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MXPA97003344A - Game equipment for professional use of demesa games that use letters and playgroups enespecial for the game of " - Google Patents

Game equipment for professional use of demesa games that use letters and playgroups enespecial for the game of "

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Publication number
MXPA97003344A
MXPA97003344AMXPA/A/1997/003344AMX9703344AMXPA97003344AMX PA97003344 AMXPA97003344 AMX PA97003344AMX 9703344 AMX9703344 AMX 9703344AMX PA97003344 AMXPA97003344 AMX PA97003344A
Authority
MX
Mexico
Prior art keywords
game
letter
cards
value
sabot
Prior art date
Application number
MXPA/A/1997/003344A
Other languages
Spanish (es)
Other versions
MX9703344A (en
Inventor
Order Michail
Original Assignee
Order Michail 50859 Koeln De
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Priority claimed from DE4439502Aexternal-prioritypatent/DE4439502C1/en
Application filed by Order Michail 50859 Koeln DefiledCriticalOrder Michail 50859 Koeln De
Publication of MX9703344ApublicationCriticalpatent/MX9703344A/en
Publication of MXPA97003344ApublicationCriticalpatent/MXPA97003344A/en

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Abstract

The present invention relates to a game equipment for the professional use of a game of chance that uses playing cards (3) and game tokens (41), in particular for the game "21", which comprises: a game table with tablecloth braided table (51), and, designed in this tablecloth (51) boxes of bets (53) and possibly other areas for the placement of chips (41), and areas for the placement of playing cards (3 ) and a sabot to store a stack of playing cards (3), whereby the sabot has the function of a card dispenser to extract the game tastings (3) face down (with the side of the figures facing down) characterized in that in order to automatically register, evaluate, display and store the results and data of the game game, the sabot (1) is equipped with a card recognition device to register the printing (31) of letter value, of the letter that is extracted (3i), so that the printing (31) of letter value of all the cards (3) are located in the same defined position (31), the game table below its tablecloth (51) has occupancy detector units consisting of a multiple number of unique detectors, whereby the detector units of occupation is provided to record the amount of game tokens (41) and game cards (3) placed directly on the tablecloth (51), in the respective areas of the game table (53, 54, 55, 56), and for which occupancy detector is assigned to each box (33), to each area (54) for the placement of cards (41), and each area (55, 56) for the placement of playing cards (3); game betting detector acting as an automatic recognition unit for registering game bets, or, alternatively, a device for manual registration of game bets is provided, a computer and an electronic data processing program is provided according to the game rules, design This is used to evaluate the signals transmitted to the computer from the card value recognition unit, the occupancy detector units, the game betting recognition unit, or the betting device, respectively, and. possibly, of other signal transmitters (57), and a monitoring device is provided, preferably a viewer unit for displaying the evaluated data related to the game game provided from the computer

Description

GAME EQUIPMENT FOR PROFESSIONAL USE OF TABLE GAMES THAT USE LETTERS AND GAME CARDS IN SPECIAL FOR THE GAME OF MYTECHNICAL CFOTPQThe present invention relates to gaming equipment for professional use in games of chance such as "21" and games to ines in which cards and game tokens are used. The following explanations refer mainly to the "21" game that will be used as an example. Conventionally a game equipment for "21" consists basically of a game table, and a card dispenser in the form of a card slider, which is also called a "sabot" or shoe for cards due to its shape. The "21" is played with 1 to 8 decks, each of 52 cards for which the player plays against the house and the house is represented by a croupier, also called carver in the game "21". Each deck of cards contains four sets of cards, hearts, diamonds, clubs and swords. Each series has nine numbered cards and four cards with figures, with the figure of Jack, queen, king and ace. The numbered cards are designated by their numbers 2 to 10 and the letters with figures are designated by their initials (in English language) 3 (Jack), 0 (Queen), K (King) and A (As). The name of each card is a combination of its value and its series (for example, Queen of Diamonds). In the game of "21" the value of the points of the ace can be chosen at will to be 1 or 11, the value of the points of the cards with figures (Jack, Queen, King) is 10 and the value of the game of all the other cards is equal to the indicated value of the same. The colors to the series are not significant for the game. Before starting the first game, the dealer carefully mixes the cards, preferably using a card-mixing device, and then places them inside the sabot so that the neutral backs of the cards are forward, ie in the direction of the opening. of the sabot cards. The table of the "21" is covered by a tablecloth (game arrangement) that is essentially divided into rectangular or round bet fields (boxes, hands) arranged as a half circle and designed for the placement of bets in the form of chips. On the left side of each box there is an insurance field (line). A part of the game table is provided for the placement of the cards for the players and the carver. The basic characteristics of the "21" game are the following: Can participate as many players (or groups of players) as there are boxes in the game area (in general seven).
The objective of the players is to obtain a higher score than the bench. The maximum score that must not be exceeded by the players or by the bank is 21. The player or bank has "21" and wins if they reach a score of 21 with the first two cards received. Otherwise, the party with a percentage closer to 21 wins. In case of a same score for both parties, the player does not win or lose, and can withdraw his bet or play it again, or increase or reduce it for the next game . In accordance with the rules of the game determined internationally, the placing of bets and the distribution of cards are carried out as follows: First, each player makes his bet. If more than one chip is placed, the chips are applied with the highest denomination at the bottom of the stack and the lowest denomination at the top. Then, the dealer distributes the cards from left to right so that first each player and then the dealer receive the first card face up. Then each player receives the second card, also face up and then the dealer his second card but face down. If the player has not obtained "21" he can ask the dealer for more face-up cards. When all the cards of the players have been given, the dealer turns his second card that was face down and puts it face up. If the score of the dealer is 17 or higher, he should not take another card; If your score is less than 17, you have to play other cards until your score reaches 17 or goes below 17. In addition, under certain circumstances and conditions, game variations may be applied, such as: "reinforcement of the box", " double down "," division and insurance ". In "box reinforcement" several players (or groups of players) place their bets in the same box. In "double down" the player can double his initial bet during the game, for which he must place the double bet next to the initial bet in his box. In "division" the player divides the two initial cards and continues his game with two hands with two rows of cards, which requires double the initial bet. In "sure" the player secures his bet against "21" of the bank, for which he must bet half of the value of the initial bet in the insurance line. In "21" the player wins 3 units for 2, otherwise he wins 1 for 1, and in "sure" and "21" in the bank all bets with insurance get 2 units for 1; if the bank does not get "21" after an insurance bet, the player loses his bet with insurance, dog plays a regular game using the initial bet. The cards of the players are placed in a staggered way, so that the values of all cards are visible. The dealer's cards are placed side by side, without overlapping each other.
The game tokens are pieces of disc-shaped plastic material. Your value is printed (for example, 10, 20,50, 100, 500) and are marked by different colors (for example, blue, red, green, orange, violet) according to their respective value. The invention is based on the following problems: In casinos there is a loss of technical control in the so-called table games (in vivo games); this refers in particular to the game of "21" that can be played in various ways. Even with a substantially higher complement of personnel in the form of additional monitoring personnel, and despite the use of optical surveillance provisions, there are considerable security evasions that can result in reduced revenues for the casino or the operator of such a casino. On the other hand there is a lot of responsibility with the carvers (croupiers) who need a high level of concentration to maintain a strictly regulated game and also to make the correct payments of profits to the players. The dealer must account for the bank at the end of each shift and errors may arise during all these shifts. It is therefore necessary to find a solution that allows a reliable surveillance throughout the game without human intervention. Must recognize mistakes and mistakes, as well as incorrect decisions made by the carver and facilitate their correction. In case of disagreement between a player and the dealer, or between the dealer and the casino operator, it should be possible to review any game in a reliable manner; a solution that avoids incorrect ways of influencing the game in particular in favor of certain players in the calculation of profits or in the payment of profits; a solution that facilitates the work of the carver; a solution that, apart from other advantages, simplifies the procedure of accountability between the carver and the casino management in a correct and comfortable way. In addition, one goal is to manage secure information about the performance of the carvers and the individual game characteristics of the game. In order to achieve the outlined concept of solutions for the problems described, the object of the present invention is to provide a fully automatic monitoring, control and monitoring arrangement in particular for the "21" game. The provision must observe, control, track and allow the recorded data to be used in different circumstances depending on the specific needs of the game and the casino, collect and monitor them from the moment the card leaves the sabot until the moment of calculation of the result of the newly made game. This requires the following: The development of the game must be followed automatically, if possible, in all phases of the game and through the use of a computer and a specific program of electronic data processing will be followed. stored and displayed on a monitor or viewer, visible to the carver. The sabot must include a device for automatic recognition and tracking of the value of each game card extracted from the sabot in a covered form (face down). The game table must include a device for automatic recognition of boxes (hands) played or not played, so you should check if there are multiple bets in each hand and the use of insurance lines. In addition, the game table must include a device to automatically recognize the number of cards placed in front of each player and the dealer. The values of the game tokens used must be recognized, followed and stored. In particular, the electronic data processing (PED) program must process the value of all bets in each box and the corresponding insurance line; must control the sequence of delivery of the cards, must control the distribution of the cards to each player and the dealer, must calculate and compare the total score of each hand and the dealer, and must evaluate the players' earnings. After the important game data must be processed by means of the (PED program) they must be displayed simultaneously with the game in progress on a special monitor or viewer. The same data must be retrieved later to monitor the total results whenever it is requested, so there should be no limit to the possible variations of the PED program. This complex task is solved, starting from a gaming device according to the generic part of claim 1, according to the characterizing features of claim 1; More specific improvements and other embodiments of the invention are defined in dependent claims 2 to 14.
STATE OF THE TFCNTCAIt should be noted that according to the prior art there is no solution known publicly and available for this complex task. According to DE 3B07127 Al a device for registering the value of cards is known, but this device does not include a sabot for the distribution of playing cards and it is a device for calculating total scores, which each player has in your hands in card games co or are basket, rumi, bridge, poker at the end of each game. This device helps to calculate and record more quickly the results of the game, which are preferably monitored in a device viewer. To read their value, the game cards are preferably marked with a machine-readable barcode arrangement and are placed inside the device and are followed through the device automatically letter by letter. On the other side, according to US 5078405 A, table games for casinos are known, available for games such as "21" and poker, which provide collateral games for accumulated betting arrangements. For this purpose, the regular game table includes coin receivers and count meters that record the coins deposited and the total amount available for the accumulated betting unit as well as a processor to calculate the payment of the accumulated betting unit. Each player has the option, in addition to the basic game of "21" or poker, to play the collateral game by entering a coin of a unit of general value (for example, a dollar) at the entrance of the coin receivers in front of its box . Based on the result of the basic game and the rules of the additional game, the player may have a portion or the total of accumulated bets presented or nothing. However, this device for the collateral game is not linked to the basic game procedure, nor is it related to the monitoring, control or supervision of the basic game. In the following, the invention will be explained in general and, by means of main figures, for example those used in the "21" game, it will be described in particular.
BRIEF DESCRIPTION PE LRS FIGURESIt is illustrated: Figure 1 is a sabot according to the invention, in side view in vertical cross section. Figure 2 is a longitudinal cross-sectional view, from the upper part, of the sabot of Figure 1. Figure 3 is a front view of the sabot of Figure 1. Figure 4 is a top view of the essential part of the figure. playing surface of a "21" game table according to the invention with concealed devices arranged under the tablecloth of the game path for the automatic recognition of the use of tokens in boxes and insurance lines on the one hand, and the location of the game cards distributed and placed, on the other hand.
FORMS OF CARRYING OUT THE INVENTIONThe following explanations refer to a sabot according to the invention. Figures 1 to 3 show the design of the sabot, in what refers to its external shape and its upper part, which is in general the shape of regular conventional sabots. According to the invention, there is provided an integrated device for recognizing the value of the cards 3 'that are extracted in the card output 2 (Device for recognizing the value of the DRVC cards). This DRVC essentially includes the following functional parts: a TV camera or image converter 4 with DAC (charge coupled device); a light source 5 with pulses (light lamp with flashes) to illuminate the part of the extracted letter 3 'which shows printed the value of the letter 31, a prism of optical right angle deviation 5 to illuminate the value of the letter printed 31 and for transmitting the value of the printed letter 31 that is illuminated to an optical path within the image converter 4 with DAC; and two electronic optical sensors 7, 8 of displacement or position, to determine the displacement of the extracted letter 3 'and to control the source 5 of light with pulses. The game cards 3, for which the Queen of Diamonds serves as an example in Figure 4, are in accordance with the international standard for format and illustrations of letters; the dimensions of each game card 3 are 88 x 62 mm (vertical size) and there is a white frame around the central illustration. The printing 31 of the value of the letter is placed immediately below the upper edge of the letter on the left side (for example, the capital 0), and immediately below the value, separated by a white space, is the serial symbol colored 32 (for example the diamond symbol). The designation of the letter, composed of the colored series symbol 32 and the printing 31 of the value of the letter is also printed in the lower right corner of the letter (inverted). The designation of cards for the color series symbols is black for clubs and swords and red for hearts and diamonds; the height of the print 31 of the value of the letter is (up to) 15 rrtm. The game cards 3 have been placed on the sabot 1 so that one of its transverse sides 33 is resting on a support 9 tilted forward and the cards are tilted backwards and face downwards. The angle of the faces 3 against the support 9 is determined by a sliding wedge 10 in the shape of a trapezoid, which also pushes the cards 3 towards the exit of letters 2. For reasons of simplicity, in figure 1 only the letters of game 3, 3 ', the letter 3' is positioned so that the carver can extract it. The support 9 p > it rounds the exit of cards 2 and has, in the vicinity of the card exit, but still inside the sabot, 1, a window 11 that is covered by one of the optical planes of the rectangular rectangular prism 6 and is in the printing trajectory of the value of the letter 31. Therefore, the prism 6 must be basically arranged in the left or right margin of the trajectory of the letter 3 'that is being extracted. The prism 6 is arranged so that its plane 12 opposite a right angle, which will be referred to in the following as a specular plane, is in the opposite direction to the image converter 4 with a device coupled with a load. To the plane 13 of the prism 6 constituting the window 11, hereinafter reference will be made as a window plane, and to the plane 14 of the prism 6 facing the image converter 4 with a device coupled with a load, hereinafter it will be referred to as the output plane. The light source 5 with pulses is immediately below the specular plane 12 in the vicinity of the end of the deflection prism 6 which forms the angle (of 45 °) with the plane 13 of the window. The light from the light source 5 with pulses passes through the specular plane 12 and the plane 13 from the window on the side with figures (illustrated side) of the letter 3 ', is reflected from the illuminated letter 3' through the output plane 14 in the direction of the image converter 4, so that the part of the letter 3 'which is on the front of the window 11 is projected onto the image converter 4 by means of a convex lens 15. A filter of red light 17 (> 600 nm), which is in the light path 16 in front of the lens 15, serves for the registrability of the prints 31 of values of red letters. Due to the optical geometric arrangement of the light source 5 towards the prism 6, the light source 5 will not be immediately transmitted to the image converter 4. Instead of using a shifting prism 6 to pass the presented image of the printing 31 illuminated the value of the chart through an optical path to the image converter 4 with device coupled with load, it is advantageous to use a non-transparent mirror (not shown) which will then occupy the position of the specular plane 12 of the prism 6 In this case the light source 5 with pulses is arranged in front of the mirror plane 12 (of the mirror), instead of behind the specular plane 12, and must be concealed so that the light source 5 does not immediately shine in the transformer of images 4 or in the mirror. For the representation of the printing 31 of the value of the letter 3 'which is extracted in the image converter 4, it is necessary that the light source 5 with pulses produce flashes exactly at the same time that the print 31 of the value of the card (face down) is on the window 11. The playing cards have the impression of value 31 twice, and the printing 31 of the value of the letter is ide, with respect to the opening 2 of the cards so that it is on the right side of the white frame of the letter 3 '. Accordingly, prism 6 is arranged on the right, as shown in Figure 4. When a letter 3 'is removed, the following marks of letter 3' pass over window 11: front edge 33 of letter 3 ', the large unprinted portion of the white side-band of the letter, the color series symbol 32, the narrow white space between the color series symbol 32 and the printing 31 of the value of the letter, the printing 31 of the value of the letter, and the trailing edge of the letter 3 '. The sensing arrangement mentioned above must recognize the fact that a letter 3 'has been extracted and must activate the light source 5 with pulses exactly as possible at the moment when the printing 31 of the value of the letter is passing through the window. 1.1. For this purpose in the following two methods of principle solution are given. A method requires the use of a single sensor. The other method requires two sensors 7 and 8, as indicated in figure 2. If a single sensor is provided, for example the front edge and the trailing edge of the letter are used as reference marks. The sensor is located in the sabot 1 in any lateral position and, looking in the direction of the movement path of the letter 3 ', is positioned at a defined vertical distance in front of the window 11 of odo that the back edge of the letter leave the sensor when the printing 31 of the value of the letter is precisely on the window 11. The mentioned sensor can be a pressure sensor or a photoelectric barrier. When the front edge of the card touches the sensor activates the measuring device; when the back edge of the card leaves the sensor activates the light source 5 with pulses, after which the measuring device is deactivated again. In accordance with the arrangement illustrated in FIG. 2, two electronic optical sensors 7, 8 are used. The sensor 7, located further towards the sabot 1, serves as a 'novice for letter 3' indicator which is extracts and activates the measuring device. However, it is not necessary for the sensor 7 to be as close to the window 11 as shown in Figure 2. The sensor 8 is in the path of the print 31 of the value of the card being moved and behind it. window 11, will recognize when the printing 31 of the value of the letter is exactly on the window 11 and will activate the source of 1 uz. According to the embodiment illustrated in Figure 2, the sensor 8 is located adjacent to the window 11 and thus registers the narrow white space between the color series symbol 32 and the printing 31 of the card value. The sensor 8 may also be located at a defined distance from the window 11 p > To detect the color series symbol 32 that comes and uses it as a reference mark to activate the lamp 5. In comparison with the technique that uses a single sensor, the advantage of the technique that uses two sensors 7, 8 consists of that this sensor 8, which is responsible for determining the exact position of the print 31 of the value of the card on the window 11, is completely covered by the letter 3 ', and thus will not be affected by outside light, as it may occur with respect to the trailing edge * of the chart when a single sensor is used if the sensor is not a pressure sensor but a light barrier. The sensor 8 activates the light source 5 with pulses without significant delay in a way that, as described above, the printing 31 of the value of the letter, or at least a representative part of it, is projected onto the image converter 4 with DAC and the received signals are recorded as the value of the letter 3 'that is extended. The technical provisions and, in particular, the technical regulations and the follow-up programs necessary to carry out the procedures indicated above are common to professionals and do not require any particular explanation. However, it should be noted that the device for recognizing card values (DRVC) must first "learn", on the one hand, to recognize the values of the cards and, on the other hand, to evaluate the values of the cards of according to the rules of the game. For this, in a previous programming phase, the values of the letters (numbers 2 to 10 and uppercase letters A, J, Q, K) are projected in the image converter 4, and then the signals received by the inverter. 4 images are encoded according to the value of the letter. The image converter with DAC 4 functions as a digital camera, and the signaling and data processing arrangement connected thereto will also be able to identify the "total illustration" of the print 31 in situations such as when a letter is removed 3 ', and the printing 31 of the value of the letter is not exactly on the window 11 when the light source 5 is turned on with unplugs, since only part of the printing 31 of the value of the letter is projected in the image converter 4. This happens because the upper half or the lower half, respectively, of each number or uppercase print 31 differs from any respective fragment of the other illustrations of numbers or uppercase letters. In the practice of the game, the speed at which a 3 'card is drawn from sabot 1 does not exceed 1 meter / second. Thus, based on a card movement speed of 1 meter / second and a window length of 15 mm, each point of the print image 31 of the value of the 15 rnrn chart will take 15 iliseconds to p >roasting in front of the window 11. With a response time of approximately 0.1 milliliters of the moment to register the reference marks of the letter 3 'that induce the flashing light until the light source 5 is switched on with pulses, the printing 31 of the value of the card will be totally or almost completely over the window 11 and will be received totally or almost totally by the image converter 4 with device coupled with load; with a lamp flash duration of 10 microseconds an almost immobile image of the printing 31 of the value of the chart will be detected and thus a blurred image of the printing 31 of the value of the letter on the target of the converter will not be produced. images 4.
When the printing 31 of the value of a letter 3 'is illuminated with a xenon lamp at a distance of 20 nm (for example, through the periphery of a deviating prism 6, as described above) using a xenon lamp of 500 volt having a power of 0.01 IU and a lamp flash duration of 10 microseconds, taking into account the reducing effects of the color filter 17 will produce a reliable and perfect record of the printing 31 of the value of the letter, even if the extraction speed of the letter exceeds 1 meter / second. The following explanation refers to a gaming table according to the invention. According to the arrangement for a table of "21" shown in Figure 4, detectors located below the tablecloth 51 will be used. These detectors may be based on various mechanical or physical principles, for example pressure-sensitive detectors (part -sensors, spring tension sensors) or, when chips and playing cards have similar properties of materials, in electromagnetic principles or other technical principles. In accordance with the invention, preferably light-sensitive detectors, particularly photodiodes 52 in the form of infrared-sensitive silicon diodes, are used. The advantage is that these photodiodes can detect chips 41 and game cards 3 placed on the table. In order not to affect the usual appearance of the playing surface, the photodiodes 52 must be arranged under the tablecloth 51, so that the tablecloth (designed) 51 must have some permeability to the near infrared light (IR light), in particular for the infrared light that comes from the art.ific.ial lighting of the casino. In this aspect, the tablecloth 51 must allow the infrared light of the near infrared lamp to pass through it in an order of approximately 30% of the light energy incident on the tablecloth. If the common material that the tablecloth 51 is made of does not allow such light permeability, it will be necessary for the purpose of the invention to choose a material that allows sufficient light to pass through. The detection principle is co or follows. All areas of man-tel 51 on which the chips and playing cards must be placed according to the rules of the game shall, according to the type of game, cover a tight grid or a tight row of light detectors in a manner that each object placed on the tablecloth 51 (chips, playing cards), cover, for security reasons, at least two, and preferably three or four, of the photodiodes 52, and in this way these photodiodes 52 will be left excluded from receiving light in order to operate in the sense of the operational disposition. As shown in figure 4, under each rectangular box 53 a geometric grid of photodiode 52 is placed, while for the other areas of the table cloth surface 51 photodiodes 52 are arranged in rows, under the insurance lines 54, or the areas 55 for the cards of the players and ba or the area 56 for the cards of the gamer. According to the embodiment shown in fig. 4, seven rows of five photodiodes 52 each are arranged for the boxes 53 so that the two outer rows are positioned outside the mark of the box 53 printed on the table 51. A row of four photodiodes 52 is positioned under each insurance line 52; however, here too, more diodes 52 or a double row of diodes can be positioned. In the example illustrated in figure 4, according to the normal measurements of a table of "21" and of the boxes 53 and the insurance lines 54, the photodiodes under each box are spaced at 19 nm from each other, with a distance of 15 m between each row of diodes, so that a game token with a diameter of, for example, 40 mm will cover four diodes in the most unfavorable situation and 5 diodes in the most favorable situation. Although the effect of light intensity reduction may be incomplete for photodiodes that are only covered by the edge of the card due to the diffuse light that hits the edge of the card, a minimum of two diodes will have been optimally covered. For the rest, it must be assumed that for optimally darkened photodiodes, 10% of the light energy that has passed through the cloth 51 is still strongly affected, since the sensitivity of the photodiodes 52 must be adjusted to this single illuminating effect. 0 0obscuration that e can achieve. According to the stacked position of playing cards shown with respect to box 53.7, the distances between photodiodes 52 should be smaller, for example 7 nm, while for the registration of the cards of the carver, which do not overlap but they are placed side by side, a distance of 25 nm between the photodiodes should be enough for each letter to cover at least two photodiodes. For the boxes 53, different positions are shown for placing cards 41 as "Box", "Double down", "Division" and "Sure". The explanations given above for the coverage of photodiodes 52 by chips 41 are basically the same for the cards of game 3 that have been distributed. In the result, the signals coming from the photodiodes 52 are going to be processed as a game or separately in such a way that the electronic switching logic can recognize multiple bets of chips 41 in a box 53 and also the number of cards placed in front of each player, including where there is a second row of cards ("Division"); it must also process the shift or adjustment of the chips or cards according to the variations of "Double Down", "Division" and "Sure". The disclosed disclosure of the technical principle will allow experts, such as technical designers, electronic engineers and computer programmers, to produce a gaming table in accordance with the invention, including the integration of automatic control arrangements to adjust the sensitivity of the photodiodes. for variations in the lighting of the game room, for example, when additional lamps are switched on or off. The professionals involved in the adjustment of the arrangement can, based on economic considerations and depending on the desired functional reliability, depart from the values given above for arranging the photodiodes 52 of the various play areas (boxes, insurance lines, fields of letters). To complete the gaming table device with a gaming device that functions automatically to the greatest extent possible, a switching key (not shown) is provided which will be activated by the carver after the bets have been placed, and signaling keys 57 or similar elements are provided for players, which they can use to indicate that they do not wish to receive more cards. The following explanations refer to the principles and devices for determining the value of the game tokens placed as a bet and to determine the value of the bet, when there is a chip stack (betting detector). In the "21" game tables, the so-called "American chips" are used, in which the value is distinguished thanks to the different colors they present. According to "maximum table bet" (limit of bets made per game), three or four denominations and colors of different cards will be used for that. Bets are automatically recorded for example with a handheld device commanded by the dealer that functions as a camera or television scanner. The camera or television scanner separately records the chip or stack of chips placed by each player. The image received by the camera or explorer is analyzed to determine its value, taking into account the color of the chips and the quality of chips of the same color. The total value of the verified bet is then transmitted to the electronic data processing unit. If the chips have graphic signs and marks around their edges, which can also represent the value of the chip, the exploration of the bet will be even easier. Also, the so-called "smart cards" can be used. These smart chips, also known as "high security chips", have integrated electronic components that will work without a battery and act as a transponder for a radio frequency identification (IRF) arrangement, with which the transponder can interact with. transmitter and receiver device (arranged under the table for example) and transmit a specific signal corresponding to its value. The radio frequency identification arrangement acts as follows; there is a non-contact transmission data transmission arrangement that provides bidirectional transfer of signals between a sending and receiving (E / R) station and one or more ransponders without batteries. The communication with the E / R station is obtained by means of inductive antennas. From the E / R station, data and energy are transmitted to the transponder, while only the data are transmitted from the transponder to the E / R station. The transponder has an antenna circuit or network that consists of * one or more coils for wireless inductive signal transfer. The coil is connected to a single chip that has all the necessary equipment to receive, recover > erar, and transmit a signal from or to the E / R station. In addition, the tab contains a data memory store. The E / R station comprises an oscillator capable of generating a high frequency signal for the simultaneous transmission of energy, timing and information to the transponder. The station also includes a demodulator and modulator, an amount of control and interfaces. When the radio frequency identification arrangement is applied in the casino chips with transponder (which in the following will be referred to as chips in transponder), the E / R station comprises an electronic read / write unit and is connected to several coils as inductive antennas for the transfer of signals to and from the transponder card, so that for each box (including its insurance line) of the game table is designed such an inductive antenna (frame antenna) for communication of the station E / R with chips with transponder placed in the box. The game value of the chip is stored in the memory of the transponder croup. The read / write unit supports a special anti-collision algorithm that allows to command and identify the different transponder cards, at the same time within the field of the antenna of the read / write unit. All the chips with transponder inside the field of the antenna are arranged parallel to the table and must be stacked. The read / write unit selects and identifies the electronic unit included in the file. The recorded data can be transmitted by means of an interface of the read / write unit to a centralized computer. If you do not have a betting detector that works according to one of the methods described above, then, as in the past, the dealer can determine the bet and can enter the information in the calculation and evaluation by means of the device of data entry. The following explanation refers to all the gaming equipment according to the invention. The data recorded for each functional technical unit, among others the device for recognizing the value of the sabot 1 card, the devices for registering the cards and the game tokens of the gaming table and the betting detector (camera or scanner) radio frequency identification arrangement) or the manually triggered data entry device, respectively, for the values of game bets will be transferred as output signals to a central computer, either directly or indirectly. This transmission of output signals can be done by either a wired connection or wirelessly, for example, by data radio. In this way, the arrangement 18 shown in FIG. 1 represents a cable connection or a transmitter for the transmission of the signals coming from the image converter 4 with device coupled with load. The central computer has the task of evaluating the total data recorded in accordance with the program of the electronic data processor to show them to the carver, if desired, on a monitor, and in general store the data for later use. Anyway, in the game of "21" you should avoid that the dealer be informed of the value of his second card (face down) until this card has been turned face up in the way that is commonly done in the game; This is so that there is no new source that allows the dealer to carry out improper actions that favor any * player. The game data obtained can also be used for audio or optical signals, for example, when the dealer has made a mistake, or the cards have not been distributed in the correct sequence or if the sabot must be filled again with other decks of cards . In addition, the stored data can be used to judge the performance of the dealer and the players, to evaluate daily turns, for statistical purposes, to link some or all of the gaming tables of one or more casinos or, in the case of other games other than "21", for cumulative wagering provisions of one or more gaming tables. However, a gaming device according to the invention can not automatically verify and monitor the winnings according to the rules of the game for correct payment by the dealer. But, taking into account the arrangement of the results of the table (profit or loss) between the dealer and the casino, which can now be determined by the PED program, this will not be particularly signiicant.
LIST OF REFERENCES1 slider or card dispenser (sabot) 2 card delivery 3 game cards 3 'game cards (in extraction) 4 converted images with DAC 5 source je light with impulses 6. prism of cessation or deviant 7 sensor (sabot) ) 8 sensor < sabot) 9 support 10 sliding wedge 11 window 12 specular plane * (prism) 13 plane Je window (prism) 14 output plane (prism) 15 lenses 16 optical or light path 17 red light filter 18 connection / transmission 31 value the printed letter or printing of the value of the letter. 32 color series symbol 33 transverse side (game card) 41 gaming tablecloth (table layout) sensor, photodiode (game table) security line box card placement site (player's) placement site of letters (of the carver) signaling key

Claims (14)

NQVEPAP PE LR INVENTION CLAIMS
1. - A game equipment for professional use of a game of chance that uses playing cards (3) and game tokens (41), in particular p > for game "21", which comprises: a game table with a tablecloth (table layout) (51), and, designed in this tablecloth (51) boxes of bets (53) and possibly other areas for placement of cards (4.1), and areas for the placement of the game cards (3) and a sabot to store a stack of game cards (3), px > r which the sabot has the function of a card dispenser to extract the game cards (3) face down (with the side of the figures facing down); characterized in that in order to automatically register, evaluate, display and store the results and data of the game game, the eabot (1) is equipped with a card recognition device to register the printing (31) of letter value, of the letter that is extracted (3 '), so that the printing (31) of letter value of all the letters (3) is located in the same defined position (31); the game table below its tablecloth (51) has occupancy detector units consisting of a multiple number of unique detectors, whereby occupancy detector units are provided to record the number of game tokens (41) and playing cards (3) placed directly on the tablecloth (51), in the respective areas of the game table (53, 54; 55, 56); and whereby such occupancy detector is assigned to each box (33), to each area (54) for the placement of tokens (41), and to each area (55, 56) for the placement of playing cards (3); a game betting detector is provided which acts as an automatic recognition unit for registering game bets, or, alternatively, a device for manual registration of game bets is provided; a computer and an electronic data processing program created according to the rules of the game are provided, designed to evaluate the signals transmitted to the computer from the card value recognition unit, from the occupancy detector units, from the game betting recognition unit, or the manual betting device, respectively, and, possibly, other signal transmitters (57); and a monitoring device is provided, preferably a viewer unit for displaying the evaluated data related to the game item provided from the computer.
2. A gaming device according to claim 1, characterized in that the sabot (1) comprises an optical window (11) placed on the movement track of the image print (31) of the extracted letter (3 '). ), - an optical device for representing in an image converter (4) with a device coupled with load that part of the side of the figure of the letter (3 ') which is positioned on the window (11), so that the optical device includes distributing a deflecting device for transmitting the reflected image (31) of letter value * by an optical path to the image converter with charge coupled device, a red light filter (17) located in the path of the light (16), from the diverting device to the image converter (4) and a light source (15) with pulses, to illuminate the part of the letter (3 ') that is on the window (11), and a sensor device to determine the displacement of the ca rta that is extracted (3), connect the measuring device (5.4) of the card value recognition unit to a waiting position, to measure and determine the correct activation of the time of activation of the source of light (5) with impulse at the moment when the printing (31) of letter value (3 '), which is extracted is exactly on the window.
3. A gaming device according to claim 2, characterized in that as a deviant device for representing in the image converter (4) with a load-coupled device the part of the side of the figure of the letter (3 ') that is positioned on the window (11), an optical deviating prism (6) positioned below the window (11) is provided, whereby a plane (13) of the prism (6) forming the right angle covers the window (11) and the other plane (12). ) which forms the right angle faces towards the image converter (4) with charge-coupled device, and in that the light source (5) with pulse is arranged behind the specular plane (12) to illuminate through the prism (6). ) the part of the side of the figure of the letter (3 ') that is positioned on the window (11).
4. A gaming device according to claim 2, characterized in that as a deviant device for representing in the image converter (4) with a device coupled with a load, the part of the side of the figure of the letter (3 ') that it is positioned on the window (11), a mirror is provided, whereby the pulsed light source (5) is arranged in front of the mirror.
5. A gaming device according to claims 2 to 4, characterized in that the sabot sensing device (1) has a single sensor that has the function, by terminating the front edge (33) of the card (3). '), first determine that the letter (3) is being extracted and activate the measuring device and then turn on the light source (5) with pulses at the moment when the trailing edge of the letter is passing.
6. A gaming device according to claim 5, characterized in that the sabot sensor (1) is a pressure sensor or a photoelectric barrier.
7. A gaming device according to one of claims 2 to 4, characterized in that the sabot sensor device (1) includes two optoelectronic sensors (7, 8) with which a sensor (7) is located outside the track of movement of the printing (31) of letter value to be recognized and serves as a motion sensor to activate the measuring device and the other sensor (8) is located on the track of movement of the print (31) of letter value behind the window (11) and activates the light source (5) with pulses determined a color trigger (printed or colorless area) at the moment the printing (31) of letter value is passing over the window (.11).
8. A gaming device according to one of claims 2 to 7, characterized by a xenon lamp co or light source (5) with pulses of the sabot (l).
9. A gaming device according to claim 1, characterized in that the unique detectors of the occupancy detectors of the game table are light-sensitive sensors (52) for recording the light that passes through the tablecloth (51). depending on the layout of the chips (41) and the game cards (3) on the sensors (52).
10. A gaming device according to claim 9, characterized by photodiodes sensitive to infrared light, in particular silicon diodes, co or light-sensitive sensors of an occupancy detector unit of the gaming table.
11. A gaming device according to claim 9 or 10, characterized by a geometric arrangement of the sensors (52) of a betting occupation detecting unit, so that each object (chips, playing cards) that is placed on the tablecloth (51) according to the rules of the game, cover in the best possible way at least two sensors (52).
12. A gaming device according to claim 1, characterized p >; or the detector of game bets for the automatic recognition of bets placed as a single chip (41) or as a chip stack (41) for which chips (41) of different colors are used according to their value game, and, that have optionally colored marks around their edges, so that the colored marks are also or can be representative of the value of the chip, is an explorer that can discriminate the color and the number of chips of the same color.
13. A gaming device according to claim 1, characterized in that as a game betting detector for automatic detection and registration of the bet placed in the form of chips, a radio frequency identification arrangement (T-arrangement) is used. / R), and for that purpose a transmitting and receiving station (T / R station) and chips with integrated transponder are provided, with which the T / R station and the. The transponder interacts so that in response to the high frequency signals of the T / R station the transponder transmits back to the T / R station data which are characteristic of the chip value and will be evaluated in the T / R station.
14. A gaming device according to claim 1, optionally in the form of a sabot (l) according to claim 1 of claims 2 to 8, of the gaming table according to one of the claims. from 9 to 11 and the gambling betting detector according to claim 12 or 13, characterized in that the functional units of the equipment are connected by means of cables, or wirelessly by radio transmission and reception devices, to the computer that collects, evaluates, stores and presents the data. SUMMARY OF THE INVENTION For professional use of a board game, with playing cards and game tokens, in particular of the game "21", the objective of the invention is to provide an automatic functioning equipment that records and evaluates all the phases of the pair of game automatically; this is achieved by means of a sabot with an integrated device for the recognition of the value of the cards that are extracted (3 ') (optical recognition device and reflex by esp to an image converter with a device coupled with charge ); photodiodes (52) arranged below the tablecloth (51) in order to separately record the light of the casino passing through each area (53.54) for the placement of the game tokens (41) and the areas (55, 55) for the placement of the playing cards (3) depending on the layout or movement of the cards and the playing cards in the areas mentioned; a device for automatic recognition of each bet (scanner to record the color of the chips, or a radio-frequency identification arrangement comprising a T / R station and chips with integrated transponder); an electronic data processing program created in accordance with the game rules to evaluate and store all the data transmitted from the functional devices to the computer; and a monitor to show the development of the game and the winnings of the players. MFM / aprn * fac * -rnmm P97 / 442F
MXPA/A/1997/003344A1994-11-081995-10-05Game equipment for professional use of demesa games that use letters and playgroups enespecial for the game of "MXPA97003344A (en)

Applications Claiming Priority (3)

Application NumberPriority DateFiling DateTitle
DEP4439502.71994-11-08
DE4439502ADE4439502C1 (en)1994-11-081994-11-08Black jack card game practice set=up
PCT/DE1995/001389WO1996014115A1 (en)1994-11-081995-10-05Games system for professional card or token table games, in particular 'blackjack'

Publications (2)

Publication NumberPublication Date
MX9703344A MX9703344A (en)1997-07-31
MXPA97003344Atrue MXPA97003344A (en)1997-12-01

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