WO2010010839A1 - Game terminal device, game system, game management program - Google Patents

Game terminal device, game system, game management program Download PDF

Info

Publication number
WO2010010839A1
WO2010010839A1 PCT/JP2009/062890 JP2009062890W WO2010010839A1 WO 2010010839 A1 WO2010010839 A1 WO 2010010839A1 JP 2009062890 W JP2009062890 W JP 2009062890W WO 2010010839 A1 WO2010010839 A1 WO 2010010839A1
Authority
WO
WIPO (PCT)
Prior art keywords
game
player
abnormal
terminal device
threshold value
Prior art date
Application number
PCT/JP2009/062890
Other languages
French (fr)
Japanese (ja)
Inventor
井町充晶
長友康幸
芝宮正和
小西和馬
Original Assignee
株式会社コナミデジタルエンタテインメント
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 株式会社コナミデジタルエンタテインメント filed Critical 株式会社コナミデジタルエンタテインメント
Publication of WO2010010839A1 publication Critical patent/WO2010010839A1/en

Links

Images

Classifications

    • A63F13/12
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/75Enforcing rules, e.g. detecting foul play or generating lists of cheating players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • A63F2300/535Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for monitoring, e.g. of user parameters, terminal parameters, application parameters, network parameters
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5586Details of game data or player data management for enforcing rights or rules, e.g. to prevent foul play
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time

Definitions

  • the present invention relates to a game monitoring technique for suppressing illegal acts during a game.
  • game results of players executed on a game terminal device are collected by a host via a network, and a ranking of players on a nationwide scale is calculated based on an accumulation of game results of each player.
  • the ranking is updated at the end of the game, and immediately distributed to the game device and displayed on the monitor. The higher the ranking, the higher the ranking. Since the player wants to be ranked as high as possible, he tries to leave a good game score. However, if such a feeling is too strong, in the case where the game result is not expected, the player's psychology that tries to prevent the game result from being transmitted to the server and lowering its own ranking works.
  • the player forcibly stops the game by turning off the power switch of the game terminal device before the game that is likely to end with an unexpected result ends, and the game invalidation and game results are transmitted to the host. Try to prevent it.
  • the ranking of the player who performed this action does not decrease, and the ranking is unfair with other players.
  • Patent Document 1 game information and a player ID are written in a nonvolatile storage area of a game device during execution of a network battle game, and when the game ends normally, the game information is deleted. If the game ends abnormally, the game information and the player ID remain on the hard disk, and the ID of the player who abnormally ended the game is searched by searching the non-volatile storage area when the game device is activated upon recovery from the abnormality. Is transmitted from the game device to the host, and a fraud prevention method has been proposed in which the abnormal number of the player is incremented. Thereby, the number of abnormal terminations where the game did not end normally is counted for each player, and fraud can be suppressed by taking countermeasures based on the number of abnormal terminations.
  • the present invention has been made in view of the above, and while the game is continuously performed using the continue function, it is possible to monitor whether or not the number of abnormal termination exceeds a threshold value and to quickly take a counter measure.
  • it is an object to provide a game terminal device, a game system, and a game management program that suppress fraud.
  • the present invention comprises a receiving means for receiving a participation request from a player, and a game progress control means for causing the game to proceed in accordance with the operation content from the operation section after the reception, and storing the game results of the player in a server via the network.
  • a continuation control means for judging whether or not to execute the next game is detected, and whether or not the game is abnormally terminated is detected for each game.
  • a monitoring unit that counts the number of abnormal terminations; and a threshold storage unit in which a first threshold value corresponding to the number of abnormal terminations is set, and the continuation control unit counts the number of abnormal terminations counted by the monitoring unit. When the first threshold value is reached, execution of the next game is prohibited.
  • the present invention is also a game management program for controlling a game terminal device that transmits a result of a game executed by a player so as to be stored in a server via a network, a receiving means for receiving a participation request from the player, Later, a game progress control means for advancing the game according to the operation content from the operation unit, a continue control means for judging whether or not to execute the next game upon accepting a game continuation request from the player after the game is finished, and for each game
  • the game terminal device functions as a monitoring means for detecting the presence or absence of abnormal termination of the game and counting the number of abnormal terminations, and a threshold storage unit in which a first threshold value corresponding to the number of abnormal terminations is set.
  • the control means has the number of abnormal terminations counted by the monitoring means reaches the first threshold value. When, and inhibits the execution of the next game.
  • the accepting means accepts a participation request from the player
  • the game progress control means advances the game according to the operation content from the operation unit after the acceptance.
  • the game result of the player obtained by playing the game is transmitted to be stored in the server via the network.
  • the server calculates the ranking according to the game results as necessary and distributes it to the game terminal device.
  • the continuation control means determines whether or not a game continuation request is accepted from the player. If there is a game continuation request, whether or not to execute the next game is determined.
  • the presence or absence of abnormal termination of the game is detected for each game by the monitoring means, and when abnormal termination is detected, the number of abnormal termination is counted by one.
  • the continue control means compares the first threshold value corresponding to the number of abnormal terminations with the counted number of abnormal terminations, and the counted number of abnormal terminations reaches the first threshold value.
  • the execution of the next game is prohibited.
  • the prohibition includes not permitting the start of the next game, but also prohibiting (accepting) the continuation request reception itself.
  • the present invention it is possible to monitor whether or not the number of abnormal termination has exceeded a threshold and to quickly take a counter measure even while the game is continuously performed using the continue (continuous execution of the next game) function. As a result, fraud can be suppressed.
  • FIG. 1 is a block diagram showing an embodiment of a game system according to the present invention.
  • the game system is communicably connected to a game terminal device 1 with which identification information is associated with each other and a plurality of (in this case, eight) game terminal devices 1.
  • a router 2 that is a communication device for connecting to a game terminal device of another store via a network (for example, the Internet), and a plurality of players connected to the game terminal via the respective routers 2.
  • a server device 3 that manages information relating to player authentication, selection of player combinations, game results of each player, and rankings of all players.
  • Each game terminal device 1 and the router 2 are connected by a LAN (Local Area Network) cable.
  • LAN Local Area Network
  • the game terminal device 1 includes a power switch (not shown) (for example, on the back side of the housing) at an appropriate position of the housing, and is activated when the power is turned on.
  • the game terminal device 1 allows a player to select a game in a desired mode, accepts a play operation from the player based on a game screen displayed on a monitor, and advances the game.
  • the identification information associated with the game terminal device 1 includes the identification information for each router 2 to which the game terminal device 1 is connected (or the identification information of the store where the game terminal device 1 is installed) and the game terminal device. 1 for each game terminal device 1 in the store where 1 is installed. For example, when the identification information of the store A is A and the identification information of the game terminal device 1 in the store A is 4, the identification information of the game terminal device 1 is A4.
  • the router 2 is communicably connected to the plurality of game terminal devices 1 and the server device 3, and transmits and receives data between the game terminal device 1 and the server device 3.
  • the server device 3 is communicably connected to each router 2, stores information such as the player information in association with a user ID that is unique information for specifying an individual player, and identifies the game terminal device 1.
  • Information about the player (referred to as the opponent) who plays the game in the same game space as the player is managed by transmitting / receiving data to / from each game terminal device 1 via the router 2.
  • FIG. 2 is a perspective view showing an appearance of an embodiment of the game terminal device 1.
  • the game performed using the game terminal device 1 may be a personal game or a battle game.
  • a mahjong game (see FIG. 7) is assumed, and a player who operates the game terminal device 1 and a player who operates another game terminal device 1 are also CPU players (virtual, if necessary). Player).
  • Operation data is transmitted and received.
  • the game terminal device 1 includes a monitor 11 that displays a game screen, an address of a button that is stacked on the monitor 11, senses a press by the player, and prompts a selection displayed on the game screen of the monitor 11, and a pressed position by the player Touch panel 11a for determining which button is designated from the above, a speaker 12 for outputting sound, a card reader 13 for reading information such as a user ID stored in a personal card, and a coin for receiving coins inserted by the player And a reception unit 14.
  • the monitor 11 displays an image, and is a liquid crystal display or a plasma display. In the monitor 11, a display area for game images is set in the main part of the screen (see FIG. 7).
  • the personal card is a magnetic card or IC card in which personal information such as a user ID is stored.
  • a known card reader 13 is employed, and the recorded data is read in a state where the personal card is inserted into a reading opening (not shown), and the inserted state is maintained during the game, and the game is completed. In response to a take-out instruction from the player, it is drawn out by a drawing means (not shown).
  • a control unit 16 including a microcomputer that outputs detection signals from the respective units and control signals to the respective units is disposed.
  • FIG. 3 is a hardware configuration diagram illustrating an embodiment of the game terminal device 1.
  • the control unit 16 controls the overall operation of the game terminal device 1, and includes an information processing unit (CPU that performs various information processing in addition to reception processing, processing related to overall game progress, image display processing, and game monitoring processing. ) 161, a RAM 162 that temporarily stores information in the middle of processing, and a ROM 163 in which predetermined image information including game images, various setting information, a game program, and the like are stored in advance.
  • an information processing unit CPU that performs various information processing in addition to reception processing, processing related to overall game progress, image display processing, and game monitoring processing.
  • RAM 162 that temporarily stores information in the middle of processing
  • ROM 163 in which predetermined image information including game images, various setting information, a game program, and the like are stored in advance.
  • the external input / output control unit 171 converts the detection signal into a digital signal for processing between the control unit 16 and the detection unit including the card reader 13, the touch panel 11a (operation unit), and the coin receiving unit 14, and also provides command information. Is converted into a control signal and output to each device of the detection unit, and such signal processing and input / output processing are performed, for example, in a time-sharing manner.
  • the external device control unit 172 performs a control signal output operation to each device of the detection unit and a detection signal input operation from each device of the detection unit within each time division period.
  • the drawing processing unit 111 displays a required image on the monitor 11 in accordance with an image display instruction from the control unit 16, and includes a video RAM and the like.
  • the sound reproducing unit 121 outputs a predetermined message, BGM, or the like to the speaker 12 in accordance with an instruction from the control unit 16.
  • the ROM 163 stores a mahjong tile character, a table image, a game image for each button, an image constituting a reception screen, a continuation guidance image to be described later, an image for notifying continuation permission / prohibition (prohibition), and various images.
  • a mahjong tile character or the like is composed of a required number of polygons constituting the mahjong tile character so that it can be three-dimensionally drawn, and the drawing processing unit 111 is based on a drawing instruction from the CPU 161 from a position in the three-dimensional space.
  • the CPU 161 outputs an image from the ROM 163 based on an operating system (OS) recorded in the ROM 163 as an attachment / detachment method with respect to the built-in or external image information output to the monitor 11 and the image table processing unit for displaying the image information.
  • the voice and control program data and game program data are read out. Some or all of the read image, sound, control program data, and the like are held on the RAM 162.
  • the CPU 161 is based on a control program stored in the RAM 162, various data (image data including other character images such as polygons and textures of display objects, audio data), a detection signal from the detection unit, and the like. Processing proceeds.
  • data that can be stored in a removable recording medium can be read by a driver such as a hard disk drive, an optical disk drive, a flexible disk drive, a silicon disk drive, or a cassette medium reader.
  • the recording medium is, for example, a hard disk, an optical disk, a flexible disk, a CD, a DVD, or a semiconductor memory.
  • the network communication unit 18 is used for transmitting / receiving player operation information generated during the execution of the mahjong game to / from the game terminal device 1 that is in a battle via the router 2 and further via the network. Further, the network communication unit 18 transmits / receives information necessary for personal authentication, etc. at the time of acceptance processing for a new player, game results at the end of the game, etc., to / from the server 3 via the router 2 before and after the game is executed. Is to do.
  • FIG. 4 is a functional configuration diagram of the control unit 16 of the game terminal device 1.
  • the CPU 161 of the control unit 16 includes an acceptance processing unit 161a that accepts participation in the game from the player, a game progress control unit 161b that controls a series of progress from the start to the end of the game, and a reception image, game image, and continuation on the monitor 3
  • An image display processing unit 161c that displays a rejected image
  • a game player battle control unit 161d that accepts operation information from the touch panel 11a that is an operation unit operated by the player according to the operation order, and advances the mahjong game
  • a score processing unit 161e that determines the game score at the end of the game by evaluating the operation of the game (the value of the score of the holding stick) and the ranking, and the so-called abnormal end that the game did not end normally during the game
  • a monitoring unit 161f for detecting the presence or absence of the CPU and a CPU as an opponent under a predetermined condition
  • the reception processing unit 161 a detects that the touch panel 11 a detects that a player who desires to participate in the game has pressed a not-shown participation reception button or the like displayed on the monitor 11, and the card reader of the game terminal device 1.
  • the user ID is read from the personal card inserted into the card 13.
  • the game player battle control unit 161d is configured such that a mahjong game is played by four players, and the order of the spiders is repeatedly generated in a predetermined order among the players.
  • the game player battle control unit 161d permits the reception of a selection operation for discarding any one of the handbags within a predetermined time every time a spider is generated. Therefore, each time a spider is generated, the player considers which bag is to be discarded, and performs an operation for specifying the determined bag, that is, an operation for pressing the display position of the image of the corresponding bag.
  • the operation information is transmitted to the other game terminal devices in the battle by the communication control unit 161i, the contents of the screens of the self and the other game terminal devices 1 are updated, and the next order In the game terminal device, a spider is generated.
  • the score processing unit 161e sequentially stores the game score and the like in the game score storage unit 162a, and the stored content is transmitted to the server device 3 by the communication control unit 161i every time the game ends.
  • the RAM 162 of the control unit 16 stores the game progress information during the match game on the same table (same game space) for each player, that is, the update information for all the opponents obtained through the network communication unit 18 and the game progress update information.
  • a game result storage unit 162a that stores information and a ranking (including the score of a dotted bar if necessary) determined by the score processing unit 161e as a game result at the end of the game of the player;
  • the abnormal termination determination information storage unit 162b in which predetermined information used for determining abnormal termination is written by the monitoring unit 161f, and the abnormal termination number in which the number of abnormal terminations detected and counted by the monitoring unit 161f is stored.
  • abnormal termination includes intentional abnormal termination and accidental abnormal termination.
  • the intentional abnormal termination is, for example, termination due to the player pulling out the LAN cable from the game device, or the game device is turned off by the player before the game results are transmitted to the server device 3 (usually near the end of the game). The end by being done.
  • the abnormal termination due to chance includes, for example, the possibility of termination due to interruption of communication between the game terminal device 1 and the server device 3 due to the occurrence of interference on the Internet or excessive traffic.
  • the detection of the pulling out of the LAN cable is performed as follows.
  • the game terminal device 1 periodically transmits a response request to the router on the LAN during the game, and the response to this response request is not returned even if a predetermined time elapses due to the timing of the built-in timer, It can be determined that a communication failure has occurred. Then, it may be estimated that the communication failure on the internal network is caused by pulling out the LAN cable.
  • a response signal is returned from the router, so that it can be distinguished from a communication failure on the internal network.
  • the monitoring unit 161f writes the abnormal end flag “ON” and the user ID as abnormal end determination information in the abnormal end determination information storage unit 162b, and determines that the game has ended normally.
  • the abnormal end flag and user ID are deleted. Therefore, it can be determined whether or not the game has ended abnormally based on whether or not the abnormal end flag “ON” and the user ID remain. That is, if the game does not end normally, the abnormal end flag “ON” and the user ID remain in the abnormal end determination information storage unit 162b.
  • the monitoring unit 161f searches the abnormal termination determination information storage unit 162b at a predetermined timing, for example, when the game terminal device 1 is turned on again or when the LAN cable is reconnected (referred to as restarting). If the abnormal end flag “ON” and the user ID remain, the abnormal end number stored in the abnormal end number storage unit 162c is incremented by 1 (counted up) and rewritten (updated). To do.
  • the abnormal termination determination information is not limited to the abnormal termination flag “ON” and the user ID, but may be one of them or other predetermined information.
  • the monitoring unit 161f compares the updated number of abnormal terminations in the abnormal termination number storage unit 162c with the threshold (first threshold) stored in the abnormal termination threshold storage unit 162d, and the number of abnormal terminations is the first threshold. If it is less, the execution of the next game is permitted. On the other hand, if the number of abnormal ends has reached the first threshold, the execution of the next game is rejected (prohibited). Further, the abnormal end count information is transmitted to the server device 3 by the communication control unit 161i every time the game ends.
  • the mahjong game has one game (one game) with a total of 8 stations of 4 east fields (Tomba) and 4 stations of Namba (Hanchang), and 4 of the east field called Dongfeng Battle. Some stations have one game (one game), and when an abnormal end is detected by the game terminal device 1 in some games, from the next station after the restart to the last station ( Until one game is finished), the player of the game terminal device 1 will play against three CPU players controlled by the CPU player battle control unit 161g as opponents.
  • the monitoring unit 161f performs the process of detecting the presence / absence of abnormal termination in one station unit. This is because the results can be obtained for each station. By doing so, it is possible to detect the presence or absence of abnormal termination (injustice) in the minimum unit, such as four times in the Dongfeng battle (or eight times in Hansou) at the end of one mahjong game. .
  • the monitoring unit 161f executes the writing process of abnormal end determination information for each game, that is, at the start of the game, and the game ends. If the process ends normally, the process for deleting the abnormal end determination information is executed, and the process for searching for the abnormal end determination information is executed at the time of restart. In this case, for example, when one game is played 4 times, the abnormal end count may occur in the range of 0 to 4 times. On the other hand, if an abnormal end is detected, preferably one continuation should not be permitted. Therefore, in the present embodiment, for example, two times are set as the threshold value stored in the abnormal end threshold value storage unit 162d.
  • Continuation is disapproved if there is an abnormal end of 2 times out of 4 games. Even if it is 1 time out of 4 games (1 game), only 1 continuation is permitted. It is.
  • a preferable threshold may be set according to the game rules. In this way, by preventing the continuation of the game by continuation as much as possible, it is possible to quickly take countermeasures against fraud.
  • the CPU player battle control unit 161g controls the CPU player to perform only “smoothing”, or creates a virtual player having an average player ability, and is controlled by the CPU.
  • the CPU player battle control unit 161g controls the CPU player to perform only “smoothing”, or creates a virtual player having an average player ability, and is controlled by the CPU.
  • production Similarly, in the remaining games, the opponents also advance the game with the three virtual CPU players created by the CPU player battle control unit 161g of each game terminal device 1. .
  • the monitoring unit 161f detects the presence or absence of abnormal termination for each game. Note that the game results in this case are also transmitted as game results to the server device 3 after the game ends, and are included in the ranking calculation process, but may be excluded.
  • the continuation control unit 161h continues at the time when one game is finished and every time the game is finished, on condition that the monitoring unit 161f determines that the detected number of abnormal terminations is less than the threshold value.
  • a screen on which a game is executed (continue) and YES and NO buttons are written together is displayed.
  • the continue control unit 161h instructs the card reader 13 to pull out the personal card.
  • the YES button is selected, the continue control unit 161h With the personal card still inserted, the next game start screen is displayed and the execution of the next game is permitted.
  • the number of coins (or credits) originally required for one game, half of it, or no coin insertion guide screen is displayed, and the next game is accepted after accepting the necessary coin insertion. It is good also as an aspect which permits.
  • the monitoring unit 161f determines that the detected number of abnormal terminations has reached the threshold value, for example, instead of displaying the continue guidance screen for the next game, as shown in FIG. “The play will be terminated because an abnormal connection status has been detected.” Is displayed.
  • the penalty is immediately executed for each game by refusing to accept the next game.
  • the monitoring unit 161f or the continuation control unit 161h instructs a personal card withdrawal operation from the card reader 13.
  • FIG. 5 is a hardware configuration diagram showing an embodiment of the server device 3.
  • the control unit 36 controls the overall operation of the server device 3, and includes an information processing unit (CPU) 361, personal information of each player, information on game results of each player, information related to abnormal termination of each player, and the like. And a ROM 363 in which predetermined image information for management, a management program, and a ranking processing program are stored in advance.
  • CPU information processing unit
  • ROM 363 in which predetermined image information for management, a management program, and a ranking processing program are stored in advance.
  • data that can be stored in a removable recording medium can be read by a driver such as a hard disk drive, an optical disk drive, a flexible disk drive, a silicon disk drive, or a cassette medium reader.
  • the recording medium is, for example, a hard disk, an optical disk, a flexible disk, a CD, a DVD, or a semiconductor memory.
  • the network communication unit 38 transmits and receives information to and from the corresponding game terminal device 1 according to the terminal identification information via any one of the plurality of routers 2 via a network including WWW or the like.
  • the management program is recorded on the ROM 363, loaded onto the RAM 362, and each function is realized by the CPU 361 sequentially executing the management program on the RAM 362.
  • FIG. 6 is a functional configuration diagram of the control unit 36 of the server device 3.
  • the CPU 361 of the control unit 36 receives the same game from the reception unit 361a that executes a series of reception management processes in response to the player's game participation reception in each game terminal device 1, and the players received by the reception unit 361a.
  • a selection unit 361b that selects a combination of a predetermined number (four in the case of a mahjong game) of players that play in the space according to a rule described later, and a cumulative storage unit that will be described later when the participation is accepted
  • the memory content of 362c is transmitted to the game terminal device 1 that has accepted the participation, and after each participation, the number of abnormal terminations counted by the monitoring unit 161f is received every time each game is terminated, which will be described later.
  • An information management unit 361c that adds to the content of the cumulative storage unit 362c to obtain and update the cumulative number, and every player or preferably any player Each time a game score is received, a ranking calculation unit 361d that performs a process of rearranging the game results of all the players in order of the score and a communication control unit 361e that exchanges information with each game terminal device 1 are provided. Yes.
  • the RAM 362 includes a player information storage unit 362a that stores personal information such as a user ID, a results storage unit 362b that stores game results (war results) for each player, and an abnormal end accumulation updated by the information management unit 361c.
  • a cumulative storage unit 362c that stores the number of times, and a cumulative threshold value storage unit 362d that stores a second threshold value that is a predetermined number of abnormal terminations corresponding to a penalty for the cumulative number of abnormal terminations stored in the cumulative storage unit 362c.
  • Each player has it.
  • the RAM 362 includes a ranking information storage unit 362e that stores the ranking information of all the players calculated by the ranking calculation unit 361d in an update manner. The updated ranking information is distributed to each game terminal device 1 by the communication control unit 361e.
  • the accepting unit 361a accepts personal information of the player's user ID and identification information of the game terminal device 1 transmitted from the game terminal device 1, and accepts participation in the game. Further, a mode in which a password or other authentication processing is added may be used. In addition, when the participation of the opponent game is designated by the player, the reception unit 361a instructs the selection unit 361b of a selection process for combining opponents.
  • the selection unit 361b executes an opponent selection process (matching) by assigning four players to each virtually prepared table in the order of reception by the reception unit 361a.
  • the selection unit 361b reads out player information including the user ID of each player from the player information storage unit 362a and distributes it to the corresponding game terminal device 1.
  • the selection method of the opponent is not limited to the order of acceptance, and the player attributes included in the player information, for example, those with similar game scores, those with similar rankings, and the characteristics of how to hit are similar or similar. You may make it select an opponent in consideration of one or several elements, such as those who are not, the distance of the installation location of a game terminal device, etc. In this case, it suffices to assign each identifiable table virtually prepared.
  • FIG. 7 is an example of a battle screen showing the battle situation.
  • a battle screen area 500 is set as a main area.
  • the player's hand 501 is displayed on the lower side of the screen so that the type of heel can be seen
  • the player's hand sword 502 is displayed on the upper and left and right sides of the screen so that the type of heel cannot be seen.
  • a mountain 503 including a dora display bag is displayed at the approximate center of the screen
  • a throwing bag 504 is displayed around the mountain 503, and various buttons 506 pressed by the player are displayed at the bottom of the screen.
  • the game proceeds by the player pressing the button 506 as appropriate while looking at the battle screen 500.
  • FIG. 9 is a flowchart showing an example of the operation of the game terminal device 1. This flowchart is started when, for example, an unillustrated sensor detects that a personal card has been inserted into the card reader 13, or when the reading unit of the card reader 13 senses information (step ST1). First, the user ID is read from the personal card inserted into the card reader 13, and this user ID is transmitted to the server device 3 as a player information acquisition request together with the identification information of the game terminal device 1 (step ST3).
  • step ST5 it is determined whether or not the player information corresponding to the user ID transmitted to the server device 3 has been downloaded from the server device 3 (step ST5).
  • the case where downloading is not possible is a case where the player of the user ID has reached the cumulative threshold and the number of abnormal terminations is a penalty target person.
  • the penalty for example, a game disapproval or a game disapproval for a certain period is assumed. If the game is not permitted for a certain period of time, it can be dealt with by acquiring the date information at the time of the penalty object using the built-in timing means and storing it in the player information storage unit 362a.
  • the game mode is a network battle mode performed with other players via the network, a battle mode between the game terminal devices 1 in the store, and a plan (periodic) planned as necessary, for example, the national tournament mahjong tournament mode, etc. It is.
  • step ST9 the player information of the opponents selected by the selection unit 361b transmitted from the server device 3 is sequentially received until reaching three players.
  • step ST11 the game progress control unit 161b starts a game (first station in the case of a mahjong game) (step ST11).
  • the monitoring unit 161f monitors whether or not the line is disconnected (step ST13).
  • the disconnection of the line includes both power-off of the game terminal device 1 and pulling out of the LAN cable. If the line is not disconnected, the game is continued and the process proceeds to step ST19.
  • the abnormal end count is incremented by 1 (step ST15), and the CPU player battle control unit 161g further. A transition is made to the controlled CPU player battle mode (step ST17).
  • step S19 it is determined whether or not the game is over. If it is in the middle of the game, the flow returns to step S13. On the other hand, when it is determined that the battle game has been completed after the predetermined number of games have been completed, game results and information on the number of abnormal terminations, which are play data acquired in the battle game, are transmitted to the server device 3 as a save request. (Step S21).
  • step ST23 it is determined whether or not the number of abnormal terminations is equal to or greater than a threshold (step ST23), and if the number of abnormal terminations is less than the threshold stored in the abnormal termination threshold storage unit 162d. Then, a continue screen is displayed (step ST25), and the presence / absence of continue selection is determined (step ST27). If continue is selected, the process returns to step ST9 to allow the next game to be played. On the other hand, if continue is not selected, the process proceeds to step ST31.
  • step ST23 if the number of abnormal terminations has reached the threshold value, a continuity disapproval screen shown in FIG. 8 is displayed (step ST29), and the process proceeds to step ST31.
  • step ST32 play information indicating the end of the game is transmitted to the server device 3, and then the card reader 13 is instructed to withdraw the personal card (step ST33).
  • an abnormal end is detected for each predetermined number of games, and the game ends when the predetermined number of games end.
  • the abnormal end is detected literally on a game basis, and the game end process may be used instead of the determination process in step ST19.
  • an abnormal end threshold is set and compared with the detected number of abnormal ends.
  • the cumulative storage unit 362c of the server device 3 stores the abnormal end threshold.
  • the stored abnormal end cumulative count and the cumulative threshold value (second threshold value) stored in the cumulative threshold value storage unit 362d are read out to the game terminal device 1 where the game is played, and the game terminal device 1 It is possible to set the number of times of abnormal termination to be incremented every time an abnormal termination is detected during the game, and to determine whether to continue or not by comparing with the cumulative threshold (second threshold). In this way, it is not necessary to use the first threshold value.
  • the present embodiment has been described with a mahjong game, the present invention is not limited to this, and a battle game with an opponent is performed, and relative (for example, ranking) or absolute (for example, a score) It can be applied to a game in which a game result can be obtained even in an individual game.
  • the battle game may be a general game simulating a battle-type sport, or a battle game simulating Go, Shogi, chess, playing cards, etc. other than sports.
  • a time trial game or a test that trains the brain Game as a personal game.
  • the network in the present invention includes a local area network in a store in addition to a communication line connecting different stores.
  • the normal termination number storage unit 162c stores this normal termination number.
  • the number of times of completion is updated and the number of times of starting the game is also updated every time the game is started, and the number of times of start and normal end of the game are determined when the game terminal device 1 is restarted, A comparison may be made when the cable is reconnected, and the difference may be determined as the number of abnormal terminations.
  • the abnormal end determination information is composed of the game start count and the normal end count.
  • abnormal termination is treated as a fraudulent act.
  • the game results included in the game information are disadvantageous to the player, it is determined that the abnormal termination is intentional, and conversely, When it is advantageous to the player, it may be determined that the abnormal end is due to chance. In this way, by intentionally adding the game score in the middle of the game (immediately before the occurrence of the abnormality to be sequentially saved) to the determination element and correcting the number of abnormal terminations of the player, the intentional abnormal termination can be counted more accurately. .
  • the present invention includes a reception unit that receives a participation request from a player, and a game progress control unit that advances the game according to the operation content from the operation unit after the reception, and the game result of the player is transmitted via the network.
  • a continuation control means for judging whether or not to execute the next game, and whether or not the game is abnormally ended for each game
  • monitoring means for counting the number of abnormal terminations, and a threshold storage unit in which a first threshold value corresponding to the number of abnormal terminations is set, and the continuation control means is counted by the monitoring means When the number of abnormal terminations reaches the first threshold, the execution of the next game is prohibited.
  • the game progress control means is communicably connected to another game terminal device via the network, and the game progress control means transmits / receives game data to / from the other game terminal device to advance the battle game. It is preferable to carry out. According to this, when a network battle is performed, fraud is easily performed especially because the opponent is not in view, but even in such a case, fraud can be effectively suppressed.
  • the game system includes the game terminal device and the server, and the reception unit obtains unique information of the player, and the monitoring unit waits for at least the last game to end after the reception. Is transmitted to the server in association with the unique information of the player, and the number of abnormal terminations for each player accumulated on the server side is received at the time of the participation request, and the abnormal value is detected from the received accumulated value.
  • the threshold value storage unit is configured to set a second threshold value set in the server in correspondence with the cumulative value, and the server stores the player's count.
  • a cumulative storage unit that stores the number of abnormal terminations accumulated for each unique information, and the content of the cumulative storage unit at the time of acceptance is transmitted to the game terminal device that requested the participation,
  • the information management means for receiving the number of abnormal terminations counted from the acceptance until the end of the last game and updating the contents of the cumulative storage unit, and the information corresponding to the cumulative number of abnormal terminations It is preferable to include an accumulated threshold storage unit that stores the second threshold. According to this, since the cumulative threshold (second threshold) managed by the server is compared with the cumulative number of abnormal terminations, it is possible to determine whether to continue without using the first threshold or the like. It becomes possible.
  • the accepting unit accepts the acceptance from the contents of the cumulative storage unit and the cumulative threshold storage unit received from the server at the time of the reception. It is preferable to refuse. According to this, at the time of the acceptance request, new participation in the game itself is rejected for the player whose cumulative number of abnormal termination has reached the second threshold value.
  • Game terminal device 1 2 router 3 server device 13 card reader 161a reception processing unit 161b game progress control unit 161e results processing unit 161f monitoring unit 161h continue control unit 162a game results storage unit 162b abnormal end determination information storage unit 162c abnormal end number storage unit 162d abnormal end Threshold storage unit 361a Reception unit 361b Selection unit 361c Information management unit 361d Ranking calculation unit 362a Player information storage unit 362b Results storage region 362c Cumulative storage unit 362d Cumulative threshold storage unit 362e Ranking information storage unit

Abstract

A game terminal device (1) includes: a continuity control unit (161h) which judges whether to allow execution of the next game upon reception of a game continuity request from a player after a game end; a monitor unit (161f) which detects presence/absence of a game abnormal end for each game and counts the number of abnormal ends; and an abnormal end threshold value storage unit (162d) in which a first threshold value corresponding to the number of abnormal ends is set.  When the number of abnormal ends counted by the monitor unit (161f) reaches the first threshold value, the continuity control unit (161h) inhibits execution of the next game.  This suppresses an unauthorized act when continuously playing a game by using the continuity function.

Description

ゲーム端末装置、ゲームシステム及びゲーム管理プログラムGAME TERMINAL DEVICE, GAME SYSTEM, AND GAME MANAGEMENT PROGRAM
 本発明は、ゲーム中の不正行為を抑止するゲーム監視技術に関する。 The present invention relates to a game monitoring technique for suppressing illegal acts during a game.
 近年、ゲーム端末装置で実行されたプレイヤのゲーム成績がネットワークを経てホストで収集され、全国規模でのプレイヤのランキングを各プレイヤのゲーム成績の累積に基づいて算出することが行われている。ランキングはゲーム終了時に更新され、直ちにゲーム装置に配信されてモニタに表示される。ランキングは、ゲーム成績が良いほど上位となる。プレイヤは、少しでも上位にランキングされたいために、良いゲーム成績を残そうとする。しかし、そのような思いが強すぎると、ゲーム成績が思わしくないような場合、そのゲーム成績がサーバに送信されて自らのランキングが低下するのを防止しようとするプレイヤ心理が働く。その結果、プレイヤは、思わしくない結果に終わりそうなゲームが終了する前に、ゲーム端末装置の電源スイッチを切ることによりゲームを強制的に停止させ、ゲームの無効化やゲーム成績がホストに送信されるのを防ごうとする。この行為を行ったプレイヤのランキングは結果として低下しないこととなり、他のプレイヤとの間でランキングに不公平が生じる。 In recent years, game results of players executed on a game terminal device are collected by a host via a network, and a ranking of players on a nationwide scale is calculated based on an accumulation of game results of each player. The ranking is updated at the end of the game, and immediately distributed to the game device and displayed on the monitor. The higher the ranking, the higher the ranking. Since the player wants to be ranked as high as possible, he tries to leave a good game score. However, if such a feeling is too strong, in the case where the game result is not expected, the player's psychology that tries to prevent the game result from being transmitted to the server and lowering its own ranking works. As a result, the player forcibly stops the game by turning off the power switch of the game terminal device before the game that is likely to end with an unexpected result ends, and the game invalidation and game results are transmitted to the host. Try to prevent it. As a result, the ranking of the player who performed this action does not decrease, and the ranking is unfair with other players.
 特許文献1には、ネットワーク対戦ゲームの実行中に、ゲーム情報とプレイヤIDとをゲーム装置の不揮発性記憶領域に書き込み、ゲームが正常終了した場合は、ゲーム情報を削除するようにし、一方、ゲームが異常終了した場合は、ゲーム情報とプレイヤIDとがハードディスクに残すようにし、異常からの復帰でのゲーム装置の起動時に不揮発性記憶領域を検索することにより、ゲームを異常終了させたプレイヤのIDをゲーム装置からホストに送信し、そのプレイヤの異常回数をインクリメントするようにした不正行為防止方法が提案されている。これによって、ゲームが正常に終了しなかった異常終了の回数をプレイヤ毎にカウントし、異常終了回数に基づいた対抗措置を採ることにより、不正行為を抑止することができる。 In Patent Document 1, game information and a player ID are written in a nonvolatile storage area of a game device during execution of a network battle game, and when the game ends normally, the game information is deleted. If the game ends abnormally, the game information and the player ID remain on the hard disk, and the ID of the player who abnormally ended the game is searched by searching the non-volatile storage area when the game device is activated upon recovery from the abnormality. Is transmitted from the game device to the host, and a fraud prevention method has been proposed in which the abnormal number of the player is incremented. Thereby, the number of abnormal terminations where the game did not end normally is counted for each player, and fraud can be suppressed by taking countermeasures based on the number of abnormal terminations.
 特許文献1に記載の不正行為防止方法では、異常終了回数が所定の閾値に達したプレイヤが、ゲームの終了を受けて一旦離席した後に、同じあるいは別のゲーム端末装置に着座して新たに受付操作を行った場合に、受付不許可等の対向措置を講じることができるに止まる。ところで、近年のアーケードゲームでは、ゲームが1回終了した時点で、当該ゲームの成績に応じて、要求されるコイン数の差はあるものの、プレイヤの継続要求に応じて次ゲームが実行可能にされたコンティニュー機能を備えたゲーム端末装置が多数設置されている。従って、コンティニュー機能を活用して、プレイヤが継続要求を繰り返し、ゲームを何回も実行する間は、その途中で異常終了を行って異常終了回数が対抗措置を講じる閾値を超えたとしても、継続中は対抗措置を講じることができない。従って、不正行為を抑止する上で、一定の限界があった。 In the fraud prevention method described in Patent Document 1, after the player who has reached the predetermined threshold number of times of abnormal termination leaves the game and then sits on the same or another game terminal device, a new one is newly created. When the reception operation is performed, it is only possible to take counter measures such as non-permission. By the way, in a recent arcade game, when the game is finished once, there is a difference in the number of coins required depending on the result of the game, but the next game can be executed in response to a player's continuation request. Many game terminal devices having a continuous function are installed. Therefore, using the continue function, while the player repeats the continuation request and executes the game many times, even if the abnormal termination occurs in the middle and the number of abnormal termination exceeds the threshold for taking countermeasures, it continues. The inside cannot take countermeasures. Therefore, there was a certain limit to deter fraud.
特許第3921222号公報Japanese Patent No. 3912222
 本発明は、上記に鑑みてなされたもので、コンティニュー機能を活用してゲームを継続して行う間も、異常終了回数が閾値を超えたか否かを監視し、迅速に対向措置を採り得るようにして、不正行為を抑止するゲーム端末装置、ゲームシステム及びゲーム管理プログラムを提供することにある。 The present invention has been made in view of the above, and while the game is continuously performed using the continue function, it is possible to monitor whether or not the number of abnormal termination exceeds a threshold value and to quickly take a counter measure. Thus, it is an object to provide a game terminal device, a game system, and a game management program that suppress fraud.
 本発明は、プレイヤからの参加要求を受け付ける受付手段と、受付後に、操作部からの操作内容に従ってゲームを進行させるゲーム進行制御手段とを備え、当該プレイヤのゲーム成績をネットワークを介してサーバに格納させるべく送信するゲーム端末装置において、ゲーム終了後、プレイヤからのゲーム続行要求を受け付けると、次ゲームの実行の許否を判断するコンティニュー制御手段と、ゲーム毎にゲームの異常終了の有無を検出し、異常終了の回数をカウントする監視手段と、異常終了の回数に対応する第1の閾値が設定された閾値記憶部とを備え、前記コンティニュー制御手段は、前記監視手段によってカウントされた異常終了の回数が前記第1の閾値に達すると、前記次ゲームの実行を禁止することを特徴とする。 The present invention comprises a receiving means for receiving a participation request from a player, and a game progress control means for causing the game to proceed in accordance with the operation content from the operation section after the reception, and storing the game results of the player in a server via the network. In the game terminal device to be transmitted, when a game continuation request is received from the player after the game is finished, a continuation control means for judging whether or not to execute the next game is detected, and whether or not the game is abnormally terminated is detected for each game. A monitoring unit that counts the number of abnormal terminations; and a threshold storage unit in which a first threshold value corresponding to the number of abnormal terminations is set, and the continuation control unit counts the number of abnormal terminations counted by the monitoring unit. When the first threshold value is reached, execution of the next game is prohibited.
 また、本発明は、プレイヤが実行したゲームの成績をネットワークを介してサーバに格納させるべく送信するゲーム端末装置を制御するゲーム管理プログラムであって、プレイヤからの参加要求を受け付ける受付手段と、受付後に、操作部からの操作内容に従ってゲームを進行させるゲーム進行制御手段と、ゲーム終了後、プレイヤからのゲーム続行要求を受け付けると、次ゲームの実行の許否を判断するコンティニュー制御手段と、ゲーム毎にゲームの異常終了の有無を検出し、異常終了の回数をカウントする監視手段と、異常終了の回数に対応する第1の閾値が設定された閾値記憶部として前記ゲーム端末装置を機能させ、前記コンティニュー制御手段は、前記監視手段によってカウントされた異常終了の回数が前記第1の閾値に達すると、前記次ゲームの実行を禁止することを特徴とする。 The present invention is also a game management program for controlling a game terminal device that transmits a result of a game executed by a player so as to be stored in a server via a network, a receiving means for receiving a participation request from the player, Later, a game progress control means for advancing the game according to the operation content from the operation unit, a continue control means for judging whether or not to execute the next game upon accepting a game continuation request from the player after the game is finished, and for each game The game terminal device functions as a monitoring means for detecting the presence or absence of abnormal termination of the game and counting the number of abnormal terminations, and a threshold storage unit in which a first threshold value corresponding to the number of abnormal terminations is set. The control means has the number of abnormal terminations counted by the monitoring means reaches the first threshold value. When, and inhibits the execution of the next game.
 これらの発明によれば、受付手段によって、プレイヤからの参加要求が受け付けられ、ゲーム進行制御手段によって、受付後に、操作部からの操作内容に従ってゲームの進行が行われる。ゲームをプレイすることで得られるプレイヤのゲーム成績はネットワークを介してサーバに格納させるべく送信される。サーバでは、必要に応じてゲーム成績に従ってランキング算出をしてゲーム端末装置に配信などする。ゲーム終了すると、コンティニュー制御手段によって、プレイヤからのゲーム続行要求の受け付けの有無を判断し、ゲーム続行要求があると、次ゲームの実行の許否が判断される。一方、監視手段によって、ゲーム毎にゲームの異常終了の有無が検出されており、異常終了が検出されると、異常終了の回数が1だけカウントされる。そして、コンティニュー制御手段によって、異常終了の回数に対応する第1の閾値と、カウントされた異常終了の回数とが比較され、カウントされた異常終了の回数が前記第1の閾値に達している場合には、次ゲームの実行が禁止される。ここに、禁止とは、次ゲームの開始の不許可の他、継続要求の受付自体の不許可(許否)を含む。 According to these inventions, the accepting means accepts a participation request from the player, and the game progress control means advances the game according to the operation content from the operation unit after the acceptance. The game result of the player obtained by playing the game is transmitted to be stored in the server via the network. The server calculates the ranking according to the game results as necessary and distributes it to the game terminal device. When the game is over, the continuation control means determines whether or not a game continuation request is accepted from the player. If there is a game continuation request, whether or not to execute the next game is determined. On the other hand, the presence or absence of abnormal termination of the game is detected for each game by the monitoring means, and when abnormal termination is detected, the number of abnormal termination is counted by one. Then, the continue control means compares the first threshold value corresponding to the number of abnormal terminations with the counted number of abnormal terminations, and the counted number of abnormal terminations reaches the first threshold value. The execution of the next game is prohibited. Here, the prohibition includes not permitting the start of the next game, but also prohibiting (accepting) the continuation request reception itself.
 従って、コンティニュー(次ゲームの継続実行)機能を活用してゲームを継続して行う間も、異常終了回数が閾値を超えたか否かを監視し、迅速に対向措置を採り得るようにしたので、不正行為が抑止される。 Therefore, while continuing the game using the continue (continuous execution of the next game) function, it was monitored whether the number of abnormal terminations exceeded the threshold value, so that it was possible to take immediate measures. Fraud is deterred.
 本発明によれば、コンティニュー(次ゲームの継続実行)機能を活用してゲームを継続して行う間も、異常終了回数が閾値を超えたか否かを監視し、迅速に対向措置を採り得るようにしたので、不正行為の抑止が可能となる。 According to the present invention, it is possible to monitor whether or not the number of abnormal termination has exceeded a threshold and to quickly take a counter measure even while the game is continuously performed using the continue (continuous execution of the next game) function. As a result, fraud can be suppressed.
本発明に係るゲームシステムの一実施形態を示す構成図である。It is a lineblock diagram showing one embodiment of a game system concerning the present invention. ゲーム端末装置の一実施形態の外観を示す斜視図である。It is a perspective view which shows the external appearance of one Embodiment of a game terminal device. ゲーム端末装置の一実施形態を示すハードウェア構成図である。It is a hardware block diagram which shows one Embodiment of a game terminal device. ゲーム端末装置の制御部の機能構成図である。It is a functional block diagram of the control part of a game terminal device. 本発明に係るサーバ装置の一実施形態を示すハードウェア構成図である。It is a hardware block diagram which shows one Embodiment of the server apparatus which concerns on this invention. サーバ装置の制御部の機能構成図である。It is a function block diagram of the control part of a server apparatus. 対戦の状況を表わす対戦画面の画面図の一例である。It is an example of the screen figure of the battle | competition screen showing the condition of a battle | competition. 受付拒否画面の一例を示す画面図である。It is a screen figure which shows an example of an acceptance refusal screen. ゲーム端末装置の動作の一例を示すフローチャートである。It is a flowchart which shows an example of operation | movement of a game terminal device.
 図1は、本発明に係るゲームシステムの一実施形態を示す構成図である。ゲームシステムは、それぞれ識別情報が対応付けされたゲーム端末装置1と、複数の(ここでは8台の)ゲーム端末装置1と通信可能に接続され、これら間の中継、接続及び各ゲーム端末装置1とネットワーク(例えばインターネット)を介して他の店舗のゲーム端末装置との間での接続を行う通信機器であるルータ2と、各ルータ2を介して通信可能に接続され、複数のプレイヤがゲーム端末装置1を用いて行うためのプレイヤ認証、プレイヤの組合せの選択、各プレイヤのゲーム成績、全プレイヤのランキングに関する情報を管理するサーバ装置3とを備えている。各ゲーム端末装置1とルータ2との間はそれぞれLAN(Local Area Network)ケーブルで接続されている。 FIG. 1 is a block diagram showing an embodiment of a game system according to the present invention. The game system is communicably connected to a game terminal device 1 with which identification information is associated with each other and a plurality of (in this case, eight) game terminal devices 1. And a router 2 that is a communication device for connecting to a game terminal device of another store via a network (for example, the Internet), and a plurality of players connected to the game terminal via the respective routers 2. And a server device 3 that manages information relating to player authentication, selection of player combinations, game results of each player, and rankings of all players. Each game terminal device 1 and the router 2 are connected by a LAN (Local Area Network) cable.
 ゲーム端末装置1は、筐体適所に、図外(例えば筐体の裏面側)の電源スイッチを備え、電源投入を受けて起動される。ゲーム端末装置1は、所望するモードのゲームがプレイヤによって選択され、モニタに表示されるゲーム画面に基づくプレイヤからのプレイ操作を受け付けて、ゲームを進行させるものである。なお、ゲーム端末装置1に対応付けされる識別情報は、ゲーム端末装置1が接続されているルータ2毎の識別情報(又はゲーム端末装置1が設置されている店舗の識別情報)とゲーム端末装置1が設置されている店舗内でのゲーム端末装置1毎の識別情報とを含んでいる。例えば、店舗Aの識別情報がAであって、店舗A内でのゲーム端末装置1の識別情報が4である場合には、当該ゲーム端末装置1の識別情報はA4である。 The game terminal device 1 includes a power switch (not shown) (for example, on the back side of the housing) at an appropriate position of the housing, and is activated when the power is turned on. The game terminal device 1 allows a player to select a game in a desired mode, accepts a play operation from the player based on a game screen displayed on a monitor, and advances the game. The identification information associated with the game terminal device 1 includes the identification information for each router 2 to which the game terminal device 1 is connected (or the identification information of the store where the game terminal device 1 is installed) and the game terminal device. 1 for each game terminal device 1 in the store where 1 is installed. For example, when the identification information of the store A is A and the identification information of the game terminal device 1 in the store A is 4, the identification information of the game terminal device 1 is A4.
 ルータ2は、それぞれ複数のゲーム端末装置1及びサーバ装置3と通信可能に接続され、ゲーム端末装置1とサーバ装置3との間でデータの送受信を行うものである。 The router 2 is communicably connected to the plurality of game terminal devices 1 and the server device 3, and transmits and receives data between the game terminal device 1 and the server device 3.
 サーバ装置3は、各ルータ2と通信可能に接続され、プレイヤ個人を特定するための固有情報であるユーザIDに対応付けて前記プレイヤ情報等の情報を格納すると共に、かつゲーム端末装置1の識別情報を用いて、ルータ2を介して各ゲーム端末装置1とデータの送受信を行うことによってプレイヤと同一ゲーム空間上でゲームを行うプレイヤ(対戦相手という)に関する情報を管理する。 The server device 3 is communicably connected to each router 2, stores information such as the player information in association with a user ID that is unique information for specifying an individual player, and identifies the game terminal device 1. Information about the player (referred to as the opponent) who plays the game in the same game space as the player is managed by transmitting / receiving data to / from each game terminal device 1 via the router 2.
 図2は、ゲーム端末装置1の一実施形態の外観を示す斜視図である。なお、ゲーム端末装置1を用いて行われるゲームは、個人ゲームでもよいし、対戦ゲームでもよい。本実施形態では麻雀ゲーム(図7参照)を想定しており、ゲーム端末装置1を操作するプレイヤと、他のゲーム端末装置1を操作するプレイヤとが、また必要に応じてCPUプレイヤ(仮想的なプレイヤ)との間で対戦を行うものである。他のゲーム端末装置1を操作するプレイヤと対戦する場合には、後述するネットワーク通信部18、ルータ2を介して、対戦中のゲーム端末装置1との間で各プレイヤが操作した内容に応じた操作データの送受信が行われる。 FIG. 2 is a perspective view showing an appearance of an embodiment of the game terminal device 1. The game performed using the game terminal device 1 may be a personal game or a battle game. In the present embodiment, a mahjong game (see FIG. 7) is assumed, and a player who operates the game terminal device 1 and a player who operates another game terminal device 1 are also CPU players (virtual, if necessary). Player). In the case of a battle with a player who operates another game terminal device 1, according to the contents operated by each player with the game terminal device 1 during the battle via the network communication unit 18 and the router 2 described later. Operation data is transmitted and received.
 ゲーム端末装置1は、ゲーム画面を表示するモニタ11と、モニタ11に積層され、プレイヤによる押圧を感知して、モニタ11のゲーム画面に表示される選択などを促すボタンのアドレスとプレイヤによる押圧位置とからいずれのボタンが指示されたかを判定するタッチパネル11aと、音声を出力するスピーカ12と、個人カードに記憶されたユーザID等の情報を読み込むカードリーダ13と、プレイヤが投入するコインを受け付けるコイン受付部14とを備えている。モニタ11は画像を表示するもので、液晶表示器やプラズマディスプレイ等である。モニタ11は、画面の主要部分にゲーム画像の表示領域が設定されている(図7参照)。 The game terminal device 1 includes a monitor 11 that displays a game screen, an address of a button that is stacked on the monitor 11, senses a press by the player, and prompts a selection displayed on the game screen of the monitor 11, and a pressed position by the player Touch panel 11a for determining which button is designated from the above, a speaker 12 for outputting sound, a card reader 13 for reading information such as a user ID stored in a personal card, and a coin for receiving coins inserted by the player And a reception unit 14. The monitor 11 displays an image, and is a liquid crystal display or a plasma display. In the monitor 11, a display area for game images is set in the main part of the screen (see FIG. 7).
 また、個人カードは、ユーザID等の個人情報が記憶された磁気カードやICカード等である。カードリーダ13は、公知のものが採用されており、個人カードが図略の読取口に差し込まれた状態で記録データの読み取りを行い、ゲーム中は差し込まれた状態を維持し、ゲームが完了してプレイヤからの取り出し指示を受けて、図略の引出手段で引き出されるようになっている。 Also, the personal card is a magnetic card or IC card in which personal information such as a user ID is stored. A known card reader 13 is employed, and the recorded data is read in a state where the personal card is inserted into a reading opening (not shown), and the inserted state is maintained during the game, and the game is completed. In response to a take-out instruction from the player, it is drawn out by a drawing means (not shown).
 ゲーム端末装置1の適所には、各部からの検出信号や、各部への制御信号を出力するマイクロコンピュータなどで構成される制御部16(図3参照)が配設されている。 In a suitable place of the game terminal device 1, a control unit 16 (see FIG. 3) including a microcomputer that outputs detection signals from the respective units and control signals to the respective units is disposed.
 図3は、ゲーム端末装置1の一実施形態を示すハードウェア構成図である。制御部16はゲーム端末装置1の全体の動作を制御するもので、受付処理、ゲームの進行全般に関する処理、画像表示処理、ゲームの監視処理の他、種々の情報処理を行う情報処理部(CPU)161と、処理途中の情報等を一時的に格納するRAM162と、ゲーム画像を含む所定の画像情報、各種設定情報及びゲームプログラム等が予め記憶されたROM163とを備える。 FIG. 3 is a hardware configuration diagram illustrating an embodiment of the game terminal device 1. The control unit 16 controls the overall operation of the game terminal device 1, and includes an information processing unit (CPU that performs various information processing in addition to reception processing, processing related to overall game progress, image display processing, and game monitoring processing. ) 161, a RAM 162 that temporarily stores information in the middle of processing, and a ROM 163 in which predetermined image information including game images, various setting information, a game program, and the like are stored in advance.
 外部入出力制御部171は、制御部16とカードリーダ13、タッチパネル11a(操作部)及びコイン受付部14を含む検出部の間で、検出信号を処理用のディジタル信号に変換し、また指令情報を検出部の各機器に対して制御信号に変換して出力するもので、かかる信号処理と入出力処理とを例えば時分割的に行うものである。外部機器制御部172は、それぞれの時分割期間内に検出部の各機器への制御信号の出力動作と、検出部の各機器からの検出信号の入力動作とを行うものである。 The external input / output control unit 171 converts the detection signal into a digital signal for processing between the control unit 16 and the detection unit including the card reader 13, the touch panel 11a (operation unit), and the coin receiving unit 14, and also provides command information. Is converted into a control signal and output to each device of the detection unit, and such signal processing and input / output processing are performed, for example, in a time-sharing manner. The external device control unit 172 performs a control signal output operation to each device of the detection unit and a detection signal input operation from each device of the detection unit within each time division period.
 描画処理部111は、制御部16からの画像表示指示に従って所要の画像をモニタ11に表示させるもので、ビデオRAM等を備える。音声再生部121は制御部16からの指示に従って所定のメッセージやBGM等をスピーカ12に出力するものである。 The drawing processing unit 111 displays a required image on the monitor 11 in accordance with an image display instruction from the control unit 16, and includes a video RAM and the like. The sound reproducing unit 121 outputs a predetermined message, BGM, or the like to the speaker 12 in accordance with an instruction from the control unit 16.
 ROM163には、麻雀牌キャラクタ、卓画像、各ボタンのゲーム用画像、受付画面を構成する画像、後述するコンティニュー案内画像、コンティニュー許否(禁止)を報知する画像の他、各種の画像等が記憶されている。麻雀牌キャラクタ等は3次元描画が可能なように、それを構成する所要数のポリゴンで構成されており、描画処理部111はCPU161からの描画指示に基づいて、3次元空間上での位置から擬似3次元空間上での位置への変換のための計算、光源計算処理等を行うと共に、上記計算結果に基づいてビデオRAMに対して描画すべき画像データの書き込み処理、例えば、ポリゴンで指定されるビデオRAMのエリアに対するテクスチャデータの書き込み(貼り付け)処理を行う。 The ROM 163 stores a mahjong tile character, a table image, a game image for each button, an image constituting a reception screen, a continuation guidance image to be described later, an image for notifying continuation permission / prohibition (prohibition), and various images. ing. A mahjong tile character or the like is composed of a required number of polygons constituting the mahjong tile character so that it can be three-dimensionally drawn, and the drawing processing unit 111 is based on a drawing instruction from the CPU 161 from a position in the three-dimensional space. Performs calculation for conversion to a position in the pseudo three-dimensional space, light source calculation processing, etc., and writing of image data to be drawn into the video RAM based on the calculation result, for example, designated by polygons The texture data is written (pasted) to the video RAM area.
 ここで、CPU161の動作と描画処理部111の動作との関係を説明する。CPU161は、内蔵のあるいは外部からモニタ11への画像情報の出力とその表示を行う画像表処理部との装着脱式としてのROM163に記録されているオペレーティングシステム(OS)に基づいて、ROM163から画像、音声及び制御プログラムデータ、ゲームプログラムデータを読み出す。読み出された画像、音声及び制御プログラムデータ等の一部若しくは全部は、RAM162上に保持される。以降、CPU161は、RAM162上に記憶されている制御プログラム、各種データ(表示物体のポリゴンやテクスチャ等その他の文字画像を含む画像データ、音声データ)、並びに検出部からの検出信号等に基づいて、処理が進行される。 Here, the relationship between the operation of the CPU 161 and the operation of the drawing processing unit 111 will be described. The CPU 161 outputs an image from the ROM 163 based on an operating system (OS) recorded in the ROM 163 as an attachment / detachment method with respect to the built-in or external image information output to the monitor 11 and the image table processing unit for displaying the image information. The voice and control program data and game program data are read out. Some or all of the read image, sound, control program data, and the like are held on the RAM 162. Thereafter, the CPU 161 is based on a control program stored in the RAM 162, various data (image data including other character images such as polygons and textures of display objects, audio data), a detection signal from the detection unit, and the like. Processing proceeds.
 ROM163に記憶された各種データのうち装着脱可能な記録媒体に記憶され得るデータは、例えばハードディスクドライブ、光ディスクドライブ、フレキシブルディスクドライブ、シリコンディスクドライブ、カセット媒体読み取り機等のドライバで読み取り可能にしてもよく、この場合、記録媒体は、例えばハードディスク、光ディスク、フレキシブルディスク、CD、DVD、半導体メモリ等である。 Of various data stored in the ROM 163, data that can be stored in a removable recording medium can be read by a driver such as a hard disk drive, an optical disk drive, a flexible disk drive, a silicon disk drive, or a cassette medium reader. In this case, the recording medium is, for example, a hard disk, an optical disk, a flexible disk, a CD, a DVD, or a semiconductor memory.
 ネットワーク通信部18は、麻雀ゲームの実行中に発生するプレイヤの操作情報をルーター2を介して、さらにはネットワークを介して対戦中のゲーム端末装置1と送受信するためのものである。さらに、ネットワーク通信部18は、ゲーム実行前後での、新たなプレイヤに対する受け付け処理時の個人認証等に要する情報、ゲーム終了時点でのゲーム成績等をルータ2を介してサーバ3との間で送受信するためのものである。 The network communication unit 18 is used for transmitting / receiving player operation information generated during the execution of the mahjong game to / from the game terminal device 1 that is in a battle via the router 2 and further via the network. Further, the network communication unit 18 transmits / receives information necessary for personal authentication, etc. at the time of acceptance processing for a new player, game results at the end of the game, etc., to / from the server 3 via the router 2 before and after the game is executed. Is to do.
 図4は、ゲーム端末装置1の制御部16の機能構成図である。制御部16のCPU161は、プレイヤからのゲームへの参加を受け付ける受付処理部161a、ゲームの開始から終了までの一連の進行を制御するゲーム進行制御部161b、モニタ3に受付画像、ゲーム画像、コンティニュー拒否画像等を表示する画像表示処理部161cと、操作順に従ってプレイヤが操作する操作部であるタッチパネル11aからの操作情報を受け付けて麻雀ゲームを進行させるゲームプレイヤ対戦制御部161dと、ゲーム中におけるプレイヤの操作を評価することによりゲーム終了時でのゲーム成績(持ち点棒の点数の値)や順位を決定する成績処理部161eと、ゲーム中において、ゲームが正常に終了しなかった、いわゆる異常終了の有無を検出する監視部161fと、所定の条件下で対戦相手としてCPUプレイヤを設定し、ゲーム進行を制御するCPUプレイヤ対戦制御部161gと、ゲームが終了した時に、次ゲームを継続して行うコンティニューに対する許否に関する処理を行うコンティニュー制御部161hと、各種情報の通信制御を行う通信制御部161iとを備えている。 FIG. 4 is a functional configuration diagram of the control unit 16 of the game terminal device 1. The CPU 161 of the control unit 16 includes an acceptance processing unit 161a that accepts participation in the game from the player, a game progress control unit 161b that controls a series of progress from the start to the end of the game, and a reception image, game image, and continuation on the monitor 3 An image display processing unit 161c that displays a rejected image, a game player battle control unit 161d that accepts operation information from the touch panel 11a that is an operation unit operated by the player according to the operation order, and advances the mahjong game, and a player in the game A score processing unit 161e that determines the game score at the end of the game by evaluating the operation of the game (the value of the score of the holding stick) and the ranking, and the so-called abnormal end that the game did not end normally during the game A monitoring unit 161f for detecting the presence or absence of the CPU and a CPU as an opponent under a predetermined condition A CPU player battle control unit 161g for setting a layer and controlling the progress of the game, a continue control unit 161h for performing processing relating to permission or disapproval for the continue to continue the next game when the game is finished, and communication control of various information And a communication control unit 161i for performing the operation.
 受付処理部161aは、ゲームへの参加を希望するプレイヤによって、モニタ11に表示されている図略の参加受付ボタン等が押下されたことがタッチパネル11aで検知され、かつゲーム端末装置1のカードリーダ13に差し込まれた個人カードからユーザIDを読み取るものである。 The reception processing unit 161 a detects that the touch panel 11 a detects that a player who desires to participate in the game has pressed a not-shown participation reception button or the like displayed on the monitor 11, and the card reader of the game terminal device 1. The user ID is read from the personal card inserted into the card 13.
 ゲームプレイヤ対戦制御部161dは、図7のゲーム画面に示すように、4人のプレイヤによって麻雀ゲームが行われ、プレイヤ間でツモの順序が所定の順序で繰り返し発生するようにしている。また、ゲームプレイヤ対戦制御部161dは、ツモが発生する毎に、手持ちの牌の内のいずれかの牌を捨てるための選択操作の受付を所定時間内で許可している。従って、プレイヤは、ツモが発生する毎にいずれの牌を捨てるかを考え、決めた牌の指定操作、すなわち該当する牌の画像の表示位置を押下する操作を行うことになる。この操作が行われると、通信制御部161iによって、この操作情報が対戦中の他のゲーム端末装置に送信され、自己及び他のゲーム端末装置1の画面の内容が更新されると共に、次の順番のゲーム端末装置においてはツモが発生するようになっている。成績処理部161eはゲーム成績等をゲーム成績記憶部162aに逐次記憶し、記憶内容は、ゲームの終了毎に通信制御部161iによってサーバ装置3に送信される。 As shown in the game screen of FIG. 7, the game player battle control unit 161d is configured such that a mahjong game is played by four players, and the order of the spiders is repeatedly generated in a predetermined order among the players. In addition, the game player battle control unit 161d permits the reception of a selection operation for discarding any one of the handbags within a predetermined time every time a spider is generated. Therefore, each time a spider is generated, the player considers which bag is to be discarded, and performs an operation for specifying the determined bag, that is, an operation for pressing the display position of the image of the corresponding bag. When this operation is performed, the operation information is transmitted to the other game terminal devices in the battle by the communication control unit 161i, the contents of the screens of the self and the other game terminal devices 1 are updated, and the next order In the game terminal device, a spider is generated. The score processing unit 161e sequentially stores the game score and the like in the game score storage unit 162a, and the stored content is transmitted to the server device 3 by the communication control unit 161i every time the game ends.
 ここで、制御部16のRAM162について説明する。RAM162は、同じ卓(同一ゲーム空間)での対戦ゲーム中のゲーム途中経過情報が逐次プレイヤ毎に、すなわち自己及びネットワーク通信部18を介して得られる対戦相手全員について更新的に記憶される途中経過情報、及び成績処理部161eによって決定された、プレイヤのゲーム終了時点でのゲーム成績である順位(必要に応じて点棒の点数等を含む)がプレイヤ毎に格納されるゲーム成績記憶部162aと、異常終了の判定用として用いられる所定の情報が監視部161fによって書き込まれる異常終了判定用情報記憶部162bと、監視部161fで検出され、カウントされた異常終了の回数が記憶された異常終了回数記憶部162cと、異常終了を抑止する(ペナルティー付与)ための判断基準となる閾値が記憶された異常終了閾値記憶部162dとを備えている。 Here, the RAM 162 of the control unit 16 will be described. The RAM 162 stores the game progress information during the match game on the same table (same game space) for each player, that is, the update information for all the opponents obtained through the network communication unit 18 and the game progress update information. A game result storage unit 162a that stores information and a ranking (including the score of a dotted bar if necessary) determined by the score processing unit 161e as a game result at the end of the game of the player; The abnormal termination determination information storage unit 162b in which predetermined information used for determining abnormal termination is written by the monitoring unit 161f, and the abnormal termination number in which the number of abnormal terminations detected and counted by the monitoring unit 161f is stored. Storage unit 162c and an abnormality in which a threshold value serving as a determination criterion for suppressing abnormal termination (penalty) is stored And a completion threshold storage unit 162d.
 ゲームが正常に終了しない態様は種々の方法で検出することが可能である。ここでは、以下のような異常終了の検出方法を採用する。すなわち、ゲームが正常に終了しない場合、つまり異常終了には、故意による異常終了と偶然による異常終了とが含まれる。故意による異常終了とは、例えばプレイヤによりLANケーブルがゲーム装置から引き抜かれたことによる終了や、ゲーム成績のサーバ装置3への送信前(通常、ゲーム終了間近)にプレイヤによってゲーム装置の電源が切られることによる終了が挙げられる。偶然による異常終了とは、例えばインターネット上の混信や過大トラフィックの発生によってゲーム端末装置1とサーバ装置3との通信が中断したことによる終了が可能性として挙げられる。異常終了の検出回数が多い場合、通信路の容量が確保されているとすれば、プレイヤが不正行為を働いたことによる故意の異常終了が発生したと見なし得る。偶然による異常終了はほとんど発生しないことから、異常終了の検出回数がに多い場合には、故意による異常終了の可能性がかなり高いと考えられる。 The mode in which the game does not end normally can be detected by various methods. Here, the following abnormal termination detection method is employed. That is, when the game does not end normally, that is, abnormal termination includes intentional abnormal termination and accidental abnormal termination. The intentional abnormal termination is, for example, termination due to the player pulling out the LAN cable from the game device, or the game device is turned off by the player before the game results are transmitted to the server device 3 (usually near the end of the game). The end by being done. The abnormal termination due to chance includes, for example, the possibility of termination due to interruption of communication between the game terminal device 1 and the server device 3 due to the occurrence of interference on the Internet or excessive traffic. When the number of abnormal end detections is large, it can be considered that a deliberate abnormal end has occurred due to the player's cheating if the capacity of the communication path is secured. Since abnormal termination due to chance hardly occurs, it is considered that the possibility of intentional abnormal termination is quite high when the number of abnormal termination detections is large.
 なお、LANケーブルの引き抜きの検出は、例えば次のように行う。ゲーム端末装置1はゲーム中、周期的にLAN上のルータに対して応答要求を送信し、この応答要求に対する応答が、内蔵タイマの計時によって所定時間経過しても返信されてこない場合、内部ネットワーク上に通信障害が発生していると判断することができる。そして、この内部ネットワーク上の通信障害をLANケーブルの引き抜きによるものと推定してもよい。外部ネットワーク上で通信障害が発生している場合は、ルータから応答信号が返信されてくるので、内部ネットワーク上の通信障害と区別することができる。 For example, the detection of the pulling out of the LAN cable is performed as follows. When the game terminal device 1 periodically transmits a response request to the router on the LAN during the game, and the response to this response request is not returned even if a predetermined time elapses due to the timing of the built-in timer, It can be determined that a communication failure has occurred. Then, it may be estimated that the communication failure on the internal network is caused by pulling out the LAN cable. When a communication failure occurs on the external network, a response signal is returned from the router, so that it can be distinguished from a communication failure on the internal network.
 監視部161fは、ゲーム開始時に、本実施形態では、異常終了フラグ“ON”とユーザIDとを異常終了判定用情報として異常終了判定用情報記憶部162bに書き込み、ゲームが正常に終了したと判断したときは、これらの異常終了フラグ及びユーザIDを消去するようにしている。従って、異常終了フラグ“ON”とユーザIDとが残っているか否かに基づいて、ゲームが異常終了したか否かを判断することができる。すなわち、ゲームが正常に終了しない場合、異常終了フラグ“ON”とユーザIDとが、異常終了判定用情報記憶部162bに残る。従って、監視部161fは、所定のタイミング、例えばゲーム端末装置1の電源再投入時点とかLANケーブルが接続し直された時点(再起動時という)で、異常終了判定用情報記憶部162bを検索し、異常終了フラグ“ON”とユーザIDとが残っていれば、異常終了回数記憶部162cに記憶されている異常終了回数の値を1だけインクリメント(カウントアップ)して、再書込(更新)する。なお、異常終了判定用情報は異常終了フラグ“ON”及びユーザIDに限定されず、その一方でもよく、あるいは他の所定の情報であってもよい。 At the start of the game, the monitoring unit 161f, in the present embodiment, writes the abnormal end flag “ON” and the user ID as abnormal end determination information in the abnormal end determination information storage unit 162b, and determines that the game has ended normally. When this happens, the abnormal end flag and user ID are deleted. Therefore, it can be determined whether or not the game has ended abnormally based on whether or not the abnormal end flag “ON” and the user ID remain. That is, if the game does not end normally, the abnormal end flag “ON” and the user ID remain in the abnormal end determination information storage unit 162b. Therefore, the monitoring unit 161f searches the abnormal termination determination information storage unit 162b at a predetermined timing, for example, when the game terminal device 1 is turned on again or when the LAN cable is reconnected (referred to as restarting). If the abnormal end flag “ON” and the user ID remain, the abnormal end number stored in the abnormal end number storage unit 162c is incremented by 1 (counted up) and rewritten (updated). To do. The abnormal termination determination information is not limited to the abnormal termination flag “ON” and the user ID, but may be one of them or other predetermined information.
 監視部161fは、更新された異常終了回数記憶部162cの異常終了回数と異常終了閾値記憶部162dに記憶されている閾値(第1の閾値)とを比較し、異常終了回数が第1の閾値未満であれば、次ゲームの実行を許可し、一方、異常終了回数が第1の閾値に達していれば、次ゲームの実行を拒否(禁止)するようにしている。また、異常終了回数情報は、ゲーム終了毎に通信制御部161iによってサーバ装置3に送信される。 The monitoring unit 161f compares the updated number of abnormal terminations in the abnormal termination number storage unit 162c with the threshold (first threshold) stored in the abnormal termination threshold storage unit 162d, and the number of abnormal terminations is the first threshold. If it is less, the execution of the next game is permitted. On the other hand, if the number of abnormal ends has reached the first threshold, the execution of the next game is rejected (prohibited). Further, the abnormal end count information is transmitted to the server device 3 by the communication control unit 161i every time the game ends.
 なお、麻雀ゲームは、半荘(ハンチャン)という東場(トンバ)4局と南場(ナンバ)4局の合計8局を1試合(1ゲーム)とするものや、東風戦という東場の4局を1試合(1ゲーム)とするものがあり、何局目かの対局で、当該ゲーム端末装置1で異常終了が検出されると、再起動後となる次の局から最後の局まで(1ゲームを終了するまで)の間は、当該ゲーム端末装置1のプレイヤは、対戦相手としてCPUプレイヤ対戦制御部161gによって制御される3人のCPUプレイヤと対戦することになる。麻雀ゲームの場合には、通常のゲームにおける1ゲーム単位と異なり、監視部161fによる異常終了の有無の検出処理を1局単位で行うことが好ましい。1局毎にも成績が得られるからである。このようにすることで、麻雀1ゲーム終了毎に、東風戦では4回(あるいは半荘では8回)のように、異常終了(不正行為)の有無を最小単位で検出することが可能となる。 In addition, the mahjong game has one game (one game) with a total of 8 stations of 4 east fields (Tomba) and 4 stations of Namba (Hanchang), and 4 of the east field called Dongfeng Battle. Some stations have one game (one game), and when an abnormal end is detected by the game terminal device 1 in some games, from the next station after the restart to the last station ( Until one game is finished), the player of the game terminal device 1 will play against three CPU players controlled by the CPU player battle control unit 161g as opponents. In the case of a mahjong game, unlike the normal game unit, it is preferable that the monitoring unit 161f performs the process of detecting the presence / absence of abnormal termination in one station unit. This is because the results can be obtained for each station. By doing so, it is possible to detect the presence or absence of abnormal termination (injustice) in the minimum unit, such as four times in the Dongfeng battle (or eight times in Hansou) at the end of one mahjong game. .
 麻雀ゲームのように、所定数の対局で1試合(1ゲーム)が完成する場合、監視部161fは、対局毎に、すなわち対局開始時に異常終了判定用情報の書込処理を実行し、対局終了時に正常終了であれば異常終了判定用情報の消去処理を実行し、及び再起動時に異常終了判定用情報の検索処理を実行するようにしている。この場合、例えば対局4回で1ゲームとする場合、異常終了回数は0~4回の範囲で発生する可能性がある。一方、異常終了が検出された場合、好ましくは1度のコンティニューも許可してはならない。そこで、本実施形態では、異常終了閾値記憶部162dに記憶される閾値としては、例えば2回が設定される。4回の対局のうち、2回異常終了があればコンティニューが不許可とされ、仮に4回の対局(1ゲーム)のうち、1回ずつであったとしても、コンティニューが1回許可されるのみである。なお、通常のゲームの場合には、ゲームルールに則して好ましい閾値が設定されればよい。このように、コンティニューによるゲーム継続を可及的に阻止することで、不正行為に対して迅速に対抗措置を講じることができる。 When one game (one game) is completed with a predetermined number of games as in the mahjong game, the monitoring unit 161f executes the writing process of abnormal end determination information for each game, that is, at the start of the game, and the game ends. If the process ends normally, the process for deleting the abnormal end determination information is executed, and the process for searching for the abnormal end determination information is executed at the time of restart. In this case, for example, when one game is played 4 times, the abnormal end count may occur in the range of 0 to 4 times. On the other hand, if an abnormal end is detected, preferably one continuation should not be permitted. Therefore, in the present embodiment, for example, two times are set as the threshold value stored in the abnormal end threshold value storage unit 162d. Continuation is disapproved if there is an abnormal end of 2 times out of 4 games. Even if it is 1 time out of 4 games (1 game), only 1 continuation is permitted. It is. In the case of a normal game, a preferable threshold may be set according to the game rules. In this way, by preventing the continuation of the game by continuation as much as possible, it is possible to quickly take countermeasures against fraud.
 CPUプレイヤ対戦制御部161gは、例えば、CPUプレイヤに「ツモ切り」のみを行うように制御し、あるいは、平均的なプレイヤの能力を有する仮想的なプレイヤを作成して、CPUによる制御されるプレイヤとしてゲームを行わせるものである。あるいは、異常終了発生前の対局における対戦相手の癖を取り込んだ打ち方を採用してもよい。なお、対戦相手も、同様に残りの対局においては、それぞれのゲーム端末装置1のCPUプレイヤ対戦制御部161gによって作成された仮想的な3人のCPUプレイヤとの間でゲームを進行することとなる。この場合、監視部161fはゲーム毎に異常終了の有無を検出している。なお、この場合の戦績もゲーム成績としてゲーム終了後にサーバ装置3に送信され、ランキング算出処理の対象とされるが、逆に対象外としてもよい。 The CPU player battle control unit 161g, for example, controls the CPU player to perform only “smoothing”, or creates a virtual player having an average player ability, and is controlled by the CPU. As a game. Or you may employ | adopt the hitting method which took in the opponent's trap in the game before abnormal end generation | occurrence | production. Similarly, in the remaining games, the opponents also advance the game with the three virtual CPU players created by the CPU player battle control unit 161g of each game terminal device 1. . In this case, the monitoring unit 161f detects the presence or absence of abnormal termination for each game. Note that the game results in this case are also transmitted as game results to the server device 3 after the game ends, and are included in the ranking calculation process, but may be excluded.
 コンティニュー制御部161hは、監視部161fによって、検出された異常終了回数が閾値未満であると判断されたことを条件に、1ゲームが終了した時点で、また1ゲーム終了毎に、継続して次ゲームを実行するか(コンティニュー)の案内及びYES,NOの各ボタンを併記した画面を表示させる。コンティニュー制御部161hは、コンティニュー案内画面に対して、プレイヤによりNOボタンが選択されると、カードリーダ13から個人カードの引き出し動作を指示し、一方、YESボタンが選択されれば、カードリーダ13に個人カードが差し込まれたままで次ゲームの開始画面に移行し、次ゲームの実行を許可するものである。なお、直前のゲームでのゲーム成績に応じて、1ゲーム分に元々必要なコイン数(あるいはクレジット)、その半分、あるいはノーコインの投入ガイド画面を表示して、必要なコイン投入を受け付けて次ゲームを許可する態様としてもよい。 The continuation control unit 161h continues at the time when one game is finished and every time the game is finished, on condition that the monitoring unit 161f determines that the detected number of abnormal terminations is less than the threshold value. A screen on which a game is executed (continue) and YES and NO buttons are written together is displayed. When the player selects the NO button on the continue guidance screen, the continue control unit 161h instructs the card reader 13 to pull out the personal card. On the other hand, if the YES button is selected, the continue control unit 161h With the personal card still inserted, the next game start screen is displayed and the execution of the next game is permitted. Depending on the game results of the previous game, the number of coins (or credits) originally required for one game, half of it, or no coin insertion guide screen is displayed, and the next game is accepted after accepting the necessary coin insertion. It is good also as an aspect which permits.
 監視部161fは、検出された異常終了回数が閾値に達していると判断した場合には、図8に示すように、次ゲームへのコンティニュー案内画面の表示に代えて、例えば「対局中にネットワーク接続状況の異常が検出されたためプレーを終了します。」のような文章を表示するようにしている。これによって、異常終了回数が閾値に達したプレイヤに対しては、次ゲームへの受付を拒否することで、1ゲーム単位で直ちにペナルティーを実行している。この場合、監視部161f又はコンティニュー制御部161hは、カードリーダ13から個人カードの引き出し動作を指示するようにしている。 When the monitoring unit 161f determines that the detected number of abnormal terminations has reached the threshold value, for example, instead of displaying the continue guidance screen for the next game, as shown in FIG. “The play will be terminated because an abnormal connection status has been detected.” Is displayed. As a result, for a player whose abnormal end count has reached the threshold, the penalty is immediately executed for each game by refusing to accept the next game. In this case, the monitoring unit 161f or the continuation control unit 161h instructs a personal card withdrawal operation from the card reader 13.
 図5は、サーバ装置3の一実施形態を示すハードウェア構成図である。制御部36はサーバ装置3の全体の動作を制御するもので、情報処理部(CPU)361と、各プレイヤの個人情報、各プレイヤのゲーム成績に関する情報、各プレイヤの異常終了に関連する情報等を格納するRAM362と、管理用の所定の画像情報、管理プログラム、ランキング処理プログラムが予め記憶されたROM363とを備える。 FIG. 5 is a hardware configuration diagram showing an embodiment of the server device 3. The control unit 36 controls the overall operation of the server device 3, and includes an information processing unit (CPU) 361, personal information of each player, information on game results of each player, information related to abnormal termination of each player, and the like. And a ROM 363 in which predetermined image information for management, a management program, and a ranking processing program are stored in advance.
 ROM363に記憶された各種データのうち装着脱可能な記録媒体に記憶され得るデータは、例えばハードディスクドライブ、光ディスクドライブ、フレキシブルディスクドライブ、シリコンディスクドライブ、カセット媒体読み取り機等のドライバで読み取り可能にしてもよく、この場合、記録媒体は、例えばハードディスク、光ディスク、フレキシブルディスク、CD、DVD、半導体メモリ等である。 Among various data stored in the ROM 363, data that can be stored in a removable recording medium can be read by a driver such as a hard disk drive, an optical disk drive, a flexible disk drive, a silicon disk drive, or a cassette medium reader. In this case, the recording medium is, for example, a hard disk, an optical disk, a flexible disk, a CD, a DVD, or a semiconductor memory.
 ネットワーク通信部38は、各種データをWWW等からなるネットワークを介して複数のルータ2のいずれかを経て端末識別情報に従って対応するゲーム端末装置1との間で情報の送受信を行うものである。 The network communication unit 38 transmits and receives information to and from the corresponding game terminal device 1 according to the terminal identification information via any one of the plurality of routers 2 via a network including WWW or the like.
 なお、管理プログラムは、ROM363上に記録されており、RAM362上にロードされ、CPU361によりRAM362上の管理プログラムが順次実行されることによってそれぞれの機能が実現される。 The management program is recorded on the ROM 363, loaded onto the RAM 362, and each function is realized by the CPU 361 sequentially executing the management program on the RAM 362.
 図6は、サーバ装置3の制御部36の機能構成図である。制御部36のCPU361は、各ゲーム端末装置1でのプレイヤのゲーム参加受付に応答して一連の受付管理処理を実行する受付部361aと、受付部361aによって受け付けられたプレイヤの中から、同一ゲーム空間内でプレイする、ゲーム内容に応じた所定数(麻雀ゲームの場合、4名)のプレイヤの組合せを、後述するルールに則って選択する選択部361bと、前記参加受付時に後述する累積記憶部362cの記憶内容を参加受付のあったゲーム端末装置1に送信し、かつ前記参加付後、各ゲームが終了する毎に、監視部161fでカウントされた異常終了の回数を受信して、後述する累積記憶部362cの内容に加算して累積回数を求めて更新する情報管理部361cと、所定時間毎に、あるいは好ましくはいずれかのプレイヤのゲーム成績が受信される毎に、全プレイヤのゲーム成績を成績順に並び替える処理を行うランキング算出部361dと、各ゲーム端末装置1との間で情報の授受を行う通信制御部361eとを備えている。 FIG. 6 is a functional configuration diagram of the control unit 36 of the server device 3. The CPU 361 of the control unit 36 receives the same game from the reception unit 361a that executes a series of reception management processes in response to the player's game participation reception in each game terminal device 1, and the players received by the reception unit 361a. A selection unit 361b that selects a combination of a predetermined number (four in the case of a mahjong game) of players that play in the space according to a rule described later, and a cumulative storage unit that will be described later when the participation is accepted The memory content of 362c is transmitted to the game terminal device 1 that has accepted the participation, and after each participation, the number of abnormal terminations counted by the monitoring unit 161f is received every time each game is terminated, which will be described later. An information management unit 361c that adds to the content of the cumulative storage unit 362c to obtain and update the cumulative number, and every player or preferably any player Each time a game score is received, a ranking calculation unit 361d that performs a process of rearranging the game results of all the players in order of the score and a communication control unit 361e that exchanges information with each game terminal device 1 are provided. Yes.
 RAM362は、ユーザID等の個人情報を格納するプレイヤ情報記憶部362aと、プレイヤ毎のゲーム成績(戦績)を更新的に記憶する成績記憶部362bと、情報管理部361cで更新された異常終了累積回数を記憶する累積記憶部362cと、累積記憶部362cに記憶される異常終了の累積回数に対するペナルティーに対応する所定の異常終了回数である第2の閾値を記憶する累積閾値記憶部362dとを、それぞれプレイヤ毎に備えている。また、RAM362は、ランキング算出部361dで算出された全プレイヤのランキング情報を更新的に記憶するランキング情報記憶部362eを備えている。更新されたランキング情報は、通信制御部361eによって各ゲーム端末装置1に配信される。 The RAM 362 includes a player information storage unit 362a that stores personal information such as a user ID, a results storage unit 362b that stores game results (war results) for each player, and an abnormal end accumulation updated by the information management unit 361c. A cumulative storage unit 362c that stores the number of times, and a cumulative threshold value storage unit 362d that stores a second threshold value that is a predetermined number of abnormal terminations corresponding to a penalty for the cumulative number of abnormal terminations stored in the cumulative storage unit 362c. Each player has it. Further, the RAM 362 includes a ranking information storage unit 362e that stores the ranking information of all the players calculated by the ranking calculation unit 361d in an update manner. The updated ranking information is distributed to each game terminal device 1 by the communication control unit 361e.
 受付部361aは、ゲーム端末装置1から送信されたプレイヤのユーザIDの個人情報及びゲーム端末装置1の識別情報を受け付けて、ゲームへの参加を受け付けるものである。更に、パスワードその他の認証処理を付加した態様でもよい。また、受付部361aは、プレイヤから対戦ゲームへの参加が指定されている場合、選択部361bに対戦相手の組み合わせのための選択処理の指示を行う。 The accepting unit 361a accepts personal information of the player's user ID and identification information of the game terminal device 1 transmitted from the game terminal device 1, and accepts participation in the game. Further, a mode in which a password or other authentication processing is added may be used. In addition, when the participation of the opponent game is designated by the player, the reception unit 361a instructs the selection unit 361b of a selection process for combining opponents.
 選択部361bは、受付部361aでの受付順に、仮想的に準備された卓に4名ずつ割り振るようにして対戦相手の選択処理(マッチング)を実行するものである。選択部361bは、卓に4名のプレイヤが決定すると、各プレイヤのユーザIDを含むプレイヤ情報をプレイヤ情報記憶部362aから読み出して、対応するゲーム端末装置1に配信する。なお、対戦相手の選択方法は、受付順に限定されず、プレイヤ情報に含まれるプレイヤの属性、例えばゲーム成績の近い者同士、ランキングの近い者同士、打ち方の特徴が似ている、あるいは似ていない者同士、ゲーム端末装置の設置場所の遠近等の1つ又は複数の要素を勘案して対戦相手を選択するようにしてもよい。この場合、仮想的に準備された、識別可能な各卓に割り振っていけばよい。 The selection unit 361b executes an opponent selection process (matching) by assigning four players to each virtually prepared table in the order of reception by the reception unit 361a. When four players are determined on the table, the selection unit 361b reads out player information including the user ID of each player from the player information storage unit 362a and distributes it to the corresponding game terminal device 1. Note that the selection method of the opponent is not limited to the order of acceptance, and the player attributes included in the player information, for example, those with similar game scores, those with similar rankings, and the characteristics of how to hit are similar or similar. You may make it select an opponent in consideration of one or several elements, such as those who are not, the distance of the installation location of a game terminal device, etc. In this case, it suffices to assign each identifiable table virtually prepared.
 図7は、対戦の状況を表わす対戦画面の画面図の一例である。ゲーム画面は主要領域に対戦画面領域500が設定されている。対戦画面領域500には、画面下側にプレイヤの手牌501が牌の種類が見えるように表示され、画面上側及び左右両側に対戦者の手稗502が牌の種類が見えないように表示され、画面略中央にドラ表示稗を含む山503と、山503の周囲に捨て稗504が表示され、画面下側にプレイヤによって押下される種々のボタン506が表示されている。プレイヤが対戦画面500を見ながらボタン506を適宜押下することによってゲームが進行される。 FIG. 7 is an example of a battle screen showing the battle situation. In the game screen, a battle screen area 500 is set as a main area. In the battle screen area 500, the player's hand 501 is displayed on the lower side of the screen so that the type of heel can be seen, and the player's hand sword 502 is displayed on the upper and left and right sides of the screen so that the type of heel cannot be seen. In addition, a mountain 503 including a dora display bag is displayed at the approximate center of the screen, a throwing bag 504 is displayed around the mountain 503, and various buttons 506 pressed by the player are displayed at the bottom of the screen. The game proceeds by the player pressing the button 506 as appropriate while looking at the battle screen 500.
 以下、ゲーム端末装置1のCPU161が実行する麻雀ゲームの進行処理について説明する。図9は、ゲーム端末装置1の動作の一例を示すフローチャートである。本フローチャートは、カードリーダ13に個人カードが挿入されたことが、例えば図略のセンサで検知され、あるいはカードリーダ13の読み取り部が情報を感知することで、開始される(ステップST1)。まず、カードリーダ13に挿入された個人カードからユーザIDが読み込まれ、このユーザIDがゲーム端末装置1の識別情報と共に、プレイヤ情報の取得要求としてサーバ装置3へ送信される(ステップST3)。 Hereinafter, the mahjong game progression process executed by the CPU 161 of the game terminal device 1 will be described. FIG. 9 is a flowchart showing an example of the operation of the game terminal device 1. This flowchart is started when, for example, an unillustrated sensor detects that a personal card has been inserted into the card reader 13, or when the reading unit of the card reader 13 senses information (step ST1). First, the user ID is read from the personal card inserted into the card reader 13, and this user ID is transmitted to the server device 3 as a player information acquisition request together with the identification information of the game terminal device 1 (step ST3).
 次いで、サーバ装置3へ送信されたユーザIDに対応したプレイヤ情報をサーバ装置3からダウンロードできたか否かが判断される(ステップST5)。ダウンロードできない場合とは、当該ユーザIDのプレイヤは異常終了累積回数が累積閾値に達しており、ペナルティー対象者である場合である。ペナルティーとしては、例えば、以後、ゲーム不許可とか、一定期間ゲーム不許可などが想定される。一定期間ゲーム不許可の場合には、ペナルティー対象となった時点の日付情報を内蔵計時手段を利用して取得し、プレイヤ情報記憶部362aに記憶しておけば対応可能である。 Next, it is determined whether or not the player information corresponding to the user ID transmitted to the server device 3 has been downloaded from the server device 3 (step ST5). The case where downloading is not possible is a case where the player of the user ID has reached the cumulative threshold and the number of abnormal terminations is a penalty target person. As the penalty, for example, a game disapproval or a game disapproval for a certain period is assumed. If the game is not permitted for a certain period of time, it can be dealt with by acquiring the date information at the time of the penalty object using the built-in timing means and storing it in the player information storage unit 362a.
 一方、ダウンロードに成功した場合には、ゲームモードの選択が案内され(ステップST7)、プレイヤは所望するゲームモードを選択することができる。ゲームモードとは、ネットワークを介して他のプレイヤと行うネットワーク対戦モード、店内のゲーム端末装置1間での対戦モード、必要に応じて企画された(期限的な)、例えば全国トーナメント麻雀大会モードなどである。 On the other hand, if the download is successful, selection of a game mode is guided (step ST7), and the player can select a desired game mode. The game mode is a network battle mode performed with other players via the network, a battle mode between the game terminal devices 1 in the store, and a plan (periodic) planned as necessary, for example, the national tournament mahjong tournament mode, etc. It is.
 ゲームモードの選択が終了すると、サーバ装置3から送信されてくる、選択部361bで選択された対戦相手のプレイヤ情報が3名に達するまで順次受信される(ステップST9)。対戦者全員が確定すると、ゲーム進行制御部161bによってゲーム(麻雀ゲームの場合、1局目)が開始される(ステップST11)。 When the selection of the game mode is completed, the player information of the opponents selected by the selection unit 361b transmitted from the server device 3 is sequentially received until reaching three players (step ST9). When all the opponents are confirmed, the game progress control unit 161b starts a game (first station in the case of a mahjong game) (step ST11).
 ゲームが開始されると、監視部161fによって、回線が切れたか否かがの監視が行われる(ステップST13)。回線が切れたとは、ここでは、ゲーム端末装置1の電源遮断、LANケーブルの引き抜きの双方を含む。回線が切れていなければ、ゲームが継続されてステップST19に移行する。一方、回線切断が検出されると、ゲーム端末装置1の再起動後に、異常終了の発生と判断して、異常終了回数に1がカウントアップされ(ステップST15)、さらにCPUプレイヤ対戦制御部161gによって制御されるCPUプレイヤ対戦モードに移行する(ステップST17)。 When the game is started, the monitoring unit 161f monitors whether or not the line is disconnected (step ST13). Here, the disconnection of the line includes both power-off of the game terminal device 1 and pulling out of the LAN cable. If the line is not disconnected, the game is continued and the process proceeds to step ST19. On the other hand, when line disconnection is detected, after the game terminal device 1 is restarted, it is determined that an abnormal end has occurred, the abnormal end count is incremented by 1 (step ST15), and the CPU player battle control unit 161g further. A transition is made to the controlled CPU player battle mode (step ST17).
 次いで、ゲームが終了か否かが判断され(ステップS19)、対局途中であれば、フローはステップS13に戻る。一方、所定数の対局が終了して対戦ゲームが終了したと判断されると、この対戦ゲームで取得されたプレイデータであるゲーム成績、異常終了回数の情報が、保存要求としてサーバ装置3に送信される(ステップS21)。 Next, it is determined whether or not the game is over (step S19). If it is in the middle of the game, the flow returns to step S13. On the other hand, when it is determined that the battle game has been completed after the predetermined number of games have been completed, game results and information on the number of abnormal terminations, which are play data acquired in the battle game, are transmitted to the server device 3 as a save request. (Step S21).
 一方、ゲーム端末装置1側では、異常終了の回数が閾値以上か否かの判断が行われ(ステップST23)、異常終了の回数が異常終了閾値記憶部162dに記憶されている閾値未満であれば、コンティニュー画面が表示され(ステップST25)、コンティニュー選択の有無が判断される(ステップST27)。コンティニューが選択されたのでれば、ステップST9に戻って、次ゲームのプレイが許可される。一方、コンティニューが選択されなければ、ステップST31に進む。 On the other hand, on the game terminal device 1 side, it is determined whether or not the number of abnormal terminations is equal to or greater than a threshold (step ST23), and if the number of abnormal terminations is less than the threshold stored in the abnormal termination threshold storage unit 162d. Then, a continue screen is displayed (step ST25), and the presence / absence of continue selection is determined (step ST27). If continue is selected, the process returns to step ST9 to allow the next game to be played. On the other hand, if continue is not selected, the process proceeds to step ST31.
 ステップST23で、異常終了の回数が、閾値に達していれば、図8に示すコンティニュー不許可の画面の表示が行われて(ステップST29)、ステップST31に進む。 In step ST23, if the number of abnormal terminations has reached the threshold value, a continuity disapproval screen shown in FIG. 8 is displayed (step ST29), and the process proceeds to step ST31.
ステップST32では、ゲーム終了の旨のプレイ情報がサーバ装置3へ送信され、次いで、カードリーダ13に対して個人カードの引き出し処理が指示される(ステップST33)。 In step ST32, play information indicating the end of the game is transmitted to the server device 3, and then the card reader 13 is instructed to withdraw the personal card (step ST33).
 なお、フローチャートでは、麻雀ゲームで説明したので、ステップST13~ステップST19において、所定数の対局毎に異常終了の検出を行い、ゲームの終了は所定数の対局が終了した時点としているが、通常のゲーム、例えばサッカーゲームなどの場合には、文字どおりゲーム単位で異常終了の検出が行われ、ステップST19の判定処理に代えて、ゲーム終了処理とすればよい。 In the flowchart, since the mahjong game has been described, in steps ST13 to ST19, an abnormal end is detected for each predetermined number of games, and the game ends when the predetermined number of games end. In the case of a game such as a soccer game, the abnormal end is detected literally on a game basis, and the game end process may be used instead of the determination process in step ST19.
 なお、本発明は、以下の態様が採用可能である。 Note that the present invention can employ the following modes.
(1)本実施形態では、麻雀1ゲームの中で、異常終了閾値を設定し、検出された異常終了回数との比較を行ったが、これに代えて、サーバ装置3の累積記憶部362cに記憶されている異常終了累積回数と、累積閾値記憶部362dに記憶されている累積閾値(第2の閾値)とをゲーム開始時に、ゲームが行われるゲーム端末装置1に読み出して、ゲーム端末装置1に設定し、ゲーム中に異常終了が検出される毎に異常終了累積回数をインクリメントし、かつ累積閾値(第2の閾値)と比較してコンティニューの許否判断を行う態様としてもよい。このようにすれば、第1の閾値を使用する必要がない。 (1) In this embodiment, in the mahjong 1 game, an abnormal end threshold is set and compared with the detected number of abnormal ends. Instead, the cumulative storage unit 362c of the server device 3 stores the abnormal end threshold. The stored abnormal end cumulative count and the cumulative threshold value (second threshold value) stored in the cumulative threshold value storage unit 362d are read out to the game terminal device 1 where the game is played, and the game terminal device 1 It is possible to set the number of times of abnormal termination to be incremented every time an abnormal termination is detected during the game, and to determine whether to continue or not by comparing with the cumulative threshold (second threshold). In this way, it is not necessary to use the first threshold value.
(2)本実施形態では、麻雀ゲームで説明したが、本発明は、これに限定されず、対戦相手との間での対戦ゲームを行い、相対的(例えば順位)乃至は絶対的(例えば得点)なゲーム成績が得られる他、個人戦であってもゲーム成績が得られるゲームに適用可能である。対戦ゲームとしては、対戦型のスポーツを模擬したゲーム全般、また、スポーツ以外の囲碁、将棋、チェス、トランプ等を模擬した対戦ゲームでもよく、さらに個人ゲームとしてはタイムトライアルゲームや脳を鍛えるテスト的なゲームである。 (2) Although the present embodiment has been described with a mahjong game, the present invention is not limited to this, and a battle game with an opponent is performed, and relative (for example, ranking) or absolute (for example, a score) It can be applied to a game in which a game result can be obtained even in an individual game. The battle game may be a general game simulating a battle-type sport, or a battle game simulating Go, Shogi, chess, playing cards, etc. other than sports. Furthermore, as a personal game, a time trial game or a test that trains the brain Game.
(3)本発明におけるネットワークは、異なる店舗間を接続する通信回線の他、店舗内のローカルエリアネットワークも含まれる。 (3) The network in the present invention includes a local area network in a store in addition to a communication line connecting different stores.
(4)異常終了回数の算出方法としては、上記のような異常終了判定用情報を採用する方法の他に、ゲームが正常に終了した場合を検出し、異常終了回数記憶部162cに、この正常終了回数を更新的に記憶すると共に、ゲームの開始毎にゲーム開始回数も更新的に記憶するようにし、これらのゲーム開始回数と正常終了回数とを、ゲーム端末装置1の再起動時とか、LANケーブルが接続し直された時点で比較し、その差を異常終了回数と判断する態様としてもよい。この場合、ゲーム開始回数と正常終了回数とで異常終了判定用情報が構成される。 (4) As a method of calculating the number of abnormal terminations, in addition to the method of using the abnormal termination determination information as described above, a case where the game is terminated normally is detected, and the normal termination number storage unit 162c stores this normal termination number. The number of times of completion is updated and the number of times of starting the game is also updated every time the game is started, and the number of times of start and normal end of the game are determined when the game terminal device 1 is restarted, A comparison may be made when the cable is reconnected, and the difference may be determined as the number of abnormal terminations. In this case, the abnormal end determination information is composed of the game start count and the normal end count.
(5)本実施形態では、異常終了をほぼ不正行為と扱っているが、ゲーム情報に含まれるゲーム成績がプレイヤに不利である場合に、故意による異常終了と判断し、逆に、ゲーム成績がプレイヤに有利である場合には、偶然による異常終了と判断することようにしてもよい。このように、ゲーム途中での(逐次保存する異常発生直前の)ゲーム成績を判断要素に加えて、プレイヤの異常終了回数を補正することにより、故意による異常終了をより正確に計数することができる。 (5) In the present embodiment, abnormal termination is treated as a fraudulent act. However, if the game results included in the game information are disadvantageous to the player, it is determined that the abnormal termination is intentional, and conversely, When it is advantageous to the player, it may be determined that the abnormal end is due to chance. In this way, by intentionally adding the game score in the middle of the game (immediately before the occurrence of the abnormality to be sequentially saved) to the determination element and correcting the number of abnormal terminations of the player, the intentional abnormal termination can be counted more accurately. .
 以上の通り、本発明は、プレイヤからの参加要求を受け付ける受付手段と、受付後に、操作部からの操作内容に従ってゲームを進行させるゲーム進行制御手段とを備え、当該プレイヤのゲーム成績をネットワークを介してサーバに格納させるべく送信するゲーム端末装置において、ゲーム終了後、プレイヤからのゲーム続行要求を受け付けると、次ゲームの実行の許否を判断するコンティニュー制御手段と、ゲーム毎にゲームの異常終了の有無を検出し、異常終了の回数をカウントする監視手段と、異常終了の回数に対応する第1の閾値が設定された閾値記憶部とを備え、前記コンティニュー制御手段は、前記監視手段によってカウントされた異常終了の回数が前記第1の閾値に達すると、前記次ゲームの実行を禁止することを特徴とする。本発明によれば、コンティニュー(次ゲームの継続実行)機能を活用してゲームを継続して行う間も、異常終了回数が閾値を超えたか否かを監視し、迅速に対向措置を採り得るようにしたので、不正行為が抑止される。 As described above, the present invention includes a reception unit that receives a participation request from a player, and a game progress control unit that advances the game according to the operation content from the operation unit after the reception, and the game result of the player is transmitted via the network. In the game terminal device to be transmitted to be stored in the server, when a game continuation request is received from the player after the game is finished, a continuation control means for judging whether or not to execute the next game, and whether or not the game is abnormally ended for each game And monitoring means for counting the number of abnormal terminations, and a threshold storage unit in which a first threshold value corresponding to the number of abnormal terminations is set, and the continuation control means is counted by the monitoring means When the number of abnormal terminations reaches the first threshold, the execution of the next game is prohibited.According to the present invention, it is possible to monitor whether or not the number of abnormal termination has exceeded a threshold and to quickly take a counter measure even while the game is continuously performed using the continue (continuous execution of the next game) function. As a result, cheating is deterred.
 また、他のゲーム端末装置と前記ネットワークを介して通信可能に接続されており、前記ゲーム進行制御手段は、前記他のゲーム端末装置との間でゲームデータの送受信を行うことで対戦ゲームの進行を行うものとすることが好ましい。これによれば、ネットワーク対戦を行う場合、特に対戦者が視界内にいないことから不正が行われ易くなるが、このような場合でも効果的に不正行為に対する抑止が可能となる。 Further, the game progress control means is communicably connected to another game terminal device via the network, and the game progress control means transmits / receives game data to / from the other game terminal device to advance the battle game. It is preferable to carry out. According to this, when a network battle is performed, fraud is easily performed especially because the opponent is not in view, but even in such a case, fraud can be effectively suppressed.
 また、ゲームシステムは、前記ゲーム端末装置と前記サーバとを備え、前記受付手段は、プレイヤの固有情報を取得するものであり、前記監視手段は、前記受付後、少なくとも最後のゲームが終了するまでの間の異常終了の回数を前記プレイヤの固有情報と関連付けて前記サーバに送信すると共に、サーバ側で累積されたプレイヤ毎の異常終了の回数を前記参加要求時に受信し、受信した累積値から異常終了の回数のカウントを開始するものであり、前記閾値記憶部は、前記累積値に対応して前記サーバに設定されている第2の閾値が設定されるものであり、前記サーバは、プレイヤの固有情報毎に累積された異常終了の回数を記憶する累積記憶部と、前記受付時に前記累積記憶部の内容を前記参加要求のあったゲーム端末装置に送信し、かつ前記受付後、最後のゲームが終了するまでの間にカウントされた異常終了の回数を受信して、前記累積記憶部の内容を更新する情報管理手段と、異常終了の累積回数に対応する前記第2の閾値を記憶する累積閾値記憶部とを備えてなることが好ましい。これによれば、サーバで管理される累積閾値(第2の閾値)に対して、異常終了の累積回数との比較が行われるので、第1の閾値などを用いることなく、コンティニューの許否判断が可能となる。 In addition, the game system includes the game terminal device and the server, and the reception unit obtains unique information of the player, and the monitoring unit waits for at least the last game to end after the reception. Is transmitted to the server in association with the unique information of the player, and the number of abnormal terminations for each player accumulated on the server side is received at the time of the participation request, and the abnormal value is detected from the received accumulated value. The threshold value storage unit is configured to set a second threshold value set in the server in correspondence with the cumulative value, and the server stores the player's count. A cumulative storage unit that stores the number of abnormal terminations accumulated for each unique information, and the content of the cumulative storage unit at the time of acceptance is transmitted to the game terminal device that requested the participation, The information management means for receiving the number of abnormal terminations counted from the acceptance until the end of the last game and updating the contents of the cumulative storage unit, and the information corresponding to the cumulative number of abnormal terminations It is preferable to include an accumulated threshold storage unit that stores the second threshold. According to this, since the cumulative threshold (second threshold) managed by the server is compared with the cumulative number of abnormal terminations, it is possible to determine whether to continue without using the first threshold or the like. It becomes possible.
 また、前記受付手段は、前記受付時に前記サーバから受信した前記累積記憶部及び累積閾値記憶部の内容から、前記異常終了の累積回数が前記第2の閾値に達しているときは、当該受付を拒否するものであることが好ましい。これによれば、受付要求の際に、異常終了の累積回数が前記第2の閾値に達しているプレイヤに対しては、ゲームへの新たな参加自体が拒否される。 In addition, when the cumulative number of abnormal terminations reaches the second threshold, the accepting unit accepts the acceptance from the contents of the cumulative storage unit and the cumulative threshold storage unit received from the server at the time of the reception. It is preferable to refuse. According to this, at the time of the acceptance request, new participation in the game itself is rejected for the player whose cumulative number of abnormal termination has reached the second threshold value.
 1 ゲーム端末装置1
 2 ルータ
 3 サーバ装置
 13 カードリーダ
 161a 受付処理部
 161b ゲーム進行制御部
 161e 成績処理部
 161f 監視部
 161h コンティニュー制御部
 162a ゲーム成績記憶部
 162b 異常終了判定用情報記憶部
 162c 異常終了回数記憶部
 162d 異常終了閾値記憶部
 361a 受付部
 361b 選択部
 361c 情報管理部
 361d ランキング算出部
 362a プレイヤ情報記憶部
 362b 成績記憶部位
 362c 累積記憶部
 362d 累積閾値記憶部
 362e ランキング情報記憶部
1 Game terminal device 1
2 router 3 server device 13 card reader 161a reception processing unit 161b game progress control unit 161e results processing unit 161f monitoring unit 161h continue control unit 162a game results storage unit 162b abnormal end determination information storage unit 162c abnormal end number storage unit 162d abnormal end Threshold storage unit 361a Reception unit 361b Selection unit 361c Information management unit 361d Ranking calculation unit 362a Player information storage unit 362b Results storage region 362c Cumulative storage unit 362d Cumulative threshold storage unit 362e Ranking information storage unit

Claims (5)

  1. プレイヤからの参加要求を受け付ける受付手段と、受付後に、操作部からの操作内容に従ってゲームを進行させるゲーム進行制御手段とを備え、当該プレイヤのゲーム成績をネットワークを介してサーバに格納させるべく送信するゲーム端末装置において、
     ゲーム終了後、プレイヤからのゲーム続行要求を受け付けると、次ゲームの実行の許否を判断するコンティニュー制御手段と、
     ゲーム毎にゲームの異常終了の有無を検出し、異常終了の回数をカウントする監視手段と、
     異常終了の回数に対応する第1の閾値が設定された閾値記憶部とを備え、
     前記コンティニュー制御手段は、前記監視手段によってカウントされた異常終了の回数が前記第1の閾値に達すると、前記次ゲームの実行を禁止することを特徴とするゲーム端末装置。
    A reception means for receiving a participation request from a player, and a game progress control means for allowing the game to progress in accordance with the operation content from the operation section after the reception, and transmitting the game results of the player to be stored in the server via the network In a game terminal device,
    When a game continuation request is received from the player after the game is over, a continuation control means for determining whether or not to execute the next game;
    Monitoring means for detecting the presence or absence of abnormal termination of the game for each game and counting the number of abnormal termination;
    A threshold value storage unit in which a first threshold value corresponding to the number of abnormal terminations is set,
    The game terminal device, wherein the continuation control means prohibits the execution of the next game when the number of abnormal terminations counted by the monitoring means reaches the first threshold value.
  2. 他のゲーム端末装置と前記ネットワークを介して通信可能に接続されており、前記ゲーム進行制御手段は、前記他のゲーム端末装置との間でゲームデータの送受信を行うことで対戦ゲームの進行を行うものであることを特徴とする請求項1記載のゲーム端末装置。 The game progress control means is communicably connected to another game terminal device via the network, and the game progress control means advances the battle game by transmitting / receiving game data to / from the other game terminal device. The game terminal device according to claim 1, wherein the game terminal device is a device.
  3. 請求項1又は2のゲーム端末装置と前記サーバとを備え、
     前記受付手段は、プレイヤの固有情報を取得するものであり、
     前記監視手段は、前記受付後、少なくとも最後のゲームが終了するまでの間の異常終了の回数を前記プレイヤの固有情報と関連付けて前記サーバに送信すると共に、サーバ側で累積されたプレイヤ毎の異常終了の回数を前記参加要求時に受信し、受信した累積値から異常終了の回数のカウントを開始するものであり、
     前記閾値記憶部は、前記累積値に対応して前記サーバに設定されている第2の閾値が設定されるものであり、
     前記サーバは、プレイヤの固有情報毎に累積された異常終了の回数を記憶する累積記憶部と、
     前記受付時に前記累積記憶部の内容を前記参加要求のあったゲーム端末装置に送信し、かつ前記受付後、最後のゲームが終了するまでの間にカウントされた異常終了の回数を受信して、前記累積記憶部の内容を更新する情報管理手段と、
     異常終了の累積回数に対応する前記第2の閾値を記憶する累積閾値記憶部とを備えたことを特徴とするゲームシステム。
    The game terminal device according to claim 1 or 2 and the server.
    The accepting means is for obtaining player specific information,
    The monitoring means transmits, to the server, the number of abnormal terminations after the acceptance until at least the last game is completed, in association with the player-specific information, and the abnormalities for each player accumulated on the server side. The number of times of termination is received at the time of the participation request, and the counting of the number of times of abnormal termination is started from the received cumulative value,
    The threshold value storage unit is configured to set a second threshold value set in the server corresponding to the cumulative value.
    The server includes an accumulation storage unit that stores the number of abnormal terminations accumulated for each player's unique information;
    The content of the cumulative storage unit is transmitted to the game terminal device that requested the participation at the time of the reception, and after the reception, the number of abnormal ends counted until the end of the last game is received, Information management means for updating the contents of the cumulative storage unit;
    A game system comprising: a cumulative threshold value storage unit that stores the second threshold value corresponding to the cumulative number of abnormal terminations.
  4. 前記受付手段は、前記受付時に前記サーバから受信した前記累積記憶部及び累積閾値記憶部の内容から、前記異常終了の累積回数が前記第2の閾値に達しているときは、当該受付を拒否することを特徴とする請求項3記載のゲームシステム。 The accepting unit rejects the acceptance when the cumulative number of abnormal terminations reaches the second threshold based on the contents of the cumulative storage unit and the cumulative threshold storage unit received from the server at the time of acceptance. The game system according to claim 3.
  5. プレイヤが実行したゲームの成績をネットワークを介してサーバに格納させるべく送信するゲーム端末装置を制御するゲーム管理プログラムであって、
     プレイヤからの参加要求を受け付ける受付手段、
     受付後に、操作部からの操作内容に従ってゲームを進行させるゲーム進行制御手段と、
    ゲーム終了後、プレイヤからのゲーム続行要求を受け付けると、次ゲームの実行の許否を判断するコンティニュー制御手段、
     ゲーム毎にゲームの異常終了の有無を検出し、異常終了の回数をカウントする監視手段、
     異常終了の回数に対応する第1の閾値が設定された閾値記憶部、として前記ゲーム端末装置を機能させ、
     前記コンティニュー制御手段は、前記監視手段によってカウントされた異常終了の回数が前記第1の閾値に達すると、前記次ゲームの実行を禁止することを特徴とするゲーム管理プログラム。
    A game management program for controlling a game terminal device that transmits a result of a game executed by a player to be stored in a server via a network,
    Accepting means for accepting a participation request from a player;
    A game progress control means for allowing the game to proceed in accordance with the operation content from the operation unit after acceptance;
    When a game continuation request is received from the player after the game is over, a continuation control means for determining whether or not to execute the next game;
    Monitoring means for detecting the abnormal end of the game for each game and counting the number of abnormal ends;
    Causing the game terminal device to function as a threshold value storage unit in which a first threshold value corresponding to the number of abnormal terminations is set;
    The game management program, wherein the continuation control means prohibits execution of the next game when the number of abnormal terminations counted by the monitoring means reaches the first threshold value.
PCT/JP2009/062890 2008-07-22 2009-07-16 Game terminal device, game system, game management program WO2010010839A1 (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
JP2008188879A JP5270244B2 (en) 2008-07-22 2008-07-22 GAME TERMINAL DEVICE, GAME SYSTEM, AND GAME MANAGEMENT PROGRAM
JP2008-188879 2008-07-22

Publications (1)

Publication Number Publication Date
WO2010010839A1 true WO2010010839A1 (en) 2010-01-28

Family

ID=41570304

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/JP2009/062890 WO2010010839A1 (en) 2008-07-22 2009-07-16 Game terminal device, game system, game management program

Country Status (3)

Country Link
JP (1) JP5270244B2 (en)
TW (1) TW201016280A (en)
WO (1) WO2010010839A1 (en)

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2014104252A (en) * 2012-11-29 2014-06-09 Konami Digital Entertainment Co Ltd Game system, and play compensation control method and computer program of the same
CN111921204A (en) * 2020-08-21 2020-11-13 腾讯科技(深圳)有限公司 Control method, device and equipment of cloud application program and storage medium
CN113413605A (en) * 2021-07-08 2021-09-21 腾讯数码(深圳)有限公司 Method, device, equipment and storage medium for detecting cheating account of game

Families Citing this family (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR101155216B1 (en) 2011-12-09 2012-08-07 (주)네오위즈게임즈 Method and server for detecting lag in online game item
JP6276960B2 (en) * 2013-10-16 2018-02-07 株式会社セガゲームス Server device and game system

Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2006109530A1 (en) * 2005-03-31 2006-10-19 Sega Corporation Game device, and fraud detecting method for the game device
JP3921222B2 (en) * 2005-02-16 2007-05-30 株式会社コナミデジタルエンタテインメント Fraud prevention method and apparatus
JP2007215715A (en) * 2006-02-16 2007-08-30 Konami Digital Entertainment:Kk Game management system and game management method

Patent Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP3921222B2 (en) * 2005-02-16 2007-05-30 株式会社コナミデジタルエンタテインメント Fraud prevention method and apparatus
WO2006109530A1 (en) * 2005-03-31 2006-10-19 Sega Corporation Game device, and fraud detecting method for the game device
JP2007215715A (en) * 2006-02-16 2007-08-30 Konami Digital Entertainment:Kk Game management system and game management method

Cited By (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2014104252A (en) * 2012-11-29 2014-06-09 Konami Digital Entertainment Co Ltd Game system, and play compensation control method and computer program of the same
CN111921204A (en) * 2020-08-21 2020-11-13 腾讯科技(深圳)有限公司 Control method, device and equipment of cloud application program and storage medium
CN111921204B (en) * 2020-08-21 2023-09-26 腾讯科技(深圳)有限公司 Control method, device, equipment and storage medium of cloud application program
CN113413605A (en) * 2021-07-08 2021-09-21 腾讯数码(深圳)有限公司 Method, device, equipment and storage medium for detecting cheating account of game
CN113413605B (en) * 2021-07-08 2022-08-26 腾讯数码(深圳)有限公司 Method, device, equipment and storage medium for detecting cheating account of game

Also Published As

Publication number Publication date
JP5270244B2 (en) 2013-08-21
TW201016280A (en) 2010-05-01
JP2010022658A (en) 2010-02-04

Similar Documents

Publication Publication Date Title
JP4048215B2 (en) Game management system and game management method
JP4327874B2 (en) GAME SYSTEM, GAME MANAGEMENT PROGRAM, AND GAME SYSTEM GAME MANAGEMENT METHOD
KR101042154B1 (en) Unfair conduct preventing method and apparatus
JP4203524B2 (en) GAME SYSTEM AND GAME DEVICE INCLUDING THE SAME
JPH09155065A (en) Match type computer game system capable of exchanging specified intrinsic data
TWI332414B (en)
KR101127302B1 (en) Game server device, game management system and rating management method
KR20030044877A (en) Game server apparatus, game managing method, game managing program and game apparatus
JP5270244B2 (en) GAME TERMINAL DEVICE, GAME SYSTEM, AND GAME MANAGEMENT PROGRAM
JP2006212288A (en) Illegal conduct prevention method, game device, and illegal conduct prevention program
KR100468172B1 (en) Game server apparatus game managing method and recording media with game managing program therein
EP0823272B1 (en) Apparatus for and method of determining win for competitive video game, and recording medium storing win determining program
JP2002119765A (en) Game device, arcade game machine and control method and recording medium
KR20090079944A (en) Game system, game machine included in same, and external device for game machines
JP3821443B2 (en) Game progress management device, game progress management method, and game progress management program
WO2010101080A1 (en) Game system, game management method, and game management program
JP3944351B2 (en) GAME DEVICE, CONTROL METHOD, AND RECORDING MEDIUM
JP2003340133A (en) Game machine and game system
JP3779718B1 (en) Game progress management device, game progress management program
JP4043994B2 (en) Game machine and game machine control program
JP2004321831A5 (en)
JP2003251063A (en) Rpg medal game machine and program
JP2002126343A (en) Game apparatus, arcade game machine and game executing method, and recording medium
JP2002126352A (en) Game device, arcade game machine and game execution method and recording medium
JP2007175530A (en) Game device, arcade game machine, game performing method and record medium

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 09800353

Country of ref document: EP

Kind code of ref document: A1

NENP Non-entry into the national phase

Ref country code: DE

122 Ep: pct application non-entry in european phase

Ref document number: 09800353

Country of ref document: EP

Kind code of ref document: A1