TW200829314A - Game management method, game management system and game terminal devices - Google Patents

Game management method, game management system and game terminal devices Download PDF

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Publication number
TW200829314A
TW200829314A TW096105274A TW96105274A TW200829314A TW 200829314 A TW200829314 A TW 200829314A TW 096105274 A TW096105274 A TW 096105274A TW 96105274 A TW96105274 A TW 96105274A TW 200829314 A TW200829314 A TW 200829314A
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Taiwan
Prior art keywords
game
player
improper
unit
inappropriate
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TW096105274A
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Chinese (zh)
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TWI332414B (en
Inventor
Kazuma Konishi
Masakazu Shibamiya
Yasuyuki Nagatomo
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Konami Digital Entertainment
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Publication of TWI332414B publication Critical patent/TWI332414B/zh

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Classifications

    • A63F13/10
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/75Enforcing rules, e.g. detecting foul play or generating lists of cheating players
    • A63F13/12
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling 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
    • A63F13/70Game 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/407Data transfer via internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5586Details of game data or player data management for enforcing rights or rules, e.g. to prevent foul play

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

To secure the fairness between a player who has a history of fraudulence and a good player by separating the player who has the history of fraudulence from good players. The game management method is for managing battle games played among a plurality of game terminal devices by exchanging operation information among the game terminal devices via a network. The game management method comprises a player identification step for identifying players before the start of a battle game, a fraudulent termination determining step for determining whether the termination of the proceeding game is the fraudulent termination caused by the fraudulent operation by a player, a fraudulence history information saving step for producing and saving the information on the history of fraudulence for the player who fraudulently terminated the game, and a matching setting step for setting the matching of the battle game via the network. In the matching setting step, the information on the history of fraudulence for identified players is read, and a player with the history of fraudulence is matched with a player with the history of fraudulence.

Description

200829314 (1) 九、發明說明 【發明所屬之技術領域】 本發明係關於利用經由網路而交換相互的操作資訊, 可在複數遊戲終端裝置間執行對戰遊戲的遊戲管理方法、 遊戲管理系統及遊戲終端裝置。 【先前技術】 近年來,經由網路可在複數店舖間執行對戰遊戲。在 此種遊戲終端裝置,以中央伺服器收集遊戲結果,並依據 各玩家的遊戲成績,計算出全國、地區或是店舖內的排名 ,而將計算出之排名於遊戲結束時顯示於遊戲裝置中,或 賦予在遊戲中取決之各種獎賞(虛擬名譽、段位、等級等 )。如此利用對於成績上位者顯示排名,賦予獎賞,而喚 起參加遊戲。 玩家係雖然只是遊戲但是爲了希望進入上位的排名, 每於進行遊戲時則想留下好遊戲成績。但是,如此心態過 甚,則在遊戲執行中形勢成爲不利時,如果以此狀態遊戲 結束的話,有自身的排名會降低之虞,故會產生不想留下 對自己不利的戰績之心理。結果,玩家係在有以不理想之 '結果結束之可能性的遊戲正常結束之前,會想防止遊戲成 績傳送至中央伺服器。 例如,在店舖進行遊戲中,藉由切斷遊戲裝置的電源 開關,或是遮斷網路纜線使遊戲強制停止(不正常結束) ,而防止將遊戲成績傳送至主機。如此,在遊戲成績至中 -5- 200829314 (2) 央伺服器的傳送被妨礙時’進行該行爲的玩家之排名係作 爲結果,幾近不降低。所以’遊戲成績並不會正確地反映 至排名,無法進行公平的排名處理乃至其顯示,在誠實的 玩家之間於排名上產生不公平。 然而,亦可考慮監視不正常結束的發生之有無,對於 其次數多的玩家,當作不當操作,而禁止該玩家參加遊戲 之方法,但是,將次數的多寡與真正的不當操作建立關聯 亦有限度。 【發明內容】 本發明係有鑒於前述問題而發明者,目的爲提供利用 分離有進行不當操作之實績的玩家與善良的玩家,而確保 在善良的玩家之間的公平性之遊戲管理方法、遊戲管理系 統及遊戲終端裝置。 依據本發明之一觀點,於利用經由網路而交換相互的 操作資訊,可在複數遊戲終端裝置之間執行對戰遊戲的遊 \ 戲中,在對戰遊戲的開始前識別玩家,判定進行中之遊戲 是否爲因玩家的不當操作之遊戲的不正常結束,作成並保 存相對於不當結束之玩家的不當履歷資訊,經由網路而設 定對戰遊戲的組合。於組合設定中,讀取出個別識別之玩 家的不當履歷資訊,將有不當履歷的玩家彼此加以組合。 藉此,因爲分離有進行不當操作之實績的玩家與善良的玩 家,而可確保在善良的玩家之間的公平性。 200829314 (3) 【實施方式】 圖1係適用關於本發明的遊戲用伺服器裝置之遊戲系 統的構成圖。遊戲系統係具備:顧客終端裝置(遊戲終端 裝置)1,係將個別之識別資訊建立對應;店舖伺服器裝 置2 ’係可通訊地連接複數(在此爲8台)顧客終端裝置 1 ;通訊線路2 ;及中央伺服器裝置3,係通訊地連接複數 店舖伺服器裝置2,管理複數玩家使用顧客終端裝置1而 進行之遊戲。 顧客終端裝置1,係藉由玩家依據顯示於監視器之遊 戲畫面而進行所定操作,進行遊戲者。再者,對應於顧客 終端裝置1之識別資訊係包含:連接顧客終端裝置1之每 台店舖伺服器裝置2的識別資訊(或配設顧客終端裝置1 之店舖的識別資訊),與在配設顧客終端裝置1之店舖內 之每台顧客終端裝置1之識別資訊(稱爲終端號碼)。例 如,在店舖A的識別資訊爲A,店舖A內之遊戲終端裝置 1的識別資訊爲4時,該當顧客終端裝置1的識別資訊則 爲A4。 店舖伺服器裝置2,係可通訊地連接個別之複數顧客 終端裝置1及中央伺服器裝置3,在顧客終端裝置1與中 央伺服器裝置3之間進行資料的收送訊。 中央伺服器裝置3,係可通訊地連接複數店舖伺服器 裝置2,於因應必要所採用之後述指紋認證中,將必要之 玩家的指紋之特徵點資料與使用者ID建立對應,作爲玩 家資訊而儲存之同時,經由店舖伺服器裝置2 ’與顧客終 200829314 (4) 端裝置1進行資料的收送訊,藉此,選擇與玩家在同一遊 戲空間上進行遊戲的玩家(稱爲對戰對手)。 圖2係揭示顧客終端裝置1之一實施形態之外觀的立 體圖。再者,於以下之說明係針對,作爲顧客終端裝置之 一例’監視器爲一體構成之業務用視訊遊戲裝置而說明, 但是,本發明並不特別限制於該例,可同樣適用於藉由將 家庭用視訊遊戲機連接於家庭用電視而構成之家庭用視訊 遊戲裝置,及藉由執行視訊遊戲程式,作爲視訊遊戲裝置 而作用之個人電腦等。 又,於本實施形態中,使用顧客終端裝置1進行之遊 戲係麻將遊戲,爲操作顧客終端裝置1之玩家,與操作其 他顧客終端裝置1之玩家及CPU玩家之至少一方進行對 戰者。在與操作其他顧客終端裝置1之玩家進行對戰時, 係經由後述之網路通訊部1 8、店舖伺服器裝置2及中央伺 服器裝置3,進行顧客終端裝置1之間的資料的收送訊。 顧客終端裝置1係具備:監視器1 1,係顯示遊戲畫面 ;觸控面板1 1 a,係由催促顯示於監視器1 1之遊戲畫面的 選擇等之按鍵的位址,和玩家所致之押壓位置中,判定出 哪個按鍵被指示;揚聲器12,係輸出聲音;讀卡機1 3, ‘係讀取記憶於個人卡片之使用者ID等之資訊;指紋認證 部14,係使用來自CCD攝像機14a的指紋資訊,於個人 認證抽出必要之特徵點資料;及硬幣受理部1 5,受理玩家 投入之硬幣。藉由指紋認證部1 4抽出之特徵點資料,係 經由後述之網路通訊部1 8及店舖伺服器裝置2等,儲存 200829314 (5) 於中央伺服器裝置3的後述之玩家資訊3 62a。 監視器1 1係例如顯示畫像之薄型的液晶顯示器。 又,個人卡片係記憶使用者ID等之個人資訊的磁卡 及1C卡等,而雖然未圖示,讀卡機13係能由被插入之個 人卡片讀取出個人資訊。 於顧客終端裝置1之適處,係配設有以輸出來自各部 的檢測訊號及各部之控制訊號的微電腦等所構成之控制部 f 1 6 (參照圖3 )。 又,於顧客終端裝置1的適切處,理想爲從遊玩中之 玩家視野難以看見之側面及背面位置(在此係下部側面) 設置插座7。插座7,係可插入與店舖伺服器裝置2連接 之通訊纜線8的插頭8 a及供給用以使顧客終端裝置1作 動之電力的電源線9的插頭9a。從電源線9供給之外部電 力’係被引導至設置於顧客終端裝置1內部之未圖示的電 源電路’而在該電源電路產生各部所需之位準的電流。通 訊纜線8及電源線9之兩插頭8 a、9 a,係作爲插入個別準 備之插座的樣態亦可。又,亦可採用電源開關代替電源插 頭。 圖3係揭示顧客終端裝置1之一實施形態的硬體構成 圖。控制部16係控制顧客終端裝置1之整體動作者,具 備:資訊處理部(CPU ) 1 6 1,係進行除了關於遊戲的進 行全般之處理、畫像顯示處理之外其他各種處理; RAM162 ’係暫時儲存處理途中之資訊等;及r〇mi63, 係預先記憶後述之所定的畫像資訊及遊戲程式等。 -9- 200829314 (6) 外部輸出入控制部1 7 1,係在包含控制部1 6與讀卡機 1 3、觸控面板1 1 a、C C D攝像機1 4 a及硬幣受理部1 5的 檢測部之間,將檢測訊號變換成處理用之數位訊號,又, 對檢測部之各機器將指令資訊變換成控制訊號而輸出者, 例如,將訊號處理與輸出入處理分時進行。外部機器控制 部1 7 2,係進行於個別之分時期間內,向檢測部之各機器 的控制訊號之輸出動作,與來自檢測部之各機器的檢測訊 < 號之輸入動作。 描繪處理部1 1 1,係遵從來自於控制部1 6的畫像顯示 指示而使所需要的畫像顯示於監視器1 1,具備有視訊 RAM等。聲音再生部1 2 1,係遵從來自於控制部1 6的指 示,將所定訊息及BGM等輸出至揚聲器12。 於ROM 1 3係記憶有麻將牌角色、背景畫像、各種畫 面的畫像及使用於不當判定用之資料等。麻將牌角色等係 以可3次元描繪之方式,以構成其之所需要數量的多邊形 而構成,描繪處理部1 1 1係依據來自於CPU161的描繪指200829314 (1) EMBODIMENT OF THE INVENTION [Technical Field] The present invention relates to a game management method, a game management system, and a game in which a competition game can be executed between a plurality of game terminal devices by exchanging mutual operation information via a network. Terminal device. [Prior Art] In recent years, a competition game can be executed between a plurality of stores via a network. In such a game terminal device, the game result is collected by the central server, and the rankings in the country, the region, or the store are calculated based on the game scores of the players, and the calculated ranking is displayed in the game device at the end of the game. , or give various rewards (virtual reputation, rank, rank, etc.) depending on the game. In this way, the ranking is given to the top performers, the reward is given, and the participation game is evoked. Although the player system is only a game, in order to enter the ranking of the upper player, he wants to leave good game results every time he plays the game. However, if the mentality is too high, if the situation becomes unfavorable during the execution of the game, if the game ends in this state, the ranking will be lowered, so that there is a mentality that does not want to leave a record against him. As a result, the player would like to prevent the game performance from being transmitted to the central server before the game with the possibility of ending with an undesired result ends normally. For example, in a game in a store, the game is forcibly stopped (not normally ended) by cutting off the power switch of the game device or by disconnecting the network cable, thereby preventing the game result from being transmitted to the host. In this way, in the game scores to -5- 200829314 (2) When the transmission of the server is blocked, the ranking of the player who performs the behavior is a result that is hardly reduced. Therefore, the results of the game are not correctly reflected in the rankings, and it is impossible to conduct a fair ranking process or even its display, which is unfair in ranking among honest players. However, it is also conceivable to monitor the occurrence of an abnormal end, and for a player whose number of times is too large, the player is prohibited from participating in the game, but the number of times is associated with the actual improper operation. limit. SUMMARY OF THE INVENTION The present invention has been made in view of the above problems, and an object of the present invention is to provide a game management method and a game for ensuring fairness among good players by using a player who separates a player who performs an improper operation and a good player. Management system and game terminal device. According to one aspect of the present invention, in the game of performing a competition game between a plurality of game terminal devices by using the operation information exchanged between the plurality of game terminal devices, the player is recognized before the start of the competition game, and the game in progress is determined. Whether it is the abnormal end of the game due to the player's improper operation, creating and storing the inappropriate history information of the player who has not finished the game, and setting the combination of the competition game via the network. In the combination setting, the inappropriate history information of the individually recognized players is read, and the players with the inappropriate resumes are combined with each other. In this way, the fairness of the good players can be ensured because the players who perform the improper performance and the good players are separated. 200829314 (3) [Embodiment] FIG. 1 is a configuration diagram of a game system to which a game server device for a game of the present invention is applied. The game system includes a customer terminal device (game terminal device) 1 that associates individual identification information, and a store server device 2' communicably connects a plurality of (here, eight) customer terminal devices 1; 2; and the central server device 3 is connected to the plurality of store server devices 2 in communication, and manages games played by the plurality of players using the client terminal device 1. The customer terminal device 1 performs a predetermined operation by the player in accordance with the game screen displayed on the monitor, and the player is played. Furthermore, the identification information corresponding to the customer terminal device 1 includes identification information (or identification information of a store in which the customer terminal device 1 is installed) of each of the store server devices 2 connected to the customer terminal device 1. Identification information (referred to as a terminal number) of each customer terminal device 1 in the store of the customer terminal device 1. For example, when the identification information of the store A is A and the identification information of the game terminal device 1 in the store A is 4, the identification information of the customer terminal device 1 is A4. The store server device 2 communicably connects the plurality of individual customer terminal devices 1 and the central server device 3, and transmits and receives data between the customer terminal device 1 and the central server device 3. The central server device 3 is configured to communicably connect the plurality of store server devices 2, and to associate the feature point data of the necessary player's fingerprint with the user ID in the fingerprint authentication described later, as the player information. At the same time of storage, the store server device 2' and the customer terminal 200829314 (4) device 1 perform data transmission and reception, thereby selecting a player (referred to as a competition opponent) who plays the game in the same game space as the player. Fig. 2 is a perspective view showing the appearance of an embodiment of the customer terminal device 1. In addition, the following description is directed to a video game device for a business in which a monitor is integrated as an example of a customer terminal device. However, the present invention is not particularly limited to this example, and is equally applicable to A home video game device in which a home video game device is connected to a home television, and a personal computer or the like that functions as a video game device by executing a video game program. Further, in the present embodiment, the game played by the customer terminal device 1 is used as a player who operates the customer terminal device 1 and competes with at least one of the player and the CPU player who operates the other customer terminal device 1. When the player who operates the other customer terminal device 1 is engaged, the data communication between the customer terminal device 1 is performed via the network communication unit 18, the shop server device 2, and the central server device 3, which will be described later. . The customer terminal device 1 includes a monitor 1 1 that displays a game screen, and a touch panel 1 1 a that is urged to display an address of a game screen displayed on the monitor 11 and the like, and a player's In the pressing position, it is determined which button is instructed; the speaker 12 outputs the sound; the card reader 1 3, ' reads the information of the user ID stored in the personal card, etc.; the fingerprint authentication unit 14 uses the CCD from the CCD The fingerprint information of the camera 14a extracts the necessary feature point data for personal authentication, and the coin accepting unit 15 accepts the coin that the player inputs. The feature point data extracted by the fingerprint authentication unit 14 is stored in 200829314 (5) player information 3 62a, which will be described later, in the central server device 3 via the network communication unit 18 and the shop server device 2, which will be described later. The monitor 1 1 is, for example, a thin liquid crystal display that displays an image. Further, the personal card is a magnetic card and a 1C card that store personal information such as a user ID, and although not shown, the card reader 13 can read personal information from the inserted personal card. In the case where the customer terminal device 1 is suitable, a control unit f 16 (see Fig. 3) including a microcomputer that outputs a detection signal from each unit and a control signal for each unit is provided. Further, in the place where the customer terminal device 1 is suitable, it is preferable to provide the socket 7 from the side surface and the back surface position (the lower side surface) which are difficult to see from the player's view during play. The socket 7 is a plug 8a into which a communication cable 8 connected to the shop server device 2 and a plug 9a for supplying a power source line 9 for operating the customer terminal device 1. The external power supplied from the power supply line 9 is guided to a power supply circuit (not shown) provided in the customer terminal device 1, and a current required for each portion is generated in the power supply circuit. The two plugs 8a, 9a of the communication cable 8 and the power cord 9 may be inserted as sockets for individual preparation. Alternatively, a power switch can be used instead of the power plug. Fig. 3 is a view showing a hardware configuration of an embodiment of the customer terminal device 1. The control unit 16 controls the entire actor of the customer terminal device 1, and includes an information processing unit (CPU) 161, and performs various processing in addition to the processing of the game and the image display processing. The information on the way to the processing is stored; and r〇mi63, which pre-memorizes the image information and game programs specified later. -9- 200829314 (6) The external input/output control unit 1 7 1 includes detection of the control unit 16 and the card reader 13 , the touch panel 1 1 a, the CCD camera 1 4 a, and the coin accepting unit 15 Between the parts, the detection signal is converted into a digital signal for processing, and the output information is converted to a control signal by each device of the detecting unit, for example, the signal processing and the input/output processing are time-divisionally performed. The external device control unit 172 performs an operation of outputting a control signal to each device of the detecting unit during an individual time sharing period, and an input operation of a detection signal of each device from the detecting unit. The drawing processing unit 1 1 1 displays the required image on the monitor 1 1 in accordance with the image display instruction from the control unit 16 and includes a video RAM or the like. The sound reproducing unit 1 1 1 outputs the predetermined message, BGM, and the like to the speaker 12 in accordance with the instruction from the control unit 16. In the ROM 1 3 system, there are mahjong characters, background images, images of various screens, and materials used for improper judgment. The mahjong card character or the like is constituted by a three-dimensional drawing method to form a required number of polygons, and the drawing processing unit 1 1 1 is based on the drawing finger from the CPU 161.

V 示,進行用以從在3次元空間上之位置轉換至虛擬3次元 空間上之位置的計算、光源計算處理之同時,依據前述計 算結果,進行對於視訊RAM所應描繪之畫像資料的寫入 ' 處理(例如,以多邊形所指定之對於視訊RAM的區域之 材質資料的寫入(貼上)處理)。 在此,說明CPU161之動作與描繪處理部111之動作 的關係。CPU 1 6 1係依據記錄於內藏或由外部之作爲裝卸 式之ROM163之作業系統(OS),從ROM163讀取出畫像 -10- 200829314 (7) 、聲音及控制程式資料及遊戲程式資料。被讀取出之畫像 、聲曰及控制程式貧料等之一部分或全部係保持於 RAM162上。之後,CPU161係依據記憶於RAM162上之 控制程式、各種資料(包含顯示物體之多邊形及材質等之 其他文字畫像之畫像資料、聲音資料)、以及來自於檢測 部之檢測訊號等,進行處理。 記憶於ROM 1 63之各種資料中,能記憶於可裝卸之記 憶媒體的資料係例如,使用硬碟機驅動器、光碟機驅動器 、可撓式碟片機驅動器、矽碟機驅動器、卡匣式媒體讀取 機等的驅動器來讀取亦可,在此狀況,記錄媒體爲例如硬 碟、光碟、可撓式碟片、CD、DVD、半導體記憶體等。 網路通訊部1 8係用以將發生於麻將遊戲的執行中之 玩家的操作資訊及各種事件資訊等,而經由網路及店舖伺 服器裝置2等,來與中央伺服器裝置3進行收送訊者。 圖4係揭示顧客終端裝置1之控制部1 6的功能構成 圖。控制部16的CPU 161係具備:道具授予部161a,係 將所定數量之道具授予達成所定條件的玩家;成績判定部 1 6 1 b,係每於遊戲的結束,判定玩家之在遊戲的順位;道 具移動部1 6 1 d,係依據成績判定部1 6 1 b所致之判定結果 ~ ,從玩家虛擬所持有之道具,將所定數量份在玩家之間移 動;段位決定部1 6 1 f,係依據玩家虛擬地持有之道具的數 量,決定表示該玩家在遊戲之強度等級的段位(相當於階 級);稱號參數計算部1 6 1 g,係依據儲存於後述之履歷記 憶部1 62b之履歷資料,計算出表示玩家在遊戲之特徵的 -11 - 200829314 (8) 稱號參數;稱號賦予部1 6 1 h,係依據計算出之稱 將在遊戲內的玩家稱號賦予玩家;生命値評估部 進行作爲可否繼續遊玩的判斷基準之生命値的計 ;遊戲成績評估部1 6 11,係藉由評估遊戲中玩家 求出在遊戲結束時之遊戲成績;繼續條件設定部 係依據藉由遊戲成績評估部1 6 11所求出之玩家 績,進行下一場遊戲之該玩家的繼續條件之設定 加允許部1 6 1 η,係於遊戲結束後,回應受理下一 繼續參加,並允許以藉由繼續條件設定部1 6 1 m 續條件來參加下一場遊戲;及日誌資料管理部1 6 行用以檢測不正常結束的日誌資料之取得及其管ί 又,控制部16的RAM 162係具備:段位記ΐ ,係將道具的數量及段位資訊與玩家名稱建立對 儲存;履歷記憶部1 62b,係將玩家過去之遊戲履 曰誌資料,依每個玩家而儲存;稱號記憶部1 62c 由稱號賦予部1 6 1 η賦予之稱號與玩家名稱建立 以儲存;生命値記憶部1 62d,係儲存藉由生命 1 6 1 k計算出之生命値;遊戲成績記憶部1 62e, 由遊戲成績評估部1 6 1 1評估之玩家持有點數棒 ;及繼續條件記憶部1 62f,係將玩家用以繼續參 遊戲的繼續條件與玩家持有點數棒的點數値(遊 )建立對應並加以儲存。RAM 162係在顧客終端自 電源關閉之間,藉由公知的備份電源處理而不會 號參數, 1 6 1 k ’ 係 算及判定 的操作, 1 6 1 如, 的遊戲成 ;繼續參 場遊戲的 設定之繼 1 0,係進 里。 蒙部1 6 2 a 應並加以 歷資料及 ,係將藉 對應並加 値評估部 係儲存藉 之點數値 加下一場 戲成績値 g置1的 刪除資料 -12- 200829314 (9) 道具授予部1 6 1 a,係對於達到所定條件的玩家虛擬地 授予道具(在此,稱爲龍幣(dragon chip )之道具),並 且增減玩家虛擬地保有之點數,將道具數及點數與玩家名 稱建立對應並儲存於段位記憶部1 62a者。 成績判定部1 6 1 b,係在以桌選擇部丨6丨c所選定之局 數的遊戲結束時,以玩家虛擬地作爲點數棒所持有之點數 多寡之順序,判定順位。但是,遊戲開始時,玩家虛擬地 作爲點數棒所持有的點數(稱爲原點數)係相同。例如, 原點數係2 0 0 0 0點。 道具移動部1 6 1 d,係在藉由成績判定部1 6 1 b判定順 位後,依據成績判定部1 6 1 b所致之判定結果及藉由桌選 擇部1 6 1 c選擇之對局數,由玩家所虛擬地持有之道具, 將所定數量份在玩家間移動者。 段位決定部1 6 1 f,係依據玩家虛擬地持有之道具的個 數’決定表示該玩家之在遊戲的強度等級之段位,並與玩 家名稱建立對應而儲存於段位記憶部1 6 2 a之同時,將段 位資訊經由網路通訊部1 8、網路及店舖伺服器裝置2等, 傳送至中央伺服器裝置3者。 稱號參數計算部1 6 1 g,係於借由段位決定部丨6 1 f進 行之段位的決定中,被決定爲初段時,依據儲存於履歷記 憶部1 62b之履歷資料,計算出表示玩家在遊戲之特徵的 稱號參數者。參數係包含以下計算式定義之胡牌率、放槍 率、平均寶牌數及平均台數。 (胡牌率)二(累計胡牌次數)/(累計遊玩局數) -13- 200829314 do) (放槍率)=(累計放槍次數)/ (累計遊玩局數) (平均寶牌數)=(胡牌時的累計寶牌數)/(累計胡牌次 數) (平均台數)=(胡牌時的累計台數)/ (累計胡牌次數) 再者,前述計算式所使用之累計胡牌次數、累計放槍 次數、累計遊玩局數、胡牌時的累計寶牌數、胡牌時的累 計台數及累計胡牌次數,係與玩家的識別資訊建立對應而 儲存於履歷記憶部162b。 稱號賦予部1 6 1 h,係在藉由段位決定部1 6 1 f進行之 段位的決定中,被決定爲初段時,依據藉由稱號參數計算 部1 6 1 g計算出之稱號參數,將在遊戲內之玩家稱號虛擬 地授予玩家,並與玩家名稱建立對應而儲存於稱號記憶部 1 62c之同時,將稱號資訊經由網路通訊部1 8、網路及店 舖伺服器裝置2等,傳送至中央伺服器裝置3者。 生命値評估部1 6 1 k,係遵從所定規則而進行生命値的 增減,並判斷生命値是否成爲所定値以下者。具體來說, 於遊戲開始時將5 00 OHP ( HP係生命値的單位)的生命値 虛擬地賦予各玩家,依據玩家的點數棒之增減來進行生命 値的增減。例如,在玩家的點數棒減少3 000點份時,將 生命値與點數棒的減少份成比例,減少3 000HP。又,在 玩家的點數棒增加3 0 0 0 (= 3 0 0 0 X 1 )點份時,將生命値與 點數棒的增加份成比例,增加2400 (= 3 000x0· 8 ) HP。 在對戰途中,生命値成爲0ΗΡ以下時,在本實施形態,則 於繼續對戰時催促玩家投入硬幣。在對戰結束時,則進行 -14- 200829314 (11) 生命値是否有5 000HP的檢查,在生命値未滿5000HP且 繼續進行遊玩之狀況係催促玩家投入硬幣。再者,在對戰 結束時,生命値超過5 000HP,而繼續進行遊玩之狀況, 亦在遊戲開始時使生命値初始化成爲5000HP。 遊戲成績評估部1 6 11,係遵從所定規則而評估遊戲中 玩家的操作,藉此求出在遊戲結束時之遊戲成績者。遊戲 成績係表示遊戲中評估玩家的操作之結果者。具體來說, 遊戲成績係從遊戲開始時到遊戲結束時,增減變動之各玩 家的持有點數棒之點數在遊戲結束後,作爲遊戲結果而表 不 ° 繼續條件設定部1 6 1 m,係依據藉由遊戲成績評估部 1 6 1 1所求出之玩家的遊戲成績,進行下一場遊戲之該玩家 的繼續條件之設定者。利用參考因應記憶於繼續條件記憶 部1 62f之玩家的遊戲成績之用以繼續參加的繼續條件( 追加硬幣數量等),設定遊戲結束後之玩家的繼續條件者 〇 繼續參加允許部1 6 1 η,係於遊戲結束後,回應受理下 一場遊戲的繼續參加,並允許以藉由繼續條件設定部 1 6 1 m設定之繼續條件來參加下一場遊戲者。又,繼續參 加允許部1 6 1 η係具有對於各玩家,在繼續參加下一場遊 戲之遊戲開始時,藉由遊戲成績評估部1 6 1 1 ’遊戲成績的 評估結果被評估爲高等級時,以無所定條件而使下一場遊 戲開始的功能。 段位記憶部1 62a,係將藉由道具賦予部1 6 1 a授予, -15- 200829314 (12) 且藉由道具移動部161d變更之道具的個數與藉由段位決 定部1 6 1 f決定之段位,與玩家名稱建立對應並加以儲存 者。 履歷記憶部1 62b,係作爲玩家過去之遊戲履歷資料, 將作爲已胡牌次數之累計次數的累計胡牌次數、作爲已放 槍次數之累計次數的累計放槍次數、作爲已遊玩局數之累 計次數的累計遊玩次數、作爲胡牌時手牌中所有之寶牌數 之累計個數的累計寶牌數、作爲胡牌時手牌中所有之台數 累計的累計台數及作爲胡牌之累計次數的累計胡牌次數等 ,依玩家而儲存者。又,履歷記憶部1 62b係儲存於後詳 述之日誌資料者。 稱號記憶部1 62c,係儲存藉由稱號參數計算部1 6 1 g 計算出之稱號參數値及藉由稱號賦予部1 6 1 h授予之稱號 等者。 生命値記憶部162d,係將藉由生命値評估部161k計 算出之生命値,與玩家名稱建立對應並加以儲存者。 遊戲成績記憶部1 62e,係將藉由遊戲成績評估部 1 6 11評估(計算)之玩家持有點數棒之點數値,與玩家名 稱建立對應並加以儲存者。 '繼續條件記憶部1 62f,係將玩家用以繼續參加下一場 遊戲的繼續條件,與藉由遊戲成績評估部1 6 11求出支玩 家持有點數棒的點數値(遊戲成績値)建立對應並加以儲 存者。 圖5係揭示店舖伺服器裝置2之一實施形態之外觀的 -16- (13) (13)200829314 立體圖。店舖伺服器裝置2係具備··監視器2 1,係顯示遊 戲畫面等;揚聲器22,係輸出聲音;及個人卡片販賣機 25,係受理玩家投入之硬幣,販賣個人卡片。 監視器2 1,係以放大顯示畫像爲目的,例如具備兩台 CRT。兩台CRT係以鄰接顯示個別畫像之略長方形的畫面 顯示部之長邊之方式配設,並以兩個畫像顯示部顯示1個 畫像之方式來進行畫像訊號的控制。 揚聲器22係輸出所定訊息及BGM者。個人卡片販賣 機2 5,係具備:硬幣受理部2 4,係受理玩家投入之硬幣 ;及卡片支付部23,係支付個人卡片。再者,硬幣受理部 24係具備有於投入之硬幣爲不良硬幣時,排出硬幣之硬幣 排出口(省略圖示)。 於店舖伺服器裝置2之適切處,係配設有以輸出來自 各部的檢測訊號及各部之控制訊號的微電腦等所構成之控 制部26。 圖6係揭示店舖伺服崔裝置2之一實施形態的硬體構 成圖。控制部26係控制店舖伺服器裝置2之整體動作者 ,具備:資訊處理部(CPU ) 261 ; RAM262,係暫時儲存 處理途中之資訊等;及ROM 163,係預先記憶後述之所定 的畫像資訊及遊戲程式等。 描繪處理部2 11,係遵從來自於控制部26的畫像顯示 指示而使所需要的畫像顯示於監視器2 1,具備有視訊 RAM等。聲音再生部22 1,係遵從來自於控制部26的指 示,將所定訊息及BGM等輸出至揚聲器22。 -17- (14) (14)200829314 記憶於ROM263之各種資料中,能記憶於可裝卸之記 憶媒體的資料係例如’使用硬碟機驅動器、光碟機驅動器 、可撓式碟片機驅動器、矽碟機驅動器、卡匣式媒體讀取 機等的驅動器來讀取亦可,在此狀況,記錄媒體爲例如硬 碟、光碟、可撓式碟片、CD、DVD、半導體記憶體等。 網路通訊部2 8,係用以將各種資料經由www所構成 之網路’與中央伺服器裝置3進行收送訊者。介面部1 a, 係用以進行連接店舖伺服器裝置2之複數(例如8台)顧 客終端裝置1之間的資料的收受者。 控制部26,係經由網路通訊部28,將從中央伺服器 裝置3接收之終端識別資訊被賦予之資訊,經由介面部i a ’傳送至對應其終端識別資訊的顧客終端裝置1。又,經 由網路通訊部2 8,將從顧客終端裝置3接收之終端識別資 訊被賦予之資訊,經由網路通訊部2 8,傳送至中央伺服器 裝置3。 圖7係揭示關於本發明之中央伺服器裝置3之一實施 形態的硬體構成圖。控制部3 6係控制中央伺服器裝置3 之整體動作者,具備:資訊處理部(CPU ) 361 ; RAM 162 ’係暫時儲存處理途中之資訊等;及R 〇 Μ 1 6 3,係預先記 憶後述之所定的畫像資訊及遊戲程式等。 記憶於ROM3 6 3之各種資料中,能記憶於可裝卸之記 憶媒體的資料係例如,使用硬碟機驅動器、光碟機驅動器 、可撓式碟片機驅動器、矽碟機驅動器、卡匣式媒體讀取 機等的驅動器來讀取亦可,在此狀況,記錄媒體爲例如硬 -18- 200829314 (15) 碟、光碟、可撓式碟片、CD、DVD、半導體記憶體等。 網路通訊部3 8,係用以將各種資料經由WWW所構成 之網路,與複數店舖伺服器裝置2進行收送訊者。 再者,本發明的遊戲管理程式係紀錄於ROM3 63上, 載入至RAM3 62上,藉由利用CPU361依序執行RAM362 上的遊戲管理程式,而實現個別的功能。 圖8係揭示中央伺服器裝置3之控制部3 6的功能構 成圖。控制部36的CPU361係具備:受理部361a,係在 各顧客終端裝置1之遊戲開始時,受理玩家參加遊戲;選 擇部3 6 1 b,係從藉由受理部3 6 1 a受理之玩家及藉由後述 之待機部3 6 1 c作爲待機狀態之玩家中,遵從所定規則而 選擇,在同一遊戲空間內遊玩之所定最大數(在此爲3) 且所定數(在此爲2 )以上之玩家;待機部3 61 c,係使在 未藉由選擇部3 6 1 b選擇之狀態下的玩家作爲待機狀態, 對於選擇部3 6 1 b,使其執行該玩家的選擇;第1執行部 361d,係使藉由選擇部361b選擇之玩家彼此在同一遊戲 空間內執行遊戲;第2執行部3 61 e,係使藉由待機部 36 1c成爲待機狀態之玩家,與CPU玩家在同一遊戲空間 上執行遊戲;及監視部3 6 1 g,係監視藉由選擇部3 6 1選擇 ,藉由第1執行部3 6 1 d執行遊戲之所有顧客終端裝置1 的使用狀態。 RAM3 62係具備:玩家資訊記憶部3 62a,係儲存使用 者ID資料及指紋的特徵點資料等之個人資訊;段位記憶 部3 62b,係將表示玩家之在遊戲上的強度等級之階級資訊 -19- 200829314 (16) 與玩家的識別資訊(使用者ID資料)建立關聯並加以儲 存;稱號記憶部3 62 c,係將表示玩家之在遊戲的戰術特徵 之稱號資訊與玩家的識別資訊(使用者ID資料)建立關 聯並加以儲存;履歷記憶部3 6 2 d,係將作爲玩家在遊戲之 過去對戰成績的累計胡牌次數、累計放槍次數、累計遊玩 局數、胡牌時的累計寶牌數及胡牌時的累計台數等,與玩 家的識別資訊建立對應並加以儲存;及不當者資訊記憶部 3 62 e,係儲存關於如後述般遊戲被強制結束時之操作顧客 終端裝置1的玩家之不當者資訊。 受理部3 6 1 a,係受理從各顧客終端裝置1傳送來之玩 家的使用者ID資料及指紋的特徵點資料等之個人資訊, 並依據儲存於玩家資訊記憶部3 62a之玩家資訊,受理玩 家對遊戲的參加者。又,受理從各顧客終端裝置1傳送來 之繼續參加的玩家之遊戲的參加。 選擇部3 6 1 b,係從藉由受理部3 6 1 a受理之玩家及藉 由待機部3 6 1 c成爲待機狀態之玩家中,遵從處理規則( 在此係依據儲存於段位記憶部3 62b之階級與儲存於稱號 記憶部3 62c之稱號)選擇(組合)在同一遊戲空間遊玩 之2以上且3以下之玩家者。進而,選擇部361b係在被 選擇之玩家的數量未滿3 (即2 )時,至少在1次選擇玩 家。具體來說,選擇與玩家的階級(段位)之差在2階級 以內的玩家。再者,關於稱號包含於選擇的條件亦可。再 者,在本實施例,選擇部3 6 1 a係對於被選擇之顧客終端 裝置1,依選擇順序,例如,附上選擇號碼。 -20- 200829314 (17) 待機部3 6 1 c,係使在玩家未藉由選擇部3 6 1 b選擇時 ,使該當玩家作爲待機狀態,使選擇部3 6 1 b執行該玩家 的選擇。待機狀態係等待藉由選擇部3 6 1 b選擇對戰對手 之狀態。 第1執行部3 6 1 d,係使藉由選擇部3 6 1 b選擇之玩家 彼此在同一遊戲空間內執行遊戲。即,將藉由選擇部3 6 1 b 選擇之玩家彼此成爲對戰對手,(虛擬地坐上相同桌)執 _ 行遊戲之要旨的指示資訊,傳送至被選擇之玩家所使用之 顧客終端裝置1。 第2執行部3 6 1 e,係使藉由待機部3 6 1 c成爲待機狀 態之玩家,與CPU玩家在同一遊戲空間上執行遊戲。 中央伺服器裝置3之例如監視部3 6 1 g,係考慮並遵從 所定規則而計算出儲存於履歷記憶部3 62d,相對於有在對 戰模式之遊戲實績的玩家之過去順位、獲得之點數値等’ 並將其結果作爲總合順位(排名),例如,週期性地因應 店舖伺服器裝置2及必要,傳送至顧客終端裝置1 ’並加 以顯示。在顯示時,對應排名顯示之玩家,一倂顯示其段 位及稱號。 圖9係表示中央伺服器裝置3的動作之流程圖的一例 '。首先,藉由受理部3 6 1 a,接收從顧客終端裝置1傳送來 的個人資訊(步驟ST1 ),依據儲存於玩家資訊記憶部 3 6 2 a之玩家資訊,執行玩家的認證處理,被確定時則允許 參加遊戲(步驟S T 3 )。接著,藉由選擇部3 6 1 b ’從藉由 受理部3 6 1 a允許參加並受理(不是後述之「單打」模式 -21 - 200829314 (18) 時可受理)之玩家中,依據儲存於段位記憶部3 62b之階 級與儲存於稱號記憶部3 6 3 c之稱號,選擇在同一遊戲空 間內遊玩之2以上的玩家,藉由第1執行部3 61 d,將藉由 選擇部3 6 1 b選擇之玩家彼此在同一遊戲空間內執行遊戲 之要旨的指示資訊,傳送至被選擇之玩家所使用之顧客終 端裝置1 (步驟ST5 )。然後,藉由監視部361g,監視藉 由第1執行部3 6 1 d執行遊戲之所有顧客終端裝置1的使 用狀態(步驟S T 7 )。 圖10係揭示圖9所示之步驟ST5 (對戰者決定處理 )之詳細流程圖的一例。再者,以下的處理係如未特別記 載,皆藉由選擇部3 6 1 b進行。首先,藉由受理部3 6 1 a, 接收從顧客終端裝置1傳送來之對戰模式(步驟ST5 1 ) 。於對戰模式係有「單打」、「店舖內對戰」及「通訊對 戰」之3種模式。「單打」模式係與CPU玩家進行對戰 之模式,「店舖內對戰」模式係對戰者全部使用連接於同 „ 一店舖伺服器裝置2之顧客終端裝置1時的對戰模式,「 通訊對戰」模式係對戰者內至少1人使用連接不同店舖伺 服器之顧客終端裝置1的玩家時的對戰模式。 接著,藉由受理部3 6 1 a,進行對戰模式是否爲「單打 」模式的判定(步驟ST52 )。該判定被肯定時,處理則 重新進行。在該判定被否定時,則受理玩家,時間計數T 初始化成爲0 (步驟ST53 )之同時,以顯示圖1 1所示之 等待畫面的方式,指示資訊被傳送至該當玩家進行遊玩之 顧各終端裝置1。 -22- (19) (19)200829314 圖11係等待畫面之畫面圖的一例。於等待畫面400, 在畫面下側顯示有顯示該畫面之玩家的玩家資訊401,在 畫面上側及右側顯不有表不未選擇對戰對手之玩家資訊 402及403’在畫面左側顯示有CPU玩家的玩家資訊404 。玩家資訊401及404係表示作爲玩家在遊戲的稱呼之名 稱401a、404a、玩家的稱號401b、404b及玩家的段位 401c、404c。例如,CPU玩家的名稱係「花子」,稱呼係 「玄武」,段位係「四段」。於等待畫面4 0 0,未顯示使 用顯示該畫面之顧客終端裝置1的玩家與C P U玩家以外 的對戰對手之玩家資訊402及40 3,故該當玩家可確認未 選擇對戰對手。 再次’回到圖1 0所示之流程圖而說明。進行是否有 藉由待機部3 6 1 c成爲待機狀態之玩家或已經受理之玩家 的判定。在該判定被否定時,則前進至步驟S T 6 1。在該 判定被肯定時,則從被受理之玩家及藉由待機部3 6 1 c成 爲待機狀態之玩家中,依據儲存於段位記憶部3 62b之階 級與儲存於稱號記憶部3 62c之稱號,選擇在同一遊戲空 間遊玩之2以上且3以下之玩家(步驟ST57),並以顯 示表示選擇之結果的等待畫面之方式,將指示資訊傳送至 該當玩家進行遊玩之顧客終端裝置1。 圖1 2係表示選擇之結果的等待畫面的一例。於等待 畫面4 1 0,在畫面下側顯示有顯示該畫面之玩家的玩家資 訊4 1 1,在畫面上側顯示有表示未選擇對戰對手之玩家資 訊4 13,在畫面左側顯示有CPU玩家的玩家資訊414,在 -23 - 200829314 (20) 畫面右側顯示有藉由選擇部361b選擇之玩家的玩家資訊 412。玩家資訊411、412及414係表示作爲玩家在遊戲的 稱呼之名稱411a、412a、414a、玩家的稱號411b、412b 、4 14b、及玩家的段位41 lc、412c、414c。於等待畫面 4 1 〇 ’顯示使用顯示該畫面之顧客終端裝置1的玩家與 CPU玩家以外,亦顯示藉由選擇部36 lb選擇之玩家(對 戰對手)之玩家資訊4 1 2,故使用顯示該畫面之顧客終端 裝置1的玩家可確認選擇了 1位對戰對手。 再次’回到圖10所示之流程圖而說明。進行於步驟 ST5 7中被選擇之玩家數量(對戰對手的數量)是否爲3 的判定(步驟ST59 )。該判定被肯定時,處理則重新進 行。在該判定被否定時,則增加時間計數T (步驟ST6 1 ) ,進行時間計數T是否爲所定時間TMAX (在此爲30秒 )以上的判定(步驟ST63 )。在該判定被否定時,則回 到步驟ST53。在該判定爲否定時,進行於步驟ST57中被 % 選定之玩家數量是否爲〇 (即,未被選擇)的判定(步驟 ST65 )。在該判定被肯定時,則藉由待機部361c玩家成 爲待機狀態(步驟ST67 )。該判定被否定時,處理則重 新進行。 圖13係揭示圖10所示之步驟ST67的處理(待機狀 態的處理)之詳細流程圖的一例。以下的處理係如未特別 記載,皆藉由待機部3 61 c進行者。首先,對於顧客終端 裝置1,以開始CPU對戰(僅與CPU玩家的對戰)之方 式,傳送指示資訊(步驟ST671 )。 -24- 200829314 (21) 進行是否已經過所定時間(例如,3 0秒)的判定(步 驟ST677 ),在該判定被肯定爲止,經過時間係被累計。 在該判定被肯定時’則藉由選擇部3 6 1 b進行玩家的選擇 (步驟ST679 ),進行成爲待機狀態之玩家是否已被選擇 的判定(步驟ST68 1 )。在該判定被肯定時,則前進至以 顯示表示玩家被選擇之對戰者出現畫面之方式,將指示資 訊傳送至顧客終端裝置1的步驟ST6 8 3。在該判定被否定 s 時,則回到步驟ST677。 步驟ST681之判定被肯定時,則進行被選擇之玩家數 量是否爲3的判定(步驟ST6 8 3 )。在該判定被肯定時, 則前進至圖9的步驟S T7 (對戰監視處理)。在該判定被 否定時(被選擇之玩家數量爲1時),則進行是否已經過 所定時間(例如,1〇秒)的判定(步驟ST6 8 5 ),在該判 定被肯定爲止,經過時間係被累計。在該判定被肯定時, 則藉由選擇部361b進行玩家的選擇(步驟ST6 87 ),前 進至圖9的步驟ST7(對戰監視處理)。 圖14係揭示圖10所示之步驟ST57的處理(玩家的 選擇處理)之詳細流程圖的一例。再者,圖1 〇所示之步 驟ST57的處理係與圖13所示之步驟ST679及步驟ST687 相同之處理。又,以下的處理係全部藉由選擇部3 6 1 b進 行。首先,待機狀態的玩家及被受理之玩家的總數WN被 計算(步驟ST571 ),接著,玩家數量計數I被初始化爲 1(步驟ST573)。然後,該當玩家與第I個玩家之後述不 當者等級係依據從不當者資訊記憶部3 62e讀取出之資訊 -25- 200829314 (22) ,判定是否爲相同(步驟ST575 ),在該判定被否定時, 則前進至步驟ST5 8 3。在該判定被肯定時,該當玩家與第 I個玩家之段位係從段位記憶部3 62b讀取,判定段位之差 是否爲所定値DN (在此爲2 )以下(步驟ST577 )。在該 判定被否定時,則前進至步驟ST 5 8 3。在該判定被肯定時 ,則第I個玩家追加至與該當玩家進行對戰之玩家(步驟 ST579)。 , 接著,進行與該當玩家進行對戰之玩家數量是否爲3 的判定(步驟ST5 8 1 )。該判定被肯定時,處理則重新進 行。在該判定被否定時,步驟ST5 75,步驟ST 5 77的判定 被否定時,則增加玩家數量計數I (步驟ST583 ),進行 玩家數量計數I是否超過玩家的總數 WN的判定(步驟 ST5 8 5 )。在該判定被否定時,處理重新進行,被否定時 ,則回到步驟ST5 75。 在此,針對依據前述中央伺服器裝置3的指示執行之 : 顧客終端裝置1的動作加以說明。圖1 5係表示顧客終端 裝置1的動作之流程圖的一例。首先,從插入至讀卡機1 3 的個人卡片讀取出使用者ID資料,藉由指紋認證部1 4的 C CD攝像機1 4a將玩家的指紋加以攝像,藉由指紋認證部 14使用來自CCD攝像機14a的指紋資訊,抽出個人認證 所需之特徵點資料(步驟ST101 )。然後,使用者ID資 料及特徵點資料係被傳送至中央伺服器裝置3。然後,顯 示選擇對戰模式之模式選擇畫面,受理來自玩家的輸入, 選擇對戰模式(步驟ST 104),對戰模式資訊係被傳送至 - 26- 200829314 (23) 中央伺服器裝置3。 從中央伺服器裝置3接收在同一遊戲空間進行遊戲之 其他玩家(對戰者)的名稱、段位及稱號等的對戰者資訊 (步驟ST105 )。接著,從中央伺服器裝置3受理執行遊 戲之要旨的指示資訊,開姶遊戲,並決定場風及莊家(步 驟ST107)。然後,開始對戰(步驟ST109),顯示圖16 所示之對戰畫面。 圖16係表示對戰狀況的對戰畫面之畫面圖的一例。 於對戰畫面5 1 0係於畫面下側玩家的手牌5 1 1以可看見牌 的種類之方式顯示,於畫面上側及左右兩側對戰者的手牌 5 1 2以無法看見牌的種類之方式顯示,於畫面略中央顯示 有包含寶牌表示牌之牌堆513、及於牌堆513周圍顯示有 捨棄牌5 1 4,於畫面下側則顯示有藉由玩家按下之各種按 鍵516。而藉由玩家一邊觀看對戰畫面510 —邊適切按下 按鍵5 1 6,來進行遊戲。 再次,回到圖1 5所示之流程圖而說明。對戰開始時 ,藉由生命値評估部1 6 1 k,計算生命値,進行生命値是否 超過OHP ( 1HP以上)的判定(步驟ST1 1 1 )。在該判定 被肯定時,則前進至步驟S T 1 1 7。在該判定被否定時,則 顯示針對是否繼續對戰之判斷來催促玩家的繼續選擇畫面 ,依據硬幣受理部1 5是否已受理硬幣’受理來自玩家的 判斷,進行是否繼續現在執行中之對戰的判定(步驟 ST1 1 3 )。該判定被否定時,作爲中斷對戰之要旨的資訊 之對戰中斷資訊係被傳送至中央伺服器裝置3 (步驟 -27- 200829314 (24) ST1 15 ),而結束處理。在該判定被肯定時,則回到步驟 ST109。 步驟ST 1 1 1之判定被肯定時,則進行對戰是否已結束 的判定(步驟ST1 1 7 )。在該判定被否定時,則回到步驟 ST 1 09。在該判定被肯定時,則表示對戰已結束之對戰結 束資訊被傳送至中央伺服器裝置3,藉由成績判定部1 6 1 b 判定在遊戲的順位(步驟S T 1 1 9 )。然後,藉由道具移動 部161d,依據成績判定部161b所致之判定結果及藉由桌 選擇部1 6 1 c選擇之對局數,玩家所虛擬地持有之道具係 在玩家間移動(步驟 ST121 )。接著,藉由段位決定部 1 6 1 f,依據玩家虛擬地所持之道具的個數及點數,決定該 當玩家之在遊戲上的強度等級之段位,並藉由與儲存於段 位記憶部1 62a至今爲止(上次遊戲結束時)的段位進行 比較,進行段位是否被變更爲初段的判定(步驟ST 1 23 ) 。在段位不被變更時,則顯示表示現在的道具之個數的未 圖示之道具顯示畫面,並前進至步驟ST129。再者,藉由 i 段位決定部1 6 1 f決定之段位,係儲存於段位記憶部1 62a 之同時,作爲段位資訊被傳送至中央伺服器裝置3。 在段位被變更爲初段時,藉由稱號參數計算部1 6 1 g, * 計算出表示玩家之在遊戲上的特徵之稱號參數(步驟 ST125 )。然後,藉由稱號賦予部161h,依據藉由稱號參 數計算部161g計算出之參數玩家,虛擬地賦予玩家在遊 戲內的玩家稱號(步驟ST127 ),並儲存於稱號記憶部 1 6 2c之同時,稱號資訊係被傳送至中央伺服器裝置3。 -28- 200829314 (25) 接著,進行是否爲生命値之現在 進行遊戲所需之所定値SL(在此爲 (步驟ST 129 )。在該判定爲肯定時 面,進行是否繼續進行遊戲的判定( 判定被肯定時,則回到步驟ST1 03。 則前進至步驟ST135。 在步驟ST 129的判定被否定時, 對戰之判斷來催促玩家的繼續選擇畫 15是否已受理硬幣,受理來自玩家的 現在執行中之對戰的判定(步驟S T 1 定時,則回到步驟S T 1 0 3,該判定被 驟 ST135 。 步驟ST133或步驟ST131的判定 結束之對戰結束資訊係被傳送至中央 ST135 ),而結束處理。 , 圖17係在圖15之步驟ST109「 的一部份,藉由日誌(1 〇 g )管理部1 .正常結束狀態之資訊的取得處理之流: 再者,在此成爲不正常結束之狀 身操作之顧客終端裝置1的通訊纜線 方從插座7被拔出時,及在顧客終端 顧客終端裝置1之間,發生暫時性通 終端裝置1無法進行新對於玩家的顧 又或使用資訊的傳送動作時,稱爲因 HP是否爲用以繼續 5000HP )以上的判定 ,則顯示繼續選擇畫 步驟S T 1 3 1 )。在該 在該判定被否定時’ 則顯示針對是否繼續 面,依據硬幣受理部 判斷,進行是否繼續 1 3 )。在該判定被肯 否定時,則前進至步 被否定時,表示遊戲 伺服器裝置3 (步驟 對戰」所進行之處理 6 1 〇所進行之關於不 程圖的一例。 態係在藉由玩家而自 8及電源線9至少一 裝置1與對戰對手的 訊障礙而由該當顧客 客終端裝置1之操作 電源不正常之瞬間又 -29- 200829314 (26) 或暫時性停電(瞬停)所致之狀況。然後,資訊處理部 1 6 1係在發生成爲不正常結束之狀態時,爲了謀求之後遊 戲的繼續進行,而進行以下的處理。即,在藉由玩家而自 身操作之顧客終端裝置1的通訊纜線8從插座7被拔出時 ’因爲無法進行對戰中在與其他顧客終端裝置1之間的用 以遊戲進行之資訊的收授,故例如,對戰之顧客終端裝置 1中之前述選擇處理時所設定之選擇號碼最小的顧客終端 裝置1,係執行將CPU玩家重新設定的處理,對戰之其他 顧客終端裝置1,係使用用以遊戲繼續進行之C P U玩家所 致之模擬操作資訊,而繼續進行遊戲。又,在藉由玩家而 自身操作之顧客終端裝置1的電源線9從插座7被拔出時 亦相同,因爲該當顧客終端裝置1不作動,故無法進行對 戰中之在與其他顧客終端裝置1之間的用以遊戲進行之資 訊的收授,而進行CPU玩家被重新設定的處理,對戰之 其他顧客終端裝置1,係使用用以遊戲進行之CPU玩家所 致之模擬操作資訊,而繼續進行遊戲。此時,因爲對善良 k . 的玩家不公平,故使遊戲不成立,在遊戲結束後,針對對 應善良的玩家操作之顧客終端裝置1的遊戲實績,將其作 爲遊戲戰績處理,並積存在中央伺服器裝置3。 再者’所謂不正常結束之狀態,在本實施形態係並不 是對戰中之顧客終端裝置的遊戲本身強制性結束,而是進 行不當操作又或產生不正常之顧客終端裝置1切換成CPU 玩家’代表變成不是原來對戰者彼此之間的遊戲之意思。 不過,作爲遊戲本身強制性結束之樣態亦可。 -30- (27) (27)200829314 回到圖1 7,遊戲開始時,藉由內藏計時器計算經過時 間,各顧客終端裝置1係不停地將關於玩家的操作及遊戲 狀況之資訊中進行「單打」、「店舖內對戰」、「通訊對 戰」之各遊戲模式、遊戲中的順位及放槍之時刻及該時刻 的點數,作爲日誌資料而暫時記錄於RAM 1 62之所定區域 ,並判定從記錄最新的日誌資料至現在時刻爲止,是否經 過殘留日誌資料的期間(log period)(步驟ST151),在 該判定被肯定時,日至資料則被儲存於日誌檔案,在此爲 履歷記憶部1 6 2 b (步驟S T 1 5 3 )。接著,現時刻作爲上次 日誌時刻而被置換(步驟S T 1 5 5 )。另一方面,在遊戲正 常結束時,日誌檔案會被刪除(步驟ST1 57 )。所以,遊 戲在成爲不正常結束之狀態下結束時,於產生不正常發生 之顧客終端裝置1,進行遊戲模式、順位、放槍時的時刻 及該時刻的點數,係與被認證之玩家建立對應而存在於履 歷記憶部1 6 2 b。 圖1 8係顧客終端裝置的起動時之處理的一部份,藉 由日誌貪料管理邰1 6 1 〇所進行之日誌資料的處理之流程 圖的一例。玩家將電源線9從插座7拔出後,再度藉由玩 家而電源線9被插入至插座7時,則再開啓電源。該當顧 客終端裝置1的起動後,首先,判定於履歷記憶部i 6 2 b 是否存在有日誌資料的檔案(步驟ST 1 6 1 )。該判定被否 疋時’則作爲不是不正常結束而重新處理。另—'方面,該 判定被肯定時,從履歷記憶部1 62b讀取日誌資料的檔案 (步驟ST 163),被讀取之日誌資料係作爲不正常資訊而 -31 - 200829314 (28) 傳送至中央伺服器裝置3 (步驟ST165 ),之後,進行日 誌檔案的刪除(步驟S T1 6 7 )。再者,通訊纜線8從插座 7拔出後,藉由玩家再次插入時,亦在一定期間通訊斷絕 後,儲存於該當顧客終端裝置的履歷記憶部1 62b之日誌 資料被傳送至中央伺服器裝置3。 圖1 9係中央伺服器裝置3所致之日誌檔案的擷取處 理之流程圖的一例。在中央伺服器裝置3,藉由監視部 361g,進行從顧客終端裝置傳送來之資料是否有日誌資料 的判定(步驟ST1 7 1 ),該判定被否定時,則折回處理。 另一方面,在該判定被肯定時,藉由監視部3 6 1 g進行以 下處理。首先,於RAM3 62的所定區域,產生以玩家資訊 爲基礎的不當點數(Black Point)檔案(步驟ST173)。 接著,依據接收之日誌資料,因應順位,進行被加權之不 當點數的設定(步驟ST175 )。在此,順位如果爲第1位 ,則作爲無不當企圖(例如,原因爲通訊障礙及瞬停), I 不當點數爲〇。放槍時的順位如果爲第2位,則作爲不當 企圖較低,不當點數爲1。進行放槍時的順位如果爲第3 位,則作爲不當企圖較高,不當點數爲4。進行放槍時的 順位如果爲第4位(最後一名),則作爲進行不當行爲( 從插座7拔出通訊纜線8及電源線8至少一方),不當點 數爲1 6。再者,即使沒有加權亦可’例如,僅對於最後一 名賦予不當點數亦可。又,相對於順位之加權亦有各種樣 態,例如,作爲於劣勢側的玩家(在此爲第3名、第4名 )設定不當點數之樣態亦可。 -32 - 200829314 (29) 接著,如果放槍爲有效,因應放槍時的點數,進行不 當點數的(追加)設定(步驟ST177)。放槍作爲有效之 條件,在此進行放槍之後,在所定時間以內,例如,作爲 於3分鐘以內進行不當操作之狀況。放槍時的點數如果爲 8 0 00點以內,則作爲不當企圖較低,不當點數爲2,加算 於在步驟ST175賦予之點數。放槍時的點數如果爲8〇〇〇 點以上1 6000以內,則作爲不當企圖較高,不當點數爲8 # ,加算於在步驟ST175賦予之點數。放槍時的順位如果爲 1 6 0 0 0點以上,則作爲進行不當行爲(從插座7拔出通訊 纜線8及電源線8至少一方),不當點數爲1 6,加算於在 步驟S T 1 7 5賦予之點數。所以,順位在4位而放槍時的點 數在1 6000以上時,作爲不當點數則設定32點數。再者 ,相對於放槍時的點數之加權亦有各種樣態,例如,作爲 僅對於最下位或劣勢側的玩家(在此爲3位、4位)設定 不當點數之樣態亦可。 然後,藉由監視部361g,從不當者資訊記憶部3 62e 讀取出與該當日誌資料之持有者相同的玩家資料,於該當 玩家的不當者資訊,加算入此次算出之不當點數及1次不 當次數,更新寫入至不當者資訊記憶部3 62e之該當玩家 的資料。再者,在初次發派日誌資料之玩家之狀況,係因 爲於不當者資訊記憶部3 62e不存在該當玩家的資料,故 重新作成並寫入。再者,不當點數的設定係以順位與放槍 時的點數進行,但是,作爲僅使用任一方亦可,作爲加入 其他要素之樣態亦可。 -33- 200829314 (30) 圖20係作爲使用者認證處理的一部份所執行之不當 者確認處理之流程圖的一例。本流程係從顧客終端裝置1 接收希望參加遊戲的玩家之個人資訊時起動。於不當者資 訊記憶部3 62e (不當DB ),判定是否有對應在玩家認證 處理認證之使用者ID資料的不當履歷(步驟ST181)。 在不當履歷不存在時,係與不當次數爲0且不當點數0之 値同時(步驟ST 183 ),認證結果作爲正常而折回處理。 , 另一方面,在不當履歷存在時,進行從不當者資訊記憶部 3 62e之不當資訊(即’不當次數)、不當點數及最近進行 不當的時刻之讀取(步驟S T 1 8 5 ),不當履歷是否超過所 定臨限値,在此係判定不當次數是否爲所定次數以上(例 如’ 3次以上),且作爲不當參數之一種的平均不當點數 是否爲所定値以上(例如,大於1 )(步驟S T 1 8 7 )。再 者’作爲不當參數之一種的平均不當點數係從不當點數/ 不當次數的運算求出。因爲平均不當點數超過1係可判斷 ( 爲不當操作的可能性較高。在該判定被否定時,則不當企 圖作爲較低’認證結果判斷爲正常,設定不當次數且由不 當點數所構成之不當者等級(步驟S τ 1 8 9 ),允許參加遊 戲。另一方面,在該判定被肯定時,則進行(現在時刻一 取後不當時刻)是否等於或小於{ 3小時+(不當次數一 3 )24小時}的判定(步驟ST191)。例如,不當次數爲5 次’從最後不當時刻未經過5丨小時時,前述判定係被否 疋°此係對於從最後不當行爲長時間未進行不當之玩家, 亦加入不g次數,即賦予更正機會,以時間方向緩和限制 -34- 200829314 (31) 。在該判定被否定時,則作爲以更正之可能性較高,認證 結果作爲正常,而允許參加遊戲(步驟ST189 )。再者, 於步驟ST 189之對戰遊戲中,於對戰畫面一倂記入有通知 不當者彼此之對戰的所定標記(例如,如圖21所示,於 畫面所定位置一倂記入有「罰則模式」)。 另一方面,前述判定被肯定時,則認定爲慣犯之不當 者,進行禁止參加遊戲的處理(步驟S T 1 9 3 )。作爲禁止 參加遊戲的處理,係例如於顧客終端裝置1的監視器π 顯示禁止遊玩的訊息。 藉由圖20的處理,可進行與圖14之步驟ST75的不 當者等級之異同的判定處理。即,在圖1 4的步驟ST75, 以作爲不當者之等級相等的玩家彼此進行對戰遊戲,限制 與善良的玩家之對戰,故可極力防止善良的玩家蒙受因爲 不當操作之不愉快之可能性。例如,利用作爲不當參數之 一種的後述惡質度,可使相同或者接近之不當者等級的玩 家彼此進行對戰。此時,如前述圖21所示,於對戰者的 選擇畫面之適切處,或遊戲中之遊戲畫面的適切處,進行 於個別或本對戰遊戲僅藉由不當者進行之要旨的顯示又或 警告,而可謀求不當操作的抑止。 再者,所謂不當者等級係不當參數之一種,作爲前述 平均不當點數而以不當點數與不當次數之比例運算亦可。 進而,作爲不當參數,採用以以下計算式運算之惡質度亦 可 ° 惡質度=INT((不當點數/不當次數)/ 4) -35- 200829314 (32) 例如,不當點數爲28,不當次數爲5次時,由上述計 算式,可知惡質度爲1。 再者,本發明係進而可採用以下之樣態。 (A )於前述實施樣態中,已針對藉由顧客終端裝置 執行之對戰遊戲爲麻將遊戲之狀況進行說明,但是,爲其 他之以複數玩家進行的遊戲之形態亦可。例如,卡片遊戲 、圍棋遊戲、將棋遊戲、射擊遊戲、賽車遊戲等之樣態亦 可 〇 (B )於前述實施形態中,已針對具備店舖伺服器裝 置之狀況加以說明,但是,作爲顧客終端裝置經由網路而 連接於中央伺服器裝置之樣態亦可。 (C )於前述實施形態中,已以在遊戲繼續時從硬幣 受理部使用硬幣投入之狀況爲例加以說明,但是,並不限 定於此。例如,硬幣之外,使用卡片等來受理之狀況亦可 〇 (D )於前述實施形態中,中央伺服器裝置、店舖伺 服器裝置及顧客終端裝置的連接(網路)構造亦不限定於 圖1所示者。例如,作爲不使用店舖伺服器裝置之顧客終 端裝置與中央伺服器裝置的連接樣態,係可舉出環狀型、 樹狀型、星狀型等之各種連接樣態。於該狀況係樹狀型之 連接形態爲佳。又,作爲利用使顧客終端裝置具有中央伺 服器裝置的功能,將顧客終端裝置之一作爲主機終端裝置 ’與其他顧客終端裝置連接之樣態亦可。又,作爲使店舖 f司服器裝置具有中央伺服器裝置的功能,與店舖內的顧客 -36- 200829314 (33) 終端裝置連接之樣態亦可。如圖1所示,於中央伺服器裝 置與顧客終端裝置之間,設置店舖伺服器裝置,以中央伺 服器裝置、店舖伺服器裝置、顧客終端裝置分散處理之樣 態爲佳。此時,於各店舖設置店舖伺服器裝置,於該店舖 伺服器裝置連接各顧客終端裝置爲佳。 - (E )於前述實施形態中,考慮不當等級,而設定對 戰的組合,但是,並不限定於此,平等對待不當者而進行 對戰的組合亦可。 (F )作爲不當參數,係關於前述實施形態者之外, 亦可採用各種要素或者是其他要素亦可。例如,不當者的 段位係將相同又或略相同的玩家彼此加以組合亦可,又, 將總合排名相近者彼此加以組合亦可。進而,將點數相近 者彼此、道具數量相近者彼此加以組合亦可。 (G )不當點數的認定要素,係不限定予順位與放槍 時的點數,加入總合成績的排名者等之要素亦可。又,於 其他種類的遊戲中,考慮該等遊戲的特質,可適切採用對 自身不利之樣態的要素。例如,於賽車遊戲之狀況,係可 舉出自身以外的賽車完成比賽之狀況,超過所定時間之狀 況等。即使如此’亦可防止在預測對自身不利之遊戲結果 時的不當結束。所謂預測對自身不利之遊戲結果時,係可 舉出於對戰遊戲中,較對手側的玩家爲劣勢之狀況,及於 途中經過中對戰成績較對手側的玩家差之狀況。 如上所述,遊戲管理方法,係管理利用經由網路而交 換相互的操作資訊,可在複數遊戲終端裝置間執行對戰遊 -37- (34) 200829314 戲者,具有:玩家識別步驟,係於對戰遊戲的開始前, 別玩家;不當結束判定步驟,係判定進行中的遊戲是否 因玩家的不當操作之遊戲的不當結束;不當履歷資訊保 步驟,係作成並保存相對於前述不當結束之玩家的不當 履歷資訊;及組合設定步驟,係經由網路而設定對戰遊 的組合,前述組合設定步驟,係讀取出個別識別之玩家 不當履歷資訊,將有不當履歷的玩家彼此加以組合。 遊戲管理系統,係管理利用經由網路而交換相互的 作資訊,可在複數遊戲終端裝置間執行對戰遊戲,具備 玩家識別手段,係於對戰遊戲的開始前,識別玩家;組 設定手段,係經由網路而設定對戰遊戲的組合;不當結 判定手段,係判定進行中的遊戲是否爲因玩家的不當操 之遊戲的不當結束;及不當履歷資訊保存手段,係作成 保存相對於前述不當結束之玩家的不當之履歷資訊,前 組合設定手段,係讀取出個別識別之玩家的不當履歷資 ,將有不當履歷的玩家彼此加以組合。 遊戲終端裝置,係利用經由網路而相互交換資訊, 執行對戰遊戲者,具備:玩家識別手段,係於對戰遊戲 開始前,識別玩家;組合設定手段,係經由網路而設定 戰遊戲的組合;不當結束判定手段,係判定進行中的遊 是否爲因玩家的不當操作之遊戲的不當結束;及不當履 資訊保存手段,係作成並保存相對於前述不當結束之玩 的不當之履歷資訊,前述組合設定手段,係讀取出個別 別之玩家的不當履歷資訊,將有不當履歷的玩家彼此加 識 爲 存 之 戲 的 操 合 束 作 並 述 訊 可 的 對 戲 歷 家 Ξέίι 戚 以 -38 - 200829314 (35) 個別複數遊 訊係經由網 戲。藉由玩 藉由不當結 不當操作之 驟,作成並 訊。然後, 的組合時, 不當履歷的 當操作之實 家之間的公 行中的遊戲 時,前述不 是否爲因玩 不當履歷資 之玩家,判 ;而前述組 參數,將不 該構造,藉 不正常結束 正常結束是 驟,藉由前 當結束之玩 組合。 依據該 遊戲操作時 終端裝置間 戲開始前, 的遊戲是否 由不當履歷 束之玩家的 由網路而設 的不當履歷 以’因爲分 ,而可確保 進而, 結束判定步 :判定前述 不當結束之 算出對於前 對象之不當 個別識別之 家彼此加以 ,判定進行 判定步驟, 之遊戲的不 驟,計算出 等構造,以 ,該操作資 執行對戰遊 識別玩家, 爲因玩家的 資訊保存步 不當履歷資 定對戰遊戲 資訊,將有 離有進行不 在善良的玩 設置判定進 驟爲佳。此 不正常結束 步驟,前述 述不當結束 參數之步驟 玩家的不當 組合。依據 中的遊戲已 判定前述不 當結束之步 對於前述不 戲終端裝置 路而相互交 家識別步驟 束判定步驟 遊戲的不當 保存相對於 藉由組合設 讀取出個別 玩家彼此加 績的玩家與 平性。 已不正常結 當結束判定 家的不當操 訊保存步驟 疋是否成爲 合設定步驟 當參數之大 由不正常結 時,藉由前 否爲因玩家 述不當履歷 家,判定是 而玩家進行 換,在複數 ,在對戰遊 進行進行中 結束時,藉 前述不當結 定步驟,經 識別之玩家 以組合。所 善良的玩家 束的不正常 步驟係具有 作之遊戲的 係具有=計 所定罰則的 ,係讀取出 小相近的玩 束判定步驟 述不當結束 的不當操作 資訊保存步 否成爲所定 -39- 200829314 (36) 罰則的對象之不當參數之步驟,藉由前述組合設定步驟, 讀取出個別識別之玩家的不當參數,並將不當參數之大小 相近的玩家彼此加以組合。結果,不當參數相近(即,不 當程度相近)的玩家彼此係被組合。 前述記算不當參數之步驟,係具備以下步驟爲佳:累 積不正常結束次數之步驟、將設定之不當點數累積至目前 爲止的不當點數之步驟、及由前述累積之不當點數與前述 累積之不正常結束次數的比例計算出不當參數之步驟。依 據該構造,不當參數係使用不正常結束次數的累積、及已 設定之不當點數累積到目前爲止的不當點數,並從該比率 計算出。所以,能以高確率監視玩家的不當操作所致之不 當結束。 又,設置係每於無不當結束而執行對戰遊戲時,以減 少不當程度之方向來更新前述識別之玩家的不當履歷資訊 之減少處理步驟亦可。依據該構造,即使於過去進行不當 操作,在之後未進行不當操作時,則進行漸漸降低不當等 級的處理,或者在已經過所定期間之時間點,刪除不當履 歷資訊。所以,賦予更正機會。 設置通知前述有不當履歷之玩家彼此的組合之步驟亦 可。依據該構造,利用通知前述有不當履歷之玩家彼此的 組合之步驟亦可,可謀求抑止不當操作。 〔產業上之利用可能性〕 利用讀取出玩家的不當履歷資訊,而將有不當履歷之 -40- 200829314 (37) 玩家彼此加以組合,分離有進行不當操作之實績的玩家與 善良的玩家,可確保在善良的玩家之間的公平性。 【圖式簡單說明】 [圖1 ]圖1係適用關於本發明的遊戲用伺服器裝置之 遊戲系統的構成圖。 [圖2]圖2係揭示顧客終端裝置之一實施形態之外觀 的立體圖。 [圖3]圖3係揭示顧客終端裝置之一實施形態之外觀 的硬體構成圖。 [圖4]圖4係顧客終端裝置之控制部的功能構成圖。 [圖5 ]圖5係揭不店舖伺服器裝置之一實施形態之外 觀的立體圖。 [圖6]圖6係揭示店舖伺服器裝置之一實施形態的硬 體構成圖。 [圖7]圖7係揭示關於本發明之中央伺服器裝置之一 實施形態的硬體構成圖。 [圖8]圖8係中央伺服器裝置之控制部的功能構成圖 〇 ' [圖9]圖9係表示中央伺服器裝置的動作之流程圖的 一例。 [圖10]圖10係揭示圖9所示之步驟ST5 (對戰者決 定處理)之詳細流程圖的一例。 [圖1 1 ]圖1 1係等待畫面之畫面圖的一例。 -41 - 200829314 (38) [圖12]圖12係表示選擇之結果的等待畫面的一例。 [圖13]圖13係揭示圖1〇所示之步驟ST67的處理( 待機狀態的處理)之詳細流程圖的一例。 [圖14]圖14係揭示圖1〇所示之步驟ST57的處理( 玩家的選擇處理)之詳細流程圖的一例。 [圖15]圖15係表示顧客終端裝置的動作之流程圖的 一例。 [圖16]圖16係表示對戰狀況的對戰畫面之畫面圖的 一例。 [圖17]圖17係在圖15所示之步驟ST109「對戰」所 進行之處理的一部份’藉由日誌(10 g )管理部所進行之 不正常結束資訊的取得處理之流程圖的一例。 [圖18]圖18係顧客終端裝置的起動時之處理的一部 份,藉由日誌資料管理部所進行之日誌資料的處理之流程 圖的一例。 [圖1 9]圖1 9係中央伺服器裝置所致之日誌檔案的擷 取處理之流程圖的一例。 [圖20]圖20係在使用者認證處理的一部份所執行之 不當者確認處理之流程圖的一例。 [圖2 1 ]圖2 1係不當者彼此所致之對戰畫面之畫面圖 的一例。 【主要元件符號說明】 1 :顧客終端裝置 -42- 200829314 (39) 2 :店舖伺服器裝置 3 :中央伺服器裝置 7 :插座 8 :通訊纜線 8 a,9 a :插頭 9 :電源線 1 1,21 :監視器 1 1 a :觸控面板 12,22 :揚聲器 1 3 :讀卡機 1 4 :指紋認證部 14a : CCD攝像機 1 5,2 4 :硬幣受理部 1 6,2 6,3 6 :控制部 1 6 1,26 1,3 6 1 :資訊處理部(CPU) 1 62,262,3 62 : RAM 1 63,263,3 63 : ROM 1 7 1 :外部輸出入控制部 172 :外部機器控制部 . 1 8,2 8,3 8 :網路通訊部 1 1 1,2 1 1 :描繪處理部 121,221 :聲音再生部 1 6 1 :資訊處理部 1 6 1 a :道具授予部 - 43- 200829314 (40) 1 6 1 b :成績判定部 1 6 1 c :桌選擇部 1 6 1 d :道具移動部 1 6 1 f :段位決定部 1 6 1 g :稱號參數計算部 1 6 1 h :稱號賦予部 1 6 1 k :生命値評估部 1 6 11 :遊戲成績評估部 1 6 1 m :繼續條件設定部 1 6 1 η :繼續參加允許部 1 6 1 〇 :日誌資料管理部 162a :段位記憶部 162b :履歷記憶部 162c :稱號記憶部 162d :生命値記憶部 162e :遊戲成績記憶部 162f :繼續條件記憶部 23 :卡片支付部 25 :個人卡片販賣機 1 a :介面部 3 6 1 a :受理部 3 6 1 b :選擇部 3 6 1 c :待機部 3 6 1 d :第1執行部 -44- 200829314 (41) 3 6 1 e :第2執行部 3 6 1 g :監視部 3 6 2a:玩家資訊記憶部 3 62b :段位記憶部 3 62c :稱號記憶部 3 62d :履歷記憶部 3 62e :不當者資訊記憶部 T :時間計數 400,410:等待畫面 4〇1〜404,411〜414:玩家資訊 401a, 404a, 411a, 412a, 414a:名稱 401b, 404b, 411b, 412b, 414b :稱號 401c, 404c, 411c, 412c, 414c:段位 5 1 0 :對戰畫面 5 1 1,5 1 2 :手牌 5 1 3 :牌堆 5 1 4 :捨棄牌 5 1 6 :按鍵 T :時間計數 TAMX :所定時間 WN :玩家的總數 DN :所定値 -45-V shows that the calculation of the position on the position on the 3 dimensional space to the position on the virtual 3 dimensional space, and the calculation of the light source are performed, and the writing of the image data to be drawn by the video RAM is performed based on the calculation result. 'Processing (for example, writing (posting) processing of material data for the area of the video RAM specified by the polygon). Here, the relationship between the operation of the CPU 161 and the operation of the drawing processing unit 111 will be described. The CPU 1 6 1 reads the image -10- 200829314 (7), the sound and control program data, and the game program data from the ROM 163 based on the operating system (OS) recorded in the built-in or externally mounted ROM 163. Some or all of the image, the sonar, and the control program are stored on the RAM 162. After that, the CPU 161 performs processing based on the control program stored in the RAM 162, various materials (including image data and audio data of other character images such as polygons and materials of the display object), and detection signals from the detecting unit. Memory in the various materials of ROM 1 63, the data that can be memorized in the removable memory media, for example, using a hard disk drive, a CD drive, a flexible drive, a drive, a cassette media It is also possible to read by a driver such as a reader. In this case, the recording medium is, for example, a hard disk, a compact disk, a flexible disk, a CD, a DVD, a semiconductor memory or the like. The network communication unit 18 is configured to transmit the operation information of the player and the various event information generated during the execution of the mahjong game to the central server device 3 via the network and the server server device 2, and the like. The reporter. Fig. 4 is a view showing the functional configuration of the control unit 16 of the customer terminal device 1. The CPU 161 of the control unit 16 includes an item granting unit 161a that assigns a predetermined number of items to a player who has achieved the predetermined condition, and the achievement determining unit 1 6 1 b determines the player's position in the game for each end of the game; The item moving unit 1 6 1 d is based on the determination result of the result determination unit 1 6 1 b, and moves the predetermined number of copies between the players from the items held by the player virtual; the segment determining unit 1 6 1 f According to the number of items that the player virtually holds, the stage position (equivalent to the class) indicating the intensity level of the player in the game is determined; the title parameter calculation unit 1 6 1 g is stored in the history memory unit 1 62b described later. The resume data, the -11 - 200829314 (8) title parameter indicating the characteristics of the player in the game is calculated; the title assigning unit is 1 6 1 h, and the player title in the game is given to the player according to the calculated meaning; The game performs a life 値 as a criterion for judging whether or not to continue playing; the game score evaluation unit 167 determines the game score at the end of the game by evaluating the player in the game; Based on the player's score obtained by the game score evaluation unit 161, the department performs the setting of the continuation condition of the player in the next game, and the permission unit 1 6 1 η, after the game is over, the response is accepted and continues. Participation, and permission to participate in the next game by continuing the condition setting unit 1 6 1 m; and the log data management unit 16 to detect the abnormal completion of the log data and its control, and the control unit The 16 RAM 162 system has: a segment record, which is to store the number of items and the position information and the player name; the history memory unit 1 62b stores the player's past game performance data for each player; The title memory unit 1 62c is created by the title assigning unit 1 6 1 η and the player name to be stored; the life memory unit 1 62d stores the life 计算 calculated by the life 1 6 1 k; the game score memory unit 1 62e, the player held by the game score evaluation unit 1 61 1 holds the point bar; and the continuation condition memory unit 1 62f is a continuation condition for the player to continue participating in the game and a point for the player to hold the point 値(tour ) Establish correspondence and store it. The RAM 162 is operated between the power-off of the customer terminal by the well-known backup power supply, and does not have the parameter, the operation of the calculation and determination of the 1 6 1 k ', and the game of the game; After the setting of 10, the system is in. Mongolian Department 1 6 2 a should be accompanied by the calendar information, and the department will use the corresponding points and the evaluation department to store the points borrowed and add the next play score 値 g set to delete the information-12-200829314 (9) Part 1 6 1 a, for the player who reaches the specified condition, virtually grants the props (here, called the dragon chip props), and increases or decreases the number of points that the player virtually holds, and the number of the items and the number of points. It is associated with the player name and stored in the segment memory unit 1 62a. The score determination unit 1 6 1 b determines the rank in the order in which the player virtually counts the number of points held by the point bar when the game selected by the table selection unit 丨6丨c ends. However, at the start of the game, the number of points (called the number of origins) held by the player as a point bar is the same. For example, the number of origins is 2 0 0 0 points. The item moving unit 1 6 1 d is determined by the result judging unit 1 6 1 b and the match selected by the table selecting unit 1 6 1 c after determining the order by the result judging unit 1 6 1 b. The number, the item that is virtually held by the player, moves the specified number of copies between players. The segment determining unit 1 6 1 f determines a segment indicating the strength level of the player according to the number of items that the player virtually holds, and stores the segment in the segment memory unit in association with the player name. At the same time, the segment information is transmitted to the central server device 3 via the network communication unit 18, the network and the server server device 2, and the like. In the determination of the segment position by the segment determining unit 丨6 1 f, the title parameter calculating unit 1 6 1 g is determined to be the initial stage, and based on the history data stored in the history storage unit 1 62b, the player is calculated. The title parameter of the feature of the game. The parameters include the Hu card rate, the shot rate, the average number of treasure cards, and the average number of units defined by the following calculation formula. (Hua card rate) 2 (cumulative number of cards) / (cumulative number of games) -13- 200829314 do) (gun rate) = (cumulative number of shots) / (cumulative number of games) (average number of cards) = (the number of accumulated treasure cards at the time of the card) / (the cumulative number of cards) (the average number of cards) = (the total number of cards at the time of the card) / (the number of accumulated cards) The number of accumulated cards used in the above calculation formula The number of cards, the number of accumulated shots, the number of accumulated games, the total number of cards in the Hu card, the total number of cards in the Hu card, and the number of accumulated cards are stored in the history memory in association with the player's identification information. 162b. When the title numbering unit 1 6 1 h is determined as the initial stage by the stage determining unit 1 6 1 f, the title number parameter calculated by the title parameter calculating unit 1 6 1 g will be determined. The player title in the game is virtually granted to the player, and is stored in the title memory unit 1 62c in association with the player name, and the title information is transmitted via the network communication unit 18, the network and the shop server device 2, and the like. To the central server device 3. In the life 値 assessment unit, 1 6 1 k, the life 値 is increased or decreased according to the rules, and it is determined whether the life 値 is the following. Specifically, at the beginning of the game, the life of the 500 OHP (the unit of the HP life )) is virtually given to each player, and the increase or decrease of the life 依据 is performed according to the increase or decrease of the player's points. For example, when the player's points are reduced by 3,000 points, the life 値 is proportional to the reduction of points, and the reduction is 3,000 HP. Also, when the player's point bonus is increased by 3 0 0 (= 3 0 0 0 X 1 ), the life 値 is proportional to the increase of the point bar, and 2400 (= 3 000x0· 8 ) HP is added. In the case of the battle, when the life 値 becomes 0 ΗΡ or less, in the present embodiment, the player is urged to put the coin while continuing the battle. At the end of the game, proceed to -14- 200829314 (11) Whether there is a 5 000 HP inspection in life, and the situation in which the life is less than 5000 HP and continues to play is to urge the player to put coins. In addition, at the end of the game, the life 値 exceeds 5,000 HP, and the game continues, and the life 値 is initialized to 5000 HP at the beginning of the game. The game score evaluation unit 167 evaluates the player's operation in the game in accordance with the predetermined rules, thereby obtaining the game score at the end of the game. Game Results are the results of the game's evaluation of the player's actions. Specifically, the game score is the number of points of each player who has increased or decreased from the start of the game to the end of the game. After the game is over, the game is displayed as a result of the game. Continuation condition setting unit 1 6 1 m, based on the game score of the player obtained by the game score evaluation unit 1 61, and the continuation condition of the player in the next game is set. By referring to the continuation condition (the number of additional coins, etc.) for continuing the participation in the game score of the player who has been memorized in the continuation condition memory unit 1 62f, the continuation condition of the player after the end of the game is set to continue to participate in the permission unit 1 6 1 η After the game is over, the game will continue to participate in the next game, and the next game player will be allowed to continue by the continuation condition set by the continuation condition setting unit 1 1 1 m. In addition, the continuation participation permission unit 1 6 1 η has a game level evaluation unit 1 6 1 1 'the evaluation result of the game result is evaluated as a high level when the game continues to participate in the next game for each player. The function of starting the next game with no specified conditions. The segment memory unit 1 62a is given by the item providing unit 1 6 1 a, -15-200829314 (12), and the number of items changed by the item moving unit 161d is determined by the stage determining unit 1 6 1 f The segment is associated with the player's name and stored. The history memory unit 1 62b is used as the past game history data of the player, and the cumulative number of fire cards as the cumulative number of times of the number of fire cards, the cumulative number of shots as the cumulative number of shots, and the number of played games. The cumulative number of accumulated play times, the cumulative number of plaques as the cumulative number of all the plaques in the hand as the card, the cumulative number of all the cards in the hand as the card, and the number of cards The cumulative number of accumulated cards, etc., is stored by the player. Further, the history storage unit 1 62b is stored in the log data described later in detail. The title memory unit 1 62c stores the title parameter 値 calculated by the title parameter calculation unit 1 6 1 g and the title awarded by the title assigning unit 1 6 1 h. The life/memory unit 162d associates the player's name with the life 计 calculated by the life 値 evaluation unit 161k and stores it. The game score storage unit 1 62e is a player who counts (calculates) the number of points held by the game score evaluation unit 1 6 11 and associates with the player name and stores it. The continuation condition memory unit 1 62f is a continuation condition for the player to continue to participate in the next game, and the number of points for the player to hold the point 値 by the game result evaluation unit 161 (game score 値) Establish correspondence and store it. Fig. 5 is a perspective view showing -16-(13) (13) 200829314 showing the appearance of an embodiment of the shop server device 2. The store server device 2 includes a monitor 2 1 for displaying a game screen or the like, a speaker 22 for outputting a voice, and a personal card vending machine 25 for accepting a coin inserted by a player and selling a personal card. The monitor 2 1 is for the purpose of enlarging the image, and for example, has two CRTs. The two CRTs are arranged such that the long side of the screen display portion of the slightly rectangular shape of the individual image is adjacently displayed, and the image signal is controlled so that the two image display portions display one image. The speaker 22 outputs the predetermined message and the BGM. The personal card vending machine 2 5 includes a coin accepting unit 24 for accepting a coin inserted by a player, and a card paying unit 23 for paying a personal card. Further, the coin accepting unit 24 is provided with a coin discharge port (not shown) for discharging coins when the inserted coin is a defective coin. A control unit 26 including a microcomputer for outputting detection signals from the respective units and control signals of the respective units is disposed at a suitable location of the server server device 2. Fig. 6 is a view showing a hardware configuration of an embodiment of the shop servo chopper device 2. The control unit 26 controls the entire actor of the store server device 2, and includes: an information processing unit (CPU) 261; a RAM 262 that temporarily stores information during processing; and a ROM 163 that memorizes predetermined image information and described later. Game programs, etc. The drawing processing unit 211 displays a necessary image on the monitor 2 1 in accordance with the image display instruction from the control unit 26, and includes a video RAM or the like. The sound reproducing unit 22 1 outputs a predetermined message, BGM, and the like to the speaker 22 in accordance with an instruction from the control unit 26. -17- (14) (14)200829314 Memory in the various data of ROM263, can be memorized in the removable memory media such as 'use hard drive, CD drive, flexible drive, 矽The drive may be read by a drive such as a disk drive or a card type media reader. In this case, the recording medium is, for example, a hard disk, a compact disk, a flexible disk, a CD, a DVD, a semiconductor memory or the like. The network communication unit 28 is for transmitting and receiving the various data to and from the central server device 3 via the network formed by www. The interface 1a is for accepting a recipient of data between a plurality of (e.g., eight) customer terminal devices 1 connected to the store server device 2. The control unit 26 transmits the information to which the terminal identification information received from the central server device 3 is given via the interface unit i a ' to the customer terminal device 1 corresponding to the terminal identification information via the network communication unit 28. Further, the information to which the terminal identification information received from the customer terminal device 3 is given is transmitted to the central server device 3 via the network communication unit 2 via the network communication unit 28. Fig. 7 is a view showing a hardware configuration of an embodiment of the central server device 3 of the present invention. The control unit 36 controls the entire actor of the central server device 3, and includes an information processing unit (CPU) 361; the RAM 162' temporarily stores information during processing; and R 〇Μ 1 6 3, which is described in advance. Image information and game programs, etc. Memory in the various data of ROM3 6 3, the data that can be memorized in the removable memory media, for example, using a hard disk drive, a CD drive, a flexible drive, a drive, a cassette media It is also possible to read by a driver such as a reader. In this case, the recording medium is, for example, a hard -18-200829314 (15) disc, a compact disc, a flexible disc, a CD, a DVD, a semiconductor memory, or the like. The network communication unit 3 8 is configured to transmit and receive various data to and from the plurality of store server devices 2 via the network formed by the WWW. Furthermore, the game management program of the present invention is recorded on the ROM 3 63, loaded onto the RAM 3 62, and individual functions are realized by sequentially executing the game management program on the RAM 362 by the CPU 361. Fig. 8 is a view showing the functional configuration of the control unit 36 of the central server device 3. The CPU 361 of the control unit 36 includes a receiving unit 361a that accepts a player to participate in a game when the game of each customer terminal device 1 starts, and a selection unit 361b that is a player accepted by the receiving unit 3161a. The player who is in the standby state by the standby unit 3 6 1 c described later selects the maximum number (here, 3) and the predetermined number (here, 2) in the same game space according to the predetermined rule. The player; the standby unit 3 61 c sets the player in the state not selected by the selection unit 3 6 1 b as the standby state, and the selection unit 3 6 1 b performs the selection of the player; the first execution unit 361d, the players selected by the selection unit 361b execute the game in the same game space; the second execution unit 3 61 e causes the player who is in the standby state by the standby unit 36 1c to be in the same game space as the CPU player. The game is executed on the top; and the monitoring unit 3 6 1 g monitors the use state of all the customer terminal devices 1 of the game by the first execution unit 3 6 1 d by the selection unit 361. The RAM3 62 system includes a player information storage unit 3 62a for storing personal information such as user ID data and feature point data of the fingerprint, and a segment memory unit 3 62b for class information indicating the strength level of the player in the game - 19- 200829314 (16) Associated with the player's identification information (user ID data) and stored; title memory 3 62 c, will represent the player's tactical feature information in the game and the player's identification information (using The ID data) is associated and stored; the resume memory unit 3 6 2 d, which is the accumulated number of cards in the past game, the cumulative number of shots, the number of accumulated games, and the accumulated treasure of the card. The number of cards and the total number of cards in the case of the card are associated with the player's identification information and stored; and the infrequent information storage unit 3 62 e stores the operation of the customer terminal device 1 when the game is forcibly terminated as will be described later. The information of the player's inappropriate person. The receiving unit 316 receives the personal information such as the user ID data of the player transmitted from each customer terminal device 1 and the feature point data of the fingerprint, and accepts the personal information based on the player information stored in the player information storage unit 3 62a. The player's participation in the game. Further, the participation of the game of the player who continues to participate in the transfer from each customer terminal device 1 is accepted. The selection unit 3 6 1 b follows the processing rule from the player accepted by the receiving unit 3 6 1 a and the player who is in the standby state by the standby unit 3 6 1 c (here stored in the segment memory unit 3 The class of 62b and the title stored in the title memory unit 3 62c) select (combine) players who play 2 or more and 3 or less in the same game space. Further, the selection unit 361b selects the player at least once when the number of selected players is less than 3 (i.e., 2). Specifically, the player who is within 2 classes is selected from the player's class (segment). Furthermore, the title may be included in the selection criteria. Further, in the present embodiment, the selection unit 3 1 1 a attaches the selection number to the selected customer terminal device 1 in the order of selection, for example. -20- 200829314 (17) The standby unit 3 6 1 c causes the player to be in the standby state when the player is not selected by the selection unit 3 6 1 b, and causes the selection unit 3 6 1 b to execute the selection of the player. The standby state waits for the state of the opponent to be selected by the selection unit 3 6 1 b. The first execution unit 3 6 1 d causes the players selected by the selection unit 361b to execute the game in the same game space. In other words, the players selected by the selection unit 3 6 1 b become opponents of each other, and (individually sit on the same table) the instruction information of the game is transmitted to the customer terminal device 1 used by the selected player. . The second execution unit 3 6 1 e causes the player who is in the standby state by the standby unit 3 6 1 c to execute the game in the same game space as the CPU player. For example, the monitoring unit 3 6 1 g of the central server device 3 calculates and stores the points stored in the history storage unit 3 62d in accordance with the predetermined rules, and the points obtained by the player having the game performance in the competition mode.値, etc., and the result is taken as the totality (rank), for example, periodically transmitted to the customer terminal device 1' and displayed in response to the store server device 2 and necessary. When displayed, the player corresponding to the ranking display displays its position and title at a glance. FIG. 9 is an example of a flowchart showing the operation of the central server device 3. First, the personal information transmitted from the customer terminal device 1 is received by the receiving unit 361 (step ST1), and the player's authentication process is executed based on the player information stored in the player information storage unit 362a, and is determined. At the time, the game is allowed to participate (step ST3). Then, the player is allowed to participate and accept (by the time when the "single" mode 21 - 200829314 (18) is not mentioned later) by the selection unit 3 6 1 b ' The class of the segment memory unit 3 62b and the title stored in the title memory unit 3 6 3 c select players who play 2 or more in the same game space, and the first execution unit 3 61 d will be selected by the selection unit 3 6 The information indicating that the selected player performs the game in the same game space is transmitted to the customer terminal device 1 used by the selected player (step ST5). Then, the monitoring unit 361g monitors the use state of all the customer terminal devices 1 that have executed the game by the first execution unit 361d (step S T 7 ). FIG. 10 is an example of a detailed flowchart showing the step ST5 (competitor decision processing) shown in FIG. 9. Further, the following processing is performed by the selecting unit 3 6 1 b unless otherwise specified. First, the reception unit 3 6 1 a receives the competition mode transmitted from the customer terminal device 1 (step ST5 1 ). There are three modes of "play", "in-store battle" and "communication battle" in the battle mode. The "single play" mode is a mode of playing against the CPU player. The "in-store battle" mode is a battle mode in which all the competitors are connected to the customer terminal device 1 of the same shop server device 2, and the "communication match" mode is used. The competition mode when the player of the customer terminal device 1 connected to the different store server is used by at least one person in the player. Next, the receiving unit 3 6 1 a determines whether or not the competition mode is the "single" mode (step ST52). When the determination is affirmative, the process is repeated. When the determination is negative, the player is accepted, and the time count T is initialized to 0 (step ST53). At the same time as displaying the waiting screen shown in FIG. 11, the information is transmitted to the terminal that the player is playing. Device 1. -22- (19) (19) 200829314 Figure 11 is an example of a screen image of the waiting screen. On the waiting screen 400, the player information 401 of the player who displays the screen is displayed on the lower side of the screen, and the player information 402 and 403' indicating that the opponent is not selected are displayed on the upper side and the right side of the screen. Player information 404. The player information 401 and 404 indicate the names 401a, 404a, the player's titles 401b, 404b, and the player's segment positions 401c, 404c, which are the names of the players in the game. For example, the name of the CPU player is "Hanako", the title is "Xuanwu", and the title is "four segments". On the waiting screen 400, the player information 402 and 40 3 of the opponent opponent other than the C P U player using the customer terminal device 1 displaying the screen are not displayed, so that the player can confirm that the opponent is not selected. Again, return to the flowchart shown in Figure 10 for explanation. It is determined whether or not there is a player who has entered the standby state by the standby unit 3 6 1 c or a player who has accepted the game. When the determination is negative, the process proceeds to step S T 61. When the determination is affirmed, the player who has entered the standby state and the player who has entered the standby state by the standby unit 3 6 1 c is based on the class stored in the segment memory unit 3 62b and the title stored in the title memory unit 3 62c. The player who has played 2 or more and 3 or less in the same game space is selected (step ST57), and the instruction information is transmitted to the customer terminal device 1 in which the player plays the game by displaying a waiting screen indicating the result of the selection. Fig. 1 is an example of a waiting screen showing the result of the selection. On the waiting screen 4 1 0, the player information of the player who displays the screen is displayed on the lower side of the screen. 4 1 1, the player information indicating that the opponent is not selected is displayed on the upper side of the screen, and the player who shows the CPU player on the left side of the screen is displayed. In the information 414, the player information 412 of the player selected by the selection unit 361b is displayed on the right side of the -23 - 200829314 (20) screen. The player information 411, 412, and 414 indicate the names 411a, 412a, and 414a, which are the names of the players in the game, the titles 411b, 412b, and 4 14b of the players, and the player positions 41 lc, 412c, and 414c of the player. The wait screen 4 1 〇 'displays the player information and the CPU player who use the customer terminal device 1 that displays the screen, and also displays the player information 4 1 2 of the player (competition opponent) selected by the selection unit 36 lb. The player of the customer terminal device 1 of the screen can confirm that one opponent is selected. Again, return to the flowchart shown in FIG. A determination is made as to whether or not the number of players selected in the step ST57 (the number of opponents) is 3 (step ST59). When the decision is affirmative, the process is re-executed. When the determination is negative, the time count T is incremented (step ST61), and a determination is made as to whether or not the time count T is equal to or longer than the predetermined time TMAX (here, 30 seconds) (step ST63). When the determination is negative, the process returns to step ST53. When the determination is negative, it is determined whether or not the number of players selected by % in step ST57 is 〇 (i.e., not selected) (step ST65). When the determination is affirmative, the player is in the standby state by the standby unit 361c (step ST67). When the determination is negative, the processing is repeated. Fig. 13 is a view showing an example of a detailed flowchart of the processing of the step ST67 shown in Fig. 10 (processing in the standby state). The following processing is performed by the standby unit 3 61 c unless otherwise specified. First, the customer terminal device 1 transmits instruction information in a manner of starting a CPU battle (only a battle with the CPU player) (step ST671). -24- 200829314 (21) A determination is made as to whether or not a predetermined time (for example, 30 seconds) has elapsed (step ST677), and the elapsed time is accumulated until the determination is affirmed. When the determination is affirmative, the selection of the player is performed by the selection unit 3 6 1 b (step ST679), and a determination is made as to whether or not the player in the standby state has been selected (step ST68 1). When the determination is affirmative, the process proceeds to step ST6 3 3 of transmitting the instruction information to the customer terminal device 1 so as to display a screen indicating the presence of the player selected by the player. When the determination is negative s, the process returns to step ST677. When the determination in step ST681 is affirmative, a determination is made as to whether or not the number of selected players is three (step ST6 8 3). When the determination is affirmed, the process proceeds to step S T7 of FIG. 9 (competition monitoring process). When the determination is negative (when the number of selected players is one), a determination is made as to whether or not a predetermined time (for example, 1 second) has elapsed (step ST6 8 5), and the elapsed time is determined until the determination is affirmed. It is accumulated. When the determination is affirmative, the player selects the player 361b (step ST6 87), and proceeds to step ST7 (competition monitoring process) of Fig. 9 . Fig. 14 is an example of a detailed flowchart showing the processing of the step ST57 shown in Fig. 10 (the player's selection processing). Further, the processing of step ST57 shown in Fig. 1 is the same as the processing of steps ST679 and ST687 shown in Fig. 13. Further, all of the following processes are performed by the selection unit 3 6 1 b. First, the total number WN of the player in the standby state and the accepted player is calculated (step ST571), and then the player number count I is initialized to 1 (step ST573). Then, the level of the player who is the player and the player of the first player is determined based on the information read from the information memory unit 3 62e - 25293e (22), and it is determined whether it is the same (step ST575). If it is negative, the process proceeds to step ST5 8 3. When the determination is affirmative, the segment level of the player and the first player is read from the segment memory unit 3 62b, and it is determined whether or not the difference between the segment bits is equal to or smaller than the predetermined 値DN (here, 2) (step ST577). When the determination is negative, the process proceeds to step ST 5 8 3. When the determination is affirmative, the first player is added to the player who is playing against the player (step ST579). Next, a determination is made as to whether or not the number of players who are playing against the player is 3 (step ST5 8 1). When the decision is affirmative, the process is re-executed. When the determination is negative, if the determination in step ST5 75 and step ST 5 77 is negative, the player number count I is incremented (step ST583), and a determination is made as to whether or not the player number count I exceeds the total number WN of the player (step ST5 8 5) ). When the determination is negative, the process is re-executed, and if it is negative, the process returns to step ST5 75. Here, the operation of the customer terminal device 1 which is executed in accordance with the instruction of the central server device 3 will be described. Fig. 15 is an example of a flowchart showing the operation of the customer terminal device 1. First, the user ID data is read from the personal card inserted into the card reader 1 3, and the fingerprint of the player is captured by the C CD camera 14a of the fingerprint authentication unit 14 by the fingerprint authentication unit 14 from the CCD. The fingerprint information of the camera 14a extracts feature point data required for personal authentication (step ST101). Then, the user ID data and the feature point data are transmitted to the central server device 3. Then, the mode selection screen for selecting the competition mode is displayed, the input from the player is accepted, the competition mode is selected (step ST104), and the battle mode information is transmitted to the central server device 3. The player information of the name, the rank, the title, and the like of the other players (competitors) playing the game in the same game space is received from the central server device 3 (step ST105). Next, the central server device 3 receives the instruction information for executing the game, opens the game, and determines the wind and the dealer (step ST107). Then, the competition is started (step ST109), and the competition screen shown in Fig. 16 is displayed. FIG. 16 is an example of a screen image showing a battle screen of a match situation. On the battle screen 5 1 0, the player's hand 5 1 1 on the lower side of the screen is displayed in the form of the visible card. The player's hand 5 1 2 on the upper side and the left and right sides of the screen is invisible. In the mode display, a card stack 513 including a treasure signboard is displayed in the center of the screen, and a discard card 5 1 4 is displayed around the card stack 513, and various buttons 516 pressed by the player are displayed on the lower side of the screen. The game is played by the player pressing the button 5 1 6 while watching the battle screen 510. Again, return to the flow chart shown in FIG. At the start of the battle, the life 値 evaluation unit 1 6 1 k calculates the life 値, and determines whether the life 超过 exceeds OHP (1 HP or more) (step ST1 1 1 ). When the determination is affirmed, the process proceeds to step S T 1 17 . When the determination is negative, the continuation selection screen for prompting the player to judge whether or not to continue the competition is displayed, and whether or not the coin acceptance unit 15 has accepted the acceptance of the coin from the player is determined whether or not to continue the competition in the current execution. (Step ST1 1 3 ). When the determination is negative, the information on the interruption of the information as the information for interrupting the game is transmitted to the central server device 3 (step -27-200829314 (24) ST1 15), and the processing ends. When the determination is affirmed, the process returns to step ST109. When the determination of step ST 1 1 1 is affirmative, a determination is made as to whether or not the competition has ended (step ST1 17). When the determination is negative, the process returns to step ST1 09. When the determination is affirmative, the match end information indicating that the match has ended is transmitted to the central server device 3, and the score determination unit 1 6 1 b determines the rank of the game (step S T 1 19 ). Then, the item moving unit 161d moves the item virtually held by the player in accordance with the determination result by the achievement determining unit 161b and the number of matches selected by the table selecting unit 1 6 1 c (steps) ST121). Then, the segment determining unit 1 6 1 f determines the segment level of the player's intensity level in the game according to the number of the items and the number of points held by the player virtually, and stores them in the segment memory unit 1 62a. The segment bits of the previous (at the end of the game) are compared, and it is determined whether or not the segment is changed to the first segment (step ST 1 23). When the segment position is not changed, an undisplayed item display screen indicating the number of current items is displayed, and the process proceeds to step ST129. Further, the segment bit determined by the i-segment bit determining unit 1 6 1 f is stored in the segment bit memory unit 1 62a and transmitted to the central server device 3 as the segment bit information. When the segment position is changed to the first stage, the title parameter calculation unit 1 6 1 g, * calculates the title parameter indicating the feature of the player on the game (step ST125). Then, the title assigning unit 161h virtually assigns the player's player title in the game to the parameter player calculated by the title parameter calculating unit 161g (step ST127), and stores it in the title memory unit 1 6 2c. The title information is transmitted to the central server device 3. -28- 200829314 (25) Next, it is determined whether or not it is necessary to play the game for the present (this is (step ST 129). When the determination is affirmative, it is determined whether or not to continue the game ( If the determination is affirmative, the process returns to step ST1 03. Then, the process proceeds to step ST135. When the determination of step ST 129 is negative, the judgment of the competition prompts the player to continue selecting the drawing 15 whether or not the coin has been accepted, and the current execution from the player is accepted. In the judgment of the match (step ST1, the process returns to step ST1 0 3, and the determination is step ST135. The match end information of the end of the determination of step ST133 or step ST131 is transmitted to the center ST 135), and the process ends. Figure 17 is a part of the step ST109 of Figure 15 by means of a log (1 〇 g ) management unit 1 . Flow of information acquisition processing in the normal end state: When the communication cable of the customer terminal device 1 that is not normally finished is pulled out from the outlet 7, and the customer terminal customer terminal device 1 In the case where the temporary terminal device 1 cannot perform a new transmission operation for the player or the use information, if it is said that HP is to continue 5000HP or more, the display continues to select the drawing step ST 1 3 1 ). If the determination is negative, the display indicates whether or not to continue the face, and whether or not to continue according to the judgment of the coin accepting unit 1 3). When the determination is rejected, the process proceeds to the negative of the step, and indicates an example of the process map performed by the game server device 3 (step competition). The state is by the player. From the moment 8 and the power cord 9 at least one device 1 and the opponent's signal obstacle are caused by the moment when the power supply of the customer terminal device 1 is abnormal, -29-200829314 (26) or temporary power failure (instantaneous stop) Then, the information processing unit 161 performs the following processing in order to continue the game after the occurrence of the abnormal completion, that is, the customer terminal device 1 operated by the player itself. When the communication cable 8 is unplugged from the outlet 7, 'the above-mentioned selection in the customer terminal device 1 for battle is for example because the information for playing the game with the other customer terminal device 1 during the competition cannot be performed. The customer terminal device 1 having the smallest selection number set at the time of processing performs a process of resetting the CPU player, and the other customer terminal device 1 used for the game is used for the game to continue. The simulation operation information by the CPU player continues, and the game is continued. Also, when the power cord 9 of the customer terminal device 1 operated by the player itself is pulled out from the outlet 7, since the customer terminal device 1 does not As a result of the operation, it is impossible to perform the process of resetting the information for the game between the game and the other customer terminal device 1 in the competition, and the CPU player is reset, and the other customer terminal device 1 for the game is used. The game performs the simulation operation information caused by the CPU player, and continues the game. At this time, because of the kindness k.  The player is unfair, so that the game is not established. After the game is over, the game performance of the customer terminal device 1 operated by the player who is in good condition is treated as game performance and accumulated in the central server device 3. Furthermore, in the state of the abnormal termination, in the present embodiment, the game itself of the customer terminal device in the battle is not mandatory, but the improper operation or the abnormality of the customer terminal device 1 is switched to the CPU player'. The representative becomes not the meaning of the original game between the players. However, as a mandatory end of the game itself, it is also possible. -30- (27) (27)200829314 Return to Figure 1 7, when the game starts, the elapsed time is calculated by the built-in timer, and each customer terminal device 1 continuously keeps information about the player's operation and game status. The game modes of "single play", "in-store battle", "communication match", the position in the game, the time of shooting, and the number of points at that time are temporarily recorded as log data in a predetermined area of RAM 1 62. It is determined whether or not the log period of the residual log data has elapsed from the time when the latest log data is recorded until the current time (step ST151). When the determination is affirmed, the date-to-data is stored in the log file, here is the history. The memory unit 1 6 2 b (step ST 1 5 3 ). Then, the current time is replaced as the last log time (step S T 1 5 5 ). On the other hand, when the game is normally ended, the log file is deleted (step ST1 57). Therefore, when the game ends in an abnormally terminated state, the game terminal mode, the time when the game is played, the time when the gun is fired, and the number of points at that time are generated in the game terminal device 1 that is abnormally generated, and is established with the authenticated player. Correspondingly, it exists in the history memory unit 1 6 2 b. Fig. 1 is an example of a flow chart of the processing of the log data by the log gracious management 一1 6 1 一 during the startup of the customer terminal device. After the player pulls out the power cord 9 from the outlet 7, and then the power cord 9 is inserted into the outlet 7 again by the player, the power is turned on again. After the activation of the customer terminal device 1, first, it is determined whether or not the log data file exists in the history storage unit i 6 2b (step ST 1 6 1). If the determination is negative, then it is reprocessed as if it was not abnormally ended. On the other hand, when the determination is affirmative, the log data file is read from the history storage unit 1 62b (step ST 163), and the read log data is transmitted as abnormal information -31 - 200829314 (28) The central server device 3 (step ST165), after which the log file is deleted (step S T1 6 7). Further, after the communication cable 8 is unplugged from the outlet 7, the log data stored in the history storage unit 126b of the customer terminal device is transmitted to the central server after the player is reinserted and the communication is disconnected for a certain period of time. Device 3. Fig. 19 is an example of a flow chart of the process of extracting log files by the central server device 3. In the central server device 3, the monitoring unit 361g determines whether or not the data transmitted from the customer terminal device has log data (step ST1 7 1). If the determination is negative, the process returns. On the other hand, when the determination is affirmed, the following processing is performed by the monitoring unit 3 6 1 g. First, an inappropriate point (Black Point) file based on the player information is generated in a predetermined area of the RAM 3 62 (step ST173). Then, based on the received log data, the weighted improper points are set in accordance with the order (step ST175). Here, if the order is the first place, then as a non-inappropriate attempt (for example, due to communication failure and instantaneous stop), the number of I improper points is 〇. If the position at the time of shooting is the second place, it is lower as an improper attempt and the number of improper points is 1. If the position at the time of shooting is the third place, the attempt is not high, and the number of improper points is 4. If the position at the time of shooting is the fourth (last), as a misconduct (at least one of the communication cable 8 and the power supply line 8 is pulled out from the outlet 7), the number of improper points is 16. Furthermore, even if there is no weighting, for example, only the last point may be given an inappropriate number of points. Further, there are various forms of weighting with respect to the position. For example, it is also possible to set the number of improper points as the player on the inferior side (here, the third and fourth places). -32 - 200829314 (29) Next, if the rifle is valid, the (additional) setting of the undue points is performed in accordance with the number of points when the rifle is released (step ST177). The shooting gun is used as an effective condition, and after the shooting is performed, the improper operation is performed within a predetermined time, for example, within 3 minutes. If the number of points at the time of shooting is less than 80 00, the number of improper points is 2, and the number of points is 2, which is added to the number of points given in step ST175. If the number of points when the shot is taken is 8 〇〇〇 or more and 16,000 or less, the number of improper points is 8 #, and the number of points given in step ST175 is added. If the position at the time of shooting is 16,000 points or more, as a misbehavior (at least one of the communication cable 8 and the power supply line 8 is pulled out from the socket 7), the number of improper points is 1.6, which is added to the step ST. 1 7 5 points given. Therefore, when the number of points in the 4th position and the shot is 16,000 or more, 32 points are set as the number of improper points. Furthermore, there are various ways to weight the number of points when shooting, for example, as an example of setting the number of improper points only for the player on the lower or inferior side (here, 3 digits, 4 digits) . Then, the monitoring unit 361g reads out the player data that is the same as the holder of the log data from the fraud information storage unit 3 62e, and adds the incorrect points calculated in the calculation to the inappropriate information of the player. The data of the player who is written to the inappropriate person information storage unit 3 62e is updated once for the number of times of the improper. Furthermore, the situation of the player who first dispatched the log data is because the information of the player is not present in the information memory unit 3 62e of the fraud, so it is re-created and written. Further, the setting of the number of improper points is performed in the order of the number of points and the number of points when the gun is fired. However, it is also possible to use only one of the other points as the other elements. -33- 200829314 (30) Fig. 20 is an example of a flowchart of the improper person confirmation process executed as part of the user authentication process. This flow is started when the customer terminal device 1 receives the personal information of the player who wishes to participate in the game. In the fraudulent person information storage unit 3 62e (inappropriate DB), it is determined whether or not there is an inappropriate history corresponding to the user ID data authenticated by the player authentication processing (step ST181). When the inappropriate history does not exist, the number of the improper times is 0 and the number of the improper points is 0 (step ST 183), and the authentication result is returned as normal. On the other hand, when the inappropriate resume exists, the inappropriate information (ie, the number of "inappropriate times") of the fraudulent information storage unit 3 62e, the number of improper points, and the most recent improper reading are performed (step ST 1 8 5 ), If the unsatisfactory resume exceeds the specified threshold, it is determined whether the number of improper times is more than the specified number of times (for example, '3 times or more), and whether the average number of improper points as one of the improper parameters is greater than or equal to the predetermined value (for example, greater than 1) (Step ST 1 8 7). Furthermore, the average number of improper points as a kind of improper parameter is obtained from the calculation of the number of improper points/inappropriate times. Because the average number of improper points exceeds 1 line, it can be judged (the possibility of improper operation is high. When the judgment is denied, the improper attempt is judged as normal as a lower 'authentication result, the number of improper times is set, and it is composed of improper points. The level of the wrong person (step S τ 1 8 9 ), allowing participation in the game. On the other hand, when the decision is affirmed, whether (if the time is wrong immediately after the time is taken) is equal to or less than {3 hours + (inappropriate times) The number is 3) 24 hours} (step ST191). For example, the number of improper times is 5 times. 'The above judgment is rejected when the last time is not 5 hours. The system is not for the long time from the last misconduct. Inappropriate players are also added to the number of times, that is, the opportunity is given to correct the time, and the time limit is eased. -34-200829314 (31). When the judgment is denied, the possibility of correction is higher, and the certification result is normal. Further, in the game of the game of the step ST 189, in the game of the game of the step ST 189, a predetermined mark indicating that the opponent is fighting against each other is recorded in the battle screen (for example, As shown in Fig. 21, the "penalty mode" is recorded in the position specified on the screen. On the other hand, if the determination is affirmative, the person who is determined to be a recidivist is prohibited from performing the process of participating in the game (step ST 1 9 3 ) The process of prohibiting participation in the game is, for example, displaying a message prohibiting play on the monitor π of the customer terminal device 1. By the process of Fig. 20, the determination process similar to the level of the defect of step ST75 of Fig. 14 can be performed. That is, in step ST75 of Fig. 14, the players having the equal ranks of the unscrupulous players compete against each other, and the competition with the good players is restricted, so that it is possible to prevent the good players from being unpleasant because of improper operation. By using the degree of badness described later as one of the improper parameters, the players of the same or close to the wrong level can be played against each other. At this time, as shown in FIG. 21 above, the game is suitable for the selection screen of the player, or the game. The appropriateness of the game screen in the game, in the individual or this game of war only by the display of the gist of the wrong person or warning, but can be In addition, the so-called improper grade is a kind of improper parameter, and the ratio of the number of improper points to the number of improper times may be calculated as the average number of improper points. Further, as an improper parameter, the following formula is used. The degree of badness of the operation can also be ° odour = INT ((inappropriate points / improper times) / 4) -35- 200829314 (32) For example, if the number of improper points is 28 and the number of improper times is 5, the above calculation Further, the present invention can be applied to the following aspects. (A) In the foregoing embodiment, the situation of the mahjong game has been performed for the competition game executed by the customer terminal device. Note, however, it is also possible for other games played by a plurality of players. For example, a card game, a Go game, a chess game, a shooting game, a racing game, or the like may be used. (B) In the above embodiment, the situation in which the store server device is provided is described, but as a customer terminal The device may be connected to the central server device via a network. (C) In the above embodiment, the case where the coin is used from the coin accepting unit when the game is continued is described as an example. However, the present invention is not limited thereto. For example, in addition to coins, the use of a card or the like may be accepted. (D) In the above embodiment, the connection (network) structure of the central server device, the store server device, and the customer terminal device is not limited to the map. 1 shown. For example, as a connection form between the customer terminal device and the central server device that do not use the store server device, various connection modes such as a ring type, a tree shape, and a star shape can be cited. In this case, the connection form of the tree type is preferable. Further, as a function of causing the customer terminal device to have a central server device, one of the customer terminal devices may be connected to another client terminal device as a host terminal device'. Further, as a function of causing the shop server device to have a central server device, it is also possible to connect with the customer's -36-200829314 (33) terminal device in the store. As shown in Fig. 1, it is preferable to provide a store server device between the central server device and the customer terminal device, and to disperse the central server device, the store server device, and the customer terminal device. In this case, a store server device is installed in each store, and it is preferable to connect the client terminal devices to the store server device. - (E) In the above-described embodiment, the combination of the competition is set in consideration of the inappropriate level. However, the combination is not limited thereto, and a combination of the opponents may be treated equally. (F) As an improper parameter, various elements or other elements may be employed in addition to the above embodiments. For example, the segments of the wrong person may be combined with the same or slightly the same players, and the similarly ranked players may be combined with each other. Further, it is also possible to combine the same number of points and the number of items similar to each other. (G) The factors for determining the number of improper points are not limited to the number of points when the player is in the position and the position of the gun. In addition, in other types of games, considering the characteristics of these games, it is possible to appropriately adopt elements that are unfavorable to themselves. For example, in the case of a racing game, it is possible to mention the situation in which the car other than itself completes the game, and the situation exceeds the predetermined time. Even so, it can prevent improper ending in predicting game outcomes that are not good for itself. When predicting the outcome of a game that is unfavorable to itself, it can be cited as a situation in which the player in the game is inferior to the opponent on the opponent side, and the player who has passed the middle game on the way is worse than the player on the opponent side. As described above, the game management method manages to exchange the operation information of each other via the network, and can execute the game between the plurality of game terminal devices. -37- (34) 200829314 The player has the player recognition step and is in the game. Before the start of the game, the player does not; the end of the decision step is to determine whether the game in progress is improperly ended due to the player's improper operation; the improper history information maintenance step is to create and save the player's improper relationship with the aforementioned improper end. The history information and the combination setting step are to set a combination of the battles via the network. The combination setting step reads the individually recognized player's inappropriate resume information and combines the players with the inappropriate resumes. The game management system manages to exchange the mutual information through the network, and can execute the competition game between the plurality of game terminal devices, and has the player identification means for identifying the player before the start of the competition game; the group setting means is Setting a competition game by the network; determining whether the ongoing game is an improper end of the game due to the player's improper operation; and the improper history information saving means is for saving the player who is not ending the game Inappropriate resume information, the pre-combination setting means is to read out the inappropriate resumes of the individually identified players, and the players with the inappropriate resumes are combined with each other. The game terminal device exchanges information with each other via the network, and executes the competition game player, and includes: a player recognition means for identifying the player before the start of the competition game; and a combination setting means for setting a combination of the battle game via the network; The improper termination determination means determines whether the ongoing game is an improper end of the game due to improper operation of the player; and the improper information storage means creates and stores inappropriate history information for the game that is not properly ended, the combination The setting means is to read out the inappropriate resume information of the individual players, and to add the players with the inappropriate resumes to each other as the operation of the play and to tell the story of the play Ξέ ι ι ι ι -38 - 200829314 ( 35) Individual multiple travels are via online games. By playing with the improper operation of the improper connection, a communication is made. Then, when the combination is improper, the game in the public line between the real homes of the operation is not judged whether the game is due to the player who is not playing the game, and the aforementioned group parameters will not be constructed. The normal end of the normal end is a sudden, by the end of the play combination. According to whether the game before the start of the game between the terminal devices is interrupted by the network of the player of the inappropriate resume, the error history can be ensured, and the determination step is ended: the calculation of the improper end is determined. For the improper identification of the former object, the individual identification homes are judged to perform the determination step, and the game is not calculated, and the structure is calculated, so that the operation fund performs the recognition of the player for the battle, and the game is saved due to the information of the player. In the game information, there will be a decision to make a play setting that is not good. This abnormal end step, the aforementioned step of improperly ending the parameter, the player's improper combination. According to the game in the game, it is determined that the aforementioned improper ending step is for the aforementioned non-playing terminal device, and the home is recognized. The step of determining the step of the game is improperly saved. The player and the player who have read the individual players by the combination are added. . If the abnormality of the parameter is not normal, when the parameter is not normal, if the parameter is abnormal, the player decides to change the game. In the plural, when the battle is being completed, the identified players are combined by the aforementioned improper setting steps. The abnormal step of the good player bundle is that the game with the game has the penalty of the calculation, and the improper operation information of the small game play determination step is not completed. (36) The step of the improper parameter of the penalty object, by the aforementioned combination setting step, the inappropriate parameters of the individually recognized players are read, and the players whose similar parameters are of similar size are combined with each other. As a result, players whose improper parameters are similar (i.e., the degree of inappropriateness is similar) are combined with each other. The step of calculating the improper parameter is preferably the following steps: a step of accumulating the number of abnormal ends, a step of accumulating the set of improper points to the current number of improper points, and the above-mentioned accumulated improper points and the foregoing The step of calculating the proportion of abnormal end counts to calculate inappropriate parameters. According to this configuration, the inappropriate parameter is calculated from the accumulation of the number of abnormal end times and the number of improper points that have been set so far. Therefore, the improper operation of the player's improper operation can be monitored with high accuracy. Further, in the case where the game is executed without any improper termination, the process of reducing the inappropriate history information of the player identified by the player may be updated in the direction of reducing the degree of the fraud. According to this configuration, even if the improper operation is performed in the past, if the improper operation is not performed thereafter, the process of gradually reducing the improper level is performed, or the inappropriate history information is deleted at the time point when the predetermined period has elapsed. So give a chance to correct. It is also possible to set a step of notifying the combination of the players having the inappropriate resume described above. According to this configuration, the step of notifying the combination of the players having the inappropriate resume can be used to suppress the improper operation. [Industrial use possibility] By using the inappropriate resume information of the player, the 40-200829314 (37) players with inappropriate experience will be combined with each other to separate players and good players who have performed improper operations. It ensures fairness among good players. [Brief Description of the Drawings] [Fig. 1] Fig. 1 is a configuration diagram of a game system to which a game server device for a game of the present invention is applied. Fig. 2 is a perspective view showing the appearance of an embodiment of a customer terminal device. Fig. 3 is a view showing a hardware configuration of an appearance of an embodiment of a customer terminal device. Fig. 4 is a view showing a functional configuration of a control unit of a customer terminal device. Fig. 5 is a perspective view showing an embodiment of a server server device. Fig. 6 is a view showing a hardware configuration of an embodiment of a shop server device. Fig. 7 is a view showing a hardware configuration of an embodiment of a central server device according to the present invention. [Fig. 8] Fig. 8 is a functional configuration diagram of a control unit of the central server device. Fig. 9 is a diagram showing an example of a flowchart of the operation of the central server device. Fig. 10 is a view showing an example of a detailed flowchart of the step ST5 (competition decision processing) shown in Fig. 9. [Fig. 1 1] Fig. 11 is an example of a screen image of a waiting screen. -41 - 200829314 (38) [Fig. 12] Fig. 12 is an example of a waiting screen showing the result of selection. [Fig. 13] Fig. 13 is a diagram showing an example of a detailed flowchart of the processing (the processing in the standby state) of step ST67 shown in Fig. 1A. FIG. 14 is an example of a detailed flowchart showing a process (selection process of the player) of step ST57 shown in FIG. Fig. 15 is a diagram showing an example of a flowchart showing the operation of the customer terminal device. Fig. 16 is a view showing an example of a screen image of a competition screen of a competition situation. [Fig. 17] Fig. 17 is a flowchart of a part of the processing performed in the "competition" of the step ST109 shown in Fig. 15 by the log (10 g) management unit for the process of obtaining the abnormal end information. An example. [Fig. 18] Fig. 18 is an example of a flow chart of processing of log data by a log data management unit, which is part of the processing at the time of activation of the customer terminal device. [Fig. 19] Fig. 1 is an example of a flow chart of the process of extracting log files by the central server device. Fig. 20 is a diagram showing an example of a flowchart of the unauthorized person confirmation process executed in a part of the user authentication process. [Fig. 2 1] Fig. 2 1 is an example of a screen image of a match screen caused by each other. [Description of main component symbols] 1 : Customer terminal device - 42 - 200829314 (39) 2 : Store server device 3 : Central server device 7 : Socket 8 : Communication cable 8 a, 9 a : Plug 9 : Power cord 1 1,21 : Monitor 1 1 a : Touch panel 12, 22 : Speaker 1 3 : Card reader 1 4 : Fingerprint authentication unit 14a : CCD camera 1 5, 2 4 : Coin accepting unit 1, 6, 2 6, 3 6 : Control unit 1 6 1, 26 1, 3 6 1 : Information processing unit (CPU) 1 62, 262, 3 62 : RAM 1 63, 263, 3 63 : ROM 1 7 1 : External input/output control unit 172 : External device control unit .  1 8, 2 8, 3 8 : Network communication unit 1 1 1, 2 1 1 : Drawing processing unit 121, 221 : Sound reproduction unit 1 6 1 : Information processing unit 1 6 1 a : Item granting unit - 43- 200829314 (40 1 6 1 b : score determination unit 1 6 1 c : table selection unit 1 6 1 d : item movement unit 1 6 1 f : stage determination unit 1 6 1 g : title parameter calculation unit 1 6 1 h : title assignment unit 1 6 1 k : Life 値 evaluation unit 1 6 11 : Game score evaluation unit 1 6 1 m : Continuation condition setting unit 1 6 1 η : Continuation participation permission unit 1 6 1 〇: Log data management unit 162a: Segment memory unit 162b : history memory unit 162c : title memory unit 162d : life memory unit 162e : game score memory unit 162f : continuation condition memory unit 23 : card payment unit 25 : personal card vending machine 1 a : interface face 3 6 1 a : receiving unit 3 6 1 b : selection unit 3 6 1 c : standby unit 3 6 1 d : first execution unit - 44 - 200829314 (41) 3 6 1 e : second execution unit 3 6 1 g : monitoring unit 3 6 2a: Player information storage unit 3 62b : Segment memory unit 3 62c : Title memory unit 3 62d : History memory unit 3 62e : Informer information memory unit T : Time count 400, 410: Wait screens 4〇1 to 404, 411~414: Player information 401a, 404a, 411a, 412a, 414a: Name 401b, 404b, 411b, 412b, 414b: Title 401c, 404c, 411c, 412c, 414c: Segment 5 1 0: Battle screen 5 1 1,5 1 2 : Hand 5 1 3 : Card stack 5 1 4 : Discard card 5 1 6 : Button T : Time count TAMX : Time set WN : Total number of players DN : Default 値 -45-

Claims (1)

200829314 (1) 十、申請專利範圍 1. 一種遊戲管理方法,係利用經由網路而交換相互的 操作資訊,可在複數遊戲終端裝置間執行對戰遊戲的遊戲 管理方法,其特徵爲具有= 玩家識別步驟,係於對戰遊戲的開始前,識別玩家; 不當結束判定步驟,係判定進行中的遊戲是否爲因玩 家的不當操作之遊戲的不當結束; 不當履歷資訊保存步驟,係作成並保存相對於前述不 當結束之玩家的不當之履歷資訊;及 組合設定步驟,係經由網路而設定對戰遊戲的組合, 前述組合設定步驟,係讀取出個別識別之玩家的不當 履歷資訊,將有不當履歷的玩家彼此加以組合。 2. 如申請專利範圍第1項所記載之遊戲管理方法,其 中,更具有: 不正常結束判定步驟,係判定進行中的遊戲已不正常 結束, 前述不當結束判定步驟係具有: 判定前述不正常結束是否爲因玩家的不當操作之遊戲 的不當結束之步驟, 前述不當履歷資訊保存步驟係具有: 計算出對於前述不當結束之玩家,判定是否成爲所定 罰則的對象之不當參數之步驟, 前述組合設定步驟,係讀取出個別識別之玩家的不當 參數,將不當參數之大小相近的玩家彼此加以組合。 -46- 200829314 (2) 3 ·如申請專利範圍第1項所記載之遊戲管理方法,其 中, 前述記算不當參數之步驟’係累積不正常結束次數之 步驟、將設定之不當點數累積至目前爲止的不當點數之步 驟、及由前述累積之不當點數與前述累積之不正常結束次 數的比例計算出不當參數之步驟。 4·如申請專利範圍第1項至第3項中任一項所記載之 遊戲管理方法,其中,更具有: 減少處理步驟,係每於無不當結束而執行對戰遊戲時 ,以減少不當程度之方向來更新前述識別之玩家的不當履 歷資訊。 5 .如申請專利範圍第1項至第3項中任一項所記載之 遊戲管理方法,其中,更具有: 通知前述有不當履歷之玩家彼此的組合之步驟。 6 · —種遊戲管理系統,係利用經由網路而交換相互的 操作資訊,可在複數遊戲終端裝置間執行對戰遊戲的遊戲 管理系統,其特徵爲具備: 玩家識別手段,係於對戰遊戲的開始前’識別玩家; 組合設定手段,係經由網路而設定對戰遊戲的組合; 不當結束判定手段,係判定進行中的遊戲是否爲因玩 家的不當操作之遊戲的不當結束;及 不當履歷資訊保存手段,係作成並保存相對於前述不 當結束之玩家的不當之履歷資訊, 前述組合設定手段,係讀取出個別識別之玩家的不當 -47- 200829314 (3) 履歷資訊,將有不當履歷的玩家彼此加以組合。 7.—種遊戲終端裝置,係利用經由網路而相互交換資 訊,可執行對戰遊戲的遊戲終端裝置,其特徵爲具備: 玩家識別手段,係於對戰遊戲的開始前,識別玩家; 組合設定手段,係經由網路而設定對戰遊戲的組合; 不當結束判定手段,係判定進行中的遊戲是否爲因玩 家的不當操作之遊戲的不當結束;及 不當履歷資訊保存手段,係作成並保存相對於前述不 當結束之玩家的不當之履歷資訊, 前述組合設定手段,係讀取出個別識別之玩家的不當 履歷資訊,將有不當履歷的玩家彼此加以組合。 -48-200829314 (1) X. Patent application scope 1. A game management method is a game management method for executing a competition game between a plurality of game terminal devices by exchanging mutual operation information via a network, which is characterized by having = player identification The step is to identify the player before the start of the competition game; the improper end determination step determines whether the ongoing game is an improper end of the game due to the player's improper operation; the improper history information saving step is created and saved relative to the foregoing The inappropriate history information of the player who is not finished; and the combination setting step is to set the combination of the competition game via the network, and the combination setting step is to read the inappropriate history information of the individually recognized player, and the player who has the inappropriate resume Combine with each other. 2. The game management method according to claim 1, further comprising: an abnormal end determination step of determining that the ongoing game has not ended normally, and the improper end determining step has: determining that the abnormality is abnormal Whether the end is a step of improper termination of the game due to improper operation of the player, and the step of storing the inappropriate history information has: calculating a step of determining whether the player is an inappropriate parameter of the target of the predetermined penalty for the player who is not properly ended, the combination setting In the step, the improper parameters of the individually identified players are read, and the players whose similar parameters are similar in size are combined with each other. -46-200829314 (2) 3 - The game management method according to the first aspect of the patent application, wherein the step of calculating the improper parameter is a step of accumulating the number of abnormal ends, and accumulating the set of improper points to The steps of the current improper points and the steps of calculating the inappropriate parameters from the ratio of the accumulated improper points to the accumulated abnormal end times. 4. The game management method according to any one of claims 1 to 3, wherein the game management method further includes: reducing the processing step, and performing the competition game every time without the improper termination to reduce the degree of the improper The direction is to update the inappropriate resume information of the aforementioned identified player. The game management method according to any one of claims 1 to 3, further comprising: a step of notifying a combination of the players having the inappropriate resume. (6) A game management system is a game management system that can execute a competition game between a plurality of game terminal devices by exchanging mutual operation information via a network, and is characterized in that: a player recognition means is provided at the start of the competition game. The former 'recognize the player; the combination setting means sets the combination of the competition games via the network; the improper termination determination means determines whether the ongoing game is an improper end of the game due to the player's improper operation; and the inappropriate history information saving means Creating and storing inappropriate history information of the player who is not properly terminated, the combination setting means reading out the inappropriate identification of the individual player -47-200829314 (3) Resume information, players with inappropriate resumes Combine. 7. A game terminal device, which is a game terminal device that can exchange information via a network and can execute a competition game, and is characterized in that: a player recognition means is provided to identify a player before the start of the competition game; The combination of the competition game is set via the network; the improper termination determination means determines whether the ongoing game is an improper end of the game due to the improper operation of the player; and the improper history information storage means is created and saved with respect to the foregoing The inappropriate history information of the player who is not finished, the combination setting means reads the inappropriate history information of the individually recognized players, and combines the players with the inappropriate resumes. -48-
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