WO1999043404A9 - Card dispensing shoe with scanner apparatus, system and method therefor - Google Patents
Card dispensing shoe with scanner apparatus, system and method thereforInfo
- Publication number
- WO1999043404A9 WO1999043404A9 PCT/US1999/004025 US9904025W WO9943404A9 WO 1999043404 A9 WO1999043404 A9 WO 1999043404A9 US 9904025 W US9904025 W US 9904025W WO 9943404 A9 WO9943404 A9 WO 9943404A9
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- card
- player
- game
- playing
- playing cards
- Prior art date
Links
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F1/00—Card games
- A63F1/06—Card games appurtenances
- A63F1/14—Card dealers
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/24—Electric games; Games using electronic circuits not otherwise provided for
- A63F2009/2401—Detail of input, input devices
- A63F2009/2411—Input form cards, tapes, discs
- A63F2009/2419—Optical
- A63F2009/2425—Scanners, e.g. for scanning regular characters
Definitions
- This invention relates to improvements in card dealing apparatus, methods and systems and, more particularly, to an apparatus method and system involving a shoe used to hold a deck of cards which allows the card values to be identified by an integral scanner as the cards are dealt one-by-one from the shoe, with the resulting information being supplied to a computer system and software which identifies card count systems or strategies employed by the players receiving cards from the shoe.
- Shoes used for delivering cards have been known and used for a number of years in the past.
- one or more decks of cards are placed in an opening at the top of the shoe during the play of a particular card game such as "21 " or "Blackjack" and the shoe is situated near a dealer's station at a card game table.
- the dealer feeds the cards for delivery to the players at the card game table by manually engaging and forcing the top card of the deck through a feed slot at the front of the shoe.
- the top card of the deck is then pulled from the deck and delivered or dealt to a game player.
- a series of cards are delivered, one-by-one, to the players of the card game at the card game table until the players all have the requisite number of cards to play the game.
- the shoe is in the view of the dealer and the game players, and neither the players nor the dealer are aware of any of the cards value or suit since they are placed face down in the shoe and are not observable while the cards are in the shoe.
- shoes of this type are adequate for delivering cards one-by-one to game players of a card game, there is room for improvement, especially if there are to be checks made on the play of the game to assure that the cards are not being counted or tracked by professional card count system counters, or that other activities are not being pursued which would affect the profit margin of the casino or the gaming location where the card game is being played.
- Edward O. Thorp's book "BEAT THE DEALER - A WINNING
- casinos changed the rules of the game, so that the rules were less favorable to the players. For example, the casinos reduced the deck penetration (the percentage of the deck dealt to the players before shuffling) for twenty-one or Blackjack games, from one- hundred-percent, (100%), to as little as fifty-percent, (50%) deck penetration.
- Deck penetration the percentage of the deck dealt to the players before shuffling
- 50% deck penetration the percentage of the deck dealt to the players before shuffling
- Today it is rare to see any casino using hand decks to deal the game of twenty-one on more than fifty-percent of its twenty-one games and many casino's only deal the game of twenty-one from shoes containing multiple decks of playing cards.
- a casino's "Theoretical Win” or house advantage, for the game of twenty-one is normally projected at one-percent, (1%), of the total amount of money bet by the players during the course of the play.
- a twenty-one player who plays one or more of the published basic strategies at a proficiency of one-hundred-percent, (100%) will reduce the casino's "Theoretical Win” to approximately one-half-percent, (0.5%), and a twenty- one player who plays one or more of the published card count systems at a proficiency of one-hundred-percent, (100%), can obliterate the casino's "Theoretical Win” by reducing it to a negative percent, or an advantage to the highly skilled card counting player that may range from approximately one-half-percent, (0.5%), to more than three percent, (3%).
- Casinos use the "Theoretical Win” to calculate each casino's projected win, or earning potential, from each individual twenty-one player who, in theory, usually makes random strategy and betting decisions during the play of the game. Each player's projected earning potential is then broken down into the player's projected loss per hour, day, or trip to the casino, and each player's complimentary value or complimentary equivalency.
- a casino twenty-one player's or customer's complimentary equivalency is identified as a percent, usually fifty-percent (50%), of the customer's earning potential, or customer's projected loss to the casino.
- a casino twenty-one player or customer's complimentary equivalency is further identified as the maximum dollar value of gratuities, (free room, food, beverages, and etc.), that a casino determines it may grant to a customer and still generate a profit to the casino from that customer.
- the above Theoretical Win per trip can also be converted to an average daily or hourly value:
- a twenty-one players playing strategy proficiency at one or more basic strategies and card count systems programmed into the software application can be accurately determined by having the computer program compare each players playing strategy decisions to the recommended true count decision indices for each of the card count systems, and the recommended decision indices for each players hand total for each of the basic strategies programmed into the software.
- Each players betting proficiency for each of the card count systems programmed into the software can also be determined by comparing the players increase or decrease in his/her bets relative to each card count systems true count for the deck(s) being dealt at the beginning of each round prior to the delivery of the first card to the players for the current game round to be played. (No betting strategy proficiency is calculated for any basic strategy.
- a basic strategy system does not include or calculate a running or true count, or recommend a specific betting unit to be bet for any specific round during the course of the play of the game as card count systems do.)
- the present invention has the advantages of allowing the dealer of the game, who has an unobstructed view of the game cards and the bets made by the game players, to record each player's playing strategy decisions: Insurance, Surrender, Stand, Double Down, and Split (Hit decisions are recorded by the CPU) and the amounts bet on each player's hand for the current round, (the dealer can, if necessary, physically reach out and count the gaming chips or cash money bet on a hand to identify and record during real time the exact amount of the bet made for each hand or seat for the current game round), and the shoe's scanner, transmitting the value of the cards dealt to each player's hand to the CPU's software program as the cards are removed from the shoe, will eliminate those errors currently experienced by "21" evaluation program data entry operators who manually input the game card values; i.e.
- the present invention will provide a innovative means for calculating each twenty-one player's "True Worth", or real earning potential and complimentary equivalency, based on each player's advantage or disadvantage over the house when playing one or more basic strategies, or card count systems at a specific proficiency.
- the primary object of the present invention is to provide an improved shoe apparatus, method and system for delivery and tracking of cards from one or more decks of playing cards situated in the shoe wherein the shoe has a scanner for scanning the value and suit of the cards as they are delivered one-by-one by the dealer out of the shoe to the game players of a card game whereby the trend of the game and the skill of the players in playing the game cards, relative to a twenty-one or Blackjack basic strategy or card count system, can be sensed and determined by analyses of the cards removed from the deck and the play of the cards so that winning tactics used by one or more game players can be identified and remedied by appropriate action such as a change in the rules of the game, a reduction in the deck penetration or the amount of cards dealt from the shoe before shuffling, and/or imposing betting restrictions on individual players of the game and etc.
- Another object of the present invention is to provide a casino, during real time, with an improved apparatus, method, system and means of identifying and recording, with one-hundred-percent, (100%), accuracy, a twenty-one player's strategy skills, his/her betting skills, and the precise amounts each individual twenty-one player bets each hand during the course of a game, thereby allowing the casino to use actual dollar amounts bet per player when using the "Theoretical Win", to calculate each player's earning potential and complimentary equivalency.
- Still another object of the present invention is to provide an improved apparatus, method and system for calculating each twenty-one player's "True Worth", or real earning potential and complimentary equivalency, based on each player's advantage or disadvantage over the house when a player is identified as playing one or more basic strategies, or card count systems at a specific proficiency.
- an apparatus, system and method which provides an improved shoe for delivery and tracking of cards from one or more decks of playing cards situated in the shoe wherein the shoe has a scanner for scanning the value and suit of the cards as they are delivered one-by-one by the dealer out of the shoe and to the game players of a card game.
- the present invention provides an apparatus, system and method whereby the trend of the game and the skills of each of the players in playing their game cards, relative to a basic strategy or card count system, can be sensed and determined by analyses of the cards removed from the deck and the play of the cards by each player so that winning tactics used by one or more game players can be ascertained and appropriately remedied.
- the present invention provides a casino, during real time, with an improved apparatus, method, system and means of identifying and recording, with one- hundred-percent, (100%), accuracy, a twenty-one player's strategy skills, his/her betting skills, and the precise amounts each individual twenty-one player bets each hand during the course of a game thereby allowing the casino to use actual dollar amounts bet per player when using the "Theoretical Win" to calculate each player's earning potential and complimentary equivalency.
- the present invention provides an apparatus, method and system for also calculating each twenty-one player's "True Worth", or real earning potential and complimentary equivalency, based on each player's advantage or disadvantage over the house when playing one or more basic strategies, or card count systems at a specific proficiency.
- the above features of the present invention are achieved with the improved apparatus, method and system which utilizes a card dispensing shoe with scanner and it's associated software which enable the card dealer when dealing the game from a card dispensing shoe with scanner preferably placed on a game table where the twenty-one game to be evaluated by the software is being played, to use one or more keyboard(s) and/or LCD displays coupled to the shoe to identify for the computer program the number of the active player's seats, or active players, including the dealer's position relative thereto and their active play at the game table during each game round dealt from the shoe.
- keyboards and LCD displays are also used to enter other data relevant to each seat's, or player's, betting and/or decision strategies for each hand played.
- the data is analyzed by a computer software program designed to evaluate the strategy decisions and betting skills of casino twenty-one, or blackjack players playing the game of blackjack during real time.
- the evaluation software is coupled to a central processing unit (CPU) or host computer that is also coupled to the shoe's keyboard(s) and LCD displays.
- CPU central processing unit
- the dealer using one or more keyboard(s) attached to or carried by the shoe, or a keyboard(s) located near the dealer is able to see and record the exact amount bet by each player for each hand played for the game to be evaluated.
- the optical scanner coupled to the CPU reads the value of each card dealt to each player's hand(s) and the dealer's hand as each card is dealt to a specific hand, seat or position and converts the game card value of each card dealt from the shoe to the players and the dealer of the game to a card count system value for one or more card count systems programmed into the evaluation software.
- the CPU also records each players decision(s) to hit a hand, and the dealer's decision to hit or take another card when required by the rules of the game, as the hit card is removed from the shoe.
- the dealer uses one or more of the keyboards and LCD displays carried by the shoe to record each player's decisions(s) to Insure, Surrender,
- Stand, Double Down, or Split a hand When the dealer has an Ace or a Ten as an up-card, he/she may use one or more of the keyboards to prompt the computer system's software, since the dealer's second card, or hole-card, which is dealt face down, has been scanned and the game card value thereof has been imported into the computer systems software, to instantly inform the dealer, by means of one or more of the shoes LCDs, if his/her game cards, or hand total, constitutes a two-card "21" or "Blackjack".
- the accuracy of the data input to the evaluation software program by this means cannot be duplicated using any type of prior art or VCR recording of a twenty-one game previously played and recorded, or currently in progress.
- a card playing system for playing a card game which includes a card delivery shoe apparatus for use in dealing playing cards to at least one player for the playing of the card game
- housing means having a chute for supporting at least one deck of playing cards for permitting movement of the playing cards one at a time through the chute, the housing means having an outlet opening that permits the playing cards of the deck to be moved one-by-one out of the housing means during the play of a card game
- card scanning means located within the housing means for scanning indicia located on each of the playing cards as each of the playing cards are moved out from the chute of the housing means and for providing an output indicative of at least one of a card value of each of these playing cards and a suit designation for each of these playing cards
- means for receiving the output of the card scanning means for identifying each of the playing cards received by each player from the shoe apparatus
- a playing table coupled to the card delivery shoe apparatus and having at least one keypad means located thereon for permitting at least one player to select at least one of various card
- a card playing system for playing a card game which includes a card delivery shoe apparatus for use in dealing playing cards to at least one player for the playing of the card game
- housing means having a chute for supporting at least one deck of playing cards for permitting movement of the playing cards one at a time through the chute, the housing means having an outlet opening that permits the playing cards of the deck to be moved one-by-one out of the housing means during the play of a card game
- card scanning means located within the housing means for scanning indicia located on each of the playing cards as each of the playing cards are moved out from the chute of the housing means, means for receiving the output of the card scanning means for identifying each of the playing cards received by each player from the shoe, for evaluating information relative to each player's received playing cards and their values with information as to playing tactics used by each player relative to the values of the received playing cards, and for combining all of this information for identifying each player's playing strategy, and a playing table coupled to the card delivery shoe apparatus and having at least
- a card playing system for playing a card game which includes a card delivery shoe apparatus for use in dealing playing cards to at least one player for the playing of the card game
- housing means having a chute for supporting at least one deck of playing cards for permitting movement of the playing cards one at a time through the chute, the housing means having an outlet opening that permits the playing cards of the deck to be moved one-by-one out of the housing means during the play of a card game
- card scanning means located within the housing means for scanning indicia located on each of the playing cards as each of the playing cards are moved out from the chute of the housing means, means for receiving the output of the card scanning means for identifying such of the playing cards received by each player from the shoe apparatus, for evaluating information relative to each player's received playing cards and their values with information as to betting tactics used by each player relative to playing cards previously dealt out from the shoe apparatus providing card count information, and for combining all of this information for identifying each player's card count strategy, and a playing table coupled to the
- a card playing system for playing a card game which includes a card delivery shoe apparatus for use in dealing playing cards to at least one player for the playing of a card game
- housing means having a chute for supporting at least one deck of playing cards for permitting movement of the playing cards one at a time through the chute, the housing means having an outlet opening that permits the playing cards of the deck to be moved one-by-one out of the housing means during the play of a card game
- card scanning means located within the housing means for scanning indicia located on each of the playing cards as each of the playing cards are moved out from the chute of the housing means, means for receiving the output of the card scanning means for identifying each of the playing cards received by each player from the shoe apparatus, for evaluating information relative to each player's received playing cards and their values with information as to playing tactics used by each player relative to the values of the received playing cards, for combining use of all of this information for identifying each player's playing strategy, and for also identifying each player's card count
- Fig. 1 is a vertical section taken along line 1-1 of Fig. 3.
- Fig. 2 is a close-up enlarged view of a portion of Fig. 1.
- Fig. 3 is a top plan view of the Card Dispensing Shoe with Scanner of this invention.
- Fig. 4 is a front elevation view of the shoe of Fig. 3, showing the delivery under the shoe.
- Fig. 5 is a front vertical section taken along line 5-5 of Fig. 3.
- Fig. 6 is one embodiment of the system block diagram of the shoe electronics.
- Fig. 7 is a schematic view of a 3-layer feed forward multi-layer perceptron.
- Fig. 8 is a schematic view of the feed forward neural networks for card suit identification.
- Fig. 9 is a schematic view of the feed forward neural networks for card value identification.
- Fig. 10 is a side view of another embodiment of the shoe with an external CPU, and alternative keyboards and LCD displays.
- Fig. 11 is a top view of the alternative shoe of Fig. 10.
- Fig. 12 is a rear end elevational view of the alternative shoe of Fig. 10.
- Fig. 13 is a top view of a game table with embedded game keyboards illustrating an additional embodiment of the present invention.
- Fig. 14 is a detailed view of the Call-21 game keyboard embedded in the game table.
- Fig. 15 is a detailed enlarged view of the kevboard 60 and LCD display 62 shown in Fig. 1, 3 and 6.
- Fig. 16 is a detailed enlarged view of the keyboard 80 shown in Fig. 10.
- Fig. 17 is a detailed enlarged view of the keyboard 81 and LCD display 82 shown in Fig. 10.
- Fig. 18 is a detailed enlarged view of the keyboard 84 and LCD display 87 shown in Fig. 10.
- Fig. 19 is a view of the Deck Status Report printed by the software.
- FIGs. 1-5 The Card Dispensing Shoe with Scanner Apparatus, System and Method is shown from different aspects and Figs. 1, 2, and 5 are depicted in cut away views.
- the card delivery shoe (shoe 10 hereinafter) is formed of a container or housing 12 which has a lower surface 14 (Figs. 1 & 4) designed to rest and be supported on a game table or other flat surface.
- the shoe 10 is a conventional card game shoe in that it has a means for supporting a deck or decks of playing cards (deck 16 hereafter) (Fig. 1) in a chute 16a (Figs. 1 & 3).
- the shoe 10 has an optical sensor or scanner 41 (Figs. 1, 2 & 4) which is adapted and positioned to determine the card value and the suit of each card as the card dealer slides each card down and out of the chute 16a through the slot 22 (Fig. 5) at the front of the shoe 10.
- the optical sensor 41 (Fig. 1, 2 &
- FIG. 1, 2 is illuminated with a lamp or bulb 42 (Figs. 1, 2 ).
- a typical optical sensor to be used as a scanner is a "charge mode" 128x1 integrated opto-sensor made by Texas Instruments, part no. TSL215.
- the optical sensor 41 (Figs. 1, 2 & 4) used to scan the images of the playing cards is coupled to a neural network (Figs. 7, 8 & 9) trained to recognize and identify the suit and game card value of each of the playing cards from the deck 16 that are scanned by the opticai sensor 41 (Figs 1. 2 & 4).
- the shoe 10 can be made to hold many decks 16 of playing cards, though typically the number of decks 16 is between one to eight decks 16 of playing cards.
- a transparent window (not shown) can be provided on the right side of the shoe 10 along the chute 16a to provide a visual indication of the approximate amount of cards left in the deck 16 being dealt from the shoe 10.
- Each card deck 16 is placed face down into the open top of the shoe 10 on a 45 degree chute 16a which slopes forwardly.
- a hollow wedge-shaped block housing containing a heavy stainless steel roller (not shown), measuring the full width of the chute 16a, is placed behind the decks of cards 16 to force the cards forwardly down the chute 16a and flush against a retainer 26 (Figs.
- the slot 22 (Fig. 3 & 4) may or may not be covered by a door or brush (not shown) located in the slot 22 (Figs. 3 & 4).
- a start frame sensor 65 (Fig. 4).
- a stop frame sensor 40 (Fig. 4).
- a game-round, start button 63 (Figs. 1, 3 & 4) and a deck 16 load switch 32 (Figs. 1 & 3).
- start button 63 Located adjacent to the game-round, start button 63 is a deck penetration alert light 47 (Figs. 1, 2, 3 & 4).
- a magnetic card reader 50 (Fig. 1) having a slot 52 (Figs. 1 & 3).
- a customer-tracking-card 15 (Figs. 1 & 3) may be utilized with the magnetic card reader 50 (Figs. 1 & 6).
- a main power cable 56 (Figs. 1 & 3), and a Local Area Network (LAN) Port 45 (Fig. 6).
- a LCD (liquid crystal display) display 62 (Figs. 1 & 3), and a keyboard 60 (Figs. 1 & 3). Details of the layout of the keyboard 60 and LCD display 62 combination are shown in Fig. 15.
- a Central Processing Unit or CPU 34 located in the empty space in the base of the shoe 10 is a Central Processing Unit or CPU 34 (Figs. 1 & 5).
- the bottom 14 (Figs. 1 & 4) of the shoe 10 may be transparent to allow visual inspection of the internals.
- the CPU 34 (Figs. 1 & 5) is coupled to and interacts with the following: the optical sensor 41 (Figs. 1, 2 & 4), the start frame sensor 65 (Fig. 4), the stop frame sensor 40 (Fig. 4), the game-round, start button 63 (Figs. 1, 3 & 4), the load switch 32 (Figs. 1 &
- the deck penetration light 47 (Fig. 1, 2, 3, & 4)
- the magnetic card reader 50 (Fig. 1)
- the LCD (liquid crystal display) keyboard display 62 (Figs. 1 & 3)
- the alpha-numeric keyboard 60 (Fig. 1 & 3).
- the CPU 34 Central to the diagram is the Central Processing Unit or CPU 34.
- the CPU 34 is coupled to the following: the optical sensor 41 via an analog-to-digital converter (A D) 75, the start frame sensor 65, the stop or end frame sensor 40, the game-round, start button 63, the load switch 32, the deck penetration light 47 (Fig. 1, 2, 3, & 4), the magnetic card reader 50, the magnetic card reader input 52 the magnetic card reader slot, the LCD (liquid crystal display) keyboard display 62, and the alpha-numeric keyboard 60.
- the CPU 34 is also coupled to a host computer 74.
- the host computer 74 is coupled via a Local Area Network (LAN) Port 45 to the CPU 34.
- LAN Local Area Network
- host computer is used in a generic sense herein. Those skilled in the art will recognize that the host computer 74 may be a single computer coupled to the CPU 34 via standard LAN technology, but may also be a computer network comprised of one or more computer network servers or computers, ranging from personal computers up to and including main frame systems.
- the CPU 34 processes the input/output data to and from the keyboards, LCD displays and other components that make up the present invention's system's hardware.
- the CPU 34 operation is controlled and monitored by any desired custom designed computer software.
- the CPU 34 may call the software from an attached hard drive unit (not shown), or if coupled to a LAN system may call the software from the LAN servers or host computer 74.
- FIG. 10 Another embodiment of the present invention, the card dispensing shoe with scanner, apparatus, system and method, is shown in Figs. 10, 11 & 12 and is broadly denoted by the numeral 76.
- a CPU such as CPU 34 in Figs. 1, 5 & 6) may be internal to shoe 76 (internal CPU not shown) or may be an external CPU 79 as shown.
- the external CPU 79 may be either a custom designed CPU, or an off-the-shelf CPU may be utilized.
- the external CPU 79 is coupled to the shoe 76 via an Input/Output Port (I/O Port) 93 (Fig. 12) which in turn couples the external CPU 79 to the shoes components as sub-systems or function blocks previously discussed.
- this embodiment may also have the CPU (internal or external) connected to a LAN network and/or server system.
- the keyboard 60 and keyboard LCD display 62 (Figs. 1 & 3) at the rear of the shoe 10 (Figs. 1 &3) in the first embodiment of the card dispensing shoe with scanner have been removed and replaced with expanded function keyboards and LCD displays as described below.
- These expanded keyboards and LCD displays provide more diverse functions to be performed with the present invention.
- These expanded function keyboards and LCD displays include: keyboard 89 (Figs. 10, 11 & 12) and the segmented LCD displays 90 (Fig. 12) on the rear of the shoe 76; detachable keyboard 81 (Figs. 10 & 17), LCD display 82 (Figs. 10 & 17), and detachable keyboard 80 (Fig.
- a detachable keyboard 84 and LCD display 87 (Figs. 10, 11 & 18) combination preferably held upon a rack 83 (Figs. 10 & 11) preferably attached to the bottom of the outside wall of the shoe 76, extending upward at an angle.
- the additional keyboards and LCD displays are coupled to either the internal CPU (not shown) or the external CPU 79.
- a customer-tracking-card as previously mentioned is preferably utilized in this embodiment of the present invention, and is inserted into the magnetic strip reader slot 77 (Figs. 10 & 11).
- the game-round start button 63 (Figs. 1, 3 & 4) has been repositioned in the embodiment of Figures 10 and 11 to become a part of keyboard 81 (Figs. 10 & 17), and Keyboard 84 (Figs. 10, 11, and 18) as depicted by the End-Mode-Stand- Advance-Round key 86.
- the penetration light 47 (Fig. 10) of the first embodiment (Figs. 1, 2, 3, 4 & 11) is also used in the embodiment of Figs. 10, 11, and 12, but has been moved to the forward end of a side of the shoe 76.
- a standard 101 key personal computer keyboard such as is supplied with a standard off-the-shelf personal computer such as CPU 79 may be coupled directly to CPU 79 and used in combination with the shoe 76, and keyboard 80 (Figs. 10 & 16), keyboard 81 (Figs. 10 &17), keyboard 84 (Figs. 10, 11 and 18), and keyboard 89 (Fig. 12).
- the CPU 79 processes the input/output data to and from the keyboards, LCD displays and other components that make up the present invention's system hardware.
- the CPU 79 operation is controlled and monitored by any desired custom designed computer software.
- the CPU 79 may call the software from an attached hard drive unit (not shown), or if coupled to a LAN system may call the software from the LAN servers or host computer.
- FIG. 13 a typical six player game table 94 as used for playing the games of Blackjack or Twenty-One is depicted.
- Set at each players seat is a keyboard/LCD display combination embedded in the game table surface.
- These keyboard/LCD displays are used to play an interactive computer game at the same time, and in conjunction with the main game of twenty-one being played at the table 94.
- These keyboard/display combinations are each referred to as "Call 21" keyboards 96.
- a large electronic digital display 98 is placed near the dealer's station at the game table 94 in such a position as to display the dollar amount of any "Call 21" game credits purchased or cashed out to the "Call 21" game players and to the game supervisors; and other information relevant to the play of the game.
- FIG. 14 the key layout of each
- the CPU 79 (Fig. 10) (or CPU 34 of Figs. 1 & 6) processes the input/output data to and from the keyboards, LCD displays and other components that make up the embodiment of the present invention's system comprising the "Call 21" hardware, see Fig. 1-6.
- the CPU 79 (Fig. 10) operation is controlled and monitored by any desired custom designed "Call 21" computer software.
- the CPU 79 (Fig. 10) may call the "Call 21 " software from an attached hard drive unit (not shown), or if coupled to a LAN system may call the "Call 21" software from the LAN servers or a host computer.
- a card dispensing shoe with scanner apparatus, system and method includes a software program designed to evaluate the strategy and betting skills of casino blackjack players and to calculate each players earning potential and complimentary equivalency based, in addition to a casino's "Theoretical Win" or advantage over the player, but also on each individual player's advantage or disadvantage over the house or casino when playing one or more basic strategies, or card count systems designed for the game of twenty-one at a specific playing proficiency.
- Programd into the twenty-one evaluation software program to be used with the subject invention are the results of computer simulated runs of 5,000,000 hands of twenty- one dealt from a deck of cards comprised of one to eight standard decks of fifty-two playing cards.
- Each deck is dealt to a specific deck penetration of 50%), 65%, 75% or etc.. and each simulated run plays one hand against the dealer.
- the computer is programmed to play perfectly each simulated hand dealt to the simulated player by referencing a selected basic strategy or card count system's strategy decision indices, or recommended decisions, to be used with a selected number of decks, and a selected set of rules programmed into the software.
- the bets made for each hand played during the run are the same or a "flat bet".
- a specific bet range will be set for this simulated run.
- the program bets one or more betting units, for each hand played, relative to the selected card count systems true count for the deck(s) being dealt at the beginning of each game round to be dealt.
- the results of these computer simulated runs of the game of twenty-one, programmed into the software are identified as "Count System Advantage" files, or CSA files.
- the program When the present invention is used to evaluate the strategy skills of twenty-one players, the program will select and identify, from those basic strategy systems programmed into the software, the basic strategy for which each evaluated player has achieved the highest basic strategy proficiency for the current evaluation, and the program will also select and identify, from those card count systems programmed into the software, the card count system for which each evaluated player has achieved the highest card count system strategy proficiency for the current evaluation.
- the computer program knowing the factors required for proficiency calculations (i.e.
- the rule set used for each player's bet range and strategy proficiency, etc. will search the CSA files to find a simulated run matching the basic strategy where the player has attained the highest proficiency in for the current game, and also find a simulated run matching the card count system where the player has attained the highest proficiency for the current game that matches the required factors, (e.g. the number of decks, the deck penetration, etc.)
- the matching CSA file it will contain the percent advantage or disadvantage a player has when playing that basic strategy or card count system perfectly, or at a proficiency of 100%, against those specific factors of the same number of decks, deck penetration, rule set and specific bet range.
- the software will then multiply the player advantage or disadvantage for the CSA file, (corresponding to the basic strategy or card count system the player has attained the highest proficiency in), by the players individual specific proficiency at the identified basic strategy or card count system for the evaluated game thus obtaining the players individual specific advantage or disadvantage when playing the game of twenty-one against a specific set of rules or parameters established by the casino.
- a players earning potential or complimentary equivalency will no longer be theoretical, but will be a twenty-one players real earning potential or complimentary equivalency based on the basic strategy and card count system in which the player has attained the highest proficiency when compared to other basic strategy and card count systems programmed into the software for the current evaluation of the game played.
- the information required for the above evaluation of the current game is input by the card dealer during the process of dealing the game of twenty-one from the card dispensing shoe with scanner apparatus or system that is placed on the game table where the twenty-one game to be evaluated by the software is being played.
- a scanner of the type described above coupled to the CPU automatically allows the determination of the value of each card dealt to each player's hand and the dealer and provides an input of this data to the CPU and software program.
- the dealer will also use one or more keyboard(s) and/or LCD displays of the type described above coupled to the shoe to identify for the computer program the number of the seats, or players (including the dealer's position relative to the position of each of the players) engaged in active play at the game table during each game round dealt.
- These keyboard(s) and/or LCD displays used by the dealer are used to enter other data relevant to each seat's, or player's, betting and/or decision strategies for each hand played resulting in a 100% accurate evaluation of a players blackjack strategy skills during the course of the game played.
- the Card Dispensing Shoe with Scanner Apparatus, System and Method (Figs. 1 -6) Basic Embodiment operation is as follows: At it's most basic level, a dealer operates the shoe 10 (Fig. 1) in the typical fashion of shoes used in card games. A desired number of decks 16 (Fig. 1) of playing cards is place in the chute 16a (Fig. 1). The shoe 10 (Fig. 1)
- FIG. 1 can hold many decks of playing cards 16 (Fig. 1), though typically the number is between one and eight decks of playing cards. Each deck (Fig. 1) is placed edge down into the open chute 16a (Fig. 1) of the shoe 10 (Fig. 1).
- the chute 16a (Fig. 1) slopes forwardly at an approximately 45 degree angle.
- a hollow wedge-shaped block housing mounted on a heavy stainless steel roller (not shown) provides the force required to push the cards forwardly down the chute 16a (Fig. 1), holding them flush against a retainer 26 (Fig. 4), ready for the cards to be pushed through the slot 22 (Fig. 4) of the shoe 10 by the dealer.
- the dealer will manually remove a single card from the shoe by pushing a door (not shown) covering the slot 22 (Fig.
- the dealer pushes the next card down and out of the opening of the slot 22 (Fig. 4) of the shoe 10 (Fig. 1) by pressing downwardly on the top card of the deck 16 (Fig. 1) in the shoe 10 (Fig. 1) such that the top card is forced through the slot 22 (Fig. 4) and onto a playing surface of a game table such as shown in Fig. 13. In this manner the cards of the deck 16
- FIG. 1 are dealt to the players of the card game.
- FIG. 1 Other components of the shoe 10 (Fig. 1) include a game-round start button 63 (Figs.l, 3 & 4) which is pressed to record the start of a particular round of cards to be dealt from the deck 16 (Fig. 1) within the shoe 10 (Fig. 1).
- a load switch 32 (Fig. 1 & 3) senses the presence or absence of cards in the shoe and activates or deactivates the operation of the software.
- a transparent window (not shown) is preferably provided on a side of the shoe 10 (Fig. 1) to allow the dealer and casino personnel to see approximately how many cards remain for the decks 16 (Fig. 1) in the shoe 10 (Fig. 1).
- a penetration light 47 (Figs. 1, 3, 4 & 6) is a light that is turned on by the software operating the CPU 34 (Figs. 1 & 6) to notify the dealer that a selected deck penetration (cards to be dealt before shuffling) has been reached and that this is to be the last round dealt from the shoe 10 (Fig. 1) before shuffling the playing cards and reloading the shoe 10 (Fig. 1).
- the dealer will press the beginning of game-round button 63 (Figs. 1, 2, 3 & 4), to cause the software to record in the CPU that a new game round is about to begin and to display the true count of the card count system the software is using to monitor the true count of decks 16 (Fig. 1) of playing cards being dealt from the shoe 10 (Fig.) at that time on remote computer monitor connected to the host computer 74 (Fig. 6).
- the load switch 32 (Figs. 1 & 6) will provide a signal that the remaining playing cards of the deck 16 have been removed from the chute 16a (Fig. 1) of the shoe 10 (Fig. 1) and that a new deal is about to begin.
- the running and true counts are always zero or reset to zero at the beginning of a new deal. Until the load switch 32 (Fig. 1 & 6) is activated and the first "burn" card is passed over the optical scanner 41
- the load switch 32 (Fig. 1 & 6) will not signal the software that the deck 16 (Fig. 1) has been loaded into the chute 16a (Fig. 1) until the load switch 32 (Fig. 1 & 6) has been recessed for three seconds.
- each playing card will come into physical contact with a start frame sensor 65 (Fig. 4) which results in the activation of the shoe 10 optical sensor 41 (Fig. 1, 2 & 4).
- the face of each card is illuminated with a bulb 42 (Figs. 1 & 2) to allow scanning by the optical sensor 41 (Figs. 1, 2 & 4).
- the optical sensor 41 (Figs. 1, 2 & 4) is coupled to a neural network (Figs. 7, 8, & 9) that has been trained to recognize the images printed on the face of the cards as they pass from the chute
- the start frame sensor 65 detects the leading edge of the playing card and generates a frame-read interrupt to the CPU 34 (Figs. 1, 5 & 6).
- the interrupt will start sending the serial data from the optical sensor 41 (Fig. 1) via a serial data port to RAM memory located on the CPU 34 (Figs. 1, 5 & 6).
- the serial output data of the analog optical sensor 41 is thresholded or transformed to a binary value by an analog-to-digital converter 75 (Fig. 6).
- the serial image bit stream will continue to be written into the memory of the CPU 34 (Fig. 1 ).
- the software running on the CPU 34 creates a two dimensional bit-mapped image of the card suit and value of the particular card being scanned from the serial image bit stream input into the CPU 34 (Fig. 1) from the scanner or sensor 41 (Figs. 1, 2 & 6).
- Shoe 10 (Fig. 1) further includes a frame-stop sensor 40 (Fig. 4) which senses the leading edge of the playing card being fed through the slot 22 (Fig. 4).
- a frame-stop sensor 40 (Fig. 4) senses the leading edge of a playing card, it will cause the frame- read to go to a logic low and stop the writing of the serial-bit stream.
- the entire bit-mapped card image will be stored in the RAM memory of the CPU 34.
- this bit-mapped image will be used as an input vector for a feed forward neural network (Figs. 7, 8 & 9) to be run on the CPU 34 (Figs. 1 & 6)
- the neural network (Figs. 7, 8 &
- Shoe 10 accommodates the use of "customer-tracking-card(s)" 15 (Fig. 3) of a particular player or players.
- a magnetic card reader 50 (Fig. 1) having a slot 52 (Figs. 1 & 3) is provided on the shoe 10 (Fig. 1) at the rear end thereof adjacent to and below the alpha-numeric keyboard 60 (Figs. 1 & 3).
- the player's account information recorded in the magnetic stripe of the "customer- tracking-card" 15 (Fig. 3) will cause the player's customer data file stored upon the host computer 74 (Fig. 6) to be transferred to the memory of the CPU 34 (Fig. 1 & 6).
- the customer data file of the player will be updated by the CPU 34 (Fig. 6).
- casino personnel will log the player out of the game using the alpha-numeric keyboard 60, the customer data file will be updated, transferred to the host computer 74 (Fig 6), and closed until it is opened once again by the insertion of the specific "customer-tracking-card" 15 into a magnetic stripe reader slot of a magnetic card reader 50 (Fig. 1) within the casino's system, or by using keyboard 60 to enter the customer's file number to open the customer's file.
- the magnetic stripe reader 50 (Fig. 1 & 6) is built into the shoe 10 (Fig. 1).
- the host computer 74 (Fig.
- a customer's "customer-tracking-card" 15 (Fig. 1) embedded with, or containing the customer account number is inserted within the magnetic card reader 50 (Figs. 1 & 6)
- the customer's data file stored on the host computer 74 (Fig. 6) will be called.
- the host computer 74 (Fig. 6) may be a single computer coupled to the CPU 34 (Fig.
- the customer account information such as their name and account number embedded in the magnetic stripe of the "customer-tracking-card" 15 (Fig. 1) will be displayed on the LCD (liquid crystal display) keyboard display 62 (Figs. 1 & 3).
- Casino personnel can then verify the customers' identification by using specific keyboard key functions that can be used to sequentially access specific fields within the customer's data file and to enter information to or retrieve information from the file as deemed necessary or desirable.
- Such typical information can be as follows:
- the keyboard 60 (Fig. 6) is used by the dealer or casino personnel to then log in that customer as playing in a specific seat at the game table 94 (Fig. 13).
- the "customer-tracking-card” 15 (Fig. 3 ) is removed from the magnetic card reader slot 52 (Figs. 1 & 3), the seat number being played by the customer, when entered by the casino personnel, will light up on the keyboard 60 (Fig. 6) and remain lit until such time as the casino personnel enter the customer's minimum, maximum and average bets.
- the account number or identification number of the person authorizing the comps will be added to the customer's customer data file by means of the keyboard 60 (Fig. 6).
- the keyboard 60 (Fig. 6) and the LCD display 62 (Fig. 6) are used respectively to input and display information to and from the CPU 34 (Fig. 6) or the host computer 74 (Fig. 6).
- the keyboard 60 (Fig. 6) and the LCD display 62 (Fig. 6) can also be used to log in dealers and casino pit personnel associated with the games.
- Stand alone magnetic stripe readers (not shown) coupled with their own microprocessors (not shown) linked to the host computer 74 (Fig. 6) can also be placed on all the other game tables, in all restaurants and at the hotel desks associated with the casino.
- their "customer-tracking- card" 15 (Fig. 3) is placed in a magnetic stripe reader and the amount of the comp and the department to which it is charged will be assigned to the appropriate customer data file on the host computer 74 (Fig. 6).
- the high resolution array stored in the memory of the CPU 34 (Fig. 6) is reduced to a course image that is an array size of preferable 6 columns by 7 rows. This is accomplished by sectioning the larger high resolution array into, for example, a 6 by 7 grid and assigning the course array a gray scale value that is based on the number of black pixels in each grid. If all of the pixels in a grid are black, the gray scale will be 1005 (black), if all of the pixels are white the gray scale will be 0% (white), and if half of the pixels are black the gray scale will be 50%) (gray).
- the 6 by 7 course array that is stored in memory is preferably converted into two 42 word vectors.
- One for the card value input vector and one for the card suit vector are used as inputs to the neural network's input layer.
- the type of neural network (Figs. 7, 8 & 9) used, as an example, in this application is a feed forward multi-layer perception (MLP) that is trained for image recognition using back-propagation.
- the neural network consists of neurons and "weighted" connections between the neurons.
- Fig. 8 will map a 42 pixel image to one of four card suits, the neural network will need 42 inputs to represent the image grid, and 4 neurons in its output layer.
- the neural network used in this application for card value identification (Fig. 9) will map a 42 pixel image to one of 13 card values and this neural network will need 42 inputs to represent the image grid, and 13 neurons in its output layer. Both neural networks will have a hidden layer to improve the function approximation capabilities.
- the neural network is trained to identify card suits and values using back- propagation.
- the back-propagation technique adjusts the weights (W ) of each neuron connection until the output vector is correct for the input vector sets that would represent a given card value or suit.
- the values of the weights will be fixed and the network will be able to identify card suit and values for any card presented to the neural network.
- the networks are trained to output a 1 in the correct position of the output vector and fill the rest of the output vector with Os.
- An example would be if the neural network identified an ACE input vector 1 then the first position of the output vector would be 1 and all other positions would be 0.
- FIG. 10 an alternative embodiment of a card dispensing shoe with scanner (shoe 76 hereafter) in accordance with the present invention is shown. (Only the differing details from the previous embodiments are discussed, all other functions and components such as the optical scanner 41 (Fig. 6) details are the same unless otherwise noted.)
- the optical scanner 41 Fig. 6
- CPU 34 shown in Figs. 1, 5 & 6 can either be carried internally by the shoe 76, or may be an external CPU 79 coupled via an I/O port 93 (Fig. 12) to the shoe 76 and coupled in turn to the optical scanner 41 (Fig. 1) and the other components of the present invention, the shoe 76 including all keyboards and LCD displays.
- the CPU 79 can function as an independent CPU, or it can be coupled to and function with or as part of a LAN, server network, or mainframe system.
- keyboards and LCD displays are: preferably at the rear of the shoe 76, numeric keyboard 89 (Figs. 10, 11 & 12) and LCD display 90 (Figs. 10 & 12); alphanumeric keyboard 81 (Figs. 10 & 17) and LCD display 82 (Figs. 10 & 17) attached to the shoe 76 on preferably one side of the shoe 76 (Fig. 10 ), and alpha-numeric keyboard 80 (Fig. 10) attached to another portion of the shoe 76.
- a detachable rack 83 Fig.
- All keyboards and LCD displays attached to the shoe 76 can function independently of the others, or interact with the other keyboards and LCD displays, and all keyboard and LCD displays are coupled to either an internal CPU (not shown) or the external CPU 79.
- CPU 79 may be either a custom CPU or an off the shelf portable or desktop personal computer coupled to the shoe 76 via the I/O port 93 (Fig. 12).
- the load switch 32 (Fig. 1 & 6) of the basic embodiment is not carried by the alternate embodiments of the shoe 76.
- the load switch 32 (Figs. 1 & 6) is replaced by the shuffle key 103 (Figs. 10, 11, 17 & 18).
- the Shuffle key 103 located on either keyboard 81 (Figs. 10 and 17) or keyboard 84 (Figs. 10, 11 and 18) is pressed to provide a signal that a fresh deck has been shuffled and placed in chute 16a (Fig. 1) and a new deal is about to begin.
- the running and true counts are always zero or reset to zero at the beginning of a new deal. Pressing the shuffle key 103 will reset the running and true counts for the newly shuffled deck to zero.
- the game card and card count values of any burn-card will not be considered by the software when calculating the running and true counts for the deck(s) being dealt from the shoe 10.
- the software is now prepared to begin it's calculations for the game cards dealt to the game players for the newly shuffled deck contained within the chute 16a (Fig. 1) of the shoe 76.
- the remainder of the deck is to be removed from the shoe 76 to be shuffled with the cards previously dealt from the shoe and placed in the game card discard rack
- the shuffle key 103 of either keyboard 81 (Figs. 10 & 17) or keyboard 84 (Figs. 10, 11 & 18) is pressed to end the software's calculations for the deck 16 (Fig. 1) of playing cards most recently dealt from the shoe 76..
- optical scanner 41 (Fig. 1) and other components of the present invention discussed in the previous embodiments are included within this embodiment unless otherwise noted, and function as previously discussed.
- the keyboard 80 (Figs. 10 & 16) keys are used to open and close one or more software programs that have been installed in the CPU 79, or that reside on the host computer network (not shown), to access specific screens of the software programs on call, and to enter the setup game information for the twenty-one game evaluation software.
- keyboard 89 (Fig. 12) is to signal one or more computer programs that a designated game table seat, i. e. numbered one through six, (Fig. 13), (a typical casino blackjack game table has either five, six or seven seats), is active or not active and/or is or is not being played by any player playing the game in progress that is to be evaluated by the present invention's software program.
- All keyboards and LCD displays carried by the shoe 76 have means for signaling one or more computer programs that a designated game table seat, for example, numbered one through seven, (1-7), is active or not active and/or is or is not being played by any customer playing the game in progress.
- the corresponding seat number 99 (Fig. 10) of keyboard 81 (Figs. 10 & 17) is preferably illuminated , as is the corresponding seat number on keyboard 84 (top row of keys 85 keyboard 84 (Figs.10, 11 & 18), and on keyboard 89 (Fig. 12).
- keyboard 89 (Fig. 12) is used to designate a seat as not being active or as not being played by a game player during the current game round it is not illuminated, nor does the corresponding seat number on keyboard 84 (Figs. 10, 11 & 18), or keyboard 81 (Figs. 10 & 17) remain illuminated.
- a customer tracking card is inserted into the magnetic strip's reader slot 77 (formerly slot 52 and magnetic card reader 50 (Fig. 1), but now incorporated preferably in the rear portion of the shoe 76 ( Fig.
- the activated seat will be assigned to the customer identified by the customer tracking card 15 (Fig. 3) and the corresponding customer data file for the current software application in use will be opened. If any keyboard's designated seat key is illuminated, the illuminated key is pressed and the active seat designation will be terminated and the key will go dark. If the terminated seat was assigned to a customer using a customer tracking card 15 (Fig. 3) the data entered to the card holders customer data file will be saved and the card holder's customer data file for the current software application in use will be closed and transferred to the host computer (not shown). When the data entry operator (DEO) selects "Rotate" from the Operator Data
- Advance-Round key 86 is pressed.
- the segmented display will rotate in this order: (a) the total strategy decisions for the current evaluation; (b) the player's strategy proficiency for a selected default basic strategy for the current evaluation, (c) the player's strategy proficiency for a selected default card count system for the current evaluation, (d) the player's ID Count or strategy proficiency for the basic strategy or card count system programmed into the software in which the program has identified the player as having attained the highest strategy proficiency for the current evaluation, (e) the player's betting proficiency for a selected default card count system for the current evaluation, (f) the player's count system advantage (CSA) for the ID Count or the basic strategy or card count system programmed into the software in which the program has identified the player as having attained the highest strategy proficiency for the current evaluation, (g) the seat or players actual decisions made for a hand played during the round cu ⁇ ently in progress, and etc.
- CSA player's count system advantage
- Any one of the above display options can be individually selected by the data entry operator from the "Operator Data Entry Options" screen for permanent display on the display segments of LCD display 90 (Fig. 12) for all designated active seats during the course of an evaluation, or a "Blank" segmented display option may be selected by the DEO.
- the detachable, keyboard 84 and LCD display 87 (Figs. 10, 11 & 18), held by the detachable keyboard rack 83 (Figs. 10 & 11) have been added to the alternative embodiment of the present invention.
- the keyboard and display rack 83 (carries a female plug (not show) in which the male plug of (not shown) keyboard 84 is inserted when keyboard 84 is placed into the keyboard and display rack 83 ) is preferably attached to the base of the outside wall of the shoe 76, with preferably the mouth of the shoe facing forward, by means of a moveable bracket that preferably angles outward and up from the base of the shoe 76 so that the keyboard 84 and LCD display 87 (Figs. 10, 11 & 18) is preferably positioned at or near the top of the shoe 76, horizontal to, above and to the side of the mouth of the shoe 76.
- the keyboard 84 and the LCD display 87 (Figs. 10, 11 &
- the primary functions of the keyboard 84 and LCD display 87 will be to: identify the active game table seats 99 (Figs. 10 & 17), or game table seats 85 (Figs. 10, 1 1 &18), or game table seats 89 (Fig. 12) at the game table; access or call a customer data file using the account number of the customer playing a active game table seat either by direct input or by use of the customer tracking card 15 (Fig.
- the game data entered for each active seat in sequence (the first active seat first) which includes game data such as: a players buy-in; credit issued; the amounts bet on each hand played, minimum bet, maximum bet, average bet, cash-out; a specific player or seats card values, hand totals, decisions made for the current hand being played; and the player's or seat's decision strategy and betting proficiency for all hands played during the course of the play of the game cu ⁇ ently being evaluated, etc.
- a detachable, decision keyboard 81 and LCD display 82 (Figs. 10 & 17) are mounted on one side of the shoe 76 (Fig. 10) as the mouth of the shoe 76 faces forward.
- This keyboard 81 and LCD display 82 (Figs. 10 & 17) permits or allows one handed data entry by the dealer during the course of the game play.
- LCD display 82 primary functions are to record and display the each player's different game play or strategy decisions, (Su ⁇ ender, Insurance, Stand, Double Down or Split), that a player may make on any hand played during the course of the game. Additionally, when the dealer has a Ace or Ten or picture card which has a value often (10) as his/her up-card, keyboard 81 and LCD display 82 (Figs. 10 & 17) are to be used to inform the dealer when his/her hole-card constitutes a two-card-hand total of "21", or a "Blackjack".
- the game-round start button 63 (Figs.1 , 3 & 4) is repositioned within keyboard 81 as key
- keyboard 81 and LCD display 82 can be entered and retrieved using the keyboard 81 and LCD display 82 (Fig. 10 & 17) unit.
- any data entered into or retrieved from the software or data files using keyboard 81 and LCD display 82 can also be entered using keyboard 84 and LCD display 87 (Figs. 10, 11 & 18).
- An additional keyboard and display can be used in the alternate embodiment by the use of a standard 101-key keyboard and a standard computer monitor which are coupled to the CPU (the internal CPU of the shoe 76 or the external CPU 79).
- This additional keyboard and monitor combination can enter and display all information or data that could be handled by the other previously described keyboards and displays.
- the additional 101 -key keyboard may be used to enter additional information acceptable by the software such as new customers names, account numbers, and to edit the date/time data files of unknown customers who have been previously evaluated, and who's have subsequently been identified by casino personnel, and etc.
- the penetration light 47 of Figs. 1, 2, 3 & 6 is also carried by the shoe 76 (Fig. 10), but has been positioned just forward of keyboard 81 (still denoted as 47 (Fig. 10)).
- the keyboard/display combination (keyboard 96 hereafter) is preferably added to the present invention to enable each player at the card table 94 (Fig. 13) to participate in the playing of the "Call 21" game.
- the keyboards 96 are embedded in the top of the game table 94 (Fig. 13) just below each of the game table's betting boxes 97 (Fig. 13) that are printed onto the game table's layout. Further added is the electronic digital display 98 attached to the game table 94.
- Each keyboard 96 is duplicated at each player's station and each keyboard 96 is coupled to the
- the game table 94 will also support the shoe 76 (Fig. 10) to be operated by the dealer for the play of the game.
- the optical scanner 41 (Figs. 1, 2, 4, and 6)
- the keyboards shown in (Figs. 10, 11, 17 & 18)
- displays shown in (Fig. 10, 11, 17 & 18)
- other components of the shoe apparatus or system 76 (Fig. 10 &11) are coupled to the keyboards 96 and electronic digital display 98 of the game table 94 (Fig.
- the players of the twenty-one game seated at the table 94 may, at their discretion, use the keyboards 96 and electronic digital display 98 carried by the game table 94 to interact with a computer program that will offer the twenty-one game player the opportunity to play an additional casino game called "Call 21" that is directly related to the standard game of twenty-one or blackjack being dealt at the game table 94.
- the "Call 21 " game offered by the computer program allows each of the players to use their individual keyboard 96 (Fig.
- the following describes how the software utilized within the present invention can be used to evaluate, during real time, the strategy and betting skills of all players seated and playing the game of casino twenty-one or blackjack at a game table on which the Card Dispensing Shoe with Scanner has been placed.
- the neural network recognizes the images printed on the face of the cards and the resultant vector will be processed by the software operating within the CPU.
- the CPU and software combination will:
- each player's decision or strategy proficiency at the selected card count system by comparing, for example, each player's actual decisions on the hands played by the player to the decision indices, or decisions recommended by the selected card count system when the cards comprising a player's hand have a specific total, and the dealer's up-card has a specific game card value, and the true count for the shoe or the deck being dealt has a specific true count value; and the players are playing against or with a specific set of game rules; 8.
- the Card Dispensing Shoe with Scanner Apparatus, System and Method (referring to Fig. 10 unless otherwise noted) of the present invention is coupled to the CPU, (internal or external CPU 79) that is coupled to a LAN server CPU or mainframe computer system.
- the alternate embodiment consisting of the additional keyboards and displays, including a standard 101 -key keyboard and computer monitor coupled to the CPU 79 and present at the game table 94 (Fig. 13) will be used in order to adequately describe all functions.
- the CPU 79 in a typical installation at a game table 94 could be positioned on a moveable platform or drawer (not shown) attached to the underside of the game table 94.
- the current evaluation's game data total strategy decisions for the evaluation in progress, default basic strategy proficiency, default card count system proficiency, ID card count system proficiency, betting proficiency relative to the default card count system's true count for the deck(s) being dealt from the shoe, each type of strategy decisions made by each player during the cu ⁇ ent round and etc.
- total strategy decisions for the evaluation in progress default basic strategy proficiency, default card count system proficiency, ID card count system proficiency, betting proficiency relative to the default card count system's true count for the deck(s) being dealt from the shoe, each type of strategy decisions made by each player during the cu ⁇ ent round and etc.
- the segmented display will change when each active seat makes it's final decision on the hand instead of when the End-Mode- Stand- Advance-Round key 86 (Figs. 10, 11, 17 & 18) is pressed.
- Rule 26 offers: 1) Insurance 2) Late Surrender, 3) Dealer Stands on Soft Seventeen, 4) Player can
- the DEO desires to change the default Card Count System from the Hi Opt I, (CCS #2), to the Hi Opt H, (CCS #6) Card Count System, the DEO presses the CALL key and the CCS key of keyboard 80, simultaneously.
- the LCD displays, 82 & 87 will read "CCS #2".
- the DEO desires to change the number of the default CCS from two (2) to CCS six (6), the
- the seats To begin the evaluation, we must first designate the seats as either an active Date & Time file seat played by a player who's name is unknown (a customer or player not possessing a customer tracking card, or a customer who has walked in from the street and is a total stranger to the casino staff), or as a active Date & Time file seat played by a player who is known (a customer or player possessing a customer tracking card, or who's name and customer account number is know by the casino staff).
- an active Date & Time file seat played by a player who's name is unknown (a customer or player not possessing a customer tracking card, or a customer who has walked in from the street and is a total stranger to the casino staff)
- a active Date & Time file seat played by a player who is known a customer or player possessing a customer tracking card, or who's name and customer account number is know by the casino staff.
- FIG. 12 to designate Seat-1 as being active for the cu ⁇ ent evaluation.
- the Seat-1 designation keys on keyboards 81, and 84 (Fig. 10), and keyboard 89 (Fig. 12) are now all illuminated.
- the LCD displays of the apparatus or system disclosed in Fig. 10 read
- the DEO presses one of the keyboards betting range (B/R) keys followed by the numeric key three (3) and then the ENTER key.
- the DEO has thus assigned the Seat-1 player a betting range of 1-3 betting units.
- the LCD displays 82 and 87 (Fig. 10) read - - S-l B/R 3-.
- the software will automatically bet one betting unit or $25.00 for Seat-1.
- the selected CCS true count for the deck being dealt is plus two, (+2)
- the software will automatically bet two betting units or $50.00 for Seat-1.
- the selected CCS true count for the deck being dealt is plus three, (+3), or greater than plus three, (+3)
- the software will automatically bet three betting units or $75.00 for Seat-1.
- the DEO presses another seat designation key on either keyboard 81 or 84 (Fig.
- the Seat-2 designation keys on keyboard 81, and 84, (Fig. 10) and keyboard 89 (Fig. 12 ) are all dark.
- the LCD displays 82 & 87 (Fig. 10) read - - S-2 Open - -.
- the LCD displays 82 & 87 (Fig. 10) read - -S-I UBV $100 --. This player was previously observed by the DEO to never make a bet less than $100.00, or a bet greater than 51,000.00.
- the DEO presses one of the keyboard's betting range B/R keys followed by the numeric key zero (0) and then the ENTER key. The DEO has thus assigned the
- the LCD displays 82 and 87 (Fig. 10) read - - S-3 B/R 10--.
- the DEO presses another seat designation key on either keyboard 81 or 84 (Fig. 10) or keyboard 89 (Fig. 12), or the End-Mode-Stand- Advance-Round key 86 (Figs. 10, 11, 17 & 18).
- the DEO presses the four (4) key of the seat designation keys 99 on keyboard 81 or the four (4) key of the seat designation key 85 of keyboard 84, (Fig. 10) or keyboard 89 (Fig. 12) to activate Seat 4 for the current evaluation.
- the Seat-4 designation keys on keyboards 81, 84 (Fig. 10) and keyboard 89 (Fig. 12) are all illuminated.
- the LCD displays 82 & 87 read - - "S-4" - -.
- the DEO presses one of the unit bet value (UBV) keys on keyboard 81 or 84, followed by a 1 and a 0 and the ENTER key to assign this player a unit bet value of $10.00.
- the LCD displays read - - S-4 UBV $10 - -.
- the DEO presses another seat designation key on either keyboard 81 or 84 (Fig. 10) or keyboard 89 (Fig. 12), the End-Mode-Stand-
- Advance-Round key 86 (Figs. 10, 11, 17 & 18). Because the Seat-4 player is new to the game and his/her betting range is not known to the DEO; when the DEO presses the End Mode key 86, the software program will automatically assign Seat-4, a pre-selected default betting range (B/R) of one (1) to twenty (1-20) betting units.
- the LCD displays 82 and 87 (Fig. 10) read - - S-4 B/R 20 - - Seat-5 and Seat-6 are being played at the same time by one person, a known player, i.e. Mr. Jones, who has a "Player Tracking Card" with him. The DEO asks Mr.
- the DEO assigns Mr. Jones a unit bet value (UBV) of $500.00 and a betting range (B/R) of five (5). To begin the evaluation, the DEO presses the (End-Mode-Stand- Advance-Round) key 86 of keyboard 81 or 84 (Fig. 10).
- the selected card count systems CCS "card count value" of the burn cards are not considered by the program when calculating the running and true counts for the deck(s) being dealt from the shoe.
- CCS selected card count systems
- the second card for the players is then dealt from the shoe by the DEO to the players:
- LCD display reads; - - Insurance - -. The dealer asks the players if they want insurance.
- the LCD displays read; - - S-4 4 7*11.
- Seat-5 now takes insurance.
- the LCD displays read; - -S-5 8 8 * 16. Directly beneath the "S” of the LCD display for Seat-5, on a second line, will be a "I” to record the fact that Seat-5 took insurance. None of the other players take insurance.
- the dealer Before proceeding with the game, the dealer, (DEO), needs to know if he/she has a two-card twenty-one or blackjack.
- the DEO presses the Insert/BJ key 104 on keyboard 81 (Figs. 10 & 17) or 84 (Figs.10. 11 & 18).
- the CPU program signals the dealer that he/she does not have a ten-card, or a picture card, as a hole card by causing the LCD displays 82 & 87 (Fig. 10) to momentarily flash on and off with a designated color, i.e. green, while displaying the data for the first active Seat-1 : - -S-l T T *20 - -.
- the dealer does not have a blackjack.
- the LCD displays 82 & 87 are -S-l T T *20 - -
- the DEO deals a third card, a hit card, from the shoe and delivers the third card to Seat-3. Since the DEO did not use any of the keys carried by keyboards 81 and 84 (Fig. 10) to record a Stand, Double-Down or Split decision for Seat-3, when the third card for Seat-3 passes over the shoe's 76 scanner 41 (Figs. 1, 2, 4, & 6) as it is being removed from the shoe to be delivered to Seat-3, the software recognizes and automatically records that game card's value as being a hit card for Seat-3.
- the third game card's value, or the hit card, for Seat-3 is ten (10). Seat-3, having a hand total of twenty-two, breaks the hand and the software automatically advances to Seat-4.
- the Hit decision H is recorded on a second line beneath the "S" of S-3. If the third card, the hit card, was a nine (9) and did not bust the Seat-3 hand the LCD display would be: - - S-3 T 29 *21 - - and the dealer would have to press the stand key 86 (Fig. 10) to advance to Seat-4. The Hit and Stand decisions would be recorded on a second line beneath the "S" of S-3.
- the H first, followed by the S, or i.e. HS.
- the segmented LCD display 90 located directly beneath numeric key three (3) of keyboard 89 (Fig. 12) will display, for example, " CS-100", or the selected default Basic Strategy proficiency attained by Seat-3 on the hand(s) played.
- the LCD displays 82 and 87 are S-4 4 7
- the Double-down decision D is recorded on a second line beneath the "S" of S-4.
- the software automatically advances to Seat-5.
- the LCD displays 82 & 87 (Fig. 10) read: - -S-5 8 8 * 16 - -
- the segmented LCD display 90 located directly beneath numeric key four (4) of keyboard 89 (Fig. 12) will display, for example, " CS-100", or the selected default Card Count System proficiency attained by Seat-4 on the hand(s) played.
- Seat-5 is the next active seat.
- the LCD displays read: - -S-5 8 8 * 16.
- Seat-5 splits the two (2) eights (8).
- the Split decision P is recorded on a second line beneath the "S" of S-5/1 8.
- the dealer removes a card from the shoe for delivery to Seat-5 and places it as the second card for the first split hand of Seat- 5, or S-5/1 8.
- the second card for the first split hand is a ten-card and the LCD displays for the first split hand is S-5/1* 18.
- Seat-5 stands on the first split hand.
- the Split decision P and Stand decision S are recorded on a second line beneath the "S" of S-5/1, i. e. PS.
- the LCD displays 82 & 87 (Fig. 10) is now S-5/2 8.
- the DEO deals a second card, having a game card value of seven (7), to the second split hand of Seat-5.
- the LCD displays 82 & 87 (Fig. 10) for Seat-5 is now S-5/2 *15.
- the DEO removes another card from the shoe for delivery to Seat-5 and hits seats the two-card hand total of fifteen (15) for Seat-5's second split hand, with a third card, or a ten-card.
- the hit or ten-card busts the Seat 5/2 hand of fifteen (15).
- the Hit decision H is recorded on a second line beneath the "S" of S-5/2.
- the segmented LCD display 90 located directly beneath numeric key five (5) of keyboard 89 (Fig.
- the Smxender decision G is recorded on a second line beneath the "S" of S-6.
- Seat-6 is the last active seat.
- the program automatically advances to the dealer's position or hand.
- the dealer exposes his/her hole-card.
- the dealer has an eight- card (8) as his/her hole-card.
- the rules of the game specify that the dealer must stand on all hands totaling seventeen (17) or more and the dealer must hit all hands totaling less than seventeen. No Stand or Hit decisions are recorded for the dealer.
- the game card values comprising the dealer's hand, and the dealer's hand total are automatically recorded by the software as they are removed from the shoe 76 and delivered to the dealer's position on the game table.
- the segmented LCD display 90 located directly beneath numeric keys five (5) and six (6) of keyboard 89 will display, for example, " BP-50", or Seat-5 and Seat-6's combined betting proficiency relative to default card count system's true count for the deck(s) being dealt from the shoe for the cu ⁇ ent evaluation.
- the DEO is not required to burn any cards before dealing any rounds from the deck other than the initial round, round one (1), dealt from a freshly shuffled deck(s).
- the LCD displays read: - - S-l - -. Before any cards are dealt from the shoe for round two (2); the player in Seat-1 quits. The dealer presses the one key (1) of the seat designation keys 99 on keyboard 81 or keyboard 84 (Fig. 10) or keyboard 89 (Fig. 12) to designate Seat-1 as not being played during the cu ⁇ ent round of the cu ⁇ ent evaluation.
- the illuminated seat designation key one (1) on keyboard 81, and 84, (Fig. 10) and keyboard 89 (Fig. 12) now go dark.
- the LCD displays 82 and 87 (Fig. 10) read: - - S-3 - -.
- Seat-3 is the first active seat.
- Seat-3 decides to also play Seat-2 during round two (2).
- the Seat-2 seat designation key on keyboards 81 , and 84 (Fig. 10) and keyboard 89 (Fig. 12) are now all illuminated.
- Seat-2 will now be identical to that of Seat-3, or, for example, "CS-50".
- the LCD displays 82 and 87 (Fig. 10) read: - - S-2 - -.
- Seat-2 is now the first active seat. A new player now sits down in Seat- 1.
- the DEO activates Seat- 1 by pressing the
- the Seat-1 designation keys on keyboards 81, and 84 (Fig. 10) and keyboard 89 (Fig. 12) are now illuminated.
- the software is now ready to record the cards to be dealt from the shoe to each active seat, and the game decisions of the players for each of the active seats for round two (2).
- the results of an evaluation in progress and all data entered to the "Skill-Check" - Data Entry Screen can be viewed by the casino floor supervisor(s): the number of decks being dealt, the current deck penetration, the cu ⁇ ent running and true counts for the deck(s) being dealt from the shoe 76 and the compiled results of the data entered generating each player's, default Basic Strategy proficiency, default Card Count System proficiency, ID Count proficiency, ID Count System Advantage, (CSA), Betting Proficiency and etc. for all rounds dealt to the players for the current evaluation are displayed on the Data Entry
- each player's Unit Bet Value (UBV) Betting Range (B/R) number of Rounds played, number of Hands played, and Win/Loss figures for the cu ⁇ ent evaluation are available to the DEO on an individual basis by means of the Active Seat mode during real time.
- the default Active Seat is the first active seat at the game table being evaluated.
- the Active Seat mode for another active seat can be activated at any time during data entry by pressing the Enter key of keyboard 81 (Fig.
- the Active Seat mode for a designated seat is terminated by pressing the Enter key followed by another active seat number selected from one of the seat designation keyboards.
- a remotely located casino staff person using a remote keyboard and monitor connected to the LAN can select any game table 94 in the casino that is being evaluated by means of the card dispensing shoe with scanner apparatus or system of this invention that is connected to the LAN and will be able to view all data entered to the "Skill-Check" - Data Entry Screen and the compiled results for the desired table game selected and evaluated during real time.
- the DEO When the DEO no longer wishes to use the "Skill-Check" program, the DEO will press the EXIT key of keyboard 80. To call another independent software program installed on the CPU 79, the DEO will press the CALL button of keyboard 80 and the appropriate number of the desired program.
- the two (2) key for example will call the software program designated as program two (2). To exit this new program press the
- the "Skill Check” software is designed to enable the dealer or other casino personnel to use one or more of the keyboards carried by the shoe 76 to set the parameters, (number of decks, deck penetration rule, game rules, default betting range, default basic strategy, default card count system and etc.) by which the players of the game are to be evaluated, and to signal the CPU 79 which game table 94 seats are active, during a game round, including the dealers position, and record the game card values dealt to each active seat or player; record the hand total of the game cards comprising a active seat or player's hand; and the strategy decision made by each seat's player (excluding the hit decisions which are automatically recorded by the CPU 79) on each hand played; and record the game card values dealt to the dealer and the dealer's hand total, for all rounds dealt during the current evaluation.
- the parameters number of decks, deck penetration rule, game rules, default betting range, default basic strategy, default card count system and etc.
- the values of the cards that are dealt from the deck, passing over the shoe's optical scanner, are automatically assigned to the co ⁇ ect game players or the dealer, and the cards that are "burned", or "exposed", and not dealt to the players are recorded and included in the "Skill Check” software's calculations.
- the shoes optical scanner will work in concert with the DEO's actions to record the disposition of all cards and card values dealt to the players and the dealer, or removed from the shoe during the course of the game.
- the "Skill-Check" software provides a means of tracking all players who sit in-and-out of a twenty-one game in progress that is being evaluated by the software during real time.
- Any decision or action that can be taken on a hand by the players of the game, within the parameters of the rules of the game set by the casino, can be duplicated and recorded jointly by the scanner and the DEO using the keyboards and displays coupled to the CPU and the "Skill Check" software.
- True Count Running Count divided by the ratio of the number of cards remaining in the shoe to the total number of cards in the game.
- a player's strategy skills are evaluated and the player is identified as attaining his/her highest proficiency, (97%), in the Zen Basic Strategy, selected from those basic strategies programmed into the software, when playing against the parameters listed above for the simulated run using the Zen Basic Strategy.
- the software program then multiplies the simulated run's CSA of ⁇ 0.2683%> by 1.03% to get the player CSA, of ⁇ 0.2763%> for the player's game that is cu ⁇ ently evaluated.
- a player's strategy skills are evaluated and the player is identified as attaining his/her highest proficiency, (92%) in the Hi Opt I card count system, selected from those card count systems programmed into the software, when playing against the parameters listed above for the simulated run using the Hi Opt I card count system.
- the software program then multiplies the simulated run's CSA of 1.0344% by 92% to get the player
- CSA 95.07% for the player's evaluated game played.
- the resulting card count system advantage (CSA) is in fact the player's real earning potential for the game evaluated.
- Many of the card counting, betting strategy, etc. capabilities that are provided by at least one of the computers disclosed herein is separately provided in a computer software package known as "Counter vleasures" that is presently being licensed by
- a player plays ten hands during the play of the game.
- Each of the ten hands played is comprised of two cards; one card having a game card value often (10) and the other a game card value of two (2).
- the two game cards having a game hand total of twelve (12).
- the dealer has a up-card with a game card value of six (6), and the true count for the selected card count system for the deck being dealt is 3.0.
- the player must consider both the value of the dealer's up-card and the deck true count each time it is the player's turn to act on each of the ten hands dealt to the player.
- a player's basic strategy proficiency is calculated in the same manner as is a player's card count system proficiency except; no true count is generated when using only a basic strategy, the game cards have no card count values, and therefore a true count is not factored into a basic strategy's proficiency calculations.
- Those persons skilled in the art use more than one way to calculate a twenty-one players betting proficiency when the sum of the player's bets, for each hand(s) played during each round of the game, vary in direct relationship to a selected card count system's true count at the beginning of the round to be dealt.
- One such way to calculate a player's betting proficiency is described below: a. The minimum bet allowed at a twenty-one table is $100.00; and the maximum bet allowed is $ 1,000.00. b.
- a players unit bet value (UBV) is $ 100.00. If a player bets $300.00 on a hand; the player has bet three UBV on the hand. If a player bets $200.00 on a hand; the player has bet two UBV, etc. c.
- the selected card count system recommends that the player always bet the table minimum, or one UBV, for any hand(s) to be played during the first round to be dealt from a freshly shuffled deck as the true count is always zero, (0.0). d. At the beginning of each succeeding round to be dealt from the same deck; the selected CCS recommends that the player's bet, for each hand to be played during that round, is one UBV for each increment of a rounded positive true count as illustrated below.
- the keyboard(s) 96 (Referring to Fig. 13 & 14 unless otherwise indicated) are embedded in the game table top 94 adjacent to each player's seat or betting box 95 and are coupled to the previously discussed electronic components of the apparatus and system of the present invention.
- the keyboard(s) 96 are used by each player, at their option, to interact with an independent computer software game program called "Call 21" that is installed in the CPU (internal or external CPU), the host computer, or the LAN network computers / servers coupled to the shoe 76 (Fig. 10).
- the computer software game program "Call 21" may also be incorporated in the "Skill-Check” software program and run concu ⁇ ently therewith.)
- the keyboard(s) 96 allow each of the game players to interact with the "Call 21" computer game by signaling the "Call 21" software that the player is making a
- proposition bet or wager as to what the cards that will be dealt to the players of the game of twenty-one in the upcoming round to be dealt from the shoe 76 will possibly be.
- a player seated at the game table 94 at Seat-5 wishes to purchase $20.00 of "Call 21" game credits. This player tenders to the dealer $20.00 in cash, or casino's gaming chips valued at $20.00.
- the dealer presses the "Game” key 100 on keyboard 81, or keyboard 84 (Fig. 10) followed by the player's seat number (5) on one of the seat designation keys 99 of keyboard 81 (Figs. 10 & 17), or the seat designation keys 85 of keyboard 84 (Figs. 10, 11 & 18), or keyboard 89 (Fig. 12) followed by the "Buy-In” key 101 of either keyboard 81 (Figs. 10 & 17), or keyboard 84 of (Figs 10, 11, & 18), followed by numeric keys two (2) and zero (0), followed by the ENTER key.
- This sequence of keystrokes will assign $20.00 in "Call 21" game credits to the purchasing player in Seat-5 which will be reflected on that player's "Call 21" LED display 97 positioned and embedded in the game table 94 at Seat-5.
- a "Call 21" game player may wager on one or more of the following game options: (1) the hand total of the original two-card-hand dealt to each player; (2) the card value of the dealer's up-card; (3) the card value and suit of the dealer's up-card; (4) the card values of the original two cards dealt to the player as the player's hand; (5) the card values and suit of the original two cards dealt to the player as the player's hand; (6) the delivery sequence of the card values of the original two cards dealt to the player as the player's hand; and (7) the delivery sequence of the card values and suit of the original two cards dealt to the player as the player's hand for the upcoming round to be dealt from the shoe 76.
- Each of these options when wagered is treated as a separate wager. More than one wager may be made for a specific type of wager (i. e. the card value of the dealer's up-card) for the same round to be dealt from the shoe 76.
- the player can only bet game option (1), the possible hand total of the player's original two-card-hand to be dealt to the player, by manually inputting his/her possible hand total into the CPU's 79 game software for any upcoming round by means of the numeric keys carried by the keyboard 96 (Figs. 13 & 14), when the AUTO/Select key
- FIG. 14 is dark.
- the player presses the 2/Player/Hand key (c) (Fig. 14), followed by two of the ten numeric keys carried by the "Call 21" keyboard (Fig. 14), i.e. the one (1) key and the eight (8) key, and then the Enter Key (h) (Fig. 14.) to wager that the projected player's hand total for the upcoming round will consist of any two cards totaling eighteen (18).
- a Ace card will be valued at one or eleven. If a two-card "Call 21 " hand contains one Ace the Ace will be valued at eleven.
- a two-card "Call 21" hand contains two Aces one Ace will be valued at eleven (11), and the other Ace will be valued at one (1) thereby providing the player with a hand total of twelve (12).
- the player can enter game options (2), (3), (4), (5), (6) and (7) into the CPU's 79 game software, when the "Call 21" keyboard's AUTO/Select key (Fig. 14) is dark, by manually pressing all of the keys required to enter a specific game option; or the player can enter game options (2), (3), (4), (5), (6) and (7) into the CPU's 79 game software by pressing the dark AUTO/Select key (Fig.
- the CPU might give the player a choice to wager that the dealer's up-card for the next round will have a game card value of six (6). If selected, the six (6) will be displayed as the first card of the (Cl) card value display (Fig. 14) under "Dealer” in the "Call 21" LED display 97 embedded and positioned in the game table 94 (Fig. 13) adjacent to the seat the player is playing. If the player likes the CPU's selection, he/she will press the Enter key (h) once again to confirm the selection.
- the player will press the Clear/Next key (j) to clear the six (6) selection from the card value display Cl (Fig. 14) and signal the CPU 76 to make another selection using it's random number generator.
- the Clear/next key (j) press the Clear/next key (j) once again.
- the card valued at six (6) When the card valued at six (6) is selected it will be displayed as the first card of the (C 1 ) card value display (Fig. 14) under "Dealer” in the "Call 21" LED display 97 embedded and positioned in the game table 94 (Fig. 13) adjacent to the seat the player is playing. If the player likes his/her selection, he/she will press the Enter key (h) once again to confirm the selection. If the player does not like the selection, the player will press the Clear/Next key (j) to clear the six (6) selection from the card value display Cl (Fig. 14) and signal the
- CPU 76 that the player will make a new selection.
- the computer knows the card values and suits of all cards remaining in the deck(s) of the shoe to be dealt to the players during any upcoming round.
- the CPU identifies any card values or suited card values selected for an upcoming round as not being contained in the deck(s) of the shoe 76 to be dealt to the players a message will be super imposed on the LED display (Fig. 13 & 14) that reads: "Select Another Card ”) "Call 21" game option (3); the card value and suit of the dealer's up-card. AUTO/Select.
- the CPU might give the player a choice to wager that the dealer's up-card for the next round will possibly have a game card value of six (6) and the suit of the six (6) card will be Hearts . If selected, the six-of-hearts will be displayed as the first card of the (C2) card value and suit display (Fig. 14) under "Dealer” in the "Call 21" LED display 97 positioned and embedded in the game table 94 (Fig. 13) adjacent to the seat the player is playing.
- the six-of-hearts When selected, the six-of-hearts will be displayed as the first card of the (C2) card value and suit display (Fig. 14) under "Dealer” in the "Call 21" LED display 97 positioned and embedded in the game table 94 (Fig. 13) adjacent to the seat the player is playing. "Call 21" game option (4); the card values of the original two cards dealt to the player as the player's hand.
- the AUTO/Select An example of a AUTO/Select selection of the possible card values of the two cards to be dealt as the player's original two-card-hand for an upcoming game round from the shoe 76 is illustrated below.
- the AUTO/Select key (a) (Fig. 14) is illuminated.
- each player would press the 2/Player/Hand key (c) (Fig. 14), followed by the Card/Value key (e) (Fig. 14), and then the Enter Key (h) (Fig. 14) to bet $1.00 that two cards to be possibly dealt as the player's original two- card-hand for the next round to be dealt from the shoe will be of the card values selected by the CPU's random number generator from the cards the software programs knows to be remaining in the deck(s) carried by the shoe.
- the CPU might give the player a choice to wager that the two cards dealt to the player as the players original two-card-hand for the upcoming round will possibly be one card having a card value often (10) (any ten or picture card) and another card having a card value of nine (9). If selected, the ten (10) card value will be displayed as the second card of the (Cl) card value display, and the nine (9) card value will be displayed as the third card of the
- (Cl) card value display (Fig. 14) in the "Call 21" LED display 97 embedded and positioned in the game table 94 (Fig. 13) adjacent to the seat the player is playing. If the player likes the CPU's selections, he/she will press the Enter key (h) once again to confirm the selection. If the player does not like the CPU's 76 selection, the player will press the Clear/Next key (j) to clear the ten (10) and nine (9) card value selections from the card value display (Cl) (Fig. 14) and signal the CPU 76 to make another selection using it's random number generator. To start the AUTO/Select process from the beginning, press the Clear/next key (j) once again.
- the player will press the Clear/Next key (j) to clear the ten (10) and nine (9) card value selections from the card value display (Cl) (Fig. 14) and signal the CPU 76 that a new selection is to be make.
- FIG. 14 An example of a AUTO/Select selection of the possible card values and suit of the two cards to be dealt as the player's original two-card-hand for an upcoming game round from the shoe 76 is illustrated below.
- the AUTO/Select key (a) (Fig. 14) is illuminated. Each player would press the 2/Player/Hand key (c) (Fig. 14), followed by the Card/Value key (e) (Fig. 14), and then any one of the card suit keys (s) (Fig. 14) (Hearts, Clubs, Diamonds, and Spades), and then the Enter Key (h) (Fig.
- the CPU might give the player a choice to wager that the two cards dealt to the player as the players original two-card-hand for the upcoming round will possibly be one suited card having a card value of eleven (11), an Ace, i.e. the Ace-of-Spades, and another suited card having a card value of ten (10) and a card rank of Jack, i. e.
- the Jack-of-Spades If selected the Ace-of-Spades will be displayed as the second card of the card value and suit display (C2), and the Jack-of-Spades will be displayed as the third card of the (C2) card value and suit display (Fig. 14) in the "Call 21" LED display 97 embedded and positioned in the game table 94 (Fig. 13) adjacent to the seat the player is playing. If the player likes the CPU's selections, he/she will press the Enter key (h) once again to confirm the selection.
- the player will press the Clear/Next key (j) to clear the Ace-of-Spades and the Jack-of-Spades, card values and suit, selections from the card value and suit display (C2) (Fig. 14) and signal the CPU 76 to make another selection using it's random number generator.
- the Clear/next key (j) once again.
- the player would press, for example, the 2/Plr/Player/Hand key (c), followed by the Card/Value key (e), followed by the Delivery Sequence key (f) and finally the Enter key (h) to bet $1.00 that of the possible card values and suits and delivery sequence of the two cards to be dealt as the player's original two-card-hand selected by the CPU for an upcoming game round from the cards the software programs knows to be remaining in the deck(s) carried by the shoe 76.
- the CPU might give the player a choice to wager that of two cards dealt to the player as the players original two-card-hand for the upcoming round one card will possibly be a card having a card value often (a ten or picture card), and the other card will have a card value of nine (9). If selected the ten (10) card value will be displayed as the second card of the card value display (Cl), and the nine (9) card value will be displayed as the third card of the (Cl) card value and suit display (Fig. 14) in the "Call 21" LED display 97 embedded and positioned in the game table 94 (Fig. 13) adjacent to the seat the player is playing. If the player likes the CPU's selections he/she will press the Enter key once again to confirm the selection. If the player does not like the CPU's selections the player will press the Clear/Next key (j) to clear the, Ten (10), (any ten or picture card) and nine (9) card value selections made by the CPU from the
- the first card selected by the player to be dealt from the shoe to the player as the player's first card of the original two cards comprising the hand to be dealt will possibly be any Ten (10), (any 10 or picture card), and the nine (9) card value , the second card selected by the player to be the second card dealt from the shoe to the player as the player's second card of the original two cards comprising the hand to be dealt from the shoe for the upcoming round.
- the ten (10) card value will be displayed as the second card of the card value display (Cl), and the nine (9) card value will be
- the player would press, for example, the 2/Player/Hand key (c), followed by the Card Value key (e), followed by any one of the card suit keys (s) (Fig. 14) (Hearts, Clubs,
- the CPU might give the player a choice to wager that the two cards dealt to the player as the players original two-card-hand for the upcoming round will possibly be a card from the card suit of Spades having a card value of eleven (11), an Ace, i.e.
- the Ace-of-Spades and another card from the suit of Spades having a card value often (10) and a card rank of Jack, i. e. the Jack-of-Spades. If selected the Ace-of-Spades will be displayed as the second card of the card value and suit display (C2), and the Jack-of-Spades will be displayed as the third card of the (C2) card value and suit display (Fig. 14) in the "Call 21" LED display 97 embedded and positioned in the game table 94 (Fig. 13) adjacent to the seat the player is playing. If the player likes the CPU's selections he/she will press the Enter key once again to confirm the selection.
- C2 the second card of the card value and suit display
- the Jack-of-Spades will be displayed as the third card of the (C2) card value and suit display (Fig. 14) in the "Call 21" LED display 97 embedded and positioned in the game table 94 (Fig. 13) adjacent to the seat the player is
- the player will press the Clear/Next key (j) to clear the, Ace-of-Spades and the Jack-of-Spades card value and suit selections made by the CPU from the display and signal the CPU 76 to make another selection using the random number generator.
- the Clear/Next key (j) once again.
- the cards selected as the second selection will replace the first selections, the Ace-of-Spades and the Jack-of-Spades that are displayed in the (Cl) display, etc.
- “Call 21” game option (6) the card values, suit(s) and delivery sequence of the original two cards dealt to the player as the player's hand.
- Manual selection In another example of a manual wager and selection for the upcoming round, the player would press, for example, the 2/Player/Hand key (c), followed by the Card/Value key (e), followed by the 1/Ace key (i) followed by any one of the card suit keys (s) (Fig. 14) (Hearts, Clubs, Diamonds, and Spades), followed by the Jack key (Fig. 14), followed by any one of the card suit keys (s) (Fig.
- the sequence in which the "Call 21" game cards for the player's hand are always selected (regardless of the selection mode used) for a upcoming round to be dealt from the deck(s) remaining in the shoe 76 is as follows:
- the first possible card value selected is always displayed as the second card of the (Cl) card display (Fig. 14); and the second possible card value selected is always displayed as the third card of the (Cl) card display
- FIG. 14 The first possible card value and suit selected is always displayed as the second card of the (C2) card display (Fig. 14); and the second possible card value and suit selected is always displayed as the third card of the (C2) card display (Fig. 14).
- "Call 21" delivery sequence bets are limited to the 2/Player/Hand key (c) selections.
- the sequence in which the "Call 21" game cards dealt to each player's hand for the round most recently dealt from the shoe 76 is as follows: The first card value of two card values to be dealt to each player's hand during the course of a round is always displayed as the second card of the (Cl) card display (Fig.
- the second card value dealt of two card values to be dealt to each player's hand during the course of a round is always displayed as the third card of the (Cl) card display (Fig. 14).
- the first card value and suit of two card values and suit(s) to be dealt to each player's hand during the course of a round is always displayed as the second card of the (C2) card display (Fig. 14); and the second card value and suit of two card values and suit(s) to be dealt to each player's hand during the course of the round most recently dealt from the shoe 76 is always displayed as the third card of the (C2) card display (Fig. 14).
- the player's actual two-card-hand total of the cards dealt to the player for the cu ⁇ ent round will be super-imposed of the player's projected player hand total for the round display; PHT (Fig. 14), if any, which is displayed directly over the third card value display (Cl).
- the players first game card selections made for the round cu ⁇ ently being settled will be super-imposed over the cards dealt for the round most recently dealt from the shoe 76, that are presently displayed in the card value (Cl) and card value and suit (C2) displays of each player's "Call 21" LED display 97 positioned adjacent to the seat the player is playing. If only one bet was made by the player for the round being settled, the "Bets" field will be zero (0). In the event the player has made more than one wager, the winning selections, (if any) will be identified and paid as described immediately above in the order in which the wager and card(s) to be dealt selections for the cu ⁇ ent round being settled were made.
- card value (Cl) display or the card value & suit (C2) display, or the delivery sequence display, of the card dealt as the dealer's Up-Card, or the cards dealt to the player as the player's original two-card- hand, and the sequence in which the cards were delivered to the dealer and the player, the matching display(s) will pulsate momentarily and then the credits won by the player for the matching selections will be posted to the "Win” field and added to the "Credits" field.
- the player will press the Repeat key (g). When pressed the Repeat key (g) will illuminate. As long as the Repeat key (g) remains lit the players wagers and selections will be automatically repeated for subsequent rounds to be dealt from the shoe 76 as long as the player has enough credits to cover the wagers. If the player does not want to repeat the wagers for a specific round the player will press the
- Repeat key (g) and it will go dark. To make the initial wagers and selections on any subsequent round to be dealt from the shoe the player will again press the Repeat key (g). To clear all wagers and selections from the CPU for the wagering seat press the illuminated Repeat key (g) and the Clear/Next key (j) at the same time.
- the player presses the Play key (1).
- the Play key (1) will illuminate. If the player changes his mind before the upcoming round begins he/she can press the Play key again to put the wagers on hold. The Play key (1) will go dark. When the Play key (1) is illuminated to clear all selections and wagers from the game software press the Clear/Next (j) key two (2) times.
- the selections and wagers made by a player or the CPU will remain in the game software unless they are cleared by the player. If a player has made several game selections and wagers he/she must play all of the game selections for the upcoming round. To make a single selection or wager for the upcoming round, if more than one has previously been made, the player must clear all of the game selections from the game software and reenter a single "Call 21" game selection or wager.
- All payouts will be based on the mathematical odds of the dealer's Up-card having a specific card value, or card value and suit being dealt to the dealer for the upcoming round from the cards known by the CPU to be remaining in the deck(s) contained by the shoe from which the cards for the upcoming round will be dealt to the dealer; or the mathematical odds of each player being dealt a two-card-hand with a specific hand total, or each player's hand consisting of two specific card values, or two specific card values and suits, or two cards being dealt to each player in a specific sequence for the upcoming round from the cards known by the CPU to be remaining in the deck(s) contained by the shoe from which the cards for the upcoming round will be dealt to the game players.
- each player's last "Call 21" game selections will be displayed on the "Call 21" LED display 97 embedded in the game table 94 and positioned adjacent to the seat the player is playing.
- the player will press the Clear/Next key (j) and the Enter key (h) simultaneously.
- An accounting module contained within the "Call 21" game software will keep track of all credits purchased, or the Buy-In by the game players, the total of all wagers, the handle, made by the ""Call 21"” game players, the total gross payouts, of all ""Call 21”” game payouts made to the game players during the play of the game, the total of all credits cashed out, the Cash Out, by the game players, the net dollars won or loss, Buy-In less Cash Out, and the percentage of the total wagers, handle, made by the players that is won or lost, the hold, (the win divided by the win or loss) by the casino for the ""Call
- a "Deck Status" report (Fig. 19) may be displayed on the computer monitor or printed if a computer printer is included on the
- the software of the present invention also has many capabilities if a casino has installed a LAN network system coupling the game tables, where each of the game tables has the Card Dispensing Shoe with Scanner Apparatus and System in use, to a host computer system which will allow casino personnel to monitor and oversee the play of the game at any selected game table.
- These network features include the following:
- the above features of the card dispensing shoe with scanner software on a LAN network system will allow, during real time, all pertinent game data for the game table or tables being evaluated to be displayed on one or more remote computer monitors.
- the data sent to the remote computer monitor screens will provide casino personnel with detailed information about the game(s) in progress and the skills of the players without actually requiring direct visual observation of the game(s) being played.
- these functions could be merged with the casino video and VCR game and security facilities to provide a comprehensive system that will, enable the casino supervisors to identify individuals and teams of suspected professional card count system players and suspected "shuffle-trackers" during real time.
Abstract
Description
Claims
Priority Applications (2)
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CA002320707A CA2320707A1 (en) | 1998-02-26 | 1999-02-24 | Card dispensing shoe with scanner apparatus, system and method therefor |
AU27863/99A AU756775B2 (en) | 1998-02-26 | 1999-02-24 | Card dispensing shoe with scanner apparatus, system and method therefor |
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Application Number | Priority Date | Filing Date | Title |
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US09/031,321 US6039650A (en) | 1995-10-17 | 1998-02-26 | Card dispensing shoe with scanner apparatus, system and method therefor |
US09/031,321 | 1998-02-26 |
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WO1999043404A1 WO1999043404A1 (en) | 1999-09-02 |
WO1999043404A9 true WO1999043404A9 (en) | 1999-12-02 |
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PCT/US1999/004025 WO1999043404A1 (en) | 1998-02-26 | 1999-02-24 | Card dispensing shoe with scanner apparatus, system and method therefor |
Country Status (4)
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US (2) | US6039650A (en) |
AU (1) | AU756775B2 (en) |
CA (1) | CA2320707A1 (en) |
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US9289677B2 (en) | 2003-07-17 | 2016-03-22 | Bally Gaming, Inc. | Modular dealing shoe for casino table card games |
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Also Published As
Publication number | Publication date |
---|---|
AU2786399A (en) | 1999-09-15 |
AU756775B2 (en) | 2003-01-23 |
US6299536B1 (en) | 2001-10-09 |
CA2320707A1 (en) | 1999-09-02 |
US6039650A (en) | 2000-03-21 |
WO1999043404A1 (en) | 1999-09-02 |
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