Gaming machine

- ARUZE CORP.

To carry out an effect in accordance with behavior a player is currently exhibiting, for example, in the event that the player is showing signs of adopting violent behavior or troublesome behavior, executing an effect such as to suppress such behavior, thereby nipping the problem in the bud. A gaming machine enabling a plurality of players to play an identical game simultaneously includes: a player terminal at which each player carries out an input for a game; a front display and a speaker which execute an effect accompanying the game; a camera and a sound sensor which acquire behavior of the player as data; an image data analyzing section and a sound data analyzing section which determine the behavior of the player acquired by the behavior data acquisition modules; and a correlated effect pattern selection section which selects an effect pattern in accordance with a determination result of the image data analyzing section and the sound data analyzing section, and causes the front display and the speaker to execute an effect in accordance with the selected effect pattern.

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Description
RELATED APPLICATION

This application claims the priority of Japanese Patent Application No. 2005-340859 filed on Nov. 25, 2005, which is incorporated herein by reference.

BACKGROUND OF THE INVENTION

1. Technical Field

The present invention relates to a gaming machine, and more specifically to a gaming machine which changes an effect created by an image or a sound in accordance with a behavior of a player.

2. Related Art

Due to a recent proliferation of a casino and a game center, an opportunity for a variety of players to enjoy a game on a gaming apparatuses has increased.

In the casino and game center in which such a wide variety of gaming apparatuses are disposed, in order to increase an operating rate and increase a profit for each gaming apparatus, a technique is necessary for gathering players and causing them to use the game apparatuses.

As a technology for gathering the players, a gaming apparatus has been proposed which, for example, when the game is not being played, displays a demonstration picture on a display, changes the demonstration picture in accordance with a game history, thereby provoking an interest and a feeling of involvement in the game, and provoking a desire to play the game, thus achieving an increase in a customer gathering capability (for example, JP-A-2005-111090 (Paragraphs [0010] and [0014]).

However, there are some players who, in an attempt to vent a frustration of losing, as hit or kick the gaming machine, or disturb another players. In the event of such troublesome behavior occurring, there is a tendency for already gathered players to abandon the game, and for customers watching events and attempting to participate in the game to flee, destroying a customer collecting capability. Also, there is a tendency for the gaming machine to suffer damage.

SUMMARY OF THE INVENTION

An object of the invention is to provide a gaming machine which, by carrying out an effect in accordance with behavior a player is currently exhibiting, for example, in the event that the player is showing signs of adopting violent behavior or troublesome behavior, executes an effect such as to suppress such behavior to nip the problem in the bud.

In order to achieve the object, the invention includes the features described hereafter.

The invention is a gaming machine including: a plurality of player terminals at which a player carries out an input for a game; and a controller which executes a control of the player terminals and a control of a game progress, the gaming machine enabling a plurality of players to play an identical game simultaneously, wherein the controller includes a processor, an ROM and an RAM, wherein, by the processor executing a program stored in the RAM, the controller is caused to operation as an effect execution module (for example, a front display or a speaker) which executes an effect accompanying to the game, a behavior data acquisition module (for example, a camera and/or a sound speaker) which acquires behavior of the player as data, a determination module (for example, an image data analyzing section and/or a sound data analyzing section) which determines the behavior of the player acquired by the behavior data acquisition module; and an effect selection module (for example, a correlated effect pattern selection section) which selects an effect pattern in accordance with a determination result of the determination module, and causes the effect execution module to execute an effect in accordance with the selected effect pattern.

The gaming machine, by determining and analyzing the behavior of the player by means of the determination module, determines what kind of behavior the player will exhibit, and executes an effect responding to or counteracting the behavior, thus affecting the behavior of the player. For example, in the event that the player is showing signs of starting an action of attempting to hit or kick the gaming machine in a fit of anger, the gaming machine, by carrying out an effect talking quietly to an excited player, saying “OK, calm down. Shall we start the next game?”, can have an effect of dissuading the player from the action of hitting or kicking.

In the gaming machine, the invention is also established by the behavior data acquisition module acquiring an utterance of the player as sound data, and the determination module determining the behavior of the player based on utterance details of the player obtained by a sound recognition of the utterance of the player from the sound data.

Also, in the gaming machine, the invention is also established by the behavior data acquisition module filming the player and acquiring image data, and the determination module determining the behavior of the player from the image data.

In the gaming machine with such a configuration, it can be expected that, as it can determine an action the player is about to take from both the utterance details and the action, it can determine with a high accuracy what kind of behavior the player will exhibit and, from a result, execute an effect for appropriately responding to or counteracting the behavior, thus affecting the behavior of the player.

Also, in the gaming machine, the invention is also established by the behavior data acquisition module, as well as acquiring the utterance of the player as sound data, filming the player and acquiring image data, and the determination module determining the behavior of the player based on utterance details of the player obtained by the sound recognition of the utterance of the player from the sound data, and on the image data.

Additional objects and advantage of the invention will be set forth in the description which follows, and in part will be obvious from the description, or may be learned by practice of the invention. The objects and advantages of the invention may be realized and obtained by means of the instrumentalities and combinations particularly pointed out hereinafter.

BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE INVENTION OF THE DRAWINGS

The accompanying drawings, which are incorporated in and constitute a part of the specification, illustrate embodiments of the invention, and together with the general description given above and the detailed description of the embodiments given below, serve to explain the principals of the invention.

FIG. 1 is an external perspective view of a gaming machine;

FIG. 2 is a perspective view of a player terminal;

FIG. 3 is a block diagram showing a control system of the gaming machine;

FIG. 4 is a perspective view showing an example of an up-down mechanism;

FIG. 5 is a perspective view showing another example of the up-down mechanism;

FIG. 6 is a perspective view showing still another example of the up-down mechanism;

FIG. 7 is a functional block diagram showing a configuration example of the gaming machine;

FIG. 8 is a functional block diagram showing a configuration example of a main controller;

FIG. 9 is a diagram showing an example of a data configuration example of an effect pattern table;

FIG. 10 is a functional block diagram showing a configuration example of the player terminal;

FIG. 11 is a view showing a screen example displayed on a front display; and

FIG. 12 is a flowchart showing an operation example of a gaming machine.

DESCRIPTION OF THE PREFERRED EMBODIMENTS

Hereafter, a description will be given of an embodiment of the invention while referring to the drawings.

1. An External Appearance of a Gaming Machine

FIG. 1 shows an external view of a gaming machine according to the embodiment of the invention. As shown in the figure, a gaming machine 100 includes a table 102 on which player terminals 101 called satellites are disposed in an approximate fan shape, and a panel 103 mounted in a rear of the table 102. In the example shown in the figure, five player terminals 101 are disposed in a fan shape facing the panel 103.

The panel 103 is equipped with a front display 104, which is a display device such as a liquid crystal display device, speakers 105, lamps 106 and LEDs 107. The front display 104, as well as relaying information related to a whole of a game in which players operating the player terminals 101 participate to each player simultaneously, displays an effect image in response to an action of each player. The front display 104 is designed to display a notification of a start of a bet reception time, a notification of a bet finishing time, a notification of a game outcome and the like, by an animation of a dealer 108. Also, the front display 104 displays an effect which carries out a guidance of the players, and a consolation, a warning and a guidance to the players, by means of an animation of the dealer 108.

FIG. 2 shows an enlarged view of the player terminal 101. Hereafter, a description will be given, while referring to FIG. 2, of the player terminal 101. The player terminal 101 includes in a top surface a liquid crystal display 201 for providing information related to the game to the player. The liquid crystal display 201, being covered by a transparent touch sensitive screen 202, configures an input interface in conjunction with an input interface screen displayed by the liquid crystal display 201.

A button group 203, which is a plurality of buttons, such as a payout button, a bet button etc., which a player uses in the game, is disposed in front of the player's liquid crystal display 201. Also, a coin slot 204, through which the player inserts a game currency medium such as a coin, a medal or a chip (referred to hereafter simply as a “coin”), is provided to the right of the button group 203. A bill acceptor 205b through which the player inserts a bill, is provided below the coin slot 204. A coin sensor (not shown) being disposed inside the coin slot 204, when a coin is inserted in the coin slot 204, a coin detection signal is sent to the player terminal 101 via the coin sensor. Also, a bill sensor (not shown) being disposed inside the bill acceptor 205, when a bill is inserted in the bill acceptor 205, a bill detection signal is sent to the player terminal 101 via the bill sensor.

A camera 109, for capturing a movement of a player using a relevant player terminal 101, is provided at a rear (a side near the panel 103) of the player's liquid crystal display 201, and a sound sensor 110, for capturing an utterance of the player using the relevant player terminal 101, is provided at a side near to the player. The camera 109 transmits image data of the player, while the sound sensor 110 transmits sound data including the utterance of the player. The image data and sound data are sent to a main controller, to be described hereafter, and analyzed.

A coin tray 206 is provided in a lower front portion of the player terminal 101, and in the event that the player depresses the payout button, which is one of the button group 203, a number of coins corresponding to all or a part of a credit value belonging to the player stored in the player terminal 101 is ejected from the coin tray 206, enabling the player to take possession of them.

A transparent acrylic panel 207 is provided in an inverted, squared U-shape beyond the liquid crystal display 201 (on the panel 103 side), and a three-dimensional model chip presentation section 208 is provided in an area surrounded by the transparent acrylic panel 207. The three-dimensional model chip presentation section 208 includes three-dimensional model chips 209, a presentation section plate 211, on which are provided apertures 210 for the three-dimensional model chips 209 to project from an interior of the player terminal 101 to an exterior, or to store the projected three-dimensional model chips 209 in the interior of the player terminal 101, and an up-down mechanism (to be described hereafter) for raising and lowering the three-dimensional model chips 209.

The three-dimensional model chips 209, being a model of a pile of chips, are manufactured by molding a resin or the like. It is acceptable that one three-dimensional model chip presentation section 208 has a plurality of three-dimensional model chips 209 of differing units. For example, it is acceptable that three-dimensional model chips representing a pile of chips worth one credit each, three-dimensional model chips representing a pile of chips worth ten credits each, three-dimensional model chips representing a pile of chips worth one hundred credits each, and so on are prepared.

The three-dimensional model chips 209 are raised and lowered by the up-down mechanism in accordance with a number of chips by which the player operating the player terminal 101 on which the three-dimensional model chip presentation section 208 is provided is in credit with the gaming machine 100, that is, an owned credit value. For example, in the event that the player currently has an owned credit value of “251”, the three-dimensional model chips representing a pile of chips worth one credit each are raised or lowered so as to project from the presentation section plate 211 to a height equivalent to a thickness of one chip, and a raising or lowering of the three-dimensional model chips representing a pile of chips worth ten credits each is carried out so that they project from the presentation section plate 211 to a height equivalent to a thickness of five chips, while a raising or lowering of the three-dimensional model chips representing a pile of chips worth a hundred credits each is carried out so that they project from the presentation section plate 211 to a height equivalent to a thickness of two chips.

All the players, as well as being able to ascertain promptly and intuitively the player's owned credit value by looking at a height to which the three-dimensional model chips 209 project from the presentation section plate 211, can experience a sense of reality just as though actual chips are increasing and decreasing in front of their eyes.

FIG. 3 is a schematic block diagram showing an example of an internal structure of the gaming machine 100. A main controller 301 is stored in the gaming machine 100. The main controller 301 is configured of an information processor (for example, a microcomputer) which executes a game program and a peripheral device. The main controller 301, being connected to each player terminal 101 in such a way as to enable two-way communication with them, receives a notification of a player selection such as a number of chips bet, a betting option and the like from each player terminal 101, starts an execution of a game in the event that prescribed conditions have been met, determines the outcome of the game, and notifies each player terminal 101 of a result. Each player terminal 101 carries out an increase or a reduction of the owned credit value of the relevant player in accordance with the notification from the main controller 301. For example, in the event that the player wins the game, each player terminal 101, in accordance with the notification from the main controller 301, adds a credit value equivalent to a number of chips obtained to the owned credit value, and updates a memory while, in the event that the player loses the game, each player terminal 101, in accordance with the notification from the main controller 301, subtracts a credit value equivalent to a number of chips bet from the owned credit value, and updates the memory.

Also, the main controller 301 also carries out a transmission of an image signal to be displayed on the front display 104, a drive control of the lamps 106 and the LEDs 107, and a drive control of the speakers 105.

Also, the main controller 301 receives image data and sound data from the camera 109 and the sound sensor 110 provided on each player terminal 101. Although one each of the camera 109 and the sound sensor 110 are displayed representatively, a number of cameras 109 and sound sensors 110 equivalent to a number of player terminals 101 are provided on the gaming machine 100.

An up-down mechanism 302 and a light source 303 are connected to the player terminal 101.

The up-down mechanism 302, being a module for raising and lowering the three-dimensional model chips 209, uses, in the embodiment, a stepping motor as a raising and lowering power, but it is also acceptable that it is a regular motor combined with a position controlling mechanism.

A description will be given of a specific configuration of the up-down mechanism 302, while referring to FIG. 4.

The up-down mechanism 302 shown in FIG. 4 includes a rotation drive shaft 402 attached to a stepping motor 401, abutment members 4031 to 4035, which are secured to the rotation drive shaft 402, and rotate along with a rotation of the rotation drive shaft 402, arms 4051 to 4055 pivotably attached by a support shaft 404 in a position in which one end is in abutment with abutment surfaces 4031P to 4035P which include the abutment members 4031 to 4035, and tables 4061 to 4065 attached to the other end of the arms 4051 to 4055. The three-dimensional model chips 209 are secured on an upper surface of the tables 4061 to 4065. Also, the tables 4061 to 4065, being guided by a slide rail 407, are regulated in such a way that the three-dimensional model chips 209 pass correctly through the apertures 210.

In the example shown in FIG. 4, being a configuration raising and lowering five kinds of three-dimensional model chips 209, five each of the abutment members 4031 to 4035, the abutment surfaces 4031P to 4035P, the arms 4051 to 4055 and the tables 4061 to 4065 are prepared, and described with subindeces attached in order to distinguish between them, but hereafter, in a case in which it is not necessary to distinguish, they will be marked simply as the abutment member 403, abutment surface 403P, arm 405 and table 406, without attaching a subindex.

Next, a description will be given of an operation of the up-down mechanism 302 shown in FIG. 4.

When the stepping motor 401 driven by the player terminal 101 causes the rotation drive shaft 402 to rotate, the abutment member 403 rotates. As this rotation progresses, the abutment surface 403P comes into abutment with an end of the arm 405. In the embodiment, the abutment surface 4035P makes the earliest abutment with an end of the arm 4055, followed in an order of the abutment surface 4034P, the abutment surface 4033P, the abutment surface 4032P and the abutment surface 4031P making abutment with an end of the corresponding arms 4054 to 4051.

After the abutment surface 403P has made abutment with the end of the arm 405, as the abutment member 403 rotates further, the abutment surface 403P pushes down the end of the arm 405.

The arm 405 of which one end has been pushed down pivots around the support shaft 404 so that the other end is pushed in an upward direction. As a result, the table 406 secured to the other end is also pushed in an upward direction, and the three-dimensional model chips 209 mounted on the table 406 rise along with it. As a result, in accordance with a degree of rotation of the rotation drive shaft 402 caused by the stepping motor 401, it is possible to expose a part or a whole of the three-dimensional model chips 209 by causing them to pass through the aperture 210 and project from the presentation section plate 211.

Also, by causing the stepping motor 401 to rotate in a reverse direction, it is possible to temporarily store a part or the whole of the three-dimensional model chips 209 projected from the presentation section plate 211 beneath the presentation section plate 211.

In the configuration example shown in FIG. 4, as a formation of the abutment members 4031 to 4035 is fixed in such a way that a timing at which the abutment surfaces 4031P to 4035P make abutment with the end of the corresponding arms 4051 to 4055 differs, the three-dimensional model chips 209 on a right side in the figure start to rise the earliest, followed by the three-dimensional model chips 209 on the right side to the three-dimensional model chips 209 on a left side starting to rise in order. Using this property, by giving each of the three-dimensional model chips 209 on a farthest right end a low value (for example, one credit per chip), increasing a value of each chip as they progress to the left (for example, five credits, ten credits, a hundred credits, a thousand credits per chip), and distinguishing the three-dimensional model chips by color and pattern, it is possible to express a wide range of owned credit values, such as one to a hundred thousand credits, by an amount of projection of the three-dimensional model chips 209.

Next, another configuration example of the up-down mechanism 302 is shown in FIGS. 5 and 6. FIG. 5 is a perspective view of a basic unit of the another configuration example of the up-down mechanism 302. One up-down mechanism 302 is configured by collecting a plurality of the basic units.

In the basic unit of the up-down mechanism 302, a table 503 is attached to a rotation drive shaft 502 rotationally driven by a stepping motor 501.

As in the previously described example, the three-dimensional model chips 209 are mounted on an upper surface of the table 503. The three-dimensional model chips 209 being formed of a left and right hollow semi-cylinder stuck together to make one set of three-dimensional model chips 209, FIG. 5 shows one side of the hollow semi-cylinder before sticking together. Although not shown, it is the same as the previously described example in that the three-dimensional model chips 209 rise and descend in such a way as to project from or retreat into the aperture 210 in the presentation section plate 211.

A nut 504 is secured to an underneath of the table 503. A screw thread and a screw groove (not shown) being formed on an outer periphery of the rotation drive shaft 502, the nut 504 and the rotation drive shaft 502 are screwed together.

The table 503 is regulated so as not to rotate along with a rotation of the rotation drive shaft 502. For example, it is acceptable to provide a guide rail, as in the previously described example, and regulate the rotation of the table 503 (a movement in an upward and downward direction is not regulated), or to bring it into slidable abutment with an interior wall or the like of the gaming machine 100, and regulate the rotation of the table 503 (the movement in the upward and downward direction is not regulated).

By causing the rotation drive shaft 502 to rotate, the table 503 is threadedly advanced and retracted. That is, by controlling a rotation drive of the stepping motor 501, it is possible to control a rising and descending of the table 503, that is, of the three-dimensional model chips 209 mounted on it.

FIG. 6 is a perspective view showing an example of a case in which the up-down mechanism 302 is configured using a plurality of the basic units. In the example of the up-down mechanism 302, it is configured of a line of five basic units on which one set of the three-dimensional model chips 209 is mounted, and a line of five basic units on which one set of the three-dimensional model chips 209 is mounted. As each basic unit has a stepping motor 501, it is possible to carry out an up-down control of the three-dimensional model chips 209 for each basic unit independently.

For this reason, when using an up-down mechanism 302 with this kind of configuration, it is possible not only to use the rising and descending of the three-dimensional model chips 209 to display the owned credit value, but also to cause it to carry out another display, for example, to operate in order to carry out an effect such as causing the three-dimensional model chips 209 to rise and fall like a swelling of a wave, from right to left, or from left to right, in the event of the player of the player terminal acquiring a large win.

Returning to FIG. 3, the description of the outline configuration of the gaming machine 100 will be continued.

The player terminal 101, being connected to the light source 303, controls a light emitting operation of the light source 303. The light source 303, being a circuit having a light emitting source such as a plurality of LEDs, functions as a light source which can emit different colors (for example, red, blue, green, white etc.) and change a luminance. Light emitted from the light source 303 is guided by the transparent acrylic panel 207, and emitted to an exterior of the gaming machine 100, in particular in a direction visually confirmed by the player.

2. A Configuration Example of the Main Controller

Next, a description will be given of a configuration example of the main controller 301, while referring to FIG. 7. FIG. 7 is a block diagram of the gaming machine 100, centered around the main controller 301.

The main controller 301 is basically configured to have as its nucleus a microcomputer 705, which includes a CPU 701, an RAM 702, an ROM 703, and a bus 704 for carrying out a reciprocal data transmission between them, the ROM 703 and the RAM 702 are connected to the CPU 701 via the bus 704. Various kinds of program, data table and the like for carrying out processes necessary for a controlling of the gaming machine 100 are stored in the ROM 703. Also, the RAM 702 is a memory which temporarily stores various data calculated by the CPU 701.

The microcomputer 705, or more specifically the CPU 701, being connected to an image processing circuit 707 via an I/O interface 706, the image processing circuit 707 is connected to the front display 104, and controls a drive of the front display.

The image processing circuit 707 includes a program ROM, an image ROM, an image control CPU, a work RAM, a VDP (Video Display Processor), a video RAM, etc. An image control program related to a display on the front display 104, and various selection tables, are stored in the program ROM. Also, image configuration data for forming an image such as, for example, dot data, polygon data and texture data for forming an image on the front display 104, are stored in the image ROM. Also, the image control CPU, based on parameters set by the CPU 701, in accordance with the image control program stored in advance in the program ROM, determines an image to be displayed on the front display 104 from among the image configuration data stored in advance in the image ROM. The image configuration data includes moving picture data for changing an expression and action of the dealer 108 to be displayed on the front display 104 in accordance with a progress and condition of the game.

Also, the work RAM is configured as a temporary memory when executing the image control program with the image control CPU. Also, the VDP generates image data corresponding to display details determined by the image control CPU, and transmits them to the front display 104. The video RAM is configured as a temporary memory when forming the image with the VDP.

The image processing circuit 707 has a function by which it synthesizes image data of a background image and an image of the dealer 108, generates image data in which the dealer 108 is facing the player backed by the background data, and transmits them to the front display 104.

Furthermore, the microcomputer 705, or more specifically the CPU 701, being connected to the speakers 105 via a sound circuit 708, the speakers 105, based on an output signal from the sound circuit 708, generate various sound effects, background music, a synthesized sound corresponding to an utterance of the dealer 108, a sampling sound or the like when carrying out various effects.

Also, the microcomputer 705, or more specifically the CPU 701, being connected to the camera 109 and the sound sensor 110 provided on each player terminal 101, receive image data and sound data. Although one each of the camera 109 and the sound sensor 110 are displayed representatively, a number of cameras 109 and sound sensors 110 equivalent to a number of player terminals 101 are provided on the gaming machine 100.

Also, the microcomputer 705, or more specifically the CPU 701, is connected to the lamps 106 and the LED's 107 via a lamp drive circuit 709. The lamps 106 and the LED's 107, being disposed in a large quantity on a front of the gaming machine 100, are controlled as to illumination, when carrying out the various effects, by the lamp control circuit 709 based on a drive signal from the CPU 701.

Also, each player terminal 101 being connected to the microcomputer 705, or more specifically the CPU 701, via a communication interface 710, a two-way communication can be carried out between the CPU 701 and the player terminals 101. As the CPU 701, by means of the communication interface 710, can carry out a transmission and reception of a command, a transmission and reception of a request and the like with each player terminal 101, the main controller 301 and the main player terminals 101 cooperate in controlling a progression of the game.

3. A Function of the Main Controller

A function of the main controller 301 according to the embodiment is realized mainly by the microcomputer 705, or more specifically the CPU 701, executing a program stored in the ROM 703. Hereafter, functions realized by the microcomputer 705, or more specifically the CPU 701, executing a program will be described.

FIG. 8 is a functional block diagram of the main controller 301. In the example shown in the diagram, the CPU 701 functions as a process management section 801, a game executing section 802 which carries out a reception of data from the process management section 801, a behavior data collecting section 803, an image data analyzing section 804, a sound data analyzing section 805 and a correlated effect pattern selection section 806.

3.1. The Process Management Section

The process management section 801 carries out an overall control over an operation of each circuit in the main controller 301 as well as the game executing section 802, the behavior data collecting section 803, the image data analyzing section 804, the sound data analyzing section 805 and the correlated effect pattern selection section 806. More specifically, the process management section 801 receives various signals, commands, requests and so on from each player terminal 101 and, in accordance with the received signals etc., commands the game executing section 802, the behavior data collecting section 803, the image data analyzing section 804, the sound data analyzing section 805 and the correlated effect pattern selection section 806 to start up and carry out a process. Also, the process management section 801 receives image data and sound data from the camera 109 and the sound sensor 110, and stores them in the RAM 702.

Also, the process management section 801, while carrying out a communication with each player terminal 101, judges a start, execution and finish of the game and, based on the judgment, sends a command, a request, a notification etc. to each player terminal 101.

Also, the process management section 801 transmits an image generation command to the image control circuit 707 such as to cause it to display an effect image, including the dealer 108, on the front display 104. Also, in order to carry out an effect in accordance with a progress condition of the game, it transmits a drive command to the lamp drive circuit 709 and the sound drive circuit 708, causes them to drive the lamps 106, LEDs 107 and speakers 105, and execute an effect by means of a light and a sound.

The game executing section 802, the behavior data collecting section 803, the image data analyzing section 804, the sound data analyzing section 805 and the correlated effect pattern selection section 806 controlled by the process management section 801 have the kind of functions described hereafter.

3.2. The Game Executing Section

The game executing section 802, by operating in conjunction with each player terminal 101, has a function of executing a main game of the gaming machine 100.

The game executing section 802, being started up by a game start judgment of the process management section 801, executes a game program stored in advance in the ROM 703 and, in conjunction with each player terminal 101, causes the player to play the game.

Also, the game executing section 802 transmits an image display instruction to the image processing circuit 707 such as to cause it to display a game image, which changes constantly along with the progress of the game, on the front display 104. Based on the instruction, the image processing circuit 707 generates image data using the background image, stripes or the like stored in the image ROM, and displays an image based on the image data on the front display 104.

3.3. The Behavior Data Collecting Section

The behavior data collecting section 803 acquires image data and sound data transmitted from the camera 109 and the sound sensor 110, and stores them in an image data memory 807 and a sound data memory 808, which are prescribed memory areas in the RAM 702. The image data and the sound data are used to determine what kind of behavior the player has exhibited. The behavior data collecting section 803 stores behavior data, which is data recording the player's behavior, that is, the image data and the sound data transmitted from the camera 109 and the sound sensor 110, in each player terminal 101. By this means, it is possible to analyze the behavior of each player, and to execute an effect in response to the behavior of each player by means of the front display 104.

The behavior data collecting section 803 updates the image data and the sound data regularly or as required.

3.4. The Image Data Analyzing Section

The image data analyzing section 804 reads the image data stored in the image data memory 807, analyzes them, and determines what kind of behavior the player has exhibited. Behavior which is a subject of analysis can be any kind of behavior as long as it can be acquired from the image data, for example, an action of the player (for example, a hand movement, a rocking of a body etc.) is acceptable, as is an expression (a change of an eyebrow, a change of a mouth etc.). The image data analyzing section 804 calculates a degree of these positional changes from the image data, and carries out a determination of the player's behavior. For example, there is behavior indicating that the player is in a state of frustration, behavior indicating that the player is in a state of boredom with the game, behavior indicating that the player is in a state of anger and so on. The image data analyzing section 804 relays a determination result to the correlated effect pattern selection section 806.

3.5. The Sound Data Analyzing Section

The sound data analyzing section 805 reads the sound data stored in the sound data memory 808 and, after carrying out a sound recognition process on them, analyzes them and determines what kind of state the player is in. A subject of analysis is the player's utterance details. The sound data analyzing section 805, based on the sound data, changes the player's utterance details into a character data form, and extracts a keyword. For example, in the event that a keyword such as “I can't win” or “This is strange” is extracted, the sound data analyzing section 805 determines that the player is in a state of frustration, while in the event that a keyword such as “I've had enough” or “I'm sick of this” is extracted, it determines that the player is in a state of boredom with the game. After carrying out the determination, the sound data analyzing section 805 relays the determination result to the correlated effect pattern selection section 806.

It is also acceptable to determine the player's state by having a loudness of an utterance sound, a pitch of a vocal tone etc. as the subject of analysis, rather than just the keyword.

3.6. The Correlated Effect Pattern Selection Section

The correlated effect pattern selection section 806 has a function of receiving the determination results from the image data analyzing section 804 and the sound data analyzing section 805, choosing effect data in accordance with them, and causing the image processing circuit 707 to carry out an image display in accordance with the effect data.

A selection of effect data is carried out by, for example, preparing in advance an effect pattern table 809 in the ROM 703. The effect pattern table 809 is a table storing one kind or a plurality of kinds of effect pattern correlated to the determination results of the image data analyzing section 804 and the sound data analyzing section 805. The effect patterns are data for use in instructing the image processing circuit 707 to create an action, an expression etc. of the dealer 108 to be displayed on the front display 104, and instructing the sound circuit 708 to transmit vocalized contents of the dealer 108, background music, sound effects etc.

In FIG. 9, a diagram showing a data configuration example of the effect pattern table 809 is shown. The effect pattern table 809 is a table configured in such a way that, when an analysis result of the image data analyzing section 804 and/or the sound data analyzing section 805 is fixed, one set of effect pattern data (in the example, it is taken to be a moving picture data file) is specified.

The effect pattern table 809 has one record R1, R2, R3, . . . , RM, . . . RN (M and N are integers where M<N) for each combination of the analysis result of the image data analyzing section 804 and/or the sound data analyzing section 805. Each record includes an image data analysis result field 901 which stores the analysis result transmitted by the image data analyzing section 804, a sound data analysis result field 902 which stores the analysis result transmitted by the sound data analyzing section 805, and an effect pattern file field 903 which stores a name (a bus name) of an effect pattern (the moving picture data file) correlated to a combination of these fields. Although, in the example, both the analysis result transmitted by the image data analyzing section 804 and the analysis result transmitted by the sound data analyzing section 805 are used, the effect pattern table 809 is also established by having a configuration which chooses the effect pattern based on either one of them.

To give a description of a record R1 in the effect pattern table 809 shown in the figure, in a case in which the analysis result transmitted by the image data analyzing section 804 is “The player is frustrated”, and the analysis result transmitted by the sound data analyzing section 805 is “The player is frustrated”, moving picture data with a file name “nadameru001.mpg” is specified as data for an effect to be executed later. The moving picture data is such that, first, the dealer 108 turns a face/eyes in a direction of the player terminal 101 at which the effect is to be shown and, as well as displaying an image in which the dealer speaks while smiling at the player on the front display 104, transmits a monologue with contents soothing the player such as “Don't you feel there's a good hand coming up next? I think there is” from the speakers 105. Also, to describe a record R2, in a case in which the analysis result transmitted by the image data analyzing section 804 is “The player is frustrated”, and the analysis result transmitted by the sound data analyzing section 805 is “The player is bored”, moving picture data with a file name “nadameru002.mpg” is specified as data for an effect to be executed later. This moving picture data, having effect contents slightly different from the moving picture data called effect pattern table 809 “nadameru001.mpg” corresponding to the record R1, has effect contents such as to attract an interest while soothing the player.

In this way, the effect pattern table 809 has a data structure for, based on both the analysis result transmitted by the image data analyzing section 804 and the analysis result transmitted by the sound data analyzing section 805, selecting and providing an effect which has an appropriate effect on the player's behavior.

It is acceptable that a selection of the effect pattern by the effect pattern table 809 is carried out at each player terminal 101. For example, the invention is also established by, after executing an effect with an effect pattern for soothing a player of the player terminal 101 positioned at a left end, executing an effect with an effect pattern for encouraging a player of the player terminal 101 positioned at a right end.

Returning to FIG. 8, the description of the main controller 301 will be continued.

The correlated effect pattern selection section 806 receives the determination results from the image data analyzing section 804 and the sound data analyzing section 805, selects effect pattern data correlated to the instructions from the effect pattern table 809, transmits a command, a request or an order to the image processing circuit 707 such as to cause a display of an effect image in accordance with the effect pattern data, and transmits a command, a request or an order to the sound circuit 708 such as to cause a transmission of a sound, music or a sound effect in accordance with the effect pattern data.

For example, in the case that the determination results of the image data analyzing section 804 and the sound data analyzing section 805 are that the player is in a state of frustration, the correlated effect pattern selection section 806 selects effect pattern data which execute an effect soothing the player, which are effect pattern data correlated in advance to the state while, in the case that the determination results are that the player is in a state of boredom, the correlated effect pattern selection section 806 selects effect pattern data which execute an effect stimulating the player, which are effect pattern data correlated in advance to the state. That is, the correlated effect pattern selection section 806, in response to the player's state, selects effect pattern data fixed in advance for correlating to the state, and transmits an effect image and sound in accordance with the effect pattern data. By this means, the gaming machine 100 can execute an effect in response to the player's state, regardless of how the player's state may change, and is able to maintain the player's desire to play and cause the player to continue playing.

This completes the description of the configuration and functions of the main controller 301.

4. A Configuration Example of the Player Terminal

Next, a description will be given of a configuration example of the player terminal 101, while referring to FIG. 10. FIG. 10 is a functional block diagram showing a control system of the player terminal 101.

The player terminal 101 being basically configured to have as its nucleus a microcomputer 1005, which includes a CPU 1001, an RAM 1002, an ROM 1003, and a bus 1004 for carrying out a reciprocal data transmission between them, the ROM 1003 and the RAM 1002 are connected to the CPU 1001 via the bus 1004. Various kinds of programs, data tables and the like for carrying out processes necessary for controlling the player terminal 101, for example, an operation control of the up-down mechanism 302, an on/off control of the light source and the like, are stored in the ROM 1003. Also, the RAM 1002 is a memory which temporarily stores various data calculated by the CPU 1001.

The microcomputer 1005, or more specifically the CPU 1001, being connected to a liquid crystal panel drive circuit 1007 via an I/O interface 1006, the liquid crystal panel drive circuit 1007, being connected to the liquid crystal display 201, controls a drive of the liquid crystal display 201.

Also, the microcomputer 1005, or more specifically the CPU 1001, being connected to a touch sensitive screen drive circuit 1008 via the I/O interface 1006, the touch sensitive screen drive circuit 1008 transmits coordinate data for a touch position on the transparent touch sensitive screen 202.

A hopper 1014 is connected to the microcomputer 1005, or more specifically the CPU 1001, via a hopper drive circuit 1009. When a drive signal is transmitted from the CPU 1001 to the hopper drive circuit 1009, the hopper 1014 pays out a prescribed number of coins from the coin tray 206. Also, a coin detector 1015 is connected to the CPU 1001 via a payout completion signal circuit 1010. The coin detector 1015 being disposed inside the coin tray 206, when detecting that the prescribed number of coins has been paid out from the coin tray 206, a coin payout detection signal is transmitted from the coin detector 1015 to the payout completion signal circuit 1010, based on which the payout completion signal circuit 1010 transmits a payout completion signal to the CPU 1001.

Also, the microcomputer 1005, or more specifically the CPU 1001, is connected to a stepping motor control circuit 1011 which rotationally drives the stepping motor 401 (or 501) for driving the up-down mechanism 302. When a motor drive signal is transmitted from the CPU 1001 to the motor control circuit 1011, the stepping motor 401 (or 501) is rotationally driven by the stepping motor control circuit 1011. By this means, the up-down mechanism 302 operates, carrying out a raising and lowering of the three-dimensional model chips 209.

Furthermore, the microcomputer 1005, or more specifically the CPU 1001, is connected to an LED drive control circuit 1012 for driving the light source 303. In the embodiment, the light source 303 including a plurality of LEDs, the LED drive control circuit 1012, in response to an LED drive command from the CPU 1001, supplies drive power to the LED from among all the LEDs which is the subject of the drive command. By this means, it is possible to carry out an on/off control of the LEDs in a desired aspect under the control of the CPU 1001.

In the embodiment, the light source 303 including five red LEDs, five blue LEDs and five white LEDs, the LED drive control circuit 1012 is configured as a circuit which can selectively supply power in such a way as to individually and independently turn on and off the five red LEDs, the five blue LEDs and the five white LEDs.

Furthermore still, the microcomputer 1005, or more specifically the CPU 1001, being connected to the main controller 301 via a communication interface 1013, a two-way communication can be carried out between the CPU 1001 and the main controller 301. The CPU 1001 can carry out a transmission and reception etc. of a command, a request, data and the like with the main controller 301, and the main controller 301 and the player terminals 101 cooperate in controlling a progression of the main game.

5. A Screen Example

Next, a description will be given of a screen example of the gaming machine 100.

FIG. 11 is a view showing a screen example displayed on the front display 104 of the gaming machine 100. In the example, the dealer 108 composed by computer graphics is displayed. The game processing section 802, by issuing a command to the image processing circuit 707, controls a display of the front display 104 so that the dealer 108 performs an action such as dealing cards to each player, collecting chips from a losing player and distributing chips to a winning player, in accordance with a progress of the game. The player can play a game while feeling that a dealer actually exists, so a game with a greater sense of reality is effected.

Also, by the correlated effect pattern selection section 806 selecting an effect pattern correlated to an action of the player, and issuing a command to the image processing circuit 707 and the sound circuit 708 in accordance with the effect pattern, a screen displayed on the front display 104 and a sound emitted from the speakers 105 change, and an effect is carried out.

For example, in a case in which it is determined that a certain player's action shows that the player is in a state of frustration, the correlated effect pattern selection section 806 selects effect pattern data for soothing the player. In the event that these effect pattern data are selected, the image processing circuit 707, as well as causing a moving picture image in which the dealer 108 faces the player and smiles to be displayed on the front display 104, causes an utterance consoling the player, such as “Your luck's going to change soon. Let's keep playing”, to be transmitted from the sound circuit as an utterance of the dealer 108.

6. An Operation Example

In the case of the gaming machine 100, while a game process is executed by the game executing section 802, the selection and execution of the effect patterns correlated to the behavior and state of the user are carried out by the behavior data collecting section 803, the image data analyzing section 804, the sound data analyzing section 805 and the correlated effect pattern selection section 806.

Hereafter, a description will be given, while referring to FIG. 12, of the selection and execution of the effect patterns correlated to the behavior and state of the user in the gaming machine 100. FIG. 12 is a flowchart showing a selection and execution process of the effect patterns correlated to the behavior and state of the user, which is one part of an operation example of the gaming machine 100.

In the event that a certain condition is fulfilled, the gaming machine 100, or more specifically the main controller 301, carries out the process shown in FIG. 12. The certain condition is, for example, a passing of a certain time (for example, every 30 seconds), whether before a start of a game or during a game.

In the process shown in FIG. 12, firstly, the main controller 301, or more specifically the image data analyzing section 804 and the sound data analyzing section 805, is started up, whereon the image data analyzing section 804 and the sound data analyzing section 805 acquire the image data and the sound data stored in the image data memory 807 and the sound data memory 808 respectively, carry out an analysis, and execute an image data and sound data analysis process to determine the behavior and state of each player (S1201).

The image data memory 807 and the sound data memory 808 relay the determination result of the behavior and state of each player, which is a result of the analysis process, to the correlated effect pattern selection section 806.

The correlated effect pattern selection section 806 which receives the determination result cross matches the determination result with the effect pattern table 809, and determines whether or not the determination result corresponds to any of the effect patterns (S1202). In the event that a corresponding effect pattern exists in the effect pattern table 809 (S1202, Yes), the correlated effect pattern selection section 806 relays the effect pattern to the process management section 801, and causes it to execute the effect pattern (S1203). More specifically, the process management section 801 which receives a notification of the effect pattern from the correlated effect pattern selection section 806 sends a command to the image processing circuit 707 and the sound circuit 708 so that they carry out a moving picture regeneration and a sound regeneration in accordance with the effect pattern. The image processing circuit 707 and the sound circuit 708 carry out the moving picture regeneration and the sound regeneration in accordance with the command.

Meanwhile, in the event that a corresponding effect pattern does not exist in the effect pattern table 809 (S1202, No), the correlated effect pattern selection section 806 does nothing.

Subsequently, the image data and the sound data which have been the subjects of the analysis processes of the image data memory 807 and the sound data memory 808 are deleted from the image data memory 807 and the sound data memory 808 (S1204). Subsequently, the behavior data collecting section 803 starts an accumulative storage of the image data and the sound data, and prepares for a next analysis process by the image data analyzing section 804 and the sound data analyzing section 805.

In this way, the gaming machine 100 collects the behavior of each player as image data and sound data, determines the state of the player from the image data and sound data, and executes an effect pattern in response to the state of the player.

7. Others

1. Although, in the embodiment described heretofore, the gaming machine 100 constantly carries out a process which determines the state of the player from the image data and sound data, and executes an effect pattern in response to the state of the player, it is also acceptable to have a configuration which carries out such a process under a condition that the player has not inserted a credit in the player terminal. According to the gaming machine 100 with such a configuration, it is possible to prevent an interference in the game by someone who has no intention of playing the game, but is merely trying to hinder the progress of the game.

2. Although, in the embodiment described heretofore, the sound sensor and the camera are used simultaneously as a way of acquiring the behavior of the player as data, the invention is also established by using only one of them as a method of acquiring the behavior of the player as data.

To recapitulate the advantages obtained by the respective embodiments of the present invention, they are as follows.

(1) The gaming machine, by determining and analyzing the behavior of the player by means of the determination module, determines what kind of behavior the player will exhibit, and executes the effect responding to or counteracting the behavior, thus affecting the behavior of the player. For example, in the event that the player is showing signs of starting the action of attempting to hit or kick the gaming machine in a fit of anger, the gaming machine, by carrying out the effect talking quietly to the excited player, saying “OK, calm down. Shall we start the next game?”, can have the effect of dissuading the player from the action of hitting or kicking.

(2) It can be expected that it determines from a speech and an action of the player what kind of behavior the player will exhibit, and executes the effect responding to or counteracting the behavior, thus affecting the behavior of the player.

(3) It can be expected that it determines, from the preparatory action of the action the player is about to take (for example, raising the fist as the preparatory action of hitting the gaming machine, or going red in the face etc.), what kind of behavior the player will exhibit, and executes the effect responding to or counteracting the behavior, thus affecting the behavior of the player.

(4) It can be expected that, as it can determine an action the player is about to take from both the utterance details and the action, it can determine with a high accuracy what kind of behavior the player will exhibit and, from a result, execute an effect for appropriately responding to or counteracting the behavior, thus affecting the behavior of the player.

(5) By executing the effect in response to the behavior of the player, it is possible to provide the gaming machine capable of controlling the behavior of the player.

Additional advantages and modifications will readily occur to those skilled in the art. Therefore, the invention in its broader aspects is not limited to the specific details and representative embodiments shown and described herein. Accordingly, various modifications may be made without departing from the spirit or scope of the general inventive concept as defined by the appended claims and their equivalents.

Claims

1. A gaming machine comprising:

a plurality of player terminals at which each player carries out an input for a game; and
a controller which executes a control of the player terminals and a control of a game progress, the gaming machine enabling a plurality of players to play an identical game simultaneously, wherein
the controller is caused to operation as:
an effect execution module which executes an effect accompanying to the game;
a behavior data acquisition module which acquires behavior of the player as data;
a determination module which determines the behavior of the player acquired by the behavior data acquisition module; and
an effect selection module which selects an effect pattern in accordance with the determination result of the determination module, and causes the effect execution module to execute an effect in accordance with the selected effect pattern.

2. The gaming machine according to claim 1, wherein

the behavior data acquisition module acquires an utterance of the player as sound data, and
the determination module determines the behavior of the player based on utterance details of the player obtained by a sound recognition of the utterance of the player from the sound data.

3. The gaming machine according to claim 1, wherein

the behavior data acquisition module films the player and acquires image data, and
the determination module determines the behavior of the player from the image data.

4. The gaming machine according to claim 1, wherein

the behavior data acquisition module, as well as acquiring the utterance of the player as sound data, films the player and acquires image data, and
the determination module determines the behavior of the player based on utterance details of the player obtained by a sound recognition of the utterance of the player from the sound data, and on the image data.
Patent History
Publication number: 20070155496
Type: Application
Filed: Nov 22, 2006
Publication Date: Jul 5, 2007
Applicant: ARUZE CORP. (Tokyo)
Inventor: Kazuo Okada (Tokyo)
Application Number: 11/603,330
Classifications
Current U.S. Class: 463/36.000
International Classification: A63F 9/24 (20060101);