The present invention relates to an intelligent table game system. More specifically, the present invention relates to a card dealing system incorporating playing cards with rank and suit information encoded thereon via micro-dots, and a shoe capable of reading such micro dots as a playing card is drawn from the shoe.
Card games in a casino are profitable, but are also prone to cheating and fraud by players, dealers and the pit crew. The fraudulent activity is therefore a significant source of the revenue losses at a casino. In order to prevent and/or mitigate these losses, casinos continue to identify and implement security features and enhancements. One such security device is a smart shoe that is capable of reading and tracking the rank and suit of playing cards which are drawn from the shoe. Such shoes may be capable of reading the rank characters and suit symbols directly from a standard playing card, or may read specialized data encoded on the playing card in some fashion.
Playing cards may be encoded with encrypted information that is machine readable. Normally, such information is invisible to the naked eye so as not to interfere with the standard aesthetics or functionality of the card, and so as not to be easily discerned by players. The encryption typically contains information regarding the rank and suit of the card, or other information. These coded playing cards serve an important role in enhancing the security at card games in casinos. With encoded playing cards, smart game devices such as electronic shoes can decode the encryption and identify the card value (rank and suit). This prevents players or dealers from introducing fraudulent playing cards into the game which might provide the player or dealer with an unfair advantage. Current encryption techniques use bar codes on the edges of cards or ultra violet (“UV”) reaction codes that are invisible to the naked eye.
The present invention described herein presents a self contained, integrated system that monitors the cards being used during the playing of the game. The devices form an intelligent table game system which offers a strong security to the game while enhancing the card dealer's experience at the table without affecting the entertainment to the players. The invention described herein also includes an encryption method for playing cards which can be used to represent card rank and suit information.
1) Encryption:
The present invention described herein uses micron dots or “micro-dots” which are measured on a scale of microns (0.000001 meters)—on the face of the playing card. Testing and surveys have identified that the size of the micro-dots can be between 20 microns and 300 microns in dimension (or in the case of a square—in length of a side) before they become visible to the naked eye. Thus, the micro-dots can be between 20 and 300 microns in dimension, though it is recognized that smaller dots may be used so long as reading the micro-dots is still possible. Similarly, larger dots may be used but may become conspicuous.
The description below includes an encryption methodology to encode the rank and suit of a playing card on the face of the playing card via micro-dots, thereby allowing an intelligent card dealing device to read and decode the encrypted rank and suit data as a card is drawn. The intelligent card dealing device is then capable of displaying the card information onto a game display board. In an embodiment, the location of the dot in a uniform grid is used as an encryption and such location determines the rank and suit of the playing card. However, this encoding technique—as will be described below—is merely exemplary, and it will be recognized that the possible encoding methods are unlimited. It will also be recognized that additional information besides rank and suit, such as the manufacturer, brand name, casino name, the table at which the game is played, the manufacture date and location, etc., can be encoded on a playing card via micro-dots.
In an embodiment, the assignment of micro-dot locations to the various cards may be determined using a random number generation. The random generation of the micro-dot locations allows for the possibility of designing unique codes so as to provide an extra level of security to the casino operators, though any system of assigning dot locations to specific card information could be used. An added level of redundancy may be applied by printing the dots at two locations on the face of the card, i.e., the corner opposite the location of the rank and suit displayed on the cards and the middle of the card face. Alternatively, the micro-dost may be provided in specific locations and order.
In one embodiment, a camera is provided for imaging the region of the playing card on which the dots are printed. An LED light source may be constantly illuminated when the shoe is powered on, though first and second card sensors (described below) can be used to trigger the LED light source to strobe, so as to illuminate the card face only when needed.
The imaging system may utilize mirrors to provide a periscoping effect in capturing the image. However, designs without mirrors are also feasible. Where such mirrors are used, (1) the angle of the mirror, (2) the optical path and (3) its apparent distortion of the micro-dot image should be considered when calculating the locations of and distances between the dots.
In one embodiment, 9 pixels (3×3) are sufficient to locate the micro-dots precisely with a camera having an image resolution of 640×480 pixels. With such a camera, an area of approximately 21×16 mm will be scanned. A series of decision criteria and/or filtering algorithms are used to isolate the micro-dots in the image. This filtering algorithm also helps to remove spurious objects in the image or region of interest. In playing cards, these spurious objects could be due to any or all of “scumming” (the splattering of ink during printing), card dust, or embedded fibres from the paper pulp.
The micro-dots can be located in the scan using a binary large object detection (“BLOB”) analysis. BLOB analysis generally attempts to detect points in an image that are darker than the surrounding. The factors used to isolate or identify the dots include: (1) a histogram of the pixel intensities in the image (used to remove the background); (2) the number of pixels in each object; (3) an aspect ratio of the objects between about 0.2 and 1.0, i.e., generally radially uniform (where aspect ratio=pixels in y dimension/pixels in x dimension); and (4) the location of binary objects within region of interest (with reference to expectations based on card registration and manufacturing tolerances). Generally, the largest four objects are selected, though it is recognized that where even smaller micro-dots are used, the dots may be smaller than surrounding imperfections.
Once the micro-dots are located in the image, the distance between the dots is measured in both the x and y directions. The distances are then used to decode the grid location of the dots. Alternatively, the specific location and order of the micro-dots are recorded, where the location are used to identify the playing cards.
2) Smart Peripherals—A Closed Loop Card Game System at the Table
The smart peripherals at the game table include an electronic shoe, a game controller unit and a discard rack. The card shoe is similar in form and fit to current electronic shoes, but the shoe is significantly different in turns of its components and its functionality. The nose of the shoe is equipped with a camera, mirrors and LED lighting to capture an image of the portion of the card that contains the micro-dot code. The shoe also has at least two sensors and a mechanical card gate in the nose of the shoe.
The actuation of the mechanical card gate can be accomplished using an electro-magnet (which helps open the gate) and a spring loaded system (which helps close the gate) or a rotational motor. Open gate implies that the card gate is down and cards can be pulled out of the shoe. Closed gate implies that the card gate is up and will prevent cards from being pulled out. The normal play of the game is identical to and based on the established rules of baccarat.
3) User Interface
The present invention can use a touch screen (as part of the game controller unit) for interface with the equipment.
In one embodiment described herein, the touch screen is approximately 5″×3″ which provides a large screen for viewing the graphical user interface (GUI) menu and the game outcomes. The interaction with the firmware/software is through a touch-sensitive screen (which can be a resistive touch screen or a capacitive touch screen). The GUI display can also be in color and can be customized for the casino and personalized for the user.
4) Version Control
In the present invention, necessary updates and upgrades to the firmware or software are accomplished through, for example, the use of a portable electronic storage devices. The manufacturer of the equipment ships such a storage device to the casino with the necessary upgrades. The casino or equipment administrator plugs the storage device into the game controller, and upon user authentication for security purposes, the necessary upgrades are automatically loaded into the equipment. This provides efficiencies in servicing the equipment with no or minimal down times and reduced labor costs to both the manufacturer and the customer.
5) Multi-Lingual
The graphical user interface (GUI) is configured or programmed such that the user can interact with the device in a language that is familiar to them. Programming to allow the system to display in any desired language may be provided.
6) Fault Tolerance
The dealing of cards in playing games at casino tables is mostly manual and therefore susceptible to errors. The present invention includes a mechanical card gate to minimize or eliminate some of these possible errors. The game controller controls the functionality of the card gate based on the game progress and the identification of the card values that are drawn from the shoe. Chiefly, the card gate prevents cards from being inadvertently pulled out of the shoe even after the game outcome is decided. Card overdraw, as this is called, is a common mistake at game tables and can unnecessarily disrupt the progress of the game at the table. The game controller also reminds the dealer to collect commissions when the game played at the table is Commission Baccarat.
7) Power-Over-Ethernet
The game controller has an integral Ethernet port and an input for regulated power supply. As is common with most electronic devices, power can be supplied to the game controller and the electronic shoe through either the Ethernet connection or through the regulated power supply. A switch allows the user to conveniently switch powering the device through regular power supply or by an Ethernet power supply provider. The Ethernet connection can also connect the shoe to a network, where the shoe can be controlled through a local area network or over the Internet.
8) Card Removal Limiter
The shoe can include a card removal limiter which can be used to prevent the removal of a playing card from the card dispensing portion of the shoe, or in the alternatively, provide a tactile indication to the dealer that a playing card should not be removed from the card dispensing portion of the shoe. The card removal limiter can be controlled by the controller and a operated in accordance with the rules of a card game, or in response to an action by the dealer.
The card removal limiter can be a card gate, which can be actuated between a closed (raised) and open (lowered) position. In a closed (up) position, the card gate is positioned to prevent the removal of a playing card from the shoe. In the open (down) position, the card gate is positioned to allow for the removal of a playing card from the shoe.
The card removal limiter can alternatively include a mechanism for requiring more force to remove a card from the shoe than would normally be required. The apparatus may increase the friction associated with removing a card from the shoe by selectively positioning a material with a high coefficient of friction in the path of a card as it is withdrawn from the shoe. Such a means for increasing the difficult of removing a card from the shoe may include rollers or simple pads past which a card must be drawn.
9) Virtual Cut Card
A virtual cut card may be used in combination with or instead of a standard cut card. A virtual cut card may alert a pit boss as to the impending need for new cards at a table. Alternatively, using a virtual cut card instead of a physical cut card removes player interaction with the deck, and decreases the down time of the table.
It should be understood that the present drawings are not necessarily to scale and that the embodiments disclosed herein are sometimes illustrated by graphic symbols, phantom lines, diagrammatic representations and fragmentary views. In certain instances, details which are not necessary for an understanding of the present invention or which render other details difficult to perceive may have been omitted. It should be understood, of course, that the present invention is not necessarily limited to the particular embodiments illustrated herein. Like numbers utilized throughout the various Figures designate like or similar parts or structure.
As can be seen in
The devices form an intelligent table game system 1 which offers a strong security to the game while enhancing the card dealer's experience at the table without affecting the entertainment to the players. The intelligent table game system 1 includes a shoe 10 having a card cradle 12 and a card dispensing portion 14. A cover is removeably positionable over the card cradle 12, limiting access to the cards. An alarm can be connected to the cover, providing notification when the cover is removed. Additionally, the cover can include a locking mechanism, preventing unauthorized access to the cards. The shoe 10 is connected to and in electrical communication with a game controller unit 50 via a cable 40. The game controller unit 50 may include a display 52. The cable may be a standard Ethernet cable, a USB cable, or any other cabling sufficient to allow communication between the shoe 10 and the game controller unit 50. The cable 40 allows the game controller unit 50 to be in data communication with the shoe 10 such that electronic information can be passed between the shoe 10 and game controller unit 50 via cable 40. The game controller unit 50 may also be incorporated into the shoe 10.
The shoe 10 holds playing cards 100, an example of which is shown in
The Playing Cards and Micro-Dots
As mentioned above, the present invention may utilize an encryption methodology to encode the rank and suit of a playing card 100 on the face of the playing card 100 via micro-dots 120, thereby allowing an intelligent card dealing shoe 10 to read and decode the encrypted rank and suit data as a card 100 is drawn from the shoe 10. The intelligent card dealing shoe 10 is then capable of displaying the card 100 information onto a display 52. In a preferred embodiment, the location of the micro-dots 120 in a uniform grid is used as an encryption and determines the rank and suit of the playing card 100. However, this encoding technique is merely exemplary, and it will be recognized that possible encoding methods are unlimited when using micro-dots 120. It will also be recognized that additional information besides rank and suit, such as the manufacturer, brand name, casino name, the table at which the game is played, the manufacture date and location, and other such information, can be encoded on a playing card 100 via micro-dots 120.
In an embodiment, the encryption method uses an 8×7 grid to locate the micro-dots. However, other grid dimensions may be equally effective. An 8×7 grid, with 56 possible grid locations, was identified to be the most compact design for the distribution of dots that represent the fifty two cards that make up a deck of playing cards. Each card is assigned at least one unique location on the 8×7 grid. The assignment of the dots to the various locations on the 8×7 grid may be determined using a random number generation. The random generation of the grid locations for the micro-dots allows for the possibility of designing unique codes so as to provide an extra level of security to the casino operators, though any system of assigning dot locations to specific card information could be used.
For the purposes of explaining the details of the encryption, a micro-dot size of 20 pixels will be used. However, the technique is not limited to this size or the spacing between the dots. An example assignment of the dots is presented in the exemplary lookup table 300 in
By printing a micro-dot 120 in each quadrant, a frame of reference is created. The distance between any detected micro-dot 120 and the micro-dot 120 in an adjacent quadrant can be utilized to determine one of the x-y coordinates. For example, in
As can be seen, only the micro-dot 120 in a single quadrant, along with the micro-dots in the two immediately adjacent quadrants are needed to determine the x-y coordinates. In the above example, quadrant four (418) was unused. However, adding the micro-dot 120 in the fourth quadrant adds a level of redundancy. Alternatively, a different frame of reference may be used so as to necessitate only a single micro-dot 120, such as actual x-y axes. However, it has been found that three or four micro-dots 120 are the most inconspicuous way to create a frame of reference.
However, when imaged, the micro-dots 120 may appear tilted, such as in
In these exemplary formulas, the size of the micro-dots 120 was preset at twenty pixels, while X12, Y12, and Y23 were calculated from the exemplary image in
In the above a Cartesian coordinate system is described. However, it is envisioned that other coordinate systems can be used, including, but not limited to, polar, cylindrical, or spherical coordinate systems.
In another embodiment, micro-dots 120 may encode information via other than coordinate systems, and may be deciphered by defining a specific sequence and quantity of dots that defines, for example, a binary number. Such dots 120 may be used to define specific locations in the code, the code perimeter or orientation of the code. For example, one or more arrays of micro-dots 120 may be used. In one embodiment, with a 6×4 array, the presence or absence of a micro-dot at each of the 24 locations within the array may encode the relevant information. Such an array may be any desired size, and more than one array may be used. As noted above, measurements may be taken from specific dots 120 to other dots 120 to determine location and size of dots 120.
More information than just rank and suit may be encoded, including but not limited to casino, manufacturer, date of manufacturer, color, card edition, card serial number, custom SKU, obsolescence date, or another manufacture authenticity code. Further, additional encoded information may assist with error-checking calculations and forward error correction calculations. As noted above, micro-dots 120 may be located in clear spaces of the card or may be positioned inside design features, and may appear on the front or back of the card.
In one embodiment, infrared taggant materials may be used within playing cards. Taggant materials can serve as a form of molecular encryption, such that they emit a specific chemical or electromagnetic signature when subject to a specific form of testing. Thus, various types of information may be encoded on the card via infrared taggant materials, such that the cards give off a detectable signature. Such IR taggant materials could be used in combination with or instead of micro-dots as an indicator to encode rank and suit information, or could be used simply to authenticate cards while in the shoe.
The Shoe and Game Controller Unit
In one embodiment, the light source 26 is constantly illuminated when the shoe is powered on. However, in other implementations, such as that shown in
The shoe 10 can include a card removal limiter which can be used to prevent the removal of a playing card 100 from the card dispensing portion 14 of the shoe 10, or in the alternatively, provide a tactile indication to the dealer that a playing card 100 should not be removed from the card dispensing portion 14 of the shoe 10. The card removal indicator can be controlled by the control and an operated in accordance with the rule of a card game, or in response to an action by the dealer.
Referring to
In another embodiment, the card gate 22 is actuated by a rotational motor. The rotational motor can be a bi-directional motor, where the gate is raised by a clockwise rotation and lowered by a counter clockwise to rotation
In an embodiment, the imaging system may utilize at least one mirror 30 to provide a periscoping effect in capturing the image. As shown in
With an image device 24 having an image resolution of 640×480 pixels, an area of approximately 21×16 mm will be scanned. Typically 9 pixels (3×3) are sufficient to locate each micro-dot 120 precisely. A series of decision criteria and/or filtering algorithms are used to isolate the micro-dots in the image. This filtering algorithm also helps to remove spurious objects in the image or region of interest. In playing cards these spurious objects could be due to any or all of “scumming” (the splattering of ink during printing), card dust, or embedded fibers from the paper pulp.
The micro-dots 120 can be located in the scan using a binary large object detection (“BLOB”) analysis. BLOB analysis generally attempts to detect points in an image that are darker than the surrounding. The factors used to isolate or identify the dots include: (1) a histogram of the pixel intensities in the image (used to remove the background); (2) the number of pixels in each object; (3) an aspect ratio of the objects between about 0.8 and 1.0, i.e., generally radially uniform (aspect ratio=pixels in y dimension/pixels in x dimension); and (4) the location of binary objects within region of interest (with reference to expectations based on card registration and manufacturing tolerances). Generally, the largest four objects are selected, though it is recognized that where even smaller micro-dots 120 are used, the dots may be smaller than surrounding imperfections. Additionally or in the alternative, the use of a colored light source 26 to contrast the color used for the micro-dots 120 may be used as described above to assist in locating the micro-dots.
As noted above, the shoe 10 is connected to a game controller unit 50.
In one embodiment of the game controller unit 50 described herein, display screen 52 is a 5″×3″ touch screen 52 (which can be a resistive touch screen or a capacitive touch screen) which provides a large area for viewing the GUI menu and the game outcomes. The GUI display 52 is can be in color and can be customized for the casino and personalized for the user. The screen 52 may be tilted at a slight twenty degree angle to the horizontal to allow for convenient viewing by the dealer, and to provide sufficient visibility to the eye-in-sky (surveillance) cameras at the casino. The graphical user interface (GUI) may also be configured or programmed such that the user can interact with the device in a language that is familiar to them. Programming to allow the system to display in any desired language may be provided.
As can be seen in
The dealing of cards in playing games at casino tables is mostly manual and therefore susceptible to errors. The current invention includes the above mentioned mechanical card gate 22 to minimize or eliminate some of these possible errors. The game controller unit 50 controls the functionality of the card gate 22 based on the game progress and the identification of the card values that are drawn from the shoe 10. Chiefly, the card gate 22 prevents cards from being inadvertently pulled out of the shoe 10 even after the game outcome is decided. Card overdraw, as this is called, is a common mistake at game tables and can unnecessarily disrupt the progress of the game at the table. The game controller unit 50 also reminds the dealer to collect commissions when the game played at the table is Commission Baccarat. Both of these features will be discussed in detail below, in connection with
In an embodiment, the card gate 22 is initially positioned in the closed position. This is the default position. When it is to be moved to the open position, the game controller unit 50 sends a trigger to an electro-magnet. The electro-magnet then pulls the card gate 22 down into the open position allowing cards 100 to be pulled out of the shoe 10. The card gate 22 is a small metallic piece that is located on either side of the nose 14 of the shoe 10 and is positioned so as to be covered by the face plate. Damping devices can be used to prevent any sounds during the operation of the card gate 22 so that it does not disrupt or provide unnecessary advantage to the players at the game table.
In another embodiment, the card gate 22 is initially positioned in the closed position. This is the default position. When it is to be moved to the open position, the game controller unit 50 sends a trigger to a rotational motor. The rotational motor rotates in a counter-clockwise direction moving the card gate 22 down into the open position allowing cards 100 to be pulled out of the shoe 10. To raise the card gate, the game controller unit sends a trigger signal not the rotational motor, which rotates in a clockwise direct, raising the gate.
In the above, the controller 50 is disclosed as being connected to the shoe 10 via a cable 40. However, it is contemplated that the controller 50 can be integrated into the shoe 10 itself or removable attachable to the shoe 50 itself. It is also contemplated that the controller 50 can be wirelessly connected to the shoe.
The System in Operation
Alternatively, with a manual burn (step 932), the game controller unit actuates the card gate to lower it at step 934, at which point a predetermined number of cards are drawn and “burned” at step 936, based on casino procedure. Once the game controller unit determines that the predetermined number of cards have been burned, the card gate closes at step 938 to prevent further cards from being drawn. At step 940, the system is ready for play and a button is pressed to start the game. Where no cards are burned (step 942), the system is immediately ready for play at step 944, and a button is pressed at step 946 to commence the game.
As will be understood, card gate 22 plays a role in ensuring the proper drawing of cards 100. However, an even more important task is the proper detection of micro-dots 120 and the proper determination of the rank and suit of the card drawn. As noted above, the micro-dot pattern may be printed in more than one region of interest 110, and each region of interest 110 may be imaged for redundancy. To effectuate such redundancy (as discussed in connection with
At step 1002, a card is drawn. At step 1004, the first card sensor senses the card as it is drawn out of the shoe, and triggers the imaging device to take a series of images at step 1006. At step 1008, the second card sensor senses the card as it is drawn further out of the shoe, and triggers the imaging device to take another series of images at step 1010. At step 1012, the images are transferred to the game controller unit.
At step 1014, the game controller unit selects the first image from the first series of images, and applies the applicable filters for locating the array of micro-dots at step 1016. At step 1018, a determination is made as to whether the array of micro-dots have been detected. Where the micro-dots have not been detected at step 1020, the game controller unit discards the image and selects the next image from the first series of images at step 1022, returning to step 1016 with the next image for the application of filters. This process repeats until the micro-dots are detected at step 1024. Once the micro-dots are detected, image analysis and decoding algorithms are applied at step 1026, and the card rank and suit are determined at step 1028.
Next, at step 1030, the game controller unit selects the first image from the second series of images, and applies the applicable filters for locating the micro-dots at step 1032. At step 1034, a determination is made as to whether the micro-dots have been detected. Where the micro-dots have not been detected at step 1036, the game controller unit discards the image and selects the next image from the second series of images at step 1038, returning to step 1032 with the next image for the application of filters. This process repeats until the micro-dots are detected at step 1040. Once the micro-dots are detected, image analysis and decoding algorithms are applied at step 1042, and the card rank and suit are determined at step 1044.
At step 1046, a determination is made as to whether the card rank and suit information determined from the first group of images agrees with the information determined from the second group of images. Where the information from the two sets of images does not agree at step 1048, a card read error is returned at step 1050. However, where the information does agree at step 1052, the game controller unit determines that the card value has been accurately decoded at step 1054.
At this point, two processes occur simultaneously. In the first, the shoe is monitored for card reversal. This monitoring process can occur continuously while a card is being drawn from the shoe. In practice, when the first card sensor no longer detects the card at step 1210, at step 1212 a signal is sent to the game controller unit to indicate that the card removal has continued (i.e., that the card has been pulled out of the shoe to the point that it has passed completely by the first card sensor). However, if the first sensor thereafter again detects the presence of the card at step 1214 while the second sensor still indicates that the card is present (i.e., that the card was never fully pulled from the shoe and is being returned into the shoe), an alarm is triggered to indicate card reversal at step 1216. Such a situation would occur when a dealer begins to pull the card out of the shoe, and then attempts to return it back into the shoe improperly. As this may suggest cheating (i.e., that the dealer is trying to show the value of the card to an accomplice playing at the table before actually drawing the card for play), the game is then stopped at step 1218.
A card reversal error may also occur where the first and second card sensors cease to indicate that a card is present (suggesting that the card has been fully removed from the shoe), after which the second card sensor begins to detect the presence of a card before the first card sensor detects the presence of a card. Such a series would suggest that the withdrawn card is being placed back into the shoe, which would similarly create a card reversal issue. Conversely, once the first and second card sensors cease to indicate that a card is present, the first card sensor May thereafter detect the presence of a card without a problem. This would merely suggest that a new card is being withdrawn from the shoe. Thus, the second card sensor can indicate a full card exit and completion of the card removal process.
Simultaneously with the card reversal monitoring process described above, at step 1220 the imaging sensor takes a second series of images due to the second card sensor's detection of the presence of a card at step 1208. The images are transmitted to the game controller unit at step 1222. At step 1224, the first image from the first series of images is selected, and at step 1226 filters are applied in order to analyze the image. At step 1228, a check is made to determine whether the micro-dots have been detected in the image. If the micro-dots have been detected at step 1230, image analysis techniques and decoding algorithms are applied to the image at step 1232 (see
Where the micro-dots are not detected at step 1238 (see
However, where there are no remaining images from the first series of images at step 1246, the process moves on to the first image in the second series of images at step 1248 (see
Where the micro-dots are not detected at step 1262, a check is performed to determine if there are any remaining images from the second series which have yet to be analyzed at step 1264. Where there is at least one additional image from the second series at step 1266, the game controller unit moves on to the next image at step 1268 and the process returns to step 1250 to apply filters for analysis of the next image.
However, where there are no remaining images from the second series of images at step 1270, a card read error has occurred at step 1272. Indeed, in the embodiment as shown in
If, at step 1114, the game cannot yet be decided (step 1134), a third card is dealt to the player and the rank is determined by the game controller unit. Based on the known ranks of the cards dealt, the game controller unit again determines if the game can be decided at step 1138 according to the normal rules of Baccarat. If the game's outcome can be decided at step 1140, the game controller unit causes the card gate to close such that no more cards may be dealt at step 1142. This can again serve as notice to the dealer that the game is over, even where the dealer mistakenly believes otherwise. Once the dealer presses a button to display the results at step 1144, the game controller unit determines whether a commission is to be collected at step 1146. If so, the commission is collected and the dealer presses a button to again display the results at step 1152. This also resets the game, preparing the shoe for another hand, and the game controller unit therefore opens the card gate at step 1154.
If, at step 1138, the game cannot yet be decided (step 1156), a third card is dealt to the banker at step 1158, and the rank is determined by the game controller unit. Based on the known ranks of the cards dealt, the game controller unit again determines the outcome of the game according to the normal rules of Baccarat. The game controller unit then causes the card gate to close such that no more cards may be dealt. This can again serve as notice to the dealer that the game is over, even where the dealer mistakenly believes otherwise. Once the dealer presses a button to display the results at step 1160, the game controller unit determines whether a commission is to be collected at step 1162. If so, the commission is collected and the dealer presses a button to again display the results at step 1168. This also resets the game, preparing the shoe for another hand, and the game controller unit therefore opens the card gate at step 1170. Where no commission is to be collected at step 1164, the game controller unit similarly opens the card gate at step 1166 to prepare for another hand.
In the above embodiment, the card gate is automatically controlled by the rules of the game. A noted above, when the outcome of the game is decided, the game controller unit causes the card gate to close such that no more cards may be dealt at step. This can serve as notice to the dealer that the game is over, even where the dealer mistakenly believes otherwise—when the dealer reaches for another card, the shoe prevents same from being dealt. Alternatively, the card gate can be controlled by the dealer's action. When the outcome of the game is decided, the game controller unit notes that the game has come to an end. If the dealer tries to draw a card after the outcome has been determined, the game controller sends a signal to raise the card gate, preventing the removal of any more cards. Once the dealer presses a button to display the results at step 1144, the game controller unit rests the game, and lowers the card gate is it was raised.
In another embodiment of the card removal limiter as shown in
For example, as shown in
As shown in
It is recognized that other structures may be used to lock the friction pad 1330 into position. Alternatively, the friction pad 1300 may be biased toward its retracted position below the card travel surface 1320 of the shoe 1300. In such an embodiment, a mechanism (including but not limited to a rotational solenoid 1340) may be used to selectively lift the friction pad 1330 above the card travel surface 1320 only as desired.
In another embodiment as shown in
Increasing the difficulty of a card pull can be used to signal the dealer that an in-game situation has occurred, or to act as a reminder to the dealer to take some action prior to pulling the next card. For example, an in-game situation such as a winning hand may be detected, and the mechanism which causes the next card pull to be more difficult engages. This would alert the dealer to the fact that the current game should have ended, and that pulling the next card may be inappropriate. The card pull difficulty may also be combined with audible and/or other tactile signals. The mechanism may be controlled by a controller built into the shoe, or may be controlled remotely. Additionally, the mechanism may engage to remind the dealer to collect bets, to check for bet placement, etc.
Alternatively, the card pull difficulty may be tied to logic other than game status/outcome logic. For example, a card in the shoe may be detected to be an unauthenticated card. The shoe may cause the pulling of such card to be more difficult than usual, so as to quietly alert the dealer of a potential problem or attempt at cheating. In another example, as the number of cards remaining in the shoe decreases, at some point it becomes necessary to reload the shoe with cards. The card pull difficulty mechanism may be in communication with an apparatus for monitoring the number of cards remaining in the shoe, and may make a card pull more difficult once the number of remaining cards reaches a predetermined minimum threshold. Thus, the dealer would be prompted by an unexpectedly difficult card pull to signal for more cards and/or refill the shoe.
In order to detect when the last cards in a shoe are approaching, a virtual cut card may be employed in addition to or as a replacement for a standard cut card. The virtual cut card may be “detected,” for example, based on a predetermined condition which indicates that the virtual cut card—if it physically existed—would have reached the front of the shoe. For example, the predetermined condition may be based upon the number of cards dealt from the shoe, or based on the volume of cards remaining in the shoe, or on the position of the last cards in the shoe. Thus, no actual cut card exists, and the term virtual cut card is merely representative of a specific point in the deck.
For example, when using a virtual cut card in connection with a physical cut card, the virtual cut card may be “positioned” well earlier than the physical cut card. When the virtual cut card is detected, the mechanism for increasing the difficulty of a card pull and/or a card gate for preventing a card pull is/are engaged. This alerts the dealer to the fact that a pit boss should be notified to the impending need for more cards (which may occur automatically). Thus, the pit boss is given additional time to retrieve and deliver the new cards to the table. Ideally, the pit boss would arrive with the new cards at approximately the same time that the physical cut card is encountered, so that the shoe can be refilled without significant down time.
Alternatively, a virtual cut card may be used instead of a physical cut card, and may alert the dealer that the shoe needs to be immediately refilled by making a card pull more difficult or impossible. By removing the physical cut card, dealers don't have to go through the standard procedure of allowing one of the players at the table to place the cut card into the deck. This saves time, and enhances security by removing an opportunity for players to interact with the cards. Additionally, a virtual cut card would not be visible and could be randomly “placed” within the deck without the players being able to see it. Therefore, players would have a more difficult time counting cards in some circumstances.
In the above embodiment, the virtual cut card is used to determine when the approaching end of the deck of the cards in the shoe. However, it is also contemplated that the card shoe 10 can include a card counter. The card counter counts the number a cards dealt, and notifies the dealer of the approaching end of the deck of cards in the shoe 10. Upon such notification, the shoe is refilled.
It is believed that an intelligent table game system will be understood from the foregoing description, and it will be apparent that various changes may be made in the form, construction and arrangement of the elements without departing from the spirit or scope of the invention, and that the embodiments described above are merely exemplary in nature and not intended to define the limits of the invention or narrow the scope beyond that described above.
Many changes, modifications, variations and other uses and applications of the present constructions will, however, become apparent to those skilled in the art after considering this specification and the accompanying drawings. All such changes, modifications, variations and other uses and applications which do not depart from the spirit and scope of the invention are deemed to be covered by the invention which is limited only by the claims which follow. The scope of the disclosure is not intended to be limited to the embodiments shown herein, but is to be accorded the full scope consistent with the claims, wherein reference to an element in the singular is not intended to mean “one and only one” unless specifically so stated, but rather “one or more.” All structural and functional equivalents to the elements of the various embodiments described throughout this disclosure that are known or later come to be known to those of ordinary skill in the art are expressly incorporated herein by reference and are intended to be encompassed by the claims which follow.
Filing Document | Filing Date | Country | Kind |
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PCT/US2013/023786 | 1/30/2013 | WO | 00 |
Number | Date | Country | |
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61592224 | Jan 2012 | US |