the present embodiment will be described in case the concept of chaos of the present invention is applied to a ‘ pachinko ’ machine . fig1 is a schematic diagram showing the pachinko machine of the present embodiment . reference numeral 1 designates a ball shooting grip , and numeral 2 designates a playing board face , which is equipped therein with rewarding catchers 4 , 6 , 7 and 8 , a game indicator 5 , rewarding catchers 3 having functions to start the game unit , and a great - hit catcher 9 . the pachinko balls shot by the shooting machine are bounced in various directions to fly downward over the board face 2 by nails arranged in the board face 2 . when the pachinko ball lands in any of the rewarding catchers 3 , 4 , 6 , 7 and 8 , reward balls are supplied to a ball feed / reserve chute 12 . especially when a ball lands in the rewarding catcher 3 , the game unit is started in addition to the supply of reward balls . this game unit changes indications of three figures in the game indicator 5 and interrupts the change after lapse of a predetermined time period . the game unit commands the opening of a control valve for the great - hit catcher 9 if a predetermined combination of figures is achieved at the interruption . if this special condition is attained , the great hit causes the pachinko machine to open the great - hit catcher 9 thereby to establish a situation in which the player takes an advantage of catching more pachinko balls . as shown in fig1 the pachinko machine is generally identical without any substantial change in appearance to those used in the prior art . fig4 is a flow chart for applying the concept of chaos of the present invention to the pachinko machine . the pulse wave data fetched from a sensor 40 for collecting the information of the player are converted into a chaos attractor by a numerical operator 41 . the chaos attractor thus converted is then compared with a predetermined defining condition of the chaos , and an index calculated by a calculator 42 from the ljapunov index indicating the degree of satisfying that condition is fed to a computer 43 for controlling the pachinko machine . the indication or information of this computer 43 is fed to changing means 44 for changing the content of the game . thus , this game content is changed according to the situation of the player at that time . the computer 43 may be fed with the data from the pachinko machine itself as other data . these data are enumerated by the reward data of balls to the rewarding catchers , the great - hit data of the game unit or the situation of the control valve of the great - hit catcher 9 . the computer 43 enables the pachinko machine to cope with the various situations by processing those data and sending the commands or data for the various changes to the changing means 44 . in the present embodiment , the chaos attractor obtained from the pulse waves of the player is utilized to change the responses for meeting the pachinko machine . in order to get informed about the psychosomatic state of the player , according to the present embodiment , the ball shooting grip 1 is equipped with a pulse wave sensor for measuring the pulse waves at the fingertip of the player . the ball shooting grip 1 is schematically shown in an enlarged scale in fig2 . this grip 1 can be turned to command the shot itself of the pachinko balls and the shooting intensity . the grip 1 is equipped at its outer circumference with a knob 20 having a function to aid the turning motion . the pachinko balls are usually shot by turning the grip 1 to the right . for this shooting action , the player actuates the grip 1 by applying his fingertip 22 to the lower side 21 of the knob 20 . thus , the pulse wave sensor 25 is fitted in that portion of the knob 20 , at which the fingertip 22 abuts against the lower side 21 . in the present embodiment , the pulse wave sensor is composed of an infrared - emitting diode and a photosensor so that the reflection of the infrared ray emitted from the diode may be sensed by the photosensor to acquire the information of the pulse waves of the player . in an alternative mode of embodiment , the knob of the grip is formed with a finger hole 24 , in which the pulse wave sensor 25 is fitted , as shown in fig3 . in this modification , the sensor can be held in complete contact with the fingertip so that the pulse waves of the player can be acquired more reliably . in another structure , the pulse wave sensor can be disposed in at least such a portion of the ball shooting grip as is grasped by the player . moreover , the sensor to be used should not be limited to that using the photo - coupler but can also utilize a pressure sensor . the pulse wave information thus achieved from the player is converted into the chaos attractor by the arithmetic operation means so that it is recognized as the chaos attractor information indicating the present psychosomatic state of the player . next , the chaos attractor recognized is compared with the chaos attractor which has already been classified and registered . then , the ljapunov number responding to a predetermined level is achieved by the arithmetic operating means so that the responses to be taken by the pachinko machine is changed according to that numerical value . the changes in the responses of the pachinko game and its machine will be specifically described in the following . if the prevailing psychosomatic state of the player is in an “ unexcited ” situation so that this situation is recognized through the arithmetic operator by arithmetically processing the data obtained from the aforementioned sensor , the rewarding catcher 6 , for example , other than the ordinary game unit starting chucker catcher 3 is set to a concurrent game unit starting chucker catcher . the game unit is also started when a pachinko ball lands in the reset rewarding catcher 6 . the subsequent responses are identical to the ordinary ones so that the great hit is rewarded if the specific combination is obtained among the figures . otherwise , a predetermined number of more balls are returned . thus , the psychosomatic state of the player obtained from the sensor mounted in the shooting grip is arithmetically processed to assign the game to the level under the predetermined condition , e . g ., the “ unexcited ” level as in this case . then , a command is issued to take a response different from that of the ordinary pachinko machine so that the gate unit can be unintentionally started to attract the interest of the player . in the present embodiment , the unexpected game is started by the pachinko machine so that the game can be changed from that of the ordinary pachinko to make variations . in the embodiment described above , the response of the pachinko game is changed in the game but should not be limited thereto . for example , the circumstances of the player such as the air conditioning , illuminations or music can also be changed to prevent the player from losing his or her interest . the present embodiment is exemplified by applying the concept of chaos of the present invention to a rotary drum type game machine . if the prevailing psychosomatic state of the player is in the “ excited ” situation , this situation is recognized through the machine or the numerical operator by arithmetically processing the data obtained from the aforementioned sensor . then , the turning velocity of the rotary drum type game machine can be accelerated to make the player enthusiastic in the game so that he or she may be kept hot . moreover , the content of the game can be changed by making the time period for the turning of the game machine to halt shorter than the ordinary one so that the player may see the game result earlier . the present embodiment is exemplified by applying the concept of chaos of the present invention to the facilities of a game parlor equipped with a plurality of game machines . specifically , the game parlor is usually arranged with a number of game machines in a block or matrix shape . these game machines are wholly or partially changed into those capable of grasping the prevailing psychosomatic states of the players . the data of these game machines are processed by another computer disposed in the game parlor to grasp the distribution of the games in specific psychosomatic situations . if the distribution of the “ unexcited ” players is grasped , for example , the kind of music to be served to the parlor is changed to provide the circumstances for the players to get “ excited ” or “ thrilled ”. this changing method can fit the prevailing situations of the players by changing the parlor entirely or partially according to the distribution of the players in a specific state . in all the three embodiments described above , the concept of chaos is applied , but this application should not be limitative . even if the application of the concept of chaos is impossible , the conditional level is determined in advance to classify the players so that the game machines can be given the change in the response like the case of applying the concept of chaos . in this modification , various responses can be achieved by changing the predetermined level and the kinds of information from the players . according to the construction of the present invention , as has been described hereinbefore , it is possible to provide the contents and circumstances conforming to the prevailing psychosomatic situations of the players . moreover , the contents , responses and circumstances of the games can be changed according to the situations of the players so that the players can continue their interests in the games for a long time without any loss . the game contents are not limited to one pattern but can be changed according to the psychosomatic situations of the players or any of the levels predetermined by the players . thus , it is possible to realize a novel game stressed on the players .
a game machine enabled to make various responses by adding the psychosomatic state and emotion of the player as one of conditions for determining the responding manner . the psychosomatic state of the player is grasped to change the responses in accordance with the psychological state of the player by making use of both a chaos attractor obtained by numerically processing the information sampled from the player and the index indicating the degree how the chaos attractor matches the defining condition of the chaos .