
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06V—IMAGE OR VIDEO RECOGNITION OR UNDERSTANDING
- G06V40/00—Recognition of biometric, human-related or animal-related patterns in image or video data
- G06V40/10—Human or animal bodies, e.g. vehicle occupants or pedestrians; Body parts, e.g. hands
- G06V40/16—Human faces, e.g. facial parts, sketches or expressions
- G06V40/172—Classification, e.g. identification
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3202—Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
- G07F17/3216—Construction aspects of a gaming system, e.g. housing, seats, ergonomic aspects
- G07F17/322—Casino tables, e.g. tables having integrated screens, chip detection means
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3225—Data transfer within a gaming system, e.g. data sent between gaming machines and users
- G07F17/3232—Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3244—Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
- G07F17/3248—Payment 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
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3286—Type of games
- G07F17/3288—Betting, e.g. on live events, bookmaking
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3286—Type of games
- G07F17/3293—Card games, e.g. poker, canasta, black jack
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N7/00—Television systems
- H04N7/18—Closed-circuit television [CCTV] systems, i.e. systems in which the video signal is not broadcast
- H04N7/181—Closed-circuit television [CCTV] systems, i.e. systems in which the video signal is not broadcast for receiving images from a plurality of remote sources
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F1/00—Card games
- A63F2001/001—Bridge or baccarat
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/00003—Types of board games
- A63F3/00157—Casino or betting games
- A63F2003/00164—Casino tables
Definitions
- the present invention relates to a game system used for a game played by placing a gaming chip on any of a plurality of types of betting targets laid out on a table.
- the gaming chip on the table is photographed with a camera to obtain a photographed image, and the photographed image is captured.
- a system that determines how many gaming chips are bet on which betting target by analyzing with an image analyzer and identifying the betting target on which the gaming chips are placed and the type and number of the gaming chips is known. Has been done.
- Such a table is provided with a plurality of play positions so that a plurality of players can play at the same time.
- a betting area is provided for each play position on the table.
- a plurality of types of betting targets are laid out in each betting area.
- a player playing in a play position bets the gaming chip on the betting target by placing the gaming chip on any of a plurality of types of betting targets laid out in the betting area assigned to the play position.
- the plurality of gaming chips are stacked to form one stack and placed on the betting target.
- the image analyzer based on the fact that the betting area is divided for each play position in this way, it is possible to determine how many gaming chips are bet on which betting target for each play position. Can be done. For example, in a table for a baccarat game, at least "PLAYER” and “BANKER” are provided as a plurality of types of bet targets for each play position. The game system analyzes the captured image to determine whether the player in each play position bets on "PLAYER” or "BANKER", and how much the bet amount is. (For example, Japanese Patent Application Laid-Open No. 2019-149155).
- the present invention is to provide a game system capable of determining which player placed a plurality of stacks of gaming chips placed in the same betting area by a plurality of players.
- the game system of one aspect of the present invention includes a table having a betting area on which a plurality of types of betting targets are laid out, a camera that photographs the table to generate a captured image, and the captured image based on the captured image.
- the information processing device includes an information processing device that identifies which bet target the stack is bet on based on the position of the stack of the gaming chips in the information processing device, and the information processing device is used for gaming of a plurality of stacks in the same betting area.
- a chip When a chip is bet, it has a configuration for determining which stack is the stack of the main player and which stack is the stack of the back betting player based on the captured image.
- which stack is the stack of the main player and which stack is back based on the positional relationship between the plurality of stacks bet in the same betting area. It may be determined whether the bet player is on the stack.
- which stack is the stack of the main player and which stack is back based on the positional relationship between the stack and the betting target on which the stack is bet. It may be determined whether it is a stack of betting players.
- the stack it is possible to determine which player's stack is the stack from the place where the stack is placed on the bet target. For example, if the game is played with the rule that the main bet is placed in the center and left side of the bet target and the back bet is placed on the right edge of the bet target, the stack placed in the center and left side of the bet target. Is the stack of the main betting player, and it is possible to determine that the stack placed at the right end of the betting target is the stack of the back betting player. Further, even if the back betting player does not bet and the stack bet only by the main player exists in the betting target, the stack is said to be the main player's stack from the position where the stack is placed. It becomes possible to judge that.
- the camera may capture a player betting a stack of gaming chips
- the information processing device may capture the plurality of stacks bet on the same betting area in the captured image.
- Each player who bets may be recognized, and based on the recognition result, it may be determined which stack is the stack of the main player and which stack is the stack of the back betting player.
- the player who bet the stack is recognized, and from there, which player is the main player, which player is the back betting player, and which stack belongs to the main player. It is possible to determine which stack belongs to the back betting player.
- the information processing device recognizes a part of the body or a part of clothes of each player who bets the plurality of stacks bet on the same betting area in the captured image. Based on the recognition result of a part of the body or a part of the clothes, it may be determined which stack is the stack of the main player and which stack is the stack of the back betting player.
- the casino does not set the place to bet the stack as a rule, and even if the player freely bets the stack on the bet target and the game is played, the part of the body recognized from the captured image. Alternatively, it becomes possible to determine which stack belongs to which player from a part of the clothes.
- the information processing device identifies which part of the player's body or clothes the recognized part of the body or clothes is, and based on the specific result, the information processing device identifies which part of the player's body or clothes. It may be determined which stack is the main player's stack and which is the backbet player's stack.
- the information processing device determines the direction of a recognized part of the body or a part of clothes, and based on the determination result, which stack is the stack of the main player and which stack is. It may be determined whether the back betting player is stuck.
- the information processing device may determine whether or not a plurality of stacks bet on the same betting area are stacks of the same player based on the captured image.
- the information processing device may determine whether or not the plurality of stacks are stacks of the same player based on the distances of the plurality of stacks.
- the information processing apparatus determines which stack is the stack of the main player and which stack is the stack of the back betting player based on the plurality of captured images obtained in time series. May be determined.
- which stack is the stack of the main player and which stack is the back betting player based on the order in which a plurality of stacks bet in the same betting area are bet. You may determine if it is a stack of.
- the stack bet first is that of the main player and the stack bet later is the back bet. It becomes possible to determine that it belongs to the player.
- FIG. 1 is a diagram showing a configuration of a game system of a first example according to an embodiment of the present invention.
- FIG. 2 is a diagram showing a captured image of the first example generated by the camera capturing the bet area.
- FIG. 3 is a diagram showing a part of an image taken by a camera directly above the game table.
- FIG. 4 is a diagram showing a captured image of the second example generated by the camera capturing the bet area.
- FIG. 5 is a diagram showing a captured image of the third example generated by the camera capturing the bet area.
- FIG. 6 is a diagram showing a captured image of a fourth example obtained by photographing the bed area with the camera.
- FIG. 7 is a diagram showing a captured image of the fifth example generated by the camera capturing the bet area.
- FIG. 8 is a diagram showing a captured image of the sixth example generated by the camera capturing the bet area.
- FIG. 9 is a diagram showing a captured image of the seventh example generated by the camera capturing the bet area.
- FIG. 10 is a diagram showing six captured images obtained in chronological order.
- FIG. 11 is a diagram showing a configuration of a game system of a second example according to an embodiment of the present invention.
- FIG. 1 is a diagram showing a configuration of a game system of the first example of the embodiment of the present invention.
- the game system 1 includes a game table 2 having a substantially elliptical shape.
- the main player 3m and the back betting player 3b (hereinafter, the main player 3m and the back betting player 3b are collectively referred to as "player 3") are located on one side (lower side of FIG. 1) of the game table 2 and are on the opposite side.
- a dealer (not shown) is located in.
- a plurality of betting areas 6a to 6f (hereinafter, also collectively referred to as "bet area 6") are partitioned corresponding to each of the plurality of play positions.
- a plurality of types of betting targets are laid out in the betting area 6.
- PLAYER PAIR area 7a, BANKER PAIR area 7b, TIE area 7c, PLAYER WIN area 7d, and BANKER WIN area 7e are laid out as bet targets 7.
- the main player 3m and the back betting player 3b place the gaming chip 8 in any of the betting targets 7 laid out in the betting area 6 to bet the gaming chip 8 on the betting target 7 and participate in the game.
- the gaming chips 8 to bet may be one or more.
- the gaming chips 8 are stacked to form a pile of one or more gaming chips 8.
- the pile of the gaming chips 8 is referred to as a stack 80.
- the stack 80 may consist of one gaming chip 8.
- the game system 1 includes a camera 10, and the camera 10 captures a bet area 6 to generate a captured image 11. Further, the game system 1 includes an information processing device 12, and the information processing device 12 is based on the captured image 11 whether the stack 80 is a stack of the main player 3 m (hereinafter, also referred to as “main bet”) or the back bet player 3b. (Hereinafter, also referred to as "back bet”) is determined. Alternatively, the information processing device 12 may specify the position of the stack 80 of the gaming chips 8 placed on the bet target 7 without determining whether the bet is the main bet or the back bet.
- FIG. 1 For convenience, four cameras 10a to 10d are shown in FIG. 1, but the number or position of the cameras 10 is arbitrary so that the bet area 6 and the stack 80 placed therein can be sufficiently photographed. Can be the number or location of.
- the camera 10b photographs the betting area 6 of the game table 2 and the gaming chips 8 placed therein from directly above the game table 2. Only the surface of the top gaming chip 8 of the stack 80 can be observed in the image of the camera 10b, but the position of the stack 80 can be determined more easily than the images of the other cameras 10.
- FIG. 2 is a diagram showing a captured image 11a of the first example generated by the camera 10 photographing the bet area 6.
- the captured image 11a shown in FIG. 2 is composed of a plurality of pixels arranged in two-dimensional coordinates.
- the gaming chip 8 is at least partially colored.
- the color may form a layer of the gaming chip 8, may be attached in the circumferential direction of the side surface of the gaming chip 8, or may be attached as a predetermined mark on the surface of the gaming chip 8.
- FIG. 2 illustrates an example in which the side surface of the gaming chip 8 is colored in the circumferential direction. This color represents the type (value) of the gaming chip 8. That is, the gaming chip 8 is given a color according to the type (value).
- the information processing device 12 detects the stack 80 from the image by using a neural network learned to detect the stack 80. Specifically, the information processing apparatus 12 detects a rectangular area 9 (bounding box) including the stack 80 (object detection) in the image, or extracts the area of the stack 80 (hereinafter, referred to as “stack area”). (Region segmentation).
- the information processing device 12 extracts an area in which the partially assigned color is recorded, and based on the partially assigned color of each gaming chip 8 included in the detected stack 80, the information processing device 12 extracts the partially assigned color.
- the type of each gaming chip 8 is determined. Template matching may be used for this determination, or a machine learning model such as a neural network may be used. Further, the two may be used in combination, or each of them may be used for stepwise determination.
- the information processing device 12 uses the stack 80 to the stack 80 by a method of measuring features on the image such as shape, brightness, saturation, and hue from the result of image analysis of the captured image 11 without using an artificial intelligence device.
- the type of gaming chip 8 to be formed may be recognized.
- FIG. 3 is a diagram showing a part of an image taken by the camera 10b directly above the game table 2.
- the information processing device 12 defines grids arranged two-dimensionally with respect to this image, and defines which bet target 7 the grid corresponds to for each grid.
- the information processing device 12 detects the stack 80 from the image and determines on which grid the detected stack 80 (specifically, the center of the top gaming chip 8 of the stack 80) is located. It is determined which bet target 7 the stack 80 is placed on. Further, by determining which grid the stack 80 is located on based on the captured image shown in FIG. 3, it is possible to determine which position in the bet target 7 the stack 80 is located. it can.
- the information processing apparatus 12 determines which bet target 7 the stack 80 is placed on based on the captured image 11a shown in FIG. 2, the information processing device 12 performs as follows. That is, when a photographed image obtained by photographing from diagonally above is used as in the photographed image 11a of FIG. 2, the information processing apparatus 12 is located at the center of the base of the detected rectangular region 9 or the extracted stack. Depending on the coordinate value of the pixel at the center of the center of the maximum left and right width of the area (that is, the position in the captured image), the position where the stack 80 is placed (that is, the bet target 7 or the bet target 7) Position) is determined.
- the information processing device 12 when determining the position where the stack 80 is placed (that is, the position in the bet target 7 or the bet target 7) from the captured image 11a shown in FIG. 2, the information processing device 12 is the bottom gaming chip. It is determined that the stack 80 exists at the center coordinates in the left-right direction of the color attached to the side surface of the eight in the circumferential direction. Alternatively, the position of the stack 80 may be determined by estimating the overall shape of the gaming chip 8 from the arcuate shape of the color attached in the circumferential direction and specifying the coordinates of the center of the gaming chip 8 from the estimated shape. ..
- the information processing device 12 stores which coordinates correspond to which bet target 7, and compares the stored information with the coordinates indicating the center of the gaming chip 8 determined from the captured image 11a, and stacks them. It becomes possible to recognize which bet target 7 the 80 is placed on.
- the information processing device 12 also detects or extracts each bet target 7 from the captured image by using a machine learning model such as a neural network for the bet target 7, and determines the bet target 7 on which the stack 80 is placed. You may judge.
- the information processing device 12 recognizes the center of the highest-level chip, recognizes the number of gaming chips 8 in the stack 80, and based on these, determines the position of the center of the lowest-level gaming chip in the stack 80. It may be estimated and used as the position of the stack 80.
- the information processing device 12 has a line segment connecting the center of the camera 10 and the uppermost chip as the inclination of the hypotenuse, has a height calculated from the number of gaming chips 8, and has a table surface. The position at right angles of the right triangle when the upper base is set is calculated as the position of the lowest gaming chip 8, that is, the position of the stack 80.
- the information processing device 12 converts the coordinates of each pixel of the image obtained from the camera 10 into a table coordinate system set on the table surface. This conversion formula is determined from the relationship between the position and orientation of the table surface and the camera 10, and is known as long as the camera 10 is fixed. By converting the position of the stack 80 recognized in each image of the plurality of cameras 10 into a table coordinate system, the stack 80 photographed by the plurality of cameras 10 can be handled in a unified manner.
- the information processing device 12 has a map of the bet target corresponding to the table coordinate system.
- the information processing device 12 maps the position (coordinates) of the stack 80 converted into the table coordinate system to the map (first map) in which the bet target 7 is set, so that the stack 80 is the bet target 7 which bet target 7. Determine if it is located in.
- the information processing device 12 further divides some bet targets (for example, TIE area 7c, PLAYER WIN area 7d, and BANKER WIN7e, which have a relatively large area) into a plurality of small areas (second map). Also has.
- the information processing device 12 determines in which small area of the bet target 7 the stack 80 is located by mapping the position (coordinates) of the stack converted into the table coordinate system to the second map. To do.
- the TIE area 7c is divided into three in the longitudinal direction to define three small areas
- the PLAYER WIN area 7d and the BANKER WIN area 7e are each divided into four to divide the four small areas. The defined one may be used.
- the position of the stack 80 obtained by each of the plurality of cameras 10 is converted into the table coordinate system, an error may occur between them. This error may occur due to a deviation in the posture or position of the camera 10, an inaccurate conversion formula for coordinate conversion, or an error in recognizing the position of the stack 80. If the positions of the same stack 80 taken by the plurality of cameras 10 are displaced when converted to the table coordinate system, the median values thereof may be regarded as the coordinates of the stack 80. Further, when the stacks 80 are photographed by the plurality of cameras 10, and the distances in the table coordinate system are equal to or less than a predetermined threshold value, the information processing apparatus 12 considers the stacks 80 to be the same stack. , If the distance between them is greater than the threshold, it may be recognized as two different stacks.
- the information processing apparatus 12 converts all the positions of the stack 80 obtained by each of the plurality of cameras 10 into the same table coordinate system, and then the stack 80 is placed in which bet target or small area. It was determined whether or not it was placed, but instead, a map in which each bet target or a small area was set was prepared for the captured image 11 of each camera 10, and the captured image 11 of each camera was not subjected to coordinate conversion. By mapping the position of the stack 80 recognized in the above to the map, it may be determined in which bet target or small area the recognized stack 80 is located.
- FIG. 4 is a diagram showing a captured image 11b of the second example generated by the camera 10 photographing the bet area 6. A part of the bet areas 6a and 6b is shown in the captured image 11b. A specific determination method by the information processing device 12 will be described with reference to FIGS. 1, 4, and 5.
- the bet area 6a in FIG. 4 has two stacks 80a and 80b, the stack 80a is placed in the TIE area 7c, and the stack 80b is placed in the PLAYER WIN area 7d.
- the casino side sets a rule that the back bet is placed on the right side of the main bet from the player toward the dealer, the game is played based on the rule, and the captured image 11b is generated.
- the stack 80b placed in the PLAYER WIN area 7d is placed on the left side
- the stack 80a placed in the TIE area 7c is placed on the right side of the stack 80b based on the captured image 11b. It is determined that the stack 80b is placed, and further, based on the above rule, the stack 80b is determined to be the main bet, and the stack 80a is determined to be the back bet.
- the casino side may set a rule that the main bet is placed at the center and the left side of the bet target 7, and the back bet is placed at the right end of the bet target 7.
- the stack 80 is the main player 3m. Even if the main player 3m does not bet and only one or more stacks 80 bet by only the back betting player 3b are in the betting target 7, the stack 80 is backed. It becomes possible to determine that it belongs to the bet player 3b.
- FIG. 5 is a diagram showing a captured image 11c of the third example generated by the camera 10 photographing the bet area 6.
- the captured image 11c in addition to the captured image 11b, a part of the hand and arm of the main player 3m or a part of the sleeve of clothes (hereinafter, simply referred to as “arm 15a”) and the hand and arm of the back bet player 3b.
- a part or a part of the sleeve of the garment hereinafter, simply referred to as "arm 15b” (hereinafter, when the arm 15a and the arm 15b are collectively referred to as "arm 15") is shown.
- the information processing device 12 is configured to be able to recognize the arm 15 in the captured image 11c.
- the information processing device 12 can specify whether each arm 15 belongs to the main player 3m or the back betting player 3b. Based on the specific result, the information processing apparatus 12 determines whether each stack 80 placed in the betting area 6 belongs to the main player 3m or the back betting player 3b.
- the method of recognizing the region of the arm 15 from the captured image 11c is basically the same as the method of extracting the region of the gaming chip 8 described above.
- the specific color attached to the gaming chip 8 is used as a reference, but when recognizing the arm 15, the color or pattern of clothes or the color of the arm is used as a reference.
- the information processing device 12 photographs the arm 15 of each player in advance, and stores the photographed image of each arm 15 in association with the information that identifies the player.
- the information processing device 12 identifies the main player 3m and the back betting player 3b by the player identification system described later. Then, when the information processing device 12 recognizes the first arm 15 in the captured image 11c, the information processing device 12 identifies which arm 15 is stored in advance and the arm 15 corresponds to the arm 15. It is determined whether the arm 15a of the main player 3m or the arm 15b of the back betting player 3b.
- the information processing device 12 recognizes the arm 15 of the captured image 11c, and determines whether the arm 15 belongs to the main player 3m or the back betting player 3b according to the direction of the recognized arm 15. May be good.
- FIG. 6 is a diagram showing a captured image 11d of the fourth example obtained by photographing the bet area 6 by the camera 10. A specific method based on the direction of the arm will be described with reference to FIG.
- the information processing device 12 first identifies the tip 14 and the end 16 of the arm 15, and connects the two points with a straight line 17. Further, the straight line 17 and the straight line 18 drawn horizontally through the tip 14 are connected. The angle 19 formed by the two straight lines 17 and 18 is used as a reference for identifying the player 3.
- the back bet player 3b plays while standing. Therefore, when betting, the arm 15b is put out from a high angle toward the game table 2.
- the main player 3m plays while sitting. Therefore, when betting, the arm 15a is put out from a low angle toward the game table 2.
- the information processing device 12 identifies that the arm 15 having a small angle 19 obtained by the above method is the arm 15a of the main player 3m, and the arm 15 having a large angle 19 is the arm 15b of the back betting player 3b. To do. Furthermore, it may be specified based on other factors.
- the arm 15 is recognized by the information processing device 12 in the captured image 11d, but the object to be recognized does not have to be the arm 15 of the player 3, and may be a part of the body or a part of clothes. For example, it may be other than the arm.
- the body of the player 3 may be photographed so as to be included in the photographed image 11.
- the body of the main player 3m sitting on the chair is recognized, and the arm 15 protruding from the body is further recognized.
- the arm 15 recognizes the bet stack 80 and identifies the stack 80 as that of the main player 3 m.
- the back bet player 3b is also specified by the same method.
- the game system 1 of this example makes it possible to determine whether or not the plurality of stacks 80 belong to the same player 3.
- it will be described with reference to FIG. 7.
- FIG. 7 is a diagram showing a captured image 11e of the fifth example generated by the camera 10 photographing the bet area 6.
- a part of the bet areas 6a and 6b is shown in the captured image 11e.
- the betting area 6 has two stacks 80c and 80d, and both stacks 80c and 80d are placed in the TIE area 7c.
- the information processing device 12 measures the distances of a plurality of stacks 80c and 80d bet on the same betting target 7 based on the captured image 11e. This distance may be a distance within the captured image 11e, or may be converted from the distance of the captured image 11e into the distance in the real space. Then, the information processing device 12 determines whether or not the plurality of stacks 80c and 80d are the stacks 80 of the same player 3 based on the obtained distance.
- FIG. 8 is a diagram showing a captured image 11f of the sixth example generated by the camera 10 photographing the bet area 6.
- a specific determination method will be described with reference to FIGS. 7 and 8.
- the information processing apparatus 12 determines that the distance between the stack 80c and the stack 80d is smaller than a predetermined threshold value, and determines that the two stacks 80c and 80d are the stack 80 of the same player 3.
- the two stacks 80 are placed remotely.
- the information processing apparatus 12 determines that the distance between the stack 80e and the stack 80f is larger than a predetermined threshold value, and determines that the two stacks 80e and 80f are stacks 80 of different players 3. That is, the information processing device 12 determines whether or not the plurality of stacks 80 are the stacks 80 of the same player 3 based on the distances between the plurality of stacks 80.
- the distance between the stacks 80, which the information processing apparatus 12 uses as a criterion for determination, may be any distance.
- FIG. 9 is a diagram showing 11 g of the captured image of the seventh example generated by the camera 10 photographing the bet area 6.
- a determination method when three stacks 80 are bet on the same bet target 7 will be described with reference to FIG.
- three stacks are placed in the TIE area 7c.
- the stack 80g and the stack 80h are placed close to each other, and the stack 80i is placed remotely.
- the information processing apparatus 12 uses the distance between the stack 80g and the stack 80h and the distance between the stack 80h and the stack 80i as a criterion for determination. That is, the information processing apparatus 12 determines that the stack 80g and the stack 80h are bet by one player 3 and the stack 80i is bet by the other player 3.
- the distance that the information processing apparatus 12 uses as a reference for determination may be any distance.
- the number of stacks 80 may be four or more.
- the determination by the information processing apparatus 12 described above determines whether the plurality of stacks 80 are the main bet or the back bet based on each one captured image, but the information processing apparatus 12 has a plurality of determinations. The determination may be made based on the captured image.
- the camera 10 provided in the game system 1 captures the bet area 6 at regular intervals to generate captured images. The captured images can be obtained in chronological order. Therefore, when a plurality of stacks 80 are placed in the same betting area 6, the information processing device 12 uses the stacks 80 of the same player 3 for the plurality of stacks 80 based on the plurality of captured images obtained in time series. It is also possible to determine whether or not there is.
- FIG. 10 is a diagram showing six captured images 11h1 to 11h6 obtained in chronological order in the order of 1 to 6. A specific determination method based on a plurality of captured images will be described with reference to FIG.
- the captured images 11h1 and 11h2 represent a state in which the first player 3 is trying to place a plurality of gaming chips 8 in the betting area 6.
- the captured image 11h3 shows a state in which the first player 3 places a plurality of gaming chips 8 in the BANKER PAIR area 7b of the betting area 6 and bets on the BANKER PAIR area 7b.
- the captured images 11h4 and 11h5 show how the second player 3 is trying to place the plurality of gaming chips 8 in the betting area 6.
- the captured image 11h6 shows a state in which the second player 3 places a plurality of gaming chips 8 in the TIE area 7c of the betting area 6 and bets on the TIE area 7c. Further, in the captured image 11h6, a stack 80 formed by betting by the first player 3 and a stack 80 formed by betting by the second player 3 are placed, and a plurality of stacks 80 have the same betting area. It also shows how it exists in 6.
- the information processing device 12 is the first player. It is determined that the gaming chip 8 bet by 3 is the stack 80 of the main player 3m, and the gaming chip 8 bet by the second player 3 is the stack 80 of the back betting player 3b.
- the main player 3m and the back betting player 3b may each bet a plurality of stacks 80. In this case, simply judging in order, it is determined that the second stack 80 bet by the main player 3m is the one bet by the back betting player 3b. Therefore, in order to determine whether the second and subsequent stacks 80 are bets by the main player 3m or back bets by the back betting player 3b, the information processing apparatus 12 may determine as follows. ..
- the camera 10 continuously captures a plurality of images and gives a time-series captured image 11 to the information processing device 12. If another stack 80 is bet within a predetermined time (for example, within 2 seconds) after the first stack 80 is bet, the information processing device 12 is betting by the same player. Judge. By doing so, for example, when there are three stacks 80 in the same betting area 6, the second stack 80 is bet by the main player 3m or bet by the back betting player 3b. You can judge whether it is a good one.
- a predetermined time for example, within 2 seconds
- the information processing apparatus 12 has the first stack and the second stack. Is recognized as being bet by the same player, and if the third stack is bet within a predetermined time after the second stack is bet, the second stack and the third stack are bet.
- the stack may be recognized as being bet by the player in the same way.
- the information processing device 12 when there are a plurality of stacks 80 in the same betting area 6, those stacks 80 are bet by the same player based on the amount and the number of gaming chips 8 of the stack 80. You may judge whether it is a thing or not. For example, if you have a stack 80 with 10 $ 10,000 chips ($ 100,000 total) and a stack 80 with two $ 1,000 chips, those stacks are bet by different players. It may be judged that it is a product. This is because it is unlikely that a player betting $ 100,000 will bet another $ 1,000 and bet a total of $ 101,000. In this case, the information processing apparatus 12 may recognize that the stack 80 having the larger amount is the stack bet by the main player.
- FIG. 11 is a diagram showing the configuration of the game system 20 of the second example of the embodiment of the present invention.
- the player identification system 21 that identifies the main player 3m, and the information of the player 3 and the gaming chip 8 are associated with each other. It includes a database 22 to be stored, and an update device 23 to associate the information of the gaming chip 8 determined to be the stack 80 of the main player 3m with the specified player 3 and store it in the database 22. ..
- At least the gaming chip 8 of the main player 3 m can be managed by the database 22. Further, the player identification system 21 may be configured to specify the back bet player 3b.
- the player identification system 21 includes an image recognition system 24 including a camera 10 and an image recognition device, and a card authentication system 25 including a card and a card reader, but any one of them may be used.
- the camera 10 photographs the face of the player 3 and outputs the image generated by the imaging to the image recognition device.
- the image recognition device includes a face recognition engine based on a neural network that learns face images of a plurality of pre-registered players 3 (hereinafter, the registered players 3 are also referred to as "members"). By inputting the image from the camera 10 into the neural network, the image recognition device identifies which member's face image the input face image is registered. When the image recognition device determines that the image from the camera 10 is not the face of any of the registered members, the image recognition device outputs the result that the face image is a non-member face image.
- the camera 10 may take a picture other than the face of the player 3.
- the camera 10 may be configured to link the photographed information on the clothes and physical characteristics of the player 3 with the information on the face of the player 3.
- the card reader scans the member's card handed to the dealer by the player 3 and reads the information stored in the member's card.
- the member's card is a magnetic card on which a magnetic stripe is formed, and at least the user ID of the player 3 (member) is stored in the magnetic stripe.
- the dealer receives the member's card from the player 3, the dealer scans the member's card using the card reader and inputs to the card reader at which position the player 3 plays (hereinafter referred to as "play position"). ..
- the card reader outputs the user ID read from the member's card and the area ID of the play position input by the dealer.
- the member's card information may be associated with whether each player is the main player 3m or the back betting player 3b.
- the player identification system 21 only one of the identification of the player 3 by the face recognition system and the identification of the player 3 by reading the member's card may be performed. That is, the registered member does not necessarily have to specify the player 3 by the member's card when he / she arrives at the play position. In that case, the player 3 is specified only by the face recognition system. Further, even when the face of the player 3 cannot be photographed well and the face authentication cannot be performed, the player 3 may be specified by the member's card. Further, the player 3 may be identified by both face recognition and a member's card.
- the information of the gaming chip 8 may be the value information or identification information of the gaming chip 8 or other information.
- Appendix 1 A table with a betting area where multiple types of betting targets are laid out, A camera that shoots the table and generates a shot image, An information processing device that identifies which bet target the stack is bet on based on the position of the stack of gaming chips in the captured image based on the captured image. With The information processing device is a game system that further determines which of the plurality of small areas installed in the bet target the stack is located.
- (Appendix 2) A table with a betting area where multiple types of betting targets are laid out, A camera that shoots the table and generates a shot image, An information processing device that identifies which bet target the stack is bet on based on the position of the stack of gaming chips in the captured image based on the captured image.
- the information processing device has a map in which the betting target is defined in a table coordinate system set on the surface of the table, and the position of the stack in the captured image is converted into the table coordinate system and converted.
- a game system that identifies which bet target the stack is betting on by mapping the coordinates to the map.
- Game system 2 Game table 3 Player 3m Main player 3b Back bet player 6 Bet area 7 Bet target 7a PLAYER PAIR area 7b BANKER PAIR area 7c TIE area 7d PLAYER WIN area 7e BANKER WIN area 8 Gaming chip 80 Stack 10
- Camera 11 Information processing device 15 Arm 15a Main player's arm 15b Back bet Player's arm 20 Game system 21 Player identification system 22 Database 23 Update device
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| AU2020383067A AU2020383067A1 (en) | 2019-11-14 | 2020-10-28 | Game system |
| PH1/2022/551174A PH12022551174A1 (en) | 2019-11-14 | 2020-10-28 | Game system |
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| KR1020227015087A KR102928518B1 (ko) | 2019-11-14 | 2020-10-28 | 게임 시스템 |
| US17/773,977 US20230005329A1 (en) | 2019-11-14 | 2020-10-28 | Game system |
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| JP7841844B2 (ja) | 2019-11-14 | 2026-04-07 | エンゼルグループ株式会社 | ゲームシステム |
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| KR20240026428A (ko) * | 2022-08-18 | 2024-02-28 | 엔제루 구루푸 가부시키가이샤 | 게임 감시 시스템 |
| CN117593688A (zh) * | 2022-08-18 | 2024-02-23 | 天使集团股份有限公司 | 游戏监视系统 |
| US20240257604A1 (en) * | 2023-01-31 | 2024-08-01 | Angel Group Co., Ltd. | Gaming table system |
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