JP2021083958A - Computer device, control method, and program - Google Patents

Computer device, control method, and program Download PDF

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JP2021083958A
JP2021083958A JP2019217213A JP2019217213A JP2021083958A JP 2021083958 A JP2021083958 A JP 2021083958A JP 2019217213 A JP2019217213 A JP 2019217213A JP 2019217213 A JP2019217213 A JP 2019217213A JP 2021083958 A JP2021083958 A JP 2021083958A
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event
motive
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player
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直次郎 竹田
Naojiro Takeda
直次郎 竹田
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    • 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
    • A63F13/45Controlling the progress of the video game
    • 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
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • 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
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • 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
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • 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
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Systems or methods specially adapted for specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services

Abstract

To provide a computer device, a control method, and a program, for establishing "inter heterogeneous event exchange," an evolved form of a digital game.SOLUTION: A story, an input device, and a match are taken as three elements of a digital game and are made to be independent games (events) of a progress role event, a drive role event, and an attack role event. The three types of events are made to be linked with one another using embodiments named as a game and a cultivation. In such linkage, a base point is provided. On the basis of the base point, the linkage is enabled to be performed.SELECTED DRAWING: Figure 3

Description

本発明は、異種目間交流を成立させるためのコンピュータ装置、制御方法およびプログラムに関する。 The present invention relates to a computer device, a control method and a program for establishing a heterogeneous exchange.

異なる種目の競技結果でスコア、成績等を算出する方法としては、発明者自身による特許文献1の「ボウリングスコア算出装置、ボウリングスコア算出方法及びコンピュータプログラム」がある。また、1次ゲームの対戦結果のパラメータ値を用いて2次ゲームを行なう「ゲーム成績評価方法」(特許文献2)も提案されている。 As a method of calculating scores, results, etc. from competition results of different events, there is a "bowling score calculation device, bowling score calculation method, and computer program" of Patent Document 1 by the inventor himself. In addition, a "game performance evaluation method" (Patent Document 2) in which a secondary game is performed using the parameter values of the battle results of the primary game has also been proposed.

特許第5232928号Patent No. 5232928 特許第3887001号Patent No. 3887001

特許文献1,2に開示されているような装置、方法を用いたゲームによって、異なる種目に基づく評価を出力し、新たな楽しみ方を生むことは可能であるが、ある種のゲームのスコアから同種の新たなスコアを出力する程度である。 It is possible to output evaluations based on different events and create new ways of enjoying by games using devices and methods as disclosed in Patent Documents 1 and 2, but from the scores of certain games. It only outputs a new score of the same type.

それに対して、本願発明者が考える「異種目間交流」は、アナログ式、デジタル式に続く新たな競い方で、アナログ式やデジタル式のように単体で成立する競い方ではなく、単体で成立する種目をイベント主催者(以後「主催者」と記す)が考える形で複数用意し、該用意した単体の種目を「進行」か「動因」か「仕掛」の何れかの役割に所属させ、プレイヤ各々に進行役をする種目を取決めさせて、該進行役をする種目を単独で成立できなくするものとなる。例えば、進行役をする種目がサッカーならサッカーの能力のみでは勝利出来なくなり、主催者が考える複合能力で競われる。
これは「競い合いのご馳走化」で、食事の仕方で例えると、従来の競い合いは牛や魚といった食材を丸ごと食べていたが、異種目間交流は食材の良い所ばかりを集めてご馳走にして食べるもので、調理人(主催者)の腕が試されると共に、世界に1つしかない食べ方(競い方)ができるようになる。
On the other hand, the "interspecies exchange" considered by the inventor of the present application is a new competition method following the analog type and the digital type, and is not a competition method that is established by itself as in the analog type and the digital type, but is established by itself. Prepare multiple events in the form that the event organizer (hereinafter referred to as "organizer") thinks, and make the prepared single event belong to any of the roles of "progress", "motivation", and "device". Each player is made to decide the event to be the facilitator, and the event to be the facilitator cannot be established independently. For example, if the facilitating event is soccer, it will not be possible to win with soccer ability alone, and the organizer will compete with the combined ability.
This is a "competition treat", and if you compare it to the way you eat, in the conventional competition you eat whole ingredients such as cows and fish, but in the cross-species exchange, you collect only the good ingredients and eat them as a treat. The skill of the cook (organizer) will be tested, and you will be able to eat (competition), which is the only way in the world.

競い合いをご馳走化する必要性は、1つは競い合いの多様化で、2つは単発ゲームの魅力引き上げで、3つは努力する時間の有効利用で、4つは「同一種目・同一レベル」という壁の取っ払いで、5つは現代社会の問題に挑むためとなる。
1つ目は、従来の方法に加えて異種目間交流という新たなジャンルができ、料理人の数だけ競い合いの数が増える。
2つ目は、例えば、VRやARや輪投げなどの束の間のゲームは、興味があったとしてもそれ程実施しない。しかし、それらを紡いで1つの大きなゲームにしたなら、否応なく実施しなければならなくなり、自ずと需要が増え、触れることによって理解も深まり、好循環が生まれる。尚、VRとは「Virtual Reality」のことで、ARとは「Augmented Reality」のことである。
3つ目は、人間は努力する生き物であるが、努力の期間は得てして孤独であり、且つ出費が伴う。しかし、異種目間交流が可能になれば、その期間が有効利用でき、交流と稼ぎの場に変えられる。
4つ目は、人間は孤独では息苦しい。だからと言って何某かの集団に加われば隷属化される。それは、実力主義に基づく上下関係からで、それを後押しするのが従来の競い合いとなる。なぜなら、従来の競い合いは「同一種目・同一レベル」で行なう必要があり、自ずと村社会が育まれた。しかし、「異種目・異レベル」で競い合えるようになれば、実力者が分散され、適材適所の人材活用が重要になり、連帯感が増すと共に、一人ひとりが貴ばれるようになる。
5つ目は、連帯感や尊崇心が育まれると、支え合いの精神が芽生え、弱者に対しても手が差し伸べられるようになり、現代社会の数々の問題にもより積極的に挑める。例えば、孤独化の問題や、リタイヤ組や負け組の無賞与や無希望といった問題、又、地域衰退の問題、等々、つまり、異種目間交流は、偏った競争社会を補完する役割を持ち、言って見れば「競技用の競い合い」ではなく「社会作り用の競い合い」となる。
The need to treat the competition is one is to diversify the competition, two is to raise the appeal of single-shot games, three is to make effective use of time to make efforts, and four are to say "same event / same level". By removing the walls, five will be to tackle the problems of modern society.
First, in addition to the conventional method, a new genre called inter-eye exchange will be created, and the number of competitions will increase by the number of chefs.
Second, for example, fleeting games such as VR, AR, and quoits are not played so much even if they are interested. However, if they are spun into one big game, it will have to be played inevitably, the demand will naturally increase, the understanding will deepen by touching it, and a virtuous cycle will be created. In addition, VR means "Virtual Reality", and AR means "Augmented Reality".
Third, human beings are creatures that make an effort, but the period of effort is lonely and costly. However, if inter-species exchange becomes possible, the period can be effectively used, and it can be transformed into a place for exchange and earning.
Fourth, humans are suffocating when they are lonely. However, if you join some group, you will be enslaved. It is a hierarchical relationship based on meritocracy, and it is the conventional competition to support it. This is because conventional competition must be conducted in the same event and at the same level, and the village society was naturally nurtured. However, if it becomes possible to compete in "different types and different levels", the talented people will be dispersed, it will be important to utilize the right person in the right place, the sense of solidarity will increase, and each person will be valued.
Fifth, when a sense of solidarity and reverence are fostered, a spirit of mutual support grows, reaching out to the vulnerable, and more actively tackling various problems in modern society. For example, the problem of loneliness, the problem of non-bonuses and hopelessness of retired groups and losers, the problem of regional decline, etc., that is, cross-species exchange has a role to complement a biased competitive society. In other words, it is not a "competition for competition" but a "competition for social creation".

以上のように、異種目間交流が可能になれば多くの社会変革をもたらす可能性がある。しかし、異種目間交流を行なうには、自立した競い合いを、いわゆる種目やゲームを、「進行」「動因」「仕掛」の3種類の役割に分けて、役割の下で連係させる必要があり、コンピュータ装置無くしては行なえない。本発明はその装置の部分に当たる。 As described above, if interspecific exchange becomes possible, it may bring about many social changes. However, in order to exchange between different species, it is necessary to divide the so-called events and games into three types of roles, "progress", "motivation", and "device", and link them under the roles. It cannot be done without a computer device. The present invention corresponds to a portion of the device.

尚、本発明による「種目」とは、「ルールに基づく価値付け行為」であり、価値付けできるなら全て「種目」と見なせる。その為、野球やサッカーも1つの種目なら、ジャンケンや、ペットや赤ちゃんがどのような行動を取るかといった当て事も1つの種目で、VRやARも優劣が付けられるなら種目として活用できる。又、野球等の1場面も、例えば1回の攻防や、ピッチャーとバッターの対決なども1つの種目として扱える。 The "item" according to the present invention is a "rule-based valuation act", and if it can be valued, it can be regarded as an "item". Therefore, if baseball and soccer are also one event, rock-paper-scissors and what kind of actions pets and babies will take are also one event, and VR and AR can also be used as events if superiority or inferiority can be given. In addition, one scene such as baseball can be treated as one event, for example, one offense and defense, and a confrontation between a pitcher and a batter.

又、進行役をする種目を「進行役種目」と記し、動因役あるいは動因作りをする種目を「動因役種目」と記し、仕掛役をする種目を「仕掛役種目」と記す。 In addition, the event that plays a facilitator is described as a "facilitator event", the event that acts as a motive or creates a motive is described as a "work-in-process event", and the event that acts as a work-in-process is described as a "work-in-process event".

又、頭字語について記すと、
IDは、「Identification」のことで、
OSは、「Operating System」のことで、
AIは、「Artificial Intelligence」のことで、
CPUは、「Central Processing Unit」のことで、
GPUは、「Graphics Processing Unit」のことで、
XMLは、「eXtensible Markup Language」のことで、
RPGは、「Role Playing Game」のことで、
RGBは、「Red Green Blue」の」ことで、
RGBAは、「Red Green Blue Alpha」のことで、
CMYKは、「Cyan Magenta Yellow KeyPlate」のことで、
ある。
Also, if you write about the acronym,
ID stands for "Identification"
OS stands for "Operating System"
AI stands for "Artificial Intelligence".
The CPU stands for "Central Processing Unit".
GPU stands for "Graphics Processing Unit".
XML stands for "eXtensible Markup Language".
RPG stands for "Role Playing Game"
RGB means "Red Green Blue".
RGBA stands for "Red Green Blue Alpha".
CMYK stands for "Cyan Magenta Yellow Key Plate".
is there.

課題を解決する大本は「異種目間交流」という新たな競い方である。その為、異種目間交流についてもう少し記して置く必要がある。 The main solution to the problem is a new way of competing called "interspecies exchange". Therefore, it is necessary to write a little more about interspecific exchange.

異種目間交流は、アナログ式、デジタル式に続く新たな競い方であるが、前記の通り、アナログ式やデジタル式と本質が異なり、言わば、アナログ式やデジタル式の活用方法になる。しかし、従来の複合種目のように単純に寄せ集めるのではなく、勉強や遊び、練習と言った様々な競い合いから良い所ばかり或いは必要なところばかり切り取って種目とし、それらを3種類の役割に分けて共依存関係にする。共依存関係とは各々自立できないという意味で、依存する側の種目と、依存される側の種目に分けて、依存する側の種目は逐一ではなく重要な場面において独自で判断せず依存される側の種目に委ねる。そして、依存される側の種目はそうした委ねに対してのみ実施でき、委ねる内容に基づいて実施する場合もあれば、ランダムに選ばれる場合もあるが、何れであっても依存される側の種目の結果で依存した側の種目は行動を起こす。 Interspecies exchange is a new way of competing following the analog and digital types, but as mentioned above, the essence is different from the analog type and digital type, so to speak, it is a method of utilizing the analog type and digital type. However, instead of simply gathering together as in the conventional compound event, we cut out only the good points or necessary points from various competitions such as studying, playing, and practicing, and divide them into three types of roles. Make it a co-dependency. Co-dependency means that each cannot be independent, and it is divided into dependent events and dependent events, and the dependent events are not judged one by one but depended on in important situations without independent judgment. Leave it to the event on the side. And, the event of the dependent side can be carried out only for such entrustment, and it may be carried out based on the content to be entrusted, or it may be randomly selected, but in any case, the event of the dependent side As a result of, the dependent event takes action.

そのようなことから、本発明は、依存する側の種目と依存される側の種目との橋渡し役で、依存する側の種目からの委託内容を依存される側の種目に伝え、実施した結果を依存した種目に返すものとなる。そうした仲介機能に対して、依存する側の種目を2種類に増やしたり、値の受渡し方を変えたり、しばらくの間値を貯め置けるようにしたり、多様な調整をできるようにしたりするのが第2発明以降となる。 Therefore, the present invention acts as a bridge between the dependent event and the dependent event, and conveys the content of the consignment from the dependent event to the dependent event and implements it. Will be returned to the dependent event. For such an intermediary function, it is the first to increase the number of dependent items to two types, change the way of passing values, make it possible to store values for a while, and make various adjustments. It will be after 2 inventions.

又、異種目間交流は、アナログ式やデジタル式の長所短所を鑑みて、デジタル式を発展させたものとなる。夫々について記すと、 Further, the heterogeneous alternating current is a development of the digital type in consideration of the advantages and disadvantages of the analog type and the digital type. When I write about each

アナログ式は、神が作り上げた現実世界において、ルールを設け、ルールの下で本人と敵を戦わせる。尚、この時の敵には試験問題や性格判断といったものも含まれる。その為、アナログ式の3要素は「ルール」「本人」「敵」と言える。そして、アナログ式は、自然界において人間が直接行なうため、又、人間を幾らでも交代できるため、パターン化できない無限性が得られるが、反面、身体能力が直接試されるため実力差が顕著となる。その結果、対戦条件を整える必要があり、ルールは欠かせないものになっているが、ルールを設けることによって逆にルール内であれば何をしても良く、反則ギリギリの技を開発したり、道具を進化させたり、育成に莫大な費用を掛けたり、等々している。つまり、アナログ式は、デジタル式のように純粋且つ固定的なものではなく、ルール内において抜け穴を模索する不純な戦いの結晶と化している。 In the analog type, in the real world created by God, rules are set and the person and the enemy are made to fight under the rules. The enemies at this time include exam questions and personality judgments. Therefore, the three analog elements can be said to be "rules," "principal," and "enemy." And, since the analog type is performed directly by humans in the natural world, and because humans can be replaced as many times as possible, infinity that cannot be patterned can be obtained, but on the other hand, the difference in ability becomes remarkable because the physical ability is directly tested. As a result, it is necessary to prepare the battle conditions, and the rules are indispensable, but by setting the rules, on the contrary, anything can be done within the rules, and the technique of the foul limit can be developed. , Evolving tools, spending huge amounts of money on training, and so on. In other words, the analog type is not as pure and fixed as the digital type, but it is a crystal of an impure battle to seek loopholes within the rules.

デジタル式は、アナログ式に比べて規則的で、想定外の行動は取れない。しかし、場面転換が行なえる上に、入力装置を人感センサーに変えたりしたなら、万人に適応させられ、現実的には到底行なえないことも疑似体験できる。ところが、作者は仮想世界を作り上げる必要があり、さらに想定内のことしかできないため、開発が困難で、時間も費用も掛かる割にはマンネリ化し易い。又、作者の意のままになるため、仕様や仕掛において払拭できない不透明感が残り、仮に公開すれば直ちにクリアされてしまうため、eスポーツの発展にとって重大な足かせになっている。又、何よりも入力装置が邪魔をして、入力装置の扱いにおいてプレイヤの実力が試されるようになり、結局のところ、デジタル式は万能の適応性を有しているにも関わらず、アナログ式同様に「同一種目・同一レベル」で行なわなければならない羽目に陥っている。
尚、デジタル式の3要素は、作者が作り上げた仮想世界において、作者のストーリ(進行)の下で、共通の入力装置(動因)を用いて、作者の仕業か敵の仕業か分からない敵と対決(仕掛)する。その為、ストーリ、入力装置、対決と言える。それを「進行」「動因」「仕掛」と表現する。
The digital type is more regular than the analog type and cannot take unexpected actions. However, in addition to being able to change scenes, if the input device is changed to a motion sensor, it can be adapted to everyone, and in reality it can be simulated. However, since the author needs to create a virtual world and can only do what is expected, it is difficult to develop, and it is easy to become a rut for the time and cost. In addition, since it is at the author's discretion, opacity that cannot be wiped out in the specifications and work-in-process remains, and if it is released, it will be cleared immediately, which is a serious obstacle to the development of e-sports. Also, above all, the input device gets in the way, and the player's ability is tested in the handling of the input device, and after all, the digital type has universal adaptability, but the analog type. Similarly, we are in a situation where we have to do it in the same event and level.
In addition, in the virtual world created by the author, the three digital elements are the enemy who does not know whether it is the work of the author or the enemy by using a common input device (motive) under the story (progress) of the author. Confrontation (work in process). Therefore, it can be said that it is a story, an input device, and a confrontation. It is expressed as "progress,""motivation," and "work in process."

異種目間交流は、デジタル式の3要素をそのまま活用して、全て独立したゲーム、いわゆる種目にする。その結果、1つには少なくともデジタル式レベルのゲーム性が確保でき、2つには種目を差し替えることによって無限性が得られ、3つには各々の種目は役割のみ開発すれば良く開発が容易になり、4つには入力装置が消えたことによって仕様の不透明さが無くなり、5つには仕掛も仕掛役種目が起動したなら行えるため明白になり、6つには動因作りが入力装置というハードウエアから種目というソフトウエアに変わったことによって固定化する必要が無く、プレイヤ毎、イベント毎に、場面毎に、最適なものに作り変えられるようになり、万能の適応性を蘇らすことができる。7つにはデジタル式が得意とする場面転換も実際に他の種目に移って行なうためスケールや精度が格段にアップし、8つにはデジタル式やアナログ式の全ての競い合いが種目として活用でき、9つには3種類の種目の内容や組合せ方を変えることによってプレイヤの様々な能力が同時に試されるようになり、従来にない形で試験や適性検査が行なえる他、eスポーツもプレイヤの知力や技術力や解析力といった総合力が試されるようになり、アナログ式同様にドロドロした戦いが本番で行なえるようになる。以上の結果、デジタル式が抱えていた問題は全て解決すると共に、デジタル式やアナログ式の良さを活かし、最大の懸案であった「同一種目・同一レベル」の壁を打ち破ることができる。 Inter-species exchange is an all-independent game, so-called event, utilizing the three digital elements as they are. As a result, one can secure at least a digital level of gameplay, two can obtain infinity by replacing the events, and three can be developed easily by developing only the role of each event. In four, the opacity of the specifications disappeared due to the disappearance of the input device, in five it became clear because it could be done if the in-process event was activated, and in six it was called the input device. By changing from hardware to software called an event, there is no need to fix it, and it will be possible to remake it to the optimum one for each player, each event, each scene, and it will be possible to revive universal adaptability. it can. In the 7th, the scene change that the digital type is good at is actually moved to other events, so the scale and accuracy are significantly improved, and in the 8th, all the competitions of the digital type and the analog type can be utilized as the event. By changing the content and combination of the three types of events, the player's various abilities can be tested at the same time, and tests and aptitude tests can be performed in an unprecedented manner. Comprehensive skills such as intelligence, technology, and analysis will be tested, and you will be able to engage in muddy battles in the same way as the analog type. As a result of the above, all the problems of the digital type can be solved, and the advantages of the digital type and the analog type can be utilized to break down the wall of "same item / same level" which was the biggest concern.

つまり、異種目間交流は、ゲームを成立させるストーリと、動因を作る入力装置と、作者やプレイヤが仕掛ける対決を、従来なら一体に扱っていたが、夫々を種目という変幻自在なソフトウエアに変えて独立させ、自由に差し替えられるようにしたもので、その結果、デジタル式が抱える問題を解決すると共に、アナログ式同様に不純な戦いを織り交ぜられるようになった。尚、アナログ式の不純な戦いは多くの場合練習段階を通じて行なうが、例えば、対戦相手より高価な食事をとったり高価な練習機器を用いたり等々、それに対して異種目間交流は不純な戦いを本番で同時進行させる。例えば、野球で盗塁に挑んだなら、デジタル式の場合は盗塁シーンに場面転換し、走る動作とそれを阻止しようとする動作のどちらの動作が優るか入力装置で競われるが、入力装置という一点物で競い合ったなら、何度やっても結果に大差はない。しかし、場面転換ではなく種目転換なら、1回目はボクシングの殴り合いで、2回目は5桁の暗算で、等々、その都度、入力装置に代わる種目で競い合うため、多種多様な能力で盗塁ができるか否か決められる。但し、その分、野球ゲームが不純化するが、プレイヤに実際に盗塁させたなら、野球というデジタルゲームにアナログ種目が組み込めるようになる。 In other words, heterogeneous interaction has traditionally handled the story that establishes the game, the input device that creates the motive, and the confrontation that the author and the player set up, but each of them has been changed to software that can be transformed into an event. As a result, it solved the problems of the digital type and was able to interweave the impure battle as well as the analog type. In addition, analog-type impure battles are often conducted through the practice stage, but for example, eating more expensive meals than opponents, using expensive training equipment, etc. To proceed at the same time. For example, if you try to steal a baseball in baseball, in the case of a digital type, the scene changes to a stolen base scene, and the input device competes for which of the running motion and the motion to prevent it is superior, but one point is that it is an input device. If you compete for things, there is no big difference in the results no matter how many times you try. However, if it is not a scene change but an event change, the first time is a boxing fight, the second time is a 5-digit mental arithmetic, etc., and each time they compete in an event that replaces the input device, can they steal with a wide variety of abilities? It can be decided whether or not. However, although the baseball game is impure by that amount, if the player actually steals the baseball, an analog event can be incorporated into the digital game of baseball.

ところが、それを可能にするには、1つには異なる種目同士でも価値交換できるようにする必要があり、2つにはプレイヤにとって最適な種目を実施できるようにする必要がある。但し、遊び要素を高めるなら2番目は不要であるが、異種目間交流には自己鍛錬を有効利用する目的があるため、無くてはならないものになる。そして、それらを可能にするのが、本願発明者が考え出した「問答式」による価値交換となる。 However, in order to make this possible, one needs to be able to exchange value between different events, and the other needs to be able to carry out the most suitable event for the player. However, although the second is unnecessary if the play element is enhanced, it is indispensable because the purpose of the interspecific exchange is to effectively utilize self-discipline. Then, what makes them possible is the value exchange by the "question-and-answer formula" devised by the inventor of the present application.

問答式とは、貨幣による価値交換を参考に考えたもので、貨幣による価値交換を実現するには、1つには需要と供給という強い動機が必要で、2つには貨幣という信頼できるものが必要で、3つには整合性が取れた手法で価値交換しなければならない。つまり、現金買いや掛買いと言った様々な方法があるが、両者が納得できる形で行なわなければならない。尚、貨幣による価値交換を「貨幣式」と記す。
以上の3点に倣って異種目間交流は、
1つには、デジタル式の3要素を種目にして強い動機とし、
2つには、「概念的拠所」と記す貨幣に代わるもので数値化し、
3つには、問答し合う形で価値交換する。
The question-and-answer formula is based on the exchange of value with money. To realize the exchange of value with money, one requires a strong motive of supply and demand, and the other is a reliable one with money. Is necessary, and the value must be exchanged in a consistent manner for the three. In other words, there are various methods such as cash buying and accounts payable, but both must be convinced. The exchange of value by money is referred to as "money type".
Following the above three points, the inter-eye exchange is
One is to use the three digital elements as a strong motivation.
The second is to quantify it by replacing the money described as "conceptual base".
The third is to exchange value by asking and answering questions.

1つ目の強い動機であるが、貨幣による価値交換も需要と供給という強い動機がなければ成り立たない。同じ様に、異種目間交流も、各々の種目が独立しているため、敢えて他の種目と価値交換する必要がない。それにも関わらず価値交換するにはそれなりの強い動機が必要で、そこでゲームの3要素を種目にし、ゲームを成立させるために否応なく他の種目を実施しなければならないようにする。 The first strong motive is that value exchange by money cannot be realized without strong motives of supply and demand. Similarly, in cross-species exchange, since each event is independent, there is no need to dare to exchange value with other events. Nevertheless, value exchange requires a certain amount of motivation, so the three elements of the game must be set as events, and other events must be carried out inevitably in order to establish the game.

2つ目の貨幣に代わるものであるが、貨幣とはそのものの相対価値を表すものである。その為、とてつもなく大きくなる場合があるが、種目とは「独自の価値体系から成る価値付け行為」であり、他の干渉を受けない。その為、種目内価値は絶対価値になり、例えば0〜100などの有限域に納められる。その結果、種目そのものを有限域で抽象化できる。但し、相対価値は持たない。これが貨幣に代わるもので、又、本発明にとって大きな拠所になるもので、そこで、この有限域を「概念的拠所」と命名した。 It is an alternative to the second currency, but money represents the relative value of itself. Therefore, it may become extremely large, but the event is a "value-adding act consisting of a unique value system" and is not subject to other interference. Therefore, the intra-item value becomes an absolute value and is stored in a finite field such as 0 to 100. As a result, the event itself can be abstracted in a finite field. However, it has no relative value. This is an alternative to money and a great base for the present invention, so we have named this finite field a "conceptual base".

概念的拠所とは、内面的価値を表す抽象概念の有限域という意味で、序列化できる有限域なら何であっても良く、0〜10や0〜100の整数や、0〜1や0〜100の小数を含む数値や、A〜Zなどのグループを表す文字や記号、又、カラー値の領域など、使い易いものを用いれば良い。尚、本発明では0〜100の小数を含む値を用いる。理由は、該値には無限性と柔軟性があり、第5発明に繋がるからである。 A conceptual base means a finite field of an abstract concept that represents an internal value, and can be any finite field that can be ordered, such as an integer from 0 to 10 or 0 to 100, or 0 to 1 or 0 to 100. Any number that is easy to use, such as a numerical value including a decimal number, a character or symbol representing a group such as A to Z, or a color value area, may be used. In the present invention, a value including a decimal number from 0 to 100 is used. The reason is that the value has infinity and flexibility, which leads to the fifth invention.

又、この先「概念的拠所を満たすように概念的拠所の値を振る」という表現をするが、それは、仮に概念的拠所が0〜100なら、0〜100の如何なる値が指定されたとしても何れかの選択肢に寄り付けるという意味で、例えば80〜90や、50〜100のように特定部分や特定方面(50以上の方面)に偏っていてはいけない。その為、極端な話、AとBの2つしかない選択肢の集合体で、Aが30でBが80なら、2つとしてはバランスが取れているため、該集合体は「概念的拠所を満たしている」ことになる。尚、厳密性は問わない。なぜなら、種目内価値は外部より干渉を受けない独自のものであるからで、しかし、だからと言ってバランスを崩すと整合性が取れなくなりプレイヤが納得できなくなる。 In the future, the expression "assign the value of the conceptual base so as to satisfy the conceptual base" will be used, but if the conceptual base is 0 to 100, any value from 0 to 100 is specified. In the sense of getting closer to that option, it should not be biased toward a specific part or a specific direction (50 or more directions) such as 80 to 90 or 50 to 100. Therefore, in an extreme case, if A is 30 and B is 80, it is a collection of choices with only two choices, A and B. It will meet. " The strictness does not matter. This is because the value within the event is unique and does not receive interference from the outside, but even so, if the balance is lost, the consistency becomes inconsistent and the player cannot be convinced.

3つ目の問答し合う形で行なうとは、売買も売手と買手の関係性で行なうように、問答式も依存する側と依存される側の関係性で行なうが、さらに、依存する側を質問側とし、依存される側を返答側とし、質問側の問い掛けに対して返答側が答えを返す形で行なう。それをさらに簡略化して、選択肢を設けて問答し合う形にする。その結果、問答に不純物が混じらなくなり、正しく価値交換ができる。例えば、先の盗塁なら、盗塁を成功させるか否かを勝利と敗北の択一にすれば、他の種目において勝利すれば成功となり、敗北すれば失敗となる形で価値交換できる。又、30点未満なら併殺とし、30点以上60点未満ならアウトとし、60点以上90未満なら成功とし、90点以上なら暴投で走者一掃などと選択肢を増やしたとしても、他の種目の結果を点数で返せば、問題無く他の種目に動向が委ねられる。そのように、共依存関係にして、それを問答し合う形にして、さらに、選択肢を設けて行なう形にすれば、概念的拠所といった意味不明な概念が無くても異種目間交流が行なえる。これが先の1点目に当たり、異なる種目同士でも価値交換できる工夫となる。
その為、第1発明は、そうした工夫となり、
1)価値交換し合う両者を共依存関係にして、
2)依存する側は依存内容を自ら用意して選択肢にし、
3)依存される側を何らかの方法で取決め、
4)依存される側の実施結果で依存する側が用意した選択肢を取決める。
というものになる。
In the third question-and-answer form, just as buying and selling is done in the relationship between the seller and the buyer, the question-and-answer formula is also done in the relationship between the dependent side and the dependent side. The questioning side is the questioning side, the dependent side is the responding side, and the responding side returns the answer to the question on the questioning side. We will simplify it further and provide options to ask and answer each other. As a result, impurities are not mixed in the questions and answers, and the value can be exchanged correctly. For example, in the case of the stolen base, if the success or failure of the stolen base is selected between victory and defeat, the value can be exchanged in the form of success if the other event is won and failure if the defeat. Also, if it is less than 30 points, it will be double play, if it is 30 points or more and less than 60 points, it will be out, if it is 60 points or more and less than 90 points, it will be successful, and if it is 90 points or more, it will be a wild pitch and the runners will be wiped out. If you return the score, the trend will be entrusted to other events without any problem. In this way, if we make a co-dependent relationship, ask and answer each other, and then make choices, we can exchange between different eyes without a meaningless concept such as a conceptual base. .. This is the first point above, and it is a device that allows value exchange between different events.
Therefore, the first invention is such a device.
1) Make the two who exchange values co-dependent and make them co-dependent
2) The dependent side prepares the dependent content and makes it an option.
3) Arrange the dependent side in some way,
4) Determine the options prepared by the dependent side based on the implementation results of the dependent side.
It becomes something like.

尚、選択肢の取決め方には「先決め型」「後決め型」「無取決め型」があり、次のようなものとなる。 There are two types of options, "pre-determined type", "post-determined type", and "non-arranged type", which are as follows.

先決め型は、返答側の種目を取決める前に選択肢を取決める。その為、
1つには、返答側の種目に課題が課せられ、
2つには、返答側の結果はクリアしたか否かで返せる。
例えば、取決めた選択肢に80という値が振られていたなら、1つには、返答側の種目において難易度80の課題を実施してクリアしたなら該選択肢が得られ、2つには、ランダムに選んだ課題を実施して80以上の結果を出したならクリアしたことになり該選択肢が得られる。以上のように、先決め型は、返答側の種目に課題が課せられる利点と、結果が容易な値で返せる利点があるが、その反面、質問側が起動していなければならないという弱点がある。尚、異種目間交流では質問側が未定なまま行なうことが多々あり、そうした場合は先決め型では実施できない。
The pre-emptive type decides the options before deciding the event on the responding side. For that reason,
For one, challenges are imposed on the respondent's event,
Secondly, the result of the reply side can be returned depending on whether or not it is cleared.
For example, if a value of 80 is assigned to the arranged options, one will get the option if the task of difficulty 80 is performed and cleared in the responding event, and two will be random. If you perform the task selected in 1 and get 80 or more results, you have cleared it and you can get the option. As described above, the pre-determined type has the advantage that a task is imposed on the event on the responding side and the advantage that the result can be returned with an easy value, but on the other hand, there is a weakness that the question side must be activated. In addition, in many cases, the question side is undecided in the inter-eye exchange, and in such a case, it cannot be carried out by the pre-determined type.

後決め型は、返答側の種目結果で選択肢が取決められる。その為、
1つには、質問側が未定のまま結果が貯め置ける。
2つには、先決め型より高度な値を返す必要がある。
先決め型の反対で、質問側より課題を受取ることはできないが、実施した結果を例えば前記の例なら点数で返せば、質問側の選択肢が決まった時点で点数相当の選択肢が選べるようになる。例えば、60という値が返答側の種目より返されたなら、1つには60以下の値が振られた選択肢が1つ選べ、2つには合計が60になるまで複数の選択肢が選べる。尚、高度な値を返すとは、先決め型ならクリアしたか否かを返せば良いが、後決め型なら選択肢が取決められる前記のような点数を返さなければならない。そういう意味になる。
In the post-determination type, options are decided based on the result of the event on the responding side. For that reason,
For one thing, the results can be stored while the question side is undecided.
Two need to return a higher value than the pre-determined type.
In the opposite of the pre-determined type, you cannot receive the task from the question side, but if you return the result of the implementation in points, for example, in the above example, you will be able to select the option equivalent to the point when the question side's option is decided. .. For example, if the value of 60 is returned from the responding event, one can select one option with a value of 60 or less, and two can select multiple options until the total reaches 60. In addition, to return an advanced value, if it is a pre-determined type, it is sufficient to return whether or not it has been cleared, but if it is a post-determined type, it is necessary to return the score as described above in which the options are negotiated. That's what it means.

無取決め型は、別名「要素値送信型」となり、問答し合う両者間で「型合せ」をして、
1つには、実施条件を質問側から返答側に複数の要素値で直接送り、
2つには、実施結果を返答側から質問側に複数の要素値で直接返す。
その為、質問側と返答側の種目が一体化する。但し、単純な対戦要素集めなら先決め型や後決め型で行なった方が容易でエラーも起こらない。なぜなら、選択肢の内容を対戦要素にすれば良いだけで、その方が型合せも不要で画一化できる。つまり、無取決め型は基本必要ない。しかし、それにも関わらず無取決め型が必要なのは、問答式を高度化したり、選択肢を設ける手間を省いたりするためで、例えば、カラー値のRGBやRGBAのRやG、B等を各々の要素を表す値として用い、カラーNOの領域を概念的拠所の有限域にしたなら、特定の色をカラーサークル等で指定するだけで要素値の指定と概念的拠所の値が特定でき、1回の動作で行なえる。その上、選択肢を設ける必要もない。しかし、その技法を用いるには、相当な馴れと規格統一が必要で、現時点では時期尚早と言える。
The non-arranged type is also known as the "element value transmission type", and "type matching" is performed between the two who ask and answer questions.
One is to send the implementation conditions directly from the question side to the responder side with multiple element values.
Second, the implementation result is directly returned from the responder to the question side with multiple element values.
Therefore, the items on the question side and the event on the response side are integrated. However, if it is a simple battle element collection, it is easier to do it with a pre-determined type or a post-determined type, and no error occurs. The reason is that all you have to do is to make the content of the options a battle element, and that way you can standardize without the need for type matching. In other words, the non-contract type is basically unnecessary. However, in spite of this, the non-arrangement type is necessary in order to improve the question-and-answer formula and to save the trouble of providing options. If the area of color NO is set to the finite area of the conceptual base, the element value can be specified and the conceptual base value can be specified only by specifying a specific color with a color circle or the like. It can be done by operation. Moreover, there is no need to provide options. However, using that technique requires considerable familiarity and standardization, which is premature at this point.

例えば、サッカーゲームにおいて、
1)本田選手から長友選手にパスして、
2)長友選手を〇〇地点まで走らせ
3)もう一度本田選手に返してもらいシュートする
という3ステップをプレイヤ自ら計画した場合、1)〜3)において起こり得る選択肢は無限にあり、それをわざわざ選択肢にする必要はそれ程ない。そこで、3ステップの希望をRGBに分けて返答側種目に渡し、再びRGBで返してもらい1)〜3)の変化を作り出す。例えば、1)の段階でパスが奪われ、且つ2)と3)が最悪ならカウンターゴールを狙われる状況になったりする。そうした変化も選択肢にする必要はそれ程なく、内部処理した方が計算値で行なえて微妙に変化させられる。このような形ならカラーサークルを用いる必要はないが、カードゲーム等では大いに役立つ。無取決め型とは以上のような用い方となるが、RGBをどのような要素に用いるか、等々、質問側と返答側で調整したりする必要があり、直ちには使用できない。
For example, in a soccer game
1) Passing from Honda to Nagatomo,
2) If the player plans the three steps of running Nagatomo to the XX point 3) having Honda return it again and shoot, there are an infinite number of options that can occur in 1) to 3), and that is the option. There is not much need to do. Therefore, the hope of 3 steps is divided into RGB and passed to the responding side item, and the request is returned in RGB again to create the changes 1) to 3). For example, if the pass is stolen at the stage of 1) and the worst of 2) and 3) are, the counter goal may be targeted. There is not much need to make such changes an option, and internal processing can be performed with calculated values and can be changed subtly. It is not necessary to use a color circle in such a shape, but it is very useful in card games and the like. The non-arranged type is used as described above, but it cannot be used immediately because it is necessary to adjust the question side and the answer side, such as what kind of element RGB is used for.

以上のように、選択肢を設けて問答し合う形にすれば、概念的拠所を設けなくても異種目間交流は行なえる。しかし、それは遊びの場合で、自己鍛錬や他流試合になるとそうは行かない。なぜなら、自己鍛錬は勝敗よりも自身の成長が優先され、他流試合は種目を超えた実力勝負で公正公平に行なう必要があるからで、前記のままではそれらを満たさない。そこで問答し合う関係性に概念的拠所を取入れる。 As described above, if options are provided and questions and answers are provided, cross-species exchange can be performed without establishing a conceptual base. But that's the case for play, not for self-discipline or other-style games. This is because self-discipline prioritizes one's own growth over victory or defeat, and other-style games need to be played fairly and fairly with ability competition that transcends disciplines. Incorporate a conceptual basis for the relationships that are asked and answered.

概念的拠所とは、前記の通り、内面価値の封じ込めで、外見的には一律に扱える。その為、種目に限らず、人や罠なども含め、全ての価値付け行為は概念的拠所として扱える。逆に、概念的拠所を満たせば中身は何であれ「新たな種目」と見なせる。このように変幻自在な概念で異種目間交流を抽象化すれば、前記の問題は解決する。例えば、自己鍛錬を優先させるなら、従来の競い方である「練習+試合」を、「練習用種目+試合用種目」に置き換えて問答し合う関係にする。すると、東大受験生なら、東大受験にとって最適な練習問題ばかり集めて練習用種目が作られ、プロゲーマーなら、プロゲーマーにとって最適な練習場面ばかり集めて練習用種目が作られ、その上で、一定時間練習用種目を繰返し行なえるようにする。すると、プレイヤは、各々自身の練習用種目に集中でき、しかも、怠けると試合用種目で大敗するため自ずと勉強や練習に励める。又、他流試合も同じで、練習用種目が準備用種目に変わり、準備用種目が大会レベルに応じて複数作られる。その中からプレイヤは自身が得意とする種目を選んで各々対戦準備ができ、しかも、対戦準備が終了すると一気に激突するため、観客も準備と激突の変化が楽しめる。 As mentioned above, the conceptual base is the containment of internal value and can be treated uniformly in appearance. Therefore, not only the event but also all valuation acts including people and traps can be treated as a conceptual base. On the contrary, if the conceptual base is satisfied, whatever the contents are, it can be regarded as a "new event". The above-mentioned problem can be solved by abstracting the inter-eye exchange with such a illusionary concept. For example, if self-discipline is prioritized, the conventional method of competing "practice + match" is replaced with "practice event + match event" to create a relationship of asking and answering questions. Then, if you are a student of the University of Tokyo, you will collect only the best exercises for the University of Tokyo exam and make a practice event, and if you are a professional gamer, you will collect only the best practice scenes for a professional gamer and make a practice event, and then, for a certain period of time To be able to repeat the practice event. Then, each player can concentrate on his / her own practice event, and if he / she is lazy, he / she will lose a lot in the game event, so he / she will naturally work hard at studying and practicing. Also, the same is true for other-style games, where practice events are changed to preparatory events, and multiple preparatory events are created according to the tournament level. Players can select the events they are good at and prepare for each match, and when the preparations for the match are completed, they will collide at once, so the spectators can enjoy the changes in preparation and collision.

要するに概念的拠所とは、問答し合う関係性を強化するもので、概念的拠所がなくても種目の差し替えは行なえるが、従来の競い方である「練習+試合」あるいは「準備+試合」と言った練習や準備までは動的に行なえなかった。しかし、概念的拠所を設けることによって、種目が動的に作られるようになり、返答用種目を最適化することによって自己鍛錬や他流試合が可能となる。つまり、従来の競い方は、練習や準備が試合にとって重大な勝敗要因であったにも関わらず、試合と切り離して固定化させていたため「同一種目・同一レベル」で行なう必要があったが、それを同時に行なうことによって「異種目・異レベル」でも競い合えるようになる。 In short, the conceptual base strengthens the relationship of asking and answering questions, and although it is possible to replace the event without the conceptual base, the conventional way of competing is "practice + match" or "preparation + match". I couldn't do the practice and preparation dynamically. However, by establishing a conceptual base, events can be created dynamically, and by optimizing the response events, self-discipline and other-style games become possible. In other words, in the conventional way of competing, although practice and preparation were important factors for winning and losing the game, it was fixed separately from the game, so it was necessary to do it in the "same event / same level". By doing this at the same time, you will be able to compete even in "different eyes and different levels".

尚、概念的拠所には対外価値がない。その為、貨幣のように信頼できない。それにも関わらず信頼できるようにする必要があり、次のような工夫が必要になる。
1つは、価値交換の方法を貨幣式と正反対にする。
2つは、質問側は欲しいものを自ら用意して概念的拠所を満たす。
3つは、返答側を細分化して自由に作り替えられるようにする。
4つは、主体を設け、返答側を主体に対して最適化し、主体が質問側を行なう。
The conceptual base has no external value. Therefore, it is not as reliable as money. Nevertheless, it needs to be reliable, and the following measures are required.
One is the opposite of the monetary method of value exchange.
Second, the questioner prepares what he wants and fills the conceptual base.
The third is to subdivide the responding side so that it can be freely remade.
In the fourth, a subject is set up, the responding side is optimized for the subject, and the subject asks the question side.

1つ目の、価値交換の方法を貨幣式と正反対にするとは、貨幣式の場合「売物と対価」の関係性は、売物が先方にあり対価が手元にあるが、その関係性を、問答式は正反対にして、売物は手元にあるが対価が先方にあるようにする。その結果、1つには、価値交換に失敗しない。2つには、先方とは対価を遣り取りするだけで済む。つまり、売買が画一化できる。そのような効果が得られる。要するに、他の種目と価値交換するに当たって、他の種目の価値を売物(商品)として受取ることはできない。しかし、内部価値を抽象化した値を遣り取りするだけなら、いわゆる概念的拠所の値や合否を判定する値のみの遣り取りなら、種目が何であれ画一的に行なえる。しかも、質問側にとって欲しいものを質問側自ら用意するため、不要なものを押し付けられることもない。その結果、質問側は、欲しいものを、いわゆる動向や対戦要素を、必要なだけ用意すれば良くなる。 The first is that the method of value exchange is the exact opposite of the monetary formula. In the case of the monetary formula, the relationship between "for sale and consideration" is that the sale is on the other side and the consideration is at hand. , The question-and-answer formula is the exact opposite, so that the item for sale is at hand but the consideration is on the other side. As a result, for one thing, value exchange does not fail. For the second, you only have to exchange the price with the other party. In other words, buying and selling can be standardized. Such an effect can be obtained. In short, when exchanging value with another event, the value of the other event cannot be received as a sale (commodity). However, if only the values that abstract the internal values are exchanged, and if only the values of the so-called conceptual bases and the values that judge pass / fail are exchanged, it can be done uniformly regardless of the event. Moreover, since the questioner prepares what he / she wants, he / she does not have to push unnecessary things. As a result, the questioner only needs to prepare what he wants, so-called trends and competition elements as needed.

2つ目の、質問側は欲しいものを自ら用意して概念的拠所を満たすとは、質問側にとって概念的拠所を信頼できるものにする工夫で、前記の通り、質問側が欲しいものを用意するだけなら、概念的拠所は必要なく、ましてや満たす必要もない。しかし、此処での選択肢は、質問側の動向を取決めるだけでなく、返答側の種目とキャッチボールする必要があり、返答側の種目が満たされるなら、つまり、失敗から成功まで幅広く結果を返して来るなら、欠けてはならない。要するに、対等な形にして置く必要がある。尚、質問側にとって選択肢は商品であり、概念的拠所は値札になるため、同じ値札が複数あっても良く、複数の商品を選んで1つの売値にしても良く、複数の品から成る商品にしても良い。そういう形で、動向を決める値や対戦要素になる値を1乃至複数組み合わせて1つの選択肢として、複数の選択肢を設けて概念的拠所を満たすように値札を付ける。その結果、質問側の種目にとっては値札である概念的拠所が信頼できるものとなる。 Second, the questioner prepares what he / she wants and fills the conceptual base, which is a device to make the conceptual base reliable for the questioner. As mentioned above, the questioner only prepares what he / she wants. Then you don't need a conceptual base, much less meet it. However, the options here are not only to decide the behavior of the questioner, but also to catch the ball with the respondent's event, and if the responder's event is satisfied, that is, to return a wide range of results from failure to success. If it comes, don't miss it. In short, it needs to be placed on an equal footing. For the questioner, the choice is a product, and the conceptual base is a price tag, so there may be multiple same price tags, multiple products may be selected and one selling price may be used, and the product may consist of multiple products. You may. In such a form, a price tag is attached so as to satisfy the conceptual base by providing a plurality of options as one option by combining one or a plurality of values that determine the trend and values that are the elements of the battle. As a result, the conceptual base, which is the price tag, becomes reliable for the questioning event.

3つ目の、返答側を細分化して自由に作り替えられるようにするとは、返答側の種目を、従来のように始終実施するものから、部分実施するものに改め、個々の部分を「課題」として返答側の種目を「課題の集合体」にする。その上で、各課題に整列項目や抽出項目を必要数設けて、自由に整列したり、抽出したりできるようにし、抽出した課題の集合体に対して概念的拠所を満たすように各課題に概念的拠所の値を振り直す。すると、新たな課題の集合体は、一人前の返答側の種目となり、プレイヤやイベント毎、又、シーン毎に自由に作り替えられるようになる。そのようにして作られた新たな課題の集合体は、新たな返答側の種目となり、返答側の種目が最適化できる。いわゆる、動因役種目の最適化であるが、最適化された動因役種目の正体は「概念的拠所の値」と「課題ID」等から成る「索引」で、索引であるが故に幾らでも作られる。その結果、動因役種目が仮に1つであったとしても、索引を様々な条件で多数作ることによって実質的に多数の種目が存在することになり、異種目間交流が成立する。尚、このようにして作られた索引を「疑似動因役種目」と記す。又、概念的拠所の値は返答側種目自ら振り直すため、返答側の種目にとって概念的拠所の値は信頼できるものとなる。 The third, to subdivide the responding side so that it can be freely recreated, is to change the event of the responding side from the conventional one that is carried out from beginning to end to the one that is partially carried out, and to make each part a "problem". ", And set the event on the responding side to" a collection of tasks ". After that, the required number of alignment items and extraction items are set for each task so that they can be freely sorted and extracted, and each task is set to satisfy the conceptual basis for the set of extracted tasks. Reassign the value of the conceptual base. Then, the set of new tasks becomes a full-fledged responder's event, and can be freely recreated for each player, each event, and each scene. The set of new tasks created in this way becomes a new responding event, and the responding event can be optimized. It is a so-called optimization of the motive role item, but the identity of the optimized motive role item is an "index" consisting of a "conceptual base value" and a "problem ID", etc. Be done. As a result, even if there is only one motive role event, by creating a large number of indexes under various conditions, a substantially large number of events exist, and inter-species exchange is established. The index created in this way is referred to as a "pseudo-motive role event". In addition, since the value of the conceptual base is reassigned by the responding event, the value of the conceptual base is reliable for the responding event.

4つ目の、主体を設け、返答側を主体に対して最適化し、主体が質問側を行なうとは、質問側も返答側も、各々選択肢を設けたり課題を最適化したりして、その上で概念的拠所を満たすように振り直すため、各々は概念的拠所に対して信頼できる。しかし、概念的拠所には客観性がなく、双方の価値を合致させることはできない。そこで、問答し合う関係性に「主体」を設け、いわゆる主役を設け、主体を対象に質問側の概念的拠所と同じ観点で返答側の種目を最適化し、該主体に選択肢の取決めをさせる。すると、主体が双方の架け橋となり、価値を対等化させると共に、概念的拠所を信頼できるものにする。その結果、違和感無く価値交換できる。例えば、双方の概念的拠所が難易度なら、主体が選択肢で感じる難易度と、実際に実施しなければならない課題の難易度が、主体の中で合致し、思惑通りに行えるようになり、整合性が取れるようになる。尚、概念的拠所は難易度とは限らず、人気度や出題率等、序列化できるならどのような観点のものであっても良い。又、主体とは、プレイヤであったり、イベントの開催レベルであったり、参加者であったり、主催者自らであったりする。その違いによって「勉強促進型」「他流試合型」「ふれあい型」「自己表現型」と命名した実施形態の違いになって行く。それらについては改めて記す。 Fourth, when a subject is set up, the responding side is optimized for the subject, and the subject asks the question side, both the questioning side and the responding side provide their own choices and optimize the task, and on top of that. Each is credible to the conceptual base, as it is reassigned to meet the conceptual base. However, the conceptual base is not objective and the values of both cannot be matched. Therefore, a "subject" is set up in the relationship of asking and answering questions, a so-called protagonist is set up, the subject is optimized from the same viewpoint as the conceptual base of the questioning side, and the subject is made to make an arrangement of options. Then, the subject acts as a bridge between the two, equalizing the values and making the conceptual base reliable. As a result, value can be exchanged without discomfort. For example, if both conceptual bases are difficulty levels, the difficulty level that the subject feels as an option and the difficulty level of the task that must be actually performed will match within the subject, and will be able to be performed as expected, and will be consistent. You will be able to take sex. It should be noted that the conceptual base is not limited to the difficulty level, and may be from any viewpoint as long as it can be ranked, such as the popularity level and the question rate. In addition, the subject may be a player, an event holding level, a participant, or the organizer himself. Depending on the difference, the embodiments named "study promotion type", "other style game type", "contact type", and "self-expression type" will be different. I will write about them again.

以上のように、異種目間交流に概念的拠所を設けると、問答し合う関係性が強化され、「練習+試合」「準備+試合」にあった練習や準備が試合中に動的に行なえるようになり、自己鍛錬や他流試合が可能となる。 As described above, by establishing a conceptual base for interspecific exchange, the relationship of asking and answering is strengthened, and the practice and preparation that match "practice + match" and "preparation + match" can be dynamically performed during the match. You will be able to train yourself and play other games.

ここで異種目間交流について整理すると、異種目間交流の根本的仕組みである問答式は、概念的拠所が無くても実施できる。その為、分かり難いものになっているが、概念的拠所を用いるか否かはともかく、問答式には基本的流れがあり、次の通りとなる。
1つは、質問側自ら答え(選択肢)を用意し、
2つは、何らかの方法で返答側の種目を取決めて行ない、
3つは、2番目の結果で1番目の選択肢を取決める
その為、次の2つの説明を行なって置く必要がある。
1つは、返答側種目の取決め方で、
2つは、返答側種目の結果の返し方となる。
Here, to summarize the heterogeneous exchange, the question-and-answer formula, which is the fundamental mechanism of the heterogeneous exchange, can be implemented without a conceptual basis. Therefore, it is difficult to understand, but regardless of whether or not to use a conceptual base, there is a basic flow in the question-and-answer formula, which is as follows.
One is that the questioner prepares the answer (choice) by himself and
The two are to decide the event of the responding side in some way,
The third is to decide the first option with the second result, so it is necessary to give the following two explanations.
One is how to arrange the response side event.
The second is how to return the result of the responding event.

1つ目の、返答側種目の取決め方は、多々あり、1つは質問側の内容で取決める。例えば選択肢に振られた値等で取決める。2つはゲームを行なって取決める。3つはランダムに取決める。4つはプレイヤが任意に取決める。5つは主催者が事前に取決める。6つは外部の取決め装置や外部のプログラムを用いて取決める。などとなり、結局のところどのような方法であっても良い。尚、6つ目の外部の取決め装置や外部のプログラムを用いるとは、自己鍛錬として行なう場合や、1回戦2回戦3回戦と予選を繰り返し行なう場合は、当然ながら外部の成績管理システムでプレイヤや成績を管理した方が良い。しかし、仮に外部で成績等を管理したとしても、本システムは、プレイヤの指示なのか外部システムからの指示なのかどちらであっても良く、指示された通りに実施するだけで、全く問題ない。 There are many ways to arrange the first response side item, and the first is the content of the question side. For example, negotiate based on the values assigned to the options. The two play a game and negotiate. Three are randomly arranged. The four are arbitrarily arranged by the player. The organizer will arrange the five in advance. Six are arranged using an external arrangement device or an external program. After all, any method may be used. In addition, when using the sixth external arrangement device or external program as self-discipline, or when repeating the first round, the second round, the third round and the qualifying, it goes without saying that the player or the external performance management system is used. You should manage your grades. However, even if the results and the like are managed externally, the system may be an instruction from the player or an instruction from the external system, and there is no problem as long as the instruction is performed as instructed.

2つ目の、実施した結果の返し方であるが、実際のところ、どのような値であっても良い。なぜなら、成功か失敗か、あるいは、どの程度の成功か失敗かが分かれば基本的に良く、それに順位を加えたり、付加価値を加えたりしても良い。要するに、問答式は選択肢が特定できれば良く、特定できる値なら何であっても良い。そうした中、本発明では成否度を推奨している。 The second method is to return the result of the implementation, but in reality, any value may be used. This is because it is basically good if you know success or failure, or how successful or unsuccessful you are, and you may add ranking or add value to it. In short, the question-and-answer formula may be any value as long as the options can be specified. Under such circumstances, the present invention recommends success or failure.

成否度とは、成功度と失敗度を1値で表す値で、例えば、概念的拠所が0〜100の有限域なら50を境に、50以上なら成功度を表し、50以下なら失敗度を表し、それによって状況を変化させる。例えば、サッカーゲームで本田選手にパスしたいとき、50以上ならパスが通るが、100に近付くと得点に繋がる形で通り、0に近付くとパスが通らない上にカウンターアタックを食らう形になったりする。又、先の事例で記したRGBを用いたケースでも、RGB各々を成否度で返せば、RもGもBも大失敗と評価されたなら、大変な事態に変化させられたりする。そういう意味で成否度は使い勝手が良い。 The success / failure degree is a value representing the success degree and the failure degree as one value. For example, if the conceptual base is a finite field of 0 to 100, the success degree is indicated by 50, if it is 50 or more, the success degree is expressed, and if it is 50 or less, the failure degree is expressed. Represent and thereby change the situation. For example, when you want to pass Honda in a soccer game, if you pass 50 or more, you will pass, but if you approach 100, you will pass in a way that leads to a score, and if you approach 0, you will not pass and you will get a counter attack. .. Further, even in the case of using RGB described in the previous case, if each of RGB is returned by the success or failure degree, and if R, G, and B are evaluated as a big failure, it may be changed to a serious situation. In that sense, success or failure is easy to use.

最後に、異種目間交流が、デジタル式やアナログ式、又、勉強や遊び等に捉われないのは、種目と本発明は別物で、種目そのものは各々の実施環境で行なうからである。その為、本発明は、各々の実施環境に情報を渡して結果が回収できれば良く、本システムと自動連係できる種目なら、例えば、オンラインゲームなら、オンラインゲームのサーバーに対戦者情報や使用するコンピュータ情報等を渡すと、オンライン側が実施環境を作り上げ、該当のプレイヤに実施させる。そして、その結果を本システムに返して来る。又、自動連係できないコンピュータ装置なら、例えば、ゲームセンターのアーケードゲーム機なら、何れかのコンピュータ装置が代表装置になり、QRコード(登録商標)等で必要な情報を遣り取りする。すると、自動連係並みに行なえる。又、アナログ式種目なら、誰かのコンピュータ装置に実施要件を表示し、その通りに実施して、結果を該コンピュータ装置に手動入力して返す。例えば、アナログ式の輪投げなら、10m離れて1分間以内に5回投げて合計点を10点以上取ったならクリア、などと実施要件が誰かのコンピュータ装置に表示され、その通り実施して、結果を合計点か成否かを手動入力して返す。その際、複数人で行なったなら、順位か合計点で返す。つまり、異種目間交流に参加する動因役種目は、実施場面の設定には沢山の情報が必要であるが、それ以上の授受がない上に、結果が単純な値で返せるため、容易に異種目間交流に参加させられる。但し、長時間掛けて行なう種目を丸ごと参加させるのは難しく、部分のみの参加となる。 Finally, the reason why the inter-species exchange is not limited to digital type, analog type, study, play, etc. is that the item and the present invention are different, and the item itself is performed in each implementation environment. Therefore, the present invention only needs to pass information to each implementation environment and collect the results, and if it is an event that can be automatically linked with this system, for example, in the case of an online game, the opponent information and the computer information to be used are sent to the server of the online game. Etc., the online side creates an implementation environment and lets the corresponding player implement it. Then, the result is returned to this system. Further, if the computer device cannot be automatically linked, for example, in the case of an arcade game machine in an arcade, any computer device serves as a representative device and exchanges necessary information with a QR code (registered trademark) or the like. Then, it can be done like automatic linkage. Also, in the case of an analog event, the implementation requirements are displayed on someone's computer device, the implementation is performed as it is, and the result is manually input to the computer device and returned. For example, in the case of analog quoits, the implementation requirement is displayed on someone's computer device, such as throwing 5 times within 1 minute at a distance of 10 m and clearing if the total score is 10 points or more. Is returned by manually entering the total score or success or failure. At that time, if it is done by multiple people, it will be returned in the ranking or the total score. In other words, the motive role events that participate in the inter-species exchange require a lot of information to set the implementation scene, but since there is no further exchange and the result can be returned as a simple value, it is easy to be heterogeneous. You can participate in the inter-eye exchange. However, it is difficult to participate in the entire event that takes a long time, and only a part of the event will be participated.

以上の結果、異種目間交流が可能になる。 As a result of the above, interspecific exchange becomes possible.

そこで、特許性について考えると、異種目間交流自体はアナログ式やデジタル式に続く新たな競い方であるが、媒体が必要で、しかも、人為的には行なえない。その為、異種目間交流を成立させるためのコンピュータ装置が必要不可欠となり、その点において特許性があると考えられる。なぜなら、
1)異種目間交流を統括する固定のルールは無く、人為的取決めに当たらない。
2)新たな競い方が多様に作られるコンピュータ装置であって、産業上利用できる。
3)本発明は人と種目の取次ぎ業務並びに集計業務であって、機械的処理になる。
からである。
Therefore, considering patentability, cross-species exchange itself is a new way of competing following the analog and digital types, but it requires a medium and cannot be done artificially. Therefore, a computer device for establishing interspecific exchange is indispensable, and it is considered to be patentable in that respect. Because
1) There are no fixed rules that govern interspecific exchanges, and it is not an artificial arrangement.
2) Computer devices that can be used in a variety of new ways of competing and can be used industrially.
3) The present invention is a person-event agency business and an aggregation business, and is a mechanical process.
Because.

尚、3種類の役割を担う種目について補足すると、 To supplement the events that play three different roles,

進行役種目は、文字通り異種目間交流の進行役を務める。その為、唯一継続性があり、対戦場のムードを作り上げると共に、プレイヤ一人ひとりの成績を算出する。しかし、だからと言って総合結果が算出される訳ではなく、対戦場における勝敗の決し方は飽くまでも主催者の専権事項となる。つまり、主催者がルールに代わり絶対的権限を持つ。その点はデジタル式の作者と変わらないが、デジタル式の作者は仮想世界の創造者であるのに対して、異種目間交流の主催者は調整者で、参加者にとって有益な種目を集めて最善なものにする。その為、不透明な部分や不具合な部分があれば直ちに排除でき、容易且つ大胆に調整できる。
進行役種目の最大の特徴は、唯一継続性があるため、幾らでも対戦を多重化できる。多重化とは、例えばスゴロクのように単純に終わらせることもできるが、それを多段階にして複雑化できるという意味で、例えば、攻撃力と防御力と体力を取決めたい場合、夫々を動因役種目で取決め、その上で決戦させることもできる。こうした連係は3種類の種目を組み合わせて行なうが、進行役種目内において進行役種目自ら仕掛役種目の部分を行なうことによって際限なく複雑化できる。例えば、RPG等において陣営や兵力を作り上げる作業を、従来ならRPG自ら用意した戦闘で行なったが、それを、動因役種目の結果で行なうようにして、その上で最終決戦を進行役種目において行なうようにすれば、仮に仕掛役種目が無かったとしても幾らでも複雑化できる。そのようなことから、第1発明は2種類の種目で行なう異種目間交流にしている。
以上の結果、進行役種目は対戦型でも非対戦型でも良く、仮にボウリングのスコアのような非対戦型の種目やスコアなら、対戦場内で優劣を取決める必要があり、その際、動因役種目や仕掛役種目によって得たポイントやアイテムなどを点数化して進行役種目の成績に合算することもできる。そのような取決めを主催者が行なう。
The facilitator event literally acts as a facilitator of interspecies exchanges. Therefore, there is only continuity, creating the mood of the battlefield and calculating the results of each player. However, that does not mean that the overall result will be calculated, and how to decide the victory or defeat on the battlefield will be the exclusive matter of the organizer, even if it gets tired. In other words, the organizer has absolute authority instead of the rules. In that respect, it is no different from the digital author, but the digital author is the creator of the virtual world, while the organizer of the interspecific exchange is the coordinator, collecting useful events for the participants. Make it the best. Therefore, if there is an opaque part or a defective part, it can be immediately eliminated, and it can be adjusted easily and boldly.
The biggest feature of the facilitator event is the only continuity, so you can multiplex the battles as many times as you like. Multiplexing can be done simply like Sugoroku, but it can be complicated in multiple stages. For example, if you want to decide on offensive power, defensive power, and physical strength, you can use each as a motive. It is also possible to make arrangements by event and then make a decisive battle. Such linkage is performed by combining three types of events, but it can be endlessly complicated by performing the part of the work-in-process event by the facilitator event itself within the facilitator event. For example, in RPGs, etc., the work of building up camps and troops was conventionally performed in battles prepared by the RPG itself, but it is done based on the results of the motive role event, and then the final decisive battle is performed in the facilitator event. By doing so, even if there is no work-in-process event, it can be complicated as much as possible. For this reason, the first invention is an inter-species exchange performed in two types of events.
As a result of the above, the facilitator event may be a competitive event or a non-competitive event, and if it is a non-competitive event or score such as a bowling score, it is necessary to decide the superiority or inferiority in the battlefield. It is also possible to score points and items obtained from the work-in-process event and add them to the results of the facilitator event. The organizer makes such an arrangement.

動因役種目は、唯一動因作りをする種目となる。但し、動因作りと言ってもデジタル式の入力装置のように仮想世界を動かす全ての動因を作るのではなく、既述の通り、要所で、依存する側の種目では作り出せない重要な取決めを動因役種目に委ねる。デジタル式なら、こうした重大な取決めは、例えばキャラクタを取決めるとか、アイテムを取決めるとか、そう言ったことは対戦前にプレイヤ間で取決めたり、対戦途中にプレイヤ自ら取決めたりするが、そう言った重要な取決めを任意的に行なうのではなく、プレイヤ自らの実力で取決められるようにするのが異種目間交流で、その際、入力装置の操作力のみで実力を推し量るのではなく、多種多様な種目を交えて、プレイヤにとって、或いはイベントにとって、最善かつ最適な形で取決められるようにするものとなる。
尚、問答式で行なえば、既述の通り、返答値は極めて単純なものとなり、クリアできたか否かを返すか、優劣を決める順位などを返せば良い。その為、デジタル式種目に捉われないでアナログ式種目も利用でき、実質ありとあらゆる価値付け行為が動因役種目として用いられる。例えば、ペットや赤ちゃんがどっちに向かうかとか、100mを15秒で走れるかとか、柔道で相手に勝てるかとか、そうした中、特筆すべきことは、問答式で行なえば動因役種目は2通りに使用でき、1つは結果作りになり、2つは対戦準備になる。両者の違いは、動因役種目としては変わらないが、依存する側の種目が動因役種目をどのように用いるかの違いで、結果作りに用いるなら動因役種目の結果で動向を取決める。逆に、対戦準備として用いるなら、動因役種目の結果を受けてそれを基に決戦を行なう。その為、結果作りで用いる場合は対戦型の動因役種目を行なっても問題ないが、対戦準備として用いるなら対戦型の動因役種目を行なうと二度対決になり、1回の対決価値が希釈される。但し、二度目の対決を別人が行なうなら問題ない。
動因役種目の最大の特徴は、最適化が行なえることで、前記の通り最適化すれば、万人を対等化したり、全種目を対等化したりできる。
The motive role event is the only event that creates motives. However, creating motives does not create all the motives that move the virtual world like digital input devices, but as mentioned above, at key points, important arrangements that cannot be created in the dependent event. Leave it to the motive event. In the case of digital, these important arrangements are, for example, character arrangements, item arrangements, etc., which are agreed between players before the match or by the players themselves during the match. Rather than making important arrangements voluntarily, it is the inter-eye interaction that allows the player to make arrangements based on his or her own ability. It will be possible to negotiate in the best and most suitable way for the player or the event, including the events.
If the dialectic is used, as described above, the response value will be extremely simple, and it is sufficient to return whether or not the item has been cleared, or the order in which the superiority or inferiority is determined. Therefore, analog-type events can be used without being caught in digital-type events, and virtually every value-adding act is used as a motivating event. For example, which way a pet or baby is heading, whether it can run 100m in 15 seconds, whether it can beat the opponent in judo, etc. You can use it, one for making results and two for preparing for the match. The difference between the two is the same as the motive role event, but the difference is how the dependent event uses the motive role event, and if it is used for making a result, the trend is decided by the result of the motive role event. On the contrary, if it is used as a battle preparation, the decisive battle will be held based on the result of the motive role event. Therefore, when using it for making results, there is no problem even if you perform a battle-type motive role event, but if you use it as a battle preparation, if you perform a battle-type motive role event, it will be a two-time confrontation and the value of one confrontation will be diluted. Will be done. However, there is no problem if another person conducts the second confrontation.
The biggest feature of the motive role event is that it can be optimized, and if it is optimized as described above, it is possible to equalize everyone or all events.

仕掛役種目は、1回限りの対戦型種目になる。その為、勝敗結果が対戦毎に判明するため、特典獲得者を取決めることができ、特典獲得者に特典が付与できる。特典内容は様々で、進行役種目の実施権であったり、対戦場で有効なメダルやアイテム等が得られたり、進行役種目の流れを変えたりできる。尚、仕掛役種目は進行役種目同様に共依存関係において依存する側の種目になり、立場的に進行役種目と同じになる。その為、1回限りなら進行役種目の代役が務まる。その結果、仕掛役種目は2通りで用いることができ、1つには進行役種目と動因役種目の関係性に横槍を入れる形で利用でき、2つには進行役種目に代わって動因役種目の結果で仕掛役種目を行ない、進行役種目を仕掛役種目の特典として行なえるようにできる。夫々の実施形態は、前者は並列型になり、後者は直列型になり、並列型は図4になり、直列型は図5になる。尚、こうした違いが請求項を増やすと共に、異種目間交流を多様化させる。その結果、大規模な対戦も可能となる。
例えば、進行役種目をスゴロクにして、仕掛役種目をトランプのポーカーにして、動因役種目をプレイヤ各々が得意とする種目にして、所定時間プレイヤが各々動因役種目を自由回数又は必要回数行なえるようにしてトランプの札を集めさせ、集めた札を自由配置してセンター(中央装置)に登録して置けば、参加者が仮に数万人居たとしても、プレイヤをグループ分けしたり、対戦期間を1週間や2週間にしたりすれば参加者全員が同じ条件で対戦要素集めができるようになり、ポーカーはセンターに登録している内容で実施できるため、プレイヤが居なくても自動で行なえる。そして、特典獲得者のみスゴロクを進めるためのサイコロを振られるようにしたなら、特典獲得者は所定時間内の好きな時間にまとめてボタンが押せて、所定時間後に勝者を割り出せる。そうした予選を必要回数繰り返して10組から20組程度に絞って、決勝戦を地域の集会場等で玉転がしや二人三脚などのチームメイトが支え合える遊びで行なえば、誰もが参加できる大戦が可能となり、人々の交流の場と賞金稼ぎの場になり、夢が膨らむ。
尚、こうしたことが現代社会の問題に挑める所以で、地域で、日々の努力を活かして世代や立場を超えて皆で楽しく競い合えば、自ずと連帯感が育まれ、地域の様々な問題に一丸となって取り組めるようになる。つまり、競い合いを、同一種目・同一レベルから、異種目・異レベルで実施できるようにしたなら、従来にない発想で様々なことができるようになる。
仕掛役種目の最大の特徴は、異種目間交流の形態を大きく変えることとなる。
The work-in-process event will be a one-time battle type event. Therefore, since the result of victory or defeat is known for each match, the award winner can be decided and the award can be given to the award winner. There are various benefits, such as licenses for facilitator events, medals and items that are valid on the battlefield, and changes in the flow of facilitator events. As with the facilitator event, the work-in-process event is the event that depends on the co-dependency, and is the same as the facilitator event from a standpoint. Therefore, if it is only once, it will act as a substitute for the facilitator event. As a result, the work-in-process event can be used in two ways, one can be used by inserting a horizontal spear into the relationship between the facilitator event and the motive role event, and the second can be used in place of the facilitator event. It is possible to perform a work-in-process event based on the result of the event so that the facilitator event can be performed as a privilege of the work-in-process event. In each embodiment, the former is a parallel type, the latter is a series type, the parallel type is shown in FIG. 4, and the series type is shown in FIG. It should be noted that these differences increase claims and diversify interspecific exchanges. As a result, large-scale battles are possible.
For example, the facilitator event is sugoroku, the work-in-process event is playing card poker, the motive role event is an event that each player is good at, and each player can play the motive role event freely or as many times as necessary for a predetermined time. By collecting cards in this way, freely arranging the collected cards and registering them in the center (central device), even if there are tens of thousands of participants, players can be grouped or played against each other. If the period is set to one week or two weeks, all participants will be able to collect battle elements under the same conditions, and poker can be played with the contents registered in the center, so it can be done automatically even if there is no player. Sugoroku. Then, if only the award winners are allowed to roll the dice to advance the sugoroku, the award winners can press the buttons at any time within the predetermined time and determine the winner after the predetermined time. If such qualifying is repeated as many times as necessary and narrowed down to about 10 to 20 groups, and the final match is played at a local meeting place etc. where teammates such as ball rolling and two-legged race can support each other, a great war that anyone can participate in is possible. It becomes a place for people to interact and earn bounty hunters, and dreams grow.
It should be noted that this is the reason why we can tackle the problems of modern society, and if we make the best use of our daily efforts and compete happily with everyone across generations and positions, a sense of solidarity will naturally be fostered and various problems in the region will be addressed. You will be able to work as one. In other words, if competition can be conducted from the same event / same level to different events / different levels, various things can be done with unprecedented ideas.
The biggest feature of the work-in-process event is that it greatly changes the form of inter-species exchange.

以上を踏まえて、異種目間交流を可能にする本発明は、次の通りとなる。
第1発明は、2種類の種目で異種目間交流を行なうものとなる。
第2発明は、3種類の種目で異種目間交流を行なうものとなる。
第3発明は、仕掛役種目の使用方法が第2発明と異なるものとなる。
第4発明は、ラウンド制と記す実施形態を可能にするものとなる。
第5発明は、対戦場に価値調整手段を設けるものとなる。
第6発明は、対戦場に基点になるデータ構造体を設けるものとなる。
第7発明は、仕掛役種目の特典を豊かにするものとなる。
Based on the above, the present invention that enables interspecific exchange is as follows.
In the first invention, inter-species exchange is performed in two types of events.
In the second invention, inter-species exchange is performed in three types of events.
The third invention is different from the second invention in the method of using the work-in-process item.
The fourth invention enables an embodiment described as a round system.
The fifth invention provides a value adjusting means on the battlefield.
The sixth invention provides a data structure as a base point on the battlefield.
The seventh invention enriches the benefits of the work-in-process event.

実施形態について補足して置くと、以下の4つの形態で実施できる。しかし、全てが別々の形態という訳ではなく、大きく分けて2つに分かれ、1つは第1発明型になり、2つは第4発明型になる。尚、第1発明型は遊びを目的に行なうため「遊戯」と命名し、第4発明型は自己鍛錬を目的に行なうため「切磋」と命名した。
1つは、ふれあい型(遊戯)
2つは、自己表現型(遊戯)
3つは、勉強促進型(切磋)
4つは、他流試合型(切磋)
If the embodiment is supplemented, it can be implemented in the following four embodiments. However, not all of them are in separate forms, but they are roughly divided into two types, one is the first invention type and the other is the fourth invention type. The first invention type was named "play" because it was performed for the purpose of play, and the fourth invention type was named "kiri" because it was performed for the purpose of self-discipline.
One is the contact type (play)
Two are self-phenotype (play)
Three are study promotion type (cutting)
The four are other-style game types (cutting swords)

遊戯は、遊びをテーマに開発したもので、第1発明型になる。その為、基本は進行役種目と動因役種目の2種類で進め、その状況に対して仕掛役種目が横槍を入れる形になる。しかし、先の説明でも記したように、進行役種目には継続性があり、開発次第では幾らでも複雑化できる。又、進行役種目を対戦型にすれば、該対戦場は、理論的には複数の進行役種目が実施できたとしても、現実的には1つの進行役種目で行なう。そうなると、該対戦場は該進行役種目に乗っ取られる形になり、乗っ取られたなら逆に乗っ取った進行役種目を複数化したとしても良くなる。なぜなら、複数化できない理由は、単にプレイヤを混乱させるからで、プレイヤが混乱しないなら複数化しても問題ない。それに対して、種目は夫々の実施環境で行なうため、仮に1つの種目が複数の種目から成るものであったとしても、本システムは本システムが管理する種目より発信される信号を基に交流行為を行なうだけで、処理的に問題はない。又、プレイヤも1つの進行役種目を進める中で複数の進行役種目を行なうため、違和感なく実施できる。その為、進行役種目の複数化が可能となる。尚、このような形で行なえるのは進行役種目のみで、動因役種目や仕掛役種目には継続性がないため行なえない。
進行役種目の複数化をもう少し具体的に記すと、進行役種目をRPGにした場合、RPG以外の進行役種目を実施できるようにする意味は全くないが、RPGが戦国時代をテーマにしたゲームなら、「長篠の戦い」や「関ヶ原の戦い」が数々行なわれる。その際、武将同士の個々の戦いは動因役種目で潰し合うが、複数人での戦となると仕掛役種目で行なう。さらに大きな戦いとなるとRPGを分離して合戦にする必要があり、長篠の戦いそのものを新たな進行役種目にして行なうケースが考えられる。そういう意味で、そのような形なら、プレイヤも、戦国時代のゲームを通じて行なう時限性の進行役種目となり困惑しない。又、システム的にも、進行役種目自ら子供に当たる進行役種目を起動させるだけで特別に変化しない。
又、遊戯は、第1発明型になるが、第3発明まで可能で、第3発明型の特化型が切磋になる。言わば、遊戯は切磋の一歩手前まで実施できる。その為、遊戯は切磋と違って異種目間交流が自由に行なえ、主催者も調整し甲斐がある。しかし、その分、本システムの開発は困難になる。
Yugi was developed with the theme of play and is the first invention type. Therefore, the basics are two types, the facilitator event and the motive role event, and the work-in-process event has a horizontal spear in response to the situation. However, as mentioned in the previous explanation, there is continuity in the facilitator event, and it can be complicated as much as possible depending on the development. Further, if the facilitator event is a battle type, the battlefield is actually performed by one facilitator event even if a plurality of facilitator events can be theoretically implemented. In that case, the battlefield will be hijacked by the facilitator event, and if it is hijacked, it may be possible to have a plurality of hijacked facilitator events. The reason for not being able to pluralize is simply to confuse the player, and if the player is not confused, there is no problem in pluralizing. On the other hand, since the events are conducted in each implementation environment, even if one event consists of multiple events, this system acts as an exchange based on the signals transmitted from the events managed by this system. There is no processing problem just by performing. In addition, since the player also performs a plurality of facilitator events while advancing one facilitator event, it can be carried out without discomfort. Therefore, it is possible to have multiple facilitator events. It should be noted that only the facilitator event can be performed in this way, and the motive role event and the work-in-process event cannot be performed because there is no continuity.
To describe the pluralization of facilitator events a little more concretely, if the facilitator event is RPG, there is no point in enabling facilitator events other than RPG, but RPG is a game with the theme of the Warring States period. Then, many "Battle of Nagashino" and "Battle of Sekigahara" will be held. At that time, the individual battles between the warlords are crushed by the motive role event, but when it comes to the battle with multiple people, it is done by the work-in-process event. When it comes to a bigger battle, it is necessary to separate the RPG into a battle, and it is conceivable that the battle of Nagashino itself will be a new facilitator event. In that sense, in such a form, the player will not be confused as a timed facilitator event played through the game of the Warring States period. Also, in terms of the system, there is no particular change only by activating the facilitator event that corresponds to the child by the facilitator event itself.
In addition, although the game becomes the first invention type, it is possible up to the third invention, and the specialized type of the third invention type becomes a sword. So to speak, the game can be carried out just before the start of the game. Therefore, unlike Kiritsugi, Yugi can freely interact between different types of eyes, and it is worth adjusting the organizer. However, the development of this system becomes difficult accordingly.

切磋は、鍛錬をテーマに開発したもので、第4発明型になる。しかし、内容は、第3発明の特化型で、第3発明は、3つの種目を直線的に並べ、動因役種目の結果で仕掛役種目を行ない、仕掛役種目の特典で進行役種目を行なう。その為、動因役種目、仕掛役種目、進行役種目が一列に並ぶ直列型になる。それに対して、第2発明は、1回の動因役種目で進行役種目と仕掛役種目の2つの種目を変化させるもので、並列型になる。しかし、切磋と遊戯の違いは、直列型か並列型かだけではなく、直列型のラウンド制になれば切磋になり、それ以外は遊戯になる。つまり、切磋は相当限定された実施形態となる。しかし、用途は広く、又、本システムの開発は遊戯に比べて容易になる。そのようなことから、切磋の簡易版が作られる可能性は拭えない。
尚、ラウンド制とは、仕掛役種目の説明で記した事例のように、一定期間あるいは一定回数、対戦要素集めを集中的に行なえるようにするもので、勉強や練習を妨げないようにしたり、従来なら配られたカード(対戦要素)で勝負に挑んだりしたが、そうした偶発性を無くし、自身が得意とする種目で実力を通じてカードを集められるようにするものとなる。
Kiriwa was developed with the theme of discipline, and will be the fourth invention type. However, the content is a specialized type of the third invention, in the third invention, the three events are arranged in a straight line, the work-in-process event is performed based on the result of the motive role event, and the facilitator event is performed by the privilege of the work-in-process event. Do. Therefore, the motive role item, the work-in-process item, and the facilitator item are lined up in a series. On the other hand, in the second invention, two events, a facilitator event and a work-in-process event, are changed in one driving role event, and the second invention is a parallel type. However, the difference between a game and a game is not only whether it is a series type or a parallel type, but if it becomes a series type round system, it becomes a game, and other than that, it becomes a game. That is, the cut-and-sew is a fairly limited embodiment. However, it is versatile and the development of this system is easier than in games. From such a thing, the possibility that a simplified version of the cut fox will be made cannot be wiped out.
In addition, the round system allows you to concentrate on collecting battle elements for a certain period of time or a certain number of times, as in the case described in the explanation of the work-in-process event, so that it does not interfere with studying and practicing. In the past, you would challenge the game with the cards dealt (competition elements), but you will be able to eliminate such contingencies and collect cards through your abilities in the events that you are good at.

ふれあい型と自己表現型は、遊戯に属する形態で、基本的に変りがない。しかし、自己表現型は、インターネット上でホームページの如く自身の遊び場を作られるようにするもので、インターネット上で完結させる必要がある。その為、使用できる種目はインターネット上で行なえるゲームに限られる。それに対して、ふれあい型は、アナログ種目を交えて多様に実施できるようにするもので、学園祭や観光、地域のふれあいをゲーム化させて多くの人と出会えるようにする。 The contact type and the self-expression type belong to the game and are basically the same. However, the self-phenotype allows you to create your own playground on the Internet like a homepage, and needs to be completed on the Internet. Therefore, the events that can be used are limited to games that can be played on the Internet. On the other hand, the contact type makes it possible to carry out various events with analog events, and makes it possible to meet many people by making school festivals, sightseeing, and contact with the community into games.

勉強促進型と他流試合型は、切磋に属する形態で、基本的に変りがない。しかし、勉強促進型は、文字通り勉強を促進するのが目的で、競い合いというよりは切磋琢磨を楽しく行えるようにするものとなる。その為、動因役種目以外は休憩を兼ねた遊びになり、比較的単純なゲーム(種目)を行なう。尚、動因役種目は、プレイヤを対象に最適化する。逆、他流試合型は、文字通り他流試合をするのが目的で、従来のように1つの種目で勝敗を決するのではなく、3種類の種目を組み合わせて、例えば、動因役種目を自身が得意とする種目で行ない、仕掛役種目をアクションゲームで直接対決し、進行役種目で頭脳ゲームをしたりする。その結果、従来の複合型のように結果を単純に合算するのではなく、総合力を融合させて試されるようになる。尚、動因役種目は、イベントの趣旨に基づいて主催者が最適化する。 The study promotion type and the other-style game type belong to the swordsmanship, and are basically the same. However, the study promotion type literally aims to promote study, and rather than competing, it makes it fun to work hard. Therefore, except for the motive role event, the play also serves as a break, and a relatively simple game (event) is played. The motive role item is optimized for the player. On the other hand, the purpose of the other-style game type is to literally play another-style game, and instead of deciding the victory or defeat in one event as in the past, by combining three types of events, for example, oneself decides the motive role event. Perform in the event you are good at, face off the in-process event directly in the action game, and play the brain game in the facilitator event. As a result, instead of simply adding up the results as in the conventional composite type, the total power is fused and tested. The event will be optimized by the organizer based on the purpose of the event.

本願発明者が考え出した異種目間交流は、アナログ式、デジタル式に続く、新たな競い方で、「勉強促進型」「他流試合型」「ふれあい型」「自己表現型」と命名した形式で実施できる。それが本発明によって実施可能になれば、競い方が多様化する上に、人々の交流を妨げていた「同一種目・同一レベル」の壁が取っ払え、勉強や遊び、種目やレベル、アナログ式やデジタル式、等々に捉われないで、勉強や遊び、競技や練習、試験や検査、等々に活用できる。その結果、
1つには、自宅や塾や学校での勉強の在り方を根本的に変えられる可能性がある。
2つには、インターネット上で自分の遊び場が公開できるようになる可能性がある。
3つには、地域の全員が参加できる賞与付き大戦が可能になる可能性がある。
4つには、eスポーツの問題点を解消して発展させられる可能性がある。
The inter-eye exchange devised by the inventor of the present application is a new way of competing following the analog type and the digital type, and is a format named "study promotion type", "other style game type", "contact type", and "self-expression type". Can be carried out at. If it becomes feasible by the present invention, the way of competing will be diversified, and the barrier of "same event / same level" that hindered people's interaction will be removed, and study and play, event and level, analog type It can be used for studying and playing, competition and practice, examination and inspection, etc. resulting in,
For one thing, it has the potential to radically change the way we study at home, in cram schools and at school.
Second, it may be possible to publish your playground on the Internet.
Third, there is the potential for a bonus war that everyone in the region can participate in.
Fourth, there is a possibility that the problems of e-sports can be solved and developed.

先ず、本発明は、異種目間交流という新たな競い方を実現するためのコンピュータ装置、制御方法およびプログラムであり、ここで用いるコンピュータは、演算部と、記憶部と、入出力部と、及び通信部から成なる。 First, the present invention is a computer device, a control method, and a program for realizing a new way of competing for interspecies alternating current, and the computers used here are a calculation unit, a storage unit, an input / output unit, and the like. It consists of a communication department.

尚、演算部はCPU、GPU等のプロセッサ、メモリを用い、記憶部に記憶してあるプログラムに基づいて演算処理をする。記憶部はハードディスク、フラッシュメモリ等を用い、各種プログラムを記憶している。入出力部は物理ボタン、タッチパネル、マイクロフォン、スピーカ、人感センサー等のインターフェイスである。通信部はインターネット等の公衆通信網への通信接続を実現する通信モジュールであり、ネットワークカード、無線通信デバイス又はキャリア通信用モジュールを用いる。尚、イントラネットによる連係も通信部が担う。
又、コンピュータ装置には入出力部が必要であるが、デジタル信号で繋がるコンピュータ装置の特性上、入出力部を演算部や記憶部と一体的に形成せずに分離することが可能となる。例えば、家庭用ゲーム機や家庭用学習機などは演算部と記憶部と入出力部が一体的に形成されているのに対して、インターネットやイントラネット等のネットワークで繋がるコンピュータ装置なら中央処理をするコンピュータ装置には入出力部が必ずしも必要ない。
そこで、本発明は、コンピュータ装置の入出力部が一体的に形成されているのか否かに関わりなく、「コンピュータ装置を用いて成り立つもの」と拡大解釈して、仮に分離されたコンピュータ装置であったとしてもコンピュータ装置の形成方法や連係方法には触れず、中央処理をする演算部や記憶部や通信部を「中央装置」と記し、入出力部を「端末装置」と記し、中央装置と端末装置の関係性で異種目間交流を成立させるコンピュータ装置とする。その為、端末装置には、一体的に形成される入出力部の他にスマートフォンや家庭用ゲーム機やパーソナルコンピュータや新たに開発されるコンピュータ装置などが用いられるが、何れのものを用いても良く、又、中央装置と端末装置との連係方法も、デジタル信号を用いて直接遣り取りする方法もあれば、汎用の通信技術(プロトコル)を用いて遣り取りする方法もあり、OSなどの仲介プログラムが用意したイベントメッセージに変換して遣り取りする方法もあり、何れの方法であっても良い。
The arithmetic unit uses a processor such as a CPU or GPU and a memory, and performs arithmetic processing based on a program stored in the storage unit. The storage unit uses a hard disk, flash memory, or the like to store various programs. The input / output unit is an interface for physical buttons, a touch panel, a microphone, a speaker, a motion sensor, and the like. The communication unit is a communication module that realizes a communication connection to a public communication network such as the Internet, and uses a network card, a wireless communication device, or a carrier communication module. The communication department is also responsible for linking via the intranet.
Further, although the computer device requires an input / output unit, due to the characteristics of the computer device connected by a digital signal, the input / output unit can be separated without being integrally formed with the calculation unit and the storage unit. For example, in a home-use game machine or a home-use learning machine, a calculation unit, a storage unit, and an input / output unit are integrally formed, whereas a computer device connected by a network such as the Internet or an intranet performs central processing. The computer device does not necessarily need an input / output unit.
Therefore, the present invention is a computer device that is tentatively separated by broadly interpreting it as "a thing that is established by using a computer device" regardless of whether or not the input / output parts of the computer device are integrally formed. Even if it does not touch on the method of forming or linking the computer device, the arithmetic unit, storage unit, and communication unit that perform central processing are described as "central device", the input / output unit is described as "terminal device", and the central device. It is a computer device that establishes interspecific exchanges due to the relationship between terminal devices. Therefore, in addition to the integrally formed input / output unit, a smartphone, a home-use game machine, a personal computer, a newly developed computer device, or the like is used as the terminal device. Also, as for the method of linking the central device and the terminal device, there is a method of directly communicating using a digital signal, and there is a method of communicating using a general-purpose communication technology (protocol), and an intermediary program such as an OS can be used. There is also a method of converting to the prepared event message and exchanging it, and any method may be used.

次に、異種目間交流は、プレイヤが1人乃至複数人が参加する「対戦場」単位で行なう。その為、プレイヤ一人ひとりに異種目間交流を行なえるようにする必要があり、プレイヤ分の端末装置(以後「交流用端末装置」と記す)が必要になる。但し、1つの交流用端末装置を交代で用いても良い。それが可能なのは、異種目間交流と異種目間交流のために行なう種目とは別物で、異種目間交流を進めるための交流用端末装置は共有できる。例えば、ゲームセンターや様々な検査をする施設において、実際に使用する種目は該施設にある各種の遊具や機器で、それに対して、中央装置は、種目からの問い合わせに対して順次あるいは優先順序を設けて受付け、適切に処理し、種目やプレイヤに指示を出して行くだけで、対戦型種目のように同時進行させる必要がない。その為、交流用端末装置が仮に複数あったとしても、処理自体は順次受付けるものであるため、交流用端末装置が仮に1つしかなかったとしても、使い勝手は若干落ちるが順次使用できる。つまり、本発明は取次ぎと集計の業務であるため、並行処理させる必要がない。 Next, the inter-eye exchange is performed in units of "battlefields" in which one or more players participate. Therefore, it is necessary to enable each player to exchange between different types of eyes, and a terminal device for each player (hereinafter referred to as "AC terminal device") is required. However, one AC terminal device may be used in turn. It is possible to do this differently from the events performed for heterogeneous exchange and heterogeneous exchange, and the AC terminal device for promoting heterogeneous exchange can be shared. For example, in a game center or a facility that conducts various inspections, the events that are actually used are the various playsets and equipment in the facility, whereas the central device gives the inquiries from the events in order or in order of priority. It is not necessary to proceed at the same time as in a competitive event, just by providing, accepting, processing appropriately, and giving instructions to the event and the player. Therefore, even if there are a plurality of AC terminal devices, the processing itself is sequentially accepted. Therefore, even if there is only one AC terminal device, the usability is slightly reduced, but the AC terminal devices can be used sequentially. That is, since the present invention is an agency and aggregation business, it is not necessary to process them in parallel.

尚、取次業務に用いる端末装置を前記の通り交流用端末装置と記すのに対して、種目を行なうために用いる端末装置を「種目用端末装置」と記す。 The terminal device used for the agency business is referred to as an AC terminal device as described above, whereas the terminal device used for performing the event is referred to as an "event terminal device".

次に、本発明で用いる異種目間交流を成立させるために用いる3種類の役割を担う種目は、「課題を解決するための手段」で記した通りとなる。 Next, the events that play the three roles used to establish the interspecific exchange used in the present invention are as described in "Means for Solving the Problem".

又、異種目間交流そのものについても「課題を解決するための手段」で記した通りで、そこで記された内容は「発明を実施する形態」においても有効となる。 Further, the interspecific exchange itself is as described in "Means for Solving the Problem", and the content described there is also effective in the "Mode for Implementing the Invention".

尚、本発明と種目との関係性は、前記の通り別物で、本発明は取次ぎ業務であるため、基本実施条件と結果の遣り取りができれば良い。しかし、進行役種目のみ継続性があり、他の種目に比べて一体的にある必要がある。そこで、様々な方法が考えられるが、例えば、本システムのスペースを間貸ししてそこにゲーム内容を描画して該エリア内で行なった入力操作を種目側に送信するようにしたり、種目側のソフトウエアに本システムにフォーカスを戻すメニューを設けて本システムと種目間でフォーカスを自由に行き来できるようにしたり、種目側に加えるメニューを増やして本システムの処理を直接指示できるようにしたり、等々、何れであっても良い。 It should be noted that the relationship between the present invention and the item is different as described above, and since the present invention is an agency business, it suffices if the basic implementation conditions and the results can be exchanged. However, only the facilitator event has continuity and needs to be integrated compared to other events. Therefore, various methods can be considered. For example, the space of this system is rented out, the game content is drawn there, and the input operation performed in the area is transmitted to the event side, or the event side. The software has a menu to return the focus to the system so that the focus can be freely moved between the system and the event, and the menus added to the event side can be increased so that the processing of the system can be directly instructed. , Either may be used.

又、本システムにおける種目の管理と連係方法であるが、実施する種目によって種目との連係方法が異なる。例えば、自動連係できるオンラインゲームなら、オンラインゲームのサーバーに実施者や使用する端末装置や実施する箇所や状況に関する情報などを送ると、該サーバーがプレイヤ各々の交流用端末装置にソフトウエアをダウンロードして、該オンラインシステムにおいて実施できるようにし、実施結果を該オンラインシステムより本システムに返して来る。又、アナログ種目なら、会場かプレイヤの何れかのコンピュータ装置を中継用端末装置として、該中継用端末装置に実施要件を描画し、結果を手動入力させる。又、アーケードゲーム機やスポーツアトラクションなどの専用装置は、該専用装置を束ねる中央装置があるなら該中央装置とオンラインゲームのサーバーのように連係を図り、中央装置が無いなら本システムにおける1つの種目用端末装置として扱い連係を図る。尚、そうした専用機器は使用順序や使用時間や使用料など、より多くの情報を管理する必要があり、それらの全てを本システムで直接管理するのは煩わしい。 In addition, although it is the management and linkage method of the event in this system, the linkage method with the event differs depending on the event to be implemented. For example, in the case of an online game that can be automatically linked, when the player, the terminal device to be used, the place to be played, the situation, etc. are sent to the server of the online game, the server downloads the software to each player's exchange terminal device. Then, the implementation can be performed in the online system, and the implementation result is returned from the online system to the present system. Further, in the case of an analog event, the computer device of either the venue or the player is used as a relay terminal device, the implementation requirements are drawn on the relay terminal device, and the result is manually input. In addition, dedicated devices such as arcade game machines and sports attractions are linked with the central device like a server for online games if there is a central device that bundles the dedicated devices, and if there is no central device, one item in this system. Treat as a terminal device for cooperation. In addition, such a dedicated device needs to manage more information such as usage order, usage time, usage fee, etc., and it is troublesome to manage all of them directly by this system.

そこで、種目と本システムとの連係を専門に司る「中継用プログラム」を異種目間交流に参加する種目に提供させ、本システムは、該中継用プログラムを保管し、実際に使用する際に、該中継用プログラムを安全なサーバーに起動させ、本システムは該中継用プログラムまでの連係とする。そして、それより先は中継用プログラムに任せる。すると、本システムにおける種目連係は、中継用プログラムまでの連係となり、前記の如何なる種目との連係も一律に行なえる。つまり、処理が一律化できる。
尚、中継用プログラムを用いる方法は推奨で、本システムが前記の通り種目と直接連係を図っても良い。又、中継用プログラムは本システムと種目提供者との共同開発で、本システムは中継用プログラムとの連係部分までの開発となる。
Therefore, a "relay program" that specializes in linking the event and this system is provided for the event that participates in the inter-species exchange, and this system stores the relay program and when actually using it, The relay program is started on a secure server, and the system links to the relay program. And after that, leave it to the relay program. Then, the event linkage in this system becomes the linkage up to the relay program, and the linkage with any of the above-mentioned events can be performed uniformly. That is, the processing can be unified.
The method of using a relay program is recommended, and the system may directly link with the event as described above. In addition, the relay program is jointly developed by this system and the event provider, and this system is developed up to the part linked with the relay program.

又、中継用プログラムに加えて「設定用プログラム」を種目側に提供させる。すると、種目の最適化や実施内容の設定が思いのまま行なえるようになる。 Also, in addition to the relay program, a "setting program" is provided to the event side. Then, you will be able to optimize the event and set the implementation content as you like.

又、進行役種目は、プレイヤは通常1つの進行役種目を取決めて行なう。しかし、一人の者が複数の進行役種目を行なったとしてもプレイヤが混乱しないなら問題無い。なぜなら、複数になったとしても対戦場の状況が変わる訳ではなく、仮に1つに限定したとしても、前記の通り、該対戦場には1乃至複数の進行役種目が存在し、何れかの進行役種目より動因を求める信号が発せられたなら交流が始まる。その為、一人が複数の進行役種目を行なうのと、複数人が夫々1つの進行役種目を行なうのと、状況的には変わりがなく、正常に問答し合えるなら一人の者が複数の進行役種目を行なったとしても問題ない。 Further, as the facilitator event, the player usually decides one facilitator event. However, even if one person performs a plurality of facilitator events, there is no problem as long as the player is not confused. This is because the situation of the battlefield does not change even if there are multiple, and even if it is limited to one, as described above, there are one or more facilitator events in the battlefield, and any one of them. The exchange starts when a signal for the motive is issued from the facilitator event. Therefore, there is no difference in the situation between one person performing multiple facilitator events and multiple people performing one facilitator event, and if one person can answer questions normally, one person will perform multiple facilitator events. There is no problem even if you perform a role event.

又、複数人がチームを結成して行なう場合がある。異種目間交流自体は、前記の通り、対戦場単位で実施し、1つの対戦場には、1乃至複数の進行役種目と、1乃至複数の動因役種目と、0乃至複数の仕掛役種目があり、それに対して、1乃至複数人のプレイヤが個人戦か団体戦を行なう。その団体戦に当たるものであるが、団体戦の仕方にも多々あり、1つには同じ進行役種目を複数人で行なう場合と、2つには夫々が別々の進行役種目を行なう場合と、3つには同じ進行役種目を行なう場合でも交流用端末装置を分けて行なう場合があり、1つ目の交流用端末装置を分けないで行なう場合は1人で行なうのと変わらないため、団体戦とは言えず、皆で行なう個人戦となる。2つ目のチームメイト夫々が別々の進行役種目を行なう場合は、プレイヤの成績を集計する手段においてチームメイトの成績を算出すれば良く、対戦場自体は変わらない。但し、チームメイト同士対戦しないようにする必要があり、対戦型種目を実施する場合はチームメイトを対象者から外す。問題は3つ目で、異種目間交流は、前記の通り、交流用端末装置と種目用端末装置に分け、種目用端末装置は種目毎に変化させる。その為、種目用端末装置を切り替えるだけで済むなら1つ目と変わらないが、交流用端末装置を複数化しなければならない場合は、例えば、遠隔者とチームを結成する場合は、チーム内で進行役種目を同期させる必要があり、1つにはリーダーの交流用端末装置のみを有効にして同期させるか、2つにはチーム内で先に指示を出した端末装置のみ有効にして処理が終わるまで他の装置を無効化して同期させる。しかし、何れであっても結局のところ、有効な交流用端末装置のみを対象に処理するため、同期させる処理が増えるが、対戦場の構図自体は変わらない。 In addition, a plurality of people may form a team. As described above, the inter-species exchange itself is carried out on a battlefield basis, and one battlefield has one or more facilitator events, one or more motive role events, and zero or multiple work-in-process events. On the other hand, one or more players play individual battles or team battles. Although it corresponds to the team battle, there are many ways of team battle, one is when multiple people play the same facilitator event, and the other is when each player plays a different facilitator event. Even if the same facilitator event is performed for the three, the AC terminal device may be performed separately, and if the first AC terminal device is performed without division, it is the same as performing by one person, so a group It is not a battle, but an individual battle for everyone. When each of the second teammates performs a different facilitator event, the teammate's performance may be calculated by the means for totaling the player's performance, and the battlefield itself does not change. However, it is necessary not to play against each other, and teammates are excluded from the target when conducting a battle-type event. The third problem is that the inter-species AC is divided into an AC terminal device and an event terminal device as described above, and the event terminal device is changed for each event. Therefore, if you only need to switch the terminal device for the event, it is the same as the first one, but if you need to have multiple AC terminal devices, for example, if you want to form a team with a remote person, proceed within the team. It is necessary to synchronize the roles, one is to enable only the reader's AC terminal device and synchronize, and the other is to enable only the terminal device that gave the instruction earlier in the team and the process is completed. Disable and synchronize other devices until. However, in any case, after all, since the processing is performed only for the effective AC terminal device, the processing for synchronization increases, but the composition of the battlefield itself does not change.

又、異種目間交流には2つの意味があり、1つはアナログ式やデジタル式に続く新たな競い方を指す「名称としての異種目間交流」で、2つは他の種目と問答し合う「行為としての異種目間交流」で、混同する恐れがあるので、後者を「交流行為」又は単に「交流」と記す。 In addition, there are two meanings of inter-species exchange, one is "inter-species exchange as a name" which refers to a new way of competing following the analog type and digital type, and two are questions and answers with other events. Since there is a risk of confusion in the matching "inter-species exchange as an act", the latter is referred to as "exchange act" or simply "exchange".

尚、本発明の核心は、「交流行為のサポート」で、異種目間交流自体ではない。その為、交流行為の引金となるトリガーを把握して置くことが必要で、5つのトリガーがある。
1つは、進行発交流。
2つは、動因発交流。
3つは、仕掛発交流。
4つは、仲介発交流。
5つは、構造体発交流。
The core of the present invention is "support for exchange acts", not interspecific exchange itself. Therefore, it is necessary to grasp and set the trigger that triggers the exchange act, and there are five triggers.
One is the ongoing exchange.
The second is motive interaction.
Three are in-process exchanges.
The fourth is intermediary exchange.
Five are structural exchanges.

進行発交流は、進行役種目より始まる交流行為で、進行役種目には継続性があり、しかも、各々のプレイヤは進行役種目を進めながら、重要な局面において動因を得るために他の種目を行なう。その為、異種目間交流の基本動作が良く分かる交流となる。尚、問答式の基本動作は「課題を解決するための手段」で記したように、
1つは、質問側自ら答え(選択肢)を用意し、
2つは、何らかの方法で返答側の種目を取決めて行ない、
3つは、2番目の結果で1番目の選択肢を取決める
ことである。
以上の基本動作が、整然と行われるのであれば機械を介さず人為的に行なえなくもないが、動因役種目の取決め方を他のゲームにしたり、対戦型の動因役種目なら対戦者を募集して応戦者に基本動作をさせたり、等々、状況が複雑化し、人為的には到底行なえない。そういう意味でも本発明が無ければ異種目間交流は成り立たない。
Progressive interaction is an exchange act that begins with the facilitator event, and there is continuity in the facilitator event, and each player advances the facilitator event while performing other events in order to obtain a motive in an important phase. Do. Therefore, it is an exchange that clearly shows the basic operation of the exchange between different types of eyes. The basic operation of the dialectic is as described in "Means for Solving Problems".
One is that the questioner prepares the answer (choice) by himself and
The two are to decide the event of the responding side in some way,
The third is to decide the first option with the second result.
If the above basic movements are performed in an orderly manner, it is possible to artificially perform it without using a machine, but if the motive role item is decided in another game, or if it is a battle-type motive role event, an opponent is recruited. The situation becomes complicated, such as letting the fighters perform basic movements, etc., and it is impossible to do it artificially. In that sense as well, interspecific exchange cannot be established without the present invention.

動因発交流は、問答式の基本動作の2から始まるケースで、2通りあり、1つは基本動作の1つ目を抜きにして行なうケースで、2つは対戦型動因役種目の対戦の誘いに応じるケースで、2つ目はさらに2通りあり、1つは対等応戦するケースで、2つは非対等応戦するケースとなる。つまり、次の4つのケースがある。
1つは、進行役種目を丸投げするケースで、
2つは、単に動因役種目を先に取決めるケースで、
3つは、対等応戦するケースで、
4つは、非対等応戦するケースとなる。
1つ目の、進行役種目を丸投げするとは、進行役種目の実施権を賭けて、あるいは実施権に相当するものを賭けて動因役種目を行なうケースで、例えば、進行役種目がオセロや陣取りゲームなら次の一手を選択肢にするまでもなく実施権を賭けて行なうこともできる。又、進行役種目において対戦型のアクションゲームをするなら動因役種目の結果でキャラクタやアイテムを自動で取決めることもできる。但し、これは選択肢の後決め型に限りなく近いものであるが、プレイヤが任意に選べるなら選択肢の後決め型になるが、自動で決まるなら丸投げ型になる。
2つ目の、動因役種目を先に取決めるとは、通常なら、対戦場において質問側の種目より問い掛けがあってから動因役種目の取決めに掛かるが、その手順を踏まずに行き成り動因役種目を取決めるもので、前項の丸投げに近いものであるが、丸投げと異なる点は、動因役種目を行なう者たちは夫々進行役種目において選択肢の取決めをする。その為、本項目は次項目の対等応戦と同じものになる。
3つ目の、対等応戦とは、進行発交流において、誰かが対戦型動因役種目を取決めた際、その対戦の誘いに対して、応戦者も自身が行なっている進行役種目において選択肢を取決めるケースで、挑発者と対等な立場で応戦するケースとなる。その為、このように挑発者と応戦者が対等な関係で種目を行なう者を「対等対戦者」と記す。
4つ目の、非対等応戦とは、3つ目の際、応戦者が進行役種目において選択肢の取決めを行なわないで応戦するケースで、言わば対戦相手をするだけとなる。その為、非対等応戦者の記録は残らないし結果も活用されない。要するに対戦相手の邪魔をするだけの存在となり、このような邪魔をする立場の者を「非対等対戦者」と記す。
There are two types of motive-initiated exchange, which start with 2 of the basic movement of the question-and-answer type. One is the case where the first of the basic movements is omitted, and the two are the invitations for the battle of the battle-type motive role event. There are two more cases, one is for equal fighting and the other is for non-equal fighting. That is, there are the following four cases.
One is the case of throwing the facilitator event in a circle.
The second is the case where the motive role item is simply decided first.
The third is the case of fighting on an equal footing.
The four are non-equal battle cases.
The first, throwing the facilitator event in a circle is a case where the license of the facilitator event is bet, or the event equivalent to the license is bet and the motive role event is performed. For example, the facilitator event is Othello or If it is a camp game, you can bet the license without having to choose the next move. In addition, if a competitive action game is played in a facilitator event, characters and items can be automatically arranged based on the result of the motive role event. However, this is as close as possible to the post-decision type of choices, but if the player can choose arbitrarily, it will be the post-decision type of choices, but if it is automatically decided, it will be the round throw type.
The second, to decide the motive role item first, usually starts from the questioning event on the battlefield before arranging the motive role item, but the motive factor is not followed. It decides the role item, which is similar to the round throw in the previous section, but the difference from the round throw is that each person who performs the motive role item decides the options in the facilitator item. Therefore, this item is the same as the equal battle of the next item.
The third, equal response, is when someone decides on a fighting-type motive role event in a progressive exchange, the respondent also takes an option in the facilitator event that he or she is doing in response to the invitation to the match. In the case of deciding, it will be the case of fighting on an equal footing with the provocateur. Therefore, a person who conducts an event in an equal relationship between a provocateur and a respondent in this way is referred to as an "equal opponent".
The fourth, non-equal response, is the case where the respondent responds in the facilitator event without arranging the options in the third case, so to speak, he / she only fights against the opponent. Therefore, no record of non-equal fighters remains and the results are not utilized. In short, it only interferes with the opponent, and the person who is in such a position to interfere is described as "non-equal opponent".

仕掛発交流は、仕掛役種目の成立要件がアクティブになったことによって起こる交流行為で、仕掛役種目は、動因役種目の結果を基にして行なう単発型の対戦型種目になる。その為、成立要件が整わなければ実施できない。しかし、未成立のままアクティブになったなら、成立要件管理手段が要件を満たそうと作業を始める。例えば、仕掛役種目を実施するためには、仕掛役種目に関する情報と、対戦者に関する情報と、特典に関する情報等が必要で、仮に仕掛役種目が未定なら特定させ、対戦者が未定なら特定させ、特典が未定なら対戦前か対戦後に特定させる。そうした中、対戦者が決まっているにも関わらず動因役種目が未定だったり、動因役種目の結果が記録されていなかったりしたなら、動因役種目を取決めさせ、そして、該プレイヤに動因役種目を実施させる。その動因役種目を実施させる行為が仕掛発交流となる。尚、この時の交流行為は仕掛役種目が問答式の質問者になるのではなく成立要件が質問者になる。その為、先決め型では選択肢が取決められないが、後決め型と無取決め型なら実施できる。なぜなら、結果を成立要件に記録して置き、仕掛役種目が起動した際に、該内容を渡して対戦状況を変えることができるからである。 The work-in-process exchange is an exchange act that occurs when the requirements for establishing the work-in-process event are activated, and the work-in-process event is a one-shot battle-type event that is performed based on the result of the motive role event. Therefore, it cannot be implemented unless the requirements for establishment are met. However, if it becomes active without being established, the establishment requirement management means starts work to meet the requirements. For example, in order to carry out a work-in-process event, information on the work-in-process event, information on the opponent, information on benefits, etc. are required, and if the work-in-process event is undecided, it is specified, and if the opponent is undecided, it is specified. , If the privilege is undecided, let it be specified before or after the match. Under such circumstances, if the motive role event is undecided even though the opponent has been decided, or the result of the motive role event is not recorded, the motive role event is decided, and the player is made to decide the motive role event. To be carried out. The act of carrying out the motive role event is a work-in-process exchange. In addition, in the exchange act at this time, the work-in-process item is not the questioner of the question-and-answer type, but the establishment requirement is the questioner. Therefore, the options cannot be arranged in the pre-determined type, but it can be implemented in the post-determined type and the non-arranged type. This is because the result can be recorded in the establishment requirement, and when the work-in-process event is activated, the content can be passed to change the battle situation.

仲介発交流は、第4発明である仲介役機能が行なう交流行為で、仲介役機能は、動因役種目と仕掛役種目の仲介を行なうもので、一定期間あるいは一定回数、あるいはその両方下で、集中的に対戦要素集めを行ない、集めた対戦要素を基に仕掛役種目を一定回数繰返し行なう。その為、動因役種目がプレイヤ毎に最適化されていたなら一定期間勉強や練習に集中できる。又、イベント毎に最適化されていたなら一定期間自身が得意とする種目で対戦準備ができる。これは、仕掛役種目の成立要件を拡張した機能で、成立要件のように動因役種目と仕掛役種目を1回のみ行なうのではなく、まとめて行なうものであるが、成立要件との違いは、成立要件は該対戦場において多数作られるため選択肢の取決め型は後決め型か無取決め型でなければ実施できなかったが、仲介役機能は該対戦場内を表面的に総合管理する。その為、仲介役機能が仕掛役種目から情報を得たなら対戦要素集めが直接行なえるようになり、選択肢の取決め型が先決め型でも可能となる。つまり、成立要件は特定の仕掛役種目に特化させられないが、仲介役機能は特定の仕掛役種目に特化させられる。 The intermediary-originated exchange is an exchange act performed by the intermediary role function of the fourth invention, and the intermediary role function acts as an intermediary between the motive role event and the work-in-process role event, and is performed for a certain period of time, a certain number of times, or both. The battle elements are intensively collected, and the work-in-progress event is repeated a certain number of times based on the collected battle elements. Therefore, if the motive role item is optimized for each player, it is possible to concentrate on studying and practicing for a certain period of time. Also, if it is optimized for each event, you can prepare for the match in the event that you are good at for a certain period of time. This is a function that extends the requirements for establishing the work-in-process event, and it does not perform the motive role event and the work-in-process event only once as in the establishment requirement, but it is performed collectively, but the difference from the establishment requirement is Since many requirements for establishment are created in the battlefield, the option arrangement type can only be implemented by the post-decision type or the non-arrangement type, but the intermediary function superficially manages the inside of the battlefield. Therefore, if the intermediary function obtains information from the work-in-process event, it will be possible to directly collect the battle elements, and the option arrangement type can be the pre-determined type. That is, the establishment requirement cannot be specialized in a specific work-in-process item, but the intermediary function is specialized in a specific work-in-process item.

構造体発交流は、第6発明になる3種類のデータ構造体より始まる交流行為で、他の交流行為と違って複数のパターンがある。しかし、それは、動因発交流や仕掛発交流の代わりになるため、ひっくるめて構造体発交流としている。つまり、これまでの交流行為は、種目同士直接行なうものであったが、それだと多様な仕掛ができない。そこで、異種目間交流の仕組を二重構造にして、種目同士を直接連係しないようにし、選択肢の取決め以降の交流行為を、3種類のデータ構造体で表現できるようにして、種目をそれらの付属物にする。その結果、種目を起動させなくても多様な組み合わせや仕掛が行なえるようになり、しかも、種目間の連係がワンパターン化してシステム開発も容易になる。そのような中で行なう交流行為となる。 The structure-generated exchange is an exchange act starting from the three types of data structures according to the sixth invention, and unlike other exchange acts, there are a plurality of patterns. However, since it is a substitute for motive-initiated exchange and in-process-initiated exchange, it is collectively referred to as structure-initiated exchange. In other words, the past exchanges have been conducted directly between events, but with that, various devices cannot be created. Therefore, the mechanism of inter-species exchange is made into a double structure so that the events are not directly linked to each other, and the exchange action after the arrangement of options can be expressed by three types of data structures, and the events are described as those. Make it an accessory. As a result, various combinations and work-in-process can be performed without activating the event, and moreover, the linkage between the events becomes one pattern, which facilitates system development. It will be an exchange act performed in such a situation.

以上を踏まえて発明について記すと、 Based on the above, the invention will be described.

第1発明は、進行役種目と動因役種目の2種類の種目で行なう異種目間交流で、異種目間交流の基本になる。しかし、進行役種目には継続性があり、「課題を解決するための手段」でも記したように、進行役種目内において動因役種目の結果を貯め置いたりしたなら幾らでも複雑化できる。そのようなことから、第1発明は、異種目間交流の原点であり、且つ、無限の可能性を秘めたものとなる。尚、第1発明で実施できる交流行為は、進行発と動因発の交流となる。 The first invention is an inter-species exchange performed in two types of events, a facilitator event and a motive role event, and is the basis of inter-species exchange. However, there is continuity in the facilitator event, and as described in "Means for Solving Problems", if the results of the motivator event are stored in the facilitator event, it can be complicated as much as possible. Therefore, the first invention is the origin of interspecific exchange and has infinite possibilities. In addition, the exchange act that can be carried out in the first invention is an exchange of progress and motive.

以上を可能にするには、
1)対戦場を管理する手段と、
2)該対戦場において実施できる種目を管理する手段と、
3)異種目間交流を行なうプレイヤを管理する手段と、
4)該対戦場で用いる端末装置(種目用を含む)を管理する手段と、
5)進行発と動因発の交流を処理する手段と、
6)動因役種目を取決める手段と、
7)種目の準備と経過観察と結果を回収する手段と、
8)進行役種目に結果を返す手段が、
必要になる。以上について補足すると、
To make this possible
1) Means to manage the battlefield,
2) Means for managing the events that can be carried out on the battlefield,
3) Means for managing players who interact between different types of eyes,
4) Means for managing terminal devices (including those for events) used in the battlefield, and
5) Means for processing the interaction between progressive and motive factors,
6) Means for deciding the motive role event,
7) Preparation of the event, follow-up, means of collecting the results,
8) The means to return the result in the facilitator event is
You will need it. To supplement the above,

1)対戦場を管理する手段とは、言わば2)〜8)そのものであるが、異種目間交流は対戦場単位で行なう。それを管理する手段で、1つの対戦場には、1乃至複数の進行役種目と、1乃至複数の動因役種目が、実施できる環境にあり、1乃至複数人のプレイヤがエントリーして、種目用端末装置と交流用端末装置を分けて行なう。又、異種目間交流は「主催者調整型」の競い方で、該対戦場の基本的内容を主催者が取決められる。基本的内容とは、前記の通り実施できる種目の他に、各種目の実施内容や、種目の組合せや順序などいわゆる展開と、該対戦場で有効な値(コインやアイテムなど)の成績算出方法など、様々な設定ができるようになっている。その為、そうした設定も活かせるようにする必要がある。但し、主催者による設定そのものは本発明外で、本発明はそうした設定が反映された後の対戦場管理となる。
対戦場の管理手段は多々あるが、基本的には種目もプレイヤも端末装置も大本の管理は該対戦場外で行ない、該対戦場では対戦にとって必要な情報のみを抽出して中央装置に『種目表』や『プレイヤ表』や『組合せ表』といったテーブルを作り、該テーブルに大本で管理する情報の識別子を記録して大本の情報を引き出せるようにする。その為、中央装置が管理する種目表やプレイヤ表や組合せ表は、必要最小限の情報のみの管理となるが、異種目間交流を成立させるための本体テーブルとなる。そうした中に、交流用端末装置や種目用端末装置の情報が含まれ、交流用端末装置が中央装置の入出力装置となり、各入出力装置に対戦場を演出するプログラムと必要最小限の本体テーブルの複製データをダウンロードして、入出力装置毎に、いわゆる交流用端末装置毎に、最善な形で対戦場を演出し、演出を通じて中央装置と連係を図る。つまり、本体処理そのものは本体テーブルを基に行なうが、プレイヤ毎に本体処理を分かり易くする必要があり、交流用端末装置において該端末装置を用いるプレイヤにとって最善な形に対戦場を演出し、その上で中央装置と連係を図り、仮に対戦場の環境が変化したなら、関係する交流用端末装置に変化した内容を送信し同期を取る。以上が対戦場を管理する手段の概要となる。
1) The means for managing the battlefield is, so to speak, 2) to 8) itself, but interspecific exchange is performed on a battlefield basis. As a means of managing it, one battlefield is in an environment where one or more facilitator events and one or more motive role events can be performed, and one or more players enter and the events. The terminal device for AC and the terminal device for AC are separated. In addition, cross-species exchange is a "organizer-adjusted" competition method, in which the organizer decides on the basic contents of the battlefield. The basic contents are, in addition to the events that can be carried out as described above, the so-called development such as the contents of each event, the combination and order of the events, and the method of calculating the results of the values (coins, items, etc.) that are valid in the battlefield. Various settings can be made. Therefore, it is necessary to make use of such settings. However, the setting itself by the organizer is outside the present invention, and the present invention is the battlefield management after such setting is reflected.
There are many means of managing the battlefield, but basically, the main management of the event, player, and terminal device is performed outside the battlefield, and in the battlefield, only the information necessary for the battle is extracted and the central device is used. Create tables such as "item table", "player table", and "combination table", and record the identifiers of the information managed by the main book in the table so that the main information can be extracted. Therefore, the event table, player table, and combination table managed by the central device manage only the minimum necessary information, but serve as the main body table for establishing inter-species exchange. Information on the AC terminal device and the event terminal device is included in such information, and the AC terminal device becomes the input / output device of the central device, and the program that directs the battlefield to each input / output device and the minimum required main unit table. The duplicated data of the above is downloaded, and the battlefield is produced in the best possible form for each input / output device and each so-called AC terminal device, and the central device is linked through the production. That is, although the main body processing itself is performed based on the main body table, it is necessary to make the main body processing easy to understand for each player, and the battlefield is produced in the best form for the player who uses the terminal device in the AC terminal device. In cooperation with the central device above, if the environment of the battlefield changes, the changed contents are transmitted to the related AC terminal device and synchronized. The above is an outline of the means for managing the battlefield.

2)実施できる種目を管理する手段とは、主催者による調整次第であるが、動因役種目に限らず継続性のある進行役種目も動的に取決めたりする。そうしたことも含めて該対戦場で実施できる種目を管理する手段で、前項で記した通り、該対戦場で実施できる進行役種目や動因役種目を管理する種目表を中央装置に設け、実施対象になるプレイヤの交流用端末装置に「種目表ID」「種目種」「種目名」「概要」「アイコン」などの情報を送信して、該端末装置においてプレイヤが選べるようにする。そして、プレイヤが何れかの種目を選んだなら、種目表IDとプレイヤIDと必要があればその他の情報を中央装置に送信し、中央装置において種目表IDにある種目を実施できるように準備する。尚、種目を実施するためには実施要件を満たす必要があり、そうした作業は7)で記す種目の準備と経過観察と結果を回収する手段が行なう。又、種目を実施したなら料金が発生する場合は料金情報を管理する。又、種目表IDは種目を特定するための識別子であり「種目ID」と記す場合がある。 2) The means for managing the events that can be implemented depends on the coordination by the organizer, but not only the motive role events but also the continuous facilitator events are dynamically arranged. It is a means to manage the events that can be carried out on the battlefield including such things, and as described in the previous section, an event table that manages the facilitator events and motive role events that can be carried out on the battlefield is provided in the central device and is to be implemented. Information such as "item table ID", "item type", "item name", "summary", and "icon" is transmitted to the player's exchange terminal device so that the player can select the terminal device. Then, if the player selects one of the events, the event table ID, the player ID, and other information if necessary are transmitted to the central device so that the central device can perform the event in the event table ID. .. In addition, in order to carry out the event, it is necessary to meet the implementation requirements, and such work is carried out by the means for preparing, following up and collecting the results of the event described in 7). In addition, if a fee is incurred if the event is carried out, the fee information is managed. In addition, the item table ID is an identifier for specifying the item and may be described as "item ID".

3)プレイヤを管理する手段とは、対戦場におけるプレイヤを管理する手段で、プレイヤの氏名やID、成績やプレイヤが使用する交流用端末装置に関する情報、又、待機中や対戦中などの現況を表す情報の他に、該対戦場において有効なコインやアイテムを設けているなら獲得数等の情報など、又、団体戦を行なうならチームに関する情報を加え、その他に、種目の実施記録やそれに伴う料金などに関する情報を加える。又、対戦場において対戦型の種目が選ばれたなら対戦相手を探す必要があり、プレイヤ毎に実施できる種目を明らかにする必要がある。その他にも必要な情報があれば管理する。 3) The means for managing the player is a means for managing the player in the battlefield, and the player's name and ID, the results, information on the exchange terminal device used by the player, and the current situation such as waiting or in the battle are displayed. In addition to the information to be represented, information such as the number of coins and items obtained if valid coins and items are provided on the battlefield, information on the team if a team battle is held, and other information such as the implementation record of the event and accompanying Add information about charges and so on. In addition, if a battle-type event is selected on the battlefield, it is necessary to search for an opponent, and it is necessary to clarify the event that can be performed for each player. Manage any other necessary information.

4)種目用端末装置を含む端末装置を管理する手段とは、端末装置には交流用端末装置と種目用端末装置があり、交流用端末装置はプレイヤを管理する手段に紐付けて管理する。管理内容は、端末装置の個体IDの他に、機種や使用中であるか否か等を示す現況など、又、通信のために発行された認証コードがあればコードを管理し、イベントメッセージが中央装置に送信されて来たならその都度認証コードを基にプレイヤを特定するか、プレイヤ表を参照してプレイヤを特定し、適切な処理に掛かる。その為、通信の検証を速やかに行なえるように『通信表』を設け前記の認証コードを発行したりする。
又、種目用端末装置は、異種目間交流に参加する種目より「中継用プログラム」を提供してもらうなら、該中継用プログラムが管理するが、用いないなら本システムで管理する。その為、中継用プログラムを用いる場合でも用いない場合でも、本システムは中継用プログラムか種目用端末装置の何れかを管理する必要があり、種目を実施する際には必ず種目用端末装置が使用可能か調べる。
4) The means for managing the terminal device including the event terminal device includes the AC terminal device and the event terminal device, and the AC terminal device is managed in association with the means for managing the player. In addition to the individual ID of the terminal device, the management content includes the model and the current status indicating whether or not it is in use, and if there is an authentication code issued for communication, the code is managed and an event message is sent. Each time it is sent to the central device, the player is identified based on the authentication code, or the player is identified by referring to the player table, and appropriate processing is performed. Therefore, a "report card" is provided so that communication can be verified promptly, and the above-mentioned authentication code is issued.
Further, the event terminal device is managed by the relay program if the event that participates in the inter-species exchange provides a "relay program", but is managed by this system if it is not used. Therefore, regardless of whether the relay program is used or not, it is necessary for this system to manage either the relay program or the event terminal device, and the event terminal device is always used when carrying out the event. Find out if it is possible.

5)進行発と動因発の交流を処理する手段とは、進行発と動因発の交流の違いは既述の通りで、簡単に記せば、問答し合う2種類の種目を取決めるのを、進行役種目から行なうのか、動因役種目から行なうのかの違いで、双方の処理は後先するが基本的には同じになる。但し、例外として進行役種目が自身の動向を丸投げする形があり、丸投げで最強なのが進行役種目の実施権となる。しかし、実施権をプレイヤに与えることが問答式の範疇にあるのか否かという問題を抱えるが、1つには仮に丸投げであったとしても共依存関係は成り立っている。2つには種目内の処理は本発明としてはノータッチになるため丸投げであるか否かの判断が付かない、という理由から、本願発明者は丸投げを問答式に含めている。しかし、だからと言って交流行為の処理が変わる訳ではなく、質問側の問い掛けに対して、何らかの方法で動因役種目を取決め、結果を質問側に返すだけの仲介業務となる。 5) As for the means for processing the interaction between the progressive and the motive, the difference between the progressive and the motive is as described above. Depending on whether it is performed from the facilitator event or the motive role event, both processes will be performed later, but they will be basically the same. However, as an exception, there is a form in which the facilitator event throws its own movements, and the strongest in the round throw is the license of the facilitator event. However, there is a problem of whether or not giving the license to the player is in the category of the dialectic, and one is that the co-dependency relationship is established even if it is a round throw. Secondly, the inventor of the present application includes the round throw in the dialectic because it is not possible to judge whether or not the process is a round throw because the processing in the event is no touch in the present invention. However, this does not mean that the processing of the exchange act will change, and it will be an intermediary business that only decides the motive role item in some way and returns the result to the question side in response to the question on the question side.

6)動因役種目を取決める手段とは、問答式の基本動作の2番目になり、問答式において唯一本発明が関わりを持つ。しかし、問答式への関わりが仮に少なかったとしても、対戦場の成績は進行役種目の結果のみで算出される訳ではなく、総合的に見て本発明は無くてはならない。ところが、問答式の相手探しは、いわゆる動因役種目の取決め方は、「課題を解決するための手段」でも記したように、多様に実施できる。その理由は、1つには異種目間交流の用途が勉強から遊びまでと幅が広く、2つには動因役種目が最適化されたなら基本的にどのような課題に当たったとしても許せるからである。しかし、だからと言って闇雲に種目の課題を取決めるのではなく、イベントの趣旨に沿って最適な方法で取決める必要がある。
そこで、動因役種目の多様な取決め方について補足すると、
1つは、質問内容で取決める。これは、質問側の種目が動因欲求した際に、いわゆる動因を求めてイベントメッセージを発した際に、該メッセージに種目や課題を限定あるいは特定する情報が含まれている場合で、概念的拠所の値が代表的なものになる。しかし、第6発明を用いたなら、データ構造体を特定する値だったり、動因役種目に仮想料金が設定されていたりして、必ずしも概念的拠所の値である必要がない。尚、仮想料金とは、動因役種目各々に対戦場で有効な値をコインとして指定数支払わなければならないようにしている場合の支払い指定数のことである。
2つは、コンピュータゲームで取決める。遊び要素を高めた異種目間交流なら、好都合な動因役種目に当たると有利になる。その為、実施できる種目を対象にして様々なゲームが行なえる。そこで、種目選びゲームを種目同様に差し替えられるようにしたなら、丸で4種類の種目で異種目間交流を行なっているように見えるが、種目選びゲームが入ったからと言って4種類の種目で成り立つ異種目間交流にはならない。なぜなら、1つには種目選びゲームは共依存関係にないからで、2つには欠くことのできない要素ではないからである。つまり、種目選びゲームは無くても異種目間交流は成り立つ。
又、種目選びを外部に委ねる場合は、先ずプレイヤが実施できる動因役種目を本発明において絞込み、絞込んだ「種目表ID」や「種目種」や「アイコン」などを配列にして委託先に渡し、仮にコンピュータゲームで取決めるなら使用する端末装置情報とプレイヤ情報も渡し、その上で委託先の実施環境で取決め、取決めた種目や課題のIDとプレイヤID等を中央装置に返してもらう。
3つは、コンピュータによってランダムに取決める。中央装置か該プレイヤの交流用端末装置に実施可能な種目を抽出して整列させ、行数内で乱数を発生させて行番を特定し、該行番にある種目や課題のIDとプレイヤIDを中央装置に返してもらう。
4つは、プレイヤが任意に取決める。3つ目同様に該プレイヤが実施可能な種目を中央装置か該プレイヤの交流用端末装置において抽出し、該プレイヤの交流用端末装置に表示して該プレイヤに選ばせ、選んだ種目や課題のIDとプレイヤID等を中央装置に返してもらう。
5つは、主催者が事前に取決める。これは既述の通り、取決め表などに取決めた結果を記録して置き、動因役種目を取決める際に先ず取決め表を検査し、取決め表にあれば該当のレコードにある種目や課題のIDとプレイヤID等を中央装置に返してもらう。尚、取決め表にある種目が対戦型なら、対戦相手に状況を伝え、対戦に必要な手順を踏む。尚、対戦に必要な手順とは、7)の「種目の準備と経過観察と結果回収をする手段」に当たるが、仮に対戦型の動因役種目が選ばれたなら、先ずは対戦者を取決め、続いて、使用する種目用端末装置を取決め、実施できる状況になったなら実施先に情報を渡して行なう必要があり、プレイヤが実施できる種目であるか否かの判断に始まり、対戦者間で同意できるか、等々小まめに確認する必要がある。
6つは、外部の取決め手段に委ねる。前記のコンピュータゲームに委ねるのと同じで、外部の取決め手段が必要とする情報を渡し、それを基に外部の取決め手段において取決める。尚、プレイヤの情報を外部で総合的かつ恒久的に管理するなら、プレイヤIDを恒久的なものにし、同時に、種目のジャンルや内容、レベルなども総合的かつ恒久的に管理できるようにコード化し、該コードを基に異種目間交流を実施するか該コードと紐付くように実施する。つまり、動因役種目を最適化した際に、疑似動因役種目となる索引に該コードを加えるか紐付かせて割り出せるようにする。そうするとプレイヤの長期間に渡る種目毎の成績が管理でき、傾向と対策が講じられるようになる。
7つは、その他、様々な方法で動因役種目の取決めが行なえる。
6) The means for determining the motive role item is the second of the basic movements of the question-and-answer type, and the present invention is the only one involved in the question-and-answer type. However, even if the involvement in the question-and-answer formula is small, the results of the battlefield are not calculated only by the results of the facilitator events, and the present invention must be comprehensively considered. However, the question-and-answer type of partner search can be carried out in various ways, as described in "Means for Solving Problems", in the so-called motive role item arrangement method. One of the reasons is that the use of interspecific exchange is wide from study to play, and the other is that if the motive role item is optimized, basically any task can be tolerated. Because. However, that does not mean that the issues of the event should be decided in the dark clouds, but it should be decided in the most suitable way according to the purpose of the event.
So, to supplement the various arrangements for the motive role event,
One is to decide on the content of the question. This is a conceptual base when the questioner's event wants a motive, and when an event message is issued in search of a so-called motive, the message contains information that limits or identifies the event or task. The value of is typical. However, if the sixth invention is used, it does not necessarily have to be the value of the conceptual base because it is a value that specifies the data structure or a virtual charge is set for the driving role item. The virtual charge is the specified number of payments when a specified number of coins must be paid as coins, which is a valid value on the battlefield, for each of the motive roles.
The two are negotiated in computer games. In the case of inter-eye exchange with enhanced play elements, it is advantageous to hit a convenient motive role event. Therefore, various games can be played for the events that can be performed. Therefore, if the event selection game can be replaced in the same way as the event, it seems that there is interaction between different types of events in 4 types of circles, but even if the event selection game is included, there are 4 types of events. It does not become a valid inter-eye exchange. This is because, for one thing, the event selection game is not co-dependent, and for two, it is not an indispensable element. In other words, inter-species exchange is possible even if there is no event selection game.
In addition, when entrusting the selection of an item to the outside, first, the motive role items that can be performed by the player are narrowed down in the present invention, and the narrowed down "item table ID", "item item", "icon", etc. are arranged and sent to the outsourcer. If it is decided in a computer game, the terminal device information and the player information to be used are also passed, and then the agreement is made in the implementation environment of the contractor, and the arranged item, task ID, player ID, etc. are returned to the central device.
The three are randomly arranged by the computer. Items that can be implemented in the central device or the player's AC terminal device are extracted and arranged, random numbers are generated within the number of lines to identify the line number, and the ID and player ID of the item or task in the line number and the player ID. To the central device.
The four are arbitrarily arranged by the player. Similarly to the third, the events that can be performed by the player are extracted by the central device or the AC terminal device of the player, displayed on the AC terminal device of the player, and selected by the player, and the selected events and tasks are selected. Ask the central device to return the ID and player ID.
The organizer will arrange the five in advance. As mentioned above, the result of the agreement is recorded in the agreement table, etc., and when deciding the motive role event, the agreement table is first inspected, and if it is in the agreement table, the ID of the event or issue in the corresponding record And the player ID etc. are returned to the central device. If the event in the agreement table is a battle type, inform the opponent of the situation and take the necessary steps for the battle. The procedure required for the battle corresponds to 7) "Means for preparing, following up, and collecting the results of the event", but if a battle-type motive role event is selected, first decide on the opponent. Next, it is necessary to decide the terminal device for the event to be used, and when it becomes possible to implement it, it is necessary to pass the information to the implementation destination, and it starts with the judgment of whether or not the event can be implemented by the player, and among the opponents. It is necessary to confirm whether you can agree or not.
Six are left to external means of arrangement. In the same way as entrusting to the above-mentioned computer game, the information required by the external arrangement means is passed, and based on the information, the external arrangement means makes an arrangement. If player information is to be managed comprehensively and permanently externally, the player ID should be made permanent, and at the same time, the genre, content, level, etc. of the event should be coded so that it can be managed comprehensively and permanently. , The exchange between different kinds of eyes is carried out based on the code, or it is carried out so as to be associated with the code. That is, when the motive role item is optimized, the code can be added or linked to the index that becomes the pseudo motive role item so that it can be calculated. Then, the player's performance for each event over a long period of time can be managed, and trends and countermeasures can be taken.
Seven can be arranged in various other ways.

7)種目の準備と経過観察と結果回収をする手段とは、本発明では、多種多様な種目を動的に実施する。その為、従来のコンピュータゲームと違って、種目毎に準備と経過観察と結果の回収が必要で、それを一手に担うのが『実施種目管理手段』となる。
実施種目管理手段は、方法は多々あるが、本発明では他のプレイヤの現況をプレイヤ各々に知らせる必要があり、そうしたことも該手段からの情報を基に行なう。そこで、実施種目管理手段にとって必要な機能は、
1つは、プレイヤにとって実施できる種目を明らかにする機能。
2つは、実施する種目の成立要件を管理する機能。
3つは、成立要件に基づいて準備する機能。
4つは、実施先に必要な情報を渡す機能。
5つは、実施状況を監視する機能。
6つは、実施結果を回収して成績を算出する機能。
7つは、成績に基づく最終処理をする機能、
等となる。夫々について記すと、
1つ目の、プレイヤにとって実施できる種目を明らかにする機能とは、方法は多々あるが、該対戦場において実施できる種目に通し番号を振り、プレイヤ毎に通し番号の配列を作成してフラグを立てて該プレイヤが実施できるか否かを分かるようにする。その上で、対戦場において対戦の呼掛けがあったりしたなら、フラグの立っているプレイヤのみ抽出してテーブルを作り、該テーブルにプレイヤの氏名や現況などを加えて表示する。
2つ目の、成立要件を管理する機能とは、冒頭で記した通り、本発明では多種多様な種目を動的に行なう。その為、その都度実施できるか否かを検証する必要があり、検証項目に当たるのが成立要件となる。成立要件は種目によって異なるが、実施する種目に関する情報が揃っているか、実施者が揃っているか、実施条件が揃っているか、実施環境が整っているか、又、特典が付与されるなら、特典対象と特典内容が決まっているかなど、その他にも、制限時間や、質問側の種目に関する情報なども管理され、万全を期して種目の実施を外部に委託する。
3つ目の、成立要件に基づいて準備する機能とは、仮に成立要件が整っていなかったなら、順次満たして行く必要がある。先ず、実施種目が不明なら実施種目を特定し、実施者が不明なら実施者を特定し、実施者が問答式の選択肢の取決めが必要なら取決めさせる。又、仮に動因役種目の結果が必要な種目なら、実施者毎に動因役種目の結果が記録されているか調べ、記録されていなければ動因役種目を実施させる。その際、動因役種目が未定なら動因役種目を取決めさせる。そして、実施できる状態になったなら、実施先の環境が整っているか調べ、整っていなければ例えば種目用端末装置が不明なら明確にし、アーケードゲーム機等を用いるなら実施できるか否かを調べ、該種目を実施するために必要な全ての条件が整ってから、実施に移る。
4つ目の、実施先に必要な情報を渡す機能とは、成立要件が整ったなら、種目の実施は基本外部委託する。つまり、種目の実施は種目夫々の実施環境で行なう。その為、プレイヤ情報や、プレイヤが使用する種目用端末情報や、プレイヤが獲得した対戦要素など、又、実施内容に関する情報など、委託するために必要な情報を全て渡す。そうした機能となる。尚、全ての情報を一気に渡すのではなく、整ったものより段階的に渡すようにしても良い。そうすると、先方側は下準備ができ、例えばデジタル式の場面転換のように、速やかに種目が実施できるようになる。
5つ目の、実施状況を監視する機能とは、種目の実施を実施先に委託したとしても、実施先において正しく実施されているのか監視する必要がある。例えば、ストップしていないか、あるいは時間超過していないかなど、そうした監視機能となる。
6つ目の、実施結果を回収して成績を算出する機能とは、仮に対戦型の種目なら、該種目において成績が算出される。その為、敢えて成績を算出する必要はないが、他の条件を加味したり、例えばハンディキャップを付け加えたり、対戦場で有効な特別な価値を得たりしたなら、種目が算出した結果を覆すこともあり、成立要件に基づいて成績を改めて算出する。
7つ目の、成績に基づく結果を所定の場所に返す機能とは、「この種目は何を目的に実施するのか」又「どういった結果を欲するのか」と言ったところまで実施種目管理手段には記録される。その為、当然ながら質問側の種目に関する情報も記録されるため、返答側の種目なら結果を返すべきところに返す。又、進行役種目を複数化して2つ目以降を起動させたなら、2つ目以降の結果が親元の進行役種目に返される。但し、進行役種目の親子関係は、つまり、1つの進行役種目において別の進行役種目を起動させてその結果を回収する場合は、基本的には進行役種目内で行なうため、本発明としては親子関係の連係にはノータッチで、本発明としては、親子何れであっても動因を求めるイベントメッセージが発せられたならその元に返すだけとなる。
7) In the present invention, a wide variety of events are dynamically implemented as means for preparing, following up, and collecting results. Therefore, unlike conventional computer games, it is necessary to prepare, follow up, and collect the results for each event, and the "implementation event management means" is responsible for all of this.
There are many methods for managing the items to be implemented, but in the present invention, it is necessary to inform each player of the current status of other players, and such a method is also performed based on the information from the means. Therefore, the functions required for the implementation item management means are
One is a function to clarify the events that can be performed by the player.
The second is the function of managing the requirements for establishing the event to be implemented.
The third is the function to prepare based on the establishment requirements.
The fourth is the function of passing necessary information to the implementation destination.
The fifth is a function to monitor the implementation status.
Six are the functions to collect the implementation results and calculate the results.
Seven are the functions to perform final processing based on grades,
And so on. When I write about each
The first function to clarify the events that can be performed by the player is that there are many methods, but serial numbers are assigned to the events that can be performed on the battlefield, an array of serial numbers is created for each player, and a flag is set. Make it possible for the player to know whether or not it can be performed. On top of that, if there is a call for a match on the battlefield, only the players with the flag are extracted to create a table, and the player's name and current status are added to the table and displayed.
The second function of managing the requirements for establishment is, as described at the beginning, in the present invention, a wide variety of events are dynamically performed. Therefore, it is necessary to verify whether or not it can be implemented each time, and it is a requirement to establish the verification item. The requirements for establishment differ depending on the event, but if the information on the event to be implemented is complete, the implementers are complete, the implementation conditions are complete, the implementation environment is in place, and if the benefits are granted, the benefits are eligible. In addition to that, the time limit and information about the event on the questioning side are also managed, and the implementation of the event is outsourced to the fullest extent.
The third function, which is prepared based on the requirements for establishment, needs to be satisfied in sequence if the requirements for establishment are not met. First, if the implementation item is unknown, the implementation item is specified, if the implementer is unknown, the implementer is specified, and if the implementer needs to arrange the question-and-answer type options, the implementation item is arranged. If the result of the motive role event is required, each practitioner checks whether the result of the motive role event is recorded, and if it is not recorded, the motive role event is executed. At that time, if the motive role item is undecided, the motive role item is decided. Then, when it is ready for implementation, check whether the environment of the implementation destination is in place, if it is not in place, for example, if the terminal device for the event is unknown, clarify it, and if using an arcade game machine etc., check whether it can be implemented. After all the necessary conditions for carrying out the event are met, the implementation starts.
The fourth function of passing necessary information to the implementation destination is that if the requirements for establishment are met, the implementation of the event is basically outsourced. In other words, the implementation of the event is carried out in the implementation environment of each event. Therefore, all the information necessary for entrustment, such as player information, terminal information for events used by the player, battle elements acquired by the player, and information on the content of the implementation, is passed. It becomes such a function. In addition, instead of passing all the information at once, it is possible to pass the information step by step rather than the prepared one. Then, the other side is ready, and the event can be carried out quickly, for example, in a digital scene change.
The fifth function of monitoring the implementation status is that even if the implementation of the event is outsourced to the implementation destination, it is necessary to monitor whether the implementation is correctly implemented at the implementation destination. For example, it is such a monitoring function whether it is not stopped or the time is exceeded.
The sixth function of collecting the implementation results and calculating the results is that if it is a competitive event, the results will be calculated in the event. Therefore, it is not necessary to calculate the results, but if other conditions are added, for example, a handicap is added, or if a special value that is effective on the battlefield is obtained, the result calculated by the event should be overturned. Therefore, the grades will be calculated again based on the requirements for establishment.
The seventh function of returning results based on grades to a predetermined place is the means of managing the event, up to the point of "what is the purpose of this event" and "what kind of result do you want?" Is recorded in. Therefore, as a matter of course, information about the event on the question side is also recorded, so if it is the event on the response side, the result is returned to the place where it should be returned. Further, if a plurality of facilitator events are activated and the second and subsequent events are activated, the results of the second and subsequent events are returned to the parent facilitator event. However, as for the parent-child relationship of the facilitator event, that is, when another facilitator event is activated in one facilitator event and the result is collected, it is basically performed within the facilitator event. There is no touch on the coordination of the parent-child relationship, and in the present invention, if an event message requesting a motive is issued for either parent or child, it is simply returned to the original.

8)進行役種目に結果を返す手段とは、前記の通り、実施種目管理手段が担う。しかし、第6発明の基点を設けたり、対戦場で有効なコインやアイテムを種目の実施と切り離していたりしたなら、実施種目管理手段から進行役種目に直接返すとそうしたことができない。そのようなことから、仮に直接返すとしたとしても、対戦場で有効な値の増減を図ったり、有効な値を基に値揃い等の価値を算出したりする必要があり、そのようなケースがあるということを強調するための項目で、実施種目管理手段も、該対戦場で有効な値を管理する手段も、何れも中央装置による演算処理であり、改めて該項目にある進行役種目に結果を返す手段を設ける必要は基本的にない。しかし、実施種目管理手段から直接返すとした場合、該対戦場で有効な値を基にした付加価値処理が見落とされる恐れがあり、それを避けるための本項目となる。つまり、多種多様な種目結果で、進行役種目とは別の戦い方が異種目間交流の場合はできるということを強調するための項目となる。 8) As described above, the implementation item management means is responsible for the means for returning the result in the facilitator item. However, if the base point of the sixth invention is set or the coins and items that are valid on the battlefield are separated from the implementation of the event, it cannot be done by returning the coins and items that are valid in the battlefield directly from the event management means to the facilitator event. Therefore, even if it is returned directly, it is necessary to increase or decrease the effective value on the battlefield, or to calculate the value such as price matching based on the effective value, and such a case. It is an item to emphasize that there is, both the implementation item management means and the means to manage the effective value in the battlefield are arithmetic processing by the central device, and again the facilitator item in the item. There is basically no need to provide a means of returning results. However, if it is returned directly from the implementation item management means, there is a risk that the value-added processing based on the value valid on the battlefield may be overlooked, and this item is for avoiding it. In other words, it is an item to emphasize that it is possible to fight differently from the facilitator event in the case of inter-species exchange in the results of a wide variety of events.

第2発明は、第1発明に仕掛役種目を加えるもので、第1発明において動因役種目を実施した際に、その結果を、仕掛役種目の管理手段にも送り、1回の動因役種目の結果を、進行役種目と仕掛役種目の2種類の種目で活用しようというもので、進行役種目も仕掛役種目も問答式で言えば質問側の種目になるため可能なこととなる。但し、動因発交流でも記したように、プレイヤが進行役種目において選択肢の取決めを行なわなかったなら、つまり、非対等応戦の場合は、いわゆる非対等対戦者の動因役種目の結果は無視されるため、仕掛役種目管理手段には送られない。
尚、仕掛役種目の必要性は、第1発明のように進行役種目と動因役種目の2種類のみで行なえば、対戦場において進行役種目の力関係が強過ぎ、動因役種目が進行役種目の付属物になったり、動因役種目が意図的に手抜きされたりする。しかし、仮に意図的な手抜きをされたとしても、その結果が仕掛役種目に反映されるためしっぺ返しを食らう可能性があり、迂闊には手抜きできなくなる。つまり、対戦場に仕掛役種目が加わることによって、3種類の種目のパワーバランスが均等化し、緊張感が増す。
又、仕掛役種目の特徴は、既述の通り、1回限りの、いわゆる継続性がない単発型の対戦型種目になる。その為、必ず勝者が判明し、厳密には特典獲得者が判明し、特典獲得者に特典が付与される。特典内容は、仕掛役種目を仕掛ける際に取決め、自身の対戦環境を良くしたり、相手の対戦環境を悪くしたり、対戦場で有効なコインを得たりする。
尚、仕掛役種目を仕掛けるとは、仕掛役種目が動因役種目の結果を借用する単発型の対戦型種目であるため、「〇〇回目の結果と△△回目の結果を対戦させる」と言った具合にプレイヤや主催者が事前に仕掛けられ、成立要件が整った時点で時限爆弾のように仕掛役種目が起動して特典の争奪戦が始まる。つまり、仕掛役種目とは罠を仕掛けるかのように行なうものとなる。
但し、仕掛役種目の起動方法には2通りあり、1つは前記の通り動因役種目の結果を集めて成立要件が満たされるのを待つ受動型と、2つは未成立な成立要件をアクティブにして強制的に成立要件を満たせる能動型で、受動型か能動型かによって動因役種目の役割が異なる。つまり。受動型なら他の結果を転用する形になるが、能動型なら仕掛役種目のために行なうものとなり、種目間の関係性が大きく異なる。その為、能動型は第3発明にして、第2発明では受動型のみにしている。
The second invention adds a work-in-process item to the first invention, and when the work-in-process item is carried out in the first invention, the result is also sent to the management means of the work-in-process item, and one motive role item. The result of the above is to be utilized in two types of events, the facilitator item and the work-in-process item, and it is possible because both the facilitator item and the work-in-process item are the items on the question side in the question-and-answer formula. However, as described in the work-in-process exchange, if the player does not make an arrangement of options in the facilitator event, that is, in the case of non-equal response, the result of the so-called non-equal opponent's motive role event is ignored. Therefore, it is not sent to the work-in-process item management means.
If the necessity of the work-in-process event is performed by only two types, the facilitator event and the motive role event as in the first invention, the power relationship of the facilitator event is too strong in the battlefield, and the motive role event is the facilitator. It becomes an accessory of the event, or the motive role event is intentionally omitted. However, even if a deliberate omission is made, the result will be reflected in the work-in-process event, so there is a possibility that it will be a pit for tat, and it will not be possible to make a detour. In other words, by adding work-in-process events to the battlefield, the power balance of the three events is equalized and the tension increases.
In addition, as described above, the feature of the work-in-process event is a one-time, so-called non-continuity, one-shot type fighting event. Therefore, the winner is always known, and strictly speaking, the privilege winner is identified, and the privilege is given to the privilege winner. The contents of the privilege are arranged when setting up a work-in-process event, and you can improve your own battle environment, worsen the opponent's battle environment, and get effective coins on the battlefield.
In addition, setting a work-in-process event is a one-shot battle type event that borrows the result of the motive role event, so it is said that "the result of the XXth time and the result of the △△ time are played against each other". Players and organizers are set up in advance, and when the requirements for establishment are met, the work-in-process event is activated like a time bomb, and the battle for benefits begins. In other words, the work-in-process event is performed as if a trap is set.
However, there are two ways to activate the work-in-process event, one is the passive type that collects the results of the motive role event and waits for the establishment requirement to be satisfied, and the other is the active type that has not been established. It is an active type that can forcibly satisfy the requirements for establishment, and the role of the work in process differs depending on whether it is a passive type or an active type. In other words. If it is a passive type, other results will be diverted, but if it is an active type, it will be done for the work-in-process event, and the relationship between the events will be significantly different. Therefore, the active type is the third invention, and the second invention is only the passive type.

以上を可能にするには、
1)仕掛役種目を加え、
2)成立要件を追加する機能と、
3)成立要件を満たす機能と、
4)仕掛役種目を実施する機能と、
5)特典獲得者を取決める機能と、
6)特典を付与する機能を設ける。
以上について補足すると、
To make this possible
1) Add work-in-process items,
2) A function to add requirements for establishment and
3) Functions that meet the requirements for establishment and
4) The function to carry out the work-in-process event and
5) The function to decide the award winners and
6) Provide a function to give benefits.
To supplement the above,

1)仕掛役種目を加えるとは、仕掛役種目は既述の通り、単発型の対戦型種目になる。その為、対戦型の動因役種目でも代用できる。代用するか否かはともかく、仕掛役種目という対戦型の種目を該対戦場に1乃至複数用意する必要があり、その際、アナログ種目を含めるか否かであるが、理論的には含めても良い。しかし、アナログ式だと開始条件を複雑化するのは難しく、レクリェーション程度での使用となる。例えば、輪投げや玉入れなどなら玉や輪の数や距離等が比較的簡単に差異が付けられる。
又、仕掛役種目は、動因役種目の結果を基に行なう。その為、既述の通り、対戦するまでもなく勝敗が判明する場合があり、そうした場合は出来レースとなり対戦模様を演出するだけとなる。それをもって仕掛役種目と言えるのかであるが、本発明ではそうした演出をするソフトウエアでも勝敗を取決めるため、仕掛役種目とする。
又、動因役種目の結果が不要な対戦型種目を、仕掛役種目と認めるのか否かであるが、それは仕掛役種目ではなく対戦型の動因役種目になる。そして、その対戦型の動因役種目に特典を加えるもので、こうした特典処理が、第1発明で記した、「0085」の7つ目の「成績に基づく最終処理をする機能」となる。
以上を踏まえて、動因役種目同様に該対戦場で用いられる仕掛役種目を1乃至複数用意する。
2)成立要件を追加する機能とは、仕掛役種目は問答式の質問側の種目になるため、単独では実施できない。その為、仕掛役種目に関する情報と、対戦者に関する情報と、特典に関する情報の3点セットが必要で、仮に同じ仕掛役種目でも、対戦者を変えたり特典内容を変えたりすれば、何度でも実施できる。又、仕掛役種目の最大の魅力は特典で、特典を獲得するためにプレイヤは仕掛役種目を仕掛け合う。それを可能にする機能で、プレイヤの交流用端末装置に「仕掛役種目追加」メニューを設けて動的に追加し、中央装置で管理する。尚、交流用端末装置で成立要件を見られるようにするには種目等を見られるようにするのと同様に必要な情報を交流用端末装置にダウンロードして見られるようにする。又、成立要件は未完成であっても良く、主催者が事前に取決めて中央装置に管理させて置くこともできる。
3)成立要件を満たす機能とは、先ず、成立要件は前項の通り3点セットになり、1つは仕掛役種目に関する情報と、2つは対戦者に関する情報と、3つは特典に関する情報となる。
1つ目の、仕掛役種目に関する情報とは、仕掛役種目を管理する種目表のIDや、対戦者数や、種目用端末装置に関する情報や、対戦ステージなどの仕掛役種目に渡す情報などとなる。尚、仕掛役種目に渡す情報には次項のプレイヤ情報も含まれる。
2つ目の、対戦者に関する情報とは、対戦者数分のプレイヤ情報で、何よりもプレイヤ毎の動因役種目の結果が必要で、仮に動因役種目の結果が不明ならプレイヤ毎に動因役種目を実施させる。その為、動因役種目に関する情報も必要であるが、第2発明の場合は実施した動因役種目に関する情報が必要で、「何番目に実施した種目」や「〇〇の値を持つ種目」や「種目IDが△△の種目」など実施NOや実施した際に記録した符合や種目IDを基に動因役種目の結果を集める。その為の情報となる。
3つ目の、特典に関する情報とは、特典の取決め方と、特典の内容で、特典の取決め方は上位何名とか勝者とかラッキーセブンの人などと様々で、特典内容もコイン10枚など事前に取決める場合もあれば特典獲得者に実施可能な特典を表示して自由に選べるようにする場合もある。そうした情報になるが、対戦場で有効なコインを掛け合う場合もあり、そうした場合は、掛け合ったコインに関する情報と払い戻しに関する情報と払い戻しをする機能が必要になる。尚、払い戻し等に関する機能は、通常、該対戦場で有効なコインを処理する機能に含まれるため、特典に関する情報で扱う払い戻しに関する情報は、コインを処理する機能と連係を取るための情報のみとなる。
話を戻し、成立要件を満たす機能とは、そうした成立要件に対して、不足分を満たそうとする機能で、対戦場において動因役種目が実施されたなら、中央装置が管理する成立要件を調査して、該種目結果を必要とする成立要件が無いか調べ、あれば該成立要件に記録して行く。
4)仕掛役種目を実施する機能とは、成立要件が満たされたなら、厳密には実施できる状態になったなら、実施種目管理手段に必要な情報を渡して種目を実施し、結果を成立要件管理手段に戻す。
5)特典獲得者を取決める機能とは、仕掛役種目の実施結果を受取った成立要件管理手段は、該結果を基に特典獲得者を取決める、そうした機能となる。
6)特典を付与する機能とは、特典の内容次第であるが、仮に対戦場で有効なコインを増減させたり、進行役種目に特典情報を送信して進行役種目内で特典を付与したりする場合は、本発明としてはプレイヤに対して特別な動作をさせる必要はないが、自身や対戦相手の対戦環境を変えたり、進行役種目に委ねる特典をプレイヤが選べるようにしたりするなら、特典獲得者にそれなりの動作をさせる必要がある。方法は、特典獲得者の交流用端末装置に実施可能な特典を表示して制限時間内に選ばせ、選んだIDと特典処理IDなどを中央装置に返さす。そして、中央装置はその情報を基に適切に特典を処理する。
1) Adding a work-in-process event means that the work-in-process event becomes a one-shot type battle-type event as described above. Therefore, it can be used as a substitute for a competitive motive event. Regardless of whether or not to substitute, it is necessary to prepare one or more battle-type events called work-in-process events on the battlefield, and at that time, whether or not to include analog events, but theoretically it is included. Is also good. However, it is difficult to complicate the start condition with the analog type, and it is used only for recreation. For example, in the case of quoits and ball throwing, the number and distance of balls and rings can be made relatively easily.
In addition, the work-in-process event is performed based on the result of the motive role event. Therefore, as mentioned above, the victory or defeat may be known without the need for a match, and in such a case, the race will be completed and the match pattern will only be produced. It can be said that this is a work-in-process event, but in the present invention, even software that produces such a production determines the outcome, so it is a work-in-process event.
In addition, whether or not a battle-type event that does not require the result of a motive role event is recognized as a work-in-process event is not a work-in-process event but a battle-type motive role event. Then, a privilege is added to the battle-type motive role event, and such privilege processing becomes the seventh "function of performing final processing based on the result" of "0085" described in the first invention.
Based on the above, one or a plurality of work-in-process events used in the battlefield are prepared in the same manner as the motive role event.
2) The function to add the establishment requirement cannot be implemented independently because the work-in-process item is the item on the question side of the question-and-answer type. Therefore, a 3-piece set of information about the work-in-process event, information about the opponent, and information about the privilege is required, and even if the same work-in-process event is used, if the opponent is changed or the privilege content is changed, it can be repeated as many times as necessary. Can be implemented. In addition, the greatest attraction of the work-in-process event is the privilege, and the player sets up the work-in-process event in order to acquire the privilege. It is a function that makes it possible, and a "work in process item addition" menu is provided in the player's AC terminal device to dynamically add it and manage it in the central device. In addition, in order to be able to see the requirements for establishment on the AC terminal device, the necessary information should be downloaded to the AC terminal device and viewed in the same way as the items can be viewed. In addition, the requirements for establishment may be incomplete, and the organizer may arrange in advance and let the central device manage it.
3) The functions that meet the requirements for establishment are as follows: First, the requirements for establishment are a set of 3 points as described in the previous section, 1 is information on the work-in-process event, 2 is information on the opponent, and 3 is information on benefits. Become.
The first information about the work-in-process event is the ID of the event table that manages the work-in-process event, the number of opponents, the information about the terminal device for the event, the information to be passed to the work-in-process event such as the battle stage, and so on. Become. The information passed to the work-in-process item also includes the player information described in the next section.
The second information about the opponent is the player information for the number of opponents, and above all, the result of the motive role item for each player is required. If the result of the motive role item is unknown, the motive role item for each player To be carried out. Therefore, information on the motive role event is also required, but in the case of the second invention, information on the implemented motive role event is required, such as "what number of events performed" and "event with a value of XX". Collect the results of the motive role event based on the implementation NO such as "event with event ID of △△", the sign recorded at the time of implementation, and the event ID. It will be the information for that.
The third information about the benefits is how to arrange the benefits and the contents of the benefits, and the method of arranging the benefits varies depending on the top few people, winners, lucky seven people, etc., and the contents of the benefits are also in advance such as 10 coins. In some cases, the privilege winners may be presented with the benefits that can be implemented so that they can freely choose. However, there are cases where coins that are valid on the battlefield are multiplied, and in such cases, information on the coins that have been multiplied, information on refunds, and the ability to refund are required. In addition, since the function related to refund etc. is usually included in the function to process coins valid in the battlefield, the information related to refund handled in the information related to benefits is only the information for linking with the function to process coins. Become.
Returning to the story, the function that meets the establishment requirements is the function that tries to satisfy the shortage for such establishment requirements, and if the motive role event is implemented on the battlefield, the establishment requirements managed by the central device are investigated. Then, it is investigated whether there is a requirement for establishment that requires the result of the event, and if there is, it is recorded in the requirement for establishment.
4) The function to execute the work-in-process event is that if the requirements for establishment are met, and if it is in a state where it can be implemented strictly, the necessary information is passed to the implementation event management means to execute the event and the result is established. Return to requirements management method.
5) What is the function of deciding the award winner? The establishment requirement management means that has received the implementation result of the work-in-process event has such a function of deciding the award winner based on the result.
6) The function of granting benefits depends on the content of the benefits, but it is possible to increase or decrease the number of coins that are valid on the battlefield, or send privilege information to the facilitator event to grant the benefits within the facilitator event. In this case, it is not necessary to make the player perform a special action in the present invention, but if the player can change the battle environment of himself / herself or the opponent, or allow the player to select the privilege to be entrusted to the facilitator event, the privilege It is necessary to make the acquirer perform some actions. The method is to display the privilege that can be implemented on the exchange terminal device of the privilege acquirer, have the user select the privilege within the time limit, and return the selected ID and the privilege processing ID to the central device. Then, the central device appropriately processes the privilege based on the information.

第3発明は、第2発明の別形態で、第2発明は第1発明に仕掛役種目が横槍を入れるものであったが、それを、仕掛役種目を主体にして、仕掛役種目の下で動因役種目を行ない、仕掛役種目の特典で進行役種目を変化させるものとなる。その必要性は、第2発明によって対戦場における3種類の種目のパワーバランスが相当均等化したが、やはり進行役種目が強い存在であった。しかし、仕掛役種目を中心に、動因役種目を仕掛役種目の準備とし、進行役種目を仕掛役種目の特典とすることによって、準備と本戦と決戦(特典)がほぼ対等な関係になり、準備と本戦と決戦の何れかに優れていたとしても総合力に劣るなら勝てなくなり、その分逆転が可能で、異種目間交流独特な競い方が可能となる。
尚、異種目間交流独特な競い方とは、「発明が解決しようとする課題」でも記したように、多種多様な食材を直接食べるのではなくご馳走にして食べるようなもので、多種多様な競い合いを個別に実施するのではなく、融合させてプレイヤや観衆にとって最適な形で行なえるようにするものとなる。しかし、第1第2発明では、準備と本戦と決戦といった区別が無く混沌としていたが、第3発明によってそれらが明確になり、総合力や狙い目などがプレイヤや観衆にとって分かり易くなるが、技術的には新たなものは無く、第3発明は、種目間の連係手順を変えるだけとなる。
又、第3発明は、仕掛役種目の成立要件を第2発明の手順を踏まずにアクティブにすると、成立要件は自らを満たそうと動因役種目を実施する。そうした構図は、動因発交流も同じで、動因発交流は選択肢の取決め手順を踏まずに動因役種目を行き成り取決める。つまり、何れも順序を超えて逆行するもので、逆行の度合いが動因発よりも仕掛発の方が多く、動因発なら1つ遡るだけになるが、仕掛発なら2つ遡らなければならない。その違いは、対戦型の種目をどのように行なうかで、動因発なら直接対決で行なうが、仕掛発なら対決前に動因役種目を行なって対戦準備してから行なう。その為、仮に実力差があって到底勝てない相手であったとしても、対戦準備を加えることによって、例えば、子供や年寄りに輪投げや玉入れをさせてその結果でキャラクタや対戦要素を変えるようにすれば、実力差があったとしても勝てなくなる。そうした戦い方が行なえるようになり、言わば戦術が豊かになる。
しかし、この僅かな変化は、単に戦術を豊かにするだけではなく、「切磋」と記す実施形態が可能となり、異種目間交流を大きく変化させる一歩になる。尚、切磋については改めて記すが、仕掛発交流ばかりで行なうようにした上で、第4発明になるラウンド制で実施するものとなる。
又、第3発明の段階では、仮に動因発交流と仕掛発交流を混在させたとしても、つまり、動因役種目を直接選ぶのか、仕掛役種目(厳密には仕掛役種目の成立要件)を直接選ぶのか、できるようにしたとしても、第3発明は第1発明をベースにしている。その為、動因役種目を行なうためには進行役種目において選択肢の取決めを行なわなければならず、仕掛役種目の最大の特典である「進行役種目の実施権付与」は実施できない。しかし、そうした場合でも選択肢の取決めを最大限有利にできたり、対戦場で有効なコイン等が得られたり等々、様々な特典が付与できる。
The third invention is another form of the second invention, and the second invention is a work-in-process item in which a work-in-process item is inserted in the first invention. The motive role event is performed in, and the facilitator event is changed by the privilege of the work-in-process event. The necessity was that the power balance of the three types of events on the battlefield was fairly equalized by the second invention, but the facilitator event was still strong. However, by focusing on the work-in-process event, the motive role event is the preparation for the work-in-process event, and the facilitator event is the privilege for the work-in-process event, the preparation, the main battle, and the decisive battle (privilege) become almost equal. Even if you are good at preparation, main battle, or decisive battle, if you are inferior in overall strength, you will not be able to win, and you will be able to reverse by that amount, and you will be able to compete in a unique way of cross-species exchange.
As mentioned in "Problems to be solved by the invention", the unique way of competing between different kinds of eyes is like eating a wide variety of ingredients as a treat instead of eating them directly. Rather than conducting competitions individually, they will be fused so that players and spectators can conduct the competition in the most suitable way. However, in the first and second inventions, there was no distinction between preparation, main battle, and decisive battle, and they were chaotic. However, the third invention clarifies them, making it easier for players and spectators to understand the overall strength and aim, but the technology. There is nothing new in terms of the subject, and the third invention only changes the linking procedure between the events.
Further, in the third invention, when the establishment requirement of the work-in-process event is activated without following the procedure of the second invention, the establishment requirement implements the motive role item in order to satisfy itself. Such a composition is the same as that of the motive-motive exchange, and the motive-motive exchange decides the motive role item without following the procedure of arranging the options. In other words, all of them go backwards beyond the order, and the degree of retrograde is more in-process than in-in-process, and if it is in-process, it goes back only one, but if it is in-process, it must go back two. The difference is, depending on how the battle-type event is performed, if it is a motive factor, it will be done in a direct confrontation, but if it is a work-in-process event, it will be done after the motive role event is performed and the battle is prepared. Therefore, even if the opponent has a difference in ability and cannot win at all, by adding preparations for the battle, for example, letting children and the elderly throw quoits and throw balls, and change the character and battle elements as a result. Then, even if there is a difference in ability, you will not be able to win. You will be able to fight in that way, and your tactics will be enriched.
However, this slight change not only enriches the tactics, but also enables the embodiment described as "Kiri", which is a step to greatly change the inter-eye exchange. In addition, although I will describe the cut-and-sew again, it will be carried out in a round system, which is the fourth invention, after only the in-process exchanges are performed.
Further, at the stage of the third invention, even if the motive factor exchange and the work-in-process exchange are mixed, that is, whether the motive role item is directly selected or the work-in-process item (strictly speaking, the requirement for establishing the work-in-process item) is directly selected. The third invention is based on the first invention, even if it is chosen or made possible. Therefore, in order to perform the motive role event, the options must be arranged in the facilitator event, and the "granting of the license of the facilitator event", which is the greatest benefit of the work-in-process event, cannot be implemented. However, even in such a case, various benefits can be given, such as making the arrangement of options as advantageous as possible, obtaining coins that are valid on the battlefield, and so on.

以上を可能にするには、前記請求項に
1)何れかの成立要件を指定する機能と、
2)実施要件を満たす作業をする機能を設ける。
以上について補足すると、
In order to make the above possible, 1) a function to specify any of the requirements for establishment and
2) Provide a function to perform work that meets the implementation requirements.
To supplement the above,

1)成立要件を指定する機能とは、特別なものではなく、第2発明では仕掛役種目の成立要件を主催者が事前に準備するかプレイヤが対戦中に作成する。その成立要件を全部または一部を各プレイヤの交流用端末装置に表示して選べるようにするか、進行役種目から送られて来るイベントメッセージを基に何れかの成立要件を特定させる。
前者のプレイヤが選べるようにするには、中央装置が該対戦場にある成立要件を全て管理するが、その管理項目に対象のプレイヤや実施状況や場面によって指定できる成立要件を限定する項目を設け、限定した上で、各プレイヤの交流用端末装置に該プレイヤが指定可能な成立要件のIDと、各成立要件の内容を示す情報と、絵柄などを加えて、ダウンロードし、第1発明の動因発交流を可能にする場面において、つまり、動因役種目を選ぶ場面において、ダウンロードした成立要件を混在させて表示するか、成立要件のみを表示するかして、プレイヤに選べるようにする。尚、表示された成立要件の選び方は動因役種目の取決め方同様に様々な方法で実施できる。例えば、コンピュータゲームで行なったり、プレイヤが任意に取決めたり、主催者が事前に取決めたりできる。すると、プレイヤは動因役種目を選ぶか、成立要件を選ぶか取決められるようになり、動因役種目を選んだなら動因発交流が可能になり、成立要件を選んだなら仕掛発交流が可能になる。
後者の進行役種目からの情報で選べるようにするには、進行役種目内に地雷のようなトラップを仕掛け、トラップが発動したなら中央装置において成立要件を特定するもので、方法は、起動中の進行役種目に作成された仕掛役種目の情報を逐一渡すのは困難なため、進行役種目において地雷のように発動できるイベントメッセージを設け、該メッセージに成立要件を限定する情報を加え、例えば、難易度や種目種を限定するような情報を加え、その上で、プレイヤIDを基に中央装置が実施できる成立要件を前項の通り絞込み、該プレイヤに最終決定させるなら前項の通り該プレイヤの交流用端末装置に選択可能な成立要件を表示して選ばせ、中央装置が自動取決めするなら取決め、その際、自動取決めの演出が必要なら該プレイヤの交流用端末装置に演出するプログラムをインストールして該プレイヤに楽しませる。
1) The function of designating the establishment requirements is not special, and in the second invention, the organizer prepares the establishment requirements of the work-in-process item in advance or the player creates it during the battle. All or part of the requirements for establishment can be displayed on the AC terminal device of each player so that they can be selected, or one of the requirements for establishment is specified based on the event message sent from the facilitator event.
In order to allow the former player to select, the central device manages all the establishment requirements on the battlefield, but the management items are provided with items that limit the establishment requirements that can be specified depending on the target player, implementation status, and scene. , After limiting, add the ID of the establishment requirement that can be specified by the player, the information indicating the content of each establishment requirement, the pattern, etc. to the AC terminal device of each player, and download the motive of the first invention. In the scene where the interaction is possible, that is, in the scene where the motive role item is selected, the downloaded establishment requirements are mixed and displayed, or only the establishment requirements are displayed so that the player can select. It should be noted that the method of selecting the displayed establishment requirements can be carried out by various methods in the same manner as the method of arranging the motive role item. For example, it can be played in a computer game, the player can make an arbitrary arrangement, or the organizer can make an arrangement in advance. Then, the player will be able to decide whether to select the motive role item or the establishment requirement, and if the motive role item is selected, the motive cause exchange will be possible, and if the establishment requirement is selected, the work-in-process exchange will be possible. ..
In order to be able to select from the information from the latter facilitator event, a trap like a land mine is set in the facilitator event, and if the trap is activated, the requirements for establishment are specified in the central device, and the method is running. Since it is difficult to pass the information of the in-process event created in the facilitator event one by one, an event message that can be activated like a land mine is provided in the facilitator event, and information that limits the requirements for establishment is added to the message, for example. , Add information that limits the difficulty level and the type of event, narrow down the requirements that the central device can implement based on the player ID as in the previous section, and let the player make the final decision as in the previous section. Display and select the requirements that can be selected on the AC terminal device, and if the central device makes an automatic arrangement, make an arrangement. At that time, if the automatic arrangement is required, install a program to produce on the player's AC terminal device. To entertain the player.

2)実施要件を満たす作業をする機能とは、第2発明の「成立要件を満たす機能」で記した通り、仕掛役種目の成立要件は未完成であっても良い。しかし、未完成であったなら、該要件にある仕掛役種目が実施できるようになるまで完成させる必要があり、そうした作業をする機能となる。例えば、仮に仕掛役種目が未定なら該成立要件をアクティブにした者に対して仕掛役種目を取決めさせ、対戦者が未定なら対戦相手を取決めさせ、対戦者各々の動因役種目が未定なら各々に動因役種目を取決めさせ、動因役種目の結果が未回収なら未回収のプレイヤに動因役種目を実施させて結果を回収する。又、特典が未定なら特典方法と対象者を取決めさせ、つまり、特典を対戦前に取決めるのか対戦後に特典獲得者にとりきめさせるのか何れの形で行なうのか取決めさせ、続いて、特典対象を勝者にするのか上位何名や何番目の者にするのか等を取決めさせる。又、種目用端末装置が不明ならそうした取決めもさせる。以上のように不足するものを順次動的に取決めさせる機能となる。そして、実施要件が満たされたなら、第2発明で記したように、仕掛役種目を起動させて、結果を受取り、特典を付与する。
要するに、第2発明にある成立要件との違いは、第2発明は「何番目に実施した種目」や「〇〇の値を持つ種目」や「種目IDが△△の種目」などと成立要件に動因役種目の所在地が記録されるのに対して、第3発明の成立要件には動因役種目自体が記録され、該仕掛役種目のために動因役種目が実施されるようになる。その為、動因役種目の、結果と所在地の、双方を成立要件に記録できるようにしたなら、結果が未回収なら自動的に所在地にある動因役種目を行なうようにでき、両タイプを混在させられる。例えば、プレイヤAには事前に指定した動因役種目の結果を記録し、プレイヤBには指定の動因役種目を強制的に実施させるといった具合に、特定のプレイヤに特定の種目を実施させることも仕掛役種目の特典の1つとなる。
つまり、第3発明は、成立要件を強制的に実施させるもので、ただそれだけのことであるが、種目間連係の意味合いが大きく変わり、3種類の種目が直線的に繋がるか、並列的に繋がるかとなるが、前記したように、第1発明をベースにするため、動因発交流と仕掛発交流の双方を混在させた場合は、仕掛役種目の特典内容に制限を受ける。なぜなら、動因役種目を実施するには進行役種目において選択肢の取決めを行なわなければならない状態で仕掛役種目を行なうためで、選択肢の取決め処理内でしか進行役種目は変化させられない。その為、最大の特典である進行役種目の実施権は付与できないが、対戦場で有効なコイン等を付与したり、選択肢を取決める処理において最大限有利な取決めができたりする。又、仕掛役種目の成立要件に困難な動因役種目を設定したりもできる。
しかし、3種類の種目の連係方法に直列型を加えた意味は大きく、異種目間交流を多様化させる。
2) The function of performing the work satisfying the implementation requirements may be incomplete as described in the "function satisfying the establishment requirements" of the second invention. However, if it is incomplete, it is necessary to complete it until the work-in-process item in the requirement can be implemented, and it becomes a function to perform such work. For example, if the work-in-process item is undecided, the person who activates the establishment requirement is made to decide the work-in-process item, if the opponent is undecided, the opponent is decided, and if the motive role item of each opponent is undecided, each is asked. The work in process is decided, and if the result of the work in process is not collected, the uncollected player is made to perform the work in process and the result is collected. In addition, if the privilege is undecided, the privilege method and the target person are decided, that is, whether the privilege is decided before the battle or the privilege winner is decided after the battle, and then the privilege target is the winner. Let them decide whether to make it, how many people are in the top, and what number they should be. Also, if the terminal device for the event is unknown, such an arrangement will be made. As described above, it is a function to dynamically arrange the shortages one by one. Then, when the implementation requirements are satisfied, as described in the second invention, the work-in-process event is activated, the result is received, and the privilege is given.
In short, the difference from the establishment requirement in the second invention is that the second invention has the establishment requirement such as "what number of events were carried out", "event with a value of XX", "event with event ID of △△", etc. Whereas the location of the motive role item is recorded in, the motive role item itself is recorded in the requirements for establishment of the third invention, and the motive role item is implemented for the work-in-process event. Therefore, if both the result and the location of the motive role event can be recorded in the establishment requirements, if the result is not collected, the motive role event at the location can be automatically performed, and both types are mixed. Be done. For example, the player A may record the result of the work-in-process event specified in advance, and the player B may be forced to perform the specified work-in-process event. It will be one of the benefits of the work-in-process event.
In other words, the third invention forcibly implements the requirements for establishment, which is just that, but the meaning of the linkage between the events changes greatly, and the three types of events are connected linearly or in parallel. However, as described above, since the first invention is used as a base, when both the motive-initiated exchange and the work-in-process exchange are mixed, the privilege content of the work-in-process item is limited. This is because the work-in-process event must be arranged in the facilitator event in order to implement the motive role event, and the facilitator event can be changed only within the option arrangement process. Therefore, the license of the facilitator event, which is the greatest privilege, cannot be granted, but coins, etc. that are valid on the battlefield can be granted, and the most advantageous arrangement can be made in the process of deciding the options. It is also possible to set a difficult motive role item in the requirements for establishing the in-process part item.
However, the addition of the serial type to the three types of linking methods has great significance and diversifies the exchange between different types of items.

第4発明は、「ラウンド制」と記す実施形態を可能にするもので、動因役種目が、対戦要素集めにできる特性を活かして、それを、単発型から連続型にして、つまり、一定期間あるいは一定回数、動因役種目を繰返し行なえるようにして、単発型の問題点を解決すると共に、より高度な戦い方を可能にする。その結果、「勉強促進型」と「他流試合型」と記す実施形態が、いわゆる「切磋」と記す実施形態が可能となる。
尚、単発型の問題点とは、第3発明までの問答式は質問側の種目と返答側の種目を逐一行なうものであった。その為、動因役種目を実施する度に質問側の種目を行なう必要があり、勉強や練習を促進させるにも集中力が途切れる上、集中している最中に他のゲームなどやっていられなかった。又、他流試合でも、逐一だとプレイヤはともかく、観衆はじれったくて見ていられなかった。
しかし、ラウンド制で実施したなら、ラウンド制とは、1回の対戦を複数回に区切り、各ラウンドにおいて「対戦要素集め」と「対戦」を分離して夫々を集中的に行なえるようにするもので、それを複数回行なうことによって戦術の立て直しが図られる。その為、他流試合なら、プレイヤの基本的テクニックと戦術が個別に見て取れる上、それを基に一気に対決するため、観衆もスピード感と盛り上がりが堪能できる。又、勉強や練習を行なう場合なら、得手不得手の種目に一定時間集中できる上、仮に怠けると対戦要素が得られず大敗するため、自ずと意欲的になれる。そして、休憩時間には、それを基に他愛無い遊びができ、気晴らしになる上、相手の進捗状況や頑張り具合が分かり、ジャンルやレベルに捉われることなく切磋琢磨できる。又、仮に相手が強過ぎたなら、ラウンドの変り目に相手の実施レベルを変えたりできるため、和気藹々と実力アップできる。
ラウンド制は、言わば仕掛役種目の成立要件を複数回分束ねるもので、目新しい技術ではない。その為、仕掛役種目が問答式で成り立っている以上、ラウンド制も問答式で成り立つ。しかし、仕掛役種目の成立要件とラウンド制の違いは、成立要件は個々の仕掛役種目のためのものであるのに対して、ラウンド制は言わば対戦場全体かグループのためのものである。その為、プレイヤ全員の足並みが揃えられるために、対戦要素集めも、いわゆる選択肢の取決め方も、先決め型、後決め型、無取決め型の何れであっても実施できるようになる。
尚、厳密な話をすれば、成立要件でも先決め型は実施できる。なぜなら、成立要件は仕掛役種目に関する情報を保有するからで、しかし、先決め型は他の取決め方と違って選択肢を提示する必要があり、選択肢を提示するには実際に使用する対戦要素を把握する必要があり、本体システムがそれを行なうのは不可能で、そこでジャンルやカテゴリ別に一括りにして対戦要素を得られるようにする。例えば、トランプゲームなら、トランプにもポーカーやブラックジャックなど様々な種目があるにも拘らずトランプで一括りする。すると、気の利いた札は提示できず的外れな札や札の組合せしか提示できなくなり、それでは面白味に欠ける。つまり、処理が大ごとになるにも拘らず得られるものが少なく、行なう価値が無いという意味で、先決め型は実施できないとしている。
しかし、ラウンド制にすればそれが可能で、それ以前に、ラウンド制にすれば、対戦要素集めを、該ラウンドを行なうプレイヤ全員に同じ条件で行なわせる必要があり、しかも、その対戦要素はその後に行なう仕掛役種目にとって有効なものでなければならないため、言わば、ラウンド制とは、該仕掛役種目の準備になり、該仕掛役種目に対戦要素集めの場面を提供させるのが合理的で高性能になる。
そこで、仕掛役種目提供者には、該仕掛役種目とは別に該仕掛役種目の対戦要素集めができるプログラムを提供させて、その下で対戦要素集めを行なえるようにする。すると、対戦要素集めと対戦が分離でき、ラウンド制になる。
しかも、そのような形で行なうと、つまり、対戦要素集めを行なうプログラムを「ラウンド用プログラム」と記すとして、ラウンド用プログラムを仕掛役種目とセットで提供させるようにすれば、対戦要素集めは幾らでも複雑化でき、さらに機微な値、いわゆる選択肢では得られないような値も得られるようにできる。例えば、パチンコに見られるチューリップや確率変動のように獲得した値で特別なゲームが起動したり、タイムセールのように特別な時間帯に特別な値が得られる選択肢を登場させたりできる。そして、そうした特別な現象を実力で行なえるようにしたなら一層難しさが増し、複雑化できる。そのようなことが自在にできるようになる。
尚、ラウンド用プログラムを提供させる場合は、仕掛役種目の実施環境で対戦要素集めを行なう。つまり、種目同様に外部に委託する。
又、ラウンド制は進行役種目に対しても行なえる。つまり、ラウンド制は仕掛役種目だけのものではなく、対戦型の進行役種目においても行なえる。なぜなら、ラウンド制とは対戦要素集めと対戦を分離するもので、対戦要素集めとは、言わば動因役種目の用い方で、動因役種目を対戦準備として用いるなら、ラウンド制にできる。その為、第1発明でも、動因役種目を対戦準備として用いるなら、ラウンド制にできる。尚、進行役種目で行なう場合は、進行役種目にラウンド用プログラムを提供させる。
又、ラウンド制の本体は中央装置が管理する。その為、ラウンド用プログラムは複数起動したとしても問題ない。なぜなら、ラウンド制は通常複数ラウンド行なう。その為、中央装置は、「ラウンド管理手段」を設けて、該手段において、複数データに分けて複数ラウンドを管理する。しかも、ラウンドとは、言わば対戦型の質問側の種目を、要するに仕掛役種目や対戦型の進行役種目を、複数回まとめて行なうもので、その期間、該種目を行なうプレイヤを拘束して統括する機能となる。その為、ラウンドを複数回実施するのも、複数のラウンドを起動するのも、仕組みは変わるものではなく、正しくグループ化できて行なえるなら問題ない。
The fourth invention enables an embodiment described as a "round system", and makes use of the characteristic that the driving force event can collect battle elements, and changes it from a single-shot type to a continuous type, that is, for a certain period of time. Alternatively, it is possible to repeat the motive role event a certain number of times to solve the one-shot problem and enable a more advanced way of fighting. As a result, the embodiment described as "study promotion type" and "other-style game type" can be described as so-called "cutting".
It should be noted that the one-shot type problem is that the question-and-answer formula up to the third invention is to carry out the question-side item and the answer-side item one by one. Therefore, it is necessary to perform the question-side event every time the motive role event is performed, and the concentration is interrupted to promote study and practice, and other games cannot be played while concentrating. It was. Also, even in other-style games, the audience was irritated and could not be seen, regardless of the players.
However, if implemented in a round system, the round system divides one battle into multiple times, and in each round, separates "competition element collection" and "competition" so that each can be concentrated. By doing it multiple times, the tactics can be rebuilt. Therefore, in other-style games, the player's basic techniques and tactics can be seen individually, and the confrontation is based on that, so the audience can enjoy the sense of speed and excitement. Also, when studying or practicing, you can concentrate on your strengths and weaknesses for a certain period of time, and if you neglect, you will not be able to get a competitive element and you will lose a lot, so you will naturally be motivated. And, during the break time, you can play with nothing else based on it, it will be a distraction, you can understand the progress and hard work of the other party, and you can work hard regardless of genre or level. Also, if the opponent is too strong, the implementation level of the opponent can be changed at the turn of the round, so the ability can be improved harmoniously.
The round system is not a novel technology, as it bundles the requirements for establishing work-in-process events multiple times. Therefore, as long as the work-in-process item is made up of question-and-answer formulas, the round system is also made up of question-and-answer formulas. However, the difference between the requirements for establishing work-in-process and the round system is that the requirements for establishment are for individual work-in-process events, while the round system is for the entire battlefield or for groups. Therefore, since all the players are in step with each other, it is possible to collect battle elements and to arrange so-called options regardless of whether they are a pre-determined type, a post-determined type, or a non-arranged type.
Strictly speaking, the pre-determined type can be implemented even with the requirements for establishment. This is because the establishment requirement holds information about the work-in-process event, but unlike other arrangements, the pre-emptive type needs to present options, and in order to present options, the actual battle element to be used is used. You need to figure it out, and it's impossible for the main system to do that, so you'll be able to get the competitive elements in bulk by genre or category. For example, in the case of playing card games, even though there are various events such as poker and blackjack, playing cards are used together. Then, a nifty tag cannot be presented, and only an irrelevant tag or a combination of tags can be presented, which is not interesting. In other words, despite the fact that the processing is a big deal, there are few things that can be obtained, and it is not worth doing, so the pre-determined type cannot be implemented.
However, it is possible with the round system, and before that, with the round system, it is necessary to have all the players who perform the round collect the battle elements under the same conditions, and the battle elements are then Since it must be effective for the work-in-process event to be performed, it is rational and high that the round system prepares for the work-in-process event and provides a scene for collecting battle elements in the work-in-process event. It becomes performance.
Therefore, the provider of the work-in-process event is provided with a program capable of collecting the battle elements of the work-in-process event separately from the work-in-process event, and the battle elements can be collected under the program. Then, the battle element collection and the battle can be separated, and it becomes a round system.
Moreover, if it is done in such a way, that is, if the program for collecting the battle elements is described as a "round program" and the round program is provided as a set with the work-in-process event, how much the battle elements can be collected. However, it can be complicated, and it is possible to obtain subtle values, that is, values that cannot be obtained by so-called options. For example, you can launch a special game with the value you got, such as tulips and probability fluctuations seen in pachinko, or you can introduce an option that gives you a special value at a special time zone, such as a time sale. And if it is possible to carry out such a special phenomenon with ability, it will become more difficult and complicated. You will be able to do such things freely.
When providing a round program, the competition elements are collected in the implementation environment of the work-in-process event. In other words, it is outsourced like the event.
The round system can also be applied to facilitator events. In other words, the round system can be used not only in the work-in-process event but also in the competitive facilitator event. This is because the round system separates the battle element collection from the battle, and the battle element collection is, so to speak, how to use the motive role event, and if the motive role event is used as the battle preparation, it can be a round system. Therefore, even in the first invention, if the motive role event is used as a battle preparation, a round system can be adopted. If the facilitator event is used, a round program will be provided for the facilitator event.
In addition, the main body of the round system is managed by the central device. Therefore, there is no problem even if multiple round programs are started. This is because the round system is usually performed in multiple rounds. Therefore, the central device provides "round management means", and the means manages a plurality of rounds by dividing the data into a plurality of data. Moreover, a round is, so to speak, a battle-type question-side event, in short, a work-in-process event or a battle-type facilitator event that is performed multiple times, and during that period, the player who performs the event is restrained and controlled. It becomes a function to do. Therefore, the mechanism does not change whether the rounds are executed multiple times or multiple rounds are started, and there is no problem as long as they can be grouped correctly.

以上を可能にするには、前記請求項に、
1)中央装置にラウンド管理手段を設ける。
2)同じ条件で行なえる画面をプレイヤに提供する。
3)種目や特典の実施は本体システムに委ねる。
4)全体的な流れ。
To enable the above, claim
1) Provide a round management means in the central device.
2) Provide the player with a screen that can be performed under the same conditions.
3) The implementation of events and benefits is left to the main system.
4) Overall flow.

尚、以上のままではラウンド制の価値が良く分からないため、ラウンド制の価値が一番現れる切磋について、必要ないかもしれないが、加えて置く。 In addition, since the value of the round system is not well understood as it is, it may not be necessary for the sword that shows the value of the round system most, but I will add it.

切磋とは、第3発明の特化型で、3種類の種目を直線的に並べる完成形になる。つまり、進行役種目を仕掛役種目の特典下に置き、動因役種目を仕掛役種目の準備にし、準備と本戦と特典(決戦)を、いわゆる動因役種目と仕掛役種目と進行役種目を、直線的に繋がるようにして、進行役種目と動因役種目の直接的な関係性を断ち切り、さらに、ラウンド制で実施する。
切磋の特徴は、
1つは、対戦場における3種類の役割の力関係が均等化する。
2つは、対戦準備が集中的に行なえる。
3つは、対戦人数を無制限に増やすことができる。
4つは、対戦場の開設が容易になる。
夫々については既述済みであるが、1つ目は第3発明で記した通りで、2つ目はラウンド制で行なうと一定期間あるいは一定回数プレイヤは動因役種目を繰返し行なって対戦要素集めができる。3つ目は仕掛役種目の説明で記した事例のように実施方法を工夫すればほぼ無制限の人数で対戦可能となる。4つ目は「遊戯」と記す実施形態と「切磋」との違いは、切磋は下準備が容易で、基本的には進行役種目と仕掛役種目とプレイヤ各々が実施する動因役種目とラウンド制の回数や時間配分等を取決めるだけで実施できる。
要するに、切磋は、遊戯が持つ多様性と弱点に対して、弱点を補いながら、不要な多様性を排除して極限まで分かり易く且つ実施し易くしたものとなる。その為、3種類の役割を担う種目の関係性も言わばワンパターンで、準備と本戦と決戦の関係性で成り立ち、夫々同一種目で実施でき、仮に種目を変えたいならラウンド毎に変える。但し、ラウンド内であっても、仕掛役種目なら対戦毎に対戦ステージやキャラクタが変化し、動因役種目も実施する課題は毎回異なる。さらに、動因役種目自体も変えようと思えば変えられる。しかし、切磋の売りは得意な種目で対戦要素集めができることであり、動因役種目そのものをラウンド内で替える必要性はそれ程無い。
又、遊戯が持つ弱点とは、1つは全プレイヤの足並みを揃えることで、2つは時間差を付けて行なうこととなる。なぜなら、遊戯は自由行動を主にしたリアルタイムの競い方であり、当然ながら現場に居ない人とは対戦できないし、時間差を付けて行なうこともできない。又、そうした中、大人数の足並みを揃えようとすれば主催者やプレイヤの手には負えない。そこでコンピュータに委ねたとしても、足並みを揃える管理は極めて困難で、数万人規模になればほぼ不可能と言える。しかし、専用仕様にすれば、システム開発は遊戯よりも容易で、且つ、前記の2つの弱点が補える。
課題は、どのようにして専用仕様にするかであるが、1つは遊戯のシステムをそのまま活用するか、2つは切磋専用のシステムを開発するかであるが、仮に切磋専用のシステムを開発したとしても、種目同士を問答式で連係させる必要があり、多くの点で遊戯と同じ処理をしなければならない。それに何よりも、第3発明と切磋の差は僅差で、この僅差のために改めてシステム開発するというのは合理性に欠ける。但し、遊戯を実施しないのであればその限りではないが、専用のシステムを開発するか否かはともかく、切磋は次の処理を行なうものとなり、仮に専用システムを開発したとしても、次の処理手順はなんら変わらない。
1つは、ラウンド制の実施方法を主催者が取決める。
2つは、プレイヤ各々に進行役種目を取決めさせる。
3つは、主催者が仕掛役種目を取決める。
4つは、プレイヤ各々に動因役種目を取決めさせる。
5つは、プレイヤ全員に同条件で対戦要素集めをさせる。
6つは、獲得した対戦要素を貯め置き再配備する。
7つは、指定回数仕掛役種目を実施させる。
8つは、仕掛役種目毎に特典獲得者を取決める。
9つは、特典獲得者に特典を付与する。
10は、次ラウンドがあるなら4〜9を繰返す。
11は、総合成績を算出する。
夫々について簡単に記すと、
1つ目は、異種目間交流は「主催者調整型」であり、基本的には一人の主催者が対戦場を開設して責任を担う。その為、主催者が切磋に関する取決めを行なう。
2つ目は、主催者の取決めの下、該対戦場に参加するプレイヤは各々進行役種目を取決める。しかし、全員が同じ進行役種目を行なうなら主催者の取決め通りとなり、該作業は不要となる。
3つ目は、仕掛役種目はプレイヤ全員同じ種目を行なう。しかし、団体戦ならチームの代表のみで行なう。又、仕掛役種目は1ラウンド中に設定回数実施するため、その都度実施内容が変わる。そうした設定も1つ目で行なう。
4つ目は、ラウンドの開始前になり、ラウンド開始直前のインターバル中に各プレイヤは該ラウンド中に実施する種目の最適化をする。つまり、疑似動因役種目を作り直す。その際、種目の変更も可能で、他流試合型なら主催者が用意した種目を、いわゆる疑似動因役種目を選び直す。
5つ目は、団体戦であれ個人戦であれ、所定時間か所定回数、動因役種目を繰返し行なって対戦要素集めをする。但し、所定回数に満たなくても時間オーバーで強制的に終了させられる場合もある。
6つ目は、獲得した対戦要素は、仕掛役種目での対戦に備えて貯め置く。その際、使用順に再配備するか、要素別に再配備するかして所望の要素を選び易くする。そうした再配備用のスペースが必要になる。尚、所望の要素を選び易くする場合は、仕掛役種目毎に対戦要素を取決める形で行なう場合となる。
7つ目は、獲得した対戦要素を基に仕掛役種目に挑む。尚、仕掛役種目によっては直接対決する必要がない場合があり、そうした場合は対戦模様を演出したり、結果発表をまとめて行なったりする。それ以外はプレイヤに仕掛役種目を実施させる。
8つ目は、1つ目で取決めた内容で特典獲得者を取決める。その為、通常は順位を返すが、仕掛役種目の最中に特別な価値を得たりする場合があり、例えば満点で終えた場合などに完全クリアの称号を得たりする場合は、特別な価値を得た有無も仕掛役種目から受取る。
9つ目は、仕掛役種目から返された成績を基に特典獲得者を取決め、特典獲得者に特典を付与する。尚、切磋の特典は、進行役種目の実施権になる。その為、進行役種目に返した値に特典獲得者の証が無ければ進行役種目が実施できないが、全員に実施権を与えて、順位や獲得した特典内容によって進行役種目の中で格差を付ける場合があり、各進行役種目に返す値は、特典を獲得したか否かの他に順位等を加えて進行役種目内において格差を付けられるようにする。
10は、次ラウンドがある場合は4つ目に戻り9つ目までを繰返す。
11は、次ラウンドが無くなれば総合成績を算出して勝者を取決める。
以上を踏まえて、切磋を整理すると、切磋は、第3発明に対戦場内の種目間連係を一時又は全期間を委ねる機能を設け、該機能の下で種目間連係を行なう。尚、該機能は、「ラウンド」と記す単位で種目間連係を行ない、各ラウンドでは1乃至複数回の仕掛役種目が実施される。その仕掛役種目の実施に備えて関係するプレイヤは、全員同じ内容の画面の下で対戦要素集めを行なう。つまり、同条件で所定時間か所定回数対戦要素集めを行なう。尚、対戦要素集めは、該機能が問答式の質問側になり、先決め型か、後決め型か、無取決め型で選択肢を取決め、それに基づいて動因役種目を本体システムに委ねて実施させ、結果を返してもらい選択肢の取決め方に応じて対戦要素を得て貯め置く。そして、対戦要素を再配備するなら再配備して、再配備した内容で仕掛役種目に挑むが、該機能の役割はそこまでで、それ以上は第3発明の本体システムに委ねる。つまり、切磋は、対戦要素集めの後に行なう仕掛役種目に関する情報を保有して、該情報に基づいて対戦要素集めを行ない、集めた対戦要素を基に、仕掛役種目の成立要件を動的に作られるように情報を本体システムに渡すだけとなり、動因役種目の実施も本体システムに委ねることから、該機能は、仕掛発交流を行なう仕掛役種目の成立要件に代わって一時対戦要素集めを行なうだけとなる。そして、この一時の代行をラウンドとして区切り、ラウンドを1乃至複数回繰返すか、ラウンド毎に該代行役機能を作り直す。
Kiritsugi is a specialized type of the third invention, and is a completed form in which three types of events are arranged in a straight line. In other words, the facilitator event is placed under the privilege of the work-in-process event, the motive role event is prepared for the work-in-process event, the preparation, the main battle and the privilege (decisive battle) are set, and the so-called motive role event, the work-in-process event and the facilitator event are set. By connecting in a straight line, the direct relationship between the facilitator event and the motive role event will be cut off, and the round system will be implemented.
The characteristic of Kiritsumi is
One is to equalize the power relationships of the three types of roles on the battlefield.
The second is that you can concentrate on preparing for the match.
Three can increase the number of opponents indefinitely.
Fourth, it will be easier to open a battlefield.
Each of them has already been described, but the first is as described in the third invention, and if the second is performed in a round system, the player repeats the motive role event for a certain period or a certain number of times to collect battle elements. it can. Thirdly, if the implementation method is devised as in the case described in the explanation of the work-in-process event, it will be possible to play against an almost unlimited number of people. The fourth difference between the embodiment described as "game" and "kiri" is that the kimono is easy to prepare, and basically the facilitator event, the work-in-process event, and the motive role event and round performed by each player. It can be implemented simply by deciding the number of systems and time allocation.
In short, the sword is made to be as easy to understand and implement as possible by eliminating unnecessary diversity while compensating for the weaknesses and weaknesses of the game. Therefore, the relationship between the events that play three different roles is also one pattern, which consists of the relationship between preparation, main battle, and decisive battle, and each can be carried out in the same event. If you want to change the event, change it for each round. However, even within the round, if it is a work-in-process event, the battle stage and character will change for each match, and the task of implementing the motive role event will be different each time. Furthermore, if you want to change the motive role event itself, you can change it. However, the selling of swords is that you can collect battle elements in the event you are good at, and there is not much need to change the motive role event itself within the round.
In addition, one of the weaknesses of the game is that all players are in step with each other, and two are performed with a time lag. This is because game is a real-time competition that mainly involves free action, and of course it is not possible to play against people who are not on the scene, and it is not possible to play with a time lag. Moreover, in such a situation, if a large number of people try to keep pace, the organizer and the player will not be able to handle it. Therefore, even if it is entrusted to a computer, it is extremely difficult to manage it in line with each other, and it can be said that it is almost impossible when the number of people reaches tens of thousands. However, if the dedicated specifications are used, system development is easier than playing games, and the above two weaknesses can be compensated for.
The issue is how to make it a dedicated specification, one is to utilize the game system as it is, and the other is to develop a system dedicated to the sword, but tentatively develop a system dedicated to the sword. Even if it does, it is necessary to link the events in a question-and-answer format, and in many respects the same processing as in the game must be performed. Above all, the difference between the third invention and the cutting edge is small, and it is irrational to develop a new system because of this small difference. However, this is not the case if the game is not played, but regardless of whether or not to develop a dedicated system, the cut-off will perform the following processing, and even if a dedicated system is developed, the next processing procedure Does not change at all.
First, the organizer decides how to implement the round system.
The second is to have each player decide on a facilitator event.
For the three, the organizer decides the work-in-process event.
The fourth is to have each player decide on a motive role event.
The fifth is to have all players collect battle elements under the same conditions.
Six will save and redeploy the acquired battle elements.
Seven are to carry out the work-in-process event a specified number of times.
Eight decide the award winners for each work-in-process event.
Nine give benefits to the award winners.
10 repeats 4 to 9 if there is a next round.
11 calculates the overall grade.
To briefly describe each,
The first is that cross-species exchange is "organizer-coordinated", and basically one organizer opens a battlefield and takes responsibility. Therefore, the organizer will make an arrangement regarding the sword.
Second, under the agreement of the organizer, each player participating in the battlefield decides on a facilitator event. However, if all the members perform the same facilitator event, the organizer's agreement will be followed and the work will not be necessary.
Thirdly, all the players perform the same event as the work-in-process event. However, if it is a team competition, only the representative of the team will play it. In addition, since the work-in-process item is executed a set number of times during one round, the implementation content changes each time. Such a setting is also made in the first step.
Fourth, before the start of the round, each player optimizes the events to be performed during the round during the interval immediately before the start of the round. In other words, recreate the pseudo-motive role event. At that time, it is possible to change the event, and if it is a different-style match type, the event prepared by the organizer will be reselected as a so-called pseudo-motive role event.
Fifth, whether it is a team battle or an individual battle, the battle elements are collected by repeating the motive role event for a predetermined time or a predetermined number of times. However, even if the number of times is less than the predetermined number, it may be forcibly terminated due to time over.
Sixth, the acquired battle elements are saved in preparation for the battle in the work-in-process event. At that time, it is easy to select the desired element by redeploying in the order of use or redeploying by element. Space is needed for such redeployment. In order to make it easier to select a desired element, a battle element is determined for each work-in-process event.
The seventh is to challenge the work-in-process event based on the acquired battle elements. Depending on the work-in-process event, it may not be necessary to face each other directly. In such a case, the battle pattern will be produced and the results will be announced together. Other than that, the player is made to carry out the work-in-process event.
Eighth, the award winners are decided based on the contents decided in the first. Therefore, it usually returns the ranking, but it may get a special value during the work-in-process event, for example, if you get the title of complete clear when you finish with a perfect score, it is a special value Whether or not you have obtained it is also received from the work-in-process event.
Ninth, the award winner is decided based on the results returned from the work-in-process event, and the award is given to the award winner. In addition, the privilege of Kiritsugi is the license of the facilitator event. Therefore, if the value returned to the facilitator event does not have the proof of the privilege winner, the facilitator event cannot be implemented. In some cases, the value returned for each facilitator event should be given a difference within the facilitator event by adding the ranking, etc. in addition to whether or not the privilege has been acquired.
If there is a next round, 10 returns to the 4th round and repeats up to the 9th round.
11 will calculate the overall result and decide the winner if there is no next round.
Based on the above, when the cut-offs are arranged, the cut-offs are provided with a function of entrusting the inter-event linkage in the battlefield for a temporary period or the entire period in the third invention, and the inter-event linkage is performed under the function. It should be noted that this function links the events in units described as "rounds", and one or more work-in-process events are carried out in each round. All the players involved in preparing for the implementation of the work-in-process event collect the battle elements under the screen with the same contents. That is, the battle elements are collected for a predetermined time or a predetermined number of times under the same conditions. In addition, in the collection of battle elements, the function becomes the question side of the question-and-answer type, and the choices are decided by the pre-determined type, the post-determined type, or the non-arranged type, and the motive role item is entrusted to the main system based on the choices. , Get the result back and get the battle element according to the way of arranging the options and save it. Then, if the battle element is redeployed, it is redeployed and the redeployed content is used to challenge the work-in-process event, but the role of the function is up to that point, and the rest is left to the main system of the third invention. In other words, Kiriki holds information about the work-in-process event to be performed after collecting the battle elements, collects the battle elements based on the information, and dynamically sets the requirements for establishing the work-in-process event based on the collected battle elements. Since the information is only passed to the main system so that it can be created, and the implementation of the motive role event is also entrusted to the main system, this function collects temporary battle elements in place of the requirements for establishing the work-in-process event for in-process exchange. Only. Then, this temporary substitute is divided into rounds, and the round is repeated one or more times, or the substitute function is recreated for each round.

そこで、前記の話に戻すと、つまり、遊戯のシステムを活用するか、専用システムを開発するかの何れの方法が良いかであるが、第3発明に該代行役機能を設けるだけとなり、遊戯のシステムをそのまま活用する方が容易であり且つ合理的である。
又、代行役機能であるが、代行役機能にとって必要不可欠な要素は、仕掛役種目に応じた対戦要素集めをしなければならない一点に限られる。その為、中央装置と切り離すことも可能で、言わば代行役機能そのものを他の種目同様に外部に委託することが可能で、仕掛役種目の提供者に委託すれば、仕掛役種目の範疇で対戦要素集めができ、最も高度な対戦要素集めができる。そのようなことから、仕掛役種目提供者に対戦要素集めを行なうためのプログラム「ラウンド用プログラム」を提供させる。
Therefore, returning to the above story, that is, which method of utilizing the game system or developing a dedicated system is better, the third invention only provides the substitute function, and the game It is easier and more rational to utilize the system as it is.
In addition, although it is a substitute function, the indispensable element for the substitute function is limited to one point in which it is necessary to collect battle elements according to the work-in-process event. Therefore, it is possible to separate it from the central device, so to speak, the agency function itself can be outsourced like other events, and if it is outsourced to the provider of the work in process event, it will be a match in the category of the work in process event. You can collect elements, and you can collect the most advanced battle elements. For this reason, we will ask the in-process event provider to provide a program "round program" for collecting battle elements.

以上が切磋の概要で、第3発明にラウンド制を行なう機能を設けることによって実施可能となる。但し、ラウンド制のみなら、いわゆる切磋という形態にしないのなら、第1発明でも実施可能となる。 The above is the outline of the sword, and it can be implemented by providing the third invention with a function of performing a round system. However, if only the round system is used, the first invention can also be implemented if it is not in the form of a so-called cut-and-sew.

これより、切磋以前に列記した、ラウンド制を可能にする技術について補足すると、 From this, I would like to supplement the technologies that enable the round system, which were listed before the cut-off.

1)中央装置にラウンド管理手段を設けるとは、ラウンドとは、前記の通り、動因役種目を対戦準備として用いることを前提に、一定期間あるいは一定回数、動因役種目を繰返して対戦要素集めを行ない、集めた対戦要素で質問側の種目を、一定回数または一定期間、繰返すもので、質問側の種目は基本対戦型種目でなければならない。そして、対戦型種目を行なう者がラウンドを行なう。
尚、基本対戦型の種目でなければならないとは、第1発明において、進行役種目がボウリングのスコアやスゴロクのような、一人ゲームなのか対戦ゲームなのか分かり難い種目をもって非対戦型種目とされないための表現である。
その為、ラウンド管理手段とは、質問側の種目情報と、質問側の種目を行なうプレイヤの情報と、ラウンドに関する情報が必要で、質問側の種目が仮に仕掛役種目なら特典に関する情報が必要で、又、各プレイヤは動因役種目を繰返して対戦要素集めを行なう必要があり、プレイヤの情報には動因役種目の情報と、対戦要素集めを行なうコンピュータ端末装置が必要で、通常は交流用端末装置を用いる。但し、アーケードゲーム機などでラウンドを行なう場合はアーケードゲーム機で対戦要素集めを行なうため、必ずしも交流用端末装置を用いるとは限らない。その為、ラウンド用端末装置に関する情報が必要になる。
つまり、1ラウンドに付き、「ラウンド情報」「質問側の種目情報」「プレイヤ情報」「各プレイヤの動因役種目情報」「各プレイヤのラウンド用端末情報」と、「特典情報」などとなるが、疑似動因役種目を何処で管理するかであるが、疑似動因役種目とは、既述の通り、動因役種目を最適化してできた「課題ID」と「概念的拠所の値」から成る索引であり、仮に件数が多過ぎたなら間引くため、中央装置とラウンド用端末装置の何れで保管しても良いが、通常は中央装置で保管する。
1) Providing a round management means in the central device means that, as described above, a round is a collection of battle elements by repeating the motive role event for a certain period or a certain number of times on the premise that the motive role event is used as a battle preparation. The question-side event is repeated a certain number of times or for a certain period of time with the battle elements collected, and the question-side event must be a basic battle-type event. Then, the person who performs the fighting type event performs the round.
In addition, in the first invention, it is not considered as a non-competitive event because it is difficult to understand whether the facilitator event is a one-person game or a competitive game, such as bowling score or sugoroku, that it must be a basic competitive event. It is an expression for.
Therefore, the round management means requires information on the question side event, information on the player performing the question side event, and information on the round, and if the question side event is a work-in-progress event, information on benefits is required. In addition, each player needs to repeat the motive role event to collect the battle elements, and the player information requires the information of the motive role event and the computer terminal device for collecting the battle elements, and is usually an exchange terminal. Use the device. However, when a round is performed on an arcade game machine or the like, the battle elements are collected on the arcade game machine, so it is not always necessary to use an AC terminal device. Therefore, information about the round terminal device is required.
In other words, for each round, there are "round information", "question side event information", "player information", "motivation role event information for each player", "terminal information for each player's round", and "privilege information". As for where to manage the pseudo-motive role item, the pseudo-motive role item consists of the "problem ID" and the "conceptual base value" created by optimizing the pseudo-motive role item as described above. It is an index, and if the number of cases is too large, it will be thinned out, so it may be stored in either the central device or the round terminal device, but usually it is stored in the central device.

2)同じ条件で行なえる画面をプレイヤに提供するとは、各プレイヤのラウンド用端末装置にインストールする「ラウンド用プログラム」のことで、各プレイヤは該ラウンド用プログラムを通じて対戦要素集めを行なう。尚、ここで集める対戦要素は質問側の種目で用いるもので、本来なら、厳密には「遊戯」と記す実施形態なら、動因役種目は質問側の種目より発せられる動因を求めるイベントメッセージに対して行なうもので、対戦要素は質問側の種目自ら用意するが、それに代わって該プログラムが用意するため、最善なのは、該プログラムを質問側の種目に提供させることである。しかし、提供元は何処であれ、つまり、本体システムが提供するものであったとしても、ラウンド用プログラムには、質問側が用いる対戦要素を適切に表示する機能が必要で、又、質問側の種目に代わって選択肢を作成する機能が必要で、又、選択肢の取決め方に則ってイベントメッセージを中央装置に送り、中央装置において第1発明にある通り動因役種目を実施させ、結果を受取って、選択肢が得られるか否かを判定する機能が必要で、又、得た対戦要素を貯め置く機能が必要で、以上の作業を、該ラウンドを行なうプレイヤ全員に同じ条件で行なわせる必要がある。但し、全プレイヤは同じ条件で対戦要素集めができなければならないが、必ずしも同じ内容であるとは限らない。なぜなら、質問側の種目がグループ戦である場合があり、そうした場合はグループ内で役割ができ、役割に基づいて対戦要素集めを行なう。その為、プレイヤの役割に基づいて表示内容等が変わるが、そうした場合でも、グループを通じて同条件にならなければならない。 2) Providing a player with a screen that can be performed under the same conditions is a "round program" installed in each player's round terminal device, and each player collects battle elements through the round program. In addition, the battle elements collected here are used in the event on the question side. Originally, in the embodiment described as "game", the motive role event is for the event message requesting the motive emitted from the event on the question side. The competition element is prepared by the questioning event itself, but the program prepares it instead, so the best thing is to have the program provided to the questioning event. However, no matter where the provider is, that is, even if it is provided by the main system, the round program needs a function to appropriately display the battle elements used by the questioner, and the questioner's event. It is necessary to have a function to create an option instead of the above, and an event message is sent to the central device according to the method of arranging the options, the central device is made to carry out the motive role item as described in the first invention, and the result is received. It is necessary to have a function of determining whether or not an option can be obtained, and a function of accumulating the obtained battle elements, and it is necessary to have all the players who perform the round perform the above operations under the same conditions. However, all players must be able to collect battle elements under the same conditions, but the contents are not always the same. This is because the questioning event may be a group battle, in which case a role can be played within the group, and battle elements are collected based on the role. Therefore, the display contents and the like change depending on the role of the player, but even in such a case, the same conditions must be met throughout the group.

3)種目や特典の実施は本体システムに委ねるとは、要するに、ラウンド管理手段とラウンド用プログラムは、質問側の種目に代わって問答式を行なうもので、実際に行なう種目や特典の付与は全て第1発明から第3発明にある通り本体システムに委ねる。但し、動因役種目や仕掛役種目は一定回数繰返されるため、手続きを簡略化すると良い。
尚、ラウンド管理手段とは、基本、対戦場を管理するもので、対戦場にラウンド管理手段が設けられると、ラウンド処理が優先される。その為、ラウンド登録者は、ラウンド実施中はラウンドに関することしか実施できない。
3) Entrusting the implementation of events and benefits to the main system, in short, the round management means and the program for rounds perform question-and-answer formulas on behalf of the event on the questioning side, and all the events and benefits actually given are given. It is left to the main body system as described in the first to third inventions. However, since the motive role item and the work-in-process role item are repeated a certain number of times, it is advisable to simplify the procedure.
The round management means basically manages the battlefield, and when the battlefield is provided with the round management means, the round processing is prioritized. Therefore, the round registrant can only carry out the round-related matters during the round.

4)全体的な流れとは、ラウンドを行なう者の全体的な流れで、切磋で記した通りとなるが、簡単に改めて記すと、該対戦場内にラウンドが形成されると、該ラウンドに関わりを持つプレイヤは、例えばプレイヤ表においてラウンド中である旨が表示され、他のプレイに参加できなくなる。そして、該ラウンドを行なうプレイヤの交流用端末装置にはラウンドの実施要項と開始までの時間が表示され、いわゆるラウンド開始直前のインターバルであるが、インターバル中なら疑似動因役種目の作り替えやグループを形成しているなら役割変更等ができる。
尚、疑似動因役種目の作り替えとは、動因役種目の最適化のことで、プレイヤが実施する動因役種目を選ぶと、該動因役種目が用意した「設定用プログラム」が起動できる状態になり、該プログラムを起動させると、該動因役種目の課題を抽出する様々な文言や数値があり、「〇〇大学の過去問」などと抽出条件を入力すると該課題ばかりが抽出されて索引が出来上がる。尚、該索引は疑似動因役種目であるため、該索引の概念的拠所の値は既述通り振り直される。その索引を中央装置で管理するか、各プレイヤのラウンド用端末装置で管理するかは分かれるが、遊戯の場合は中央装置で管理するため、通常は中央装置で管理する。
動因役種目の最適化が済むと、ラウンドが始まり、該ラウンドに参加しているプレイヤのラウンド用端末装置に、対戦要素を貯め置くところと選択肢を取決める画面が表示され、選択肢を取決める画面において選択肢を取決めると、選択肢の取決め方に基づいてイベントメッセージが発せられ、仮にラウンド用端末装置で疑似動因役種目を管理しているなら該装置で1つの課題を特定し、中央装置が管理しているなら中央装置で1つの課題を特定し、特定した課題を該プレイヤに第1発明にある通り実施させ、結果を該ラウンド用プログラムに返してもらい、該プログラムにおいて選択肢の取決め方に基づいて選択肢にある対戦要素が得られるか否かを判定し、得られたなら対戦要素を貯め置く手段において貯め置く。以上を必要回数繰返し、対戦要素集めが終わると、選択肢を取決める画面が無効化して、対戦要素を貯め置く画面において貯め置き方の変更等ができる。
対戦要素の貯め置き方は自由で、質問側の種目次第であるが、自動で質問側の種目を行なう場合は提出順に並べ置き、プレイヤが自由に選べるようにするなら使い易いように種類分けして並べ置く。尚、自動で行なう場合はプレイヤに関係無く実施するため、中央装置が対戦要素を順次自動で取り出せるように保管する。
そして、質問側の種目を実施する段階になったなら、対戦要素を順次中央装置に送り、質問側の種目が進行役種目なら該対戦要素をプレイヤ情報と共に進行役種目に返し、質問側の種目が仕掛役種目なら、中央装置において動的に仕掛役種目の成立要件を作成して、第2第3発明にある通り仕掛役種目を行なう。尚、成立要件を作成するに当たって不足する情報はラウンド管理手段等より補充する。例えば、特典に関する情報など。
又、特典の付与も本体システムに委ねて行なう。尚、ラウンド制の特典は基本質問側の種目の実施権であるが、前記の通り、全員に実施権を与えてその上で格差を付けたり、実施権が得られなかったとしても質問側の種目にその旨を伝えたりする必要があり、基本は全プレイヤの質問側の種目に結果を返す。
以上を必要回数繰返し、ラウンドが終了したなら、次ラウンドがあるなら各プレイヤが疑似動因役種目の作り替えなど必要な処理をする。
4) The overall flow is the overall flow of the person performing the round, as described in the sword, but to briefly restate it, when a round is formed in the battlefield, it is related to the round. For example, a player with is displayed in the player table to the effect that a round is in progress, and cannot participate in other play. Then, the AC terminal device of the player performing the round displays the implementation guideline of the round and the time until the start, which is the interval immediately before the start of the round. If it is formed, the role can be changed.
It should be noted that the remodeling of the pseudo motive role item is the optimization of the motive factor role item, and when the motive force role item to be executed by the player is selected, the "setting program" prepared by the motive factor role item can be started. Then, when the program is started, there are various words and numerical values that extract the tasks of the motive role event, and when the extraction conditions such as "past questions of XX university" are entered, only the tasks are extracted and the index is displayed. It's done. Since the index is a pseudo-motive role event, the value of the conceptual base of the index is reassigned as described above. Whether the index is managed by the central device or the round terminal device of each player is different, but in the case of a game, it is managed by the central device, so that it is usually managed by the central device.
After the optimization of the motive role event is completed, the round starts, and the screen for deciding the choice and the place to store the battle elements is displayed on the round terminal device of the player participating in the round, and the screen for deciding the choice. When an option is decided in, an event message is issued based on the method of deciding the option, and if the round terminal device manages the pseudo-motive role event, one problem is identified by the device and the central device manages it. If so, identify one task with the central device, have the player perform the identified task as described in the first invention, have the result returned to the round program, and based on how to arrange options in the program. It is determined whether or not the battle element in the option can be obtained, and if it is obtained, the battle element is stored in the means for storing. After repeating the above as many times as necessary and collecting the battle elements, the screen for deciding the options is invalidated, and the storage method can be changed on the screen for storing the battle elements.
How to store the battle elements is free and depends on the event on the question side, but if you want to automatically perform the event on the question side, arrange them in the order of submission, and if the player can freely select, classify them so that they are easy to use. Put them side by side. In addition, since the automatic operation is performed regardless of the player, the central device stores the battle elements so that they can be automatically taken out in sequence.
Then, when it is time to carry out the event on the question side, the battle elements are sequentially sent to the central device, and if the event on the question side is a facilitator event, the battle element is returned together with the player information to the event on the question side. If is a work-in-process item, the central device dynamically creates a requirement for establishing the work-in-process item, and performs the work-in-process item as described in the second and third inventions. In addition, information that is insufficient when creating the requirements for establishment will be supplemented by round management means. For example, information about benefits.
In addition, the granting of benefits is also entrusted to the main system. In addition, the privilege of the round system is the license of the event on the basic question side, but as mentioned above, even if the license is given to everyone and there is a disparity, or the license is not obtained, the question side It is necessary to tell that fact in the event, and basically the result is returned in the event on the question side of all players.
The above is repeated as many times as necessary, and when the round is completed, each player performs necessary processing such as recreating the pseudo-motive role event if there is a next round.

第5発明は、異種目間交流を成立させている問答式は、概念的拠所を拠所に成立させている。その為、概念的拠所を使用するか否かはともかく、概念的拠所の値が行き交うために「異種目間交流」としているが、つまり、異種目間で概念的拠所の値を行き交わす競い方という意味であるが、概念的拠所とは、特別な値ではなく、異種目間交流に参加するモノたちの内部価値全体を表すための「特定範囲の値」であり、0〜1や0〜100の小数を含む値や、0〜100の整数など、又、A〜Zなどのグループを表す文字や記号など、いわゆる有限域値であれば何であっても良い。但し、本発明では0〜100の小数を含む値を推奨している。それは、比率に転用できるからで、この後明らかになる。
そこで言えることは、概念的拠所の値を行き交わせることから、仮に0〜100の小数を含む値であったなら、有限域内であれば多少変化させたとしても、整合性が取れるなら、つまり、皆が納得できるなら問題無い。その特性を活かして、
1つには、問答式が抱える弱点を補い、
2つには、新たな付加価値を設け、
3つには、対戦場全体の価値を調整できるようにして、
4つには、内部価値を実質的に変えられるようにする。
第5発明は、以上の4点を可能にするもので、言わば一連の発明であるが、段階を経ずに実施することもできるため、第5発明としながらも請求項は分けている。夫々について補足すると、
In the fifth invention, the question-and-answer formula that establishes the interspecific exchange is established based on the conceptual base. Therefore, regardless of whether or not to use the conceptual base, the value of the conceptual base is exchanged, so it is called "interspecies exchange". In other words, how to compete to exchange the value of the conceptual base between different types. However, the conceptual base is not a special value, but a "value in a specific range" to represent the entire internal value of the things participating in the interspecies exchange, and is 0 to 1 or 0 to 0. Any so-called finite range value such as a value including a fraction of 100, an integer of 0 to 100, a character or a symbol representing a group such as A to Z, etc. may be used. However, in the present invention, a value including a decimal number from 0 to 100 is recommended. That is because it can be diverted to a ratio, which will become clear later.
What can be said there is that the values of the conceptual bases are exchanged, so if the value contains a decimal number from 0 to 100, even if it is changed a little within the finite region, it can be consistent, that is, If everyone is satisfied, there is no problem. Taking advantage of its characteristics
For one thing, it makes up for the weaknesses of the dialectic.
Two have new added value
Third, you can adjust the value of the entire battlefield,
Fourth, it allows the internal value to be substantially changed.
The fifth invention makes the above four points possible, so to speak, it is a series of inventions, but since it can be carried out without going through the steps, the claims are separated even though it is the fifth invention. To supplement each,

先ず、問答式について、改めて記すと、各々が持つ価値体系を、いわゆる内部価値を、概念的拠所と記す有限域に納めて、問答し合う形で行なう。つまり、価値交換し合う両者が質問側と返答側に分かれ、質問側が返答側に問い掛けをして、返答側が問い掛けに答える形で実施して、実施した結果を基に質問側の動向を決める。これは言わば、部分の差し替えで、質問側が本来自ら行なうべきところを選択肢にしてストップさせ、その部分を他の種目に振って、他の種目の結果でストップさせたところを再開させるものであるが、ストップさせたところを再開させるに当たって、他の種目と選択肢には密接な関係性はない。つまり、選択肢は成功から失敗までを網羅するため、選択肢が特定できるなら何であっても良い。しかし、選択肢に振られた指針と、つまり、難易度が振られていたなら難易度と、実際に行なう種目の難易度に乖離があってはプレイヤのヤル気が失せる。そこで、指針と実施する種目を合致させる必要があり、合致させるために返答側の種目を「課題の集合体」にして、各課題に概念的拠所の値を振り、その上で、「主体」に対して課題の集合体を最適化して作り直す。すると、主体にとっては選択肢でイメージしたままのことが他の種目で行なえるようになる。尚、主体とは、自己鍛錬型なら各プレイヤになり、他流試合型なら大会レベルになり、遊戯なら主催者になる。
つまり、問答式とは、元々は、選択肢が特定できれば良く、返答側との因果関係はない。しかし、実施するプレイヤの気分を損ねないようにする必要があり、その為に、プレイヤが漠然的にイメージできる指針が必要で、その役割を担うのが概念的拠所で、漠然的な拠所という意味であるが、その分、アバウトであり、多少値が変化したとしても変化の経緯が明白であれば問題視されない。それが第5発明の根拠である。
First, regarding the question-and-answer formula, the value system of each is put into a finite field described as a conceptual base, and the so-called internal value is put into a finite field and asked and answered. In other words, both parties exchanging value are divided into a question side and a responder side, the question side asks the responder side, and the responder side answers the question, and the trend of the question side is decided based on the result of the implementation. This is, so to speak, a replacement of the part, in which the questioner chooses what he or she should do and stops it, shakes that part to another event, and restarts the place where it was stopped by the result of another event. , There is no close relationship between other disciplines and options in resuming what was stopped. In other words, since the options cover from success to failure, anything can be used as long as the options can be identified. However, if there is a discrepancy between the guideline given to the options, that is, the difficulty level if the difficulty level is given, and the difficulty level of the actual event, the player will be disappointed. Therefore, it is necessary to match the guideline with the event to be implemented, and in order to match, the event on the responding side is set to "aggregate of tasks", the value of the conceptual base is assigned to each task, and then the "subject" The set of tasks is optimized and recreated. Then, for the subject, it becomes possible to do what the subject imagined as an option in other events. In addition, the subject is each player in the case of self-discipline type, the tournament level in the case of other style game type, and the organizer in the case of play.
In other words, the question-and-answer formula originally requires that the options can be specified, and has no causal relationship with the respondent. However, it is necessary not to offend the player who implements it, and for that purpose, a guideline that the player can vaguely imagine is necessary, and it is a conceptual base that plays that role, meaning a vague base. However, it is about that much, and even if the value changes a little, if the background of the change is clear, it will not be regarded as a problem. That is the basis of the fifth invention.

1つ目の、問答式が抱える弱点を補うとは、問答式は前記の通りで、概念的拠所に絶対的な重要性はない。しかし、だからと言って雑に扱うことはできず、至る所で用いる。その際、例えば、選択肢に概念的拠所の値70が振られていたとして、70を基準に実施する課題を探すが、夫々の課題に振られた値が68、71、73・・であったなら、71が実施対象になり、73が選ばれることがほぼ無い。なぜなら、選択肢に振られる値は比較的大雑把で、その値を基準に探すからで、そこで、70を境に実施対象に幅を持たせたなら、いわゆる閾値を設けたなら、幅が一律化して微妙な調整ができない上に、プレイヤにとっても分かり難く、気分を損ねる要因になる。
そこで、主催者にも概念的拠所を持たせ、主催者の裁量で概念的拠所を自由分割してグループ化する。そして、動因役種目の課題を特定する際に、質問側から発せられた概念的拠所の値を動因役種目に直接渡すのではなく、主催者の概念的拠所を経由させてグループ化し、該グループの開始点と終了点を動因役種目に渡すようにする。すると、同グループ内にある課題は同等に選ばれるようになる。例えば、同グループが70から80未満なら、73も等しく選ばれるようになり、グループ割りを明示することによってプレイヤにも明白になり、且つ、主催者による微妙な分割調整ができるようになる。
つまり、主催者による対戦場の精度管理ができるようになり、それ自体が大きな進歩となる。要するに、異種目間交流は主催者調整型でありながら、第1発明から第4発明では十分な調整ができず、種目任せであったが、主催者独自の調整ができるようになり、第5発明が掘り下げられる。
The first, to make up for the weaknesses of the dialectic, is as described above, and the conceptual basis is not absolutely important. However, that doesn't mean it can't be handled roughly, and it's used everywhere. At that time, for example, assuming that the value 70 of the conceptual base was assigned to the options, the tasks to be implemented were searched based on 70, but the values assigned to each task were 68, 71, 73 ... If so, 71 is the target of implementation, and 73 is rarely selected. This is because the values assigned to the options are relatively rough, and the search is based on that value. Therefore, if the implementation target has a range with 70 as the boundary, and if a so-called threshold value is set, the range will be uniform. Not only can it not be finely adjusted, but it is also difficult for the player to understand, which is a factor that makes him feel unwell.
Therefore, the organizer is also given a conceptual base, and the conceptual base is freely divided and grouped at the discretion of the organizer. Then, when identifying the task of the motive role item, the value of the conceptual base issued by the question side is not directly passed to the motive role item, but is grouped via the conceptual base of the organizer, and the group is formed. Pass the start and end points of the motive role event. Then, the tasks in the same group will be selected equally. For example, if the group is 70 to less than 80, 73 will be selected equally, and by clearly indicating the group division, it will be clear to the player, and the organizer will be able to make subtle division adjustments.
In other words, the organizer will be able to control the accuracy of the battlefield, which is a big improvement in itself. In short, although the inter-species exchange is an organizer-adjusted type, it was not possible to make sufficient adjustments in the first to fourth inventions, and it was left to the event, but the organizer's own adjustment became possible, and the fifth The invention is dug down.

2つ目の、新たな付加価値を設けるとは、1つ目のグループ化をそのまま活用しても良いが、改めてグループ化しても良いが、問答式は、質問時も、返答時も、共に概念的拠所の値で表現できる。但し、それを用いるか否かは本システム開発者次第であるが、例えば、動因役種目と実施する課題をゲームで取決めるなら概念的拠所は必要ない。しかし、動因役種目のみゲームで取決め、課題は選択肢に振られた値で取決めるなら概念的拠所の値が必要になる。又、返答時も、クリアしたか否かの成否だけを返すなら概念的拠所は必要ないが、成功度や失敗度や成否度で返すなら概念的拠所の値が活用できる。その為、本発明としては、既述の通り、成否度で表現することを推奨しているが、つまり、0〜100の50を境に上方値が成功の度合いを示し、下方値が失敗の度合いを示すものであるが、度合いをどの程度詳細にするかによって、返答時のグループ割りと質問時のグループ割りが合致しなくなり自ずとグループ割りを変えなければならなくなるが、双方を分けるか否かはともかく、主催者の概念的拠所をグループ化して、返答時の全グループか又は一部のグループに対して対戦場で有効な値を持たせて置くことによって、例えば、対戦場で有効なコインや、進行役種目等に影響を与えるアイテムや、パズルを紐解く文字や記号などを持たせて置くことによって、動因役種目の結果を返す際に、主催者の概念的拠所を経由させることによってそれらが得られるようにできる。それが2つ目の付加価値を設けるというもので、対戦場に新たな楽しみが作られる。
尚、返答時のグループ割りを一部または全てを変動させたり、各グループに持たせる値を変化させたりしても良い。
To add new value to the second, the first grouping may be used as it is, or it may be grouped again, but the question-and-answer formula is used both when asking a question and when answering. It can be expressed by the value of the conceptual base. However, it is up to the developer of this system to use it or not, but for example, if the motive role item and the task to be implemented are negotiated in the game, a conceptual base is not necessary. However, if only the motive role item is negotiated in the game and the task is negotiated by the value assigned to the option, the value of the conceptual base is required. Also, when replying, if only the success or failure of clearing is returned, the conceptual base is not necessary, but if the return is based on the success, failure, or success or failure, the value of the conceptual base can be used. Therefore, as described above, in the present invention, it is recommended to express by the degree of success or failure, that is, the upper value indicates the degree of success at the boundary of 50 from 0 to 100, and the lower value indicates the degree of failure. It shows the degree, but depending on how detailed the degree is, the group division at the time of answer and the group division at the time of question will not match and you will have to change the group division naturally, but whether to separate both Anyway, by grouping the organizer's conceptual bases and placing them with valid values on the battlefield for all or some of the groups at the time of reply, for example, coins valid on the battlefield. By placing items that affect the facilitator event, characters and symbols that unravel the puzzle, etc., and by passing through the organizer's conceptual base when returning the result of the motive role event, etc. Can be obtained. That is to add a second value, which creates new fun on the battlefield.
In addition, a part or all of the group division at the time of reply may be changed, or the value given to each group may be changed.

3つ目の、対戦場全体の価値を調整できるようにするとは、異種目間交流の大きな特徴は、種目もプレイヤも、又、概念的拠所の値を変化させる罠なども、独自の価値体系から成るモノは全て概念的拠所として扱える点で、しかも、概念的拠所の値を行き交わすため、その値を変化させることによって価値調整や悪戯ができるようになる。
但し、異種目間交流には2つの実施形態があり、1つは遊戯で、2つは切磋となる。双方の違いは、既述済みであるが、切磋は、自己鍛錬型と他流試合型で行なえ、何れもプレイヤを主体に動因役種目を最適化する。厳密には、他流試合型は大会レベルが主体であるが、大会レベルとはプレイヤのレベルであり、実質的にプレイヤが主体になる。その為、先のような変更は、いわゆる悪戯や価値調整は、却って不要で、それらを必要とするのは遊戯で、遊戯は、遊びやふれあいや支え合いが目的であるため、そのようなことができるのは極めて望ましい。
そこで、主催者が保有する概念的拠所を基軸有効域にした1次元座標もしくは2次元座標を作り、該座標に種目やプレイヤや罠が保有する概念的拠所を棒状の図形にして配置する。すると、棒状図形の長さや配置位置によって対外価値を持たない種目やプレイヤ等の概念的拠所に対して、主催者が保有する概念的拠所が絶対値(基軸値)になって対外価値を持つようになり、座標に配置された図形のサイズや配置位置によって、図形と基軸値の関係性で価値調整できるようになる。
尚、その際、重要なことは、種目やプレイヤや罠が保有する内部価値は、各々の棒状図形の長さに対して比率で表すことで、比率で表すことによって図形サイズが変化したとしても内部価値が損なわれない。そういう意味で、つまり、内部価値を比率で表現し、それを座標値に変換して、再び内部価値の比率に変換して価値を受渡しするという意味で、概念的拠所は比率転用できる0〜100の小数を含む値が望ましい。それが、概念的拠所を0〜100に推奨する所以であるが、仮に概念的拠所をA〜Zのようなグループを表す記号にしたなら、図形化しない限り問題無く使用できるが、図形化して前記の通り価値変換するなら、内部価値を比率で表す必要があり、各々の記号が指し示す位置を数値化して計算しなければならない。その為、結局のところ0〜100が必要になる。つまり、概念的拠所は、図形化しないなら何であっても良いが、図形化するなら0〜100の小数を含む値が最も効率的に使用できる。
又、1次元座標に図形化して価値変換する形を取れば、つまり、内部価値を基軸値に変換して基軸値を再び内部価値に変換する図式を取れば、前記の通り、質問側、主催者、返答側だけの関係性に留まらず、プレイヤや罠もそうした関係性に加えることができ、質問側、プレイヤ、罠、主催者、返答側といった具合に夫々の図形を通じて価値調整できるようになる。具体例で記すと、質問側が進行役種目だとして、該進行役種目の概念的拠所がY軸10〜90に図形化されていて該進行役種目より選択肢の値80が発せられたなら、10〜90の80%で64になり、続いて、該進行役種目を行なったプレイヤの概念的拠所がY軸の70〜140に図形化されていたなら、70〜140の64%で125になり、125は有効域を超えるため100に丸められ、さらに、罠の概念的拠所がY軸の15〜70に図形化されていたなら、15〜70の100%で70になり、70が主催者に渡され、主催者の下で前々請求項の通りグループ化され、所属グループの開始点と終了点が返答側に渡され、開始点と終了点が60と80で動因役種目の概念的拠所が20〜70に図形化されていたなら、主催者より以降になると、つまり、主催者に渡された後になると、図形が指し示す意味が逆転し、主催者に至るまでは放出できる範囲が図形化されているのに対して、主催者より以降は受取れる範囲が図形化される。その為、グループの範囲が60〜80であるのに対して60〜70の範囲しか受取れないため、動因役種目の課題は双方が交わる60〜70の範囲内で実施する課題が探され、60〜70は83%〜100%になるため、83〜100の課題が抽出されて1つの課題がランダムに選ばれる。以上の結果、該事例では選択肢の値は80、64、100、70、60〜70、83〜100と大きく変化したが、このような形で価値調整できるようになる。
つまり、主催者に渡されるまでと、主催者に渡されてからとでは、棒状の図形が指し示す内容が異なり、主催者に渡されるまでは基軸値に換えられる範囲が図形で示されるのに対して、主催者に渡されてからは基軸値から受取れる範囲が図形で示され、図形が指し示す内容が逆転する。そのようなことから、2次元座標にして、X軸マイナス方面には主催者に渡すまでの図形を配置し、X軸プラス方面には主催者に渡されてからの図形を配置すると分かり易くなるため、そういう意味で1次元座標または2次元座標としている。
尚、動因役種目の結果は、通常、変化させずにそのまま活用する。なぜなら、状況が複雑化するためで、難しい課題や易しい課題に行き着くこと自体が試練を十分乗り越えた結果であるからである。
又、プレイヤや罠の差し込み位置は、つまり、配置位置は、主催者に渡すまでで、渡した後には差し込まない。なぜなら、主催者による調整が、例えば、グループ化などが将来どのように改良されるか分からないためで、変わることのない部分で同じことが行なえるならその方が無難であるからである。
又、基軸有効域外の値は、前記の通り125が100に変換されたように、有効域の値に変換されるが、そうした作業は逐一行なっても良いが、主催者に渡す際に一度だけ行なうようにしても良い。
The third major feature of inter-species interaction is that the value of the entire battlefield can be adjusted. The unique value system of the event, the player, and the trap that changes the value of the conceptual base. All things made up of can be treated as conceptual bases, and since the values of conceptual bases are exchanged, value adjustment and mischief can be performed by changing the values.
However, there are two embodiments of interspecific exchange, one is a game and the other is a game. The difference between the two has already been described, but the tactics can be performed in the self-discipline type and the other-style game type, and in both cases, the motive role item is optimized mainly by the player. Strictly speaking, the tournament level is the main player in the other-style game type, but the tournament level is the player's level, and the player is the main player. Therefore, the above changes do not require so-called mischief or value adjustment, and it is the game that needs them, and the purpose of the game is to play, interact, and support each other. Is highly desirable.
Therefore, one-dimensional coordinates or two-dimensional coordinates with the conceptual base held by the organizer as the base effective area are created, and the conceptual base held by the event, the player, or the trap is arranged in a rod-shaped figure at the coordinates. Then, for the conceptual bases such as events and players that do not have external value depending on the length and placement position of the rod-shaped figure, the conceptual bases held by the organizer become absolute values (base values) and have external value. Therefore, depending on the size and placement position of the figure placed in the coordinates, the value can be adjusted by the relationship between the figure and the base axis value.
At that time, it is important that the internal value held by the event, the player, or the trap is expressed as a ratio to the length of each rod-shaped figure, and even if the figure size changes by expressing it as a ratio. Internal value is not impaired. In that sense, that is, in the sense that the internal value is expressed as a ratio, converted to a coordinate value, converted to the ratio of the internal value again, and the value is passed, the conceptual base can be converted to a ratio 0 to 100. A value that includes a decimal number of is desirable. That is the reason why the conceptual base is recommended from 0 to 100. If the conceptual base is a symbol representing a group such as AZ, it can be used without any problem unless it is graphicized, but it is graphicized. When converting the value as described above, it is necessary to express the internal value as a ratio, and the position indicated by each symbol must be quantified and calculated. Therefore, 0 to 100 is required after all. That is, the conceptual base may be anything as long as it is not graphicized, but if it is graphicized, a value including a decimal number from 0 to 100 can be used most efficiently.
Also, if you take the form of graphicizing into one-dimensional coordinates and converting the value, that is, if you take the diagram of converting the internal value to the basic value and converting the basic value to the internal value again, as described above, the questioner side, the sponsor Not only the relationship between the person and the responder, but also the player and the trap can be added to such a relationship, and the value can be adjusted through each figure such as the question side, the player, the trap, the organizer, and the responder. .. In a specific example, assuming that the questioning side is a facilitator event, if the conceptual base of the facilitator event is graphicized on the Y-axis 10 to 90 and the option value 80 is emitted from the facilitator event, 10 80% of ~ 90 will be 64, followed by 64% of 70 ~ 140 will be 125 if the conceptual base of the player who performed the facilitator event was graphicized at 70 ~ 140 on the Y axis. , 125 is rounded to 100 because it exceeds the effective range, and if the conceptual base of the trap is graphicized at 15 to 70 on the Y axis, 100% of 15 to 70 becomes 70, and 70 is the organizer. It is passed to, grouped under the organizer as in the previous claim, the start point and end point of the group to which it belongs are passed to the responder, and the start point and end point are 60 and 80, which is a conceptual motive role event. If the base was graphicized from 20 to 70, the meaning pointed to by the figure is reversed after the organizer, that is, after it is handed over to the organizer, and the range that can be released up to the organizer is the figure. While it is made into a figure, the range that can be received after the organizer is made into a figure. Therefore, while the range of the group is 60 to 80, only the range of 60 to 70 can be received. Therefore, the task of the motive role item is searched for the task to be carried out within the range of 60 to 70 where both intersect, and 60. Since ~ 70 is 83% to 100%, 83 to 100 tasks are extracted and one task is randomly selected. As a result of the above, in this case, the values of the options changed significantly to 80, 64, 100, 70, 60 to 70, and 83 to 100, but the value can be adjusted in this way.
In other words, the content pointed to by the bar-shaped figure differs between when it is handed over to the organizer and after it is handed over to the organizer, and until it is handed over to the organizer, the range that can be converted to the basic value is shown by the figure. Then, after being handed over to the organizer, the range that can be received from the base value is shown in a figure, and the content pointed to by the figure is reversed. For that reason, it will be easier to understand if the coordinates are set to two-dimensional coordinates and the figures that are passed to the organizer are placed in the minus direction of the X-axis and the figures that are passed to the organizer are placed in the plus direction of the X-axis. Therefore, in that sense, it is defined as one-dimensional coordinates or two-dimensional coordinates.
In addition, the result of the motive role event is usually used as it is without being changed. This is because the situation becomes complicated, and reaching difficult or easy tasks is the result of overcoming the challenges.
In addition, the insertion position of the player or the trap, that is, the arrangement position is only until it is passed to the organizer, and it is not inserted after it is passed. This is because the organizer's coordination, for example, does not know how the grouping will be improved in the future, and it is safer if the same thing can be done in the same part.
In addition, the value outside the basic effective range is converted to the value of the effective range as 125 is converted to 100 as described above. Such work may be performed one by one, but only once when handing it to the organizer. You may do it.

4つ目の、内部価値を実質的に変えられるようにするとは、これは動因役種目において言えることで、前記の通り、1次元または2次元座標に配置して図形サイズや配置位置を変えたとしても、内部価値までは変えられなかった。例えば、動因役種目の図形サイズを基軸有効域の30〜60にしたとしても、30以下や60以上の値は全て最寄りの図形値に寄付くため30や60になり、結局のところ30〜60の範囲内でしか動因役種目の課題が実施できなかった。しかも、30や60の課題になる確率が極めて高くなりバランスの悪いものとなった。そこで、その部分は高い確率で選ばれるが、他の課題も低い確率で選ばれるようにする必要があり、しかも、バランスを崩さないでそれを行なえるようにする必要があり、そうしたことを可能にするものとなる。
方法は極めて簡単で、棒状図形を幅広いものにして、分割点を必要数設けられるようにする。そして、両辺を分断する分割線の一方の分割点を、例えば、Y軸を有効域にしていたなら、棒状図形は縦長になり、縦長を分断する形で分割線を入れたなら、棒状図形の左辺と右辺に分割線との接点ができ、その一方の接点を可動式にして、隣接する分割線や棒状図形の上辺や下辺を超えない形で移動させると、分断した間隔が変化するようになり、いわゆる、間口が広がったり狭まったりするようになり、それによって選ばれる確率が変えられる。例えば、図形サイズを0〜100にして、その上で分割線を30と60に入れ、一方の分割点を、通常は左辺にある分割点を10と90に移動させたなら、30〜60の範囲は10〜90の範囲で選ばれるようになり、前後の10の部分は30より以下の課題と60以上の課題が選ばれるようになり、先の問題は全て解決する。
以上のような分割点を必要数設けられるようにするものとなる。但し、該事例では棒状図形を矩形化しているが、矩形にせず棒状のまま新旧の分割点を設け、新分割点のみ移動できるようにしても見難くなるが良い。
The fourth reason is that the internal value can be changed substantially, which can be said in the driving role event. As mentioned above, the figure size and the arrangement position are changed by arranging them in one-dimensional or two-dimensional coordinates. Even so, the internal value could not be changed. For example, even if the figure size of the driving role item is set to 30 to 60 in the basic effective range, all values of 30 or less and 60 or more are 30 or 60 because they are donated to the nearest figure value, and eventually 30 to 60. The task of the motive role event could be carried out only within the range of. Moreover, the probability of becoming a problem of 30 or 60 becomes extremely high, and the balance becomes unbalanced. Therefore, that part is selected with a high probability, but other tasks also need to be selected with a low probability, and it is necessary to be able to do it without losing balance, and it is possible to do so. Will be.
The method is extremely simple, making the bar-shaped figure wide and providing the required number of division points. Then, if one of the dividing points of the dividing line that divides both sides is set to, for example, the Y axis as the effective range, the bar-shaped figure becomes vertically long, and if the dividing line is inserted in the form of dividing the vertically long figure, the rod-shaped figure becomes vertically long. A contact point with the dividing line is made on the left side and the right side, and if one of the contact points is made movable and moved so as not to exceed the upper and lower sides of the adjacent dividing line or rod-shaped figure, the divided interval changes. The so-called frontage becomes wider or narrower, which changes the probability of being selected. For example, if the figure size is set to 0 to 100, the dividing lines are set to 30 and 60, and one dividing point is moved to 10 and 90, which is usually on the left side, the dividing point is 30 to 60. The range will be selected in the range of 10 to 90, and the 10 parts before and after will be selected from tasks less than 30 and tasks more than 60, and all the above problems will be solved.
The required number of division points as described above can be provided. However, although the rod-shaped figure is rectangularized in this example, it may be difficult to see even if the old and new dividing points are provided in the rod shape instead of being rectangular so that only the new dividing point can be moved.

以上の発明を4つに分け、夫々を可能にするには、次の通りとなるが、既に多くのことを記しているので必要事項のみの補足にする。 To divide the above invention into four and make each possible, it is as follows, but since many things have already been described, only the necessary items will be supplemented.

1つ目の請求項5になる概念的拠所の値を丸める手段は、中央装置に概念的拠所管理手段を設け、該管理手段において概念的拠所を自由分割して分割点を保有した上で、中央装置に交流行為を行なうために質問側より動因を求めるイベントメッセージが送られて来たなら、選択肢の取決め方に関係無く概念的拠所の値が添えられて無いか調べ、添えられていたなら自由分割した何れのグループに属するか調べ、所属するグループの開始値と終了値を動因役種目側に送るものとなる。
尚、選択肢の取決め方に関係無くとは、選択肢の取決め方には先決め型、後決め型、無取決め型があり、先決め型以外は選択肢の取決めが行なわれていないため概念的拠所の値は基本不要となる。しかし、概念的拠所の値は、動因役種目の課題を取決める際に必要な値で、罠や主催者による仕掛けなどによって動因を求めるイベントメッセージに概念的拠所の値を添えて来る場合があり、そうした場合もあるという意味で、厳密に記せば、動因を求めるイベントメッセージに概念的拠所の値が含まれていたなら、となる。
又、概念的拠所の値に閾値を設けている場合があり、例えば、0〜100の小数を含む値であれば、小数点を丸めたり、整数部にも幅を設けたりする。そうした場合は、閾値が1段階の場合もあれば2段階3段階と段階的に付けられてグラデーション風に閾値を広げている場合もあり、段階的に付けられた場合は、閾値の「段階」と「開始値」と「終了値」を配列にして中央装置に送ると、中央装置は、各段階の開始値と終了値を基に前記の通りグループ化して、グループ単位で「開始値」と「終了値」を「段階」を設けて配列化し、それを動因役種目に送ると、動因役種目は、段階順に開始値と終了値を取り出して課題探しを行ない、課題が見つからなかったなら対象エリアを段階的に広げて行く。例えば、最初が5〜6なら、続いて4〜7、3〜8のように段階的に検索対象のエリアを広げ、実施する課題が見つかればその時点で作業を止めて該当の課題を実施させる。以上のように、中央装置において概念的拠所をグループ化して、グループ単位で動因役種目の課題探しをする。
尚、グループ化する際の注意点は、選択肢以上の高精度で主催者が概念的拠所を分割したなら、再び実施されない課題が発生する。例えば、質問側が設けた選択肢が30と70であるにも関わらず主催者が10分割したなら、30と70が課題探しの起点になるため80台や90台の課題は選ばれない。そうならないように本来なら選択肢の取決め方を後決め型にするか、50を境にグループを2分割にするが、予防策として選択肢側で概念的拠所に境界を設けて、例えば、選択肢に振られた値が30、40、60なら、35と50が境界になり、40の選択肢が選ばれたなら40を送信して来るのではなく35と50の2値を送信して来る場合があり、こうした形も閾値の一種であるが、範囲が一定でない上にデッドスペースができない利点があり、それが請求項で記した「概念的拠所の値を1乃至複数」と表現する所以になる。しかし、そうした場合でも前記の通り2値でグループ化を図る。尚、境界点の算出方法は、選択肢に振られた値を昇順に並べて抽出し、該当値の前後の値に対して中間値を算出する。
The first means for rounding the value of the conceptual base according to claim 5 is to provide the conceptual base management means in the central device, and in the management means, the conceptual base is freely divided and the division points are held. If the questioner sends an event message to the central unit asking for a motive to interact, check if the value of the conceptual base is attached regardless of how the options are arranged, and if it is attached. It checks which group is freely divided and sends the start value and end value of the group to which it belongs to the motive role event side.
Regardless of how the options are arranged, there are pre-determined type, post-determined type, and non-arranged type as the method of arranging the options. The value is basically unnecessary. However, the value of the conceptual base is a value required when deciding the task of the motive role event, and the value of the conceptual base may be added to the event message seeking the motive by a trap or a mechanism by the organizer. Strictly speaking, if the event message for the motive contains the value of the conceptual base, in the sense that it may happen.
Further, a threshold value may be provided for the value of the conceptual base. For example, if the value includes a decimal number from 0 to 100, the decimal point is rounded or the integer part is also provided with a width. In such a case, the threshold value may be one step or two steps and three steps to expand the threshold in a gradation style, and if it is set stepwise, the threshold "step". When the "start value" and "end value" are arranged and sent to the central device, the central device groups the start value and end value of each stage as described above, and sets the "start value" in group units. When the "end value" is arranged by providing a "step" and sent to the motive role item, the motive role item takes out the start value and the end value in the order of the steps, searches for the task, and if the task is not found, the target. Expand the area step by step. For example, if the first is 5-6, then the search target area is expanded step by step like 4-7, 3-8, and if a task to be implemented is found, the work is stopped at that point and the corresponding task is implemented. .. As described above, the conceptual bases are grouped in the central device, and the task of the motive role item is searched for in each group.
The point to note when grouping is that if the organizer divides the conceptual base with higher accuracy than the options, there will be a problem that will not be implemented again. For example, if the organizer divides the choices into 10 even though the choices provided by the questioner are 30 and 70, the tasks of 80 or 90 are not selected because 30 and 70 are the starting points for searching for the task. In order to prevent this from happening, the method of arranging options should be post-determined, or the group should be divided into two at the boundary of 50. If the values given are 30, 40, 60, 35 and 50 will be the boundary, and if 40 options are selected, 40 may be sent instead of 40, and two values of 35 and 50 may be sent. Although such a form is also a kind of threshold value, it has an advantage that the range is not constant and dead space cannot be formed, which is the reason for expressing "the value of the conceptual base is one or more" described in the claim. However, even in such a case, grouping is performed by binary as described above. The boundary point is calculated by arranging the values assigned to the options in ascending order and extracting them, and calculating an intermediate value with respect to the values before and after the corresponding value.

2つ目の請求項6になる該対戦場で有効な値を動因役種目の結果で得られるようにする手段は、1つ目のグループをそのまま活用するか、改めてグループ化し直すかして、全グループまたは一部のグループに対戦場で有効な値を1乃至複数持たせ、動因役種目の結果が中央装置に返された際に、その結果を基にグループを特定し、特定したグループが保有する対戦場で有効な値があれば該値の全部または一部を該プレイヤに、無条件で与えるか、条件付きで与えるかする。
以上のことができれば方法は問わないが、グループは「グループ記号」あるいは「識別値」、グループの「開始値」「終了値」、対戦場で有効な「有効値」、さらに条件を付けるなら「取得条件」などを管理し、その上で、動因役種目から動因役種目の結果として「プレイヤID」「概念的拠所の値」「順位」などを返してもらい、先の管理内容と順次比較して、概念的拠所の値に該当するグループがあり、その上で取得条件が合致したなら、プレイヤ毎に対戦場で有効な値を管理している手段に、例えばプレイヤ表に、獲得した値をプレイヤIDと共に送り追加する。そして、プレイヤに見せる必要があるなら、該プレイヤの交流用端末装置に有効値を表示する手段を設け、該手段にダミーのデータを送って同期を図り見せる。
尚、有効な値が得られるグループの境界やサイズを変動型にしても良く、又、有効な値自体を変えるようにしても良い。そうした場合は、グループ割りを変動させる手段を設け、時間毎に或いは設定した条件毎にグループ割りを変化させる。又、有効な値を変える場合は変える値を事前に準備して配列にして置き、所定の時間や状況になったなら、つまり、変更する条件が満たされたなら、値を入れ替える。尚、変化するパターンは、計算式で行なっても良く、配列にしてカレントを順次移動させるようにしても良い。
又、先の「取得条件」の1例になるが、ゲーム化しても良い。ゲーム化とは、取得できる状況でありながら勿体付けて与えるか否か決めるもので、例えば、クイズにしたり、パチンコゲームのヒーバーのようにしたりして、グループに設けられている以上の特別な値を得られるようにするもので、対象者の交流用端末装置に、例えば、ルーレットのようなコンピュータゲームをダウンロードしてインストールし、起動させて行なった結果を受取り、取得条件と照らし合わせて合致したなら得られるようにする。そのようなことから、取得条件に実施するゲームのID等にすれば実施する種目が変えられる。その他、実施するゲームが例えばシューティングゲームに決まっているなら弾数がグループ毎に変えられていて、該ゲームの結果で得られる該対戦場で有効な値を変えるようにしても良い。
As a means for obtaining a value valid in the battlefield as the result of the motive role event, which is the second claim 6, the first group can be used as it is or regrouped. All groups or some groups are given one or more valid values on the battlefield, and when the result of the motive role event is returned to the central device, the group is specified based on the result, and the specified group If there is a valid value on the battlefield in possession, all or part of the value is given to the player unconditionally or conditionally.
If you can do the above, the method does not matter, but the group is the "group symbol" or "identification value", the "start value" and "end value" of the group, the "valid value" that is valid on the battlefield, and if you add conditions, " Manage "acquisition conditions", etc., and then have the "player ID", "conceptual base value", "rank", etc. returned as the result of the motive role item from the motive role item, and compare them with the previous management contents in sequence. If there is a group that corresponds to the value of the conceptual base and the acquisition conditions are met, the acquired value can be added to the means for managing the effective value on the battlefield for each player, for example, in the player table. Send and add along with the player ID. Then, if it is necessary to show it to the player, a means for displaying an effective value is provided in the AC terminal device of the player, and dummy data is sent to the means to show synchronization.
The boundary and size of the group from which a valid value can be obtained may be variable, or the valid value itself may be changed. In such a case, a means for changing the group allocation is provided, and the group allocation is changed for each time or for each set condition. In addition, when changing a valid value, the value to be changed is prepared in advance and placed in an array, and the value is replaced when a predetermined time or situation is reached, that is, when the condition to be changed is satisfied. The changing pattern may be performed by a calculation formula, or may be arranged and the current may be sequentially moved.
Further, although it is an example of the above "acquisition condition", it may be made into a game. Making a game is to decide whether or not to give it in spite of being able to acquire it, for example, by making it a quiz or like a pachinko game heaver, a special value beyond the value provided in the group The result of downloading, installing, and starting a computer game such as roulette on the target person's exchange terminal device was received and matched with the acquisition conditions. To get it. Therefore, if the ID of the game to be implemented is used as the acquisition condition, the event to be implemented can be changed. In addition, if the game to be played is decided to be a shooting game, for example, the number of bullets may be changed for each group, and the value obtained as a result of the game may be changed in the battlefield.

3つ目の請求項7になる座標に配置した描画情報を基に概念的拠所の値を変化させる手段は、前記の概念的拠所管理手段に、該対戦場に参加する全部または一部のモノたちの概念的拠所を1次元または2次元の座標に図形化する情報を持たせ、それに対して処理する順序を取決め、例えば、質問側(進行役種目か仕掛役種目)、プレイヤ、罠、グループ化、動因役種目などと処理する順番を取決め、動因を求めるイベントメッセージが送られて来たなら、先ず、進行役種目のものか仕掛役種目のものか調べ、判明した種目の図形情報が無いか調べ、あれば送られて来た概念的拠所の値1乃至複数の全てをパーセンテージとして該図形情報が指し示す範囲内において先に記した事例通りに比率計算して基軸値を算出し概念的拠所の値を変化させる。引き続き、そうした作業を該プレイヤの図形情報があれば再び行ない、さらに、罠の図形情報があれば行ない、質問側、プレイヤ、罠を経て変化させた概念的拠所の値に対して前々請求項で記した通り全値のグループ化を図り、所属グループの開始値と終了値の配列を作って、さらに、動因役種目の図形情報が無いか調べ、あれば図形情報にある範囲内で、前記の通り、各グループが指し示す範囲と図形情報が指し示す交わった範囲内に概念的拠所の値を変化させ、変化させた値を基に前々請求項で記した通り課題を探す。
以上のように、中央装置において概念的拠所の値を図形情報で変化させるだけなら図形を表示する必要はないが、各プレイヤの実施状況に応じて座標内容を可視化するなら、各プレイヤにとって必要な情報と座標内容表示用プログラムを交流用端末装置にダウンロードして、該プログラムをインストールし、座標内容を表示すると共に、変更できるようにする。又、図形情報として必要な情報は、各図形の「分類コード」と「調査順序」と図形の「ID」と「開始点」と「終了点」または終了点に代えて「図形長」となり、それらを基に内部価値を図形長の比率で表現し、外部価値を座標の基軸値で表現する。
The means for changing the value of the conceptual base based on the drawing information arranged at the coordinates according to the third claim 7 is the above-mentioned conceptual base management means, and all or a part of the objects participating in the battlefield. Have information to visualize our conceptual base in one-dimensional or two-dimensional coordinates, decide the order of processing for it, for example, questioner (facilitator or in-process event), player, trap, group If an event message asking for the motive is sent after deciding the order of processing, such as conversion and motive role, first check whether it is the facilitator or the in-process event, and there is no graphic information of the found event. If there is, the value of the conceptual base sent from one or more is used as a percentage, and within the range indicated by the graphic information, the ratio is calculated according to the case described above, and the basic value is calculated and the conceptual base is calculated. Change the value of. Subsequently, such work is performed again if there is graphic information of the player, and further, if there is graphic information of the trap, the value of the conceptual base changed through the questioner, the player, and the trap is claimed before the previous time. As described in, group all values, make an array of start value and end value of the group to which you belong, check if there is graphic information of the driving role item, and if there is, within the range in the graphic information, the above As shown, the value of the conceptual base is changed within the range indicated by each group and the intersection indicated by the graphic information, and the problem is searched for as described in the previous claim based on the changed value.
As described above, it is not necessary to display the graphic if only the value of the conceptual base is changed by the graphic information in the central device, but it is necessary for each player if the coordinate contents are visualized according to the implementation status of each player. The information and coordinate content display program is downloaded to the AC terminal device, and the program is installed so that the coordinate content can be displayed and changed. In addition, the information required as graphic information is the "classification code" and "investigation order" of each graphic, the "ID" and "start point" and "end point" of the graphic, or the "graphic length" instead of the end point. Based on these, the internal value is expressed by the ratio of the figure length, and the external value is expressed by the base value of the coordinates.

4つ目の請求項8になる概念的拠所の内部価値調整手段は、概念的拠所を表す個々の図形に分割点を設け、該分割点を新旧に分けて管理し、新分割点の方を移動可能とし、前記の通り、隣接する分割点や、該図形の上端や下端を越えないように移動可能とする。そして、旧分割点が指し示す間口を広げたり狭めたりする。その結果、間口が広がったなら、その分基軸値を多く受け入れられるようになり、しかも間口に対する比率で受入れるため、受入れるバランスに変化が起こらない。逆に狭まったなら、その分基軸値の受入れ範囲が狭められるがバランスは前記のように崩れることはない。例えば、分割点が、60、70、80にあり、夫々の分割点を10、30、90に移動させたなら、夫々の実施対象になる実際の基軸値は大きく変化し、60以下の課題は基軸値10以下でなければ実施できなくなり、70〜80の課題が30〜90で実施されるようになる。そのように内部価値と基軸値の関係性が大きく変化させられる。
尚、注意点は、分割点を複数設けたとしても、等比率で圧縮または伸長されるため、分割点までの値はそのまま活用される。例えば、30と90に分割点を入れ、90の分割点を40まで移動させたなら、基軸値60は40〜100までの60になり33%になることから90〜100の33%で93に変換される。つまり、元の分割点である90がそのまま活用されその上で移動させた比率分の値が加算される。
以上の、分割点と分割点移動情報を、前記の概念的拠所管理手段に加え、分割点の作成と移動できる権限者に対して、該権限者が使用する交流用端末装置に作成と変更するために必要な情報をダウンロードして、作成と修正等をできるようにして、変更した内容を中央装置にある概念的拠所管理手段に記録して置く。尚、記録内容は、前項の図形情報に「新旧の分割点」を加えるだけとなる。
The fourth method of adjusting the internal value of the conceptual base according to claim 8 is to provide a division point on each figure representing the conceptual base, manage the division point by dividing it into old and new, and manage the new division point. It is made movable, and as described above, it is made movable so as not to exceed the adjacent dividing points and the upper and lower ends of the figure. Then, the frontage pointed to by the old division point is widened or narrowed. As a result, if the frontage is widened, a large amount of the basic axis value can be accepted, and the ratio to the frontage is accepted, so that the acceptance balance does not change. On the contrary, if it is narrowed, the acceptance range of the basic axis value is narrowed by that amount, but the balance is not lost as described above. For example, if the division points are at 60, 70, and 80 and the division points are moved to 10, 30, and 90, the actual base value to be implemented will change significantly, and the tasks of 60 or less will be solved. It cannot be carried out unless the basic axis value is 10 or less, and the tasks of 70 to 80 will be carried out at 30 to 90. In this way, the relationship between the internal value and the basic value can be greatly changed.
Note that even if a plurality of division points are provided, the values up to the division points are used as they are because they are compressed or decompressed at equal ratios. For example, if the division points are set in 30 and 90 and the division point of 90 is moved to 40, the basic axis value 60 becomes 60 from 40 to 100, which is 33%, so 33% of 90 to 100 becomes 93. Will be converted. That is, the original division point 90 is used as it is, and the value of the ratio moved on it is added.
In addition to the above-mentioned conceptual base management means, the above-mentioned division point and division point movement information are created and changed to the AC terminal device used by the authorized person for the authorized person who can create and move the divided point. The information necessary for this is downloaded so that it can be created and modified, and the changed contents are recorded in the conceptual base management means in the central device. As for the recorded contents, only "old and new dividing points" are added to the graphic information in the previous section.

第6発明は、該対戦場にデータ構造体から成る基点を設け、基点を開始点に交流行為を行なわせるものとなる。つまり、これまでの異種目間交流は、該対戦場には実施できる種目しか存在しなかったが、そこに、プレイヤ毎に「基点」を与え、1つの基点を特定してから交流行為を始めさせる。その結果、
1つには、種目間連係がデータ構造体で行なえるようになる。
2つには、基点に多様な仕掛が行なえるようになる。
3つには、表裏の戦いが行なえるようになる。
4つには、基点の争奪戦のようなゲームが行なえるようになる。
但し、実施形態によっては基点が不要で、異種目間交流には「遊戯」と「切磋」と記す実施形態があり、切磋ではほぼ不要で、遊戯でも不要な場合がある。つまり、基点が必要になるのは、罠を仕掛け合ったり、戦いを複雑化したりしたい場合で、例えば、遊戯なら、目的が遊びとふれあいと支え合いで、実力勝負をするよりは寧ろ多様な罠を仕掛け合ってハプニングを起こした方が面白い。しかし、基点を特定しなければならないという手間が増えるため、短所もあるが、基点を設けたからと言ってこれまでのことができなくなるわけではないので、仮に未使用なら、水面下で基点を自動作成したり、自動特定したり、又、進行役種目内で基点を取決められるようにすることによって、つまり、進行役種目と基点の取決めを一体化させることによって、そうした手間は省け、要不要も簡単に切り替えられるため、基点を設けることに不具合はない。
夫々について補足すると、
In the sixth invention, a base point composed of a data structure is provided on the battlefield, and an exchange action is performed with the base point as a starting point. In other words, until now, there were only events that could be carried out in the battlefield, but a "base point" was given to each player, and after identifying one base point, the exchange action was started. Let me. resulting in,
For one thing, inter-event linkage can be done with data structures.
Secondly, various work-in-process can be performed at the base point.
Third, you will be able to fight both sides.
For the fourth, you will be able to play a game like a battle for the base point.
However, depending on the embodiment, the base point is not required, and there are embodiments described as "game" and "kiri" for inter-species exchange, which are almost unnecessary for the game and may not be necessary for the game. In other words, the starting point is needed when you want to set traps or complicate battles. For example, in the case of games, the purpose is play, contact, and support, and rather than playing a competitive game, there are various traps. It is more interesting to set up and cause a happening. However, there is a disadvantage because it increases the time and effort to specify the base point, but setting the base point does not mean that you can not do it so far, so if it is unused, the base point is automatically set under the surface of the water. By creating, automatically identifying, and allowing the base point to be decided within the facilitator event, that is, by integrating the facilitator event and the base point arrangement, such trouble can be saved and unnecessary. Since it can be easily switched, there is no problem in setting a base point.
To supplement each,

1つ目の、種目間連係がデータ構造体で行なえるとは、これまでの問答式は、質問側より「動因を求めるイベントメッセージ」を発信させ、それを発信源に動因役種目を実施し、結果を該発信源に返して選択肢を取決めた。又、仕掛役種目のように発信源が事前に必要な場合は、「何番目に実施する動因役種目」とか、「〇〇の値を持つ動因役種目」のように動因役種目が特定できるもので行なった。しかし、それだと、動因役種目を特定するだけで、それ以上のことは、いわゆる仕掛などはできなかった。
そこで、交流行為を行なうには、厳密には動因役種目を行なうには、1つのデータ構造体を取決めなければならないようにする。すると、交流行為を行なうには、前記の通り、基点を取決めなければならないという作業が増えるが、それ以上に得られるものがあり、中でも最大の利点が、本項目の種目間連係がデータ構造体で行なえるようになることで、その結果、プレイヤや種目が未定なまま多様な種目間連係や流れが作り出せるようになる。なぜなら、基点とは、動因を求めるイベントメッセージの具現化で、それまではイベントメッセージが送られて来なければ行なえなかったことが事前にできるようになり、個々の基点に実施する動因役種目に関する情報を持たせて置けば、例えば、ジャンルや難易度、対戦人数や人気度などと言った様々な情報を持たせて置けば、そのような動因役種目が実施できるようになり、又、動因役種目に渡す情報を持たせて置けばその内容で実施しなければならなくなる。さらに、動因役種目の結果を記録するようにすれば、基点を基に仮に中身が未定であったとしても多様な値揃い等が行なえるようになり、異種目間交流を多様化させられる。そして、何よりも異種目間交流が定型化できる。
異種目間交流が定型化できるとは、異種目間交流は多種多様な種目同士の連係で、実施する種目の対戦人数が変わればそれだけでも種目間連係は複雑化する。そのような状況下で、多種多様な種目に仕掛をしたりするのは困難であったが、基点を設けることによって、基点を基に多種多様な連係が整理でき、ワンパターン化させられる。つまり、3種類の種目間連係が、「基点」と「動因役種目」と「仕掛役種目」との連係で表現できるようになり、夫々をデータ構造体にして、基点を「交流体」とし、動因役種目を「動因体」とし、仕掛役種目を「仕掛体」としたなら、動因体には交流体が必要で、仕掛体には交流体か動因体が必要で、交流体には動因体にある動因役種目の結果が記録され、交流体にある動因役種目の結果で交流体同士の値揃いが行なえるようになる。そのように、3種類のデータ構造体同士の組合せで異種目間交流が説明並びに組み立てられるようになる。
その点についてもう少しく記すと、交流体が基点になり、動因体が動因役種目の情報を持ち、仕掛体が仕掛役種目の情報と成立要件を持つ。そうした中、問答式を成立させるには、動因役種目には発信源が必要で、動因体には発信源となる交流体が必要になる。又、仕掛役種目には動因役種目の結果が必要なため、交流体には動因役種目の結果が記録される。又、仕掛体にも交流体が必要で、仮に交流体に動因役種目の結果が未記録なら動因体が必要になり、仕掛体に交流体と動因体を持たせて置けば、仕掛体が選ばれたなら、該仕掛体にある仕掛役種目を行なうプレイヤ毎の交流体を調べ、夫々の交流体に動因役種目の結果が記録されていなければ記録されていないプレイヤの動因体にある動因役種目を実施させれば良くなる。又、プレイヤ毎に交流体を束ねて置けば、プレイヤの動因役種目の結果で値揃いのような変化が起こせるようになる。つまり、交流体が「動因役種目」「仕掛役種目」「対戦場で有効な値の集計」と言った交流行為にとって重要な行為の基点になり、そうした基点に罠を仕掛ければ、1つには動因体が限定でき、2つには動因役種目の実施条件が変えられ、3つには仕掛役種目の実施条件が変えられ、4つには対戦場で有効な値による値揃いの妨害をしたり支援をしたりできるようになる。
The first is that inter-event linkage can be performed with a data structure. In the conventional question-and-answer formula, the question side sends an "event message seeking a motive", and the motive role event is carried out using that as the source. , The result was returned to the source and the options were decided. In addition, when a source is required in advance, such as a work-in-process event, the motive role item can be specified, such as "what number of the motive role item to be implemented" or "the motive role item having a value of XX". I did it with something. However, in that case, it was not possible to do anything more than that, so-called work in process, just by identifying the motive role item.
Therefore, in order to perform an exchange act, strictly speaking, one data structure must be decided in order to perform a motive role event. Then, as mentioned above, in order to perform the exchange act, the work of having to decide the base point increases, but there are more things that can be obtained, and the biggest advantage is that the inter-item linkage of this item is the data structure. As a result, it becomes possible to create various inter-event linkages and flows while the player and the event are undecided. This is because the base point is the realization of the event message that seeks the motive, and it becomes possible to do in advance what could not have been done until the event message was sent, and it is related to the motive role item to be implemented at each base point. If you have information, for example, if you have various information such as genre, difficulty level, number of opponents, popularity, etc., you will be able to carry out such motive role events, and motives If you have the information to be passed to the role type, you will have to carry out with that content. Furthermore, if the results of the motive role events are recorded, even if the contents are undecided based on the base point, it becomes possible to perform various value matching and the like, and it is possible to diversify the exchange between different species. And above all, interspecific exchange can be standardized.
The fact that cross-species exchange can be standardized means that cross-species exchange is a link between a wide variety of events, and if the number of opponents in the event to be implemented changes, the inter-event link will become complicated. Under such circumstances, it was difficult to set up a wide variety of events, but by providing a base point, a wide variety of linkages can be organized based on the base point and made into a single pattern. In other words, the three types of inter-event linkage can be expressed by the linkage of the "base point", the "motive role event", and the "in-process role event", each of which is a data structure, and the base point is an "exchange body". , If the motive role item is "dynamic body" and the in-process role item is "in-process body", the motive body needs an AC body, the in-process body needs an AC body or a motive body, and the in-process body needs an AC body. The results of the motive role events in the motive body are recorded, and the values of the motive role events in the motive body can be matched with each other. As such, interspecific exchanges can be explained and assembled by combining three types of data structures.
To describe this point a little more, the AC body is the base point, the motive body has the information of the motive role item, and the work-in-process has the information of the work-in-process item and the establishment requirement. Under such circumstances, in order to establish the question-and-answer formula, a source is required for the motive role event, and an exchange body that is the source is required for the motive body. In addition, since the result of the motive role event is required for the work-in-process event, the result of the motive role event is recorded in the AC body. In addition, the in-process body also needs an AC body, and if the result of the motive role event is not recorded in the in-process body, the in-process body is necessary. If selected, the interaction body of each player who performs the in-process combination event in the in-process body is examined, and if the result of the motive role event is not recorded in each interaction body, the motive force in the player's motive body is not recorded. It will be better if the role item is carried out. In addition, if the AC bodies are bundled for each player, changes such as value matching can occur depending on the result of the player's motive role event. In other words, the exchange body becomes the base point of important actions for the exchange action such as "motive role event", "work in process event", and "aggregation of effective values in the battlefield", and if you set a trap at such a base point, one The motive body can be limited to, 2 can change the implementation conditions of the motive role event, 3 can change the implementation conditions of the work-in-process event, and 4 can be set by the values valid on the battlefield. You will be able to interfere and assist.

2つ目の、基点に多様な仕掛が行なえるとは、前項の最後に記した1〜4の通りで、改めて記すまでもないが、交流体が、動因役種目、仕掛役種目、対戦場で有効な値の集計、の基点になり、それらに影響が与えられる。 The second point is that various gimmicks can be performed at the base point, as described in 1 to 4 at the end of the previous section. Needless to say, the exchange body is the motive role event, the gimmick role event, and the battlefield. It becomes the starting point for the aggregation of valid values in, and affects them.

3つ目の、表裏の戦いが行なえるとは、交流体と動因体はセットで、動因役種目の結果が交流体に記録される。その際、対戦場で有効な値を動因役種目の結果で得られるようにすれば、各プレイヤが保有する交流体同士で値揃い等が行える。例えば、単純に縦横斜め列において値が揃うようにしたり、クロスワードを完成させたり、手を掛けるなら3次元配列にして値揃いさせたりできる。そこで、各プレイヤが保有する交流体を「ユニット」と記すとして、ユニットとはプレイヤ単位の交流体を束ねるデータ構造体で、該構造体を基に、いわゆるユニットを基に進行役種目とは異なる戦いが行なえるようになり、進行役種目による戦いとユニットによる戦いの2つの戦いが行なえると言うことから「表裏の戦い」としている。但し、表裏の戦いは必ずしも分離されている訳ではなく、各プレイヤに与えられる交流体は多くても100個程度であり、その程度の配列情報なら事前に進行役種目に渡して置くことが可能で、そうなれば進行役種目の中に交流体選びが組み込める。その結果、表裏の戦いは、分離しても良く、一体にしても良く、裏の戦いを無効にしても良くなる。それをどのように扱うかは主催者次第となる。尚、表裏の戦いを分離して表の戦いを無効にするのは好ましくない。 The third thing that the front and back battles can be performed is that the exchange body and the motive body are a set, and the result of the motive role event is recorded in the exchange body. At that time, if a value effective on the battlefield can be obtained as a result of the motive role event, the values can be matched between the exchange bodies owned by each player. For example, the values can be simply aligned in vertical, horizontal, and diagonal columns, the crossword can be completed, and the values can be aligned in a three-dimensional array if a hand is applied. Therefore, the AC body owned by each player is referred to as a "unit", and the unit is a data structure that bundles the AC bodies of each player, and is different from the facilitator item based on the so-called unit based on the structure. It is called "front and back battle" because it is possible to fight, and it is possible to fight two battles, one by the facilitator and the other by the unit. However, the battles on the front and back are not necessarily separated, and the number of exchanges given to each player is at most 100, and it is possible to pass the arrangement information to that extent in advance to the facilitator event. Then, the selection of the exchange body can be incorporated into the facilitator event. As a result, the front and back battles may be separated, united, or invalidated. How to handle it is up to the organizer. It is not preferable to separate the front and back battles and invalidate the front and back battles.

4つ目の、基点の争奪戦のようなゲームが行なえるようになるとは、既述の通り、交流体如何によってはその後の展開が大きく変わる。そのようなことから、交流体の鋳型を設ければ、鋳型とは同じ内容になるようなサンプルを設ければ、そうした鋳型の争奪戦が行なえるようになる。なぜなら、交流体の鋳型は、動因役種目選びや動因体選びと違って、それらを含めた実施条件まで保有するためで、例えば、同じ輪投げでも、交流体によっては2mで行なったり10mで行なったりする。その為、交流体選びは種目選び以上の条件闘争ができるようになる。そうした交流体を、プレイヤ各々任意に指定できるようにするのか、コンピュータゲームを通じて得られるようにするのか、等々、様々な形で争奪戦が行なえるようになる。 As mentioned above, the possibility of playing a fourth game, such as a battle for the base point, will greatly change the subsequent development depending on the interaction body. Therefore, if an AC mold is provided and a sample having the same contents as the mold is provided, a battle for such a mold can be carried out. This is because the template of the AC body is different from the selection of the motive role item and the selection of the motive body, because it holds the implementation conditions including them. For example, even if the same quoits is performed, it may be performed at 2 m or 10 m depending on the AC body. To do. Therefore, it becomes possible to have a conditional struggle for selecting an exchange body, which is more than selecting an event. It will be possible to engage in various forms of competition, such as whether such an exchange body can be arbitrarily specified by each player, or whether it can be obtained through a computer game, and so on.

以上を可能にするには、該対戦場に、
1)対戦場に交流体を設ける。
2)交流体をプレイヤ毎に束ねる。
3)必要があれば動因体を設ける。
4)必要があれば仕掛体を設ける。
5)表裏の戦いの処理手順。
6)各交流行為の処理手順。
To enable the above, on the battlefield,
1) Set up an exchange body on the battlefield.
2) Bundle the AC body for each player.
3) If necessary, provide a motive body.
4) If necessary, install a work-in-process.
5) Procedures for processing front and back battles.
6) Processing procedure for each exchange act.

1)交流体を設けるとは、交流体とは、前記の通り、交流行為における4つの動作の基点になるデータ構造体で、4つの動作とは、1つは動因役種目の限定で、2つは動因役種目の実施で、3つは仕掛役種目の実施で、4つは交流体を基にした対戦場で有効な値の集計いわゆる値揃い処理となる。その為、交流体にそれらに関わる情報を持たせて置くことによって、それらが可能になる。具体的には、中央装置に、「交流体情報」「プレイヤ情報」「動因役種目を限定する情報」「動因役種目に渡す情報」「仕掛役種目に渡す情報」「動因役種目の結果を記録する変数」等から成るデータ構造体を必要数設ける。
尚、交流体情報とは、交流体IDの他、交流体に分類値を設けるならそうした値となる。分類値とは特徴を表す値で、該交流体が選ばれたなら特別な処理を実施する場合などとなる。例えば、主催者による事前設定として動因体等がセットされているなら、事前設定表の識別子、いわゆる「主催者設定表」のIDが記録され、記録内容に基づいた処理がされる。但し、異種目間交流ではオーバーブッキングが発生する可能性があり、優先順序に基づいて処理する。又、プレイヤ情報とは、プレイヤID等で、それによってプレイヤに関する様々な情報が得られる。又、動因役種目を限定する情報とは、動因体を用いる場合は動因体を限定する情報となり、若干内容が異なる。なぜなら、動因役種目を限定する情報は対戦人数や実施対象やレベルなどのように該動因役種目の特徴を表す情報になるが、動因体を限定する情報はさらに種目とは無関係な値で双方を関連付けられる。例えば、動因体に実施NOや色などの分類値を持たせて置くと、ラッキーセブンの際に行なう種目を限定したり、赤色の値を持つ種目に限定したりできる。その結果、動因役種目を順番に実施させたり、多様な条件で実施させたりできる。又、動因役種目に渡す情報とは、文字通り、動因役種目を実施する際に渡される値となる。尚、交流体に記録される動因役種目に渡す情報は、主にプレイヤの実施環境を変える値となり、基本的にはプレイヤ毎の値になる。しかし、該動因役種目を取決めた最初の者であれば該交流体の内容で動因役種目が実施されるといった具合に取決めて置くなら交流体を基に動因役種目そのものの実施内容が変えられるようになる。その辺は仕様次第となる。又、仕掛役種目に渡す情報とは、動因役種目に渡す情報と同じで、動因役種目か仕掛役種目かの違いとなる。又、動因役種目の結果を記録する変数とは、動因役種目の結果をそのまま記録したり、対戦場で有効な値を記録したり変数となる。
尚、対戦場に交流体の鋳型を設けるなら、つまり、一部の内容をコピーできるようにするなら、コピー元になる鋳型の交流体を必要数設ける。その上で、各プレイヤの交流用端末装置に、交流体が選べるアイコンやテーブルを表示するなら「鋳型IDか交流体ID」と「交流体や鋳型の特徴を示す情報」を必要最小限ダウンロードして、該装置において具現化して見たり選んだりできるようにする。そして、特定された交流体については「鋳型IDか交流体ID」と「プレイヤID」などを中央装置に送信する形にする。尚、交流体は動的に作成しても良いが、動的に作成する場合は、1つには鋳型を選んで作成するか、2つには自動作成する形になる。そうした場合は、鋳型のみ交流用端末装置に表示すれば良く、自動作成するなら鋳型の表示も不要となり中央装置において作成するだけとなる。
又、鋳型を参照する場合、動的に交流体を作成しても良いが、それだと主催者による事前設定が行なえない。そこで、各プレイヤに必要数の交流体を与えて置き、その交流体に鋳型にある内容を参照するなら鋳型IDを記録するようにし、鋳型にある内容を取込むならそうした内容を取込む変数を用意して置き上書きする。つまり、鋳型とは追加情報で、交流体の全内容を書き換える訳ではなく、参照する内容のみ取込む。そうすると主催者やプレイヤによる事前設定も可能となる。
1) Providing an AC body means that the AC body is a data structure that serves as a base point for four actions in an AC action, as described above. One is the implementation of the motive role event, the third is the implementation of the in-process role event, and the four is the aggregation of effective values in the battlefield based on the exchange body, so-called value matching processing. Therefore, it is possible to have the information related to them in the AC body. Specifically, "exchange body information", "player information", "information limiting the motive role event", "information passed to the motive role event", "information passed to the in-process role event", and "results of the motive role event" are stored in the central device. Provide the required number of data structures consisting of "variables to be recorded" and the like.
In addition to the AC body ID, the AC body information is such a value if a classification value is provided for the AC body. The classification value is a value representing a feature, and if the AC body is selected, a special process may be performed. For example, if a motive body or the like is set as a preset by the organizer, the identifier of the preset table, that is, the ID of the so-called "organizer setting table" is recorded, and processing is performed based on the recorded contents. However, overbooking may occur in interspecific AC, and processing is performed based on the priority order. Further, the player information is a player ID or the like, whereby various information about the player can be obtained. In addition, the information that limits the motive role item is the information that limits the motive body when the motive body is used, and the content is slightly different. This is because the information that limits the motive role item is information that represents the characteristics of the motive role item, such as the number of opponents, the target, and the level, but the information that limits the motive element is a value that is irrelevant to the item and both sides. Can be associated. For example, if the motive body is given a classification value such as an implementation NO or a color, it is possible to limit the events to be performed at the time of Lucky Seven, or to limit the events to have a red value. As a result, it is possible to carry out the motive role events in order or to carry out under various conditions. In addition, the information passed to the motive role item is literally a value passed when the motive role item is implemented. The information to be passed to the motive role item recorded in the AC body is a value that mainly changes the player's implementation environment, and is basically a value for each player. However, if the person is the first person to decide on the motive role event, the implementation content of the motive role event itself can be changed based on the exchange body if the motive role event is implemented based on the contents of the exchange body. Will be. That depends on the specifications. Further, the information passed to the work-in-process item is the same as the information passed to the motive role item, and is different between the motive role item and the work-in-process item. Further, the variable for recording the result of the motive role event is a variable for recording the result of the motive role event as it is or recording a value valid in the battlefield.
If a mold for an alternator is provided on the battlefield, that is, if a part of the contents can be copied, a required number of alternators for the mold to be a copy source are provided. After that, if you want to display an icon or table that allows you to select an AC body on each player's AC terminal device, download the "template ID or AC body ID" and "information indicating the characteristics of the AC body or mold" to the minimum necessary. To be embodied in the device so that it can be viewed and selected. Then, for the specified AC body, the "template ID or AC body ID" and the "player ID" are transmitted to the central device. The AC body may be created dynamically, but when it is created dynamically, one is created by selecting a template, and the other is automatically created. In such a case, only the mold needs to be displayed on the AC terminal device, and if it is automatically created, the mold does not need to be displayed and only the mold is created on the central device.
Also, when referring to the template, the AC body may be created dynamically, but if it is the case, the organizer cannot set in advance. Therefore, give each player the required number of alternators, and record the template ID if the contents in the mold are referred to in the alternators, and if the contents in the mold are to be taken in, set a variable to take in those contents. Prepare and place and overwrite. In other words, the template is additional information, and does not rewrite the entire contents of the AC body, but captures only the contents to be referred to. Then, the organizer and the player can set in advance.

2)交流体をプレイヤ毎に束ねるとは、前記の「ユニット」のことで、静的動的に作成される交流体をプレイヤ単位で束ねる。その為、1つのユニットには、該プレイヤが行なった交流行為分の交流体か、事前に割り与えられた交流体が収納される。尚、中央装置が管理するユニットは、通常、1次元配列の交流体で、その状態では動因役種目の結果を基にした値揃いの処理ができない。そこで、そうした処理をする場合は、1次元配列の交流体から必要な値のみ抽出して2次元配列にしたり3次元配列にしたりして値揃い等を成立させ、得点を加減点する。その為、各ユニットに集計機能を備えるか、集計結果を記録する変数を持たせる。又、ユニット内容を多次元に配列し直す二次加工をするなら、二次加工用のソフトウエアが必要になる。そうしたソフトウエアを、中央装置に設けて加工するか、種目同様に外部に委託して加工するかであるが、ダイナミックライブラリのように本システムに組み込んで行なっても良く、種目同様に外部委託しても良い。何れであっても委託する点に変わりはなく、加工するために必要な情報を必要最小限渡して加工し、結果を返してもらい、該ユニットに記録するか、プレイヤ表にユニット項目を設けて点数化して記録する。 2) Bundled AC bodies for each player means the above-mentioned "unit", and bundles statically and dynamically created AC bodies for each player. Therefore, in one unit, the exchange body for the exchange action performed by the player or the exchange body assigned in advance is stored. The unit managed by the central device is usually a one-dimensional array AC body, and in that state, it is not possible to perform value matching processing based on the result of the driving role event. Therefore, when such processing is performed, only the necessary values are extracted from the AC body of the one-dimensional array and made into a two-dimensional array or a three-dimensional array to establish a value alignment or the like, and the points are added or subtracted. Therefore, each unit should have an aggregation function or a variable to record the aggregation result. Further, if secondary processing is performed to rearrange the unit contents in multiple dimensions, software for secondary processing is required. Such software may be processed by providing it in the central device or outsourced like the event, but it may be incorporated into this system like a dynamic library, and it may be outsourced like the event. You may. In any case, there is no difference in the point of outsourcing, pass the minimum necessary information for processing, process it, have the result returned and record it in the unit, or set a unit item in the player table Score and record.

3)必要があれば動因体を設けるとは、該対戦場には元々動因役種目を管理するテーブルが設けられる。その為、それをそのまま活用しても良いが、動因体と該テーブルとの違いは、該テーブルは動因役種目に関する情報を主体的に扱う。それに対して動因体はもう少し身軽で、動因役種目そのものも後付けできる。つまり、不明な状態であっても良くなる。現に、異種目間交流で用いる動因役種目は、既述の通り、「疑似動因役種目」と記す索引で、実施の際に動的に作成される。その為、実施の直前までは、動因役種目やその実施内容が、不確実で仕掛等によって変更されたりする。そのようなことから、多種多様な種目で行なう異種目間交流であるにも関わらず「1乃至複数の動因役種目」と表現される。それは、1つの動因役種目から多数の動因体が作られるからで、動因体の数だけ「疑似動因役種目」が作られるからである。
尚、動因体を該対戦場に設ける場合は、「動因体情報」「動因役種目情報」「動因役種目に渡す情報」が記録でき、動因体情報には、動因体IDの他に、動因体の特徴を表す情報も含まれる。例えば、赤色の値を持つ動因体とか、対戦者数や、子供向け等の実施対象や、ジャンルなど、又、人気度などと言った情報も含まれる。又、動因役種目情報とは、動因役種目IDの他に、前記のように索引作り(疑似動因役種目作り)に関する情報なども含まれる。又、動因役種目に渡す情報とは、課題IDの他に、難易度等の概念的拠所の値や、初期設定に関する情報となる。
又、動因体に交流体情報が必要であるか否かであるが、動因体と交流体はセットであり、動因体にある種目結果は交流体に記録される。しかし、動因体に交流体情報を持たせて記録する必要はなく、双方を繋ぎ合わせる本体システムが交流体に紐付けて記録するようにすれば良く、敢えて動因体に交流体を設ける必要はない。つまり、「主催者設定表」のようなテーブルを設けて主催者が取決めた内容を記録して置き、動因を求めるイベントメッセージが発せられたなら真っ先に該表を検査するようにすれば良い。
3) Providing a motive body if necessary means that the battlefield is originally provided with a table for managing motive role events. Therefore, it may be used as it is, but the difference between the motive body and the table is that the table proactively handles information on the motive role event. On the other hand, the motive body is a little lighter, and the motive role event itself can be retrofitted. In other words, it does not matter if it is in an unknown state. Actually, as described above, the motive role item used in the inter-species exchange is an index described as "pseudo motive role item", and is dynamically created at the time of implementation. Therefore, until just before the implementation, the motive role item and the implementation content are uncertain and may be changed due to work in process or the like. For this reason, it is expressed as "one or more motive role events" even though it is a heterogeneous exchange performed in a wide variety of events. This is because a large number of motives are created from one motive role event, and as many "pseudo motive role events" are created as there are motives.
When the motive body is provided on the battlefield, "motive motive information", "motive motive role event information", and "information to be passed to the motive role event" can be recorded. It also contains information that represents the characteristics of the body. For example, it also includes information such as a motive body having a red value, the number of opponents, an implementation target for children, a genre, and a degree of popularity. In addition to the motive role item ID, the motive role item information also includes information related to index creation (pseudo motive role item creation) as described above. In addition to the task ID, the information to be passed to the motive role item is the value of the conceptual base such as the difficulty level and the information related to the initial setting.
Also, depending on whether or not the motive body needs the AC body information, the motive body and the AC body are a set, and the result of the event in the motive body is recorded in the AC body. However, it is not necessary for the motive body to have the AC body information for recording, and the main body system that connects the two can be linked to the AC body for recording, and it is not necessary to dare to provide the AC body for the motive body. .. That is, a table such as the "organizer setting table" may be provided to record the contents arranged by the organizer, and when an event message requesting the motive is issued, the table may be inspected first.

4)必要があれば仕掛体を設けるとは、仕掛体は仕掛役種目に関する情報と成立要件に関する情報となり、これはほぼ仕掛役管理手段が管理する情報となる。それを改めてデータ構造体にして、必要があればプレイヤの交流用端末装置に表示したり動的に作成したりできるようにするものとなる。その為、記録内容は仕掛役種目管理手段が管理する内容と同じで、「仕掛体情報」「仕掛役種目情報」「仕掛役種目に渡す情報」「プレイヤ情報」「特典情報」となり、仕掛体情報には、仕掛体IDや、仕掛体を特定する情報となる。尚、仕掛体は動因体と違って実施内容がほぼ決まっている。その為、動因体のように争奪し合ったり、動因体で記したように仕掛体に仕掛体を表す色情報やNO情報を持たせて特定の仕掛体を実施できるように誘導したりしない。但し、進行役種目に仕掛けられた地雷のようなものによって仕掛役種目を実施させる場合は、進行役種目に、仕掛役種目の成立要件IDや仕掛体IDを持たせて置くのは困難なため、何れかの成立要件か仕掛体を特定しなければならない。その何れかを特定させる情報を持たせる場合がある。例えば、地雷の破壊力によって実施する仕掛役種目を変えたりする場合の情報などとなる。又、仕掛役種目情報とは、仕掛役種目IDなどとなる。又、仕掛役種目に渡す情報とは、仕掛役種目の実施ステージを指定したり、対戦者毎に動因役種目の結果で実施条件を変えたりするための情報となる。又、プレイヤ情報とは、実施するプレイヤIDの他に、各プレイヤの交流体情報や動因体情報になり、交流体情報は動因役種目の結果を参照するための情報で交流体IDになり、交流体IDに代えて動因役種目の結果を記録しても良い。又、動因体情報は、交流体に動因役種目の情報が記録されていない場合に動因役種目を行なわせる情報で、動因体ID等が未定なら動因体を選ぶ作業をさせる。又、特典情報は、特典対象と、特典内容で、特典内容に関しては特典獲得者が判明してから取決めるようにしても良い。そうした場合は、特典獲得者に選べる特典内容を提示して選ばせる。 4) Providing a work-in-process if necessary means that the work-in-process becomes information on the work-in-process item and information on the establishment requirements, which is almost the information managed by the work-in-process management means. It will be made into a data structure again so that it can be displayed on the player's AC terminal device or dynamically created if necessary. Therefore, the recorded contents are the same as the contents managed by the work-in-process item management means, and become "work-in-process information", "work-in-process item information", "information to be passed to the work-in-process item", "player information", and "privilege information". The information includes a work-in-process ID and information that identifies the work-in-process. In addition, unlike the dynamic body, the implementation content of the work-in-process is almost fixed. Therefore, unlike the motive body, they do not compete with each other, and as described in the motive body, the work-in-process is not guided to carry out a specific work-in-process by giving the work-in-process color information or NO information representing the work-in-process. However, when the work-in-process event is carried out by something like a land mine set in the facilitator event, it is difficult to give the work-in-process event the establishment requirement ID and the work-in-process ID of the work-in-process event. , One of the requirements or work-in-process must be specified. It may have information to identify any of them. For example, it is information when the work-in-process item to be executed is changed depending on the destructive power of the land mine. Further, the work-in-process item information is a work-in-process item ID or the like. Further, the information to be passed to the work-in-process item is information for designating the implementation stage of the work-in-process item and changing the implementation condition according to the result of the motive role item for each opponent. In addition to the player ID to be executed, the player information is the interaction body information and the motive body information of each player, and the interaction body information is the information for referring to the result of the motive force role event and becomes the interaction body ID. Instead of the exchange body ID, the result of the driving role event may be recorded. Further, the motive element information is information for performing the motive role event when the information of the motive role event is not recorded in the AC body, and if the motive element ID or the like is undecided, the operation of selecting the motive element is performed. In addition, the privilege information may be decided after the privilege target and the privilege content are identified and the privilege winner is known. In such a case, the privilege winner is asked to present and select the privilege content that can be selected.

5)表裏の戦いの処理手順とは、前記の通り、表の戦いが進行役種目を基にした戦いとなり、裏の戦いが各プレイヤに与えられたユニットを基にした戦いとなる。その表と裏の戦いを、1つには分離し、2つには合体させ、3つには裏を無効にする。しかし、何れであっても、交流体そのものが中央装置で管理される上に、交流体数が無限大にある訳ではなく、又、仕掛体や仕掛役種目の成立要件のようにプレイヤによって作られたりする訳ではないため、交流体情報を進行役種目に渡すのは容易で、交流体IDの他、交流体に特徴を持たせるなら分類値を配列にして渡せば良い。尚、その逆であっても良く、進行役種目を取決めた際に、いわゆる該対戦場でゲームを開始する際に交流体の作成方法を取決めても良い。つまり、進行役種目次第で変わるようにしても良い。そうした中、動因を求めるイベントメッセージに交流体IDが含まれていたなら、進行役種目と、厳密には質問側と、交流体は一体化され、含まれていなければ、自動作成であれば中央装置において該プレイヤのユニットに交流体を自動追加するか、事前に交流体が割り当てられているならカレントを移動させる。自動作成でなければ該プレイヤに該プレイヤのユニットを表示するか指定可能な交流体を表示して選ばせる。その際、交流体選びゲームをさせるなら、動因役種目選びゲーム同様に指定可能な交流体情報を実施するゲームに渡して該プレイヤに実施させ、その結果を交流体IDで返してもらう。そのようにして、発信源情報と交流体IDが整ったなら次の処理に移る。
尚、ユニット内の値揃い処理をどの段階で行なうかであるが、ユニット内の値揃いをボウリングのスコアのようにしたなら、いわゆるスペアやストライクを設けて値を変化させるようにしたなら、最終集計は最後に行なうが、逐一集計して経過を楽しませる必要があり、そうした場合は成績を表示する項目を新たに設けてストライクやスペアの記号を交えて表示しプレイヤを楽しませる。又、パチンコに見られるフィーバーのように値揃いによる特別な処理をする場合は、ゲーム終了時等にそのような処理を行なう。
以上のように、裏の戦いは多様に実施でき、交流体選びも、1つにはプレイヤ各々に取決めさせる。2つにはコンピュータが自動で取決める。3つには主催者が取決める。4つにはコンピュータゲームで取決める。といった方法があり、主催者が取決める形であるなら前記の「主催者設定表」などに取決めた内容を記録してそれを参照する。
5) As described above, the front and back battle processing procedure is that the front battle is a battle based on the facilitator event, and the back battle is a battle based on the unit given to each player. The battle between the front and back is separated into one, combined into two, and invalidated in three. However, in any case, the AC body itself is managed by the central device, the number of AC bodies is not infinite, and the player creates the AC body and the requirements for establishing the work-in-progress event. It is easy to pass the AC body information to the facilitator item because it is not the case, and in addition to the AC body ID, if the AC body has characteristics, the classification values may be passed as an array. The opposite may be true, and when the facilitator event is decided, the method of creating the exchange body may be decided when the game is started on the so-called battlefield. In other words, it may change depending on the facilitator event. Under such circumstances, if the event message for the motive includes the AC body ID, the facilitator event, strictly speaking, the question side and the AC body are integrated, and if it is not included, the center if it is automatically created. The device automatically adds an AC body to the player's unit, or moves the current if an AC body is assigned in advance. If it is not automatically created, the player is asked to display the unit of the player or to display and select a specifiable interaction body. At that time, if an AC body selection game is to be played, the player is asked to play the AC body information that can be specified in the same manner as the motive role item selection game, and the player is asked to return the result with the AC body ID. In this way, when the source information and the exchange ID are prepared, the next process is performed.
It should be noted that, at what stage the value matching process in the unit is performed, if the value matching in the unit is made like a bowling score, if a so-called spare or strike is provided to change the value, the final Aggregation is done at the end, but it is necessary to aggregate one by one to entertain the progress, and in such a case, a new item to display the results is provided and displayed with strike and spare symbols to entertain the player. In addition, when special processing by matching prices is performed like the fever seen in pachinko, such processing is performed at the end of the game or the like.
As described above, the back battle can be carried out in various ways, and the selection of the exchange body is also made by each player. The computer automatically arranges for the two. The organizer will negotiate three. Four are arranged by computer games. If there is a method such as, and the organizer makes an arrangement, record the contents of the arrangement in the above-mentioned "organizer setting table" and refer to it.

6)各交流行為の処理手順とは、本発明による交流行為には、既述の通り、進行発交流、動因発交流、仕掛発交流、仲介発交流、構造体発交流があり、
進行発交流の場合は、前記の通り、動因を求めるイベントメッセージに交流体情報を加え、それを基に処理内容を変える。
動因発交流の場合は、対戦型動因役種目が選ばれたなら、対等応戦時のみ選択肢を取決める処理をしなければならない。いわゆる対等対戦者も交流体を1つ取決めなければならないが、その際、交流体には動因体を限定する情報等が含まれるため再帰現象が起こる。そこで、動因を求めるイベントメッセージに再帰現象が発生しないように、対等応戦による交流体の取決めであることを分からせる値を設けて置く。そして、その値が含まれていたなら、該交流体の扱いは制約を受け、該交流体を基に動因体選びなどがされないようにする。
仕掛発交流の場合は、該仕掛役種目の成立要件を管理する手段に交流体情報が追加される。その上で、仮に対戦者が確定しているにも関わらず交流体が登録されていなければ、該プレイヤに交流体を特定させる。その際、交流体に動因役種目の結果が記録されていなければ、記録されていないプレイヤに動因役種目をさせる必要があり、動因役種目情報または動因体情報があるか調べ、仮になければ該プレイヤに動因役種目か動因体を取決めさせ、実施させて該交流体に結果を記録させる。
仲介発交流の場合は、第4発明のラウンド制になる。その為、基本的に交流体は不要であるが、仮に用いるなら、動因役種目を実施する際に交流体を指定する。そして、問答式を基にした対戦要素集めとは別に、つまり、動因役種目を繰返し行なって集める対戦要素とは別に、動因役種目を通じて該対戦場で有効な値を得られるようにしてユニット内において前記の通り値揃いがあれば特別な値を得られるようにして、仕掛役種目に挑むようにする。その際、該ラウンドを実施するプレイヤに同条件の画面を提示して特別な値揃いを見て取れるようにする必要があり、「ラウンド用プログラム」がそうした画面を設ける。その為に、該プログラムに交流体情報を渡して、該プログラムと交流体を、一体化させる必要がある。
構造体発交流の場合は、以上の交流行為を、動因体や仕掛体からでも行なえるようにするもので、内容的には前記の動因発交流や仕掛発交流と同じで、動因発交流と仕掛発交流は直接動因役種目か仕掛役種目の成立要件をアクティブにするのに対して、動因役種目や仕掛役種目を管理する動因体や仕掛体をアクティブにするものとなる。その為、動因体発なら該動因体にある動因役種目を行なう対等対戦者には該結果を記録する交流体を対等対戦者各々に取決めさせ、又、進行役種目において動因役種目の結果を受取る準備をさせる必要があるなら準備させて、その上で該動因体にある動因役種目を実施させ、対等対戦者の結果のみ各々取決めた交流体に記録すると共に、進行役種目に返して変化させる。又、仕掛体発なら仕掛体そのものが仕掛役種目の成立要件と基本的には同じであるが、前記の通り、仕掛体には各プレイヤの動因役種目の結果が記録される交流体と、各プレイヤが行なう動因役種目が記録されている動因体が記録されるため、各プレイヤの交流体に動因役種目の結果が記録されていなければ該動因体にある動因役種目を該プレイヤに実施させて該結果を記録させる。その為、仕掛役種目を行なう者は全員対等対戦者になり、必要があればプレイヤ各々に進行役種目において動因役種目の結果を受取る準備をさせる。但し、進行役種目を丸投げにしている場合は、つまり、仕掛役種目の特典で進行役種目を変化させるようにしている場合はその必要はない。そして、各プレイヤの動因役種目の結果が集まったなら該仕掛体にある内容で仕掛役種目を行ない、特典獲得者に特典を付与して実施させる。
6) What is the processing procedure of each exchange act? As described above, the exchange act according to the present invention includes progressive exchange, motive type exchange, in-process exchange, mediation type exchange, and structure type exchange.
In the case of progressive exchange, as described above, the exchange body information is added to the event message for which the motive is requested, and the processing content is changed based on the information.
In the case of motive-initiated exchange, if a battle-type motive role event is selected, the process of deciding the option must be performed only during the equal battle. So-called equal opponents also have to negotiate one exchange body, but at that time, a recursive phenomenon occurs because the exchange body contains information that limits the motive body. Therefore, in order to prevent the recursive phenomenon from occurring in the event message for the motive, a value is set so that it can be understood that the event message is an exchange body arrangement by equal response. Then, if the value is included, the handling of the AC body is restricted, and the motive agent is not selected based on the AC body.
In the case of work-in-process exchange, the exchange body information is added to the means for managing the establishment requirements of the work-in-process event. On top of that, if the exchange body is not registered even though the opponent is confirmed, the player is made to specify the exchange body. At that time, if the result of the motive role event is not recorded in the AC body, it is necessary to let the player who has not recorded the motive role event play the motive role event. Have the player decide on a motive role event or a motive body, execute it, and record the result in the exchange body.
In the case of intermediary exchange, the round system of the fourth invention is adopted. Therefore, the AC body is basically unnecessary, but if it is used, the AC body is specified when the motive role event is carried out. Then, apart from collecting the battle elements based on the question-and-answer formula, that is, apart from the battle elements collected by repeating the motive role event, the unit is made so that a valid value can be obtained on the battlefield through the motive role event. In, if there is a matching price as described above, a special value can be obtained so as to challenge the work-in-process event. At that time, it is necessary to present a screen with the same conditions to the player who carries out the round so that a special value set can be seen, and the "round program" provides such a screen. Therefore, it is necessary to pass the AC body information to the program and integrate the program and the AC body.
In the case of structure-initiated exchange, the above exchange actions can be performed from the motive element or work-in-process, and the content is the same as the above-mentioned motive-initiated exchange or work-in-process exchange. In-process exchange activates the requirements for establishing a direct motive role event or a work-in-process event, whereas it activates a motive element or a work-in-process body that manages a motive role event or a work-in-process event. Therefore, if it is a motive agent, the equal opponent who performs the motive role event in the motive element is made to arrange an exchange body for recording the result for each of the equal opponents, and the result of the motive role event in the facilitator event If it is necessary to prepare to receive it, prepare it, then carry out the motive role event in the motive body, record only the result of the equal opponent in the exchange body arranged for each, and change it by returning to the facilitator event. Let me. In addition, if the work-in-process originates from the work-in-process, the work-in-process itself is basically the same as the requirements for establishing the work-in-process event, but as described above, the work-in-process includes an AC body in which the result of each player's driving role event is recorded. Since the motive body in which the motive role event performed by each player is recorded is recorded, if the result of the motive role event is not recorded in the interaction body of each player, the motive role event in the motive body is performed on the player. Let them record the result. Therefore, all those who perform the work-in-process event become equal opponents, and if necessary, prepare each player to receive the result of the driving role event in the facilitating role event. However, this is not necessary when the facilitator event is thrown round, that is, when the facilitator event is changed by the privilege of the work-in-process event. Then, when the results of the motive role events of each player are collected, the work-in-process event is performed according to the contents in the work-in-process, and the privilege acquirer is given a privilege to carry out the operation.

尚、第6発明は、該対戦場にデータ構造体から成る「基点」を設けるものであるが、以上のように高機能なデータ構造体にする必要は必ずしもない。つまり、もっと単純なデータ構造体であっても良い。例えば、ユニットを形成しなかったり、動因役種目の結果を記録しなかったり、等々、しかし、そうした単純な基点であったとしても該対戦場に基点を設ける意義は大きく、仮に該対戦場に基点が無ければ、進行役種目と動因役種目と仕掛役種目の3種類の連係になり、主催者による調整やプレイヤによる賞罰が極めて限定される。しかし、仮に単純な基点であったとしてもデータ構造体である基点を設けることによって該対戦場に4つ目の要素が加わり「3種類の種目+基点」となり、該基点が3種類の種目に影響を与えるようになり、基点次第で、交流行為を動因発にしたり仕掛発にしたりでき、実施できる種目を限定したり、実施する種目に実施条件を渡したりできる。つまり、基点を基に仕掛が行なえる。
しかし、こうした基点は、前記の「交流体」とする基点とは役割が異なり、交流体と記す基点の場合は、ユニットがプレイヤになり、交流体が対等対戦者として動因役種目を行なう1つの動作を表す。その為、プレイヤが未定であったとしても、ユニットと交流体の関係性で、異種目間交流の流れが作り出せる。それに対して、簡略型の基点は寧ろ「起点」になり、1回の交流行為を形付けるものとなる。その為、プレイヤの代わりにはならず、動因役種目や仕掛役種目の仲介役になり、起点を介して動因役種目や仕掛役種目の成立要件を取決めるものとなる。しかし、それでも、起点に動因役種目を限定する情報や特定する情報、又、仕掛役種目の成立要件を限定する情報やそれらの種目に渡す情報が記録でき、そうした情報を有した起点を選ぶことによって、その後行なう動因役種目や仕掛役種目に影響が与えられる。
こうした変化は些細なものであるが、例えば、実施できる動因役種目が10個20個とあった場合、夫々に仕掛をするのは極めて困難であるが、起点を5つ用意し、夫々の起点に賞罰の仕掛を行なったりすると、賞罰の仕掛先が限定され、的確に仕掛が行なえるようになる。
そのようなことから、仲介機能を果たす起点と、プレイヤの対等対戦者としての行為を表す交流体とは、基点の意味合いが異なるため、請求項を分離する。
又、プレイヤの対等対戦者としての行為を表す基点と、異種目間交流を「ユニット」「交流体」「動因体」「仕掛体」の4種類のデータ構造体で抽象化して異種目間交流を構造化するのと意味が異なるため、その点においても請求項を分離する。
その結果、該対戦場に基点を設ける請求項は、
1つは、交流行為に起点と記す仲介機能を設けたことを特徴とするものとし、
2つは、対等対戦者の基点を設けたことを特徴とするものとし、
3つは、該対戦場を4種類のデータ構造体で構造化したことを特徴とするものとする。
夫々について簡単に補足すると、
In the sixth invention, a "base point" composed of a data structure is provided on the battlefield, but it is not always necessary to provide a highly functional data structure as described above. That is, it may be a simpler data structure. For example, it does not form a unit, it does not record the result of the work-in-progress event, etc. However, even if it is such a simple base point, it is significant to set a base point on the battlefield, and even if it is a base point on the battlefield. Without, there will be three types of linkage: facilitator event, motive role event, and work in process event, and adjustments by the organizer and punishment by the player will be extremely limited. However, even if it is a simple base point, by providing a base point that is a data structure, a fourth element is added to the battlefield and it becomes "3 types of events + base points", and the base points are 3 types of events. Depending on the starting point, it is possible to make the exchange act a motive or a work-in-progress, limit the events that can be carried out, and pass the implementation conditions to the events to be carried out. In other words, work in process can be done based on the base point.
However, such a base point has a different role from the base point referred to as the "exchange body" described above, and in the case of the base point described as the exchange body, the unit becomes a player and the exchange body plays a motive role event as an equal opponent. Represents the operation. Therefore, even if the player is undecided, the flow of inter-eye interaction can be created by the relationship between the unit and the alternating current. On the other hand, the simplified base point is rather the "starting point", which shapes one exchange act. Therefore, it does not take the place of the player, but acts as an intermediary for the motive role item and the work-in-process item, and determines the requirements for establishing the motive role item and the work-in-process item via the starting point. However, even so, it is possible to record information that limits or specifies the motive role event as the starting point, information that limits the requirements for establishing the work-in-process event, and information to be passed to those events, and select a starting point that has such information. Will affect the subsequent motive and in-process events.
These changes are trivial, but for example, if there are 10 or 20 motive roles that can be implemented, it is extremely difficult to set up each one, but 5 starting points are prepared and each starting point. If the work in process for punishment and punishment is performed, the work in process for punishment and punishment will be limited, and the work in process can be performed accurately.
For this reason, the starting point that functions as an intermediary and the exchange body that represents the player's actions as an equal opponent have different meanings of the base point, so the claims are separated.
In addition, the base point representing the player's actions as an equal opponent and the heterogeneous interaction are abstracted by four types of data structures, "unit", "interchange body", "moving element", and "device", and the heterogeneous interaction. Since the meaning is different from structuring, the claims are separated in that respect as well.
As a result, the claim for establishing a base point on the battlefield is
One is characterized by the provision of an intermediary function that marks the starting point for exchange activities.
The second is characterized by the establishment of a base point for equal opponents.
The third is characterized in that the battlefield is structured with four types of data structures.
A brief supplement to each

1つ目の、交流行為に起点と記す仲介機能を設けたとは、前記の通り、動因役種目や仕掛役種目の成立要件を直接選ぶのではなく、起点を介して選ぶようにする。その為、起点には、動因役種目や仕掛役種目の成立要件を限定する情報や、そうした種目に渡す情報が記録できるようになっている。又、起点そのものを場面に応じて抽出できるようにしても良く、そうした場合は起点を分類する情報を有する。尚、此処で言う起点は飽くまでも仲介役であり、動因役種目や仕掛役種目の成立要件を限定するためのもので、実際に行なう種目はこれまでに記して来た通りの形で実施する。 First, the provision of an intermediary function that describes the starting point in the act of exchange means that, as described above, the requirements for establishing the motive role item and the work-in-process role item are not directly selected, but are selected through the starting point. Therefore, at the starting point, it is possible to record information that limits the requirements for establishing the motive role event and the work-in-process role event, and information to be passed to such event. Further, the starting point itself may be extracted according to the situation, and in such a case, the information for classifying the starting point is possessed. It should be noted that the starting point here is to act as an intermediary, to limit the requirements for establishing the motive role event and the work-in-process event, and the actual event will be carried out in the same manner as described above.

2つ目の、対等対戦者の基点を設けたとは、前記の通り、ユニットと交流体を該対戦場に設けるもので、プレイヤをユニットとし、対等対戦者として動因役種目を実施する際に必ず1つの交流体を取決めなければならない。そのようにするもので、詳細は既述の通りとなる。又、これを独立させているのも既述の通りで、本来であれば4種類のデータ構造体で該対戦場が構造化されるが、そこまで飛躍させなくてもユニットと交流体をプレイヤ毎に設けるだけでも十分意義があるからである。 The second point of setting the base point of the equal opponent is to provide the unit and the exchange body on the battlefield as described above, and when the player is the unit and the motive role event is carried out as the equal opponent, it must be done. One interaction must be arranged. In doing so, the details are as described above. Also, as mentioned above, this is made independent, and the battlefield is normally structured with four types of data structures, but even if you do not make a leap to that point, you can play the unit and the AC body as a player. This is because it is meaningful enough to provide each one.

3つ目の、4種類のデータ構造体で該対戦場を構造化するとは、既述の通り、異種目間交流を4種類のデータ構造体で抽象化して構造化することによって処理が定型化し、効率が上がり、主催者やプレイヤによる仕掛もし易くなる。 Structuring the battlefield with the third and four types of data structures means that, as described above, the process is standardized by abstracting and structuring the interspecific exchange with the four types of data structures. , Efficiency is improved, and it becomes easy for the organizer and the player to set up.

第7発明は、仕掛を豊かにするもので、第6発明によって種目等が未定なまま仕掛ができるようになったとしても、実際にはそれほど多くの仕掛はできない。なぜなら、仕掛をするには、例えば、種目が将棋なら、将棋のルールを知らなければならず、又、その人が必ずしも仕掛けた将棋をするとは限らないからで、「切磋」と違って「遊戯」は言わばサバイバルゲームのようなもので、次の瞬間何が起こるか分からない中、実施できる仕掛は概念的拠所の値を変えたり、対戦場で有効な値を奪ったりするぐらいであった。それでは仕掛役種目の価値が半減する。なぜなら、仕掛役種目は特典の争奪戦で、特典内容が貧弱ならそれだけ仕掛役種目の価値が下がる。
そこで、「賞罰用語」を設ける。賞罰とは賞与と処罰のことで、賞与は自身の実施環境を良くするという意味で、処罰とは相手の実施環境を悪くするという意味で用いる。尚、賞罰用語とは単純な作りで、実施対象値と単純な言葉から成る。例えば、「チーム戦」を対象に「主力を2段階下げる」や「防衛力を1段階上げる」といったものになる。それに対して、各々の種目は、その賞罰用語が利用できるか否かを明確にした上で、利用できなければ該賞罰は無視され、利用できるなら、例えば、種目がサッカーなら、「実施場面での主力の実力を2段階下げる」などと該種目が行なう具体的な内容を加える。その結果、賞罰用語は「賞罰ID」「仕掛先」「曖昧なタイトル」「曖昧な解説」「具体的な解説」「変更値」等から成り、「賞罰ID(賞罰コード)」と「変更値」の組合せが、第6発明で記した「交流体」「動因体」「仕掛体」にある「動因役種目や仕掛役種目に渡す情報」等に「先入れ先出し」の配列に追加される。そして、該種目が起動して実施課題が準備されたなら、例えば、その課題がサッカーで本田圭佑を主力にした攻撃体勢が整った時点で、本田圭佑の体力が2段階落とされるか2段階下の選手に替えられる。そこで、該仕掛を回復させようと「主力を2段階上げる」としたとしても、変化した状態が基になるため、本田圭佑の体力が下がったのなら元に戻るが、選手が替わったのなら元には戻らない。しかし、ほぼイメージ通りに賞罰が実施される。それは、ルールを知らない将棋であったとしても同じで、開始場面の主力が飛車なら2段階下げられ金になったりする。その際、金の数が定数の4枚を超えたりする場合があるが、遊戯とは遊びであり大目に見る。
尚、賞罰IDと賞罰コードの違いは、基本は一緒であるが、賞罰コードには「分類可能な一意の識別値」の意味を込めて記している。その為、分類値には仕掛先や賞罰の特性がセットになっている。
又、賞罰には即効性と遅効性があり、進行役種目に対する賞罰や対戦場で有効な値を変化させる賞罰は仕掛けた時点で反映させられるが、前記のサッカーや将棋のように種目が起動しなければ発動させられない賞罰は遅効性になり、発動させるまでは「先入れ先出し」の配列に貯め置かれる。そして、発動できるようになった時点で、順次、変化した状態を基にして変化させる。
又、仕掛を行なう場面であるが、仕掛そのものは仕掛役種目の特典として実施する。しかし、前記の通り、現状を変化させる仕掛けなら、様々な場面で実施できる。例えば、交流体選びゲームに代えて賞罰値選びゲームにして、賞罰値をシューティングゲームの弾にして相手の交流体に撃ち込んだり、賞罰値をパチンコの玉にしてチューリップを交流体にして色々な仕掛を集めるようにしたり等、様々な形で実施できる。又、動因役種目の結果で得られる対戦場で有効な値を賞罰値に変えたりもできる。つまり、賞罰は遅効性と即効性に分かれ、即効性なら直ちに変化させるが、遅効性なら配列に貯め置かれるため、しかも、仮に無対応な賞罰が仕掛けられたなら無視をすれば良く、整合性が取れるなら、何時でも何処でも仕掛は実施できる。
又、賞罰用語に変更値を設けることがある。変更値とは、タイトルと実際に変化させる値を分離して、先の「主力を2段階下げる」という仕掛けなら、「主力下げ」と「2段階」を分離して、仕掛のタイトルを減らす。その結果、賞罰が選び易くなる。さらに、「勝ち方負け方」を基にして賞罰が実施できるようになる。
勝ち方負け方による賞罰とは、仮に勝ち方負け方に関係なく賞罰を実施したなら、負けが確定した時点でヤル気が失せる。しかし、勝ち方負け方で賞罰が変わるなら最後の最後まで諦めずに戦える。そこで、仕掛役種目の場合、通常は順位で特典獲得者を取決めるが、それに成否度を加える。成否度とは、既述の通り、成功度と失敗度を0〜100の値で表現するものであるが、簡単に記せば仕掛役種目が独自に算出する「プレイヤ各々の出来栄え」で、熱戦を繰り広げたなら順位は下位であったとしても成否度は50以上を返し、逆にレベルの低い戦いを繰り広げたなら仮に1位であったとしても50以下の値を返して来る。その成否度を用いて、プレイヤ間で、いわゆる対戦者間で、40点以上の差が付いたなら大差とし、20点以上50点以下なら中差とし、1点以上20点以下なら小差として選べる賞罰を変える。すると、最後の最後まで諦めずに戦えるようになるが、特典を対戦前に取決めていたなら、成否度で特典内容が変えられない。しかし、特典と特典内容が分離されていたなら、つまり、タイトルと変更値が分離されていたなら、そうしたことが行なえるようになる。
又、仕掛役種目の特典には、先決め型と後決め型があり、先決め型なら対戦前に特典内容を取決める。その為、特典内容で仕掛役種目に挑んだりする。このような形で行なうのは主催者が特典内容を取決めて置き、それに対してプレイヤが該種目に挑む場合となる。しかし、特典獲得者未定のまま特典内容を取決める必要があり、誰が勝者か敗者か分からない中で行なえるようにする必要があり一手間必要になる。その一手間を掛ける際に用いる値が「特典直前値」となる。
The seventh invention enriches the work-in-process, and even if the sixth invention makes it possible to carry out work-in-process while the items and the like are undecided, in reality, not so many work-in-process can be done. This is because, for example, if the event is shogi, you must know the rules of shogi, and that person does not necessarily play the shogi that you set up. It's kind of like a survival game, and while you don't know what's going to happen the next moment, the only gimmicks you can do are change the value of the conceptual base or steal a valid value on the battlefield. Then, the value of the work-in-process event is halved. This is because the work-in-process event is a battle for benefits, and the poorer the content of the benefits, the lower the value of the work-in-process event.
Therefore, "award and punishment terms" are provided. Bonuses and punishments are bonuses and punishments. Bonuses are used to improve one's own implementation environment, and punishment is used to mean worsening the other party's implementation environment. In addition, the award and punishment terms are simple and consist of the implementation target value and simple words. For example, for "team battles", "lowering the main force by two levels" and "increasing the defense power by one level". On the other hand, in each event, after clarifying whether or not the punishment term can be used, if it is not available, the punishment is ignored, and if it can be used, for example, if the event is soccer, "in the implementation scene". Add specific content for the event, such as "lowering the ability of the main force of the game by two levels." As a result, the award and punishment terms consist of "award and punishment ID", "work in process", "ambiguous title", "ambiguous explanation", "concrete explanation", "change value", etc., and "award and punishment ID (award and punishment code)" and "change value". Is added to the "first-in, first-out" arrangement in the "information to be passed to the motive role item and the work-in-process item" in the "exchange body", "dynamic body", and "work-in-process" described in the sixth invention. Then, if the event is activated and an implementation task is prepared, for example, when the task is in soccer and the attacking posture with Keisuke Honda as the main force is ready, Keisuke Honda's physical strength is reduced by two steps or two steps down. Can be replaced by a player. Therefore, even if you try to "raise the main force by two levels" to recover the work in process, it will return to the original if Keisuke Honda's physical strength decreases because it is based on the changed state, but if the player has changed It cannot be restored. However, the awards and punishments are carried out almost as expected. It is the same even if it is a shogi that does not know the rules, and if the main force of the starting scene is a rook, it will be lowered by two steps and it will be money. At that time, the number of gold may exceed the fixed number of four, but the game is a play and is tolerated.
The difference between the award / punishment ID and the award / punishment code is basically the same, but the award / punishment code is described with the meaning of "a unique identification value that can be classified". Therefore, the classification value is a set of the characteristics of work in process and punishment.
In addition, the punishment has immediate effect and slow effect, and the punishment for the facilitator event and the punishment for changing the effective value on the battlefield are reflected at the time of setting, but the event is activated like the above soccer and shogi. Awards and punishments that cannot be activated otherwise will be delayed and will be stored in a "first in, first out" array until they are activated. Then, when it becomes possible to activate it, it is sequentially changed based on the changed state.
In addition, although it is a scene where work in process is performed, the work in process itself is carried out as a privilege of the work in process event. However, as mentioned above, if it is a mechanism to change the current situation, it can be implemented in various situations. For example, instead of the exchange body selection game, you can make a prize / penalty value selection game, use the prize / penalty value as a shooting game bullet and shoot it into the opponent's exchange body, or use the prize / penalty value as a pachinko ball and make a tulip into an exchange body. It can be carried out in various ways, such as collecting. It is also possible to change the effective value on the battlefield obtained as a result of the motive role event into a punishment value. In other words, the punishment is divided into slow-acting and immediate-acting, and if it is immediate-acting, it changes immediately, but if it is slow-acting, it is stored in the array, and if an unsupported punishment is set, it can be ignored and consistency. If you can get it, you can carry out the work in process anytime and anywhere.
In addition, a change value may be set for the award and punishment terms. The change value is to separate the title and the value to be actually changed, and if the previous device is to "lower the main force by two steps", separate the "main force lower" and the "two steps" to reduce the title of the work in process. As a result, it becomes easier to choose the award and punishment. Furthermore, it will be possible to carry out awards and punishments based on "how to win and how to lose".
The award and punishment based on how to win and lose is that if the award and punishment are carried out regardless of how to win or lose, you will lose your temper when the loss is confirmed. However, if the punishment changes depending on how you win or lose, you can fight without giving up until the very end. Therefore, in the case of a work-in-process event, the award winners are usually decided by ranking, but the success or failure is added to it. As mentioned above, the success / failure degree expresses the success degree and the failure degree with a value of 0 to 100, but in simple terms, it is a “performance of each player” calculated independently by the work-in-process event, and it is a hot battle. If you develop a low-level battle, the success or failure rate will return 50 or more even if the ranking is low, and conversely, if you engage in a low-level battle, even if you are in the 1st place, a value of 50 or less will be returned. Using the success or failure degree, if there is a difference of 40 points or more between players, so-called opponents, it is a large difference, if it is 20 points or more and 50 points or less, it is a medium difference, and if it is 1 point or more and 20 points or less, it is a small difference. Change the punishment you can choose. Then, you will be able to fight without giving up until the very end, but if you have arranged the benefits before the match, you cannot change the benefits depending on the success or failure. However, if the perks and perks were separated, that is, if the titles and changes were separated, then that would be possible.
In addition, there are pre-determined type and post-determined type as the privilege of the work-in-process event, and if it is the pre-determined type, the privilege content is decided before the battle. Therefore, we challenge the work-in-process event with the privilege content. This is done when the organizer decides on the privilege content and the player challenges the event. However, it is necessary to decide the content of the privilege while the winner of the privilege is undecided, and it is necessary to be able to do it without knowing who is the winner or the loser, which requires a lot of work. The value used when taking the time and effort is the "pre-privilege value".

特典直前値とは、文字通り特典を取決める直前の値で、特典獲得者が判明した時点で該直前値を基に特典を実施する。それまでは仕掛体に記録して置く。尚、特典の取決め手順は、先決め型も後決め型も同じで、次の通りとなる。
1、特典対象者を取決め。(条件と人数)
2、特典獲得者の取決め。(獲得者)
3、賞与か処罰かの取決め。(種類)
4、仕掛先の取決め。(仕掛先)
5、賞罰用語の取決め。(用語)
6、変更値の取決め。(変更値)
以上の手順において、先決め型の場合は3番目以外を取決め、後決め型の場合は1番目のみ取決める。そのような形で1〜6の内容を記録した値が「特典直前値」となり、仕掛役種目の成立要件に記録して置く。そして、特典獲得者が判明した時点で、先決め型の場合は、特典獲得者を基に仕掛先を確定させて「賞罰コード」と「変更値」から成るデータ構造体を仕掛先に送信し、後決め型の場合は、特典獲得者の交流用端末装置に特典を取決める画面を提示して3番目以降を前記の手順通り取決めさせ、取決めた「賞罰コード」と「変更値」から成るデータ構造体を仕掛先に送信する。
そして、賞罰値を受取った仕掛先は、即効性なら、例えば、進行役種目の状況を変えたり交流体に記録されている対戦場で有効な値を変えたりする場合は、直ちに変化させ、遅効性なら、前記の通り、「先入れ先出し」の配列に追加記録して貯め置き、発動できる時期に至ったなら順次一斉に発動させる。
以上のように、曖昧な表現と、賞罰を処理する者が曖昧な表現を独自に解釈して、賞罰を実行する、従来では考えられないような形で強制的に実施環境を変化させる賞罰用語を、該対戦場に設けて異種目間交流における仕掛を豊かにする。
The value immediately before the privilege is literally the value immediately before the privilege is decided, and when the privilege acquirer is found, the privilege is implemented based on the immediately preceding value. Until then, record it in the work in process. The procedure for arranging benefits is the same for both the pre-determined type and the post-determined type, and is as follows.
1. Arrange for those who are eligible for the benefits. (Conditions and number of people)
2. Arrangements for award winners. (Winner)
3. Arrangement of bonus or punishment. (type)
4. Arrangement of work in process. (Work in process)
5. Arrangement of punishment terms. (the term)
6. Arrangement of changed values. (Change value)
In the above procedure, in the case of the pre-determined type, an agreement other than the third is agreed, and in the case of the post-determined type, only the first is agreed. The value obtained by recording the contents of 1 to 6 in such a form becomes the "value immediately before the privilege" and is recorded in the requirements for establishing the work-in-process event. Then, when the award winner is identified, in the case of the pre-determined type, the work in process is determined based on the award winner and a data structure consisting of a "prize and punishment code" and a "change value" is transmitted to the work in process. In the case of the post-decision type, the screen for deciding the privilege is presented to the exchange terminal device of the privilege winner, and the third and subsequent ones are arranged according to the above procedure, and it consists of the agreed "prize and punishment code" and "change value". Send the data structure to the work in process.
Then, if the work-in-process that received the prize / penalty value has immediate effect, for example, if the situation of the facilitator event is changed or the effective value is changed in the battlefield recorded in the exchange body, it is changed immediately and the effect is delayed. In the case of sex, as described above, it is additionally recorded in the "first in, first out" arrangement and stored, and when it is time to activate it, it is activated all at once.
As described above, ambiguous expressions and punishment terms that forcibly change the implementation environment in a way that was unthinkable in the past, in which the person who handles the punishment interprets the ambiguous expression independently and executes the punishment. Is provided on the battlefield to enrich the mechanism for inter-species exchange.

以上を可能にするには、
1)賞罰用語を設ける。
2)適時仕掛を行なう。
3)即効性と遅効性の処理を行なう。
尚、以上については既に多くのことを記しているので簡単に補足すると、
To make this possible
1) Establish award and punishment terms.
2) Work in process in a timely manner.
3) Perform immediate and slow-acting treatments.
In addition, since I have already written a lot about the above, I will briefly supplement it.

1)賞罰用語を設けるとは、賞罰用語とは、厳格な取決めではなく、事象をイメージさせる曖昧なタイトルに対して、該タイトルを仕掛けられたものが、いわゆる3種類の種目や第6発明で記した4種類のデータ構造体や、プレイヤや罠が、仕掛けられた曖昧なタイトルを独自に解釈して夫々の実施環境を、いわゆる状況を強制的に変化させるためのタイトル集となる。その為、実際に必要なのは、「賞罰コード」と「引数(変更値)」であるが、曖昧なタイトルについての解説や、独自に解釈した具体的な解説、それに、賞罰を分類するための値が必要になり、冒頭部分でも記したように、「賞罰コード」「仕掛先」「曖昧なタイトル」「変更値」「曖昧な解説」「具体的な解説」等から成るデータ構造体になる。但し、具体的な解説は該賞罰コードを処理するもの、いわゆる種目などが加えるもので、賞罰用語表には存在しない。又、仕掛先とは分類コードであり、賞罰コードが分類コードとIDがセットになっているなら必要ない。
尚、プレイヤや罠も仕掛対象になるとは、第5発明で記したように、プレイヤや罠が保有する概念的拠所を主催者が保有する概念的拠所を基軸にした座標に図形化して配置したなら、その状態を強制的に変化させられるためである。
又、曖昧なタイトルとは、言って見れば分類表の見出しのようなものとなる。その為、賞罰用語とは、分類コードと見出しを基に状況を独自に変化させる技法となるが、そうした技法が存在するのか否か不明であるが、良く似たものに道路の案内標識がある。道路の案内標識は漠然的な案内であるが、人間の想像力がそれを読み解き、何となく目的地に辿り着く。そのような漠然性を活かしながら、必要があれば混乱が生じないように該賞罰用語に補足を加えるもので、必要がなければ或いは他流試合のように具体的な実施内容を知識力に加えて競争材料にするなら、補足部分を未表示にする。
1) What is the term for punishment and punishment? The term for punishment and punishment is not a strict agreement, but an ambiguous title that makes you imagine an event. It is a collection of titles for the four types of data structures described, players and traps to independently interpret the ambiguous titles that have been set up and forcibly change their implementation environments, so-called situations. Therefore, what is actually needed is a "prize / punishment code" and an "argument (change value)", but an explanation about an ambiguous title, a specific explanation that is uniquely interpreted, and a value for classifying the award / punishment. Is required, and as mentioned at the beginning, it becomes a data structure consisting of "prize and punishment code", "work in process", "ambiguous title", "changed value", "ambiguous commentary", "concrete commentary", and the like. However, specific explanations are added to those that process the award and punishment code, so-called events, etc., and do not exist in the award and punishment terminology table. In addition, the work-in-process is a classification code, and the award / punishment code is not necessary if the classification code and the ID are a set.
As described in the fifth invention, the fact that players and traps are also subject to work-in-process means that the conceptual bases owned by the players and traps are graphically arranged in coordinates based on the conceptual bases owned by the organizer. If so, that state can be forcibly changed.
Also, an ambiguous title is like a heading in a classification table. Therefore, the punishment term is a technique that changes the situation independently based on the classification code and heading, but it is unknown whether such a technique exists, but there is a road guide sign that is very similar. .. Road signs are vague guides, but human imagination interprets them and somehow arrives at the destination. While taking advantage of such vagueness, it adds supplements to the award and punishment terms so that confusion does not occur if necessary, and if it is not necessary or adds specific implementation contents to knowledge as in other style games. If you want to use it as a competitive material, hide the supplementary part.

2)適時仕掛を行なうとは、先に記した通り、仕掛は、基本的には仕掛役種目の特典として行なう。しかし、「賞罰コード」と「変更値」から成るデータ構造体を仕掛先に送信するだけであり、しかも、直ちに実施できないなら「先入れ先出し」の配列に貯め置ける上、仮に実施できないなら該仕掛を無視すれば良く、そのようなことから、仕掛そのものは、前記の通り、至るところに仕掛けられる。そうした中、仕掛には2通りあり、1つは賞罰値を直接扱う方法と、2つは賞罰権者を取決めて任意に選ばせる方法があり、1つ目の直接扱う形は仕掛先に直接賞罰値が送られる。それに対して2つ目の賞罰権者を取決める形は、実質的に仕掛役種目の特典を後決めする形になり、賞罰権獲得者の交流用端末装置に仕掛取決め画面が表示され、前記の3〜6の手順を踏んで行なう。
そこで、参考までに前記の手順を補足すると、
1つ目の、特典対象者を取決めるとは、特典獲得者の条件と対象人数の取決めで、仕掛役種目の結果を基に、上位〇名や下位〇名など、様々な条件で特典獲得者を取決め、仮に該当者がいなければ該仕掛役種目は徒労に終わる。又、規定数を超える場合は、該当者を対象に抽選などをさせたりする。そうした条件と対象人数の取決めとなる。
2つ目の、特典獲得者の取決めとは、既述の通り、条件内で特典獲得者を取決める。
3つ目の、賞与か処罰かの取決めとは、特典の種類の取決めで、賞与は自らの実施環境を利するものとなり、処罰は相手の実施環境を害するものとなる。その為、実施できる賞罰に制限があり、例えば、賞与なら複数人が特典を得たとしても問題ないが、処罰なら複数人に特典を付与することはできない。なぜなら、特定のプレイヤに対して複数人から処罰を受ける可能性があるためで、そうしたことにならないなら処罰であったとしても複数人に特典は付与できる。
4つ目の、仕掛先の取決めとは、賞罰は仕掛先によって実施できる賞罰が限定される。その為、仕掛先を「動因役種目に渡す情報」としたなら、賞罰を形成するデータ構造体の「仕掛先」から該当の賞罰が抽出され選べるようになる。尚、仕掛先から賞罰を取決める形を取れば、仕掛先から賞与か処罰か多くの場合自動判定できる。
5つ目の、賞罰用語の取決めとは、仕掛先と賞罰の種類によって抽出された賞罰群から1つの賞罰を取決める。
6つ目の、変更値を取決めるとは、5つ目で取決めた賞罰用語が引数を取るなら、いわゆる変更値を必要とするなら、通常は選択可能な変更値が表示され、その中から1つ選ぶ。すると、以上の情報が中央装置の本体システムに送られ、本体システムにおいて、具体的な賞罰対象者を特定し、該対象者の仕掛先に「賞罰ID」と「変更値」が送信される。そして、該賞罰が即効性か遅効性かの違いによって仕掛先において処理を変える。
尚、特典先決め型の場合は、1つ目と2つ目を未定のまま、3つ目以降を取決め、特典直前値にして仕掛役種目成立要件に記録して置き、特典獲得者が決まった時点で前記の通り、本体システムに特典情報を送信する。
2) To carry out work-in-process in a timely manner, as described above, work-in-process is basically performed as a privilege of the work-in-process event. However, it only sends a data structure consisting of a "prize and punishment code" and a "changed value" to the work in process, and if it cannot be implemented immediately, it can be stored in a "first in, first out" array, and if it cannot be implemented, the work in process is ignored. As mentioned above, the work-in-process itself is set everywhere. Under such circumstances, there are two types of work-in-process, one is to directly handle the award and punishment value, and the other is to decide the award and punishment right holder and let them choose arbitrarily. The award and punishment value will be sent. On the other hand, the form of deciding the second award and punishment right holder is a form of deciding the privilege of the work in process event afterwards, and the work in process arrangement screen is displayed on the exchange terminal device of the award and punishment right holder. Follow steps 3 to 6 above.
So, for reference, if you supplement the above procedure,
The first, deciding who is eligible for the award is the condition of the award winner and the number of target people. Based on the result of the work-in-process event, the award is acquired under various conditions such as the top 〇 and the bottom 〇. If there is no such person, the work-in-process event ends in vain. In addition, if the number exceeds the specified number, a lottery will be held for the relevant person. It is an agreement on such conditions and the number of people.
The second, award winner arrangement, is to decide the award winner within the conditions as described above.
The third, bonus or punishment arrangement, is an arrangement of the type of privilege, in which the bonus benefits one's own implementation environment and the punishment harms the other party's implementation environment. Therefore, there is a limit to the awards and punishments that can be carried out. For example, in the case of a bonus, there is no problem even if multiple people receive the privilege, but in the case of punishment, the privilege cannot be given to multiple people. This is because there is a possibility that a specific player will be punished by multiple people, and if that is not the case, the privilege can be given to multiple people even if it is a punishment.
The fourth, in-process arrangement, is that the awards and punishments that can be implemented by the in-process are limited. Therefore, if the work-in-process is set as "information to be passed to the motive role item", the corresponding prize or punishment can be extracted and selected from the "work-in-process" of the data structure forming the prize or punishment. If the work-in-process decides the bonus or punishment, the bonus or punishment can be automatically determined from the work-in-process in many cases.
The fifth, award and punishment term arrangement, is to arrange one award and punishment from a group of awards and punishments extracted according to the type of work in process and the type of award and punishment.
The sixth, to decide the change value, is that if the award and punishment term decided in the fifth takes an argument, if a so-called change value is required, the change value that can be selected is usually displayed, and among them, the change value that can be selected is displayed. Choose one. Then, the above information is sent to the main body system of the central device, the main body system identifies a specific person to be punished, and the "punishment ID" and the "change value" are transmitted to the work-in-process of the person. Then, the processing is changed at the work-in-process depending on whether the award or punishment is immediate effect or delayed effect.
In the case of the privilege pre-determined type, the first and second are undecided, the third and subsequent ones are decided, the value immediately before the privilege is set and recorded in the requirements for establishing the work-in-process event, and the privilege winner is decided. At that point, as described above, the privilege information is transmitted to the main system.

3)即効性か遅効性の処理を行なうとは、既に記した通りで、即効性なら直ちに賞罰を反映させ、遅効性なら「先入れ先出し」の配列に貯め置き、賞罰が実施できる状況になったなら、該配列にある賞罰を順次、変化させた状態を基に、次に記録されている賞罰を行なう。 3) Immediate-acting or slow-acting processing is as described above. If immediate-acting is immediate, the punishment will be reflected immediately, if slow-acting, it will be stored in the "first-in, first-out" arrangement, and if the punishment can be implemented. , The next recorded award or punishment is performed based on the changed state of the award or punishment in the sequence.

本発明に係る中継システムを示すブロック図である。It is a block diagram which shows the relay system which concerns on this invention. 中央装置及び端末装置の機能を示すブロック図である。It is a block diagram which shows the function of a central device and a terminal device. 第1発明の簡単な流れ図である。It is a simple flow chart of the 1st invention. 第2発明のイメージ図である。It is an image diagram of the second invention. 第3発明のイメージ図である。It is an image diagram of the third invention. ラウンド制の簡単な流れ図である。It is a simple flow chart of the round system. 請求項7の解説図である。It is explanatory drawing of claim 7. 請求項8の解説図である。It is explanatory drawing of claim 8.

1 中央装置
10 演算部
11 記憶部
12 入出力部
13 通信部
1P 集計プログラム(コンピュータプログラム)
2 端末装置
20 演算部
21 記憶部
22 入出力部
23 通信部
1 Centralized traffic control 10 Calculation unit 11 Storage unit 12 Input / output unit 13 Communication unit 1P Aggregation program (computer program)
2 Terminal device 20 Calculation unit 21 Storage unit 22 Input / output unit 23 Communication unit

Claims (16)

異種目交流を可能にするコンピュータ装置であって、
進行役種目並びに動因役種目と定義する2種の価値付け行為を管理する手段と、
両種目を要所において共依存関係にして連係させる手段と、
両種目を進行させる進行役種目に制限を設けつつ前記進行役種目を基に成績を算出する手段と、
対戦場と定義する情報に対し、1乃至複数人のプレイヤの識別情報と、1乃至複数の進行役種目の識別情報と、1乃至複数の動因役種目の識別情報を、関連付ける手段と、
前記対戦場を通じて行なわれる進行役種目並びに動因役種目の情報を通信によって取得する手段と、
前記動因役種目からいずれかを取決める手段と、
取決められた動因役種目のデータを初期化する手段と、
前記プレイヤの識別情報に対応する成績を算出する手段と、
取り決められた種目に対しチーム制が設定されている場合、前記プレイヤのチームごとのチーム成積を算出する手段と、
前記プレイヤに対し、前記対戦場における成績に関する値、又は、アイテムの識別情報を対応付ける手段と、
前記プレイヤに、前記1乃至複数の進行役種目の実行を継続させる手段と、
前記対戦場の情報に対応付けられて実行される進行役種目に関し、動因を求める信号(イベントメッセージ)が送られて来た場合、任意の手段によって1つの動因役種目を取決める手段と、
前記動因役種目が対戦型である場合には応戦者となるプレイヤの識別情報を取決め、「対等対戦者」か「非対等対戦者」に分けて、対等対戦者には各々の進行役種目において該動因役種目の結果を受取る準備をさせて、前記動因を求める信号を発したプレイヤも対等対戦者とする手段と、
第2の動因役種目を任意の手段によって取決める手段と、
前記第2の動因役種目を行なうプレイヤを取決める手段と、
前記プレイヤに対する対等対戦者の識別情報に対応付けて、各々の進行役種目において該動因役種目の結果を受取る手段と、
前記プレイヤに対して、非対等対戦者を含む該動因役種目を行なう他のプレイヤの該動因役種目に関するデータを取得する手段と、
前記他のプレイヤが該動因役種目を行なうために必要な情報を該動因役種目の情報を出力する手段と、
該動因役種目側の実施結果を受け取る手段と、
対等対戦者の成績を進行役種目へ向けて出力する手段と、
各々の進行役種目において該進行役種目を変更させる手段と、
前記処理を設定された回数実行する手段と、
前記対戦場でのプレイヤ毎の成績を進行役種目の成績を基に算出する手段と、
該対戦場で有効な値を設けている場合、該値の価値をプレイヤ毎の成績に加算する手段と、
前記対戦場がプレイヤはチーム制でプレイするように設定されている場合、各チームの成績を各プレイヤの成績を基に算出する手段と
を備える、コンピュータ装置。
A computer device that enables heterogeneous exchange
A means of managing two types of valuation activities, which are defined as facilitator events and motive role events,
A means of co-dependently linking both events at key points,
A means for calculating grades based on the facilitator event while setting restrictions on the facilitator event for advancing both events,
A means for associating the identification information of one or more players, the identification information of one or more facilitator events, and the identification information of one or more motive role events with respect to the information defined as the battlefield.
A means for acquiring information on facilitator events and motive role events performed through the battlefield by communication, and
Means to decide one from the above-mentioned motive role items,
A means of initializing the data of the agreed motive role event,
A means for calculating the result corresponding to the player's identification information, and
When a team system is set for the agreed event, a means for calculating the team product for each team of the player and a means for calculating the team product.
A means for associating the player with a value related to the results on the battlefield or item identification information.
A means for causing the player to continue executing the one or more facilitator events, and
When a signal (event message) for motive is sent with respect to the facilitator event to be executed in association with the information on the battlefield, a means for determining one motive role event by any means and a means for determining one motive role event.
If the motive role event is a fighting type, the identification information of the player who will be the opponent is decided, and it is divided into "equal opponent" or "non-equal opponent", and the equal opponent is given each facilitator event. A means of preparing to receive the result of the motive role event and making the player who has issued the signal for the motive also an equal opponent.
Means for arranging the second motive role event by any means,
Means for deciding the player who performs the second motive role event,
A means for receiving the result of the motive role event in each facilitator event in association with the identification information of the equal opponent for the player.
A means for acquiring data on the motive role event of another player who performs the motive role event including a non-equal opponent to the player.
A means for outputting information necessary for the other player to perform the motive role event, and a means for outputting the information of the motive role event.
Means for receiving the implementation results on the motive role event side,
A means to output the results of equal opponents to the facilitator event,
Means for changing the facilitator event in each facilitator event,
A means of executing the process a set number of times and
A means for calculating the results of each player on the battlefield based on the results of the facilitator event,
If a valid value is provided on the battlefield, a means for adding the value of the value to the results of each player, and
A computer device comprising means for calculating the results of each team based on the results of each player when the battlefield is set so that the players play in a team system.
「進行役種目」並びに「動因役種目」と記す2種類の価値付け行為を管理しながら、両種目を要所において共依存関係にして連係させ、進行役種目を単独で成立できないようにして、進行役種目を基に成績を算出する「異種目間交流」と記す競い方を可能にするコンピュータ装置であって、
該対戦場に、1乃至複数人のプレイヤと、1乃至複数の進行役種目と、1乃至複数の動因役種目を、夫々管理する手段と、
該対戦場を通じて行なえる進行役種目並びに動因役種目と通信する手段と、
何れかの動因役種目を取決める手段と、
取決められた動因役種目を実施できるように準備する手段と、
各プレイヤの成績を算出する手段を設け、
又、プレイヤをチーム制にしているなら、チームを管理する手段とチーム毎の成績を算出する手段を設け、
又、該対戦場で有効な値を設けているなら、例えばメダルやアイテムを設けているなら、該値を管理及び所有者移転の処理をする手段を設け、
各プレイヤは、1乃至複数の進行役種目を取決めて継続的に行なう中で、
1つには、該対戦場で管理されている何れかの進行役種目より動因を求める信号(イベントメッセージ)が送られて来たなら、何らかの方法で1つの動因役種目を取決めて、該動因役種目が対戦型なら応戦者を取決めて「対等対戦者」か「非対等対戦者」に分けて、対等対戦者には各々の進行役種目において該動因役種目の結果を受取る準備をさせて、前記の動因を求める信号を発したプレイヤも対等対戦者として、
2つには、1つの動因役種目を何らかの方法で取決めて、該動因役種目を行なうプレイヤを取決めて、対等対戦者には各々の進行役種目において該動因役種目の結果を受取る準備をさせて、
その上で、非対等対戦者を含む該動因役種目を行なうプレイヤに該動因役種目を行なう準備をさせて、該動因役種目を行なうために必要な情報を該動因役種目に渡して、該動因役種目側において実施させて、該動因役種目の結果を受取り、対等対戦者の成績のみ各対等対戦者が該結果を受取る準備をした進行役種目に返して、各々の進行役種目において該進行役種目を変化させ、
そうした一連の処理を要所において必要回数行ない、該対戦場でのプレイヤ毎の成績を進行役種目の成績を基に算出して、該対戦場で有効な値を設けているなら、該値の価値をプレイヤ毎の成績に加算して、又、競い合いをチーム制にしているなら、各チームの成績を各プレイヤの成績を基に算出して、勝敗を決することを特徴とする、異種目間交流を可能にするコンピュータ装置。
While managing the two types of valuation acts described as "facilitator event" and "motive role event", both events are linked in a co-dependent relationship at key points so that the facilitator event cannot be established independently. It is a computer device that enables the competition method described as "interspecies exchange" that calculates the results based on the facilitator event.
A means for managing one or more players, one or more facilitator events, and one or more motive role events on the battlefield, respectively.
Means for communicating with facilitators and motives that can be performed through the battlefield,
Means to decide one of the motive role events,
Means to prepare for the implementation of the agreed motive role event,
Provide a means to calculate the results of each player
In addition, if the players are in a team system, a means for managing the team and a means for calculating the results for each team are provided.
Also, if a valid value is provided on the battlefield, for example, if a medal or item is provided, a means for managing the value and processing the transfer of ownership is provided.
Each player decides one or more facilitator events and continuously performs them.
For one thing, if a signal (event message) for a motive is sent from any of the facilitators managed on the battlefield, one motive role item is decided in some way and the motive is determined. If the role type is a fighting type, decide the responder and divide it into "equal opponent" or "non-equal opponent", and prepare the equal opponent to receive the result of the motive role event in each facilitator event. , The player who issued the signal for the above-mentioned motive is also an equal opponent.
Second, one motive role event is arranged in some way, the player performing the motive role event is decided, and the equal opponents are prepared to receive the result of the motive role event in each facilitator event. hand,
Then, the player who performs the motive role event including the non-equal opponent is prepared to perform the motive role event, and the information necessary for performing the motive role event is passed to the motive role event. It is carried out on the motive role event side, the result of the motive role event is received, and only the performance of the equal opponent is returned to the facilitator event in which each equal opponent is prepared to receive the result, and the result is returned in each facilitator event. Change the facilitator event,
If a series of such processes is performed at key points as many times as necessary, the results for each player on the battlefield are calculated based on the results of the facilitator event, and a valid value is provided on the battlefield, the value is set to the value. If the value is added to the results of each player and the competition is a team system, the results of each team are calculated based on the results of each player to determine the outcome. A computer device that enables interaction.
該対戦場に「仕掛役種目」と記す対戦型の価値付け行為を加えて、仕掛役種目の結果で特典獲得者を取決め、該特典獲得者に特典を付与する手段を設けた、前記請求項にある異種目間交流を可能にするコンピュータ装置であって、
前記の対戦場に、
1乃至複数の仕掛役種目を管理する手段と、
該対戦場を通じて行なえる仕掛役種目と通信する手段と、
仕掛役種目情報と、該仕掛役種目を行なうプレイヤ情報と、該仕掛役種目の特典情報から成る仕掛役種目の成立要件を、作成並びに管理する手段と、
仕掛役種目を実施できるように準備する手段と、
特典獲得者に特典を実施させる手段を設け、
該対戦場において、動因役種目が実施されたなら対等対戦者の結果を仕掛役種目の成立要件管理手段に送り、該手段において該動因役種目の結果を必要とする成立要件が無いか調べ、必要とする成立要件があれば該プレイヤの情報に記録し、
該結果を記録したことによって該成立要件にある仕掛役種目が実施できるようになったなら、該仕掛役種目を実施できるように準備して、該仕掛役種目に必要な情報を渡して、該仕掛役種目側において該成立要件にあるプレイヤに実施させて、該仕掛役種目の結果を受取り、該成立要件にある内容で特典獲得者を取決めて、該特典獲得者に特典を実施させることを特徴とする、コンピュータ装置。
The above-mentioned claim in which a battle-type valuation act described as "work-in-process event" is added to the battlefield, a privilege acquirer is determined based on the result of the work-in-process event, and a means for granting the privilege to the privilege acquirer is provided. It is a computer device that enables inter-eye exchange in
On the battlefield mentioned above
A means of managing one or more work-in-process events,
A means of communicating with work-in-process events that can be performed through the battlefield,
A means for creating and managing work-in-process item information, player information for performing the work-in-process item, and requirements for establishing a work-in-process item consisting of privilege information for the work-in-process item.
Means to prepare for the work-in-process event and
Provide a means for the award winners to implement the award
If the motive role event is implemented in the battlefield, the result of the equal opponent is sent to the establishment requirement management means of the work-in-process event, and it is investigated whether there is a establishment requirement that requires the result of the motive role event in the means. If there is a required establishment requirement, record it in the player's information and record it.
If the work-in-process event that meets the requirements for establishment can be implemented by recording the result, prepare for the implementation of the work-in-process event, pass the necessary information to the work-in-process event, and then perform the work-in-process event. On the work-in-process event side, let the player who meets the establishment requirements execute the result, receive the result of the work-in-process event, decide the privilege acquirer according to the contents of the establishment requirement, and let the privilege acquirer implement the privilege. Characterized by computer equipment.
前記請求項1において、仕掛役種目の成立要件を未完成のままアクティブにして、仕掛役種目を主体にして動因役種目を行ない仕掛役種目の特典で進行役種目を変化させる請求項2と異なる手順を前記請求項に加えることを特徴とする、請求項2にある異種目間交流を可能にするコンピュータ装置であって、
前記の対戦場に、
1つの成立要件を特定してアクティブにするか動的に作成してアクティブにする手段と、
アクティブになった成立要件を実施できるように準備する手段を設け、
前記対戦中に、何らかの方法で1つの成立要件をアクティブにすると、該成立要件が実施できる状態でなければ前記の準備手段において、仕掛役種目が未定なら何らかの方法で取決め、該仕掛役種目を行なうプレイヤが未定なら何らかの方法で取決め、各プレイヤの動因役種目の結果が未記録で且つ該プレイヤが行なう動因役種目が未定なら何らかの方法で取決め、特典の対象者と特典内容が未定なら何らかの方法で取決め、該成立要件にあるプレイヤの動因役種目の結果が未記録なら未記録なプレイヤに該成立要件にある動因役種目を前記の通り実施させて結果を記録し、該成立要件にある仕掛役種目が実施できる状態になったなら、該仕掛役種目を実施できるように準備して、該仕掛役種目に必要な情報を渡して、該仕掛役種目側において該成立要件にあるプレイヤに実施させて、該仕掛役種目の結果を受取り、該成立要件にある内容で特典獲得者を取決めて、該特典獲得者に特典を実施させる手順を前記請求項に加えることを特徴とする、コンピュータ装置。
In claim 1, it is different from claim 2, in which the requirements for establishing the work-in-process item are activated without being completed, the motive role item is performed mainly in the work-in-process item, and the facilitating role item is changed by the privilege of the work-in-process item. A computer device that enables interspecies alternating current according to claim 2, wherein the procedure is added to the claim.
On the battlefield mentioned above
A means of identifying and activating one requirement, or dynamically creating and activating it,
Provide means to prepare for the implementation of active requirements
If one establishment requirement is activated by some method during the battle, if the establishment requirement is not in a state where the establishment requirement can be implemented, in the above-mentioned preparatory means, if the in-process combination item is undecided, an agreement is made by some method and the in-process combination item is performed. If the player is undecided, make an arrangement in some way, if the result of each player's motive role item is unrecorded and the motive role item performed by the player is undecided, make an arrangement in some way, and if the target person of the privilege and the privilege content are undecided, in some way If the result of the motive role item of the player in the establishment requirement is unrecorded, the unrecorded player is made to perform the motive role item in the establishment requirement as described above, the result is recorded, and the in-process combination in the establishment requirement is recorded. When the event is ready to be executed, the player prepares to execute the in-process event, passes the necessary information to the in-process event, and causes the player who meets the establishment requirements to execute the in-process event. The computer device is characterized in that a procedure of receiving the result of the in-process combination item, deciding the privilege acquirer according to the content of the establishment requirement, and causing the privilege acquirer to carry out the privilege is added to the claim.
対戦準備と対戦を分離して夫々を集中的に行なえるようにする「ラウンド制」と記す実施形態を可能にする手段を設けることを特徴とする、請求項1から請求項3にある異種目間交流を可能にするコンピュータ装置であって、
本システムに、
1乃至複数のラウンドを準備並びに管理するラウンド管理手段と、
ラウンド用プログラムと連係を取る手段を設け、
ラウンド管理手段において、各ラウンドの実施要項と、各ラウンドを行なうプレイヤ情報と、各プレイヤが用いるコンピュータ装置情報と、各プレイヤが行なう動因役種目情報と、各ラウンドで行なう対戦種目となる進行役種目か仕掛役種目の情報と、各ラウンドで用いるラウンド用プログラム情報を管理し、
各ラウンド用プログラムには、対戦要素集めを行なう手段と、獲得した対戦要素を貯め置く手段と、ラウンドの状況を知らしめる手段が備わり、必要があればコンピュータゲーム処理を行なって獲得した対戦要素を変化させたり獲得した対戦要素とは異なる対戦要素を得られるようにしたりする手段が設けられていて、
何れかのラウンドが開始されたなら、
該ラウンドに記録されているプレイヤのコンピュータ装置に該ラウンド用プログラムがインストールされて起動し、
何れかのプレイヤが前記対戦要素集めを行なう手段において、動因役種目を行なう操作を行なえば、該プレイヤ情報と操作内容が該ラウンド管理手段を備えた本システムに送られ、本システムにおいて動因役種目が実施でき、該結果が該プレイヤのラウンド用プログラムに返され、該結果に基づいて獲得できる対戦要素が決まり、その際、前記のコンピュータゲーム処理を行なって獲得できる対戦要素を変化させるなら変化させて、得られた対戦要素があれば、前記の対戦要素貯め置き手段に貯め置き、
以上の対戦要素集めを所定条件に達するまでプレイヤは繰返し、
所定条件に達したなら、対戦要素集めを終え、貯め置いた対戦要素を該ラウンド管理手段に一斉に送信するか、又は対戦種目を実施する毎に送信するかして、
該ラウンドで行なう対戦種目が、
進行役種目なら、該ラウンド管理手段に送られて来た対戦要素を該進行役種目に送り、
仕掛役種目なら、本システムにおいて仕掛役種目の成立要件を動的に作成して、前記請求項で記した通り仕掛役種目を実施させて、該結果で特典獲得者を取決め、該特典獲得者に特典を逐一実施させるか特典獲得情報を記録して置き後でまとめて実施させるかして、所定条件に達するまで対戦種目を繰返して該ラウンドを終え、
次ラウンドがあるなら次ラウンドを同様に行なうことを特徴とする、請求項2から請求項4のいずれか1項に記載のコンピュータ装置。
The different types of claims 1 to 3, characterized in that a means is provided to enable an embodiment described as a "round system" that separates the battle preparation and the battle so that each can be performed intensively. It is a computer device that enables inter-communication.
In this system
Round management means to prepare and manage one or more rounds,
Provide a means to link with the round program,
In the round management means, the implementation guideline of each round, the player information to perform each round, the computer device information used by each player, the motive role item information performed by each player, and the facilitator item to be the battle event to be performed in each round. Manages information on work-in-process events and program information for rounds used in each round,
Each round program has a means to collect battle elements, a means to store the acquired battle elements, and a means to inform the status of the round, and if necessary, perform computer game processing to acquire the battle elements. There are means to change or obtain a battle element that is different from the battle element that you have acquired.
If any round is started
The program for the round is installed and started on the player's computer device recorded in the round, and the program is started.
If any player performs an operation to perform a motive role event in the means for collecting the battle elements, the player information and the operation content are sent to the system provided with the round management means, and the motive role event is sent in the system. Is possible, the result is returned to the player's round program, and the battle element that can be acquired is determined based on the result. At that time, if the battle element that can be acquired by performing the computer game processing is changed, it is changed. If there is a battle element obtained, store it in the above-mentioned battle element storage means.
The player repeats the above collection of battle elements until the predetermined conditions are reached.
When the predetermined conditions are reached, the battle elements have been collected and the saved battle elements are transmitted to the round management means all at once, or each time the battle event is carried out.
The competition event to be held in the round is
In the case of a facilitator event, the battle elements sent to the round management means are sent to the facilitator event.
In the case of a work-in-process event, the system dynamically creates the requirements for establishing the work-in-process event, executes the work-in-process event as described in the above claim, decides the award winner based on the result, and decides the award winner. To complete the round by repeating the competition event until the prescribed conditions are reached, either by having the player implement the benefits one by one or by recording the privilege acquisition information and then executing them all at once.
The computer device according to any one of claims 2 to 4, wherein if there is a next round, the next round is performed in the same manner.
該対戦に関わる独自の価値付け行為を「概念的拠所」と記す、例えば0〜100の小数を含む有限域の値に抽象化して、該対戦場にある全ての価値付け行為を概念的拠所として一律に扱い、その上で、概念的拠所の値を行き交わして価値交換し合うようにした上で、
本システムに、
概念的拠所管理手段を設け、
該概念的拠所を必要数自由分割してグループ化し、必要があればグループ割りを変化するようにして、
動因役種目に渡すために概念的拠所の値が本システムに送信されて来たなら、必要な分のみ、前記概念的拠所管理手段において該値の所属グループを特定し、1値から成る概念的拠所の値を特定したグループの開始点と終了点の2値にして前記動因役種目に渡すことを特徴とする、概念的拠所の値を丸める手段を設けた請求項2から請求項5にある異種目間交流を可能にするコンピュータ装置。
The unique valuation act related to the battle is described as "conceptual base", for example, abstracted to a finite field value including a decimal number from 0 to 100, and all the valuation acts on the battlefield are used as the conceptual base. Treat them uniformly, and then exchange the values of the conceptual bases to exchange values.
In this system
Establish a conceptual base management means,
The conceptual bases are freely divided into the required number and grouped, and the grouping is changed if necessary.
If the value of the conceptual base is sent to the system to be passed to the motive role event, the group to which the value belongs is specified by the conceptual base management means as much as necessary, and the conceptual base consists of one value. The second to fifth claims are provided with a means for rounding the value of the conceptual base, which is characterized in that the value of the base is set to two values of the start point and the end point of the specified group and passed to the motive role event. A computer device that enables inter-eye interaction.
前記の概念的拠所管理手段に、
前記のグループを用いるか、新たなグループを設けるかして、全グループまたは一部のグループに、該対戦場で有効な値か有効な値を得るための値を、必要数持たせて、それらを処理する手段を設け、
本システムに送られて来た動因役種目の結果に概念的拠所の値が含まれていたなら、該値でグループを特定し、特定したグループに前記の値があれば、
該値が該対戦場で有効な値なら、該値の全部または一部が該プレイヤは得られ、
該値が有効な値を得るための値なら、例えば条件を指し示す値なら、該条件に該当するか否かの判断をして得られる値を取決め、又、コンピュータゲームを指定する値なら該指定に基づいてコンピュータゲームを起動させて該プレイヤに実施させるなら実施させて、実施させる必要が無いなら見守らせるなりして、該結果で得られる値を取決め、
動因役種目から返される概念的拠所の値を基に該対戦場で有効な値を得られるようにしたことを特徴とする、請求項2から請求項6にある異種目間交流を可能にするコンピュータ装置。
To the above-mentioned conceptual base management means,
By using the above groups or establishing a new group, all or some of the groups are given a required number of values that are valid or to obtain a valid value on the battlefield, and they are used. Provide a means to process
If the result of the motive role event sent to this system contains the value of the conceptual base, identify the group by the value, and if the specified group has the above value,
If the value is valid on the battlefield, then all or part of the value is obtained by the player.
If the value is a value for obtaining a valid value, for example, if the value indicates a condition, the value to be obtained is determined by judging whether or not the condition is satisfied, and if the value specifies a computer game, the designation is specified. If the player is to start the computer game based on the above, the player is allowed to execute the game, and if it is not necessary to execute the game, the player is watched over, and the value obtained from the result is decided.
It enables inter-species exchange according to claims 2 to 6, characterized in that a valid value can be obtained on the battlefield based on the value of the conceptual base returned from the motive role event. Computer device.
前記の概念的拠所管理手段に、
座標並びに図形描画手段と、
描画情報管理手段を設け、
該座標の基軸有限域を本システムが保有する概念的拠所として、該座標に、該異種目間交流に関わる種目、プレイヤ、罠、シーンの概念的拠所を棒状の図形にして配置し、配置した各々の図形の棒状長が各々の概念的拠所となり各々が内部で用いる価値は各々の棒状長に対して比率で表現される中で、本システムが扱う概念的拠所の値を該座標の基軸値として、
本システムに、動因役種目に渡すために概念的拠所の値が送られて来たなら、本システムにおいて請求項5にある通り該値がグループ化される前に、該値の発信元が前記の描画情報管理手段に存在しないか調べ、存在したなら、該描画情報にある棒状長を100として前記の概念的拠所の値を比率として乗算し、乗算した該値に該描画情報の図形開始点を加算して該座標の基軸値を算出して該基軸値を概念的拠所の値とし、続いて、該プレイヤが前記の描画情報管理手段に存在しないか調べ、存在したなら、発信元で行なった同様の処理を該プレイヤで行ない該座標の基軸値を算出して概念的拠所の値とし、続いて、罠並びにシーンが前記の描画情報管理手段に存在しないか調べ、存在したなら、発信元で行なった同様の処理を該罠並びにシーンで行ない該座標の基軸値を算出して概念的拠所の値とし、尚、発信元以外の処理順序は不同で、又、描画情報より算出した基軸値が該座標の有効域外であれば最寄りの有効域値に変換しなければならないが、該処理は有効域外になった時点で行なうのか以上の全処理を終えてから行なうのか何れであっても良く、
以上の処理を終えてから、請求項5にある通り該概念的拠所の値をグループ化して丸めるなら丸めて1値をグループの開始点と終了点の2値にして、
該1値または2値に対して、該値を渡す動因役種目の描画情報が前記の描画情報管理手段に存在しないか調べ、存在したなら、該座標の基軸値で表現された前記の1値または2値が、該描画情報の棒状長の何処に当たるか該位置を特定して、該位置が棒状長外なら最寄りの棒状長位置に変換して、該棒状長に対する該位置の比率を算出して、算出した比率を概念的拠所の値として1値または2値を該動因役種目に渡すことを特徴とする、座標に配置した描画情報を基に動因役種目に渡す概念的拠所の値を変化させる手段を設けた請求項2から請求項7にある異種目間交流を可能にするコンピュータ装置。
To the above-mentioned conceptual base management means,
Coordinates and drawing means,
Established drawing information management means
With the basic axis finite area of the coordinates as the conceptual base possessed by this system, the conceptual bases of the events, players, traps, and scenes related to the inter-species exchange are arranged and arranged in a rod-shaped figure at the coordinates. The bar length of each figure becomes each conceptual base, and the value used internally by each is expressed as a ratio to each bar length, and the value of the conceptual base handled by this system is the base value of the coordinates. As,
If a conceptual coordinate value is sent to the system to be passed to the motive role event, the source of the value is said to be before the value is grouped in the system as described in claim 5. If it exists, the rod-shaped length in the drawing information is set to 100, the value of the conceptual base is multiplied as a ratio, and the multiplied value is multiplied by the drawing start point of the drawing information. To calculate the basic axis value of the coordinates and use the basic axis value as the value of the conceptual base, then check whether the player exists in the drawing information management means, and if so, perform the operation at the source. The same processing is performed by the player, the base value of the coordinates is calculated and used as the value of the conceptual base, and then it is examined whether the trap and the scene exist in the drawing information management means, and if so, the source. The same processing performed in the above is performed in the trap and the scene, and the basic axis value of the coordinates is calculated to be the value of the conceptual base. The processing order other than the source is not the same, and the basic axis value calculated from the drawing information. If is out of the effective range of the coordinates, it must be converted to the nearest effective range value, but the process may be performed when it is out of the effective range or after all the above processes are completed. ,
After completing the above processing, if the values of the conceptual bases are grouped and rounded as described in claim 5, the values are rounded to make one value into two values, the start point and the end point of the group.
For the 1 value or 2 values, it is checked whether or not the drawing information of the motive role item to which the value is passed exists in the drawing information management means, and if it exists, the above 1 value expressed by the basic axis value of the coordinates. Alternatively, the position where the binary value corresponds to the rod-shaped length of the drawing information is specified, and if the position is outside the rod-shaped length, the position is converted to the nearest rod-shaped length position, and the ratio of the position to the rod-shaped length is calculated. Then, the value of the conceptual base to be passed to the motive role item based on the drawing information arranged in the coordinates, which is characterized by passing the calculated ratio as the value of the conceptual base and passing one value or two values to the motive role item. A computer device that enables interspecies exchange according to claims 2 to 7 provided with means for changing.
前請求項にある棒状図形の棒状長を、
自由分割できる手段と、
自由分割した分割点を新旧に分けて、新分割点のみ隣接する新分割点並びに該図形の下限点と上限点を越えないように移動させて移動先を記録する手段を設けて、
分割点を必要数設けて、新分割点を自由移動させて記録し、
新分割点を基に該座標の基軸値が指し示す位置を特定し、特定した位置が新分割点において所属するグループを特定し、特定したグループ内においての位置を該グループの領域に対して比率で算出し、該比率を、該グループの旧分割点を基にした領域に乗算して旧分割点内での値を算出し、該値を、該グループの開始点に加算した値を該概念的拠所が表現する種目またはプレイヤまたは罠またはシーンが保有する概念的拠所に渡すことを特徴とする、概念的拠所の内部価値を調整する手段を設けた請求項2から請求項7にある異種目間交流を可能にするコンピュータ装置。
The rod-shaped length of the rod-shaped figure in the preceding claim,
Means that can be freely divided,
The freely divided division points are divided into old and new, and only the new division points are adjacent to each other, and a means for recording the movement destination by moving the division points so as not to exceed the lower limit point and the upper limit point of the figure is provided.
Set the required number of division points, freely move the new division points and record them.
Based on the new division point, the position pointed to by the basic axis value of the coordinates is specified, the group to which the specified position belongs at the new division point is specified, and the position within the specified group is calculated as a ratio to the area of the group. Calculated, the ratio is multiplied by the region based on the old division point of the group to calculate the value within the old division point, and the value is added to the start point of the group to obtain the conceptual value. Between claims 2 to 7 provided with means for adjusting the internal value of the conceptual base, characterized in passing to the event represented by the base or to the conceptual base owned by the player or trap or scene. A computer device that enables interaction.
該対戦場に、
「起点」と記すデータ構造体を作成管理する手段と、
起点を取決める手段を設け、
個々の起点に、種目または種目の成立要件を限定する情報と、種目に渡す情報を記録して、
何らかの方法で1つの起点を取決めたなら、該起点にある内容で種目を限定し、何らかの方法で特定した種目に対して該起点にある種目に渡す情報を渡すことを特徴とする、起点を基に実施する種目を取決めるようにした請求項2から請求項9にある異種目間交流を可能にするコンピュータ装置。
On the battlefield
A means of creating and managing a data structure marked as the "starting point",
Provide a means to determine the starting point,
At each starting point, record the information that limits the requirements for establishing the event or event, and the information that is passed to the event.
If one starting point is decided by some method, the event is limited by the content at the starting point, and the information to be passed to the event at the starting point is passed to the event specified by some method, based on the starting point. A computer device that enables inter-species exchange according to claims 2 to 9, wherein the event to be carried out is decided.
該対戦場に、
「交流体」と記すデータ構造体と、
プレイヤ毎に交流体を束ねる「ユニット」と記すデータ構造体を、作成管理する手段と、
ユニットと交流体を取決める手段を設け、
プレイヤが対等対戦者として動因役種目を実施する際に、該プレイヤが有するユニットにおいて1つの交流体を何らかの方法で取決め、必要があれば該交流体にある内容で動因役種目を取決め、必要があれば該交流体にある内容を動因役種目に渡し、該動因役種目の実施結果を該交流体に記録し、必要があれば該動因役種目で得られた該対戦場で有効な値を該交流体に記録し、必要があれば該ユニットの価値を何らかの方法で算出し、必要があれば該交流体にある内容を仕掛役種目に渡すことを特徴とする、異種目間交流にデータ構造体の基点を設けた請求項2から請求項10にある異種目間交流を可能にするコンピュータ装置。
On the battlefield
The data structure described as "AC body" and
A means of creating and managing a data structure described as a "unit" that bundles alternating currents for each player,
Provide a means to decide the unit and the AC body,
When a player carries out a motive role event as an equal opponent, it is necessary to arrange one interaction body in the unit owned by the player in some way, and if necessary, decide the motive role event based on the contents of the interaction body. If there is, the contents in the AC body are passed to the motive role event, the execution result of the motive role event is recorded in the AC body, and if necessary, the effective value obtained in the battlefield in the motive role event is obtained. Data for cross-species AC, which is characterized by recording in the AC body, calculating the value of the unit in some way if necessary, and passing the contents in the AC body to the in-process event if necessary. A computer device that enables inter-species alternating current according to claims 2 to 10 provided with a base point of a structure.
前記請求項に記載のコンピュータ装置に、
「動因体」と記すデータ構造体と、「仕掛体」と記すデータ構造体を加え、
交流体には、交流体情報と、動因体情報と、動因役種目に渡す情報と、動因役種目の結果と該結果で得た該対戦場で有効な値と、仕掛役種目に渡す情報等が記録でき、
動因体には、動因体情報と、動因役種目情報と、動因役種目に渡す情報等が記録でき、
仕掛体には、仕掛体情報と、仕掛役種目情報と、プレイヤ情報と、仕掛役種目に渡す情報と、特典情報と、該プレイヤ情報には各プレイヤの交流体情報と、各プレイヤの動因体情報が記録でき、
動因体にはプレイヤ分の交流体が必要で、
交流体には動因役種目の結果が必要で、
仕掛体にはプレイヤ毎の交流体と動因体が必要な関係性で、請求項2から請求項11にある種目間連係を行なえるようにしたことを特徴とする、異種目間交流を4種類のデータ構造体で構造化した請求項2から請求項11にある異種目間交流を可能にするコンピュータ装置。
The computer device according to the above claim.
Add the data structure described as "motive body" and the data structure described as "work in process".
The exchange body includes the exchange body information, the motive body information, the information to be passed to the motive role event, the result of the motive role event, the value obtained by the result, the effective value in the battlefield, the information to be passed to the work-in-process event, etc. Can be recorded,
In the motive body, the motive body information, the motive role item information, the information to be passed to the motive role item, etc. can be recorded.
The in-process body includes the in-process body information, the in-process combination item information, the player information, the information to be passed to the in-process combination item, the privilege information, and the player information includes the interaction information of each player and the motive body of each player. Information can be recorded,
The motive body needs an alternator for the player,
The AC body needs the result of the motive role event,
There are four types of inter-item exchanges, which are characterized in that the inter-events can be linked according to claims 2 to 11, with a relationship that requires an exchange body and a motive element for each player in the in-process body. A computer device that enables inter-species alternating current according to claims 2 to 11, which is structured by the data structure of the above.
該対戦場に、
「賞罰用語」と記す、曖昧なタイトルと曖昧な説明と分類値から成る一意のコードを必要数取決め、該用語を管理する手段と、該用語を処理する手段を設け、
該コードを該対戦場において記録できるところに必要があれば引数と共に記録して、
該コードが処理できる状況になれば、該コードを処理する手段が独自に解釈して処理を施し、該コードを仕掛けられた対象に対して外部より強制的に変化させることを特徴とする、賞罰手段を設けた請求項2から請求項12にある異種目間交流を可能にするコンピュータ装置。
On the battlefield
Arrange the required number of unique codes consisting of ambiguous titles, ambiguous explanations and classification values, which are described as "prize and punishment terms", and provide means for managing the terms and means for processing the terms.
Record the code with its arguments, if necessary, where it can be recorded on the battlefield.
When the code can be processed, the means for processing the code independently interprets and processes the code, and forcibly changes the target to which the code is set from the outside. A computer device that enables inter-species exchange according to claims 2 to 12 provided with means.
該対戦場に、
「賞罰用語」と記す、曖昧なタイトルと曖昧な説明と分類可能な一意の識別子から成るコードから成るものを取決め、該用語を管理する手段と、該用語を処理する手段を設け、
該コードを該対戦場において記録できるところに、必要があれば引数と共に記録して、該コードの処理ができる状況になれば、該コードを処理する手段が曖昧なタイトルを基に独自の処理を施し、施し対象の種目の実施内容を強制的に外部から変更を加えることを特徴とする、賞罰手段を設けた請求項2から請求項12にある異種目間交流を可能にするコンピュータ装置。
On the battlefield
Decide on a code consisting of an ambiguous title, an ambiguous description, and a unique identifier that can be classified, which is described as "award and punishment term", and provide a means for managing the term and a means for processing the term.
Where the code can be recorded on the battlefield, if necessary, it is recorded together with the arguments, and if the code can be processed, the means for processing the code will perform its own processing based on an ambiguous title. A computer device that enables inter-species exchange according to claims 2 to 12, which is provided with punishment and punishment means, characterized in that the implementation content of the event to be given is forcibly changed from the outside.
「進行役種目」並びに「動因役種目」と記す2種類の価値付け行為を管理しながら、両種目を要所において共依存関係にして連係させ、進行役種目を単独で成立できないようにして、進行役種目を基に成績を算出する「異種目間交流」と記す競い方を可能にするコンピュータの制御方法であって、
該対戦場に、1乃至複数人のプレイヤと、1乃至複数の進行役種目と、1乃至複数の動因役種目を、夫々管理するステップと、
該対戦場を通じて行なえる進行役種目並びに動因役種目と通信するステップと、
何れかの動因役種目を取決めるステップと、
取決められた動因役種目を実施できるように準備するステップと、
各プレイヤの成績を算出するステップを設け、
又、プレイヤをチーム制にしているなら、チームを管理するステップとチーム毎の成績を算出するステップを有し、
又、該対戦場で有効な値を設けているなら、例えばメダルやアイテムを設けているなら、該値を管理及び所有者移転の処理をするステップを有し、
各プレイヤは、1乃至複数の進行役種目を取決めて継続的に行なう中で、
1つには、該対戦場で管理されている何れかの進行役種目より動因を求める信号(イベントメッセージ)が送られて来たなら、何らかの方法で1つの動因役種目を取決めて、該動因役種目が対戦型なら応戦者を取決めて「対等対戦者」か「非対等対戦者」に分けて、対等対戦者には各々の進行役種目において該動因役種目の結果を受取る準備をさせて、前記の動因を求める信号を発したプレイヤも対等対戦者として、
2つには、1つの動因役種目を何らかの方法で取決めて、該動因役種目を行なうプレイヤを取決めて、対等対戦者には各々の進行役種目において該動因役種目の結果を受取る準備をさせて、
その上で、非対等対戦者を含む該動因役種目を行なうプレイヤに該動因役種目を行なう準備をさせて、該動因役種目を行なうために必要な情報を該動因役種目に渡して、該動因役種目側において実施させて、該動因役種目の結果を受取り、対等対戦者の成績のみ各対等対戦者が該結果を受取る準備をした進行役種目に返して、各々の進行役種目において該進行役種目を変化させ、
そうした一連の処理を要所において必要回数行ない、該対戦場でのプレイヤ毎の成績を進行役種目の成績を基に算出して、該対戦場で有効な値を設けているなら、該値の価値をプレイヤ毎の成績に加算して、又、競い合いをチーム制にしているなら、各チームの成績を各プレイヤの成績を基に算出して、勝敗を決する、制御方法。
While managing the two types of valuation acts described as "facilitator event" and "motive role event", both events are linked in a co-dependent relationship at key points so that the facilitator event cannot be established independently. It is a computer control method that enables the competition method described as "interspecies exchange" that calculates the results based on the facilitator event.
A step of managing one or more players, one or more facilitator events, and one or more motive role events on the battlefield, respectively.
The steps to communicate with the facilitator and motivator events that can be performed through the battlefield,
Steps to determine one of the motive roles and
Steps to prepare for the agreed motive role event,
A step to calculate the results of each player is provided.
Also, if the players are in a team system, there is a step to manage the team and a step to calculate the results for each team.
Also, if a valid value is provided on the battlefield, for example, if a medal or item is provided, the value has a step of managing the value and processing the transfer of ownership.
Each player decides one or more facilitator events and continuously performs them.
For one thing, if a signal (event message) for a motive is sent from any of the facilitators managed on the battlefield, one motive role item is decided in some way and the motive is determined. If the role type is a fighting type, decide the responder and divide it into "equal opponent" or "non-equal opponent", and prepare the equal opponent to receive the result of the motive role event in each facilitator event. , The player who issued the signal for the above-mentioned motive is also an equal opponent.
Second, one motive role event is arranged in some way, the player performing the motive role event is decided, and the equal opponents are prepared to receive the result of the motive role event in each facilitator event. hand,
Then, the player who performs the motive role event including the non-equal opponent is prepared to perform the motive role event, and the information necessary for performing the motive role event is passed to the motive role event. It is carried out on the motive role event side, the result of the motive role event is received, and only the performance of the equal opponent is returned to the facilitator event in which each equal opponent is prepared to receive the result, and the result is returned in each facilitator event. Change the facilitator event,
If a series of such processes is performed at key points as many times as necessary, the results for each player on the battlefield are calculated based on the results of the facilitator event, and a valid value is provided on the battlefield, the value is set to the value. A control method in which the value is added to the results of each player, and if the competition is a team system, the results of each team are calculated based on the results of each player to determine the outcome.
「進行役種目」並びに「動因役種目」と記す2種類の価値付け行為を管理しながら、両種目を要所において共依存関係にして連係させ、進行役種目を単独で成立できないようにして、進行役種目を基に成績を算出する「異種目間交流」と記す競い方を可能にするコンピュータプログラムであって、
該対戦場に、1乃至複数人のプレイヤと、1乃至複数の進行役種目と、1乃至複数の動因役種目を、夫々管理するステップと、
該対戦場を通じて行なえる進行役種目並びに動因役種目と通信するステップと、
何れかの動因役種目を取決めるステップと、
取決められた動因役種目を実施できるように準備するステップと、
各プレイヤの成績を算出するステップを設け、
又、プレイヤをチーム制にしているなら、チームを管理するステップとチーム毎の成績を算出するステップを有し、
又、該対戦場で有効な値を設けているなら、例えばメダルやアイテムを設けているなら、該値を管理及び所有者移転の処理をするステップを有し、
各プレイヤは、1乃至複数の進行役種目を取決めて継続的に行なう中で、
1つには、該対戦場で管理されている何れかの進行役種目より動因を求める信号(イベントメッセージ)が送られて来たなら、何らかの方法で1つの動因役種目を取決めて、該動因役種目が対戦型なら応戦者を取決めて「対等対戦者」か「非対等対戦者」に分けて、対等対戦者には各々の進行役種目において該動因役種目の結果を受取る準備をさせて、前記の動因を求める信号を発したプレイヤも対等対戦者として、
2つには、1つの動因役種目を何らかの方法で取決めて、該動因役種目を行なうプレイヤを取決めて、対等対戦者には各々の進行役種目において該動因役種目の結果を受取る準備をさせて、
その上で、非対等対戦者を含む該動因役種目を行なうプレイヤに該動因役種目を行なう準備をさせて、該動因役種目を行なうために必要な情報を該動因役種目に渡して、該動因役種目側において実施させて、該動因役種目の結果を受取り、対等対戦者の成績のみ各対等対戦者が該結果を受取る準備をした進行役種目に返して、各々の進行役種目において該進行役種目を変化させ、
そうした一連の処理を要所において必要回数行ない、該対戦場でのプレイヤ毎の成績を進行役種目の成績を基に算出して、該対戦場で有効な値を設けているなら、該値の価値をプレイヤ毎の成績に加算して、又、競い合いをチーム制にしているなら、各チームの成績を各プレイヤの成績を基に算出して、勝敗を決する処理をコンピュータに実行させる、
異種目間交流を可能にする制御方法およびコンピュータプログラム。
While managing the two types of valuation acts described as "facilitator event" and "motive role event", both events are linked in a co-dependent relationship at key points so that the facilitator event cannot be established independently. It is a computer program that enables the competition method described as "interspecies exchange" that calculates the results based on the facilitator event.
A step of managing one or more players, one or more facilitator events, and one or more motive role events on the battlefield, respectively.
The steps to communicate with the facilitator and motivator events that can be performed through the battlefield,
Steps to determine one of the motive roles and
Steps to prepare for the agreed motive role event,
A step to calculate the results of each player is provided.
Also, if the players are in a team system, there is a step to manage the team and a step to calculate the results for each team.
Also, if a valid value is provided on the battlefield, for example, if a medal or item is provided, the value has a step of managing the value and processing the transfer of ownership.
Each player decides one or more facilitator events and continuously performs them.
For one thing, if a signal (event message) for a motive is sent from any of the facilitators managed on the battlefield, one motive role item is decided in some way and the motive is determined. If the role type is a fighting type, decide the responder and divide it into "equal opponent" or "non-equal opponent", and prepare the equal opponent to receive the result of the motive role event in each facilitator event. , The player who issued the signal for the above-mentioned motive is also an equal opponent.
Second, one motive role event is arranged in some way, the player performing the motive role event is decided, and the equal opponents are prepared to receive the result of the motive role event in each facilitator event. hand,
Then, the player who performs the motive role event including the non-equal opponent is prepared to perform the motive role event, and the information necessary for performing the motive role event is passed to the motive role event. It is carried out on the motive role event side, the result of the motive role event is received, and only the performance of the equal opponent is returned to the facilitator event in which each equal opponent is prepared to receive the result, and the result is returned in each facilitator event. Change the facilitator event,
If a series of such processes is performed at key points the required number of times, the results of each player on the battlefield are calculated based on the results of the facilitator event, and a valid value is provided on the battlefield, the value is set to the value. If the value is added to the results of each player, and if the competition is a team system, the results of each team are calculated based on the results of each player, and the computer is made to execute the process of determining the victory or defeat.
Control methods and computer programs that enable heterogeneous interaction.
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