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JP7620478B2 - Amusement Park Systems - Google Patents
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JP7620478B2 - Amusement Park Systems - Google Patents

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JP7620478B2
JP7620478B2 JP2021062891A JP2021062891A JP7620478B2 JP 7620478 B2 JP7620478 B2 JP 7620478B2 JP 2021062891 A JP2021062891 A JP 2021062891A JP 2021062891 A JP2021062891 A JP 2021062891A JP 7620478 B2 JP7620478 B2 JP 7620478B2
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慎一 浅野
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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 system for amusement parks.

遊技場では多数の遊技機が配置されており、遊技者は遊技対象となる遊技機を変更する所謂台移動(以下、回遊)により複数の遊技機を遊技する傾向があり、例えば特許文献1の図13のように回遊先と回遊元とにより区分して回遊回数を管理する傾向が見受けられる。 In an amusement center, many gaming machines are installed, and players tend to play on multiple gaming machines by changing the gaming machine they are playing on (hereinafter, "roaming"). For example, as shown in Figure 13 of Patent Document 1, there is a tendency to manage the number of times a player has roamed by dividing the machine into the destination and origin.

特開2009-125074号公報JP 2009-125074 A

上記特許文献1の場合、この回遊回数が多い機種を近隣に配置すべきだが、近隣にあるか否かは数値で把握することが難しく、例えば遊技機の配置を示すレイアウト表示上で回遊先と回遊元との遊技機間の距離を確認する必要がある。 In the case of Patent Document 1 mentioned above, machines with a high number of rotations should be placed in close proximity, but it is difficult to determine numerically whether they are in close proximity or not; for example, it is necessary to check the distance between the destination and origin machines on a layout display showing the placement of the machines.

しかしながら、レイアウト表示では上記のような回遊回数を把握し難く、結局のところ、レイアウト表示と回遊回数との2つの帳票を見比べて遊技機の配置が適切であるか確認する必要があり、非常に手間がかかっていた。 However, it was difficult to grasp the number of rotations as described above using the layout display, and in the end it was necessary to compare two reports, the layout display and the number of rotations, to check whether the placement of the gaming machines was appropriate, which was extremely time-consuming.

本発明は上記事情に鑑みてなされたもので、その目的は、遊技者が遊技対象となる遊技機を変更する回遊を考慮した配置となっているかの確認を容易にする遊技場用システムを提供することにある。 The present invention was made in consideration of the above circumstances, and its purpose is to provide an amusement arcade system that makes it easy to check whether the layout of the machines takes into account the movement of players to change the gaming machines they are playing on.

請求項1の発明によれば、遊技機間の遊技者の移動頻度を示す回遊情報を特定し、遊技島を模したレイアウト上に回遊相手遊技機を区別する区別処理の結果に応じて識別態様を変更可能な識別情報を表示するので、遊技者が遊技対象となる遊技機を変更する回遊を考慮した配置となっているかの確認が容易になる。 According to the invention of claim 1, the movement information indicating the frequency of movement of the player between gaming machines is identified, and the identification information whose identification mode can be changed according to the result of the discrimination process for discriminating the gaming machine to be migrated is displayed on a layout simulating a gaming island, so that it is easy to check whether the layout takes into consideration the movement of the player to change the gaming machine to be played on.

一実施形態に係る遊技場用システムの全体構成を示す概略図FIG. 1 is a schematic diagram showing an overall configuration of an amusement park system according to an embodiment; 遊技島における機種の配置を模式的に示す図A diagram showing the layout of machines on the game island. 回遊元と回遊先とを対応付けて示す回遊率を示す図A diagram showing a migration rate indicating a migration origin and a migration destination in association with each other. 回遊率の高い機種を近隣に配置する場合の優先順位を示すレイアウト図A layout diagram showing the priority order when placing models with high turnover rates close to each other カウンタと他種別に対する近隣を示すレイアウト図Layout diagram showing counters and their proximity to other types 特別配置を説明するためのレイアウト図Layout diagram to explain special arrangement 機種別に遊技者の年齢層を特定した分布を示す図A diagram showing the distribution of age groups of players by machine type 配置結果を示すレイアウト図Layout diagram showing the placement results 同ランクの遊技情報における回遊率を重ねて示すレイアウト図A layout diagram showing the play rates of game information of the same rank overlapped with each other 管理装置の動作を示すフローチャート(その1)1 is a flowchart showing the operation of a management device; 管理装置の動作を示すフローチャート(その2)Flowchart showing the operation of the management device (part 2)

以下、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(管理手段、設定手段、区別手段、表示手段、変更手段、近隣設定手段、配置手段、優先設定手段)と接続されている。また、遊技場A内には、図示しないPOSや残高精算機も設置されており、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、実際には多数(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。
Hereinafter, an embodiment will be described with reference to the drawings.
FIG. 1 is a schematic diagram showing the overall configuration of a gaming center system. In a gaming center A, a plurality of types of gaming machines 1 are installed, and a gaming device 2 is installed corresponding to each gaming machine 1. These gaming machines 1 and gaming devices 2 are connected to a relay device 3 in pairs, and the relay device 3 is connected to a management device 5 (management means, setting means, distinction means, display means, change means, neighborhood setting means, arrangement means, priority setting means) via a LAN 4. In addition, a POS and a balance settlement machine (not shown) are also installed in the gaming center A, and these POS and balance settlement machines are also connected to the management device 5 via the LAN 4. Although not shown in FIG. 1, a large number of gaming machines 1 (for example, several hundred) are actually 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、プリンタ(図示略)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毎の遊技情報、会員登録された会員毎の個人情報、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 amusement center A, and is connected to a keyboard 6, a monitor 7, a printer (not shown), etc., which are operated by the manager of the amusement center. The management device 5 inputs game signals output from the gaming machines (gaming machine 1, gaming device 2, etc.) to manage the game information for each gaming machine 1, the personal information of each registered member, the operating status of gaming machine 1, gaming device 2, etc.

遊技場用システムでは、別の遊技場(図1の例示では遊技場B、遊技場C)においても、上記した遊技機1、遊技装置2、中継装置3、LAN4、管理装置5等を設置した遊技場Aと同様の構成が採用されている。各遊技場A~Cに設置されている各管理装置5は、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~Cとは別に設置されているシステム管理用の管理サーバ9と接続されており、各種信号や各種情報を公衆回線8等を介して管理サーバ9と通信可能に構成されている。 In the game center system, the same configuration as game center A, which includes the gaming machines 1, gaming devices 2, relay devices 3, LAN 4, management device 5, etc., is also adopted in other game centers (game centers B and C in the example of FIG. 1). Each management device 5 installed in each game center A to C is connected to a management server 9 for system management installed separately from each game center A to C via a public line 8 such as the Internet or a VPN connection, and is configured to be able to communicate various signals and information with the management server 9 via the public line 8, etc.

遊技機1は、CR(カードリーダ)パチンコ機であり、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、上部受皿12、下部受皿13を有するとともに、盤面10に、液晶表示部14、普図入賞口15、第1始動口16、第2始動口17、大入賞口18等を有する。 The gaming machine 1 is a CR (card reader) pachinko machine, and has an operating handle 11, an upper tray 12, and a lower tray 13 that constitute a launching device that launches balls onto a board 10, and on the board 10, there is also a liquid crystal display 14, a normal winning hole 15, a first starting hole 16, a second starting hole 17, a big winning hole 18, etc.

遊技機1は以下に示すように動作する。
(1)第1始動口16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17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16、17への入賞(始動入賞)に応じて大当り抽選を行い、抽選結果を液晶表示部14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 follows.
(1) The first start hole 16 is a winning hole with a fixed winning rate (a so-called center winning hole), and the second start hole 17 is a winning hole with a variable winning rate (a so-called electric chute). A jackpot lottery is held according to winning (start winning) at each start hole 16, 17, and the lottery result is notified by the change in the pattern on the liquid crystal display 14, and the jackpot is awarded according to the result of the change.

(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 win occurs during a pattern change, the pattern changes are cumulatively reserved up to a predetermined reserved upper limit (for example, four of each), and the reserved pattern changes will begin after the pattern changes have ended. Note that if a start win occurs when the number of reserved pattern changes (reserved number) is at the upper limit, the pattern changes will not be reserved.

(3)大当り抽選の当選確率(大当り確率)は1/200で、大当りがその後確変状態(確変)となる大当り(確変大当り)となる割合である確変率はヘソ入賞では50%であるのに対して電チューでは70%である。大当りが発生すると振分けられたラウンド(R)分だけ大入賞口を開放する。ここでRはヘソ入賞では全てが4Rに振分けられる一方、電チューでは10Rに50%、4Rに50%振分けられる。尚、1Rの上限入賞数は10個、上限開放時間は30秒であり、上限入賞数また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。 (3) The probability of winning the jackpot lottery (jackpot probability) is 1/200, and the probability rate, which is the percentage of jackpots that subsequently enter a probability state (probability rate) and result in a jackpot (probability rate jackpot), is 50% for a center hole win and 70% for an electric chute. When a jackpot occurs, the jackpot opening is opened for the allocated number of rounds (R). Here, for center hole wins, all Rs are allocated to 4R, while for the electric chute, 50% are allocated to 10R and 50% are allocated to 4R. The upper limit for the number of winning jackpots in one round is 10, and the upper limit opening time is 30 seconds, and one round ends when either the upper limit for the number of winning jackpots or the upper limit opening time is met.

(4)確変中は大当り確率が1/50に向上するとともに第2始動口17への入賞率が高くなる時短状態(時短)になる複合時短となり、大当り発生まで継続する。一方で、確変とならない通常大当りが発生した場合、100回の図柄変動が行われるまで継続する確変ではない時短(単独時短)となり、大当りが発生しなければ通常状態に戻る。 (4) During the special probability period, the probability of winning increases to 1/50 and the rate of winning into the second starting hole 17 increases, resulting in a combined time-saving state (time-saving), which continues until a jackpot occurs. On the other hand, if a normal jackpot occurs that does not result in a special probability period, the time-saving state (single time-saving state) continues until 100 pattern changes have occurred, and if no jackpot occurs, the state returns to the normal state.

(5)第2始動口17は普図入賞口15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、開放時間は通常状態では0.3秒であり時短状態では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、開放時間は長くなることで第2始動口17の入賞率が高くなる。 (5) The second starting port 17 opens with a high winning rate when the normal symbol (normal symbol) that changes in response to the winning of the normal symbol winning port 15 becomes a winning symbol. In this case, the time for one normal symbol to change is 30 seconds in the normal state and 3 seconds in the time-saving state. Also, the opening time is 0.3 seconds in the normal state and 5 seconds in the time-saving state. In other words, in the time-saving state, the normal symbol change time is shorter than in the normal state, while the opening time is longer, resulting in a higher winning rate for the second starting port 17.

このような遊技機以外に、所謂ST機のような所謂回数切りの確変を採用した遊技機、所謂天井時短を発生可能な遊技機、或いは大当り確率が複数設けられ、設定により変更可能な遊技機、或いはスロットマシンといった例示した遊技機以外の遊技機を管理対象としても良い。 In addition to these gaming machines, gaming machines other than the exemplified gaming machines, such as so-called ST machines that use a so-called number-cutting probability change, gaming machines that can generate so-called ceiling time reduction, gaming machines that have multiple jackpot probabilities and can be changed by settings, or slot machines, may also be managed.

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16,17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。
(1)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)である。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する。尚、遊技機側から出力される信号でもよい。
The gaming machine 1 and the peripheral devices attached to the gaming machine 1 output the following game signals as the game progresses, such as when the player shoots balls and when starting winnings occur in the starting holes 16, 17.
(1) Out signal = a signal (operation signal) capable of identifying the consumption value (out) output from the out box that collects consumed balls. Since one pulse is output for every 10 balls consumed (used, inserted, collected), the "number of out signals x 10" is identified as out. Note that this may also be a signal output from the gaming machine.

(2)セーフ信号=遊技機側から出力される入賞付与価値(セーフ)を特定可能な信号である。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よい。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が、入賞から出力までのタイムラグを極力省くため後者を採用することが望ましい。 (2) Safe signal = a signal that can identify the winning value (safe) output from the gaming machine. Since one pulse is output for every 10 balls paid out in response to a win, "number of safe signals x 10" is identified as safe. The resupply signal output from a resupply device may also be used as a safe signal. There are actual safe signals that are output when balls are actually paid out, and winning safe signals that are output when a payout is reserved in response to a win. It is preferable to use the latter in order to minimize the time lag between winning and output.

(3)スタート信号=遊技機側から出力される始動入賞(S入賞)により変動(作動)する液晶表示部14(役物)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)を特定可能な信号である。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する。尚、始動入賞時に出力されるS入賞信号にて代用しても良い。
(4)大当り信号=遊技機側から出力される大当り期間を特定可能な信号である。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。
(3) Start signal = a signal that can specify the start process (symbol change, gimmick operation, unit game) and start (number of start processes) in the liquid crystal display unit 14 (gimmick) that changes (operates) due to the start winning (S winning) output from the gaming machine. Since it is output when the symbol change is confirmed, the start process is specified according to the signal input. Note that it may be substituted with the S winning signal output at the time of the start winning.
(4) Jackpot signal: a signal that can identify the jackpot period output from the gaming machine. Since it is a status signal that is output at a certain level during a jackpot, the input of the jackpot signal is identified as the jackpot period.

(5)特別状態信号=遊技機側から出力される特別状態(甘中)を特定可能な信号である。第2始動口17の入賞率が向上する特別状態中(時短中(複合時短を含む))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。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)であってもよい。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。 (5) Special state signal = a signal that can identify a special state (sweet state) output from the gaming machine. Since it is a state signal whose level is output during a special state (during time reduction (including combined time reduction)) in which the winning rate of the second starting hole 17 increases, the special state is identified as being in progress when the special state signal is being input. It may also be a state signal (probability bonus signal) whose level is output during a probability bonus in which the probability of a jackpot increases. In addition, the period in which neither a jackpot signal nor a special state signal is input is identified as being in a normal state.

遊技装置2は、所謂各台計数機能付の貸出機であり、当該遊技装置2や遊技機1等の状態を示す状態表示灯19、貨幣(貨幣価値、有価価値)が投入される貨幣投入口20、遊技者からの入力操作を受け付けるととも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情報を表示するタッチパネル式の液晶表示部21、持玉(会員であれば貯玉も含む、獲得価値、有価価値)を払い出すための払出釦22、払い出された玉が通過する払出ノズル23、一般カードや会員カードが挿入されるカード挿入口24、遊技機1の下部受皿13の下方に位置する着脱可能な計数受皿25等を有する。 The gaming device 2 is a rental machine with a so-called counting function for each machine, and includes a status indicator light 19 that indicates the status of the gaming device 2 and gaming machine 1, a coin insertion slot 20 into which coins (monetary value, valuable value) are inserted, a touch panel type liquid crystal display unit 21 that accepts input operations from the player and displays game information such as the number of pattern changes (number of starts) and the probability of a jackpot as the game progresses, a payout button 22 for paying out held balls (including saved balls if the player is a member, acquired value, valuable value), a payout nozzle 23 through which the paid out balls pass, a card insertion slot 24 into which a general card or a membership card is inserted, and a removable counting tray 25 located below the lower tray 13 of the gaming machine 1.

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ともに貸出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 gaming device 2 has the following functions.
(1) When currency is accepted (currency acceptance process), the amount of the deposit is displayed on both the gaming machine 1 and the gaming device 2, and one unit of loaned balls (value of the loan) (e.g., 500 yen) is dispensed from the gaming machine 1 (value grant process), and the amount of the deposit is displayed as the balance excluding the value of the loaned balls according to the value grant process. Currency can be accepted in an amount corresponding to multiple value grant processes (e.g., up to 10,000 yen).

(2)残高がある状態で遊技機1の図示しない貸出釦が押下(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 a loan button (not shown) on gaming machine 1 is pressed (loan operation, grant operation) while there is a balance, loan balls for one unit are dispensed from gaming machine 1 and the payment is deducted from the balance. In addition, each machine is also equipped with a so-called counting function, which counts the balls acquired by the player and makes it possible to pay back balls again using the counted acquired balls as payment, and it is also possible to determine the number of balls excluding the payment as the held balls.

(3)残高や持玉が残存する状態で遊技機1の図示しない返却釦が押下(発行操作)されると、残玉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よい。 (3) When a return button (not shown) on gaming machine 1 is pressed (issuance operation) while there is remaining balance or balls in hand, a general card that can identify the remaining balls or balls in hand is issued. Note that for the sake of simplicity, partial issuance of a card that is the target of issuance of a portion of the balance or balls in hand is not possible, but may be possible.

(4)中継装置3とのシリアル通信(売上信号の受信)により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) Serial communication with relay device 3 (receiving sales signals) can identify the currency acceptance process, the value granting process, the balance and number of balls lent, the amount deposited, the number of balls lent, the sales amount in exchange for the lent balls, the counted balls, the balls in hand, the paid-out balls, and the acceptance and issuance process of general cards. These can also be identified by pulse signals (e.g., one pulse for every 1,000 yen deposited, one pulse for every 100 yen sold, etc.).

さて、管理装置5はマイクロコンピュータを主体に構成され、ROM、RAM、HDD等からなる記憶部、I/O等を備えており、その不揮発性の記憶部に記憶された制御プログラムに従い動作する。管理装置5は、遊技機側から出力される遊技信号により特定される遊技情報を管理する管理手段として各遊技機1の遊技情報を集計している。 Now, the management device 5 is mainly composed of a microcomputer, and is equipped with a memory unit consisting of a ROM, RAM, HDD, etc., and an I/O, etc., and operates according to a control program stored in the non-volatile memory unit. The management device 5 compiles the game information of each gaming machine 1 as a management means for managing game information specified by a game signal output from the gaming machine side.

ここで、管理装置5は遊技島を模したレイアウト上で機種を自動的に配置替えする機能を有しており、当該機能について説明する。
図2は遊技場における遊技島26に配置した遊技機について、機種を特定可能に模式的に示した図である。「PA」「PB」…は機種名を示し、「P~」がパチンコ遊技機、「S~」がスロットマシンに対応している。景品カウンタ(以下、カウンタ)27はPOSのような景品交換関連機器が設置される景品交換を行うための箇所であり、遊技者は遊技終了後に景品交換のために景品カウンタ(以下、カウンタ)27に立ち寄ってから退店するといった動線が想定される。
Here, the management device 5 has a function of automatically rearranging the machine types on a layout that resembles a game island, and this function will be described.
2 is a schematic diagram showing the gaming machines arranged on a gaming island 26 in an amusement arcade so that the models can be identified. "PA", "PB"... indicate the model names, with "P~" corresponding to pachinko gaming machines and "S~" corresponding to slot machines. The prize counter (hereinafter, "counter") 27 is a place where prize exchange-related devices such as POS are installed for prize exchange, and it is assumed that players will stop by the prize counter (hereinafter, "counter") 27 to exchange for prizes after finishing their games before leaving the arcade.

図3は、遊技者が所謂台移動を行った人数の比率の一例をマトリクス状に示した図である。本実施形態では遊技者が遊技対象となる遊技機を変更する台移動を「回遊」、遊技場が行う遊技機の移動を「配置替え」と区別している。 Figure 3 shows an example of the ratio of players who have performed so-called machine transfers in the form of a matrix. In this embodiment, a distinction is made between machine transfers in which a player changes the gaming machine they are playing on as "roaming" and machine transfers performed by the gaming facility as "rearrangement."

図3では回遊元(移動元)となる遊技機から回遊先(移動先)となる遊技機へ移動した人数を機種別に、また、スロットマシンのような他種別はグループ化して「他種別」に、いずれの遊技機にも回遊せずに退店した遊技者を「終了」にそれぞれ区分する区別処理により集計し(特定箇所への移動頻度を示す特定移動情報を遊技機に対応付けて管理し)、各区分の合計人数を集計した上で、その合計人数に対する各区分に対応する人数の割合(以下、回遊率(遊技者の移動頻度を示す回遊情報)、終了率を示している。図3に示す例では、例えば機種PAであれば、PBに回遊した遊技者が7.7%、他種別に回遊した遊技者が10.8%、回遊せずに退店した遊技者が15.6%であることが示されている。 In Figure 3, the number of players who moved from the origin (movement source) gaming machine to the destination (movement destination) gaming machine is counted by model, other types such as slot machines are grouped together into "other types", and players who left without moving to any gaming machine are classified as "exited" (specific movement information indicating the frequency of movement to a specific location is associated with the gaming machine and managed), and the total number of players in each category is counted, and the ratio of the number of players corresponding to each category to the total number of players (hereinafter referred to as the movement rate (movement information indicating the frequency of player movement) and end rate) are shown. In the example shown in Figure 3, for example, for the PA model, 7.7% of players moved to PB, 10.8% moved to other types, and 15.6% left without moving.

遊技者の特定は例えば、会員カードや遊技装置2において発行される獲得価値を対応付けた所謂一般カードのような記録媒体や、遊技装置2やPOS等にカメラのような撮像手段を設けて、画像認証により遊技者を追随して回遊元と回遊先とを管理するといったような周知の管理方法にて特定すればよい。また、図3では割合を示しているが、例えば人数を管理するといった他の遊技情報を対象としても勿論良い。尚、遊技終了は対象機種での遊技後、POSや島端での特定はできたが他の機種での特定ができない場合や、遊技場の出入口28(図2参照)に撮像手段を設けて退店する遊技者を撮像した場合に遊技を終了したというように周知の判定方法を採用すれば良い。 The player may be identified by a known management method, such as a recording medium such as a membership card or a so-called general card associated with the acquired value issued by the gaming device 2, or by providing an imaging device such as a camera on the gaming device 2 or POS, and tracking the player by image authentication to manage the origin and destination of the player's movement. Also, while a ratio is shown in Figure 3, other game information, such as managing the number of players, may of course be used. The end of play may be determined by a known determination method, such as when the player can be identified at the POS or edge of the island after playing on the target machine but cannot be identified on other machines, or when an imaging device is provided at the entrance/exit 28 of the gaming facility (see Figure 2) and an image of the player leaving the facility is captured.

また、アウトは回遊元における該当機種の遊技者が使用した遊技価値を示し、稼動率は遊技場の営業時間において使用され得るアウト(例えば営業時間×5000)に対する該当機種のアウトの割合を示しているが、例えば稼動時間やスタートのような他の稼動状況を特定可能な遊技情報を採用しても良い。 In addition, the out indicates the gaming value used by the player of the relevant machine at the time of the transfer, and the operating rate indicates the ratio of the out of the relevant machine to the out that can be used during the business hours of the gaming center (for example, business hours x 5000), but other gaming information that can identify the operating status, such as the operating time or start, may also be used.

図3の「終順」は対象となる全機種の内、該当機種における終了率の順位、同様に「他順」は該当機種における他種別の回遊率の順位を示しており、回遊率について回遊元における回遊先の回遊率の順位に応じて、赤(図中では横線パターン)を1位、橙(図中では縦線パターン)を2位、黄(図中では右斜線パターン)を3位、緑(図中では左斜線パターン)を4位、青(図中ではドットパターン)を5位といったように色分けし、同様にアウト、終順、他順も全機種における該当機種の順位に応じて色分けしている。尚、上位5位迄を色分け対象としたが全てを色分けするといったように識別対象とする順位は限定されない。 In Figure 3, "final order" indicates the ranking of the end rate of the relevant model among all the target models, and similarly "other order" indicates the ranking of the migration rate of other types for the relevant model. The migration rate is color-coded according to the ranking of the migration rate of the destination at the source, with red (horizontal line pattern in the figure) being 1st, orange (vertical line pattern in the figure) being 2nd, yellow (right diagonal line pattern in the figure) being 3rd, green (left diagonal line pattern in the figure) being 4th, and blue (dot pattern in the figure) being 5th. Similarly, out, final order, and other order are color-coded according to the ranking of the relevant model among all models. Note that although the top 5 are color-coded, the ranking of the identification target is not limited to color-coding everything.

ところで、遊技者が対象機種から他の機種へ回遊したり、他種別へ回遊したり、退店したりする動線は図3で示すような傾向があることから、動線が極力短くなるように機種の配置替えを考慮するのが望ましい。 However, since the movement paths of players when moving from the target machine to other machines, moving to other types of machines, or leaving the store tend to be as shown in Figure 3, it is desirable to consider rearranging the machines to keep the movement paths as short as possible.

即ち、対象機種から離れた個所に回遊率が高い機種が配置されることで動線が長い場合、当該機種の遊技状況を確認し難いことや移動距離が長くなることから、当該機種へ回遊したいと考える遊技者の遊技意欲が低下してしまうことが想定される。
このような事情から、本実施形態では、遊技者の動線を極力短くなるように機種を配置替えすることで遊技者の遊技意欲が低下してしまうことを抑制した。
In other words, if a machine with a high turnover rate is placed away from the target machine, resulting in a long traffic line, it is expected that players who want to move to that machine will lose their motivation to play it because it will be difficult to check the game status of that machine and the distance they will have to travel will be long.
For these reasons, in this embodiment, the machine models are rearranged to minimize the movement paths of players, thereby preventing a decline in the players' motivation to play.

具体的には、図3のように回遊元の対象機種に対して回遊先の機種の回遊率を特定したことから、図4に示すように回遊元となる対象機種(第1の遊技機)の配置箇所に対して回遊率の高い(回遊情報が所定の条件を満たす)機種(第2の遊技機)を近隣に配置するようにした。この場合、近隣に優先順位(配置順)を設定しており、対象機種の背後が優先順位1位に設定されている。これは、対象機種の背後が最も回遊がし易いだけでなく遊技中に遊技者が振返ることで回遊先となる機種の遊技状況を容易に確認できるといった点を考慮して動線が最も短い隣よりも優先順位を高めている。 Specifically, as shown in Figure 3, the migration rate of the destination model relative to the source model is identified, and as shown in Figure 4, a model (second gaming machine) with a high migration rate (migration information that satisfies a certain condition) is placed nearby the placement location of the source target model (first gaming machine). In this case, a priority order (placement order) is set for the vicinity, with the back of the target model being set as the first priority. This is because not only is it easiest to migrate behind the target model, but it is also given a higher priority than the adjacent model with the shortest traffic line, taking into consideration the fact that the area behind the target model is not only the easiest for players to migrate to, but also allows players to easily check the playing status of the destination model by turning around during play.

対象機種の両隣が優先順位2位となる。勿論、対象機種が島端に設置されて一方の隣側にしか配置できない場合は、一方のみが対象となる。また、両隣の背後が3位となり、対象機種の遊技島26の裏側が4位となる。
更に2位の機種の隣に他の機種を配置する場合は4位、その背後に配置する場合は5位となり、この場合の裏側は4位から6位に繰下がる。更に4位の機種の隣に他の機種を配置する場合は上記順位特定を繰返す。
The two machines on either side of the target model are given the second highest priority. Of course, if the target model is installed at the edge of the island and can only be placed on one side, only one side will be the target. In addition, the machines behind the two machines on either side will be given the third highest priority, and the machine behind the game island 26 of the target model will be given the fourth highest priority.
Furthermore, if another model is placed next to the model in second place, it will be ranked fourth, and if it is placed behind that, it will be ranked fifth, in which case the model behind will be demoted from fourth to sixth place. If another model is placed next to the model in fourth place, the above ranking determination is repeated.

また、例えば図4においてトイレや喫煙所のような遊技を中断したり、遊技後に向かったりする休憩場所(特定箇所)への移動頻度を示す特定移動情報を遊技機に対応付けて管理し、それらの箇所に対しての近隣の範囲を設定するようにしても良い。この場合、図4の遊技島26の上側には配置されているが下側には配置されていないことが想定され、そのような場合は、図4に同順位と示した場合も含めて休憩場所への動線を考慮して上側の機種の優先順位を高めに設定しても勿論良い。
上記では対象機種の背面の優先順位を高くすることを例示したが、横隣の優先順位を高めるといったように例示した以外の優先順位を採用しても良い。また、対象機種の背後に島が設定されていない場合は、両隣の優先順位を1位にすれば良い。
Also, for example, in Fig. 4, specific movement information indicating the frequency of movement to rest areas (specific places) where a player stops playing or goes after playing, such as a toilet or a smoking area, may be associated with the gaming machine and managed, and a range of proximity to these places may be set. In this case, it is assumed that a machine is placed on the upper side of the gaming island 26 in Fig. 4 but not on the lower side, and in such a case, the priority of the upper machine may be set higher in consideration of the traffic line to the rest area, including the case where the machines are shown to have the same priority in Fig. 4.
In the above example, the priority of the rear of the target model is set to be high, but other priorities may be adopted, such as setting the priority of the adjacent model to be high. Also, if no island is set behind the target model, the priority of the adjacent models on both sides may be set to 1st.

図4では対象機種となる回遊元となる機種を基準として近隣に優先順位を設定したが、回遊先となる対象機種を基準として回遊率の高い機種を近隣に配置することも想定される。この場合、回遊先となる対象機種を基準として近隣に優先順位を設定することになる。 In Figure 4, the priority order is set to the vicinity based on the model that is the source of migration, which is the target model, but it is also possible to place models with high migration rates in the vicinity based on the target model that is the destination of migration. In this case, the priority order is set to the vicinity based on the target model that is the destination of migration.

図5はパチンコを対象としてカウンタ27(特定箇所)と他種別の設置個所(特定箇所)を基準として近隣の範囲を設定する場合の例示である。尚、他種別はスロットマシンである。また、図3では「終了」がカウンタ27を移動先とする遊技者に対応する。即ち、遊技を終了した遊技者は獲得価値を景品交換すべくカウンタ27に移動するためである。 Figure 5 shows an example of setting a neighborhood range for pachinko based on the counter 27 (specific location) and the installation locations of other types of machines (specific locations). The other types of machines are slot machines. In addition, in Figure 3, "End" corresponds to a player whose destination is the counter 27. That is, a player who has finished playing moves to the counter 27 to exchange their winnings for prizes.

図4も含めて該当する場所は予め設定すれば良いが、図5では緑線(図中では太い点線)がカウンタ27、赤線(図中では太い実線)が他種別の近隣に該当する箇所を示している。
図5では他種別に対応した「1位」~「4位」を示しているが、これは他種別の近隣に該当する箇所における他種別に向かう回遊率が高い回遊元の優先順位を設定している。つまり、他種別の近隣に配置する機種がある場合、この優先順位に従い回遊元となる機種を配置する。尚、図5では示していないが、カウンタ27の近隣に該当する箇所に対しても同様に優先順位が設定される。
The relevant locations, including those in Figure 4, can be set in advance, but in Figure 5, the green line (thick dotted line in the figure) indicates counter 27, and the red line (thick solid line in the figure) indicates the locations corresponding to other types of nearby locations.
In Fig. 5, "1st" to "4th" are shown for other types, which indicates the priority of the origin of migration with a high migration rate toward the other types in the vicinity of the other types. In other words, if there is a model to be placed near the other types, the model that will be the origin of migration is placed according to this priority. Although not shown in Fig. 5, a similar priority is set for the vicinity of the counter 27.

図5ではカウンタ27と他種別との双方の近隣に該当する箇所であって、重複する箇所が示されている(例えば2位と3位で1カ所、4位で2カ所)。この箇所にはカウンタ27と他種別との双方の近隣に該当する回遊元となる機種が配置される。また、トイレに行く割合や、来店して直ぐに遊技する割合を管理し、トイレや出入口28の近隣を上記同様に近隣対象にしても良い。 Figure 5 shows overlapping areas that are adjacent to both the counter 27 and other types of machines (for example, one area for second and third place, and two areas for fourth place). Machines that are the source of visits and that are adjacent to both the counter 27 and other types of machines are placed in these areas. In addition, the proportion of people who go to the restroom and the proportion who play immediately after arriving at the store can be managed, and the vicinity of the restrooms and entrances/exits 28 can be treated as nearby targets in the same way as above.

上記ではカウンタ27や他種別に近い順に優先順位を高くすることを例示したが、例えば退店する遊技者には他の機種も見てもらいたい場合や、他の機種を遊技する遊技者はカウンタ27が近くても回遊する場合もあるとの見方もあるので、必ずしも例示した通りの優先順位を採用しなくとも良い。 In the above example, the priority is given to machines closer to the counter 27 or other types of machines, but it is not necessary to adopt the priority order as shown in the example, since, for example, you may want players leaving the store to check out other machines, or players playing other machines may wander around even if the counter 27 is nearby.

一方で、近隣には関連しないが例えば青枠(図5中の一点鎖線)で示した箇所のように遊技場の出入口28に近い箇所を優先指定箇所として指定する。この優先指定箇所は出入口28に近いことから遊技場に入場した遊技者の目に一番止まり易い箇所であり、遊技場の広告塔ともいえる箇所であるため、当該箇所には稼動率の高いような見栄えの良い機種を配置したいとのニーズがある。
即ち、上述のように対象機種の近隣に回遊率の高い回遊先の機種を配置したり、回遊率の高い回遊元の機種を配置したりする場合であっても、機種を配置する際に優先して特別に配置(以下、特別配置)する機種を考慮する必要がある。
On the other hand, a location that is not related to the neighborhood but is close to the entrance/exit 28 of the arcade, such as the location shown in a blue frame (dash line in FIG. 5), is designated as a priority location. Since this priority location is close to the entrance/exit 28, it is the location that is most likely to catch the eye of players who enter the arcade, and it can also be considered an advertisement for the arcade, so there is a need to place attractive machines with high operating rates in that location.
In other words, even when placing a destination model with a high migration rate near a target model as described above, or placing a source model with a high migration rate near a target model, it is necessary to consider models that should be given priority for special placement (hereinafter, special placement) when placing the models.

特別配置には4通りあり、従来同様に指定した機種を指定した箇所に配置する特別配置1(主に新台のような特別に配慮すべき機種(導入期間が短い機種)が対象)と、例えば出率を高めに設定し、稼動を優先させる所謂育成機種を予め設定し、アウトが多く、遊技終了する割合(終了率)が低いといった誘引条件を満たす誘引機種の近隣に配置する特別配置2と、遊技者の年齢層が近似する機種をグループ化して配置する特別配置3と、配置替え対象から特定の機種を除外する特別配置4とがある。 There are four types of special arrangements: Special Arrangement 1, in which a specified model is placed in a specified location as in the past (mainly for models that require special consideration, such as new machines (models with a short introduction period)); Special Arrangement 2, in which so-called development models that have a high payout rate and prioritize operation are set in advance and placed near attractive models that meet attractive conditions such as a high number of wins and a low rate of game completion (completion rate); Special Arrangement 3, in which models that are suitable for players of a similar age group are grouped together and arranged; and Special Arrangement 4, in which certain models are excluded from the rearrangement targets.

特別配置1については従来同様であるので説明は省略する。まず、特別配置2について説明する。誘引条件としては、アウトが基準値(例えば30000、基準情報)に達している、終了率が基準値(例えば10%、基準情報)に達していない、特定の機種や他種別の回遊率が基準値(例えば機種なら5%、他種別なら10%、基準情報)に達しているといった基準情報との比較結果に応じて他の機種への回遊が見込み易いことに関連した項目を少なくとも1つ満たすことで成立する。また、育成機種への回遊率が基準値に達していることや、誘引機種を直接指定することを含めても良い。 Special arrangement 1 is the same as before, so a description will be omitted. First, special arrangement 2 will be described. The attraction conditions are met when at least one item related to the likelihood of migration to other machines is met based on the comparison results with the standard information, such as the outs reaching a standard value (e.g. 30,000, standard information), the completion rate not reaching a standard value (e.g. 10%, standard information), or the migration rate of a specific model or other type reaching a standard value (e.g. 5% for a model, 10% for other types, standard information). It may also include the migration rate to a development model reaching a standard value or the direct specification of an attraction model.

図6は機種を配置する際に優先して配置を行う特別配置を説明するための図である。育成機種を設定した場合、配置対象となる機種の中から誘引機種を誘引条件に基づき特定し、その誘引機種の特性に基づき育成機種を近隣に配置可能な箇所に配置する。例えば基準値との比較結果に応じて他種別の回遊率が高い場合、図6の誘引機種1と育成機種1とのように配置する。即ち、誘引機種1を図5に示す他種別の近隣箇所に配置し、育成機種1は誘引機種1に対して図4に示す高い優先順位、且つ、回遊率の高い他種別の間に挟まれるように配置する。 Figure 6 is a diagram for explaining special placement in which models are given priority when placing them. When a development model is set, an attraction model is identified from among the models to be placed based on the attraction conditions, and the development model is placed in a nearby location where it can be placed based on the characteristics of the attraction model. For example, if the migration rate of other models is high based on the comparison with the reference value, the models are placed as shown in Figure 6 as attraction model 1 and development model 1. That is, attraction model 1 is placed in a nearby location to the other models shown in Figure 5, and development model 1 is placed so that it is sandwiched between other models that have a high priority and a high migration rate relative to attraction model 1 as shown in Figure 4.

また、例えば誘引条件としてアウトが基準値に達している場合に、誘引機種2を特定し、図6の誘引機種2と育成機種2とのように配置する。即ち、誘引機種2を図5に基づきカウンタ27の近傍に誘引機種2を配置し、上記同様に誘引機種2の近傍且つ、カウンタ27との間に育成機種2を配置する。このような場合、誘引条件としてアウトが高いだけでも良いが、終了率が基準値に達していることを条件に加えても良い。 Also, for example, when the OUT reaches a reference value as an attraction condition, the attraction model 2 is identified and arranged as the attraction model 2 and the development model 2 in FIG. 6. That is, the attraction model 2 is arranged near the counter 27 based on FIG. 5, and the development model 2 is arranged near the attraction model 2 and between the counter 27 as described above. In such a case, the attraction condition can be simply that the OUT is high, but it is also possible to add the condition that the completion rate reaches a reference value.

次に、特別配置3について説明する。まず、機種別に特定の年代の遊技者の割合を特定し、基準値に達している機種をグループ化する。そのグループ化した機種に属する遊技機の台数を特定して、グループ内の機種を配置可能な箇所を特定する。この場合、配置箇所は予め指定しても良いし、他の機種の配置を考慮して図5に示す近隣の範囲外となるように配置しても良い。 Next, special arrangement 3 will be explained. First, the proportion of players of a certain age group is identified for each model, and models that meet a reference value are grouped. The number of gaming machines belonging to the grouped models is identified, and locations where models within the group can be arranged are identified. In this case, the arrangement location may be specified in advance, or the machine may be arranged outside the vicinity range shown in Figure 5, taking into account the arrangement of other models.

図7は、機種別に遊技者の年齢層を特定した分布表を示している。遊技者の年齢は例えば対象機種にて会員カードを利用した会員遊技者の属性情報から特定することや、遊技者を例えば遊技装置2に設けられるカメラのような撮像手段にて撮像した画像から推定される年齢、或いは遊技開始時に遊技者に年齢を入力させるといったように周知のどのような特定方法を採用しても良い。 Figure 7 shows a distribution table that identifies the age range of players by machine type. The age of the player may be identified by any known method, such as identifying the age from attribute information of a member player who uses a membership card on the target machine, estimating the age from an image of the player captured by an imaging means such as a camera installed on the gaming device 2, or having the player input the age when starting play.

図7の最も右欄に示す通り、別途指定する特定の年代(図7では50歳以上)を対象とした割合を機種単位で特定し、基準値(例えば図7の平均値38.5%)に達している機種を抽出する。図7の場合、PB、PD、PE、及びPFが抽出され、それらの機種をグループ化して特別配置3の対象とする。 As shown in the right-most column of Figure 7, the ratio of models targeted at a specific age group (50 years and older in Figure 7) that is separately specified is identified for each model, and models that reach the standard value (for example, the average value of 38.5% in Figure 7) are extracted. In the case of Figure 7, PB, PD, PE, and PF are extracted, and these models are grouped and made the target of special allocation 3.

そして、上述のように特別配置3を特定した位置の中で、グループに属する機種の配置を後述するフローチャートのような他の機種と同様に回遊率や終了率に基づき特定する。尚、当該グループ内の配置は例えば遊技場の出入口28に近い順からアウト順に配置するといった他の機種とは異なる配置方法を採用しても良い。この特別配置3は年齢層の異なる遊技者が遊技する機種に余り近付きたくないといった遊技者がいることを考慮した配置となる。 Then, within the position where special arrangement 3 has been specified as described above, the arrangement of the machines belonging to the group is specified based on the play rate and completion rate in the same way as other machines, as in the flowchart described below. Note that the arrangement within the group may adopt a different arrangement method from other machines, such as arranging the machines in order of closestness to the entrance/exit 28 of the gaming facility in order of outs. This special arrangement 3 takes into consideration the fact that there are players who do not want to get too close to machines played by players of different age groups.

次に、特別配置4について説明する。特別配置4は、単純に配置替えしても余り効果のない機種を無暗に配置替えすることで、配置替えに伴う労力を省くために、配置替え対象から除外する除外機種を設定し、当該除外機種は他の機種の配置替え前後で配置を変更しないようにするための処理である。除外機種は指定入力しても例えばアウトが基準値に達しない、図5に示す近隣に該当しないといった除外条件を設定し、その除外条件を満たす機種を除外機種として特定すれば良い。 Next, Special Arrangement 4 will be explained. Special Arrangement 4 is a process for setting models to be excluded from rearrangement in order to reduce the effort involved in rearrangement by simply rearranging models that would not be very effective, and for preventing the rearrangement of the excluded models from being changed before and after the rearrangement of other models. For the excluded models, exclusion conditions can be set, such as the out not reaching a reference value even if specified, or not being in the vicinity shown in Figure 5, and models that satisfy the exclusion conditions can be identified as excluded models.

図8は、図7までに説明した手順や後述するフローチャートにて機種を配置した配置結果を示す。尚、図8では説明の都合上、「P~」といったパチンコ遊技機のみを対象とし、「S~」といったスロットマシンの配置替えは除外している。 Figure 8 shows the result of arranging the machines according to the procedure explained up to Figure 7 and the flowchart described below. For convenience of explanation, Figure 8 only covers pachinko machines such as "P~" and does not include rearrangements of slot machines such as "S~".

図8では機種「PJ」を起点とした3つの赤(図中では白抜き)の矢印(PJ→PM、PJ→PB、PJ→PQ)と、2つの青(図中では黒色)の矢印(PJ→PG、PJ→PD)とが示されているが、これは矢印の起点となる「PJ」を選択した際の「PJ」を回遊元とした回遊先となる機種(回遊相手遊技機)までの回遊経路を矢印(識別情報)にて示している。回遊先となる機種は例えば回遊率の高い機種(例えば上位5機種)を対象として、その中で影響度の高い機種(例えば上位3機種)を赤矢印、影響度の低い機種(下位2機種)を青矢印にて示している。つまり、上位3位、或いは上位5位といった基準情報と順位とを比較した結果に応じて回遊相手遊技機を区別する区別処理を行って、赤矢印や青矢印といったように識別態様を変更している。 In FIG. 8, three red (white in the figure) arrows (PJ→PM, PJ→PB, PJ→PQ) starting from the machine type "PJ" and two blue (black in the figure) arrows (PJ→PG, PJ→PD) are shown, which indicate the route (identification information) from the machine type "PJ" that is the starting point of the arrow to the machine type (machine type to be migrated to) that is the destination machine of the migration when "PJ" that is the starting point of the arrow is selected. The machine type to be migrated to is, for example, a machine type with a high migration rate (for example, the top five machines), and among them, the machine type with the highest influence (for example, the top three machines) is indicated by a red arrow, and the machine type with the lowest influence (the bottom two machines) is indicated by a blue arrow. In other words, a distinction process is performed to distinguish the machine type to be migrated to depending on the result of comparing the ranking with the standard information such as the top three or top five, and the identification mode is changed to a red arrow or a blue arrow.

矢印の太さ(識別態様)は影響度を示しており、例えば回遊率1位のPJ→PMは最も太い矢印、回遊率5位のPJ→PDは最も細い矢印にて示している。矢印の長さにより遊技者が回遊する場合の距離感を把握でき、例えばPGのように遊技島26を跨いだ回遊となる場合は間になる遊技島26を迂回するように矢印を示している。つまり、順位自体(1位、2位、3位等)を基準情報として、順位に応じた区別処理を行って矢印の太さのような識別態様を変更している。 The thickness of the arrow (distinguishing feature) indicates the degree of influence; for example, PJ→PM, which has the highest migration rate, is shown with the thickest arrow, and PJ→PD, which has the fifth highest migration rate, is shown with the thinnest arrow. The length of the arrow allows the sense of distance when the player migrates, and in the case of migration across game islands 26, such as PG, for example, the arrow is shown to detour around the intermediate game islands 26. In other words, the ranking itself (1st, 2nd, 3rd, etc.) is used as reference information, and a distinction process is performed according to the ranking to change the distinguishing feature such as the thickness of the arrow.

マウスにより選択した機種は例えばドラッグやドロップといった操作によりそのまま機種の配置替えを指定可能である。例えばPJをPPの位置に配置替えした場合、PPとPJとの台数が同数であればそのまま入替えるが、台数が異なる場合には多い方の機種の台数を減らすか、少ない方の機種の近隣の機種を選択して台数調整するか、スライド配置させるかの選択となる。 Once a model has been selected with the mouse, it can be rearranged by operations such as dragging and dropping. For example, when rearranging a PJ to a PP, if the number of PPs and PJs is the same, they will be swapped as is, but if the number of models differs, you can choose to reduce the number of models with more units, adjust the number by selecting models adjacent to the model with fewer units, or slide the models into place.

例えば、PPの台数が多い場合にPPの台数を減らすのであれば、どの遊技機を残すかを選択してPJと入替える一方、PPを減らさないのであれば、PPの両隣のいずれの機種を配置替え対象とするかを選択する。勿論、このような操作入力に応じた選択に限らず、台番が若い方を優先して残す、或いは配置替え対象とするといった条件を予め設定し、その条件に応じて配置替え対象となる機種や遊技機を特定しても良い。また、機種をスライド配置させる場合には、例えば時計回りと反時計回りのいずれにスライドさせるかを選択し、例えば反時計回りにスライドさせる場合にはPJの隣のPBをPJ側に、PQをPB側(島跨ぎとなる)にスライドさせることにより残り台数分を確保する。このようにすることで図8のようなレイアウト表示上での配置替えが可能となるが、この場合、入替えた後もPJについて上記同様に連動して矢印表示を行う。 For example, if the number of PPs is reduced when there are many PPs, the game machine to be left is selected and replaced with PJ, while if the number of PPs is not reduced, the game machine to be rearranged on either side of the PP is selected. Of course, the selection is not limited to such an operation input, and conditions such as giving priority to the machine with the lower machine number to be left or rearranged may be set in advance, and the game machine or game machine to be rearranged may be specified according to the condition. In addition, when sliding the machine, for example, whether to slide clockwise or counterclockwise is selected, and when sliding counterclockwise, for example, the PB next to the PJ is slid to the PJ side, and the PQ is slid to the PB side (crossing the island) to secure the remaining number of machines. In this way, it is possible to rearrange the machine on the layout display as shown in FIG. 8, but in this case, even after the replacement, the arrow display is performed in conjunction with the PJ in the same manner as above.

更に、PJの配置替えに伴い配置替えとなった例えばPPのような機種もPJ同様に連動した矢印表示の変更対象となるが、矢印の表示色を薄くする、或いは切替表示を行うといったようにPJに対する矢印表示とは区別して表示することが望ましい。勿論、PJ同様にPPやPMといった他の機種を選択すれば上記同様の矢印表示の対象となる。 Furthermore, models such as PPs that have been rearranged due to rearrangements of PJs will also be subject to changes in the linked arrow display in the same way as PJs, but it is desirable to display them differently from the arrow display for PJs, such as by dimming the arrow display color or by switching the display. Of course, if other models such as PPs or PMs are selected in the same way as PJs, they will also be subject to the same arrow display as above.

また、上記では回遊率の順位を矢印の色と太さ(複数の識別態様)で表現することを例示したが、例えば図3に示した回遊率の順位に応じた色のように色だけで順位表示する一方、回遊率に応じて矢印の太さを調整するといったように異なる情報(回遊情報に関する異なる情報)に基づき、色や太さを使い分けるようにしても良い。また、色や太さ以外に例えば表示色の濃淡のような他の表示方法を採用しても勿論良い。更に基準情報として順位を例示したが例えば3.0%といった回遊率に対する基準値を基準情報とするといったように順位以外に対して基準情報を設けて区別処理を行っても良い。 In addition, while the above example shows the ranking of the migration rate by the color and thickness of the arrow (multiple distinguishing modes), it is also possible to display the ranking only by color, such as the colors according to the ranking of the migration rate shown in Figure 3, while using different colors and thicknesses based on different information (different information related to the migration information), such as adjusting the thickness of the arrow according to the migration rate. Of course, other display methods such as shading of the display color other than color and thickness may also be adopted. Furthermore, while the ranking is exemplified as the standard information, it is also possible to perform differentiation processing by setting standard information other than the ranking, such as using a standard value for the migration rate of 3.0% as the standard information.

矢印の長さにより回遊する遊技者の回遊距離感を示すため、遊技島26を跨ぐ場合には遊技島26を迂回するような矢印表示を例示したが、簡易的に直線的な表示としても良い。更に矢印表示にしなくとも回遊元と回遊先とを関連付けて表示したり、その回遊距離感を示せられればどのような表示方法を採用しても良い。 In order to indicate the sense of the travel distance of the player by the length of the arrow, an arrow display that bypasses the game island 26 when crossing over the game island 26 has been shown as an example, but a simple straight line display may also be used. Furthermore, even if an arrow display is not used, the origin and destination of the travel may be displayed in association with each other, and any display method may be used as long as it indicates the sense of the travel distance.

これまでに説明した自動配置が終わった後に配置を微調整することを目的として図8を利用することを例示したが、図8は例えば特別配置1を行う場合に採用しても良いし、自動配置に関わらず従来の配置替えをシミュレートする場合に採用しても良いし、配置替えに関わらずレイアウト表示する場合に表示しても良い。 The above example shows the use of Figure 8 to fine-tune the layout after the automatic layout described above is complete, but Figure 8 may also be used, for example, when performing special layout 1, when simulating conventional rearrangement regardless of automatic layout, or when displaying a layout regardless of rearrangement.

図1に示すように遊技場に設けられる管理装置5は公衆回線8を通じて管理サーバ9と接続されており、管理装置5にて集計された図3や図7にて示すデータは管理サーバ9においても管理対象となる。管理サーバ9は例えば遊技場Bや遊技場Cのような他の遊技場に設けられる管理装置5とも接続され、そのような遊技情報を例えば全国レベルで管理すればよいが、例えば系列店のように限定的な他店の情報としても良いし、他店の情報が含まれていれば自店の情報が含まれていても良い。 As shown in FIG. 1, the management device 5 installed in the gaming center is connected to the management server 9 via a public line 8, and the data shown in FIG. 3 and FIG. 7 collected by the management device 5 is also managed by the management server 9. The management server 9 is also connected to management devices 5 installed in other gaming centers, such as gaming center B and gaming center C, and such gaming information may be managed, for example, on a national level, but it may also be limited to information on other stores, such as affiliated stores, or may include information on the store itself if information on other stores is included.

管理サーバ9では遊技場単位の遊技情報を集計するが、その中に含まれるアウトや粗利といった遊技情報により遊技場をランク分けし(例えば高、中、低)、そのランク別に遊技情報を区分して管理し、各遊技場の管理装置5へ遊技情報を配信可能とする。
図8では自店における回遊率に応じて矢印による表示を行ったが、管理サーバ9から配信される情報を対象として矢印表示しても良い。
The management server 9 compiles gaming information for each gaming facility, and ranks the gaming facilities (for example, high, medium, low) based on gaming information such as outs and gross profits contained therein, and manages the gaming information by classifying it according to this rank, making it possible to distribute the gaming information to the management device 5 of each gaming facility.
In FIG. 8, arrows are used to display the rate of customer movement in the store, but arrows may be used to display information distributed from the management server 9.

この場合、自店における回遊率(第1回遊情報)と管理サーバ9から配信された回遊率(第2回遊情報)とを切換表示することが望ましいが、例えば矢印を2重(第1識別情報、第2識別情報)に示すことで同時に表示しても良い(第1区別処理、第2区別処理)。また、ランク分けされた遊技情報の内、当該遊技場に対応したランクよりも高いランクにおける回遊率を表示対象とすることが望ましいが、指定したランクにおける回遊率を表示対象としても良い。勿論、例えば高、中、低のランクと自店との回遊率を複数の矢印を表示することで同時に表示しても良い。 In this case, it is desirable to alternate between displaying the migration rate at the facility itself (first migration information) and the migration rate delivered from the management server 9 (second migration information), but they may also be displayed simultaneously by, for example, displaying two arrows (first identification information, second identification information) (first distinction process, second distinction process). Also, it is desirable to display the migration rate at a rank higher than the rank corresponding to the gaming facility among the ranked gaming information, but it is also possible to display the migration rate at a specified rank. Of course, it is also possible to simultaneously display, for example, the migration rates between high, medium, and low ranks and the facility itself by displaying multiple arrows.

図9は管理サーバ9にて管理され、自店と同ランクの回遊率に応じた矢印表示(第2識別情報)を図8の矢印表示(第1識別情報)に重ねた例を示している。図9では管理サーバ9における回遊率に応じた矢印表示は緑(図中では斜線)にて示し、その回遊率の高さにより矢印の太さを変更し、自店と管理サーバ9とに対応した各々の矢印の太さを比較して細い方を優先して表示するようにしているが、並べて表示しても勿論良く、比較可能であれば切換表示や重ねた表示等、どのような表示方法を採用しても良い。 Figure 9 shows an example of an arrow display (second identification information) managed by the management server 9, which corresponds to the same rank of shop movement rate as the store itself, superimposed on the arrow display (first identification information) of Figure 8. In Figure 9, the arrow display corresponding to the shop movement rate in the management server 9 is shown in green (diagonal lines in the figure), the thickness of the arrow changes depending on the degree of the shop movement rate, and the thickness of each arrow corresponding to the store itself and the management server 9 is compared and the thinner one is displayed preferentially, but it is of course also possible to display them side by side, and any display method such as switching display or superimposing display may be used as long as comparison is possible.

図9では図8同様に矢印の太さを自店については順位に応じて調整しているが、管理サーバ9における回遊率と同様に回遊率に応じた太さとしても良く、例示したどのような表示方法を採用しても良く、自店と管理サーバ9とで同表示方法としても良いし、異なる表示方法としても良い。
遊技情報に応じたランク分けにより区分することを示したが、例えば駅前なのか郊外なのか、或いは住所が属する市町村の人口等により遊技情報を区分して、上記のランク分け同様に表示対象としても良い。
In Figure 9, as in Figure 8, the thickness of the arrow for the own store is adjusted according to the ranking, but the thickness may also be adjusted according to the migration rate, as with the migration rate in the management server 9, and any of the display methods exemplified may be adopted, and the same display method may be used for the own store and the management server 9, or different display methods may be used.
Although it has been shown that the gaming information is classified by ranking, it is also possible to classify the gaming information by, for example, whether it is in front of a station or in the suburbs, or by the population of the city or town to which the address belongs, and display the information in the same manner as the above ranking.

次に、管理装置5が上述したレイアウト上の配置替え処理する動作について図10及び図11を参照して説明する。
管理装置5は、レイアウト処理を開始すると、まず図6に示した特定の機種を優先して配置する特別配置を実施する(S1)。次に、残りの未配置の残機種について図3に示すアウトや稼動率の高い方から順に優先順位を特定し、その最上位の機種を次の配置対象となる配置機種として特定する(S2)。
Next, the operation of the management device 5 for carrying out the above-mentioned rearrangement process on the layout will be described with reference to FIGS.
When the management device 5 starts the layout process, it first performs a special arrangement in which a specific model is arranged with priority as shown in Fig. 6 (S1). Next, it specifies the priority order of the remaining unarranged models in the order of highest outage or operation rate as shown in Fig. 3, and specifies the top model as the model to be arranged next (S2).

次に、配置機種の終順と他順とのいずれかが上位(基準順位(例えば5位)内)かを判定し(S3、S4、S7)、双方上位でない場合(S3:NO、S7:NO)、つまり退店や他種別への回遊の可能性が低い機種の場合、配置済みの機種であって配置機種における配置済みの機種への回遊率が上位(基準順位(例えば3位))である機種の近隣(図4に示す4位以内)に配置可能かを判定し(S11)、可能であれば(S11:YES)、近隣の内、配置可能な最上位の箇所に配置する(S12)。 Next, it is determined whether the placed model's final order or other order is higher (within the standard order (e.g., 5th place)) (S3, S4, S7). If neither is higher (S3: NO, S7: NO), in other words if the model is unlikely to be closed or migrated to another type, it is determined whether it can be placed near a placed model (within 4th place as shown in FIG. 4) that has a high migration rate to the placed model among placed models (standard order (e.g., 3rd place)) (S11). If this is possible (S11: YES), it is placed in the highest possible position among the nearby models (S12).

一方、回遊率上位の機種が配置されていない場合や近隣に配置できない(既に他機種を配置済みの)場合には(S11:NO)、図5にて説明した優先指定箇所に配置可能であれば(S13:YES)、優先指定箇所に配置し(S15)、配置できなければ(S13:NO)、その最も近隣(近傍)に配置する(S14)。 On the other hand, if the model with the highest circulation rate is not placed or cannot be placed nearby (other models have already been placed) (S11: NO), if it is possible to place it in the priority designated location described in Figure 5 (S13: YES), it will be placed in the priority designated location (S15); if it is not possible to place it (S13: NO), it will be placed in the closest location (nearby) (S14).

また、終順は上位ではないが(S3:NO)、他順は上位である場合(S7:YES)、つまり退店する可能性は低いものの他種別への回遊の可能性は高い場合、他種別へ回遊する動線を想定できることから、他種別近隣に配置可能であれば(S8:YES)、他種別の最も優先順位の高い近隣に配置し(S9)、配置できなれば(S8:NO)、その最も近隣に配置する(S10)。 In addition, if the final order is not high (S3: NO) but the other orders are high (S7: YES), in other words, the possibility of leaving the store is low but the possibility of migration to other types is high, it is possible to predict the movement of the customer to other types, so if it is possible to place it near the other types (S8: YES), it will be placed near the highest priority of the other types (S9); if it is not possible to place it there (S8: NO), it will be placed closest to that (S10).

同様に、終順が上位で(S3:YES)、他順は上位でない場合(S4:NO)、つまり退店の可能性は高いものの他種別への回遊の可能性は低い場合、カウンタ27に寄ってから退店する動線を想定できることから、カウンタ27近隣に配置可能であれば(S5:YES)、カウンタ27近隣に配置し(S18)、配置できなれば(S5:NO)、その最も近隣に配置する(S6)。 Similarly, if the final order is high (S3: YES) but the other orders are not high (S4: NO), i.e., the possibility of leaving the store is high but the possibility of wandering to other types of items is low, it is possible to imagine a movement pattern in which the customer will stop by counter 27 before leaving the store. Therefore, if it is possible to place the customer near counter 27 (S5: YES), it will be placed near counter 27 (S18); if it is not possible to place the customer near counter 27 (S5: NO), it will be placed as close as possible to the counter (S6).

終順と他順との双方が上位の場合(S3:YES、S4:YES)、つまり退店の可能性も他種別への回遊の可能性も高い場合、カウンタ27に寄ってから退店する動線と他種別へ回遊する動線の両方が想定できることから、カウンタ27と他種別の近隣に配置可能であれば(S16:YES、S17:YES)、カウンタ27と他種別の近隣に配置し(S21)、配置できなれば(S17:NO)、カウンタ27近隣に配置する(S18)。
また、カウンタ27近隣に配置できなければ(S16:NO)、他種別近隣に配置可能なら(S19:YES)、他種別近隣に配置し(S9)、配置できなければ(S19:NO)、他種別とカウンタ27との最も近隣に配置する(S20)。
If both the final order and the other orders are high (S3: YES, S4: YES), that is, if there is a high possibility of the customer leaving the store or moving to other types of items, both a movement line of a customer stopping by counter 27 and then leaving the store and a movement line of a customer moving to other types of items can be expected, so if it is possible to place the customer near counter 27 and the other types of items (S16: YES, S17: YES), it is placed near counter 27 and the other types of items (S21); if not possible (S17: NO), it is placed near counter 27 (S18).
If it is not possible to place it near the counter 27 (S16: NO), then if it is possible to place it near the other type of item (S19: YES), then it is placed near the other type of item (S9); if it is not possible to place it near the other type of item (S19: NO), then it is placed closest to the other type of item and the counter 27 (S20).

以上のようにして配置機種の配置が終了した場合(特定箇所の近隣に遊技機を配置する場合)は、配置機種の近傍に配置可能(S22)、且つ配置機種における回遊率上位の残機種(回遊情報が所定の条件を満たす遊技機)があるか(S24)を判定する。いずれかの条件を満たさなければ(S22:NO、或いはS24:NO)、残機種がなくなるまで(S23:NO)、ステップS2に戻って(S23:YES)上位動作を繰返す。 When the placement of the placed models has been completed in this manner (when gaming machines are placed near a specific location), it is determined whether there are any remaining models (gaming machines whose migration information satisfies a specified condition) that can be placed near the placed models (S22) and have a high rotation rate among the placed models (S24). If either condition is not met (S22: NO or S24: NO), the process returns to step S2 (S23: YES) and the higher-level operation is repeated until there are no remaining models (S23: NO).

いずれの条件も満たす場合(S22:YES、S24:YES)、その内の回遊率が最上位の機種を当該残機種として(S25)、当該残機種の終順と他順とを、上記ステップS3、S4、S7同様に判定し(S26、S27、S29)、いずれも上位の場合、つまり退店の可能性も他種別への回遊の可能性も高い場合(S26:YES、S27:YES)、配置機種の近隣における他種別とカウンタ27側に配置し(S28)、終順は上位だが他順は上位でなければ(S26:YES、S27:NO)、配置機種の近隣におけるカウンタ27側に配置する(S32)。また、当該残機種の終順が上位でないが他順が上位なら(S26:NO、S29:YES)、配置機種の近隣における他種別側に配置し(S30)、いずれも上位でなければ(S26:NO、S29:NO)、それらに関わらず配置機種の近隣に配置する(S31)。 If both conditions are met (S22: YES, S24: YES), the model with the highest migration rate is selected as the remaining model (S25), and the final order and other orders of the remaining model are determined in the same manner as in steps S3, S4 and S7 above (S26, S27, S29). If both are in the top order, meaning there is a high possibility of customers leaving the store and of customers migrating to other types of machines (S26: YES, S27: YES), the model is placed on the counter 27 side near the placed model (S28), and if the final order is in the top order but the other orders are not in the top order (S26: YES, S27: NO), the model is placed on the counter 27 side near the placed model (S32). Also, if the remaining model is not ranked high but the other models are ranked high (S26: NO, S29: YES), it will be placed on the other model side in the vicinity of the placed model (S30); if neither model is ranked high (S26: NO, S29: NO), it will be placed in the vicinity of the placed model regardless (S31).

即ち、当該残機種は配置機種の近隣に配置するが、可能であれば残機種の終順や他順も考慮するといった配置で、当該残機種の終順や他順の考慮よりも優先順位の高い配置機種の近隣に配置する方を優先するということである。このように当該残機種の条件を満たす機種がなくなるまで回遊率が上位である機種から順に上記を繰返し(S22:YES、S24:YES)、当該残機種の条件を満たさなくなったら(S22:NO、或いはS24:NO)上記の通り残機種がなくなるまで(S23:YES)ステップS2に戻り(S23:NO)上記の通り処理する。 In other words, the remaining model is placed near the placed model, but if possible, the final order and other orders of the remaining models are also taken into consideration, and priority is given to placing the model near the placed model with a higher priority than considering the final order and other orders of the remaining model. In this way, the above is repeated starting with the model with the highest play rate until there are no more models that satisfy the conditions of the remaining model (S22: YES, S24: YES), and when the conditions of the remaining model are no longer satisfied (S22: NO or S24: NO), the process returns to step S2 (S23: NO) and proceeds as described above until there are no more remaining models (S23: YES).

尚、上記では特別配置の実施後に、特別配置にて配置した機種の回遊率が高い機種をステップS22以降のように配置せずに、配置機種の終順や他順により配置することを例示したが、特別配置した機種を配置機種としてステップS22以降のような配置を行っても良い。また、特別配置には回遊率の影響度が高い特別配置2や回遊率を余り考慮する必要のない特別配置3や特別配置4等もあるので、選択的にステップS22以降の処理を行っても良い。 In the above, after the special arrangement is implemented, the model with a high rotation rate among the models arranged in the special arrangement is not arranged as in step S22 onwards, but is arranged in the final order or other order of the arranged models. However, the model arranged in the special arrangement may be arranged as the arranged model as in step S22 onwards. In addition, there are special arrangements such as special arrangement 2, which is highly influenced by the rotation rate, and special arrangements 3 and 4, which do not require much consideration of the rotation rate, so the processing in step S22 onwards may be selectively carried out.

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、遊技機間の回遊率を特定し、遊技島26を模したレイアウト上に回遊率に関する情報に応じた矢印により回遊先を示す表示を行うので、矢印の識別と長さにより回遊率に応じた重要度と遊技者が回遊するための回遊距離とを容易に把握可能となる。
According to this embodiment, the following effects can be obtained.
The management device 5 identifies the migration rate between gaming machines and displays an arrow indicating the migration destination according to the information relating to the migration rate on a layout simulating a gaming island 26, so that the importance according to the migration rate and the migration distance that the player will travel can be easily grasped by the identification and length of the arrow.

レイアウト上の遊技機の配置を変更可能であり、当該変更に連動して矢印の表示内容を更新するので、配置替えがどのように遊技者の回遊に影響するかを把握することが容易になる。 The placement of gaming machines on the layout can be changed, and the arrow display is updated in conjunction with the change, making it easy to understand how rearrangement affects player movement.

上記のように配置替えを変更した場合、配置替え相手となる遊技機についても回遊率に応じた矢印による回遊先を示す表示を行うので、配置替え相手の遊技機についても遊技者の回遊を考慮した上で遊技機の配置替えが可能となる。 When rearrangement is changed as described above, the rearranged gaming machine will also be displayed with an arrow indicating the destination according to the player's rotation rate, so that the rearrangement of the rearranged gaming machine can be performed while taking into account the player's rotation.

矢印にて遊技島26を跨いで回遊先を示す場合、遊技島26を迂回するようにして回遊先を示すので、実際に遊技者が回遊する場合の回遊距離を把握した上で遊技機の配置替えが可能となる。 When an arrow indicates a destination across the game island 26, the destination is indicated by bypassing the game island 26, so that it is possible to rearrange the gaming machines after understanding the distance that the player will actually travel when moving around.

矢印は色、太さ、濃さの内、少なくとも複数による識別が可能であり、それぞれ回遊率に関する異なる情報に基づき識別するので、回遊に伴う回遊距離を把握した上で回遊率に関わる多方面での情報に基づき遊技機の配置替えが可能となる。 The arrows can be identified by at least two of the following: color, thickness, and darkness, and each is identified based on different information related to the rate of player movement. This makes it possible to grasp the distance played by players and then rearrange the gaming machines based on various information related to the rate of player movement.

他店を対象に含む回遊率を管理し、矢印は他店を含む回遊率と自店の回遊率との各々に関する情報に対応した表示が可能であり、両者を比較可能に表示するので、自店だけだとデータに信頼性が見込めない場合に、他店を対象とした回遊率を参考にしてレイアウトを参照可能となり、この場合、自店よりも高いランクの他店の回遊率を表示対象とすればより強い遊技場の回遊率を参考にして、レイアウトを参照可能となる。 It manages the traffic rate including other stores, and arrows can be displayed corresponding to information about both the traffic rate including other stores and the traffic rate of the store itself, and the two are displayed for comparison, so that when the data is not reliable when only looking at the store itself, it is possible to refer to the layout by referring to the traffic rate of other stores. In this case, if the traffic rate of other stores with a higher rank than the store itself is displayed, it is possible to refer to the layout by referring to the traffic rate of the stronger arcade.

遊技機間の回遊率を特定し、遊技島26を模したレイアウト上に回遊率が高い機種が近隣になるように遊技機を配置するので、例えば遊技終了した場合に次に遊技する可能性の高い機種が近隣に配置されることで、そのまま退店される虞が低減され、稼動の低下を抑制可能となる。 The play rate between gaming machines is identified, and the gaming machines are arranged on a layout that mimics the gaming island 26 so that models with high play rates are located close to each other. For example, when a game ends, machines that are likely to be played next are placed close to each other, reducing the risk of customers simply leaving the store and preventing a decline in operation.

回遊率の高い機種の近隣に配置する場合、その遊技機の背面と横隣とに対して優先順位を設定し、その優先順位の高い方から配置するので、例えば遊技中に遊技経過を確認し易い背面に設置される遊技機を回遊率の高い機種とすることで、遊技中から遊技終了後の回遊を促すような運用が可能となる。 When placing machines near machines with high turnover rates, a priority is set for the machines behind and to the side of the machine, and machines with higher priority are placed first. For example, by placing a machine with a high turnover rate behind the machine, where it is easier to check the progress of a game while playing, it becomes possible to operate the machine in a way that encourages players to turn around during and after the game ends.

アウト(遊技機の稼動状況を示す稼動情報、参照情報)や新台であるか否かといった導入期間(遊技機の導入時期を示す導入情報、参照情報)等により優先順位(配置順)を設定し、その優先順位に遊技機を配置するで、遊技場の重要度の高い機種の優先順位を高めて、重要度の高い機種をより優先して配置できるようになるので、遊技場の実益に伴った配置が可能となる。 Priorities (placement order) are set based on outs (operation information, reference information showing the operation status of gaming machines) and introduction periods, such as whether or not a machine is new (introduction information, reference information showing the time of introduction of gaming machines), and gaming machines are placed according to those priorities. This increases the priority of models that are important to the amusement facility, and allows more important models to be placed with priority, making it possible to place machines in accordance with the practical benefits of the amusement facility.

遊技中または遊技後に特定の箇所に向かう傾向を示す情報に基づき、その特定の箇所の近傍に遊技機を配置するので、遊技者の動線に伴った配置が可能になり、遊技者の利便性を高められる。
上記のように遊技機を配置した場合、更に当該遊技機の回遊率が高い機種を近隣に配置するので、遊技者の利便性を更に高めた配置が可能になる。
Based on information indicating a tendency to move to a specific location during or after a game, gaming machines are arranged near the specific location, making it possible to arrange the machines according to the movement of players and improving convenience for players.
When gaming machines are arranged as described above, models of gaming machines with higher turnover rates are arranged nearby, making it possible to arrange the machines in a manner that further enhances convenience for players.

(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したり、各変形例を上記実施形態と組み合せたり、各変形例を組み合わせるようにしても良い。
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5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。
Other Embodiments
The present invention is not limited to the above-described embodiment, and may be modified or expanded as follows, or each modified example may be combined with the above-described embodiment, or each modified example may be combined.
Each set value may be set by an administrator through operation input, may be set in advance by the manufacturer of the management device 5, or may be set by downloading setting information from an external server (such as the headquarters of a chain store). In this case, the set value is also input through operation input by the server. Also, 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等による信号入力としても良い。
機種単位で遊技機の配置や回遊率を管理することを例示したが、遊技機単位で配置したり回遊率を管理したりしても良い。
All of the game information exemplified above may be specified directly by the input signal or indirectly by using an arithmetic expression. In addition, although a pulse signal is exemplified as the game signal, a signal input by serial communication or the like may also be used.
Although the above embodiment exemplifies the management of the placement and turnover rate of gaming machines on a machine-by-machine basis, the placement and turnover rate may be managed on a machine-by-machine basis.

回遊率の高い機種を近隣に配置する場合、回遊元から回遊先への回遊率(例えば図3を横に見た回遊率)を採用することを例示したが、回遊先から回遊元への回遊率(図3を縦に見た回遊率)や、回遊元、回遊先の区分なく回遊があることにより特定した回遊率(上記の混合)を採用しても良い。つまり、移動先と移動元のいずれを回遊相手遊技機としても良い。
対象機種の近隣に設定する優先順位はアウトや稼動率の高い方から或いは特別配置1のような新台を優先配置することを例示したが、導入期間順に配置しても良い。
In the example shown, when placing machines with high migration rates in close proximity, the migration rate from the migration origin to the migration destination (for example, the migration rate when viewed horizontally in FIG. 3) is used, but the migration rate from the migration destination to the migration origin (the migration rate when viewed vertically in FIG. 3) or a migration rate determined by the existence of migration regardless of the migration origin or destination (a mixture of the above) may also be used. In other words, either the migration destination or the migration origin may be used as the migration partner gaming machine.
The priority order set for the target model in the vicinity thereof has been exemplified by prioritizing placement of out-of-date or high operating rate models or new models such as special placement 1, but placement may also be in the order of introduction period.

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。
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。
The numerical values, digits, items, etc. are merely examples, and any numerical values may be used. In addition, the identification output may be in any output form, such as adding symbols other than those shown in the examples, and at least printing and display output are assumed as the output.
Either "above" or "exceeds" can be used, with expressions such as "reached" corresponding to either "above" or "exceeded." The same is true for "below" and "below," with expressions such as "did not reach" corresponding 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等の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も採用できる。尚、所謂封入式のように遊技媒体を払い出さない遊技機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。
管理装置5が行う処理の一部を中継装置、或いは遊技装置2等にて行っても良く、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。
As the target gaming machine, a pachinko gaming machine other than the exemplified pachinko gaming machine, such as a so-called sealed type that manages the gaming medium only by data, and a slot machine, etc. can be adopted. Note that, in consideration of a gaming machine that does not pay out the gaming medium, such as a so-called sealed type, the gaming medium is expressed as a gaming value as necessary.
Part of the processing performed by the management device 5 may be performed by a relay device, a game device 2, or the like, and any other configuration may be used. Furthermore, the configurations shown as examples may be combined in any manner, including modified examples, and configurations that are not adopted as appropriate may be provided.

図面中、1は遊技機、5は管理装置(管理手段、設定手段、区別手段、表示手段、変更手段)である。
In the drawing, reference numeral 1 denotes a gaming machine, and 5 denotes a management device (management means, setting means, distinction means, display means, change means).

Claims (5)

遊技機間の遊技者の移動頻度を示す回遊情報を遊技機に対応付け、移動先、及び移動元の少なくとも一方となる回遊相手遊技機により区分して管理する管理手段と、
前記回遊相手遊技機を前記回遊情報により区別するための基準情報を設定する設定手段と、
前記回遊相手遊技機により区分される前記回遊情報と前記基準情報とを比較して、回遊相手遊技機を区別する区別処理を行う区別手段と、
遊技島を模したレイアウト上における対象となる遊技機とその回遊相手遊技機との回遊経路を示し、前記区別処理の結果に応じて識別態様を変更可能な識別情報を表示する表示手段と
管理者の操作に応じて前記レイアウト上の遊技機の配置を変更する変更手段と、を備え
前記変更手段は、前記表示手段により前記識別情報が表示されたレイアウト上に表示される遊技機のいずれかを選択可能であり、当該選択した遊技機に対する操作に応じて遊技機の配置を変更し、
前記表示手段は、前記変更手段により前記識別情報が表示されたレイアウト上に表示された遊技機に対する操作に応じて遊技機の配置が変更された場合に、当該配置変更された遊技機に追従して前記識別情報を更新する遊技場用システム。
A management means for associating migration information indicating a frequency of movement of a player between gaming machines with the gaming machines and managing the information by a migration partner gaming machine which is at least one of a destination gaming machine and a source gaming machine;
A setting means for setting reference information for distinguishing the counterpart gaming machine from the migration information;
A distinguishing means for performing a distinguishing process for distinguishing the counterpart gaming machines by comparing the migration information classified by the counterpart gaming machines with the reference information;
a display means for displaying a route between a target gaming machine and a counterpart gaming machine on a layout simulating a gaming island, and displaying identification information whose identification mode can be changed according to a result of the discrimination process ;
and a change means for changing the arrangement of the gaming machines on the layout in response to an operation by an administrator ,
the change means is capable of selecting any one of the gaming machines displayed on the layout on which the identification information is displayed by the display means, and changes the arrangement of the gaming machines in response to an operation on the selected gaming machine;
The display means is a system for an amusement park that updates the identification information in accordance with the rearrangement of a gaming machine when the arrangement of the gaming machines is changed in response to an operation on the gaming machine displayed on the layout on which the identification information is displayed by the change means .
記表示手段は、前記変更手段により遊技機の配置が変更された場合は配置替え相手となる遊技機を対象とした前記識別情報を表示する請求項1に記載の遊技場用システム。 2. The gaming facility system according to claim 1, wherein the display means displays the identification information of a gaming machine that is to be rearranged when the rearrangement of the gaming machine is changed by the rearrangement means . 前記表示手段は、対象となる遊技機とその回遊相手遊技機との回遊経路が遊技島を跨ぐ場合、当該遊技島を迂回して前記識別情報を表示する請求項1または2に記載の遊技場用システム。 3. The gaming parlor system according to claim 1, wherein the display means, when a route between a target gaming machine and a companion gaming machine crosses a gaming island, displays the identification information by bypassing the gaming island . 前記識別情報は、少なくとも複数の識別態様による識別が可能であり、
前記表示手段は、前記識別情報を前記回遊情報に関する複数の情報であり、夫々で内容の異なる複数の情報に基づいて表示する請求項1から3のいずれか一項に記載の遊技場用システム。
The identification information can be identified by at least a plurality of identification modes,
4. The amusement park system according to claim 1, wherein the display means displays the identification information based on a plurality of pieces of information relating to the wandering information, each of which has a different content .
前記管理手段は、自店を対象とした第1回遊情報と、少なくとも他店を対象に含む第2回遊情報とを管理し、
前記区別手段は、前記第1回遊情報により回遊相手遊技機を区別する第1区別処理と、前記第2回遊情報により回遊相手遊技機を区別する第2区別処理とを可能とし、
前記表示手段は、前記第1区別処理に応じた第1識別情報と前記第2区別処理に応じた第2識別情報とを比較可能に表示する請求項1から4のいずれか一項に記載の遊技場用システム。

The management means manages first shopping trip information targeted at the store and second shopping trip information targeted at at least other stores;
The distinguishing means enables a first distinguishing process for distinguishing a counterpart gaming machine based on the first play information and a second distinguishing process for distinguishing a counterpart gaming machine based on the second play information;
5. The amusement arcade system according to claim 1, wherein the display means displays the first identification information corresponding to the first distinction process and the second identification information corresponding to the second distinction process in a comparative manner .

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Citations (3)

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WO2018008346A1 (en) 2016-07-05 2018-01-11 パナソニックIpマネジメント株式会社 Information presentation device, information presentation system, and information presentation method
JP2018015133A (en) 2016-07-26 2018-02-01 サン電子株式会社 Server, and computer program for server
JP2018108302A (en) 2017-01-05 2018-07-12 グローリー株式会社 Game management system and game management method

Patent Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2018008346A1 (en) 2016-07-05 2018-01-11 パナソニックIpマネジメント株式会社 Information presentation device, information presentation system, and information presentation method
JP2018015133A (en) 2016-07-26 2018-02-01 サン電子株式会社 Server, and computer program for server
JP2018108302A (en) 2017-01-05 2018-07-12 グローリー株式会社 Game management system and game management method

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