WO2005097282A1 - ゲーム方法およびゲームシステム - Google Patents
ゲーム方法およびゲームシステム Download PDFInfo
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- WO2005097282A1 WO2005097282A1 PCT/JP2005/006751 JP2005006751W WO2005097282A1 WO 2005097282 A1 WO2005097282 A1 WO 2005097282A1 JP 2005006751 W JP2005006751 W JP 2005006751W WO 2005097282 A1 WO2005097282 A1 WO 2005097282A1
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- A63F13/10—
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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
- 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
- A63F13/798—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
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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
- 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
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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
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
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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
- 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
- A63F13/71—Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
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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
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/812—Ball games, e.g. soccer or baseball
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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
- A63F2300/40—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 characterised by details of platform network
- A63F2300/402—Communication between platforms, i.e. physical link to protocol
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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
- A63F2300/40—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 characterised by details of platform network
- A63F2300/407—Data transfer via internet
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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
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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
- A63F2300/53—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 details of basic data processing
- A63F2300/534—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 details of basic data processing for network load management, e.g. bandwidth optimization, latency reduction
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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
- A63F2300/552—Details of game data or player data management for downloading to client devices, e.g. using OS version, hardware or software profile of the client device
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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
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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
- A63F2300/558—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by assessing the players' skills or ranking
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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
- A63F2300/5593—Details of game data or player data management involving scheduling aspects
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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
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6045—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
- A63F2300/6054—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands by generating automatically game commands to assist the player, e.g. automatic braking in a driving game
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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
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
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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
- A63F2300/80—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 specially adapted for executing a specific type of game
- A63F2300/8011—Ball
Definitions
- the present invention relates to a game method and a game system for players in remote locations to play against each other.
- a game system in which a plurality of game terminals in a store are connected so that each player can play a battle.
- a game system in which a plurality of stores are connected via the Internet or other networks, and a game battle between game terminals in different stores is performed.
- Such a game system is configured by connecting a game terminal and a game company server via a network.
- the game terminal transmits a participation request to the server.
- the server keeps a list of the participation request terminals in real time, and determines a combination of terminals to fight from among all the participation request terminals. This determination is made based on the level indicating the skill level of the player.
- the server notifies the game terminal of the network address of the battle terminal.
- the game terminal executes the mahjong game by transmitting and receiving game data necessary for the progress of the game using the notified network address.
- Master terminal is a slave terminal
- the operation input result is received, and the progress of the game is managed based on the received operation input result and the operation input on the terminal itself.
- the slave terminal receives the display data of the master terminal power screen and outputs it on the screen. Since the amount of data of operation input results sent to the master terminal is not so large, the time lag in transmission / reception is hardly a problem. However, since the amount of display data sent to the slave terminal is large, the time lag in the transmission and reception cannot be ignored depending on the network conditions. As a result, the display timing at the slave terminal is later than the display timing at the master terminal. That is, the player of the master terminal is more advantageous in games than the player of the slave terminal.
- An object of the present invention is to provide a technique capable of playing a battle game by designating a real player in a remote place regardless of the type of game. It is another object of the present invention to provide a technology that allows players to play in a game to participate in the game fairly.
- the present invention 1 invention provides a first game device operated by a first player, a second game device operated by a second player, the first player, and the second player.
- a battle result management system is provided that includes a battle result management device that manages a battle result with a carrier.
- the first game device includes a first acquisition unit and a first simulated battle unit.
- the first acquisition means acquires the game data of the second player from the battle result management device.
- the first simulated battle means performs a first simulated match with the first player as a pseudo second player based on the game data acquired by the first acquisition means.
- the second game device includes second acquisition means and second simulated battle means.
- the second acquisition means acquires the game data of the first player from the battle result management device.
- the second simulated battle means Based on the game data acquired by the second acquisition means, a second simulated battle is performed with the second player as a pseudo first player.
- the battle result management apparatus includes the following means!
- 'Player information storage means for storing game data of the first player and game data of the second player
- 'Second game data transmission means for transmitting game data of the first player stored in the player information storage means to the second game device operated by the second player;
- First match result receiving means for receiving the result of the first pseudo match from the first game device
- a second match result receiving means for receiving the result of the second pseudo match from the second game device
- Win / loss determination means Based on the first simulated match result received by the first match result receiving means and the second simulated match result received by the second match result receiving means, a win or loss between the first player and the second player is determined. Win / loss determination means to determine.
- the present invention is applicable to all competitive games such as a soccer game, a boxing game, a “battle game”, a “Marjan game”, a “Go game”, and a “horse racing game”. Take a soccer game as an example.
- the match result management device (player information storage means) is connected to the first and second game devices via the network and stores the game data of the first and second players operating the first and second game devices. I remember it.
- the game data includes, for example, history data indicating a team name, a player name, and a player's habit. There are two types of matches, home and away.
- the second player is away.
- the game is executed on the first game device.
- the players of the first player's own team are operated by the first player himself.
- the players of the team of the second player Operated by the device CPU. Therefore, in a game in which the first player is home, that is, the second player is away, the first game device substitutes for the second player, and will play a pseudo battle with the first player who operates the first game device.
- the second player is home.
- the game is executed on the second game device.
- the players of the team of the first player are operated by the CPU of the second game device.
- the players of the team of the second player are operated by the second player himself. Therefore, in a game in which the first player is away, that is, the second player is a home game, the second game device substitutes for the first player, and fakes a battle against the second player who operates the second game device.
- the battle result management device (win / loss determination means) is based on both the battle results when the first player is home and the second player is away, and vice versa. Decide the victory or defeat of the player and the second player. Therefore, the competition results are determined under fair conditions for both players. In this way, it is possible to make an indirect network battle even if the players cannot play a network battle directly. In addition, it is possible to impartially determine the victory or defeat of the players while giving the player the illusion that they are playing against the network.
- the game data stored by the player information storage means includes an identifier for identifying each of a plurality of game characters operated by each player, Provide a management system.
- the game data can include data relating to the names, abilities and conditions of each player.
- the game data stored in the player information storage means includes operation history information of each player during the game execution! / Provide results management system.
- the player operation history information can include the number of actions such as short pass, back pass, and shoot, and the selection rate of each action.
- the fourth invention of the present application provides a battle result management system including at least one or more game devices operated by a player in addition to the first game device and the second game device in the first to third inventions. To do.
- the battle result management device further includes battle table creation means for creating a battle table composed of a combination of three or more players.
- the battle result management apparatus receives the first and second simulated battle results for each battle determined by the battle table. Based on this, by determining the ranking of the players to compete, fairness among the players can be ensured.
- a fifth invention of the present application provides the battle result management system in the fourth invention, wherein the battle table created by the battle table creating means defines a round-robin league game of a selected player.
- each player can be made to play the first and second simulated battles in a league battle format. If the win / loss between each player is determined based on the first and second simulated match results, the ranking among the players can be determined fairly based on the overall result of win / loss between the players.
- a sixth invention of the present application provides the battle result management system according to the fourth invention, wherein the battle table created by the battle table creating means defines a tournament battle of the selected player.
- each player can be made to play the first and second simulated battles in a tournament format. Based on the results of the first and second simulated battles, the player decides the victory or defeat between the players, and determines the player who will win based on the victory or defeat. By repeating this, the ranking among the players can be determined fairly.
- the winning / losing determining means sets a predetermined period until determining the winning / losing of the first player and the second player, and within the predetermined period If the first simulated match result or the second simulated match result is not received in A battle result management system is provided that determines victory or defeat based on the pseudo battle result of the game.
- the match result management device may determine the victory or defeat of the first player and the second player based on the result. This is to prevent too much time for winning or losing.
- the eighth invention of the present application provides the battle result management system according to any of the first to seventh inventions, wherein the winning / losing determining means sets a predetermined period until the winning / losing of the first player and the second player is determined. To do.
- the system further includes a battle promotion notification transmitting unit that transmits a battle promotion notification that prompts the first game device or the second game device to execute a pseudo battle before the predetermined period has elapsed. .
- the game device is a home computer or home game device, it is possible to send a battle promotion notification to the game device. By transmitting a battle promotion notification to the game device, it is possible to prompt the player to end all battles before the battle period has elapsed.
- the ninth invention of the present application provides a battle result management program that causes a computer to function as a battle result management device in the battle result management system of the first invention.
- the tenth invention of the present application provides a battle result management method executed by the battle result management system according to the first invention.
- the ninth and tenth inventions have the same effects as the first invention.
- FIG. 1 is an explanatory diagram showing a schematic configuration of a game system according to the present invention.
- FIG. 2 is a control block diagram of the game terminal.
- FIG. 3 Example screen when the present invention is applied to a soccer game.
- FIG. 9 is a conceptual explanatory diagram of a league table generated by the server.
- FIG. 10 (a) A conceptual explanatory diagram of a tournament table generated by a server. (b) Explanatory drawing which shows the method of winning / losing determination based on figure (a).
- FIG. 11 is a conceptual explanatory diagram of a pending list generated by a server.
- FIG. 12 is a conceptual explanatory diagram of a completed list generated by the server.
- FIG. 13 is a conceptual explanatory diagram of a league table in which all the matches are completed within the expiration date.
- FIG. 14 A conceptual diagram of a league table in which all matches were completed within the expiration date.
- FIG. 15a is an explanatory diagram of the flow of processing performed by the game system of FIG. 1 (part 1).
- FIG. 15b is an explanatory diagram (part 2) of the flow of processing performed by the game system of FIG.
- FIG. 16 is a flowchart showing an example of a battle table update process performed by the server.
- FIG. 1 is a schematic configuration of a game system according to the first embodiment of the present invention.
- This game system is configured by connecting a server 100 and a plurality of game terminals 200a, 200b... Via a network 300 such as the Internet.
- the server 100 and the game terminal 200 are computer systems having a CPU, RAM, ROM, network interface, and the like.
- the server 100 includes the following components (a) to (e)!
- CPU 101 By executing various programs, game data transmission means, battle result reception means, battle table strategy means (corresponding to battle table strategy means and period setting means), win / loss determination means, and battle promotion notification transmission means As a computer system.
- RAM 102 Temporarily stores various variables and parameters.
- Network communication unit 104 Sends / receives data to / from game terminal 200 via network 300.
- Data storage unit 105 Stores player data transmitted from the game terminal 200 for each player (corresponding to player information storage means).
- the player data includes game data, operation tendency information, personal data, and the like.
- the game data is data necessary for executing the game on behalf of each player.
- the operation tendency information is data indicating a habit of operation of each player.
- the personal data includes the player's name and e-mail address. Details of the player data will be described later.
- FIG. 2 shows the configuration of the game terminal 200.
- the game terminal 200 includes the following components (a) to (m).
- RAM 202 Temporarily stores various variables and parameters.
- Network communication unit 204 Sends / receives data to / from other devices via the network.
- Monitor 206 A game terminal game image is displayed.
- Drawing processing unit 205 Generates image data to be displayed on the monitor 206.
- Audio playback unit 207 Generates sound data to be output from the speaker 208.
- Input operation unit 211 It is composed of a game terminal joystick, operation buttons, and the like, and accepts player instruction input.
- Card reader / writer 212 Data reading / writing processing is executed for the magnetic card to be inserted.
- Coin accepting unit 213 Accepts credits from inserted coins.
- External device control unit 210 Controls external devices such as the operation unit card reader / writer 212 and the coin receiving unit 213.
- External input / output control unit 209 Generates control signals for external devices such as the card reader / writer 212 and the coin receiving unit 213. It also receives detection signals from external devices and sends them to the CPU 201.
- FIG. 3 is a screen example displayed on the game terminal 200.
- a player / CPU pseudo-network battle game is played on the game terminal 200, and the server 100 determines victory or defeat of the opponents.
- the game of player A and player B who operate game terminals 200a and 200b, respectively, is determined by two battles. One is a battle in the game terminal 200a. In this battle, the player A himself / herself operates the game character of the team of the player A, and the CPU of the game terminal 200a operates the game character of the team of the player B. This match is home for player A and away for player B.
- the other is a battle on the game terminal 200b.
- the player B himself / herself operates the game character of the player B team, and the CPU of the game terminal 200b operates the game character of the player A team.
- This match is home for player B and away for player A. In other words, the two players experience one home game and one away game each.
- the server 100 determines whether the players A and B win or lose based on the results of two battles between the two players. Therefore, the server 100 can determine the victory or defeat under conditions that are fair to both the players A and B.
- the server 100 may set a limit on the battle period and notify the player of the battle period! Only one result of the match can be obtained within the match period! In the case of / ⁇ , the server 100 can decide the victory or defeat only by the obtained match result.
- the server 100 may transmit a notification prompting the execution of the battle to the player prior to the end of the battle period.
- the server 100 can form a round-robin league or tournament-type battle table, and players can play against each other according to the battle table.
- Figure 4 shows that four players are competing in the league system and competing for their ranking. It is the example of a screen to show.
- the server 100 can update the league table every time it receives a battle result from the game terminal 200, and can notify the game terminal 200 of the rank of the player at that time.
- the CPU of the game terminal 200 performs two processes. The first is processing that accepts an operation input from the player and advances the game according to the operation input (hereinafter referred to as normal game processing). The second is a process of operating the game character based on the player data of the player's opponent (hereinafter referred to as a pseudo-participation process).
- the game terminal 200a acquires the player data of the player B from the server 100, and operates the game character of the team of the player B based on this.
- the player data includes operation direction information indicating an operation habit of each player.
- the CPU of the game terminal 200 determines the behavior of each player making up the player B team based on this operation tendency information. As a result, the operation result by the game terminal 200 is similar to the operation result of the player B itself, so that the player A has the impression that he is also playing against the player B.
- FIG. 5 shows an example of player data items stored in the data storage unit 105 (corresponding to the player information storage means) of the server 100.
- the player data includes game data, operation tendency information, and personal data.
- Player data is stored in association with the player ID.
- the game data is data necessary for executing the game, and varies depending on the game.
- a soccer game is taken as an example, so information such as team name, level, affiliation league, battle record, ranking, player data, formation, and strategy is used as game data.
- the player data includes the names, abilities, and conditions of each player belonging to the team.
- the personal data includes a player name and a network address of the player.
- a network address such as an e-mail address is used when the server 100 directly sends a notice of promotion of a match or a result of completion of a league match to the player.
- the operation tendency information is data indicating a habit of the player's operation. Based on the operation trend information, the CPU of the game terminal 200 impersonates a player, and is generated by the server 100 in order to play a pseudo network battle with the player.
- Fig. 6 shows more detailed example items of the operation trend information.
- the operation tendency information is represented by a selection rate of a predetermined action.
- the operation tendency information is calculated based on operation history information which is a result of operation input by the player.
- FIG. 7 is an example of items of operation history information used for calculation of operation tendency information.
- the number of executions of a predetermined action is used for the operation history information.
- Figure 8 shows an example of operation history information aggregated for each situation.
- the server 100 calculates an action selection rate in each situation based on the number of actions collected for each predetermined situation, and calculates operation tendency information.
- the action selection rate for each situation is calculated as (number of actions for each situation Z total number of actions for each situation) X 100%.
- the server 100 may obtain the operation tendency information based on all the games of each player. Further, the operation tendency information may be calculated for the latest several games and the latest five games of each player. Of course, it is also possible to obtain operation tendency information based on only the latest game of each player.
- the operation history information of the past player is recorded in the game terminal 200 or the force held by the player
- the operation history information reflecting the past operation history information can be calculated on the game terminal 200 side. Further, if the operation trend information is calculated from the operation history information of the latest one game, the calculation may be performed in the game terminal 200 and the calculated operation trend information may be transmitted to the server 100.
- FIG. 9 is a league table immediately after the server 100 creates it. This figure shows four players A, B, C, and D (shown as A team and B team in the figure). A league table for a single game is shown.
- the match table creation means creates a league table so that any player can play round-robin matches with other players twice.
- a league table is created so that every player can play a home and away game with other players.
- a method for determining the players participating in the league for example, a list of requesters for participation in the league is prepared, and a predetermined number of people is selected from the list.
- FIG. 10 (a) is an explanatory diagram of the tournament table created by the competition table creation means. Also in the tournament battle, a tournament table is created so that the two players determine the victory or defeat based on the result of the battle between home and away. Tournament matches are identified by match IDs. By creating a league table or a tournament table, it is possible to match and rank three or more players.
- the battle table creation means may set a validity period for the battle table, such as a league table or a tournament table, when it is created.
- Figure 11 shows a pending list for managing matches that have not expired.
- the battle table strategy means registers the created battle ID in association with the expiration date, for example, in the pending list.
- the pending list is held in the RAM 102 or the like.
- the ranking can be determined within the expiration date. Further, since the player tries to complete a predetermined battle within the expiration date, it is possible to promote the player's participation.
- the game data transmission means of the server 100 When the game data transmission means of the server 100 receives the designation of the opponent from the game terminal 200, the game data transmission means transmits the player data of the designated opponent player to the request source. More specifically, the game data transmission means receives a battle ID from the game terminal 200 and transmits a battle table identified by the ID. After that, the game data transmission means is executed out of the battles defined in the battle table, and receives any game designation from the game terminal 200. Based on the received designation of the battle, the game data transmission means identifies the battle player, reads the player data from the data storage unit 105, and transmits it to the game terminal 200. [0050] (2-4) Receiving match results
- the battle result receiving means of the server 100 receives the battle result and the operation history information from the game terminal 200 that executed the game. For example, when a simulated battle between player A and player B is executed on the game terminal 200a, the battle result receiving means receives the battle result and the operation history information of the player A.
- the match result receiving means updates the league table or the tournament table based on the match result when the game terminal 200 participates in the league game or the tournament game. In other words, every time each match result of the match table is received, the match result receiving means writes the match result to the match table.
- the match result receiving means updates the operation tendency information of the player based on the operation history information! For example, if the operation trend information is obtained based on the latest game, the action selection rate for each situation is calculated based on the received operation history information, and this is stored in the data storage unit 105 as new operation trend information. save. Further, the match result receiving means updates “level”, “ranking”, “player data”, etc. in the game data included in the player data based on the match result.
- the server 100 winning / losing determining means determines the rank of the participant based on the result of the battle that has been digested when the power of the all matches of the league or tournament within the expiration date or the expiration date has expired. In addition, the league or tournament entry whose ranking has been determined is deleted from the pending list.
- the winning / losing determining means can generate a website on which the result of the league game or the tournament game is posted, set the posting deadline, and register it in the completed list.
- FIG. 12 is a conceptual explanatory diagram of the completed list generated by the winning / losing determining means.
- the completed list stores a match, URL, and posting deadline in association with each other.
- the completed list is held in the RAM 102 of the server 100.
- the winning / losing determining means can notify the participant of the URL of the battle result site.
- the winning / losing determining means extracts player data including the ID of the battle in which the ranking of the participant is determined in the game data, and also extracts the network address of the participant.
- a message notifying the URL of the battle result site is sent to the extracted network address.
- the competition results are posted on the website, the players who participated can freely view the competition results at any time.
- third parties other than the competitors can access the website of the competition results, the participants will be aware that the competition results will be in the eyes of the third party. This will increase the player's willingness to participate within the expiry date and increase their willingness to participate in new league and tournament battles.
- Fig. 13 shows the league table when all league matches are played within the expiration date.
- the winning / losing determining means counts home and away in one game, calculates the goal difference and winning points, and determines the ranking in order of winning points. If the points are the same, the points can be determined by the score difference. If the points are the same, the rank can be determined in the order of the total points.
- FIG. 14 is an example of a league table when all the league matches are completed within the expiration date.
- One method of determining the ranking in this case is a method of calculating the difference between the points scored and the winning points of each player ignoring the powerful game and determining the ranking in the same manner as described above.
- the winning / losing determining means determines the ranking among the tournament participants within the expiration date. For example, suppose that the result of a game that was consumed within the expiration date is shown in Fig. 10 (a).
- the winning / losing determining means can calculate the player's points and points as shown in FIG. 10 (b), and can determine the ranks of the players A, B, C, D based on the calculated points.
- the battle promotion notification sending means of the server 100 sends an e-mail prompting the participant to execute the battle that has not been digested.
- the battle promotion notification transmission means monitors all the expiration dates registered in the pending list, and extracts the match ID of a league match whose expiration date is about a week later, for example. Further, the player data including the extracted battle ID is searched. The player name and network address are further extracted from the retrieved player data. Then, the previously stored message is transmitted to the extracted e-mail address. This can prompt the player to participate in the game. [0058] (3) Process flow in game system
- FIG. 15a and FIG. 15b are explanatory diagrams showing the flow of processing in the game system of the present embodiment. This process can be broadly divided into a process up to the execution of the game and a notification process of the battle result after the execution.
- the game terminal 200 reads the data of the card inserted in the card reader / writer 212 (# 1).
- the game data is stored in the servo 100 and only the player ID for identifying the player is recorded on the magnetic card.
- the game terminal 200 reads the player ID from the card, the game terminal 200 requests player data from the server 100 based on the player ID (# 2).
- the server 100 extracts the corresponding player data from the data storage unit 105 based on the received player ID, and transmits it to the request source (# 3, # 4).
- the game terminal 200 determines whether or not the player has participated in any tournament (# 6). This determination is made based on whether or not the match ID is included in the player data. If the match ID is not included in the player data, the game terminal 200 inquires of the player whether or not he / she will newly participate in the league match or tournament match (# 7). If not participating, for example, connect to the network 300! /, Ru, notify the server 100 of one of the game terminals! /, Or start a battle with that game terminal. Do (# 8). If the player has already participated in a league match or the like, or joins a new match, the game terminal 200 transmits a request to participate in the league match or tournament match to the server 100 (# 9).
- the server 100 receives the participation request (# 10), and transmits a battle table (# 11). At this time, if there is an already generated battle table, the battle table is transmitted.
- the game terminal 200 newly participates in a league game or the like, a new battle table is generated and transmitted to the game terminal 200.
- the server 100 sets the expiration date and registers it in the pending list.
- the game terminal 200 receives the battle table from the server 100 (# 12), the player power also receives the opponent selection (# 13). For example, the game terminal 200 outputs the league table shown in FIG. 9 on the screen, and accepts the selection of the opponent by clicking on any column! Furthermore, the game terminal 200 notifies the selected opponent to the server 100 (# 13).
- the server 100 Upon receiving the opponent selection result (# 14), the server 100 reads out the player data of the opponent from the data storage unit 105 and transmits it to the game terminal 200 (# 15).
- the game terminal 200 Upon receiving the opponent player data (# 16), the game terminal 200 prepares for the start of the game based on the player data of the player operating the game terminal 200 and the opponent player data. (# 17). Specifically, the game terminal 200 performs processes such as determining a team order (participating players), determining a formation, determining a strategy, and determining a defense type for an opponent team operated by the game terminal 200 itself. Do. In addition, the game terminal 200 accepts team settings such as team order, formation, strategy, and defense type by the game player, and sets parameters based on the team settings. After that, the game terminal 200 starts a game based on the set data (# 18). After the game is over, the game terminal 200 transmits the battle result and operation history information to the servo 100 (# 19).
- the server 100 receives the battle result and the operation history information (# 20), and updates the player data and the battle table (# 21, # 22). Specifically, the server 100 writes the battle result in the battle table, and determines the rank of the participant at that time (# 21). In addition, the server 100 updates game data and operation tendency information in the player data (# 22). When calculating the operation history information of the latest one game, the server 100 calculates the received operation history information and the new operation trend information and replaces it with the old operation trend information (# 22). Thereafter, the server 100 transmits the league table reflecting the battle result, the temporary ranking, new player data, and the like to the game terminal 200 (# 23).
- the game terminal 200 notifies the player of the data received from the server 100 (# 24).
- step (# 6) Return and if not continue, end the process.
- FIG. 16 is a flowchart illustrating an example of a battle table update process performed by the server 100.
- the server 100 performs the following processing, and transmits the battle table updated in this processing to the game terminal 200 in the above-described processing.
- the following processing is started independently for each battle table when the server 100 newly forms a battle table. For ease of explanation, consider a case where a league table with a match ID “a” is generated and the following processing is executed for league table a.
- Step S1 The server 100 determines whether or not the expiration date of the battle table a has elapsed, and when the expiration date has elapsed, the server 100 proceeds to step S2.
- Step S2 The server 100 determines the final ranking of the participants who have participated in the league match based on the result of the digested match. As described above, the server 100 determines the order of the participants by ignoring the battles that have not been digested even if all the battles have not been digested.
- the method for determining the ranking is not particularly limited as long as it is a soccer game, such as a winning system.
- Step S3 When the expiration date of the battle table ⁇ has not elapsed, the server 100 waits for a battle result from the game terminal 200, and upon receiving this, moves to step S4.
- Step S4 Upon receiving the battle result from the game terminal 200, the server 100 updates the league table ⁇ . In other words, the match result is written in league table ⁇ . Further, the server 100 may calculate a provisional rank at that time.
- the league table ⁇ and the temporary ranking updated here are transmitted to the game terminal 200 in the processing of FIG. 15b described above (# 23 described above).
- Step S5 The server 100 determines whether or not all the battles have been completed based on the newly written battle results. When all the battles are completed, the process proceeds to step S8 described later. If it is digested and the battle remains, the process proceeds to step S1 and the above processing is repeated.
- Steps S6 and S7 When the server 100 does not receive the match result, the server 100 refers to the pending list in FIG. 11 and determines whether or not the remaining time until the expiration date is equal to or less than a predetermined time ( S6). For example, if it is less than one week until the expiration date, the server 100 transmits a notice for promoting the match to the participants in the league table a (S7).
- Step S8 When the server 100 determines the final ranking of the league table a due to expiration or all the matches, the entry of the league table OC is deleted from the pending list.
- Step S9 The server 100 generates an entry of the league table ⁇ in the completed list. Further, the server 100 generates a website for posting the final result of the league table ⁇ , and registers the match ID “a” in the completed list together with the URL and the posting deadline.
- Step S10 The server 100 notifies the URL of the final result of the league game and its posting deadline to the participants of the league game a, and ends the process.
- operation tendency information is generated based on the number of action selections indicating the actual operation of the player, and the game terminal 200 plays a simulated opponent team of the player using the operation tendency information. . Therefore, it is possible to make a pseudo-match between players in remote places.
- the battle results of the two players are determined. Therefore, it is possible to determine the wins and losses and rankings fairly for each player, and to make a win / loss determination without unfairness.
- a program for executing the above method and a computer-readable recording medium recording the program are included in the scope of the present invention.
- the recording medium include a computer readable / writable flexible disk, hard disk, semiconductor memory, CD-ROM, DVD, magneto-optical disk (MO), and others.
- the present invention can be applied to all games in which a plurality of players compete, such as sports games, fighting games, horse racing games, mahjong games, and go games.
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Abstract
Description
Claims
Priority Applications (2)
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EP05728776A EP1733772A4 (en) | 2004-04-09 | 2005-04-06 | GAME METHOD AND GAME SYSTEM |
US11/538,807 US7918737B2 (en) | 2004-04-09 | 2006-10-05 | Game method and game system |
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Application Number | Priority Date | Filing Date | Title |
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JP2004-116005 | 2004-04-09 | ||
JP2004116005A JP3708537B1 (ja) | 2004-04-09 | 2004-04-09 | ゲーム方法およびゲームシステム |
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US11/538,807 Continuation US7918737B2 (en) | 2004-04-09 | 2006-10-05 | Game method and game system |
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US (1) | US7918737B2 (ja) |
EP (1) | EP1733772A4 (ja) |
JP (1) | JP3708537B1 (ja) |
KR (1) | KR100858547B1 (ja) |
CN (1) | CN1921916A (ja) |
WO (1) | WO2005097282A1 (ja) |
Cited By (1)
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JP2012517317A (ja) * | 2009-02-11 | 2012-08-02 | サムスン エレクトロニクス カンパニー リミテッド | ゲーム提供方法およびシステム |
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Also Published As
Publication number | Publication date |
---|---|
JP3708537B1 (ja) | 2005-10-19 |
KR20070011274A (ko) | 2007-01-24 |
EP1733772A1 (en) | 2006-12-20 |
EP1733772A4 (en) | 2007-04-25 |
KR100858547B1 (ko) | 2008-09-16 |
US7918737B2 (en) | 2011-04-05 |
US20070087827A1 (en) | 2007-04-19 |
CN1921916A (zh) | 2007-02-28 |
JP2005296278A (ja) | 2005-10-27 |
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