JP2017209542A5 - - Google Patents
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- JP2017209542A5 JP2017209542A5 JP2017171341A JP2017171341A JP2017209542A5 JP 2017209542 A5 JP2017209542 A5 JP 2017209542A5 JP 2017171341 A JP2017171341 A JP 2017171341A JP 2017171341 A JP2017171341 A JP 2017171341A JP 2017209542 A5 JP2017209542 A5 JP 2017209542A5
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Description
上記課題を解決するために本発明に係るプログラムは、
複数の通信端末に対して対戦ゲームを提供するコンピュータに、
前記通信端末を操作するユーザ毎に一意に割り当てられる識別情報と、ユーザ情報とを、それぞれのユーザ毎に対応づけて管理するステップと、
前記ユーザ情報に応じて、下限値及び上限値により定められた強さの各段階のうち、前記ユーザがいずれの強さの段階であるかを決定するステップと、
前記ユーザから対戦要求を受けた場合、前記識別情報に対応付けられたユーザ情報に応じた強さの段階に基づき、当該強さから所定範囲内の異なる強さの段階のユーザとの対戦を開始するステップと、を実行させることを特徴とする。
In order to solve the above problems, a program according to the present invention
To a computer that provides a battle game to multiple communication terminals,
Comprising the steps of a uniquely assigned identification information for each user, a User chromatography The information managed in association with each respective user operating the communication terminal,
Depending on the prior SL user information, among the stages of the intensity defined by the lower and upper limits, the steps of the user to determine whether the phase of any strength,
When receiving a battle request from the user, based on the strength level corresponding to the user information associated with the identification information, start a battle with the user at a different strength level within the predetermined range from the strength And a step of executing.
また本発明に係るプログラムは、
前記所定範囲内の異なる強さの段階は、前記識別情報に対応づけられたユーザ情報に応じた強さの段階未満であることを特徴とする。
The program according to the present invention is
The step of different strength within the predetermined range is less than the step of strength corresponding to the user information associated with the identification information.
また本発明に係るプログラムは、
前記所定範囲内の異なる強さの段階は、前記識別情報に対応づけられたユーザ情報に応じた強さの段階よりも高いことを特徴とする。
The program according to the present invention is
The step of different strength within the predetermined range is higher than the step of strength corresponding to the user information associated with the identification information.
また本発明に係るプログラムは、
前記識別情報に対応づけられたユーザ情報に応じた強さの段階が所定の閾値以上である場合、前記識別情報に対応づけられたユーザ情報に応じた強さの段階が所定の閾値未満である場合よりも前記所定範囲を広くするステップを含む。
The program according to the present invention is
If the stage of intensity corresponding to the user information corresponding to the identification information is equal to or greater than a predetermined threshold value, the step of intensity corresponding to the user information corresponding to the identification information is smaller than a predetermined threshold value A step of widening the predetermined range than the case.
また本発明に係る対戦ゲームサーバは、
前記通信端末を操作するユーザ毎に一意に割り当てられる識別情報と、ユーザ情報とを、それぞれのユーザ毎に対応づけて管理する記憶部と、
前記ユーザ情報に応じて、下限値及び上限値により定められた強さの各段階のうち、前記ユーザがいずれの強さの段階であるかを決定し、前記ユーザから対戦要求を受けた場合、前記識別情報に対応付けられたユーザ情報に応じた強さの段階に基づき、当該強さから所定範囲内の異なる強さの段階のユーザとの対戦を開始する制御部と、
を備えることを特徴とする。
In addition, the battle game server according to the present invention includes:
A storage unit and a uniquely assigned identification information for each user, a User chromatography The information managed in association with each respective user operating the communication terminal,
Depending on the prior SL user information, among the stages of the intensity defined by the lower and upper limits, the user determines whether the phase of any strength, when receiving a match request from the user A control unit that starts a battle with a user at a different strength level within a predetermined range from the strength based on the strength level according to the user information associated with the identification information ;
It is characterized by providing.
また本発明に係る対戦ゲームサーバの制御方法は、
複数の通信端末に対して対戦ゲームを提供する、記憶部と通信部と制御部とを備えた対戦ゲームサーバの制御方法であって、
前記記憶部が、前記通信端末を操作するユーザ毎に一意に割り当てられる識別情報と、ユーザ情報とを、それぞれのユーザ毎に対応づけて管理するステップと、
前記制御部が、前記ユーザ情報に応じて、下限値及び上限値により定められた強さの各段階のうち、前記ユーザがいずれの強さの段階であるかを決定するステップと、
前記制御部が、前記ユーザから対戦要求を受けた場合、前記識別情報に対応付けられたユーザ情報に応じた強さの段階に基づき、当該強さから所定範囲内の異なる強さの段階のユーザとの対戦を開始するステップと、
を含むことを特徴とする。
A control method for a battle game server according to the present invention includes:
A battle game server control method comprising a storage unit, a communication unit, and a control unit for providing a battle game to a plurality of communication terminals,
A step in which the storage unit, the identification information uniquely assigned to each user operating the communication terminal, and a User chromatography The information managed in association with each respective user,
The step of determining, according to the user information, the strength level of the user among the strength levels determined by the lower limit value and the upper limit value ;
When the control unit receives a battle request from the user, based on the strength level corresponding to the user information associated with the identification information, the user at a different strength level within the predetermined range from the strength The step of starting a match with
It is characterized by including.
Claims (6)
前記通信端末を操作するユーザ毎に一意に割り当てられる識別情報と、ユーザ情報とを、それぞれのユーザ毎に対応づけて管理するステップと、
前記ユーザ情報に応じて、下限値及び上限値により定められた強さの各段階のうち、前記ユーザがいずれの強さの段階であるかを決定するステップと、
前記ユーザから対戦要求を受けた場合、前記識別情報に対応付けられたユーザ情報に応じた強さの段階に基づき、当該強さから所定範囲内の異なる強さの段階のユーザとの対戦を開始するステップと、を実行させることを特徴とするプログラム。 To a computer that provides a battle game to multiple communication terminals,
Comprising the steps of a uniquely assigned identification information for each user, a User chromatography The information managed in association with each respective user operating the communication terminal,
Depending on the prior SL user information, among the stages of the intensity defined by the lower and upper limits, the steps of the user to determine whether the phase of any strength,
When receiving a battle request from the user, based on the strength level corresponding to the user information associated with the identification information, start a battle with the user at a different strength level within the predetermined range from the strength And a step for executing the program.
前記通信端末を操作するユーザ毎に一意に割り当てられる識別情報と、ユーザ情報とを、それぞれのユーザ毎に対応づけて管理する記憶部と、
前記ユーザ情報に応じて、下限値及び上限値により定められた強さの各段階のうち、前記ユーザがいずれの強さの段階であるかを決定し、前記ユーザから対戦要求を受けた場合、前記識別情報に対応付けられたユーザ情報に応じた強さの段階に基づき、当該強さから所定範囲内の異なる強さの段階のユーザとの対戦を開始する制御部と、
を備えることを特徴とする対戦ゲームサーバ。 A battle game server that provides a battle game to a plurality of communication terminals,
A storage unit and a uniquely assigned identification information for each user, a User chromatography The information managed in association with each respective user operating the communication terminal,
Depending on the prior SL user information, among the stages of the intensity defined by the lower and upper limits, the user determines whether the phase of any strength, when receiving a match request from the user A control unit that starts a battle with a user at a different strength level within a predetermined range from the strength based on the strength level according to the user information associated with the identification information ;
A battle game server comprising:
前記記憶部が、前記通信端末を操作するユーザ毎に一意に割り当てられる識別情報と、ユーザ情報とを、それぞれのユーザ毎に対応づけて管理するステップと、
前記制御部が、前記ユーザ情報に応じて、下限値及び上限値により定められた強さの各段階のうち、前記ユーザがいずれの強さの段階であるかを決定するステップと、
前記制御部が、前記ユーザから対戦要求を受けた場合、前記識別情報に対応付けられたユーザ情報に応じた強さの段階に基づき、当該強さから所定範囲内の異なる強さの段階のユーザとの対戦を開始するステップと、
を含むことを特徴とする対戦ゲームサーバの制御方法。 A battle game server control method comprising a storage unit, a communication unit, and a control unit for providing a battle game to a plurality of communication terminals,
A step in which the storage unit, the identification information uniquely assigned to each user operating the communication terminal, and a User chromatography The information managed in association with each respective user,
The step of determining, according to the user information, the strength level of the user among the strength levels determined by the lower limit value and the upper limit value ;
When the control unit receives a battle request from the user, based on the strength level corresponding to the user information associated with the identification information, the user at a different strength level within the predetermined range from the strength The step of starting a match with
A control method for a battle game server, comprising:
Priority Applications (1)
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JP2020074541A JP6968928B2 (en) | 2012-06-07 | 2020-04-20 | Program, competitive game server and its control method |
Applications Claiming Priority (3)
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JP2012130158 | 2012-06-07 | ||
JP2012130158 | 2012-06-07 | ||
JP2014238065A JP6415270B2 (en) | 2012-06-07 | 2014-11-25 | Program, battle game server, and control method thereof |
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JP2014238065A Division JP6415270B2 (en) | 2012-06-07 | 2014-11-25 | Program, battle game server, and control method thereof |
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JP2020074541A Division JP6968928B2 (en) | 2012-06-07 | 2020-04-20 | Program, competitive game server and its control method |
Publications (3)
Publication Number | Publication Date |
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JP2017209542A JP2017209542A (en) | 2017-11-30 |
JP2017209542A5 true JP2017209542A5 (en) | 2018-01-18 |
JP7310052B2 JP7310052B2 (en) | 2023-07-19 |
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JP2013544607A Expired - Fee Related JP5795808B2 (en) | 2012-06-07 | 2013-06-06 | Battle game server, battle game server control method, and program |
JP2014238065A Active JP6415270B2 (en) | 2012-06-07 | 2014-11-25 | Program, battle game server, and control method thereof |
JP2017171341A Active JP7310052B2 (en) | 2012-06-07 | 2017-09-06 | Program, match game server and control method thereof |
JP2020074541A Active JP6968928B2 (en) | 2012-06-07 | 2020-04-20 | Program, competitive game server and its control method |
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JP2013544607A Expired - Fee Related JP5795808B2 (en) | 2012-06-07 | 2013-06-06 | Battle game server, battle game server control method, and program |
JP2014238065A Active JP6415270B2 (en) | 2012-06-07 | 2014-11-25 | Program, battle game server, and control method thereof |
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JP2020074541A Active JP6968928B2 (en) | 2012-06-07 | 2020-04-20 | Program, competitive game server and its control method |
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JP (4) | JP5795808B2 (en) |
WO (1) | WO2013183297A1 (en) |
Families Citing this family (3)
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WO2013183297A1 (en) * | 2012-06-07 | 2013-12-12 | グリー株式会社 | Battle game server, control method for battle game server, and program |
EP3190550A1 (en) * | 2016-01-11 | 2017-07-12 | Nintendo Co., Ltd. | Method and device for refining selection of items as a function of a multicomponent score criterion |
CN107823887A (en) * | 2017-10-25 | 2018-03-23 | 广州南瞻部洲互动娱乐有限公司 | A kind of game object matching process |
Family Cites Families (8)
Publication number | Priority date | Publication date | Assignee | Title |
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JP4192401B2 (en) * | 2000-05-15 | 2008-12-10 | カシオ計算機株式会社 | Communication battle system and server device |
JP2002253864A (en) * | 2000-12-28 | 2002-09-10 | Aruze Corp | Game method using communication line, server executable of the method, and storage medium |
JP4889070B2 (en) * | 2001-06-07 | 2012-02-29 | 株式会社バンダイナムコゲームス | Game system |
JP5016763B2 (en) * | 2001-09-28 | 2012-09-05 | 株式会社バンダイナムコゲームス | Network game system |
KR101153230B1 (en) * | 2007-06-22 | 2012-06-05 | 다나카 세쓰조 | Match-up game system |
JP5107405B2 (en) * | 2010-08-06 | 2012-12-26 | 株式会社コナミデジタルエンタテインメント | GAME SYSTEM, GAME SYSTEM CONTROL METHOD AND PROGRAM |
JP4855549B1 (en) * | 2011-03-09 | 2012-01-18 | 株式会社コナミデジタルエンタテインメント | GAME CONTROL DEVICE, GAME PROGRAM, GAME CONTROL METHOD, GAME SYSTEM |
WO2013183297A1 (en) * | 2012-06-07 | 2013-12-12 | グリー株式会社 | Battle game server, control method for battle game server, and program |
-
2013
- 2013-06-06 WO PCT/JP2013/003576 patent/WO2013183297A1/en active Application Filing
- 2013-06-06 JP JP2013544607A patent/JP5795808B2/en not_active Expired - Fee Related
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2014
- 2014-11-25 JP JP2014238065A patent/JP6415270B2/en active Active
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2017
- 2017-09-06 JP JP2017171341A patent/JP7310052B2/en active Active
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2020
- 2020-04-20 JP JP2020074541A patent/JP6968928B2/en active Active
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