TWI357345B - - Google Patents

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Publication number
TWI357345B
TWI357345B TW097102013A TW97102013A TWI357345B TW I357345 B TWI357345 B TW I357345B TW 097102013 A TW097102013 A TW 097102013A TW 97102013 A TW97102013 A TW 97102013A TW I357345 B TWI357345 B TW I357345B
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TW
Taiwan
Prior art keywords
question
answer
data
game
terminal
Prior art date
Application number
TW097102013A
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Chinese (zh)
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TW200911332A (en
Inventor
Yohei Marufuji
Original Assignee
Konami Digital Entertainment
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Publication date
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
    • G06Q50/00Systems or methods specially adapted for 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

Description

1357345 九、發明說明 【發明所屬之技術領域】 本發明係關於使玩家進行遊玩包含問答之問答遊戲的 遊戲終端、遊戲系統、程式及電腦可讀取的記錄媒體》 【先前技術】 於日本特開2006 — 055 294號公報係記載有將問題對 玩家出題,受理對於該問題之玩家的解答之所謂執行一連 串處理而使玩家進行由玩問答遊戲的遊戲系統。在該遊戲 系統,從被玩家選擇之1種類型,選擇問題,並於問答中 出題。 【發明內容】 [發明所欲解決之課題] 然而,作爲問答遊戲之一種,有複數玩家同時參加而 φ 進行遊玩之多人數參加型線上遊戲。在該種問答遊戲,依 據對複數玩家提出相同問題,如果各玩家不僅可知自身解 答的內容,亦可得知其他玩家之解答的內容的話,便可提 高問答遊戲的有趣性。亦即,玩家係可更享受問答遊戲。 ' 爲此,必須使對相同問題之各玩家的解答’共有於複數遊 - 戲終端。就是說,必須將表示解答的資料’在遊戲終端之 間發送接收。 在被出題之問題是多項選擇式之問題時’因爲解答之 自由度較低,可充分縮小爲了共有各玩家之解答而在遊戲 -5- 1357345 終端之間發送接收之各資料的大小。因此,此時,可將爲 了共有各玩家之解答而在遊戲終端之間發送接收之資料的 量,抑制爲較低。對此,在被出題之問題是對玩家要求解 答文字列之輸入之形式的問題時,因爲解答之自由度較高 ,會難以充分縮小爲了共有各玩家之解答而在遊戲終端之 間發送接收之各資料的大小。就是說,在習知的技術中, 在被出題之問題是對玩家要求解答文字列之輸入之形式的 問題時,難以充分縮小爲了共有各玩家之解答而在遊戲終 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,其解決課題爲提 供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。 [用以解決課題之手段] 以下’針對本發明而加以說明。本發明提供一種遊戲 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:終端記憶部,係依每一問題,記憶包含 問題資料及正確解答資料的問答資料,並且記憶包含編碼 前之資料與編碼後之資料的複數個組合之編解碼字典,且 爲將一致於某正確解答資料的編碼前之資料與最短之編碼 後之資料建立對應的編解碼字典;問答處理部,係於使用 -6 - 135734.5 問答資料被記憶於前述終端記憶部之問題中某問題的問答 中,使用關於該當問題之前述問答資料,將該當問題對玩 家出題’受理對於該當問題的解答,在該當問答結束後通 • 知該當問答的結果;編碼部,係將表示於使用某問題的問 ' 答中受理之解答的解答資料,使用前述終端記憶部所記憶 - 之該當問題相關的編解碼字典來加以編碼;送訊部,係將 藉由前述編碼部編碼之前述解答資料,發送至其他遊戲終 φ 端;收訊部’係從其他遊戲終端,接收前述解答資料;及 解碼部’係將針對使用某問題的問答而藉由前述收訊部接 收之前述解答資料’使用前述終端記憶部所記憶之該當問 題相關的編解碼字典來加以解碼。又,本發明提供一種遊 戲系統’其特徵爲:具有複數個前述遊戲終端;注目於前 述複數遊戲終端中某遊戲終端時,剩下的遊戲終端係成爲 前述其他遊戲終端。 在該遊戲系統(1),爲了使各玩家之解答共有於複 Φ 數遊戲終端(1 〇 )而在遊戲終端(1 〇 )之間發送接收的資 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複數遊戲終 端(1 〇 ),一邊可將遊戲終端(1 〇 )之間發送接收之資料 的量抑制爲較低。 於前述之遊戲終端中,亦可爲具有:抽出部,係抽出 1357345 包含於藉由前述編碼部編碼之前述解答資料的位元 未包含於其他編碼後之位元列的部份;並將藉由前 部抽出之前述部份,作爲藉由前述編碼部所編碼之 答資料來處理。 作爲前述部份,係例如可例示編碼後之位元列 部份(例如,開頭的1位元)。在該樣態,不需要 再構築編解碼字典。 於前述之遊戲系統中,亦可爲具有可與前述複 終端分別進行通訊的伺服器裝置;前述伺服器裝 備:伺服器記憶部,係依每一問題,記憶包含問題 正確解答資料的問答資料,並且依每一問題,記憶 碼前之資料與編碼後之資料的複數個組合之編解碼 且爲將一致於某正確解答資料的編碼前之資料與最 碼後之資料建立對應的編解碼字典,與問題之正確 的計算所需之正確解答率計算必須資料:及處理器 據前述結果,更新前述伺服器記憶部所記憶之正確 計算必須資料中前述結果相關之問題的正確解答率 須資料,並使用已更新之正確解答率計算必須資料 出該當問題的正確解答率,在正確解答率成爲預先 基準正確解答率以上時,以一致於該當問題之正確 料的編碼前之資料與最短之編碼後之資料建立對 式,更新前述伺服器記憶部所記憶之該當問題相關 碼字典;前述複數遊戲終端,係個別接收前述伺服 部所記憶之編解碼字典,並記憶於前述終端記憶部 列,但 述抽出 前述解 的開頭 動態地 數遊戲 置係具 資料及 包含編 字典, 短之編 解答率 ,係依 解答率 計算必 來計算 訂定之 解答資 應之方 之編解 器記憶 -8- 135734.5 依據該樣態,針對一定以上之正確解答率的問題,爲 了使各玩家之解答共有於複數遊戲終端(10)而在遊戲終 端(10)之間發送接收的資料中,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 ' )。因此,依據該樣態,可確實地減低遊戲終端(1 〇 )之 * 間被發送接收之資料的量。 又,本發明是提供一種程式,其特徵爲用以使玩家進 φ 行遊玩包含問答的問答遊戲之電腦,並且爲具備依每一問 題,記憶包含問題資料及正確解答資料的問答資料,並且 記憶包含編碼前之資料與編碼後之資料的複數個組合之編 解碼字典,且爲將一致於某正確解答資料的編碼前之資料 與最短之編碼後之資料建立對應的編解碼字典之終端記憶 部的電腦,作爲以下構件而作用:問答處理部,係於使用 問答資料被記憶於前述終端記憶部之問題中某問題的問答 中,使用關於該當問題之前述問答資料,將該當問題對玩 • 家出題,受理對於該當問題的解答,在該當問答結束後通 知該當問答的結果;編碼部,係將表示於使用某問題的問 答中受理之解答的解答資料,使用前述終端記憶部所記憶 之該當問題相關的編解碼字典來加以編碼;送訊部,係將 藉由前·述編碼部編碼之前述解答資料,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 解碼部,係將針對使用某問題的問答而藉由前述收訊部接 收之前述解答資料,使用前述終端記憶部所記億之該當問 題相關的編解碼字典來加以解碼。理想是該程式(P1)或 -9 - 1357345 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(P1)或程式 產品(P1)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(fl〇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),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 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】 W T ’ # M 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。 &lt; 1.構造&gt; &lt; 1 — 1.遊戲系統&gt; -10- 1357345 圖1係揭示關於本發明之實施形態的遊戲系統1之構 造的區塊圖。遊戲系統1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。 φ 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12) 的多人數參加型線上遊戲(multi pie player online game) 。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1 3人以上或1 1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 φ 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)10、連接LAN2 5與網際網路2的路由器20 〇 • 遊戲終端10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。 • 11 - 1357345 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 1〇係除了可經由LAN25與設置該遊戲終端10之遊戲設施 F內的其他遊戲終端10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10通訊。 遊戲系統1係具有:對於所有遊戲終端1 0,提供後述 之各種服務(處理)的伺服器裝置(電腦)40、及連接伺 服器裝置40與網際網路2的路由器30。伺服器裝置40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40及所有遊戲終端1 0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 變形,以複數單元來構成伺服器裝置40亦可。 &lt; 1 一 2 ·遊戲終端&gt; 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。遊戲終端10之玩家,係可在遊戲終端10的框體 110正面,觀看設置於框體Π0之顯示部(具體來說是監 視器)120的畫面121所顯示之畫像之同時,傾聽從設置 於框體110之揚聲器131放出之聲音,接觸設置於框體 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121之 畫像及從揚聲器131放出之聲音來掌握被遊戲終端10提 出之問題,而對於該問題,接觸觸控面板1 4 1來解答。 •12- 圖3係揭示遊戲終端1 0之構造的區塊圖。如該圖所 示,遊戲終端1 0係具有··進行後述之各種處理的處理器 1 5 0 '將被玩家操作而將因應操作內容之操作資料,供給 至處理器150的操作部140、使用來自處理器150的畫像 資料,於畫面121顯示畫像的顯示部120、使用來自處理 器150的聲音資料,從揚聲器131放出聲音的放音部130 、記憶各種資料的終端記億部1 60及通訊介面1 80。 操作部140係具備觸控面板141。觸控面板141係將 因應被玩家接觸之位置的操作資料,供給至處理器150。 處理器150係例如1或複數的CPU (Central Processing Unit ),進行後述之遊戲處理。通訊介面180係在LAN25 之間發送接收訊號者,在處理器150與LAN25之間中繼 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1 2 0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 終端記億部1 60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R T 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憶內容之 不可改寫區域RT21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rT2i係例如藉由R〇M ( Read Only Memory)實現,可改寫區域rT22係例如藉由 1357345 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 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 0所使用之問答資料 之構造的圖。於問答資料係包含有表不問題的問題資料、 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 -14- 1357345 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。 φ 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 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B L 1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4〇遞送。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0’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 -15- 1357345 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RT1係記憶有程式P 1。程式P 1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 0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 〇的集合,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ίο同時所屬之組群的數量爲1。於各組群中, 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10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」。 &lt; 1 一 3.伺服器裝置&gt; 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。如該圖所不,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3〇 之間,中繼資料的通訊介面420及記億各種資料的伺服器 -16- 1357345 記憶部430。處理器410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1〇之間發送接收資料。 伺服器記億部43 0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B L2。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 φ 單B L1,被遞送至各遊戲終端1 〇。再者,將本實施形態加 以變形,將伺服器側出題禁止清單B L2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B L2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 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、 Φ 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。問題的正確解 答次數係在遊戲系統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 -17- 1357345 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 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QT1的超集(superset)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 〇的問 答資料之遞送來實現。遊戲終端10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 -18- 1357345 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 φ 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 〇〇%,僅表示適切範圍之下限的 資料亦可說是表示適切範圍的資料。再者,適切範圍資料 係因爲作爲對應之難易度之問題的正確解答率,亦揭示不 適切之正確解答率的範圍,故亦可說是用以特定不適切之 正確解答率範圍內之正確解答率的問題之資料。 非揮發性區域RT4係記憶程式P2。程式P2係包含電 腦可讀取的命令,在該程式P2被處理器410執行時,使 φ 伺服器裝置40進行伺服器處理。於伺服器處理係包含用 以將複數遊戲終端1 0加以組群化的伺服器側組群化處理 、更新記憶於伺服器記憶部4 3 0之資料的更新處理、將終 端側出題禁止清單BL1遞送至遊戲終端10的清單遞送處 ' 理及將編解碼字典資料遞送至遊戲終端10的字典遞送處 ' 理。該等處理係可平行執行。 &lt; 2 .動作&gt; &lt;2_ 1.槪要內容&gt; -19- 1357345 圖6A及圖6B係揭示遊戲系統1之動作的槪要內容的 序列圖。圖6B係揭示圖6A所示之各遊戲終端1 〇及伺服 器裝置40之各動作的後續。如圖6A及圖6B所示,在遊 戲系統1作動之間’在伺服器裝置4 0,係持續進行伺服器 側組群化處理。另一方面’如圖6A所示,在遊戲終端1 〇 ,係進行因應玩家欲遊玩之問答遊戲的種類(以下,稱爲 「遊玩對象」)之處理。在遊玩對象是多人數參加型線上 遊戲時,遊戲終端1 〇的處理器1 5 0係首先進行終端側組 群化處理。 在終端側組群化處理,處理器1 50係首先,使用顯示 部12〇及操作部140,提供用以使玩家輸入多人數參加型 線上遊戲之身爲玩家之名稱的遊玩名稱的UI (使用者介 面)。UI係爲任意,例如作爲軟體鍵盤亦可。再者,將 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 0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 50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4〇的處理器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10作爲母集團的組群化。具體來說,處理器410係對 成爲各組群之母終端的遊戲終端1 〇 ’發送空的組群化回應 ,對成爲各組群之子終端的遊戲終端10 ’發送包含表示成 爲該組群之母終端的遊戲終端10之通訊位址之資料的組 -20- 135734.5 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10,發送組群化要求至伺服器裝置40之後 ,從伺服器裝置4〇發送組群化回應至該等複數遊戲終端 1 〇之例,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 10(母終端),發送表示輸入於自身(子終端)之遊玩名 φ 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10,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 〇 之間,可直接或經由成爲該組群之母終端的遊戲終端1 〇, 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 10的處理器150,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RT1,並將 φ 該配對,發送至掌握通訊位址之遊戲終端1 0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_ 終端1 0。在接收該配對的遊戲終端1 0,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土也 中,僅使用於遊玩名稱資料的識別。亦即,於發送目的±也 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 -21 - 1357345 同之資料時,係必須使成爲母終端的遊戲終端10 ’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121,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10,發送至任意資料至成爲母終端的遊戲終端1 〇 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 〇的處理器1 50, 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 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 5 0係首先,將 要求終端側出題禁止清單BL1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 BL1而複寫至揮發性區域rti,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 -22- 1357345 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 5 0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 φ 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 源。母終端的處理器1 5 0係接收被回覆來的字典遞送回應 ,並將該字典遞送回應內的編解碼字典資料與問題ID資 φ 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,子終端的處理器150 係首先,使屬於相同組群之母終端的複數問題之選擇、該 等複數問題的出題順序及編解碼字典,與該母終端共有。 然後,於屬於相同組群之所有子終端中前述共有完結時, * 於該組群中,進行決定之內容的多人數參加型線上遊戲。 然後,多人數參加型線上遊戲結束時,進行該遊戲之 組群之所有成員的遊戲終端1 〇的處理器1 5 0,係分別將表 示該遊戲之遊玩結果的遊玩結果資料,發送至伺服器裝置 -23- 1357345 40,結束線上遊戲處理。遊玩結果資料係每個玩家的資料 。又,遊玩結果資料係針對包含於結束之多人數參加型線 上遊戲的所有問答,包含依每個問答,表示問答之結果( 以下,稱爲「問答結果」)的問答結果資料r 伺服器裝置40的處理器410係每於接收遊玩結果資 料時’進行更新處理。亦即,因應接收之遊玩結果資料, 更新記憶於伺服器記憶部43 0的資料。結果,更新伺服器 側問答表QT2及伺服器側出題禁止清單BL2。再者,將本 實施形態加以變形’作爲該組群之母終端整理屬於相同組 群之所有遊戲終端10的遊玩結果資料,並發送至伺服器 裝置40之形態亦可。 另一方面’在遊玩對象是獨立作業型遊戲時,遊戲終 端10的處理器15〇係進行單獨遊戲處理。單獨遊戲處理 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4 0回覆終端側出題禁止清單b L 1。該遊 戲終端10的處理器150係接收終端側出題禁止清單BL1 而複寫至揮發性區域R T 1 ’依據該終端側出題禁止清單 BL1’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1〇’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10的處理 器150係結束單獨遊戲處理。 -24- 135734.5 &lt; 2 - 2 .更新處理&gt; 圖7係在伺服器裝置4〇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 〇接收之遊玩 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410係在包含於從遊戲終端10接收之遊玩結果資 φ 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(SA1)。在該判定結果是否定時 ’處理器410係結束更新處理。 在步驟SA1的判定結果是肯定時,處理器410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410係使依據被選擇之問答 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 T 2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,進行計算必須資料的 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S A3 1,被選擇之問答結 果資料內的問題ID (以下,稱爲「選擇問題ID」)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,在問答結果資料表示對該問題 -25- 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4 1 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410 係判定藉由步驟SA32的更新,選擇問題ID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 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410係作爲 再構築編解碼字典的處理,進行優先正確解答資料的構築 處理(SA34)。具體來說,將選擇問題ID之問題的編解 碼字典’以針對表示選擇問題ID之問題的正確解答之正 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更新。如此一來,伺服 器側問答表QT2的更新處理結束。再者,將本實施形態加 以變形’作爲如果選擇問題ID之問題的正確解答率是基 準正確解答率以上的話,一定進行步驟SA34的構築處理 亦可。 1357345 在步驟S A 3 3的判定結果是否定時,處理器4 1 0係判 定藉由步驟SA32的更新’選擇問題ID之問題的正確解答 率是否未滿預先訂定之基準正確解答率(SA35 )。該判定 結果係僅在選擇問題ID之問題的正確解答率是未滿基準 - 正確解答率,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解答率) 在基準正確解答率以上時’成爲肯定。在該判定結果是肯 ^ 定時,處理器410係作爲再構築編解碼字典的處理,進行 不優先正確解答資料的構築處理(SA36)。該構築處理的 內容係爲任意,例如,隨機訂定編碼後之位元列與編碼後 之位元列的對應關係亦可。具體來說’再構築選擇問題 ID之問題的編解碼字典’使任意長度之編碼後資料對應 一致於對應選擇問題ID之正確解答資料的編碼前資料。 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 φ 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 -27- 1357345 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10接收之遊玩 結果資料,更新伺服器側問答表QT2,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。 &lt; 2— 3.單獨遊戲處理&gt; 圖8係在遊戲終端1 0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1〇的處理器150係進行 終端側出題禁止清單BL1的更新(SB1)。具體來說,將 清單遞送要求發送至伺服器裝置4〇,從伺服器裝置40接 收終端側出題禁止清單BL1,並將接收之終端側出題禁止 清單BL1,複寫至揮發性區域RT1。 接著,處理器150係依據終端側出題禁止清單BL1, 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 -28- 1357345 候補而選擇,決定被選擇之規定數之出題 。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 據被決定之出題形式,訂定候補選擇母集團 • 題形式的決定係例如使用亂數來進行。又, . 定時,前述選擇係被指定或決定之出題形式 爲候補選擇母集團,來自該候補選擇母集團 Φ 選擇,係藉由用以選擇具有與類型不同之聯 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 。在聯繫選擇處理,遊戲終端10的處理器 著目於候補選擇母集團內之未注目的1個Θ 具體來說,著目於終端側問答表QT1內之罔 未注目之1個問題ID資料。該1個問題ID 用亂數來訂定。接著,處理器150係依據被 φ 出題形式,選擇關鍵字群的種類(SC2)。 指定或決定之出題形式是擇一形式的話,則 關鍵字群、正確解答關聯關鍵字群及不正確 字群之任一種類。再者,將本實施形態加以 * 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&lt; 定係藉由依據終端側問答表QT 1內的關鍵字 目中之問題的關鍵字群中與在步驟SC2選擇 字群同種的關鍵字群作爲母集團(以下,稱 補的出題順序 出題形式,依 。在此時之出 在類型未被指 的所有問題成 之出題候補的 繫的規定數之 處理的流程圖 1 5 0係首先, 3 題(SCI )。 丨題ID資料中 資料係例如使 指定或決定之 例如,如果被 選擇問題關聯 解答關聯關鍵 變形,作爲從 丨SC3)。該特 群資料,將注 之種類的關鍵 爲「關鍵字選 -29- 1357345 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QT 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B L 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SC4的判定結果爲否定時,處理則回到步驟 SC3。亦即,到步驟SC4的判定結果成爲肯定爲止,重覆 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 SC4的判定結果是肯定時,處理器1 50係將規定數之可候 補化問題,分別作爲出題候補而選擇(S C 5 ),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 -30- 1357345 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, 處理器15〇係特定身爲在下次問答處理出題之問題 對象問題(SB3)。具體來說,將未出題的出題候 出題順序是最前面的出題候補作爲出題對象問題。 * 處理器1 5 0係執行問答處理(S b 4 )。所謂問答處 行問答的處理。在問答處理,處理器丨5 〇係使用 φ .120 ’進行用以提出出題對象問題之同時(SB4A ) 顯示部120及操作部140,進行受理玩家之解答的 理(SB4B )。出題處理及受理處理係使用用以進行 題對象問題之問答的問答資料(問題資料)來進行 1 〇揭示此時顯示於畫面1 2 1之畫像的一例。 圖10係揭示顯示於遊戲終端10之畫面121的 一例的圖。此例係被指定或決定之問題形式是擇一 者’於畫面1 2 1內之圖中上側的顯示區域顯示有出 φ 問題的文字列「東京車站的畫像是哪個?」,於畫 內之圖中下側的顯示區域顯示有複數解答選擇項 AS4。玩家係可藉由接觸所希望解答選擇項的畫像 畫面121上的區域,選擇該解答選擇項,亦即,解 * 對象問題。 * 在受理處理,處理器15〇係判定是否已受理玩 答(S B 4B 1 ),如果該判定結果是否定,則判定從 理處理的經過時間是否已超過限制時間(SB4B2 ) 該判定結果是否定,則使處理回到步驟SB4B 1。亦 接著, 的出題 補中, 接著, 理係進 顯示部 ,使用 受理處 使用出 。於圖 畫像之 形式時 題對象 面 12 1 AS 1〜 所佔之 答出題 家的解 開始受 ,如果 即,到 -31 - 1357345 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1〇是「〇9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 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,從放音部丨30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15〇係在步驟SB4B1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150係進行正確解答處 理(SB7)。具體來說,進行用以使通知爲正確解答之畫 -32- 1357345 像’顯示於畫面121的處理、使通知爲正確解答之聲音, 從放音部130的揚聲器IP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(SB8 )。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 φ 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 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SB8的判定結果是否定時, φ 處理器15〇係使用顯示部120,使畫面121顯示遊玩的結 果(SB9 ),結束單獨遊戲處理。 &lt; 2 — 4 ·母線上遊戲處理&gt; * 圖1 1及圖1 2係分別揭示在遊戲終端1 0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150係進行終端側出題禁止清單BL1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, -33- 1357345 進行多人數參加型線上遊戲之內容的決定(SD2 )。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 資料。 接著,處理器150係對其他所有成員,通知步驟SD2 之決定的內容及步驟SD3中取得的編解碼字典(SD4 )。 具體來說,將被選擇之規定數之出題候補的問題ID資料 、表示該等出題候補之出題順序的資料、表示該等出題候 補之編解碼字典的編解碼字典資料,發送給其他成員。接 著,主處理器150係特定在下一次的問答處理被出題之問 題的出題對象問題(SD5 )。多人數參加型線上遊戲係於 母終端中’開始於步驟S D 5爲止。 接著,處理器150係進行問答處理(SD6 )及收集在 其他成員受理之解答的解答收集處理(SE)。兩處理係平 -34- 135734.5 行執行。步驟SD6的問答處理係與步驟SB4的問答處理 相同。於圖13揭示於該問答處理中顯示於畫面121之畫 像的一例。 圖13係揭示顯示於遊戲終端10之畫面121的畫像之 * 一例的圖。此例係被指定或決定之問題形式是打字形式時 - 者,於畫面121內之圖中上側的顯示區域顯示有出題對象 問題,於畫面1 2 1內之圖中下側的顯示區域顯示有軟體鍵 φ 盤。出題對象問題係包含與「美利堅合眾國的略稱」之文 字列旋動的立方體之畫像。於該立方體的各面係包含於正 確解答之文字列「USA」的所有文字1個個被描畫。玩家 係觀看出題對象問題之文字列及畫像,思考解答的文字列 ,接觸軟體鍵盤之所希望的鍵所佔之區域,1個個輸入文 字,而輸入解答的文字列,最後接觸所定鍵(在圖中是「 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 φ 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14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RT1,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F L,並將其値作 -35- 1357345 爲〇 (未完結)(SEl )。 接著,處理器150係判定是否已從所有其他成員接收 表示解答的解答資料(SE2),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15〇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 15〇係將揮發性區域RT1的收集處理完結旗標fl之値作 爲1(完結)(SE4) ’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SE3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 致之遺漏收集。 在圖12的問答處理(SD6),處理器150係在相當於 步驟SB4B1的處理(SD6B1)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 -36- 1357345 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ρ l是否 是1 (完結)(S D 8 )。在該判定結果爲否定時,處理則 • 回到步驟SD8。亦即’處理器150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150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( φ 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(SD 1 0 )。在該判定結果 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(SD11)。該解碼係步驟 φ 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 處學(SD12)。然而,在該正確解答處理,處理器15〇係 ' 使用顯示部120,於畫面.121,不僅自身受理之解答’亦 1 顯示其他成員受理之解答。於圖1 5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 -37- 1357345 圖13比較可明顯得知,在圖15,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 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150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(SD13),進行與步驟SB5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。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 處理時’處理器1 5 0係首先,判定收集處理完結旗標F l 是否是1(完結)(SD15 )。在該判定結果爲否定時,處 理則回到步驟SD15。亦即,處理器150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150係 判定收集之解答(解答資料)的數量是否是0(SD 16)。 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SD16的判定結果爲否定時,處理器150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 (SD17 )。該處理係與步驟SD9的處理相同。接著,處 理係前進至步驟SD13。另一方面,在步驟SD16的判定結 果爲肯定時,處理則前進至步驟SD14。亦即,在所有成 -38- 1357345 員之任一中皆未受理解答時,解答資料的發送(SD 17)及 解答資料的解碼(SD13)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 ),在該判定結果爲肯 • 定時,處理則回到步驟SD5。亦即,到步驟SD 1 7B的判定 - 結果成爲否定爲止,重覆步驟SD5〜SD 17的處理(及解 答收集處理(SE) ) »在步驟SD17B的判定結果是否定 φ 時’處理器15〇係進行用以結束母線上遊戲處理的結束處 理(SD 1 8 ),結束母線上遊戲處理。多人數參加型線上遊 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 50係使用顯示部1 20,使遊 玩的結果顯示於畫面1 2 1之外,將關於結束之多人數參加 型線上遊戲的表示正在使用自身之玩家的遊玩結果之遊玩 結果資料,發送至伺服器裝置40。在該遊玩結果資料的產 生,處理器1 50係針對包含於結束之多人數參加型線上遊 φ 戲的各問答,產生問答結果資料。該等問答結果資料中, 表示解答是正確解答的問答結果資料,係僅有關於步驟 S D 1 0的判定結果成爲肯定之問答的問答結果資料。 &lt;2 - 5.子線上遊戲處理&gt; ' 圖1 6及圖1 7係分別揭示在遊戲終端1 〇進行之子線 上遊戲處理的流程圖之一部份的圖。在子線上遊戲處理, 子終端的處理器1 5 0係首先,從相同組群的母終端,取得 多人數參加型線上遊戲的內容及編解碼字典(SF1)。具 -39- 1357345 IS來說;’從該母終端接收在成員的母終端被選擇之規定數 之出題候補的問題ID資料、表示該等出題候補之出題順 序的資料 '表示該等出題候補之編解碼字典的編解碼字典 資料。 接著’處理器150係特定在下一次的問答處理被出題 之問題的出題對象問題(SF2 )。多人數參加型線上遊戲 係於子終端中,開始於步驟S F 2爲止。接著,處理器1 5 0 係進行問答處理(SF3 )。步驟SF3的問答處理係與步驟 SB4的問答處理相同。在步驟SF3,與圖i 3所示之畫像相 同的畫像係顯示於畫面1 2 1。在步驟S F 3的問答處理,處 理器150係在相當於步驟SB4B1的處理(SF3B1 )之判定 結果’或相當於步驟SB4B2之處理(SF3B2)的判定結果 成爲肯定時’結束問答處理,進行下一個處理。 在受理解答而結束問答處理時,處理器150係參照出 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(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 B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15〇係在從成員的母終端接收解答資料而步驟 SF6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 -40- 1357345 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(SF9 )。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SF9的判定結果成爲肯定時,處理器15〇係進 行與圖12的步驟SD12相同的正確解答處理(SF10)。另 φ 一方面,在步驟SF9的判定結果成爲否定時,處理器150 係進行與圖12的步驟SD 14相同的不正確解答處理(SF η )。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150係進行與步驟SF6〜SF8相同的處理( SF12〜SF14)。在該處理結束時,處理則前進至步驟 SF 1 1 ° 結束正確解答處理或不正確解答處理之處理器丨50, 係判定是否可提出下個問題(SF1 5 ),在該判定結果爲肯 φ 定時’處理則回到步驟SF2。亦即,到步驟SF 1 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SF15的判定結果爲肯定時,處理器15〇係進 行與前述之結束處理(SD18)相同的結束處理(SF16), 結束子線上遊戲處理。但是,在步驟S F i 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 -41 - 1357345 止。 &lt; 3.效果&gt; 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10具備處理器150,處理器 1 50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 10的處理(SD9’SF5)、從其他遊戲終端10,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( SD1 1,SD 1 3,SF8,SF14)。 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。 -42- 1357345 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4 1 0及伺服器記憶部43 0,伺服 , 器記憶部記億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 0係依據複數遊戲終端1 〇之 φ 個別的問答結果,更新記億於伺服器記憶部430之正確解 答率計算必須資料,遊戲終端1 〇的處理器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, 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。 φ 在本實施形態,遊戲終端1 0係具備處理器1 5 0及終1357345 IX. Description of the Invention [Technical Fields of the Invention] The present invention relates to a game terminal, a game system, a program, and a computer readable recording medium for causing a player to play a question and answer game including a question and answer game. [Prior Art] In the publication of the Japanese Patent Publication No. 055, No. 294, a game system that causes a player to perform a series of processes for answering a question to the player of the question and causes the player to perform a series of games. In the game system, from the type selected by the player, the question is selected and the question is answered in the question and answer. [Problem to be Solved by the Invention] However, as one of the quiz games, there are a number of people participating in the online game in which a plurality of players participate at the same time. In this quiz game, according to the same question for the plural players, if the players can not only know the content of their own answers, but also know the contents of the answers of other players, the fun of the quiz game can be improved. That is, the player system can enjoy the quiz game more. 'To do this, the answer to each player of the same problem must be made in the plural-play terminal. That is to say, the information indicating the answer must be transmitted and received between the game terminals. When the problem being questioned is a question of multiple choices ‘ because the degree of freedom of the solution is low, the size of each piece of data transmitted and received between the terminals of the game -5 - 1357345 can be sufficiently reduced in order to share the answers of the players. Therefore, at this time, the amount of data transmitted and received between the game terminals for sharing the answers of the respective players can be suppressed to be low. In this regard, when the question to be asked is a question for the player to request the form of input of the character string, because the degree of freedom of the answer is high, it is difficult to sufficiently narrow the transmission and reception between the game terminals in order to share the answers of the players. The size of each material. That is to say, in the conventional technique, when the problem of being asked is a question for the player to request the form of the input of the character string, it is difficult to sufficiently reduce the data transmitted and received between the game terminals in order to share the answers of the players. the size of. The present invention has been made in view of the above-mentioned problems, and the problem to be solved is to provide a solution for the player to request a solution to the input form of the character string. The terminal can suppress the amount of data transmitted and received between the game terminals to a lower game terminal, a game system, a program, and a computer-readable recording medium. [Means for Solving the Problem] The following is described with respect to the present invention. The invention provides a game terminal, which is a game terminal for causing a player to play a question and answer game including a question and answer game, which is characterized in that: the terminal memory unit is configured to memorize the question and answer data containing the problem data and correctly answer the data according to each question, and memorize a codec dictionary including a plurality of combinations of pre-encoding data and encoded data, and a codec dictionary corresponding to the shortest encoded data that matches the pre-encoding data of a correct answer data; the Q&A processing unit In the question and answer of using the -6 - 135734.5 question and answer data to be memorized in the question of the terminal memory, use the above question and answer information about the question, and issue the question to the player's answer to the answer to the question. After the end of the question and answer, you will know the result of the question and answer; the coding department will indicate the answer to the answer to the question in the answer to the question, and use the codec dictionary related to the question in the memory of the terminal memory. To encode, the transmitting unit, which is encoded by the aforementioned encoding unit The answer data is sent to the final φ end of the other game; the receiving department 'receives the above-mentioned answer data from other game terminals; and the decoding department' will answer the above-mentioned answer information received by the receiving department for the question and answer of using a question. 'Decode using the codec dictionary associated with the problem that is remembered by the terminal memory. Furthermore, the present invention provides a game system </ RTI> which is characterized in that it has a plurality of game terminals; and when attention is paid to a game terminal of the plurality of game terminals, the remaining game terminals are the other game terminals. In the game system (1), in order to make the answers of the players common to the complex Φ number of game terminals (1 〇) and to send and receive information between the game terminals (1 〇), The size of the data sent and received will be the smallest (the bit column is the shortest). In the question-and-answer game, each player answers with a correct answer. According to the present invention, in the case of a player who asks for a form of input of a character string to be answered, a plurality of people participate in the online game. The answer is common to the plural game terminals (1 〇), and the amount of data transmitted and received between the game terminals (1 〇) can be suppressed to be low. In the game terminal, the extracting unit may further include: 1357345, the portion of the bit data included in the solution data encoded by the encoding unit is not included in the other encoded bit column; The aforementioned portion extracted from the front portion is processed as the answer data encoded by the encoding unit. As the aforementioned portion, for example, a bit column portion after encoding (for example, the first 1-bit) can be exemplified. In this state, it is not necessary to construct a codec dictionary. In the foregoing game system, the server device may be configured to communicate with the complex terminal separately; the server device is: a server memory unit, and the question and answer data containing the correct answer information is memorized according to each question. And according to each question, the codec of the combination of the data before the code and the coded data is codec and the codec dictionary corresponding to the data of the code that is consistent with the code of the correct answer is matched with the code of the code. Correct calculation of the correct answer rate required for the correct calculation of the problem: and the processor according to the foregoing results, updating the correct answer rate information of the problem related to the foregoing result in the correct calculation of the necessary data stored in the aforementioned server memory, and Using the updated correct answer rate calculation must provide the correct answer rate for the problem. When the correct answer rate becomes the pre-base correct answer rate, the pre-encoding data and the shortest code are consistent with the correct material of the problem. Data pairing, updating the problem-related codewords memorized by the aforementioned server memory The plurality of game terminals receive the codec dictionary memorized by the servo unit, and store the codec dictionary in the terminal memory unit column, but extract the start of the solution to dynamically count the game device data and include the dictionary, short According to the solution rate calculation, the solution rate must be calculated according to the solution rate. -8- 135734.5 According to this aspect, for the problem of correct answer rate of more than one, in order to solve the problem of each player In the data transmitted and received between the game terminals (10) in the plurality of game terminals (10), when the answer to the correct answer is accepted, the size of the data to be transmitted and received is minimized (the bit column is the shortest '). Therefore, according to this aspect, the amount of data transmitted and received between the game terminals (1 〇 ) can be surely reduced. Moreover, the present invention provides a program for enabling a player to play a computer that includes a Q&A game of questions and answers, and to have a question and answer message containing questions and correct answers to each question, and to remember a codec dictionary including a plurality of combinations of pre-encoding data and encoded data, and a terminal decoding unit for encoding and decoding dictionaries corresponding to the shortest encoded data corresponding to the pre-encoding data of a correct answer data The computer functions as the following component: the question and answer processing unit is used in the question and answer of a question in which the question and answer data is memorized in the terminal memory unit, and the question and answer information about the question is used, and the question is played against the home. In the question, the answer to the question is accepted, and the result of the question and answer is notified after the question and answer is completed; the coding department will indicate the answer to the answer accepted in the question and answer using the question, and use the question stored in the terminal memory unit. Related codec dictionary to encode; the Ministry of Communications, will be by the former The above-mentioned answer data of the coding part code is sent to other game end terminals: the receiving part receives the aforementioned answer data from other game terminals', and the decoding part uses the aforementioned answer for the question and answer using a certain question. The above-mentioned answer data received by the department is decoded using the codec dictionary related to the problem in the terminal memory unit. Ideally, the program (P1) or -9 - 1357345 program product (P1) can also be downloaded to the computer (10) by connecting to the network (2) and via the communication interface (180). Further, the present invention can also be used as a computer-readable recording medium for recording the aforementioned program (P1) or program product (P1). That is, it can also be recorded as a floppy disk (fl〇ppy, registered trademark), CD-ROM or other computer-readable recording medium as information that can be loaded into a computer's memory. Using the computer (丨) that executes the program, you can achieve the same effect as the aforementioned game terminal (1 〇). [Effect of the Invention] According to the invention of the present invention, it is possible to provide a multi-number participation type online game in which a problem in which the player requests to answer the input form of the character string is generated, and the answer of each player is shared in the plurality of game terminals. The amount of data transmitted and received between game terminals is suppressed to a lower game terminal, game system, program, and computer readable recording medium. [Embodiment] A W T ' # M surface will be described with respect to an appropriate embodiment of the present invention. The specific structure described below is merely an example, and the scope of the present invention includes various forms obtained by modifying this specific structure. &lt; 1. Construction &gt;&lt;1 - 1. Game System&gt; -10- 1357345 Fig. 1 is a block diagram showing the construction of the game system 1 according to the embodiment of the present invention. The game system 1 is a system for players to play a plural question and answer. The question and answer is a question (the game system 1 (specifically, the game terminal 10 described later)) raises a question (quiz question) and the respondent • (player) answers a series of questions. In the quiz game, multiple questions and answers • Follow the order one by one. Furthermore, this embodiment is modified, and in the question and answer game, plural questions and answers may be performed in parallel. The φ player system 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 a stand-alone game in which one person is one person. The other type of quiz game is a multi-person player online game in which the number of participants is plural (specifically 12). 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) for the visiting player to play the game of the φ game. Specifically, each game facility F is provided with a LAN (Local Area Network) 25, a single game terminal (computer) 10 connected to the LAN 25, allowing the player to play a game, and a router connecting the LAN 2 5 and the Internet 2. 20 游戏 The game terminal 10 is a game device that is used by a player to cause a player to play a quiz game (game field game machine), 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. • 11 - 1357345 The router 20 is equipped with a VPN (Virtual Private Network) that is a virtual private network on the Internet 2. The game terminal 1 can communicate with other game terminals 10 in the game facility F in which the game terminal 10 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. The game terminal 10 communicates. The game system 1 includes a server device (computer) 40 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 of the game terminals 10. 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 gaming terminals 10 are in communication with each other. The server device 40 is a separate unit. However, the present embodiment may be modified, and the server device 40 may be configured by a plurality of units. &lt;1-2. Game Terminal&gt; FIG. 2 is a diagram showing the appearance of the game terminal 1 included in the game system 1. The player of the game terminal 10 can view the image displayed on the screen 121 of the display unit (specifically, the monitor) 120 of the frame Π0 on the front side of the casing 110 of the game terminal 10, and listen to the image from the display. The sound emitted from the speaker 131 of the housing 110 contacts the transparent touch panel 141 that is disposed on the housing 110 and covers the screen 121. In the question and answer, it is necessary for the player to grasp the problem raised by the game terminal 10 based on the image displayed on the screen 121 and the sound emitted from the speaker 131, and the touch panel 1 1 1 is answered by the problem. • Fig. 3 is a block diagram showing the construction of the game terminal 10. As shown in the figure, the game terminal 10 has a processor 1 150 that performs various processes to be described later, and is operated by the player to supply the operation data corresponding to the operation content to the operation unit 140 of the processor 150 and use it. The image data from the processor 150 displays the image display unit 120 on the screen 121, the sound emitting unit 130 that uses the sound data from the processor 150, and the sound emitting unit 130 that emits sound from the speaker 131, and the terminal that records various materials. Interface 1 80. The operation unit 140 includes a touch panel 141. The touch panel 141 supplies the operation data to the processor 150 in response to the operation information of the position touched by the player. The processor 150 is, for example, one or a plurality of CPUs (Central Processing Units), and performs game processing described later. The communication interface 180 transmits and receives signals between the LANs 25, and relays data between the processor 150 and the LAN 25. 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 1280. In this case, 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 memory area of the terminal unit is divided into the volatile area RT 1 of the power supply required for the retention of the memory content, and Different non-volatile areas RT2. The non-volatile area RT2 distinguishes between the non-rewritable area RT21 in which the memory content cannot be rewritten and the rewritable area rt2 2 in which the memory content can be rewritten. The volatile area RT1 is realized by, for example, ram (Random Access Memory). The non-rewritable area rT2i is realized by, for example, R〇M (Read Only Memory), and the rewritable area rT22 is realized by, for example, a 1357345 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 'question ID (identifier) for identifying the problem, question and answer data for question and answer for use question, type information indicating the type of 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, the problem of the same problem ID between the devices of the game system 1 is the same problem, the same type of the same problem, and the same problem form are guaranteed. The type (or category) is a distinction between the knowledge of the player, for example, sports or learning. As the form of the question, it is possible to cite one of the plural answer options to answer one of the questions, and to input the text to answer the question. 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 10. The Q&A data contains the problem data with no 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 (character columns) 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 of -14- 1357345. 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. In this way, the 'different kinds of keyword groups contain the key words 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 φ in the Q&A data includes the problem-related keyword group data indicating the problem-related keyword group, and the correct answer-related keyword group data indicating that the related keyword group is correctly solved, and the question-and-answer data system in the form of the alternative form is further Contains incorrectly associated keyword group data that indicates incorrectly associated keyword groups. Further, each keyword group data includes data indicating the same keyword. 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, the RT 1 system is useful for prohibiting unsuitable questions. • The terminal side problem prohibition list B L 1 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 issue prohibits list B L 1 is a list containing the problem id data that is not suitable for the problem, and is delivered from the server device 4〇. However, as mentioned later, in the Q&A tour, the plural questions are issued one by one. The correct correct answer number system initial 値 is 0', which increases by 1 for each question that is solved correctly, and returns to 0 for every 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. In the -15- 1357345 code dictionary table DT is stored with the problem ID data and codec dictionary for each question. The codec dictionary is used to encode and decode the answer data representing the player's solution. The program P1 is stored in the non-rewritable area RT1. The program P 1 contains a computer readable command to cause the game terminal 10 to perform game processing when the program P1 is executed by the processor 150. 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 1 , 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 a game terminal ίο belongs is 1. Among the group groups, one of the game terminals 10 belonging to the group is a game terminal 1 (mother terminal) that can directly transmit a host (received) of data to and received from all other game terminals 10. The game terminal 10 that can directly transmit and receive the data is only the game terminal 1 (sub-terminal) of the slave (client) of the master terminal, and the following description will be given to each group in the group. Each of the game terminals of the group is called a "member" of the group. &lt;1 - 3. Server device&gt; 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 420 for relaying data between the processor 410 and the router 3, and a server for recording various data. 16- 1357345 Memory section 430. The processor 410 is, for example, 1 or a plurality of CPUs, and can transmit and receive data to and from the game terminals 1 by using the communication interface 420. The memory area of the server is divided into the volatile area RT3 of the power supply and the non-volatile 'area RT4 which is different from the memory area. The volatile area RT3 is implemented, for example, by RAM, and the memory server side prohibits the list B L2. The server side issue prohibition list BL2 is read from the volatile area rT3, and is transmitted to each of the game terminals 1 as the terminal side issue prohibition φ B L1. Further, the present embodiment is modified so that the server side problem prohibition list B L2 is not stored in the volatile area RT3, but may be stored in the nonvolatile area RT4. However, the memory area of the server side prohibition list B L2 must be a rewritable area. The non-volatile area RT4 is implemented by, for example, a ROM or a hard disk. In the non-volatile area RT4, the server side question and answer table qT2 and the appropriate judgment table JT are secured. The server side Q&A table QT2 stores the problem ID, the difficulty level data indicating the difficulty of the problem, the type data, and the Φ problem form data, which indicate the correct answer rate of the correct answer rate of the question, and indicate the problem. The number of times of the number of questions, the number of correct answers to the number of correct answers to the questions, and the codec dictionary data representing the codec dictionary. The number of questions in the question is the number of people who are in the game system 1 * The number of times the question is questioned in the online game. The correct number of answers to the question is the number of times the player correctly answers the question 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 -17-1357345 the correct number of answers to the question by the number of questions. 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 number of questions and the number of correct answers are the correct answer rate calculations required for the calculation of the correct answer rate (hereinafter, referred to as "calculation required data"). That is, the number of 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 codec dictionary when the correct answer rate of the corresponding question is above the predetermined correct answer rate, and the coded bit for the correct answer data indicating the correct answer to the question is listed in the codec dictionary. All the encoded bit columns are constructed in the shortest way, 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 of the terminal side question and answer table QT1. 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 of the gaming terminals 1. The situation in which the number of game terminals 10 is large requires a long time for the above-mentioned update, so the above-mentioned update should be ended in the time zone of the game facility F -18-1357345. 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 correct resolution rate is within the correct correct answer rate, and the correct solution rate is not required. The data of the appropriate range is the one that indicates the correct solution rate outside the specified range. The data indicating the upper limit of the appropriate range and the lower limit of φ may also be used to indicate only the lower limit of the appropriate range. Since the upper limit of the correct answer rate is 1 〇〇%, the data indicating only the lower limit of the appropriate range can also be said to indicate the appropriate range. Furthermore, the appropriate range of data is due to the correct answer rate as a question of difficulty in correspondence, and also reveals the range of correct answer rates that are unsuitable, so it can be said that it is the correct answer within the correct answer rate range for specific discomfort. Rate information on the issue. The non-volatile area RT4 is a memory program P2. The program P2 contains a computer readable command, and when the program P2 is executed by the processor 410, the φ server device 40 is caused to perform server processing. The server processing system includes a server side grouping process for grouping the plurality of game terminals 10, updating the data stored in the server memory unit 430, and updating the terminal side prohibition list BL1. The manifest delivery to the gaming terminal 10 handles the delivery of the codec dictionary material to the dictionary delivery of the gaming terminal 10. These processes can be performed in parallel. &lt; 2. Action&gt;&lt;2_ 1. Summary Contents&gt; -19- 1357345 Figs. 6A and 6B are sequence diagrams showing the essential contents of the operation of the game system 1. Fig. 6B is a view showing the subsequent operations of the game terminal 1 and the server device 40 shown in Fig. 6A. As shown in Figs. 6A and 6B, the server side grouping process is continued in the server device 40 during the operation of the game system 1. On the other hand, as shown in Fig. 6A, in the game terminal 1 〇, the type of the quiz game (hereinafter referred to as "playing object") in response to the player's desire to play is performed. When the game object is a multi-person participation type online game, the processor 150 of the game terminal 1 first performs terminal side grouping processing. In the terminal side grouping process, the processor 150 first uses the display unit 12 and the operation unit 140 to provide a UI for the player to input the name of the player who is the name of the player who participates in the online game. Interface). The UI system is arbitrary, for example, as a software keyboard. Further, the present embodiment is modified as a form in which the player selects from a plurality of play names prepared in advance, and the player may use the game terminal 10 or another device to use the play name that has been input or selected in the past. In the terminal side grouping process, the processor 150 transmits the grouping request requesting the grouping to the server device 40. On the other hand, the processor 4 1 of the server device 4 executes the server side grouping process from time to time, and when receiving the grouping request from the game terminal 1 , performs the grouping of the game terminal 10 as a parent group. Chemical. Specifically, the processor 410 transmits an empty group response to the game terminal 1 〇 ' which is the parent terminal of each group, and transmits the inclusion to the game terminal 10 ′ that is the child terminal of each group to indicate that the group is the group. The group of the communication address of the game terminal 10 of the parent terminal -20- 135734.5 group response. Furthermore, in FIG. 6A, after transmitting the grouping request to the server device 40 from the plurality of game terminals 10 belonging to the same group, the grouping response is transmitted from the server device 4 to the plurality of game terminals 1 An example of this, however, this is only an example. The processor 150 in the terminal side grouping process, receiving the grouping response including the data indicating the communication address, is the game terminal 10 (the parent terminal) of the communication address, and transmits the indication input to itself. (sub-terminal) play name φ called play name data. Thereby, the game terminal 10 of the destination of the game name data can grasp the communication address of the source of the game name data. In this way, between the game terminals 1 属于 belonging to any group, the game data can be transmitted and received directly or via the game terminal 1 成为 which is the parent terminal of the group. In the terminal side grouping process, the processor 150 of the game terminal 10 that receives the game name data writes the pairing of the game name data and the data indicating the communication address of the transmission source to the volatile area RT1, and The pairing is transmitted to all of the game terminals 10 other than the game terminal 10 indicating the source of the game name information in the game terminal 10 that grasps the communication address. Upon receiving the paired game terminal 10, the pair is written to the volatile area RT1. In this way, form a group. However, in the data to be sent to be paired, the material indicating the communication address of the source of the game name information is used in the paired transmission destination, and is used only for the identification of the game name data. That is, as long as there is information for identifying the play name data in the transmission destination. However, when the data of the communication address indicating the source of the play name data is not the same as the information of the -21357345, the game terminal 10' that becomes the parent terminal must grasp the correspondence between the data and the data indicating the communication address. relationship. 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 screens 121 of the members of the same group are displayed, and the play names of all the members of the group are displayed. If the present embodiment is modified so that the display is not performed, the Need to deal with the name of the play. At this time, the game terminal 10 which is the child terminal is sent to the game terminal 1 成为 which is the parent terminal instead of the information indicating the game name. When the play object is a multi-person participation type online game, as shown in FIG. 6B, the processor 1 50 of the game terminal 1 that has finished the terminal side group processing performs content corresponding to its own attribute (mother or child). Online game processing (bus game processing or sub-line game processing). The contents of each online game processing are as described in detail later, and only the summary contents will be described here. In the bus game processing, the processor 150 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 rti, and determines the question-and-answer game according to the terminal-side issue prohibition list BL 1 '(in this case, the number of participants participates in online games) ) Content. That is, the candidates for the question -22- 1357345 (hereinafter referred to as "question candidates") in the question and answer game are selected only by the 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 1 500 of the parent terminal then sends a dictionary request request for the delivery of the code-code dictionary data of the codec dictionary indicating the selected number of candidate candidates to be sent to the servo. Device 40. The dictionary delivery request is a question φ question ID data containing the selected number of candidate questions, and the question 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 source of the dictionary delivery request. The processor 150 of the female terminal receives the replied dictionary delivery response, and associates the codec dictionary data in the dictionary delivery response with the problem ID information, and stores it in the codec dictionary table DT. On the other hand, in the sub-line game processing, the processor 150 of the sub-terminal first makes the selection of the complex question belonging to the parent terminal belonging to the same group, the order of the questions of the plural questions, and the codec dictionary shared with the parent terminal. . Then, in the case where all of the sub-terminals belonging to the same group are completed as described above, * a plurality of people participating in the online game in which the determined content is performed in the group. Then, when the multi-person participation type online game ends, the processor 150 of the game terminal 1 所有 of all the members of the game group is sent to the server for the play result data indicating the game play result of the game. Device -23- 1357345 40, end online game processing. The play result data is the data of each player. Further, the game result data is for all question and answer included in the number of participants in the online game, including the Q&A result data of the result of the question and answer (hereinafter referred to as "question and answer result") for each question and answer r server device 40 The processor 410 performs an update process every time the game result data is received. That is, the data stored in the server memory unit 43 0 is updated in response to the received play result data. As a result, the server side question and answer list QT2 and the server side issue prohibition list BL2 are updated. Further, the present embodiment is modified as the parent terminal of the group to sort out the play result data of all the game terminals 10 belonging to the same group and transmit them to the server device 40. On the other hand, when the game object is a stand-alone game, the processor 15 of the game terminal 10 performs separate game processing. The contents of the individual game processing are as described in detail later, and only the summary contents will be described here. In the separate game process, the processor 150 of the gaming terminal 10 transmits the aforementioned list delivery request to the server device 40. As a result, the game terminal 1 replies to the terminal side issue prohibition list b L 1 from the server device 40. The processor 150 of the game terminal 10 receives the terminal-side issue prohibition list BL1 and rewrites the volatile area R T 1 ' to determine the content of the quiz game (in this case, the independent work type game) based on the terminal side issue prohibition list BL1'. Then, the game terminal 1〇' performs an independent work type game of the determined content. At the end of the stand-alone game, the processor 150 of the gaming terminal 10 ends the individual game processing. -24- 135734.5 &lt; 2 - 2. Update processing&gt; Fig. 7 is a flowchart showing the update processing performed by the server device 4. In the update process, the Q&A result data included in the play result data received from the game terminal 1 is sequentially selected, and the server side Q&A table QT2 or the server side Q&A table QT2 is updated according to the 'information of the selected question and answer result data. • And the server side issue list prohibition list BL2. First, the processor 410 of the server device 40 determines whether or not there is an unselected question and answer result data (SA1) that has not been subjected to the update processing, based on the plurality of question and answer result data included in the game result information received from the game terminal 10. At the timing of the determination, the processor 410 ends the update processing. When the result of the determination in step SA1 is affirmative, the processor 410 first selects one of the unanswered question and answer result data (SA2) from the plurality of question and answer result data. Next, the main processor 410 causes the server side Q&A table QT2 to be updated (SA3) based on the selected question and answer result data. The content of this update processing is explained later, and the rate is different depending on the correct answer rate. In the update processing of the server side Q&A table Q T 2 , the processor 4 1 0 first performs the update processing of the calculation necessary data (S A3 1 ) based on the selected question and answer result data. The Q&A results data is the information indicating the Q&A results. 'Specifically' indicates whether the question ID of the question being questioned and the answer to the question • are correct answers. In step S A3 1, the number of questions of the question ID (hereinafter referred to as "selection question ID") in the selected question and answer result data is increased by only 1, and only the correct information in the pair indicating the selected pair is correctly answered. At the time, that is, when the question and answer result data indicates that the answer to the question -25- is correct, the number of correct answers to the question of selecting the question ID is only increased by one, and the number of times of the corresponding question ID is updated and correct. Answer the number of times, or the number of times for selecting the question ID. Next, the processor 4 1 0 refers to the server side question and answer form QT2, calculates the correct answer rate of the question of selecting the question ID, and updates the correct answer rate data so that the correct answer rate of the correct answer rate indicating the question of selecting the question ID is obtained. The data indicates the correct answer rate (SA32). Next, the processor 410 determines whether or not the correct answer rate of the question of the question ID is greater than or equal to the predetermined reference correct answer rate by the update of step SA32 (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 (the correct answer rate indicated by the correct answer rate data before this update) ) is affirmative when the correct answer rate is below the baseline. When the result of the determination in step SA33 is affirmative, the processor 410 performs a process of constructing a priority correct answer data as a process of reconstructing the codec dictionary (SA34). Specifically, the codec dictionary that selects the question of the problem ID is listed in the coded bit of the correct answer to the correct answer to the question indicating the selection question ID in all coded bits in the codec dictionary. The column is the shortest way to update. As a result, the update processing of the server side Q&A table QT2 ends. In addition, if the correct answer rate of the problem of selecting the question ID is equal to or greater than the reference correct answer rate, the construction process of step SA34 may be performed. 1357345 If the result of the determination in step S A 3 3 is negative, the processor 410 determines whether the correct answer rate of the question of the selection question ID by the step SA32 is less than the predetermined reference correct answer rate (SA35). The result of this determination is that the correct answer rate for the question of selecting the question ID is the less than the benchmark - the correct answer rate, and the past correct answer rate for the question of the question ID is selected ( • expressed by the correct answer rate data before this update) Correct answer rate) 'Be sure to be above the benchmark correct answer rate. At the timing of the determination, the processor 410 performs a construction process of not correctly prioritizing the data as a process of reconstructing the codec dictionary (SA36). The content of the construction processing is arbitrary, and for example, the correspondence relationship between the encoded bit sequence and the encoded bit column may be randomly determined. Specifically, the codec dictionary for re-constructing the problem of selecting the question ID is such that the encoded data of any length corresponds to the pre-encoding data of the correct answer data corresponding to the selected question ID. 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 correct answer rate of the reference φ, when there is no change between the correct solution rate before the update and the correct solution rate after the update, the processing is performed. The controller 4 1 0 ends the update processing of the server side question and answer table QT2. When the update processing of the server side Q&A table QT2 is ended, the processor 4 1 0 'determines whether the correct solution rate of the question of selecting the question ID is in accordance with the difficulty level of the question according to the appropriate judgment table JT. Outside the appropriate range (SA4). 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 -27- 1357345 BL2 is updated in a manner including 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 QT2 is updated based on the play result data received from the game terminal 10, and the servo is updated in a manner including the question ID data indicating the problem ID whose correct answer rate is a problem outside the appropriate range. The list side 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. &lt;2 - 3. Separate game processing&gt; Fig. 8 is a flowchart of the individual game processing performed by the game terminal 10. In the individual game processing, the processor 150 of the game terminal 1 performs the update of the terminal-side issue prohibition list BL1 (SB1). Specifically, the list delivery request is transmitted to the server device 4, the terminal side issue prohibition list BL1 is received from the server device 40, and the received terminal side issue prohibition list BL1 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 BL1 (SB2). Specifically, the UI' for specifying the type and the form of the question is selected, 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 to select the number of the problem number that is not included in the question ID of the terminal side prohibition list BL1, and select it as the candidate of the topic -28-1357345, and determine the selected one. The number of questions is specified. This selection and decision is made, for example, using a random number. When the form of the question is not specified, the decision form is automatically determined, and the decision of the candidate group is determined, for example, using a random number. Further, at the timing, the selected selection is determined or determined as the candidate selection parent group, and the selection selection parent group Φ selection is performed by selecting a contact selection process having a candidate title different from the type. . Figure 9 is a selection of links included in separate game processing. In the contact selection process, the processor of the game terminal 10 is interested in selecting one of the unseen items in the parent group. Specifically, it focuses on one problem ID data that is not noticed in the terminal side Q&A table QT1. The one problem ID is determined by a random number. Next, the processor 150 selects the type of the keyword group (SC2) in accordance with the φ question form. If the specified or determined form of the question is an alternative form, then the keyword group, the correct answer key group and the incorrect word group are correctly answered. Furthermore, in the present embodiment, the key word group selection may be selected. 'Next, the processor 150 is a specific search key &lt; By using the keyword group of the same type as the word group selected in step SC2 as the parent group in the keyword group based on the question in the keyword list in the terminal side Q&A table QT1 (hereinafter, the order of the questions is added) Form, Dependence. At this time, the flow of the specified number of the system in which all the types of the questions are not referred to are the first time, the three questions (SCI). For example, make a decision or decision, for example, if the selected problem is associated with a solution associated with a key variant, as from 丨SC3). For the group information, the key to the type of note is "Keyword Selection -29-1357345 Master 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 list QT 1 'the terminal side issue prohibition list BL1, the search key, and the type of the selected keyword group. SC4). Specifically, the problem of determining the type of the question to be specified or determined, and the keyword group of the selected type of the question includes the search keyword, and the question ID of the question is not included in the question of the terminal side prohibition list BL 1 (Hereinafter, it is called "candidate problem"), and it is necessary to include a predetermined number or more in the candidate selection parent group. When the result of the determination in step SC4 is negative, the process returns to step SC3. In other words, the processing of steps SC3 to SC4 is repeated until the result of the determination in step SC4 is affirmative. 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 SC4 is affirmative, the processor 150 selects the candidate number of the predetermined number as the candidate for the question (S C 5 ), and ends the contact selection process. The present embodiment is modified, and when the specified or determined question form is an alternative form, the correct answer key group and the incorrectly solved related keyword group can be correctly selected as the keyword selection parent group. . 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 -30-1357345 key word group data can be prepared for each answer option. When the content of the independent work type game is determined as shown in Fig. 8, the processor 15 is specifically a problem problem (SB3) in the next question and answer process. Specifically, the order of the questions that are not published is the question of the top questions. * The processor 150 performs a question and answer process (S b 4 ). The so-called question and answer office is handled by questions and answers. In the question and answer process, the processor 丨5 使用 使用 120 120 ( ( ( ( ( ( ( SB SB SB SB SB SB SB SB 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 The question processing and the acceptance processing are performed by using the question and answer data (question information) for the question and answer of the question of the subject matter. 1 An example of the portrait displayed on the screen 1 2 1 at this time is revealed. Fig. 10 is a view showing an example of a screen 121 displayed on the game terminal 10. In this example, the question format that is specified or determined is that the one in the upper part of the picture in the picture 1 2 1 displays the character string "Which image of the Tokyo station?" The display area on the lower side of the figure shows the complex answer option AS4. The player can select the answer option by touching the area on the portrait screen 121 of the selection desired to answer the answer, i.e., solve the * object problem. * In the processing of the acceptance, the processor 15 determines whether or not the game has been accepted (SB 4B 1 ), and if the result of the determination is negative, it is determined whether or not the elapsed time of the processing has exceeded the limit time (SB4B2). Then, the process returns to step SB4B1. Then, the question is added to the question, and then, the department enters the display department and uses the reception desk to use it. In the form of the picture, the object surface 12 1 AS 1~ The solution of the answering question is started, if it is, until -31 - 1357345, the player's answer is accepted (the player answers), or the elapsed time is exceeded. Wait for the player's answer until the time is limited. 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. 1 is "〇9 seconds"). 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 the incorrect answer processing (SB5) when the result of the determination in step SB4B2 is OK and the question answer processing is ended, that is, when the elapsed time exceeds the limited time and the question answer processing is ended. Specifically, 'the image to be displayed as an incorrect answer is displayed on the screen 121, and the sound is notified as an incorrect answer. The process is released from the speaker 131 of the sound emitting unit 30, and the number of consecutive correct answers is obtained. Initialization processing. On the other hand, the processor 15 determines that the result of the determination in step SB4B1 is affirmative and ends the question-and-answer process, that is, when the answer is answered and the question-and-answer process is ended, the question and answer information included in the question and answer included in the problem of using the question is used. 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 correct answer processing (SB7). Specifically, the process of causing the notification to be correctly answered is -32-1357345, and the process of displaying the sound displayed on the screen 121 and causing the notification to be correctly answered is released from the speaker IP of the sound emitting unit 130, and is continuously correct. The number of answers is only increased by one to update the processing of the continuous correct answer data C. The processor 150, which ends the correct answer processing or incorrectly solves the processing, determines whether the next question (SB8) can be raised. This judgment content is appropriately set in accordance with the setting of the *Q&A 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 the end of the question and answer φ processing 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, since the number of rules is the maximum number of questions in the question-and-answer game, there is no problem that the problem is not enough. On the other hand, when the result of the determination in step SB8 is negative, the φ processor 15 uses the display unit 120 to cause the screen 121 to display the result of the play (SB9), and ends the individual game processing. &lt; 2 - 4 - Bus Game Processing&gt; * Fig. 1 1 and Fig. 1 2 are diagrams each showing a part of a flow chart of the game line processing performed by the game terminal 10, *. In the bus game processing, the processor 150 of the parent terminal performs the update of the terminal side proof prohibition list BL1 (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-number participation online game (SD2) based on the terminal side issue prohibition list BL1, -33-1357345. 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 data from the codec dictionary table DT. Next, the processor 150 notifies all other members of the content of the decision of step SD2 and the codec dictionary (SD4) acquired in step SD3. Specifically, the problem ID data of the selected number of candidate candidates, the data indicating the order of the candidate candidates, and the codec dictionary data indicating the codec dictionary of the candidate candidates are transmitted to other members. Next, the main processor 150 is a problem object (SD5) that is specific to the problem that the next question and answer process is asked. The multi-number participation online game is in the parent terminal' starting at step S D 5. Next, the processor 150 performs a question and answer process (SD6) and collects a solution collection process (SE) for the answers accepted by other members. The two processing systems are executed at -34- 135734.5 lines. The question answering process of step SD6 is the same as the question answering process of step SB4. An example of the image displayed on the screen 121 in the question and answer process is shown in FIG. Fig. 13 is a view showing an example of an image of the image displayed on the screen 121 of the game terminal 10. In this case, when the problem form specified or determined is the type of typing, the display area on the upper side of the picture in the screen 121 displays the problem of the object of the question, and the display area on the lower side of the picture in the picture 1 2 1 is displayed. Software key φ disk. The problem of the object of the question is a picture of a cube that is rotated with the word "slightly abbreviation of the United States of America". Each of the characters included in the character string "USA" of the correct answer on each side of the cube is drawn. The player is watching the text column and the portrait of the question of the question, thinking about the text column of the answer, touching the area occupied by the desired key of the software keyboard, inputting the text one by one, inputting the character string of the answer, and finally touching the fixed key (at the In the figure, the area occupied by the "OK" button is used to answer the question of the object. The character string of the input solution is displayed in the vicinity of the center of the picture in the screen 121. Further, in the area on the left side of the picture in the screen 121, the player who is using members other than himself is displayed. name. Furthermore, the "Delete" key in the figure is used to delete the last entered 1 character key 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 RT1, 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 is referred to as -35-1357345 as Unfinished) (SEl). Next, the processor 150 determines whether the answer data indicating the answer has been received from all other members (SE2), 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 If the result of this determination is negative, the process returns to step SE2. That is, the processor 15 waits until the answer information is received from all other members, or until the elapsed time sufficiently exceeds the time limit, waiting for answers from other members. When the result of the determination in step SE2 or SE3 is affirmative, the processor 15 terminates the answer collection process by taking the flag of the collection processing completion flag fl of the volatile area RT1 as 1 (end) (SE4). Further, in the present embodiment, the elapsed time exceeds the limited time, and the result of the determination in step SE3 cannot be affirmative because the processing delay and the communication delay are prevented from being collected. In the question answer processing (SD6) of FIG. 12, the processor 150 ends the question and answer process when the determination result corresponding to the process (SD6B1) of step SB4B1 or the determination result of the process (SD6B2) corresponding to step SB4B2 is affirmative. Next processing. 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 correctly answered, it becomes the shortest -36-1357345. That is, the 'answer information' is converted in such a way that the answer data is correctly decoded by the way the converted bit column is the shortest. Next, the processor 150 determines whether or not the collection processing completion flag ρ l is 1 (end) (S D 8 ). When the result of this determination is negative, the processing proceeds to step S8. That is, the processor 150 waits until the processing of the answer received by the other member ♦ is completed. Next, the processor 150 sends its own answer data and collected answer information (φ SD9) to all other members'. Any of these answer data is encoded. Furthermore, this embodiment is modified, and the form of the transmission of the member may be omitted as the answer data collected from the member of the transmission destination. Next, the processor 150 determines whether the answer is a correct answer (SD 1 0) based on the answer to its own acceptance and the correct answer information included in the question and answer for the question and answer using the question of the question. When the result of the determination is affirmative, the processor 150 decodes the collected answer data using the codec dictionary of the question of the question object (SD11). This decoding is an inverse conversion (i.e., decoding) of encoding (conversion) in step φ SD7 and step SF4 which will be described later. Next, the processor 150 performs the same correct answering as the step SB7 (SD12). However, in this correct answer processing, the processor 15 uses the display unit 120, and on the screen 121, not only the answer accepted by itself, but also the answer accepted by other members. An example of the portrait 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 of Fig. 13, in Fig. 15, the area on the left side in the picture in the screen 121 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 decoded, and decodes the collected answer data (SD13), and performs the same incorrect answer process as that of step SB5 (SD14). . However, in the incorrect 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. 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 answering process is ended, that is, when the elapsed time exceeds the time limit and the question answering process is ended, the processor 1 500 first determines whether the collecting process flag F l is 1 (end) (SD15). When the result of this determination is negative, the processing returns to step SD15. That is, the processor 150 waits to collect the processing of the answers accepted by other members. Next, the processor 150 determines whether the number of answers (answer data) collected is 0 (SD 16). This determination result is affirmative only when the answer is not accepted among all members. When the result of the determination in step SD16 is negative, the processor 150 transmits its own answer data and the collected answer data (SD17) to all other members. This processing is the same as the processing of step SD9. Then, the processing proceeds to step SD13. On the other hand, if the result of the determination in step SD16 is affirmative, the processing proceeds to step SD14. That is, when all the answers are not accepted in any of the -38 - 1357345 members, the answer data transmission (SD 17) and the answer data decoding (SD13) 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 Ken, the processing returns to the step SD5. That is, until the determination of the step SD 1 7B - the result is negative, the processing of the steps SD5 to SD 17 (and the answer collection processing (SE)) are repeated. » When the result of the determination in step SD17B is φ, the processor 15 〇 The end processing (SD 1 8) for ending the bus game processing is performed, and the bus game processing is ended. A large number of participants participate in the upstream line of the line in the parent terminal and end at the end of the process. In the end processing, the processor 150 uses the display unit 120 to display the result of the game outside the screen 1 2 1 , and displays the result of the game of the player who is using the player who is using the online game. The play result data is sent to the server device 40. In the generation of the game result data, the processor 150 generates a question and answer result data for each question and answer included in the end of the line of the φ play. In the question and answer result data, the question and answer result data indicating that the answer is correctly answered is only the question and answer result data about the judgment result of the step S D 1 0 becoming a positive question and answer. &lt;2 - 5. Sub-line game processing&gt; 'FIG. 16 and FIG. 1 are diagrams each showing a part of a flowchart of the game processing on the sub-line performed by the game terminal 1A. In the game processing on the sub-line, the processor 150 of the sub-terminal first acquires the content and the codec dictionary (SF1) of the multi-person participation type online game from the parent terminal of the same group. In the case of -39- 1357345 IS; 'received from the parent terminal the question ID data of the specified number of candidate candidates selected in the parent terminal of the member, and the information indicating the order of the questions of the candidate candidates' indicating the candidate for the question Codec dictionary data for codec dictionary. Next, the processor 150 is a problem object (SF2) that is specific to the question that the next question and answer process is asked. The multi-person participation online game is in the sub-terminal and starts at step S F 2 . Next, the processor 150 performs a question and answer process (SF3). The question answering process of step SF3 is the same as the question answering process of step SB4. In step SF3, the same image as the portrait shown in Fig. i3 is displayed on the screen 1 21 . In the question and answer process of step SF3, the processor 150 ends the question and answer process when the determination result of the process (SF3B1) corresponding to step SB4B1 or the result of the process (SF3B2) corresponding to step SB4B2 is affirmative, and proceeds to the next deal with. When the answering process is completed and the question answering process is ended, the processor 150 refers to the codec dictionary of the problem of the object to be solved, and encodes the answer data indicating the answer (SF4). Next, the processor 150 transmits the encoded information of its own code (SF5) to the parent terminal of the member. Next, the processor 15 determines whether the answer data has been received from the parent terminal of the member (SF6), and if the result of the determination is negative, it is determined whether the elapsed time from the acceptance processing of step SF3 B has sufficiently exceeded the limited time ( SF7). When the result of the determination is negative, the processing returns to step SF6. The processor 15 is configured to receive the answer data from the parent terminal of the member and when the determination result of the step SF6 becomes affirmative, 'refer to the codec dictionary of the question of the question to be solved, and decode all the answer data received (SF8), according to the self--40- The answer data of 1357345 is included in the correct answer data of the question and answer materials used to answer questions and answers about the question of the subject, and whether the answer is correct (SF9). On the other hand, if the elapsed time sufficiently exceeds the limited time and the determination result in step SF7 is affirmative, the processing proceeds to step SF9. 〇 - When the determination result in step SF9 becomes affirmative, the processor 15 performs the step SD12 with FIG. The same correct answer processing (SF10). On the other hand, when the determination result in step SF9 is negative, the processor 150 performs the same incorrect solution processing (SF η ) as step SD 14 of Fig. 12 . On the other hand, when the elapsed time exceeds the limited time and the question answering process is completed, the processor 150 performs the same processing (SF12 to SF14) as the steps SF6 to SF8. At the end of the process, the process proceeds to step SF 1 1 ° to end the correct answer process or the incorrect answer process processor 丨 50, determining whether the next question (SF1 5 ) can be raised, and the result of the decision is φφ The timing 'process' returns to step SF2. In other words, the processing of steps SF2 to SF15 is repeated until the result of the determination in step SF 15 is negative. On the other hand, when the result of the determination in step SF15 is affirmative, the processor 15 performs the same end processing (SF16) as the above-described end processing (SD18), and ends the sub-line game processing. However, in the end processing of step SF i 6 , the question and answer result data included in the end of the number of people participating in the online game is the question and answer result data indicating that the answer is correctly answered, and only the question and answer regarding the judgment result of step SF9 becomes affirmative. Question and answer results. Furthermore, the number of participants in the online game is in the sub-terminal, and the end processing is -41 - 1357345. &lt;3. Effect&gt; 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 a processor 150, and the processor 150 performs a question and answer, issues a question to the player, accepts an answer to the question, and notifies the result of the question and answer after the question and answer ends. Processing (SD6, SD10, SD12, SD14, SF3, SF9, SF10, SF11), and the answer data indicating the answer to the acceptance, when the answer is correct, 'converts the converted bit column to the shortest The processing (SD7'SF4), the conversion of the answer data to the processing of the other game terminal 10 (SD9'SF5), the processing of receiving the answer data from the other game terminals 10, and the inverse of the received answer data Processing (SD1 1, SD 1 3, SF8, SF14). Therefore, in the game system 1, in order to make the answers of the players shared among the members and send and receive the correct answer data between the members, the size of the data to be transmitted and received becomes the smallest when the answer to the correct answer is accepted (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 servo and the memory unit calculate the correct answer rate of the problem. The correct answer rate calculation required is required. 'Processor 4 1 0 is based on the individual Q&A results of the plural game terminal 1 ,, and the correct answer rate calculation data of the server memory unit 430 is updated. Game terminal 1 〇 The processor 150 indicates that the correct solution rate of the problem calculated by using the correct solution rate calculation data is higher than the reference correct solution rate, and the answer information of the answer is accepted. When the answer is correct, Convert in the shortest way with the converted bit column. That is, the above conversion and inverse conversion are performed for a problem of a certain correct answer rate. Therefore, the amount of the answer data transmitted and received between the members can be surely reduced. φ In the present embodiment, the game terminal 10 is provided with a processor 1 500 and an end.

Wii記憶部1 6 0 ’於終辆記憶部1 6 0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1 6 0之程式P 1,進行於各問答中,受理玩家之解答 的處理(SB4B,SD6B )、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 -43- 1357345 定1個檢索關鍵字的處理(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160之複數問題,藉此選擇具有聯繫之複數問題 的處理(SC5 )、及使用表示各問題的問題資料,於1次 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 0,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10,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 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10的處理器150,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 6 0的問題。因此,依據遊戲終端 1 0,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。 -44- 1357345 又,在本實施形態,於終端記憶部1 6 0係任 ’除了關鍵字群資料之外,記憶有表示問題之類 資料;遊戲終端10的處理器150係進行特定1 處理(SB2,SD2)、選擇表示被特定之類型的 * 是記憶於終端記憶部1 60之複數問題的處理( ' )、及使用表示各問題的問題資料,將在此被選 問題,於1次的問答遊戲中出題的處理(SB4 A φ 。因此,依據遊戲終端10,於各問答遊戲中,可 與類型不同之聯繫的複數問題,可選擇從被特定 型選擇之複數問題。 &lt; 4 .變形例&gt; 將上述之實施形態以以下所述之方式加以變 &lt;4 一 1·關於編解碼字典的變形例&gt; φ &lt;4— 1-1.變形例 1:&gt; 例如’如圖1 8所例示,針對各問題,以編 資料內之所有編碼後資料的開頭位元中,僅與正 料(正確解答)相同之解答資料(解答文字列) 編碼後資料的開頭位元成爲特定値(在圖1是 ' 方式,構築編解碼字典亦可。如此構築之狀況, 所例示’包含於各編解碼字典資料內之編碼後資 與正確解答資料相同之編碼前資料所對應之編碼 不同之編碼後之位元列成爲最短亦可。 〔每個問題 ί型的類型 種類型的 類型資料 SB2 , SD2 :擇之複數 ,SD6A) '提出具有 之1種類 形亦可。 解碼字典 確解答資 所對應之 「1」)之 係如圖1 9 料中,與 的位元列 -45- 1357345 如圖18及圖19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2 0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21的步驟SH2 ),於母終端 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。 -46 - 1357345 &lt;4 — 1— 2.變形例2&gt; 又例如’於包含於從遊戲終端1 0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1D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 φ 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 解答率進行亦可。 &lt;4 — 1 — 3 ·變形例 3 &gt; 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 〇的資料,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 0中計算出問 題的正確解答率之形態亦可。 -47- 1357345 &lt; 4 一 2 ·關於複數問題之間之聯繫的變形例&gt; &lt;4— 2 — 1.變形例4&gt; 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 _ 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,限制於表示顯示於畫面 1 2 1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。 &lt;4 一 3.關於不適合出題問題的出題之禁止的變形例&gt; &lt;4— 3— 1.變形例6&gt; 例如,從伺服器裝置40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10,複數遊戲終端10分別遵從來自伺服器裝置40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40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 0之樣態亦 -48 - 1357345 可,進而於該樣態中,伺服器裝置ίο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 φ 存問答資料亦可。又例如,讓人前往各遊戲終端1 〇的設 置場所,進行各遊戲終端1 〇之問答資料的更新亦可。 &lt; 4一 4.其他變形例&gt; 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 ,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 φ 員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 題或正確解答率較高之問題的控制。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,任意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 -49 - 1357345 通訊位址係被所有成員共有。又例如,作爲遊戲終端1 ο, 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10係被玩家攜帶。 在上述之實施形態,已針對程式Ρ1係藉由遊戲終端 1 〇的處理器1 50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Ρ1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)&quot;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 係爲資料連結亦可,例如,經由電話線路或無線連接,發 送表示程式Ρ1之訊號者亦可。例如,程式Ρ 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1〇之構造的區塊圖。 [圖4]圖4係模式地揭示在遊戲終端1 〇所使用之問答 -50- 1357345 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4〇 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6Β]圖6Β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係在遊戲終端丨〇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。 [圖1 0]圖1 0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。 [圖11 ]圖11係揭示在遊戲終端1 〇進行之母線上遊戲 處理的流程圖之—部份(前半)的圖。 [圖12]圖12係揭示母線上遊戲處理的流程圖之—部 份(後半)的圖。 [圖1 3 ]圖1 3係揭示顯示於畫面1 2 1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m的畫像之—例的 -51 - 1357345 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17]圖17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20]圖20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》 【主要元件符號說明】 1 :遊戲系統 2 :網際網路 1 〇 :遊戲終端 20,30 :路由器 25 : LAN 4〇 :伺服器裝置 1 10 :框體 120 :顯示部 121 :畫面 130 :放音部 -52- 1357345 131 :揚聲器 1 4 0 :操作部 1 4 1 :觸控面板 1 50,4 1 0 :處理器 1 6 0 :終端記憶部 1 80,420:通訊介面 430 :伺服器記憶部The Wii memory unit 1 60 0 stores the key sub-group data indicating the keyword group including the plural keyword, the problem data indicating the problem, and the correct answer indicating the problem, according to each question. Answer the information and the type information indicating the type of the problem. The processor 150 uses the program P1 stored in the terminal record, and the program P1 is used in each question and answer to process the answer of the player (SB4B, SD6B). In each question and answer, use the correct answer data 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), and the dynamic special -43-1357345 The processing of the search keyword (SC3), the selection of the keyword group data for indicating the keyword group including the specific search keyword is a plural problem stored in the terminal storage unit 160, thereby selecting the plural question with the connection. Processing (SC5), and using the problem data indicating each question, the processing of the selected plural question (SB4A, SD6A) is presented in the first question and answer game, that is, at the game terminal 10, Quiz dynamically retrieve a specific keyword, and offered to be a certain number of search key contact of complex issues. Therefore, according to the game terminal 10, the connection between the plural questions of the questions is used as the 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 material and the data form of the correct answer data can be reduced. For example, information representing an image can be used as a problem material. Further, in the present embodiment, the keyword group corresponding to each question has a plural type; the plural type keyword group includes keywords associated with mutually different question and answer elements; and the processor 150 of the game terminal 10 is 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 to the inclusion of the The specific search search keyword indicates that the keyword group data of the selected keyword group is a problem stored in the terminal storage unit 160. Therefore, depending on the game terminal 10, how to focus on the question and answer element and contact the plural question also becomes a game element, which can further improve the gameplay of the quiz game. Further, in the present embodiment, the terminal storage unit 160 is configured to store information indicating a problem in addition to the keyword group data, and the processor 150 of the game terminal 10 performs the specific 1 processing ( SB2, SD2), selecting the * that is the specific type * is the processing ( ' ) that is stored in the terminal memory unit 1 60, and using the problem data indicating each question, will be selected here, once The processing of the question in the question and answer game (SB4 A φ . Therefore, according to the game terminal 10, in the question and answer game, the plural question that can be related to the type can be selected from the plural question selected by the specific type. &lt; 4 . Example&gt; The above embodiment is changed in the following manner. [4] A modification of the codec dictionary &gt; φ &lt; 4 - 1-1. Modification 1: &gt; In the example of 18, for each question, in the beginning of all the encoded data in the compiled data, only the same answer data (answer text column) that the same material (correct answer) is encoded becomes the specific bit of the encoded data.値 (in Figure 1 is the ' way It is also possible to construct a codec dictionary. In the case of such a construction, it is exemplified that the coded column included in each codec dictionary data has the same coded code as the code corresponding to the correct solution data. The shortest is also available. [Each question type TYPE type data SB2, SD2: select plural, SD6A) 'Propose that there is a type of shape. The decoding dictionary does answer the corresponding "1") As shown in Fig. 19, the bit column -45-1357345 is illustrated in Fig. 18 and Fig. 19, and can be provided by constructing a codec dictionary, and when the answer information to be sent and received between members is correctly answered. A game system in which only the first bit of the encoded solution data is transmitted. 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 flowchart of the game processing on the sub-line 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 aspect, only the first bit of the encoded answer data is referred to, that is, the answer as to whether or not the answer is correct is determined (step SG1 of Fig. 20, step S Η 1 of Fig. 2). In this case, 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 SH2 in Fig. 21) can decode the 1-bit in the parent terminal 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). Thus, the method of converting the answer data in the case where the answer data indicates that the converted bit column is the shortest 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. -46 - 1357345 &lt;4 - 1 - 2. Modification 2&gt; Further, for example, the question and answer result data included in the play result data transmitted from the game terminal 10 to the server device 40 includes the * question for the pairing The 1D question indicates the answer* data of the answer accepted by the game terminal 1 ,, and the server device 40 has the same pre-encoding data and the shorter code after the answer data indicating the answer having the higher input frequency. The data construction φ corresponds to 'the pre-encoding data which is the same as the answer data indicating the solution with the lower input frequency, and the longer pre-encoded data is associated with it, 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 correct answer rate is not exceeded. The correct answer rate is not relevant. &lt;4 - 1 - 3 - Modification 3 &gt; 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 the questions. At this time, the material to be delivered from the server device '40 to each game terminal 1' is not a codec dictionary, but a correct answer rate of the question. Further, as the information necessary for the 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 10. -47- 1357345 &lt; 4 - 2 · Modifications regarding the relationship between plural problems &gt;&lt;4 - 2 - 1. Modification 4&gt; For example, for the problem that the number of times of the number of questions exceeds a certain number, the number of times of maintenance is kept constant The correct answer rate calculated by the number is also available. 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, it is also possible to limit some or all of the above to the data indicating the character string displayed on the screen 1 2 1 . Further, the same deformation as the above-described variations may be performed for a plurality of keyword group data. &lt;4 to 3. A modification of the prohibition of the problem that is not suitable for the problem&gt;&lt;4-3 - 1. Modification 6&gt; For example, from the server device 40, a problem indicating that the correct solution rate is out of the appropriate range is The deleted data of the problem data is sent 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 can be deleted. At this time, the terminal side prohibition list is not required. For example, as the server device 40, the problem information for causing the game terminal 1 to issue a question may be transmitted to the game terminal 10 every time -48-1357345, and in this aspect, the server device Ίο does not send questions about the correct answer rate outside the appropriate range of questions. <4 - 3 - 2. Modification 7> For example, the appropriate range may be determined for each problem, and may be determined by a common problem. 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 φ. Further, for example, the user may go to the setting place of each game terminal 1 to update the question and answer data of each game terminal 1 . &lt;4 - 4. Other Modifications&gt; For example, it is also possible to dynamically control the content of the quiz game. Specifically, the parent terminal selects an object question from a predetermined number of candidate candidates in the multi-number participation online game, and notifies the result of the selection to all the child terminals that are members, and follows the question and answer process. In this notice, all the members of the φ staff can raise the question of the subject in the next question and answer process. As long as it is this form, by setting the predetermined number to be large, for example, if all the players who participate in the multi-player online game are not correct and greet the final question and answer, the question of the last question and answer is set as difficult. Control of lower problems or problems with higher correct answer rates. According to this control, it is possible to reduce the possibility of 'visual damage. In addition, it can also reduce the probability of occurrence of the player's satisfaction that is significantly lower (all incorrect answers). For example, any game terminal may not be a parent or child (host/client) as a game system in the form of peer-to-peer communication. At this time, the member's -49 - 1357345 communication address is shared by all members. Further, for example, as the game terminal 1 ο, a home game machine may be employed. 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 description of the program 1 is performed by the processor 150 of the game terminal 1 ,, but the processor of the computer executes the above by executing it as a versatile computer. The state of processing of each aspect can also be. Further, in the above-described embodiment, the description of the program 1 is stored in the non-volatile area RT2 of the terminal storage unit 160 in the game terminal 10, 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 (floppy, registered trademark) &quot; CD-ROM or other computer-readable recording media, etc. issued by the data carrier. The data carrier may be a data link. For example, a signal indicating the program 1 may be sent via a telephone line or a wireless connection. For example, the program 1 can be downloaded via the communication interface 180 by connecting to the Internet. 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 a game terminal 1 included in the game system 1. FIG. 3 is a block diagram showing the configuration of the game terminal 1A. [Fig. 4] Fig. 4 is a diagram schematically showing the construction of the question and answer -50-1357345 data used in the game terminal 1. Fig. 5 is a block diagram showing the configuration of a server device 4A 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. [Fig. 6A] Fig. 6 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] Fig. 8 is a flow chart of individual game processing performed at the game terminal. [Fig. 9] Fig. 9 is a flowchart of a contact selection process included in a separate game process. [Fig. 10] Fig. 10 is a diagram showing an example of a portrait displayed on the screen 1 1 1 of the game terminal 1. [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 1. Fig. 12 is a diagram showing a part (second half) of a flowchart of a game processing on a bus. [Fig. 1 3] Fig. 1 is a view showing an example of a portrait displayed on the screen 1 21 . Fig. 14 is a flow chart showing the collection process of the game processing included in the bus. Fig. 15 is a diagram showing -51 - 1357345 of an example of an image displayed on the screen m. 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 is a diagram showing a part (second half) of a flowchart of game processing on a 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 is a view showing a part of a flow chart of the game processing on the bus bar by the parent terminal in the first modification. [Fig. 2 1] Fig. 2 is a diagram showing a part of a flowchart of a game process on a sub-line performed by a sub-terminal in Modification 1 [Explanation of main component symbols] 1: Game system 2: Internet 1 〇: Game terminal 20, 30: Router 25: LAN 4: Server device 1 10: Frame 120: Display unit 121: Screen 130: Sound reproduction unit - 52 - 1357345 131 : Speaker 1 4 0 : Operation unit 1 4 1 : Touch panel 1 50, 4 1 0 : processor 1 6 0 : terminal memory unit 80, 420: communication interface 430: server memory unit

F :遊戲設施 R T 1,R T 3 :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 QT2 :伺服器側問答表 JT :適否判定表F : Game facilities R T 1, R T 3 : Volatile area RT2, RT4 : Non-volatile area RT21 : Unrewriteable area RT22 : Rewritable area QT1 : Terminal side Q&A table QT2 : Server side Q&A table JT : Appropriate judgment table

P 1,P 2 :程式 B L 1 :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 DT :編解碼辭典表 AS1〜4:解答選擇項 FL:收集處理完結旗標 -53-P 1, P 2 : Program BL 1 : Terminal side issue prohibition list BL2 : Server side issue prohibition list C : Continuous correct answer number data FL : Collection processing end flag DT : Codec dictionary table AS1 to 4: Answer selection FL: Collection and processing of the flag -53-

Claims (1)

1357345 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: 終端記憶部,係依每一問題,記憶包含問題資料及正 確解答資料的問答資料,並且記億包含編碼前之資料與編 碼後之資料的複數個組合之編解碼字典,且爲將一致於某 正確解答資料的編碼前之資料與最短之編碼後之資料建立 對應的編解碼字典; 問答處理部,係於使用問答資料被記憶於前述終端記 億部之問題中某問題的問答中,使用關於該當問題之前述 問答資料,將該當問題對玩家出題,受理對於該當問題的 解答,在該當問答結束後通知該當問答的結果; 編碼部,係將表示於使用某問題的問答中受理之解答 的解答資料,使用前述終端記憶部所記憶之該當問題相關 的編解碼字典來加以編碼; 送訊部,係將藉由前述編碼部編碼之前述解答資料, 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 解碼部,係將針對使用某問題的問答而藉由前述收訊 部接收之前述解答資料,使用前述終端記憶部所記憶之該 當問題相關的編解碼字典來加以解碼。 2 ·如申請專利範圔第1項所記載之遊戲終端,其中 ,具有: 抽出部,係抽出包含於藉由前述編碼部編碼之前述解 -54- 1357345 答資料的位元列’但未包含於其他編碼後之位元列的部份 t 並將藉由前述抽出部抽出之前述部份,作爲藉由前述 編碼部所編碼之前述解答資料來處理。 v 3 —種遊戲系統,其特徵爲: , 具有複數個申請專利範圍第1項所記載之遊戲終端; 注目於前述複數遊戲終端中某遊戲終端時,剩下的遊戲終 φ 端係成爲前述其他遊戲終端。 4.如申請專利範圍第3項所記載之遊戲系統,其中 &gt; 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: 伺服器記憶部,係依每一問題,記憶包含問題資料及 正確解答資料的問答資料,並且依每一問題,記憶包含編 φ 碼前之資料與編碼後之資料的複數個組合之編解碼字典, 且爲將一致於某正確解答資料的編碼前之資料與最短之編 碼後之資料建立對應的編解碼字典,與問題之正確解答率 的計算所需之正確解答率計算必須資料;及 气 處理器,係依據前述結果,更新前述伺服器記億部所 、 記憶之正確解答率計算必須資料中前述鮮果相關之問題的 正確解答率計算必須資料,並使用已更新之正確解答率計 算必須資料來計算出該當問題的正確解答率,在正確解答 率成爲預先訂定之基準正確解答率以上時,以一致於該當 -55- 1357345 問題之正確解答資料的編碼前之資料與最短之編碼後之資 料建立對應之方式’更新前述伺服器記憶部所記憶之該當 問題相關之編解碼字典; 前述複數遊戲終端,係個別接收前述伺服器記憶部所 記憶之編解碼字典’並記憶於前述終端記憶部。 5. —種程式’其特徵爲用以使玩家進行遊玩包含問 答的問答遊戲之電腦,並且爲具備依每一問題,記憶包含 問題資料及正確解答資料的問答資料,並且記憶包含編碼 前之資料與編碼後之資料的複數個組合之編解碼字典,且 爲將一致於某正確解答資料的編碼前之資料與最短之編碼 後之資料建立對應的編解碼字典之終端記憶部的電腦,作 爲以下構件而作用: 問答處理部’係於使用問答資料被記憶於前述終端記 憶部之問題中某問題的問答中,使用關於該當問題之前述 問答資料,將該當問題對玩家出題,受理對於該當問題的 解答’在該當問答結束後通知該當問答的結果: 編碼部,係將表示於使用某問題的問答中受理之解答 的解答資料,使用前述終端記憶部所記憶之該當問題相關 的編解碼字典來加以編碼; 送訊部,係將藉由前述編碼部編碼之前述解答資料, 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 解碼部,係將針對使用某問題的問答而藉由前述收訊部接 收之前述解答資料,使用前述終端記億部所記憶之該當問 -56- 1357345 題相關的編解碼字典來加以解碼。 6. 一種電腦可讀取的記錄媒體,其特徵爲記錄用以 以使玩家進行遊玩包含問答的問答遊戲之電腦來執行之程 式,該程式係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: • 終端記憶步驟,係依每一問題,記憶包含問題資料及 正確解答資料的問答資料,並且記憶包含編碼前之資料與 φ 編碼後之資料的複數個組合之編解碼字典,且爲將一致於 某正確解答資料的編碼前之資料與最短之編碼後之資料建 立對應的編解碼字典; 問答處理步驟,係於使用在前述終端記憶步驟中問答 資料被記憶之問題中某問題的問答中,使用關於該當問題 之前述問答資料,將該當問題對玩家出題,受理對於該當 問題的解答,在該當問答結束後通知該當問答的結果; 編碼步驟,係將表示於使用某問題的問答中受理之解 φ 答的解答資料,使用在前述終端記憶步驟中記憶之該當問 題相關的編解碼字典來加以編碼; 送訊步驟,係將前述編碼步驟中被編碼之前述解答資 料,發送至其他遊戲終端: ' 收訊步驟,係從其他遊戲終端,接收前述解答資料; ' 及 解碼步驟,係將針對使用某問題的問答而前述收訊步 驟中被接收之前述解答資料,使用在前述終端記憶部步驟 中被記憶之該當問題相關的編解碼字典來加以解碼。 -57- 1357345 七、指定代表圖: (一) 、本案指定代表圖為:第(12)圖。 (二) 、本代表圖之元件代表符號簡單說明:無1357345 X. Patent Application Range 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, which is characterized by: a terminal memory unit, which remembers each question, memorizes the problem data and correctly answers the data. Question and answer data, and the codec includes a codec dictionary of a plurality of combinations of the pre-encoding data and the encoded data, and is configured to match the pre-encoding data consistent with the correct answering data with the shortest encoded data. Decoding dictionary; the question and answer processing department is used in the question and answer of a question in which the question and answer data is memorized in the question of the terminal terminal, and the above question and answer information about the problem is used, and the question is given to the player, and the question is accepted for the problem. Answer, the result of the question and answer is notified after the question and answer is completed; the coding department is to provide the answer data of the answer accepted in the question and answer using the question, and use the codec dictionary related to the question stored in the terminal memory unit to Coding; the transmission department will be encoded by the aforementioned coding part The answering information is sent to other game terminals; the receiving department receives the aforementioned answering materials from other gaming terminals; and the decoding department is to receive the aforementioned answering information received by the receiving department for the question and answer of using a question. It is decoded using the codec dictionary associated with the problem that is remembered by the terminal memory. 2. The game terminal according to claim 1, wherein the game terminal includes: a extraction unit that extracts a bit string included in the solution of the solution - 54- 1357345 encoded by the coding unit, but does not include The portion t of the other encoded bit string and the portion extracted by the extraction unit are processed as the above-mentioned solution data encoded by the encoding unit. a game system characterized by: having a plurality of game terminals as recited in claim 1; and paying attention to a game terminal in the plurality of game terminals, the remaining game end φ end is the aforementioned other Game terminal. 4. The game system according to claim 3, wherein the server device has a server device capable of communicating with the plurality of game terminals; the server device includes: a server memory unit, each problem Memorize the question and answer data containing the problem data and correct answer data, and according to each question, memorize the codec dictionary containing the combination of the data before the φ code and the coded data, and the data will be consistent with a correct answer. The pre-encoding data and the shortest encoded data are associated with the codec dictionary, and the correct answer rate required for the calculation of the correct answer rate of the problem is calculated; and the gas processor updates the aforementioned servo according to the foregoing results. The correct answer rate calculation of the above-mentioned fresh fruit related information in the data must be calculated, and the correct answer rate must be calculated using the updated correct answer rate to calculate the correct answer rate of the problem. When the correct answer rate becomes a pre-defined benchmark, the correct answer rate is equal to When the information before the coding of the correct answer data of the -55-1357345 problem is matched with the data of the shortest coded code, the codec dictionary related to the problem memorized by the server memory unit is updated; the foregoing plural game terminal is The codec dictionary 'memorized by the server memory unit is received individually and stored in the terminal memory unit. 5. The program is characterized in that it is used to enable the player to play a computer with a quiz game including question and answer, and to have a question and answer information containing the question and the correct answer information according to each question, and to memorize the data before the code. a codec dictionary combined with a plurality of encoded data, and a computer that is a terminal memory unit of a codec dictionary that matches the data before encoding of a correct answer data with the shortest encoded data, as the following The function of the component: The question and answer processing section is used in the question and answer of a question in which the question and answer data is memorized in the terminal memory section, and the above question and answer information about the problem is used, and the question is given to the player, and the question is accepted for the problem. Answer 'When the question and answer is over, notify the result of the question and answer: The coding department will provide the answer data of the answer accepted in the question and answer using the question, and use the codec dictionary related to the question stored in the terminal memory unit. Coding; the transmission department will be encoded by the aforementioned encoding part Answering the information and sending it to other game terminals; the receiving department receives the aforementioned answer data from other game terminals; and the decoding department uses the above-mentioned answer data received by the receiving department for the question and answer of using a question. The above-mentioned terminal remembers the codec dictionary associated with the question of the number 56- 1357345 to be decoded. 6. A computer readable recording medium, characterized by recording a program for causing a player to play a computer having a question and answer question and answer game executed by the computer, the program being at least executed for execution by the computer * The computer-readable commands in the next step: • The terminal memory step is to memorize the question and answer data containing the problem data and correctly answer the data according to each question, and memorize the plural of the data before the encoding and the data after the φ encoding. a combined codec dictionary, and a codec dictionary corresponding to the shortest encoded data corresponding to the data of the correct answer data; the question and answer processing step is to use the question and answer data in the terminal memory step In the question and answer of a question in the memory question, use the above question and answer information about the question, send the question to the player, accept the answer to the question, and notify the result of the question and answer after the question and answer; the coding step will indicate In the question and answer of using a question, answer the answer to the answer Transmitting, in the foregoing terminal memory step, the codec dictionary related to the problem is encoded; the sending step is to send the aforementioned solution data encoded in the encoding step to other game terminals: 'The receiving step is from other The game terminal receives the aforementioned answer data; and the decoding step is to use the above-mentioned answer data received in the foregoing receiving step for the question and answer using the question, and use the related question that is memorized in the terminal memory step. Decode the dictionary to decode it. -57- 1357345 VII. Designated representative map: (1) The representative representative of the case is: (12). (2) The representative symbol of the representative figure is a simple description: none 八、本案若有化學式時,請揭示最能顯示發明特徵的化學 式:無8. If there is a chemical formula in this case, please reveal the chemical formula that best shows the characteristics of the invention: none -4--4-
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