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

Description:
RELATED APPLICATION  
       [0001]     This application claims the priority of Japanese Patent Application No. 2005-340859 filed on Nov. 25, 2005, which is incorporated herein by reference.  
       BACKGROUND OF THE INVENTION  
       [0002]     1. Technical Field  
         [0003]     The present invention relates to a gaming machine, and more specifically to a gaming machine which changes an effect created by an image or a sound in accordance with a behavior of a player.  
         [0004]     2. Related Art  
         [0005]     Due to a recent proliferation of a casino and a game center, an opportunity for a variety of players to enjoy a game on a gaming apparatuses has increased.  
         [0006]     In the casino and game center in which such a wide variety of gaming apparatuses are disposed, in order to increase an operating rate and increase a profit for each gaming apparatus, a technique is necessary for gathering players and causing them to use the game apparatuses.  
         [0007]     As a technology for gathering the players, a gaming apparatus has been proposed which, for example, when the game is not being played, displays a demonstration picture on a display, changes the demonstration picture in accordance with a game history, thereby provoking an interest and a feeling of involvement in the game, and provoking a desire to play the game, thus achieving an increase in a customer gathering capability (for example, JP-A-2005-111090 (Paragraphs [0010] and [0014]).  
         [0008]     However, there are some players who, in an attempt to vent a frustration of losing, as hit or kick the gaming machine, or disturb another players. In the event of such troublesome behavior occurring, there is a tendency for already gathered players to abandon the game, and for customers watching events and attempting to participate in the game to flee, destroying a customer collecting capability. Also, there is a tendency for the gaming machine to suffer damage.  
       SUMMARY OF THE INVENTION  
       [0009]     An object of the invention is to provide a gaming machine which, by carrying out an effect in accordance with behavior a player is currently exhibiting, for example, in the event that the player is showing signs of adopting violent behavior or troublesome behavior, executes an effect such as to suppress such behavior to nip the problem in the bud.  
         [0010]     In order to achieve the object, the invention includes the features described hereafter.  
         [0011]     The invention is a gaming machine including: a plurality of player terminals at which a player carries out an input for a game; and a controller which executes a control of the player terminals and a control of a game progress, the gaming machine enabling a plurality of players to play an identical game simultaneously, wherein the controller includes a processor, an ROM and an RAM, wherein, by the processor executing a program stored in the RAM, the controller is caused to operation as an effect execution module (for example, a front display or a speaker) which executes an effect accompanying to the game, a behavior data acquisition module (for example, a camera and/or a sound speaker) which acquires behavior of the player as data, a determination module (for example, an image data analyzing section and/or a sound data analyzing section) which determines the behavior of the player acquired by the behavior data acquisition module; and an effect selection module (for example, a correlated effect pattern selection section) which selects an effect pattern in accordance with a determination result of the determination module, and causes the effect execution module to execute an effect in accordance with the selected effect pattern.  
         [0012]     The gaming machine, by determining and analyzing the behavior of the player by means of the determination module, determines what kind of behavior the player will exhibit, and executes an effect responding to or counteracting the behavior, thus affecting the behavior of the player. For example, in the event that the player is showing signs of starting an action of attempting to hit or kick the gaming machine in a fit of anger, the gaming machine, by carrying out an effect talking quietly to an excited player, saying “OK, calm down. Shall we start the next game?”, can have an effect of dissuading the player from the action of hitting or kicking.  
         [0013]     In the gaming machine, the invention is also established by the behavior data acquisition module acquiring an utterance of the player as sound data, and the determination module determining the behavior of the player based on utterance details of the player obtained by a sound recognition of the utterance of the player from the sound data.  
         [0014]     Also, in the gaming machine, the invention is also established by the behavior data acquisition module filming the player and acquiring image data, and the determination module determining the behavior of the player from the image data.  
         [0015]     In the gaming machine with such a configuration, it can be expected that, as it can determine an action the player is about to take from both the utterance details and the action, it can determine with a high accuracy what kind of behavior the player will exhibit and, from a result, execute an effect for appropriately responding to or counteracting the behavior, thus affecting the behavior of the player.  
         [0016]     Also, in the gaming machine, the invention is also established by the behavior data acquisition module, as well as acquiring the utterance of the player as sound data, filming the player and acquiring image data, and the determination module determining the behavior of the player based on utterance details of the player obtained by the sound recognition of the utterance of the player from the sound data, and on the image data.  
         [0017]     Additional objects and advantage of the invention will be set forth in the description which follows, and in part will be obvious from the description, or may be learned by practice of the invention. The objects and advantages of the invention may be realized and obtained by means of the instrumentalities and combinations particularly pointed out hereinafter. 
     
    
     BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE INVENTION OF THE DRAWINGS  
       [0018]     The accompanying drawings, which are incorporated in and constitute a part of the specification, illustrate embodiments of the invention, and together with the general description given above and the detailed description of the embodiments given below, serve to explain the principals of the invention.  
         [0019]      FIG. 1  is an external perspective view of a gaming machine;  
         [0020]      FIG. 2  is a perspective view of a player terminal;  
         [0021]      FIG. 3  is a block diagram showing a control system of the gaming machine;  
         [0022]      FIG. 4  is a perspective view showing an example of an up-down mechanism;  
         [0023]      FIG. 5  is a perspective view showing another example of the up-down mechanism;  
         [0024]      FIG. 6  is a perspective view showing still another example of the up-down mechanism;  
         [0025]      FIG. 7  is a functional block diagram showing a configuration example of the gaming machine;  
         [0026]      FIG. 8  is a functional block diagram showing a configuration example of a main controller;  
         [0027]      FIG. 9  is a diagram showing an example of a data configuration example of an effect pattern table;  
         [0028]      FIG. 10  is a functional block diagram showing a configuration example of the player terminal;  
         [0029]      FIG. 11  is a view showing a screen example displayed on a front display; and  
         [0030]      FIG. 12  is a flowchart showing an operation example of a gaming machine. 
     
    
     DESCRIPTION OF THE PREFERRED EMBODIMENTS  
       [0031]     Hereafter, a description will be given of an embodiment of the invention while referring to the drawings.  
         [0000]     1. An External Appearance of a Gaming Machine  
         [0032]      FIG. 1  shows an external view of a gaming machine according to the embodiment of the invention. As shown in the figure, a gaming machine  100  includes a table  102  on which player terminals  101  called satellites are disposed in an approximate fan shape, and a panel  103  mounted in a rear of the table  102 . In the example shown in the figure, five player terminals  101  are disposed in a fan shape facing the panel  103 .  
         [0033]     The panel  103  is equipped with a front display  104 , which is a display device such as a liquid crystal display device, speakers  105 , lamps  106  and LEDs  107 . The front display  104 , as well as relaying information related to a whole of a game in which players operating the player terminals  101  participate to each player simultaneously, displays an effect image in response to an action of each player. The front display  104  is designed to display a notification of a start of a bet reception time, a notification of a bet finishing time, a notification of a game outcome and the like, by an animation of a dealer  108 . Also, the front display  104  displays an effect which carries out a guidance of the players, and a consolation, a warning and a guidance to the players, by means of an animation of the dealer  108 .  
         [0034]      FIG. 2  shows an enlarged view of the player terminal  101 . Hereafter, a description will be given, while referring to  FIG. 2 , of the player terminal  101 . The player terminal  101  includes in a top surface a liquid crystal display  201  for providing information related to the game to the player. The liquid crystal display  201 , being covered by a transparent touch sensitive screen  202 , configures an input interface in conjunction with an input interface screen displayed by the liquid crystal display  201 .  
         [0035]     A button group  203 , which is a plurality of buttons, such as a payout button, a bet button etc., which a player uses in the game, is disposed in front of the player&#39;s liquid crystal display  201 . Also, a coin slot  204 , through which the player inserts a game currency medium such as a coin, a medal or a chip (referred to hereafter simply as a “coin”), is provided to the right of the button group  203 . A bill acceptor  205   b  through which the player inserts a bill, is provided below the coin slot  204 . A coin sensor (not shown) being disposed inside the coin slot  204 , when a coin is inserted in the coin slot  204 , a coin detection signal is sent to the player terminal  101  via the coin sensor. Also, a bill sensor (not shown) being disposed inside the bill acceptor  205 , when a bill is inserted in the bill acceptor  205 , a bill detection signal is sent to the player terminal  101  via the bill sensor.  
         [0036]     A camera  109 , for capturing a movement of a player using a relevant player terminal  101 , is provided at a rear (a side near the panel  103 ) of the player&#39;s liquid crystal display  201 , and a sound sensor  110 , for capturing an utterance of the player using the relevant player terminal  101 , is provided at a side near to the player. The camera  109  transmits image data of the player, while the sound sensor  110  transmits sound data including the utterance of the player. The image data and sound data are sent to a main controller, to be described hereafter, and analyzed.  
         [0037]     A coin tray  206  is provided in a lower front portion of the player terminal  101 , and in the event that the player depresses the payout button, which is one of the button group  203 , a number of coins corresponding to all or a part of a credit value belonging to the player stored in the player terminal  101  is ejected from the coin tray  206 , enabling the player to take possession of them.  
         [0038]     A transparent acrylic panel  207  is provided in an inverted, squared U-shape beyond the liquid crystal display  201  (on the panel  103  side), and a three-dimensional model chip presentation section  208  is provided in an area surrounded by the transparent acrylic panel  207 . The three-dimensional model chip presentation section  208  includes three-dimensional model chips  209 , a presentation section plate  211 , on which are provided apertures  210  for the three-dimensional model chips  209  to project from an interior of the player terminal  101  to an exterior, or to store the projected three-dimensional model chips  209  in the interior of the player terminal  101 , and an up-down mechanism (to be described hereafter) for raising and lowering the three-dimensional model chips  209 .  
         [0039]     The three-dimensional model chips  209 , being a model of a pile of chips, are manufactured by molding a resin or the like. It is acceptable that one three-dimensional model chip presentation section  208  has a plurality of three-dimensional model chips  209  of differing units. For example, it is acceptable that three-dimensional model chips representing a pile of chips worth one credit each, three-dimensional model chips representing a pile of chips worth ten credits each, three-dimensional model chips representing a pile of chips worth one hundred credits each, and so on are prepared.  
         [0040]     The three-dimensional model chips  209  are raised and lowered by the up-down mechanism in accordance with a number of chips by which the player operating the player terminal  101  on which the three-dimensional model chip presentation section  208  is provided is in credit with the gaming machine  100 , that is, an owned credit value. For example, in the event that the player currently has an owned credit value of “251”, the three-dimensional model chips representing a pile of chips worth one credit each are raised or lowered so as to project from the presentation section plate  211  to a height equivalent to a thickness of one chip, and a raising or lowering of the three-dimensional model chips representing a pile of chips worth ten credits each is carried out so that they project from the presentation section plate  211  to a height equivalent to a thickness of five chips, while a raising or lowering of the three-dimensional model chips representing a pile of chips worth a hundred credits each is carried out so that they project from the presentation section plate  211  to a height equivalent to a thickness of two chips.  
         [0041]     All the players, as well as being able to ascertain promptly and intuitively the player&#39;s owned credit value by looking at a height to which the three-dimensional model chips  209  project from the presentation section plate  211 , can experience a sense of reality just as though actual chips are increasing and decreasing in front of their eyes.  
         [0042]      FIG. 3  is a schematic block diagram showing an example of an internal structure of the gaming machine  100 . A main controller  301  is stored in the gaming machine  100 . The main controller  301  is configured of an information processor (for example, a microcomputer) which executes a game program and a peripheral device. The main controller  301 , being connected to each player terminal  101  in such a way as to enable two-way communication with them, receives a notification of a player selection such as a number of chips bet, a betting option and the like from each player terminal  101 , starts an execution of a game in the event that prescribed conditions have been met, determines the outcome of the game, and notifies each player terminal  101  of a result. Each player terminal  101  carries out an increase or a reduction of the owned credit value of the relevant player in accordance with the notification from the main controller  301 . For example, in the event that the player wins the game, each player terminal  101 , in accordance with the notification from the main controller  301 , adds a credit value equivalent to a number of chips obtained to the owned credit value, and updates a memory while, in the event that the player loses the game, each player terminal  101 , in accordance with the notification from the main controller  301 , subtracts a credit value equivalent to a number of chips bet from the owned credit value, and updates the memory.  
         [0043]     Also, the main controller  301  also carries out a transmission of an image signal to be displayed on the front display  104 , a drive control of the lamps  106  and the LEDs  107 , and a drive control of the speakers  105 .  
         [0044]     Also, the main controller  301  receives image data and sound data from the camera  109  and the sound sensor  110  provided on each player terminal  101 . Although one each of the camera  109  and the sound sensor  110  are displayed representatively, a number of cameras  109  and sound sensors  110  equivalent to a number of player terminals  101  are provided on the gaming machine  100 .  
         [0045]     An up-down mechanism  302  and a light source  303  are connected to the player terminal  101 .  
         [0046]     The up-down mechanism  302 , being a module for raising and lowering the three-dimensional model chips  209 , uses, in the embodiment, a stepping motor as a raising and lowering power, but it is also acceptable that it is a regular motor combined with a position controlling mechanism.  
         [0047]     A description will be given of a specific configuration of the up-down mechanism  302 , while referring to  FIG. 4 .  
         [0048]     The up-down mechanism  302  shown in  FIG. 4  includes a rotation drive shaft  402  attached to a stepping motor  401 , abutment members  403   1  to  403   5 , which are secured to the rotation drive shaft  402 , and rotate along with a rotation of the rotation drive shaft  402 , arms  405   1  to  405   5  pivotably attached by a support shaft  404  in a position in which one end is in abutment with abutment surfaces  403   1 P to  403   5 P which include the abutment members  403   1  to  403   5 , and tables  406   1  to  406   5  attached to the other end of the arms  405   1  to  405   5 . The three-dimensional model chips  209  are secured on an upper surface of the tables  406   1  to  406   5 . Also, the tables  406   1  to  406   5 , being guided by a slide rail  407 , are regulated in such a way that the three-dimensional model chips  209  pass correctly through the apertures  210 .  
         [0049]     In the example shown in  FIG. 4 , being a configuration raising and lowering five kinds of three-dimensional model chips  209 , five each of the abutment members  403   1  to  403   5 , the abutment surfaces  403   1 P to  403   5 P, the arms  405   1  to  405   5  and the tables  406   1  to  406   5  are prepared, and described with subindeces attached in order to distinguish between them, but hereafter, in a case in which it is not necessary to distinguish, they will be marked simply as the abutment member  403 , abutment surface  403 P, arm  405  and table  406 , without attaching a subindex.  
         [0050]     Next, a description will be given of an operation of the up-down mechanism  302  shown in  FIG. 4 .  
         [0051]     When the stepping motor  401  driven by the player terminal  101  causes the rotation drive shaft  402  to rotate, the abutment member  403  rotates. As this rotation progresses, the abutment surface  403 P comes into abutment with an end of the arm  405 . In the embodiment, the abutment surface  403   5 P makes the earliest abutment with an end of the arm  405   5 , followed in an order of the abutment surface  403   4 P, the abutment surface  403   3 P, the abutment surface  403   2 P and the abutment surface  403   1 P making abutment with an end of the corresponding arms  405   4  to  405   1 .  
         [0052]     After the abutment surface  403 P has made abutment with the end of the arm  405 , as the abutment member  403  rotates further, the abutment surface  403 P pushes down the end of the arm  405 .  
         [0053]     The arm  405  of which one end has been pushed down pivots around the support shaft  404  so that the other end is pushed in an upward direction. As a result, the table  406  secured to the other end is also pushed in an upward direction, and the three-dimensional model chips  209  mounted on the table  406  rise along with it. As a result, in accordance with a degree of rotation of the rotation drive shaft  402  caused by the stepping motor  401 , it is possible to expose a part or a whole of the three-dimensional model chips  209  by causing them to pass through the aperture  210  and project from the presentation section plate  211 .  
         [0054]     Also, by causing the stepping motor  401  to rotate in a reverse direction, it is possible to temporarily store a part or the whole of the three-dimensional model chips  209  projected from the presentation section plate  211  beneath the presentation section plate  211 .  
         [0055]     In the configuration example shown in  FIG. 4 , as a formation of the abutment members  403   1  to  403   5  is fixed in such a way that a timing at which the abutment surfaces  403   1 P to  403   5 P make abutment with the end of the corresponding arms  405   1  to  405   5  differs, the three-dimensional model chips  209  on a right side in the figure start to rise the earliest, followed by the three-dimensional model chips  209  on the right side to the three-dimensional model chips  209  on a left side starting to rise in order. Using this property, by giving each of the three-dimensional model chips  209  on a farthest right end a low value (for example, one credit per chip), increasing a value of each chip as they progress to the left (for example, five credits, ten credits, a hundred credits, a thousand credits per chip), and distinguishing the three-dimensional model chips by color and pattern, it is possible to express a wide range of owned credit values, such as one to a hundred thousand credits, by an amount of projection of the three-dimensional model chips  209 .  
         [0056]     Next, another configuration example of the up-down mechanism  302  is shown in  FIGS. 5 and 6 .  FIG. 5  is a perspective view of a basic unit of the another configuration example of the up-down mechanism  302 . One up-down mechanism  302  is configured by collecting a plurality of the basic units.  
         [0057]     In the basic unit of the up-down mechanism  302 , a table  503  is attached to a rotation drive shaft  502  rotationally driven by a stepping motor  501 .  
         [0058]     As in the previously described example, the three-dimensional model chips  209  are mounted on an upper surface of the table  503 . The three-dimensional model chips  209  being formed of a left and right hollow semi-cylinder stuck together to make one set of three-dimensional model chips  209 ,  FIG. 5  shows one side of the hollow semi-cylinder before sticking together. Although not shown, it is the same as the previously described example in that the three-dimensional model chips  209  rise and descend in such a way as to project from or retreat into the aperture  210  in the presentation section plate  211 .  
         [0059]     A nut  504  is secured to an underneath of the table  503 . A screw thread and a screw groove (not shown) being formed on an outer periphery of the rotation drive shaft  502 , the nut  504  and the rotation drive shaft  502  are screwed together.  
         [0060]     The table  503  is regulated so as not to rotate along with a rotation of the rotation drive shaft  502 . For example, it is acceptable to provide a guide rail, as in the previously described example, and regulate the rotation of the table  503  (a movement in an upward and downward direction is not regulated), or to bring it into slidable abutment with an interior wall or the like of the gaming machine  100 , and regulate the rotation of the table  503  (the movement in the upward and downward direction is not regulated).  
         [0061]     By causing the rotation drive shaft  502  to rotate, the table  503  is threadedly advanced and retracted. That is, by controlling a rotation drive of the stepping motor  501 , it is possible to control a rising and descending of the table  503 , that is, of the three-dimensional model chips  209  mounted on it.  
         [0062]      FIG. 6  is a perspective view showing an example of a case in which the up-down mechanism  302  is configured using a plurality of the basic units. In the example of the up-down mechanism  302 , it is configured of a line of five basic units on which one set of the three-dimensional model chips  209  is mounted, and a line of five basic units on which one set of the three-dimensional model chips  209  is mounted. As each basic unit has a stepping motor  501 , it is possible to carry out an up-down control of the three-dimensional model chips  209  for each basic unit independently.  
         [0063]     For this reason, when using an up-down mechanism  302  with this kind of configuration, it is possible not only to use the rising and descending of the three-dimensional model chips  209  to display the owned credit value, but also to cause it to carry out another display, for example, to operate in order to carry out an effect such as causing the three-dimensional model chips  209  to rise and fall like a swelling of a wave, from right to left, or from left to right, in the event of the player of the player terminal acquiring a large win.  
         [0064]     Returning to  FIG. 3 , the description of the outline configuration of the gaming machine  100  will be continued.  
         [0065]     The player terminal  101 , being connected to the light source  303 , controls a light emitting operation of the light source  303 . The light source  303 , being a circuit having a light emitting source such as a plurality of LEDs, functions as a light source which can emit different colors (for example, red, blue, green, white etc.) and change a luminance. Light emitted from the light source  303  is guided by the transparent acrylic panel  207 , and emitted to an exterior of the gaming machine  100 , in particular in a direction visually confirmed by the player.  
         [0000]     2. A Configuration Example of the Main Controller  
         [0066]     Next, a description will be given of a configuration example of the main controller  301 , while referring to  FIG. 7 .  FIG. 7  is a block diagram of the gaming machine  100 , centered around the main controller  301 .  
         [0067]     The main controller  301  is basically configured to have as its nucleus a microcomputer  705 , which includes a CPU  701 , an RAM  702 , an ROM  703 , and a bus  704  for carrying out a reciprocal data transmission between them, the ROM  703  and the RAM  702  are connected to the CPU  701  via the bus  704 . Various kinds of program, data table and the like for carrying out processes necessary for a controlling of the gaming machine  100  are stored in the ROM  703 . Also, the RAM  702  is a memory which temporarily stores various data calculated by the CPU  701 .  
         [0068]     The microcomputer  705 , or more specifically the CPU  701 , being connected to an image processing circuit  707  via an I/O interface  706 , the image processing circuit  707  is connected to the front display  104 , and controls a drive of the front display.  
         [0069]     The image processing circuit  707  includes a program ROM, an image ROM, an image control CPU, a work RAM, a VDP (Video Display Processor), a video RAM, etc. An image control program related to a display on the front display  104 , and various selection tables, are stored in the program ROM. Also, image configuration data for forming an image such as, for example, dot data, polygon data and texture data for forming an image on the front display  104 , are stored in the image ROM. Also, the image control CPU, based on parameters set by the CPU  701 , in accordance with the image control program stored in advance in the program ROM, determines an image to be displayed on the front display  104  from among the image configuration data stored in advance in the image ROM. The image configuration data includes moving picture data for changing an expression and action of the dealer  108  to be displayed on the front display  104  in accordance with a progress and condition of the game.  
         [0070]     Also, the work RAM is configured as a temporary memory when executing the image control program with the image control CPU. Also, the VDP generates image data corresponding to display details determined by the image control CPU, and transmits them to the front display  104 . The video RAM is configured as a temporary memory when forming the image with the VDP.  
         [0071]     The image processing circuit  707  has a function by which it synthesizes image data of a background image and an image of the dealer  108 , generates image data in which the dealer  108  is facing the player backed by the background data, and transmits them to the front display  104 .  
         [0072]     Furthermore, the microcomputer  705 , or more specifically the CPU  701 , being connected to the speakers  105  via a sound circuit  708 , the speakers  105 , based on an output signal from the sound circuit  708 , generate various sound effects, background music, a synthesized sound corresponding to an utterance of the dealer  108 , a sampling sound or the like when carrying out various effects.  
         [0073]     Also, the microcomputer  705 , or more specifically the CPU  701 , being connected to the camera  109  and the sound sensor  110  provided on each player terminal  101 , receive image data and sound data. Although one each of the camera  109  and the sound sensor  110  are displayed representatively, a number of cameras  109  and sound sensors  110  equivalent to a number of player terminals  101  are provided on the gaming machine  100 .  
         [0074]     Also, the microcomputer  705 , or more specifically the CPU  701 , is connected to the lamps  106  and the LED&#39;s  107  via a lamp drive circuit  709 . The lamps  106  and the LED&#39;s  107 , being disposed in a large quantity on a front of the gaming machine  100 , are controlled as to illumination, when carrying out the various effects, by the lamp control circuit  709  based on a drive signal from the CPU  701 .  
         [0075]     Also, each player terminal  101  being connected to the microcomputer  705 , or more specifically the CPU  701 , via a communication interface  710 , a two-way communication can be carried out between the CPU  701  and the player terminals  101 . As the CPU  701 , by means of the communication interface  710 , can carry out a transmission and reception of a command, a transmission and reception of a request and the like with each player terminal  101 , the main controller  301  and the main player terminals  101  cooperate in controlling a progression of the game.  
         [0000]     3. A Function of the Main Controller  
         [0076]     A function of the main controller  301  according to the embodiment is realized mainly by the microcomputer  705 , or more specifically the CPU  701 , executing a program stored in the ROM  703 . Hereafter, functions realized by the microcomputer  705 , or more specifically the CPU  701 , executing a program will be described.  
         [0077]      FIG. 8  is a functional block diagram of the main controller  301 . In the example shown in the diagram, the CPU  701  functions as a process management section  801 , a game executing section  802  which carries out a reception of data from the process management section  801 , a behavior data collecting section  803 , an image data analyzing section  804 , a sound data analyzing section  805  and a correlated effect pattern selection section  806 .  
         [0000]     3.1. The Process Management Section  
         [0078]     The process management section  801  carries out an overall control over an operation of each circuit in the main controller  301  as well as the game executing section  802 , the behavior data collecting section  803 , the image data analyzing section  804 , the sound data analyzing section  805  and the correlated effect pattern selection section  806 . More specifically, the process management section  801  receives various signals, commands, requests and so on from each player terminal  101  and, in accordance with the received signals etc., commands the game executing section  802 , the behavior data collecting section  803 , the image data analyzing section  804 , the sound data analyzing section  805  and the correlated effect pattern selection section  806  to start up and carry out a process. Also, the process management section  801  receives image data and sound data from the camera  109  and the sound sensor  110 , and stores them in the RAM  702 .  
         [0079]     Also, the process management section  801 , while carrying out a communication with each player terminal  101 , judges a start, execution and finish of the game and, based on the judgment, sends a command, a request, a notification etc. to each player terminal  101 .  
         [0080]     Also, the process management section  801  transmits an image generation command to the image control circuit  707  such as to cause it to display an effect image, including the dealer  108 , on the front display  104 . Also, in order to carry out an effect in accordance with a progress condition of the game, it transmits a drive command to the lamp drive circuit  709  and the sound drive circuit  708 , causes them to drive the lamps  106 , LEDs  107  and speakers  105 , and execute an effect by means of a light and a sound.  
         [0081]     The game executing section  802 , the behavior data collecting section  803 , the image data analyzing section  804 , the sound data analyzing section  805  and the correlated effect pattern selection section  806  controlled by the process management section  801  have the kind of functions described hereafter.  
         [0000]     3.2. The Game Executing Section  
         [0082]     The game executing section  802 , by operating in conjunction with each player terminal  101 , has a function of executing a main game of the gaming machine  100 .  
         [0083]     The game executing section  802 , being started up by a game start judgment of the process management section  801 , executes a game program stored in advance in the ROM  703  and, in conjunction with each player terminal  101 , causes the player to play the game.  
         [0084]     Also, the game executing section  802  transmits an image display instruction to the image processing circuit  707  such as to cause it to display a game image, which changes constantly along with the progress of the game, on the front display  104 . Based on the instruction, the image processing circuit  707  generates image data using the background image, stripes or the like stored in the image ROM, and displays an image based on the image data on the front display  104 .  
         [0000]     3.3. The Behavior Data Collecting Section  
         [0085]     The behavior data collecting section  803  acquires image data and sound data transmitted from the camera  109  and the sound sensor  110 , and stores them in an image data memory  807  and a sound data memory  808 , which are prescribed memory areas in the RAM  702 . The image data and the sound data are used to determine what kind of behavior the player has exhibited. The behavior data collecting section  803  stores behavior data, which is data recording the player&#39;s behavior, that is, the image data and the sound data transmitted from the camera  109  and the sound sensor  110 , in each player terminal  101 . By this means, it is possible to analyze the behavior of each player, and to execute an effect in response to the behavior of each player by means of the front display  104 .  
         [0086]     The behavior data collecting section  803  updates the image data and the sound data regularly or as required.  
         [0000]     3.4. The Image Data Analyzing Section  
         [0087]     The image data analyzing section  804  reads the image data stored in the image data memory  807 , analyzes them, and determines what kind of behavior the player has exhibited. Behavior which is a subject of analysis can be any kind of behavior as long as it can be acquired from the image data, for example, an action of the player (for example, a hand movement, a rocking of a body etc.) is acceptable, as is an expression (a change of an eyebrow, a change of a mouth etc.). The image data analyzing section  804  calculates a degree of these positional changes from the image data, and carries out a determination of the player&#39;s behavior. For example, there is behavior indicating that the player is in a state of frustration, behavior indicating that the player is in a state of boredom with the game, behavior indicating that the player is in a state of anger and so on. The image data analyzing section  804  relays a determination result to the correlated effect pattern selection section  806 .  
         [0000]     3.5. The Sound Data Analyzing Section  
         [0088]     The sound data analyzing section  805  reads the sound data stored in the sound data memory  808  and, after carrying out a sound recognition process on them, analyzes them and determines what kind of state the player is in. A subject of analysis is the player&#39;s utterance details. The sound data analyzing section  805 , based on the sound data, changes the player&#39;s utterance details into a character data form, and extracts a keyword. For example, in the event that a keyword such as “I can&#39;t win” or “This is strange” is extracted, the sound data analyzing section  805  determines that the player is in a state of frustration, while in the event that a keyword such as “I&#39;ve had enough” or “I&#39;m sick of this” is extracted, it determines that the player is in a state of boredom with the game. After carrying out the determination, the sound data analyzing section  805  relays the determination result to the correlated effect pattern selection section  806 .  
         [0089]     It is also acceptable to determine the player&#39;s state by having a loudness of an utterance sound, a pitch of a vocal tone etc. as the subject of analysis, rather than just the keyword.  
         [0000]     3.6. The Correlated Effect Pattern Selection Section  
         [0090]     The correlated effect pattern selection section  806  has a function of receiving the determination results from the image data analyzing section  804  and the sound data analyzing section  805 , choosing effect data in accordance with them, and causing the image processing circuit  707  to carry out an image display in accordance with the effect data.  
         [0091]     A selection of effect data is carried out by, for example, preparing in advance an effect pattern table  809  in the ROM  703 . The effect pattern table  809  is a table storing one kind or a plurality of kinds of effect pattern correlated to the determination results of the image data analyzing section  804  and the sound data analyzing section  805 . The effect patterns are data for use in instructing the image processing circuit  707  to create an action, an expression etc. of the dealer  108  to be displayed on the front display  104 , and instructing the sound circuit  708  to transmit vocalized contents of the dealer  108 , background music, sound effects etc.  
         [0092]     In  FIG. 9 , a diagram showing a data configuration example of the effect pattern table  809  is shown. The effect pattern table  809  is a table configured in such a way that, when an analysis result of the image data analyzing section  804  and/or the sound data analyzing section  805  is fixed, one set of effect pattern data (in the example, it is taken to be a moving picture data file) is specified.  
         [0093]     The effect pattern table  809  has one record R 1 , R 2 , R 3 , . . . , RM, . . . RN (M and N are integers where M&lt;N) for each combination of the analysis result of the image data analyzing section  804  and/or the sound data analyzing section  805 . Each record includes an image data analysis result field  901  which stores the analysis result transmitted by the image data analyzing section  804 , a sound data analysis result field  902  which stores the analysis result transmitted by the sound data analyzing section  805 , and an effect pattern file field  903  which stores a name (a bus name) of an effect pattern (the moving picture data file) correlated to a combination of these fields. Although, in the example, both the analysis result transmitted by the image data analyzing section  804  and the analysis result transmitted by the sound data analyzing section  805  are used, the effect pattern table  809  is also established by having a configuration which chooses the effect pattern based on either one of them.  
         [0094]     To give a description of a record R 1  in the effect pattern table  809  shown in the figure, in a case in which the analysis result transmitted by the image data analyzing section  804  is “The player is frustrated”, and the analysis result transmitted by the sound data analyzing section  805  is “The player is frustrated”, moving picture data with a file name “nadameru001.mpg” is specified as data for an effect to be executed later. The moving picture data is such that, first, the dealer  108  turns a face/eyes in a direction of the player terminal  101  at which the effect is to be shown and, as well as displaying an image in which the dealer speaks while smiling at the player on the front display  104 , transmits a monologue with contents soothing the player such as “Don&#39;t you feel there&#39;s a good hand coming up next? I think there is” from the speakers  105 . Also, to describe a record R 2 , in a case in which the analysis result transmitted by the image data analyzing section  804  is “The player is frustrated”, and the analysis result transmitted by the sound data analyzing section  805  is “The player is bored”, moving picture data with a file name “nadameru002.mpg” is specified as data for an effect to be executed later. This moving picture data, having effect contents slightly different from the moving picture data called effect pattern table  809  “nadameru001.mpg” corresponding to the record R 1 , has effect contents such as to attract an interest while soothing the player.  
         [0095]     In this way, the effect pattern table  809  has a data structure for, based on both the analysis result transmitted by the image data analyzing section  804  and the analysis result transmitted by the sound data analyzing section  805 , selecting and providing an effect which has an appropriate effect on the player&#39;s behavior.  
         [0096]     It is acceptable that a selection of the effect pattern by the effect pattern table  809  is carried out at each player terminal  101 . For example, the invention is also established by, after executing an effect with an effect pattern for soothing a player of the player terminal  101  positioned at a left end, executing an effect with an effect pattern for encouraging a player of the player terminal  101  positioned at a right end.  
         [0097]     Returning to  FIG. 8 , the description of the main controller  301  will be continued.  
         [0098]     The correlated effect pattern selection section  806  receives the determination results from the image data analyzing section  804  and the sound data analyzing section  805 , selects effect pattern data correlated to the instructions from the effect pattern table  809 , transmits a command, a request or an order to the image processing circuit  707  such as to cause a display of an effect image in accordance with the effect pattern data, and transmits a command, a request or an order to the sound circuit  708  such as to cause a transmission of a sound, music or a sound effect in accordance with the effect pattern data.  
         [0099]     For example, in the case that the determination results of the image data analyzing section  804  and the sound data analyzing section  805  are that the player is in a state of frustration, the correlated effect pattern selection section  806  selects effect pattern data which execute an effect soothing the player, which are effect pattern data correlated in advance to the state while, in the case that the determination results are that the player is in a state of boredom, the correlated effect pattern selection section  806  selects effect pattern data which execute an effect stimulating the player, which are effect pattern data correlated in advance to the state. That is, the correlated effect pattern selection section  806 , in response to the player&#39;s state, selects effect pattern data fixed in advance for correlating to the state, and transmits an effect image and sound in accordance with the effect pattern data. By this means, the gaming machine  100  can execute an effect in response to the player&#39;s state, regardless of how the player&#39;s state may change, and is able to maintain the player&#39;s desire to play and cause the player to continue playing.  
         [0100]     This completes the description of the configuration and functions of the main controller  301 .  
         [0000]     4. A Configuration Example of the Player Terminal  
         [0101]     Next, a description will be given of a configuration example of the player terminal  101 , while referring to  FIG. 10 .  FIG. 10  is a functional block diagram showing a control system of the player terminal  101 .  
         [0102]     The player terminal  101  being basically configured to have as its nucleus a microcomputer  1005 , which includes a CPU  1001 , an RAM  1002 , an ROM  1003 , and a bus  1004  for carrying out a reciprocal data transmission between them, the ROM  1003  and the RAM  1002  are connected to the CPU  1001  via the bus  1004 . Various kinds of programs, data tables and the like for carrying out processes necessary for controlling the player terminal  101 , for example, an operation control of the up-down mechanism  302 , an on/off control of the light source and the like, are stored in the ROM  1003 . Also, the RAM  1002  is a memory which temporarily stores various data calculated by the CPU  1001 .  
         [0103]     The microcomputer  1005 , or more specifically the CPU  1001 , being connected to a liquid crystal panel drive circuit  1007  via an I/O interface  1006 , the liquid crystal panel drive circuit  1007 , being connected to the liquid crystal display  201 , controls a drive of the liquid crystal display  201 .  
         [0104]     Also, the microcomputer  1005 , or more specifically the CPU  1001 , being connected to a touch sensitive screen drive circuit  1008  via the I/O interface  1006 , the touch sensitive screen drive circuit  1008  transmits coordinate data for a touch position on the transparent touch sensitive screen  202 .  
         [0105]     A hopper  1014  is connected to the microcomputer  1005 , or more specifically the CPU  1001 , via a hopper drive circuit  1009 . When a drive signal is transmitted from the CPU  1001  to the hopper drive circuit  1009 , the hopper  1014  pays out a prescribed number of coins from the coin tray  206 . Also, a coin detector  1015  is connected to the CPU  1001  via a payout completion signal circuit  1010 . The coin detector  1015  being disposed inside the coin tray  206 , when detecting that the prescribed number of coins has been paid out from the coin tray  206 , a coin payout detection signal is transmitted from the coin detector  1015  to the payout completion signal circuit  1010 , based on which the payout completion signal circuit  1010  transmits a payout completion signal to the CPU  1001 .  
         [0106]     Also, the microcomputer  1005 , or more specifically the CPU  1001 , is connected to a stepping motor control circuit  1011  which rotationally drives the stepping motor  401  (or  501 ) for driving the up-down mechanism  302 . When a motor drive signal is transmitted from the CPU  1001  to the motor control circuit  1011 , the stepping motor  401  (or  501 ) is rotationally driven by the stepping motor control circuit  1011 . By this means, the up-down mechanism  302  operates, carrying out a raising and lowering of the three-dimensional model chips  209 .  
         [0107]     Furthermore, the microcomputer  1005 , or more specifically the CPU  1001 , is connected to an LED drive control circuit  1012  for driving the light source  303 . In the embodiment, the light source  303  including a plurality of LEDs, the LED drive control circuit  1012 , in response to an LED drive command from the CPU  1001 , supplies drive power to the LED from among all the LEDs which is the subject of the drive command. By this means, it is possible to carry out an on/off control of the LEDs in a desired aspect under the control of the CPU  1001 .  
         [0108]     In the embodiment, the light source  303  including five red LEDs, five blue LEDs and five white LEDs, the LED drive control circuit  1012  is configured as a circuit which can selectively supply power in such a way as to individually and independently turn on and off the five red LEDs, the five blue LEDs and the five white LEDs.  
         [0109]     Furthermore still, the microcomputer  1005 , or more specifically the CPU  1001 , being connected to the main controller  301  via a communication interface  1013 , a two-way communication can be carried out between the CPU  1001  and the main controller  301 . The CPU  1001  can carry out a transmission and reception etc. of a command, a request, data and the like with the main controller  301 , and the main controller  301  and the player terminals  101  cooperate in controlling a progression of the main game.  
         [0000]     5. A Screen Example  
         [0110]     Next, a description will be given of a screen example of the gaming machine  100 .  
         [0111]      FIG. 11  is a view showing a screen example displayed on the front display  104  of the gaming machine  100 . In the example, the dealer  108  composed by computer graphics is displayed. The game processing section  802 , by issuing a command to the image processing circuit  707 , controls a display of the front display  104  so that the dealer  108  performs an action such as dealing cards to each player, collecting chips from a losing player and distributing chips to a winning player, in accordance with a progress of the game. The player can play a game while feeling that a dealer actually exists, so a game with a greater sense of reality is effected.  
         [0112]     Also, by the correlated effect pattern selection section  806  selecting an effect pattern correlated to an action of the player, and issuing a command to the image processing circuit  707  and the sound circuit  708  in accordance with the effect pattern, a screen displayed on the front display  104  and a sound emitted from the speakers  105  change, and an effect is carried out.  
         [0113]     For example, in a case in which it is determined that a certain player&#39;s action shows that the player is in a state of frustration, the correlated effect pattern selection section  806  selects effect pattern data for soothing the player. In the event that these effect pattern data are selected, the image processing circuit  707 , as well as causing a moving picture image in which the dealer  108  faces the player and smiles to be displayed on the front display  104 , causes an utterance consoling the player, such as “Your luck&#39;s going to change soon. Let&#39;s keep playing”, to be transmitted from the sound circuit as an utterance of the dealer  108 .  
         [0000]     6. An Operation Example  
         [0114]     In the case of the gaming machine  100 , while a game process is executed by the game executing section  802 , the selection and execution of the effect patterns correlated to the behavior and state of the user are carried out by the behavior data collecting section  803 , the image data analyzing section  804 , the sound data analyzing section  805  and the correlated effect pattern selection section  806 .  
         [0115]     Hereafter, a description will be given, while referring to  FIG. 12 , of the selection and execution of the effect patterns correlated to the behavior and state of the user in the gaming machine  100 .  FIG. 12  is a flowchart showing a selection and execution process of the effect patterns correlated to the behavior and state of the user, which is one part of an operation example of the gaming machine  100 .  
         [0116]     In the event that a certain condition is fulfilled, the gaming machine  100 , or more specifically the main controller  301 , carries out the process shown in  FIG. 12 . The certain condition is, for example, a passing of a certain time (for example, every 30 seconds), whether before a start of a game or during a game.  
         [0117]     In the process shown in  FIG. 12 , firstly, the main controller  301 , or more specifically the image data analyzing section  804  and the sound data analyzing section  805 , is started up, whereon the image data analyzing section  804  and the sound data analyzing section  805  acquire the image data and the sound data stored in the image data memory  807  and the sound data memory  808  respectively, carry out an analysis, and execute an image data and sound data analysis process to determine the behavior and state of each player (S 1201 ).  
         [0118]     The image data memory  807  and the sound data memory  808  relay the determination result of the behavior and state of each player, which is a result of the analysis process, to the correlated effect pattern selection section  806 .  
         [0119]     The correlated effect pattern selection section  806  which receives the determination result cross matches the determination result with the effect pattern table  809 , and determines whether or not the determination result corresponds to any of the effect patterns (S 1202 ). In the event that a corresponding effect pattern exists in the effect pattern table  809  (S 1202 , Yes), the correlated effect pattern selection section  806  relays the effect pattern to the process management section  801 , and causes it to execute the effect pattern (S 1203 ). More specifically, the process management section  801  which receives a notification of the effect pattern from the correlated effect pattern selection section  806  sends a command to the image processing circuit  707  and the sound circuit  708  so that they carry out a moving picture regeneration and a sound regeneration in accordance with the effect pattern. The image processing circuit  707  and the sound circuit  708  carry out the moving picture regeneration and the sound regeneration in accordance with the command.  
         [0120]     Meanwhile, in the event that a corresponding effect pattern does not exist in the effect pattern table  809  (S 1202 , No), the correlated effect pattern selection section  806  does nothing.  
         [0121]     Subsequently, the image data and the sound data which have been the subjects of the analysis processes of the image data memory  807  and the sound data memory  808  are deleted from the image data memory  807  and the sound data memory  808  (S 1204 ). Subsequently, the behavior data collecting section  803  starts an accumulative storage of the image data and the sound data, and prepares for a next analysis process by the image data analyzing section  804  and the sound data analyzing section  805 .  
         [0122]     In this way, the gaming machine  100  collects the behavior of each player as image data and sound data, determines the state of the player from the image data and sound data, and executes an effect pattern in response to the state of the player.  
         [0000]     7. Others  
         [0123]     1. Although, in the embodiment described heretofore, the gaming machine  100  constantly carries out a process which determines the state of the player from the image data and sound data, and executes an effect pattern in response to the state of the player, it is also acceptable to have a configuration which carries out such a process under a condition that the player has not inserted a credit in the player terminal. According to the gaming machine  100  with such a configuration, it is possible to prevent an interference in the game by someone who has no intention of playing the game, but is merely trying to hinder the progress of the game.  
         [0124]     2. Although, in the embodiment described heretofore, the sound sensor and the camera are used simultaneously as a way of acquiring the behavior of the player as data, the invention is also established by using only one of them as a method of acquiring the behavior of the player as data.  
         [0125]     To recapitulate the advantages obtained by the respective embodiments of the present invention, they are as follows.  
         [0126]     (1) The gaming machine, by determining and analyzing the behavior of the player by means of the determination module, determines what kind of behavior the player will exhibit, and executes the effect responding to or counteracting the behavior, thus affecting the behavior of the player. For example, in the event that the player is showing signs of starting the action of attempting to hit or kick the gaming machine in a fit of anger, the gaming machine, by carrying out the effect talking quietly to the excited player, saying “OK, calm down. Shall we start the next game?”, can have the effect of dissuading the player from the action of hitting or kicking.  
         [0127]     (2) It can be expected that it determines from a speech and an action of the player what kind of behavior the player will exhibit, and executes the effect responding to or counteracting the behavior, thus affecting the behavior of the player.  
         [0128]     (3) It can be expected that it determines, from the preparatory action of the action the player is about to take (for example, raising the fist as the preparatory action of hitting the gaming machine, or going red in the face etc.), what kind of behavior the player will exhibit, and executes the effect responding to or counteracting the behavior, thus affecting the behavior of the player.  
         [0129]     (4) It can be expected that, as it can determine an action the player is about to take from both the utterance details and the action, it can determine with a high accuracy what kind of behavior the player will exhibit and, from a result, execute an effect for appropriately responding to or counteracting the behavior, thus affecting the behavior of the player.  
         [0130]     (5) By executing the effect in response to the behavior of the player, it is possible to provide the gaming machine capable of controlling the behavior of the player.  
         [0131]     Additional advantages and modifications will readily occur to those skilled in the art. Therefore, the invention in its broader aspects is not limited to the specific details and representative embodiments shown and described herein. Accordingly, various modifications may be made without departing from the spirit or scope of the general inventive concept as defined by the appended claims and their equivalents.