JPH1076073A - Time management method and system for games by means of telecomunication - Google Patents

Time management method and system for games by means of telecomunication

Info

Publication number
JPH1076073A
JPH1076073A JP8232106A JP23210696A JPH1076073A JP H1076073 A JPH1076073 A JP H1076073A JP 8232106 A JP8232106 A JP 8232106A JP 23210696 A JP23210696 A JP 23210696A JP H1076073 A JPH1076073 A JP H1076073A
Authority
JP
Japan
Prior art keywords
time
message
clock
party
consumption time
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
JP8232106A
Other languages
Japanese (ja)
Inventor
Shozo Naito
昭三 内藤
Tomoko Ito
智子 伊藤
Masaki Ito
正樹 伊藤
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Nippon Telegraph and Telephone Corp
Original Assignee
Nippon Telegraph and Telephone Corp
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Nippon Telegraph and Telephone Corp filed Critical Nippon Telegraph and Telephone Corp
Priority to JP8232106A priority Critical patent/JPH1076073A/en
Publication of JPH1076073A publication Critical patent/JPH1076073A/en
Pending legal-status Critical Current

Links

Abstract

PROBLEM TO BE SOLVED: To accurately manage a spent time by detecting a network transmission delay time, and adding the delay time to a spent time sent from a game partner. SOLUTION: At the start of a game, game players P1 and P2 as the first and the second movers, move own and partner's spent time monitor clocks at steps S21 and 22. The player P1 after finishing a turn stops his/her own spent time monitor and sends the first message to the partner player P2 , including his/her own spent time T11 . at steps S23 and S24. The partner player P2 , upon receipt of the first message, sets and stops the partner player's spent time monitor at the spent time T11 . Then, the player P2 , moves his/her own spent time monitor and sends the second message to the player P1 , including the time stamp set of his/her own spent time T22 and a current time 22 shown with a synchronous clock at steps 25 and 26. The player P1 sets the partner player's spent time monitor at a time resulting from the addition of a differerece between a current time t1 shown by a synchronous time and a current time t2 in the second message to the spent time T22 in the second message. Then, the player P1 moves the partner player's spent time monitor at a step S27. The same procedures are repeated whenever a turn is over.

Description

【発明の詳細な説明】DETAILED DESCRIPTION OF THE INVENTION

【0001】[0001]

【発明の属する技術分野】本発明は、伝送遅延時間の一
定しないネットワークを介して、囲碁、将棋などの対局
を行なう際の時間管理方法に関する。
BACKGROUND OF THE INVENTION 1. Field of the Invention The present invention relates to a time management method for playing games such as Go and shogi via a network having a variable transmission delay time.

【0002】[0002]

【従来の技術】同じ場所で対局を行なう時には、従来の
チェスクロックを使用して時間管理を行なうことができ
る。分散して対局するときには、ネットワークの伝送遅
延時間が小さいものとして無視したり、一定と仮定して
消費時間補正を行なう方法などが用いられた。
2. Description of the Related Art When playing a game at the same place, time management can be performed using a conventional chess clock. When playing the game in a distributed manner, a method of ignoring the transmission delay time of the network as being small, or correcting the consumption time assuming that it is constant, and the like were used.

【0003】[0003]

【発明が解決しようとする課題】ネットワークの普及に
伴い、分散対局が広く行なわれようとしている。水晶時
計などの普及により、分散対局者が、進度の同じで、時
刻同期した時計を持つという仮定は現実的であるが、そ
の一方でネットワークの伝送遅延時間を一定にすること
は現時点でも困難がある。
DISCLOSURE OF THE INVENTION With the spread of networks, distributed games are going to be widely performed. With the spread of quartz clocks, it is realistic to assume that distributed players have clocks of the same progress and time synchronization, but it is still difficult at this time to keep the network transmission delay time constant. is there.

【0004】本発明の目的は、伝送遅延時間の一定しな
いネットワークを介して囲碁、将棋などの対局を行なう
場合に、正確な消費時間管理を行う、分散対局における
時間管理方法およびシステムを提供することにある。
[0004] It is an object of the present invention to provide a time management method and system in a distributed game for performing accurate time management when playing a game such as Go or Shogi over a network having a variable transmission delay time. It is in.

【0005】[0005]

【課題を解決するための手段】本発明の、分散対局にお
ける時間管理方法は、両対局者は、相手側同期時計と進
度が同じで、互いに同期した同期時計と、自消費時間モ
ニタ時計と、相手消費時間モニタ時計を用意し、対局開
始とともに、先手は自消費時間モニタ時計を動かし、後
手は相手消費時間モニタ時計を動かし、先手は自分の手
番が終ると、自消費時間モニタ時計を止め、後手にその
時点の自消費時間を第1のメッセージとして後手に送
り、後手は第1メッセージを受けとると、相手消費時間
モニタ時計を、第1のメッセージ中の消費時間にセット
して止め、自消費時間モニタ時計を動かすとともに、自
分の消費時間と現在時刻のタイムスタンプの組を第2の
メッセージとして先手に送り、先手は第2のメッセージ
を受け取ると、相手消費時間モニタ時計を、第2のメッ
セージ中の消費時間に、前記同期時計が示す現在時刻と
第2メッセージ中の現在時刻との差を加えた時間にセッ
トし、相手消費時間モニタ時計を動かし、以後、各対局
者の手番が終る毎に、各対局者は上記と同じ動作を繰り
返す。
According to the time management method in a distributed game according to the present invention, both players have the same progress as the other party's synchronous clock and are synchronized with each other; Prepare the opponent's consumption time monitor clock, start the game, move the self-consumption time monitor clock, start the opponent's consumption time monitor clock, and stop the self-consumption time monitor clock when the end of your turn When the self-consumed time at that time is sent to the posterior as the first message, and the posterior receives the first message, the other party's consumption time monitor clock is set to the consumption time in the first message and stopped. While operating the consumption time monitor clock, a set of the time stamp of the user's own consumption time and the current time is sent to the first party as a second message, and when the second party receives the second message, the other party receives the second message. Setting the time spent monitor clock to a time obtained by adding the difference between the current time indicated by the synchronous clock and the current time shown in the second message to the consumed time in the second message, and operating the other party's consumed time monitor clock; Thereafter, each time each player's turn ends, each player repeats the same operation as described above.

【0006】また、本発明の分散対局における時間管理
システムは、各対局者側に、自消費時間モニタ時計と、
相手消費時間モニタ時計と、相手側同期時計と進度が同
じで、相手側同期時計と同期した同期時計と、前記自消
費時間モニタ時計または前記相手消費時間モニタ時計を
動かし、止めるモニタ時計起動/停止手段と、前記自消
費時間モニタ時計が止められると、そのときの前記自消
費時間モニタ時計が示す自消費時間を相手に送るための
第1のメッセージを作成し、相手から第1のメッセージ
が送られてくると、そのときの前記自消費時間モニタ時
計が示す自消費時間と前記同期時計が示す現在時刻のタ
イムスタンプの組を相手に送るための第2のメッセージ
を作成するメッセージ作成手段と、第1のメッセージが
相手から送られてくると、前記相手消費時間モニタ時計
を、第1のメッセージに含まれる自消費時間にセットし
て止め、前記自消費時間モニタ時計を動かし、第2のメ
ッセージが相手から送られてくると、前記相手消費時間
モニタ時計を、第2のメッセージに含まれる自消費時間
に、前記同期時計が示す現在時刻と第2のメッセージに
含まれる現在時刻の差を加えた時間にセットし、前記相
手消費時間モニタ時計を動かす時間設定・時計起動手段
と、第1、第2のメッセージをネットワークを介して相
手に送信し、また前記ネットワークを介して相手から送
信されてきた第1、第2のメッセージを受信するメッセ
ージ送受信手段を有する。
Further, the time management system in a distributed game according to the present invention comprises: a self-consumption time monitor clock;
The other party's consumption time monitor clock, the other party's synchronization clock that has the same progress as the other party's synchronization clock, and the synchronization clock synchronized with the other party's synchronization clock; Means for creating a first message for sending the self-consumption time indicated by the self-consumption time monitor clock to the other party when the self-consumption time monitor clock is stopped, and sending the first message from the other party. Message creation means for creating a second message for sending a set of the self-consumption time indicated by the self-consumption time monitor clock at that time and the time stamp of the current time indicated by the synchronous clock to the other party; When the first message is sent from the other party, the other party's consumption time monitor clock is set to the self-consumption time included in the first message and stopped. When the second message is sent from the other party by operating the time monitor clock, the other party's consumption time monitor clock is set to the current time indicated by the synchronous clock at the self-consumption time included in the second message. A time setting / clock activation means for setting the time to which the difference of the current time included in the message is added and for operating the other party consumption time monitor clock, and transmitting the first and second messages to the other party via the network; There is provided a message transmitting / receiving means for receiving first and second messages transmitted from the other party via the network.

【0007】現在時刻と第2のメッセージに含まれる現
在時刻の差はネットワークの伝送遅延時間を表わしてお
り、これを相手側消費時間に加算した時間は正確な相手
側消費時間となる。なぜならば、相手側が第2のメッセ
ージを送信してから自分の側に第2のメッセージが着く
までの時間も相手側の手番に含まれるからである。
[0007] The difference between the current time and the current time included in the second message represents the transmission delay time of the network, and the time obtained by adding this to the other party's consumption time is the accurate other party's consumption time. This is because the time from when the other party transmits the second message to when the second message arrives at the own side is also included in the other party's turn.

【0008】[0008]

【発明の実施の形態】次に、本発明の実施の形態につい
て図面を参照して説明する。
Next, embodiments of the present invention will be described with reference to the drawings.

【0009】図1は本発明の一実施形態の分散対局のシ
ステム構成図、図2は図1中の時間管理装置4,5の構
成図、図3は本実施形態における消費時間管理の流れ図
である。
FIG. 1 is a system configuration diagram of a distributed game according to an embodiment of the present invention, FIG. 2 is a configuration diagram of time management devices 4 and 5 in FIG. 1, and FIG. 3 is a flowchart of consumption time management in this embodiment. is there.

【0010】本実施形態では、対局者P1 とP2 がそれ
ぞれ対局装置1,2を用いてネットワーク3を介して対
局を行なう。ここで、対局装置1,2はパソコン等を想
定している。
In the present embodiment, players P 1 and P 2 play games via the network 3 using the game apparatuses 1 and 2 , respectively. Here, the game apparatuses 1 and 2 are assumed to be personal computers or the like.

【0011】対局装置1,2には自分の消費時間および
相手の消費時間の管理を行なう時間管理装置4,5が内
蔵されている。
The game devices 1 and 2 have built-in time management devices 4 and 5 for managing their own consumption time and the consumption time of the other party.

【0012】時間管理装置4,5は、図2に示すよう
に、同期時計11と自消費時間モニタ時計12と相手消
費時間モニタ時計13とモニタ時計起動/停止手段14
とメッセージ作成手段15と時間設定・時計起動手段1
6とメッセージ送受信手段17で構成されている。
As shown in FIG. 2, the time management devices 4 and 5 include a synchronous clock 11, a self-consumption time monitor clock 12, a partner consumption time monitor clock 13, and a monitor clock start / stop means 14.
And message creating means 15 and time setting / clock starting means 1
6 and message transmitting / receiving means 17.

【0013】同期時計11は相手側同期時計と進度が同
じ、かつ相手側同期時計と同期している。モニタ時計起
動/停止手段14は例えばマウスで、自消費時間モニタ
時計12または相手消費時間モニタ時計13を動かした
り、止めたりするためのものである。メッセージ作成手
段15は、自消費時間モニタ時計12が止められると、
そのときの自消費時間モニタ時計12が示す自消費時間
を相手に送るための第1のメッセージを作成し、相手か
ら第1のメッセージが送られてくると、そのときの自消
費時間モニタ時計12が示す自消費時間と同期時計11
が示す現在時刻のタイムスタンプの組を相手に送るため
の第2のメッセージを作成する。時間設定・時計起動手
段16は、第1のメッセージが相手から送られてくる
と、相手消費時間モニタ時計13を、第1のメッセージ
に含まれる自消費時間にセットして止め、自消費時間モ
ニタ時計12を動かし、第2のメッセージが相手から送
られてくると、相手消費時間モニタ時計13を、第2の
メッセージに含まれる自消費時間に、同期時計11が示
す現在時刻と第2のメッセージに含まれる現在時刻の差
を加えた時間にセットし、相手消費時間モニタ時計13
を動かす。メッセージ送受信手段17は、第1、第2の
メッセージをネットワーク3を介して相手に送信し、ま
たネットワーク3を介して相手から送信されてきた第
1、第2のメッセージを受信する。
The synchronous clock 11 has the same progress as the synchronous clock of the other party and is synchronized with the synchronous clock of the other party. The monitor clock start / stop means 14 is a mouse, for example, for moving or stopping the self-consumption time monitor clock 12 or the partner consumption time monitor clock 13. When the self-consumption time monitor clock 12 is stopped, the message creating means 15
A first message for sending the self-consumption time indicated by the self-consumption time monitor clock 12 at that time to the partner is created, and when the first message is sent from the partner, the self-consumption time monitor clock 12 at that time is generated. Consumption time and synchronous clock 11 indicated by
A second message is created for sending a set of time stamps of the current time indicated by. When the first message is sent from the other party, the time setting / clock activation means 16 sets the other party's consumption time monitor clock 13 to the self-consumption time included in the first message, and stops the self-consumption time monitor. When the clock 12 is moved and the second message is sent from the other party, the other party's consumption time monitor clock 13 is set to the self-consumption time included in the second message and the current time indicated by the synchronous clock 11 and the second message. Is set to the time obtained by adding the difference of the current time included in the
Move. The message transmitting / receiving means 17 transmits the first and second messages to the other party via the network 3 and receives the first and second messages transmitted from the other party via the network 3.

【0014】次に、本実施形態における消費時間管理を
図3の流れ図にしたがって説明する。なお、ここでは対
局者P1 とP2 の自消費時間モニタ時計12、相手消費
時間モニタ時計13を区別するために、それぞれ1、2
の添字を付けている。
Next, the consumption time management in this embodiment will be described with reference to the flowchart of FIG. Here, in order to distinguish the self-consumption time monitor clocks 12 and the opponent consumption time monitor clocks 13 of the players P 1 and P 2 , respectively,
With a subscript.

【0015】対局が開始されると、先手である対局者P
1 はモニタ時計起動/停止手段14を操作して自消費時
間モニタ時計121 を動かし(ステップ21)、後手で
ある対局者P2 はモニタ時計起動/停止手段14を操作
して相手消費時間モニタ時計132 を動かす(ステップ
22)。
When the game starts, the player P who is the first player
1 operates the monitor clock start / stop means 14 to move the self-consumption time monitor clock 12 1 (step 21), and the player P 2 who is the latter operates the monitor clock start / stop means 14 to monitor the other party's consumption time. moving the clock 13 2 (step 22).

【0016】対局者P1 は自分の手番が終了すると、モ
ニタ時計起動/停止手段14を操作して自消費時間モニ
タ時計121 を止め(ステップ23)、自消費時間T11
を含む第1のメッセージがメッセージ作成手段15で作
成され、メッセージ送受信手段17で対局者P2 に送信
される(ステップ24)。
[0016] When the opposite station's P 1 is my hand number is completed, the monitor clock start-up / self-consumption time by operating the stop means 14 to stop the monitor clock 12 1 (step 23), the self-consumption time T 11
First message including the created by the message creation unit 15, is transmitted to the opposite station's P 2 by the message transmitting and receiving unit 17 (step 24).

【0017】対局者P2 側では第1のメッセージが送ら
れてくると、時間設定・時計起動手段16が相手消費時
間モニタ時計132 を消費時間T11にセットして止め、
自消費時間モニタ時計122 を動かす(ステップ2
5)。次に、自分の消費時間T22と、同期時計11が示
す現在時刻t2 のタイムスタンプの組を含む第2のメッ
セージがメッセージ作成手段15で作成され、メッセー
ジ送受信手段17より対局者P1 に送信される(ステッ
プ26)。
The remote station's when P in the two side sent first message, stop time setting and clock activation unit 16 is set to consuming time T 11 the party consuming time monitor clock 13 2,
Own time spent moving the monitor clock 12 2 (Step 2
5). Then, with their time spent T 22, the second message including the set of timestamp synchronization clock 11 indicates the current time t 2 is created by the message creating unit 15, the remote station's P 1 than the message transmission and reception means 17 It is transmitted (step 26).

【0018】対局者P1 側では、時間設定・時計起動手
段16が、相手消費時間モニタ時計131 を、第2のメ
ッセージ中の消費時間T22に、同期時計11が示す現在
時刻t1 と第2のメッセージ中の現在時刻t2 の差を加
えた時間にセットし、相手消費時間モニタ時計131
動かす(ステップ27)。
On the player P 1 side, the time setting / clock activation means 16 sets the other party's consumption time monitor clock 13 1 to the consumption time T 22 in the second message and the current time t 1 indicated by the synchronous clock 11. set to a second current time plus the difference between the time t 2 in the message, and moving the mating time consumption monitoring clock 13 1 (step 27).

【0019】対局者P2 は自分の手番が終了すると、モ
ニタ時計起動/停止手段14を操作して自消費時間モニ
タ時計122 を止め(ステップ28)、自消費時間T22
を含む第1のメッセージがメッセージ作成手段15で作
成され、メッセージ送受信手段17で対局者P1 に送信
される(ステップ29)。
[0019] When the opposite station's P 2 is your hand number is completed, by operating the monitor watch start / stop means 14 self-consumption time to stop the monitor watch 12 2 (step 28), the self-consumption time T 22
First message including the created by the message creation unit 15, is transmitted to the opposite station's P 1 in the message transmitting and receiving unit 17 (step 29).

【0020】対局者P1 側では第1のメッセージが送ら
れてくると、時間設定・時計起動手段16が相手消費時
間モニタ時計131 を消費時間T22にセットして止め、
自消費時間モニタ時計121 を動かす(ステップ3
0)。次に、自分の消費時間T11と、同期時計11が示
す現在時刻t1 のタイムスタンプの組を含む第2のメッ
セージがメッセージ作成手段15で作成され、メッセー
ジ送受信手段17より対局者P2 に送信される(ステッ
プ31)。
[0020] In the remote station's P 1 side sent the first message is, stop time setting and watch start-up means 16 is set to consumption time T 22 the opponent consumption time monitor watch 13 1,
Own time spent moving the monitor clock 12 1 (Step 3
0). Then, with their time spent T 11, a second message including a set of time stamp of the current time t 1 indicated by the synchronization clock 11 is created by the message creating unit 15, the remote station's P 2 than the message transmission and reception means 17 It is transmitted (step 31).

【0021】対局者P2 側では、時間設定・時計起動手
段16が、相手消費時間モニタ時計132 を、第2のメ
ッセージ中の消費時間T11に、同期時計11が示す現在
時刻t2 と第2のメッセージ中の現在時刻t1 の差を加
えた時間にセットし、相手消費時間モニタ時計132
動かす(ステップ32)。
[0021] In the remote station's P 2 side, the time setting and clock activation unit 16, the mating consumption time monitor clock 13 2, the consumption time T 11 in the second message, the current time t 2 indicated by the clock synchronization 11 set the current time plus the difference between the time t 1 in the second message, moving the mating time consumption monitoring clock 13 2 (step 32).

【0022】以後、対局者P1 ,P2 の手番が終る毎に
同じ動作が繰り返される。
Thereafter, the same operation is repeated every time the player P 1 or P 2 finishes his turn.

【0023】[0023]

【発明の効果】以上説明したように、本発明は、ネット
ワーク伝送遅延時間を検出し、このネットワーク伝送遅
延時間を相手側から送られてきた自消費時間に加算する
ことにより、正確な相手側消費時間管理を行ないなが
ら、囲碁、将棋などの対局を行なうことができる効果が
ある。
As described above, according to the present invention, the network transmission delay time is detected, and the network transmission delay time is added to the self-consumption time sent from the other party, thereby providing accurate transmission to the other party. There is an effect that it is possible to play a game such as Go or Shogi while performing time management.

【図面の簡単な説明】[Brief description of the drawings]

【図1】本発明の一実施形態の分散対局のシステム構成
図である。
FIG. 1 is a system configuration diagram of a distributed game according to an embodiment of the present invention.

【図2】図1中の時間管理装置4,5の構成図である。FIG. 2 is a configuration diagram of time management devices 4 and 5 in FIG.

【図3】図1の実施形態における消費時間管理の流れ図
である。
FIG. 3 is a flowchart of consumption time management in the embodiment of FIG. 1;

【符号の説明】[Explanation of symbols]

1,2 対局装置 3 ネットワーク 4,5 時間管理装置 11 同期時計 12 自消費時間モニタ時計 13 相手消費時間モニタ時計 14 モニタ時計起動/停止手段 15 メッセージ作成手段 16 時間設定・時計起動手段 17 メッセージ送受信手段 21〜32 ステップ 1, 2 game device 3 network 4, 5 time management device 11 synchronous clock 12 self-consumption time monitor clock 13 partner consumption time monitor clock 14 monitor clock start / stop means 15 message creation means 16 time setting / clock start means 17 message transmission / reception means 21-32 steps

Claims (2)

【特許請求の範囲】[Claims] 【請求項1】 伝送遅延時間が一定しないネットワーク
を介して対局を行なう分散対局における時間管理方法で
あって、 両対局者は、相手側同期時計と進度が同じで、互いに同
期した同期時計と、自消費時間モニタ時計と、相手消費
時間モニタ時計を用意し、 対局開始とともに、先手は自消費時間モニタ時計を動か
し、後手は相手消費時間モニタ時計を動かし、 先手は自分の手番が終ると、自消費時間モニタ時計を止
め、後手にその時点の自消費時間を第1のメッセージと
して後手に送り、後手は第1メッセージを受けとると、
相手消費時間モニタ時計を、第1のメッセージ中の消費
時間にセットして止め、自消費時間モニタ時計を動かす
とともに、自分の消費時間と現在時刻のタイムスタンプ
の組を第2のメッセージとして先手に送り、先手は第2
のメッセージを受け取ると、相手消費時間モニタ時計
を、第2のメッセージ中の消費時間に、前記同期時計が
示す現在時刻と第2メッセージ中の現在時刻との差を加
えた時間にセットし、相手消費時間モニタ時計を動か
し、 以後、各対局者の手番が終る毎に、各対局者は上記と同
じ動作を繰り返す、分散対局における時間管理方法。
1. A time management method in a distributed game in which a game is played over a network having a variable transmission delay time, wherein both players have the same progress as the other party's synchronization clock and are synchronized with each other; Prepare the self-consumption time monitor clock and the other party's consumption time monitor clock.When the game starts, the first player moves the self-consumption time monitor clock, the second person moves the other party's consumption time monitor clock, and the first player finishes his turn, When the self-consumption time monitor clock is stopped, the self-consumption time at that point is sent to the rear hand as the first message, and the rear hand receives the first message,
Set the other party's consumption time monitor clock to the consumption time in the first message, stop it, operate the self-consumption time monitor clock, and use the set of the self-consumption time and the current time stamp as the second message. Send, first move is second
Is received, the other party's consumption time monitor clock is set to the time obtained by adding the difference between the current time indicated by the synchronous clock and the current time in the second message to the consumption time in the second message, A time management method in a distributed game, in which a consumption time monitor clock is operated, and thereafter, each player repeats the same operation as described above each time the player's turn ends.
【請求項2】 伝送遅延が一定しないネットワークを介
して対局を行う分散対局における時間管理システムであ
って、 各対局者側に、 自消費時間モニタ時計と、 相手消費時間モニタ時計と、 相手側同期時計と進度が同じで、相手側同期時計と同期
した同期時計と、 前記自消費時間モニタ時計または前記相手消費時間モニ
タ時計を動かし、止めるモニタ時計起動/停止手段と、 前記自消費時間モニタ時計が止められると、そのときの
前記自消費時間モニタ時計が示す自消費時間を相手に送
るための第1のメッセージを作成し、相手から第1のメ
ッセージが送られてくると、そのときの前記自消費時間
モニタ時計が示す自消費時間と前記同期時計が示す現在
時刻のタイムスタンプの組を相手に送るための第2のメ
ッセージを作成するメッセージ作成手段と、 第1のメッセージが相手から送られてくると、前記相手
消費時間モニタ時計を、第1のメッセージに含まれる自
消費時間にセットして止め、前記自消費時間モニタ時計
を動かし、第2のメッセージが相手から送られてくる
と、前記相手消費時間モニタ時計を、第2のメッセージ
に含まれる自消費時間に、前記同期時計が示す現在時刻
と第2のメッセージに含まれる現在時刻の差を加えた時
間にセットし、前記相手消費時間モニタ時計を動かす時
間設定・時計起動手段と、 第1、第2のメッセージをネットワークを介して相手に
送信し、また前記ネットワークを介して相手から送信さ
れてきた第1、第2のメッセージを受信するメッセージ
送受信手段を有する、分散対局における時間管理システ
ム。
2. A time management system in a distributed game for playing a game via a network having a variable transmission delay, wherein each player has a self-consumption time monitor clock, a counterpart consumption time monitor clock, and a counterpart synchronization. A clock whose progress is the same as that of the clock, and which is synchronized with the other party's synchronization clock; monitor clock start / stop means for moving and stopping the self-consumption time monitor clock or the other party's consumption time monitor clock; When stopped, a first message for sending the self-consumption time indicated by the self-consumption time monitor clock at that time to the other party is created, and when the first message is sent from the other party, the first message is sent. A message for creating a second message for sending a pair of the self-consumption time indicated by the consumption time monitor clock and the time stamp of the current time indicated by the synchronous clock to the other party Creating means, when the first message is sent from the other party, sets and stops the other party's consumption time monitor clock to the self-consumption time included in the first message, moves the self-consumption time monitor clock, When the second message is sent from the other party, the other party's consumption time monitor clock is set to the self-consumption time included in the second message, the current time indicated by the synchronous clock and the current time included in the second message. Time setting and clock activation means for setting the time to which the difference between the two has been added and operating the other party's consumption time monitor clock; sending first and second messages to the other party via the network; A time management system in a distributed game, comprising a message transmitting / receiving means for receiving the first and second messages transmitted from the mobile terminal.
JP8232106A 1996-09-02 1996-09-02 Time management method and system for games by means of telecomunication Pending JPH1076073A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP8232106A JPH1076073A (en) 1996-09-02 1996-09-02 Time management method and system for games by means of telecomunication

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP8232106A JPH1076073A (en) 1996-09-02 1996-09-02 Time management method and system for games by means of telecomunication

Publications (1)

Publication Number Publication Date
JPH1076073A true JPH1076073A (en) 1998-03-24

Family

ID=16934106

Family Applications (1)

Application Number Title Priority Date Filing Date
JP8232106A Pending JPH1076073A (en) 1996-09-02 1996-09-02 Time management method and system for games by means of telecomunication

Country Status (1)

Country Link
JP (1) JPH1076073A (en)

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