WO2002025419A1 - Text communication device - Google Patents

Text communication device Download PDF

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Publication number
WO2002025419A1
WO2002025419A1 PCT/JP2001/008249 JP0108249W WO0225419A1 WO 2002025419 A1 WO2002025419 A1 WO 2002025419A1 JP 0108249 W JP0108249 W JP 0108249W WO 0225419 A1 WO0225419 A1 WO 0225419A1
Authority
WO
WIPO (PCT)
Prior art keywords
character
game
term
communication
communication device
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Ceased
Application number
PCT/JP2001/008249
Other languages
English (en)
French (fr)
Japanese (ja)
Inventor
Kenjiro Morimoto
Takao Miyoshi
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Sega Corp
Original Assignee
Sega Corp
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Sega Corp filed Critical Sega Corp
Priority to EP01970188A priority Critical patent/EP1321847A4/en
Publication of WO2002025419A1 publication Critical patent/WO2002025419A1/ja
Anticipated expiration legal-status Critical
Ceased legal-status Critical Current

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Classifications

    • 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
    • A63F13/85Providing additional services to players
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat
    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0481Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F40/00Handling natural language data
    • G06F40/20Natural language analysis
    • G06F40/279Recognition of textual entities
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F40/00Handling natural language data
    • G06F40/20Natural language analysis
    • G06F40/279Recognition of textual entities
    • G06F40/289Phrasal analysis, e.g. finite state techniques or chunking
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F40/00Handling natural language data
    • G06F40/40Processing or translation of natural language
    • G06F40/58Use of machine translation, e.g. for multi-lingual retrieval, for server-side translation for client devices or for real-time translation
    • 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
    • A63F13/822Strategy games; Role-playing games
    • 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
    • A63F2300/57Features 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 game services offered to the player
    • A63F2300/572Communication between players during game play of non game information, e.g. e-mail, chat, file transfer, streaming of audio and streaming of video
    • 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
    • A63F2300/807Role playing or strategy games

Definitions

  • the present invention relates to a character communication device for performing character communication, and more particularly to a character communication device suitable for use in a network-compatible game or the like in which players of different languages can also participate.
  • a character communication device for performing character communication
  • a character communication device suitable for use in a network-compatible game or the like in which players of different languages can also participate.
  • Communication is an element of the fun of the game.
  • players need to communicate with each other in order to exchange items and information used by the main characters of the game, and to defeat strong enemies jointly.
  • 9-3707537 is used as a means of communication between players.
  • This character communication device is used by being incorporated into a game device connected to a network, for example, by forming a Japanese sentence by selecting a plurality of candidate terms displayed on a screen and transmitting the sentence. I do.
  • communication between different languages is performed using a message card that contains fixed phrases, and fixed phrase translation between multiple foreign languages including Japanese is performed with reference to a message conversion table.
  • communication between the Japanese player and the foreign language player forms a message by freely combining terms with the power that can be achieved by a message card that describes fixed phrases.
  • communication with foreigners will be promoted. Also, you can enjoy games in an international environment with foreigners as game friends.
  • an object of the present invention is to provide a character communication device capable of converting a prepared sentence into a European language.
  • Another object of the present invention is to provide a character communication device in which the usage of a term is selected by a game character.
  • Another object of the present invention is to provide a character communication device in which an attribute is defined for a game character and a usage of a term is selected using the attribute.
  • Another object of the present invention is to provide a game device provided with such a character communication device.
  • a character communication device of the present invention is provided in advance in a character communication device that performs at least text message communication with a partner communication device connected to a network.
  • Storage means for storing the set of candidate terms and the candidate terms that can be the subject, in which attributes are defined and stored in advance, and transmission and reception for communicating with the other party's communication device via the network.
  • Word selecting means for selecting a plurality of candidate terms corresponding to the attribute when the selected candidate term has the attribute and displaying the selected candidate term on the display screen
  • Editing means for sending to the transmitting / receiving means.
  • the other party communication device is a host computer system that executes a communication-type game program that develops a game in response to access from a plurality of game terminal devices having a character communication function, or It is a communication device operated by participants.
  • the subject is a name of a game character or a game player.
  • the attribute includes at least one of the character and gender of the game character.
  • any one of the noun, verb, object, complement, and fixed phrase of the predicate is selected based on the gender.
  • the game device of the present invention is provided with an opponent game device connected to a network. At least in a communication-type game device that performs message communication using characters, a candidate term group prepared in advance for the message communication is stored, and among the candidate terms that can be the subject, an attribute is defined and stored in advance.
  • Storage means communication means for communicating with the other party's communication device via the network, and a candidate for displaying candidate term groups prepared for the message communication on the screen of the screen display.
  • a display means a term selection means for selecting a candidate term displayed on the screen according to an operation, and selecting a plurality of candidate terms corresponding to the attribute when the selected candidate term has the attribute.
  • a predicate selection means for displaying on the screen of the display, and an editing means for transmitting the selected catch phrase to the transmission / reception means.
  • the candidate display means and / or the predicate selection means select a candidate term group to be displayed on the screen of the display corresponding to a game scene.
  • the screen of the display is a game screen. This makes it possible to watch the game development and chat at the same time.
  • FIG. 1 is an explanatory diagram illustrating a message forming screen of a character communication device.
  • FIG. 2 is a block diagram illustrating the overall configuration of the communication network.
  • FIG. 3 is a block diagram illustrating an example of a game device having a communication function.
  • FIG. 4 is a flowchart for explaining message formation in the character communication device.
  • C is an explanatory diagram for explaining an example of a table of terms (names).
  • Figure 6 (a) shows the term table presented when the character attribute is "strong”.
  • Fig. 6 (b) is an explanatory diagram explaining an example.
  • Fig. 6 (b) is an explanatory diagram illustrating an example of a term table presented when the character attribute is "weak".
  • Fig. 1 is an explanatory diagram illustrating a message forming screen of a character communication device.
  • FIG. 2 is a block diagram illustrating the overall configuration of the communication network.
  • FIG. 3 is a block diagram illustrating an example of a game device having
  • FIG. 6 (c) is an explanatory diagram illustrating the character attribute.
  • FIG. 19 is an explanatory diagram illustrating an example of a term table presented in the case of “”.
  • Figure 7 (a) is an explanatory diagram explaining an example of a term table presented when the attribute of the character is "male”
  • Figure 7 (b) is presented when the attribute of the character is "female”
  • FIG. 9 is an explanatory diagram illustrating an example of a term table.
  • FIG. 8 is an explanatory diagram illustrating an example of a table in which terms presented by the gender of the subject are selected.
  • FIG. 9 is an explanatory diagram illustrating an example of a message displayed as a balloon on a strong character.
  • FIG. 10 is an explanatory diagram illustrating an example of a message displayed as a balloon on a weak character.
  • FIG. 11 is an explanatory diagram illustrating an example of a message displayed as a balloon on a male character.
  • FIG. 12 is an explanatory diagram illustrating an example of a message displayed as a balloon on a female character.
  • FIG. 13 is an explanatory diagram for explaining an example of selecting one-word-based terms based on character attributes.
  • FIG. 14 is an explanatory diagram illustrating an example of a Japanese message displayed as a balloon on a male character.
  • Figure 14 is an explanatory diagram illustrating an example of a Spanish message displayed in a balloon on a male character.
  • FIG. 16 is an explanatory diagram illustrating an example of a Spanish message displayed as a balloon on a female character.
  • FIG. 17 is an explanatory diagram illustrating an example of a Japanese message displayed in a balloon on a female character.
  • FIG. 2 is an overall block diagram showing an outline of a communication system according to the present invention.
  • communication terminals 201 and 202 capable of character communication are directly connected via a network 203, and terminal devices 201 and 202 are connected by a host. It is shown that the connection is made indirectly via the computer 210.
  • the network 203 includes a public communication line, a dedicated line, the Internet, a LAN, and the like.
  • the host computer 210 includes a data processing and exchange function, and is connected to the terminal devices 201 and 202 via the network 203 described above.
  • the data processing can include a host function in a communication game.
  • the host computer as a game server, provides information such as event information, map information, game parameters, coordinate movement information, and character status.
  • a plurality of terminal devices are connected to the network 203 and include those that are located not only in Japan but also overseas.
  • the terminal device includes a personal computer and a game device having a communication function, in addition to the communication device.
  • the terminal device includes at least a main body, a display, and an input device.
  • a game device when the c are at realizable by a consumer game device, a game device comprises a game device main body 1, Game Controllers as a game input device (e.g., control pad) 2 b .
  • the terminal device 202 can also be realized by a similar configuration, but in the embodiment, further includes a keyboard 4. However, in the present invention, the keyboard 4 is not essential.
  • FIG. 3 shows an example of the communication terminal 201 or 202, in which a game device equipped with a modem is used. This game device can be used as a network terminal device, and can play a so-called communication game. This game device has a CPU block 10 for controlling the entire device, a video block 11 for controlling display of a game screen, a sound block 12 for generating sound effects, and a subsystem for reading a CD-ROM. 13 and a modem 14 for data communication with the outside.
  • CPU block 10 is SCU (System Control Unit) 100, main CPU 101, RAMI 02, ROM 103, cartridge I 1a for connecting modem, etc., sub CPU 104, 0-11 bus 103 etc. It consists of.
  • the main CPU 101 controls the entire apparatus.
  • the main CPU 101 has an arithmetic function similar to a DSP (Digital Signal Processor) inside, and can execute application software at high speed.
  • the main CPU 101 automatically recognizes and recognizes the type of peripheral (FDD 3b in FIG. 3) connected to the connector 3a and performs data communication with the peripheral. Specifically, the peripheral is connected to the SCI built into the main CPU 101.
  • the FDD 3b is used, for example, to store data in a backup memory (which stores various game data and parameters), which is not shown, on a floppy disk, and to copy data from the floppy disk to the backup memory. Used for
  • RAMI 02 is used as a work area of main CPU 101.
  • ROM 103 an initial program for initialization processing and the like are written.
  • the SCU 100 controls the buses 105, 106, and 107 to input and output data between the main CPU 101, VDP 120, 130, DSP 140, CPU 141, etc. Is performed smoothly.
  • the SCU100 has a DMA controller inside, and can transfer sprite data during a game to the VRAM in the video block 11. As a result, application software such as games can be upgraded. It is possible to execute quickly.
  • the cartridge I / F 1a enables input of application software supplied in the form of a ROM (not shown). Also, it enables the use of a cartridge-type modem 14 for transmitting and receiving data.
  • the sub CPU 104 is called SMPC (System Manager & Peripheral Control), and has a function of collecting peripheral data from the pad 2 b via the connector 2 a in response to a request from the main CPU 101.
  • the main CPU 101 performs processing such as moving an attacker in the game screen based on the peripheral data received from the sub CPU 104.
  • Connector 2a no. Any of peripherals such as a joystick, a joystick, and a keyboard can be connected.
  • the sub CPU 104 has a function of automatically recognizing the type of peripheral connected to the connector 2a (terminal on the main unit side) and collecting peripheral data and the like according to a communication method according to the type of peripheral.
  • the video block 11 is a VDP (Video Display Processor) 120 that draws characters composed of polygon data in video games, a VDP that draws background screens, combines polygon image data and background images, and performs clipping processing. 130.
  • VDP 120 is connected to VRAM 121 and frame buffers 122, 123.
  • the drawing data of the polygon representing the character of the video game device is sent from the main CPU 101 to the VDP 120 via the SCU 100, and written into the VRAM 121.
  • the drawing data written in the VRAM 121 is drawn in the drawing frame buffer 122 or 123 in, for example, a 16- or 8-bit Zpixel format. Is the data of the drawn frame buffer 122 or 123 0? Sent to 130. Information for controlling the drawing is provided from the main CPU 101 to the VDP 120 via the SCU 100. Then, the VDP 120 executes the drawing process according to the instruction.
  • the VDP 130 is connected to the VRAM 131, and the image data output from the VDP 130 is output to the encoder 160 via the memory 132.
  • the encoder 160 generates a video signal by adding a synchronization signal or the like to the image data, and outputs the video signal to the TV receiver 5. As a result, various game screens are displayed on the TV receiver 5.
  • the sound block 12 includes a DSP 140 that performs voice synthesis according to the PCM method or the FM method, and a CPU 141 that controls the DSP 140 and the like.
  • the audio data generated by the DSP 140 is converted into a two-channel signal by the D / A converter 170 and then output to the speaker 5b.
  • the subsystem 13 includes a CD-ROM drive 1b, a CD I / F 180, a CPU 181, an MPEG AUD IO 182, a MPEG VIDEO 183, and the like.
  • the subsystem 13 has a function of reading application software supplied in the form of a CD-ROM, playing a moving image, and the like.
  • CD-ROM drive 1b reads data from CD-ROM.
  • the CPU 181 controls the CD_ROM drive 1b, and performs processing such as error correction of the read data.
  • the data read from the CD-ROM is supplied to the main CPU 101 via the CD IZF 180, the bus 106, and the SCU 100, and is used as application software.
  • MPEG AUD I 182 and MPEG VIDEO 83 are devices for restoring data compressed according to the MPEG standard (Motion Picture Expert Group).
  • MPEG standard Motion Picture Expert Group
  • MPEG AUD 10182 and MP EGVI DEO 183 to restore the MP EG compressed data written on the CD-ROM, it becomes possible to play back moving images.
  • each game machine holds information such as all graphic data including fonts, sound data, tutorial maps, mail documents (backup RAM), and the like.
  • Graphic data and the like are supplied by, for example, a CD-ROM.
  • the server side stores, for example, map data, event data (message data, etc.), monster parameters, various parameter data, backup information, and the like.
  • the game information is stored on the game device side, and the data group including parameters is stored on the server side.
  • the server manages all the parameters and map information, and the game device receives the information and displays the results. Handles surface display professionally.
  • the server can provide new games without replacing the CD-ROM.
  • game parameters character strength
  • communication-type games it is possible to obtain friends to play through a network. For example, in a network RPG (Roll Playing Game), multiple players at different locations can party in a virtual game space. Then, each individual character which is an alter ego of each player can be controlled / controlled in the virtual game space.
  • a chat function (a real-time conversation system using characters) is provided.
  • a telegram function is provided that allows a message to be sent to a specific person (partner) regardless of the location or state of the other party, while the other party is logged in to the server. This is useful for contacting friends and acquaintances.
  • a bulletin board as a communication means integrated with the game world, and a letter transmission function to send a letter to a specific opponent.
  • the above-mentioned chat function, telegram function, and the like are usually performed using a keyboard for inputting characters.
  • the keyboard is generally treated as an option, and is not included as a standard product with the main unit.
  • a character input interface for entering a key word is prepared.
  • the input device is not limited to the game pad.
  • the character input interface (character input device) will be described with reference to FIGS.
  • the control pad 2b is provided with, for example, buttons A, B, C, X, Y, Z, L, and R, and a cross key.
  • a predetermined function is assigned to each button.
  • button A is a category I
  • word determination button B is for the determined category
  • word is canceled
  • L trigger is category
  • word display page switching moving to next page
  • R trigger is category one
  • word display page switching previously page
  • button X is used to switch between chat modes (soft keyboard, word select, symbol chat)
  • button Y is used to turn chat mode on and off
  • the four-way controller is used to select categories, words, etc.
  • FIG. 1 shows an example of a chat screen.
  • the game screen of the display 5 shows the state of the game field.
  • a table in which terms to be selected are sorted
  • a window for displaying (search term display area) 52, and a message window for editing a message (message editing area) 53 will be displayed.
  • the main CPU 101 executes the program shown in FIG. 4 (chat algorithm based on character attribute determination). For example, in the party organization mode, when you want to join a given team, when the guidance screen during the game is displayed, in a lounge where you can make friends, at a bar where you can consult or exchange information, etc.
  • the CPU 101 reads a parameter (situation parameter) representing a current situation (for example, a scene) from among the game parameters (S102).
  • Current situations include participation of parties, transmission of telegrams, transmission of letters, browsing of information screens, conversation at taverns, strategy meetings before the battle, meeting for the selection of an adventure course, battle scenes, rescue scenes, etc.
  • a set of terms corresponding to the current situation is read from the database recorded in the CD-ROM, sorted, and displayed in the candidate selection table 52 (S104). The term set may be downloaded from the game server.
  • 5 is a term portion related to a name displayed in the candidate selection table 52.
  • game Characters personal pronouns, names of party participants, names of communication partners, and the like are registered.
  • an attribute is defined for each selectable subject (game character). Attributes include gender (male, female, neutral) and personality (strong, weak, gentle, good, bad, bruise, gritty, etc.).
  • an attribute may be defined for a registered player name.
  • the CPU 101 reads the selected subject (S108), and determines the subject and its attributes (S110).
  • the CPU 101 displays, as the candidate selection table 52, a table in which terms corresponding to the current game situation (or game scene) and the attributes of the characters are collected and sorted (S112). For example, if a character encounters an enemy and the attribute of the character is “strong” (a robust character), a line corresponding to a strong personality is presented as shown in Fig. 6 (a). If the character's attribute is "weak" (a weak character) when the character encounters an enemy, a line corresponding to the weak character is presented as shown in Fig. 6 (b). Also, in the scene where the character encounters an enemy, if the character's attribute is “scratch” (weak character), a line corresponding to the weak character is presented as shown in Fig.
  • Figure 7 (a) shows an example of terminology when the attribute of a character is "male” in a battle scene.
  • FIG. 7 (b) shows an example of term presentation when the attribute of the character is "female” in the same scene.
  • the male (female) and neutral attributes of the characters (subjects) are those whose chat partner is a monolingual language (the words to be selected vary depending on the gender of the subject).
  • the complement selected and sorted and displayed according to the scene changes according to the gender of the subject.
  • the translation between different languages may be performed on either the transmitting side or the receiving side, or may be performed by the game server.
  • a term predicate, complement
  • the CPU 101 Upon determining this (S114), the CPU 101 reads the selected term (S116).
  • the Be verb In the case of English
  • this input is unnecessary on the transmission side when the translation is performed on the reception side and the server side (S118).
  • the term selected by the player is displayed in an edit window 53 on the screen. In the editing window 53, correction, change, and keyboard input can be performed by the function of the editor.
  • the terms displayed in the edit window 53 are sent to the transmission / reception means of the game device.
  • the player instructs the transmission by operating the control pad, or instructs to cancel when not transmitting. Flags are set corresponding to these.
  • the CPU 101 When determining the transmission (S120; Yes;), the CPU 101 transmits a message to the game server.
  • the game server sends a message (the selected term and sentence) to the opponent character (S122). If transmission is not performed after transmission is completed (S120; No), the mode returns to the original mode.
  • a mode for directly transmitting data to the partner terminal device without using a server may be provided.
  • the transmitted message and the message received from the other party are stored in the RAMI 02 and displayed as balloons 51 of each character displayed on the own screen and the other party's screen by the communication display program. As a result, you can enjoy the atmosphere where the characters are talking.
  • Figure 9 shows an example of a chat (chat) displayed on the display screen as a balloon of a character with a “strong” character.
  • a plurality of balloons 51 are shown as an example, but usually one balloon is displayed.
  • Figure 10 shows an example of a conversation (chat) displayed on the display screen as a speech balloon of a character with a "weak" character.
  • a plurality of balloons 51 are shown as an example, but normally one balloon is displayed.
  • Figures 11 and 12 show examples of messages (male and female words with the same meaning) when the characters are male and female, respectively.
  • a plurality of blowouts 51 are shown as an example. Normally, one blowout is displayed.
  • Figure 13 shows an example of conversion between a Japanese message and a European language message (in this example, Spanish) using the ⁇ gender, female, and neutral attributes of the character.
  • the receiver determines the attribute of “Kimi” as “Player B” female and converts it to “ ⁇ ”.
  • “: B e verb” is converted to “eres”.
  • “cute” is converted to “maja”.
  • the attribute of the destination player is determined and the words to be sorted are changed. For example, “cute” means “ma jo” (singular male), “ma ja” (singular female), “ma; i OS ” (multiple male), “ma; ia S ” (multiple female), and the subject Select by attribute.
  • Fig. 14 the message of the transmitting male character is displayed in "Japanese” on the screen of the transmitting display, and the message in "Spanish” is displayed on the screen of the receiving display in Fig. 15. This shows the case where it is displayed. If the positions of the players (characters) A and B in the game space are different, the viewpoints are different, and the screen situation is not necessarily the same.
  • Figure 16 shows that the message of the sending female character is displayed in “Spanish” on the screen of the sending display unit, and the message of “Japanese” is displayed on the receiving display screen in Figure 17 Is displayed.
  • the attributes of the character subject
  • the player sequentially selects required terms from the term tape using the pad 2b
  • the selected terms are assembled to form a message.
  • text conversation is possible.
  • Japanese usage conversation, etc.
  • the subject is often omitted, but in this case, it is possible to determine the gender (attribute) of the subject in the usage of the term. Based on this determination, selectable terms may be extracted from the database and sorted into a table.
  • data communication using characters is performed between the terminal device (game device) and the host computer system (game server), but the host computer system (game server) stores a database of a set of terms. In preparation, the corresponding set of terms can be sent to the terminal.
  • data communication using characters can be performed between terminal devices without going through a host computer.
  • characters can be input by selecting a term from the table and a message can be formed to communicate.
  • the character communication device of the present invention defines an attribute for a character and selects a term with reference to this attribute, so that a more appropriate term group according to the scene can be presented in the table. Good condition. In addition, foreign language support becomes easier.

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  • Theoretical Computer Science (AREA)
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