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JP6924110B2 - Amusement park system - Google Patents
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JP6924110B2 - Amusement park system - Google Patents

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JP6924110B2
JP6924110B2 JP2017190758A JP2017190758A JP6924110B2 JP 6924110 B2 JP6924110 B2 JP 6924110B2 JP 2017190758 A JP2017190758 A JP 2017190758A JP 2017190758 A JP2017190758 A JP 2017190758A JP 6924110 B2 JP6924110 B2 JP 6924110B2
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JP2019063193A (en
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聡 時田
聡 時田
加藤 明
加藤  明
和也 一柳
和也 一柳
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ダイコク電機株式会社
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Description

本発明は遊技場用システムに関する。 The present invention relates to a playground system.

遊技場では遊技者に関する情報を管理することが重要であり、例えば遊技者を撮像して遊技者数を特定しようとする場合、画像認識できない遊技者もいることから、特許文献1では全体の稼動時間を認識できた遊技者の平均稼動時間にて除することで、理論上の遊技者数を算出することが提案されている。 In the amusement park, it is important to manage information about the players. For example, when trying to identify the number of players by imaging the players, some players cannot recognize the image. Therefore, in Patent Document 1, the entire operation is performed. It has been proposed to calculate the theoretical number of players by dividing by the average operating time of the players who can recognize the time.

特開2015−150318号公報Japanese Unexamined Patent Publication No. 2015-150318

さて、近年、遊技機の演出度合いを高めるために役物を巨大化する傾向があり、遊技機の所謂枠のような遊技領域外に役物を設ける遊技機が見受けられるようになっている。
しかしながら、このような遊技領域外に設けられた役物により遊技者の撮像が阻害されることから遊技者の画像認識レベルが低下し、遊技者を特定できない場合があり、特許文献1に示される構成では、遊技者を撮像した画像に基づき特定可能な遊技者情報の精度が低減する虞があった。
By the way, in recent years, there has been a tendency to enlarge the accessory in order to increase the degree of production of the gaming machine, and there are some gaming machines in which the accessory is provided outside the gaming area such as the so-called frame of the gaming machine.
However, since the image recognition of the player is hindered by the accessory provided outside the game area, the image recognition level of the player may be lowered and the player may not be identified, which is shown in Patent Document 1. In the configuration, there is a risk that the accuracy of the player information that can be identified based on the image of the player captured may be reduced.

本発明は上記事情に鑑みてなされたもので、その目的は、遊技者を撮像した画像に基づき特定可能な遊技情報を管理対象とし、遊技機に設けられる役物のような阻害要因により遊技者の画像認識レベルが低下した場合であっても、当該遊技情報の精度が低下する虞を低減可能な遊技場用システムを提供することにある。 The present invention has been made in view of the above circumstances, and an object of the present invention is to manage game information that can be specified based on an image captured by a player, and the player is affected by an obstructive factor such as an accessory provided in the game machine. It is an object of the present invention to provide a game field system capable of reducing the possibility that the accuracy of the game information is lowered even when the image recognition level of the game is lowered.

請求項1の発明によれば、遊技者の画像認識レベルが低下する虞のある特別機種の確定時間を想定確定時間として遊技情報を導出可能になるため、遊技機の役物等により遊技者の画像認識レベルが低下した場合であっても、遊技者を撮像した画像に基づき特定可能な遊技情報の精度が低下する虞を低減可能となる。 According to the invention of claim 1, since the game information can be derived by using the fixed time of the special model, which may lower the image recognition level of the player, as the assumed fixed time, the player can use the accessory of the game machine to derive the game information. Even when the image recognition level is lowered, it is possible to reduce the possibility that the accuracy of the game information that can be identified based on the image captured by the player is lowered.

一実施形態における遊技場用システムの全体構成を示す概略図Schematic diagram showing the overall configuration of the amusement park system in one embodiment 遊技機の正面図Front view of a gaming machine 遊技場全体の遊技情報の集計結果を示す図The figure which shows the aggregation result of the game information of the whole game hall 機種単位の遊技情報を示す図Diagram showing game information for each model 補正集計を示す図Diagram showing correction tabulation 基準情報を示す図Diagram showing reference information サーバ平均時間を示す図Diagram showing average server time 補正内容を示す図The figure which shows the correction content 想定全体集計の認識人数の求め方を示す図Figure showing how to find the number of people recognized in the assumed total total

以下、本発明の一実施形態について図面を参照して説明する。
図1は、遊技場用システムの全体構成を示す概略図である。遊技場A内には多数の(複数機種の)遊技機1が設置されており、各遊技機1に対応して遊技装置2が設置されている。これら遊技機1及び遊技装置2は2台ずつ中継装置3に接続されており、中継装置3はLAN4を介して管理装置5(遊技情報特定手段、遊技者特定手段、遊技時間特定手段、特別機種設定手段、基準情報設定手段、想定情報導出手段)と接続されている。
Hereinafter, an embodiment of the present invention will be described with reference to the drawings.
FIG. 1 is a schematic view showing the overall configuration of the amusement park system. A large number of gaming machines 1 (of a plurality of models) are installed in the game hall A, and a gaming device 2 is installed corresponding to each gaming machine 1. Two of these game machines 1 and two game devices 2 are connected to the relay device 3, and the relay device 3 is connected to the management device 5 (game information identification means, player identification means, game time identification means, special model) via LAN4. It is connected to the setting means, the reference information setting means, and the assumed information derivation means).

遊技場A内にはPOSや残高精算機(いずれも図示せず)も設置されており、これらPOSや残高精算機もLAN4を介して管理装置5と接続されている。尚、図1では図示を省略したが、実際には例えば数百台の遊技機1が管理装置5の管理対象となっている。 A POS and a balance settlement machine (none of which are shown) are also installed in the amusement park A, and these POS and the balance settlement machine are also connected to the management device 5 via the LAN 4. Although not shown in FIG. 1, in reality, for example, several hundred gaming machines 1 are managed by the management device 5.

管理装置5は、遊技場A内の例えば事務室等に設置されており、遊技場の管理者が操作するキーボード6、モニタ7(出力手段)、プリンタ(図示せず、出力手段)等が接続されている。管理装置5は、遊技機側(遊技機1、遊技装置2等)から出力される遊技信号を入力することで、遊技機1毎の遊技データ、会員登録された会員毎の個人データ、遊技機1や遊技装置2等の稼動状態等を管理する。 The management device 5 is installed in, for example, an office in the game hall A, and is connected to a keyboard 6, a monitor 7 (output means), a printer (not shown, an output means) operated by the manager of the game hall, and the like. Has been done. By inputting a game signal output from the game machine side (game machine 1, game device 2, etc.), the management device 5 receives game data for each game machine 1, personal data for each member registered as a member, and a game machine. It manages the operating state of 1 and the gaming device 2.

遊技場用システムでは、遊技場A内に設置されている遊技機1、遊技装置2、中継装置3、LAN4及び管理装置5等と同様の構成が別の遊技場(図1の例示では遊技場B)内にも設置されている。これらの各遊技場A、Bに設置されている各管理装置5は、それぞれインターネットやVPN接続等の公衆回線8を介して各遊技場A、Bとは別に設置されているサーバ9(管理手段)と接続されており、各種信号や各種情報を公衆回線8等を介してサーバ9と通信可能に構成されている。 In the game hall system, a game hall having the same configuration as the game machine 1, the game device 2, the relay device 3, the LAN 4, the management device 5, etc. installed in the game hall A is different (in the example of FIG. 1, the game hall). It is also installed in B). Each management device 5 installed in each of these amusement parks A and B is a server 9 (management means) installed separately from each of the amusement parks A and B via a public line 8 such as the Internet or VPN connection, respectively. ), And various signals and various information can be communicated with the server 9 via the public line 8 and the like.

遊技機1は、CR(カードリーダ)パチンコ遊技機であり、図2に示すように、遊技盤面10に玉を発射する発射装置を構成する操作ハンドル11、上受皿12、下受皿13を有し、上受皿12には残高表示部14、貸出釦15、返却釦16が設けられていると共に、遊技盤面10には普図入賞口17、普図表示部18、普図保留表示部19、特図表示部20、第1保留数表示部21、第2保留数表示部22、一般入賞口23、第1始動口24、第2始動口25、大入賞口26が設けられている。 The gaming machine 1 is a CR (card reader) pachinko gaming machine, and as shown in FIG. 2, has an operation handle 11, an upper saucer 12, and a lower saucer 13 that constitute a launching device that launches a ball onto the game board surface 10. , The upper tray 12 is provided with a balance display unit 14, a lending button 15, and a return button 16, and the game board surface 10 is provided with a pachinko winning slot 17, a pachinko display unit 18, a pachinko hold display unit 19, and special features. The figure display unit 20, the first reserved number display unit 21, the second reserved number display unit 22, the general winning opening 23, the first starting opening 24, the second starting opening 25, and the large winning opening 26 are provided.

遊技機1は以下に示すように動作する。
(1)第1始動口24は入賞率が変動しない入賞口(所謂ヘソ入賞口)であり、第2始動口25は入賞率が変動する入賞口(所謂電チュー)である。各始動口24,25への入賞(始動入賞)に応じて大当り抽選を行い、抽選結果を特図表示部20にて行う図柄変動にて報知し、その変動結果に応じて大当りとなる。
The gaming machine 1 operates as shown below.
(1) The first starting port 24 is a winning opening whose winning rate does not fluctuate (so-called navel winning opening), and the second starting opening 25 is a winning opening whose winning rate fluctuates (so-called electric chew). A big hit lottery is performed according to the winnings (starting winnings) to the starting ports 24 and 25, the lottery result is notified by the symbol variation performed by the special figure display unit 20, and the jackpot is obtained according to the fluctuation result.

(2)図柄変動中に始動入賞した場合には所定の保留上限値(例えば各4つ)まで図柄変動を累積的に保留し、図柄変動終了後に保留している図柄変動を開始する。尚、保留している図柄変動数(保留数)が上限値である状態で始動入賞した場合、図柄変動は保留されない。 (2) If a start prize is won during a symbol change, the symbol change is cumulatively held up to a predetermined holding upper limit value (for example, 4 each), and the held symbol change is started after the symbol change is completed. If the starting prize is won while the number of pending symbol fluctuations (number of pending symbols) is the upper limit, the symbol fluctuations are not suspended.

(3)大当り抽選の当選確率(大当り確率)は1/260であり、大当りが発生すると振分けられたラウンド(R)分だけ大入賞口26を開放する。1Rの上限入賞数は9個、上限開放時間は30秒であり、上限入賞数又は上限開放時間のいずれかが満たされた場合に1Rを終了する。尚、ラウンド振分は4Rが50%、6Rが30%、9Rが20%となっている。 (3) The winning probability (big hit probability) of the big hit lottery is 1/260, and when a big hit occurs, the big winning opening 26 is opened by the number of rounds (R) distributed. The maximum number of winnings in 1R is 9, the maximum opening time is 30 seconds, and 1R ends when either the maximum number of winnings or the maximum opening time is satisfied. The round distribution is 50% for 4R, 30% for 6R, and 20% for 9R.

(4)大当りが終了すると確変(ST)となり、ST中は大当り確率が1/74に向上すると共に、第2始動口25の入賞率が高くなる時短状態(時短)となる。尚、STは次回大当りの発生、150回の図柄変動のいずれかとなるまで継続し、大当りが発生しない場合、その後は通常状態となる。 (4) When the jackpot ends, a probability change (ST) occurs, and during ST, the jackpot probability increases to 1/74, and the winning rate of the second starting port 25 becomes high, resulting in a time saving state (time saving). In addition, ST continues until either the next big hit occurs or 150 times of symbol fluctuations, and when the big hit does not occur, it becomes a normal state after that.

(5)第2始動口25は普図入賞口17への入賞に応じて変動する普通図柄(普図)が当りとなった場合に入賞率の高い開放状態となる。この場合、普図1回の変動時間は通常状態では30秒であり時短状態では3秒となる。また、開放期間は通常状態では0.3秒、時短状態では5秒となる。即ち、時短状態では通常状態と比較して普図変動時間が短くなる一方、開放期間は長くなる。 (5) The second starting opening 25 is in an open state with a high winning rate when a normal symbol (general figure) that fluctuates according to the winning of the general drawing winning opening 17 is hit. In this case, the fluctuation time of one normal figure is 30 seconds in the normal state and 3 seconds in the time saving state. The opening period is 0.3 seconds in the normal state and 5 seconds in the time saving state. That is, in the short time state, the fluctuation time of the normal map is shorter than that in the normal state, while the open period is longer.

(6)一般入賞口23はST中に遊技盤面10の右側を狙って打つ所謂右打ちを行った場合であっても入賞可能な位置に設けられており、一般入賞口23に入賞(一般入賞)した場合には10個の賞球はあるが、図柄変動等は行われない。 (6) The general winning opening 23 is provided at a position where a prize can be won even when a so-called right-handed hit is made by aiming at the right side of the game board surface 10 during ST, and the general winning opening 23 is awarded (general winning). ), There are 10 prize balls, but the design does not change.

(7)図2に示す機種Aには遊技中の遊技者の顔の側方及び上方を覆う枠外役物27(阻害要因)が設けられており、枠外役物27に設けられる枠外表示部28にて図柄変動や大当り発生に応じた演出を行う。 (7) The model A shown in FIG. 2 is provided with an out-of-frame accessory 27 (inhibitory factor) that covers the side and the upper side of the player's face during the game, and the out-of-frame display unit 28 provided on the out-of-frame accessory 27. Performs a production according to the pattern fluctuation and the occurrence of a big hit.

以上は例えば機種Aを例にして説明したが、例示した値や発生し得る特別状態等のスペックは例えば機種Bであればラウンドの振分が異なったり、枠外役物27としては枠外表示部28がなく例えば龍の形をした役物であったり、枠外役物27がない等、機種に応じて様々となる。 The above has been described by taking model A as an example, but the specifications such as the exemplified values and possible special states may differ in the round distribution for model B, for example, and the out-of-frame display unit 28 may be used as the out-of-frame accessory 27. There are various types depending on the model, such as a dragon-shaped accessory or no out-of-frame accessory 27.

遊技機1及び当該遊技機1に付設された周辺機器は、遊技者による玉の打ち込みや各始動口24,25への始動入賞等の遊技の進行に伴って、以下に示す遊技信号を出力する。
アウト信号=消費玉を回収するアウトBOXから出力される消費価値(アウト)を特定可能な信号(稼動信号)。消費(使用、打込、回収)玉10玉に対して1パルスが出力されるので、「アウト信号数×10」をアウトとして特定。尚、遊技機1から出力される信号でも良い。
The gaming machine 1 and the peripheral devices attached to the gaming machine 1 output the following gaming signals as the game progresses, such as the player driving a ball and winning a starting prize at each of the starting ports 24 and 25. ..
Out signal = A signal (operation signal) that can specify the consumption value (out) output from the out BOX that collects the consumed balls. Since one pulse is output for every 10 consumed (used, driven, collected) balls, "the number of out signals x 10" is specified as out. The signal output from the gaming machine 1 may be used.

セーフ信号=遊技機1から出力される入賞付与価値(セーフ)を特定可能な信号。入賞に応じた払出10玉に対して1パルスが出力されるので、「セーフ信号数×10」をセーフとして特定する。尚、補給装置から出力される補給信号をセーフ信号としても良い。また、玉を実際に払出した際に出力される実セーフ信号と、入賞に応じて払出が予約された場合に出力される入賞セーフ信号とがある。 Safe signal = A signal output from the gaming machine 1 that can identify the winning value (safe). Since one pulse is output for every 10 balls paid out according to the winning, "the number of safe signals x 10" is specified as safe. The replenishment signal output from the replenishment device may be used as a safe signal. In addition, there are an actual safe signal that is output when the ball is actually paid out and a winning safe signal that is output when the payout is reserved according to the winning.

スタート信号=遊技機1から出力される始動入賞(S入賞)により変動(作動)する特図表示部20におけるスタート処理(図柄変動、役物作動、単位遊技)、及びスタート(スタート処理数)を特定可能な信号。図柄変動確定時に出力されるので信号入力に応じてスタート処理を特定。尚、始動入賞時に出力される始動入賞信号にて代用しても良い。 Start signal = Start processing (design variation, accessory operation, unit game) and start (number of start processing) in the special figure display unit 20 that fluctuates (operates) according to the start winning (S winning) output from the gaming machine 1. Identifiable signal. Since it is output when the symbol fluctuation is confirmed, the start process is specified according to the signal input. The start winning signal output at the time of starting winning may be used instead.

大当り信号=遊技機1から出力される大当り期間を特定可能な信号。大当り中にレベル出力される状態信号なので大当り信号入力中を大当り中として特定する。
特別状態信号=遊技機1から出力される特別状態(甘中)を特定可能な信号。第2始動口25の入賞率が向上する特別状態中(時短中(確変時を含む))にレベル出力される状態信号なので、特別状態信号入力中を特別状態中として特定する。大当り中にも出力する信号でも良く、その場合は、特別状態信号は入力するが大当り信号は入力しない期間を甘中と判定すれば良い。尚、大当り確率が向上する確変中にレベル出力される状態信号(確変信号)であっても良い。また、大当り信号と特別状態信号のいずれも入力していない期間を通常状態として特定する。
Jackpot signal = A signal output from the gaming machine 1 that can specify the jackpot period. Since the level is output during the jackpot, the jackpot signal input is specified as the jackpot.
Special state signal = A signal that can identify the special state (sweet) output from the gaming machine 1. Since the level is output during the special state (during the time reduction (including the probability change)) in which the winning rate of the second starting port 25 is improved, the state during the special state signal input is specified as the special state. The signal may be output during the big hit, and in that case, the period during which the special state signal is input but the big hit signal is not input may be determined as sweet. It should be noted that it may be a state signal (probability variation signal) whose level is output during the probability variation in which the jackpot probability is improved. In addition, the period during which neither the jackpot signal nor the special state signal is input is specified as the normal state.

図1に示す遊技装置2は、所謂各台計数機能付の貸出機であり、遊技機1の遊技状態を示す状態表示灯29、貨幣(貨幣価値、有価価値)が投入される貨幣投入口30、遊技者からの操作入力を受け付けると共に遊技の進行に伴って図柄変動回数(スタート回数)や大当り確率等の遊技データを表示するタッチパネル式の液晶表示部31、持玉(会員であれば貯玉も含む)を払い出すための払出釦32、払い出された玉が通過する払出ノズル33、一般カードや会員カードが挿入されるカード挿入口34、遊技機1の下受皿13の下方に位置する着脱可能な計数受皿35、対応する遊技機1を遊技する遊技者を撮像するカメラ36(撮像手段)等を有する。 The gaming device 2 shown in FIG. 1 is a so-called lending machine with a counting function for each machine, a status indicator 29 indicating the gaming state of the gaming machine 1, and a currency slot 30 into which money (money value, valuable value) is inserted. , A touch panel type liquid crystal display unit 31 that accepts operation input from the player and displays game data such as the number of symbol fluctuations (number of starts) and jackpot probability as the game progresses. The payout button 32 for paying out (including), the payout nozzle 33 through which the paid out balls pass, the card insertion slot 34 into which general cards and membership cards are inserted, and the attachment / detachment located below the lower tray 13 of the gaming machine 1. It has a possible counting tray 35, a camera 36 (imaging means) for imaging a player playing the corresponding gaming machine 1, and the like.

遊技装置2は、以下に示す機能を備えている。
(1)貨幣を受け付けると(貨幣受付処理)と、遊技機1と遊技装置2の双方に入金額を表示すると共に貸出1単位(例えば500円)分の貸出玉(対価付与価値)を遊技機1から払い出させ(対価付与処理)、その対価付与処理に応じて入金額の表示を貸出玉の対価を除いた残高の表示とする。貨幣は複数回分の対価付与処理の対応分を受付可能である(例えば1万円まで)。
The game device 2 has the following functions.
(1) When money is accepted (money acceptance processing), the deposit amount is displayed on both the game machine 1 and the game device 2, and the loan ball (value added) for one unit of loan (for example, 500 yen) is displayed on the game machine. It is paid out from 1 (compensation granting process), and the deposit amount is displayed according to the consideration granting process as the balance excluding the consideration of the loaned ball. Money can be accepted for multiple times of consideration grant processing (for example, up to 10,000 yen).

(2)残高がある状態で遊技機1の貸出釦15が押下(貸出操作、付与操作)されると、貸出1単位分の貸出玉を遊技機1から払い出させ、その対価分を残高から引き落とす。また、所謂各台計数機能も備えており、遊技者が獲得した獲得玉を計数し、その計数した獲得玉を対価として再度玉を払い戻すことも可能であり、その払い戻し分の対価を除いた玉数を持玉として特定することも可能である。 (2) When the lending button 15 of the gaming machine 1 is pressed (lending operation, granting operation) while there is a balance, the lending balls for one unit of lending are paid out from the gaming machine 1, and the consideration is paid from the balance. Withdraw. In addition, it is also equipped with a so-called counting function for each machine, and it is possible to count the acquired balls acquired by the player and refund the acquired balls again as consideration, excluding the consideration for the refund. It is also possible to specify the number as a ball.

(3)残高や持玉が残存する状態で遊技機1の返却釦16が押下(発行操作)されると、残高や持玉を特定可能な一般カードを発行する。尚、残高や持玉の一部を発行対象とする分割発行は説明の簡略化のため不可としたが可能としても良い。 (3) When the return button 16 of the gaming machine 1 is pressed (issue operation) with the balance and the balls remaining, a general card capable of identifying the balance and the balls is issued. It should be noted that split issuance that targets a part of the balance or possession balls is not possible for the sake of simplification of the explanation, but it may be possible.

(4)中継装置3とのシリアル通信(売上信号の出力)により管理装置5にて貨幣受付処理や対価付与処理、残高や貸出玉数、入金額や貸出玉数や貸出玉の対価となる売上額、計数玉、持玉、払戻玉、及び一般カードの受付や発行処理を特定可能であるが、これらはパルス信号(例えば入金1000円毎に1パルス、売上100円毎に1パルス等)でも特定可能である。 (4) Through serial communication (output of sales signal) with the relay device 3, the management device 5 performs money reception processing, consideration grant processing, balance and number of lent balls, deposit amount, number of lent balls, and sales that are the consideration for lent balls. It is possible to specify the amount, counting ball, possession ball, refund ball, and reception and issuance processing of general cards, but these can also be pulse signals (for example, 1 pulse for every 1000 yen deposited, 1 pulse for every 100 yen sold, etc.). It can be identified.

(5)遊技機1で遊技する遊技者の顔をカメラ36により所定周期毎に(例えば4秒毎に)撮像し、その撮像した画像を図示しない画像処理装置に送信する。この場合、カメラ36の撮像視野は、遊技者が遊技機1に対して正対している状態で当該遊技者の顔を含む領域となるように設定されている。 (5) The face of the player playing the game with the gaming machine 1 is imaged by the camera 36 at predetermined intervals (for example, every 4 seconds), and the captured image is transmitted to an image processing device (not shown). In this case, the imaging field of view of the camera 36 is set to be an area including the player's face while the player is facing the game machine 1.

画像処理装置は、記憶しているコンピュータプログラムにしたがって作動し、遊技装置2のカメラ36から受信した画像を処理する。即ち、画像処理装置は、遊技装置2のカメラ36から画像を受信すると、その画像を分析することにより、当該画像の中に遊技者の顔画像が存在するか否かを判定する。具体的には、画像処理装置は、特徴点となる顔のパーツ(輪郭、目、鼻、口、耳、眉毛、ほお骨、あご等)の相対位置、大きさ、形状を利用し、一致する特徴を持つ画像を検索することで、遊技者の顔画像が存在するか否かを判定する。また、画像処理装置は、皮膚の色、しわ、しみ等を特定する手法を併用し、遊技者の顔画像が存在するか否かを判定しても良い。画像処理装置は、顔画像が存在すると判定すると、その顔画像を管理装置5に送信する。 The image processing device operates according to the stored computer program and processes the image received from the camera 36 of the game device 2. That is, when the image processing device receives an image from the camera 36 of the game device 2, the image processing device analyzes the image to determine whether or not the player's face image is present in the image. Specifically, the image processing device uses the relative positions, sizes, and shapes of the facial parts (contour, eyes, nose, mouth, ears, eyebrows, cheekbones, chin, etc.) that are the feature points, and the matching features. By searching for an image with, it is determined whether or not a player's face image exists. In addition, the image processing device may also use a method for identifying skin color, wrinkles, spots, and the like to determine whether or not a player's face image is present. When the image processing device determines that the face image exists, the image processing device transmits the face image to the management device 5.

管理装置5は、記憶しているコンピュータプログラムにしたがって作動し、遊技機1の稼動状況を示す遊技データを表示する遊技情報表示サービス、遊技者が遊技により獲得した遊技媒体を一旦貯蓄して当日又は後日遊技に再利用できるようにする貯玉サービス等を行う。 The management device 5 operates according to a stored computer program, and is a game information display service that displays game data indicating the operating status of the game machine 1. We will provide a ball storage service that can be reused for games at a later date.

管理装置5は、以下に示す機能を備えている。
(1)遊技機1や遊技装置2等から受信した遊技信号に基づいて、遊技機1の稼動状態を特定して遊技機1毎に遊技データを管理する。遊技データとして、アウト玉数、セーフ玉数、遊技機1で発生した大当りの回数を示す大当り回数、遊技機1で実行されたゲームの回数を示すスタート回数、遊技機1が稼動している時間を示す稼動時間等を管理する。尚、管理する遊技データは例示したものに限定されない。
The management device 5 has the following functions.
(1) Based on the game signal received from the game machine 1, the game device 2, etc., the operating state of the game machine 1 is specified, and the game data is managed for each game machine 1. As game data, the number of out balls, the number of safe balls, the number of jackpots indicating the number of jackpots generated in the gaming machine 1, the number of starts indicating the number of games executed in the gaming machine 1, and the time during which the gaming machine 1 is operating. Manage the operating hours, etc. that indicate. The game data to be managed is not limited to the examples.

(2)遊技機1側からのアウト信号の受信状態に基づいてアウト玉数が発生している状態を稼動状態と判定し、アウト玉数が発生していない状態を非稼動状態と判定する。即ち、アウト玉数の発生を最後に検知した時点から所定時間の経過を検知する前に次のアウト玉数の発生を検知した場合に稼動状態と判定し、アウト玉数の発生を最後に検知した時点から次のアウト玉数の発生を検知する前に所定時間の経過を検知した場合に非稼動状態と判定する。 (2) Based on the reception state of the out signal from the gaming machine 1, the state in which the number of out balls is generated is determined to be the operating state, and the state in which the number of out balls is not generated is determined to be the non-operating state. That is, if the occurrence of the next out-ball number is detected before the elapse of a predetermined time is detected from the time when the occurrence of the out-ball number is last detected, it is determined to be in the operating state, and the occurrence of the out-ball number is finally detected. If the elapse of a predetermined time is detected before the occurrence of the next number of out balls is detected from that time, it is determined to be in the non-operating state.

(3)画像処理装置から遊技者の顔画像を受信すると、同一人物判定を行う。同一人物判定では、画像処理装置から受信した顔画像に対して例えば特徴点の抽出等の画像処理を行い、その顔画像と、当日の顔画像データベースに既に登録されている顔画像(照合用の顔画像)とを照合し、特徴点の一致率に基づいて同一人物であるか否かを判定する。顔画像の特徴点の一致率が所定値未満であり、その顔画像が未だ顔画像データベースに登録されていない顔画像であると判定すると、その顔画像に対応する遊技者を新規の遊技者であると判定し、顔IDを付与して当日の顔画像データベースに登録すると共に、その顔IDを遊技データと対応付けて記憶する。一方、顔画像との特徴点の一致率が所定値以上であり、その顔画像が既に顔画像データベースに登録されている顔画像であると判定すると、その顔画像に対応する遊技者を既存の遊技者であると判定し、その顔IDに対応付けている遊技データを更新する。 (3) When the player's face image is received from the image processing device, the same person is determined. In the same person determination, image processing such as extraction of feature points is performed on the face image received from the image processing device, and the face image and the face image already registered in the face image database of the day (for matching). (Face image) is collated, and it is determined whether or not the person is the same person based on the matching rate of the feature points. If it is determined that the matching rate of the feature points of the face image is less than a predetermined value and the face image is a face image that has not yet been registered in the face image database, the player corresponding to the face image is selected as a new player. It is determined that there is, a face ID is given and registered in the face image database of the day, and the face ID is stored in association with the game data. On the other hand, if it is determined that the matching rate of the feature points with the face image is equal to or higher than a predetermined value and the face image is a face image already registered in the face image database, a player corresponding to the face image is existing. It is determined that the player is a player, and the game data associated with the face ID is updated.

(4)遊技データ、顔画像データ、理論人数等をモニタ7にて表示出力したり、プリンタから印字出力したりする。
さて、管理装置5は、上述したように対応する遊技機1を遊技する遊技者を画像により認識し、認識した遊技者数やその遊技者の遊技時間等を特定することで遊技情報を管理している。
(4) Game data, face image data, theoretical number of people, etc. are displayed and output on the monitor 7 or printed out from a printer.
By the way, the management device 5 manages the game information by recognizing the player who plays the corresponding game machine 1 from the image as described above and specifying the number of recognized players, the game time of the player, and the like. ing.

図3は遊技場全体の遊技情報の集計結果を示し、図4は機種単位の遊技情報を示している。尚、図4は機種Aのみを例示しているが、これ以外の機種についても同様に集計されており、図4の集計対象となった全ての機種の集計結果が図3の全体集計となる。 FIG. 3 shows the aggregated result of the game information of the entire game hall, and FIG. 4 shows the game information for each model. Note that FIG. 4 exemplifies only model A, but other models are also tabulated in the same manner, and the tabulation results of all the models subject to tabulation in FIG. 4 are the total tabulation of FIG. ..

図3及び図4には、以下の項目が設定されている。
アウト=アウト信号により特定される遊技機平均のアウト。
総時間(全体総時間)=上述したようにアウト信号等の稼動信号により特定可能な稼動時間(遊技時間)で、集計対象となる遊技機の合計を示す。本実施形態では1分当り100のアウトが見込まれるとしてアウト÷100×60秒を総時間として特定している。尚、全ての時間の単位を分ではなく秒としている。
The following items are set in FIGS. 3 and 4.
Out = Out of the average gaming machine identified by the out signal.
Total time (total total time) = The total operating time (game time) that can be specified by the operating signal such as the out signal as described above, and indicates the total number of gaming machines to be aggregated. In the present embodiment, 100 outs per minute are expected, and out ÷ 100 × 60 seconds is specified as the total time. The unit of all time is seconds instead of minutes.

確定時間=カメラ36により遊技者を認識した上で特定された稼動信号により特定された稼動時間で、画像認識した遊技者の稼動時間である。
対象台数=稼動信号により稼動状態を特定した遊技機数。
The fixed time = the operating time specified by the operating signal specified after recognizing the player by the camera 36, and is the operating time of the player who recognized the image.
Target number = number of gaming machines whose operating status is specified by the operation signal.

認識人数=カメラ36により認識した遊技者数。
理論人数=理論上の遊技者数で、総時間÷平均遊技時間で示される遊技情報。尚、平均遊技時間=確定時間÷認識人数である。
Number of recognized players = Number of players recognized by the camera 36.
Theoretical number of players = the number of theoretical players, and the game information indicated by the total time divided by the average game time. The average game time = fixed time ÷ recognized number of people.

売上=売上信号により特定される売上金額。
粗利=アウト信号、セーフ信号、売上信号等の粗利を特定可能な粗利信号により特定される粗利額。本実施形態では売上−(売上玉+セーフ−アウト)×貸単価÷原価率により粗利を求めており、貸単価=4円、原価率=75%を遊技場のレートに合わせて設定している。尚、売上玉=売上÷貸単価である。
Sales = Sales amount specified by the sales signal.
Gross profit = Gross profit amount specified by a gross profit signal that can identify gross profit such as an out signal, a safe signal, and a sales signal. In this embodiment, the gross profit is calculated by sales- (sales ball + safe-out) x rental unit price / cost rate, and the rental unit price = 4 yen and the cost rate = 75% are set according to the rate of the amusement park. There is. In addition, sales ball = sales ÷ rental unit price.

理論平均投資額=理論上の遊技者1人当りの投資額で、売上÷理論人数により特定される遊技情報。尚、同様に理論平均粗利額等を管理対象としても良い。
ところで、図2に示す通り、遊技場に設置された遊技機(機種)の中には遊技中の遊技者の顔の側方に位置する枠外役物27が設けられた遊技機(機種)が含まれており、遊技装置2のカメラ36による画像認識を阻害する虞がある。このようにカメラ36による遊技者の画像認識が阻害された遊技機の遊技情報を管理する場合は、遊技者を認識することが困難となる場合があることから、例えば図4の機種Aのように認識した遊技者数(認識人数)が極端に少なくなることがある。
Theoretical average investment amount = investment amount per theoretical player, and game information specified by sales ÷ theoretical number of people. Similarly, the theoretical average gross profit amount and the like may be managed.
By the way, as shown in FIG. 2, among the gaming machines (models) installed in the amusement park, there is a gaming machine (model) provided with an out-of-frame accessory 27 located on the side of the player's face during the game. It is included, and there is a risk of hindering image recognition by the camera 36 of the gaming device 2. In the case of managing the game information of the gaming machine in which the image recognition of the player by the camera 36 is hindered in this way, it may be difficult to recognize the player. The number of players recognized in the game (number of recognized players) may be extremely small.

そこで、管理装置5は、機種Aのようにカメラ36による画像認識を阻害する虞のある機種を特別機種として設定し、特別機種を対象として遊技情報を補正した補正集計を管理するように構成されている。 Therefore, the management device 5 is configured to set a model such as the model A that may hinder image recognition by the camera 36 as a special model, and manage the correction aggregation corrected for the game information for the special model. ing.

図5は、機種Aのようにカメラ36による認識率の低い機種として予め設定された特別機種を除外した除外集計と、特別機種の認識率が通常の認識率であったと仮定した場合の想定値を示す想定特別集計と、特別機種の遊技情報を想定特別集計分に置換えて補正した遊技場全体の遊技情報を示す想定全体集計とを示している。特別機種は操作入力により設定しても良いし、対象台数に対する認識人数の割合(後述する図8の客回転数)のような画像認識した結果を示す認識情報とその基準値(例えば1.0)とを比較した結果に基づき設定しても良い。 FIG. 5 shows an exclusion tabulation excluding special models preset as models with a low recognition rate by the camera 36, such as model A, and an assumed value assuming that the recognition rate of the special model is the normal recognition rate. The assumed special tabulation is shown, and the assumed special tabulation that shows the game information of the entire game field corrected by replacing the game information of the special model with the assumed special tabulation is shown. The special model may be set by operation input, or recognition information indicating the result of image recognition such as the ratio of the number of people to be recognized to the target number (the number of customer rotations in FIG. 8 described later) and its reference value (for example, 1.0). ) May be set based on the result of comparison.

図5の各項目の定義等は以下の通りである。
除外集計=全店集計(実績値)−特別機種の集計(実績値。以下、特別集計)。即ち、全店集計から認識率の低い特別機種を除外することで、通常の認識率となる機種のみを対象とした集計を示す。尚、除外集計の確定時間が除外確定時間である。
The definitions of each item in FIG. 5 are as follows.
Exclusion total = All store total (actual value) -Special model total (actual value, hereinafter, special total). That is, by excluding special models with a low recognition rate from the total of all stores, the total is shown only for models with a normal recognition rate. It should be noted that the fixed time of exclusion aggregation is the fixed time of exclusion.

想定特別集計の確定時間(想定確定時間)=特別集計の総時間(図示せず)×図6の認識率
想定特別集計の認識人数(想定認識人数)=確定時間÷図6の平均時間
想定特別集計の一筋人数(想定一筋人数)=認識人数×図6の本命度(一筋基準情報)×一筋度(一筋基準情報)
想定全体集計の認識人数=除外集計の認識人数(除外認識人数)+想定特別集計の認識人数(想定認識人数)
想定全体集計の確定時間=除外集計の確定時間(除外確定時間)+想定特別集計の確定時間(想定確定時間)
想定全体集計の理論人数(想定全体遊技者数)=全体の総時間÷想定認識平均時間(想定認識人数、及び除外認識人数の合計と、除外確定時間、及び想定確定時間の合計とにより特定可能な遊技者1人当りの平均遊技時間)=認識人数÷認識率
尚、想定認識平均時間は、想定上の認識された遊技者の平均遊技時間を示し、想定全体集計における確定時間÷認識人数により特定しているが、図5は図8における簡易補正に対応し、図8における精密補正のように認識人数や想定認識平均時間等について適宜異なる算出方法を採用しても良いが、詳細は後述する。
Estimated special aggregation confirmation time (estimated confirmation time) = total time for special aggregation (not shown) x recognition rate in Fig. 6 Assumed special aggregation recognition number (assumed recognition number) = confirmation time ÷ average time in Fig. 6 Total number of people (estimated number of people) = number of people recognized x favorite degree in Fig. 6 (standard information) x degree of information (standard information)
Number of people recognized for the assumed total total = Number of people recognized for the excluded total (number of people recognized for exclusion) + Number of people recognized for the assumed special total (number of people recognized)
Confirmation time of assumed total aggregation = Confirmation time of exclusion aggregation (exclusion confirmation time) + Confirmation time of assumed special aggregation (estimated confirmation time)
It can be specified by the theoretical number of people (estimated total number of players) = total time ÷ expected recognition average time (total number of assumed recognition number and exclusion recognition number, exclusion confirmation time, and total assumption confirmation time). Average game time per player) = Number of recognized players ÷ Recognition rate The estimated average recognition time indicates the average game time of the assumed recognized players, and is determined by the fixed time in the total estimated total number of players divided by the number of recognized players. Although it is specified, FIG. 5 corresponds to the simple correction in FIG. 8, and a different calculation method for the number of recognized persons, the assumed recognition average time, etc. may be adopted as in the precision correction in FIG. 8, but the details will be described later. do.

また、図5の想定特別集計は、図6に基づき、特別機種が通常の認識率であった場合の想定値を示す遊技情報となる。一方、除外集計は演算過程上の集計として出力対象にしなくとも良い。 Further, the assumed special tabulation of FIG. 5 is game information indicating an assumed value when the special model has a normal recognition rate based on FIG. On the other hand, the exclusion aggregation does not have to be output as an aggregation in the calculation process.

図6は、図5の補正集計を特定するために必要となる認識情報に関わる基準情報であり上述した管理装置5における除外集計といった特別機種が集計対象となっていない遊技情報や、サーバ9の集計結果にて特別機種に対応する条件を設定した遊技情報を参照して設定される。即ち、サーバ9は、機種単位、営業日単位等で集計された遊技情報を各遊技場の管理装置5から受信し、当該機種単位で集計される遊技情報に対して特別機種に対応した条件を設定して集計する。 FIG. 6 is reference information related to the recognition information required to specify the correction aggregation of FIG. 5, and the game information such as the exclusion aggregation in the management device 5 described above and the game information of the server 9 which is not the aggregation target. It is set by referring to the game information in which the conditions corresponding to the special model are set in the total result. That is, the server 9 receives the game information aggregated for each model, business day, etc. from the management device 5 of each game hall, and sets conditions corresponding to the special model for the game information aggregated for each model. Set and total.

尚、以下の説明では、説明の間単化のために機種Aのみを特別機種として設定しているものとする。
図6には、特別機種(機種A)に対応して以下の基準情報が設定されている。
認識率(認識基準情報)=画像認識率(遊技者を認識した総時間に対する遊技者を確定した確定時間の割合)を示し、本実施形態では、図5の除外集計における確定時間(除外確定時間)÷総時間(除外総時間)を採用している。尚、この認識率は照明の照度といった要因により遊技場毎に認識率が異なることから、サーバ9の集計情報ではなく遊技場単位で管理装置5にて集計した結果を本実施形態では採用している。また、上述した通り、特別機種の想定確定時間について、特別集計の総時間に認識率を乗ずることで、特別機種を対象とした総時間との関連性が認識基準情報により示される関連性に対応した想定確定時間を特定することを例示したが、例えば認識率の代わりに確定時間と総時間との基準となる比を認識基準情報として設定し、特別集計の総時間との比が基準となる比を示すように想定確定時間を導出するといったように例示した以外の特定方法を採用しても良い。この点は他も同様である。
In the following description, it is assumed that only model A is set as a special model for unity during the explanation.
In FIG. 6, the following reference information is set corresponding to the special model (model A).
The recognition rate (recognition reference information) = the image recognition rate (the ratio of the fixed time for determining the player to the total time for recognizing the player), and in the present embodiment, the confirmed time (exclusion confirmed time) in the exclusion aggregation of FIG. ) ÷ Total time (excluded total time) is adopted. Since the recognition rate differs for each game playground due to factors such as the illuminance of the lighting, the result of totaling by the management device 5 for each game playground instead of the total information of the server 9 is adopted in this embodiment. There is. In addition, as described above, for the estimated fixed time of the special model, by multiplying the total time of the special tabulation by the recognition rate, the relevance to the total time for the special model corresponds to the relevance indicated by the recognition standard information. For example, instead of the recognition rate, the ratio of the fixed time to the total time is set as the recognition standard information, and the ratio to the total time of the special aggregation is used as the standard. Specific methods other than those illustrated, such as deriving the assumed fixed time to show the ratio, may be adopted. This point is the same for others.

平均時間=遊技者1人当りの平均遊技時間(平均稼動時間、時間基準情報)。過去の遊技傾向に応じて適宜設定すれば良いが、以下のような遊技情報を参照すれば良い。例えば全店の平均遊技時間、遊技性が似通った機種や機種グループの平均遊技時間、また、これらは当該遊技場だけでなく複数の遊技場の遊技情報を管理するサーバ9において集計された遊技情報としても良く、本実施形態では後述するように図7に示すサーバ9にて集計された遊技性が似通った機種グループの平均遊技時間を参照している。 Average time = average game time per player (average operating time, time-based information). It may be set appropriately according to the past game tendency, but the following game information may be referred to. For example, the average game time of all stores, the average game time of models and model groups with similar game characteristics, and these are the game information aggregated by the server 9 that manages the game information of not only the game field but also a plurality of game fields. Also, in the present embodiment, as will be described later, the average game time of a model group having similar playability aggregated by the server 9 shown in FIG. 7 is referred to.

本命度、一筋度=本命度は、該当機種を遊技した遊技者の内、該当機種を来店してから最初に遊技した遊技者である本命遊技者の割合を示している。一筋度は、本命遊技者の内、該当機種しか遊技しなかった一筋遊技者の割合を示している。いずれも平均時間同様に過去の遊技傾向に応じて適宜設定される。尚、該当機種を遊技した遊技者の内、一筋遊技者の割合を示す情報を基準情報として設定しても良く、この場合、対象人数である特別機種の認識人数と、一筋人数との関連性を直接的に示す一筋基準情報となるが、上述した以外に、どのように一筋基準情報を設定しても良く、例えば特別機種の総時間を平均遊技時間にて除することで特別機種の想定理論人数を特定できるが、この場合に理論人数を対象人数として一筋人数の割合や比率等を一筋基準情報として採用することも想定でき、想定理論人数(阻害要因がない場合に想定される対象人数)との関連性が一筋基準情報にて示される関連性に対応するように想定一筋人数を特定したり、更には対象人数が総時間に基づき特定されることから総時間と一筋人数との関連性を示す一筋基準情報を設定し、総時間と一筋基準情報とにより間接的に対象人数と一筋人数との関連性が一筋基準情報に対応した想定一筋人数を特定したりすることも想定できる。 The degree of favorite, the degree of straightness = the degree of favorite indicates the ratio of the favorite player who played the game first after visiting the store among the players who played the corresponding model. The one-line degree indicates the percentage of one-line players who played only the corresponding model among the favorite players. Both are set as appropriate according to the past game tendency as well as the average time. In addition, information indicating the ratio of single-strength players among the players who have played the corresponding model may be set as reference information. In this case, the relationship between the number of recognized special models, which is the target number of players, and the number of single-strength players. However, in addition to the above, you can set the single-line reference information in any way. For example, by dividing the total time of the special model by the average game time, the special model is assumed. The theoretical number of people can be specified, but in this case, it can be assumed that the theoretical number of people is used as the target number of people and the ratio or ratio of the number of people is used as the single line reference information. The relationship between the total time and the number of people is specified because the assumed number of people is specified so that the relationship with) corresponds to the relationship shown in the standard information, and the target number is specified based on the total time. It is also possible to set the single-line reference information indicating the sex and indirectly specify the assumed single-line number of people whose relationship between the target number of people and the single-line number of people corresponds to the single-line reference information by the total time and the single-line reference information.

図6は、営業日単位で特別機種に対応する値を設定することが望ましい。認識率については除外集計の値ではなく他と同様にサーバ9の値や別途操作入力して設定しても良く、特別機種において画像認識が阻害されない場合に想定される画像認識率を示せばどのような値を採用しても良い。また、認識率について例えば設置個所に応じて異なる場合もあるので、機種単位で異なる値を設定することも想定できる。 In FIG. 6, it is desirable to set a value corresponding to a special model in units of business days. The recognition rate may be set by inputting the value of the server 9 or a separate operation instead of the value of the exclusion total, and if the image recognition rate assumed when the image recognition is not hindered in the special model is shown. You may adopt such a value. Further, since the recognition rate may differ depending on, for example, the installation location, it can be assumed that different values are set for each model.

特別機種が複数ある場合、機種毎の総時間に対応する認識率(図6では同値)を乗じて機種単位で確定時間を特定し、その合計を特別集計とすれば良い。同様に認識人数や一筋人数も、機種毎の確定時間を対応する平均時間にて除して機種単位の認識人数を特定し、その機種単位の認識人数に一筋度等を乗じて機種単位の一筋人数を特定し、其々機種単位の値を合計して特別集計を特定しても良い。 When there are a plurality of special models, the fixed time may be specified for each model by multiplying the recognition rate corresponding to the total time for each model (the same value in FIG. 6), and the total may be used as a special tabulation. Similarly, for the number of people to be recognized and the number of people to be recognized, the number of people to be recognized for each model is specified by dividing the fixed time for each model by the corresponding average time, and the number of people to be recognized for each model is multiplied by the degree of one line, etc. You may specify the number of people and add up the values for each model to specify the special tabulation.

図7は、図6の基準情報を特定する際に参照するサーバ9にて集計した複数の遊技場における遊技情報の集計例である。図7では平均時間のみを例示しているが、本命度や一筋度等についても同様に集計しており、基準情報の参照対象になり得る。 FIG. 7 is an example of aggregation of game information in a plurality of amusement parks aggregated by the server 9 referred to when specifying the reference information of FIG. Although only the average time is illustrated in FIG. 7, the degree of favourites, the degree of straightness, and the like are also tabulated in the same manner, and can be used as a reference target for reference information.

サーバ9は遊技性が似通った機種単位で遊技情報を管理しており、機種Aと遊技性が似通った機種を含んで集計対象としている。これは、機種Aは遊技者の認識率が低いことから、基準情報として認識情報を含んでいる場合に基準情報の信頼性が低下する虞があるからである。 The server 9 manages game information for each model having similar game playability, and includes models having similar game playability to model A as a target for aggregation. This is because the model A has a low recognition rate of the player, and therefore, when the recognition information is included as the reference information, the reliability of the reference information may decrease.

遊技性が似通った機種は、例えばセブン機の場合、大当り確率に範囲を設け、いずれの範囲に属するかや、所謂ST機能や小当りRUSH機能等の有無により遊技性が似通った機種を区分すれば良い。 For models with similar playability, for example, in the case of a seven machine, a range is set for the jackpot probability, and models with similar playability should be classified according to which range they belong to and whether or not they have the so-called ST function or small hit RUSH function. Just do it.

サーバ9は営業日単位で各遊技場から送信される遊技情報を受信可能であり、その遊技情報では、対象となる機種における導入日からの経過日数(経過期間)と、1営業日のアウトと平均時間とが対応付けられて送信される。そして、経過日数に応じて対応する*日目に、また対応するアウトがいずれのアウト範囲に属するかにより対応するアウト範囲を特定して、平均時間を振分け、その振分けた区分単位で平均時間の平均値を集計している。これは、経過期間に応じて平均遊技時間が変動する傾向があることから、導入日からの経過日数及びアウトの大きさに区分して管理することで遊技情報の信頼性を高めるためである。 The server 9 can receive the game information transmitted from each game hall on a business day basis, and the game information includes the number of days (elapsed period) elapsed from the introduction date on the target model and one business day out. It is transmitted in association with the average time. Then, the corresponding out range is specified according to the corresponding * day according to the number of elapsed days, and the corresponding out range belongs to which out range, the average time is distributed, and the average time is divided in the distributed division unit. The average value is totaled. This is because the average game time tends to fluctuate according to the elapsed period, and therefore, the reliability of the game information is improved by managing the game by dividing it into the number of days elapsed from the introduction date and the size of the outs.

例えば経過日数3日目のアウトが35000だった場合、40000>アウト≧30000の範囲における3日目が集計対象となるので、図6では「4518」が示される区分が平均時間の集計区分となり、そのように区分先を特定して集計する。また、図6を設定する場合、図4のように特別機種となる機種Aの導入日初日(20170523)のアウトが79330の場合、アウト≧50000の範囲における1日目の箇所が参照対象となるので、図6では「5700」が平均時間の基準情報として設定されている。尚、機種Aのような特別機種は図7の集計対象から除外している。 For example, if the out on the third day of elapsed days is 35,000, the third day in the range of 40,000> out ≥ 30,000 is the target of aggregation. In this way, the classification destinations are specified and aggregated. Further, when FIG. 6 is set, if the out on the first day (20170523) of the introduction date of the special model A as shown in FIG. 4 is 79330, the part on the first day in the range of out ≥ 50,000 is the reference target. Therefore, in FIG. 6, "5700" is set as the reference information of the average time. Special models such as model A are excluded from the aggregation target in FIG.

サーバ9から送信される遊技情報の単位は遊技機単位であっても、機種単位であっても良く、対応する経過日数やアウトのいずれか一方により、振分けても良いし、いずれによっても振分けずに集計しても良い。また、アウトに代えて例えば売上等、他の対応する遊技情報により振分けても勿論良いし、特別機種を除いていれば、例えばパチンコとスロットマシンとにより区別したり、全機種を遊技性に関わらずまとめて集計したりしても良い。 The unit of the game information transmitted from the server 9 may be a game machine unit or a model unit, and may or may not be distributed according to either the corresponding elapsed days or outs. It may be totaled in. Of course, instead of out, it may be sorted by other corresponding game information such as sales, and if special models are excluded, for example, pachinko and slot machines can be distinguished, and all models are related to game playability. You may also aggregate them all together.

尚、図7では経過日数として5日目迄を例示しているが、これ以降は例えば経過日数90日目までは営業日単位で区分して集計することで対応する営業日を参照し、90日目以降は90日目の遊技情報や81〜90日目までの平均値等を参照して図5を設定するような構成が想定できる。 In FIG. 7, the number of elapsed days is illustrated up to the fifth day, but after that, for example, up to the 90th elapsed day, the corresponding business days are referred to by dividing and totaling by business day, and 90. After the day, it is possible to assume a configuration in which FIG. 5 is set with reference to the game information on the 90th day, the average value from the 81st day to the 90th day, and the like.

図7の集計は機種単位で集計し、経過日数や遊技性等に関する条件を指定することで、当該条件を満たす機種を対象として適宜集計することが望ましい。この場合、条件を満たす機種数や集計対象となった遊技場(遊技場数や遊技場名)等を特定可能とすることが望ましい。 It is desirable that the totaling in FIG. 7 is totaled for each model, and by designating conditions related to the number of elapsed days, playability, etc., the totaling is appropriately performed for the models that satisfy the conditions. In this case, it is desirable to be able to specify the number of models that satisfy the conditions, the amusement parks (number of amusement parks, amusement hall names), etc. that are subject to aggregation.

また、同一機種を集計する場合であっても遊技場の環境によって認識率が異なる場合も想定し得るので、認識率に基準値を設け、対応する認識率が基準値を満たす機種や遊技場を集計対象としても良い。 In addition, even when the same models are aggregated, it is possible that the recognition rate may differ depending on the environment of the amusement park. It may be the target of aggregation.

そして、管理装置5は、上述のようにして特定した図6の基準情報に基づいて以下のように図5の補正集計を管理する。
図8は、理論人数を図3のまま従来と同様に演算した遊技情報を示す補正前、理論人数を図5のように補正して演算した遊技情報を示す簡易補正(想定情報)、及び想定特別認識人数を一筋人数として理論人数を補正して演算した遊技情報を示す精密補正(想定情報、対応する想定認識平均時間(想定一筋人数、及び除外認識人数の合計と、除外確定時間、及び想定確定時間の合計とにより特定可能な遊技者1人当りの平均遊技時間)は、想定全体集計の確定時間÷(除外集計の認識人数+想定特別集計の一筋人数))を営業日単位で比較可能に示している。
Then, the management device 5 manages the correction aggregation of FIG. 5 as follows based on the reference information of FIG. 6 specified as described above.
FIG. 8 shows a simple correction (assumed information) showing the game information calculated by correcting the theoretical number of people as shown in FIG. 5 before the correction showing the game information calculated in the same manner as in the conventional case with the theoretical number of people as shown in FIG. Precision correction showing the game information calculated by correcting the theoretical number of people with the special recognition number as one line (assumed information, corresponding assumed recognition average time (total of assumed line number and exclusion recognition number, exclusion confirmation time, and assumption) The average playing time per player that can be specified by the total fixed time) can be compared by the fixed time of the assumed total total ÷ (the number of people recognized in the excluded total + the number of people in the assumed special total) on a business day basis. It is shown in.

図8は理論人数を補正した場合の比較を説明の都合上示しているだけであり、いずれかを選択して集計対象とすれば良いが、この内の2つ、或いは全てを比較可能に集計しても勿論よい。 FIG. 8 only shows the comparison when the theoretical number of people is corrected for convenience of explanation, and one of them may be selected for aggregation, but two or all of them can be aggregated in a comparable manner. Of course, you may.

各項目の定義等は以下の通りである。
客回転数=対象台数の対象となる遊技機1台当りの遊技者数の平均値で、認識人数÷対象台数を示す遊技情報。
The definitions of each item are as follows.
Customer rotation speed = average value of the number of players per target gaming machine, and the number of recognized players divided by the number of target gaming machines.

理論客回転数(平均遊技者数)=対象台数の対象となる遊技機1台当りの遊技者数の理論値で、理論人数÷対象台数を示す遊技情報。
理論投資額(平均投資額)=遊技者1人当りの売上金額の理論上の平均値で、売上÷理論人数を示す遊技情報。
理論負担金額(平均負担額)=遊技者1人当りの粗利額の理論上の平均値で、粗利÷理論人数を示す遊技情報。
Theoretical customer rotation speed (average number of players) = Theoretical value of the number of players per target gaming machine, which is the theoretical number divided by the number of target players.
Theoretical investment amount (average investment amount) = The theoretical average value of the sales amount per player, and the game information indicating sales ÷ theoretical number of people.
Theoretical burden amount (average burden amount) = The theoretical average value of the gross profit amount per player, and the game information indicating gross profit ÷ theoretical number of people.

ここで、理論人数を特定する場合に、図5の除外集計の認識人数と想定特別集計における認識人数との合計を想定全体集計の認識人数として理論人数(想定全体遊技者数)を特定するのが簡易補正であり、除外集計の認識人数と一筋人数との合計を想定全体集計の認識人数として理論人数(想定全体遊技者数)を特定するのが精密補正である。 Here, when specifying the theoretical number of people, the theoretical number of people (estimated total number of players) is specified by using the total of the number of people recognized for the exclusion tabulation in FIG. 5 and the number of people recognized in the assumed special totaling as the number of people recognized for the assumed total totaling. Is a simple correction, and the precise correction is to specify the theoretical number of people (estimated total number of players) by using the total of the number of people recognized in the exclusion total and the number of people in a straight line as the number of people recognized in the assumed total total.

即ち、図5の想定特別集計における一筋人数は特別機種だけを遊技した人数を示すため、一筋人数に含まれる遊技者は特別機種以外の他の機種では画像認識の対象にはならない。一方で、理論人数から一筋人数を減算した人数に含まれる遊技者(他遊技者)は、特別機種以外の他の機種も遊技しており、他の機種での画像認識の対象となる。つまり、他遊技者は他の機種(除外集計)での認識分に含まれるので、全店の認識人数の中に含めると、特別機種での認識と、特別機種以外の他機種での認識とで重複して対象になる虞があることから、その虞を軽減するため精密補正では、除外集計の認識人数に一筋人数を加算した上で理論人数を特定することで精度を高めている。しかしながら、精密補正は一筋度等の基準情報をサーバ9において特定する必要があるので、その基準情報を特定できない場合や大凡の理論人数で良いとの意向がある場合には簡易補正を選択すれば良い。 That is, since the number of players in the assumed special tabulation in FIG. 5 indicates the number of people who have played only the special model, the players included in the number of players are not subject to image recognition on other models other than the special model. On the other hand, the players (other players) included in the number obtained by subtracting one line from the theoretical number are also playing other models other than the special model, and are subject to image recognition by the other models. In other words, other players are included in the recognition amount of other models (exclusion total), so if you include it in the recognition number of all stores, it will be recognized by the special model and the recognition by other models other than the special model. Since there is a possibility that the objects will be duplicated, in order to reduce the possibility, in the precision correction, the accuracy is improved by adding the number of people recognized in the exclusion total to the number of people who are recognized and then specifying the theoretical number of people. However, since it is necessary to specify the reference information such as the straightness in the server 9 for the precision correction, if the reference information cannot be specified or if there is an intention that the approximate theoretical number of people is sufficient, the simple correction can be selected. good.

要するに、遊技場に来場した遊技者は特別機種以外の他の機種だけを遊技した遊技者(非特別機種遊技者)、特別機種とそれ以外の他の機種とを遊技した他遊技者(図9中に左斜線で示す)、及び特別機種だけを遊技した一筋遊技者(図中網目線で示す)に区分できるが、図9に示すように、除外集計は非特別機種遊技者と他遊技者とに構成される一方、想定特別集計は他遊技者と一筋遊技者とにより構成され、除外集計及び想定特別集計のいずれの認識人数にも他遊技者が含まれることになる。つまり、図8に示すように例えば図5の「20170523」に対応する遊技情報の場合、除外集計の認識人数である321人の中には、想定特別集計の認識人数である135人から一筋人数である45人を差し引いた他遊技者である90人が理論的には含まれていることになる。従って、想定全体集計の認識人数を精度良く求めるには、除外集計の認識人数(321人)に一筋人数(45人)を加算して認識人数(366人)を導出すれば良いことになり、その場合の補正が精密補正となる。尚、上述した説明から明らかな通り、想定特別集計の認識人数に除外集計人数に含まれる非特別機種遊技者数を加算しても同様の結果を導出可能であり、このような演算により想定一筋人数と除外認識人数との合計を間接的に特定しても良い。 In short, the players who came to the amusement park are the players who played only the models other than the special model (non-special model players), and the other players who played the special model and other models (Fig. 9). It can be divided into (indicated by the left diagonal line) and a straight player who played only the special model (indicated by the mesh line in the figure), but as shown in Fig. 9, the exclusion tabulation is for non-special model players and other players. On the other hand, the assumed special tabulation is composed of other players and straight players, and the other players are included in both the excluded tabulation and the assumed special tabulation. That is, as shown in FIG. 8, for example, in the case of the game information corresponding to “20170523” in FIG. Theoretically, 90 other players, which is obtained by subtracting 45 people, are included. Therefore, in order to accurately obtain the number of people recognized in the assumed total total, it is sufficient to add the number of people recognized (45 people) to the number of people recognized in the exclusion total (321 people) to derive the number of people recognized (366 people). The correction in that case is precision correction. As is clear from the above explanation, the same result can be derived by adding the number of non-special model players included in the excluded total number to the recognized number of the assumed special total, and such a calculation can be used as an assumption. The total of the number of people and the number of people recognized as excluded may be indirectly specified.

このような実施形態によれば、次のような効果を奏することができる。
管理装置5は、遊技者の画像認識レベルが低下する虞のある特別機種の確定時間を想定特別集計における確定時間として遊技情報を導出可能になるため、枠外役物27のような阻害要因により遊技者の画像認識レベルが低下した場合であっても、遊技者を撮像した画像に基づき特定可能な遊技情報の精度が低下する虞を低減可能となる。
According to such an embodiment, the following effects can be obtained.
Since the management device 5 can derive the game information as the fixed time in the assumed special tabulation by assuming the fixed time of the special model that may lower the image recognition level of the player, the game is played by an obstructive factor such as the out-of-frame accessory 27. Even when the image recognition level of the player is lowered, it is possible to reduce the possibility that the accuracy of the game information that can be identified based on the image captured by the player is lowered.

基準認識率として他の機種を対象とした認識率とすることで、特別機種の遊技者を撮像する環境に近い環境での認識率を特別機種における想定される認識率とすることが可能となり、遊技情報の精度が低下する虞を低減可能となる。 By setting the recognition rate for other models as the reference recognition rate, it is possible to set the recognition rate in an environment close to the environment in which the player of the special model is imaged as the expected recognition rate for the special model. It is possible to reduce the risk that the accuracy of the game information will decrease.

特別機種の適切な認識人数に基づき遊技情報の精度が低下する虞を低減可能となる。
経過日数に応じた平均時間を基準情報とすることで、経過期間に応じて平均遊技時間が変動する傾向に対応した適切な遊技情報を管理可能となる。
It is possible to reduce the risk that the accuracy of the game information will decrease based on the appropriate number of people recognized for the special model.
By using the average time according to the number of elapsed days as the reference information, it is possible to manage appropriate game information corresponding to the tendency that the average game time fluctuates according to the elapsed period.

一筋人数を考慮した理論人数により遊技情報を補正することで、特別機種と他の機種とを遊技する遊技者を重複して認識人数に含める虞を低減した適切な遊技情報を管理可能となる。 By correcting the game information according to the theoretical number of people in consideration of the number of people, it is possible to manage appropriate game information with less risk of duplicating the players playing the special model and other models in the recognized number of people.

想定特別集計のように特定される認識人数により遊技情報を補正することで、一筋度等を特定できない場合であっても遊技情報の精度が低下する虞を低減可能となる。
特別機種を設置した場合であっても、理論回転数や理論投資額等を適切に管理可能となる。
By correcting the game information according to the number of recognized people specified as in the assumed special tabulation, it is possible to reduce the possibility that the accuracy of the game information will deteriorate even when the degree of straightness cannot be specified.
Even when a special model is installed, the theoretical rotation speed and theoretical investment amount can be managed appropriately.

(その他の実施形態)
本発明は、上記実施形態に限定されることなく、次のように変形または拡張できる。
カメラを遊技装置に設けることを例示したが、例えば所謂呼出ランプに設けるといったように対応する遊技機の遊技者を特定可能であればどのような装置にカメラを設けても良い。
(Other embodiments)
The present invention is not limited to the above embodiment, and can be modified or extended as follows.
Although the camera is provided in the gaming device, the camera may be provided in any device as long as the player of the corresponding gaming machine can be identified, for example, by providing the camera in a so-called calling lamp.

各設定値は管理者が任意に操作入力により設定しても、予め管理装置の製造メーカにて設定しても、外部(例えばチェーン店本部等)のサーバから設定情報をダウンロードして設定しても良い。尚、この場合もサーバにて操作入力により入力された設定値となる。また、過去の遊技情報を基準値として設定しても勿論良い。 Each setting value can be set by downloading the setting information from an external server (for example, chain store headquarters, etc.) regardless of whether the administrator arbitrarily sets it by operation input or the manufacturer of the management device sets it in advance. Is also good. In this case as well, the set value entered by the operation input on the server is used. Of course, past game information may be set as a reference value.

例示した全ての遊技情報は入力した信号により直接的に特定しても演算式を利用して間接的に特定しても良い。また、遊技信号としてパルス信号を例示したがシリアル通信によるデータ信号のような他の信号入力としても良い。 All the illustrated game information may be specified directly by the input signal or indirectly by using the calculation formula. Further, although the pulse signal is exemplified as the game signal, it may be used as another signal input such as a data signal by serial communication.

図8の遊技情報として全体の遊技情報のみを集計することを例示したが、特別機種を含み機種単位で図8に示す遊技情報を特定しても良く、この場合理論人数は例示した通り認識人数を認識率にて除して特定すれば良い。 Although it is illustrated that only the entire game information is aggregated as the game information in FIG. 8, the game information shown in FIG. 8 may be specified for each model including a special model. In this case, the theoretical number of people is the number of recognized people as illustrated. Can be specified by dividing by the recognition rate.

特別機種については機種一覧表示等において他の機種と区別可能に識別出力することが望ましい。
特別機種を設定する場合、予め操作入力により指定して設定することが例示できるが、例えば稼動時間が30分以上で認識率が基準値(例えば40%)以下となる遊技機が5台以上の機種等、遊技情報や認識率等により特別機種を設定しても勿論良い。
For special models, it is desirable to identify and output them so that they can be distinguished from other models in the model list display.
When setting a special model, it can be exemplified by specifying and setting in advance by operation input. For example, there are five or more gaming machines whose recognition rate is 30 minutes or more and the recognition rate is the reference value (for example, 40%) or less. Of course, a special model may be set depending on the model, game information, recognition rate, and the like.

全体集計として遊技場全体を対象とすることを例示したが、例えばパチンコとスロットマシン、或いは遊技性が似通った機種等によりグループ化したグループ単位の遊技情報を全体集計としても良いし、基準情報として遊技場全体の認識率を採用してグループ単位の遊技情報を補正したり、グループ単位の認識率を採用して遊技場全体の遊技情報を補正したりしても良い。 Although it is illustrated that the entire amusement park is targeted as a total total, for example, game information in group units grouped by pachinko and slot machines, or models with similar game characteristics may be used as a total total, or as reference information. The recognition rate of the entire game field may be adopted to correct the game information of each group, or the recognition rate of the entire group may be adopted to correct the game information of the entire game field.

数値、桁数、項目等は例示であり、どのような数値を採用しても良い。また、識別出力についても例示した以外に記号を付ける等、どのような出力態様としても良く、出力としては印字、表示出力が少なくとも想定される。 Numerical values, the number of digits, items, etc. are examples, and any numerical value may be adopted. Further, the identification output may be any output mode such as adding a symbol other than the example, and print and display output are assumed as the output.

範囲としては最小値と最大値との双方を設定しても良いし、各範囲の最小値のみを設定し、最大値については次の範囲の最小値を参照して特定する等、最小値と最大値との一方のみを設定しても良い。また、以上と超過についてはどちらを採用しても良く、「達した」等の表現は以上となった或いは超過したのいずれにも対応する表現となる。以下と未満についても同様で、「達していない」等の表現は双方に対応する表現となる。 Both the minimum value and the maximum value may be set as the range, or only the minimum value of each range is set, and the maximum value is specified by referring to the minimum value of the next range. Only one of the maximum value may be set. In addition, either of the above and the excess may be adopted, and the expression such as "reached" corresponds to either the above or the excess. The same applies to the following and less than, and expressions such as "not reached" correspond to both.

対象となる遊技機としては遊技媒体をデータのみで管理する所謂封入式といった例示したパチンコ遊技機以外のパチンコ遊技機や、スロットマシン等にも採用できる。尚、所謂封入式を考慮して遊技媒体は必要に応じて遊技価値と表現する。 As the target gaming machine, it can be adopted for pachinko gaming machines other than the illustrated pachinko gaming machines such as the so-called enclosed type in which the gaming medium is managed only by data, slot machines, and the like. In consideration of the so-called enclosed type, the game medium is expressed as a game value as necessary.

管理装置が行う処理の一部を中継装置、遊技装置、或いは別途設けられる呼出ランプ等の表示装置等にて行っても良く、サーバで行う処理を管理装置で行ったり、管理装置で行う処理をサーバにて行ったり、サーバを設けずに管理装置のみで各種設定を行ったりする等、どの様に構成しても良い。更に例示した構成は変形例も含めて、どのように組合わせても良いし、適宜、採用しない構成を設けても良い。 A part of the processing performed by the management device may be performed by a relay device, a game device, or a display device such as a ring lamp provided separately, and the processing performed by the server may be performed by the management device or the processing performed by the management device. It may be configured in any way, such as performing on a server or making various settings only on the management device without providing a server. Further, the illustrated configuration may be combined in any way including a modified example, and a configuration not adopted may be provided as appropriate.

図面中、1は遊技機、5は管理装置(遊技情報特定手段、遊技者特定手段、遊技時間特定手段、特別機種設定手段、基準情報設定手段、想定情報導出手段)、7はモニタ(出力手段)、9はサーバ(管理手段)である。 In the drawing, 1 is a game machine, 5 is a management device (game information specifying means, player specifying means, game time specifying means, special model setting means, reference information setting means, assumed information derivation means), and 7 is a monitor (output means). ) And 9 are servers (management means).

Claims (8)

遊技者を撮像した画像により特定可能な遊技情報を管理対象とした遊技場用システムにおいて、
遊技機側から出力される各種の遊技信号に基づいて、少なくとも稼動時間を含む各種の遊技情報を特定可能な遊技情報特定手段と、
各遊技機に対応して設けられ、当該遊技機の遊技者を撮像可能な撮像手段と、
前記撮像手段により撮像された画像を取得して分析することにより遊技者を特定可能な遊技者特定手段と、
前記遊技情報特定手段により特定される稼動時間であって、遊技者を対応付け可能な稼動時間を示す確定時間と、確定時間だけでなく遊技者を対応付け不能な稼動時間を含む総時間とを特定可能な遊技時間特定手段と、
前記撮像手段による遊技者の撮像を阻害する阻害要因のある特別機種を設定可能な特別機種設定手段と、
阻害要因がない場合に想定される確定時間と総時間との関連性を示す認識情報である認識基準情報を設定可能な基準情報設定手段と、
阻害要因がない場合に想定される想定情報を導出可能な想定情報導出手段と、
想定情報を出力可能な出力手段と、を備え、
前記想定情報は、阻害要因がない場合に想定される特別機種を対象とした確定時間を示す想定確定時間であって、特別機種を対象とした総時間との関連性が認識基準情報により示される関連性に対応する想定確定時間を当該特別機種の確定時間と仮定した場合に想定される遊技情報であることを特徴とする遊技場用システム。
In a game field system that manages game information that can be identified by images of the player.
A game information specifying means capable of specifying various game information including at least operating time based on various game signals output from the game machine side.
An imaging means that is provided for each gaming machine and can image the player of the gaming machine,
A player identifying means capable of identifying a player by acquiring and analyzing an image captured by the imaging means, and a player identifying means.
The operating time specified by the game information specifying means, which is a fixed time indicating an operating time that can be associated with a player, and a total time including not only a fixed time but also an operating time that cannot be associated with a player. Specifiable game time identification means and
A special model setting means capable of setting a special model having an obstructive factor that hinders the imaging of the player by the imaging means, and a special model setting means.
Criteria information setting means that can set recognition reference information, which is recognition information indicating the relationship between the fixed time and the total time assumed when there is no obstructive factor,
Assumed information deriving means that can derive assumed information that is expected when there are no obstacles,
Equipped with an output means that can output assumed information
The assumed information is an assumed fixed time indicating a fixed time for a special model that is assumed when there is no obstructive factor, and the relationship with the total time for the special model is shown by recognition reference information. A system for a game hall, characterized in that the game information is assumed when the estimated fixed time corresponding to the relevance is assumed to be the fixed time of the special model.
前記遊技時間特定手段は、特別機種以外の他機種を対象とした確定時間を示す除外確定時間と、同じく他機種を対象とした総時間を示す除外総時間とを特定可能であり、
前記認識基準情報は、前記除外確定時間と前記除外総時間との関連性を示す認識情報であることを特徴とする請求項1に記載の遊技場用システム。
The game time specifying means can specify the exclusion fixed time indicating the fixed time for other models other than the special model and the excluded total time indicating the total time for other models as well.
The amusement park system according to claim 1, wherein the recognition reference information is recognition information indicating a relationship between the exclusion confirmation time and the exclusion total time.
前記遊技者特定手段は、特定した遊技者の数を示す認識人数を特定可能であり、
前記基準情報設定手段は、阻害要因がない場合に想定される遊技者1人当りの基準となる平均稼動時間を示す時間基準情報を設定可能であり、
前記想定情報は、阻害要因がない場合に想定される特別機種を対象とした認識人数を示す想定認識人数であって、前記想定確定時間とにより特定可能な平均稼動時間が前記時間基準情報により示される基準となる平均稼動時間に対応する想定認識人数を当該特別機種の認識人数と仮定した場合に想定される遊技情報であることを特徴とする請求項1または2に記載の遊技場用システム。
The player identifying means can specify the number of recognized players indicating the number of specified players.
The reference information setting means can set time reference information indicating the average operating time, which is a reference for each player, which is assumed when there is no obstructive factor.
The assumed information is an estimated recognized number indicating the number of recognized persons for a special model assumed when there is no obstructive factor, and the average operating time that can be specified by the assumed fixed time is indicated by the time reference information. The system for a game hall according to claim 1 or 2, wherein the game information is assumed when the assumed number of recognized people corresponding to the average operating time as a reference is assumed to be the recognized number of the special model.
遊技者1人当りの平均遊技時間を管理する管理手段を備え、
前記遊技者特定手段は、前記認識人数を対象となる機種に対応付けて特定可能であり、
前記遊技時間特定手段は、前記確定時間を対象となる機種に対応付けて特定可能であり、
前記管理手段は、機種が遊技場に導入された導入日を管理可能であり、当該導入日からの経過期間により区分して前記認識人数の対象となる遊技者の平均遊技時間を管理可能であり、
前記時間基準情報は、導入日からの経過期間により区分して管理される平均遊技時間に対応して設定されることを特徴とする請求項3に記載の遊技場用システム。
Equipped with a management means to manage the average playing time per player,
The player identifying means can identify the recognized number of people in association with the target model.
The game time specifying means can specify the fixed time in association with the target model.
The management means can manage the introduction date when the model is introduced into the amusement park, and can manage the average playing time of the players who are the target of the recognized number of people by classifying according to the elapsed period from the introduction date. ,
The system for a game hall according to claim 3, wherein the time reference information is set according to an average game time that is divided and managed according to an elapsed period from the introduction date.
前記遊技者特定手段は、前記特別機種以外の他機種を対象とした認識人数を示す除外認識人数を特定可能であり、
前記遊技時間特定手段は、他機種を対象とした確定時間を示す除外確定時間と、他機種だけでなく特別機種を含む機種全体を対象とした総時間を示す全体総時間とを特定可能であり、
前記基準情報設定手段は、前記特別機種を遊技した遊技者数を示す対象人数と、前記特別機種だけを遊技した遊技者数を示す一筋人数との関連性を示し、阻害要因がない場合に想定される一筋基準情報を設定可能であり、
前記想定情報は、阻害要因がない場合に想定される一筋人数を示す想定一筋人数であって、阻害要因がない場合に想定される前記対象人数との関連性が一筋基準情報により示される関連性に対応する想定一筋人数、及び除外認識人数の合計と、前記除外確定時間、及び前記想定確定時間の合計とにより特定可能な遊技者1人当りの平均遊技時間分の遊技が、全体総時間分行われたと仮定した場合に想定される遊技者数を示す精密想定全体遊技者数を機種全体が対象となる想定全体遊技者数と仮定した場合に想定される遊技情報であることを特徴とする請求項3または4に記載の遊技場用システム。
The player identifying means can specify the excluded recognition number indicating the recognition number for other models other than the special model.
The game time specifying means can specify an exclusion fixed time indicating a fixed time for another model and a total total time indicating a total time for the entire model including not only other models but also a special model. ,
The reference information setting means shows the relationship between the target number of players who have played the special model and the number of players who have played only the special model, and is assumed when there is no obstructive factor. It is possible to set the standard information to be done,
The assumed information is an assumed number of muscles indicating the number of muscles assumed when there is no obstructive factor, and the relevance with the target number of people assumed when there is no obstructive factor is indicated by the single muscle reference information. The average game time per player that can be specified by the total number of assumed straight lines and the number of people recognized as excluded, the excluded fixed time, and the total assumed fixed time is the total time. claims a number of precision assumed entire player showing the player number that is assumed when it is assumed that we have the whole model characterized in that it is a game information that is assumed when it is assumed that assumes overall player numbers of interest Item 3. The amusement park system according to item 3.
前記遊技者特定手段は、前記特別機種以外の他機種を対象とした認識人数を示す除外認識人数を特定可能であり、
前記遊技時間特定手段は、他機種を対象とした確定時間を示す除外確定時間と、他機種だけでなく特別機種を含む機種全体を対象とした総時間を示す全体総時間とを特定可能であり、
前記想定情報は、想定認識人数、及び除外認識人数の合計と、前記除外確定時間、及び前記想定確定時間の合計とにより特定可能な遊技者1人当りの平均遊技時間分の遊技が、全体総時間分行われたと仮定した場合に想定される遊技者数を示す簡易想定全体遊技者数を機種全体が対象となる想定全体遊技者数と仮定した場合に想定される遊技情報であることを特徴とする請求項3から5のいずれか一項に記載の遊技場用システム。
The player identifying means can specify the excluded recognition number indicating the recognition number for other models other than the special model.
The game time specifying means can specify an exclusion fixed time indicating a fixed time for another model and a total total time indicating a total time for the entire model including not only other models but also a special model. ,
The assumed information is the total number of games for the average playing time per player that can be specified by the total of the assumed recognition number and the exclusion recognition number, the exclusion confirmation time, and the total of the assumption confirmation time. the simple assumption entire player number indicating the player number that is assumed when it is assumed to have been carried out time period is the whole model is game information that is assumed when was assumed overall player numbers and temporary boss of interest The amusement park system according to any one of claims 3 to 5, which is characterized.
前記想定情報は、阻害要因がない場合に想定される特別機種だけを遊技した遊技者数である一筋遊技者数を示す想定一筋人数であって、阻害要因がない場合に想定される特別機種を遊技した遊技者数との関連性が基準となる関連性に対応した想定一筋人数、及び前記想定認識人数のいずれかを当該特別機種の認識人数とした場合に、当該特別機種と当該特別機種以外の他機種とを含む機種全体を対象とした認識人数を示す全体認識人数との関連性が、認識基準情報により示される関連性に対応する想定全体遊技者数を機種全体が対象となる遊技者数として仮定した場合に想定される遊技情報であることを特徴とする請求項3または4に記載の遊技場用システム。 The assumed information is an assumed number of players indicating the number of single-muscle players, which is the number of players who have played only the special model assumed when there is no obstructive factor, and the special model assumed when there is no obstructive factor. When either the estimated number of players corresponding to the relevance based on the relevance to the number of players who played the game or the assumed recognition number is set as the recognition number of the special model, the special model and other than the special model Shows the number of people recognized for the entire model, including other models. The relationship with the total number of people recognized corresponds to the relevance shown by the recognition criteria information. The system for a game hall according to claim 3 or 4, wherein the game information is assumed as a number. 前記遊技情報特定手段は、稼動状態が特定された遊技機数である対象台数、遊技者が遊技に投資した投資額、及び遊技者が遊技により負担した負担額のうち、少なくとも1つを示す遊技情報を特定可能であり、
前記想定情報は、前記想定全体遊技者数と対象台数とにより特定可能な遊技機1台当りの平均遊技者数、前記投資額と前記想定全体遊技者数とにより特定可能な遊技者1人当りの平均投資額、及び前記負担額と前記想定全体遊技者数とにより特定可能な遊技者1人当りの平均負担額のうち、少なくとも1つであることを特徴とする請求項5から7のいずれか一項に記載の遊技場用システム。
The game information specifying means is a game indicating at least one of a target number of gaming machines whose operating state is specified, an investment amount invested by a player in a game, and a burden amount borne by the player by the game. Information can be identified,
The assumed information is the average number of players per gaming machine that can be specified by the estimated total number of players and the target number of players, and per player that can be specified by the investment amount and the estimated total number of players. Any of claims 5 to 7, wherein the average investment amount and the average burden amount per player that can be specified by the burden amount and the assumed total number of players are at least one. The system for the amusement park described in item 1.
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