TECHNICAL FIELD
[0001] The present description generally relates to monitoring various aspects of casinos
and gaming, and more specifically relates to automated game and wager tracking and
analysis.
BACKGROUND OF THE INVENTION
[0002] Casinos and other forms of gaming are a multi-billion dollar, world-wide industry.
Typically, a customer exchanges currency or some form of credit for a casino's chips.
The customer places the chips as wagers at various games, such as blackjack, craps,
roulette, and baccarat. A game operator, such as a dealer, pays out winning wagers
with additional chips based on the set of odds for the particular game. The dealer
collects the customer's chips for losing wagers. The odds of each game slightly favor
the casino, so on average the casino wins and is profitable.
[0003] Like many businesses, casinos wish to understand the habits of their customers. Some
casinos have employees visually observe customer's game play, manually tracking the
gaming and wagering habits of the particular customers. The information allows the
casinos to select the number of different games that the casino will provide and to
adequately staff those games. The information also allows the casinos to select certain
customers to receive complimentary benefits ("comps") and to determine the amount
of comps a particular customer is to receive. The act of giving comps to a customer,
commonly referred to as "comping," produces a large amount of good will with the customers,
encouraging customer loyalty and further wagering. Some casinos have attempted to
partially automate the tracking process, reading a customer "comp" card to identify
the customer. The actual gaming and wagering patterns of the customers are visually
observed by casino personnel and manually entered into a computer to create a digitized
copy of the customer's gaming habits.
[0004] Similarly, casinos wish to track the efficiency of the casino and the casino's employees.
Such information allows the casino to make change to increase the overall efficiency
of the casino and of the employees, benefiting both the casino and customers. A typical
method of tracking employee efficiency is to manually count the number of hands of
blackjack dealt by a dealer over some time period. A change in an amount in a bank
at the gaming table can also be manually determined and combined with the count of
the number of hands to determine a won/loss percentage for the dealer. The casino
can use the information to take appropriate action, such as rewarding an efficient
dealer, or providing additional training to an inefficient dealer.
[0005] The fast pace and large sums of money make casinos likely targets for cheating and
stealing. Casinos employ a variety of security measures to discourage cheating or
stealing by both customers and employees. For example, surveillance cameras covering
a gaming area or particular gaming table provide a live or taped video signal that
security personnel can closely examine. Additionally, or alternatively, "pit managers"
can visually monitor the live play of a game at the gaming table.
[0006] While some aspects of a casino's security system should be plainly visible as a deterrent,
other aspects of the security should be unobtrusive to avoid detracting from the players'
enjoyment of the game and to prevent cheaters and thieves from avoiding detection.
[0007] The current methods of tracking have several drawbacks. The methods typically depend
on manual observation of a gaming table. Thus coverage is not comprehensive, and is
limited to tracking a relatively small number of games, customer's and employees.
This problem is exacerbated by a customer's ability to rapidly move between gaming
tables. A commonly known method for cheating customers to avoid detection is to switch
tables frequently. The tracking methods are also prone to error since the manual methods
rely on human observers who can become inattentive or distracted. In one commonly
known method of cheating the casino, one member of a team will create a distraction
while another member steals chips or swaps cards. These manual tracking methods are
also labor intensive, and thus costly.
SUMMARY OF THE INVENTION
[0008] In one aspect, the invention includes a system for automatically monitoring playing
and wagering of a game. In one illustrated embodiment, the system includes a card
deck reader that automatically reads a respective symbol from each card in a deck
of cards before a first one of the cards is removed from the deck. The symbol identifies
a value of the card in terms of rank and suit, and can take the form of a machine-readable
symbol, such as a bar code, area or matrix code or stacked code. In another aspect,
the system does not decode the read symbol until the respective card is dealt, to
ensure security.
[0009] In another aspect, the system can include a chip tray reader that automatically images
the contents of a chip tray. The system periodically determines the number and value
of chips in the chip tray from the image, and compares the change in contents of the
chip tray to the outcome of game play to verify that the proper amounts have been
paid out and collected.
[0010] In a further aspect, the system can include a table monitor that automatically images
the activity or events occurring at a gaming table. The system periodically compares
images of the gaming table to identify wagering, as well as the appearance, removal
and position of cards and/or other objects on the gaming table. The table monitoring
system can be unobtrusively located in the chip tray.
[0011] In yet a further aspect, the invention includes a drop box that automatically verifies
an amount and authenticity of a deposit and reconciles the deposit with a change in
the contents of the chip tray. The drop box can image different portions of the deposited
item, selecting appropriate lighting and resolutions to examine security features
in the deposited item.
[0012] In another aspect, the system can employ some, or all of the components to monitor
the gaming habits of players and the performance of employees. The system can detect
suspect playing and wagering patterns that may be prohibited. The system can also
identify the win/loss percentage of the players and the dealer, as well as a number
of other statistically relevant measures. Such measures can provide a casino or other
gaming establishment with enhanced automated security, and automated real-time accounting.
The measures can additionally provide a basis for automatically allocating complimentary
benefits to the players.
BRIEF DESCRIPTION OF THE DRAWINGS
[0013]
Figure 1 is a isometric view of a game played at a gaming table by a dealer and players
utilizing the present invention.
Figure 2 is an isometric view of a casino chip of the present invention.
Figure 3 is a block diagram of a monitoring system of the present invention for monitoring
the gaming table of Figure 1.
Figure 4 is an isometric view of a card shoe holding a deck of playing cards in a
cradle utilizing the present invention.
Figure 5 is a front plan view of the faces of the deck of playing cards shown in Figure
4, staggered to expose an edge of each of the cards in the deck.
Figure 6 is a right side elevational view of the staggered deck of playing cards of
Figure 5.
Figure 7 is an isometric view of a card reader utilizing the present invention and
including a card reading head and a drive mechanism to move a linear imager of the
card reading head.
Figure 8 is a right side cross-sectional view of an alternative embodiment of a card
reader utilizing the present invention including a card reading head with an area
imager.
Figure 9 is a top, front isometric view of a chip tray utilizing the present invention.
Figure 10 is a top plan view of a chip tray monitoring subsystem used in the chip
tray of Figure 9.
Figure 11 is a cross-sectional view taken along the section line 11-11 of Figure 10.
Figure 12 is a cross-sectional view taken along the section line 12-12 of Figure 10.
Figure 13 is a top plan view of a composite field-of-view formed by a number of discrete
fields-of-view of respective color sensors of the chip tray monitoring subsystem of
Figure 10.
Figure 14 is a functional block diagram of a cash accounting and validation subsystem
of the present invention.
Figure 15 is a functional block diagram of the overall operation of the gaming table
monitoring system of the present invention.
Figure 16 is a block diagram of the interaction of a number of software modules implementing
the functionality of Figure 15.
Figure 17 is a flowchart of a method of the present invention for identifying wages
and dealt cards.
Figure 18 is a flowchart of a method of the present invention for processing image
data from card and chip readers.
Figure 19 is a flowchart of a method of the present invention for reading a deck of
cards before any of the cards are dealt.
Figure 20 is a flowchart of a method of the present invention for dynamically adjusting
player strategy predictions.
Figure 21 is a representation of a three-dimensional hue, intensity and saturation
("HIS") color space used in the present invention.
Figure 22 is a representation in Cartesian coordinates of the three-dimensional HIS
color space of Figure 24 used in the present invention.
Figure 23 is a flowchart of a method of the present invention for learning new chip
patterns.
Figure 24 is a flowchart of a method of the present invention for locating chips in
an image of the playing surface of the gaming table.
Figure 25 is a flowchart of a method of the present invention for recognizing the
various denominations of chips based on the chip patterns.
Figure 26 is a flowchart of a method of the present invention for tracking the contents
of a bank.
Figure 27 is a flowchart of a method of the present invention for play tracking and
coordination.
Figure 28 is a block diagram of a network of gaming tables.
Figure 29 is a block diagram of the operation of a networked gaming table of Figure
28.
Figure 30 is a graphical representation of a display of simulation of an actual gaming
environment on a monitor using the present invention.
Figure 31 is an isometric view of a pair of die, forming the gaming pieces for the
gaming table.
Figure 32 is an isometric view of a roulette wheel, forming the gaming piece for the
gaming table.
Figure 33 is an isometric view of a wheel of fortune, forming the gaming piece for
the gaming table.
DETAILED DESCRIPTION OF THE INVENTION
[0014] In the following description, certain specific details are set forth in order to
provide a thorough understanding of various embodiments of the invention. However,
one skilled in the art will understand that the invention may be practiced without
these details. In other instances, well-known structures associated with computers,
computer networks, readers and machine-vision have not been shown or described in
detail to avoid unnecessarily obscuring descriptions of the embodiments of the invention.
[0015] The headings provided herein are for convenience only and do not interpret the scope
or meaning of the claimed invention.
[0016] This description initially presents a general explanation of gaming and gaming table
monitoring components in the environment of a blackjack table. A more specific description
of each of the individual hardware components and the interaction of the hardware
components follows. A description of the overall operation of the system follows the
hardware discussion. A more specific discussion of the operation of the system follows,
presented in terms of discrete software modules. The presentation concludes with a
discussion of a network of gaming tables.
Blackjack Gaming
[0017] Figure 1 shows a game of blackjack being played at a gaming table 10 by a game operator
or dealer 12 employed by a gaming house or casino and customers or players 14, 16.
While blackjack is used as an example, the teachings herein are generally applicable
to a variety of wagering games, such as craps, baccarat, poker, wheel of fortune,
and roulette to name only a few.
[0018] During a game, the dealer 12 removes cards 19 from a card shoe 20. The dealer 12
can individually draw the cards from the card shoe 20, or can remove an entire deck
18 of cards 19 from the card shoe 20 to deal by hand. Many players 14, 16 appreciate
the experience of a game where the cards are dealt from a deck 18 held by the dealer
12, rather than being individually drawn from the card shoe 20.
[0019] The players 14, 16 place their respective wagers by placing a number of wager chips
22 in wager circles 24 demarcated on a playing surface 26 of the gaming table 10.
The chips 22 typically come in a variety of denominations, as is explained in detail
below. Players 14, 16 are issued chips in exchange for currency or credit by the casino's
tellers. Casino's typically require the use of chips 22 for wagering, rather than
actual currency. A player 14 can chose to play multiple hands by placing more than
one wager, as shown in Figure 1. The players 14, 16 will often have a reserve of chips
28 from which to place wagers.
[0020] After the players 14, 16 have placed an initial wager of chips 22 in their respective
wager circles 24, the dealer 12 deals each player two cards 30 face down, and deals
herself one card 32 face down ("hole card") 32 and one card 34 face up ("show card")
from the deck 18. The players 14, 16 can accept additional cards ("hits") from the
deck 18 as they attempt to reach a total card value of "21" without going over, where
face cards count as ten points, and Aces can count as either one or eleven points,
at the cardholder's option. The dealer 12 also attempts to reach "21" without going
over, although the rules typically require the dealer 12 to take a hit when holding
a "soft 17." The players 14, 16 can vary their wagers (chips 22) after the initial
cards 30-34 are dealt based on their knowledge of their own hand and the dealer's
face up card 34. For example, the player 14, 16 can "hit" or "stand" and may "double
down" or "buy insurance."
[0021] At the end of a "hand" or game, the dealer 12 collects the wager chips 22 from losing
players and pays out winnings in chips to the winning players. The winnings are calculated
as a multiple of a set of odds for the game and the amount of the wager chips 22.
The losses are typically the amount of the wager chips 22. The dealer 12 places the
collected wager chips 22 or "take" from the losing players into a gaming table bank
that takes the form of a chip tray 36. The dealer 12 pays out the winnings using the
required number of chips 38 from the chip tray 36. The chip tray 36 generally consists
of a number of wells, sized to receive the chips 38 with different wells generally
used to contain different value chips. Changes to the contents of the chip tray 36
represent the winnings and loses of the casino ("house") at the gaming table 10. Thus,
maintaining an accurate count of the number and value of the chips 38 in the chip
tray 36 can assist the casino in managing its operations. Many casinos permit the
dealer 12 to exchange chips for items 41 of value such as currency or other items
at the gaming table 10. The dealer 12 deposits the item 41 of value into a drop box
40 at or near the gaming table 10. Periodically, for example at the end of a dealer's
shift, the contents of the drop box 40 must be reconciled with contents of the chip
tray 36, to ascertain that the correct number and value of chips were distributed.
Chips
[0022] With reference to Figure 2, the chips 38 are typically formed as circular disks in
a variety of denominations, the value of the chip being represented by the color of
the chip and by a numeric marking 42 on a face of the chip 38. The chips 38 also typically
include an indication 44 of the issuing casino. The chips 38 can include a marking
46 on an edge 48 of the chip 38 encoding information such as the issuing casino, the
denomination, and/or a unique serial number. The markings 46 comprise machine-readable
symbols, such as bar code, area or matrix codes or stacked codes. While visually shown
in Figure 2, the markings 46 can be printed using an ink that is not typically visible
to humans, such as an ink that is only visible in the infrared portion of the electromagnetic
spectrum. Machine-readable symbols to which the invention is applicable and in which
the invention may be embodied, may be defined by or have properties that are optically,
magnetically, electrically, electro-magnetically, mechanically, etc., contrasting,
distinguishable, detectable, etc. To simplify further description, bar codes having
optically contrasting stripes will be used with the understanding, however, that the
invention is applicable to machine-readable symbols other than the illustrated optical
and other than contrasting stripes. U.S. patents 5,782,647 to Fishbine et al.; 5,103,081
to Fisher et al; 5,548,110 to Storch et al.; and 4,814,589 to Storch et al. disclose
systems for encoding information on chips and for determining information encoded
in the color, geometry, size or patterns on a chip.
System Overview
[0023] As shown in Figure 3, a monitoring system 50 is provided for tracking the wagering
and play at a gaming table, such as the blackjack gaming table 10. The monitoring
system 50 includes a number of component subsystems coupled together by a central
processing unit ("CPU") 52 for the gaming table 10. The gaming table CPU 52 can take
the form of a programmed general purpose computer, and/or a specialized dedicated
processor card. The gaming table CPU 52, typically includes a processor, memory, multiplex
("Mux") card, video and Ethernet cards, power supply and an image acquisition card.
While Figure 3 shows a single centralized gaming table CPU 52, the monitoring system
50 can take a more distributed approach, locating dedicated processors in one or more
of the individual system components. Alternatively, a common CPU could service a number
of gaming tables, each of the gaming tables having a set of individual component subsystems.
The gaming table CPU 52 communicates with external computers and devices over a communications
link 54 such as a local area network ("LAN") and/or a wide area network ("WAN"). The
communications link 54 can be wired and/or wireless. The communications link can employ
Internet, or World Wide Web communications protocols, and can take the form of a proprietary
extranet.
[0024] A play tracking subsystem 56 visually monitors activity on the playing surface 26
of the gaming table 10. The play tracking subsystem 56 is located in the chip tray
36, above the playing surface 26 of the gaming table 10. A chip tray monitoring subsystem
58 monitors the contents of the chip tray 36. The chip tray monitoring subsystem 58
can be located in the chip tray 36. The playing surface 26 has an opening 60 for receiving
a lower portion of the chip tray 36, such that the chip tray monitoring subsystem
58 is positioned below the playing surface 26, although such positioning is not necessary
to the function of the component subsystem. A card verification subsystem 62 identifies
each of the cards in the card deck 18. The card verification subsystem 62 is located
in the card shoe 20 (Figure 1) on the playing surface 26 of the gaming table 10. A
cash accounting and validation subsystem 64 monitors the contents of the drop box
40 (Figure 1). These subsystems 56, 58, 62, 64 are each described in detail below.
Card Shoe/Card Verification Subsystem
[0025] The card verification subsystem includes, as shown in Figure 4, the card shoe 20
with a housing 66 and a cradle 68 sized and dimensioned to receive the card deck 18.
A card support surface 70 of the housing 66 is sloped with respect to a base 72, to
hold the cards 19 of the card deck 18 in the card shoe 20 are slightly shifted or
staggered with respect to adjacent cards in the deck 18 (as shown in Figures 5 and
6) when the card shoe 20 is on the horizontal playing surface 26 of the gaming table
10 (Figure 1).
[0026] As shown in Figures 5 and 6, a portion of each card 19 of the deck 18 is exposed
when the deck 18 is in the cradle 68. The exposed portion may be an end portion 74
along an edge of the face 76 (
i.
e., surface bearing the rank and suit markings) or the back 78 (Figure 4) (
i.
e., surface bearing a uniform marking for each card in the deck) of each of the cards
19 of the deck 18 depending on the orientation of the cards 19 in the cradle 68. Alternatively,
the exposed portion can be on one side portion 80 along an edge of the face 76 or
back 78 of the cards 19, if the cradle 68 is dimensioned to receive the deck of cards
18 in a sideways orientation (not shown). A slope of approximately 30° is sufficient
to shift the cards 19 to expose the end portion 74 or side portion 80.
[0027] The exposed portions each carry identifying information about the card, and/or the
card deck 18. For example, the rank and suit markings on the faces 76 of the cards
can be exposed, which identify the value of each card 19 in the deck 18 in terms of
rank and suit and which can be automatically read. The cards 19 can bear other machine-readable
symbols such as bar code, area or matrix code, or stacked code symbols selected from
respective symbologies to encode identifying information such as the rank and suit
of the card, a unique serial number, and/or information about the card deck 18. For
example, the cards 18 can carry bar code symbols 81 at one of the end portions 74
on the faces 76 of the cards as shown in Figure 5. Look-up tables or an algorithm
can relate the unique serial number to other identifying information such as the rank,
suit, casino, manufacturer of the card and/or card deck 18. Use of a proprietary symbology
can enhance security and efficiency. Encryption can also enhance security, for example,
encrypting the unique serial numbers. The machine-readable symbols can also take advantage
of error correction, to discover and correct errors, as is generally known in the
symbology arts. While visibly shown in Figure 5, the bar code symbols 81 can be printed
using an ink that is not typically visible to humans, such as an ink that is only
visible in the infrared portion of the electromagnetic spectrum.
[0028] The particular embodiment shown has a number of reading and security advantages over
other embodiments. Printing the bar code symbol 81 in invisible ink makes the bar
code symbols 81 difficult to detect and read, and also makes the deck marking unobtrusive
to the players 14, 16 (Figure 1). Printing the bar code symbol 81 on the face 76 of
each card 19 of the deck 18 makes it difficult for someone other than the cardholder
to read, since the cardholder typically shields the face 76 of the card 19 they hold
from view to hide the rank and suit markings. Locating the bar code symbols 81 on
the end portions 74 of the cards 19, makes it easy to expose the bar code 81 on all
of the cards 18 at the same time, with requiring a large amount of space in the card
holder 20. This is particularly true for the top and end portions 74, since playing
cards 18 are typically longer than wide. After play, the end portions 74 of the cards
19 of the deck 18 can be easily trimmed to remove the bar code symbols 81, and the
card deck 18 resold for reuse or as a souvenir.
[0029] The card verification subsystem 62 also includes, as shown in Figure 7, a card reader
82 with a card reading head 84 and drive mechanism 86 to read information from the
end portions 74 of each of the cards 19 (Figures 5 and 6) while all of the cards 19
in the card deck 18 are in the card shoe 20 (Figure 1). The card reading head 84 includes
a linear charge-coupled device ("CCD") array 88, although the card reading head 84
can employ other scanning and imaging devices. For example, the card reading head
84 can employ imaging tubes (
e.g., Vidicon, Plumbicon), and other image capture devices. Image data from the linear
CCD array 88 passes to the gaming table CPU 52 (Figure 3) for processing.
[0030] The drive mechanism 86 includes a motor 90, pulleys 92, and first and second drive
belts 94 entrained on the pulleys 92 to couple the motor 90 to the reading head 84.
The linear CCD array 88 can continuously image an area for the cards 19, or the placement
of the card deck 18 in the cradle 68 can trigger a switch 96, that activates the motor
90 and linear CCD array 88. Movement of the motor 90 causes the linear CCD array 88
to oscillate between two positions along a pair of supporting rails 98 to move a field-of-view
100 of the linear CCD array 88 between an end portion 74 of a top card 102 in the
deck 18 and an end portion 74 of a bottom or last card 104 in the deck (Figures 5
and 6). The card reader 82 is thus capable of reading information from every card
in the deck 18 in the order the cards are positioned in the deck 18, before any cards
are removed. This allows the dealer 12 to remove the entire deck 18 at one time and
deal by hand, enhancing the gaming environment while still allowing the monitoring
system 50 (Figure 3) to know the order that the card 18 should appear as the cards
18 are dealt by the dealer 12 during game play. The card verification subsystem 62
can employ other drive mechanisms, for example a direct drive (not shown).
[0031] Figure 8 shows an alternative embodiment under the present invention employing a
two-dimensional CCD array 106 in the card reading head 84. This alternative embodiment,
and those alternative embodiments and other alternatives described herein, are substantially
similar to previously described embodiments, and common acts and structures are identified
by the same reference numbers. Only significant differences in operation and structure
are described in detail below.
[0032] The two-dimensional CCD array 106 has a field-of-view 108 that is capable of imaging
an area. The two-dimensional CCD array is positioned in the housing 66 such that the
field-of-view 108 encompasses the exposed end portions 74 of each of the cards in
the deck 18 at a same time, as the cards 19 are positioned on the sloped card support
surface 70 of the card shoe 20. Thus, the alternative embodiment of Figure 8 eliminates
the drive mechanism 86 of Figure 7.
Chip Tray/Chip Tray Monitoring Subsystem
[0033] The chip tray 36 is shown in Figure 9 as including upper and lower portions 110,
112, respectively, and a shelf 114 separating the upper and lower portions 110, 112.
The upper portion 110 includes a chip carrying surface 116 having a number of wells
118 sized and dimensioned to accept the chips 38 (Figure 1). A side wall 120 extends
downwardly from the chip carrying surface 116 and thereabout to form a foursided enclosure
that contains the optical and electrical components of the play tracking and chip
tray monitoring subsystems 56, 58, respectively. When in use on a gaming table 10,
a front portion 122 of the side wall 120 faces the players 14, 16 and a rear portion
124 of the side wall 120 faces the dealer 12 (Figure 1). The front portion 122 of
the side wall 120 is slightly higher than the rear portion 124, and the chip carrying
surface 116 slopes slightly downward from the front to rear.
[0034] A window 126 runs lengthwise along a bottom of each of the wells 118. Alternatively,
the window 126 can run along a side of the well 118. The window 126 includes a tinted
shield 128 that protects the inner optical and electrical elements of the play tracking
and chip tray monitoring subsystems 56, 58 from view by the players 14, 16 and provides
environmental protection for the components of the subsystems 56, 58.
[0035] Figures 10-12 show the components of the chip tray monitoring subsystem 58 mounted
within the enclosure formed by the side wall of the chip tray 36 including a chip
reader 130 having a chip reading head 132 and a drive mechanism 134. The chip reading
head 132 includes a linear color CMOS sensor 136, although the chip reading head 132
can employ other image capture devices, such as those previously described. The color
CMOS sensors 136 permit the chip tray monitoring subsystem 58 to work with existing
chips and chip patterns, providing a significant advantage to the casino. The linear
color CMOS sensor 136 is sensitive to the light passing through the tinted shields
128 in the wells 118 of the chip tray 36 (Figure 9).
[0036] The drive mechanism 134 includes a motor 138, pulleys 140 and a pair of drive belts
142 coupling the motor 138 to the linear CMOS sensor 136 by way of the pulleys. The
rotational drive of the motor 138 causes the linear CMOS sensor 136 to oscillate along
a linear rail 144 extending between a left side 146 and a right side 148 of side wall
120 of the chip tray 36, successively aligning the linear CMOS sensor 136 with each
of the windows 126 of the chip tray wells 118 (Figure 9). The linear CMOS sensor 136
thus images the chips 38 in each of the wells 118 in the chip tray 36. Chip tray image
data from the linear CMOS sensor 136 passes to the game table CPU 52 (Figure 3) for
processing. The chip tray monitoring subsystem 58 can include an illumination source
such as light emitting diode ("LED") 150 to illuminate the chips 38 through the windows
126, or can rely on ambient lighting. The light emitting diode ("LED") 150 is mounted
to travel with the linear CMOS sensor 136, thus reducing the amount of power required
to illuminate the chips 38.
[0037] In an alternative embodiment (not shown), the chip reading head 132 includes a two-dimensional
CMOS sensor array, having a field-of-view covering the each of the windows 126. The
two-dimensional CMOS sensor array eliminates the need for the drive mechanism 134.
In a further alternative (not shown), the chip reading head 132 includes a two-dimensional
CMOS sensor array having a field-of-view covering at least two of the windows 126,
but less than all of the windows 126.
Chip Tray/Play Tracking Subsystem
[0038] The play tracking subsystem 56 is shown in Figure 10 as including a playing surface
imager 152, positioned within the enclosure formed by the side wall 120 of the chip
tray 36 to provide an approximately 180° view of the playing surface 26 in front of
the chip tray 36. In this embodiment, the playing surface imager 152 consists of nine
area CMOS color sensors C
1-C
9, although the playing surface imager 152 can employ a lesser or greater number of
sensors. Each of the CMOS color sensors C
1-C
9 have a respective field-of-view 154. The playing surface imager 152 can employ other
image capture devices, although area CMOS color sensors C
1-C
9 are particular suitable for imaging the chips 38 and cards of the deck 18 on the
playing surface 26 of the gaming table 10, such as wager chips 22 and played cards
30-34. The CMOS color sensors C
1-C
9 can each be mounted within a respective aperture 156 formed in the front portion
122 of the side wall 120, below the shelf 114, or can be aligned with a respective
one of the apertures 156. The CMOS color sensors C
1-C
9 provide a low angle view of the playing surface 26 (approximately 15°). This permits
the CMOS color sensors C
1-C
9 to discern the height of the stacks of chips 22 for each of the players 14, 16, including
the edges of individual chips, and the any cards appearing on the playing surface
30-34. The low angle also reduces the effects of shadows, typically associated with
overhead lighting. The color sensors C
1-C
9 produce table image data for processing by the gaming table CPU 52 (Figure 3) for
processing.
[0039] With reference to Figure 13, the composite field-of-view formed from the respective
fields-of-view 154 of the nine CMOS color sensors C
1-C
9, permits the play tracking subsystem 56 to image substantially the entire playing
surface 26 in front of the chip tray 36. Thus, the CMOS color sensors C
1-C
9 image the wager chips 22 and the played cards 30-34 of the players 14, 16 and dealer
12. By imaging at successive intervals, the play tracking subsystem 56 can detect
the appearance or removal of a card 30-34 or chip 22.
[0040] As discussed above and as shown in Figure 3, an opening 60 in the playing surface
26 of the gaming table 10 can receive the chip tray 36, such that the upper portion
110 extends above the playing surface and the lower portion 112 extends below the
plaing surface of the gaming table 10. The shelf 114 of the chip tray 36 is positioned
spaced above the playing surface 26. Positioning the area CMOS color sensors C
1-C
9 below the shelf 114 shields the color sensors C
1-C
9 or apertures 156 from the field-of-view of the players' 14, 16 when the chip tray
36 is on the gaming table 10. The shelf 114 also eliminates glare from overhead light,
enhancing the image capturing ability of the CMOS color sensors C
1-C
9.
Drop Box/Cash Accounting and Validation Subsystem
[0041] The drop box 40 includes the cash accounting and validation subsystem 64 (Figure
3) to authenticate items 41 of value inserted into the drop box, such as currency
and chips, and to automatically keep track of the denomination or value of those items
41. The cash accounting and validation subsystem 64 analyzes images of the items 41
of value to authenticate the items 41 based on certain features, such as security
features, and to determine the denomination of the items 41.
[0042] Figure 14 shows the hardware components of the cash accounting and validation subsystem
64, including an image sensor 158 and a dedicated processor/controller printed circuit
board ("PCB") 160 for processing the image pixel data from the image sensor 158. The
image sensor 158 is a linear scan sensor that acquires high-resolution images selected
portions of the item 41 of value. The resolution of the image can be set according
to the particular feature or portion of the item 41 being imaged. Similarly, the illumination
characteristics can also be set according to the particular feature or portion of
the item 41. This permits each feature or portion to be correctly analyzed to authenticate
the item of value. The image sensor 158 can image each security feature in the item
41, or only select features. The image sensor 158 can image entire features or portions
of features. For example, only a portion of micro-print needs to be imaged to verify
the authenticity of a micro-print feature. The cash accounting and validation subsystem
64 may alter the choice of features or portions to make forging more difficult.
[0043] A digital signal processor central processing unit ("DSP CPU") 162, (separate from
the gaming table CPU 52) controls the operation of the processor/controller PCB 160.
The processor/controller PCB 160 is coupled to the image sensor 158 to receive the
image pixel data in response to a timing synchronization signal produced by a timing/synchronization
signal generator 164. A digitizer/processor 166 receives the image pixel data from
the image sensor 158 and produces image data that is buffered in an image data synchronization
buffer 168. The image data synchronization buffer 168 pass the image data through
direct memory access to an image storage random access memory ("RAM") 170.
[0044] A processor bus 172 provides communications between the DSP CPU 162 and a number
of memories, including the image storage RAM 170, a code/variable RAM 174 and a code/model
flash ROM 176. The processor bus 172 also provides communications between the DSP
CPU 162 and a number of input/output ("I/O") ports, including a machine control I/O
178, an operations communications port 180 and a diagnostics communication port 182.
The machine control I/O 178 can control the position of the image sensor 158 with
respect to the item 41 of value, for example, controlling a drive mechanism (not shown)
that moves either the image sensor 158, the item 41 of value, or both.
[0045] The processor/controller PCB 160 may include additional components, or may eliminate
some of the described components as will be recognized by those skilled in the art.
System Operation Overview
[0046] The overall operation of a monitoring system 50 used in the illustrate embodiment
of the invention is shown in Figure 15 as set out by discrete functions. The functions
can be implemented in software, as described in the software sections below. A table
monitoring logic function 302 serves as the central element of the system, receiving
data from the various other functions. The table monitoring logic 302 uses the data
from the other components to verify game play, check for dealer errors, and provide
data for employee and player analysis, as well as for reporting. The table monitoring
logic 302 is driven by game events occurring at the gaming table 10 (
i.
e., activity at the gaming table such as the placing of wagers, dealing of cards, splitting
of card hands, etc.).
[0047] A card verification function 304 reads identifying information from every card in
the deck 18 prior to any of the cards being removed from the card shoe 20, and verifies
that the deck 18 has not been tampered. The identifying information can identify every
card 18 by rank and suit. The identifying information can employ a unique identifier,
such as a unique serial number encoded in the machine-readable symbol 81 (Figure 5),
that provides access to the rank and suit through a look-up table or algorithm. Card
verification 304 provides card identifying information to the table monitoring logic
302.
[0048] A chip tray monitoring function 306 continually monitors the chips 38 in the chip
tray 36. Chip tray monitoring 306 provides a measure of the chip tray contents (
i.e., counts and values of all chips 38 in the chip tray) to the table monitoring logic
302. The chip tray monitoring 306 can provide notice to the casino when a chip tray
36 at a particular one of the gaming tables 10 is running low, to allow additional
chips to be delivered to the gaming table.
[0049] A play tracking function 308 monitors the activity on the playing surface 26 of the
gaming table 10. Play tracking 308 continually determines the player's wager chips
22, tracks the appearance, removal and position of cards 30-34 on the playing surface
26, and otherwise determines the occurrence of other game events. The game events
are the stimuli that drive the operation of the monitoring system 50, including the
table monitoring logic 302. Play tracking 308 provides wager and card appearance information
to the table monitoring logic 302, as well as notice of the occurrence and identity
of other game events.
[0050] A cash box processing function 310 authenticates items 41 of value placed in the
drop box 40, and determines the denomination of those items 41, including chips, currency,
and other items of value. The reference to "cash" is simply for convenience and is
not meant to limit the claims or description. The cash box processing function 310
provides cash value data to the table monitoring logic 302.
[0051] A player analysis function 312 receives data from the table monitoring logic 302,
and checks to determine if there are statistical signs of prohibited player strategies,
such as: card counting, knowledge of the top card; knowledge of the hole card; bet
progressions; shuffle tracking; and chasing of Aces. The player analysis 312 also
builds a profile of the players 14, 16.
[0052] To analyze the player strategy, the gaming table CPU 52 can compare a player's decision
based on the player's knowledge of his own player held cards 30 as well as any other
face up played cards 30 on the gaming table (Figure 1) and with assumed knowledge
of at least one other card, against a table of decisions the would be considered correct
for a given strategy. The correct decision is constantly updated based on the dealt
cards since the correct decision requires a knowledge of the cards presently held
by the player. For example, under a "perfect" strategy, the monitoring system 50 would
assume the player 14 knew the cards held by the player 14, the face up card 34 of
the dealer 12, and the value of the next ("top") card in the deck 18 before the next
card is dealt. The monitoring system 50 accumulates a record of the player's performance
under each strategy used by the system for analysis purposes. Where the player's record
exceeds some statistically reasonable or meaningful expectation, the monitoring system
50 predicts that the player 14 is employing one of the prohibited strategies. The
monitoring system 50 provides the prediction to casino personnel, such as the dealer
12. As shown in Figure 20, the monitoring system 50 may continue to track the player
14, making predictions, and comparing the predictions to previous predictions. By
analyzing the history of predictions, the monitoring system 50 can determine how accurate
the predictions are, and change the point at which a prediction is made. For example,
the monitoring system 50 can adjust the number of hands required before making a prediction,
or adjust the amount of statistical aberration (
i.
e., statistically meaningful) data required before making a prediction.
[0053] An employee analysis function 314 receives data from the table monitoring logic 302,
and analyzes the data for the employee dealer 12 efficiency, performance and attendance.
[0054] A report function 316 receives data from the table monitoring logic 302, and analysis
from the player and employee analysis 312, 314, respectively. The report function
316 generates appropriate reports regarding the playing habits of the players 14,
16 and about the performance and efficiency of the employee dealer 12. Reports can
cover all aspects of the gaming, including financial reports, statistical reports
based on player profiles, human resources reports based on employee data and marketing
reports.
Software Overview
[0055] A software system 350 for implementing the above described functionality is shown
in Figure 16. The system 350 includes a number of discrete software modules and hardware
devices, that interact with the various components of the respective subsystems 56,
58, 62, 64 to acquire data, and in some cases to interpret or analyze the data and/or
control the operation of the components. The software modules and the various hardware
devices monitor and analyze the gaming activity at a single gaming table 10.
[0056] A play tracking and coordination software module 800 acts as the focus, receiving
data and signals from the other software modules, including: an identify wagers software
module 400; an identify dealt cards software module 450; a card order reading software
module 500; a bent card analysis software module 550; a tray analysis software module
600; and a bank inventory tracker software module 700. The play tracking and coordination
software module 800 can also receive input from a keypad 184, output game data 186,
and produce alerts 188. Game events drive the play tracking and coordination module
800, which implements the table monitoring logic function 302 (Figure 15), and thus
controls the overall operation of the monitoring system 50.
[0057] The software system 350 monitors all events occurring at the blackjack gaming table
10 during the playing of the game and outputs status information to an on-line data
base for immediate review and/or later review. The system 350 runs on a hardware platform
that provides images of several different areas on the gaming table 10. The analysis
of these images allows the system 350 to track the progress of the game.
[0058] Before play begins, the dealer 12 places a newly shuffled deck 18 of playing cards
19 into the card shoe 20 (Figure 1), to read the bar code symbols 81 from the edge
74 of each of the playing cards 19 (Figure 5) that encode the identifying information
for the cards. The bar code symbols 81 contains information regarding the rank and
suit of each of the cards 19 in the deck 18, among other information. The bar coded
information is held in memory and not decoded until the cards are dealt. This ensures
that the system 350 will have no prior knowledge about the order of the cards that
would yield an unfair advantage to either the house or the players 14, 16. Only after
the play tracking subsystem 56 detects a card being dealt (
i.
e., a new card landing on the playing surface 26) is the bar code symbol 81 for the
card decoded. The bar code data is also decrypted, if necessary. In an alternative
embodiment, the bar code symbol 81 can be decoded before the card is dealt, if the
information is not decrypted or otherwise made available to the monitoring system
50.
[0059] As play begins, the components of the subsystems 56, 58, 62, 64 (Figure 3) continuously
acquire images of the gaming table 10. For each image that is centered on one of the
wager circles 24 (Figure 1), the area around the wager circle 24 is compared to the
same area in a previous image. If a difference is detected, it is assumed that a wager
has been placed and the player's position in wager chips 22 or equivalent value is
noted. For each image that has a view of the dealer position (
i.
e., area in front of chip tray 36 and behind demarcation), a similar comparison with
a previous image detects the presence of the dealer's cards 32, 34 (Figure 1). Once
the dealer's cards 32, 34 are detected, it is assumed that all wagers are final, and
the most recent images containing wagers chips 22 are saved for processing. The system
350 is not slowed by this process since the detection processing on each image takes
approximately the same amount of time as the acquisition of the next image.
[0060] At this time, the imaging of the chips 38 of the chip tray 36 is initiated since
the contents of the tray 36 should be static until the current play round is over.
The imaging will take some time to complete, and the completed image is stored until
the round is finished when CPU time is available for the processing of the completed
image.
[0061] Once play has begun, images of active player positions, determined by the previous
detection of wager chips 22, are scanned for the presence of new cards. Once a hit
is detected at a particular player position (
i.
e., an area proximate a player's wager circle 24), the card information for the newly
played card is decrypted and the current value of the player's hand is determined.
At this point, the value of all previous hands are examined to determine if the detected
hit pattern is consistent with the card sequence up to this point. If the system 350
determines that the card sequence is valid, the accumulated event information is output
to various reporting applications.
[0062] Since the actual card sequence may have been altered, either accidentally or intentionally
after the deck 18 was read, it is possible that the hit pattern and the card sequence
may not agree. This would occur if a card was dropped and placed in a discard rack,
or if a new card were placed in the deck. If this occurs, the system 350 will continue
to accumulate data as new cards are played, and the system 350 will attempt to resynchronize
by shifting the assumed card sequence until it matches the hit pattern. Once this
has been accomplished, the accumulated data is output.
[0063] When the dealer 12 finishes the play round, the stored images for the wager chips
22 and the chip tray 36 are analyzed to determine the dollar amounts that should have
been exchanged on that round. At this point, all accumulated information is output
to the reporting applications and the software system 350 scans for the start of a
next round of play.
[0064] Thus, the monitoring system 50 allows casino management to track statistical information
on possible player cheating, win/loss rates, and employee productivity in real-time.
This is done in a discrete manner that does not interfere with the normal course of
play. The individual software modules are discussed in detail below.
[0065] While Figure 16 sets out the software modules as discrete elements, the software
can be written as a single program, or in modules other than those described. Additionally,
the instructions can be encoded in the system as hardware or firmware. In the illustrated
system, the gaming table CPU 52 (Figure 3) executes the modules other than the bank
inventory tracker software module 700. The dedicated DSP CPU 160 (Figure 14) executes
the bank inventory tracker module 700. As described above, other more centralized
or distributed arrangements are possible.
Identify Wagers Software Module/Identify Dealt Cards Software Module
[0066] The identify wagers software module 400 and the identify dealt cards software module
450 cooperate with the play tracking subsystem 56 (Figure 3) to track and identify
the occurrence of game events on the playing surface 26 of the gaming table 10 (Figure
1). Thus, the identify wagers software module 400 and the identify dealt cards software
module 450 perform the play tracking function 308 (Figure 15), recognizing the wagering
and playing activity at the gaming table 10 (Figure 1).
[0067] Figure 17 shows a method of identifying wager chips 22 and dealt cards 30-34. The
gaming table CPU 52 enters the routine 400 at an entry step 402. The gaming table
CPU 52 determines the source of the image data in step 404. If the source of the event
is
not the CMOS color sensors C
1-C
9, the gaming table CPU 52 in step 406 processes the image data (see description of
Figure 18, below), and terminates the routine 400 at a Done step 408. If the source
is the CMOS color sensors C
1-C
9, the gaming table CPU 52 determines if a player position is "Idle" in a step 410.
The player position is "Idle" if no wager chips 22 are detected at the player position,
including the wager circles 24.
[0068] If the gaming table CPU 52 determines that the player position is "Idle" in step
410, the gaming table CPU 52 compares the wager circle 24 in the present image to
the wager circle 24 in last image, in a step 412. In step 414, the gaming table CPU
52 determines from the comparison whether wager chips 22 are present. If wager chips
22 are present, the gaming table CPU 52 notes the presence of one or more wager chips
22 for the player position in step 416, and passes control to step 418. If a wager
22 is not present, the gaming table CPU 52 pass control directly to step 418 to determine
whether the position is a last player position. If the position is a last player position,
the routine 400 terminates at the Done step 408. If other player positions exist,
the gaming table CPU 52 scans the dealer position of dealer 12 for cards in a step
420. If in step 422, the gaming table CPU 52 does not locate cards at the dealer 12
positions, the gaming table CPU 52 starts acquisitions for all potential players in
step 424. Otherwise the gaming table CPU 52 sets the player position as "Active" in
step 426, and starts the acquisition of all "Active" player positions and the dealer
position in step 428. The routine 400 terminates at the Done step 408.
[0069] If the player position is not "Idle," the gaming table CPU 52 scans for a hit by
one of the players 14, 16 (Figure 1) in step 430. (The player position is not "Idle"
if wager chips 22 are located at the player position.) If the gaming table CPU 52
detects a hit in step 432, the gaming table CPU 52 processes the new card in step
434, and determines if the new card is the first hit for the player 14, 16 in step
436. If in step 436, the gaming table CPU 52 determines that the new card is the first
hit for the player 14, 16, the gaming table CPU 52 outputs accumulated data for any
previous player in step 438, and passes control to step 440. If the gaming table CPU
52 does not detect a hit in step 432, control passes directly to step 440. If the
new card is not the first hit for the player, the gaming table CPU 52 passes control
directly to the step 440, where the CPU 52 determines whether the player position
is a last "Active" player position. If the gaming table CPU 52 determines that the
player position is a last "Active" player position, the gaming table CPU 52 terminates
the routine 400 at the Done step 408. Otherwise, the gaming table CPU 52 scans the
image data for a dealer hit in step 442. In step 444, the gaming table CPU 52 determines
whether the dealer 12 took a hit from the scanned image data. If the gaming table
CPU 52 determines that the dealer 12 took a hit, the CPU 52 analyzes the wager chips
22 from the images at the start of the round in step 446, and starts acquisitions
for all potential player positions in step 448. If the gaming table CPU 52 determines
that the dealer 12 did not take a hit in step 444, control passes directly to the
step 448 where the monitoring system 50 starts acquisitions for all player positions.
The routine 400 terminates at the Done step 408.
[0070] Figure 18 shows a software routine 450 of processing the image data referred to as
the step 406 in Figure 17, above. The gaming table CPU 52 enters the routine 450 at
an entry step 452. In step 454, the gaming table CPU 52 determines if the image data
is from the card reader 82. If the image data is not from the card reader 82 (Figure
7), the gaming table CPU 52 determines that the image data must be from the chip reader
130 (Figures 10-12) of the chip tray 36 and stores the image data to memory for later
processing in step 456. The routine 450 terminates at a Done step 458. If the image
data is from the card reader 82, the gaming table CPU 52 processes the image data
in step 460 (see description of Figure 19, below).
[0071] In step 462, the gaming table CPU 52 determines whether the processing is successful.
If processing is successful, the gaming table CPU 52 outputs a GO command in step
464. If the processing is not successful, the gaming table CPU 52 checks a failure
code in step 466. In step 468, the gaming table CPU 52 determines whether the gaming
table CPU 52 should make another attempt at processing the image, based on the failure
code. If the gaming table CPU 52 determines that another should be made, the gaming
table CPU 52 outputs a RETRY command in step 470 and terminates the routine 450 at
the Done step 458. If not, the gaming table CPU 52 outputs a STOP command in step
472 and terminates the routine 450 at the Done step 458.
Card Order Reading Software Module
[0072] As shown in Figure 16, a card order reading software module 500 interacts with the
hardware components of the card verification subsystem 62 (Figure 3) to perform the
card verification function 304 (Figure 15) by reading and verifying the cards in the
card deck 18 before a first card is withdrawn from the card shoe 20 (Figure 1).
[0073] A method of implementing the card order reading software module 500 is shown in Figure
19. The card order reading module 500 will typically execute after the dealer 12 shuffles
the card deck 18 and places the shuffled deck in the card shoe 20. The structure of
the card shoe 20 aligns the cards in an offset fashion to expose at least the end
portion 74 of the card bearing identifying information, in the form of the machine-readable
symbol 81. As noted above, the bar code symbol 81 can alternatively be an area or
matrix code, or stacked code selected from a symbology. The symbol can also be any
other markings on the card, including the rank and suit of the card as is normally
printed on the card face 76. In some instances, the card deck 18 would not have to
be shuffled and the card reading head 84 would not have to be located in the card
shoe 20.
[0074] The gaming table CPU 52 acquires an image of the coded object in step 502. For example,
the linear CCD array 88 of the card reading head 84 passes across each of the cards
in the deck 18, capturing an image of the bar code symbols 81 printed the cards 19.
In step 504, the gaming table CPU 52 locates the deck of cards 18 within the image.
In step 506, the gaming table CPU 52 compares the number of located cards 19 in the
image to the expected number of cards in the deck 18 to determine whether all of the
cards in the deck 18 are present. If one or more cards are missing, control returns
to step 502, to acquire another image. The card reader 82 can prompt the dealer 12
to realign the card deck 18, if necessary. If all of the playing cards 19 in the deck
18 are present, the gaming table CPU 52 reads the symbols 81 and produces raw, coded
data bits in step 508. In step 510, the gaming table CPU 52 decodes the raw, coded
data. The gaming table CPU 52 determines whether all of the bar code symbols 81 can
be decoded in step 512. The decoding algorithm can include error checking. For example,
the algorithm may be able to detect up to 32-bit errors and correct up to 16-bit errors.
Other error checking schemes are possible. Control returns to step 502 if all of the
bar code symbols 81 can not be decoded. The gaming table CPU 52 produces data 514
if all of the bar code symbols 81 can be decoded.
Bent Card Analysis Software Module
[0075] As shown in Figure 16, a bent card analysis software module 550 interacts with the
hardware components of the card verification subsystem 62 (Figure 3) to perform the
card verification function 304 (Figure 18) by reading and verifying the cards 19 in
the card deck 18 before any card is withdrawn from the card shoe 20.
[0076] The card reader 82 also checks the cards for crimping. Crimping involves marking
the cards 19 by bending or folding the card toward or away from the face 76 to identify
the card's relative rank. For example, cards having a value of ten, such as tens and
face cards, can be bent upward. Additionally, or alternatively, cards of relatively
low rank, such as two through five, are bent downward. The convexity or concavity
in the card is subtle to avoid detection, but sufficiently pronounced to be perceptible
by the player who has bent the card 19.
Tray Analysis Software Module
[0077] As shown in Figure 16, a tray analysis software module 600 interacts with the hardware
components of the chip tray monitoring subsystem 58 (Figure 3) to perform the chip
tray monitoring function 306 (Figure 15) by monitoring the chips 38 in the chip tray
36, either continually or periodically.
[0078] The tray analysis software module 600 relies on a color space representation of color.
Figure 21 shows a hue, saturation and intensity ("HIS") color space 602. In the color
space 602, "H" 604 represents the hue expressed as an angle between O° and 360°, the
"S" axis 606 corresponds to level of saturation expressed as a value from 0 to 1,
and the "I" axis 608 corresponds to intensity expressed as a value from 0 to 255.
Figure 22 shows an "XYZ" color space 610 equivalent to the HIS color space 602 of
Figure 21. The XYZ color space 610 is a Cartesian representation of the HIS color
space, having coordinates with a range of -1 to 1. The Cartesian coordinates of the
XYZ color space 610 allow the differences between colors to be measured as a three-dimensional
distance, permitting relatively easy comparisons of colors using standard vector algebra.
[0079] Figures 23-25 show methods of implementing the software, including methods for learning
new chip patterns (Figure 23), locating chips in an image of the playing surface of
the gaming table (Figure 24), and recognizing the various denominations of chips based
on the chip patterns (Figure 25).
Learning New Chip Patterns
[0080] In Figure 23, the gaming table CPU 52 starts a training routine 612, at step 614,
to add new chip patterns (
e.g., a band of colored markings around the edge of the chip) to a set of recognizable
chip patterns stored in a memory. The gaming table CPU 52 can start the training routine
612 each time the casino wishes to add a chip pattern to its set of recognizable chip
patterns. The new chip pattern can, for example, represent a new chip design for the
casino, a new denomination of chips, or a chip from another casino that the first
casino wishes to honor, or otherwise identify.
[0081] In step 616, the gaming table CPU 52 receives a region-of-interest ("ROI") of an
input image, consisting of an edge-on view of the chip. The gaming table CPU 52 can
receive the image data from the gaming table CPU 52, or the image data can come from
a system dedicated to imaging new chips. In step 618, the gaming table CPU 52 takes
an average of the color information for each column of a color pattern carried on
the edge 48 (Figure 2) of the chip 38, and creates a one-dimensional array representation
or profile of the color pattern.
[0082] The CPU 52 traverses the profile, searching for changes in the color using a color
distance operator. To search the profile, the gaming table CPU 52 sets an index to
a first entry in step 620, and calculates the color distance between the current entry
and the entry at an offset in step 622. The color distance operator returns a scalar
value that is the linear distance between two colors in a three dimensional color
space (
i.e., the square root of the sum of the squares of the differences in each color plane).
If the gaming table CPU 52 detects a change in the color greater than a predefined
threshold in step 624, the gaming table CPU 52 calculates the length and average color
for the preceding color segment in step 626. If the length exceeds a threshold length
in step 628, the gaming table CPU 52 stores the length and average color in step 630.
The gaming table CPU 52 increments the index in step 632, and repeats the steps until
the gaming table CPU 52 detects an end of line in step 634, concluding the routine
612 at step 636. Optionally, the gaming table CPU 52 can compare the color band information
to ensure that the new chip has a unique color scheme.
Locating Chip Positions
[0083] In Figure 24, the gaming table CPU 52 starts a chip locating routine 638, at step
640, to locate one of the wager chips 22 in the color image of the gaming table 10.
The gaming table CPU 52 acquires a new color image in step 642, and calculates the
difference between the new color image and a previous color image in step 644. The
gaming table CPU 52 uses intensity planes of the color images, subtracting each successive
image from the background image to obtain a gray level image. In step 646, the gaming
table CPU 52 analyzes the difference image to locate areas of difference or "blobs."
Higher gray level values indicate points of greater difference between color images.
In step 648, the gaming table CPU 52 applies a threshold to the difference image,
and runs a morphological or blob algorithm. The resulting binary image determines
the bounding boxes around the areas of significant difference. These boxes will contain
any wager chips 22 in the field-of-view but may also contains areas of difference
having no associated chips. In step 650, the gaming table CPU 52 performs chip recognition
within the bounding box, and terminates execution in step 652.
Recognizing Chips
[0084] In Figure 25, the gaming table CPU 52 starts a chip recognition routine 654, at step
656, to determine a number and total value of wager chips 22 wagered, from the color
image of the gaming table 10.
[0085] In step 658, the gaming table CPU 52 starts at the first row and column of the ROI
that may contain wager chips 22 and scans across the row looking for changes in color.
In step 660, the gaming table CPU 52 calculates the color distance between a current
pixel and an offset pixel, using the color distance operator described above. In step
662, the gaming table CPU 52 compares the color distance to a threshold value to detect
a change in color. If the gaming table CPU 52 detects a change in color (
i.e., color distance > threshold), the gaming table CPU 52 calculates the average color
and length of the segment in step 664.
[0086] In step 666, the gaming table CPU 52 compares the length and color of each color
segment to a list of segments for each of the recognizable chip patterns stored in
memory. If the gaming table CPU 52 finds a match in step 668, the gaming table CPU
52 increments a match count for the wager chip 22 in step 670. The gaming table CPU
52 increments the column index in step 672, and repeats the process until the gaming
table CPU 52 detects an end of the column in step 674. The gaming table CPU 52 stores
the value of the best match along the row into an array in step 676. The gaming table
CPU 52 increments a row index in step 678, and repeats the process until the gaming
table CPU 52 detects an end of the rows in step 680. At the end of the each row, the
value of the chip with the highest match count is stored in the array, using the row
as an index into the array. Depending on the resolution of the image, each wager chip
22 is represented by one or more rows.
[0087] In step 682, the gaming table CPU 52 scans the array of values and groups the rows
with equal values into segments of approximately the same height as a wager chip 22.
This permits the gaming table CPU 52 to determine the number and total value of the
wager chips 22 in the image. The number and total value of the wager chips 22 are
reported in step 684, and the routine 654 terminates at step 686.
Bank Inventory Tracker Software Module
[0088] As shown in Figure 16, the bank inventory tracker software module 700 interacts with
the hardware elements of the cash accounting and verification subsystem 64 (Figure
3) to perform the cash box processing function 310 (Figure 15) by authenticating items
41 of value placed in the drop box 40 (Figure 1), and determining the denomination
of those items, including chips, currency, and other items of value. The processor/controller
PCB 160 (Figure 14) executes the bank inventory tracker software module 700.
[0089] Figure 26 shows the image sensor 158 (Figure 14) imaging a portion of the item 41
of value (Figure 1) in step 702 (
e.g., a bill). The DSP CPU 162 processes the image pixel data, and compares the resulting
image data with image data corresponding to a number of known items of value to identify
a type for the item 41 of value. In step 704, the processor/controller DSP CPU 162
branches control based on the type, to perform checking appropriate for the particular
type of item 41.
[0090] If the DSP CPU 162 recognizes the item as U.S. currency, the DSP CPU 162 first determines
an orientation of the item 41 in step 706, and determines the denomination and series
of the item 41 in step 708. The denomination represents the value or amount of the
item 41. The series identifies the date that the item 41 was printed or the group
to which the item 41 belongs. The series can indicate presence or absence of certain
security features in the item 41, for example micro-printing, or a security thread
or band. The DSP CPU 162 can also use the series to help verify a serial number carried
by the item 41. In step 710, the DSP CPU 162 determines whether the image sensor 158
is imaging a front or a back of the item 41. If image sensor 158 is imaging the front
of the item 41, the image sensor 158 reads a serial number printed on the front of
the item 41 in step 712.
[0091] In step 714, the image sensor 158 images other portions of the item 41 using varying
levels and types of illumination, as well as varying levels of resolution. The portions
of the item 41 are generally selected for their inclusion of security features. While
the location of these security features for each item type are defined in a memory,
the DSP CPU 162 can randomly or pseudo-randomly vary the particular security features
examined and/or the portions of the security features that it examines to make forgery
more difficult. For example, the DSP CPU 162 can select the portion of the item 41,
the security feature, or the portion of the security feature from a list of suitable
portions, security features or portions of security features. The list can be specific
to the item type, for example, a one list for U.S. currency and another list for a
foreign currency. The selection can be truly random, or can simply alternate among
a number of defined portions to appear random to a counterfeiter. The DSP CPU 162
selects the particular level and type of illumination, and selects the resolution
according to the particular security feature being examined. The DSP CPU 162 selects
the illumination and resolution characteristics for the particular item type from
a set of predefined characteristics in one of the memories.
[0092] In step 716, the DSP CPU 162 examines the image data to determine whether the paper
is valid. For example, the DSP CPU 162 can identify the number and color of color
threads (
e.g., blue, red) in a portion of the paper. The DSP CPU 162 can activate a fluorescent
illumination source where the security feature relies on fluorescence. If the DSP
CPU 162 determines that the paper is not valid, control pass to step 718, indicating
an invalid bill has been identified. In response, the DSP CPU 162 or some other controller
can reject the item and/or provide a suitable warning. In step 720, the DSP CPU 162
examines the seal and other details of the item 41 to determine the item's validity.
If invalid, control again passes to step 718 identifying the invalid item.
[0093] In step 722, the DSP CPU 162 determines if the item 41 is from the 1996 or later
series. If the item 41 is from a series before the 1996 series, the DSP CPU 162 stops
testing, concludes the item 41 is valid, and passes control to step 724 identifying
the item 41 as valid. If the item 41 is from the 1996 series, or a later series, the
reader continues testing, examining the micro-print on the item in step 726. Micro-print
is a security feature added in the 1996 series to foil forgery using high quality
color copiers. If the DSP CPU 160 determines that the micro-print is invalid, control
passes to step 718 indicating that the item 41 is invalid. If valid, the DSP CPU 162
examines the item 41 for a security thread or security band in step 728. The security
thread or band is a thin strip incorporate in the U.S. currency. If the DSP CPU 162
determines that the security band is invalid, control again passes to the step 718
indicating the item 41 as invalid, otherwise the item 41 is considered valid and control
passes to step 724 indicating that the item 41 is valid. The DSP CPU 160 can examine
other security features as desired, such as a watermark.
[0094] If the item 41 of value is recognized as a piece of foreign currency, the DSP CPU
162 determines the item's orientation in step 730, and the denomination and series
of the item 41 in step 732. In step 734, the DSP CPU 162 determines whether the image
sensor 158 is imaging a front or a back of the item 41. If image sensor 158 is imaging
the front of the item 41, the image sensor 158 reads a serial number printed on the
front of the item 41 in step 736.
[0095] In step 738, the image sensor 158 images other portions of the item 41 using varying
levels and types of illumination, as well as varying levels of resolution. In step
740, the DSP CPU 162 examines the image data to determine whether the paper is valid.
In step 742, the DSP CPU 162 examines the image data to determine whether the ink
color and detail are valid. In step 744, the DSP CPU 162 examines other security features
specific to the currency and determines whether those features are valid. In each
case, control passes to step 718 to indicate that the item 41 is invalid if any feature
is determined to be invalid. Otherwise control passes to the next sequential step,
until all tests are complete and the item 41 is determined valid in step 724.
[0096] If the item of value 41 is recognized as a piece of scrip, for example valuable paper
issued by the casino, the DSP CPU 162 determines the item's orientation in step 746.
In step 748, the DSP CPU 162 causes the image sensor 158 to locate and read a machine-readable
symbol encoding identifying information for the scrip. For example, a bar code symbol
can encode the series, denomination, serial number and identification of an issuing
facility.
[0097] In step 750, the image sensor 158 images other portions of the item 41 using varying
levels and types of illumination, as well as varying levels of resolution. In step
752, the DSP CPU 162 examines the image data to determine whether the paper is valid.
In step 754, the DSP CPU 162 examines the image data to determine whether the ink
color and detail are valid. In step 756, the DSP CPU 162 examines other security features
specific to the currency and determines whether those features are valid. In each
case, control passes to step 718, indicating that the item is invalid if any feature
is determined to be invalid. Otherwise control passes to the next sequential step,
until all tests are complete and the item 41 is determined valid in step 724.
Play Tracking Software Module
[0098] Figure 16 shows the play tracking and coordination software module 800 receiving
data and signals from the various other software modules to determine the occurrence
and identity of the game events, as well as, the player wagering and identity of player's
cards 30. Thus, the play tracking and coordination software module 800 performs the
table monitoring logic function 302 (Figure 15).
[0099] Figure 27 shows a simplified flowchart the play tracking and coordination software
module 800 for monitoring the gaming table 10 when used for a blackjack game. For
the sake of clarity, Figure 27 does not represent several parallel processes, such
as monitoring the chip tray 36 and the drop box 40 that are identified in other Figures.
The gaming table CPU 52 starts the play tracking and coordination software module
800 in step 802. The appearance of one or more wager chips 22 (Figure 1) in the wager
circle 24 on the gaming table 10 may trigger the start of the play tracking and coordinate
software module 800.
[0100] In step 804, the gaming table CPU 52 determines whether there are any wager chips
22 on the gaming table 10 (Figure 1). Typically, the gaming table 10 will have a demarcated
area for wagering, for example the wager circles 24 in front of each player position.
Any wager chips 22 within the demarcated area constitute a wager, while chips not
within the wager circles 24, such as chips 28, 38 are not a part of any wager. The
gaming table CPU 52 relies on data from the identify wagers software module 400 (Figure
16) to identify the wager chips 22. If there are wager chips 22, the gaming table
CPU 52, in step 806, determines if any of the wager chips 22 are new. If the gaming
table CPU 52 locates a new wager chip 22, the gaming table CPU 52 causes a player
to be added in step 808. If the gaming table CPU 52 does not locate new wager chips
and hence a new player, the gaming table CPU 52 determines whether cards 32, 34 have
been dealt to the dealer 12 in step 810. The gaming table CPU 52 relies on data from
the identify dealt cards software module 450 (Figure 16) to identify the appearance
of the dealt cards 32, 34. If the cards 32, 34 have not been dealt to the dealer 12,
the gaming table CPU 52 returns to step 804, again checking for wager chips 22.
[0101] If cards 32, 34 have been dealt to the dealer 12, the gaming table CPU 52 in step
812, determines the identity of the cards 30 held by each of the players 14, 16 and
the dealer 12. The gaming table CPU 52 relies on the information from the card order
reading software module 500 (Figure 16) that identifies the value of each card in
the order that the card appears in the deck 18. By tracking the appearance of cards
30-34 on the gaming table 10, the gaming table CPU 52 can match the order of appearance
and the order of the card deck 18 to determine the value of the cards 30-34 held by
the players 14, 16 and the dealer 12.
[0102] In step 814, the gaming table CPU 52 determines whether any player has split their
hand. Again, the gaming table CPU 52 is relying on data from the identify dealt cards
software module 450 (Figure 16) to identify the appearance and location of cards 30
on the table. The play tracking subsystem 56 can determine when one of the cards 30
has been moved from a first position representing one hand, to a second position representing
a second hand. In step 816, the gaming table CPU 52 adds a "new" player if any player
has split their hand. In step 818, the gaming table CPU 52 determines whether any
of the players 14, 16 have "doubled down" their wager chips 22. The play tracking
subsystem 56 can determine when wager chips 22 have been moved from a first position
to a second position representing the doubling down. In step 820, the gaming table
CPU 52 appropriately modifies the wager amounts if any of the players 14, 16 doubled
down.
[0103] In step 822, the gaming table CPU 52 waits for the dealer 12 to take an additional
card or to stand. In step 824, the gaming table CPU 52 computer determines the wins
and losses based on its knowledge of the value of each card held by the player 14,
16 and the dealer 12. In step 826, the gaming table CPU 52 checks the calculated winnings
to be paid out and losses against the changes to contents of the chip tray 36. The
gaming table CPU 52 determines whether there is a discrepancy in step 828, reporting
any possible error in step 830 for possible verification and action, and finishing
execution at a restart step 832. If the gaming table CPU 52 discovers a discrepancy
in the order of the cards in the discard holder, or an unexpected card, the gaming
table CPU 52 reports the error in the step 830.
[0104] If gaming table CPU 52 does not detect a discrepancy, the gaming table CPU 52 checks
cards placed in a discard holder (not shown). If gaming table CPU 52 discovers no
discrepancy in step 836, the gaming table CPU 52 compiles a set of result statistics
in step 838, and prepares for a next hand or game by passing control to the restart
step 832.
Integrated Casino System
[0105] A number of gaming tables 10 are shown in Figure 28 networked over a computer network,
such as an Ethernet LAN 900 to a server 902 and a central database including raw event
data 904 and other data 906. The gaming table CPU 52 executes play tracking and image
analysis software 908 for each gaming table 10, and can execute a software module
910 for performing surveillance analysis, a software module 912 for performing dealer
performance evaluations and a software module 914 for performing real-time data transmission.
Additional computers 916, 918 can access the information in the central database to
perform surveillance monitoring and reporting, respectively. The networking of gaming
tables 10 provides a number of benefits, such as casino-wide, real-time accounting,
casino-wide tracking of players, and real-time progressive gaming, as described in
detail below.
[0106] Figure 29 shows the operation of one of the networked gaming tables 10. The play
tracking software 908 broadcasts a series of messages 920 that indicate the events
detected on the gaming table 10 to the other software modules. For example, the play
tracking software 908 broadcasts a card decode event each time a new card is detected
on the playing surface 26 (Figure 1). The card order reading software module 500 receives
the message and decodes the symbol of the respective card 19 to identify the rank
and suit of the card. Similarly, a broadcast of game action events causes a surveillance
module 922 to execute surveillance analysis software 924 to detect suspect playing
and wagering patterns. The broadcast of an employee event (
e.
g., changing dealers at a gaming table, etc.) triggers an employee data logging 926.
The monitoring system 50 stores play information 928 and employee information 930
in a database 932. An image acquisition driver 934 drives the image acquisition, while
a table position mapping module 936 interacts with the play tracking and image analysis
software 908 to locate the position of wager chips 22 and cards 30-34 on the gaming
table 10.
Player Profiling and Identification
[0107] To create a comprehensive player profile, the monitoring system 50 tracks players
14, 16 from gaming table 10 to gaming table 10, or from time to time at the same gaming
table 10. The monitoring system 50 can rely on some, or all, of a variety of player
tracking methods to identify players 14, 16 as they move between gaming tables 10,
or as the player 14, 16 resumes playing after a period of inactivity (
e.g., a few minutes, days, months, or years).
[0108] Some players 14, 16 will present a player identity or "comp" card (not shown), that
contains player identifying information. The ability to receive complimentary benefits
provides an incentive for the players 14, 16 to present such a card. The card may
include identifying information, such as a name, address, and/or a unique serial number
encoded in a magnetic stripe on the card.
[0109] Some players 14, 16 are reluctant to present such identifying information to the
casino, especially players that are employing prohibited tactics. The system employs
other methods for identifying these players 14, 16, for example, automated facial
recognition. Video cameras 5 (Figure 1) at the gaming tables 10 provide images of
the players 14, 16 at each playing position. The monitoring system 50 can process
the image data, and compare the image data taken at different times to match facial
characteristics, such as hair color, eye color, the presence of facial hair, or other
facial features. The monitoring system 50 can use the matching to uniquely associate
the player 14, 16 with an identity. Alternatively, the monitoring system 50 can use
the matching to identify the player 14, 16 as being the same player who played at
a different gaming table 10 or at the same gaming table 10 at a different time. It
is
not necessary to identify a player by name to build a player profile. For example, the
monitoring system 50 can track a non-identified player across a number of gaming tables
10 to establish a pattern of prohibited playing strategies. The particular player
14, 16 can then be asked to leave the casino without ever specifically identifying
the offending player by name.
[0110] A still further method of identifying players 14, 16 is through the tracking of wager
chips 22. Each chip can have a unique serial number. The monitoring system 50 associates
a wager chip 22 with a player 14, 16 when the player initially receives chips at the
casino's bank. The monitoring system 50 scans the chips 38 in the chip tray 36 after
each hand or round. The monitoring system 50 can employ a knowledge of the chip contents
of the chip trays 36 to track the path of a particular chip, from gaming table to
gaming table, and to some extent, from player to player. While such information may
not absolutely identify a player 14, 16, it can eliminate some players and increase
the probability of correctly identifying a particular player 14, 16.
[0111] For example, the monitoring system 50 can record an association between the first
player 14 and the identifiers of a number of chips initially issued to the first player
14 by the casino. The monitoring system 50 can then identify the first player 14 at
a first one of the gaming tables 10, through the "comp" card, facial recognition and/or
the appearance of one or more of the issued chips in the chip tray 36 at the first
table. The monitoring system 50 can ascertain the identity of the second player 16
at a second one of the gaming tables when a wager chip 22 lost by the first player
14 at the first gaming table 10 turns up in the chip tray 36 at the second gaming
table. Once the wager chip 22 disappears from the chip tray 36 at the first gaming
table 10, the monitoring system 50 assumes that one of the winning players at the
first gaming table received the chip lost by the first player 14. Facial recognition
may eliminate one or more of the winning players 16, allowing the monitoring system
50 to identify the player 16 through the combination of chip tracking and/or facial
recognition.
Progressive Gaming
[0112] The networked monitoring system 50 of Figures 28 and 29, permits the playing of a
progressive game in real time, based on the outcomes of games on multiple gaming tables
10. Thus, the financial performance of each gaming table 10 can be linked. For example,
a payout for a winning player 14, 16 at one of a group of gaming tables 10 may be
increased over the normal table odds after a period of losses at the group of gaming
tables, or based on an entire amount of losses at the group of gaming tables. Thus,
as time goes on the size of the payout increases, or a jackpot grows.
Simulated Representation of Actual Gaming Environment
[0113] Figure 30 shows a simulation 950 of an actual gaming environment on a monitor 952.
The simulation 950 includes a graphical representation of the playing surface 954,
including a graphical representation of the wager chips 956 placed by the players
14, 16 (Figure 1) at the various playing positions and a graphical representation
of the cards 958 dealt to those players and the cards 960 dealt to the dealer 12,
represented at a given point in the game. While the player's cards 958 are typically
faced down during play, the monitoring system 50 knows the identity of the cards 958,
960, so the graphical representation can show the rank and suit of each of the cards
958, 960 marked on the graphical representations of the cards 958, 960. The player's
hands can also be represented as a chart 962, and a date and time of day displayed
964.
[0114] The simulation 950 also includes a graphical representation of the chip tray 966
and the chip 968 contents of the chip tray at the given point in the game. The simulation
can include a representation of the number of chips of each denomination, as well
as total amounts for each denomination of chip and for the entire chip tray in a chart
970.
[0115] The simulation 950 can further include a table of statistics 972 for the players,
table and dealer. These statistics are computed by the gaming table CPU 52. Additionally,
the simulation can include a graphical representation of the playing patterns of the
individual players at each of the playing positions (numbered 1-7) in table form 974,
along with a prediction on whether the player is employing a prohibited strategy,
such as card counting. The monitor 952 can be at the gaming table 10 and/or at a central
security station, or elsewhere in the casino to be monitored by casino security personnel.
System Summary
[0116] The above description sets out a non-intrusive system to record and analyze data
for accounting, marketing and/or financial purpose. Further details are set out in
applicants' U.S. provisional patent application, Serial No. 60/130,368, filed on April
21, 1999, and entitled "TRACKING SYSTEM FOR GAME OF CHANCE."
[0117] Although specific embodiments of, and examples for, the invention are described herein
for illustrative purposes, various equivalent modifications can be made without departing
from the spirit and scope of the invention, as will be recognized by those skilled
in the relevant art. The teachings provided herein of the invention can be applied
to monitoring systems for other wagering games, not necessarily the exemplary blackjack
card game generally described above. For example, the table monitoring subsystem can
track gaming objects other than cards, such as dice 1, 2 shown in Figure 31, the position
of a ball 3 relative to a wheel 4 as shown in Figure 32, or the position of a wheel
of fortune 6 relative to a pointer 7 as shown in Figure 33. In each case, image data
of the gaming object is compared at successive periods of time to determine the outcome
of the game play. This image data can be combined with image data corresponding to
the wagers placed by the players to determine the amounts won or lost by the players.
These amounts can be compared with the changes to the amounts in the chip tray based
on the comparison of successive images of the chip tray.
[0118] The system can employ other methods of automatically tracking the contents of the
chip tray, and the identity and position of the gaming objects. For example, the chips
and/or the gaming objects can have symbols other than optically detectable symbols,
for example magnetic stripes, encoding the identifying information. The system would
then include magnetic readers in addition to, or instead of optical readers such as
imagers, scanners and other image capture devices.
[0119] The monitoring system can have a different organization than the illustrated embodiment,
combining some functions and/or eliminating some functions. The system can employ
some of the disclosed automated components for some functions, while relying on manual
methods for other functions. The system can be more centralized, or more distributed,
as is suitable for the particular gaming environment.
[0120] The various embodiments described above can be combined to provide further embodiments.
All of the above U.S. patents, patent applications, provisional patent applications
and publications referred to in this specification are incorporated herein by reference.
Aspects of the invention can be modified, if necessary, to employ systems, circuits
and concepts of the various patents, applications and publications to provide yet
further embodiments of the invention.
[0121] These and other changes can be made to the invention in light of the above-detailed
description. In general, in the following claims, the terms used should not be construed
to limit the invention to the specific embodiments disclosed in the specification
and the claims, but should be construed to include all gaming monitoring systems and
methods that operate in accordance with the claims. Accordingly, the invention is
not limited by the disclosure, but instead its scope is to be determined entirely
by the following claims.
[0122] The following is a list of further preferred embodiments of the invention:
Embodiment 1. A gaming table monitoring system to monitor a game played at a gaming
table, comprising:
a bank on the gaming table for holding a number of chips associated with a house;
a chip reader positioned to image the chips in the bank, the chip reader having an
output to carry a bank image signal corresponding to the image of the chips in the
bank;
a table imager positioned to image at least a chip placement portion of a playing
surface of the gaming table including a number of chips on the playing surface associated
with at least one player, the table imager having an output to carry a table image
signal corresponding to the image of the playing surface portion and the chips on
the chip placement playing surface portion; and
a computer coupled to the outputs of the bank reader and the table imager and programmed
to track the chips in the bank and the chips on the playing surface portion of the
gaming table.
Embodiment 2. The gaming table monitoring system of embodiment 1 wherein the bank
includes a chip tray for holding the chips associated with the house.
Embodiment 3. The gaming table monitoring system of embodiment 1 where the bank includes
a delimited portion of the playing surface of the gaming table.
Embodiment 4. The gaming table monitoring system of embodiment 1 where the game is
played with playing cards, further comprising:
a card reader having a card reader output to carry a card signal corresponding to
a set of identifying information on the playing cards.
Embodiment 5. The gaming table monitoring system of embodiment 1 where the game is
played with playing cards, further comprising:
a card reader having housing including a cradle sized to receive a plurality of playing
cards and a reading head positionable in the housing to read a respective symbol on
each of the playing cards before a first one of the playing cards is removed from
the housing.
Embodiment 6. The gaming table monitoring system of embodiment 1 wherein the table
imager images at least one game piece on the playing surface and the computer is further
programmed to identify the game piece on the playing surface of the gaming table.
Embodiment 7. The gaming table monitoring system of embodiment 1, further comprising:
an automated drop box having an imager to image at least an amount indicating portion
of an item deposited in the drop box and identify an amount indicated in the amount
indicating portion, and an output coupled to the computer to carry a signal corresponding
to the amount identified to the computer, the computer being further programmed to
reconcile changes to the bank and the amount identified for the deposited item.
Embodiment 8. The gaming table monitoring system of embodiment 1, farther comprising:
an automated drop box having an imager to image at least an amount indicating portion
of an item deposited in the drop box, a processor coupled to receive the image from
the imager and to verify an authenticity of the deposited item and identify an amount
indicated in the amount indicating portion, and an output coupled to the computer
to carry a signal corresponding to the amount to the computer, the computer being
further programmed to reconcile changes to the bank with the amount identified for
the verified deposited item.
Embodiment 9. The gaming table monitoring system of embodiment 1 where the game is
played with playing cards, further comprising:
a monitor coupled to the computer to receive a display signal generated by the computer,
the display signal corresponding to a graphical simulation of an actual gaming environment
including a graphical representation of a contents of the bank and a graphical representation
of any wagers placed and any playing cards dealt at each of a number of playing positions
in the actual gaming environment.
Embodiment 10. The gaming table monitoring system of embodiment 1 where the game is
played with playing cards, further comprising:
a monitor coupled to the computer to receive a display signal generated by the computer,
the display signal corresponding to a graphical simulation of an actual gaming environment
including a graphical representation of a contents of the bank and a graphical representation
of any wagers placed and any playing cards dealt at each of a number of playing positions
in the actual gaming environment, the display signal further corresponding to a set
of calculated game play statistics.
Embodiment 11. A gaming table monitor, comprising:
a chip tray having a chip carrying surface including a number of wells sized to receive
chips therein, a side wall extending downwardly from the chip carrying surface to
support at least a portion of the chip carrying surface above a surface of a gaming
table; and
at least a first imager carried by the chip tray and positioned such that the first
imager has a field-of-view aligned with the surface of the gaming table when the chip
tray is located on the gaming table.
Embodiment 12. The gaming table monitor of embodiment 11 wherein the side wall includes
a rear portion and front potion opposed to the rear portion, the front portion being
taller than the rear portion such that the carrying surface is sloped with respect
to the surface of the gaming table when the chip tray is located on the gaming table.
Embodiment 13. The gaming table monitor of embodiment 11 wherein the side wall includes
a rear portion and front portion opposed to the rear portion, the front portion being
taller than the rear portion such that the carrying surface is sloped with respect
to the surface of the gaming table when the chip tray is located on the gaming table,
and wherein the first imager is mounted in the front portion of the side wall.
Embodiment 14. The gaming table monitor of embodiment 11 wherein the side wall includes
a rear portion and front portion opposed to the rear portion, the front portion being
taller than the rear portion such that the carrying surface is sloped with respect
to the surface of the gaming table when the chip tray is located on the gaming table,
the front portion of the side wall including at least a first aperture, and wherein
the field-of-view of the first imager is aligned with the first aperture.
Embodiment 15. The gaming table monitor of embodiment 11, further comprising:
a second imager carried by the chip tray and positioned such that the second imager
has a field-of-view aligned with the surface of the gaming table when the chip tray
is located on the gaming table, the field-of-view of the second imager partially overlapping
the field-of-view of the first imager.
Embodiment 16. The gaming table monitor of embodiment 11, further comprising:
a number of additional imagers carried by the chip tray, each of the imagers having
a respective field-of-view, the imagers positioned in the chip tray to provide an
at least 180 degree accumulated field-of-view of the surface of the gaming table.
Embodiment 17. The gaming table monitor of embodiment 11, further comprising:
eight additional imagers carried by the chip tray, each of the imagers being a complimentary-metal
oxide semiconductor color sensor having a respective field-of-view, the imagers positioned
in the chip tray with partially overlapping fields-of-view to provide an approximately
180 degree accumulated field-of-view of the surface of the gaming table.
Embodiment 18. The gaming table monitor of embodiment 11 wherein each of the wells
includes a window positioned in the well to expose a portion of a circumference of
any chips in the wells, and further comprising:
a reading head carried by the chip tray having a field-of-view aligned with at least
one of the windows.
Embodiment 19. The gaming table monitor of embodiment 11 wherein each of the wells
includes a window positioned in the well to expose a portion of a circumference of
any chips in the wells, and further comprising:
a reading head carried by the chip tray having a field-of-view aligned with at least
one of the windows; and
a motor coupled to drive the reading head along the wells.
Embodiment 20. The gaming table monitor of embodiment 11, further comprising:
a second imager carried by the chip tray and having a field-of-view aligned with the
surface of the gaming table when the chip tray is located on the gaming table, the
field-of-view of the second imager different from the field-of-view of the first imager;
and
a digital signal processing circuit coupled to receive input signals at an input from
the first and the second imagers and coupled to produce video output signals at an
output.
Embodiment 21. A gaming table monitor, comprising:
a chip tray having a base including a front portion, and a chip carrying surface supported
by the base, the chip carrying surface including a number of wells sized to receive
chips therein; and
a first table imaging camera mounted in the chip tray, the first table imaging camera
having a first table imaging field-of-view extending outwardly from the front portion
of the base.
Embodiment 22. The game table monitor of embodiment 21 wherein the base includes a
rear portion opposed to the front portion, the front portion being taller than the
rear portion such that the carrying surface is sloped with respect to a playing surface
of a gaming table when the base is located on the playing surface.
Embodiment 23. The game table monitor of embodiment 21 wherein the first table imaging
camera is mounted in the front portion of the side wall.
Embodiment 24. The game table monitor of embodiment 21 wherein the front portion of
the side wall includes at least a first aperture aligned with the first table imaging
field-of-view of the first table imaging camera.
Embodiment 25. The game table monitor of embodiment 21, further comprising:
a second table imaging camera mounted in the chip tray and having a second table imaging
field-of-view extending outwardly from the front portion of the base, the second table
imaging field-of-view different from and the first table imaging field-of-view.
Embodiment 26. The game table monitor of embodiment 21 wherein each of the wells includes
a window positioned in the well to expose a portion of a circumference of any chips
in the wells, and further comprising:
a chip reading head coupled to the chip tray having a field-of-view alignable with
at least one of the windows.
Embodiment 27. The game table monitor of embodiment 21, further comprising:
a second table imaging camera mounted in the chip tray and having a second table imaging
field-of-view extending outwardly from the front portion of the base, the second table
imaging field-of-view different from the first table imaging field-of-view; and
a digital signal processing circuit coupled to receive input signals at an input from
the first and the second table imaging cameras and coupled to produce video output
signals at an output.
Embodiment 28. A method of automatically monitoring gaming on a gaming table, comprising:
automatically detecting an appearance of at least one wagering piece on the gaming
table; and
automatically detecting an appearance of at least one game piece on the gaming table.
Embodiment 29. The method of embodiment 28, further comprising:
positioning a chip tray having at least a first imager on the gaming table;
imaging at least a portion of the gaming table including the wagering piece and the
gaming piece with the first imager to create image data of the portion of the gaming
table; and
processing image data from the first imager to identify the wagering piece and the
gaming piece.
Embodiment 30. The method of embodiment 28, further comprising:
positioning a chip tray having at least a first imager on the gaming table;
operating the first imager to image at least a portion of the gaming table at a first
time and a second time; and
comparing image data from the first imager at the first time to image data from the
first imager at the second time.
Embodiment 31. The method of embodiment 28, further comprising:
identifying a value of the wagering piece.
Embodiment 32. The method of embodiment 28, further comprising:
identifying a value of the gaming piece.
Embodiment 33. The method of embodiment 28 wherein detecting an appearance of at least
one gaming piece on the gaming table includes detecting the appearance of a playing
card on the gaming table.
Embodiment 34. The method of embodiment 28 wherein detecting an appearance of at least
one gaming piece on the gaming table includes detecting the appearance of at least
one die on the gaming table.
Embodiment 35. The method of embodiment 28 wherein detecting an appearance of at least
one wagering piece on the gaming table includes detecting the appearance of a chip
on the gaming table.
Embodiment 36. The method of embodiment 28, further comprising:
automatically determining an outcome of the gaming for at least one player based on
the appearances of the at least one wagering piece and the at least one game piece.
Embodiment 37. A method of automatically monitoring wagering on a gaming table, comprising:
determining a respective amount of each of a number of wagers on the gaming table;
determining an outcome of the game play; and
automatically determining a respective amount of a number of payouts and takes based
on the determined wagers and the determined outcome of the game play.
Embodiment 38. The method of embodiment 37, further comprising:
automatically determining a value of a bank at the gaming table prior to game play;
and
automatically determining the value of the bank at the table after the game play.
Embodiment 39. The method of embodiment 37, further comprising:
determining a value of a bank at the gaming table prior to game play;
determining the value of the bank at the table after the game play; and
after each play of the game, reconciling the determined value of the bank prior to
game play with the determined value of the bank after the game play and with the determined
respective amounts of the number of payouts and takes.
Embodiment 40. The method of embodiment 37, further comprising:
determining a value of a bank at the gaming table prior to game play;
determining the value of the bank at the table after the game play;
after each play of the game, reconciling the determined value of the bank prior to
game play with the determined value of the bank after the game play and with the determined
respective amounts of the number of payouts and takes; and
producing a warning if the determined value of the bank at the table after the game
play and the determined respective amounts of the payouts and takes fail to reconcile.
Embodiment 41. The method of embodiment 37 wherein determining an outcome of the game
play comprises:
automatically monitoring a plurality of playing cards.
Embodiment 42. The method of embodiment 37 wherein determining an outcome of the game
play comprises:
automatically monitoring at least one playing die.
Embodiment 43. The method of embodiment 37 wherein determining an outcome of the game
play comprises:
automatically monitoring an outcome of a spin of at least one playing wheel.
Embodiment 44. The method of embodiment 37 wherein determining a respective amount
of each of a number of wagers on the gaming table, comprises:
creating a digital image of at least a portion of the gaming table;
locating at least one wagering piece in the digital image; and
identifying a value of the located wagering piece.
Embodiment 45. The method of embodiment 37 wherein determining a respective amount
of each of a number of wagers on the gaming table, comprises:
creating a digital image of at least a portion of the gaming table;
locating a number of wagering pieces in the digital image;
grouping the number of located wagering pieces into separate sets of wagers based
on a respective position of each of the wagering pieces;
identifying a value of the located wagering pieces; and
determining the respective amount of each of the number of wagers from the value of
the wager pieces in each of the sets of wagers.
Embodiment 46. The method of embodiment 37 wherein determining a respective amount
of each of a number of wagers on the gaming table, comprises:
determining an initial wager amount; and
determining changes to the initial wager amount made before an end of the game play.
Embodiment 47. The method of embodiment 37 wherein determining a respective amount
of each of a number of wagers on the gaming table, comprises:
determining an initial wager amount;
determining changes to the determined initial wager amount made before an end of the
game play; and
determining whether the determined changes to the determined initial wager amount
are valid under a defined set of rules for the game play.
Embodiment 48. The method of embodiment 37 wherein automatically determining a respective
amount of a number of payouts and takes based on the wagers and the outcome of the
game play comprises:
determining if the wager won or lost based on the outcome of the game play;
multiplying the wager by a set of odds if the wager won to determine the amount of
the payout; and
assigning the amount of the wager as the amount of the take if the wager lost.
Embodiment 49. A method of detecting player playing patterns, comprising:
automatically determining an identity of each of a number of playing cards being played
by a player; and
automatically determining an amount of a wager placed by the player.
Embodiment 50. The method of embodiment 49, comprising:
automatically detecting a change in the amount of the wager; and automatically determining
a number of times that a decision by the player to change the amount of the wager
matches an appropriate decision under a first defined playing strategy based at least
in part on the identities of the number of playing cards.
Embodiment 51. The method of embodiment 49, comprising:
automatically detecting an appearance of an additional playing card dealt to the player;
and
automatically determining a number of times that a decision by the player to accept
the additional playing card matches an appropriate decision under a first defined
playing strategy based at least in part on the identities of the number of playing
cards.
Embodiment 52. A method of detecting suspect player wagering patterns, comprising:
monitoring a number of plays of a game;
automatically determining a number of successful outcomes that is equal to the number
of plays of the game having a successful outcome;
comparing the number of successful outcomes to a statistically predictable number
of successful outcomes for the game; and
identifying a statistical aberration in the number of successful outcomes.
Embodiment 53. A method of detecting player wagering patterns, comprising:
monitoring a number of wagers made by a player during at least one game;
automatically determining an amount of winnings for the player;
comparing the amount of winnings for the player to a statistically predictable amount
of winnings for the at least one game; and
identifying a statistical aberration in the amount of winnings.
Embodiment 54. A method of detecting player wagering patterns at gaming tables, comprising:
automatically determining an amount of each of a number of wagers placed by a player;
and
automatically determining an outcome of each of the wagers placed by the player where
the determined amounts and the determined outcome form the player wagering patterns.
Embodiment 55. The method of embodiment 54, further comprising:
calculating an average wager based on the amount of each of the number of wagers placed
by the player.
Embodiment 56. The method of embodiment 54, further comprising:
calculating an average success rate based on the number of determined outcomes that
are successful for the player and the number of determined outcomes that are unsuccessful
for the player.
Embodiment 57. A method of tracking customer activity in a casino, comprising:
identifying a customer at a gaming table;
automatically determining an amount won or lost by the customer at the gaming table;
and
determining a level of complimentary benefits to be provided to the customer based
on the determined won or lost amount.
Embodiment 58. The method of embodiment 57 wherein identifying a customer includes:
reading a unique serial number from a wagering piece each time the wagering piece
is placed as a wager;
tracing a path of the wagering piece between the casino and a plurality of customers
including the customer; and
matching the unique serial number to a customer identifier.
Embodiment 59. The method of embodiment 57 wherein identifying a customer comprises:
imaging a face of the customer;
processing the image of the face;
comparing the processed image to a number of predefined sets of face data; and
identifying any matches between the processed image and the predefined sets of face
data.
Embodiment 60. A tray, comprising:
a chip tray having a chip carrying surface including a top side and a bottom side,
the top side forming a number of wells sized to receive chips therein, a window formed
in each of the wells to expose a portion of a circumference of any chips in the wells;
and
a reading head positioned beneath the bottom side of the chip carrying surface, the
reading head having a field-of-view including at least a portion of at least one of
the windows.
Embodiment 61. A method of reading chips in a chip tray, comprising:
locating a first chip having an information encoding pattern on a circumference of
the first chip in a first well of a chip tray;
receiving light reflected from the circumference of the first chip through a first
window formed in the first well at a reading head; and
producing a signal corresponding to a modulation pattern of the reflected light.
Embodiment 62. The method of embodiment 61, wherein a number of additional chips are
located in the first well and at least a second well, and further comprising:
reading a respective information encoding pattern on a circumference of each of the
additional chips;
decoding the information encoding patterns on all of the chips;
comparing at least a first portion of each of the decoded information encoding patterns
to an authentication code;
identifying the chip if the respective information encoding pattern does not match
the authentication code; and
summing a respective amount corresponding to a value of each of the non-identified
chips, the values being encoded in at least a second portion of the respective information
encoding patterns.
Embodiment 63. A method of monitoring employees at a gaming table, comprising:
determining a value of a bank at the gaming table prior to game play;
determining a respective amount of each of a number of wagers on the gaming table;
determining an outcome of the game play;
determining an amount of payouts and takes for each of the wagers based on the determined
amounts of the wagers and the determined outcome of the game play;
determining the value of the bank at the gaming table after the game play;
reconciling the determined payouts and takes with the determined value of the bank
prior to game play and the determined value of the bank after the game play; and
identifying discrepancies from the reconciliation.
Embodiment 64. The method of embodiment 63, further comprising:
determining the value of bank at the gaming table before an item of value is deposited
in a drop box located proximate the gaming table;
determining a value of the item of value deposited into the drop box;
determining the value of the bank at the gaming table after the deposit; and
reconciling the determined value of the item of value deposited into the drop box
with the determined value of the bank at the gaming table after the deposit and the
determined value of the bank at the gaming table before the deposit.
Embodiment 65. The method of embodiment 63 wherein determining a value of a bank at
the gaming table prior to game play includes automatically determining a value of
each of a number of chips in a chip tray and summing the values for all of the chips
in the chip tray.
Embodiment 66. A method of monitoring employee efficiency for a game played at a gaming
table, comprising:
determining an actual change in the value of a bank at the table for a number of game
plays;
determining a theoretical change in a value of the bank for the gaming number of game
plays; and
automatically comparing the determined actual change in the value of the bank to the
determined theoretical change in the value of the bank.
Embodiment 67. A card deck reader, comprising:
a housing having a cradle sized to receive a plurality of playing cards; and
a reading head positioned in the housing to read a respective symbol on each of the
playing cards before a first one of the plurality playing cards is manually removed
from the housing.
Embodiment 68. The card deck reader of embodiment 67, further comprising:
a drive mechanism coupled to the reading head to move the reading head with respect
to the playing cards.
Embodiment 69. The card deck reader of embodiment 67 wherein the reading head is an
area imager having a field-of-view covering an information bearing portion of at least
two of the playing cards when the playing cards are received in the housing.
Embodiment 70. A method of automatically reading playing cards, comprising:
positioning a plurality of playing cards in a housing to expose a symbol carrying
portion of each of the cards;
automatically reading a respective symbol from the symbol carrying portion of each
of the playing cards in the plurality of playing cards before a first one of the playing
cards is removed from the housing to establish a playing card order, and
removing the plurality of playing cards from the housing such that each of the playing
cards retains an order with respect to the other playing cards in the plurality of
playing cards corresponding to an order in which the symbols were read.
Embodiment 71. The method of embodiment 70, further comprising:
for each of the playing cards, decoding a respective one of the read symbols only
if the playing card is dealt.
Embodiment 72. A playing card deck, comprising:
a plurality of playing cards, each of the playing cards having a face and a back;
at least one human-readable marking on the face of each of the cards, the human-readable
markings identifying at least one of a rank and a suit of a respective playing card;
and
at least one machine-readable marking proximate an edge of each of the playing cards
encoding identifying information for the respective playing card.
Embodiment 73. A method of reusing a deck of playing cards, comprising:
using a deck of playing cards to play at least one card game, each of the playing
cards in the deck having a machine-readable marking proximate an edge of the playing
card that encodes identifying information for the respective playing card;
trimming the edge of each of the playing cards after the card game to remove the machine-readable
markings; and
selling the trimmed deck of playing cards.
Embodiment 74. A method of monitoring a card game for cheating, comprising:
for each of a number of playing cards, automatically examining a playing card for
a bend;
determining whether a direction of the bend is toward a face or a back of the playing
card; and
determining whether a correlation exists between a rank of the playing card and the
determined direction of the bend.
Embodiment 75. A method of operating a wagering game, comprising:
monitoring a first wagering game for an outcome; and
increasing an amount of a payout for a player of a second wagering game based on the
outcome of the first wagering game and on an outcome of the second wagering game.
Embodiment 76. A method of automatically authenticating an item of value, comprising:
imaging a first portion of an item of value at a first resolution;
imaging a security feature located at a second portion of the item of value at a second
resolution, different than the first resolution; and
analyzing the security feature to at least partially authenticate the item of value.
Embodiment 77. The method of embodiment 76, further comprising:
determining a type for the item of value from the image of the first portion;
selecting the second portion based on the determined type; and selecting the resolution
based on the selected second portion.
Embodiment 78. A method of automatically authenticating an item of value, comprising:
randomly selecting a first portion of an item of value to image;
imaging the selected first portion of the item of value; and
analyzing the image of the selected first portion to at least partially authenticate
the item of value.