WO2005002694A1 - 振分装置、振分方法、プログラム、ならびに、情報記録媒体 - Google Patents
振分装置、振分方法、プログラム、ならびに、情報記録媒体Info
- Publication number
- WO2005002694A1 WO2005002694A1 PCT/JP2004/009430 JP2004009430W WO2005002694A1 WO 2005002694 A1 WO2005002694 A1 WO 2005002694A1 JP 2004009430 W JP2004009430 W JP 2004009430W WO 2005002694 A1 WO2005002694 A1 WO 2005002694A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- player
- class
- battle
- unit
- assigned
- Prior art date
Links
Classifications
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- A63F13/12—
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/795—Game 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B71/00—Games or sports accessories not covered in groups A63B1/00 - A63B69/00
- A63B71/06—Indicating or scoring devices for games or players, or for other sports activities
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/67—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features 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
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
- A63F2300/5566—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style
Definitions
- Sorting device Sorting device, sorting method, program, and information recording medium
- the present invention realizes a sorting device, a sorting method, and a computer that are suitable for playing a plurality of players, and assigning the players to any of a plurality of classes according to the battle results. And a computer-readable information recording medium on which the program is recorded.
- the present invention realizes a sorting device, a sorting method, and a computer that are suitable for making a plurality of players play and assigning the player to any of a plurality of classes according to the battle results. It is an object to provide a computer readable information recording medium in which the program is recorded and the program is recorded.
- the distribution device includes a storage unit, a battle unit, a replacement unit, Setting part and
- the storage unit assigns and stores each of the plurality of players to any of a plurality of classes ordered from the top to the bottom. Accordingly, each player is assigned to one of the classes according to their ability, and the storage unit stores the association between the player and the class.
- the storage unit stores handicaps set in different classes among the plurality of classes.
- a handicap that is disadvantageous to the upper class and advantageous to the lower class is set in advance. Since this handicap is automatically adjusted, a suitable initial value should be given initially.
- the battle unit inputs instructions from one player and instructions from another player.
- the player is made to fight against each other by the instruction input, and the battle result is further stored in the storage unit.
- each player plays a battle by giving an instruction input.
- each player typically gives an instruction input to the controller of his game device, and each game device transmits an instruction input to the server via a computer communication network.
- the character in the game operated by the player referred to as “PC” (Player Character ⁇ ) as appropriate
- PC Player Character ⁇
- the battle unit employs the stored handicap set for the different classes. By giving a handicap, you can play by adjusting your ability, even if the players belong to different classes.
- the replacement unit compares the stored battle results for the players assigned to the same class, and reassigns the player with the highest match score from the current class to the superior class. Reassigns lower players from the current class to lower classes, and updates the storage.
- the exchange between the upper league and the lower league is held, and it is often used to swap the lower league with the highest grade and the lower league with the highest grade. The same processing is performed.
- the upper and lower ranks of the results in the class are determined from the "match result of the match between players assigned to the same class among the match results".
- the upper and lower ranks in the class may be determined by referring to the “winning rate in the most recent predetermined match” as the match result.
- the setting unit updates the handicap set for the different classes from the stored battle results so as to be advantageous to the side where the battle results are inferior.
- the setting unit sets the handicap setting set for the different classes, and the players assigned to the classes adopt the handicap to play a battle. It can be configured to be updated each time the match result bias exceeds a predetermined threshold.
- the setting unit monitors the handicapped battle results between classes, and if there is a bias in the winning percentage between one class and another class, the winning percentage is disadvantageous to the higher winning percentage.
- the handicap is reviewed so that it is advantageous to the lower one.
- the sorting apparatus of the present invention further includes an imitation unit, a battle unit, and a sorting unit, and can be configured as follows.
- the imitation unit generates an instruction input.
- an information processing device such as a computer functions as an imitation unit by generating instruction inputs according to a predetermined algorithm.
- the battle unit When a predetermined player (hereinafter referred to as "pseudo player”) among a plurality of players is used as one of the battles, the battle unit inputs an instruction generated by the mimic unit as an instruction input from the pseudo player. Accept. Therefore, if a human player is not found as an opponent or if you want to practice, you will play a pseudo player that imitates humans (hereinafter also referred to as “NPC (Non-Player Character)”). Will be able to.
- NPC Non-Player Character
- the allocating unit matches a player who has not yet been assigned to a class (hereinafter referred to as “new player”) and a pseudo player, and determines the new player based on the result of the battle.
- the storage unit is updated by assigning to the class.
- the new player is
- the imitation unit generates the instruction input using a plurality of types of given algorithms, and the battle unit uses any of the plurality of pseudo players.
- the instruction input from the imitation unit is received as an instruction input from the pseudo player by an algorithm pre-associated with the pseudo player.
- a plurality of pseudo-players, and a class to be assigned to the new player can be determined based on the result of the battle.
- NPC behavior there are multiple algorithms for NPC behavior. For example, attack-oriented type, defense-oriented type, and moderate type.
- NPC is assigned various parameters such as height, weight, speed of movement, attack power, and defense strength.
- a new player is matched against a plurality of types of NPCs that are different from each other, and the belonging class of the new player is determined.
- the class to which the new player belongs is determined through a match with a plurality of different types of NPCs, it is possible to more appropriately determine the class to which the new player belongs first.
- the sorting unit causes the new player and the pseudo player to play a battle, and in the battle result, the new player is more than the pseudo player.
- a class to be assigned to the new player can be determined based on the result of the battle between the new player and the last simulated player.
- NPCs are arranged in order of results, and a class to be assigned to a new player is determined.
- a method of performing a binary search by adopting the middle class as the initial value of the class to which the new player should belong can be adopted.
- a new player when playing against a plurality of pseudo players, a new player can be assigned to a class corresponding to the ability with the smallest possible number of plays.
- the sorting unit when a new algorithm different from any of the plurality of types of algorithms is given to the imitation unit, the sorting unit is associated with the new algorithm. It is possible to configure the pseudo player as a new player and determine a class to be assigned to the new player.
- the new player may be an NPC.
- a new NPC can be automatically classified by making it fight against an existing NPC.
- the algorithm given to the imitation unit is such that when there is a class to which an instruction input generated by different numerical parameters is defined and no pseudo player is assigned,
- the imitation part is given an algorithm defined by the numerical parameters that internally divide the numerical parameters in the pseudo player assigned to the higher class and the numerical parameters in the pseudo player assigned to the lower class,
- the allocating unit can be configured to make a pseudo player associated with the algorithm as a new player and determine a class to be assigned to it.
- the NPC given by averaging the numerical parameters is It can be expected to belong to a class sandwiched between classes.
- the average is equivalent to one-to-one division, but if it is divided in other proportions, it can be expected to belong to the class corresponding to that division ratio.
- the sorting device of the present invention further includes a setting unit, and the setting unit causes the battle unit to play against the pseudo players assigned to different classes, and according to the battle result, the different classes match each other.
- the handicap set for the different classes is set by the setting unit when the opponents are players who are assigned to different classes and at least one of them is not a pseudo player. Can be adopted.
- the handicap is adjusted based on the result of the past (recent) handicap battle between players belonging to different classes.
- this adjustment is performed by the battle between NPCs.
- NPCs can play against each other at an appropriate idle time, such as the idle time of a server device.
- the handicap between the classes can be set again by letting NPC do the replacement.
- each of a plurality of players is assigned to and stored in one of a plurality of classes ordered from upper to lower, and among the plurality of classes,
- a storage unit that stores handicap set for different classes, it has a battle process, a replacement process, and a setting process, and is configured as follows. That is, in the battle process, an instruction input from a certain player and an instruction input from another player are accepted, the players are battled by the command input, and the battle result is further stored in the storage unit.
- the match results are compared, and the player with the highest match result is reassigned from the current class to the higher class. , Reassign the player with the lower match result from the current class to the lower class, and update the storage unit.
- the stored handicap set for the different classes is adopted.
- the handicap set for the different classes is updated from the stored battle results so that the handicap setting is advantageous to the worse of the battle results among the classes. .
- a distribution method uses a storage unit that stores and assigns each of a plurality of players to any of a plurality of classes ordered from upper to lower,
- the replacement process, the imitation process, and the distribution process are configured as follows.In the battle process, an instruction input from one player and an instruction input from another player are received and In response to the instruction input, the players are matched against each other, and the result of the battle is further stored in the storage unit.
- the match results are compared, and the player with the highest match result is assigned to the higher class from the current class. And reassign the player with the lower match score from the current class to the lower class, and update the memory.
- the imitation unit In the battle process, when a predetermined player (hereinafter referred to as "pseudo player") among a plurality of players is used as one of the battles, the imitation unit generates an instruction input from the pseudo player. An instruction input is accepted.
- new player players who have not yet been assigned to a class in the battle process
- pseudo player a pseudo player
- the new player is assigned to a class determined by the result of the battle and the storage unit is updated.
- a program according to another aspect of the present invention is configured to cause a computer to function as the display device or to cause the computer to execute the display method.
- the program of the present invention can be recorded on a computer-readable information recording medium such as a compact disk, flexible disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, and semiconductor memory.
- the above program can be distributed and sold via a computer communication network independently of the computer on which the program is executed.
- the information recording medium can be distributed and sold independently of the computer.
- a sorting device As described above, according to the present invention, a sorting device, a sorting method, and a method suitable for causing a plurality of players to compete and assigning the players to any of a plurality of classes according to the competition results, It is possible to provide a program that realizes these on a computer and a computer-readable information recording medium that records the program.
- FIG. 1 is a schematic diagram showing a schematic configuration of a sorting apparatus according to a first embodiment of the present invention.
- FIG. 2 is an explanatory diagram showing a state of information stored in a storage unit of the sorting apparatus according to the present embodiment.
- FIG. 3 is a flow chart showing the flow of processing of the sorting method executed by the sorting apparatus of the present embodiment.
- FIG. 4 is a schematic diagram showing a schematic configuration of a sorting apparatus according to a second embodiment of the present invention. Explanation of symbols
- FIG. 1 is a schematic diagram showing a schematic configuration of the sorting apparatus according to the first embodiment of the present invention.
- the sorting apparatus 101 of the present embodiment includes a battle unit 102, a storage unit 103, a replacement unit 104, and a setting unit 105.
- the storage unit 103 assigns and stores each of the plurality of players to any of the plurality of classes ordered from the top to the bottom.
- the storage unit 103 stores handicaps set for different classes among the plurality of classes.
- a storage medium power storage unit 103 such as an Access Memory
- a hard disk a storage medium power storage unit 103 such as an Access Memory
- FIG. 2 is an explanatory diagram showing the state of information stored in the storage unit 103. The following description will be given with reference to this figure.
- the score table of the storage unit 103 stores a player ID (IDentifier) number, the current class of the player, and the most recent match score in association with each other. For example, it is remembered that player A in class 2 has a recent match of 19 wins and 12 losses and player B in class 3 has a recent match of 17 wins and 12 losses.
- player ID IDentifier
- the handicap table stored in the storage unit 103 includes a handicap between different classes. Are stored in a triangular shape. In the case of the same class, no handicap is required, so if the number of classes is 3 ⁇ 4, this triangular table stores n X (nl) / 2 handicap. Will be. In the triangular table, an integer value is recorded as a handicap so that the player in the upper class is more disadvantageous than the player in the lower class.
- each element of the triangular table of the storage unit 103 also stores the result of the players of the class having played since the current handicap was set.
- the handicap between the upper class 2 and the lower class 3 is 2.800, and the battle results are 43 wins for class 2 players and 62 wins for class 3 players.
- FIG. 3 is a flowchart showing a flow of processing of the sorting method executed by the sorting apparatus 101.
- FIG. 3 is a flowchart showing a flow of processing of the sorting method executed by the sorting apparatus 101.
- the battle unit 102 receives an instruction input from a certain player and an instruction input from another player, and causes the players to fight against each other by the instruction input (step S301). At this time, when the players assigned to different classes are matched, the handicap set for the different classes is adopted with reference to the handicap table stored in the storage unit 103.
- the battle unit 102 receives an instruction input from a player under the control of a CPU (Central Processing Unit), a mouse, It is realized by the cooperative operation of various hardware, such as receiving game controller power and displaying the game status on the screen of a television device or emitting sound from a speaker.
- a CPU Central Processing Unit
- various hardware such as receiving game controller power and displaying the game status on the screen of a television device or emitting sound from a speaker.
- a human player it is also possible to support two types of players: a human player and an NPC in which a computer simulates human behavior.
- step S302 the battle result is written in the handicap table stored in the storage unit 103 and updated (step S302).
- class 2 player A and class 3 player B play a handicap 2.800 in step S301. If 3 Player B wins, the corresponding element in the handicap table will be updated to “Handy Cap 2.800, Class 2 Player 43 Wins, Class 3 Player 63 Wins”.
- step S303 the battle result is written and updated in the winning / losing table of the player.
- player A in class 2 has a recent match score of 19 wins and 13 losses
- player B in class 3 has a recent match score of 18 wins and 12 losses.
- the setting unit 105 is realized by the CPU cooperating with a storage device such as a RAM.
- setting unit 105 looks at the updated handicap table element and checks whether or not there is a bias in the battle results (step S304). If there is no bias (Step S30 4; No), go to Step S311.
- Whether there is a bias is determined as follows, for example.
- step S304 If there is a bias (step S304; Yes), the handicap is corrected in a direction to cancel the bias (step S305).
- the handicap is 2.800, the number of wins for the lower class players will increase too much, so if the handicap is reduced, it will be better. This means that the handicap is updated in favor of a higher class player with poor performance.
- the correction range for correcting the handicap in the direction to cancel the bias differs depending on the type of the battle game.
- an appropriate correction range for example, “0.1” is determined in advance, and it can be corrected by that correction range.
- Interpolation 'extrapolation is performed in consideration of the ratio. In this case, the value of h obtained is about 2.519. Therefore, this value is adopted as the next handicap value.
- Various other techniques can be employed for interpolation / extrapolation.
- step S306 After correcting the handicap, clear the match result (step S306), and then step S311 (proceed.
- the handicap between the higher class 2 and the lower class 3 will be changed to 2.519, and the competition results will be changed to 0 wins for class 2 players and 0 wins for class 3 players.
- the setting unit 105 is realized by the CPU cooperating with a storage device such as a RAM.
- the replacement unit 104 appropriately determines when the total number of battles since the last replacement exceeds a predetermined number, or when a predetermined date and time is reached when replacement is performed. It is checked whether or not the replacement condition is satisfied (step S311). If the replacement condition is not satisfied (step S311; No), the process returns to step S301.
- step S311 when the replacement condition is satisfied (step S311; Yes), the players belonging to each class are arranged in the order of the battle results (step S312).
- the order of competition results may be simply the order of good or bad win rates, and if the number of competitions is not more than a certain number, the smaller the number of competitions, the worse the competition results.
- each class has the worst grade, the player's class is changed to a lower rank, and the player's class with the best grade is changed to a higher rank (step S313).
- the number of people to be replaced is, for example, a predetermined number of people from the top of the class and a predetermined number of people from the bottom. It is simplest to pre-determine, but up to the upper class of each class up to the upper class, up to the lower class XX of each class into the lower class, etc. It is also possible to use a method that defines constants for XX and XX.
- the upper limit of the number of classes is determined in advance, and the highest player in the highest class and the lowest player in the lowest class can be left in that class as they are. .
- a new higher class or lower class may be generated and the player's class may be changed.
- the replacement unit 104 is realized by the CPU cooperating with a storage device such as a RAM.
- step S314 the respective player's competition results are cleared (step S314), and the process returns to step S301.
- players can be assigned to a plurality of classes according to their abilities, and handicap can be automatically adjusted so that players belonging to different classes can compete as much as possible.
- the above embodiment is based on the premise that human players play a battle.
- human players play a battle.
- the human player gives instructions to operate the PC and the computer imitates humans.
- a method of playing a battle between a PC and an NPC by generating an instruction input and operating the NPC is widely used. This embodiment corresponds to this.
- the distribution device further includes an imitation unit 401 and a distribution unit 402 with respect to the distribution device 101 according to the above embodiment.
- the imitation unit 401 generates an instruction input (instruction input by a "pseudo player") as if a human is operating by causing a computer to execute a predetermined program. Then, this is given to the battle section 102.
- This makes it possible to play a battle between PCs (a battle between humans), a battle between NPCs and PCs (a battle between computers and humans), a battle between NPCs (a battle between computers (instruction input generation programs)). it can. Then, NPCs will play as appropriate in the class, so that they will be replaced within the class, and as with normal PCs, NPCs will be assigned to one of the classes according to the competition results.
- the imitation unit 401 can be realized by causing a CPU of a computer to execute a predetermined program.
- the allocating unit 402 inputs the other instruction As a result, an instruction input generated by the imitation unit 401 is given to make the new player and the pseudo player play a battle.
- a new player class is assigned according to the result of the battle.
- Various techniques can be considered as specific methods of allocation. First, if there is only one pseudo player (if there is only a kind of instruction input generation program that operates in the imitation unit 401), if the new player wins the pseudo player, the class to which the pseudo player belongs. The simplest approach is to set the class one level higher than that, and if it loses, the class one level lower. A predetermined number of classes may be set apart from the adjacent classes.
- the pseudo players are arranged in order of results, and the pseudo player with the middle grade is first matched with the new player. If the new player wins “I”, the new player and the pseudo player just between the top pseudo player and the pseudo player with the middle score are played. Similarly, the class to which the new player should belong can be narrowed down if a predetermined number of pseudo players and new players are played in a two-minute search.
- the allocating unit 402 matches a new player and a pseudo player, and the new player is more than the pseudo player based on the result of the battle.
- a class to be assigned to the new player can be determined based on the result of the battle between the new player and the last simulated player.
- NPCs are arranged in order of grade, and a class to be assigned to a new player is determined. For example, it is possible to adopt a method of performing a binary search using the middle class as the initial value of the class to which the new player should belong.
- a new player when playing against a plurality of pseudo players, a new player can be assigned to a class corresponding to the ability with the smallest possible number of plays.
- the new player is not limited to a human player, and may be a pseudo player associated with a new instruction input generation program.
- the first class of a new NPC player is determined by the battle between NPCs.
- the NPC given by averaging the numerical parameters is It can be expected to belong to a class sandwiched between classes.
- the average is equivalent to one-to-one division, but if it is divided in other proportions, it can be expected to belong to the class corresponding to that division ratio.
- an NPC that operates by giving parameters (a, b) to a program is class P
- an NPC that operates by giving parameters (x, y) to the same program is class q If the probability of belonging to class r is high, the parameters are internal to these parameters.
- a sorting device, a sorting method, and the like which are suitable for causing a plurality of players to compete and assigning the player to one of a plurality of classes according to the competition results
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Abstract
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Priority Applications (2)
Application Number | Priority Date | Filing Date | Title |
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CN2004800195894A CN1835782B (zh) | 2003-07-08 | 2004-07-02 | 分级装置和分级方法 |
EP04746899A EP1642623A4 (en) | 2003-07-08 | 2004-07-02 | DISTRIBUTOR, DISTRIBUTION METHOD, PROGRAM, AND INFORMATION RECORDING MEDIUM |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
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JP2003272075A JP3653088B2 (ja) | 2003-07-08 | 2003-07-08 | 振分装置、振分方法、ならびに、プログラム |
JP2003-272075 | 2003-07-08 |
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WO2005002694A1 true WO2005002694A1 (ja) | 2005-01-13 |
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US (1) | US20050010313A1 (ja) |
EP (1) | EP1642623A4 (ja) |
JP (1) | JP3653088B2 (ja) |
KR (1) | KR100763703B1 (ja) |
CN (1) | CN1835782B (ja) |
TW (1) | TWI238734B (ja) |
WO (1) | WO2005002694A1 (ja) |
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JP6696581B2 (ja) * | 2016-10-11 | 2020-05-20 | 富士通株式会社 | 生成プログラム、生成方法および生成装置 |
CN109589610A (zh) * | 2018-12-14 | 2019-04-09 | 北京智明星通科技股份有限公司 | 一种游戏权限设置方法、装置及终端 |
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Also Published As
Publication number | Publication date |
---|---|
EP1642623A1 (en) | 2006-04-05 |
JP3653088B2 (ja) | 2005-05-25 |
US20050010313A1 (en) | 2005-01-13 |
CN1835782A (zh) | 2006-09-20 |
TWI238734B (en) | 2005-09-01 |
EP1642623A4 (en) | 2008-11-12 |
TW200510041A (en) | 2005-03-16 |
CN1835782B (zh) | 2010-09-29 |
JP2005027950A (ja) | 2005-02-03 |
KR20060063875A (ko) | 2006-06-12 |
KR100763703B1 (ko) | 2007-10-04 |
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