WO2005111815A1 - 情報伝達の過程で内容が変化する情報伝達方法および情報伝達システム - Google Patents
情報伝達の過程で内容が変化する情報伝達方法および情報伝達システム Download PDFInfo
- Publication number
- WO2005111815A1 WO2005111815A1 PCT/JP2005/008368 JP2005008368W WO2005111815A1 WO 2005111815 A1 WO2005111815 A1 WO 2005111815A1 JP 2005008368 W JP2005008368 W JP 2005008368W WO 2005111815 A1 WO2005111815 A1 WO 2005111815A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- information
- sentence
- terminal
- data entry
- game
- Prior art date
Links
Classifications
-
- A63F13/12—
-
- 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
- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
- A63F13/332—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
-
- 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
- A63F13/85—Providing additional services to players
- A63F13/87—Communicating with other players during game play, e.g. by e-mail or chat
-
- 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
-
- 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
-
- 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
- A63F2300/57—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 game services offered to the player
- A63F2300/572—Communication between players during game play of non game information, e.g. e-mail, chat, file transfer, streaming of audio and streaming of video
-
- 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
- A63F2300/807—Role playing or strategy games
Definitions
- the present invention relates to an information transmission method and an information transmission system for transmitting uncertain information.
- a small-scale connection form there is one in which information terminals are connected by a cable and a battle play is performed in which characters operating with each other play a battle.
- a service is provided via a network.
- an information terminal is connected to the server and the same game as the player of the information terminal connected to the server is played.
- some players have a chat function that allows players to communicate with each other via a display screen by inputting character information using an input means such as a game controller. is there.
- the information exchanged includes various information such as information indicating the strength and state of the opponent, information input by the player using the chat function, and information that synchronizes the progress of the game between information terminals.
- the information transmission form does not change between the transmitting side and the receiving side, and definite information transmission is performed.
- an object of the present invention is to provide an information transmission method for automatically propagating information via an information terminal and increasing uncertainty in the process of propagation. It is what. Means for solving the problem
- the above object is to execute an entertainment information transmission method performed between a plurality of information terminals configured to exchange information with each other via a communication path.
- a plurality of sentence generation fixed sentences are stored, and a sentence generation fixed sentence selected from the plurality of sentence generation fixed sentences is A step of generating a sentence by inserting a word that is input to the information terminal or selected in association with an event that occurs in the information terminal, and the generated sentence is transmitted through the communication path.
- a determination step for determining whether or not to change the received sentence and in the determination step, if the received sentence is not changed, the received sentence is transferred to another information terminal.
- the second sentence generation fixed phrase associated with the first sentence generation fixed sentence included in the received sentence Is selected from the plurality of sentence generation fixed phrases, and the first sentence generation fixed sentence is replaced with the second sentence generation fixed sentence, or the inserted sentence included in the received sentence is inserted.
- a second transfer in which a new sentence is generated by replacing the generated word with another word or symbol, and the generated new sentence is transferred to the other information terminal via the communication path. It is achieved by providing an application program, characterized by chromatic and steps.
- the above object is according to the second aspect of the present invention, in the first aspect, other information terminal power transfer number information included in the received data and the degree of change of Z or received text.
- the accuracy of the received sentence is further calculated, and an accuracy reference value is defined in advance in each of the plurality of stored sentence generation fixed sentences.
- This is achieved by providing an application program that performs processing for comparing the calculated accuracy value with the accuracy reference value set in advance for the received sentence.
- the above object is according to the third aspect of the present invention, in the first or second aspect. This is achieved by providing an application program in which the event is generated by the progress of a game executed on the information terminal.
- the object is any one of the first to third aspects.
- the information terminal is a mobile terminal, and each information terminal is configured to be connectable via a wireless communication path. When one information terminal enters a distance range where communication with another information terminal is possible, the transmission is performed. Or an application program configured to enable execution of the first transfer step or the second transfer step.
- the object is connected to a plurality of information terminals each executing the application program of any one of the first to fourth aspects via a communication path.
- a server that does not change in the process of entertainment information transfer between the plurality of information terminals, and a storage unit that stores deterministic text, and one information terminal of the plurality of information terminals.
- a control unit that transmits the deterministic text stored in the storage unit in response to the information acquisition request.
- the object is that, in the fifth aspect, the control unit transmits the information acquisition request from the one information terminal together with the information acquisition request. Receiving the sentence, storing it in the storage unit, and responding to the information acquisition request from another information terminal different from the one information terminal, together with the definitive sentence, the one information terminal power This is achieved by providing a server characterized in that the received text is transmitted to the other information terminal.
- the above-described object is achieved through a communication path to a plurality of information terminals each executing the application program according to any one of the first to fourth aspects.
- the server is connected to a storage unit that stores a plurality of fixed-form sentences for sentence generation and a fixed-form sentence for sentence generation selected from the plurality of fixed-form sentences for sentence generation.
- a function to generate a sentence by inserting a word selected in association with an event occurring in the server, and the generated sentence to the communication A transmission function for transmitting to the information terminal via a path, a function for receiving the sentence transmitted by the execution of the application program to the information terminal via the communication path, and the reception.
- a plurality of information terminals each executing the application program according to any one of the first to fourth aspects, and a communication path to the information terminals.
- a storage unit that stores deterministic text and one piece of information included in the plurality of information terminals, and is not changed in the process of entertainment information transmission performed between the plurality of information terminals. This is achieved by providing an information system including a server having a control unit that transmits the deterministic text stored in the storage unit in response to an information acquisition request from a terminal.
- the object is that, in the eighth aspect, the control unit of the server, together with the information acquisition request from the one information terminal, The sentence transmitted by the information terminal is received, stored in the storage unit, and in response to the information acquisition request from another information terminal different from the one information terminal, together with the definite sentence, the one sentence
- the control unit of the server together with the information acquisition request from the one information terminal, The sentence transmitted by the information terminal is received, stored in the storage unit, and in response to the information acquisition request from another information terminal different from the one information terminal, together with the definite sentence, the one sentence
- a plurality of information terminals each executing the application program according to any one of the first to fourth aspects, and a communication path to the information terminals.
- An information system comprising a server connected via a server, wherein the server is a storage unit storing a plurality of sentence generation fixed sentences and a sentence selected from the plurality of sentence generation fixed sentences.
- a function for generating a sentence by inserting a word that is input to the server or selected in association with an event that occurs in the server, and the generated sentence A transmission function for transmitting to the information terminal via the communication path, a function for receiving the sentence transmitted by the execution of the application program to the information terminal via the communication path, and the received
- This is achieved by providing an information system comprising a control unit that realizes a transfer function for transferring a sentence to another information terminal.
- indeterminate information about the game is propagated from the information source to the game terminal one after another.
- the content of this uncertain information is changed during the propagation process.
- the user (player) obtains indefinite information, a desire to confirm the authenticity is born, which makes the game more interesting and has the effect of attracting the player's interest for a long time.
- obtaining information about other players has the effect of stimulating the desire for new games.
- an event can be generated by propagating an event that matches the progress of the game as indeterminate information.
- uncertain information is accumulated from a nearby game terminal or the like only by the player carrying the game terminal.
- the accumulation process is performed in the background of the game program and does not place a burden on the player. It doesn't depend on the player's ability to communicate.
- the high input capability required for real-time communication such as chat is not required, and it can be realized with a general-purpose game terminal.
- FIG. 1 is a diagram showing a configuration of a first embodiment of an information transmission system to which a method of the present invention is applied.
- FIG. 2 is a block diagram showing a configuration of a game terminal.
- FIG. 3 This is an example of the data structure of a sentence DB that stores fixed phrases used for uncertain information.
- FIG. 4 is a data configuration example of user information.
- FIG. 5 A is an example of the data structure of the data entry stored in the indeterminate information DB 21, and B is an example of the data structure of the ID.
- FIG. 6 is a diagram for explaining that the diffusion of information becomes finite depending on the maximum number of transmissions, the maximum number of receptions, and the remaining number of transmissions.
- FIG.7 Data structure example of event DB that stores the contents of events that occur in the game It is.
- Figure 10 This is an example of the data structure of the change rule DB that stores how to change data entries.
- FIG. 11 This is an example of the data structure of the word candidate DB.
- A is a flowchart explaining the case where indeterminate information is generated as a data entry as user information is created and updated, and B is according to the checkpoint reached by the player as the game progresses It is a flowchart explaining the case where uncertain information is generated as a data entry, and C is a flow explaining the case where a player directly inputs a value for each item of the data entry to generate a data entry of uncertain information. It is a chart.
- FIG. 14 is a screen example in step S 101 of FIG. 13A.
- FIG. 15 An example of a screen displayed when the item “update user information” is selected on screen 63 in FIG.
- FIG. 16 is a screen example at step S 1 in FIG. 13C.
- FIG. 17 Steps in which transmission / reception processing is subdivided are shown.
- FIG. 18 A is a flowchart explaining a case where a forbidden loopback process is performed at the time of transmission using a serial number, and B is a case where a forbidden loopback process is performed at the time of transmission using an event flag. It is a flowchart.
- FIG. 19 is a diagram for explaining an example in which the process of FIG. 18A is specifically specified.
- FIG. 20 is a diagram for explaining an example in which the process of FIG. 18B is specifically specified.
- FIG. 21 A is a flowchart for explaining the case where forbidden loopback processing is performed at the time of reception using an ID, and B is a flowchart for explaining the case of performing forbidden loopback processing at the time of reception using a serial number. C is a flowchart for explaining a case where a forbidden loopback process is performed at the time of reception using an event flag.
- FIG. 22 is a diagram for explaining an example in which the process of FIG. 21B is specifically specified.
- FIG. 23 is a diagram for explaining an example in which the processing of FIG. 22C is specifically specified.
- FIG. 24 A is a flowchart for explaining a case where a data entry is changed based on a rule stored in the change rule DB23, and B is a data entry by changing a fixed sentence to another fixed sentence. Is a flowchart for explaining the case where a change is made, C is a flowchart for explaining a case where a data entry is changed by replacing a word used in the boilerplate, and D is a boilerplate 5 is a flowchart for explaining a case where a data entry is changed by partially using a word used in the above.
- FIG. 25 This is an example of a screen when a fixed sentence is changed to another fixed sentence as shown in FIG. 24A and FIG. 24B.
- FIG.26 This is a sample screen when a word is replaced.
- FIG. 28 is a configuration diagram of an information transmission system in a second embodiment.
- FIG. 29 is a block diagram showing a configuration of an information relay terminal.
- FIG. 30 A is a data configuration example of user information in the second embodiment, and B is a participating terminal.
- FIG. 31 is a block diagram showing a configuration of a server.
- FIG. 32 is a data configuration example of an indeterminate information DB in the second embodiment.
- FIG. 33 is a data configuration example of a software management table in which the correspondence between serial numbers and game titles is stored.
- FIG. 34 shows an example of the data structure of the user authentication DB.
- FIG. 35 is a data configuration example of relay terminal authentication DB63.
- FIG. 36 is a time chart for explaining the operation of the server and information terminal I in the second embodiment.
- FIG. 37 is a screen example of an information relay terminal for explaining a situation where information stored in a server is downloaded to a game terminal.
- FIG. 38 is an example of a screen for explaining an example of authentication 'billing processing.
- FIG. 1 is a diagram showing a configuration of a first embodiment of an information transmission system to which the method of the present invention is applied.
- rumors about the game are stored as indeterminate information in the game terminal 1.
- the players communicate with each other between the game terminals 1 having a wireless communication function, play a battle, or exchange indefinite information stored in each game terminal 1 to enjoy the game.
- the indeterminate information stored in each game terminal 1 is repeatedly exchanged in a plurality of game terminals 1 and the indeterminate information is propagated.
- the indefinite information of this embodiment is propagated as a sentence generated based on a fixed sentence stored in advance in the information terminal. By inserting a word into the fixed sentence, it becomes various uncertain information.
- the inserted word is the name of a player who is considered a rival among players who have played in the past, items obtained by the player, etc., which are input to the game terminal 1 or stored in the game terminal 1 in advance.
- the power of things is selected.
- the game terminal 1 executes a program for executing the method of the present invention, controls the terminal, and advances the game.
- the game terminal 1 is realized by an information terminal such as a portable game machine, a mobile phone, or a PDA (Personal Digital Assistance).
- the uncertain information is stored in an uncertain information database (hereinafter abbreviated as uncertain information DB) 21 provided in each game terminal 1.
- FIG. 1 shows an example of the data structure of the indeterminate information DB. Uncertain information
- Each row of DB21 is the data entry described above.
- uncertain information is propagated between the game terminals 1.
- the data entries shown in Fig. 1 include "identifier (ID)”, “sentence code”, “accuracy”, and “word”.
- ID identifier
- Sens a management number for specifying a data entry.
- text code is associated with a fixed text in a text database to be described later, and specifies a fixed text in a certain worm-eaten state.
- the word at least one word / phrase is stored according to the number of worm-eaters in the fixed phrase.
- “Accuracy” is the accuracy of a sentence created by applying a word to a fixed phrase specified by a sentence code, and this numerical value changes in the process of transmitting a data entry. If the accuracy falls below a predetermined threshold, the data entry is changed and information uncertainty is increased.
- the Changing the data entry means that the text code is changed, or that a word to be used is replaced with another word, or is replaced with an abbreviation.
- 100 is the highest value and 0 is the lowest value.
- the entity that reduces the accuracy may be either the sending information terminal or the receiving information terminal.
- “Taro” and “Hanako” are the word codes corresponding to the fixed phrases that have worm-eaten in two places, “That seems to be rival”. It is assumed that it is stored in the indeterminate information DB of the game terminal 1A. Sentences made by combining words with canonical sentences (this is indeterminate information) is "Taro seems to think Hanako is a rival”. Thus, a sentence is completed for each data entry by a combination of a sentence code corresponding to the fixed sentence and a word used in the fixed sentence, and this sentence is propagated as uncertain information 2.
- the game terminal 1C may check whether the same data entry as the received data entry identifier has already been stored in the indeterminate information DB 21, and store only the data entry. Then, data entries from a plurality of routes (in the above example, data entries that are directly propagated from the game terminal 1A to 1C without going through the game terminal 1B in the game terminal 1C) are not stored redundantly. The amount of storage capacity used can be saved. Also, the data entry received once or the data entry of the source of the own terminal is another source. It is also possible to prevent the game terminal 1 from returning to the game terminal 1 through the game terminal 1 and storing again.
- FIG. 2 is a block diagram showing a configuration of the game terminal 1.
- the game terminal 1 includes an input unit 11, a display unit 12, a transmission / reception unit 13, a control unit 14, and a storage unit 20.
- the control unit 14 includes a game progress management unit 15, a user information management unit 16, and indeterminate information management. Part 17 is included.
- the game progress management unit 15, the user information management unit 16, and the indeterminate information management unit 17 are realized by a program executed by a CPU (not shown) provided in the control unit 14. However, it can also be realized by a hardware circuit.
- the game progress management unit 15 displays a game screen on the display unit 12, receives a command input from the player via the input unit 11, and performs processing according to the command. For example, the game progress management unit 15
- Uncertain information The data entry stored in the database is displayed on the display unit 12, and information indicating the achieved checkpoints among various checkpoints set in the game is stored.
- the game progress management unit 15 refers to the event database (event DB) 28 in which events generated in the game are stored, and an event flag is set in the data entry of the received indeterminate information. If so, a corresponding event is generated in the game.
- the input unit 11 corresponds to, for example, the cross key or button in FIG. 1
- the display unit 12 corresponds to, for example, the screen in FIG.
- the input unit 11 and the display unit 12 function as an interface with the player.
- the user information management unit 16 manages the user information 24 of the player stored in the storage unit 20.
- the user information 24 is data exchanged between the game terminals 1 including the name of the player that identifies the player (or the character operated by the player).
- the user information management unit 16 accumulates the player's name in the communication history database (communication history DB) 27 among the user information input from the other game terminals 1 via the transmission / reception unit 13.
- the name of the player stored in the communication history DB 27 is displayed on the display unit 12 and used, for example, when setting a player who is considered a rival.
- the indeterminate information management unit 17 refers to the checkpoint DB 22 and the user information 24, generates indeterminate information as a data entry, and generates the generated data entry as an indeterminate information database (indeterminate information (DB) 21 and manage the indefinite information DB21 by deleting data entries that are no longer needed due to expiration.
- the indeterminate information management unit 17 stores the sentence database (sentence DB) 25 in which the fixed sentence and the sentence code are stored in association with each other, the phrase used in the fixed sentence and the sentence.
- the word candidate database (word candidate DB) 26 that stores words, etc.
- the change rule database (change rule DB) 23 that stores rules that determine how to change data entries.
- the data entry is changed, and the changed data entry is stored in the indeterminate information DB21. Further, the indeterminate information management unit 17 selects a data entry to be transmitted to the communication partner game terminal 1 and gives it to the transmission / reception unit 13.
- the transmission / reception unit 13 has a wireless communication function capable of wirelessly communicating with other game terminals 1 via a communication antenna 10 (see FIG. 1) built in or externally attached to the game terminal 1.
- the data entry stored in the user information 24 and the indeterminate information DB 21 is transmitted to and received from the communication partner game terminal 1 (hereinafter referred to as communication partner terminal).
- the communication antenna 10 may be provided as an expansion device connected to the game terminal 1 via an expansion device connector (not shown).
- the transmission / reception unit 13 When there is a communication partner terminal capable of wireless communication, the transmission / reception unit 13 is obtained via the control unit 14. User information 24 and indeterminate information sent to the communication partner terminal. Then, the transmission / reception unit 13 gives the user information received from the communication partner terminal to the user information management unit 16, and gives the data entry received from the communication partner terminal to the indeterminate information management unit 17.
- the storage unit 20 includes a terminal control program (not shown), uncertain information DB21, checkpoint DB22, change rule DB23, user information 24, sentence DB25, word candidate DB26, communication history DB27, event DB28, and other game terminals. Stores data necessary for processing performed in 1.
- the storage unit 20 is a storage unit such as a RAM, a flash ROM, a hard disk, or the like that has been backed up.
- the data structure for each data stored in the storage unit 20 is as follows: text DB25, user information 24, uncertain information DB21, event DB28, checkpoint DB22, communication history DB27, change rule DB23, word candidate Explanation will be made in the order of DB26.
- FIG 3 shows an example of the data structure of the sentence DB25 that stores the fixed phrases used for indeterminate information.
- Sentence DB25 stores “fixed sentences” of worm-eaten states, “sentence codes” for identifying the fixed phrases, and “word items” necessary to fill the fixed phrases of worm-eaten and states. Talk to you.
- a fixed phrase corresponding to sentence code 001 “has considered to be a rival” has two empty spaces (worm eaters) in the sentence, and is stored in the word It can be seen that the items are “subject” and “rival”. This means that the word used to fill in the worm can be selected from words stored in the word items “subject” and “rhino” in the word candidate DB described later.
- Text DB25 contains initial fixed text selected when general uncertain information is generated, fixed fixed text selected when data entry is changed during propagation, check set in game Stored are checkpoint correspondence fixed phrases used for indeterminate information generated when the player reaches the point, event flag correspondence fixed sentences for events generated in the game, and the like. Check points and events will be described later.
- FIG. 4 is a data configuration example of the user information 24.
- the user information 24 stores user information (principal data) of the player of the game terminal 1 itself.
- the game progress management unit 15 displays a user information input screen at the start of the game, prompts the player to input, is initially set with the input content, and is input via the input unit 11 during the game execution
- the game progress management unit 15 displays the called update screen, prompts the player to input, and is updated with the input content.
- the user information includes data items such as "serial number”, “name”, “gender”, “home”, “rival”, “companion”, and “rare item”.
- the “serial number” is a number that specifies a storage medium such as a ROM cartridge, CD, or DVD in which a game program is stored.
- the game program is not provided by the storage medium.
- the "serial number" may be the device unique number of the game terminal 1.
- the game program is coded to have a different identification number for each program, that identification number can be used as the “serial number”.
- Name is a name that identifies a player who plays the game. “Name” may be your real name or a nickname just for playing the game. Select “male” or “male” for “gender”. Players can keep it secret if they do not want to choose either. In this case, “secret” is stored in “sex”.
- “Home” sets an area where the player usually lives. Once the headquarters is set, uncertain information limited to the region can be obtained. Players can keep it secret if they do not want to set their home base. In this case, “None” is stored in “Home”.
- “Rival” and “friend” each store the “name” of another player. At the start of the game, there is usually no information regarding the opponent player, and “No Setting” is stored in “Rivals” and “Friends”. In the “rare item”, the name of an item (rare item) that is classified as an item that appears less frequently or is difficult to obtain among items obtained in the game by the player is stored. [0055] When valid values are stored in "rivals”, “companies”, and “rare items”, indefinite information related to them is generated. For example, in battle play, there is a special effect that you can get bonus points when you win a player designated as a “rival”, and you can get the opponent's items.
- a player designated as a “friend” has a special effect such as being able to take cooperative actions in missions and battle play in the game. Therefore, if this item is set, the player can experience a different development from playing the game alone, so that the fun of the game can be further accelerated and the interest in the game can be maintained. In addition, if uncertain information regarding these items is propagated between the game terminals 1, the user moves in search of a match with the player, and the uncertain information is more likely to spread.
- FIG. 5A is a data configuration example of the data entry stored in the indeterminate information DB21.
- the "ID”, “sentence code”, “accuracy”, and “word” explained in Fig. 1 are used, and “transmission limit count”, “transmission remaining count”, “reception limit count” ”,“ Type ”,“ Event Flag ”,“ Expiration Date ”, and“ Region ”.
- items other than “ID”, “text code”, “accuracy”, and “word” are additional data items for making the game more enjoyable and easy to manage.
- FIG. 5B is an example of a data configuration of “ID” that is a management number for specifying a data entry.
- ID is a management number for specifying a data entry.
- the serial number included in the user information 24 see FIG. 4
- the date, and the serial number assigned when the data entry is generated by the indeterminate information management unit 17 are connected with a hyphen symbol. Yes.
- This is what the indeterminate information management unit 17 generates on the date obtained from the serial number obtained from the user information 24 and the clock provided to the game terminal 1 (not shown in FIG. 2). It is obtained by creating an ID with a sequential number indicating the second indeterminate information.
- the indeterminate information management unit 17 stores the received data entry in the indeterminate information DB 21 when there is no data entry with the same ID. Then, the same data entry is not stored repeatedly. In other words, it is possible to prevent a phenomenon in which a data entry received once or a data entry originating from the terminal itself loops back through another game terminal. As a result, it is possible to prevent a situation in which the player is confused by receiving data entries in which the data entries repeatedly circulate repeatedly between the same game terminals and become unclear each time they are received.
- the “text code” is a text code that identifies the “standard text” stored in the text DB 25 of FIG. “Word” is a phrase, word, or the like for filling in the worm-eaten of a fixed phrase specified by “text code”.
- Uncertain information is provided to the player by combining the fixed phrase specified by the “text code” and “word”. For example, if “Sentence Code” is “001” and “Taro, Hanako” is stored as “Word”, refer to the fixed phrase corresponding to Sentence Code 001 in FIG. When Hanako is regarded as a rival, the text “Rarashi” is created and provided to the player as uncertain information.
- “Accuracy” is a numerical value indicating the accuracy of indeterminate information. This numerical value is set to 100 as an initial value, and decreases as uncertain information propagates between game terminals 1. The data entry is changed when the accuracy falls below a predetermined threshold.
- the same content as when the indeterminate information is generated is propagated to the game terminal 1 that is closer in time or distance to the source of the indeterminate information.
- the game terminal 1 that is far away from the mobile phone has the effect that the content with increased ambiguity propagates.
- the subject that reduces the accuracy may be either the game terminal 1 on the transmission side or the reception side.
- Transmission limit number indicates the number of times that a data entry can be transmitted to another game terminal 1.
- the “remaining transmission count” is set with the “transmission limit count” as an initial value, and is decreased by 1 each time a data entry is transmitted to another game terminal 1.
- Information with “Remaining transmission number” set to 0 is not transmitted any more.
- “Reception limit number” is a numerical value indicating the number of times reception is possible. Game terminal 1 receives When storing the data entry in the indeterminate information DB, the value is decremented by one. Then, the information whose reception count power SO is not transmitted any more. Unless otherwise specified, the “reception limit count” and “transmission limit count” are set to predetermined values, for example, 3 times each. If specified by input, that value is used. The “transmission limit count”, “transmission remaining count”, and “reception limit count” function as transfer count information for preventing data entries from being spread infinitely. The situation is explained in the next figure.
- FIG. 6 is a diagram for explaining that information diffusion is limited by the transmission limit number, the reception limit number, and the remaining transmission number. Assume that there is a data entry that is set to 3 transmission limits and 3 reception limits. Depending on the maximum number of transmissions, the game terminal 1 of the player A can transmit this data entry to the three game terminals 1, which are transmitted to the game terminals 1 of the players B, C, and D, respectively. Each time one transmission is made, the remaining transmission number stored in the game terminal 1 of the player A is decremented by 1, and when the data entry is transmitted to the game terminal 1 of the player D, the remaining transmission number becomes 0. The data entry is not transmitted from the game terminal 1 to any other game terminal 1 any more.
- the reception limit number is updated to a value reduced by one.
- the game terminal 1 of the player B that has received the data entry from the player A can also transmit this data entry to the other three game terminals 1. In this way, the game terminal power of the player B is also transmitted to the game terminals 1 of the players E, F, and G.
- the reception limit count is updated to a value reduced by one.
- the player E's game terminal 1 power is also updated to a value obtained by reducing the reception limit number by one by sending a data entry to the game terminals 1 of the players H, I, and J.
- the reception limit count is zero. Therefore, the propagation of this data entry stops here, and this information is no longer spread. The same is true for the information transmitted to Player C and Player D.
- Information of 3 transmission limit times and 3 reception limit times is propagated to 27 information terminals. When generalized, it propagates to X powers of y (X: transmission limit count, y: reception limit count) It will be. Thereby, the number of information to be spread can be limited in advance. In other words, annoying behavior equivalent to spam mail and chain mail can be prevented.
- Type is information indicating the type of data entry. For example, 0 means a data entry about a rival, 1 means a data entry about a peer, 2 means a data entry about the progress of a game, and 3 means a data entry that is not changed by propagation. Data entry.
- a data entry related to a rival is generated when a certain player sets another player as a linole on the game terminal.
- the data entry related to a friend is generated when one player sets another player as a friend on the game terminal.
- the data entry relating to the progress of the game is generated when the player reaches the check point set in the game.
- the data entry which does not change due to propagation, is called demarcation information, and includes, for example, official information announced by the game vendor and information for notifying that an event will occur in the game in conjunction with the program.
- the data entry changes in the process of propagation, and if the “type” is 3, the data entry does not change.
- all information generated by the game terminal 1 is indeterminate information other than “type” of 3. It is.
- a case where a data entry having “type” force S3 is generated will be described in the second embodiment. Note that the number of types is not limited to four, and can be freely set by the person who executes this information transmission method.
- Event flag is flag information used to generate an event in the game in conjunction with the game program. If the value is 1, an event is set, and if 0, an event is set. This means that no event is set. An event to be generated corresponding to an event flag is coded in advance in the program, and if the event flag is set in the received information, the corresponding event is generated in the game.
- Figure 7 shows an example of the data structure of the event DB 28 that stores the contents of events that occur in the game in response to received data entries.
- the text code included in the received data entry the content of the event corresponding to the text code, and the flag information indicating whether the event has been triggered, an “on'off flag” Stored in association.
- the last data entry has an event flag of 1, indicating that the data entry includes some event.
- the value of the sentence code is 1001.
- the game progress management unit 15 searches the text DB 25 in FIG. 3 and the event DB 28 in FIG. 7 with the value of the text code included in the received data entry, and notifies the player via the display unit 12 ⁇ Indefinite information is provided that it seems that you will get a rare item power S if you win 5 consecutive wins.
- the game progress management unit 15 After being displayed on the display unit 12 and the player confirming the data entry, the game progress management unit 15 "provides a rare item of a gold medal if the other player wins five consecutive times within the information acquisition month" t , Generate an event and change the “ON'OFF flag” in Fig. 7 to ON.
- the “expiration date” is information indicating a period and date for which the data entry is valid.
- a data entry with an expiry date becomes invalid after a certain period of time. Since invalid data entries are not transmitted any more, there is also an effect of preventing unnecessary spread of data entries.
- a data entry with an expiration date is propagated as confirmation information to attract the player's interest in the game. Good
- “Region” is information indicating the diffusion range of the data entry. For example, prefectural units and Become. The region is used together with the “Home” (see Figure 4) included in the user information. For example, if Tokyo is selected as the “region”, it is possible to transmit information only to players whose “base” matches that of Tokyo. In this way, it is possible to create data entries that spread within a specific region and data entries that spread nationwide.
- Figure 8 shows an example of the data structure of checkpoint DB22.
- checkpoint code “on / off flag”, “sentence code”, “word”, and “condition” for specifying the checkpoint are stored in association with each other.
- Fig. 9 shows an example of the data structure of the communication history DB27.
- the communication history DB 27 communicated with the player name (“name” in FIG. 4) extracted from the user information transmitted from the other game terminal 1 that has communicated with the game terminal 1 in the past. Stores the date and time. If the communication date is recorded and there is not enough storage capacity, the oldest is deleted.
- Figure 10 shows the data in the change rule database that stores how data entries are changed.
- FIG. The change rule DB23 in Fig. 10 shows that each sentence code included in the received data entry ("Received sentence code”) is classified as “Accuracy” and the sentence code when the accuracy is included in that classification. (“Text code after change”) and "word item” used in the fixed phrase corresponding to "text code after change” are stored. “Accuracy” in FIG. 10 is an accuracy reference value set in advance for each fixed sentence, and it is determined whether to change the data entry according to the category to which the accuracy of the received data entry belongs.
- Figure 11 shows an example of the data structure of the word candidate DB26 used when changing the data entry in a different way from that in Figure 10.
- words after replacement a plurality of candidates that can replace the word of the item in the data entry.
- Numberer is an identification number for specifying “word after replacement” when “word item” is specified.
- “Subject and rival” is the name of the communication partner stored in the communication history DB 27 shown in FIG. That is, when communication with another game terminal 1 is performed, the name of the communication partner is stored in the “subject and rival” column of the word candidate DB 26 together with the communication history DB 27. Paid.
- the word candidate DB26 in FIG. 11 is referred to when changing the data entry by replacing some words without changing the sentence code. For example, suppose that the sentence code is 001, and the data entry with the subject “Taro” and the rival “Nonako” is stored in the indefinite information DB 21 as the word corresponding to the fixed sentence of the sentence code. When the accuracy is less than the predetermined threshold, the indeterminate information management unit 17 searches the sentence DB25 of Fig. 3 for the sentence code of the received data entry, and obtains the word item that is used! To do.
- the indeterminate information management unit 17 selects an item to be changed from this item.
- One or more items may be changed. For example, to change only the “subject”, search the “word item” in the word candidate DB of FIG. 5 with “subject”, and the indeterminate information management unit 17 selects the corresponding “word after replacement”. Select one word from and replace.
- FIG. 12 is a flowchart for explaining the operation of the game terminal in the first embodiment.
- the checkpoint is added to the game terminal 1.
- DB22, change rule DB23, sentence DB25, word candidate DB26, event DB are copied.
- the word candidate DB26 that is copied during installation is the initial data recorded in the program, and as the game progresses, new data (names of players who exchanged indeterminate information, Place etc.) is added.
- the indeterminate information management unit 17 accumulates data entries to be propagated as indeterminate information in the indeterminate information DB 21 (Sl).
- the data entry is stored on the game terminal.
- the processing of step S1 is interrupted when data entry is received when indeterminate information is generated, and the original processing is resumed when data entry accumulation is completed.
- there are multiple types of processes for generating uncertain information details of which will be described later with reference to FIG.
- the indeterminate information management unit 17 determines whether there is another game terminal that can communicate with the game terminal via the transmission / reception unit 13 (S2). If there is no communicable game terminal (S2 No), the process returns to step S1 and waits for the communicable game terminal to move within the communication range.
- the indeterminate information management unit 17 sends the user information 24 of the own terminal and the data entry of the indeterminate information DB21 to the transmission / reception unit 13.
- the transmission / reception unit 13 transmits them to the communication partner terminal (S3). It may be limited by the number or data size that does not output all data entries.
- the transmission / reception unit 13 receives the user information of the communication partner terminal and outputs the user information to the user information management unit 16, and the user information management unit 16 displays the “of the communication partner terminal player included in the user information”.
- Store “Name” see Figure 4
- the transmitting / receiving unit 13 receives the communication partner terminal power data entry and outputs it to the indeterminate information management unit 17 (also S3).
- the indeterminate information management unit 17 updates the accuracy of the received data entry to a value reduced by a predetermined number (S4).
- the accuracy (predetermined number) to be reduced once is a predetermined value (for example, the accuracy is decreased by 20 each time), which may be different for each force data entry or different for each game terminal. .
- the data structure of the uncertain information DB shown in FIG. This is realized by reducing the value stored in the “predetermined number” from the “accuracy” by the game terminal 1 for each received data entry.
- a predetermined number is stored in advance in the storage unit 20 of the game terminal 1, and the game terminal 1 reduces the predetermined number stored in the storage unit 20 from the “accuracy” of the received data entry.
- the predetermined number can be changed every time.
- the indeterminate information management unit 17 compares the accuracy updated in step S4 with a predetermined threshold, and when the accuracy falls below the predetermined threshold (S5 Yes), changes to the received data entry are made. After completion of the process is performed (S6) 0 step S6, the process proceeds to step S1, indeterminate information management unit 17 stores the data entry change processing is performed in the uncertain information DB. In step S5, if the accuracy is equal to or greater than the predetermined threshold (S5 No), the process proceeds to step S1, and the indeterminate information management unit 17 stores the received data entry as it is in the indeterminate information DB.
- step S6 There are a plurality of types of modification processing for the received data entry in step S6, and the details will be described later with reference to FIG. In addition, how to set the predetermined threshold value in step S6 varies depending on the data entry changing process, which will also be described with reference to FIG.
- step S1 of FIG. 1 An operation example in the game terminal 1 when the indeterminate information is generated as a data entry and stored in the indeterminate information DB 21 will be described. This is included in step S1 of FIG.
- FIG. 13A is a flowchart for explaining a case where uncertain information is generated as a data entry in accordance with creation and update of user information.
- the game progress management unit 15 displays a user information creation / update screen via the display unit 12 (S101). On this screen, you can enter values for user information data items (see Figure 4). Then, the input value is stored in the storage unit 20 as user information 24 shown in FIG. 4 (S102).
- the indeterminate information management unit 17 periodically monitors the update of the user information 24, and checks whether "rival”, “companion”, and "rare item” are set among the data items of the user information 24. Judgment is made (S103). If the update power of the user information 24 is not for these three items (S10 3No), the process proceeds to step S2 in FIG.
- the indeterminate information management unit 17 If the update of the user information 24 is for these three items, the indeterminate information management unit 17 generates a data entry and stores it in the indeterminate information DB 21 (S 104). Uncertain The information management unit 17 searches for “word item” in the sentence DB2 5 of FIG. 3 using the data item set in step S103 as a key, and selects one “sentence code” of the matching entry. The uncertain information management unit 17 searches for “rivals” if “rivals” is set, searches for “mates” if “comrades” is set, and sets “rare items” if “rare items” is set. Search for “items” and select those that match these items or are paired with the subject.
- the reason why the set with the subject is included is that the name of the player can be obtained by checking the user information, so that the "subject” can be used freely.
- the item strengths of the words in Fig. 3 “Rivals”, “Friends”, “Items”, “Subjects, rivals”, “Subjects, companions”, “Subjects, Items” are selected. . In this way, the “text code” is determined.
- the value input in step S1 is used. “Accuracy” is set to 100 as an initial value. There is no specific specification for “transmission limit number” and “reception limit number”, so a predetermined initial value (for example, three times each) is set. The “transmission remaining number” is set to the same value as the “transmission limit number” as an initial value. “Type” is set to 0 indicating indefinite information here.
- the "event flag” is set to 1 if the selected sentence code is included in the event DB of FIG. 7, otherwise set to 0.
- “Expiration date” and “Region” are set to “No setting” here.
- the “ID” is created based on the serial number of the user information, date, and uncertain information generated on that day. Thus, one data entry is generated and stored in the indeterminate information DB 21.
- FIG. 14 is a screen example in step S101 of FIG. 13A. That is, the display contents controlled by the game progress management unit 15 when the user information 24 is created / updated are drawn.
- the game terminal 1 when the game terminal 1 is turned on, the title and menu are first displayed (screen 61).
- RPG Roll Playing Game
- select Menu 1 New Start
- select Menu 2 Start from Recording
- menu 1 When menu 1 is selected, a screen for creating new user information is displayed (screen 62).
- the name of the character operated by the player the gender of the character operated by the player, the prefecture where the player lives (the headquarters), the rhino record Enter information, friend information, and acquired rare items. Only the “Name” entry is required.
- the game is started (screen 63). If menu 2 is selected on screen 61, the name already registered for the program is displayed, and when the player selects a name from that, the game where the play was interrupted with the selected name is resumed. (Screen 65).
- the screen 63 displays an in-game menu 141 that is called by operating the input unit 11 while the game is running, and displays the current user information 24 by selecting the item “User Information Display”. (Screen 64).
- the user information 24 can be updated by calling the in-game menu 141 shown on the screen 63. Based on this update, indefinite information is generated as described in FIG. 13A.
- FIG. 15 is an example of a screen displayed when the item “update user information” is selected on the screen 63 of FIG.
- a menu for selecting an item to be updated is displayed (screen 66). For example, when setting a rival, 3 is selected from the menu and the screen switches to the rival input screen (screen 67).
- screen 69 appears, allowing you to directly enter the name of the rival player.
- screen 68 is displayed, and the names of communication partners stored in communication history DB27 are displayed in a list, from which rivals are selected.
- rival selection is completed on screen 68 or screen 69, it is displayed that rival settings are complete (screen 70).
- FIG. 13B is a flowchart for explaining a case where uncertain information is generated as a data entry in accordance with the checkpoint reached by the player as the game progresses.
- the indeterminate information management unit 17 periodically monitors the update of the checkpoint DB 22, and determines whether there is an on-off flag switched to "ON" (SI 13). If the checkpoint DB 22 update is not an on / off flag update (S113 No), for example, if a new checkpoint is added or a sentence code is changed, proceed to step S2 in Fig. 12. .
- the indeterminate information management unit 17 If there is an ON / OFF flag switched to "ON" due to the update of the checkpoint DB, the indeterminate information management unit 17 generates a data entry and stores it in the indeterminate information DB (S114).
- the indeterminate information management unit 17 sets “sentence code” and “word” of the checkpoint code switched to “ON” in step S3 to “sentence code” and “word” of the data entry.
- the “name” see FIG. 4 of the player who can obtain the user information ability is stored.
- the other items are the same as in FIG. 13A, and the explanation is omitted.
- one data entry is generated and stored in the indeterminate information DB21.
- FIG. 13C is a flowchart for explaining a case where the data entry of the indeterminate information is generated by the player directly inputting the value for each item of the data entry.
- the game progress management unit 15 displays an indeterminate information input screen via the display unit 12 (S121). On this screen, you can enter values for the data items of the data entry.
- the input value is given to the indeterminate information management unit 17, and the indeterminate information management unit 17 stores it in the indeterminate information DB 21 as a data entry (S122).
- FIG. 16 shows an example of the screen in step S1 of FIG. 13C. That is, the display contents controlled by the game progress management unit 15 when the uncertain information is input by the user are drawn.
- the indeterminate information input screen is displayed first (screen 71). This is the screen displayed when the item “input indeterminate information” is selected on screen 63 in FIG.
- a player who has received indeterminate information created based on a checkpoint may, for example, obtain the rumors that another player may have reached an unknown area. Driven by the desire to go there and see what happens, you can try to play the game deeper and keep your interest in the game longer. In addition, this information can be helpful hints for game beginners.
- FIG. 17 shows steps obtained by subdividing the transmission / reception processing.
- the game terminal acquires user information from the communication partner game terminal, and extracts the serial number contained therein (S301). Subsequently, which game terminal transmits the data entry first is determined as the terminal order (S302).
- the terminal rank in step S302 is determined based on the priority set in the data entry. Here, it is assumed that a data entry having a higher number assigned to the “type” of data entry has a higher priority. Then, each game terminal calculates the total value of the priorities of all data entries stored in the indeterminate information DB, and exchanges the total value. [0129] The total value is larger! /, The terminal ranking is higher, and the game terminal is higher. In step S302, the game terminal performs processing in the order of high ranking, transmission processing (S303), and reception processing (S304), and the low ranking game terminal performs reception processing (S304) and transmission processing (S303). ), The transmission / reception process ends. The flow shown in Fig. 17 shows the former.
- an average value obtained by dividing the total priority value not the total priority value by the number of data entries stored in the uncertain information DB may be used. it can.
- the game terminal having more data entries with the highest priority for example, the one with the larger number of data entries having “type” of 3) may be determined as the terminal with the highest terminal ranking.
- Fig. 18A shows the case where the forbidden loopback processing is performed at the time of transmission using the serial number.
- a data entry to which a data item “transfer history” is further added is used. Which transmission process is applied is determined in advance, so use the appropriate data entry for that decision.
- the game terminal that received the data entry obtains the serial number (determined by the storage medium inserted at that time) by referring to the user information 24 of the own terminal. And the date and time are recorded in the “transfer history” of the received data entry. In this way, by looking at the “transfer history” of a data entry, it is possible to grasp the details of the propagation of that data entry.
- the uncertain information management unit 17 determines the data entry to be transmitted from now on. Read from the information DB and refer to the “transfer history” of the data entry. Then, it is checked whether or not the “transfer history” includes the serial number related to the opponent game terminal acquired in step S301 (S331). If the serial number acquired in step S301 is included in “Transfer history” (S331 Yes), transmission is not performed (S334), and the serial number acquired in step S301 is included in “Transfer history”. If not (S331 No), the data entry is transmitted (S333). In this way, it is possible to prevent the player who once acquired the data entry from seeing the same information and to prevent confusion.
- the data entry may be presented to the player again after a predetermined time has elapsed. Even if a data entry that has been received in the past is received again after a sufficient amount of time has passed, the player will not be confused by the data entry, but conversely, he will have a sense of strength. This is to bring about the effect of recalling or forgetting information that has been forgotten. For example, the data entry triggered the player to remember the current situation of the town, people, events, etc. in the game that attracted attention, or the player was curious about the current situation, and the player could not search the game again. .
- step S332 is provided for determining whether the previous receiving power has also passed the predetermined time, and the predetermined time has passed. If so (S332 Yes), the data entry may be transmitted (S333). In step S332, if the predetermined time has not elapsed (S332 No), there is still a possibility that the player is confused, and the data entry is not transmitted (S334).
- the predetermined time in step S332 can be set to 6 months, for example.
- the indeterminate information management unit 17 repeats the process of Fig. 18A.
- the number and selection of data entries to be transmitted can be freely set using data items included in the data entries. Therefore, for example, using the date information included in the “ID” of the data entry, the system designer (system operator) can control the transmission policy for sending 10 latest data entries.
- FIG. 19 is a diagram for explaining an example in which the processing of FIG. 18A is specifically performed.
- terminal A When terminal A receives the data entry, it is inserted into terminal A in the “transfer history” of the data entry. Record the serial number and date / time of software A.
- the transfer history 191 represents the "transfer history" when the terminal A receives the data entry.
- the data entry indicated by the transfer history 191 indicates that the software X is also the source of the serial number described at the top. And since it is the next serial number software A, it can be seen that it is a data entry propagated from the source to terminal A where software A was inserted directly.
- terminal A when terminal A becomes communicable with terminal B and transmits a data entry, terminal A obtains user information of terminal B and uses the software serial number inserted into terminal B. Extract (step S301 in FIG. 17). Then, since the transfer history of the data entry is not described in the serial number power transfer history 191 of the software B inserted into the terminal B that is the communication partner game terminal, the terminal A transmits this data entry to the terminal B. (FIG. 18A Step S331No ⁇ S333).
- terminal B Upon receiving this data entry, terminal B records the serial number and date of software B inserted in terminal B in the "transfer history".
- the transfer history 192 represents the “transfer history” when the terminal B receives the data entry.
- terminal B when terminal B becomes communicable with terminal C and transmits a data entry, the serial of software C inserted into terminal C, which is the communication partner game terminal, in the transfer history of the data entry. Since it is not listed in the number power transfer history 192, terminal B sends this data entry to the terminal.
- Transfer history 193 represents “transfer history” when terminal C receives the data entry in the same manner as described above. At this time, even if the terminal C and the terminal A become communicable, the data entry transfer history is described in the serial number power transfer history 192 of the software A inserted in the terminal A which is the communication partner game terminal. Therefore, terminal C does not transmit a data entry to terminal A (FIG. 18A, step S331 Yes ⁇ S334).
- step S332 Yes in FIG. 18A when transmitting from terminal C to terminal A, it is determined whether a predetermined time has elapsed, and if it has elapsed (step S332 Yes in FIG. 18A), the data entry may be transmitted. Na Yes.
- the game terminal acquires the event DB of the communication partner game terminal (S335). Then, the indeterminate information management unit 17 reads the data entry to be transmitted from the indeterminate information DB and refers to the “event flag” of the data entry. If the “event flag” indicates that it is ON (for example, the value 1 is stored), the communication partner game terminal acquired in step S335 is used using the text code of the data entry. The state of the “ON / OFF flag” in the event DB of is checked (S336). If the on-off flag of the communication partner game terminal is off (S336 No), it means that an event related to the data entry to be transmitted has not occurred in the communication partner game terminal, so that data entry is transmitted. (S333).
- the indeterminate information management unit 17 repeatedly performs the process of FIG. 18B.
- FIG. 20 is a diagram for explaining an example in which the process of FIG. 18B is embodied.
- the event DB 20 1 is obtained by extracting the state of the event DB of the terminal A at a certain time.
- the event DB 201 indicates that the data entry corresponding to the text code 1001 has been received and that an event related to it has occurred.
- terminal A when terminal A becomes communicable with terminal B and transmits a data entry whose sentence code is 1001, terminal A obtains event DB 202 of terminal B (FIG. 18B, step S335). ). Then, when it is confirmed in the event DB 202 of terminal B that the “on'off flag” of the entry corresponding to the text code 1001 is off, terminal A transmits this data entry to terminal B (FIG. 18B, step S336No ⁇ S333).
- terminal B when terminal B becomes communicable with terminal C and transmits this data entry, terminal B obtains terminal C's event DB 203, and the sentence code is 1 in event DB 203. When it is confirmed that the “on'off flag” of the entry corresponding to 001 is off, terminal B transmits this data entry to terminal C.
- Terminal C does not send a data entry to terminal A because “on'off flag” of the entry corresponding to sentence code 1001 is already on in event DB201! ( Figure 18
- Fig. 21A uses the ID for identifying each data entry (see Fig. 5A) to perform forbidden loopback processing upon reception.
- the indeterminate information management unit 17 checks whether or not a data entry having the same ID as the “ID” of the received data entry has already been stored in the indeterminate information DB (S341). If it has not been stored yet (S341 No), the received data entry is stored in the indeterminate information DB (S343), and if it has already been stored (S341 Yes), the received data entry is discarded (S344). In this way, it is possible to prevent the player who has once acquired the data entry from seeing the same information and to prevent confusion.
- step S342 the data entry may be stored (S343).
- step S342 if the predetermined time has not passed (S342N ⁇ ), there is still a possibility that the player is confused, and the data entry is discarded (S344).
- the predetermined time in step S342 can be set to 6 months, for example.
- FIG. 21B is a diagram in which forbidden loopback processing is performed at the time of reception using a serial number.
- the indeterminate information management unit 17 refers to the “transfer history” of the received data entry.
- serial number included in the user information of the receiving terminal is included in the “transfer history” (S345). If the serial number of the terminal is included in the “transfer history” (S345 Yes), the received data entry is discarded (S334), and the serial number of the terminal is included in the “transfer history”. In the case (S345 No), the serial number and date / time of the terminal itself are recorded in the “transfer history” of the received data entry, and the data entry is stored (S343). In this way, it is possible to prevent the player who has once acquired the data entry from seeing the same information and to prevent confusion.
- step S342 for determining whether or not the previous receiving power has also passed the predetermined time is provided, and the predetermined time has passed. If so (S342 Yes), the data entry may be stored (S343).
- step S342 if the predetermined time has not elapsed (S342 No), there is still a possibility that the player is confused, and the data entry is discarded (S344).
- the predetermined time in step S342 can be set to 6 months, for example.
- the indeterminate information management unit 17 repeats the process of Fig. 21B.
- FIG. 22 is a diagram for explaining an example in which the process of FIG. 21B is specifically performed.
- the transfer history 221 represents a transfer history when a data entry with a terminal A is transmitted to a terminal B.
- Terminal A directly receives the data entry originating from software X as well as the serial number described at the beginning of the transfer history, and also the serial number of software A inserted in its own terminal and the reception date. It can be seen that was recorded.
- Terminal B includes the serial number of software B inserted into terminal B in the “transfer history” of the received data entry, so that it is inserted into terminal B! The serial number and date are recorded in the “transfer history”, and the received data entry is stored in the indeterminate information DB of terminal B (step S345 No ⁇ S343 in FIG. 21B).
- the transfer history 222 represents the transfer history when the terminal B transmits the data entry to the terminal C.
- Terminal C contains the serial number of software C inserted into terminal C in the “transfer history” of the received data entry! /, NA! /, So that software C is inserted into terminal C!
- the serial number and date are recorded in the “transfer history” and the received data entry is stored in the indeterminate information DB of terminal C.
- Transfer history 223 represents a transfer history when terminal C transmits its data entry to terminal A. Since terminal A contains the serial number of software A inserted into terminal A in the “transfer history” of the received data entry, terminal A discards the data entry (FIG. 21 B step S 345 Yes ⁇ S 344 ).
- step S342 Yes in FIG. 21B when transmitting from terminal C to terminal A, it is determined whether a predetermined time has elapsed, and if it has elapsed (step S342 Yes in FIG. 21B), processing may be performed to store the data entry. Absent.
- the indeterminate information management unit 17 obtains the sentence code included in the received data entry, and refers to the "on'off flag" of the entry corresponding to the sentence code in the event DB of its own terminal ( S346). If the ON flag is off (S346 No), it means that the event related to the received data entry has not occurred yet, so that the data entry is stored in the indeterminate information DB and the event The “on / off flag” of the corresponding entry in the DB is turned on, and the event is triggered (S347). However, if the ON'OFF flag is ON (S346Yes), the data entry has already been received and the corresponding This means that the event has already occurred, and the data entry is discarded (S344).
- FIG. 23 is a diagram for explaining an example in which the process of FIG. 21C is embodied.
- the event DB 23 1 is obtained by extracting the state of the event DB of the terminal A at a certain time.
- the event DB 231 is informed that a data entry corresponding to a text code of 1001 has been received and an event related thereto has occurred.
- terminal B obtains its own event DB232 and terminal B's event
- DB232 When it is confirmed in DB232 that the “on / off flag” of the entry corresponding to the sentence code 1001 is OFF, this data entry is stored and the entry corresponding to the sentence code 1001 is updated to ON (FIG. 21C).
- Step S346No ⁇ S347) When “On'off flag” is turned on, an event corresponding to the sentence code 1001 occurs on terminal B.
- terminal C obtains its own event DB 233 and writes the text code at event DB 233. If the “ON / OFF flag” of the entry corresponding to 1001 is confirmed to be OFF, terminal C stores this data entry.
- terminal A already has an "ON 'OFF flag" for the entry corresponding to the sentence code 1001 in event DB231. Since terminal A is on, terminal A discards the data entry (FIG. 21C, step S346No ⁇ S344).
- FIG. 24A is a flowchart for explaining the case where the data entry is changed based on the rule stored in the change rule DB23.
- the indeterminate information management unit 17 changes the change rule when the accuracy of the received data entry is reduced to a value below a predetermined threshold.
- the indeterminate information management unit 17 updates the "sentence code” and "word” of the received data entry to the "sentence code” and "word” determined in step S1 (S602), In step S1, the data entry is stored in the indeterminate information DB21.
- the change rule DB in Fig. based on the change rule DB in Fig.
- FIG. 24B is a flowchart for explaining a case where the data entry is changed by changing the standard text to another standard text.
- the indeterminate information management unit 17 specifies the item of the word used in the fixed phrase corresponding to the sentence code of the received data entry when the accuracy of the received data entry is reduced and becomes less than the predetermined threshold. (S611). For example, if the text code of the received data entry is 004, referring to the text DB25 in FIG. 3, it is obvious that “enemy, item” is used as the first item.
- the indeterminate information management unit 17 selects from the sentence DB a fixed phrase having the same word item as the word item specified in step S1 (S612). Then, the “sentence code” corresponding to the fixed sentence is determined. For example, the same “enemy, item” as above If you refer to the sentence DB25 in Fig. 3 as a fixed phrase, you can list the fixed sentence with the sentence code 006.
- step S1 the "sentence code” of the received data entry is updated to the "sentence code” of the fixed phrase selected in step S2 (S613), and the process proceeds to step S1, where the indeterminate information management unit 17 Uncertain information Stores the data entry in DB21.
- the data entry corresponding to the indefinite information that "It seems that you can get a scroll when you kill the demon” that is, the sentence code is 004 and the word is "Demon, scroll”
- it becomes a data entry corresponding to the indefinite information that “Daemon seems to be able to defeat using a scroll” that is, sentence code power ⁇ 006 ⁇ change).
- FIG. 25 is a screen example when the fixed sentence is changed to another fixed sentence as shown in FIGS. 24A and 24B.
- Indeterminate information is collected, for example, when the game is activated (screen 71). In this case, when the power to the game terminal 1 is turned on, a force determination is made that has a game terminal 1 capable of communicating in the vicinity (S2 in FIG. 12).
- the game progress management unit 15 displays that fact (screen 73).
- the data entry of indeterminate information is expressed as rumors and notified to the player.
- Indeterminate information can also be collected during game play (screen 72). For example, the screen 72 is displayed when the item “acquire uncertain information” is selected in the in-game menu 141 on the screen 63 in FIG. If “Yes” is selected on the screen 72, the process proceeds to the screen 73.
- FIG. 25 the force displayed in two separate directions is displayed.
- the left column is the data entry before the data entry is changed.
- the right column is the data entry is changed in the process of propagating the data entry between the game terminals. It is a state after.
- a data entry for indeterminate information is received, the date received, name of the communication partner, and title are displayed in a list (screen 74, screen 76). If you select indeterminate information you want to check from the list, its contents are displayed (screen 75, screen 77). From Fig. 25, it can be seen that the displayed text differs before and after the change depending on the change of the text code and word of the data entry.
- FIG. 24A and FIG. 24B are for changing the fixed sentence
- FIG. 24C is a flowchart for explaining the case where the data entry is changed by replacing the word used in the fixed sentence.
- the indeterminate information management unit 17 when the indeterminate information management unit 17 reduces the accuracy of the received data entry and becomes less than a predetermined threshold, it identifies a fixed phrase corresponding to the sentence code of the received data entry.
- the word item used in the fixed phrase is selected (S621). For example, if the sentence code of the received data entry is 501, refer to the sentence DB25 in Fig. 3 and find that "subject, place, enemy, item” is used as the word item.
- the indeterminate information management unit 17 generates a random number, calculates the remainder obtained by dividing the random number by the number of items in the word, and selects the corresponding item according to the selection. do it.
- the number of items is power, if the remainder of dividing the random number by 4 is 0, select “Subject”; if 1, select “Location”; Select “Enemy”, and if it ’s 3, select “Item”.
- the indeterminate information management unit 17 may select a plurality of words to be replaced at a time.
- the indeterminate information management unit 17 selects the “word after replacement” corresponding to the word item selected in step S621 from the word candidate DB 26 of FIG. 11 (S622). For example, “Ryujo Castle” is selected from the four word candidates (Onigashima, Ryugu Castle, Kanmura, and Minatomachi) listed in “Place” in Fig. 11. The selection in step S622 may be performed using the random number described in step S621 as an example. Then, the indeterminate information management unit 17 updates only the word of the received data entry by replacing only the word item selected in step S621 with the “replaced word” selected in step S622. (S623), go to step S1, and store the data entry in the indeterminate information DB21.
- “Ryujo Castle” is selected from the four word candidates (Onigashima, Ryugu Castle, Kanmura, and Minatomachi) listed in “Place” in Fig. 11.
- the selection in step S622 may be performed using the random number described in step
- FIG. 26 shows an example of a screen when words are replaced.
- the indeterminate information shown on the first screen 78 changes as screen 79 ⁇ screen 80 ⁇ screen 81 in the process of propagation between game terminals.
- here is a numerical value that is simply calculated as (reception limit number + 1) * 25 as an example. Display this credible number to the player as a reference value.
- FIG. 24D is a flowchart for explaining a case where a data entry is changed by partially using a word used in a fixed phrase as a hidden character.
- the indeterminate information management unit 17 specifies a fixed phrase corresponding to the sentence code of the received data entry, and uses that fixed sentence.
- the word item to be used is selected (S631). For example, if the sentence code of the received data entry is 501, referring to the sentence DB25 in FIG. 3, it can be seen that “subject, place, enemy, item” is used as the word item. Select "Location".
- the selection in step S631 may be performed by the random number described in step S621.
- the indeterminate information management unit 17 selects a plurality of words to be abbreviated.
- the indeterminate information management unit 17 converts a part of the word corresponding to the selected word item into a prone character (S632). For example, if the value “Onigashima” is stored as “Place”, two of the three characters are converted to Fuzzy characters (in this case, they are displayed as American signs). The number and position of the characters to be abbreviated may be arbitrary. Then, the indeterminate information management unit 17 updates the word by replacing only the word item selected in step S631 with the word partially converted in step S632 in the received data entry word ( Proceed to step S633), and store the data entry in the indeterminate information DB.
- FIG. 27 shows an example of a screen in the case where a part of a word is made a hidden character.
- the indeterminate information shown on the first screen 82 changes in the process of propagation between game terminals as screen 82 ⁇ screen 83 ⁇ screen 84.
- the force with the number credibility displayed is the same as shown in Figure 26.
- substitution of prone characters has progressed more than screen 85, and the uncertainty is increased.
- the accuracy is defined as a value that is, for example, an initial value of 100 and is reduced by a predetermined number (for example, 20) each time it is received.
- a predetermined number for example, 20
- the authenticity it may be a value calculated based on the transfer count information ("reception limit count” etc.)! Further, it may be a value calculated according to the degree of change of the received data entry. For example, if a part of the data entry changes, it can be calculated as (number of characters in the Z number of characters included in the Z sentence) * 100, etc.
- the accuracy decreases, and if the accuracy is less than a predetermined threshold, the data entry As the information is changed, the information becomes more indeterminate, and the user who acquires it becomes very interested in the authenticity of the information. Then, it is possible to attract interest in programs that are executed by information terminals that check the authenticity of information.
- the accuracy of the data entry may be reduced at the receiving information terminal, even if it is reduced at the transmitting information terminal.
- the player can, for example, Get tips on places you have never been to (such as the existence of places and how to get there). In this way, it is possible to reach a place where one player can not capture and enjoy the game deeper. In addition, the player can have curiosity to go to the place in the game and have the game played for a longer time. Also, when the progress status of other players is obtained as indeterminate information, the motivation for playing the game is given to the players who do not want to delay the other players. In addition, you can set up rivals and friends in the game, and if you search for these players in the real world, you will be able to enjoy the game longer and more interesting by motivating you. In addition, with the action of the player in the real world, the game terminal moves and the indeterminate information is more easily propagated.
- information that you do not want to change according to the data items used in the data entry stored in the indeterminate information DB shown in Fig. 5 (for example, official information published by the manufacturer) Can be transmitted together with information that changes the contents, the same data entry is prevented from looping between information terminals, and the data entry is infinite by setting the range, number of times, and expiration date of the data entry.
- FIG. 28 is a configuration diagram of an information transmission system in the second embodiment.
- the server 6 and a plurality of information relay terminals 8 are connected via the Internet 7, and the indeterminate information stored in the server 6 is transferred to the game terminal 1 via the information relay terminal 8. Propagate.
- the player operates a menu displayed on the information relay terminal 8 to transmit an uncertain information acquisition request to the server 6.
- the information relay terminal 8 transfers the indeterminate information transmitted from the server 6 to the game terminal 1 of the player who transmitted the acquisition request.
- uncertain information of each game terminal can be concentrated by using a server.
- the server is the only entity that can deliver confirmed information whose data entry does not change to the game terminal, and can execute promotion information, a campaign, etc., making the game more interesting.
- the game terminal Since the configuration and operation are the same as those of the first embodiment, description thereof is omitted.
- FIG. 29 is a block diagram showing the configuration of the information relay terminal 8.
- the information relay terminal 8 includes an input unit 31, a display unit 32, a transmission / reception unit 33, a control unit 34, and a storage unit 40.
- the control unit 34 includes a display management unit 35 and a participating terminal management unit 36.
- the display management unit 35 and the participating terminal management unit 36 can also be realized by a force S, which is a program module executed by a CPU (not shown) provided in the control unit 34, and a hardware circuit. .
- the display management unit 35 displays a screen for operating the information relay terminal 8 on the display unit 32, receives a command input from the player via the input unit 31, and displays a screen corresponding to the command.
- the input unit 31 corresponds to, for example, a keyboard, touch panel, buttons, and the like (not shown) provided in the information relay terminal 8
- the display unit 32 corresponds to, for example, a liquid crystal screen (not shown).
- the input unit 31 and the display unit 32 function as an interface with the player.
- the participating terminal management unit 36 manages a participating terminal database (participating terminal DB) 41 in which information on game terminals that can communicate with the information relay terminal 8 is stored. Participating terminal management unit 36 deletes information on game terminal 1 that has moved out of the communication range of information relay terminal 8 from game terminals 1 stored in participating terminal DB 41, and updates participating terminal DB 41 to the latest state. To do.
- the participating terminal DB 41 has the address (IPQnternet) of the game terminal 1 required when the information relay terminal 8 transfers the indeterminate information transmitted from the server 6.
- the transmission / reception unit 33 has a communication function for communicating with the server 6 connected to the Internet 7 and the game terminal 1 gathered at the information relay terminal 8. This may be realized by a wireless communication function via a communication antenna built in the information relay terminal 8 or attached externally, communicates with the game terminal 1 wirelessly, and communicates with the server 6 with a cable. Connected wired communication may be performed.
- the transmission / reception unit 33 acquires the user information and outputs the user information together with the address to the participation terminal management unit 36, and the player inputs information via the input unit 31.
- a confirmation information acquisition request is sent to the server 6.
- the storage unit 40 includes a control program, a participating terminal DB41, relay terminal identification information 42, and others. Data necessary for processing performed at the information relay terminal 8 is stored.
- the storage unit 40 is, for example, a storage unit such as a not-backed RAM, flash ROM, or hard disk.
- the relay terminal identification information is, for example, the address (IPdnternet) of the information relay terminal 8 required when the information relay terminal 8 transmits the user information of the game terminal to the server 6.
- FIG. 30A is a data configuration example of user information in the second embodiment.
- the server since the server provides indeterminate information about multiple games, the indeterminate information acquired by the game terminal can be unrelated to the game currently running on that game terminal. There is sex. Therefore, in addition to the data items included in the user information shown in FIG. 4, a “game title” is provided that identifies the game program being executed on the game terminal.
- a description of items that overlap those in FIG. 4 is omitted.
- the “game title” can identify the power of which indeterminate information relates to which game, and the game terminal receives the received information when the received indeterminate information is irrelevant to the game running on its own terminal. Uncertain information can be discarded.
- FIG. 30B is a data configuration example of the participating terminal DB 41 in the second embodiment.
- the participating car terminal DB41 in FIG. 30 includes an “IP address” in addition to the data items included in the user information in FIG. 30A.
- the “IP address” stores the source IP address acquired from the packet when the information relay terminal 8 acquires the user information from the game terminal 1.
- the “IP address” is referred to when indefinite information transmitted from the server 6 is transferred to the game terminal 1.
- FIG. 31 is a block diagram showing the configuration of the server 6.
- Server 6 includes input unit 51, display unit 52, and input unit 51, display unit 53, and input unit 54, and display unit 55.
- the control unit 54 includes a display management unit 55, an authentication management unit 56, and an indeterminate information management unit 57.
- the display management unit 55, the authentication information management unit 56, and the indeterminate information management unit 57 are power hardware circuits that are program modules executed by a CPU (not shown) provided in the control unit 54. It can be realized by
- the display management unit 55 displays a screen for operating the server 6 on the display unit 52, and the input unit 5 In response to a command input from the server administrator via 1, the screen corresponding to the command is output.
- the input unit 51 corresponds to a keyboard (not shown)
- the display unit 52 corresponds to, for example, a liquid crystal screen (not shown).
- the input unit 51 and the display unit 52 function as an interface with the server administrator.
- the authentication information management unit 56 authenticates the relay terminal authentication database (relay terminal authentication DB) 63 used for authentication of the information relay terminal 8 that has transmitted the acquisition request for indeterminate information and the player who made the acquisition request. Manages the user authentication database (user authentication DB) 52.
- relay terminal authentication DB 63 an address (IP address, MAC address, etc.) for identifying the legitimate information relay terminal 8 is stored in advance via the input unit 51.
- the user authentication DB 62 stores in advance the serial number (see Fig. 4) included in the user information of the user permitted to download the data entry stored in the indeterminate information DB of the server 6.
- the information stored in these DBs is collated, and it is determined whether transmission of the data entry stored in the indeterminate information DB 61 is permitted.
- the indeterminate information management unit 57 receives the confirmed information input via the input unit 51 in addition to the data entry stored via the information relay terminal 8 and stored in the game terminal 1 ("Type" in FIG. 5). ”) And indeterminate information are stored in the indeterminate information DB61.
- the indeterminate information here is stored in the indeterminate information DB in the same format as the data entry whose contents change during propagation between game terminals. Also, delete the data entry that is no longer needed due to expiration, etc., and manage the indeterminate information DB61.
- the indeterminate information management unit 57 outputs indeterminate information and / or confirmed information to the transmission / reception unit 53 according to the type of request.
- the transmission / reception unit 53 has a communication function for communicating with the information relay terminal 8 connected to the Internet 7. This may be realized by a wireless communication function through a force built in the server 6 or an external communication antenna, or wired communication connected by a cable may be performed.
- the storage unit 60 stores a control program (not shown), a user authentication DB 62, a relay terminal authentication DB 63, an indeterminate information DB 61, and other data necessary for processing performed by the server 6.
- the storage unit 60 is a storage unit such as a battery-backed RAM, flash ROM, hard disk, or the like.
- FIG. 32 is a data configuration example of the indeterminate information DB 61 in the second embodiment. Since the server stores uncertain information about multiple game programs, the uncertain information DB in FIG. 32 contains the data items included in the uncertain information DB (FIG. 5) in the first embodiment. In addition, a “game title” is provided to specify which game program each indeterminate information relates to. A description of data items that overlap those in FIG. 5 is omitted.
- FIG. 33 is a data configuration example of a software management table in which the correspondence between serial numbers and game titles is stored.
- the software management table is stored in the storage unit 60 of the server.
- the serial number assigned to each game title is set in advance so as to follow the classification shown in FIG. 33 (for example, at the time of product shipment by a game maker or the like).
- the game program executed on the game terminal can be specified.
- the serial number is embedded in the “ID” of each data entry (see Figure 32), and the game program in use without specifying the “game title” in the user information and uncertain information DB must be specified. Can do.
- FIG. 34 is a data configuration example of the user authentication DB 62.
- the “serial number” (see the user information in FIG. 4) of the user permitted to download the data entry of the indeterminate information DB stored in the server 6 is stored.
- FIG. 35 is a data configuration example of the relay terminal authentication DB 63.
- the IP address of the legitimate information relay terminal 8 is stored, but other identification information that can uniquely identify the information relay terminal 8 may be used.
- FIG. 36 is a time chart for explaining operations of the server 6 and the information relay terminal 8 in the second embodiment. Also in the second embodiment, the propagation of information between game terminals is Force to be performed Since this is the same operation as shown in the first embodiment, here, the operation of the information relay terminal and the server will be mainly described.
- step S41 data entries are accumulated in the indeterminate information DB (S41).
- the storage of the data entry in the uncertain information DB 61 of the server 6 is similar to the storage of the data entry in the game terminal 1 in the first embodiment.
- the processing described in FIG. 13C is performed by the indeterminate information management unit 57 of the server 6.
- step S41 is interrupted when the data entry is received, and then control is returned to the original process again.
- the transmission / reception unit 33 (information relay terminal) performs transmission / reception when the information relay terminal 8 and the game terminal are within the communicable range of each other, and an IP packet including user information (see FIG. 30A) is transmitted from the game terminal 1 to the information relay terminal. Sent to 8.
- the transmission / reception unit 33 (information relay terminal) extracts the user information and the source address from the received IP packet, and outputs them to the participation terminal management unit 36.
- the participation terminal management unit 36 stores them in the participation terminal DB41. To do. In this way, information about game terminals that can communicate with the information relay terminal 8 is accumulated in the participating terminal DB 41.
- the display management unit 35 displays a menu for services available to the player via the display unit 32, and the player operates the menu screen via the input unit 31.
- the information relay terminal 8 transmits to the server a request for obtaining uncertain information and definite information regarding the game to be played. Therefore, the display management unit 35 determines whether an acquisition request for information stored in the server 6 is input from the input unit 31 (S32).
- the information relay terminal 8 sends the input acquisition request, the user information of the requesting game terminal 1 stored in the participating terminal DB 41, and the game terminal 1
- the data entry stored in the uncertain information DB and the identification information 42 of the information relay terminal 8 are transmitted to the server 6 (S33).
- server 6 Upon receiving the information acquisition request stored in server 6 (S42 Yes), server 6 stores the data entry received thereafter as interrupt processing in the indeterminate information DB, and Information relay terminal authentication based on the received identification information is performed (S43).
- the authentication management unit 56 may determine whether or not the IP address that matches the source IP address included in the received packet is stored in the relay terminal authentication DB 63. If a matching number is not stored (S43 No), an error process is performed because it is not an information acquisition request transmitted via the legitimate information relay terminal 8 (S51). In the error processing in step S51, for example, the IP address of the information relay terminal 8 that has requested unauthorized information acquisition is recorded as a log.
- step S43 If the information relay terminal authentication is successful in step S43 (S43 Yes), then user authentication based on the user information is performed (S44).
- the authentication information management unit 56 also extracts the serial number from the received user information card, and searches for a match with the serial number stored in the user authentication DB 62. If there is no match (S44 No), it is an acquisition request by an unregistered user, and error processing is performed (S52).
- the server 6 notifies the information relay terminal 8 of an unregistered error, and the information relay terminal 8 displays that the user is not registered on the display unit 32, and further displays to the user. Display a screen prompting you to register.
- the server 6 sends information to the information relay terminal 8 in response to the acquisition request (S45), returns to step S42, and receives another acquisition request from the information relay terminal 8. Wait in preparation for. Then, the information relay terminal 8 transmits the information transmitted from the server 6 to the corresponding game terminal 1 (S34), returns to step S32, and a new acquisition request for the information stored in the server 6 is input to the player power. Wait for it.
- the server since the server provides uncertain information regarding a plurality of types of game programs, the uncertain information received by the game terminal is It may not necessarily be related to a game executed on the game terminal. Therefore, in the game terminal that receives the information transmitted in step S34, refer to the “game title” of the indeterminate information received and the “game title” included in the user information of the own terminal. Also, you can perform a process to discard the indeterminate information.
- the "game title" is not used but the serial number is used.
- Sano identifies the game title from the “serial number” included in the user information transmitted in step S33, using the software management table shown in FIG. To do.
- the server extracts the serial number extracted from the “ID” of the uncertain information scheduled to be transmitted to the game title being executed (identified) on the game terminal. Only those included in the number band associated with the management table may be transmitted to the information relay terminal.
- FIG. 37 is a screen example of the information relay terminal 8 for explaining a state where information stored in the server 6 is downloaded to the game terminal 1.
- the game title to be provided is first displayed (screen 371).
- screen 371 the name of information relay terminal 8 and four game titles are displayed.
- menu 1 Advanced A
- a list of services provided for “A's Adventure” is displayed (screen 372).
- menu 5 (rumor GET!) Is selected.
- the participating terminal DB 41 is read, and the “name” (see FIG. 30) stored in the participating terminal DB 41 is displayed (screen 373). Select your player name from these.
- the details button is prepared on the screen 373, and when this button is pressed, the details of the user information can be viewed. Since the user information includes a serial number (see Fig. 4), it is possible to verify the identity by comparing the serial number displayed on the information supply terminal 2 with your serial number. Your serial number can be confirmed on the information terminal 1 (see Fig. 14).
- a screen for selecting information to be downloaded is displayed (screen 374).
- menu 1 official information
- the process of step S33 in FIG. 36 is executed.
- the relay terminal 8 is an official information acquisition request, “Taro” user information stored in the participating terminal DB 41, a data entry stored in the indeterminate information DB of the “Taro” game terminal 1, and an information relay terminal.
- the identification information 42 of 8 is transmitted to the server 6.
- the server authenticates the information relay terminal and performs user authentication based on whether the serial number included in the user information of "Taro" is a user registered in the user authentication DB. If successful, the data entry stored in the indeterminate information DB of the server 6 and having “type” 1 (see FIG. 5A) is transmitted to the information relay terminal 8.
- the information relay terminal 8 refers to the "address" of the entry corresponding to "Taro" from the participating terminal DB41, obtains the IP address of the game terminal of "Taro", and includes the data entry received from the server. Create a packet with the IP address as the destination address and send it to the game terminal.
- a completion screen is displayed (screen 375). If you select menu 2 on screen 374, the data entry with “Type” of 0 (indeterminate) will be sent out of the information stored in the uncertain information DB of server 6, and if you select menu 3. Regardless of the “type”, the data entry is sent.
- FIG. 38 is an example of a screen for explaining an example of the authentication / billing process.
- the information supply terminal 2 displays an authentication number (authentication code) (screen 381). This is a number randomly generated by the authentication management unit. Then, a screen for inputting an authentication code is displayed on the game terminal of the player selected on screen 373 (screen 382).
- the player inputs the authentication code displayed on screen 381 to the game terminal.
- the entered number is transmitted to the information relay terminal 8, and the information relay terminal 8 confirms that the same number as the authentication code displayed on the screen 381 is entered, and the authentication is completed (screen 383).
- Game terminal power If the received number and the displayed authentication code do not match, authentication fails and information is not downloaded.
- the billing process such as the insertion of cash is performed at the front stage of the screen 381
- the billing process and the authentication process can be performed at a time.
- the second embodiment it is possible to store the confirmation information in which the data entry does not change in the process of propagation in the server and propagate the confirmation information to the game terminal (information terminal).
- the game terminal information terminal
- information announced by the game maker as official information can be propagated to the game terminal in real time and at an appropriate timing.
- the effect of attracting customers can also be expected by installing information relay terminals.
- the information relay terminal 2 can be omitted so that the game terminal 1 can be directly connected to the server 3.
Abstract
Description
Claims
Priority Applications (3)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2006513529A JP4697137B2 (ja) | 2004-05-17 | 2005-05-06 | 情報伝達の過程で内容が変化する情報伝達方法および情報伝達システム |
EP05737098A EP1755043A4 (en) | 2004-05-17 | 2005-05-06 | INFORMATION TRANSMISSION METHOD AND INFORMATION TRANSMISSION SYSTEM IN WHICH CONTENT IS CHANGED DURING THE INFORMATION TRANSMISSION PROCESS |
US11/588,324 US7716053B2 (en) | 2004-05-17 | 2006-10-27 | Information transmission method and information transmission system in which content is varied in process of information transmission |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2004-146053 | 2004-05-17 | ||
JP2004146053 | 2004-05-17 |
Related Child Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
US11/588,324 Continuation US7716053B2 (en) | 2004-05-17 | 2006-10-27 | Information transmission method and information transmission system in which content is varied in process of information transmission |
Publications (1)
Publication Number | Publication Date |
---|---|
WO2005111815A1 true WO2005111815A1 (ja) | 2005-11-24 |
Family
ID=35394325
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/JP2005/008368 WO2005111815A1 (ja) | 2004-05-17 | 2005-05-06 | 情報伝達の過程で内容が変化する情報伝達方法および情報伝達システム |
Country Status (6)
Country | Link |
---|---|
US (1) | US7716053B2 (ja) |
EP (1) | EP1755043A4 (ja) |
JP (1) | JP4697137B2 (ja) |
KR (1) | KR100851445B1 (ja) |
CN (1) | CN100520743C (ja) |
WO (1) | WO2005111815A1 (ja) |
Cited By (10)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US8433375B2 (en) | 2010-06-11 | 2013-04-30 | Nintendo Co., Ltd. | Portable information terminal, portable information system, and computer-readable storage medium having stored thereon portable information terminal control program |
US8505008B2 (en) | 2010-06-11 | 2013-08-06 | Nintendo Co., Ltd. | Portable information terminal having control for executing a task via dedicated access points, and method for controlling execution of a task in a portable information terminal via dedicated access points |
US8700478B2 (en) | 2010-05-31 | 2014-04-15 | Nintendo Co., Ltd. | Computer-readable storage medium, information processing apparatus, information processing system, and information processing method |
JP2014520348A (ja) * | 2011-06-24 | 2014-08-21 | シーメンス プロダクト ライフサイクル マネージメント ソフトウェアー インコーポレイテッド | 情報伝達のためのモデル化された物的環境 |
US8874037B2 (en) | 2010-12-28 | 2014-10-28 | Nintendo Co., Ltd. | Communication system, computer-readable storage medium having stored thereon information processing program, information processing method, information processing apparatus, and information processing system |
US8903934B2 (en) | 2009-06-19 | 2014-12-02 | Nintendo Co., Ltd. | Data exchange in an information processing system |
US8990299B2 (en) | 2010-06-10 | 2015-03-24 | Nintendo Co., Ltd. | Information processing apparatus, method of controlling information processing apparatus, and recording medium storing control program |
US9433861B2 (en) | 2010-09-17 | 2016-09-06 | Nintendo Co., Ltd. | Computer-readable storage medium having information processing program stored therein, handheld terminal apparatus, system, information processing method, and communication system |
US9450917B2 (en) | 2009-09-09 | 2016-09-20 | Nintendo Co., Ltd. | Information processing system, apparatus, method and control program capable of executing efficient data communication dispensing with communication with once communicated partner |
US9588748B2 (en) | 2010-06-11 | 2017-03-07 | Nintendo Co., Ltd. | Information processing terminal, information processing system, computer-readable storage medium having stored thereon information processing program, and information processing method |
Families Citing this family (24)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US7789757B2 (en) * | 2005-09-22 | 2010-09-07 | At&T Intellectual Property I, L.P. | Video games on demand with anti-piracy security |
US8892645B2 (en) * | 2006-12-08 | 2014-11-18 | International Business Machines Corporation | Method and system for selective sharing of flagged information in a group chat environment |
US20080162489A1 (en) * | 2006-12-29 | 2008-07-03 | Nokia Corporation | Apparatus and method for exchanging information between devices |
JP5019897B2 (ja) * | 2007-02-07 | 2012-09-05 | 任天堂株式会社 | ゲームプログラムおよびゲーム装置 |
JP5240976B2 (ja) * | 2007-02-16 | 2013-07-17 | 任天堂株式会社 | ネットワークゲームシステム |
JP4240509B2 (ja) * | 2007-08-02 | 2009-03-18 | 株式会社コナミデジタルエンタテインメント | ゲームシステム、端末機及びコンピュータプログラム |
US8454441B2 (en) | 2010-08-13 | 2013-06-04 | Zynga Inc. | Game-based incentives for location-based actions |
US9713774B2 (en) | 2010-08-30 | 2017-07-25 | Disney Enterprises, Inc. | Contextual chat message generation in online environments |
US9552353B2 (en) * | 2011-01-21 | 2017-01-24 | Disney Enterprises, Inc. | System and method for generating phrases |
US8812356B1 (en) | 2011-06-30 | 2014-08-19 | Zynga Inc. | Voting with your feet |
US8608570B1 (en) | 2011-06-30 | 2013-12-17 | Zynga Inc. | Enabling game features based on location-based actions |
US9626689B1 (en) | 2011-06-30 | 2017-04-18 | Zynga Inc. | Incentivizing location-based actions by groups |
US8496532B1 (en) | 2011-06-30 | 2013-07-30 | Zynga Inc. | Clan wars |
US9220985B1 (en) | 2011-06-30 | 2015-12-29 | Zynga Inc. | Providing virtual items based on location-based actions |
US8556719B1 (en) | 2011-06-30 | 2013-10-15 | Zynga Inc. | Linking virtual items to real-world items |
US8292743B1 (en) | 2011-06-30 | 2012-10-23 | Zynga Inc. | Changing virtual items based on location-based actions |
US8870661B2 (en) * | 2012-12-21 | 2014-10-28 | Sony Computer Entertainment America Llc | Cloud-based game slice generation and frictionless social sharing with instant play |
US10303762B2 (en) | 2013-03-15 | 2019-05-28 | Disney Enterprises, Inc. | Comprehensive safety schema for ensuring appropriateness of language in online chat |
JP5676676B2 (ja) * | 2013-04-08 | 2015-02-25 | 株式会社スクウェア・エニックス | ビデオゲーム処理装置、及びビデオゲーム処理プログラム |
JP2014236785A (ja) * | 2013-06-06 | 2014-12-18 | 任天堂株式会社 | 情報処理装置、情報処理システム、情報処理プログラムおよび情報処理方法 |
US10503836B2 (en) | 2015-04-13 | 2019-12-10 | Equivalentor Oy | Method for generating natural language communication |
US10606828B2 (en) * | 2017-10-19 | 2020-03-31 | Jpmorgan Chase Bank, N.A. | Storage correlation engine |
US20190188955A1 (en) | 2017-12-18 | 2019-06-20 | Igt | System and method for utilizing location-based analytics to provide gaming awards |
JP7101735B2 (ja) * | 2020-10-20 | 2022-07-15 | 株式会社スクウェア・エニックス | 画像生成プログラム及び画像生成システム |
Citations (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2002032305A (ja) * | 2000-07-19 | 2002-01-31 | Hitachi Kokusai Electric Inc | メッセージ作成方法およびそれを用いた携帯端末 |
JP2002245203A (ja) * | 2001-02-19 | 2002-08-30 | Ricoh Co Ltd | データ収集装置 |
JP2003085096A (ja) * | 2001-09-12 | 2003-03-20 | Nec Corp | 電子メール作成方式 |
Family Cites Families (9)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP4406475B2 (ja) * | 1998-12-16 | 2010-01-27 | 任天堂株式会社 | 携帯型データ送受信端末装置及びそれを用いた携帯型通信システム |
US6542750B2 (en) * | 2000-06-10 | 2003-04-01 | Telcontar | Method and system for selectively connecting mobile users based on physical proximity |
JP2002032605A (ja) | 2000-07-18 | 2002-01-31 | Sharp Corp | 仲介装置および仲介プログラムを記録したコンピュータ読取可能な記録媒体 |
JP3818428B2 (ja) * | 2000-09-21 | 2006-09-06 | 株式会社セガ | 文字通信装置 |
US20020055835A1 (en) * | 2000-10-26 | 2002-05-09 | Carcoba Olivares Luis G. | System and method for integrated communications, funds transfers, confirmation and e-commerce applications |
JP3709423B2 (ja) * | 2001-04-13 | 2005-10-26 | 繁幸 梨木 | 口コミ情報伝送装置、口コミ情報伝送方法、及び口コミ情報伝送プログラム |
JP4479126B2 (ja) * | 2001-06-05 | 2010-06-09 | カシオ計算機株式会社 | 広告配信装置、広告配信方法、広告配信プログラム |
US6756882B2 (en) * | 2002-09-09 | 2004-06-29 | Motorola, Inc. | Method and controller for providing a location-based game associated with a plurality of mobile stations |
JP3534344B1 (ja) * | 2002-10-18 | 2004-06-07 | コナミ株式会社 | ゲームプログラム及びゲーム装置 |
-
2005
- 2005-05-06 EP EP05737098A patent/EP1755043A4/en not_active Withdrawn
- 2005-05-06 KR KR1020067024024A patent/KR100851445B1/ko not_active IP Right Cessation
- 2005-05-06 CN CNB2005800159159A patent/CN100520743C/zh not_active Expired - Fee Related
- 2005-05-06 JP JP2006513529A patent/JP4697137B2/ja active Active
- 2005-05-06 WO PCT/JP2005/008368 patent/WO2005111815A1/ja not_active Application Discontinuation
-
2006
- 2006-10-27 US US11/588,324 patent/US7716053B2/en not_active Expired - Fee Related
Patent Citations (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2002032305A (ja) * | 2000-07-19 | 2002-01-31 | Hitachi Kokusai Electric Inc | メッセージ作成方法およびそれを用いた携帯端末 |
JP2002245203A (ja) * | 2001-02-19 | 2002-08-30 | Ricoh Co Ltd | データ収集装置 |
JP2003085096A (ja) * | 2001-09-12 | 2003-03-20 | Nec Corp | 電子メール作成方式 |
Non-Patent Citations (1)
Title |
---|
See also references of EP1755043A4 * |
Cited By (17)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US8903934B2 (en) | 2009-06-19 | 2014-12-02 | Nintendo Co., Ltd. | Data exchange in an information processing system |
US10086290B2 (en) | 2009-06-19 | 2018-10-02 | Nintendo Co., Ltd. | Information processing system, information processing apparatus and information processing system control method, capable of providing, regardless of execution/non-execution of an application, data usable by the application to other information processing apparatus |
US9089773B2 (en) | 2009-06-19 | 2015-07-28 | Nintendo Co., Ltd. | Information processing system, information processing apparatus and information processing system control method, capable of providing, regardless of execution/non-execution of an application, data usable by the application to other information processing apparatus |
US9450917B2 (en) | 2009-09-09 | 2016-09-20 | Nintendo Co., Ltd. | Information processing system, apparatus, method and control program capable of executing efficient data communication dispensing with communication with once communicated partner |
US9656173B2 (en) | 2010-05-31 | 2017-05-23 | Nintendo Co., Ltd. | Computer-readable storage medium, information processing apparatus, information processing system, and information processing method |
US8700478B2 (en) | 2010-05-31 | 2014-04-15 | Nintendo Co., Ltd. | Computer-readable storage medium, information processing apparatus, information processing system, and information processing method |
US8990299B2 (en) | 2010-06-10 | 2015-03-24 | Nintendo Co., Ltd. | Information processing apparatus, method of controlling information processing apparatus, and recording medium storing control program |
US8954118B2 (en) | 2010-06-11 | 2015-02-10 | Nintendo Co., Ltd. | Portable information system |
US9588748B2 (en) | 2010-06-11 | 2017-03-07 | Nintendo Co., Ltd. | Information processing terminal, information processing system, computer-readable storage medium having stored thereon information processing program, and information processing method |
US8433375B2 (en) | 2010-06-11 | 2013-04-30 | Nintendo Co., Ltd. | Portable information terminal, portable information system, and computer-readable storage medium having stored thereon portable information terminal control program |
US9832718B2 (en) | 2010-06-11 | 2017-11-28 | Nintendo Co., Ltd. | Portable information terminal using near field communication |
US8505008B2 (en) | 2010-06-11 | 2013-08-06 | Nintendo Co., Ltd. | Portable information terminal having control for executing a task via dedicated access points, and method for controlling execution of a task in a portable information terminal via dedicated access points |
US10296319B2 (en) | 2010-06-11 | 2019-05-21 | Nintendo Co., Ltd. | Information processing terminal, information processing system, computer-readable storage medium having stored thereon information processing program, and information processing method |
US9433861B2 (en) | 2010-09-17 | 2016-09-06 | Nintendo Co., Ltd. | Computer-readable storage medium having information processing program stored therein, handheld terminal apparatus, system, information processing method, and communication system |
US8874037B2 (en) | 2010-12-28 | 2014-10-28 | Nintendo Co., Ltd. | Communication system, computer-readable storage medium having stored thereon information processing program, information processing method, information processing apparatus, and information processing system |
JP2014520348A (ja) * | 2011-06-24 | 2014-08-21 | シーメンス プロダクト ライフサイクル マネージメント ソフトウェアー インコーポレイテッド | 情報伝達のためのモデル化された物的環境 |
US9911257B2 (en) | 2011-06-24 | 2018-03-06 | Siemens Product Lifecycle Management Software Inc. | Modeled physical environment for information delivery |
Also Published As
Publication number | Publication date |
---|---|
EP1755043A4 (en) | 2011-08-10 |
US20070213975A1 (en) | 2007-09-13 |
CN1954305A (zh) | 2007-04-25 |
US7716053B2 (en) | 2010-05-11 |
EP1755043A1 (en) | 2007-02-21 |
CN100520743C (zh) | 2009-07-29 |
JP4697137B2 (ja) | 2011-06-08 |
KR100851445B1 (ko) | 2008-08-08 |
KR20070014177A (ko) | 2007-01-31 |
JPWO2005111815A1 (ja) | 2008-03-27 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
JP4697137B2 (ja) | 情報伝達の過程で内容が変化する情報伝達方法および情報伝達システム | |
JP3576994B2 (ja) | ゲームサーバ、ネットゲーム進行制御プログラム及びネットゲーム進行制御方法 | |
KR101130381B1 (ko) | 인스턴트 메세징 서비스의 적어도 두 사용자에게 게임을 제공하는 방법, 인스턴트 메세징 시스템의 사용자들에게 게임의 프리미엄 버젼을 배포하는 방법, 및 컴퓨터 판독가능 저장 매체 | |
RU2434295C2 (ru) | Способ и система рекламы, сервер управления рекламой и мобильное устройство | |
KR100467413B1 (ko) | 네트워크 게임 시스템 및 네트워크 게임 관리 방법 | |
US20100022307A1 (en) | Skill-Based Electronic Gaming Tournament Play | |
EP1621239A1 (en) | Game system and game server | |
JP6090935B2 (ja) | ゲーム制御装置、ゲーム制御方法、プログラム、ゲームシステム | |
JP3822825B2 (ja) | サーバシステム | |
JP5491573B2 (ja) | ゲーム制御装置、ゲーム制御方法、プログラム、ゲームシステム | |
JP2009511200A (ja) | プレーヤのための望ましいマルチプレーヤ・ゲームを見つけるための方法及び装置 | |
JP2004261202A (ja) | ゲームシステム及びゲームサーバ | |
JP2003030368A (ja) | ゲームサイト運営装置 | |
JP2010104695A (ja) | ゲームシステム及びゲームの制御方法 | |
WO2013011849A1 (ja) | コミュニケーション機能を備えたアミューズメントシステム | |
KR100721887B1 (ko) | 정보 공급 단말기 | |
JP3531676B1 (ja) | データ配信システム | |
JP2003022341A (ja) | ゲームサイト運営装置 | |
JP2013165899A (ja) | プログラム、ゲームシステム、ゲーム制御方法 | |
JP2004229845A (ja) | ゲームシステム及びゲームサーバ | |
CN107547492B (zh) | 用于减少网络中断的影响的系统和方法 | |
JP2003058451A (ja) | ゲームサイト運営装置 | |
JP4518739B2 (ja) | 遊技システム | |
JP2005118282A (ja) | 遊技店用管理システム | |
JP2003022396A (ja) | ゲームサイト運営装置 |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
AK | Designated states |
Kind code of ref document: A1 Designated state(s): AE AG AL AM AT AU AZ BA BB BG BR BW BY BZ CA CH CN CO CR CU CZ DE DK DM DZ EC EE EG ES FI GB GD GE GH GM HR HU ID IL IN IS JP KE KG KM KP KR KZ LC LK LR LS LT LU LV MA MD MG MK MN MW MX MZ NA NI NO NZ OM PG PH PL PT RO RU SC SD SE SG SK SL SM SY TJ TM TN TR TT TZ UA UG US UZ VC VN YU ZA ZM ZW |
|
AL | Designated countries for regional patents |
Kind code of ref document: A1 Designated state(s): BW GH GM KE LS MW MZ NA SD SL SZ TZ UG ZM ZW AM AZ BY KG KZ MD RU TJ TM AT BE BG CH CY CZ DE DK EE ES FI FR GB GR HU IE IS IT LT LU MC NL PL PT RO SE SI SK TR BF BJ CF CG CI CM GA GN GQ GW ML MR NE SN TD TG |
|
121 | Ep: the epo has been informed by wipo that ep was designated in this application | ||
WWE | Wipo information: entry into national phase |
Ref document number: 2006513529 Country of ref document: JP |
|
WWE | Wipo information: entry into national phase |
Ref document number: 2005737098 Country of ref document: EP |
|
WWE | Wipo information: entry into national phase |
Ref document number: 11588324 Country of ref document: US |
|
WWE | Wipo information: entry into national phase |
Ref document number: 1020067024024 Country of ref document: KR |
|
WWE | Wipo information: entry into national phase |
Ref document number: 200580015915.9 Country of ref document: CN |
|
NENP | Non-entry into the national phase |
Ref country code: DE |
|
WWW | Wipo information: withdrawn in national office |
Country of ref document: DE |
|
WWP | Wipo information: published in national office |
Ref document number: 1020067024024 Country of ref document: KR |
|
WWP | Wipo information: published in national office |
Ref document number: 2005737098 Country of ref document: EP |
|
WWP | Wipo information: published in national office |
Ref document number: 11588324 Country of ref document: US |