TWI759570B - Information processing device, game device, and game system - Google Patents

Information processing device, game device, and game system Download PDF

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TWI759570B
TWI759570B TW107144977A TW107144977A TWI759570B TW I759570 B TWI759570 B TW I759570B TW 107144977 A TW107144977 A TW 107144977A TW 107144977 A TW107144977 A TW 107144977A TW I759570 B TWI759570 B TW I759570B
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animation
game device
game
unit
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TW201929542A (en
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高久光一
齊藤秀樹
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日商世雅遊戲股份有限公司
日商達斯萊有限公司
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B65/00Implements for throwing  ; Mechanical projectors, e.g. using spring force
    • A63B65/02Spears or the like ; Javelins
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F11/00Game accessories of general use, e.g. score counters, boxes
    • 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
    • A63F13/213Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/75Enforcing rules, e.g. detecting foul play or generating lists of cheating players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • FMECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
    • F41WEAPONS
    • F41JTARGETS; TARGET RANGES; BULLET CATCHERS
    • F41J3/00Targets for arrows or darts, e.g. for sporting or amusement purposes
    • F41J3/02Indicators or score boards for arrow or dart games

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Human Computer Interaction (AREA)
  • Mechanical Engineering (AREA)
  • Health & Medical Sciences (AREA)
  • General Health & Medical Sciences (AREA)
  • Physical Education & Sports Medicine (AREA)
  • General Engineering & Computer Science (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • Processing Or Creating Images (AREA)

Abstract

本發明係提供一種提高遊戲裝置之動畫發送功能之故障檢測精度之資訊處理裝置。 資訊處理裝置10具備:記憶部12;動畫發送成功率取得部134,其基於自複數個遊戲裝置20接收到之接收資訊,取得接收時間相對於計算期間之所需時間之比例,作為表示對方之遊戲裝置20之動畫發送狀況之動畫發送成功率;記憶處理部135,其將取得之動畫發送成功率與動畫發送側之遊戲裝置之識別資訊及動畫接收側之遊戲裝置之識別資訊建立關聯並記憶於記憶部;及限制部136,其針對以一個遊戲裝置20為動畫發送側而與該一個遊戲裝置20建立關聯並記憶於記憶部12之複數個動畫發送成功率,判定是否滿足特定之發送故障條件,當滿足特定之發送故障條件之情形時,限制對一個遊戲裝置20提供連線遊戲之服務。The present invention provides an information processing device for improving the fault detection accuracy of the animation sending function of a game device. The information processing device 10 includes: a memory unit 12; an animation transmission success rate acquisition unit 134, which acquires the ratio of the reception time to the required time of the calculation period based on the reception information received from the plurality of game devices 20, as an indication of the opponent. The animation transmission success rate of the animation transmission status of the game device 20; the memory processing unit 135 associates and memorizes the obtained animation transmission success rate with the identification information of the game device on the animation sending side and the identification information of the game device on the animation receiving side In the memory unit; and the restriction unit 136, which determines whether a specific transmission failure is satisfied for a plurality of animation transmission success rates associated with the one game device 20 and memorized in the memory unit 12 with one game device 20 as the animation transmission side Condition, when a specific transmission failure condition is satisfied, the service of providing the online game to one game device 20 is restricted.

Description

資訊處理裝置、遊戲裝置、及遊戲系統Information processing device, game device, and game system

本發明係關於一種資訊處理裝置、遊戲裝置、及遊戲系統。The present invention relates to an information processing device, a game device, and a game system.

自先前以來,使用經由網路連接之伺服器及複數個遊戲裝置,進行由複數個玩家操作遊戲裝置而進行遊戲對戰之所謂連線遊戲。於此種連線遊戲中,基於防止玩家犯規等之理由,有由進行對戰之複數個遊戲裝置互相發送藉由拍攝玩家而產生之動畫(包含圖像)且由各遊戲裝置顯示自對方之遊戲裝置接收到之該動畫者。Conventionally, a server and a plurality of game devices connected via a network are used to perform a so-called online game in which a plurality of players operate the game devices to perform a game battle. In this type of online game, for reasons such as preventing players from fouling, there is a game in which a plurality of game devices in competition send animations (including images) generated by photographing players to each other, and each game device displays a game from the other party. The animator received by the device.

遊戲裝置中,若產生動畫且向對方遊戲裝置發送之一連串功能故障,則難以達成防止玩家犯規。就此點,作為檢測動畫發送功能故障之機構,考量例如專利文獻1所記載之監控攝像機影像系統。於專利文獻1中,揭示一種監控攝像機影像系統,其於影像信號中斷之情形時若監視裝置檢測出同步信號損失,則產生發生異常之警告等。 [先前技術文獻] [專利文獻]In a game device, if an animation is generated and a series of functional failures are sent to the opposing game device, it is difficult to prevent players from fouling. In this regard, as a mechanism for detecting the failure of the video transmission function, for example, the surveillance camera imaging system described in Patent Document 1 is considered. Patent Document 1 discloses a surveillance camera imaging system that generates an abnormality warning or the like when a surveillance device detects a loss of a synchronization signal when an image signal is interrupted. [Prior Art Literature] [Patent Literature]

[專利文獻1]日本專利特開2000-194969號公報[Patent Document 1] Japanese Patent Laid-Open No. 2000-194969

[發明所欲解決之問題][Problems to be Solved by Invention]

但,若於影像信號中斷之情形時立即判定為異常,則難以區別純粹因暫時性通信障礙等致使動畫發送產生故障之情形、與遊戲裝置之動畫發送功能有故障之情形。However, if it is determined to be abnormal immediately when the video signal is interrupted, it is difficult to distinguish between the situation where the animation transmission is faulty purely due to a temporary communication failure, and the situation where the animation transmission function of the game device is faulty.

本發明係為解決此種問題而完成者,其目的在於提供一種可提高遊戲裝置之動畫發送功能之故障檢測精度之資訊處理裝置。 [解決問題之技術手段]The present invention is made to solve such a problem, and its object is to provide an information processing device which can improve the fault detection accuracy of the animation sending function of the game device. [Technical means to solve problems]

本發明之資訊處理裝置之特徵在於,其係經由通信網路對複數個遊戲裝置提供連線遊戲之服務者,且,複數個遊戲裝置之各者具備:攝像部,其藉由拍攝該遊戲裝置之周圍而產生第1動畫;第1動畫發送部,其將第1動畫向對方之遊戲裝置發送;第2動畫接收部,其自對方之遊戲裝置接收藉由拍攝該對方之遊戲裝置之周圍而產生之第2動畫;顯示部;第2動畫顯示處理部,其使第2動畫顯示於顯示部;接收時間算出部,其於計算期間進行中算出第2動畫接收部自對方之遊戲裝置接收到第2動畫之累積時間即接收時間;及接收資訊發送部,其將基於計算期間之所需時間、接收時間、該遊戲裝置之識別資訊及對方之遊戲裝置之識別資訊之接收資訊向資訊處理裝置發送;資訊處理裝置具備:記憶部;動畫發送成功率取得部,其基於自複數個遊戲裝置接收到之接收資訊,取得接收時間相對於計算期間之所需時間之比例,作為表示對方之遊戲裝置之動畫發送狀況之動畫發送成功率;記憶處理部,其將取得之動畫發送成功率與動畫發送側之遊戲裝置之識別資訊及動畫接收側之遊戲裝置之識別資訊建立關聯並記憶於記憶部;及限制部,其針對以一個遊戲裝置為動畫發送側而與該一個遊戲裝置建立關聯並記憶於記憶部之複數個動畫發送成功率,判定是否滿足特定之發送故障條件,當滿足特定之發送故障條件之情形時,限制對一個遊戲裝置提供連線遊戲之服務。 [發明之效果]The information processing device of the present invention is characterized in that it provides a service for connecting games to a plurality of game devices through a communication network, and each of the plurality of game devices is provided with: an imaging unit that captures the game device by photographing the game device. The first animation is generated around the opponent's game device; the first animation transmission part sends the first animation to the opponent's game device; the second animation reception part receives from the opponent's game device by photographing the surrounding of the opponent's game device. The second animation generated; a display unit; a second animation display processing unit that displays the second animation on the display unit; a reception time calculation unit that calculates during the calculation period that the second animation receiving unit has received from the opponent's game device The accumulated time of the second animation is the reception time; and the reception information sending unit, which transmits the reception information based on the time required for the calculation period, the reception time, the identification information of the game device and the identification information of the opponent's game device to the information processing device transmission; the information processing device includes: a memory unit; an animation transmission success rate acquisition unit, which acquires the ratio of the reception time to the required time of the calculation period based on the reception information received from the plurality of game devices, as the game device representing the opponent The animation sending success rate of the animation sending status; the memory processing unit, which associates the obtained animation sending success rate with the identification information of the game device on the animation sending side and the identification information of the game device on the animation receiving side, and memorizes it in the memory unit; and a restriction unit, which determines whether a specific transmission failure condition is satisfied for a plurality of animation transmission success rates associated with the one game device and memorized in the memory unit with a game device as the animation transmission side, and when the specific transmission failure condition is satisfied In the case of conditions, the provision of online game services to one game device is restricted. [Effect of invention]

根據本發明,可提供一種可提高遊戲裝置之動畫發送功能之故障檢測精度之資訊處理裝置。According to the present invention, it is possible to provide an information processing device which can improve the failure detection accuracy of the animation transmission function of the game device.

以下,參照圖式,針對本發明之各種實施形態進行說明。惟本發明之技術範圍不限定於該等實施形態,當應著眼於涉及申請專利範圍所記載之發明及其均等物之方面。Hereinafter, various embodiments of the present invention will be described with reference to the drawings. However, the technical scope of the present invention is not limited to these embodiments, and attention should be paid to the aspects related to the inventions described in the claimed scope and their equivalents.

(1)遊戲系統1之構成 圖1係顯示遊戲系統1之一例之網路構成圖。遊戲系統1係用以執行作為連線遊戲之一例之飛鏢遊戲之系統。遊戲系統1具有互相以網際網路等通信網路2連接之伺服器10、及複數個遊戲裝置20。複數個遊戲裝置20例如可設置於不同店鋪內,亦可設置於同一店鋪內。(1) Configuration of Game System 1 FIG. 1 is a network configuration diagram showing an example of the game system 1 . The game system 1 is a system for executing a dart game as an example of a link game. The game system 1 includes a server 10 and a plurality of game devices 20 connected to each other by a communication network 2 such as the Internet. The plurality of game devices 20 may be installed in different stores, for example, or may be installed in the same store.

(2)各裝置之構成 (2-1)遊戲裝置20之構成 圖2係遊戲裝置20之概略外觀圖。圖3係顯示遊戲裝置20之功能上之構成之方塊圖。遊戲裝置20係玩家用以進行飛鏢遊戲之遊戲裝置。遊戲裝置20具備:遊戲裝置通信部21、遊戲裝置記憶部22、操作部23、顯示部24、卡槽CS、卡RW部25、飛鏢板DB、檢測部26、硬幣投入部27、攝像部28、及遊戲裝置處理部29。於飛鏢遊戲中,玩家自適當設定於遊戲裝置20前方之場地,瞄準飛鏢板DB而投擲飛鏢。(2) Configuration of each device (2-1) Configuration of the game device 20 FIG. 2 is a schematic external view of the game device 20 . FIG. 3 is a block diagram showing the functional configuration of the game device 20 . The game device 20 is a game device used by the player to play the dart game. The game device 20 includes a game device communication unit 21 , a game device memory unit 22 , an operation unit 23 , a display unit 24 , a card slot CS, a card RW unit 25 , a dart board DB, a detection unit 26 , a coin insertion unit 27 , and a camera unit 28 , and the game device processing unit 29 . In the dart game, the player throws darts by aiming at the dart board DB from a field appropriately set in front of the game device 20 .

遊戲裝置通信部21具備用以將遊戲裝置20連接於通信網路2之通信介面電路,與通信網路2之間進行通信。遊戲裝置通信部21將經由通信網路2自伺服器10及其他遊戲裝置20等接收到之資料供給於遊戲裝置處理部29。又,遊戲裝置通信部21將自遊戲裝置處理部29供給之資料經由通信網路2發送至伺服器10及其他遊戲裝置20等。The game device communication unit 21 includes a communication interface circuit for connecting the game device 20 to the communication network 2 , and communicates with the communication network 2 . The game device communication unit 21 supplies the data received from the server 10 and other game devices 20 and the like via the communication network 2 to the game device processing unit 29 . In addition, the game device communication unit 21 transmits the data supplied from the game device processing unit 29 to the server 10 and other game devices 20 and the like via the communication network 2 .

遊戲裝置記憶部22例如具備磁帶裝置、磁碟裝置或光碟裝置中之至少一者。遊戲裝置記憶部22記憶遊戲裝置處理部29之處理所使用之作業系統程式、驅動器程式、應用程式及資料等。例如,作為應用程式,遊戲裝置記憶部22記憶用以使飛鏢遊戲進行之程式等。又,例如遊戲裝置記憶部22記憶經由通信網路2等自其他遊戲裝置20接收到之動畫。電腦程式例如亦可使用眾所周知之安裝程式等,自CD-ROM、DVD-ROM等電腦可讀取之可攜式記錄媒體,安裝於遊戲裝置記憶部22。或者,電腦程式亦可藉由經由通信網路2等自伺服器10或其他資訊處理裝置下載,而安裝於遊戲裝置記憶部22。The game device memory unit 22 includes, for example, at least one of a tape device, a magnetic disk device, or an optical disk device. The game device memory unit 22 stores operating system programs, driver programs, application programs, data and the like used for processing by the game device processing unit 29 . For example, as an application program, the game device memory unit 22 stores a program or the like for playing a dart game. Also, for example, the game device memory unit 22 stores animations received from other game devices 20 via the communication network 2 or the like. The computer program may be installed in the game device memory 22 from a computer-readable portable recording medium such as CD-ROM, DVD-ROM, etc., using, for example, a well-known installer. Alternatively, the computer program may be installed in the game device memory 22 by downloading from the server 10 or other information processing devices through the communication network 2 or the like.

操作部23係用以供玩家進行各種操作者,例如藉由設置於操作面板之操作按鈕等實現。操作部23受理玩家之操作,將對應於該操作之信號發送至遊戲裝置處理部29等。The operation part 23 is used for the player to perform various operations, and is realized by, for example, operation buttons provided on the operation panel. The operation part 23 accepts the operation of the player, and transmits a signal corresponding to the operation to the game device processing part 29 and the like.

顯示部24只要為可顯示影像及圖像等則可為任何器件,例如為液晶顯示器或有機EL(Electro-Luminescence:電致發光)顯示器等。顯示部24例如可藉由液晶觸控面板顯示器而與操作部23一體化。顯示部24顯示對應於自遊戲裝置處理部29供給之資料之圖像及動畫。The display unit 24 may be any device as long as it can display images, images, and the like, and may be, for example, a liquid crystal display, an organic EL (Electro-Luminescence) display, or the like. The display unit 24 can be integrated with the operation unit 23 by, for example, a liquid crystal touch panel display. The display unit 24 displays images and animations corresponding to the data supplied from the game device processing unit 29 .

卡槽CS係用以插入玩家所持有之遊戲卡之插入口。於遊戲裝置20設有4個卡槽CS,最多可供4人進行遊戲對戰。另,亦可設置超過4個之數之卡槽CS,而可供超過4人之人數進行遊戲對戰。The card slot CS is an insertion port for inserting the game card held by the player. There are 4 card slots CS in the game device 20, and a maximum of 4 people can play the game. In addition, more than 4 card slots can also be set, and more than 4 people can compete in the game.

卡RW部25可讀取記錄於玩家所持有之遊戲卡之卡ID等,或將遊戲結果所獲得之資訊等寫入遊戲卡。The card RW unit 25 can read the card ID recorded on the game card held by the player, or write the information obtained by the game result into the game card.

飛鏢板DB係成為飛鏢遊戲之靶之盤面。飛鏢板DB經區分成複數個靶區域,於該靶區域之各者設有多個細孔。由玩家投擲出之飛鏢之前端部被收容於設置於靶區域之多個孔中之任一者。The dart board DB is the target board of the dart game. The dart board DB is divided into a plurality of target regions, and each of the target regions is provided with a plurality of pores. The front end of the dart thrown by the player is accommodated in any one of a plurality of holes provided in the target area.

檢測部26具有:薄膜開關,其為了檢測飛鏢刺入靶區域而與靶區域之各者對應設置;及振動感測器,其係用以檢測投擲出之飛鏢偏離靶區域而設。檢測部26基於薄膜開關及振動感測器之信號,檢測飛鏢刺入靶區域之何處/是否未刺入,且將檢測信號發送至遊戲裝置處理部29。The detection unit 26 includes: a membrane switch provided corresponding to each of the target areas in order to detect that the dart penetrates the target area; and a vibration sensor provided to detect that the thrown dart deviates from the target area. The detection unit 26 detects where/whether the dart penetrates the target area based on the signals of the membrane switch and the vibration sensor, and sends the detection signal to the game device processing unit 29 .

硬幣投入部27具備投入硬幣之投入口、及檢測自投入口投入之硬幣之感測器。於遊戲裝置20中,藉由玩家將特定枚數之硬幣自硬幣投入口投入,而可玩遊戲。另,遊戲裝置20亦可設為即使不自硬幣投入口投入硬幣亦可玩遊戲。The coin insertion unit 27 is provided with an insertion opening for inserting coins, and a sensor for detecting coins inserted through the insertion opening. In the game device 20, the game can be played by the player inserting a specific number of coins from the coin slot. In addition, the game apparatus 20 can also be set so that a game can be played without inserting a coin from a coin insertion port.

攝像部28例如以攝像機等構成,藉由拍攝遊戲裝置20之周圍而產生動畫,且輸出至遊戲裝置處理部29。此處,所謂動畫意指時間序列連續之至少一個圖像,作為包含單一之圖像者使用。攝像部28拍攝例如玩家、飛鏢遊戲之場地及遊戲裝置20等,作為遊戲裝置20之周圍。攝像部28亦可藉由遊戲裝置處理部29之控制,一面進行變焦或搖攝一面執行拍攝。The imaging unit 28 is constituted by, for example, a camera, and generates an animation by photographing the surroundings of the game device 20 , and outputs it to the game device processing unit 29 . Here, the animation refers to at least one image that is continuous in time series, and is used as one including a single image. The imaging unit 28 captures, for example, the player, the field of the dart game, the game device 20 , and the like as the surroundings of the game device 20 . The imaging unit 28 may also perform photographing while zooming or panning under the control of the game device processing unit 29 .

遊戲裝置處理部29具備一個或複數個處理器及其周邊電路。遊戲裝置處理部29例如為CPU,統括控制遊戲裝置20之全體動作。遊戲裝置處理部29以基於記憶於遊戲裝置記憶部22之程式等按適當之順序執行遊戲裝置20之各種處理之方式,控制遊戲裝置通信部21等之動作。The game device processing unit 29 includes one or a plurality of processors and peripheral circuits thereof. The game device processing unit 29 is, for example, a CPU, and collectively controls the overall operation of the game device 20 . The game device processing unit 29 controls the operations of the game device communication unit 21 and the like by executing various processes of the game device 20 in an appropriate order based on a program or the like stored in the game device memory unit 22 .

遊戲裝置處理部29具備匹配要求部291、遊戲進行部292、對方動畫接收部293、接收時間算出部294、顯示處理部295、我方動畫發送部296及接收資訊發送部297。匹配要求部291例如將遊戲裝置20所受理之來自玩家之匹配要求經由通信網路2發送至伺服器10。遊戲進行部292例如執行飛鏢遊戲之進行相關之處理。對方動畫接收部293係第2動畫接收部之一例,例如自對方之遊戲裝置20接收藉由拍攝該對方之遊戲裝置20之周圍而產生之動畫(第2動畫)。The game device processing unit 29 includes a matching request unit 291 , a game progress unit 292 , an opponent animation reception unit 293 , a reception time calculation unit 294 , a display processing unit 295 , a friend animation transmission unit 296 , and a reception information transmission unit 297 . The matching request unit 291 transmits, for example, a matching request from the player accepted by the game device 20 to the server 10 via the communication network 2 . The game progress unit 292 executes, for example, processing related to the progress of a dart game. The opponent animation receiving unit 293 is an example of the second animation receiving unit, and receives, for example, an animation (second animation) generated by photographing the surroundings of the opponent's game device 20 from the opponent's game device 20 .

接收時間算出部294例如於計算期間進行中,算出對方動畫接收部293自對方之遊戲裝置20接收到第2動畫之累積時間即接收時間。此處,所謂計算期間是指用以定義接收時間之單位之期間,可根據遊戲之種類任意設定。計算期間例如可為前半、後半、1回合、1次、1個遊戲等之整個期間或一部分期間、或將該等期間複數相連而成之期間。接收時間之算出方法未特別限定,可任意採用眾所周知之方法。例如,亦可記錄未接收到動畫之各期間之時間,於遊戲結束後藉由合計該等時間算出未接收到動畫之累積時間後,自計算期間之所需時間減去該累積時間,藉此算出接收時間。另,對未接收到動畫之狀態之持續時間設置特定之臨限值,對於未接收到動畫之狀態持續不到該特定之臨限值之期間,可不算入未接收到動畫之期間。作為該特定之臨限值,亦可採用例如2秒或1秒等任意之值。The reception time calculation unit 294 calculates, for example, during the calculation period, the reception time, which is the cumulative time when the opponent animation reception unit 293 receives the second animation from the opponent's game device 20 . Here, the calculation period refers to a period for defining the unit of the reception time, and can be arbitrarily set according to the type of game. The calculation period may be, for example, the entire period or a part of the first half, the second half, one round, one time, one game, or the like, or a period formed by connecting a plurality of these periods. The calculation method of the reception time is not particularly limited, and a well-known method can be arbitrarily adopted. For example, it is also possible to record the time of each period in which the animation was not received, and after the game is over, the accumulated time of the animation that has not been received is calculated by adding up these times, and the accumulated time is subtracted from the required time of the calculation period. Calculate the reception time. In addition, a specific threshold value is set for the duration of the state of not receiving animation, and the period that the state of not receiving animation lasts less than the specified threshold value may not be counted as the period of not receiving animation. As the specific threshold value, for example, an arbitrary value such as 2 seconds or 1 second can be adopted.

顯示處理部295例如將自伺服器10及對方之遊戲裝置20接收到之飛鏢遊戲之進行相關之資料、及自對方之遊戲裝置20接收到之第2動畫顯示於顯示部24。我方動畫發送部296係第1動畫發送部之一例,例如將攝像部28所產生之動畫發送至對方之遊戲裝置20。The display processing unit 295 displays, for example, the data related to the progress of the dart game received from the server 10 and the opponent's game device 20 , and the second animation received from the opponent's game device 20 on the display unit 24 . The animation transmission unit 296 of our side is an example of the first animation transmission unit, and, for example, transmits the animation generated by the imaging unit 28 to the game device 20 of the opponent.

接收資訊發送部297例如將接收資訊發送至伺服器10。此處,所謂接收資訊係表示遊戲裝置20自對方遊戲裝置20接收動畫之狀況之資訊,且係基於計算期間之所需時間、接收時間算出部294算出之接收時間、遊戲裝置20之識別資訊及對方遊戲裝置20之識別資訊之資訊。接收資訊可包含例如計算期間之所需時間、接收時間算出部294算出之接收時間、遊戲裝置20之識別資訊及對方之遊戲裝置20之識別資訊。或者,接收資訊亦可包含例如接收時間算出部294算出之接收時間相對於計算期間之所需時間之比例。The reception information transmission unit 297 transmits reception information to the server 10, for example. Here, the so-called reception information is information indicating the state of the game device 20 receiving the animation from the opponent game device 20, and is based on the required time of the calculation period, the reception time calculated by the reception time calculation unit 294, the identification information of the game device 20, and The information of the identification information of the opposing game device 20 . The reception information may include, for example, the time required for the calculation period, the reception time calculated by the reception time calculation unit 294 , the identification information of the game device 20 , and the identification information of the opponent's game device 20 . Alternatively, the reception information may include, for example, the ratio of the reception time calculated by the reception time calculation unit 294 to the required time of the calculation period.

(2-1)伺服器10之構成 圖4係顯示伺服器10之功能上之構成之方塊圖。伺服器10係資訊處理裝置之一例,例如執行後述之匹配處理、遊戲進行處理、接收資訊記憶處理及故障遊戲裝置限制處理。伺服器10具備伺服器通信部11、伺服器記憶部12及伺服器處理部13。(2-1) Configuration of the server 10 FIG. 4 is a block diagram showing the functional configuration of the server 10 . The server 10 is an example of an information processing device, and executes matching processing, game progress processing, received information memory processing, and malfunctioning game device restriction processing, which will be described later, for example. The server 10 includes a server communication unit 11 , a server storage unit 12 , and a server processing unit 13 .

伺服器通信部11具備用以將伺服器10連接於通信網路2之通信介面電路,與通信網路2之間進行通信。伺服器通信部11將自遊戲裝置20等接收到之資料向伺服器處理部13供給。又,伺服器通信部11將自伺服器處理部13供給之資料發送至遊戲裝置20等。The server communication unit 11 includes a communication interface circuit for connecting the server 10 to the communication network 2 , and communicates with the communication network 2 . The server communication unit 11 supplies the data received from the game device 20 and the like to the server processing unit 13 . In addition, the server communication unit 11 transmits the data supplied from the server processing unit 13 to the game device 20 and the like.

伺服器記憶部12例如具備磁帶裝置、磁碟裝置或光碟裝置中之至少一者。伺服器記憶部12記憶伺服器處理部13之處理所使用之作業系統程式、驅動器程式、應用程式及資料等。例如,作為應用程式,伺服器記憶部12記憶用以執行將複數個玩家彼此作為對戰對手進行匹配之匹配處理之程式,或用以使飛鏢遊戲進行之程式等。電腦程式亦可使用例如眾所周知之安裝程式等,自CD-ROM(Compact Disc Read-Only Memory,光碟唯讀記憶體)、DVD-ROM(Digital Video Disc-Read Only Memory,數位影音光碟唯讀記憶體)等電腦可讀取之可攜式記錄媒體安裝於伺服器記憶部12。或者,電腦程式亦可藉由經由通信網路2等自其他資訊處理裝置下載,而安裝於伺服器記憶部12。又,例如伺服器記憶部12記憶後述之動畫發送成功率表等,作為資料。The server storage unit 12 includes, for example, at least one of a tape device, a magnetic disk device, or an optical disk device. The server memory unit 12 stores operating system programs, driver programs, application programs, data and the like used in the processing of the server processing unit 13 . For example, as an application program, the server memory unit 12 stores a program for executing a matching process for matching a plurality of players as opponents, a program for playing a dart game, and the like. Computer programs can also use well-known installers, etc., from CD-ROM (Compact Disc Read-Only Memory), DVD-ROM (Digital Video Disc-Read Only Memory) ) and other portable recording media that can be read by a computer are installed in the server memory unit 12 . Alternatively, the computer program may be installed in the server memory 12 by being downloaded from another information processing device through the communication network 2 or the like. In addition, for example, the server storage unit 12 stores, as data, a video transmission success rate table, which will be described later, and the like.

伺服器處理部13具備一個或複數個處理器及其周邊電路。伺服器處理部13例如為CPU(Central Processing Unit,中央處理單元),統括控制伺服器10之全體動作。伺服器處理部13係以基於記憶於伺服器記憶部12之程式等,以適當之順序執行伺服器10之各種處理之方式,控制伺服器通信部11等之動作。The server processing unit 13 includes one or a plurality of processors and peripheral circuits. The server processing unit 13 is, for example, a CPU (Central Processing Unit), and controls the overall operation of the server 10 in a centralized manner. The server processing unit 13 controls the operations of the server communication unit 11 and the like by executing various processes of the server 10 in an appropriate order based on a program or the like stored in the server memory unit 12 .

伺服器處理部13具備匹配處理部131、遊戲進行部132、接收資訊受理部133、動畫發送成功率取得部134、記憶處理部135及限制部136。匹配處理部131例如執行將複數個玩家彼此作為對戰對手進行匹配之匹配處理。遊戲進行部132例如執行飛鏢遊戲之進行相關之處理。接收資訊受理部133例如受理自上述遊戲裝置20發送之接收資訊。動畫發送成功率取得部134例如基於接收資訊,取得接收時間相對於計算期間之所需時間之比例,作為表示對方之遊戲裝置20之動畫發送狀況之動畫發送成功率。記憶處理部135例如將取得之動畫發送成功率記憶於伺服器記憶部12。限制部136例如進行發送故障條件之判定,根據該判定之結果,執行限制對伺服器10之遊戲裝置20提供連線遊戲之服務。有關發送故障條件及限制處理,於下文敘述。The server processing unit 13 includes a matching processing unit 131 , a game progressing unit 132 , a reception information receiving unit 133 , an animation transmission success rate obtaining unit 134 , a memory processing unit 135 , and a limiting unit 136 . The matching processing unit 131 executes, for example, a matching process of matching a plurality of players as opponents. The game progress unit 132 executes, for example, a process related to the progress of a dart game. The reception information accepting unit 133 accepts reception information transmitted from the game device 20 described above, for example. The animation transmission success rate acquisition unit 134 acquires, for example, based on the reception information, the ratio of the reception time to the required time of the calculation period, as the animation transmission success rate indicating the animation transmission status of the game device 20 of the opponent. The memory processing unit 135 stores, for example, the obtained animation transmission success rate in the server memory unit 12 . The restriction unit 136 determines, for example, a transmission failure condition, and executes a service of restricting the provision of the online game to the game device 20 of the server 10 according to the result of the determination. The transmission failure conditions and limit processing are described below.

圖5係顯示記憶於伺服器記憶部12之動畫發送成功率表之一例之圖。動畫發送成功率表係記錄有動畫發送成功率取得部134所取得之動畫發送成功率之表。FIG. 5 is a diagram showing an example of the animation transmission success rate table stored in the server storage unit 12 . The animation transmission success rate table is a table in which the animation transmission success rate acquired by the animation transmission success rate acquisition unit 134 is recorded.

如圖5所示,動畫發送成功率表例如包含遊戲ID、遊玩時間、發送側遊戲裝置ID、接收側遊戲裝置ID、接收時間及動畫發送成功率。遊戲ID係用以識別遊戲之識別資訊。遊玩時間係該遊戲之所需時間。發送側遊戲裝置ID係用以識別發送動畫之側之遊戲裝置20之識別資訊。接收側遊戲裝置ID係用以識別接收動畫之側之遊戲裝置20之識別資訊。接收時間係接收側之遊戲裝置20可接收自發送側之遊戲裝置20發送之動畫之累積時間。動畫發送成功率係接收時間相對於遊玩時間之比例,表示將發送側之遊戲裝置20相關之動畫向對方之遊戲裝置20之發送狀況。As shown in FIG. 5 , the animation transmission success rate table includes, for example, game ID, play time, transmission side game device ID, reception side game device ID, reception time, and animation transmission success rate. Game ID is the identification information used to identify the game. Play time is the time required for the game. The sending side game device ID is identification information for identifying the game device 20 on the sending side of the animation. The receiving side game device ID is identification information for identifying the game device 20 on the side receiving the animation. The receiving time is the accumulated time for the game device 20 on the receiving side to receive the animation sent from the game device 20 on the sending side. The animation sending success rate is the ratio of the receiving time to the playing time, and represents the sending status of the animation related to the game device 20 on the sending side to the game device 20 on the opposite side.

本實施形態中,由於2個遊戲裝置彼此互相收發動畫,故對1次遊戲定義至少2個動畫發送成功率。例如,將動畫發送成功率記作「R(遊戲ID/發送側遊戲裝置ID/接收側遊戲裝置ID)」等。此時,於遊戲ID為「G1」之遊戲中,定義關於遊戲裝置「C」向遊戲裝置「D」發送之動畫之遊戲裝置「C」之動畫發送成功率「R(G1/C/D)」,及關於遊戲裝置「D」向遊戲裝置「C」發送之遊戲裝置「D」之動畫發送成功率「R(G1/D/C)」。In the present embodiment, since two game devices transmit and receive animations to and from each other, at least two animation transmission success rates are defined for one game. For example, the animation transmission success rate is written as "R (game ID/transmitter-side game device ID/receiver-side game device ID)" or the like. At this time, in the game whose game ID is "G1", define the animation transmission success rate "R(G1/C/D) of the game device "C" regarding the animation sent by the game device "C" to the game device "D" ", and the success rate "R(G1/D/C)" of the animation transmission of the game device "D" sent by the game device "D" to the game device "C".

此處,使用圖6,針對伺服器10之限制部136所判定之發送故障條件進行說明。圖6係將針對遊戲裝置「A」之複數個動畫發送成功率以時間序列順序排列。發送故障條件例如係特定之期間(第1期間)內所含之動畫發送成功率中之特定比例(第1比例)之動畫發送成功率未達特定之臨限值(第1臨限值)。例如,將特定之期間設為最近之5個遊戲,將特定之比例設為100%,將特定之臨限值設為70%。圖6所示之情形中,最近之5個遊戲所含之動畫發送成功率中之100%之動畫發送成功率係動畫發送成功率「R(G61/A/D)」、「R(G57/A/E)」、「R(G54/A/C)」、「R(G53/A/B)」及「R(G47/A/D)」。且,該等動畫發送成功率「R(G61/A/D)」、「R(G57/A/E)」、「R(G54/A/C)」、「R(G53/A/B)」及「R(G47/A/D)」均未達70%。因此,該情形時,由於最近之5個遊戲所含之動畫發送成功率中之100%之動畫發送成功率未達70%,故滿足該發送故障條件。另,特定之期間不限定於最近之特定之期間,亦可為過去之特定之期間。又,特定之比例不限定於100%,亦可為95%、90%、85%、80%、70%、60%等任意比例。又,特定之臨限值不限定於70%,亦可為95%、90%、85%、80%、60%、1%等任意臨限值。又,亦可設定複數個發送故障條件,當滿足該等複數個發送故障條件中之任一發送故障條件之情形時,由伺服器10之限制部136執行限制處理。Here, the transmission failure condition determined by the restriction unit 136 of the server 10 will be described with reference to FIG. 6 . FIG. 6 is a chronological order of the success rates of sending a plurality of animations to the game device "A". The transmission failure condition is, for example, that the animation transmission success rate of a specific ratio (1st ratio) of animation transmission success rates included in a specific period (1st period) does not reach a specific threshold value (1st threshold value). For example, set the specified period as the last 5 games, set the specified percentage as 100%, and set the specified threshold value as 70%. In the situation shown in Figure 6, the animation transmission success rate of 100% among the animation transmission success rates included in the latest 5 games is the animation transmission success rate "R(G61/A/D)", "R(G57/ A/E)", "R(G54/A/C)", "R(G53/A/B)" and "R(G47/A/D)". In addition, the success rates of these animations are "R(G61/A/D)", "R(G57/A/E)", "R(G54/A/C)", "R(G53/A/B)" ” and “R(G47/A/D)” did not reach 70%. Therefore, in this case, since the animation transmission success rate of 100% of the animation transmission success rates included in the latest 5 games does not reach 70%, the transmission failure condition is satisfied. In addition, the specific period is not limited to the recent specific period, but may also be a specific period in the past. In addition, the specific ratio is not limited to 100%, and may be any ratio such as 95%, 90%, 85%, 80%, 70%, and 60%. In addition, the specific threshold value is not limited to 70%, and may be any threshold value such as 95%, 90%, 85%, 80%, 60%, and 1%. Furthermore, a plurality of transmission failure conditions may be set, and when any one of the plurality of transmission failure conditions is satisfied, the restriction unit 136 of the server 10 executes restriction processing.

接著,針對判定為滿足發送故障條件之情形時由伺服器10之限制部136執行之限制提供連線遊戲之服務之限制處理進行說明。對於滿足發送故障條件之遊戲裝置20,由於動畫發送功能有故障之可能性高,故伺服器10之限制部136限制以各種態樣對該遊戲裝置20提供連線遊戲之服務。例如,限制部136可至少對防止玩家犯規之要求較大之特定種類之遊戲,將滿足發送故障條件之遊戲裝置20自匹配處理部131進行之匹配對象中排除。又,限制部136亦可對滿足發送故障條件之遊戲裝置20通知特定之限制資訊,遊戲裝置20接收到該特定之限制資訊之情形時,限制玩家對該遊戲裝置20之登入操作。Next, when it is determined that the transmission failure condition is satisfied, the restriction processing performed by the restriction unit 136 of the server 10 to restrict the provision of the online game service will be described. For the game device 20 that satisfies the transmission failure condition, because the animation transmission function has a high possibility of failure, the restriction unit 136 of the server 10 restricts the game device 20 from providing online game services in various ways. For example, the restricting unit 136 may exclude the game devices 20 that satisfy the transmission failure condition from the matching objects performed by the matching processing unit 131 at least for a specific type of game that has a high requirement to prevent player fouls. In addition, the restriction unit 136 may notify the game device 20 that meets the transmission failure condition of specific restriction information, and when the game device 20 receives the specific restriction information, restricts the player's login operation to the game device 20 .

(3)遊戲系統1之動作 (3-1)匹配處理、遊戲進行處理及接收資訊記憶處理 圖7係顯示遊戲系統1之匹配處理、遊戲進行處理及接收資訊記憶處理之動作順序之一例之圖。以下,藉由匹配而將玩家A及玩家B設為彼此之對戰對手,將玩家A所操作之遊戲裝置稱為遊戲裝置20A,將玩家B所操作之遊戲裝置稱為遊戲裝置20B。又,適當地於遊戲裝置20A所具備之各構成之末尾標註符號「A」,於遊戲裝置20B所具備之各構成之末尾標註「B」。該動作順序係基於預先記憶於伺服器記憶部12、遊戲裝置記憶部22A及遊戲裝置記憶部22B之程式,主要藉由伺服器處理部13、遊戲裝置處理部29A及遊戲裝置處理部29B,與伺服器10、遊戲裝置20A及遊戲裝置20B之各構件協作而執行。(3) Actions of Game System 1 (3-1) Matching processing, game processing and receiving information memory processing FIG. 7 is a diagram showing an example of the operation sequence of the matching process, the game progress process, and the received information memory process of the game system 1 . Hereinafter, player A and player B are set as opponents by matching, the game device operated by player A is referred to as game device 20A, and the game device operated by player B is referred to as game device 20B. In addition, the symbol "A" is appropriately attached to the end of each structure included in the game device 20A, and the symbol "B" is attached to the end of each structure included in the game device 20B. The sequence of actions is based on a program pre-stored in the server memory 12, the game device memory 22A, and the game device memory 22B, and is mainly performed by the server processing part 13, the game device processing part 29A, and the game device processing part 29B, and the The components of the server 10 , the game device 20A, and the game device 20B are executed in cooperation.

(步驟S101) 首先,遊戲裝置20A之操作部23A受理玩家A之請求匹配之操作。例如,玩家A輸入玩家A之ID及希望之遊戲種類等資訊,作為匹配請求中所含之資訊。(step S101) First, the operation unit 23A of the game device 20A accepts the operation of the player A for requesting matching. For example, player A inputs information such as player A's ID and desired game type as the information contained in the matching request.

(步驟S102) 接著,遊戲裝置20A之匹配要求部291A對伺服器10發送步驟S101中所受理之匹配要求。(step S102) Next, the matching request unit 291A of the game device 20A transmits the matching request accepted in step S101 to the server 10 .

(步驟S103) 又,與步驟S101同樣地,遊戲裝置20B之操作部23B受理玩家B之匹配要求之操作。(step S103) Moreover, similarly to step S101, the operation part 23B of the game apparatus 20B accepts the operation of the matching request of the player B. FIG.

(步驟S104) 又,與步驟S102同樣地,遊戲裝置20B之匹配要求部291B對伺服器10發送步驟S103中所受理之匹配要求。(step S104) Also, similarly to step S102, the matching request unit 291B of the game device 20B transmits the matching request accepted in step S103 to the server 10.

(步驟S105) 接著,伺服器10之匹配處理部131進行匹配處理。此處,藉由該匹配處理,將玩家A及玩家B匹配作為彼此之對戰對手。(step S105) Next, the matching processing unit 131 of the server 10 performs matching processing. Here, by this matching process, player A and player B are matched as opponents to each other.

(步驟S106) 接著,伺服器10之匹配處理部131對遊戲裝置20A及遊戲裝置20B之各者,發送表示玩家A及玩家B成為彼此之對戰對手之資訊即對戰決定通知。(step S106) Next, the matching processing unit 131 of the server 10 transmits a battle decision notification, which is information indicating that the player A and the player B have become opponents to each other, to each of the game device 20A and the game device 20B.

(步驟S107) 接著,伺服器10、遊戲裝置20A及遊戲裝置20B執行飛鏢遊戲之進行處理。此時,將分數、回合數、其他飛鏢遊戲之進行相關之資料(遊戲資料)於伺服器10、遊戲裝置20A及遊戲裝置20B之各者之間進行收發。再者,將遊戲裝置20A及遊戲裝置20B之各者之動畫資料於遊戲裝置20A及遊戲裝置20B之間進行收發。(step S107) Next, the server 10, the game device 20A, and the game device 20B execute processing of the dart game. At this time, data (game data) related to the progress of the score, the number of rounds, and other dart games are transmitted and received between the server 10 , the game device 20A, and the game device 20B. Furthermore, the animation data of each of the game device 20A and the game device 20B is transmitted and received between the game device 20A and the game device 20B.

具體而言,遊戲裝置20A之遊戲進行部292A基於玩家A投擲出飛鏢之情形時由檢測部26A產生之檢測信號,對伺服器10及遊戲裝置20B之各者發送表示玩家A之分數等之資料。又,遊戲裝置20A之攝像部28A藉由拍攝遊戲裝置20A之周圍(玩家A、飛鏢遊戲之場地及遊戲裝置20A等)而產生動畫,且輸出至遊戲裝置處理部29A。且,遊戲裝置處理部29A之我方動畫發送部296A將拍攝遊戲裝置20A之周圍之該動畫發送至遊戲裝置20B。又,遊戲裝置20A之對方動畫接收部293A自遊戲裝置20B接收藉由攝像部28B產生之遊戲裝置20B周圍之動畫。又,遊戲裝置20A之顯示處理部295A合成自伺服器10及遊戲裝置20B接收到之飛鏢遊戲之進行相關之資料、及自遊戲裝置20B接收到之拍攝遊戲裝置20B之周圍之動畫,使後述之遊戲畫面顯示於顯示部24A。Specifically, the game progress unit 292A of the game device 20A transmits data indicating the score of the player A to each of the server 10 and the game device 20B based on the detection signal generated by the detection unit 26A when the player A throws a dart . In addition, the imaging unit 28A of the game device 20A captures the surroundings of the game device 20A (player A, the field of the dart game, the game device 20A, etc.) to generate an animation, and outputs it to the game device processing unit 29A. And the animation transmission part 296A of our side of the game device processing part 29A transmits this animation which captured the surroundings of the game device 20A to the game device 20B. Furthermore, the opponent animation receiving unit 293A of the game device 20A receives the animation around the game device 20B generated by the imaging unit 28B from the game device 20B. In addition, the display processing unit 295A of the game device 20A synthesizes the data related to the progress of the dart game received from the server 10 and the game device 20B, and the animation of the surroundings of the game device 20B received from the game device 20B, so as to be described later. The game screen is displayed on the display unit 24A.

又,同樣地,遊戲裝置20B之遊戲進行部292B基於玩家B投擲出飛鏢之情形時由檢測部26B產生之檢測信號,對伺服器10及遊戲裝置20A之各者發送表示玩家B之分數等之資料。又,遊戲裝置20B之攝像部28B藉由拍攝遊戲裝置20B之周圍(玩家B、飛鏢遊戲之場地及遊戲裝置20B等)而產生動畫,且輸出至遊戲裝置處理部29B。且,遊戲裝置處理部29B之我方動畫發送部296B將拍攝遊戲裝置20B之周圍之該動畫發送至遊戲裝置20A。又,遊戲裝置20B之對方動畫接收部293B自遊戲裝置20A接收藉由攝像部28A產生之遊戲裝置20A周圍之動畫。又,遊戲裝置20B之顯示處理部295B合成自伺服器10及遊戲裝置20A接收到之飛鏢遊戲之進行相關之資料、及自遊戲裝置20A接收到之拍攝遊戲裝置20A之周圍之動畫,將後述之遊戲畫面顯示於顯示部24B。Also, similarly, the game progress unit 292B of the game device 20B transmits to each of the server 10 and the game device 20A a score indicating the player B's score based on the detection signal generated by the detection unit 26B when the player B throws a dart material. In addition, the imaging unit 28B of the game device 20B captures the surroundings of the game device 20B (player B, the field of the dart game, the game device 20B, etc.) to generate an animation, and outputs it to the game device processing unit 29B. Then, the animation transmission unit 296B of the game device processing unit 29B transmits the animation that captures the surroundings of the game device 20B to the game device 20A. Furthermore, the opponent animation receiving unit 293B of the game device 20B receives the animation around the game device 20A generated by the imaging unit 28A from the game device 20A. In addition, the display processing unit 295B of the game device 20B synthesizes the data related to the progress of the dart game received from the server 10 and the game device 20A, and the animation of the surrounding of the game device 20A received from the game device 20A, which will be described later. The game screen is displayed on the display unit 24B.

此處,使用圖8,針對顯示於遊戲裝置20A之顯示部24A及遊戲裝置20B之顯示部24B之遊戲畫面500之一例進行說明。如圖8所示,遊戲畫面500包含遊戲資料區域501、動畫區域502A及動畫區域502B。於遊戲資料區域501,顯示玩家A及玩家B各者之分數、回合數、其他飛鏢遊戲之進行相關之資料。於動畫區域502A,顯示藉由攝像部28A拍攝遊戲裝置20A之周圍(玩家A及遊戲裝置20A等)而產生之動畫。於玩家B動畫區域502B,顯示藉由攝像部28B拍攝遊戲裝置20B之周圍(玩家B及遊戲裝置20B等)而產生之動畫。Here, an example of the game screen 500 displayed on the display unit 24A of the game device 20A and the display unit 24B of the game device 20B will be described with reference to FIG. 8 . As shown in FIG. 8 , the game screen 500 includes a game data area 501 , an animation area 502A, and an animation area 502B. In the game data area 501, player A and player B's scores, the number of rounds, and other information related to the progress of the dart game are displayed. In the animation area 502A, an animation generated by capturing the surroundings of the game device 20A (the player A, the game device 20A, etc.) by the imaging unit 28A is displayed. In the player B animation area 502B, an animation generated by capturing the surroundings of the game device 20B (the player B and the game device 20B, etc.) by the imaging unit 28B is displayed.

(步驟S108) 若飛鏢遊戲之進行處理(步驟S107)結束,則遊戲裝置20A之接收時間算出部294A於計算期間進行中,算出對方動畫接收部293A自遊戲裝置20B接收到動畫之累積時間即接收時間。(step S108) When the progress processing of the dart game (step S107 ) ends, the reception time calculation unit 294A of the game device 20A calculates the cumulative time that the animation reception unit 293A of the opponent receives the animation from the game device 20B during the calculation period, that is, the reception time.

(步驟S109) 接著,遊戲裝置20A之接收資訊發送部297A將基於計算期間之所需時間、接收時間算出部294A算出之接收時間、遊戲裝置20A之識別資訊及對方之遊戲裝置20B之識別資訊之接收資訊發送至伺服器10。此時,接收資訊發送部297A可於接收資訊中含有計算期間之所需時間、及接收時間算出部294A算出之接收時間。或者,接收資訊發送部297A亦可於接收資訊中含有接收時間算出部294A算出之接收時間相對於計算期間之所需時間之比例。(step S109) Next, the reception information transmission unit 297A of the game device 20A transmits the reception information based on the required time of the calculation period, the reception time calculated by the reception time calculation unit 294A, the identification information of the game device 20A, and the identification information of the opponent's game device 20B to Server 10. In this case, the reception information transmission unit 297A may include in the reception information the time required to calculate the period and the reception time calculated by the reception time calculation unit 294A. Alternatively, the reception information transmitting unit 297A may include in the reception information the ratio of the reception time calculated by the reception time calculation unit 294A to the time required for the calculation period.

(步驟S110) 又,與步驟S108同樣地,若飛鏢遊戲之進行處理(步驟S107)結束,則遊戲裝置20B之接收時間算出部294B於計算期間之進行中,算出對方動畫接收部293B自遊戲裝置20A接收到動畫之累積時間即接收時間。(step S110) In addition, when the progress processing of the dart game (step S107 ) ends, as in step S108 , the reception time calculation unit 294B of the game device 20B calculates that the animation reception unit 293B of the opponent received the animation from the game device 20A while the calculation period is in progress. The accumulated time is the receiving time.

(步驟S111) 又,與步驟S109同樣地,遊戲裝置20B之接收資訊發送部297B將基於計算期間之所需時間、接收時間算出部294B算出之接收時間、遊戲裝置20B之識別資訊及對方之遊戲裝置20A之識別資訊之接收資訊發送至伺服器10。此時,接收資訊發送部297B可於接收資訊中包含計算期間之所需時間、及接收時間算出部294B算出之接收時間。或者,接收資訊發送部297B亦可於接收資訊中包含接收時間算出部294B算出之接收時間相對於計算期間之所需時間之比例。(step S111) Also, similarly to step S109, the reception information transmission unit 297B of the game device 20B transmits the required time based on the calculation period, the reception time calculated by the reception time calculation unit 294B, the identification information of the game device 20B, and the identification of the opponent's game device 20A The received information of the information is sent to the server 10 . In this case, the reception information transmission unit 297B may include the time required for the calculation period and the reception time calculated by the reception time calculation unit 294B in the reception information. Alternatively, the reception information transmission unit 297B may include in the reception information the ratio of the reception time calculated by the reception time calculation unit 294B to the time required for the calculation period.

(步驟S112) 接著,伺服器10之接收資訊受理部133受理自遊戲裝置20A發送之接收資訊、及自遊戲裝置20B發送之接收資訊。(step S112) Next, the reception information accepting unit 133 of the server 10 accepts the reception information transmitted from the game device 20A and the reception information transmitted from the game device 20B.

(步驟S113) 接著,伺服器10之動畫發送成功率取得部134基於步驟S112中自遊戲裝置20A受理之接收資訊,取得表示遊戲裝置20B之動畫發送狀況之動畫發送成功率「R(*/B/A)」。具體而言,動畫發送成功率取得部134於自遊戲裝置20A受理之接收資訊中含有算出期間之所需時間、及接收時間算出部294A算出之接收時間之情形時,算出該接收時間相對於算出期間之所需時間之比例,設為動畫發送成功率「R(*/B/A)」。又,動畫發送成功率取得部134於自遊戲裝置20A受理之接收資訊中含有接收時間算出部294A算出之接收時間相對於算出期間之所需時間之比例之情形時,將該比例設為動畫發送成功率「R(*/B/A)」。又,同樣地,伺服器10之動畫發送成功率取得部134基於步驟S112中自遊戲裝置20B受理之接收資訊,取得表示遊戲裝置20A之動畫發送狀況之動畫發送成功率「R(*/A/B)」。具體而言,動畫發送成功率取得部134於自遊戲裝置20B受理之接收資訊中含有算出期間之所需時間、及接收時間算出部294B算出之接收時間之情形時,算出該接收時間相對於算出期間之所需時間之比例,設為動畫發送成功率「R(*/A/B」。又,動畫發送成功率取得部134於自遊戲裝置20B受理之接收資訊中含有接收時間算出部294B算出之接收時間相對於算出期間之所需時間之比例之情形時,將該比例設為動畫發送成功率「R(*/A/B)」。(step S113) Next, the animation transmission success rate acquisition unit 134 of the server 10 acquires the animation transmission success rate "R(*/B/A)" indicating the animation transmission status of the game device 20B based on the reception information received from the game device 20A in step S112 . Specifically, when the received information received from the game device 20A includes the time required for the calculation period and the reception time calculated by the reception time calculation unit 294A, the animation transmission success rate acquisition unit 134 calculates the reception time relative to the calculation The ratio of the time required for the period is set as the success rate of video transmission "R(*/B/A)". In addition, when the video transmission success rate acquisition unit 134 includes the ratio of the reception time calculated by the reception time calculation unit 294A to the required time of the calculation period in the reception information received from the game device 20A, the ratio is set as video transmission. Success rate "R(*/B/A)". Also, similarly, the animation transmission success rate acquisition unit 134 of the server 10 acquires the animation transmission success rate “R(*/A/ B)". Specifically, when the video transmission success rate acquisition unit 134 includes the required time for the calculation period and the reception time calculated by the reception time calculation unit 294B in the reception information received from the game device 20B, the calculation of the reception time is relative to the calculation of the reception time. The ratio of the time required for the period is set to the animation transmission success rate "R(*/A/B". The animation transmission success rate acquisition unit 134 includes the reception time calculation unit 294B in the reception information received from the game device 20B and calculates In the case of the ratio of the receiving time to the required time for the calculation period, the ratio is set as the animation transmission success rate "R(*/A/B)".

(步驟S114) 接著,伺服器10之記憶處理部135將發送側遊戲裝置ID設為「A」,將接收側遊戲裝置ID設為「B」,將步驟S113中取得之動畫發送成功率「R(*/A/B)」登錄於記憶於伺服器記憶部12之動畫發送成功率表中。同樣地,伺服器10之記憶處理部135將發送側遊戲裝置ID設為「B」,將接收側遊戲裝置ID設為「A」,將步驟S113中取得之動畫發送成功率「R(*/B/A)」登錄於記憶於伺服器記憶部12之動畫發送成功率表中。以上,遊戲系統1之匹配處理、遊戲進行處理及接收資訊記憶處理結束。(step S114) Next, the memory processing unit 135 of the server 10 sets the sending-side game device ID to "A", the receiving-side game device ID to "B", and sets the animation transmission success rate obtained in step S113 to "R(*/A" /B)” is registered in the animation sending success rate table stored in the server memory 12 . Similarly, the memory processing unit 135 of the server 10 sets the sending-side game device ID as "B", the receiving-side game device ID as "A", and sets the animation transmission success rate obtained in step S113 as "R(*/ B/A)" is registered in the animation sending success rate table stored in the server memory unit 12 . In the above, the matching process, the game progress process, and the received information memory process of the game system 1 are completed.

(3-2)故障遊戲裝置限制處理 圖9係顯示伺服器10之故障遊戲裝置限制處理之動作流程之一例之圖。該動作流程係基於預先記憶於伺服器記憶部12之程式,主要藉由伺服器處理部13,與伺服器10之各構件協作而執行。(3-2) Restriction processing of malfunctioning game devices FIG. 9 is a diagram showing an example of the operation flow of the malfunctioning game device restriction processing of the server 10 . The operation flow is based on a program pre-stored in the server memory unit 12 , and is mainly executed by the server processing unit 13 in cooperation with various components of the server 10 .

(步驟S201) 首先,伺服器10之限制部136參照記憶於伺服器記憶部12之動畫發送成功率表,如使用圖6所說明,判定是否滿足發送故障條件。若判定為不滿足發送故障條件之情形時(步驟S201;否),故障遊戲裝置限制處理結束。(step S201) First, the restriction unit 136 of the server 10 refers to the animation transmission success rate table stored in the server storage unit 12, and determines whether the transmission failure condition is satisfied, as described with reference to FIG. 6 . If it is determined that the transmission failure condition is not satisfied (step S201; NO), the failure game device restriction process ends.

(步驟S202) 若對於任一遊戲裝置20判定為滿足發送故障條件之情形時(步驟S201;是),伺服器10之限制部136對該遊戲裝置20進行上述限制處理,故障遊戲裝置限制處理結束。(step S202) If any game device 20 is determined to satisfy the transmission failure condition (step S201; Yes), the restriction unit 136 of the server 10 performs the above restriction process on the game device 20, and the failure game device restriction process ends.

(4)變化例 若與動畫之接收功能有故障之遊戲裝置20頻繁地匹配,則儘管為動畫之發送功能無故障之遊戲裝置20,仍有可能對該遊戲裝置20設為滿足發送故障條件,而成為伺服器10之限制部136之限制處理對象。為防止此種狀況,伺服器10之限制部136亦可判定是否滿足接收故障條件,且僅基於將滿足接收故障條件之遊戲裝置20設為接收側之動畫發送成功率除外之動畫發送成功率,判定發送故障條件。此處,接收故障條件可為以上述發送故障條件為依據之條件,且為基於將一個遊戲裝置20設為接收側(而非發送側)遊戲裝置之複數個動畫發送成功率予以判定之條件。例如,遊戲裝置「A」之接收故障條件係根據將遊戲裝置「A」設為接收側遊戲裝置之複數個動畫發送成功率「R(*/*/A)」予以判定。接收故障條件例如係特定之期間(第2期間)內所含之動畫發送成功率中之特定比例(第2比例)之動畫發送成功率未達特定之臨限值(第2臨限值)。(4) Variation example If it is frequently matched with the game device 20 which has a malfunction in the receiving function of the animation, even though it is the game device 20 which has no malfunction in the sending function of the animation, it is still possible for the game device 20 to satisfy the transmission failure condition and become the server 10 The object of restriction processing by the restriction section 136. In order to prevent such a situation, the restricting section 136 of the server 10 may also determine whether the reception failure condition is satisfied, and only based on the animation transmission success rate excluding the animation transmission success rate in which the game device 20 that satisfies the reception failure condition is set as the receiving side, Determines the transmission failure condition. Here, the reception failure condition may be a condition based on the above-mentioned transmission failure condition, and is a condition determined based on a plurality of animation transmission success rates in which one game device 20 is set as the game device on the receiver side (not the transmitter side). For example, the reception failure condition of the game device "A" is determined based on a plurality of animation transmission success rates "R(*/*/A)" in which the game device "A" is set as the receiving-side game device. The reception failure condition is, for example, that the animation transmission success rate of a specific ratio (second ratio) of the animation transmission success rates included in a specific period (second period) does not reach a specific threshold value (second threshold value).

上述實施形態中,限制部136同等地處理複數個計算期間各者之動畫發送成功率,判定發送故障條件。但,亦可根據遊戲規則,於每個計算期間對動畫發送成功率之加權附加變化而判定發送故障條件。例如,亦可設為愈接近遊戲結束之計算期間,愈增大與該計算期間之動畫發送成功率相比之臨限值等,於每個計算期間使該臨限值之大小變化。In the above-described embodiment, the restriction unit 136 equally processes the animation transmission success rate of each of the plurality of calculation periods, and determines the transmission failure condition. However, it is also possible to determine the transmission failure condition by adding changes to the weighting of the animation transmission success rate in each calculation period according to the game rules. For example, as the calculation period approaches the end of the game, the threshold value relative to the success rate of animation transmission in the calculation period may be increased, and the magnitude of the threshold value may be changed in each calculation period.

如上所述,本實施形態中,伺服器10基於自複數個遊戲裝置20接收到之接收資訊,取得接收時間相對於計算期間之所需時間之比例,作為表示對方之遊戲裝置之動畫發送狀況之動畫發送成功率。藉由該構成,可使用所謂動畫發送成功率之指標,評估整個遊戲裝置之計算期間之動畫發送狀況。As described above, in the present embodiment, the server 10 obtains the ratio of the reception time to the required time of the calculation period based on the reception information received from the plurality of game devices 20, and uses it as a means of indicating the animation transmission status of the opponent's game device. Animation sending success rate. With this configuration, it is possible to evaluate the animation transmission status during the calculation period of the entire game device using the index of the so-called animation transmission success rate.

且,伺服器10使取得之動畫發送成功率與動畫發送側之遊戲裝置20之識別資訊、及動畫接收側之遊戲裝置20之識別資訊建立關聯並記憶於伺服器記憶部12。且,伺服器10針對以一個遊戲裝置20為動畫發送側而與該一個遊戲裝置20建立關聯並記憶於伺服器記憶部12之複數個動畫發送成功率,判定是否滿足特定之發送故障條件。且,於滿足上述特定之發送故障條件之情形時,伺服器10限制對該一個遊戲裝置20提供連線遊戲之服務。藉由該構成,可藉由評估複數次遊戲、尤其最近之複數次遊戲之動畫發送狀況,而提高遊戲裝置20之動畫發送功能之故障檢測精度。Then, the server 10 associates the obtained animation transmission success rate with the identification information of the game device 20 on the animation transmitting side and the identification information of the game device 20 on the animation receiving side, and stores it in the server memory 12 . Furthermore, the server 10 determines whether a specific transmission failure condition is satisfied with respect to a plurality of animation transmission success rates associated with one game device 20 and memorized in the server memory 12 with one game device 20 as the animation transmission side. Furthermore, when the above-mentioned specific transmission failure condition is satisfied, the server 10 restricts the service of providing the online game to the one game device 20 . With this configuration, it is possible to improve the failure detection accuracy of the animation transmission function of the game device 20 by evaluating the animation transmission status of a plurality of games, especially a plurality of recent games.

另,本發明並非限定於上述實施形態,於不脫離本發明之主旨之範圍內,可以其他各種形態加以實施。因此,上述實施形態於所有方面僅為單純之例示,而非加以限定性解釋者。例如,上述各處理步驟可於處理內容不產生矛盾之範圍內任意地變更順序或並行執行。又,亦可於各處理步驟間追加其他步驟。又,可將作為1個步驟記載之步驟分成複數個步驟執行,亦可將分成複數個步驟記載者作為一個步驟而掌握。In addition, this invention is not limited to the said embodiment, In the range which does not deviate from the summary of this invention, it can implement in other various forms. Therefore, the above-described embodiments are merely illustrative in all respects, and are not intended to be interpreted in a limited manner. For example, the above-mentioned processing steps can be arbitrarily changed in order or executed in parallel within the range that the processing contents do not conflict. In addition, other steps may be added between the respective processing steps. In addition, the step described as one step may be divided into a plurality of steps and executed, or the person described as divided into a plurality of steps may be grasped as a single step.

1‧‧‧遊戲系統 2‧‧‧通信網路 10‧‧‧伺服器 11‧‧‧伺服器通信部 12‧‧‧伺服器記憶部 13‧‧‧伺服器處理部 20‧‧‧遊戲裝置 21‧‧‧遊戲裝置通信部 22‧‧‧遊戲裝置記憶部 23‧‧‧操作部 24‧‧‧顯示部 25‧‧‧卡RW部 26‧‧‧檢測部 27‧‧‧硬幣投入部 28‧‧‧攝像部 29‧‧‧遊戲裝置處理部 131‧‧‧匹配處理部 132‧‧‧遊戲進行部 133‧‧‧接收資訊受理部 134‧‧‧動畫發送成功率取得部 135‧‧‧記憶處理部 136‧‧‧限制部 291‧‧‧匹配要求部 293‧‧‧對方動畫接收部 294‧‧‧接收時間算出部 295‧‧‧顯示處理部 296‧‧‧我方動畫發送部 297‧‧‧接收資訊發送部 500‧‧‧遊戲畫面 501‧‧‧遊戲資料區域 502A‧‧‧動畫區域 502B‧‧‧動畫區域 A、B‧‧‧玩家 CS‧‧‧卡槽 DB‧‧‧飛鏢板 S101~S114‧‧‧步驟 S201~S202‧‧‧步驟1‧‧‧Game System 2‧‧‧Communication network 10‧‧‧Server 11‧‧‧Server Communication Department 12‧‧‧Server Memory 13‧‧‧Server Processing Department 20‧‧‧Game Devices 21‧‧‧Game Device Communication Department 22‧‧‧Game Device Memory Section 23‧‧‧Operation Department 24‧‧‧Display 25‧‧‧Card RW Department 26‧‧‧Inspection Department 27‧‧‧Coin Insertion 28‧‧‧Camera Department 29‧‧‧Game Device Processing Department 131‧‧‧Matching Department 132‧‧‧Game Progression Department 133‧‧‧Information Reception Department 134‧‧‧Animation Sending Success Rate Acquisition Department 135‧‧‧Memory Processing Department 136‧‧‧Restriction Department 291‧‧‧Matching Requirements Department 293‧‧‧The other party's animation receiving department 294‧‧‧Reception time calculation section 295‧‧‧Display Processing Section 296‧‧‧Our animation distribution department 297‧‧‧Receiving Information Sending Department 500‧‧‧Game screen 501‧‧‧Game Data Area 502A‧‧‧Animation area 502B‧‧‧Animation area A, B‧‧‧ players CS‧‧‧Card slot DB‧‧‧Dart board Steps S101~S114‧‧‧ Steps S201~S202‧‧‧

圖1係顯示本發明之第1實施形態之遊戲系統1之一例之網路構成圖。 圖2係遊戲裝置20之概略外觀圖。 圖3係顯示遊戲裝置20之功能上之構成之方塊圖。 圖4係顯示伺服器10之功能上之構成之方塊圖。 圖5係顯示動畫發送成功率表之一例之圖。 圖6係用以說明發送故障條件之圖。 圖7係顯示遊戲系統1之匹配處理、遊戲進行處理及接收資訊記憶處理之動作順序之一例之圖。 圖8係顯示遊戲畫面之一例之圖。 圖9係顯示遊戲裝置20之動畫發送處理之動作流程之一例之圖。FIG. 1 is a network configuration diagram showing an example of a game system 1 according to the first embodiment of the present invention. FIG. 2 is a schematic external view of the game device 20 . FIG. 3 is a block diagram showing the functional configuration of the game device 20 . FIG. 4 is a block diagram showing the functional configuration of the server 10 . FIG. 5 is a diagram showing an example of the animation transmission success rate table. FIG. 6 is a diagram for explaining a transmission failure condition. FIG. 7 is a diagram showing an example of the operation sequence of the matching process, the game progress process, and the received information memory process of the game system 1 . FIG. 8 is a diagram showing an example of a game screen. FIG. 9 is a diagram showing an example of the operation flow of the animation transmission process of the game device 20 .

10‧‧‧伺服器 10‧‧‧Server

11‧‧‧伺服器通信部 11‧‧‧Server Communication Department

12‧‧‧伺服器記憶部 12‧‧‧Server Memory

13‧‧‧伺服器處理部 13‧‧‧Server Processing Department

131‧‧‧匹配處理部 131‧‧‧Matching Department

132‧‧‧遊戲進行部 132‧‧‧Game Progression Department

133‧‧‧接收資訊受理部 133‧‧‧Information Reception Department

134‧‧‧動畫發送成功率取得部 134‧‧‧Animation Sending Success Rate Acquisition Department

135‧‧‧記憶處理部 135‧‧‧Memory Processing Department

136‧‧‧限制部 136‧‧‧Restriction Department

Claims (8)

一種資訊處理裝置,其特徵在於,其係經由通信網路對複數個遊戲裝置提供連線遊戲之服務者,且上述複數個遊戲裝置之各者具備:攝像部,其藉由拍攝該遊戲裝置之周圍而產生第1動畫;第1動畫發送部,其將上述第1動畫向對方之遊戲裝置發送;第2動畫接收部,其自對方之遊戲裝置接收藉由拍攝該對方之遊戲裝置之周圍而產生之第2動畫;顯示部;第2動畫顯示處理部,其使上述第2動畫顯示於上述顯示部;接收時間算出部,其於計算期間進行中算出上述第2動畫接收部自對方之遊戲裝置接收到上述第2動畫之累積時間即接收時間;及接收資訊發送部,其將基於上述計算期間之所需時間、上述接收時間、該遊戲裝置之識別資訊及上述對方之遊戲裝置之識別資訊之接收資訊向上述資訊處理裝置發送;上述資訊處理裝置具備:記憶部;動畫發送成功率取得部,其基於自上述複數個遊戲裝置接收到之上述接收資訊,取得上述接收時間相對於上述計算期間之所需時間之比例,作為表示上述對方之遊戲裝置之動畫發送狀況之動畫發送成功率;記憶處理部,其將取得之上述動畫發送成功率,與動畫發送側之遊戲裝置之識別資訊及動畫接收側之遊戲裝置之識別資訊建立關聯並記憶於 上述記憶部;及限制部,其針對以一個遊戲裝置為動畫發送側而與該一個遊戲裝置建立關聯並記憶於上述記憶部之複數個動畫發送成功率,判定是否滿足特定之發送故障條件,當滿足上述特定之發送故障條件之情形時,限制對上述一個遊戲裝置提供連線遊戲之服務。 An information processing device, characterized in that it is a service that provides online games to a plurality of game devices via a communication network, and each of the plurality of game devices is provided with: a camera that captures images of the game device by taking pictures of the game device. A first animation is generated around the surrounding; a first animation transmission unit transmits the above-mentioned first animation to the opponent's game device; and a second animation reception unit receives from the opponent's game A second animation generated; a display unit; a second animation display processing unit that causes the second animation to be displayed on the display unit; a reception time calculation unit that calculates the second animation receiving unit from the opponent's game during the calculation period The cumulative time when the device receives the above-mentioned second animation is the receiving time; and the receiving information sending part will be based on the required time of the above-mentioned calculation period, the above-mentioned receiving time, the identification information of the game device and the above-mentioned identification information of the opponent's game device The received information is sent to the above-mentioned information processing device; the above-mentioned information processing device includes: a memory unit; an animation transmission success rate acquisition unit that obtains the above-mentioned reception time relative to the above-mentioned calculation period based on the above-mentioned reception information received from the above-mentioned plurality of game devices. The ratio of the required time is used as the animation sending success rate indicating the animation sending status of the game device of the other party; the memory processing unit, which obtains the above animation sending success rate, and the identification information and animation of the game device on the animation sending side. The identification information of the game device on the receiving side is associated and memorized in The above-mentioned memory unit; and a restriction unit, which determines whether a specific transmission failure condition is satisfied for a plurality of animation transmission success rates associated with the one game device and memorized in the above-mentioned memory unit with a game device as the animation transmission side. When the above-mentioned specific transmission failure conditions are met, the service of providing online games to one of the above-mentioned game devices is restricted. 如請求項1之資訊處理裝置,其中上述特定之發送故障條件係特定之第1期間內所含之動畫發送成功率中之特定之第1比例之動畫發送成功率未達特定之第1臨限值。 The information processing device of claim 1, wherein the above-mentioned specific sending failure condition is a specific first percentage of the animation transmission success rates included in the specific first period, and the animation transmission success rate does not reach the specific first threshold value. 如請求項1或2之資訊處理裝置,其進而具備匹配處理部,其執行複數個遊戲裝置彼此之匹配處理,上述限制部將上述一個遊戲裝置自上述匹配處理部之匹配處理對象中排除。 The information processing device of claim 1 or 2 further includes a matching processing unit that performs matching processing between a plurality of game devices, and the restricting unit excludes the one game device from the matching processing object of the matching processing unit. 如請求項1或2之資訊處理裝置,其中上述限制部對上述一個遊戲裝置通知限制資訊,上述遊戲裝置自上述資訊處理裝置接收到上述限制資訊之情形時,限制玩家對該遊戲裝置登入。 The information processing device of claim 1 or 2, wherein the restriction unit notifies the one game device of restriction information, and when the game device receives the restriction information from the information processing device, restricts the player from logging in to the game device. 如請求項1或2之資訊處理裝置,其中上述限制部進而針對以另一遊戲裝置為動畫接收側而與該另一遊戲裝置建立關聯並記憶於上述記憶部之複數個動畫發送成功率,當滿足特定之接收故障條件之情形時,將與上述 另一遊戲裝置建立關聯並記憶於上述記憶部之上述動畫發送成功率除外,而判定是否滿足上述特定之發送故障條件。 The information processing device according to claim 1 or 2, wherein the above-mentioned restricting part further regards the sending success rate of a plurality of animations that use another game device as the animation receiving side to establish an association with the other game device and memorize it in the above-mentioned memory part, when When certain reception failure conditions are met, the same In addition to the above-mentioned animation transmission success rate that is associated with another game device and memorized in the above-mentioned memory part, it is determined whether the above-mentioned specific transmission failure condition is satisfied. 如請求項1或2之資訊處理裝置,其中上述特定之接收故障條件係特定之第2期間內所含之動畫發送成功率中之特定之第2比例之動畫發送成功率未達特定之第2臨限值。 The information processing device of claim 1 or 2, wherein the above-mentioned specific reception failure condition is a specific second ratio of the animation transmission success rates included in the specified second period, and the animation transmission success rate does not reach the specified second Threshold value. 一種遊戲裝置,其特徵在於,其係經由通信網路而連接於提供連線遊戲之服務之資訊處理裝置及對方之遊戲裝置者,且上述遊戲裝置具備:攝像部,其藉由拍攝上述遊戲裝置之周圍而產生第1動畫;第1動畫發送部,其將上述第1動畫向上述對方之遊戲裝置發送;第2動畫接收部,其自上述對方之遊戲裝置接收藉由拍攝上述對方之遊戲裝置之周圍而產生之第2動畫;顯示部;第2動畫顯示處理部,其使上述第2動畫顯示於上述顯示部;接收時間算出部,其於計算期間進行中算出上述第2動畫接收部自上述對方之遊戲裝置接收到上述第2動畫之累積時間即接收時間;及接收資訊發送部,其將基於上述計算期間之所需時間、上述接收時間、上述遊戲裝置之識別資訊及上述對方之遊戲裝置之識別資訊之接收資訊向上述資訊處理裝置發送;上述資訊處理裝置具備:記憶部; 動畫發送成功率取得部,其基於自複數個遊戲裝置接收到之上述接收資訊,取得上述接收時間相對於上述計算期間之所需時間之比例,作為表示上述對方之遊戲裝置之動畫發送狀況之動畫發送成功率;記憶處理部,其將取得之上述動畫發送成功率,與動畫發送側之遊戲裝置之識別資訊及動畫接收側之遊戲裝置之識別資訊建立關聯,並記憶於上述記憶部;及限制部,其針對以一個遊戲裝置為動畫發送側而與該一個遊戲裝置建立關聯並記憶於上述記憶部之複數個動畫發送成功率,當滿足上述特定之發送故障條件之情形時,限制對上述一個遊戲裝置提供連線遊戲之服務。 A game device, characterized in that it is connected to an information processing device that provides a service of connecting games and a game device of a counterparty via a communication network, and the game device includes: a camera that captures the game device by photographing the game device. A first animation is generated around the surrounding; a first animation transmission part, which transmits the first animation to the game device of the opponent; and a second animation receiving part, which receives from the game device of the opponent by photographing the game device of the opponent A second animation generated in the surroundings; a display unit; a second animation display processing unit that causes the second animation to be displayed on the display unit; a reception time calculation unit that calculates the second animation from the receiving unit during the calculation period The accumulative time when the game device of the above-mentioned opponent receives the above-mentioned second animation is the reception time; and the reception information sending part will be based on the required time of the above-mentioned calculation period, the above-mentioned receiving time, the identification information of the above-mentioned game device and the game of the above-mentioned opponent. The receiving information of the identification information of the device is sent to the above-mentioned information processing device; the above-mentioned information processing device is provided with: a memory unit; An animation transmission success rate acquisition unit, which acquires the ratio of the reception time to the required time of the calculation period based on the reception information received from the plurality of game devices, as an animation representing the animation transmission status of the game device of the opponent Transmission success rate; memory processing unit, which associates the obtained animation transmission success rate with the identification information of the game device on the animation sending side and the identification information of the game device on the animation receiving side, and memorizes it in the above-mentioned memory part; and restrictions part, which is related to a game device as the animation transmission side and is associated with the one game device and memorized in the above-mentioned memory part. When the above-mentioned specific transmission failure condition is satisfied, the above-mentioned one is limited. Game devices provide online game services. 一種遊戲系統,其特徵在於,其係具備經由通信網路而連接之複數個遊戲裝置、及對上述複數個遊戲裝置提供連線遊戲之服務之資訊處理裝置者,且上述複數個遊戲裝置之各者具備:攝像部,其藉由拍攝該遊戲裝置之周圍而產生第1動畫;第1動畫發送部,其將上述第1動畫向對方之遊戲裝置發送;第2動畫接收部,其自對方之遊戲裝置接收藉由拍攝該對方之遊戲裝置之周圍而產生之第2動畫;顯示部;第2動畫顯示處理部,其使上述第2動畫顯示於上述顯示部;接收時間算出部,其於計算期間進行中算出上述第2動畫接收部自對方之遊戲裝置接收到上述第2動畫之累積時間即接收時間;及 接收資訊發送部,其將基於上述計算期間之所需時間、上述接收時間、該遊戲裝置之識別資訊及上述對方之遊戲裝置之識別資訊之接收資訊向上述資訊處理裝置發送;上述資訊處理裝置具備:記憶部;動畫發送成功率取得部,其基於自上述複數個遊戲裝置接收到之上述接收資訊,取得上述接收時間相對於上述計算期間之所需時間之比例,作為表示上述對方之遊戲裝置之動畫發送狀況之動畫發送成功率;記憶處理部,其將取得之上述動畫發送成功率與動畫發送側之遊戲裝置之識別資訊及動畫接收側之遊戲裝置之識別資訊建立關聯並記憶於上述記憶部;及限制部,其針對以一個遊戲裝置為動畫發送側而與該一個遊戲裝置建立關聯並記憶於上述記憶部之複數個動畫發送成功率,判定是否滿足特定之發送故障條件,當滿足上述特定之發送故障條件之情形時,限制對上述一個遊戲裝置提供連線遊戲之服務。 A game system, characterized in that it includes a plurality of game devices connected via a communication network, and an information processing device that provides a service of connecting games to the plurality of game devices, and each of the plurality of game devices The device includes: an imaging unit that generates a first animation by photographing the surroundings of the game device; a first animation transmitting unit that transmits the above-mentioned first animation to the game device of the opponent; The game device receives a second animation generated by photographing the surroundings of the opponent's game device; a display unit; a second animation display processing unit that causes the second animation to be displayed on the display unit; a reception time calculation unit that calculates During the period, the cumulative time for the second animation receiving part to receive the second animation from the opponent's game device is calculated, that is, the reception time; and A reception information transmission unit, which transmits reception information based on the required time of the calculation period, the reception time, the identification information of the game device, and the identification information of the game device of the opponent to the information processing device; the information processing device has : a memory unit; an animation transmission success rate acquisition unit, which acquires the ratio of the reception time to the required time of the calculation period based on the reception information received from the plurality of game devices, as the ratio of the game device representing the opponent. Animation transmission success rate of animation transmission status; memory processing unit, which associates the obtained animation transmission success rate with the identification information of the game device on the animation sending side and the identification information of the game device on the animation receiving side, and memorizes it in the memory unit and a restricting part, which determines whether a specific transmission failure condition is satisfied for a plurality of animation transmission success rates that are associated with the one game device and memorized in the above-mentioned memory part with a game device as the animation transmission side, and when the above-mentioned specific transmission failure condition is satisfied In the case of sending a failure condition, the provision of online game services to one of the above game devices is restricted.
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