JP2008251014A - Web system for evaluating competition capability - Google Patents

Web system for evaluating competition capability Download PDF

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JP2008251014A
JP2008251014A JP2008097584A JP2008097584A JP2008251014A JP 2008251014 A JP2008251014 A JP 2008251014A JP 2008097584 A JP2008097584 A JP 2008097584A JP 2008097584 A JP2008097584 A JP 2008097584A JP 2008251014 A JP2008251014 A JP 2008251014A
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Yoshihiro Uchiumi
喜洋 内海
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Abstract

<P>PROBLEM TO BE SOLVED: To provide an objective competition capability evaluation system capable of collecting data of results of games that have been held in various locations via the Internet, relating the result data with each other, and enabling competitors who have never met before to compare their skill levels by using common indexes. <P>SOLUTION: This web system calculates skill levels of game participants from data of results of individual games collected via the Internet and displays the result of calculation. Specifically, this invention relates to a server system, a client system, and a computer program which are constituents of the web system. <P>COPYRIGHT: (C)2009,JPO&INPIT

Description

本発明はインターネットを用いた競技者能力評価システムに関するものである。The present invention relates to a player ability evaluation system using the Internet.

対戦相手との勝敗や順位を競う競技や武術や遊技に関する個人・チームの能力は、スピード競技のような客観的な数値で評価することが困難である。最近は一部の競技でレーティングという勝敗により持ち点をやり取りして能力を評価するシステムが運用されているが、システム参加者同士の直接対戦や他の評価手段を併用して評価信頼度を確保する事を前提としているため、対象とする競技会やその参加者をトップレベルに限定せざるを得なくなり、競技者人口の最も大きな一般のアマチュア競技者がその恩恵に浴す機会は限られてしまうという問題がある。It is difficult to evaluate the ability of individuals and teams related to competitions, martial arts, and games for competing for wins, losses and rankings with opponents, using objective figures such as speed competitions. Recently, a system that evaluates abilities by exchanging points by winning or losing ratings in some competitions has been operated, but the reliability of evaluation is ensured by using direct competition between system participants and other evaluation methods. As a result, it is necessary to limit the target competition and its participants to the top level, and there are limited opportunities for general amateur athletes with the largest competitor population to benefit from it. There is a problem of end.

インターネットを利用して一般のアマチュア競技者に対し試合情報を提供し競技機会を増やそうというアイデアは特許文献1や2に見受けられるが、単に情報を集約し提供するに留まり競技者の能力を客観的に評価する手段が提供されない。本発明では競技会を限定せず様々な地域で行われている個々の試合の結果を相互に関連付ける事により、直接対戦の機会が無かった者同士でも共通の指標で技量を比較しうる客観的な能力評価システムを提供する事を目的とする。
特開2002−140425 特開2002−215948
The idea of providing game information to general amateur athletes using the Internet to increase competition opportunities can be seen in Patent Documents 1 and 2, but it is merely a collection of information and objective observation of the ability of athletes. There is no way to evaluate automatically. In the present invention, by correlating the results of individual matches held in various regions without limiting the competition, it is possible to compare the skills with a common index even among those who have no direct match opportunity The purpose is to provide a simple ability evaluation system.
JP2002-140425A JP2002-215948

様々な地域で行われている個々の試合の試合結果データをインターネットを介して収集し、該試合結果データと関連する過去の蓄積データとから試合参加者の能力評価点を算出し表示するウェブシステムであり、具体的にはそのウェブシステムの構成要素であるサーバーシステムとクライアントシステムとコンピュータプログラムである。Web system that collects game result data of individual games played in various regions via the Internet, and calculates and displays performance evaluation points of game participants from the accumulated data related to the game result data Specifically, a server system, a client system, and a computer program that are components of the web system.

評価点は基本的に参加者が試合で勝利または上位順位を得る事により増加し、試合開始前の評価点が対戦相手に対し優位に在ればその増加量は少なく劣位に在ればその増加量は大きくなるものとし、敗北または下位順位を喫する事により減少し、試合開始前の評価点が対戦相手に対し優位に在ればその減少量は大きく劣位にあればその減少量は少なくなるものとする。The score basically increases when a participant wins or ranks higher in the game. If the score before the game starts is superior to the opponent, the increase is small, and if the score is inferior, the score increases. The amount will increase, decrease by defeat or lower ranking, and if the evaluation score before the match is superior to the opponent, the decrease will be large and if it is inferior, the decrease will decrease And

評価点の増減量は試合参加者の評価点信頼度の大小に応じて変動し、信頼度が相対的に大なる者の増減量は少なく、小なる者の増減量は大きくなるものとし、信頼度を試合参加者の試合開始以前の対戦相手(第1層)の数および該対戦相手の対戦相手(第2層)の数および該第2層対戦相手の対戦相手(第3層)の数、以下同様に定義する各層での対戦相手の数の大小によって評価する。The amount of increase / decrease of the evaluation points varies depending on the evaluation score reliability of the game participants, the increase / decrease amount of those with relatively high reliability is small, and the increase / decrease amount of small players is large, The number of opponents (first layer) of the game participants before the start of the game, the number of opponents (second layer) of the opponents, and the number of opponents (third layer) of the second layer opponents The evaluation is based on the size of the number of opponents in each layer as defined below.

また、評価点の増減量は試合内容に応じても変動し、接戦であった場合の増減量は少なく、大差であった場合の増減量は大きくなるものとし、該試合内容は獲得点数の比あるいは差、獲得セット数の比あるいは差、所要時間の比あるいは差等の大小によって評価する。In addition, the amount of increase / decrease of the evaluation points varies depending on the content of the game, and the amount of increase / decrease is small for close matches, and the amount of increase / decrease for large differences is large. Alternatively, the evaluation is made based on the magnitude of a difference, a ratio or difference in the number of acquired sets, a ratio or difference in required time, and the like.

また新たな評価点は、急激な増減を避けるため直近過去の一定数の試合の結果得られた評価点増減量を平均化して算出する。The new evaluation score is calculated by averaging the increase / decrease amount of the evaluation score obtained as a result of a certain number of games in the past in order to avoid a sudden increase / decrease.

複数対複数で行いかつ個人の技量を競う競技においては各チーム構成員個々の評価点および信頼度をそれぞれ(要修正)略合計し、試合の結果から評価点と信頼度の大小および試合内容に応じて得られるチームとしての評価点の増減量を構成員個々の信頼度に応じて配分する。In competitions that are performed in a multiple-to-multiple manner and compete for individual skills, each team member's individual evaluation points and reliability are almost totaled (required), and the results of the game are used to determine the evaluation score, reliability, and game content. The amount of increase / decrease in the evaluation score as a team is distributed according to the reliability of each member.

3者以上で行いかつ個人の技量を競う競技等においては、各参加者同士が同時に一対一の試合を行ったと見做し、1位者は他の参加者全てとの個々の試合に勝利したとし各々に対する評価点および評価点信頼度および試合内容に応じた増減量が算出されその合計が配分され、2位者以下も同様に算出された合計が配分するものとする。In competitions, etc. that are performed by three or more players and compete for individual skills, each participant considered that they played a one-on-one match at the same time, and the first-ranked winner won each individual match with all other participants. The amount of increase / decrease in accordance with the evaluation score, the evaluation score reliability, and the game content is calculated for each of them, and the total is distributed.

競技会を限定せず様々な地域で行われている個々の試合の結果に基づいて客観的な能力評価システムを提供し、多くの一般競技者が簡単にその評価システムに参加でき、技量向上の目標設定に活用したり、直接対戦の機会が無かった者同士でも共通の指標で技量を比較して対戦相手を求めたりすることのできる環境を提供する事で、全体の競技能力水準の向上と競技の普及拡大に寄与する事が期待できる。An objective ability evaluation system is provided based on the results of individual matches held in various regions without limiting the competition, and many general athletes can easily participate in the evaluation system, improving their skills. By providing an environment that can be used for goal setting and where players who have no direct competition opportunities can compare their skills using common indicators and seek opponents, the overall level of competitive ability can be improved. It can be expected to contribute to the spread of competition.

本発明はインターネットを用いたクライアントサーバシステム環境におけるサーバシステムとクライアントシステム(携帯電話端末やインターネット接続可能な映像機器や携帯端末等を含む)とコンピュータプログラムに関するもので、サーバシステムはクライアントシステムから要求を受け取ると、そのクライアントシステムにウェブページを送信する機能を持ち、クライアントシステムはウェブブラウザ等を使ってそのウェブページを表示する事ができる。図1に本発明のウェブシステム全体構成図を示す。The present invention relates to a server system and a client system (including mobile phone terminals, video equipment and mobile terminals connectable to the Internet, etc.) and a computer program in a client server system environment using the Internet, and the server system requests from the client system. When received, the client system has a function of transmitting a web page to the client system, and the client system can display the web page using a web browser or the like. FIG. 1 shows an overall configuration diagram of the web system of the present invention.

図1で、サーバシステムには前記コンピュータプログラムが実行可能な状態でセットアップされると共に記憶装置にデータベースが設置される。またインターネットを介してクライアントシステムと通信が可能となっていると共に、プログラム定期起動機能を有し前記コンピュータプログラムを所定の間隔で自動的に起動させる。クライアントシステムは、その一例として図示するクライアントPCはウェブブラウザと入力装置と表示装置とを有しインターネットを介してサーバシステムと通信が可能となっている。同じくクライアントシステムの一例として図示する携帯電話端末は、同様にウェブブラウザと図示を省略した入力装置と表示装置とを有し電波により携帯電話基地局と接続しインターネットを介してサーバシステムと通信が可能となっている。コンピュータプログラムは、サーバシステムのプログラム実行機能を使って、クライアントシステムからの要求により各種ウェブページをデータベースからの抽出データも含めて送信し、クライアントシステムからの入力データを受信し必要な処理を施しデータベースへ格納すると共に、定期的にデータベースにアクセスして処理対象のデータを収集し演算を実施し加工したデータを再格納する。In FIG. 1, the server system is set up in a state where the computer program can be executed, and a database is installed in a storage device. In addition, communication with a client system is possible via the Internet, and a program regular activation function is provided to automatically activate the computer program at predetermined intervals. In the client system, a client PC illustrated as an example has a web browser, an input device, and a display device, and can communicate with the server system via the Internet. Similarly, a mobile phone terminal shown as an example of a client system similarly has a web browser, an input device and a display device (not shown), and is connected to a mobile phone base station by radio waves and can communicate with a server system via the Internet. It has become. The computer program uses the program execution function of the server system to transmit various web pages including the extracted data from the database in response to a request from the client system, receives the input data from the client system, performs necessary processing, and performs the necessary processing. And periodically access the database to collect data to be processed, perform calculations, and store the processed data again.

該ウェブページには本発明になる能力評価システムへの会員登録機能を有し、能力評価を受けようとする者はその機能を利用してクライアントシステムから会員登録をする事ができる。
また、該ウェブページには会員ID(識別子)暗証照合機能を付加した試合結果入力フォームを有し、該能力評価システム運営者が管理するか否かを問われることなく該会員が任意に選択し実施した試合の試合日、対戦相手名、試合結果等を該会員が入力する事ができる。更には対戦相手による照査機能を該ウェブページに付加する事も可能であり、それにより入力された試合結果データの信頼性を高める事ができる。
The web page has a member registration function for the ability evaluation system according to the present invention, and a person who wants to receive ability evaluation can use the function to register as a member from the client system.
In addition, the web page has a match result input form with a member ID (identifier) password verification function, and the member arbitrarily selects regardless of whether or not the ability evaluation system operator manages it. The member can input the game date, the opponent's name, the game result, etc. of the executed game. Furthermore, it is also possible to add a check function by the opponent to the web page, thereby improving the reliability of the input game result data.

入力あるいは照査された該データは送信指示によりサーバシステムに送られ、サーバシステムは該試合参加者に関連する過去の試合結果データと合せて該参加者の当該競技に関する新たな能力評価点を算出し保存する。サーバシステムはクライアントシステムからの要求にしたがって、更新された能力評価点および関連情報をクライアントシステムに対し送信するウェブページに表示する。The input or checked data is sent to the server system in response to a transmission instruction, and the server system calculates a new ability evaluation score related to the game of the participant together with the past game result data related to the game participant. save. The server system displays the updated capability evaluation point and related information on a web page transmitted to the client system in accordance with a request from the client system.

このように誰もがインターネットを介して共通の能力評価システムを利用できるようになる事により、様々な地域に点在する競技者達が自分の競技能力を共通の尺度で客観的に評価する事が可能となる。In this way, everyone can use a common ability evaluation system via the Internet, so that athletes scattered in various regions can objectively evaluate their competitive ability on a common scale. Is possible.

登録された試合結果データは前記サーバシステムと前期コンピュータプログラムにより以下に示す計算式例を用いて試合参加者の能力評価点の算出処理が施される。The registered game result data is subjected to a calculation process of ability evaluation points of the game participants using the following calculation formula examples by the server system and the previous term computer program.

Figure 2008251014
Figure 2008251014

Ds:能力評価点増減量、K:係数、Wr:勝点、We:期待勝率
ここで係数Kは個々の試合結果が能力評価点増減量に与える影響度の強さを表すもので競技種目による試合頻度の違い等を考慮して適宜決定される。勝点Wrは勝利した場合に1、敗北した場合に0、引き分けは0.5とする。
Ds: Amount of increase / decrease in ability evaluation points, K: coefficient, Wr: winning points, We: expected win rate Here, coefficient K represents the strength of the degree of influence that each game result has on the amount of increase / decrease in ability evaluation points. It is determined as appropriate in consideration of differences in game frequency. The winning point Wr is 1 when winning, 0 when defeating, and 0.5 for the draw.

期待勝率Weは自分と対戦相手の評価点に基づいて自分が対戦相手に勝つ確率を示すもので、両者の評価点の差を変数としたロジスティック関数を適用するのが好適で一例を以下に示す。The expected win rate We indicates the probability that the player wins the opponent based on the evaluation points of the opponent and the opponent, and it is preferable to apply a logistic function with the difference between the two evaluation points as a variable. .

Figure 2008251014
Figure 2008251014

ここでRo:相手の試合前評価点、Rs:自分の試合前評価点Where Ro: opponent's pre-game score, Rs: own pre-game score

図2に数2をグラフ化したものを示す。横軸が自分と対戦相手の評価点の差Rs−Roで縦軸が期待勝率Weとなっている。図より判る通り、上式は評価点が大きな相手に対しては小さな勝率が期待され、評価点が小さな相手に対しては大きな勝率が期待される事を示しており、上式では評価点差−200の相手に対しては丁度75%、−400の相手に対しては丁度90%勝率が期待できるという見通しの良い関数となっている。FIG. 2 shows a graph of Equation 2. The horizontal axis is the difference Rs-Ro between the evaluation points of the opponent and the opponent, and the vertical axis is the expected win rate We. As can be seen from the figure, the above formula shows that a small win rate is expected for opponents with large evaluation points, and a large win rate is expected for opponents with small evaluation points. It is a function with a good prospect that the winning rate can be expected to be just 75% for 200 opponents and just 90% for -400 opponents.

数1および2によって、該評価点は基本的に該参加者が試合で勝利を得る事により増加し、試合開始前の該評価点が対戦相手に対し優位に在ればその増加量は少なく、劣位に在ればその増加量は大きくなるものとし、敗北を喫する事により減少し、試合開始前の該評価点が対戦相手に対し優位に在ればその減少量は大きく、劣位にあればその減少量は少なくなるものとする事を特徴とする能力評価システムが成立する。According to the formulas 1 and 2, the evaluation point basically increases when the participant wins the game, and if the evaluation point before the start of the game is superior to the opponent, the increase amount is small. If you are inferior, the amount of increase will increase, will decrease by defeat, and if the evaluation score before the match is superior to your opponent, the decrease will be large, if it is inferior, A capability evaluation system characterized by the fact that the amount of decrease is reduced is established.

算出された新評価点は関連情報と共に年齢別、地域別順位等に加工され、閲覧者の要求でクライアントシステムに送信されるウェブページに表示される。The calculated new score is processed together with related information into ranks by age, region, etc., and displayed on a web page transmitted to the client system at the request of the viewer.

本評価システムを共通の尺度として速やかに広範に展開可能とする手段として多くの相手との試合経験の豊富さに概略比例する評価点信頼度という指標を本発明で用意している。The present invention provides an index of evaluation score reliability that is roughly proportional to the abundance of game experience with many opponents as a means that enables this evaluation system to be developed quickly and widely as a common scale.

これは評価点の増減量を試合参加者の評価点信頼度の大小に応じて変動させ、該信頼度が相対的に大なる者の増減量は少なく、小なる者の増減量は大きくなるものとしたもので、信頼度の高い競技者の評価点が基準となって低い競技者の評価点を速やかに適正化させる効果を発揮する。これにより、新規参加者や地方の点在競技者もを含めた全体の評価が速やかに適正値に収束することが期待できる。This means that the amount of increase or decrease of the evaluation points varies according to the evaluation score reliability of the game participants, the increase or decrease of those who have relatively high reliability is small, and the increase or decrease of small players is large Therefore, it is effective to promptly optimize the evaluation points of low competitors based on the evaluation points of highly reliable athletes. As a result, it is expected that the overall evaluation including new participants and local scattered athletes will quickly converge to an appropriate value.

本人が直接試合した対戦相手(これを第1層対戦相手と呼ぶ)の数をP1、本人が第1層対戦相手と試合した時点より前に各第1層対戦相手が直接試合した対戦相手(第2層対戦相手と呼ぶ)の総数をP2、第1層対戦相手が第2層対戦相手と試合した時点より前に第2層対戦相手が直接試合した対戦相手(第3層対戦相手と呼ぶ)の総数をP3、以下同様として本人の評価点信頼度Csを次のような式で与える。P1 is the number of opponents that the player has directly played against (referred to as first-tier opponents), and the opponents that each first-tier opponent has directly played before the time when the player has played against the first-tier opponents ( The total number of second-tier opponents is called P2, and the opponent who the second-tier opponent played directly before the first-tier opponent played against the second-tier opponent (called the third-tier opponent) ) Is given as P3, and the same is applied to the evaluation score reliability Cs of the principal by the following formula.

Figure 2008251014
Figure 2008251014

ここでQは1より小さい実数、nは整数であり共に競技種目に応じて運営者により適切に決められる。例えば各競技者の平均的な対戦相手数が10名程度の場合、Qを0.1未満に取れば上式は高次に行くに従い収束し高次項を無視し得る有限な値にnを設定できる。上式ではQを一定値とし順次累乗しているが、各項に掛ける係数を適宜設定する事も可能である。ここで前記対戦相手の数とは、チーム競技の場合には対戦相手チームの数を意味し、ダブルスのように複数対複数で試合しかつ個人の評価点を求めたい場合には相手チームの複数の個人および自分のパートナーを加えた数とするのが好ましい。また評価点信頼度Csを第1層対戦相手の数のみで決定する事も可能であるし、本人が実施した試合数あるいは試合頻度で決定する事も可能であるし、夫々を組合わせて決定する事も可能である。また評価点信頼度Csを算出する元となるポイントを獲得した時期による有効期間を設定し、活動度の下がった会員の評価点信頼度が低減するようにする事も能力評価システムのバランス維持に有効であろう。Here, Q is a real number smaller than 1, and n is an integer, both of which are appropriately determined by the manager according to the competition event. For example, if the average number of opponents of each competitor is about 10, if the Q is less than 0.1, the above equation will converge as it goes higher and n will be set to a finite value that can ignore higher-order terms it can. In the above equation, Q is a constant value and is sequentially raised to a power. However, it is possible to appropriately set a coefficient to be applied to each term. Here, the number of opponents means the number of opponent teams in the case of team competition, and if there are multiple matches like doubles and you want to obtain individual evaluation points, The number of individuals and their partners is preferred. In addition, it is possible to determine the evaluation score reliability Cs only by the number of first-tier opponents, or it can be determined by the number of games played by the person or the game frequency, or a combination of each. It is also possible to do. It is also possible to set the validity period according to the time when the points that are the basis for calculating the evaluation point reliability Cs are acquired, and to reduce the evaluation point reliability of members who have decreased their activity level. Will be effective.

次に対戦相手と本人との評価点信頼度の差(比)によって定義される信頼度係数Fを導入して、Co:相手の評価点信頼度、Cs:自分の評価点信頼度として次式に一例を示す。Next, a reliability coefficient F defined by a difference (ratio) between evaluation points reliability of the opponent and the opponent is introduced, and Co: opponent evaluation point reliability, Cs: own evaluation point reliability An example is shown in.

Figure 2008251014
Figure 2008251014

ここでは一例としてFをCo/Csの3乗根としたが信頼度の効きかたをどの程度にするかは運営者の判断に任されて良く、評価点信頼度の差や比を使った他の式も適用可能である。判断のポイントは大グループとコンタクトを持った(そのメンバーと試合を行った)小グループメンバーの評価点が大グループ基準に円滑に調整される事であり、同時に評価点変動が激しすぎて小グループメンバーの拒否反応を招かない程度に抑制される事である。この係数を数1右辺に乗じて能力評価点増減量は以下のようになる。Here, as an example, F is the third root of Co / Cs, but it is up to the operator to decide how effective the reliability is, and the difference or ratio of evaluation point reliability is used. Other formulas are also applicable. The point of judgment is that the evaluation points of small group members who have contact with the large group (who played a match with that member) are smoothly adjusted to the large group criteria, and at the same time the evaluation point fluctuations are too intense and small It is to be suppressed to the extent that it does not cause group member rejection. By multiplying the right side of Equation 1 by this coefficient, the amount of increase or decrease in the ability evaluation point is as follows.

Figure 2008251014
Figure 2008251014

すなわち信頼度の高い相手と試合した場合は通常よりも増減量が拡大され、低い相手との試合では増減量が縮小され、その値は信頼度比が8倍の相手の場合は2倍に拡大され、信頼度比が1/8の相手の場合は1/2となる。これにより大きなグループに居て多くの競技者と試合を行っている競技者の評価点は大きな変動を受けないため、評価システム全体が安定し適正化の加速が得られる。In other words, the amount of increase / decrease is increased when playing against opponents with high reliability, the amount of increase / decrease is reduced when playing against low opponents, and the value is doubled for opponents with a reliability ratio of 8 times In the case of a partner with a reliability ratio of 1/8, it becomes 1/2. As a result, the evaluation points of the athletes who are in a large group and are playing with many athletes are not subject to large fluctuations, so that the overall evaluation system is stabilized and acceleration of optimization is obtained.

なお数3を計算するに当たり同一者との複数回対戦があった場合の処理方法を決めておかねばならない。まず自身が同一の対戦相手と複数回に渡って対戦する場合については、評価点信頼度稼ぎを意図した不当入力を回避するため第1層対戦相手の数を対戦毎に増やす事は行うべきではなく、第2層以下対戦相手数の前回対戦時との差分のみを加算するのが適当である。In calculating Formula 3, it is necessary to decide a processing method when there are multiple battles with the same person. First of all, if you are fighting with the same opponent multiple times, you should not increase the number of first-tier opponents for each match in order to avoid improper input intended to earn evaluation score reliability. Rather, it is appropriate to add only the difference between the number of opponents in the second layer and below against the previous battle.

また、当該競技者の第2層以下対戦相手として同一者が複数回に渡ってカウントされる場合も当然予想される。この場合、かまわず重複算入させる事も、させない事も共に理に適っており運営者の選択に任されてよい。In addition, it is naturally anticipated that the same player will be counted multiple times as an opponent for the second and lower layers of the player. In this case, it does not matter whether it is duplicated or not, and it makes sense to leave it to the operator's choice.

仮に同一者とであっても、異なる複数の対戦者との試合結果に基づいて関連付けが強化され評価点信頼度も向上されるとの考え方に立てば、第2層以下対戦相手の重複算入を採用すべきである。その場合は試合結果データの処理を行う際に、直接対戦相手のデータベースから各層毎の対戦相手数を照会し、自身の各層毎の対戦相手数データベースに1階層下げて加算するという処理を行う事になる。Even if it is the same person, if the idea is that the association will be strengthened and the evaluation score reliability will be improved based on the results of the match with different opponents, the overlap of opponents below the second tier will be included Should be adopted. In that case, when processing the game result data, the number of opponents for each layer is directly inquired from the opponent's database, and the processing is performed by adding one level down to the opponent number database for each layer. become.

図3は上記例での競技者毎の対戦履歴データを例示したもので、クライアントシステムに送信されるウェブページに表示される会員の能力評価点データの一例でもある。この例は‘06年5月15日に試合を行っている対戦相手ID256710番と、再度‘07年1月23日に試合を行ったケースでその試合結果が反映された状態のものである。FIG. 3 exemplifies the battle history data for each player in the above example, and is also an example of member ability evaluation point data displayed on the web page transmitted to the client system. In this example, the opponent ID 256710 playing a game on May 15, 2006 and the result of the game are reflected in the case where the game was played again on January 23, 2007.

表は上段の対戦前データと下段の対戦後データとに分かれており、対戦前データとして対戦相手の識別番号(ID)と能力評価点(Ro)、自分の能力評価点(Rs)と当該対戦相手に対する期待勝率(We)、対戦相手の評価点信頼度の元となる各層対戦者数が1から4層まで登録されている。これらの対戦相手データは当該対戦相手の対戦履歴データよりコピーされたものであり、自分の期待勝率は両者のデータから計算して求めたとしたものである。The table is divided into pre-match data at the top and post-match data at the bottom. The opponent's identification number (ID), ability evaluation point (Ro), own ability evaluation point (Rs), and the corresponding match as pre-match data. The expected win rate (We) for the opponent and the number of opponents for each layer, which is the basis of the evaluation point reliability of the opponent, are registered from 1 to 4 layers. These opponent data are copied from the opponent's battle history data, and their expected win rate is calculated from both data.

対戦後データとしては試合結果の勝点(Wr)と詳細である得失点、当該試合の結果から算出した評価点増減量(Ds)と直近過去の一定数の試合結果から得られた増減量を平均化して求めた新評価点(Rs)、および自分の評価点信頼度の元となる更新された各層対戦者数が登録される。The post-match data includes the score (Wr) of the game result and the detailed points, the evaluation point increase / decrease amount (Ds) calculated from the result of the game, and the increase / decrease amount obtained from a certain number of game results in the past. A new evaluation score (Rs) obtained by averaging and the number of players in each tier who are updated as the basis of their own evaluation score reliability are registered.

ここで、この対戦相手とは2回目の対戦であるから自分の各層対戦者数に反映される数値は差分のみとなる。すなわち第1層は既に対戦済みなので9(図3に太数字で表記、以下も同様)のまま変わらず、第2層は相手の第1層の差分8−5=3が80に加算されて83となり、第3層は同様に95−40+800で855となり、第4層も同様に847−320+8000で8527となる。この様にして競技者毎の対戦履歴データが更新されてゆく。Here, since this opponent is the second match, the numerical value reflected in the number of opponents of each layer is only the difference. That is, since the first layer has already been played, it remains 9 (shown in bold numbers in FIG. 3, the same applies to the following), and the second layer has the difference of 8-5 = 3 of the opponent's first layer added to 80. 83, the third layer is similarly 95-40 + 800, 855, and the fourth layer is similarly 847-320 + 8000, 8527. In this way, the battle history data for each competitor is updated.

それに対し、実存在としての対戦者同士の繋がりやその数の拡がりを重視する考え方も取れる。その場合は、同一者を対戦相手として重複算入しない手段を採る必要がある。そのため試合結果データの処理を行う際に、当該第1層対戦相手に繋がる各層対戦相手の各IDをデータベースから照会し、既にカウント済みの対戦相手のIDと照合する必要がある。なお、これらの各層対戦相手のIDデータは各競技者毎の対戦履歴データにコピーされても良いし、データベースからその都度第1層対戦相手に繋がる各層対戦相手に遡って参照しても良いが、いずれも前記例と比べてサーバシステムの負荷は重くなるという欠点を有する。On the other hand, it is possible to take the concept of emphasizing the connection and the expansion of the number of opponents as real existence. In that case, it is necessary to take a measure that does not include the same person as an opponent. Therefore, when processing the game result data, it is necessary to inquire each ID of each layer opponent connected to the first layer opponent from the database and collate with the ID of the opponent who has already been counted. It should be noted that the ID data of each player of each layer may be copied to the player history data for each player, or may be referred back to each layer player who is connected to the first layer opponent from the database each time. Both have the disadvantage that the load on the server system becomes heavier than in the above example.

評価点の増減量を試合内容に応じても変動させる例を次式に示す。The following formula shows an example in which the amount of increase / decrease in the evaluation points is changed according to the game content.

Figure 2008251014
Figure 2008251014

ここでGを得点率と呼び、試合内容に応じて変化する係数であり以下の様な式を当てる事ができる
G=勝者の得点/(勝者の得点+敗者の得点)
Here, G is called the scoring rate, and is a coefficient that changes according to the content of the game. The following formula can be applied: G = winner's score / (winner's score + loser's score)

上記例では10対0の場合と1対0の場合でGの値に違いが出ないため競技によっては接戦率を的確に表現できない事もある。そのような競技には0という特殊な数字を排するために双方に最小数例えば1点を加えた後に両者の比を取って算出する等の方法もある。In the above example, there is no difference in the G value between the case of 10 to 0 and the case of 1 to 0, so the close rate may not be expressed accurately depending on the competition. In such a competition, there is also a method of calculating by taking the ratio between the two after adding a minimum number, for example, one point, to eliminate a special number of 0.

得点率は1試合での得点数を対象とするのみでなく、テニスの様な場合はセット数を対象としても良いし、競技固有の評価指標を採用することが可能である。この接戦の程度を示す概念を導入する事により、少ない試合数でもより適切な能力評価を行える事が期待できる。The scoring rate is not limited to the number of points in one game, but in the case of tennis, the number of sets may be the target, and a competition-specific evaluation index can be adopted. By introducing the concept indicating the degree of closeness, it is expected that more appropriate ability evaluation can be performed even with a small number of matches.

直近過去のn試合の結果得られた増減量を平均化して新評価点Rs[n]を算出する例を次式に示す。The following formula shows an example of calculating a new evaluation point Rs [n] by averaging the amount of increase / decrease obtained as a result of the last n matches.

Figure 2008251014
Figure 2008251014

ここでRs[1]はn回前の試合開始時の評価点、Ds[1]はn回前の試合の結果による評価点増減量、Ds[2]はその次の試合の結果による評価点増減量、Ds[n]は直近(1回前)の試合の結果による評価点増減量とする。この平均化処理により係数Kを大きな値としても一試合毎で評価点が激しく変動する事が抑えられ、かつ適正な能力評価が迅速に得られる。Here, Rs [1] is an evaluation score at the start of the nth previous game, Ds [1] is an increase / decrease in evaluation score based on the result of the previous game, Ds [2] is an evaluation score based on the result of the next game The increase / decrease amount, Ds [n], is the increase / decrease amount of the evaluation score based on the result of the most recent (one-time previous) game. Even if the coefficient K is set to a large value by this averaging process, it is possible to prevent the evaluation score from fluctuating from one game to another and to obtain an appropriate ability evaluation quickly.

実施例1〜5の説明は基本的に一対一での対戦を例に挙げて行ってきたが、その意味するところは一人対一人での対戦に加えて当然ながらチーム対チームでの対戦を概念として包含している。その場合はチーム構成員個々の評価点は要求されない。それに対し複数対複数で行う競技において各チーム構成員個々の評価点および信頼度を個別に取り扱いたいケースも存在しうる。その場合でも本発明の基本構造を変えることなく以下のように展開できる。The description of Examples 1 to 5 has basically been given by taking a one-on-one match as an example, but the meaning is conceptually a team-to-team match in addition to a one-on-one match. Is included. In that case, individual evaluation points for team members are not required. On the other hand, there may be cases where it is desired to individually handle the evaluation points and reliability of each team member in a multi-to-multiple competition. Even in that case, it can be developed as follows without changing the basic structure of the present invention.

チーム構成員個々の該評価点をそれぞれ合計して、数2よりチームの期待勝率を求める。次に、実施例3で対戦相手と本人との評価点信頼度の差(比)によって定義した、信頼度係数Fの「対戦相手」を「自分以外の試合参加者」と読み替えて適用する。すなわち数2と数4を以下のように拡張する。The team members are summed up for each of the evaluation points, and the expected winning rate of the team is obtained from equation (2). Next, the “opponent” of the reliability coefficient F defined by the difference (ratio) of the evaluation point reliability between the opponent and the principal in Example 3 is read as “match participant other than myself” and applied. That is, Equations 2 and 4 are expanded as follows.

Figure 2008251014
Figure 2008251014
Figure 2008251014
Figure 2008251014

ここで各符号は、Ro1:相手1の評価点、Ro2:相手2の評価点、Rp:パートナーの評価点、Co1:相手1の信頼度、Co2:相手2の信頼度、Cp:パートナーの信頼度とする。Here, the symbols are: Ro1: partner 1 evaluation point, Ro2: partner 2 evaluation point, Rp: partner evaluation point, Co1: partner 1 reliability, Co2: partner 2 reliability, Cp: partner trust Degree.

例えばチーム1の構成員であるパートナーと自分、チーム2の構成員1と2の夫々の評価点と信頼度が以下の通りで、試合の結果チーム1が勝ったとする。評価点がRp=1500,Rs=1000,Ro1=1300,Ro2=1100とすると、チーム1=2500、チーム2=2400となる。信頼度がCp=30,Cs=10,Co1=20,Co2=10とする。For example, it is assumed that the evaluation score and reliability of the partner who is a member of the team 1 and himself and the members 1 and 2 of the team 2 are as follows, and the team 1 wins as a result of the match. When the evaluation points are Rp = 1500, Rs = 1000, Ro1 = 1300, Ro2 = 1100, team 1 = 2500 and team 2 = 2400. The reliability is Cp = 30, Cs = 10, Co1 = 20, and Co2 = 10.

数8を用い、チーム1のチーム2に対する期待勝率Weを求めると、
We=1/(1+3^((2400−2500)/200))=0.634
Using Equation 8 and finding the expected win rate We for Team 1 against Team 2,
We = 1 / (1 + 3 ^ ((2400-2500) / 200)) = 0.634

次に数9を用い自分の信頼度係数を求めると、
F=((30*20*10)^(1/3)/10)^(1/3)=1.22
Next, using Equation 9 to find your confidence coefficient,
F = ((30 * 20 * 10) ^ (1/3) / 10) ^ (1/3) = 1.22

数5を用い、K=32として自分の評価点増減量を求めると、以下の様になる。
Ds=1.22*32*(1−0.634)=14.3
Using Equation 5 and obtaining the evaluation point increase / decrease amount with K = 32, the following is obtained.
Ds = 1.22 * 32 * (1-0.634) = 14.3

この方法は試合内容に応じて評価点増減量が変動する実施例4においても有効である事は言うまでも無く、一例として挙げた数8、9以外の数式を用いる事も可能である。また、信頼度の増分については実施例3で述べた方法をそのまま「対戦相手」を「自分以外の試合参加者」と読み替えて適用し、パートナーとチーム2の構成員1と2の区別なく「対戦相手」と見做して数3を計算して夫々の新たな信頼度を得る事が出来る。It goes without saying that this method is also effective in the fourth embodiment in which the amount of increase or decrease in the evaluation points varies depending on the content of the game, and it is also possible to use mathematical expressions other than the numbers 8 and 9 given as an example. As for the increase in reliability, the method described in the third embodiment is applied as it is by replacing “the opponent” with “a participant other than the player”, and “partners 1 and 2 of the team 2 and the members 1 and 2” It can be regarded as an “opponent” and calculate the number 3 to obtain each new reliability.

3者以上で行い個々の試合参加者が順位や得点を競う競技においては、各参加者同士が同時に一対一の試合を行ったと見做し、1位者は他の参加者各々との個々の試合に全て勝利したとして、各々に対する該評価点および該評価点信頼度および該試合内容に応じた増減量が算出されその合計が配分され、2位者以下も同様に算出された合計が配分される。In competitions where three or more players compete for individual rankings and scores, it is assumed that each participant played a one-on-one match at the same time, and the first- Assuming that all the games have been won, the evaluation score for each, the evaluation score reliability, and the increase / decrease amount corresponding to the content of the game are calculated and the total is allocated, and the total calculated in the same way is also allocated for the second and subsequent players The

例えばA,B,Cの3名が参加して得点を競う競技を行い、Aが500点、Bが300点、Cが200点を獲得してAが1位、Bが2位、Cが3位となった場合、AはBと試合を行い得点率G=500/(500+300)で勝利しCとも同時に試合を行い得点率G=500/(500+200)で勝利し、BはCと試合を行い得点率G=300/(300+200)で勝利したと考えれば、上述した実施例1〜6の全てが適用できる。For example, three players A, B, and C participate in a competition for scoring. A gets 500 points, B gets 300 points, C gets 200 points, A gets 1st, B gets 2nd, and C gets In the third place, A plays B and wins with a scoring rate G = 500 / (500 + 300) and plays with C at the same time and wins with scoring G = 500 / (500 + 200). If it is considered that the player has won with a score rate G = 300 / (300 + 200), all of the first to sixth embodiments described above can be applied.

本発明による、この能力評価サービスの新規参加者であって確定された該能力評価点を有しない者に対しては、各競技毎に決められた暫定値を該能力評価点として該能力評価サービスの提供を開始し、所定の試合数および/または評価点信頼度が一定の条件を満たすまでの期間、当該新規参加者が参加する試合においては当該試合の参加者への評価点の増減配賦を行わず、当該新規参加者に対してのみ実施例1〜7記載の計算手段にしたがって該評価点増減量を試合毎に計算して該期間の合計を求め、該評価点増減量合計が0に最も近い値となる能力評価点を確定された能力評価点とする事ができる。For a new participant of this ability evaluation service according to the present invention who does not have a fixed ability evaluation point, the provisional value determined for each competition is used as the ability evaluation point. In the period in which the new participant participates in the period until the predetermined number of games and / or evaluation score reliability meets certain conditions, increase / decrease of the evaluation score to the participants of the game The evaluation point increase / decrease amount is calculated for each game according to the calculation means described in Examples 1 to 7 only for the new participant, and the total of the period is obtained. The ability evaluation score that is closest to the value can be set as the determined ability evaluation score.

実施例2で説明した数1と2を用いて具体的な確定された能力評価点の求め方を説明する。A method for obtaining a concretely determined ability evaluation score will be described using the equations 1 and 2 described in the second embodiment.

Figure 2008251014
Figure 2008251014

Figure 2008251014
Figure 2008251014

数1は勝点(実際勝率)=期待勝率となった時に評価点増減量は0となる事を示している。したがって該期間の勝点合計と期待勝率合計とが一致する(ΣWr−ΣWe=0となる)Rsが求める能力評価点である。Formula 1 indicates that the evaluation point increase / decrease amount becomes 0 when the winning point (actual winning rate) = the expected winning rate. Therefore, Rs where the total points won and the total expected winning percentage match (ΣWr−ΣWe = 0) is the ability evaluation score to be obtained.

数2のWeはRsの単調増加関数であるから、ΣWr−ΣWeが0に最も近くなるRsを見つける事はIF構文を用いてRsに順次候補を代入して絞り込んでゆく事で容易に見つける事ができる。Since We in Equation 2 is a monotonically increasing function of Rs, finding Rs where ΣWr−ΣWe is closest to 0 is easy to find by substituting candidates into Rs sequentially using IF syntax and narrowing down. Can do.

この方法を採る事で新規参加者への適切な評価点付与に要する試合数は格段に少なくする事ができる。ただし数1から判る通り当該期間に新規参加者が勝ち続けるか負け続ける間はWrは1または0が続きΣWr−ΣWe=0となる解は得られないため、最低限1勝1敗以上の勝敗実績が必要である。当該期間の完了条件を所定の試合数とした場合は、当該新規参加者が全勝あるいは全敗の場合に数2は収束しないので、例えば全勝(全敗)の場合には対戦相手中の最も評価点の高い(低い)相手との試合で1に満たない勝点を得た事にして能力評価点の演算を行う事も出来る。また、評価点の信頼度を高めるため当該期間の完了に一定の信頼度の獲得を条件とすることも出来るし、必要条件を下げて短期間に当該期間を完了させる事も可能である。。By adopting this method, the number of games required for assigning appropriate evaluation points to new participants can be significantly reduced. However, as can be seen from Equation 1, Wr is 1 or 0 and ΣWr-ΣWe = 0 cannot be obtained while the new participant continues to win or lose during the period, so at least 1 win, 1 loss or more Achievements are required. When the completion condition of the period is a predetermined number of games, the number 2 does not converge when the new participant wins or loses. For example, in the case of all wins (all losses), the highest evaluation score among the opponents It is also possible to calculate the ability evaluation score by obtaining less than 1 points in a match with a high (low) opponent. In addition, in order to increase the reliability of the evaluation point, it is possible to make it a condition for obtaining a certain degree of reliability for completion of the period, or it is possible to complete the period in a short time by reducing necessary conditions. .

また、新規参加者同士が当該期間に試合を行う場合は競技毎に決められた暫定値を互いに能力評価点とする事で全く同様に確定された評価点を得ることが可能である。In addition, when new participants play a game during the period, it is possible to obtain an evaluation score that is determined in exactly the same manner by using a provisional value determined for each competition as a capability evaluation score.

ここまで期待勝率Weは数2で示したロジスティック関数を使って説明してきたが、指数の底の値についても考慮が払われるのが好ましい。下に示す数10は数2と同じロジスティック関数であるが指数の底が10である式となっている点で異なる。Up to this point, the expected win rate We has been described using the logistic function expressed by Equation 2, but it is preferable that consideration is given to the bottom value of the index. Equation 10 below is the same logistic function as Equation 2, but differs in that the base of the exponent is 10.

Figure 2008251014
Figure 2008251014

しかし上式はRo−Rsが200の時We=1/11、400の時We=1/101となる関数で評価点差と期待勝率とが感覚的に捉えにくいものと言わざるを得ない。この様な判り難さは能力評価システムを広範に普及させるに当たっての障害となりうる。However, the above equation is a function that has We = 1/11 when Ro-Rs is 200, and We = 1/101 when 400, and it can be said that the evaluation point difference and the expected win rate are difficult to perceive. Such intelligibility can be an obstacle to the widespread use of the ability evaluation system.

そこで本発明では数2で示した式 We=1/(1+3^((Ro−Rs)/200)) を使っている。これはRo−Rsが200の時We=1/4すなわち4回に1回勝つ確率であり、400の時We=1/10となる関数でRo−Rsが0の時We=1/2である事と合せて評価点差と期待勝率とが感覚的に極めて捉え易くなっている。この様な見通しの良さは能力を定量的に評価するシステムの普及促進にとって大変有効である。Therefore, in the present invention, the formula We = 1 / (1 + 3 ^ ((Ro-Rs) / 200)) expressed by Equation 2 is used. This is the probability that We = 1/4 when Ro-Rs is 200, that is, the probability of winning once every 4 times, and the function is We = 1/10 when 400, and We = 1/2 when Ro-Rs is 0. Along with that, the evaluation point difference and the expected win rate are very easy to understand. Such a good prospect is very effective in promoting the spread of a system that quantitatively evaluates the ability.

Figure 2008251014
Figure 2008251014

同様に底を2とした数11式も200点差でWe=1/3、400点差でWe=1/5、600点差でWe=1/9となり、数2と同等程度に見通しの良い関数となっている。Similarly, equation (11) with a base of 2 is also a function that has a good line-of-sight equivalent to equation (2), with We = 1/3 at 200 points, We = 1/5 at 400 points, and We = 1/9 at 600 points. It has become.

なお、数2や数11は数12に示す様に指数部に底の対数を乗じるだけで底を10に変換でき、これらの式はRo−Rsの係数が異なるのみの同形の式である事がわかる。数10の様に底を10とした時、感覚的に捉え易い期待勝率である1/3や1/4を与える評価点差が対数になってしまう。したがって底を2または3とし、指数部の分母を極力単純な正の整数とすることがより好適である。In addition, as shown in Equation 12, Equation 2 and Equation 11 can be converted to base 10 simply by multiplying the exponent part by the logarithm of the base, and these equations are the same equations that differ only in the coefficient of Ro-Rs. I understand. When the base is set to 10 as in Equation 10, the evaluation point difference giving 1/3 or 1/4 that is an expected winning rate that is easy to perceive is logarithmically. Accordingly, it is more preferable that the base is 2 or 3, and the denominator of the exponent part is a simple positive integer as much as possible.

Figure 2008251014
Figure 2008251014

以上の様に本発明は客観的な数値で能力を評価することが困難な、対戦相手との勝敗を競う競技や武術や遊技に関する個人・チームの能力評価システムを実現し、様々な地域に点在する競技者を直接あるいは間接的に関連付けて能力や経験に関する共通の指標を提供する事が可能となる。As described above, the present invention realizes an ability evaluation system for individuals and teams related to competitions, martial arts, and games that compete with opponents for which it is difficult to evaluate abilities with objective numerical values. It is possible to provide a common indicator of ability and experience by directly or indirectly associating existing competitors.

本ウェブシステムが提供するウェブページには、競技者毎の能力評価点、評価点信頼度、その他の競技者関連情報、地域別年代別ランキング、上昇率ランキングや直近の試合結果の表示や、共通指標である評価点と信頼度を目安にした実効性のある対戦相手募集や特定地域在住者に対する競技大会の開催案内掲示板等の種々のサービス機能を効果的に付加する事ができる。特に競技者関連情報として対戦相手やパートナーのタイプ、試合環境、ゲーム戦略等と勝敗との関係を試合結果から分析したデータは当能力評価システムの参加者の能力向上に大変有益な情報となりうる。The web page provided by this web system includes the ability evaluation score for each athlete, evaluation score reliability, other athlete-related information, regional ranking by age, increase rate ranking, and the display of the most recent game results. It is possible to effectively add various service functions such as effective recruitment of opponents based on the evaluation points and reliability as indexes and a bulletin board for holding information on competitions for residents in specific areas. In particular, data obtained by analyzing the relationship between the opponent and partner type, game environment, game strategy, etc. from the result of the game as the player-related information can be very useful information for improving the ability of the participants of the ability evaluation system.

本発明により誰もがインターネットを介して共通の能力評価システムを利用できるようになり、様々な地域に点在する競技者達が自分の競技能力を共通の尺度で客観的に評価する事が可能となる。この事により、競技者の交流が促進され、技能強化目標の設定や対戦相手の募集、能力別大会の設定等が容易になり、競技全体の水準向上、競技人口拡大、競技全体の発展、および関連事業の発展の経済効果等が期待できる。The present invention makes it possible for anyone to use a common ability evaluation system via the Internet, and it is possible for athletes scattered in various regions to objectively evaluate their competitive ability on a common scale. It becomes. This facilitates the exchange of athletes, facilitates the setting of skill enhancement targets, recruitment of opponents, the establishment of competitions by ability, etc., improving the overall level of the competition, expanding the competition population, developing the overall competition, and The economic effects of the development of related businesses can be expected.

実施形態におけるウェブシステム全体構成図である。1 is an overall configuration diagram of a web system in an embodiment. 実施形態における期待勝率を示すグラフである。It is a graph which shows the expected win rate in embodiment. 実施形態における各競技者毎の対戦履歴データである。It is the battle | competition history data for every player in embodiment.

Claims (29)

インターネットを用いたクライアントサーバシステムを利用したウェブシステムを構成するサーバシステムにおいて、対戦相手との勝敗や順位を競う競技、武術、遊技等(以降、総称して競技と呼ぶ)の個々に実施される任意の試合の参加者であり、且つ本ウェブシステムが提供する能力評価システムの会員によるクライアントシステム(携帯電話端末等を含む)の操作により、前記クライアントシステムに対し送信されたウェブページに入力された前記試合の結果データを、インターネットを介して収集し、前記データと前記サーバシステム内に蓄積された前記参加者に関連する過去の試合結果データとから、前記参加者の前記競技に関する能力評価点を算出し、その結果および関連情報を前記クライアントシステムに対し送信されるウェブページに表示する事を特徴とするサーバシステムIn a server system that constitutes a web system using a client server system using the Internet, competitions, martial arts, games, etc. (hereinafter collectively referred to as competitions) that compete for victory and defeat and ranking with opponents are performed individually. Input to a web page transmitted to the client system by an operation of a client system (including a mobile phone terminal) by a member of an ability evaluation system provided by the web system and a member of an arbitrary game The result data of the game is collected via the Internet, and the ability evaluation score related to the game of the participant is obtained from the data and past game result data related to the participant stored in the server system. And the result and related information are transmitted to the client system. Server system, characterized in that to display on a page 前記評価点は、前記参加者が前記試合で勝利または前記試合の参加者の内で相対的に上位順位を得る事により増加し、前記試合開始前の前記評価点が対戦相手に対し優位に在ればその増加量は少なく、劣位に在ればその増加量は大きくなるものとし、敗北または下位順位を喫する事により減少し、前記試合開始前の前記評価点が対戦相手に対し優位に在ればその減少量は大きく、劣位にあればその減少量は少なくなるものとする事を特徴とする請求項1記載のサーバシステムThe evaluation score increases when the participant wins the game or gains a relatively higher rank among the participants of the game, and the evaluation score before the start of the game is superior to the opponent. If it is inferior, the amount of increase will be small, and if it is inferior, the amount of increase will decrease, and it will decrease by defeating or lower rank, and the evaluation score before the start of the game will be superior to the opponent 2. The server system according to claim 1, wherein the amount of decrease is large, and the amount of decrease is small if it is inferior. 前記評価点の増減量は前記参加者の評価点信頼度の大小に応じて変動し、前記信頼度が前記試合の参加者の内で相対的に大なる者の増減量は少なく、小なる者の増減量は大きくなるものとし、前記信頼度を前記試合参加者が前記試合より前に実施した試合の数および/または対戦相手の数により算出する事を特徴とする請求項2記載のサーバシステムThe amount of increase / decrease in the evaluation points varies depending on the evaluation score reliability of the participants, and the increase / decrease amount of those who have relatively high reliability among the participants in the game is small and small 3. The server system according to claim 2, wherein the amount of increase / decrease is increased, and the reliability is calculated by the number of games played by the game participants before the game and / or the number of opponents. 前記評価点の増減量は前記参加者の評価点信頼度の大小に応じて変動し、前記信頼度が前記試合の参加者の内で相対的に大なる者の増減量は少なく、小なる者の増減量は大きくなるものとし、前記信頼度を前記試合より前に行った試合の対戦相手(第1層対戦相手と呼ぶ)の数および前記第1層対戦相手が前記試合より前に行った試合の対戦相手(第2層対戦相手と呼ぶ)の数および前記第2層対戦相手が前記試合より前に行った試合の対戦相手(第3層対戦相手と呼ぶ)の数、以下同様に定義する各層での対戦相手の数の有限な階層までの数を元に算出する事を特徴とする請求項2記載のサーバシステムThe amount of increase / decrease in the evaluation points varies depending on the evaluation score reliability of the participants, and the increase / decrease amount of those who have relatively high reliability among the participants in the game is small and small The amount of increase / decrease is increased, and the number of opponents (referred to as first-layer opponents) of the game played before the game and the reliability of the first-layer opponent performed before the game The number of opponents (referred to as second-tier opponents) and the number of opponents (referred to as third-tier opponents) of matches played by the second-tier opponent before the match, and so on. 3. The server system according to claim 2, wherein the calculation is based on the number of opponents in each layer up to a finite hierarchy. 前記評価点の増減量は試合内容に応じて変動し、接戦であった場合の増減量は少なく、大差であった場合の増減量は大きくなるものとし、前記試合内容は獲得点数あるいは獲得セット数あるいは課題達成所要時間の比および/または差の大小によって評価する事を特徴とする請求項2乃至4のいずれかに記載のサーバシステムThe amount of increase / decrease in the evaluation points varies depending on the content of the game, the amount of increase / decrease is small when close, and the amount of increase / decrease is large when there is a large difference. Alternatively, the server system according to any one of claims 2 to 4, wherein the evaluation is performed based on a ratio and / or a difference in time required to achieve the task. 前記評価点は直近過去の一定数あるいは一定期間の試合のそれぞれの試合結果の前記評価点の増減量を平均化して算出する事を特徴とするとする請求項2乃至5のいずれかに記載のサーバシステム6. The server according to claim 2, wherein the evaluation score is calculated by averaging an increase / decrease amount of the evaluation score of each game result of a game in the last past or a certain period of time. system 前記評価点は複数の個人で構成されたチーム同士で試合を行いかつ構成員である前記個人の能力を評価する競技において、各チーム構成員個々の試合開始前の前記評価点を基に当該チームの評価点を算出し、試合開始前の当該の評価点算出対象者の評価点信頼度と当該者以外の試合参加者の各評価点信頼度を基に前記当該者の前記評価点信頼度を算出する事を特徴とする請求項2乃至6のいずれかに記載のサーバシステムThe evaluation score is based on the evaluation score before the start of the game of each individual team member in a competition in which a team composed of a plurality of individuals plays a game and evaluates the individual ability as a member. The evaluation score reliability of the person concerned is calculated based on the evaluation point reliability of the evaluation score calculation target person before the start of the game and the evaluation score reliability of the game participants other than the person concerned. The server system according to claim 2, wherein the server system is calculated. 前記評価点は、3者以上で行い個々の試合参加者が順位や得点を競う競技においては、各参加者同土が同時に一対一の試合を行ったと見做し、1位者は他の参加者各々との個々の試合に全て勝利したとして、各々に対する該評価点および該評価点信頼度および該試合内容に応じた増減量が算出されその合計が配分され、2位者以下も同様に算出された合計が配分される事を特徴とする請求項2乃至7のいずれかに記載のサーバシステムThe score is determined by 3 or more players, and in competitions where individual game participants compete for rankings and scores, it is assumed that each participant has played a one-on-one match at the same time, and the first-ranked players will participate in other competitions. Assuming that all individual matches with each player have been won, the evaluation score for each of them, the evaluation score reliability, and the amount of increase / decrease according to the content of the game are calculated and the total is allocated, and the second and subsequent players are also calculated in the same way The server system according to any one of claims 2 to 7, wherein the sum total is distributed. 前記能力評価システムの新規参加者であって確定された前記能力評価点を有しない者に対しては、各競技毎に決められた暫定値を前記能力評価点として前記能力評価システムの提供を開始し、所定の試合数および/または前記評価点信頼度が一定の条件を満たすまでの期間、当該新規参加者が参加する試合においては確定された前記能力評価点を有する当該試合の参加者への前記評価点の増減配賦を行わず、当該新規参加者に対してのみ前記評価点の増減量の算出を行う事を特徴とする請求項2乃至8のいずれかに記載のサーバシステムFor those who are new participants in the ability evaluation system and who do not have a fixed ability evaluation point, provision of the ability evaluation system is started using the provisional value determined for each competition as the ability evaluation point. In the game in which the new participant participates for a period until the predetermined number of games and / or the evaluation score reliability satisfies a certain condition, The server system according to claim 2, wherein the increase / decrease amount of the evaluation score is calculated only for the new participant without performing the increase / decrease allocation of the evaluation score. 請求項2記載の前記評価点の増加減少量Dsは次の式によって求める事を特徴とする請求項2乃至9のいずれかに記載のサーバシステム
Ds=K*(Wr−1/(1+m^((Ro−Rs)/n/10)))
但し、Kは任意の実数、Wrはその試合の勝利時に1、敗戦時に0、引分け時に0.5となる数、Roは相手または相手チームの試合前評価点、Rsは自分または自チームの試合前評価点であるとした時、mは2または3であるとしnは正の整数である事とする
The server system Ds = K * (Wr−1 / (1 + m ^ () according to claim 2, wherein the increase / decrease amount Ds of the evaluation point according to claim 2 is obtained by the following equation. (Ro-Rs) / n / 10)))
However, K is an arbitrary real number, Wr is a number that is 1 at the time of winning the game, 0 at the time of losing, 0.5 that is at the time of the draw, Ro is the pre-game evaluation score of the opponent or the opponent team, Rs is the self or the own team If it is a pre-game evaluation score, m is 2 or 3, and n is a positive integer.
インターネットを用いたクライアントサーバシステムを利用したウェブシステムを構成するクライアントシステムにおいて、対戦相手との勝敗や順位を競う競技、武術、遊技等(以降、総称して競技と呼ぶ)の個々に実施される任意の試合の参加者であり、且つ本ウェブシステムが提供する能力評価システムの会員によるクライアントシステム(携帯電話端末等を含む)の操作により、前記クライアントシステムに対し送信されたウェブページに入力された前記試合の結果データを、インターネットを介して収集し、前記データと前記サーバシステム内に蓄積された前記参加者に関連する過去の試合結果データとから、前記参加者の前記競技に関する能力評価点を算出し、その結果および関連情報を前記クライアントシステムに対し送信されるウェブページに表示する事を特徴とするクライアントシステムIn a client system that constitutes a web system using a client server system using the Internet, competitions, martial arts, games, etc. (hereinafter collectively referred to as competitions) for winning and losing with competitors and rankings are performed individually. Input to a web page transmitted to the client system by an operation of a client system (including a mobile phone terminal) by a member of an ability evaluation system provided by the web system and a member of an arbitrary game The result data of the game is collected via the Internet, and the ability evaluation score related to the game of the participant is obtained from the data and past game result data related to the participant stored in the server system. And the result and related information is sent to the client system. Client system, characterized in that the display on the web page 前記評価点は、前記参加者が前記試合で勝利または前記試合の参加者の内で相対的に上位順位を得る事により増加し、前記試合開始前の前記評価点が対戦相手に対し優位に在ればその増加量は少なく、劣位に在ればその増加量は大きくなるものとし、敗北または下位順位を喫する事により減少し、前記試合開始前の前記評価点が対戦相手に対し優位に在ればその減少量は大きく、劣位にあればその減少量は少なくなるものとする事を特徴とする請求項11記載のクライアントシステムThe evaluation score increases when the participant wins the game or gains a relatively higher rank among the participants of the game, and the evaluation score before the start of the game is superior to the opponent. If it is inferior, the amount of increase will be small, and if it is inferior, the amount of increase will decrease, and it will decrease by defeating or lower rank, and the evaluation score before the start of the game will be superior to the opponent 12. The client system according to claim 11, wherein the amount of decrease is large and the amount of decrease is small if it is inferior. 前記評価点の増減量は前記参加者の評価点信頼度の大小に応じて変動し、前記信頼度が前記試合の参加者の内で相対的に大なる者の増減量は少なく、小なる者の増減量は大きくなるものとし、前記信頼度を前記試合参加者が前記試合より前に実施した試合の数および/または対戦相手の数により算出する事を特徴とする請求項12記載のクライアントシステムThe amount of increase / decrease in the evaluation points varies depending on the evaluation score reliability of the participants, and the increase / decrease amount of those who have relatively high reliability among the participants in the game is small and small 13. The client system according to claim 12, wherein the amount of increase / decrease is increased, and the reliability is calculated by the number of games played by the game participants before the game and / or the number of opponents. 前記評価点の増減量は前記参加者の評価点信頼度の大小に応じて変動し、前記信頼度が前記試合の参加者の内で相対的に大なる者の増減量は少なく、小なる者の増減量は大きくなるものとし、前記信頼度を前記試合より前に行った試合の対戦相手(第1層対戦相手と呼ぶ)の数および前記第1層対戦相手が前記試合より前に行った試合の対戦相手(第2層対戦相手と呼ぶ)の数および前記第2層対戦相手が前記試合より前に行った試合の対戦相手(第3層対戦相手と呼ぶ)の数、以下同様に定義する各層での対戦相手の数の有限な階層までの数を元に算出する事を特徴とする請求項12記載のクライアントシステムThe amount of increase / decrease in the evaluation points varies depending on the evaluation score reliability of the participants, and the increase / decrease amount of those who have relatively high reliability among the participants in the game is small and small The amount of increase / decrease is increased, and the number of opponents (referred to as first-layer opponents) of the game played before the game and the reliability of the first-layer opponent performed before the game The number of opponents (referred to as second-tier opponents) and the number of opponents (referred to as third-tier opponents) of matches played by the second-tier opponent before the match, and so on. 13. The client system according to claim 12, wherein the number is calculated based on the number of opponents in each layer up to a finite hierarchy. 前記評価点の増減量は試合内容に応じて変動し、接戦であった場合の増減量は少なく、大差であった場合の増減量は大きくなるものとし、前記試合内容は獲得点数あるいは獲得セット数あるいは課題達成所要時間の比および/または差の大小によって評価する事を特徴とする請求項12乃至14のいずれかに記載のクライアントシステムThe amount of increase / decrease in the evaluation points varies depending on the content of the game, the amount of increase / decrease is small when close, and the amount of increase / decrease is large when there is a large difference. The client system according to any one of claims 12 to 14, wherein the evaluation is performed based on a ratio and / or difference in time required to achieve the task. 前記評価点は直近過去の一定数あるいは一定期間の試合のそれぞれの試合結果の前記評価点の増減量を平均化して算出する事を特徴とするとする請求項12乃至15のいずれかに記載のクライアントシステム16. The client according to claim 12, wherein the evaluation score is calculated by averaging an increase / decrease amount of the evaluation score of each game result of a game in the last past or a fixed period. system 前記評価点は複数の個人で構成されたチーム同士で試合を行いかつ構成員である前記個人の能力を評価する競技において、各チーム構成員個々の試合開始前の前記評価点を基に当該チームの評価点を算出し、試合開始前の当該の評価点算出対象者の評価点信頼度と当該者以外の試合参加者の各評価点信頼度を基に前記当該者の前記評価点信頼度を算出する事を特徴とする請求項12乃至16のいずれかに記載のクライアントシステムThe evaluation score is based on the evaluation score before the start of the game of each individual team member in a competition in which a team composed of a plurality of individuals plays a game and evaluates the individual ability as a member. The evaluation score reliability of the person concerned is calculated based on the evaluation point reliability of the evaluation score calculation target person before the start of the game and the evaluation score reliability of the game participants other than the person concerned. The client system according to claim 12, wherein the client system is calculated. 前記評価点は、3者以上で行い個々の試合参加者が順位や得点を競う競技においては、各参加者同士が同時に一対一の試合を行ったと見做し、1位者は他の参加者各々との個々の試合に全て勝利したとして、各々に対する該評価点および該評価点信頼度および該試合内容に応じた増減量が算出されその合計が配分され、2位者以下も同様に算出された合計が配分される事を特徴とする請求項12乃至17のいずれかに記載のクライアントシステムThe score is determined by three or more players, and in a competition in which individual game participants compete for ranks and scores, it is considered that each participant played a one-on-one game at the same time, and the first player is another participant. Assuming that you have won each individual game with each, the evaluation score for each, the evaluation score reliability and the amount of increase / decrease according to the content of the game are calculated, the total is allocated, and the second and lower ranks are also calculated in the same way 18. The client system according to claim 12, wherein a total is allocated. 前記能力評価システムの新規参加者であって確定された前記能力評価点を有しない者に対しては、各競技毎に決められた暫定値を前記能力評価点として前記能力評価システムの提供を開始し、所定の試合数および/または前記評価点信頼度が一定の条件を満たすまでの期間、当該新規参加者が参加する試合においては確定された前記能力評価点を有する当該試合の参加者への前記評価点の増減配賦を行わず、当該新規参加者に対してのみ前記評価点の増減量の算出を行う事を特徴とする請求項12乃至18のいずれかに記載のクライアントシステムFor those who are new participants in the ability evaluation system and who do not have a fixed ability evaluation point, provision of the ability evaluation system is started using the provisional value determined for each competition as the ability evaluation point. In the game in which the new participant participates for a period until the predetermined number of games and / or the evaluation score reliability satisfies a certain condition, 19. The client system according to claim 12, wherein the increase / decrease amount of the evaluation score is calculated only for the new participant without performing the increase / decrease allocation of the evaluation score. 請求項12記載の前記評価点の増加減少量Dsは次の式によって求める事を特徴とする請求項2乃至9のいずれかに記載のクライアントシステム
Ds=K*(Wr−1/(1+m^((Ro−Rs)/n/10)))
但し、Kは任意の実数、Wrはその試合の勝利時に1、敗戦時に0、引分け時に0.5となる数、Roは相手または相手チームの試合前評価点、Rsは自分または自チームの試合前評価点であるとした時、mは2または3であるとしnは正の整数である事とする
The client system Ds = K * (Wr-1 / (1 + m ^ () according to any one of claims 2 to 9, wherein the increase / decrease amount Ds of the evaluation point according to claim 12 is obtained by the following equation. (Ro-Rs) / n / 10)))
However, K is an arbitrary real number, Wr is a number that is 1 at the time of winning the game, 0 at the time of losing, 0.5 that is at the time of the draw, Ro is the pre-game evaluation score of the opponent or the opponent team, Rs is the self or the own team If it is a pre-game evaluation score, m is 2 or 3, and n is a positive integer.
インターネットを用いたクライアントサーバシステムを利用したウェブシステムを構成するプログラムにおいて、対戦相手との勝敗や順位を競う競技、武術、遊技等(以降、総称して競技と呼ぶ)の個々に実施される任意の試合の参加者であり、且つ本ウェブシステムが提供する能力評価システムの会員によるクライアントシステム(携帯電話端末等を含む)の操作により、前記クライアントシステムに対し送信されたウェブページに入力された前記試合の結果データを、インターネットを介して収集し、前記データと前記サーバシステム内に蓄積された前記参加者に関連する過去の試合結果データとから、前記参加者の前記競技に関する能力評価点を算出し、その結果および関連情報を前記クライアントシステムに対し送信されるウェブページに表示する事を特徴とするプログラムArbitrary implementation of competition, martial arts, games, etc. (hereinafter collectively referred to as competitions) for competing for victory and defeat and ranking with opponents in a program that constitutes a web system using a client server system using the Internet The web page transmitted to the client system is input by the operation of the client system (including a mobile phone terminal) by a member of the ability evaluation system provided by the web system and a member of the game of Game result data is collected via the Internet, and the ability evaluation score related to the game of the participant is calculated from the data and past game result data related to the participant stored in the server system. The result and related information are transmitted to the client system. Program, characterized in that the display di 前記評価点は、前記参加者が前記試合で勝利または前記試合の参加者の内で相対的に上位順位を得る事により増加し、前記試合開始前の前記評価点が対戦相手に対し優位に在ればその増加量は少なく、劣位に在ればその増加量は大きくなるものとし、敗北または下位順位を喫する事により減少し、前記試合開始前の前記評価点が対戦相手に対し優位に在ればその減少量は大きく、劣位にあればその減少量は少なくなるものとする事を特徴とする請求項21記載のプログラムThe evaluation score increases when the participant wins the game or gains a relatively higher rank among the participants of the game, and the evaluation score before the start of the game is superior to the opponent. If it is inferior, the amount of increase will be small, and if it is inferior, the amount of increase will decrease, and it will decrease by defeating or lower rank, and the evaluation score before the start of the game will be superior to the opponent 23. The program according to claim 21, wherein the amount of decrease is large and the amount of decrease is small if it is inferior. 前記評価点の増減量は前記参加者の評価点信頼度の大小に応じて変動し、前記信頼度が前記試合の参加者の内で相対的に大なる者の増減量は少なく、小なる者の増減量は大きくなるものとし、前記信頼度を前記試合参加者が前記試合より前に実施した試合の数、および/または対戦相手の数、および/または前記信頼度を前記試合より前に行った試合の対戦相手(第1層対戦相手と呼ぶ)の数および前記第1層対戦相手が前記試合より前に行った試合の対戦相手(第2層対戦相手と呼ぶ)の数および前記第2層対戦相手が前記試合より前に行った試合の対戦相手(第3層対戦相手と呼ぶ)の数、以下同様に定義する各層での対戦相手の数の有限な階層までの数を元に算出する事を特徴とする請求項22記載のプログラムThe amount of increase / decrease in the evaluation points varies depending on the evaluation score reliability of the participants, and the increase / decrease amount of those who have relatively high reliability among the participants in the game is small and small The amount of increase / decrease is increased, and the reliability is determined by the number of games played by the game participant before the game and / or the number of opponents and / or the reliability is performed before the game. The number of opponents (referred to as first-tier opponents) and the number of opponents (referred to as second-tier opponents) of matches played by the first-tier opponent before the match and the second Calculated based on the number of opponents (referred to as third-tier opponents) of the match played by the layer opponent before the above-mentioned match, and the number of opponents in each layer defined in the same way up to a finite hierarchy 23. The program according to claim 22, wherein 前記評価点の増減量は試合内容に応じて変動し、接戦であった場合の増減量は少なく、大差であった場合の増減量は大きくなるものとし、前記試合内容は獲得点数あるいは獲得セット数あるいは課題達成所要時間の比および/または差の大小によって評価する事を特徴とする請求項22または23記載のプログラムThe amount of increase / decrease in the evaluation points varies depending on the content of the game, the amount of increase / decrease is small when close, and the amount of increase / decrease is large when there is a large difference. 24. The program according to claim 22 or 23, wherein the evaluation is made based on the ratio of the time required to accomplish the task and / or the difference. 前記評価点は直近過去の一定数あるいは一定期間の試合のそれぞれの試合結果の前記評価点の増減量を平均化して算出する事を特徴とするとする請求項22乃至24のいずれかに記載のプログラムThe program according to any one of claims 22 to 24, wherein the evaluation score is calculated by averaging the amount of increase or decrease in the evaluation score of each game result of a game in the last past or a certain period of time. 前記評価点は複数の個人で構成されたチーム同士で試合を行いかつ構成員である前記個人の能力を評価する競技において、各チーム構成員個々の試合開始前の前記評価点を基に当該チームの評価点を算出し、試合開始前の当該の評価点算出対象者の評価点信頼度と当該者以外の試合参加者の各評価点信頼度を基に前記当該者の前記評価点信頼度を算出する事を特徴とする請求項22乃至25のいずれかに記載のプログラムThe evaluation score is based on the evaluation score before the start of the game of each individual team member in a competition in which a team composed of a plurality of individuals plays a game and evaluates the individual ability as a member. The evaluation score reliability of the person concerned is calculated based on the evaluation point reliability of the evaluation score calculation target person before the start of the game and the evaluation score reliability of the game participants other than the person concerned. 26. The program according to claim 22, wherein the program is calculated. 前記評価点は、3者以上で行い個々の試合参加者が順位や得点を競う競技においては、各参加者同士が同時に一対一の試合を行ったと見做し、1位者は他の参加者各々との個々の試合に全て勝利したとして、各々に対する該評価点および該評価点信頼度および該試合内容に応じた増減量が算出されその合計が配分され、2位者以下も同様に算出された合計が配分される事を特徴とする請求項22乃至26のいずれかに記載のプログラムThe score is determined by three or more players, and in a competition in which individual game participants compete for ranks and scores, it is considered that each participant played a one-on-one game at the same time, and the first player is another participant. Assuming that you have won each individual game with each, the evaluation score for each, the evaluation score reliability and the amount of increase / decrease according to the content of the game are calculated, the total is allocated, and the second and lower ranks are also calculated in the same way 27. The program according to claim 22, wherein a total is allocated. 前記能力評価システムの新規参加者であって確定された前記能力評価点を有しない者に対しては、各競技毎に決められた暫定値を前記能力評価点として前記能力評価システムの提供を開始し、所定の試合数および/または前記評価点信頼度が一定の条件を満たすまでの期間、当該新規参加者が参加する試合においては確定された前記能力評価点を有する当該試合の参加者への前記評価点の増減配賦を行わず、当該新規参加者に対してのみ前記評価点の増減量の算出を行う事を特徴とする請求項22乃至27のいずれかに記載のプログラムFor those who are new participants in the ability evaluation system and who do not have a fixed ability evaluation point, provision of the ability evaluation system is started using the provisional value determined for each competition as the ability evaluation point. In the game in which the new participant participates for a period until the predetermined number of games and / or the evaluation score reliability satisfies a certain condition, 28. The program according to claim 22, wherein the increase / decrease amount of the evaluation score is calculated only for the new participant without performing the increase / decrease allocation of the evaluation score. 請求項2記載の前記評価点の増加減少量Dsは次の式によって求める事を特徴とする請求項22乃至28のいずれかに記載のプログラム
Ds=K*(Wr−1/(1+m^((Ro−Rs)/n/10)))
但し、Kは任意の実数、Wrはその試合の勝利時に1、敗戦時に0、引分け時に0.5となる数、Roは相手または相手チームの試合前評価点、Rsは自分または自チームの試合前評価点であるとした時、mは2または3であるとしnは正の整数である事とする
29. The increase / decrease amount Ds of the evaluation point according to claim 2 is obtained by the following formula: program Ds = K * (Wr-1 / (1 + m ^ (( Ro-Rs) / n / 10)))
Where K is an arbitrary real number, Wr is 1 when winning the game, 0 when losing, 0.5 when drawing, Ro is the opponent's or opponent team's pre-game evaluation score, If it is a pre-game evaluation score, m is 2 or 3, and n is a positive integer.
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