TW200911332A - Game terminal, game system, program, and computer-readable recording medium - Google Patents

Game terminal, game system, program, and computer-readable recording medium Download PDF

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Publication number
TW200911332A
TW200911332A TW097102013A TW97102013A TW200911332A TW 200911332 A TW200911332 A TW 200911332A TW 097102013 A TW097102013 A TW 097102013A TW 97102013 A TW97102013 A TW 97102013A TW 200911332 A TW200911332 A TW 200911332A
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Taiwan
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answer
question
game
data
terminal
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TW097102013A
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Chinese (zh)
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TWI357345B (en
Inventor
Yohei Marufuji
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Konami Digital Entertainment
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Priority claimed from JP2007010246A external-priority patent/JP4242899B2/en
Priority claimed from JP2007012242A external-priority patent/JP4191767B2/en
Application filed by Konami Digital Entertainment filed Critical Konami Digital Entertainment
Publication of TW200911332A publication Critical patent/TW200911332A/en
Application granted granted Critical
Publication of TWI357345B publication Critical patent/TWI357345B/zh

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of 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
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • 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
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using 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
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/44Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
    • G09B7/00Electrically-operated teaching apparatus or devices working with questions and answers
    • G09B7/02Electrically-operated teaching apparatus or devices working with questions and answers of the type wherein the student is expected to construct an answer to the question which is presented or wherein the machine gives an answer to the question presented by a student
    • 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
    • A63F2300/10Features 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 input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1068Features 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 input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
    • A63F2300/1075Features 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 input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad using a touch screen
    • 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
    • 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
    • A63F2300/53Features 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 details of basic data processing
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/638Methods for processing data by generating or executing the game program for controlling the execution of the game in time according to the timing of operation or a time limit
    • 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
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of 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
    • 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
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8064Quiz

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Theoretical Computer Science (AREA)
  • Physics & Mathematics (AREA)
  • Human Computer Interaction (AREA)
  • Tourism & Hospitality (AREA)
  • General Physics & Mathematics (AREA)
  • Health & Medical Sciences (AREA)
  • Marketing (AREA)
  • Primary Health Care (AREA)
  • Strategic Management (AREA)
  • Human Resources & Organizations (AREA)
  • General Business, Economics & Management (AREA)
  • General Health & Medical Sciences (AREA)
  • Economics (AREA)
  • Educational Administration (AREA)
  • Educational Technology (AREA)
  • Electrically Operated Instructional Devices (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

Provided is a game terminal (10). A processor (150) of the game terminal (10) performs operations (SD6, SD10, SD12, SD14, SF3, SF9, SF10 and SF11) to set a problem in a quiz to a player, to receive the answer for the problem, and to report the result of the quiz after the end of the quiz, operations (SD7 and SF4) to convert the answer data indicating the received answer, so that the bit string converted may be the shortest in case the answer is correct, operations (SD9 and SF5) to send the converted answer data to another game terminal (10), and operations (SD11, SD13, SF8 and SF14) to receive the answer data from that another game terminal (10), and to convert the received data inversely.

Description

200911332 九、發明說明 【發明所屬之技術領域 本發明係關於使玩 遊戲終端、遊戲系統、 【先前技術】 於日本特開 2006-玩家出題,受理對於該 串處理而使玩家進行由 系統,從被玩家選擇之 出題。 【發明內容】 [發明所欲解決之課題] 然而,作爲問答遊 進行遊玩之多人數參加 據對複數玩家提出相同 答的內容,亦可得知其 商問答遊戲的有趣性。 爲此,必須使對相同問 戲終端。就是說,必須 間發送接收。 在被出題之問題是 自由度較低,可充分縮 家進行遊玩包含問答之問答遊戲的 程式及電腦可讀取的記錄媒體。 -05 5 2 94號公報係記載有將問題對 問題之玩家的解答之所謂執行一連 玩問答遊戲的遊戲系統。在該遊戲 1種類型,選擇問題,並於問答中 戲之一種,有複數玩家同時參加而 型線上遊戲。在該種問答遊戲,依 問題,如果各玩家不僅可知自身解 他玩家之解答的內容的話,便可提 亦即,玩家係可更享受問答遊戲。 題之各玩家的解答’共有於複數遊 將表示解答的資料,在遊戲終端之 多項選擇式之問題時’因爲解答之 小爲了共有各玩家之解答而在遊戲 -4- 200911332 終端之間發送接收之各資料的大小。因此,此時, 了共有各玩家之解答而在遊戲終端之間發送接收之 量,抑制爲較低。對此,在被出題之問題是對玩家 答文字列之輸入之形式的問題時,因爲解答之自由 ’會難以充分縮小爲了共有各玩家之解答而在遊戲 間發送接收之各資料的大小。就是說,在習知的技 在被出題之問題是對玩家要求解答文字列之輸入之 問題時,難以充分縮小爲了共有各玩家之解答而在 端之間發送接收之各資料的大小。 本發明係有鑒於上述事情所發明者,其解決課 供於對玩家要求解答文字列之輸入之形式的問題被 多人數參加型線上遊戲中,一邊使各玩家之解答共 數遊戲終端,一邊可將遊戲終端之間發送接收之資 抑制爲較低之遊戲終端、遊戲系統、程式及電腦可 記錄媒體。 [用以解決課題之手段] 以下,針對本發明而加以說明。再者,爲使易 本發明,將添附圖面之參照符號以括弧附記’但是 明並不因此而被限定於圖式之形態者。 本發明是提供一種遊戲終端(1 〇),係使玩家 玩包含問答之問答遊戲的遊戲終端(1 〇 ),其特徵 :問答處理部(150,SD6,SD10,SD12,SD14, S F 9,S F 1 0,S F 1 1 ),係於問答中,將問題對玩家 可將爲 資料的 要求解 度較高 終端之 術中, 形式的 遊戲終 題爲提 出題的 有於複 料的量 讀取的 於理解 ,本發 進行遊 爲具備 SF3, 出題, 200911332 受理對於該問題的解答’並在該問答之結束後,通知該問 答的結果;轉換(編碼)部(150,SD7,SF4,SG2,SH2 )’係將表示前述解答的解答資料,在前述解答是正確解 答時,以轉換後的位元列成爲最短之方式來加以轉換(編 碼);送訊部(150,SD9,SF5,SG2,SH2),係將藉由 前述轉換部(150,SD7,SF4,SG2,SH2)轉換之前述解 答資料,發送至其他遊戲終端(1 0 );收訊部(1 5〇 ), 係從其他遊戲終端(1 0 ),接收前述解答資料;及逆轉換 部(150, SD11, SD13 > SF8 - SF14, SG3, SG4, SH3, SH4 )’係逆轉換藉由前述收訊部(15〇 )接收之前述解答 資料。又,本發明係提供具有複數該遊戲終端(1 〇 )的遊 戲系統(1 )。所謂通知問答之結果的處理係例如,表示 判定解答資料是否是正確解答的處理及藉由畫像與聲音來 通知是正確解答的正確解答處理或者藉由畫像與聲音來通 矢口是不正確解答的不正確解答處理。 在該遊戲系統(1),爲了使各玩家之解答共有於複 數遊戲終端(1 0 )而在遊戲終端(1 0 )之間發送接收的資 14中’在受理正確解答之解答時,被發送接收之資料的大 會成爲最小(位元列是最短)。因爲於問答遊戲中各玩 $ <系以正確解答爲目標來進行解答,依據本發明,於對玩 #胃求解答文字列之輸入之形式的問題被出題的多人數參 力D型線上遊戲中,一邊使各玩家之解答共有於複數遊戲終 ^ ( 1 〇 ),一邊可將遊戲終端(i 0 )之間發送接收之資料 的量抑制爲較低。 -6- 200911332 於前述之遊戲終端(1 〇)中,亦可爲前述轉換部( 150,SD7,SF4,SG2,SH2)係具有:編解碼字典記憶部 (1 60 ),係記憶針對相互不同之複數資料,分別將編碼 前之位元列與編碼後之位元列建立對應的編解碼字典;及 編碼部(1 5 0,S D 7,S F 4 ),係將前述解答資料,使用記 憶於前述編解碼字典記憶部(1 60 )的編解碼字典來加以 編碼;並將藉由前述編碼部(1 5 0,S D 7,S F 4 )編碼之前 述解答資料,作爲前述轉換部(150,SD7,SF4,SG2, S H2 )所致之轉換的前述解答資料來處理。 依據具有複數該樣態之遊戲終端(1 〇 )的遊戲系統( 1 ),藉由簡單的處理,可進行解答資料的轉換及逆轉換 〇 於前述之遊戲終端(1 〇 )中,亦可爲前述轉換部( 1 50,SD7,SF4,SG2,SH2 )係具有:編解碼字典記憶部 (1 60 ),係記憶針對相互不同之複數資料,分別將編碼 前之位元列與編碼後之位元列建立對應的編解碼字典;編 碼部(150,SD7,SF4),係將前述解答資料,使用記憶 於前述編解碼字典記憶部(1 60 )的編解碼字典來加以編 碼;抽出部(150,SG2,SH2 ),係抽出包含於藉由前述 編碼部(150,SD7,SF4 )編碼之前述解答資料的位元列 ’但未包含於其他編碼後之位元列的部份;並將藉由前述 抽出部(150,SG2,SH2)抽出之前述部份,作爲前述轉 換部(150,SD7,SF4,SG2,SH2)所致之轉換的前述解 答資料來處理。 200911332 作爲前述部份,係例如可例示編碼後之位元列的 部份(例如,開頭的1位元)。在該樣態,不需要動 再構築編解碼字典。 於前述之遊戲系統(1)中,亦可爲具有可與前 數遊戲終端(1 0 )分別進行通訊的伺服器裝置(40 ) 述伺服器裝置(40 )係具備:計算必須資料記憶部 ),係記憶表示問題之正確解答率的計算所需之參數 料的計算必須資料;及計算必須資料更新部(4 1 〇, ),係依據前述結果,更新記億於前述計算必須資料 部(43 0 )的計算必須資料;前述轉換部(150,SD7 . ,SG2,SH2 ),係在使用記億於前述計算必須資料 部(43 0 )之計算必須資料而計算出之問題的正確解 是預先訂定之基準正確解答率以上時,將表示前述解 解答資料,在前述解答是正確解答時,以轉換後的位 成爲最短之方式來加以轉換。 依據該樣態,針對一定以上之正確解答率的問題 了使各玩家之解答共有於複數遊戲終端(1〇)而在遊 端(1 〇 )之間發送接收的資料中,在受理正確解答之 時,被發送接收之資料的大小會成爲最小(位元列是 )。因此,依據該樣態,可確實地減低遊戲終端(1 0 間被發送接收之資料的量。 又,本發明是提供一種程式(P 1 )或程式產品( ,係用以以使玩家進行遊玩包含問答的問答遊戲之電 執行的程式(p 1 )或程式產品(P 1 ),其特徵爲在以 開頭 態地 述複 ;前 (430 之資 S A3 1 記憶 _ SF4 記憶 答率 答之 元列 ,爲 戲終 解答 最短 )之 P1 ) 腦來 前述 -8- 200911332 電腦執行時,至少包含用以執行以下步驟之電腦可讀取的 命令:執行於問答中,將問題對玩家出題,受理對於該問 題的解答,並在該問答之結束後,通知該問答的結果之問 答處理的步驟(SD6, SD10, SD12, SD14, SF3, SF9, SF10,SF11);將表示前述解答的解答資料,在前述解答 是正確解答時,以轉換後的位元列成爲最短之方式來加以 轉換的步驟(SD7,SF4,SG2,SH2);將於前述轉換步 驟(SD7’ SF4’ SG2’ SH2)中被轉換之前述解答資料, 發送至其他裝置的步驟(150,SD9,SF5,SG2,SH2); 從其他裝置,接收前述解答資料的步驟(1 50 );逆轉換 於前述接收步驟中被接收之前述解答資料的步驟(S D 1 1, SD13,S F 8 > SF14,SG3’ SG4,SH3,SH4)。理想是該 程式(P1)或程式產品(P1)係藉由連接於網路(2)並 藉由通訊介面(180)來下載至電腦(10)者亦可。 進而’本發明係亦可作爲記錄前述程式(p〗)或程式 產品(P 1 )之電腦可讀取的記錄媒體。亦即,亦可作爲可 載入至電腦的記憶體之資料而記錄於軟碟(flc(ppy,註冊 商標)、CD - ROM或其他電腦可讀取的記錄媒體所頒布 者。 使用執行該程式的電腦(丨〇 ),係可發揮與前述之遊 戲終端(1 〇 )相同效果。 [發明之效果] 依劇本發明’可提供於對玩家要求解答文字列之輸入 -9- 200911332 之形式的問題被出題的多人數參加型線上遊戲中,一邊使 各玩家之解答共有於複數遊戲終端,一邊可將遊戲終端之 間發送接收之資料的量抑制爲較低之遊戲終端、遊戲系統 、程式及電腦可讀取的記錄媒體。 【實施方式】 以下’參照圖面,針對本發明的適切實施形態加以說 明。以下說明之具體構造僅爲一範例,本發明的範圍係包 含將此具體構造加以變形而取得之各種形態。 < 1.構造> < 1 一 1 ·遊戲系統> Η 1係揭示關於本發明之實施形態的遊戲系統丨之構 造的區塊圖。遊戲系統〗係使玩家進行遊玩包含複數問答 的系統。所謂問答係出題者(遊戲系統1 (具體來說是後 述之遊戲終端10))提出問題(quiz question)而回答者 (玩家)進行解答之一連串作業。在問答遊戲,複數問答 依序1個個進行。再者,將本實施形態加以變形,於問答 遊戲中’複數問答平行進行亦可。 玩家係可使用遊戲系統1,進行遊玩2種類之問答遊 戲中所希望種類的問答遊戲。一方種類的問答遊戲係參加 人數爲一人的獨立作業型遊戲(stand — alone game)。另 一方種類的問答遊戲係參加人數爲複數(具體來說爲丨2 ) 的多人數參加型線上遊戲(mu丨tiple player online game) -10- 200911332 。將本實施形態加以變形,使多人數參加型遊戲的參加人 數作爲13人以上或11人以下亦可。 遊戲系統1的一部份係設置於使來訪的玩家進行遊玩 遊戲之店舖等的遊戲設施F(F1、F2、F3)內。具體來說 ,於各遊戲設施F係設置有LAN (Local Area Network) 25、連接於LAN25,使玩家進行遊玩遊戲的1或複數遊戲 終端(電腦)1 0、連接LAN25與網際網路2的路由器20 〇 遊戲終端1 0係被玩家使用,使玩家進行遊玩問答遊 戲的終端裝置(遊藝場遊戲機),進行提出問題而包含受 理對於問題之來自玩家的解答之問答處理的遊戲處理。遊 戲處理係用以使玩家進行遊玩問答遊戲的處理。 路由器20係具備於網際網路2上構築身爲虛擬專用 網之VPN ( Virtual Private Network)的功能。遊戲終端 10係除了可經由LAN25與設置該遊戲終端1〇之遊戲設施 F內的其他遊戲終端1 〇通訊之外,亦可經由LAN25、路 由器20及網際網路2 ’與其他之遊戲設施F內的遊戲終 端I 〇通訊。 遊戲系統1係具有:對於所有遊戲終端1 〇,提供後述 之各種服務(處理)的伺服器裝置(電腦)4 〇、及連接伺 服器裝置4 0與網際網路2的路由器3 0。伺服器裝置4 0係 經由路由器30及網際網路2’與各遊戲裝置爲可通訊。亦 即’伺服器裝置4 0及所有遊戲終端1 〇係相互爲可通訊。 伺服器裝置40係單獨的單元,但是,將本實施形態加以 -11 - 200911332 變形,以複數單元來構成伺服器裝置40亦可。 < 1 一 2.遊戲終端> 圖2係揭示包含於遊戲系統1的遊戲終端i 〇 的圖。遊戲終端1 〇之玩家’係可在遊戲終端1 〇 110正面,觀看設置於框體110之顯示部(具體來 視器)1 2 0的畫面1 2 1所顯示之畫像之同時,傾聽 於框體110之揚聲器131放出之聲音,接觸設置 110而覆蓋畫面121之透明的觸控面板141。 於問答中,對玩家來說需要依據從顯示於畫面 畫像及從揚聲器131放出之聲音來掌握被遊戲終端 出之問題,而對於該問題,每觸觸控面板1 4 1來解 圖3係揭示遊戲終端1 0之構造的區塊圖。如 不,遊戲終端1 〇係具有:進行後述之各種處理的 1 5 0、將被玩家操作而將因應操作內容之操作資料 至處理器150的操作部140、使用來自處理器150 資料,於畫面121顯示畫像的顯示部120、使用來 器1 5 0的聲音資料,從揚聲器1 3 1放出聲音的放音 、記憶各種資料的終端記憶部1 60及通訊介面1 80 操作部1 40係具備觸控面板1 4 1。觸控面板1 因應被玩家接觸之位置的操作資料,供給至處理器 處理器150係例如1或複數的CPU (Central Pro Unit ),進行後述之遊戲處理。通訊介面180係在 之間發送接收訊號者,在處理器150與LAN25之 之外觀 的框體 說是監 從設置 於框體 121之 丨1 0提 答。 該圖所 處理器 ,供給 的畫像 自處理 :部 13 0 〇 4 1係將 150° cessing LAN25 間中繼 -12- 200911332 資料。處理器150係使用通訊介面180,在與其他裝置之 間發送接收資料。再者,將本實施形態加以變形,使用視 訊投影機來作爲顯示部120之構造亦可。此時,投射畫像 之螢幕相當於畫面121,操作部140則具備鍵盤及按鍵等 〇 終端記憶部1 6 0的記億區域係被區分成記憶內容的保 持需要電源之揮發性區域RT 1、及與其不同之非揮發性區 域RT2。非揮發性區域RT2係區分有不可改寫記億內容之 不可改寫區域RT2 1與可改寫記憶內容之可改寫區域RT2 2 。揮發性區域 RT1係例如藉由 RAM (Random Access Memory )實現,不可改寫區域RT21係例如藉由ROM ( Read Only Memory)實現,可改寫區域RT22係例如藉由 硬碟實現。 於可改寫區域RT22係確保有終端側問答表QT 1。於 終端側問答表QT 1係儲存有依每個問題,用以一意地識別 問題之問題ID (識別子)的問題ID資料、用以進行使用 問題之問答的問答資料、表示問題之類型的類型資料及表 示問題之出題形式的出題形式資料。問題ID、類型及問 題形式係於遊戲系統1中共通。亦即,在遊戲系統1的各 裝置之間,相同問題ID的問題則是相同問題、相同問題 的類型亦相同、及相同問題的問題形式亦相同係被保證。 類型(或範疇)係質問玩家之知識的分野’例如’運 動或學問等。作爲出題形式,係可例示從複數解答選擇項 選擇1個來解答問題之擇一形式、輸入文字來解答問題之 -13- 200911332 打字形式等。各問題的類型及出題形式係爲不變。再者, 將本實施形態加以變形,將1個問題,與複數類型及複數 出題形式建立對應亦可。 圖4係模式地揭示在遊戲終端1 〇所使用之問答資料 之構造的圖。於問答資料係包含有表示問題的問題資料、 表示問題之正確解答的正確解答資料及表示包含各問答要 素所關聯之複數關鍵字(文字列)之關鍵字群的關鍵字群 資料。在出題形式是擇一形式時,.問題係包含複數解答選 擇項,問題資料係包含表示複數解答選擇項的資料。該等 複數解答選擇項中僅有1個是正確解答。 「問答要素」係問答所必需之要素,具體來說有問題 或正確解答。出題形式是擇一形式時,不正確解答亦成爲 問答要素。於關鍵字群係有複數種類。具體來說,係包含 問題所關連之關鍵字的問題關聯關鍵字群、包含正確解答 所關連之關鍵字的正確解答關聯關鍵字群及包含不正確解 答所關連之關鍵字的不正確解答關聯關鍵字群。如此,於 不同種類的關鍵字群,係包含不同之問答要素所關聯的關 鍵字。不正確解答關聯關鍵字群係僅存在於出題形式是擇 一形式的問題。 於問答資料係包含表示問題關聯關鍵字群的問題關聯 關鍵字群資料、表示正確解答關聯關鍵字群的正確解答關 聯關鍵字群資料’於出題形式是擇一形式之問題的問答資 料係進而包含表示不正確解答關聯關鍵字群的不正確解答 關聯關鍵字群資料。又,於各關鍵字群資料係包含表示相 -14- 200911332 同關鍵字的資料。亦即,於各關鍵字群資料係至少包含個 共通於所有問答資料,且共通於所有關鍵字群的關鍵字。 於揮發性區域RT 1係記憶有用以禁止不適合出題問題 之出題的終端側出題禁止清單B L 1及表示連續正確解答數 的連續正確解答數資料C。所謂不適合出題問題係無法提 出正確解答之問題等的出題爲不適切之問題。終端側出題 禁止清單BL1係包含不適合出題問題之問題ID資料的清 單,從伺服器裝置40遞送。然而,如後述般,在問答遊 戲’複數問題係依序1個個出題。連續正確解答數係初始 値爲〇’每於正確解答被出題之問題時增加1,每於不正 確解答時則回到0。又,於揮發性區域R 1 T係確保後述之 收集處理結束旗標FL及後述之編解碼字典表DT。於編解 碼字典表DT係依每個問題,儲存有問題ID資料及編解碼 字典。編解碼字典係用以將表示玩家之解答的解答資料加 以編碼及解碼的資料。 於不可改寫區域RT 1係記憶有程式P 1。程式P1係包 含電腦可讀取的命令,在該程式P1被處理器150執行時 ,使遊戲終端1 〇進行遊戲處理。於遊戲處理係包含用以 與其他遊戲終端1 0 —起組成組群的終端側組群化處理、 使玩家進行遊玩獨立作業型遊戲的單獨遊戲處理及使玩家 進行遊玩多人數參加型線上遊戲的線上遊戲處理。 所謂組群係遊戲終端1 0的集合,相同多人數參加型 線上遊戲係相同組群內的遊戲終端1 0彼此通訊來進行。1 個遊戲終端1 〇同時所屬之組群的數量爲1。於各組群中, -15- 200911332 屬於該組群之遊戲終端1 0中,1個是在與其他所有遊戲終 端10之間,可直接地發送接收資料之主機(master)的遊 戲終端1 〇 (母終端)’剩下是可直接地發送接收資料之遊 戲終端1 〇僅有主終端之從機(顧客端)的遊戲終端1 〇 ( 子終端)。在以下的說明,於各組群中,將屬於該組群之 各遊戲終端1 〇,稱爲該組群的「成員」。 < 1 一 3.伺服器裝置> 圖5係揭示包含於遊戲系統1的伺服器裝置40之構 造的區塊圖。如該圖所示,伺服器裝置40係具備:進行 後述之各種處理的處理器410、在處理器410與路由器30 之間,中繼資料的通訊介面42〇及記憶各種資料的伺服器 記憶部43 0。處理器4 10係例如1或複數CPU,可藉由使 用通訊介面420,在與各遊戲終端1 0之間發送接收資料。 伺服器記憶部4 3 〇的記憶區域係被區分成記憶內容的 保持需要電源之揮發性區域RT3、及與其不同之非揮發性 區域RT4。揮發性區域RT3係例如藉由RAM實現,記憶 伺服器側出題禁止清單BL2。該伺服器側出題禁止清單 BL2係從揮發性區域RT3讀取出,作爲終端側出題禁止清 單BL 1 ’被遞送至各遊戲終端1 0。再者,將本實施形態加 以變形,將伺服器側出題禁止清單BL2不是記憶於揮發性 區域RT3,而記憶於非揮發性區域RT4亦可。但是,伺服 器側出題禁止清單BL2的記憶區域係必須是可改寫區域。 非揮發性區域RT4係例如藉由ROM或硬碟實現。於 -16- 200911332 非揮發性區域RT4係確保有伺服器側問答表QT2及適否 判定表JT。於伺服器側問答表qT2係依每個問題儲存有 問題ID、表示問題之難易度的難易度資料、類型資料、 出題形式資料、表示問題之正確解答率的正確解答率資料 、表示問題之出題次數的出題次數資料、表示問題之正確 解答次數的正確解答次數資料及表示編解碼字典的編解碼 字典資料。 問題的出題次數係在遊戲系統1中進行之所有多人數 參加型線上遊戲中,其問題被出題之次數。問題的問題係 在遊戲系統1整體中多人數參加型線上遊戲中,玩家正確 解答其問題之次數。各問題的正確解答率係爲可變,因應 遊戲的結果而更新。各問題的正確解答率係利用將該問題 的正確解答次數以該問題的出題次數來除而計算出。然而 ,出題次數是〇次之問題的正確解答率係因應該問題的難 易度而訂定。如上所述可知,出題次數資料及正確解答次 數資料係正確解答率的計算所需之正確解答率計算必須資 料(以下,單稱爲「計算必須資料」)。亦即,出題次數 及正確解答次數係正確解答率的計算所需之計算參數。 編解碼字典係於成員之間的資料之發送接收中用以將 該資料加以編碼及解碼的字典,在各編解碼字典,針對相 互不同之複數資料,分別將其編碼前之位元列與編碼後之 位元列建立對應。於各編解碼字典中,複數編碼前之位元 列係相互不同,複數編碼後之位元列係相互不同。各編解 碼字典係當初在對應之問題的正確解答率是預先訂定之基 -17- 200911332 準正確解答率以上時,以針對表示該問題之正確解答的正 確解答資料的編碼後之位元列於該編解碼字典內所有之編 碼後的位元列中成爲最短之方式來構築,其他狀況,則隨 機地構築。再者,將本實施形態加以變形,於伺服器側問 答表QT2亦儲存問答資料,而使伺服器側問答表成爲終端 側問答表Q T 1的超集(s u p e r s e t )亦可。 伺服器側問答表QT2內的問答資料藉由手動作業被更 新時,與其連動,終端側問答表QT 1內的問答資料亦被更 新。此連動係藉由從伺服器裝置40至各遊戲終端1 0的問 答資料之遞送來貫現。遊戲終端1 0的數量較多之狀況, 對前述之更新來說需要較長時間,故應在遊戲設施F未營 業之時間帶,結束前述之更新。 於適否判定表JT係儲存有依每個問題的難易度手段 ,作爲其難易度之問題的正確解答率,表示適切之正確解 答率範圍(適切範圍)的適切範圍資料。正確解答率的適 切範圍係在適切之正確解答率以內,不適切之正確解答率 之外的範圍,被須先訂定。適切範圍資料係用以特定適切 範圍外之正確解答率的問題者,爲表示適切範圍之上限及 下限的資料亦可,僅表示適切範圍之下限的資料亦可。因 爲正確解答率的上限是1 0 0 °/。,僅表不適切範圍之下限的 資料亦可說是表示適切範圍的資料。再者,適@ @ Η -資半斗 係因爲作爲對應之難易度之問題的正確解答率,#胃 適切之正確解答率的範圍,故亦可說是用以特定不適@之 正確解答率範圍內之正確解答率的問題之資料。 -18- 200911332 非揮發性區域RT4係記憶程式P2。程式 腦可讀取的命令,在該程式P2被處理器410 伺服器裝置40進行伺服器處理。於伺服器處 以將複數遊戲終端1 0加以組群化的伺服器側 、更新記憶於伺服器記憶部4 3 0之資料的更新 端側出題禁止清單B L 1遞送至遊戲終端1 0的 理及將編解碼字典資料遞送至遊戲終端1 0的 理。該等處理係可平行執行。 < 2 .動作> <2 — 1.槪要內容> 圖6A及圖6B係揭示遊戲系統1之動作的 序列圖。圖6 B係揭示圖6 A所示之各遊戲終每 器裝置40之各動作的後續。如圖6Α及圖6Β 戲系統1作動之間,在伺服器裝置40,係持續 側組群化處理。另一方面,如圖6 Α所示,在: ,係進行因應玩家欲遊玩之問答遊戲的種類( 「遊玩對象」)之處理。在遊玩對象是多人數 遊戲時,遊戲終端1 〇的處理器1 5 0係首先進 群化處理。 在終端側組群化處理,處理器1 5 0係首先 部1 2 0及操作部1 4 0,提供用以使玩家輸入多 線上遊戲之身爲玩家之名稱的遊玩名稱的UI 面)。UI係爲任意,例如作爲軟體鍵盤亦可 P2係包含電 執行時,使 理係包含用 組群化處理 處理、將終 清單遞送處 字典遞送處 槪要內容的 i 1 〇及伺服 所示,在遊 進行伺服器 I戲終端ίο 以下,稱爲 參加型線上 fr終端側組 ,使用顯示 人數參加型 (使用者介 。再者,將 -19- 200911332 本實施形態加以變形,作爲玩家從預先準備之多數遊玩名 稱選擇之形態亦可,作爲玩家使用遊戲終端1 〇或其他裝 置而可使用過去輸入或選擇之遊玩名稱之形態亦可。 在終端側組群化處理,接著,處理器1 5 0係將要求組 群化之組群化要求,發送至伺服器裝置40。另一方面,伺 服器裝置40的處理器4 1 〇係時常執行伺服器側組群化處 理,從遊戲終端1 〇接收組群化要求時,進行將該遊戲終 端1 0作爲母集團的組群化。具體來說,處理器4 1 0係對 成爲各組群之母終端的遊戲終端1 0,發送空的組群化回應 ,對成爲各組群之子終端的遊戲終端1 0,發送包含表示成 爲該組群之母終端的遊戲終端1 0之通訊位址之資料的組 群化回應。再者,在圖6A,例示從成爲屬於相同組群之 複數遊戲終端1 〇,發送組群化要求至伺服器裝置40之後 ,從伺服器裝置40發送組群化回應至該等複數遊戲終端 1 0之例,但是,此僅爲一例。 在終端側組群化處理,接收包含表示通訊位址之資料 的組群化回應的處理器1 5 0,係對該通訊位址的遊戲終端 1 0 (母終端),發送表示輸入於自身(子終端)之遊玩名 稱的遊玩名稱資料。藉此,於遊玩名稱資料之發送目的地 的遊戲終端1 〇,可掌握該遊玩名稱資料之發送來源的通訊 位址。如此一來,在成爲屬於各組群之任意的遊戲終端1 0 之間,可直接或經由成爲該組群之母終端的遊戲終端1 0, 間接地發送接收資料。 在終端側組群化處理,接收遊玩名稱資料之遊戲終端 -20- 200911332 10的處理器15〇,係將該遊玩名稱資料與表示其發送來源 之通訊位址的資料之配對,寫入至揮發性區域RT丨,並將 該配d ’發迭至旱握通訊位址之遊戲終端10中表示該遊 玩名稱之資料的發送來源之遊戲終端10以外的所有遊戲 終端1 0。在接收該配對的遊戲終端1 〇,該配對被寫入至 揮發性區域RT 1。如此一來,組成組群。 然而’包含於發送之配對的資料中,表示遊玩名稱資 料之發送來源之通訊位址的資料,係於該配對發送目的地 中,僅使用於遊玩名稱資料的識別。亦即,於發送目的地 中只要有可進行遊玩名稱資料之識別的資料即可。然而, 使用與表示遊玩名稱資料之發送來源之通訊位址的資料不 同之資料時’係必須使成爲母終端的遊戲終端1 〇 ,掌握該 資料與表示通訊位址之資料的對應關係。 組成組群時,則於其組群之各成員中,終端側組群處 理會結束。再者,需要關於遊玩名稱的處理係因爲使相同 組群之各成員的畫面1 2 1,顯示該組群之所有成員的遊玩 名稱’如將本實施形態加以變形爲不進行入此之顯示,則 可不需要關於遊玩名稱的處理。此時,從成爲子終端的遊 戲終端1 0,發送至任意資料至成爲母終端的遊戲終端1 0 來代替表示遊玩名稱的資料。 在遊玩對象是多人數參加型線上遊戲時,如圖6B所 示’終端側組群處理已結束之遊戲終端1 0的處理器1 5 0, 係進行因應自身之屬性(母或子)的內容之線上遊戲處理 (母線上遊戲處理或子線上遊戲處理)。各線上遊戲處理 -21 - 200911332 的內容係如之後詳細之說明’在此僅敘述槪要內容。 在母線上遊戲處理,母終端的處理器1 50係首先,將 要求終端側出題禁止清單BL 1之遞送的清單遞送要求,發 送至伺服器裝置40。伺服器裝置40的處理器410係每於 接收清單遞送要求時,進行清單遞送處理。亦即,從揮發 性區域RT3讀取出伺服器側出題禁止清單BL2,作爲終端 側出題禁止清單BL1,回覆至清單遞送要求的發送來源。 母終端的處理器1 5 0係接收回覆來的終端側出題禁止清單 BL 1而複寫至揮發性區域RT 1,依據該終端側出題禁止清 單B L 1,決定問答遊戲(在此係多人數參加型線上遊戲) 的內容。亦即,僅以規定數來選擇在問答遊戲提出之問題 的候補(以下,稱爲「出題候補」),並決定該等出題候 補的出題順序。規定數係於問答遊戲中被提出之問題的最 大數以上的複數,預先被訂定。 在母線上遊戲處理,母終端的處理器1 50係接著,將 要求表示被選擇之規定數的出題候補之編解碼字典的編解 碼字典資料之遞送的字典遞送要求,發送至伺服器裝置40 。於字典遞送要求係包含被選擇之規定數之出題候補的問 題ID資料,該等問題ID資料係以決定之出題順序並排。 伺服器裝置40的處理器410係每於接收字典遞送要求時 ,進行字典遞送處理。亦即,從伺服器側問答表QT2讀取 出包含於字典遞送要求之規定數的問題ID資料所對應之 編解碼字典資料,產生該等編解碼字典資料並排爲前述之 出題順序的字典遞送回應,回覆至字典遞送要求的發送來 -22- 200911332 源。母終端的處理器1 5 0係接收被回覆來的字典 ,並將該字典遞送回應內的編解碼字典資料與問 料建立對應,儲存於編解碼字典表DT。 另一方面,在子線上遊戲處理,子終端的處 係首先,使屬於相同組群之母終端的複數問題之 等複數問題的出題順序及編解碼字典,與該®終 然後,於屬於相同組群之所有子終端中前述共有· 於該組群中,進行決定之內容的多人數參加型線 然後,多人數參加型線上遊戲結束時’進行 組群之所有成員的遊戲終端1 〇的處理器1 5 〇 ’係 示該遊戲之遊玩結果的遊玩結果資料,發送至伺 4〇,結束線上遊戲處理。遊玩結果資料係每個玩 。又,遊玩結果資料係針對包含於結束之多人數 上遊戲的所有問答,包含依每個問答,表示問答 以下,稱爲「問答結果」)的問答結果資料。 伺服器裝置40的處理器410係每於接收遊 料時,進行更新處理。亦即,因應接收之遊玩結 更新記憶於伺服器記憶部4 3 0的資料。結果,更 側問答表QT2及伺服器側出題禁止清單BL2。再 實施形態加以變形,作爲該組群之母終端整理屬 群之所有遊戲終端1 0的遊玩結果資料,並發送 裝置4 0之形態亦可。 另一方面’在遊玩對象是獨立作業型遊戲時 端10的處理器150係進行單獨遊戲處理。單獨 .遞送回應 題ID資 理器1 5 0 選擇 '該 端共有。 完結時, 上遊戲。 該遊戲之 分別將表 服器裝置 家的資料 參加型線 之結果( 玩結果資 果資料, 新伺服器 者,將本 於相同組 至伺服器 ,遊戲終 遊戲處理 -23- 200911332 的內容係如之後詳細之說明,在此僅敘述槪要內容。於單 獨遊戲處理中,遊戲終端10的處理器150係將前述之清 單遞送要求發送至伺服器裝置40。結果,於遊戲終端1〇 係從伺服器裝置40回覆終端側出題禁止清單Bl 1。該遊 戲終端1 0的處理器1 5 0係接收終端側出題禁止清單b L ! 而複寫至揮發性區域RT 1,依據該終端側出題禁止清單 B L 1 ’決定問答遊戲(在此係獨立作業型遊戲)的內容。 然後’在該遊戲終端1 0,進行決定之內容的獨立作業型遊 戲。在該獨立作業型遊戲結束時,該遊戲終端1 0的處理 器1 5 〇係結束單獨遊戲處理。 < 2 — 2.更新處理> 圖7係在伺服器裝置40進行之更新處理的流程圖。 在更新處理,依序選擇包含於從遊戲終端1 0接收之遊玩 結果資料的問答結果資料,依據被選擇之問答結果資料的 資訊’更新伺服器側問答表QT2,或伺服器側問答表QT2 及伺服器側出題禁止清單BL2。首先,伺服器裝置40的 處理器4 1 〇係在包含於從遊戲終端1 〇接收之遊玩結果資 料的複數問答結果資料,判定是否有還未進行更新處理之 未選擇的問答結果資料(S A 1 )。在該判定結果是否定時 ’處理器4 1 0係結束更新處理。 在步驟S A 1的判定結果是肯定時,處理器4 1 0係首先 ’從上述複數問答結果資料選擇未選擇之1個問答結果資 料(SA2 )。接著,主處理器4 1 0係使依據被選擇之問答 -24- 200911332 結果資料,進行伺服器側問答表QT2的更新處理(SA3 ) 。該更新處理的內容係如之後說明’因應正確解答率而不 同。 於伺服器側問答表Q T2的更新處理中’處理器4 1 0係 首先’依據被選擇之問答結果資料’進订5十算必須資料的 更新處理(S A3 1 )。問答結果資料係表示問答結果的資料 ,具體來說,表示被出題之問題的問題ID與對於該問題 之解答是否是正確解答。在步驟SA31 ’被選擇之問答結 果資料內的問題ID (以下’稱爲「選擇問題1D」)之問 題的出題次數僅增加1 ’僅在表示被選擇之配對內的正誤 資料是正確解答時,亦即’在問答結果資料表不封該問題 之解答是正確解答時,以選擇問題ID之問題的正確解答 次數僅增加1之方式’更新對應選擇問題ID之出題次數 資料及正確解答次數資料,或對應選擇問題ID之出題次 數資料。 接著,處理器41 0係參照伺服器側問答表QT2 ’計算 出選擇問題ID之問題的正確解答率,更新該正確解答率 資料,使表示選擇問題ID之問題之正確解答率的正確解 答率資料表示該正確解答率(SA32 )。接著,處理器41 〇 係判定藉由步驟S A3 2的更新,選擇問題1D之問題的正確 解答率是否成爲預先訂定之基準正確解答率以上(SA3 3 ) 。該判定結果係僅在選擇問題ID之問題的正確解答率在 基準正確解答率以上,且選擇問題ID之問題的過去正確 解答率(以本次更新之前的正確解答率資料所表示之正確 -25- 200911332 解答率)是未滿基準正確解答率時,成爲肯定。 步驟SA33的判定結果是肯定時,處理器4 再構築編解碼字典的處理,進行優先正確解答資 處理(SA34 )。具體來說,將選擇問題ID之問 碼字典,以針對表示選擇問題ID之問題的正確 確解答資料的編碼後之位元列於該編解碼字典內 碼後的位元列中成爲最短之方式來更新。如此一 器側問答表QT2的更新處理結束。再者,將本實 以變形,作爲如果選擇問題ID之問題的正確解 準正確解答率以上的話,一定進行步驟SA34的 亦可。 在步驟S A 3 3的判定結果是否定時,處理器 定藉由步驟S A3 2的更新,選擇問題ID之問題的 率是否未滿預先訂定之基準正確解答率(S A3 5 ) 結果係僅在選擇問題ID之問題的正確解答率是 正確解答率,且選擇問題ID之問題的過去正確 以本次更新之前的正確解答率資料所表示之正確 在基準正確解答率以上時,成爲肯定。在該判定 定時,處理器4 1 0係作爲再構築編解碼字典的處 不優先正確解答資料的構築處理(S A 3 6 )。該構 內容係爲任意,例如,隨機訂定編碼後之位元列 之位元列的對應關係亦可。具體來說,再構築 ID之問題的編解碼字典,使任意長度之編碼後 一致於對應選擇問題ID之正確解答資料的編碼 1 0係作爲 料的構築 題的編解 解答之正 所有之編 來,伺服 施形態加 答率是基 構築處理 4 1 0係判 正確解答 。該判定 未滿基準 解答率( 解答率) 結果是肯 理,進行 築處理的 與編碼後 選擇問題 資料對應 前資料。 -26- 200911332 如此一來,伺服器側問答表QT2的更新處理結束。另一方 面,在步驟SA35的判定結果是否定時,亦即’於與基準 正確解答率的相對性關係中,在更新前的正確解答率與更 新後的正確解答率之間沒有變化時,處理器4 1 0係結束伺 服器側問答表QT2的更新處理。 結束伺服器側問答表QT2的更新處理時,處理器4 1 0 係依據適否判定表JT,判定選擇問題ID之問題的正確解 答率是否在對應該問題之難易度的適切範圍外(SA4 )。 在該判定結果是肯定時,處理器4 1 0係更新伺服器側出題 禁止清單BL2(SA5)。具體來說,以包含表示選擇問題 ID的問題ID資料之方式,更新伺服器側出題禁止清單 BL2。之後,處理回到步驟SA1。在步驟SA4的判定結果 爲否定時,處理亦回到步驟SA1。 如此,在更新處理,依據從遊戲終端1 0接收之遊玩 結果資料,更新伺服器側問答表Q T 2,並以包含表示正確 解答率成爲適切範圍外之問題之問題ID的問題ID資料之 方式,更新伺服器側出題禁止清單BL2。再者,將本實施 形態加以變形,作爲從伺服器側出題禁止清單B L2刪除表 示正確解答率成爲適切範圍內之問題之問題ID的問題ID 資料之形態亦可。 <2_3.單獨遊戲處理> 圖8係在遊戲終端1 〇進行之單獨遊戲處理的流程圖 。於單獨遊戲處理中,遊戲終端1 0的處理器1 5 0係進行 -27- 200911332 終端側出題禁止清單B L 1的更新(S B 1 )。具體來說,將 清單遞送要求發送至伺服器裝置40,從伺服器裝置4〇接 收終端側出題禁止清單B L 1,並將接收之終端側出題禁止 清單B L 1,複寫至揮發性區域RT1。 接著’處理器1 5 0係依據終端側出題禁止清單b L 1, 進行獨立作業型遊戲之內容的決定(SB2)。具體來說, 提供用以指定類型及出題形式的UI,在類型及出題形式 被指定時,將被指定之類型及出題形式的所有問題,作爲 候補之選擇的母集團(以下,稱爲「候補選擇母集團」) ’並從該候補選擇母集團,分別將以未包含於終端側出題 禁止清單BL1之問題ID識別的規定數之問題,作爲出題 候補而選擇,決定被選擇之規定數之出題候補的出題順序 。該選擇及決定係例如使用亂數來進行。 在出題形式未被指定時,係自動地決定出題形式,依 據被決定之出題形式,訂定候補選擇母集團。在此時之出 題形式的決定係例如使用亂數來進行。又,在類型未被指 定時,前述選擇係被指定或決定之出題形式的所有問題成 爲候補選擇母集團,來自該候補選擇母集團之出題候補的 選擇,係藉由用以選擇具有與類型不同之聯繫的規定數之 出題候補的聯繫選擇處理來進行。 圖9係包含於單獨遊戲處理之聯繫選擇處理的流程圖 。在聯繫選擇處理,遊戲終端1 〇的處理器1 5 0係首先, 著目於候補選擇母集團內之未注目的1個問題(S C 1 )。 具體來說,著目於終端側問答表QT1內之問題ID資料中 -28- 200911332 未注目之1個問題ID資料。該1個問題ID資料係例如使 用亂數來訂定。接著,處理器1 5 0係依據被指定或決定之 出題形式’選擇關鍵字群的種類(SC2 )。例如,如果被 指定或決定之出題形式是擇一形式的話’則選擇問題關聯 關鍵字群、正確解答關聯關鍵字群及不正確解答關聯關鍵 字群之任一種類。再者,將本實施形態加以變形,作爲從 該等關鍵字群選擇複數亦可。 接著,處理器150係特定檢索關鍵字(SC3)。該特 定係藉由依據終端側問答表Q T 1內的關鍵字群資料,將注 目中之問題的關鍵字群中與在步驟SC2選擇之種類的關鍵 字群同種的關鍵字群作爲母集團(以下,稱爲「關鍵字選 擇母集團」),從該母集團選擇1個關鍵字來進行。該選 擇係例如使用亂數來進行。再者,將本實施形態加以變形 ,作爲從特定複數檢索關鍵字亦可。 接著,處理器1 5 0係依據終端側問答表Q T 1、終端側 出題禁止清單BL1、檢索關鍵字及被選擇之關鍵字群的種 類,判定是否可將規定數的問題作爲出題候補而選擇( SC4 )。具體來說,判定被指定或決定之出題形式的問題 ,且其問題之被選擇之種類的關鍵字群包含檢索關鍵字’ 且其問題之問題ID未包含於終端側出題禁止清單BL 1的 問題(以下,稱爲「可候補化問題」)’在候補選擇母集 團內是否包含規定數以上。 在步驟S C 4的判定結果爲否定時’處理則回到步驟 S C 3。亦即,到步驟 S C 4的判定結果成爲冃疋爲止’重覆 -29- 200911332 步驟SC3〜SC4的處理。於所有問答資料之所有關鍵字 群係因爲分別包含共通於該等所有關鍵字群之至少1個關 鍵字,總之,步驟SC4的判定結果會成爲肯定。在步驟 S C4的判定結果是肯定時’處理器1 5 0係將規定數之可候 補化問題,分別作爲出題候補而選擇(SC5 ),結束聯繫 選擇處理。 將本實施形態加以變形’作爲在被指定或決定之出題 形式是擇一形式時,可將正確解答關聯關鍵字群及不正確 解答關聯關鍵字群的和集合’作爲關鍵字選擇母集團亦可 。亦即,作爲可將複數種類之關鍵字群的和集合,作爲關 鍵字選擇母集團亦可。又,將本實施形態加以變形,將關 鍵字群資料依每個解答選擇項來準備亦可。 如圖8所示,決定獨立作業型遊戲的內容時,接著, 處理器1 5 0係特定身爲在下次問答處理出題之問題的出題 對象問題(S B 3 )。具體來說,將未出題的出題候補中, 出題順序是最前面的出題候補作爲出題對象問題。接著, 處理器1 50係執行問答處理(SB4 )。所謂問答處理係進 行問答的處理。在問答處理,處理器1 5 0係使用顯示部 120,進行用以提出出題對象問題之同時(SB4A ),使用 顯示部1 2 0及操作部1 4 0,進行受理玩家之解答的受理處 理(SB4B )。出題處理及受理處理係使用用以進行使用出 題對象問題之問答的問答資料(問題資料)來進行。於圖 1 0揭不此時顯7K於畫面1 2 1之畫像的一例。 圖1 0係揭示顯示於遊戲終端1 〇之畫面丨2 1的畫像之 -30- 200911332 一例的圖。此例係被指定或決定之問題形式是擇一形式時 者’於畫面1 2 1內之圖中上側的顯示區域顯示有出題對象 問題的文字列「東京車站的畫像是哪個?」,於畫面1 2 ! 內之圖中下側的顯不區域顯示有複數解答選擇項AS1〜 A S 4。玩家係可藉由接觸所希望解答選擇項的畫像所佔之 畫面121上的區域,選擇該解答選擇項,亦即,解答出題 封象問題。 在受理處理,處理器1 5 0係判定是否已受理玩家的解 答(S B 4 B 1 )’如果該判定結果是否定,則判定從開始受 理處理的經過時間是否已超過限制時間(S B 4 B 2 ),如果 該判定結果是否定’則使處理回到步驟S B 4 B 1。亦即,到 受理玩家的解答爲止(玩家解答爲止),又或到經過時間 超過限制時間爲止,等待玩家的解答。 限制時間係爲了限制受理解答的期間(可選擇期間) 而預先訂定之一定時間,例如6 0秒鐘之間。在顯示於畫 面1 2 1的畫像係包含表示經過時間超過限制時間爲止之殘 留時間的畫像(在圖10是「09秒」)。再者,在本實施 形態,雖然受理處理的開始時間點與問答處理的開始時間 點一致,但是,在問答處理的開始後,開始受理處理亦可 〇 處理器150係在受理處理的步驟SB4B1或步驟SB4B2 的判定結果成爲肯定時,結束問答處理,進行下一個處理 。具體來說,處理器15〇係在步驟SB4B2的判定結果爲肯 定而結束問答處理時,亦即,經過時間超過限制時間而結 -31 - 200911332 束問答處理時,進行不正確解答處理(SB5 )。具體來說 ,進行用以使通知爲不正確解答之畫像,顯示於畫面121 的處理、使通知爲不正確解答之聲音,從放音部的揚 聲器131放出的處理、將連續正確解答數初始化的處理。 另一方面,處理器150係在步驟SB 4B1的判定結果成 爲肯定而結束問答處理時,亦即,受理解答而結束問答處 理時,依據包含於用以進行使用出題對象問題之問答之問 答資料的正確解答資料,判定該解答是否是正確解答( SB6 )。在該判定結果爲否定時,處理則前進至步驟 SB5 。在該判定結果爲肯定時,處理器1 5 0係進行正確解答處 理(S B 7 )。具體來說,進行用以使通知爲正確解答之畫 像,顯示於畫面1 2 1的處理、使通知爲正確解答之聲音, 從放音部1 3 0的揚聲器1 3 1放出的處理、以連續正確解答 數僅增加1之方式來更新連續正確解答數資料C的處理。 結束正確解答處理或不正確解答處理之處理器150, 係判定是否可提出下個問題(S B 8 )。該判定內容係因應 問答遊戲的設定而適切地訂定。例如,問答遊戲是經過一 定次數的問答處理而結束之遊戲的話,則判定結束之問答 處理是否達到一定次數即可。又例如,問答遊戲是在一定 時間內結束之遊戲的話,則判定從問答遊戲的開始之經過 時間是否是限制時間以上即可。 在步驟S B 8的判定結果爲肯定時,處理則回到步驟 SB3。亦即’到步驟SB8的判定結果成爲否定爲止,重覆 步驟SB3〜SB8的處理。再者,規定數係因爲是於問答遊 -32- 200911332 戲中出題之問題的最大數以上的數,不會有出題之問題不 夠之問題。另一方面,在步驟S B 8的判定結果是否定時, 處理器150係使用顯示部120,使畫面121顯示遊玩的結 果(SB9),結束單獨遊戲處理。 <2 - 4·母線上遊戲處理> 圖1 1及圖1 2係分別揭示在遊戲終端1 〇進行之母線 上遊戲處理的流程圖之一部份的圖。在母線上遊戲處理, 母終端的處理器1 5 0係進行終端側出題禁止清單B L 1的更 新(SD1)。該處理係與圖8的步驟SB1相同的處理。 接著,處理器150係依據終端側出題禁止清單BL1, 進行多人數參加型線上遊戲之內容的決定(S D 2 )。該處 理係與步驟SB2相同的處理。然而,在步驟SD2,並不提 供用以指定類型及出題形式的UI,自動地決定類型及出 題形式或僅自動地決定出題形式。 接著,處理器150係進行編解碼字典的取得(SD3) 。具體來說,首先,將編解碼字典表DT加以初始化,接 著,將在步驟SD2選擇之規定數的出題候補所因應之內容 的字典遞送要求,發送至伺服器裝置40,接著,接收從伺 服器裝置40回覆之字典遞送回應,將接收之字典遞送回 應內的規定數之編解碼字典資料與發送之字典遞送要求內 的規定數之問題ID資料,依據該等並排位置而以1對1 建立對應,儲存於編解碼字典表DT。再者,所謂編解碼 字典表DT的初始化係代表從編解碼字典表DT刪除所有 -33- 200911332 資料。 接著,處理器1 50係對其他所有成員,通知 之決定的內容及步驟SD3中取得的編解碼字典( 具體來說,將被選擇之規定數之出題候補的問題 、表示該等出題候補之出題順序的資料、表示該 補之編解碼字典的編解碼字典資料,發送給其他 著,主處理器150係特定在下一次的問答處理被 題的出題對象問題(SD5 )。多人數參加型線上 母終端中,開始於步驟SD5爲止。 接著,處理器1 50係進行問答處理(SD6 ) 其他成員受理之解答的解答收集處理(SE)。兩 行執行。步驟S D 6的問答處理係與步驟S B 4的 相同。於圖1 3揭示於該問答處理中顯示於畫面 像的一例。 圖1 3係揭示顯示於遊戲終端1 〇之畫面1 2 1 一例的圖。此例係被指定或決定之問題形式是打 者,於畫面121內之圖中上側的顯示區域顯示有 問題,於畫面1 2 1內之圖中下側的顯不區域顯不 盤。出題對象問題係包含與「美利堅合眾國的略 字列旋動的立方體之畫像。於該立方體的各面係 確解答之文字列「USA」的所有文字1個個被描 係觀看出題對象問題之文字列及畫像’思考解答 ,接觸軟體鍵盤之所希望的鍵所佔之區域’ 1個 字,而輸入解答的文字列’最後接觸所定鍵(在 步驟S D 2 SD4 )。 ID資料 等出題候 成員。接 出題之問 遊戲係於 及收集在 處理係平 問答處理 121之畫 的畫像之 字形式時 出題對象 有軟體鍵 稱」之文 包含於正 畫。玩家 的文字列 個輸入文 圖中是^ -34- 200911332 OK」鍵)所佔之區域,藉此可解答出題對象問題。輸入 之解答的文字列係顯示於畫面121內之圖中中央附近的顯 示區域。又,於畫面121內之圖中左側的區域,係顯示有 正在使用除了自身之外成員的玩家之遊玩名稱。再者’圖 中的「刪除」鍵係用以從輸入之文字列刪除最後輸入之1 文字的鍵。 圖1 4係包含於母線上遊戲處理之解答收集處理的流 程圖。解答收集處理係與相當於步驟 SB4B2之處理( SD6B2 )同時開始。在解答收集處理,處理器150係首先 ,於揮發性區域RT 1,確保表示收集在其他成員受理之解 答的處理是否完結的收集處理完結旗標FL,並將其値作 爲〇 (未完結)(SE1 )。 接著,處理器1 5 0係判定是否已從所有其他成員接收 表示解答的解答資料(S E 2 ),如果該判定結果是否定, 則判定從開始受理處理的經過時間是否已充分超過限制時 間(SE3 ),如果該判定結果是否定,則使處理回到步驟 SE2。亦即,處理器1 50係到從所有其他成員接收解答資 料爲止’又或到經過時間充分超過限制時間爲止,等待來 自其他成員的解答資料。 在步驟SE2或SE3的判定結果成爲肯定時,處理器 1 5 0係將揮發性區域RT丨的收集處理完結旗標FL之値作 爲1 (完結)(S E 4 ),結束解答收集處理。再者,於本 實施形態中,單僅經過時間超過限制時間,步驟S E 3的判 定結果是無法成爲肯定是因爲防止處理延遲及通訊延遲所 -35- 200911332 致之遺漏收集。 在圖1 2的問答處理(s D 6 ),處理器1 5 0係在相當於 步驟SB4B1的處理(SD6B 1 )之判定結果,或相當於步驟 SB4B2之處理(SD6B2 )的判定結果成爲肯定時,結束問 答處理’進行下一個處理。具體來說,處理器150係在受 理解答而結束問答處理時(SD6B1 ; YES ),使用出題對 象問題的編解碼字典,將表示該解答之解答資料加以編碼 (SD7)。被編碼之解答資料的位元列之長度,係在出題 對象問題的正確解答率(嚴格來說是出題對象問題的編解 碼字典)在基準正確解答率以上,且該解答資料一致於表 示出題對象問題之正確解答的正確解答資料時,成爲作最 短。亦即’解答資料,係在該解答資料是表示正確解答時 ,以轉換後的位元列成爲最短之方式來加以轉換。 接著,處理器1 5 0係判定收集處理完結旗標F L是否 晏1 (完結)(SD8 )。在該判定結果爲否定時,處理則 回到步驟S D 8。亦即,處理器1 5 0係等待收集在其他成員 受理之解答的處理完結爲止。接著,處理器1 50係對於所 有其他成員,發送自身的解答資料及收集之解答資料( SD9 )。該等解答資料係任一皆被編碼。再者,將本實施 形態加以變形,作爲針對從發送目的地的成員收集之解答 資料’省略對該成員的發送之形態亦可。 接著,處理器150係依據自身受理之解答、包含於用 以進行使用出題對象問題之問答的問答資料之正確解答資 料,判定該解答是否是正確解答(S D 1 0 )。在該判定結果 -36- 200911332 是肯定時’處理器150係使用出題對象問題的編解碼字典 ’將收集之解答資料分別解碼(SD 1 1 )。該解碼係步驟 SD7及後述之步驟SF4中編碼(轉換)之逆轉換(亦即, 解碼)。 接著,處理器150係進行與步驟SB7相同的正確解答 處理(SD12)。然而’在該正確解答處理,處理器150係 使用顯示部120,於畫面121,不僅自身受理之解答,亦 顯示其他成員受理之解答。於圖15揭示此時顯示於畫面 1 2 1之畫像的一例。 圖1 5係揭示顯示於遊戲終端1 〇之畫面1 2 1的畫像之 一例的圖。此例係被決定之問題形式是打字形式時者。與 圖13比較可明顯得知,在圖15,於畫面ι21內之圖中左 側的區域’係顯示有正在使用除了自身之外成員的玩家之 解答。該等解答的顯示係以可知哪個解答是哪個玩家的解 答之方式來進行。 另一方面,在步驟SD10的判定結果是否定時,處理 器1 5 0係參照出題對象問題的編解碼字典,將收集之解答 資料分別解碼(S D 1 3 ),進行與步驟S B 5相同的不正確 解答處理(SD14)。然而,在該不正確解答處理,處理器 150係使用顯τκ部120,於畫面121,不僅自身受理之解答 ,亦顯示其他成員受理之解答。該等解答的顯示係以可知 哪個解答是哪個玩家的解答之方式來進行。 另一方面,在步驟SD6B2的判定結果成爲肯定而結 束問答處理時,亦即,經過時間超過限制時間而結束問答 -37- 200911332 處理時’處理器150係首先,判定收集處理完結旗標 是否是1 (完結)(SD 1 5 )。在該判定結果爲否定時, 理則回到步驟SD15。亦即,處理器150係等待收集在 他成員受理之解答的處理完結爲止。接著,處理器150 判定收集之解答(解答資料)的數量是否是0 ( SD 1 6 ) 該判定結果係僅在所有成員中未受理解答時,成爲肯定 在步驟SD 16的判定結果爲否定時,處理器150係 於所有其他成員,發送自身的解答資料及收集之解答資 (SD17)。該處理係與步驟SD9的處理相同。接著, 理係前進至步驟SD13。另一方面,在步驟SD16的判定 果爲肯定時,處理則前進至步驟S D 1 4。亦即,在所有 員之任一中皆未受理解答時,解答資料的發送(SD17) 解答資料的解碼(S D 1 3 )都會被跳過。 結束正確解答處理或不正確解答處理之處理器150 係判定是否可提出下個問題(SD 1 7 ),在該判定結果爲 定時,處理則回到步驟S D 5。亦即,到步驟S D 1 7 B的判 結果成爲否定爲止,重覆步驟SD5〜SDI7的處理(及 答收集處理(SE ))。在步驟SD 1 7B的判定結果是否 時’處理器1 5 0係進行用以結束母線上遊戲處理的結束 理(S D 1 8 ),結束母線上遊戲處理。多人數參加型線上 戲係於母終端中,結束於結束處理爲止。 在該結束處理,處理器1 5 0係使用顯示部1 2 0,使 玩的結果顯示於畫面1 2 1之外,將關於結束之多人數參 型線上遊戲的表示正在使用自身之玩家的遊玩結果之遊 FL 處 其 係 對 料 處 結 成 及 定 解 定 處 遊 遊 加 玩 -38- 200911332 結果資料,發送至伺服器裝置40。在 生,處理器1 5 〇係針對包含於結束之 戲的各問答,產生問答結果資料。該 表示解答是正確解答的問答結果資牙 SD 1 0的判定結果成爲肯定之問答的問 <2— 5.子線上遊戲處理> 圖1 6及圖1 7係分別揭示在遊戲 上遊戲處理的流程圖之一部份的圖。 子終端的處理器1 5 0係首先,從相同 多人數參加型線上遊戲的內容及編解 體來說,從該母終端接收在成員的母 之出題候補的問題ID資料、表示該 序的資料、表示該等出題候補之編解 資料。 接著’處理器150係特定在下一 之問題的出題對象問題(SF2 )。多/ 係於子終端中’開始於步驟S F 2爲止 係進行問答處理(SF3 )。步驟SF3 SB4的問答處理相同。在步驟SF3,劈 同的畫像係顯示於畫面1 2 1。在步驟 理器1 5 0係在相當於步驟s B 4 B 1的處 結果’或相當於步驟SB4B2之處理( 成爲肯定時,結束問答處理,進行下- 該遊玩結果資料的產 多人數參加型線上遊 等問答結果資料中, sf,係僅有關於步驟 答結果資料。 丨終端1 〇進彳了之子線 在子線上遊戲處理, 組群的母終端,取得 碼字典(SF1 )。具 終端被選擇之規定數 等出題候補之出題順 碼字典的編解碼字典 次的問答處理被出題 人數參加型線上遊戲 。接著,處理器1 5 0 的問答處理係與步驟 I圖1 3所示之畫像相 S F 3的問答處理,處 ,理(SF3B1 )之判定 SF3B2 )的判定結果 -個處理。 -39 - 200911332 在受理解答而結束問答處理時,處理器1 5 〇係參照出 題封象問題的編解碼字典,將表示該解答之解答資料加以 編碼(SF4)。接著’處理器150係對於成員的母終端, 發送自身之編碼的解答資料(SF5 )。接著,處理器15〇 係判定是否已從成員的母終端接收解答資料(SF6 如 果該判定結果是否定,則判定從步驟S F 3 Β的受理處理開 始的經過時間是否已充分超過限制時間(SF7 )。在該判 定結果爲否定時,處理則回到步驟SF6。 處理器1 5 Q係在從成員的母終端接收解答資料而步驟 S F 6的判定結果成爲肯定時,參照出題對象問題的編解碼 字典,將接收之所有解答資料加以解碼(SF8 ),依據自 身的解答資料、包含於用以進行使用出題對象問題之問答 的問答資料之正確解答資料,判定自身的解答是否是正確 解答(S F 9 )。另一方面,經過時間充分超過限制時間, 步驟SF7的判定結果成爲肯定時,處理則前進至步驟SF9 〇 在步驟S F 9的判定結果成爲肯定時,處理器1 5 0係進 行與圖1 2的步驟S D 1 2相同的正確解答處理(S F 1 0 )。另 —方面,在步驟SF9的判定結果成爲否定時’處理器150 係進行與圖1 2的步驟S D 1 4相同的不正確解答處理(S F 1 1 )。另一方面,在經過時間超過限制時間,問答處理結束 時,處理器1 5 0係進行與步驟s F 6〜S F 8相同的處理( s F 1 2〜S F 1 4 )。在該處理結束時’處理則前進至步驟 SF1 1。 -40- 200911332 結束正確解答處理或不正確解答處理之處理器150, 係判定是否可提出下個問題(SF1 5 )’在該判定結果爲肯 定時,處理則回到步驟S F2。亦即,到步驟S F1 5的判定 結果成爲否定爲止,重覆步驟SF2〜SF15的處理。另一方 面,在步驟S F 1 5的判定結果爲肯定時,處理器1 5 0係進 行與前述之結束處理(SD1 8 )相同的結束處理(SF16 ), 結束子線上遊戲處理。但是,在步驟SF 1 6的結束處理, 包含於結束知多人數參加型線上遊戲的問答結果資料中, 表示解答是正確解答的問答結果資料,係僅有關於步驟 SF9的判定結果成爲肯定之問答的問答結果資料。再者, 多人數參加型線上遊戲係於子終端中,結束於結束處理爲 止。 < 3 .效果> 以下,針對在本實施形態取得之效果加以說明。再者 ,以下所述之效果中,只要任一不需要,皆可從遊戲系統 1 ’去除帶來必須之效果的構造以外的構造。 在本實施形態,遊戲終端1 0具備處理器15 0 ’處理器 1 5 0係進行於問答中,將問題對玩家出題,受理對於該問 題的解答,並在該問答之結束後,通知該問答之結果的處 理(SD6, SD10, SD12, SD14, SF3, SF9, SF10, SF11 )、將表示受理之解答的解答資料’在該解答是正確解答 時,以轉換後的位元列成爲最短之方式來加以轉換的處理 (SD7,SF4 )、將轉換之解答資料,發送至其他遊戲終端 -41 - 200911332 10的處理(SD9,SF5 )、從其他遊戲終端l〇,接收解答 資料的處理、及將接收之解答資料並加以逆轉換的處理( SD 1 1,SD 1 3,SF8,SF 1 4 )。 所以,在遊戲系統1,爲了使各玩家之解答共有於成 員而在成員之間發送接收的正確解答資料中,在受理正確 解答之解答時,被發送接收之資料的大小會成爲最小(位 元列是最短)。因爲於問答遊戲中各玩家係以正確解答爲 目標來進行解答,依據本發明,於對玩家要求解答文字列 之輸入之形式的問題被出題的多人數參加型線上遊戲中, 一邊使各玩家之解答共有於成員中,一邊可將在成員之間 發送接收之資料的量抑制爲較低。 又,在本實施形態,藉由使用編解碼字典的編碼及解 碼,實現解答資料的轉換及逆轉換。亦即,依據本實施形 態,藉由簡單的處理,可進行解答資料的轉換及逆轉換。 又,在本實施形態’遊戲系統1具備伺服器裝置40, 伺服器裝置40具備處理器410及伺服器記憶部43 0,伺服 器記億部記憶有問題之正確解答率的計算所需之正確解答 率計算必須資料,處理器4 1 〇係依據複數遊戲終端10之 個別的問答結果’更新記憶於伺服器記憶部43 0之正確解 答率計算必須資料,遊戲終端1 0的處理器1 5 0係在使用 該正確解答率計算必須資料而計算出之問題的正確解答率 在基準正確解答率以上時,將表示受理之解答的解答資料 ,在該解答是正確解答時,以轉換後之位元列成爲最短之 方式來轉換。亦即,針對一定以上之正確解答率的問題, -42- 200911332 進行前述轉換及逆轉換。因此,可確實地減低在成員之間 被發送接收之解答資料的量。 在本實施形態,遊戲終端1 〇係具備處理器1 5 0及終 端記憶部1 60,於終端記憶部1 60係依每個問題記憶有表 示包含複數關鍵字之關鍵字群的關鍵子群資料、表示問題 的問題資料、表示問題之正確解答的正確解答資料及表示 問題之類型的類型資料’處理器1 5 0係使用記憶於終端記 憶部160之程式P1,進行於各問答中,受理玩家之解答 的處理(s B 4 B ’ S D 6 B )、於各問答中,使用表示在該問 答被出題之問題之正確解答的正確解答資料,來判定受理 之解答是否是正確解答的處理(SB6,SD10)、動態地特 疋1個檢索關鍵子的處理(SC3)、選擇用以表示包含被 特定之檢索關鍵字的關鍵字群之關鍵字群資料是記憶於終 端記憶部1 6 〇之複數問題,藉此選擇具有聯繫之複數問題 的處理(s C 5 )、及使用表示各問題的問題資料,於1次200911332 IX. OBJECT OF THE INVENTION [Technical Field] The present invention relates to a game playing terminal, a game system, and a [prior art] in the Japanese Patent Application 2006-player, and accepts for the string processing to cause the player to perform the system from the The player chooses the title. [Summary of the Invention] [Problems to be Solved by the Invention] However, as a question-and-answer tour, the number of people who participate in the game is based on the content of the same answer to the plural players, and the fun of the business question-and-answer game can also be known. To do this, you must make the same game terminal. That is to say, it is necessary to send and receive. The problem with being questioned is that the degree of freedom is low, and the program that can be used to play the question and answer game and the computer-readable recording medium can be fully reduced. -05 5 2 94 is a game system that describes a so-called play-and-answer game in which the problem is solved by the player of the problem. In the game 1 type, choose the question, and in the question and answer one of the dramas, there are multiple players participating in the online game at the same time. In this quiz game, depending on the question, if each player can not only know the content of the solution of his player, it can be mentioned that the player can enjoy the quiz game more. The answer to each player's question is the information that will be answered in the plural tour. In the case of multiple choices in the game terminal, 'Because the answer is small, in order to share the answers of the players, send and receive between the games -4-200911332 The size of each material. Therefore, at this time, the amount of transmission and reception between the game terminals is shared by the answers of the respective players, and the suppression is low. In this regard, when the question to be questioned is a question of the form of input to the player's answer character string, it is difficult to sufficiently reduce the size of each material transmitted and received between the games in order to share the answers of the players. That is to say, when the problem of the conventional technique is to ask the player to answer the question of inputting the character string, it is difficult to sufficiently reduce the size of each material transmitted and received between the terminals in order to share the answers of the players. The present invention has been made in view of the above-mentioned matters, and the problem of solving the problem of requiring the player to answer the input form of the character string is to be used by a plurality of people in the online game, and the player can answer the total number of game terminals. The game terminal, the game system, the program, and the computer recordable medium are suppressed to be low in the transmission and reception between the game terminals. [Means for Solving the Problems] Hereinafter, the present invention will be described. In addition, in order to make the present invention, the reference numerals of the drawings are attached with parentheses, but the description is not limited to the form of the drawings. The present invention provides a game terminal (1 〇) for enabling a player to play a game terminal (1 〇) including a question and answer game, characterized in that the question and answer processing unit (150, SD6, SD10, SD12, SD14, SF 9, SF) 1 0, SF 1 1 ), in the question and answer, the problem is solved in the middle of the higher-terminal operation of the player's request for the data, and the form of the game is the title of the question. Understand that this issue is conducted with SF3, and the question, 200911332 accepts the answer to the question' and after the end of the question and answer, informs the result of the question and answer; conversion (coding) department (150, SD7, SF4, SG2, SH2) 'The system will indicate the answer to the above answer. When the above answer is the correct answer, the converted bit column is converted to the shortest way (encoding); the transmitting unit (150, SD9, SF5, SG2, SH2) The aforementioned answer data converted by the conversion unit (150, SD7, SF4, SG2, SH2) is sent to other game terminals (10); the receiving unit (1 5〇) is from other game terminals ( 1 0 ), receive the above answer information And the inverse conversion unit (150, SD11, SD13 > SF8 - SF14, SG3, SG4, SH3, SH4) 'line by the reverse conversion of the recipient receiving portion (15〇) answer data. Further, the present invention provides a game system (1) having a plurality of game terminals (1 〇). The processing of the result of the notification question and answer is, for example, a process of determining whether or not the answer data is a correct answer, and a correct answer process for notifying the correct answer by the portrait and the sound, or an incorrect answer by the portrait and the sound. Correct answer processing. In the game system (1), in order to make the answers of the players shared in the plurality of game terminals (10), the funds 14 transmitted and received between the game terminals (10) are sent in the answer to the correct answer. The assembly of the received data becomes the smallest (the bit column is the shortest). Because in the quiz game, each play $ <According to the correct answer as the goal to answer, according to the present invention, in the form of the input form of the answer to the play of the stomach, the question of the input form is multi-numbered in the D-type online game, and the answer of each player is made. It is common to the end of the plural game (1 〇), and the amount of data transmitted and received between the game terminals (i 0 ) can be suppressed to be low. -6- 200911332 In the above game terminal (1), the conversion unit (150, SD7, SF4, SG2, SH2) may have a codec dictionary storage unit (1 60), and the memories are different from each other. The complex data, respectively, the codec dictionary corresponding to the bit column before encoding and the encoded bit column; and the coding part (1 5 0, SD 7, SF 4 ), the memory of the above solution is used in memory The codec dictionary of the codec dictionary storage unit (1 60) is encoded, and the aforementioned solution data encoded by the encoding unit (10.5, SD 7, SF 4 ) is used as the conversion unit (150, SD7). , SF4, SG2, S H2 ) is processed by the aforementioned solution data. According to the game system (1) of the game terminal (1) having a plurality of such modes, the simple data can be used to convert and reverse the answer data in the game terminal (1 〇), or The conversion unit (1 50, SD7, SF4, SG2, SH2) has a codec dictionary storage unit (1 60) that memorizes the plurality of data different from each other, and respectively sets the bit column before encoding and the coded bit. A corresponding codec dictionary is created in the meta column; the encoding unit (150, SD7, SF4) encodes the aforementioned solution data using a codec dictionary stored in the codec dictionary storage unit (1 60); the extracting unit (150) , SG2, SH2), extracting the bit column included in the above-mentioned solution data encoded by the encoding section (150, SD7, SF4) but not included in the other encoded bit column; The aforementioned portion extracted by the extraction unit (150, SG2, SH2) is processed as the aforementioned solution of the conversion by the conversion unit (150, SD7, SF4, SG2, SH2). As the aforementioned portion, for example, a portion of the encoded bit column (for example, the first 1-bit) can be exemplified. In this state, it is not necessary to construct a codec dictionary. In the game system (1) described above, the server device (40) having communication with the previous game terminal (10) may be provided with a server device (40): a calculation necessary data storage unit) The memory necessary data for the calculation of the correct solution rate required for the calculation of the problem; and the calculation of the required data update department (4 1 〇, ), based on the foregoing results, updated in the calculation of the necessary data section (43 0) The calculation must be carried out; the above-mentioned conversion unit (150, SD7., SG2, SH2) is the correct solution to the problem calculated using the calculation necessary data of the calculation of the necessary data section (43 0 ). When the set reference rate is higher than the correct answer rate, the above-mentioned answering information will be indicated. When the above answer is correct, the converted bit will be converted to the shortest. According to this aspect, the problem of correct answer rate for a certain number or more is such that the answers of the players are shared in the plural game terminals (1〇) and the data transmitted and received between the swim terminals (1 〇) is accepted in the correct answer. At the time, the size of the data being sent and received will be the smallest (the bit column is). Therefore, according to the aspect, the amount of data transmitted and received between the game terminals can be surely reduced. Further, the present invention provides a program (P1) or a program product (for playing the player). The program (p 1 ) or program product (P 1 ) of the quiz game containing the question and answer game, which is characterized by the beginning of the sentence; before (430 S S3 memory _ SF4 memory answer rate Column, the shortest answer for the end of the play) P1) Brain to the above -8- 200911332 When the computer is executed, it contains at least a computer-readable command to perform the following steps: Execute in the question and answer, issue the question to the player, accept the question The answer to the question, and after the end of the question and answer, the steps of the question and answer process (SD6, SD10, SD12, SD14, SF3, SF9, SF10, SF11) of the result of the question and answer are notified; the answer information indicating the aforementioned answer is The above solution is a step (SD7, SF4, SG2, SH2) that converts the converted bit column into the shortest way when correctly solved; it is converted in the aforementioned conversion step (SD7' SF4' SG2' SH2) It The answer data is sent to other devices (150, SD9, SF5, SG2, SH2); from other devices, the step of receiving the aforementioned answer data (1 50); the inverse conversion is received in the aforementioned receiving step The steps (SD 1 1, SD13, SF 8 > SF14, SG3 'SG4, SH3, SH4). Ideally the program (P1) or program product (P1) is connected to the network (2) by The communication interface (180) can also be downloaded to the computer (10). Further, the present invention can also be used as a computer-readable recording medium for recording the aforementioned program (p) or program product (P1). It can also be recorded on a floppy disk (flc (ppy, registered trademark), CD-ROM, or other computer-readable recording medium) as data that can be loaded into the computer's memory. Use the computer that executes the program (丨〇), can play the same effect as the aforementioned game terminal (1 〇). [Effects of the invention] According to the invention, the problem can be provided in the form of inputting the character string -9- 200911332 A large number of participants in online games, one The answer of each player is shared among the plurality of game terminals, and the amount of data transmitted and received between the game terminals can be suppressed to a lower game terminal, game system, program, and computer readable recording medium. The preferred embodiments of the present invention will be described with reference to the drawings. The specific structures described below are merely examples, and the scope of the present invention includes various aspects obtained by modifying the specific structure. < 1. Construction ><1 - 1 - Game System> Η 1 is a block diagram showing the construction of the game system 实施 according to the embodiment of the present invention. The game system allows the player to play a system that includes multiple questions and answers. The question and answer is that the question maker (game system 1 (specifically, the game terminal 10 described later)) raises a question (quiz question) and the answerer (player) answers a series of questions. In the quiz game, the multiple questions and answers are performed one by one. Furthermore, this embodiment is modified, and in the question and answer game, the plural questions and answers may be performed in parallel. The player can use the game system 1 to play a quiz game of the kind desired in the two types of quiz games. One type of quiz game is for a stand-alone game with one person. The other type of quiz game is the number of participants (specifically 丨2) of the number of online game (mu丨tiple player online game) -10- 200911332. The present embodiment is modified so that the number of participants of the multi-player participating game may be 13 or more or 11 or less. A part of the game system 1 is installed in the game facilities F (F1, F2, F3) of the store where the visiting player plays the game. Specifically, a LAN (Local Area Network) 25 is provided in each game facility F, and one or a plurality of game terminals (computers) 10 connected to the LAN 25 to cause the player to play the game, and a router that connects the LAN 25 and the Internet 2 are provided. 20 〇 Game terminal 10 is a game device that is used by a player to cause a player to play a quiz game (game console game), and includes a question and answer process for accepting a question and answer process for answering a question from the player. The game processing is used to enable the player to perform the game of the quiz game. The router 20 has a function of constructing a VPN (Virtual Private Network) as a virtual private network on the Internet 2. The game terminal 10 can communicate with other game terminals 1 in the game facility F in which the game terminal 1 is installed via the LAN 25, and can also be connected to other game facilities F via the LAN 25, the router 20, and the Internet 2'. Game terminal I 〇 communication. The game system 1 has a server device (computer) 4 that provides various services (processing) to be described later, and a router 30 that connects the server device 40 and the Internet 2 to all the game terminals 1 . The server device 40 is communicable with each game device via the router 30 and the Internet 2'. That is, the server device 40 and all of the game terminals 1 are in communication with each other. The server device 40 is a separate unit. However, the present embodiment may be modified by -11 - 200911332, and the server device 40 may be configured by a plurality of units. <1 - 2. Game terminal> Fig. 2 is a diagram showing the game terminal i 包含 included in the game system 1. The player of the game terminal 1 can view the image displayed on the screen 1 2 1 of the display unit (specifically) of the housing 110 while viewing the image displayed on the front side of the game terminal 1 〇110, and listen to the frame. The sound emitted by the speaker 131 of the body 110 contacts the transparent touch panel 141 of the screen 121 in contact with the setting 110. In the question and answer, it is necessary for the player to grasp the problem of being played by the game terminal based on the sound displayed from the screen image and the speaker 131. For this problem, each touch panel 1 4 1 is used to solve the problem. A block diagram of the structure of the game terminal 10. If not, the game terminal 1 has a 150 that performs various processes to be described later, an operation unit 140 that operates the player to operate the content in response to the operation, and uses the data from the processor 150. The display unit 120 for displaying an image and the sound data of the user 150 are used, and the sound reproduction from the speaker 1 3 1 and the terminal storage unit 1 60 and the communication interface 1 80 for storing various materials are provided. Control panel 1 4 1. The touch panel 1 is supplied to the processor processor 150 for one or a plurality of CPUs (Central Pro Units) in accordance with the operation data of the position touched by the player, and performs game processing to be described later. The communication interface 180 is for transmitting and receiving signals between the two, and the frame of the appearance of the processor 150 and the LAN 25 is said to be 监1 0 provided in the frame 121. The image of the processor, the image supplied by the self-processing: Department 13 0 〇 4 1 will be 150 ° cessing LAN25 relay -12- 200911332 data. The processor 150 uses the communication interface 180 to transmit and receive data between the other devices. Further, this embodiment is modified, and a video projector may be used as the structure of the display unit 120. At this time, the screen of the projected image corresponds to the screen 121, and the operation unit 140 includes a keyboard, a button, and the like. The terminal area of the memory unit 160 is divided into a volatile area RT 1 for holding the memory and a volatile area of the power source. It is a non-volatile area RT2. The non-volatile area RT2 distinguishes between the non-rewritable area RT2 1 and the rewritable area RT2 2 of the rewritable memory content. The volatile area RT1 is realized by, for example, a RAM (Random Access Memory), and the non-rewritable area RT21 is realized by, for example, a ROM (Read Only Memory), and the rewritable area RT22 is realized by, for example, a hard disk. In the rewritable area RT22, a terminal side question and answer table QT 1 is secured. The terminal side Q&A table QT 1 stores question ID data for each question, a question ID (identifier) for intentionally identifying the problem, a question and answer message for question and answer to use the question, and type information indicating the type of the question. And the form of the form of the question indicating the form of the question. The problem ID, type, and question form are common to the game system 1. That is, between the devices of the game system 1, the same problem ID problem is the same problem, the same problem type is the same, and the same problem form is also guaranteed. The type (or category) is a distinction between the knowledge of the player's knowledge, such as sports or learning. As a form of questioning, it is possible to cite one from the plural answer option to answer one of the questions, and input the text to answer the question -13- 200911332 Type of typing. The type of each question and the form of the question are unchanged. Furthermore, this embodiment is modified, and one question may be associated with a plural type and a plural type of question. Fig. 4 is a diagram schematically showing the construction of the question and answer data used in the game terminal 1. The Q&A data contains the problem information indicating the problem, the correct answer information indicating the correct answer to the question, and the keyword group data indicating the keyword group containing the plural keywords (text column) associated with each question and answer element. When the form of the question is an alternative form, the question contains a plural answer option, and the question data contains information indicating the choice of the complex answer. Only one of these multiple answer options is the correct answer. The “question and answer element” is an essential element of the question and answer, specifically there is a question or a correct answer. When the form of the question is an alternative form, the incorrect answer also becomes a question and answer element. There are plural types in the keyword group. Specifically, it is the problem-related keyword group that contains the keywords that the question is related to, the correct answer to the keyword group that contains the correct answer to the keyword, and the incorrect answer to the keyword that contains the incorrect answer. Group of words. Thus, different types of keyword groups contain keywords associated with different question and answer elements. Incorrect answering of the associated keyword group is only an issue where the form of the question is an alternative form. The question and answer data includes the problem-related keyword group data indicating the problem-related keyword group, and the correct answer-to-key group data indicating that the correct keyword group is correctly answered. The question-and-answer data system in which the question form is an alternative form is further included. Indicates incorrectly answering the associated keyword group incorrectly associated keyword group data. In addition, each keyword group data includes data indicating the same keyword as -14- 200911332. That is to say, each keyword group data includes at least one keyword common to all question and answer materials and common to all keyword groups. In the volatile area RT 1 is stored to prohibit the terminal side proof prohibition list B L 1 which is not suitable for the problem of the problem, and the continuous correct answer number data C indicating the continuous correct answer number. The so-called unsuitable question is not an issue that cannot be answered correctly. The terminal side list prohibition list BL1 is a list of problem ID data that is not suitable for the problem, and is delivered from the server device 40. However, as will be described later, in the question-and-answer game, the plural question is issued one by one. Continuously and correctly answer the initial number of the system. 〇' Increases by 1 for each question that is answered correctly, and returns to 0 for each incorrect answer. Further, in the volatile region R 1 T, a collection processing end flag FL to be described later and a codec dictionary table DT to be described later are secured. The code dictionary table DT stores the problem ID data and the codec dictionary for each question. The codec dictionary is used to encode and decode the answer data representing the player's solution. The program P 1 is stored in the non-rewritable area RT 1 . The program P1 contains a computer readable command, and when the program P1 is executed by the processor 150, the game terminal 1 is caused to perform game processing. The game processing system includes a terminal side grouping process for grouping together with other game terminals 10, a separate game process for causing the player to play a separate job type game, and a player playing a multiplayer participation type online game. Online game processing. The collection of the group game terminal 10 is performed by the same number of people participating in the online game system in which the game terminals 10 in the same group communicate with each other. The number of groups to which one game terminal 1 belongs at the same time is 1. Among the groups, -15-200911332 belong to the game terminal 10 of the group, and one is a game terminal 1 that can directly transmit and receive the data between the game terminals 1 and all other game terminals 10. (Female terminal) 'The remaining game terminal 1 is a game terminal 1 (sub-terminal) that can directly transmit and receive data, and only the slave (client) of the master terminal. In the following description, each of the game terminals 1 belonging to the group is referred to as a "member" of the group in each group. <1 - 3. Server device> Fig. 5 is a block diagram showing the configuration of the server device 40 included in the game system 1. As shown in the figure, the server device 40 includes a processor 410 for performing various processes to be described later, a communication interface 42 for relaying data between the processor 410 and the router 30, and a server memory unit for storing various materials. 43 0. The processor 4 10 is, for example, 1 or a plurality of CPUs, and can transmit and receive data between the game terminals 10 by using the communication interface 420. The memory area of the server memory unit is divided into a volatile area RT3 for holding the memory and a non-volatile area RT4 different therefrom. The volatile area RT3 is realized, for example, by RAM, and the memory server side issue prohibition list BL2. The server side issue prohibition list BL2 is read from the volatile area RT3, and is delivered to each of the game terminals 10 as the terminal side issue prohibition list BL 1 '. Further, in the present embodiment, the servo-side problem prohibition list BL2 is not stored in the volatile area RT3, but may be stored in the non-volatile area RT4. However, the memory area of the server side issue prohibition list BL2 must be a rewritable area. The non-volatile area RT4 is implemented by, for example, a ROM or a hard disk. In -16- 200911332 Non-volatile area RT4 ensures that there is a server side Q&A table QT2 and a suitability judgment table JT. The server side Q&A table qT2 stores the problem ID, the difficulty data indicating the difficulty of the problem, the type information, the form information, the correct answer rate indicating the correct answer rate of the question, and the question indicating the problem. The number of times of the number of times, the correct number of answers to the number of correct answers to the questions, and the codec dictionary data representing the codec dictionary. The number of questions to be asked is the number of times the questions are questioned in all the number of participants in the online game. The problem is the number of times the player answers the question correctly in the multi-player online game in the game system 1. The correct answer rate for each question is variable and updated in response to the outcome of the game. The correct answer rate for each question is calculated by dividing the number of correct answers to the question by the number of questions asked. However, the correct answer rate for the number of questions is the difficulty of the problem. As can be seen from the above, the number of times of the questions and the correct answer number are the necessary calculations for the correct answer rate required for the calculation of the correct answer rate (hereinafter, referred to as "calculation required data"). That is, the number of times of the questions and the number of correct answers are the calculation parameters required for the calculation of the correct answer rate. The codec dictionary is a dictionary for encoding and decoding the data in the transmission and reception of data between members. In each codec dictionary, the bit columns and codes before encoding are respectively coded for mutually different complex data. The subsequent bit column establishes a correspondence. In each codec dictionary, the bit series before the complex number coding are different from each other, and the bit numbers after the complex number coding are different from each other. Each codec dictionary is listed in the pre-determined correct answer rate when the correct answer rate is higher than the pre-defined base rate. The coded bit is listed in the correct answer to the correct answer to the question. The coded dictionary has the shortest of all the encoded bit columns in the codec dictionary, and other conditions are randomly constructed. Further, the present embodiment is modified, and the server side QA2 also stores the question and answer data, and the server side question and answer table becomes a superset (s u p e r s e t ) of the terminal side question and answer table Q T 1 . When the Q&A data in the server side Q&A QT2 is updated by manual operation, the Q&A information in the QT 1 of the terminal side Q&A is also updated. This linkage is achieved by the delivery of the question and answer data from the server device 40 to each gaming terminal 10. In the case where the number of game terminals 10 is large, it takes a long time for the above-mentioned update, so the above-mentioned update should be ended in the time zone in which the game facility F is not in operation. The appropriateness judgment table JT stores the difficulty level means for each question, and the correct answer rate as the question of the difficulty level indicates the appropriate range of the appropriate correct answer rate range (the appropriate range). The appropriate range of correct answer rates is within the correct correct answer rate, and the range beyond the correct answer rate must be determined first. The data of the appropriate range is the one that indicates the correct resolution rate outside the specific range. The data indicating the upper and lower limits of the appropriate range may also be used to indicate only the lower limit of the appropriate range. Because the upper limit of the correct answer rate is 1 0 0 °/. The data indicating only the lower limit of the range of the table can also be said to indicate the appropriate range of data. Furthermore, it is suitable for the correct answer rate of the corresponding difficulty rate, the correct answer rate of #胃适切, so it can be said that it is the correct answer rate range for specific discomfort@. Information on the correct answer rate within the database. -18- 200911332 Non-volatile area RT4 system memory program P2. The program readable commands are processed by the processor 410 server device 40 at the program P2. At the server side, the server side that groups the plurality of game terminals 10 and the update side of the information stored in the server memory unit 430 are updated to the game terminal 10. The codec dictionary material is delivered to the game terminal 10. These processes can be performed in parallel. < 2. Action><2 - 1. Summary Contents> Fig. 6A and Fig. 6B are sequence diagrams showing the operation of the game system 1. Figure 6B shows the subsequent actions of the various game end devices 40 shown in Figure 6A. Between the operation of the game system 1 in Fig. 6A and Fig. 6, the server device 40 is continuously grouped. On the other hand, as shown in FIG. 6A, the processing of the type of the quiz game ("playing object") in response to the player's desire to play is performed. When the object to be played is a multi-number game, the processor 150 of the game terminal 1 is first grouped. In the terminal side grouping process, the processor 150 is the first part 1 0 0 and the operation unit 1 40, and provides a UI face for the player to input the play name of the player whose name is the player of the multi-line game. The UI system is arbitrary. For example, when the software keyboard is included in the P2 system, the system includes the i 1 〇 and the servo shown in the group processing process and the final list delivery dictionary. In the following, it is called the participation type fr terminal side group, and the display number participation type is used. (Users' introduction. In addition, -19-200911332 this embodiment is modified, and it is prepared as a player in advance. In the form of a majority of the game name selection, the player may use the game terminal 1 or other device to use the form of the play name that was input or selected in the past. In the terminal side grouping process, then the processor 1 500 is used. The grouping request for grouping is requested to be transmitted to the server device 40. On the other hand, the processor 4 1 of the server device 40 performs the server side grouping process from time to time, and receives the group from the gaming terminal 1 When the grouping request is made, the game terminal 10 is grouped as a parent group. Specifically, the processor 410 is paired with the game terminal 10 that is the parent terminal of each group. The empty grouping response transmits a grouping response including information indicating the communication address of the game terminal 10 that is the parent terminal of the group to the game terminal 10 that is the child terminal of each group. FIG. 6A illustrates an example of transmitting a grouping response from the server device 40 to the plurality of game terminals 10 from the plurality of game terminals 1 that belong to the same group, after transmitting the grouping request to the server device 40. However, this is only an example. In the terminal side grouping process, the processor 150 that receives the grouped response including the data representing the communication address is the game terminal 10 (the parent terminal) of the communication address. The game name data indicating the play name input to itself (sub-terminal) is transmitted, whereby the game terminal 1 at the destination of the play name data can grasp the communication address of the source of the play name data. In this way, between any of the game terminals 10 belonging to each group, the reception data can be transmitted indirectly or via the game terminal 10 that is the parent terminal of the group. The grouping process, the processor 15 of the game terminal -20-200911332 10, which receives the game name data, writes the pairing of the game name data with the data of the communication address indicating the source of the transmission, and writes it to the volatile area RT. And transmitting the matching d' to all the gaming terminals 10 other than the gaming terminal 10 indicating the source of the information of the game name in the game terminal 10 of the dry grip communication address. The gaming terminal 1 receiving the pairing 〇, the pair is written to the volatile area RT 1. In this way, the group is formed. However, the information contained in the transmitted paired data indicating the communication address of the source of the play name data is In the pairing destination, it is only used for the identification of the play name data. That is, as long as there is information for identifying the play name data in the destination. However, when using a material different from the data indicating the communication address of the source of the game name data, it is necessary to make the game terminal 1 that becomes the parent terminal grasp the correspondence between the data and the data indicating the communication address. When a group is formed, the terminal side group processing ends in each member of the group. Furthermore, the processing of the play name is required because the screen 1 1 of each member of the same group is displayed, and the play name of all the members of the group is displayed as if the present embodiment is modified so as not to be displayed. You don't need to deal with the name of the game. At this time, the game terminal 10 which is the child terminal is transmitted to the game terminal 10 which becomes the parent terminal instead of the information indicating the game name. When the object to be played is a multi-person participation type online game, as shown in FIG. 6B, the processor 1 50 of the game terminal 10 whose terminal side group processing has ended is subjected to the content corresponding to its own attribute (mother or child). Online game processing (busy game processing or sub-line game processing). The content of each online game processing -21 - 200911332 is as explained in detail later. In the bus game processing, the processor 510 of the parent terminal first transmits a list delivery request requesting delivery of the terminal side prohibition list BL1 to the server device 40. The processor 410 of the server device 40 performs a manifest delivery process each time a manifest delivery request is received. That is, the server side issue prohibition list BL2 is read from the volatile area RT3 as the terminal side issue prohibition list BL1, and is returned to the transmission source of the list delivery request. The processor 150 of the parent terminal receives the replied terminal side issue prohibition list BL1 and rewrites to the volatile area RT1, and determines the quiz game according to the terminal side issue prohibition list BL1 (in this case, the number of participants is typed) The content of online games). In other words, candidates for questions raised in the quiz game (hereinafter referred to as "question candidates") are selected only by a predetermined number, and the order of the questions to be issued is determined. The predetermined number is the maximum number or more of the questions raised in the quiz game, and is set in advance. In the bus game processing, the processor 510 of the parent terminal then transmits a dictionary delivery request requesting the delivery of the codec dictionary data indicating the selected number of candidate code candidates to the codec dictionary to the server device 40. The dictionary delivery request is a question ID data containing the selected number of candidate candidates, and the problem ID data is arranged side by side in the order in which the decision is made. The processor 410 of the server device 40 performs a dictionary delivery process each time a dictionary delivery request is received. That is, the codec dictionary data corresponding to the specified number of problem ID data included in the dictionary delivery request is read from the server side Q&A table QT2, and the codec dictionary data is generated and arranged in parallel for the aforementioned dictionary delivery response. , reply to the dictionary delivery request to send the source -22- 200911332. The processor 150 of the female terminal receives the replied dictionary and associates the codec dictionary data in the dictionary delivery response with the information, and stores it in the codec dictionary table DT. On the other hand, in the game processing on the sub-line, the sub-terminal is first, so that the order of the plural questions of the complex question belonging to the parent terminal of the same group and the codec dictionary, and the ® end, then belong to the same group In the case of all the sub-terminals of the group, the number of participants who have determined the content in the group is the participation line. Then, when the number of participants in the online game is over, the processor of the game terminal 1 of all the members of the group is performed. 1 5 〇 'The play result data showing the game play result of the game, sent to the server 4, and the online game processing is ended. The play result data is for each play. In addition, the play result data is for all questions and answers included in the game for the number of people who have ended, including question and answer results for each question and answer, which is called "question and answer result". The processor 410 of the server device 40 performs an update process every time the game is received. That is, the data stored in the server memory unit 430 is updated in response to the received play node. As a result, the QT2 and the server side issue prohibition list BL2 are displayed. Further, the embodiment is modified to form the play result data of all the game terminals 10 of the group as the parent terminal of the group, and the form of the transmitting device 40 may be used. On the other hand, the processor 150 of the terminal 10 performs the individual game processing when the game object is the stand-alone game. Separate. Delivery Response Question ID Logic 1 5 0 Select 'This is shared. At the end, go to the game. The game will participate in the profile of the data of the device device (the result of the game, the new server, the content of the same group to the server, the game end game processing -23- 200911332) Hereinafter, only the summary content will be described in detail. In the separate game processing, the processor 150 of the game terminal 10 transmits the aforementioned list delivery request to the server device 40. As a result, the game terminal 1 is slave servo. The device device 40 replies to the terminal side issue prohibition list B1 1. The processor 150 of the game terminal 10 receives the terminal side issue prohibition list b L ! and rewrites to the volatile area RT 1, according to the terminal side issue prohibition list BL 1 'Determine the content of the quiz game (in this case, the independent work type game). Then 'in the game terminal 10, the independent work type game of the determined content. At the end of the stand-alone work type game, the game terminal 10 The processor 1 5 ends the separate game processing. < 2 - 2. Update Processing> Fig. 7 is a flowchart of the update processing performed by the server device 40. In the update process, the question and answer result data included in the play result data received from the game terminal 10 is sequentially selected, and the server side Q&A table QT2 or the server side question and answer form QT2 is updated according to the information of the selected question and answer result data. The server side issue list prohibition list BL2. First, the processor 4 1 of the server device 40 determines the presence or absence of the unselected question and answer result data (SA 1 ) in the plurality of question and answer result data included in the game result data received from the game terminal 1 . ). Whether or not the determination result is timing 'processor 4 1 0 ends the update processing. When the result of the determination in step S A 1 is affirmative, the processor 4 1 0 first selects one unanswered question and answer result material (SA2 ) from the plurality of question and answer result data. Next, the main processor 410 performs update processing (SA3) of the server side Q&A table QT2 based on the selected question and answer -24-200911332 result data. The contents of this update process are as explained later, depending on the correct answer rate. In the update processing of the server side Q&A table Q T2, the "processor 4 1 0 first" advances the update processing (S A3 1 ) of the required data according to the selected question and answer result data '. The question and answer result data is information indicating the result of the question and answer. Specifically, it indicates whether the question ID of the question to be questioned and the answer to the question are correct answers. The number of questions of the question ID (hereinafter referred to as "selection question 1D") in the question and answer result data selected in step SA31 'only increases by 1 ' only when the correct information in the selected pair is correctly answered, That is, when the answer to the question is not answered correctly, the correct answer number of the question of selecting the question ID is only increased by 1 'update the number of times of the corresponding question ID and the correct answer number. Or corresponding to the number of times the question ID is selected. Next, the processor 41 0 refers to the server side Q&A table QT2 'calculates the correct answer rate of the question of selecting the question ID, updates the correct answer rate data, and makes the correct answer rate data indicating the correct answer rate of the question of selecting the question ID. Indicates the correct answer rate (SA32). Next, the processor 41 determines whether or not the correct answer rate of the question of the question 1D is equal to or greater than the predetermined reference correct answer rate by the update of the step S A32 (SA3 3 ). The result of the determination is that only the correct answer rate of the question of selecting the question ID is above the benchmark correct answer rate, and the past correct answer rate of the question of selecting the question ID (corrected by the correct answer rate data before the update -25) - 200911332 The answer rate is affirmation when the correct answer rate is below the benchmark. When the result of the determination in step SA33 is affirmative, the processor 4 reconstructs the codec dictionary and performs the priority correct answer processing (SA34). Specifically, the question code dictionary of the question ID is selected to be the shortest way to list the coded bits of the correct answer data for the question indicating the selection question ID in the bit column after the codec dictionary code. To update. The update processing of such a Q&A QT2 is completed. Further, if the actual solution is deformed, if the correct answer rate is equal to or higher than the correct answer to the question of selecting the question ID, the step SA34 may be performed. At the timing of the determination in step SA 3 3, the processor determines whether the rate of the question of the question ID is less than the predetermined correct answer rate (S A3 5 ) by the update of step S A32 2. The result is only selected. The correct answer rate for the problem ID is the correct answer rate, and the past correctness of the question of selecting the question ID is affirmed when the correct answer rate data before the update is correctly above the benchmark correct answer rate. At the timing of the determination, the processor 410 is a construction process for reconfiguring the codec dictionary to preferentially answer the data (S A 3 6 ). The content of the structure is arbitrary, and for example, the correspondence relationship of the bit columns of the bit column after encoding can be randomly determined. Specifically, the codec dictionary of the ID problem is reconstructed, and the code of the correct answer data corresponding to the selected question ID is encoded after the encoding of any length is compiled. The servo application form rate is the correct answer for the basic construction process. This judgment is less than the reference solution rate (solution rate). The result is the result of the calculation. -26- 200911332 As a result, the update processing of the server side Q&A table QT2 ends. On the other hand, if the result of the determination in step SA35 is negative, that is, in the relative relationship with the reference correct answer rate, the processor does not change between the correct answer rate before the update and the correct answer rate after the update. 4 1 0 ends the update processing of the server side Q&A table QT2. When the update processing of the server side question and answer table QT2 is completed, the processor 4 1 0 determines whether or not the correct answer rate of the question of the selected question ID is out of the appropriate range corresponding to the difficulty level of the question (SA4) based on the suitability determination table JT. When the result of this determination is affirmative, the processor 410 updates the server side issue prohibition list BL2 (SA5). Specifically, the server side issue prohibition list BL2 is updated in such a manner as to include the question ID data indicating the selection question ID. Thereafter, the process returns to step SA1. When the result of the determination in step SA4 is negative, the process also returns to step SA1. In this way, in the update processing, the server side question and answer table QT 2 is updated based on the play result data received from the game terminal 10, and the question ID data including the question ID indicating that the correct answer rate is a problem outside the appropriate range is included. Update the server side issue prohibition list BL2. Furthermore, the present embodiment is modified as a form of problem ID data in which the problem ID indicating that the correct answer rate is within the appropriate range is deleted from the server side problem prohibition list B L2. <2_3. Separate game processing> Fig. 8 is a flowchart showing the individual game processing performed by the game terminal 1A. In the individual game processing, the processor 150 of the game terminal 10 performs an update (S B 1 ) of the terminal side prohibition list B L 1 of -27-200911332. Specifically, the list delivery request is transmitted to the server device 40, and the terminal side issue prohibition list B L 1 is received from the server device 4, and the received terminal side issue prohibition list B L 1 is overwritten to the volatile area RT1. Next, the processor 150 determines the content of the independent work type game based on the terminal side issue prohibition list b L 1, (SB2). Specifically, a UI for specifying the type and the form of the question is provided, and when the type and the form of the question are specified, all the questions of the type to be specified and the form of the question are selected as the parent group of the candidate (hereinafter, referred to as "alternate" Selecting the parent group ") and selecting the parent group from the candidate, and selecting the number of the predetermined number that is not included in the question ID of the terminal side prohibition list BL1 as the candidate for the question, and determining the number of questions to be selected. The order of the candidates. This selection and decision is made, for example, using a random number. When the form of the question is not specified, the form of the question is automatically determined, and the candidate group is selected according to the determined form of the question. The decision in the form of the problem at this time is performed, for example, using a random number. Moreover, when the type is not specified, all the questions in which the selection is specified or determined are the candidate selection parent group, and the selection of the candidate candidates from the candidate selection parent group is used to select and have different types. The contact selection process of the candidate number of the contact number is performed. Figure 9 is a flow chart of the contact selection process included in the separate game processing. In the contact selection process, the processor 150 of the game terminal 1 first focuses on the candidate unselected one question (S C 1 ) in the candidate group. Specifically, the problem ID data in the problem ID data in the QT1 of the terminal side is -28-200911332. The one question ID data is set using, for example, a random number. Next, the processor 150 selects the type of the keyword group (SC2) based on the specified or determined question form. For example, if the specified or determined form of the question is an alternative form, then select the question-associated keyword group, correctly answer the associated keyword group, and incorrectly answer any of the associated key groups. Furthermore, this embodiment is modified to select a plural number from the keyword groups. Next, the processor 150 is a specific search key (SC3). According to the keyword group data in the terminal side question and answer table QT1, the keyword group of the keyword in question and the keyword group of the type selected in step SC2 are used as the parent group (hereinafter It is called "keyword selection parent group", and one keyword is selected from the parent group. This selection is performed, for example, using a random number. Furthermore, this embodiment is modified to search for a keyword from a specific plural. Next, the processor 150 determines whether or not the predetermined number of questions can be selected as the candidate for the question based on the terminal side question and answer list QT1, the terminal side question prohibition list BL1, the search key, and the type of the selected keyword group. SC4). Specifically, the problem of determining the question form of the specified or determined question, and the keyword group of the selected type of question includes the search keyword 'and the question ID of the question is not included in the terminal side issue prohibition list BL 1 (Hereinafter, it is called "candidate problem") "When the candidate selection parent group contains a predetermined number or more. When the result of the determination in step S C 4 is negative, the processing returns to step S C 3 . That is, the processing of step SC4 to SC4 is repeated until -29 to 200911332. Since all the keyword groups of all the question and answer materials contain at least one keyword common to all the keyword groups, the judgment result of step SC4 will be affirmed. When the result of the determination in step S C4 is affirmative, the processor 150 selects the candidate number of the predetermined number as the candidate for the question (SC5), and ends the contact selection process. The embodiment is modified as 'the correct answer key group and the incorrect combination of the associated keyword group can be selected as the keyword selection parent group when the specified or determined question form is an alternative form. . In other words, the parent group may be selected as a key word as a set of a plurality of keyword groups. Further, the present embodiment is modified so that the keyword group data can be prepared for each answer option. As shown in Fig. 8, when the content of the independent work type game is determined, next, the processor 150 is a problem object (S B 3 ) that is a problem in the next question and answer process. Specifically, in the candidate candidates for the unexamined questions, the order of the questions is the question of the top questions. Next, the processor 150 performs a question and answer process (SB4). The so-called question and answer process is the processing of questions and answers. In the question and answer process, the processor 150 uses the display unit 120 to perform the problem of presenting the problem (SB4A), and uses the display unit 1208 and the operation unit 1404 to perform the acceptance process of accepting the answer of the player ( SB4B). The problem-solving process and the acceptance process are carried out using question and answer materials (question information) for questioning and answering questions using the subject matter. An example of a portrait of the screen 1 2 1 that is not displayed at this time is shown in FIG. Fig. 10 is a diagram showing an example of an image -30-200911332 displayed on the screen 丨2 of the game terminal 1. In this example, if the problem form is specified or determined, the image in the upper display area of the image in the screen 1 2 1 displays the character column "Which image of the Tokyo station?" 1 2 ! The display area on the lower side of the figure shows the complex answer options AS1 to AS 4. The player can select the answer option by touching the area on the screen 121 where the portrait of the selected item is desired to answer, that is, answering the question of the title. In the acceptance processing, the processor 150 determines whether or not the answer of the player has been accepted (SB 4 B 1 )'. If the result of the determination is negative, it is determined whether or not the elapsed time from the start of the acceptance processing has exceeded the limit time (SB 4 B 2 If the result of the determination is negative, the process returns to step SB 4 B 1 . That is, until the player's answer is accepted (the player answers), or until the elapsed time exceeds the time limit, the player's answer is awaited. The time limit is a predetermined time set in advance to limit the period during which the answer is accepted (optional period), for example, 60 seconds. The image displayed on the screen 1 2 1 includes an image indicating the elapsed time until the elapsed time has elapsed (in Fig. 10, "09 seconds"). Furthermore, in the present embodiment, the start time of the acceptance processing coincides with the start time of the question and answer process. However, after the start of the question and answer process, the process of receiving the process may be performed by the processor 150 in step SB4B1 of the acceptance process or When the determination result of step SB4B2 is affirmative, the question and answer process is ended, and the next process is performed. Specifically, the processor 15 performs an incorrect answer process (SB5) when the result of the determination in step SB4B2 is affirmative and the question and answer process is ended, that is, when the elapsed time exceeds the time limit and the question-answer process is terminated -31 - 200911332 . Specifically, an image for causing the notification to be incorrectly answered is displayed on the screen 121, and the sound is notified as an incorrect answer, and the process is released from the speaker 131 of the sound emitting unit, and the number of consecutive correct answers is initialized. deal with. On the other hand, when the result of the determination in step SB 4B1 is affirmative and the question answering process is ended, that is, when the answering process is terminated, the processor 150 is based on the question and answer information included in the question and answer for using the question of the subject question. Answer the data correctly and determine if the answer is correct (SB6). If the result of this determination is negative, the process proceeds to step SB5. When the result of this determination is affirmative, the processor 150 performs a correct answer process (S B 7 ). Specifically, a process for causing the notification to be correctly answered is displayed on the screen 1 21, and the sound is notified as a correct answer, and the process is released from the speaker 1 3 1 of the sound emitting unit 130. The correct answer number is only increased by 1 to update the processing of the continuous correct answer data C. The processor 150 that ends the correct answer processing or incorrectly answers the processing determines whether the next question can be raised (S B 8 ). This judgment content is appropriately set in accordance with the setting of the quiz game. For example, if the quiz game is a game that has ended after a certain number of question and answer processes, it is determined whether or not the end of the question and answer process has reached a certain number of times. For example, if the quiz game is a game that ends within a certain period of time, it is determined whether or not the elapsed time from the start of the quiz game is equal to or longer than the time limit. When the decision result in the step S B 8 is affirmative, the processing returns to the step SB3. In other words, the processing of steps SB3 to SB8 is repeated until the determination result in step SB8 is negative. Furthermore, the number of rules is because the number of questions in the question-answer---2009-113113 drama is more than the maximum number of questions, and there is no problem with the problem. On the other hand, when the result of the determination in step S B 8 is negative, the processor 150 uses the display unit 120 to cause the screen 121 to display the result of the play (SB9), and ends the individual game processing. <2 - 4·Bus Game Processing> Figs. 1 1 and 1 2 are diagrams each showing a part of a flowchart of the game processing on the bus bar performed by the game terminal 1A. In the bus game processing, the processor 150 of the parent terminal performs the update of the terminal side list prohibition list B L 1 (SD1). This processing is the same as the processing of step SB1 of Fig. 8 . Next, the processor 150 determines the content of the multi-person participation type online game (S D 2 ) based on the terminal side issue prohibition list BL1. This processing is the same as the processing of step SB2. However, in step SD2, the UI for specifying the type and the form of the question is not provided, the type and the form of the question are automatically determined or the form of the question is automatically determined only. Next, the processor 150 performs acquisition of the codec dictionary (SD3). Specifically, first, the codec dictionary table DT is initialized, and then the dictionary delivery request of the content corresponding to the predetermined number of candidate candidates selected in step SD2 is transmitted to the server device 40, and then, the slave server is received. The dictionary 40 responds to the dictionary delivery response, and transmits the specified number of codec dictionary data in the received dictionary to the specified number of problem ID data in the transmitted dictionary delivery request, and establishes a correspondence of 1 to 1 according to the side-by-side positions. , stored in the codec dictionary table DT. Furthermore, the initialization of the so-called codec dictionary table DT represents the deletion of all -33-200911332 data from the codec dictionary table DT. Next, the processor 150 is for all other members, the content of the notification and the codec dictionary obtained in step SD3 (specifically, the question of the candidate number of the selected number to be selected, and the question indicating the candidates of the questions) The sequence data, the codec dictionary data indicating the codec dictionary of the complement, and the other is sent to the other, and the main processor 150 is specific to the question of the next question and answer process (SD5). The process starts from step SD5. Next, the processor 150 performs a question and answer process (SD6), and the answer collection process (SE) of the answer accepted by the other members is performed. The two lines are executed. The question and answer process of step SD6 is the same as that of step SB4. The same is shown in Fig. 13. An example of the screen image is displayed in the question and answer process. Fig. 1 is a diagram showing an example of the screen 1 2 1 displayed on the game terminal 1. This example is a question form that is specified or determined. The hitter displays a problem on the upper display area in the picture in the screen 121, and the display area on the lower side of the picture in the screen 1 2 1 is not displayed. "A portrait of a cube that is rotated in the outline of the United States of America. All the characters in the text column "USA" that are answered on each side of the cube are drawn to view the character column and the image of the question of the question. Touch the area of the desired key of the software keyboard to '1 word, and enter the text column of the answer' and finally touch the specified key (in step SD 2 SD4). The ID data is waiting for the member of the question. And when collecting the image form of the portrait of the painting in the question-and-answer processing 121, the text of the object has the soft key name. The text is included in the painting. The character string of the player is in the input text is ^ -34- 200911332 OK" The area occupied by which the problem of the object can be answered. The character string of the input solution is displayed on the display area near the center in the picture in the screen 121. Further, in the area on the left side in the map in the screen 121, the play name of the player who is using members other than himself is displayed. In addition, the "Delete" button in the figure is used to delete the key of the last input 1 character from the input character string. Figure 14 is a flow diagram of the solution collection process included in the game processing on the bus. The answer collection process starts at the same time as the process corresponding to step SB4B2 (SD6B2). In the answer collection process, the processor 150 first, in the volatile area RT 1, ensures that the collection process completion flag FL indicating that the processing of the solution accepted by the other member is completed is completed, and the defect is regarded as 〇 (unfinished) ( SE1). Next, the processor 150 determines whether the answer data indicating the answer has been received from all other members (SE 2 ), and if the result of the determination is negative, it is determined whether the elapsed time from the start of the acceptance process has sufficiently exceeded the limit time (SE3) If the result of this determination is negative, the process returns to step SE2. That is, the processor 150 is to wait until the elapsed time sufficiently exceeds the limited time until the time has elapsed from all other members, waiting for answers from other members. When the result of the determination in step SE2 or SE3 is affirmative, the processor 150 sets the collection processing completion flag FL of the volatile area RT丨 to 1 (end) (S E 4 ), and ends the answer collection processing. Further, in the present embodiment, the elapsed time exceeds the limited time, and the result of the determination of the step S E 3 cannot be affirmative because the processing delay and the communication delay are prevented from being missed. In the question and answer process (s D 6 ) of FIG. 12, the processor 150 is determined as the result of the process corresponding to the process of step SB4B1 (SD6B 1 ), or the result of the process corresponding to the process of step SB4B2 (SD6B2) becomes affirmative. , end the Q&A process' for the next process. Specifically, the processor 150 encodes the answer data indicating the answer (SD7) by using the codec dictionary of the question of the question object when the question and answer process is ended (SD6B1; YES). The length of the bit column of the encoded solution data is the correct answer rate of the question of the object to be solved (strictly speaking, the codec dictionary of the problem of the object of question) is above the benchmark correct answer rate, and the answer data is consistent with the object of the question. When the correct answer to the question is answered correctly, it becomes the shortest. That is, the answer to the information is converted in such a way that the converted bit column becomes the shortest when the answer data indicates a correct answer. Next, the processor 150 determines whether the collection processing completion flag F L is 晏1 (end) (SD8). When the result of this determination is negative, the processing returns to step S D 8 . That is, the processor 150 waits until the processing of the answer accepted by the other member is completed. Next, the processor 150 sends its own answer data and collected answer information (SD9) to all other members. Any of these answer data is encoded. Furthermore, the present embodiment is modified to omit the transmission of the member as the answer information collected from the member of the transmission destination. Next, the processor 150 determines whether the answer is a correct answer based on the answer to its own acceptance and the correct answer information included in the question and answer for using the question of the question to be solved (S D 1 0 ). When the result of the determination -36 - 200911332 is affirmative, the processor 150 decodes the collected solution data by using the codec dictionary of the question of the object to be solved (SD 1 1 ). This decoding is an inverse conversion (i.e., decoding) of encoding (conversion) in step SD7 and step SF4 which will be described later. Next, the processor 150 performs the same correct answer processing (SD12) as that of step SB7. However, in the correct answer processing, the processor 150 uses the display unit 120, and on the screen 121, not only the answer accepted by itself, but also the answers accepted by other members. An example of an image displayed on the screen 1 2 1 at this time is shown in FIG. Fig. 15 is a diagram showing an example of an image displayed on the screen 1 1 1 of the game terminal 1 . The case in which this case is determined is in the form of typing. As is apparent from comparison with Fig. 13, in Fig. 15, the area on the left side in the figure in the screen ι21 shows the answer of the player who is using members other than himself. The display of these answers is done in a way that knows which answer is which player's answer. On the other hand, if the result of the determination in step SD10 is negative, the processor 150 refers to the codec dictionary of the question of the question to be solved, and decodes the collected answer data (SD 1 3 ), and performs the same error as step SB 5 . Solution processing (SD14). However, in this incorrect answering process, the processor 150 uses the explicit τ κ part 120 on the screen 121, and not only the answer accepted by itself, but also the answers accepted by other members. The display of such answers is performed in such a way as to know which answer is which player's answer. On the other hand, when the result of the determination in step SD6B2 is affirmative and the question and answer process is ended, that is, when the elapsed time exceeds the limit time and the question and answer -37-200911332 is ended, the processor 150 first determines whether the collection processing flag is 1 (end) (SD 1 5). When the result of this determination is negative, the control returns to step SD15. That is, the processor 150 waits until the processing of the answer accepted by the member is completed. Next, the processor 150 determines whether the number of answers (answer data) collected is 0 (SD 1 6 ). The result of the determination is that when the answer is not accepted in all the members, it is affirmative that the result of the determination in step SD 16 is negative. The processor 150 is tied to all other members to send their own answers and collected answers (SD17). This processing is the same as the processing of step SD9. Next, the system proceeds to step SD13. On the other hand, when the determination in step SD16 is affirmative, the processing proceeds to step S D 14 . That is, when the answer is not accepted in any of the members, the decoding of the answer data (SD17) and the decoding of the answer data (S D 1 3 ) are skipped. The processor 150 that ends the correct answer processing or the incorrect answer processing determines whether the next question (SD 1 7) can be raised. When the result of the determination is timing, the processing returns to the step S D 5 . That is, until the result of the determination in step S D 1 7 B is negative, the processing of the steps SD5 to SDI7 (and the collection processing (SE)) are repeated. When the result of the determination in step SD 1 7B is NO', the processor 150 performs termination (S D 1 8 ) for ending the bus game processing, and ends the bus game processing. A large number of participants in the online game are in the parent terminal and end at the end of the process. In the end processing, the processor 150 uses the display unit 1 20 to display the result of the play on the screen 1 2 1 , and the player who is using the game of the player who is using the game for the end of the online game is displayed. The results of the tour FL at the department of the material is formed and fixed to solve the game and play -38- 200911332 results data, sent to the server device 40. In the life, the processor 15 is responsible for the Q&A results for each question and answer included in the ending game. The answer to the answer is the correct answer to the question and answer. The judgment result of the SD 1 0 becomes a positive question and answer. <2 - 5. Sub-line game processing> Fig. 16 and Fig. 1 7 are diagrams each showing a part of a flowchart of game processing in the game. The processor 150 of the child terminal first receives the question ID data of the member's parent candidate from the parent terminal, and the information indicating the order, from the content and the editor of the same number of participants in the online game. Indicates the compilation of such questions. Next, the processor 150 is the problem object (SF2) that is specific to the next question. The multi/in the sub-terminal is started in step S F 2 to perform a question and answer process (SF3). The question and answer processing of step SF3 SB4 is the same. In step SF3, the same image is displayed on the screen 1 21 . In step 155, the result is equivalent to the result of step s B 4 B 1 or the process corresponding to step SB4B2 (when it is affirmative, the question and answer process is ended, and the number of participants of the play result data is entered. In the question and answer data of the upstream line, sf is only the result of the step answer. 丨Terminal 1 The sub-line of the terminal is processed on the sub-line, and the parent terminal of the group obtains the code dictionary (SF1). The number of selected questions, such as the number of candidate questions, the codec of the code-reading dictionary, and the question-and-answer process of the question-and-answer dictionary are used to participate in the online game. Then, the question-and-answer process of the processor 150 is compared with the image shown in Figure 13 of step I. The question and answer processing of SF 3, the judgment result of the judgment (SF3B2) of SF3B1) - one processing. -39 - 200911332 When the answering process is completed and the answering process is completed, the processor 15 refers to the codec dictionary of the problem of the image and encodes the answer data indicating the answer (SF4). The processor 150 then transmits its own encoded answer material (SF5) to the parent terminal of the member. Next, the processor 15 determines whether or not the answer data has been received from the parent terminal of the member (SF6, if the result of the determination is negative, whether or not the elapsed time from the acceptance processing of step SF 3 已 has sufficiently exceeded the limited time (SF7). If the result of the determination is negative, the process returns to step SF6. The processor 1 5 is a codec dictionary that refers to the question of the question to be solved when the answer data is received from the parent terminal of the member and the result of the determination in step SF 6 is affirmative. Decode all the answer data received (SF8), and judge whether the answer is correct or not based on its own answer data and the correct answer data contained in the Q&A materials used to answer questions and answers (SF 9). On the other hand, if the elapsed time sufficiently exceeds the limited time and the determination result of step SF7 is affirmative, the process proceeds to step SF9. When the result of the determination in step SF9 becomes affirmative, the processor 1500 performs with FIG. The step SD 1 2 is the same correct answer processing (SF 1 0 ). On the other hand, the determination result in step SF9 becomes negative. The processor 150 performs the same incorrect solution processing (SF 1 1 ) as the step SD 1 4 of Fig. 12. On the other hand, when the elapsed time exceeds the limit time, the processor 1 is terminated at the end of the question and answer process. The same processing as in steps s F 6 to SF 8 (s F 1 2 to SF 1 4 ) is performed. At the end of the processing, the processing proceeds to step SF1 1. -40- 200911332 Ends correct answer processing or incorrect answer processing The processor 150 determines whether the next question (SF1 5 ) can be raised. When the result of the determination is affirmative, the process returns to step S F2. That is, until the result of the determination in step S F1 5 is negative, On the other hand, when the result of the determination in step SF 15 is affirmative, the processor 150 performs the same end processing (SF16) as the end processing (SD1 8) described above, and ends the subroutine. The online game processing. However, in the end result processing of step SF 16 , the question and answer result data included in the end of the number of people participating in the online game, the question and answer result data indicating that the answer is correctly answered is only the judgment result of step SF9. Q & A Q & A is definitely the result data. Furthermore, the number of participants and more online games tied to the sub-type terminal, ends at the end of the process is ended. <3. Effect> Hereinafter, the effects obtained in the present embodiment will be described. Further, among the effects described below, any structure other than the structure that brings the necessary effects can be removed from the game system 1' as long as it is not required. In the present embodiment, the game terminal 10 includes the processor 15 0 'the processor 1 0 0 is in the question and answer, the question is given to the player, the answer to the question is accepted, and after the question and answer is finished, the question and answer is notified. The result of the processing (SD6, SD10, SD12, SD14, SF3, SF9, SF10, SF11), and the answer data indicating the answer to the acceptance. When the answer is correctly answered, the converted bit column becomes the shortest. The process of converting (SD7, SF4), sending the converted solution data to the processing of other game terminals -41 - 200911332 10 (SD9, SF5), receiving the answer data from other game terminals, and Received the answer data and reversed the conversion process (SD 1 1, SD 1 3, SF8, SF 1 4 ). Therefore, in the game system 1, in order to make the answers of the players shared by the members and send and receive the correct answer data between the members, when the answer to the correct answer is accepted, the size of the data to be transmitted and received becomes the smallest (bits). The column is the shortest). In the question-and-answer game, each player answers with a correct answer. According to the present invention, in a multi-number participation online game where the player requests the answer to the form of the input of the character string, the player is made to participate in the online game. Answers are shared among members, and the amount of data sent and received between members can be suppressed to be low. Further, in the present embodiment, the decoding and the inverse conversion of the answer data are realized by using the encoding and decoding of the codec dictionary. That is, according to the present embodiment, the conversion and inverse conversion of the answer data can be performed by simple processing. Further, in the present embodiment, the game system 1 includes the server device 40, and the server device 40 includes the processor 410 and the server memory unit 43 0, and the correct calculation of the correct answer rate for the problem in the server memory unit is correct. The solution rate calculation data is required. The processor 4 1 calculates the necessary data according to the individual question and answer result of the plurality of game terminals 10 and updates the correct answer rate stored in the server memory unit 43 0. The processor 1 0 0 of the game terminal 10 When the correct answer rate of the problem calculated by using the correct answer rate calculation data is above the benchmark correct answer rate, the answer data of the answer will be indicated. When the answer is correct, the converted bit is used. Columns are the shortest way to convert. That is, for the problem of a certain correct answer rate, -42- 200911332 performs the aforementioned conversion and inverse conversion. Therefore, the amount of the answer data transmitted and received between the members can be surely reduced. In the present embodiment, the game terminal 1 includes a processor 150 and a terminal storage unit 160, and the terminal storage unit 160 stores key sub-group data indicating a keyword group including a plurality of keywords for each question. The problem information indicating the problem, the correct answer information indicating the correct answer to the question, and the type information indicating the type of the problem 'Processor 150 uses the program P1 stored in the terminal memory unit 160, and performs the question and answer in the question and answer. The processing of the answer (s B 4 B ' SD 6 B ), in each question and answer, using the correct answer information indicating the correct answer to the question that was asked in the question and answer, to determine whether the answer to the answer is the correct answer (SB6) (SD10), dynamically processing one key search process (SC3), and selecting a keyword group data for indicating a keyword group including a specific search keyword is a plural number stored in the terminal memory unit 16 Problem, by which the processing of the plural problem with the connection (s C 5 ) and the use of the problem data indicating the problem are used once.

問答遊戲中提出被選擇之複數問題的處理(SB4A,SD6A )。 亦即,在遊戲終端1 〇,於各問答遊戲中,動態地特定 1個檢索關鍵字’而提出以被特定之檢索關鍵字聯繫之複 數問題。因此,依據遊戲終端1 〇 ,將被出題之複數問題之 間的聯繫作爲遊戲要素,可提高問答遊戲的遊戲性。 又’在遊戲終端1 0,因爲問題資料及正確解答資料之 任一皆不兼用於關鍵字群資料,可不使問題資料及正確解 答資料的資料形式的自由度降低。例如,可將表示畫像之 -43- 200911332 資料作爲問題資料。 又,在本實施形態,於對應各問題的關鍵字群係有複 數種類;複數種類的關鍵字群,係分別包含相互不同之問 答要素所關聯的關鍵字;遊戲終端1 〇的處理器1 5 〇,係使 用記憶於終端記憶部1 6 0之程式P 1,進行從該等複數種 類選擇1種類的處理(SC2 )之同時,將於選擇複數問題 的處理(SC5 )中選擇之問題,限制於包含被特定之檢索 檢索關鍵字,表示被選擇之種類之關鍵字群的關鍵字群資 料是記憶於終端記憶部1 60的問題。因此,依據遊戲終端 1 〇,如何著眼於問答要素而聯繫複數問題亦成爲遊戲要素 ’可更提高問答遊戲的遊戲性。 又,在本實施形態,於終端記憶部1 60係依每個問題 ’除了關鍵字群資料之外,記憶有表示問題之類型的類型 資料;遊戲終端10的處理器150係進行特定1種類型的 處理(SB2,SD2 )、選擇表示被特定之類型的類型資料 是記憶於終端記憶部160之複數問題的處理(SB2,SD2 )、及使用表示各問題的問題資料,將在此被選擇之複數 問題,於 1次的問答遊戲中出題的處理(SB4A,SD6A ) 。因此,依據遊戲終端1 0,於各問答遊戲中,可提出具有 與類型不同之聯繫的複數問題,可選擇從被特定之1種類 型選擇之複數問題。 < 4 .變形例> 將上述之實施形態以以下所述之方式加以變形亦可。 -44 - 200911332 < 4 一 1 .關於編解碼字典的變形例> < 4 — 1 一 1 .變形例1 > 例如’如圖1 8所例示’針對各問題’以編解碼子典 資料內之所有編碼後資料的開頭位元中’僅與正確解答資 料(正確解答)相同之解答資料(解答文字列)所對應之 編碼後資料的開頭位元成爲特定値(在圖1是「1」)之 方式,構築編解碼字典亦可。如此構築之狀況’係如圖1 9 所例示,包含於各編解碼字典資料內之編碼後資料中’與 與正確解答資料相同之編碼前資料所對應之編碼的位元列 不同之編碼後之位元列成爲最短亦可。 如圖1 8及圖1 9所例示,可提供藉由構築編解碼字典 ,在成員之間欲發送接收之解答資料是正確解答資料時’ 僅發送被編碼之解答資料的開頭位元即可之形態的遊戲系 統。於圖20揭示於該形態中母終端進行之母線上遊戲處 理之流程圖的一部份’於圖2 1揭示於該形態中子終端進 行之子線上遊戲處理之流程圖的一部份。圖20及圖21未 揭示之部份係與圖1 2及圖1 7相同。 在該形態’僅參照編碼後之解答資料的開頭位元,即 可進行解答是否是正確解答的判定(圖20的步驟SG1, 圖2 1的步驟S Η 1 )。又,在該形態,在表示被子終端受 理之解答的解答資料是正確解答資料時,則並不是編碼的 解答資料’而是僅將該資料之開頭的1位元作爲解答資料 ,發送至成員的母終端(圖2 1的步驟S Η 2 ),於母終端 -45- 200911332 中’可將該1位元加以解碼而取得正確解答資料(圖20 的步驟SG3,圖20的步驟SG4 )。與此相同,亦可適用 於表示被母終端受理之解答的解答資料(圖20的步驟 SG2,圖21的步驟SH3,圖21的步驟SH4 )。 如此,將解答資料在該解答資料是表示正確解答時以 轉換後之位元列成爲最短之方式來轉換的方法,係不僅限 制於上述之實施形態所致之方法者,例如,如上述般,抽 出包含於表示正確解答之解答資料的編碼後之位元列,旦 不包含於其他編碼後之位元列的部份,將該部份作爲轉換 後的解答資料來處理亦可。在此例,有不需要動態地再構 築編解碼字典之優點。 <4—1— 2.變形例2> 又例如,於包含於從遊戲終端1 〇發送至伺服器裝置 40之遊玩結果資料的問答結果資料,包含對於該配對內之 問題ID的問題,表示被該遊戲終端1 〇受理之解答的解答 資料,於伺服器裝置40中,與表示被輸入頻度較高之解 答的解答資料相同之編碼前資料係與較短的編碼後資料建 立對應,與表示被輸入頻度較低之解答的解答資料相同之 編碼前資料係與較長的編碼後資料建立對應,藉此,再構 築該問題的編解碼字典亦可。亦即,將問題的編解碼字典 ,以編碼後資料的長度成爲因應對該問題之解答的輸入頻 度之長度之方式,再構築亦可。問題的正確解答率在未滿 基準正確解答率時進行以上內容亦可’無關於問題的正確 -46- 200911332 解答率進行亦可。 <4—1— 3.變形例3> 例如,作爲可出題之問題僅有1個的遊戲系統亦可。 又例如,將解答資料的轉換及逆轉換,不使用編解碼字典 來進行亦可。又例如,作爲使各遊戲終端1 〇針對所有問 題,記憶編解碼字典之形態亦可。此時,應從伺服器裝置 40遞送至各遊戲終端1 0的資料,係不是編解碼字典,而 是問題的正確解答率。進而,作爲使各遊戲終端1 〇記憶 正確解答率計算必須資料,於各遊戲終端1 〇中計算出問 題的正確解答率之形態亦可。 < 4 一 2 _關於複數問題之間之聯繫的變形例> < 4 一 2 — 1 ·變形例4 > 例如,針對出題次數超過一定數之問題,維持出題次 數在一定數時所計算出之正確解答率亦可。此時,藉由適 切地設定一定數,可抑制相同玩家藉由重覆解答相同問題 而升高該問題的正確解答率之事態的發生。 <4一2—2.變形例5> 例如,問題資料的一部份或全部是表示文字列的資料 時,將前述一部份或全部作爲問題關聯關鍵字群資料來使 用亦可。亦即,問題資料兼用於問題關聯關鍵字群資料亦 可。進而,將前述一部份或全部’限制於表示顯示於晝面 -47- 200911332 121之文字列的資料亦可。又’將與該等變形相同的變形 ,針對多種關鍵字群資料進行亦可。 < 4 - 3 .關於不適合出題問題的出題之禁止的變形例> <4—3 — 1.變形例6> 例如,從伺服器裝置4 0將指示正確解答率在適切範 圍外之問題的問題資料之刪除的資料’發送至複數遊戲終 端1 0,複數遊戲終端1 0分別遵從來自伺服器裝置4 0的該 資料,刪除問題資料亦可。此時,不需要終端側出題禁止 清單。又例如,作爲伺服器裝置4 〇將使遊戲終端1 〇出題 之問題的問題資料,每次發送至該遊戲終端1 〇之樣態亦 可,進而於該樣態中,伺服器裝置10不發送正確解答率 在適切範圍外之問題的問題資料亦可。 <4 — 3 — 2.變形例7> 例如,適切範圍係依每個問題來訂定亦可,共通於所 有問題來訂定亦可。又例如,在1次問答遊戲被出題之問 題的數量爲1亦可。又例如,於伺服器側問答表QT2不儲 存問答資料亦可。又例如,讓人前往各遊戲終端1 0的設 置場所,進行各遊戲終端1 〇之問答資料的更新亦可。 < 4 一 4 ·其他變形例> 例如,動態地控制問答遊戲的內容亦可。具體來說, 母終端在多人數參加型線上遊戲進行中,每於問答處理時 -48- 200911332 ’從規定數的出題候補選擇出題對象問題,並將該選擇的 結果通知給身爲成員的所有子終端,遵從該通知,所有成 貝係在下個問答處理提出該出題對象問題亦可。只要是該 形態’藉由將規定數充分訂定爲較大,例如,可進行參加 多人數參加型線上遊戲之所有玩家所有問題不正確而迎接 最後問答時’將最後問答之問題,設定爲難易度較低之問 題或正確解答率較筒之問題的控制。依據該控制,可降低 明顯損害遊戲性之可能性。又’亦可降低玩家的滿足度明 顯降低之事態(全問不正確解答)的發生機率。 例如’任蒽遊戲終端彼此不是母子(主機/顧客端) ’作爲對等通訊之形態的遊戲系統亦可。此時,各成員之 通訊位址係被所有成員共有。又例如,作爲遊戲終端1 〇, 採用家庭用遊戲機亦可。此時,遊戲裝置10係設置於家 庭內。又例如,作爲遊戲終端1 0,採用攜帶型遊戲機亦可 。此時’遊戲裝置1 0係被玩家攜帶。 在上述之實施形態,已針對程式P1係藉由遊戲終端 1 〇的處理器1 5 0來執行之樣態加以說明,但是,作爲藉由 以萬用電腦來執行,使其電腦的處理器執行上述之各樣態 的處理之樣態亦可。 又,在上述之實施形態,已針對程式p1係於遊戲終 端1 0中記憶於終端記憶部1 60之非揮發性區域RT2之樣 態加以說明,但是,亦可作爲可載入至電腦的記憶體之資 料而記錄於軟碟(floppy,註冊商標)、CD - ROM或其他 電腦可讀取的記錄媒體等之資料載體所頒布者。資料載體 -49- 200911332 係爲資料連結亦可,例如’經由電話線路或無線連接,發 送表不程式p1之訊號者亦可。例如’程式p 1係藉由連接 於網際網路’藉由通訊介面180下載者亦可。 【圖式簡單說明】 [圖1 ]圖1係揭示關於本發明之實施形態的遊戲系統1 之構造的圖。 [圖2]圖2係揭示包含於遊戲系統1的遊戲終端1 〇之 外觀的圖。 [圖3 ]圖3係揭示遊戲終端1 0之構造的區塊圖。 [圖4]圖4係模式地揭示在遊戲終端1 〇所使用之問答 資料之構造的圖。 [圖5]圖5係揭示包含於遊戲系統1的伺服器裝置40 之構造的區塊圖。 [圖6A]圖6A係揭示遊戲系統1之動作的槪要內容( 前半)的序列圖。 [圖6B]圖6B係揭示遊戲系統1之動作的槪要內容( 後半)的序列圖。 [圖7]圖7係在伺服器裝置40進行之更新處理的流程 圖。 [圖8]圖8係在遊戲終端10進行之單獨遊戲處理的流 程圖。 [圖9]圖9係包含於單獨遊戲處理之聯繫選擇處理的 流程圖。 -50- 200911332 [圖10]圖10係揭示顯示於遊戲終端10之畫面121的 畫像之一例的圖。 [圖11]圖1 1係揭示在遊戲終端10進行之母線上遊戲 處理的流程圖之一部份(前半)的圖。 [圖1 2]圖1 2係揭示母線上遊戲處理的流程圖之一部 份(後半)的圖。 [圖13]圖13係揭示顯示於畫面121的畫像之一例的 圖。 [圖14]圖14係包含於母線上遊戲處理之解答收集處 理的流程圖。 [圖15]圖15係揭示顯示於畫面121的畫像之一例的 圖。 [圖16]圖16係揭示在遊戲終端10進行之子線上遊戲 處理的流程圖之一部份(前半)的圖。 [圖1 7 ]圖1 7係揭示子線上遊戲處理的流程圖之一部 份(後半)的圖。 [圖18]圖18係用以說明本實施形態之變形例1的模 式圖。 [圖1 9 ]圖1 9係用以變形例1的模式圖。 [圖2 0 ]圖2 0係揭示於變形例1中母終端進行之母線 上遊戲處理的流程圖之一部份的圖。 [圖2 1 ]圖2 1係揭示於變形例1中子終端進行之子線 上遊戲處理的流程圖之一部份的圖。 -51 - 200911332 【主要元件符號說明】 1 :遊戲系統 2 :網際網路 1 〇 :遊戲終端The question and answer game proposes the processing of the selected plural question (SB4A, SD6A). That is, in the game terminal 1 , in each question and answer game, one search keyword is dynamically specified and a question of the plural number associated with the specific search keyword is proposed. Therefore, according to the game terminal 1 〇, the connection between the plural questions of the questions is used as a game element, and the gameplay of the quiz game can be improved. Further, in the game terminal 10, since neither the problem material nor the correct answer data is used for the keyword group data, the degree of freedom of the problem data and the data form of the correct answer data can be reduced. For example, the information indicating the image -43- 200911332 can be used as the problem material. Further, in the present embodiment, the keyword group corresponding to each question has a plural type; the plurality of keyword groups respectively include keywords associated with mutually different question and answer elements; and the processor 15 of the game terminal 1 In other words, the program P1 stored in the terminal storage unit 160 is used to select one type of processing (SC2) from the plurality of types, and the problem of selecting the processing (SC5) for selecting the complex problem is limited. The keyword group data indicating the keyword group of the selected type is included in the terminal storage unit 1 60. Therefore, depending on the game terminal 1, how to focus on the question and answer elements and contact the plural question becomes a game element, which can improve the gameplay of the quiz game. Further, in the present embodiment, the terminal storage unit 160 stores type information indicating the type of the problem in addition to the keyword group data for each question; the processor 150 of the game terminal 10 performs a specific type. The processing (SB2, SD2), the selection of the type data indicating that the type is specified is the processing (SB2, SD2) of the plural problem stored in the terminal storage unit 160, and the use of the problem data indicating the respective problems, which will be selected here. The plural question is dealt with in the question and answer game of 1 time (SB4A, SD6A). Therefore, depending on the game terminal 10, in each question and answer game, a plural question having a connection different from the type can be proposed, and the plural question selected from the specific type can be selected. <4. Modifications> The above embodiment may be modified as described below. -44 - 200911332 < 4 - 1. A variation of the codec dictionary > 4 - 1 - 1 . Modification 1 > For example, 'as illustrated in Fig. 18, 'for each question', the codec sub-code In the beginning of all the encoded data in the data, the first bit of the encoded data corresponding to the answer data (answer text column) that is the same as the correct answer data (correct answer) becomes a specific 値 (in Figure 1 is " 1"), you can construct a codec dictionary. The condition of such construction is as illustrated in FIG. 19, and the encoded data included in each codec dictionary data is encoded differently from the encoded bit column corresponding to the pre-encoding data identical to the correct solution data. The bit column can be the shortest. As illustrated in FIG. 18 and FIG. 19, it can be provided by constructing a codec dictionary, and when the answer information to be sent and received between members is correct answering data, only the first bit of the encoded answer data can be sent. Formal game system. Figure 20 illustrates a portion of the flow diagram of the bus game processing performed by the parent terminal in this form. Figure 21 illustrates a portion of the flow diagram of the sub-line game processing performed by the sub-terminal in this form. The parts not shown in Figs. 20 and 21 are the same as those in Figs. 12 and 17. In this form, only the first bit of the encoded information after the encoding is referred to, that is, the determination as to whether or not the correct answer is obtained (step SG1 of Fig. 20, step S Η 1 of Fig. 2) can be performed. In this aspect, when the answer data indicating the answer accepted by the sub-terminal is the correct answer data, it is not the answer data of the code, but only the first bit of the data is sent as the answer data to the member. The parent terminal (step S Η 2 in Fig. 2 1) can decode the 1-bit in the parent terminal -45-200911332 to obtain correct answer data (step SG3 of Fig. 20, step SG4 of Fig. 20). Similarly to this, it is also applicable to the answer data indicating the answer accepted by the parent terminal (step SG2 of Fig. 20, step SH3 of Fig. 21, step SH4 of Fig. 21). In this way, the solution data is converted in such a manner that the converted bit column is the shortest when the answer data indicates a correct answer, and is not limited to the method of the above embodiment, for example, as described above. Extracting the encoded bit column included in the answer data indicating the correct answer is not included in the other encoded bit column, and the part can be treated as the converted solution data. In this case, there is an advantage that it is not necessary to dynamically reconstruct the codec dictionary. <4-1 - 2. Modification 2> Further, for example, the question and answer result data included in the play result data transmitted from the game terminal 1 to the server device 40 includes a question regarding the question ID in the pair, and indicates The answer data of the answer accepted by the game terminal 1 is the same as the solution data indicating the answer data of the answer having the higher input frequency in the server device 40, and the short coded data is associated with and represented. The pre-encoding data having the same answer data as the solution having the lower input frequency is associated with the longer encoded data, thereby constructing the codec dictionary of the problem. In other words, the codec dictionary of the problem may be reconstructed so that the length of the encoded data becomes the length of the input frequency for answering the question. The correct answer rate of the question can be made when the base correct answer rate is not full. ‘No problem is correct. -46- 200911332 The answer rate is also acceptable. <4-1 - 3. Modification 3> For example, there is only one game system that can solve the problem. For example, the conversion and inverse conversion of the answer data may be performed without using a codec dictionary. Further, for example, it is also possible to store the codec dictionary for each game terminal 1 for all problems. At this time, the material to be delivered from the server device 40 to each of the gaming terminals 10 is not a codec dictionary, but a correct answer rate of the problem. Further, as the information necessary for each game terminal 1 to memorize the correct answer rate calculation, it is also possible to calculate the correct answer rate of the question in each of the game terminals 1A. < 4 - 2 _ A modification of the relationship between the plural questions >< 4 - 2 - 1 - Modification 4 > For example, for the problem that the number of times of the number of questions exceeds a certain number, the number of times of the number of questions is maintained at a certain number The correct answer rate can also be calculated. At this time, by appropriately setting a certain number, it is possible to suppress the occurrence of a situation in which the same player raises the correct answer rate of the problem by repeatedly answering the same question. <4-2-2. Modification 5> For example, when part or all of the problem material is data indicating a character string, some or all of the above may be used as the problem-related keyword group data. That is, the problem data is also used for the problem-related keyword group information. Further, the above-mentioned part or all of 'is limited to the information indicating the character string displayed on the surface -47-200911332 121. Further, the same deformation as the above-described variations may be performed for a plurality of keyword group data. <4 - 3. A modification of the prohibition of the problem that is not suitable for the problem><4-3 - 1. Modification 6> For example, the problem from the server device 40 indicating that the correct solution rate is outside the appropriate range The deleted data of the problem data is transmitted to the plurality of game terminals 10, and the plurality of game terminals 10 respectively follow the data from the server device 40, and the problem data may be deleted. At this time, the terminal side prohibition list is not required. Further, for example, as the server device 4, the problem data for causing the game terminal 1 to issue a question may be transmitted to the game terminal 1 every time, and in this aspect, the server device 10 does not transmit. Questions about the correct answer to problems outside the appropriate range are also available. <4 - 3 - 2. Modification 7> For example, the range of the appropriate range may be determined for each problem, and may be determined in common with all the problems. For example, the number of questions that are asked in a quiz game is one. For another example, the QT2 on the server side does not store the Q&A information. Further, for example, the user may go to the setting place of each game terminal 10 to update the question and answer data of each game terminal 1 . <4 - 4 · Other Modifications> For example, it is also possible to dynamically control the content of the quiz game. Specifically, the parent terminal selects the problem object from the specified number of candidates in the multi-number participation online game, and each time the question-and-answer process is -48-200911332, and notifies the result of the selection to all members. The sub-terminal, in compliance with the notification, may also raise the question of the subject in the next question and answer process. As long as it is in this form, by setting the prescribed number to be large, for example, all the players who participate in the multi-player online game can be greeted with the correct question and answer the last question and answer. A lower degree of problem or a correct answer to the problem of the problem. According to this control, the possibility of significantly impairing gameplay can be reduced. In addition, it can reduce the chances of the player's satisfaction being significantly reduced (the incorrect answer is all asked). For example, the game system in which the game terminals are not mother and child (host/client) can be used as a form of peer-to-peer communication. At this time, the communication addresses of each member are shared by all members. Further, for example, as the game terminal 1 〇, a home game machine may be used. At this time, the game device 10 is installed in the home. Further, for example, as the game terminal 10, a portable game machine may be used. At this time, the game device 10 is carried by the player. In the above embodiment, the program P1 is described by the processor 150 of the game terminal 1 ,. However, the processor is executed by the processor of the computer by executing it as a versatile computer. The manner of processing of each of the above aspects is also possible. Further, in the above-described embodiment, the program p1 is described in the game terminal 10 in the non-volatile area RT2 of the terminal storage unit 160, but it can also be stored as a memory that can be loaded into the computer. The data of the body is recorded on the floppy disk (registered trademark), CD-ROM or other computer-readable recording media and other data carriers. The data carrier -49- 200911332 is also available as a data link. For example, if you send a signal with the program p1 via telephone line or wireless connection. For example, 'program p 1 is connected to the Internet' via the communication interface 180. BRIEF DESCRIPTION OF THE DRAWINGS [Fig. 1] Fig. 1 is a view showing the structure of a game system 1 according to an embodiment of the present invention. Fig. 2 is a view showing the appearance of the game terminal 1 included in the game system 1. [Fig. 3] Fig. 3 is a block diagram showing the configuration of the game terminal 10. Fig. 4 is a view schematically showing the construction of the question and answer data used in the game terminal 1 。. FIG. 5 is a block diagram showing the configuration of the server device 40 included in the game system 1. 6A] Fig. 6A is a sequence diagram showing a summary (first half) of the action of the game system 1. 6B] FIG. 6B is a sequence diagram showing a summary (second half) of the action of the game system 1. Fig. 7 is a flow chart showing an update process performed by the server device 40. Fig. 8 is a flow chart showing the individual game processing performed by the game terminal 10. [Fig. 9] Fig. 9 is a flowchart of a contact selection process included in a separate game process. -50-200911332 [Fig. 10] Fig. 10 is a view showing an example of a portrait displayed on the screen 121 of the game terminal 10. [Fig. 11] Fig. 11 is a diagram showing a part (first half) of a flowchart of a game play on a bus line performed by the game terminal 10. [Fig. 1 2] Fig. 1 2 is a diagram showing one part (second half) of the flowchart of the game processing on the bus. Fig. 13 is a view showing an example of a portrait displayed on the screen 121. Fig. 14 is a flow chart showing the collection process of the game processing included in the bus. Fig. 15 is a view showing an example of a portrait displayed on the screen 121. Fig. 16 is a view showing a part (first half) of a flowchart of the game processing on the sub-line performed by the game terminal 10. [Fig. 17] Fig. 1 7 is a diagram showing a part (second half) of the flowchart of the game processing on the sub-line. Fig. 18 is a schematic view for explaining a first modification of the embodiment. [Fig. 19] Fig. 19 is a schematic view for a modification 1. [Fig. 20] Fig. 20 is a diagram showing a part of a flow chart of the game processing on the bus bar performed by the female terminal in the first modification. [Fig. 21] Fig. 2 is a diagram showing a part of a flow chart of the game processing on the sub-line by the sub-terminal in the modification 1. -51 - 200911332 [Description of main component symbols] 1 : Game system 2 : Internet 1 〇 : Game terminal

2 0,3 0 :路由器 25 : LAN 40 :伺服器裝置 1 1 〇 :框體 1 2 0 :顯示部 121 :畫面 1 3 0 :放音部 131 :揚聲器 1 4 0 :操作部 1 4 1 :觸控面板 150,410 :處理器 160 :終端記憶部 1 8 0,420 :通訊介面 43 0 :伺服器記憶部 F :遊戲設施 RT1,RT3 :揮發性區域 RT2,RT4 :非揮發性區域 RT21 :不可改寫區域 RT22 :可改寫區域 QT1 ’·終端側問答表 -52 - 200911332 QT2 :伺服器側問答表 JT :適否判定表 P1,P 2 :程式 BL1 :終端側出題禁止清單 BL2 :伺服器側出題禁止清單 C :連續正確解答數資料 FL :收集處理結束旗標 D T :編解碼辭典表 AS1〜4:解答選擇項 FL :收集處理完結旗標 -53-2 0, 3 0 : Router 25 : LAN 40 : Server device 1 1 〇 : Frame 1 2 0 : Display unit 121 : Screen 1 3 0 : Sound reproduction unit 131 : Speaker 1 4 0 : Operation unit 1 4 1 : Touch panel 150, 410: processor 160: terminal memory unit 108, 420: communication interface 43 0: server memory unit F: game facility RT1, RT3: volatile area RT2, RT4: non-volatile area RT21: non-rewritable area RT22 : rewritable area QT1 '·Terminal side question and answer list -52 - 200911332 QT2 : Server side question and answer form JT : Appropriate judgment table P1, P 2 : Program BL1 : Terminal side issue prohibition list BL2 : Server side issue prohibition list C : Continuous correct answer data FL: Collection processing end flag DT: Codec dictionary table AS1~4: Answer selection item FL: Collection processing flag -53-

Claims (1)

200911332 十、申請專利範圍 1 · 一種遊戲終端,係使玩家進行遊玩包含問答之問 答遊戲的遊戲終端,其特徵爲具備: 問答處理部,係於問答中,將問題對玩家出題,受理 對於該問題的解答,並在該問答之結束後,通知該問答的 結果* 轉換部,係將表示前述解答的解答資料,在前述解答 是正確解答時,以轉換後的位元列成爲最短之方式來加以 轉換; 送訊部,係將藉由前述轉換部轉換之前述解答資料’ 發送至其他遊戲終端; 收訊部’係從其他遊戲終端’接收前述解答資料;及 逆轉換部,係逆轉換藉由前述收訊部接收之前述解答 資料。 2.如申請專利範圍第1項所記載之遊戲終端,其中 前述轉換部係具有: 編解碼字典記憶部’係記憶針對相互不同之複數資料 ,分別將編碼前之位元列與編碼後之位元列建立對應的編 解碼字典;及 編碼部,係將前述解答資料’使用記憶於前述編解碼 字典記憶部的編解碼字典來加以編碼; 並將藉由前述編碼部編碼之前述解答資料’作爲目U述 轉換部所致之轉換的前述解答資料來處理。 -54 - 200911332 3.如申請專利範圍第1項所記載之遊戲終端’其中 前述轉換部係具有: 編解碼字典記憶部,係記憶針對相互不同之複數資料 ,分別將編碼前之位元列與編碼後之位元列建立對應的編 解碼字典; 編碼部,係將前述解答資料,使用記憶於前述編解碼 字典記億部的編解碼字典來加以編碼;及 抽出部,係抽出包含於藉由前述編碼部編碼之前述解 答資料的位元列,但未包含於其他編碼後之位元列的部份 > 並將藉由前述抽出部抽出之前述部份,作爲前述轉換 部所致之轉換的前述解答資料來處理。 4- 一種遊戲系統,係具有複數使玩家進行遊玩個別 包含問答之問答遊戲之遊戲終端的遊戲系統,其特徵爲: 前述複數遊戲終端係分別具備: 問答處理部,係於問答中,將問題對玩家出題,受理 對於該問題的解答,並在該問答之結束後,通知該問答的 結果; 轉換部,係將表示前述解答的解答資料,在前述解答 是正確解答時,以轉換後的位元列成爲最短之方式來加以 轉換; 送訊部,係將藉由前述轉換部轉換之前述解答資料, 發送至其他遊戲終端; -55- 200911332 收訊部,係從其他遊戲終端,接收前述解答資料;及 逆轉換部,係逆轉換藉由前述收訊部接收之前述解答 資料。 5. 如申請專利範圍第4項所記載之遊戲系統,其中 具有可與前述複數遊戲終端分別進行通訊的伺服器裝 置; 前述伺服器裝置係具備: 計算必須資料記憶部,係記憶表示問題之正確解答率 的計算所需之參數之資料的計算必須資料;及 計算必須資料更新部,係依據前述結果,更新記憶於 前述計算必須資料記憶部的計算必須資料; 前述轉換部,係在使用記憶於前述計算必須資料記憶 部之計算必須資料而計算出之問題的正確解答率是預先訂 定之基準正確解答率以上時,將表示前述解答之解答資料 ,在前述解答是正確解答時,以轉換後的位元列成爲最短 之方式來加以轉換。 6. 一種程式,係用以以使玩家進行遊玩包含問答的 問答遊戲之電腦來執行的程式,其特徵爲在以前述電腦執 行時,至少包含用以執行以下步驟之電腦可讀取的命令: 執行於問答中,將問題對玩家出題,受理對於該問題 的解答,並在該問答之結束後,通知該問答的結果之問答 處理的步驟; 將表示前述解答的解答資料,在前述解答是正確解答 -56- 200911332 時,以轉換後的位元列成爲最短之方式 > 將於前述轉換步驟中被轉換之前述 其他裝置的步驟; 從其他裝置,接收前述解答資料的 逆轉換於前述接收步驟中被接收之 驟。 7. 一種電腦可讀取的記錄媒體, 以使玩家進行遊玩包含問答的問答遊戲 式,該程式係在以前述電腦執行時,至 下步驟之電腦可讀取的命令: 處理於問答中,將問題對玩家出題 的解答,並在該問答之結束後,通知該 的步驟; 將表示前述解答的解答資料,在前 時,以轉換後的位元列成爲最短之方式 > 將於前述轉換步驟中被轉換之前述 其他裝置的步驟; 從其他裝置,接收前述解答資料的 逆轉換於前述接收步驟中被接收之 驟。 來加以轉換的步驟 解答資料,發送至 步驟;及 前述解答資料的步 其特徵爲記錄用以 之電腦來執行之程 少包含用以執行以 ,受理對於該問題 問答的結果之問答 述解答是正確解答 來加以轉換的步驟 解答資料,發送至 步驟;及 前述解答資料的步 -57-200911332 X. Patent application scope 1 · A game terminal is a game terminal that enables a player to play a question and answer game including a question and answer game. The feature terminal has a question and answer processing unit, which is in the question and answer, questions the player to the question, and accepts the question for the question. The answer, and after the end of the question and answer, notify the result of the question and answer * The conversion department will indicate the answer to the above answer. When the above answer is correct, the converted bit column becomes the shortest way. The transmission unit transmits the aforementioned answer data converted by the conversion unit to other game terminals; the receiving unit receives the aforementioned answer data from other game terminals; and the inverse conversion unit performs reverse conversion by The aforementioned answering information received by the receiving department. 2. The game terminal according to claim 1, wherein the conversion unit has: the codec dictionary memory unit memorizes the plurality of data different from each other, and respectively sets the bit column before encoding and the coded bit. The code column is used to create a corresponding codec dictionary; and the coding unit encodes the aforementioned solution data using a codec dictionary stored in the codec dictionary storage unit; and the aforementioned solution data encoded by the coding unit is used as The above-mentioned solution data of the conversion caused by the conversion unit is processed. -54 - 200911332 3. The game terminal of claim 1, wherein the conversion unit has: a codec dictionary memory unit that memorizes the plurality of data different from each other, and respectively sets the bit column before encoding The encoded bit column establishes a corresponding codec dictionary; the encoding unit encodes the aforementioned solution data using a codec dictionary memorized in the codec dictionary, and the extracting portion is extracted by a bit column of the above-mentioned solution data encoded by the encoding unit, but not included in a portion of the other encoded bit column > and the portion extracted by the extraction unit as a conversion by the conversion unit The aforementioned answer information is processed. A game system comprising a game system having a plurality of game terminals for causing a player to play a quiz game with a question and answer game, wherein the plurality of game terminals each have: a question and answer processing unit, in the question and answer, the problem is The player issues a question, accepts the answer to the question, and informs the result of the question and answer after the question and answer; the conversion department will indicate the answer to the above answer, and when the answer is correct, the converted bit The column is the shortest way to convert; the sending department sends the aforementioned answer data converted by the conversion unit to other game terminals; -55- 200911332 The receiving department receives the aforementioned answer data from other game terminals. And an inverse conversion unit that reversely converts the aforementioned answer data received by the receiving unit. 5. The game system according to claim 4, wherein the server device has a server device that can communicate with the plurality of game terminals respectively; and the server device has: a calculation necessary data storage unit, and the memory indicates that the problem is correct. The data necessary for the calculation of the parameters required for the calculation of the solution rate is required; and the calculation necessary data update unit updates the calculation necessary data stored in the above-mentioned calculation necessary data storage unit according to the foregoing result; the conversion unit is used in memory. When the above calculation requires the calculation of the necessary data of the data storage unit and the correct answer rate of the problem is above the predetermined correct answer rate, it will indicate the answer to the above answer. When the above answer is correct, the converted solution is The bit column is the shortest way to convert. 6. A program for executing a computer for a player to play a quiz game comprising a question and answer game, characterized in that, when executed by the computer, at least a computer readable command for performing the following steps is included: Execution in the question and answer, the question is asked to the player, the answer to the question is accepted, and after the question and answer is finished, the steps of the question and answer process of the result of the question and answer are notified; the answer information indicating the above answer is correct in the foregoing answer Answer -56-200911332, the step of converting the bit column into the shortest way> The steps of the other devices to be converted in the aforementioned conversion step; receiving the inverse conversion of the aforementioned solution data from the other device to the aforementioned receiving step The moment of being received. 7. A computer readable recording medium for the player to play a question and answer game containing a question and answer. The program is a computer readable command when executed by the aforementioned computer: in the question and answer, The question answers the player's question, and after the end of the question and answer, informs the step; the answer data indicating the above answer, in the former, the converted bit column becomes the shortest way> will be the aforementioned conversion step The step of converting the foregoing other device; and receiving, from the other device, the inverse conversion of the aforementioned solution data is received in the aforementioned receiving step. The steps to convert the data are sent to the step; and the step of the above-mentioned answering data is characterized in that the computer used for recording is less executed to execute, and the answer to the question and answer of the question is correct. Answer the steps to convert the data, send it to the step; and step-57-
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