WO2007094214A1 - ゲーム管理方法、ゲーム管理システム及びゲーム端末装置 - Google Patents
ゲーム管理方法、ゲーム管理システム及びゲーム端末装置 Download PDFInfo
- Publication number
- WO2007094214A1 WO2007094214A1 PCT/JP2007/052116 JP2007052116W WO2007094214A1 WO 2007094214 A1 WO2007094214 A1 WO 2007094214A1 JP 2007052116 W JP2007052116 W JP 2007052116W WO 2007094214 A1 WO2007094214 A1 WO 2007094214A1
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- Prior art keywords
- game
- player
- fraud
- unit
- players
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- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Ceased
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Classifications
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- A63F13/10—
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/75—Enforcing rules, e.g. detecting foul play or generating lists of cheating players
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- 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
- A63F13/45—Controlling the progress of the video game
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/40—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
- A63F2300/407—Data transfer via internet
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5586—Details of game data or player data management for enforcing rights or rules, e.g. to prevent foul play
Definitions
- the present invention relates to a game management method, a game management system, and a game terminal device that can execute a battle game between a plurality of game terminal devices by exchanging operation information with each other via a network.
- a battle game can be executed between a plurality of stores via a network.
- the game results are collected by the center server, the ranking in the whole country, region, or store is calculated based on the game results of each player, and the calculated ranking is used as the game device at the end of the game.
- Various awards virtual honors, ranks, grades, etc. that are displayed in the game or agreed in the game are given. In this way, by displaying the rankings and giving rewards to the top performers, they are encouraged to participate in the game.
- the game device is forcibly stopped (abnormal termination) by turning off the power switch of the game device or by disconnecting the network cable, and the game result is transmitted to the host It may be possible to prevent this from happening. If the transmission of game results to the center server is hindered, the ranking of the player who has performed the act is hardly lowered as a result. Therefore, the game results will not be correctly reflected in the ranking, and fair ranking processing or display will not be possible. Unfairness in ranking occurs with players.
- An object of the present invention is to provide a game management method, a game management system, and a game terminal device.
- a battle game in which a battle game can be executed between a plurality of game terminal devices by exchanging operation information with each other via a network, before the battle game is started.
- the player is identified, and whether or not the game in progress is determined to be illegally terminated by the player's unauthorized operation is created and stored as illegal history information for the illegally terminated player.
- the fraud history information of each identified player is read, and the players with fraud history are combined. As a result, a player who has performed a fraudulent operation is separated from a good player, and it is possible to ensure fairness with a good player.
- FIG. 1 is a configuration diagram of a game system to which a game server device according to the present invention is applied.
- FIG. 2 is a perspective view showing an appearance of an embodiment of a client terminal device.
- FIG. 3 is a software configuration diagram showing an embodiment of a client terminal device.
- FIG. 4 is a functional configuration diagram of a control unit of the client terminal device.
- FIG. 5 is a perspective view showing an appearance of an embodiment of the store server device.
- FIG. 6 is a nodeware configuration diagram showing an embodiment of the store server apparatus.
- FIG. 7 is a nodeware configuration diagram showing an embodiment of a center server device according to the present invention.
- FIG. 8 is a functional configuration diagram of a control unit of the center server device.
- FIG. 9 is an example of a flowchart showing the operation of the center server device.
- FIG. 10 is an example of a detailed flowchart of step ST 5 (competitor determination processing) shown in FIG.
- FIG. 11 is an example of a screen diagram of a standby screen.
- FIG. 12 is an example of a standby screen showing the selected result.
- FIG. 13 is an example of a detailed flowchart of the processing of ST ST67 (processing in a standby state) shown in FIG.
- FIG. 14 is an example of a detailed flowchart of the processing of step ST57 (player selection processing) shown in FIG.
- FIG. 15 is an example of a flowchart showing the operation of the client terminal device.
- FIG. 16 is an example of a battle screen showing the battle situation.
- FIG. 17 is an example of a flowchart of the abnormal termination information acquisition process performed by the log management unit, which is a part of the process performed in step ST 109 “match” shown in FIG.
- FIG. 18 is a diagram showing an example of a flowchart of log data processing performed by the log data management unit, which is a part of processing at the time of starting the client terminal device.
- FIG. 19 is an example of a flowchart of log file import processing by the center server device.
- FIG. 20 is an example of a flowchart of an unauthorized person confirmation process executed as part of the user authentication process.
- FIG. 21 is an example of a screen diagram of a battle screen between unauthorized persons.
- FIG. 1 is a configuration diagram of a game system to which a game server device according to the present invention is applied.
- the game system includes a client terminal device (game terminal device) 1 that is associated with identification information, a store server device 2 that is communicably connected to a plurality (eight in this case) of client terminal devices 1, Connected to multiple store server devices 2 A center server device 3 for managing a game played by a plurality of players using the client terminal device 1.
- the client terminal device 1 advances a game by a player performing a predetermined operation based on a game screen displayed on a monitor.
- the identification information associated with the client terminal device 1 is the identification information for each store server device 2 to which the client terminal device 1 is connected (or the identification of the store where the client terminal device 1 is installed). Information) and identification information (referred to as a terminal number) for each client terminal device 1 in the store where the client terminal device 1 is provided. For example, when the identification information of the store A is A and the identification information power of the client terminal device 1 in the store A, the identification information of the client terminal device 1 is A4.
- the store server device 2 is connected to a plurality of client terminal devices 1 and a center server device 3 so as to communicate with each other, and transmits and receives data between the client terminal device 1 and the center server device 3.
- the center server device 3 is communicably connected to the plurality of store server devices 2 and associates the feature point data of the player's fingerprint necessary for fingerprint authentication, which is employed as necessary, with a user ID.
- the player information is stored as player information, and data is transmitted / received to / from the client terminal device 1 via the store server device 2 to select a player who plays a game in the same game space as the player (with an opponent! /, U). Is.
- FIG. 2 is a perspective view showing an appearance of an embodiment of the client terminal device 1.
- a business video game apparatus having an integrated monitor will be described as an example of a client terminal apparatus.
- the present invention is not particularly limited to this example, and a home video game machine is used for home use.
- the present invention can be similarly applied to a home video game device configured by connecting to a television, a personal computer functioning as a video game device by executing a video game program, and the like.
- the game played using the client terminal device 1 is a mahjong game, and a player who operates the client terminal device 1 and a player who operates another client terminal device 1. And at least one of the CPU players will play against it. In the case of playing against a player who operates another client terminal device 1, it will be described later.
- Data is transmitted and received between the client terminal devices 1 through the network communication unit 18, the store server device 2, the center server device 3, and the like.
- the client terminal device 1 is instructed to select either a monitor 11 for displaying a game screen, an address of a button for prompting selection displayed on the game screen of the monitor 11, or a pressed position by a player.
- Touch panel 1 la speaker 12 that outputs sound
- card reader 13 that reads information such as user ID stored in a personal card
- fingerprint information from the CCD camera 14a A fingerprint authentication unit 14 for extracting characteristic feature data and a coin receiving unit 15 for receiving coins inserted by the player are provided.
- the feature point data extracted by the fingerprint authentication unit 14 is stored in player information 362a (described later) of the center server device 3 via the network communication unit 18 (described later), the store server device 2 and the like.
- the monitor 11 is, for example, a thin liquid crystal display that displays an image.
- the personal card is a magnetic card or IC card in which personal information such as a user ID is stored. Although not shown in the figure, the card reader 13 can read the personal information from the inserted personal card. It is to make.
- a control unit 16 including a microcomputer that outputs detection signals from the respective units and control signals to the respective units is disposed.
- an outlet 7 is provided at an appropriate position of the client terminal device 1, preferably at a side surface or back surface position that is difficult to see from the view of the player who is playing, in this case, at the lower side surface.
- a plug 8a of a communication cable 8 connected to the store server apparatus 2 and a plug 9a of a power line 9 for supplying power for operating the client terminal apparatus 1 can be inserted.
- the external power supplied from the power supply line 9 is guided to a power supply circuit (not shown) provided in the client terminal device 1, and the power supply circuit generates a current of a necessary level for each part.
- Both the plugs 8a and 9a of the communication cable 8 and the power line 9 may be inserted into outlets prepared individually. Further, a power switch may be employed instead of the power plug.
- FIG. 3 is a nodeware configuration diagram showing an embodiment of the client terminal device 1.
- the control unit 16 controls the overall operation of the client terminal device 1, and includes an information processing unit (CPU) 161 that performs various information processing in addition to processing related to the overall progress of the game and image display processing, and information in the middle of processing. Etc., and a ROM 163 in which predetermined image information, a game program, etc., which will be described later, are stored in advance.
- CPU information processing unit
- the external input / output control unit 171 converts a detection signal into a digital signal for processing between the control unit 16 and the detection unit including the card reader 13, the touch panel lla, the CCD camera 14a, and the coin reception unit 15.
- the command information is converted into a control signal and output to each device of the detection unit, and powerful signal processing and input / output processing are performed, for example, in a time-sharing manner.
- the external device control unit 172 performs a control signal output operation to each device of the detection unit and a detection signal input operation from each device of the detection unit within each time division period.
- the drawing processing unit 111 displays a required image on the monitor 11 in accordance with an image display instruction from the control unit 16, and includes a video RAM and the like.
- the audio reproduction unit 121 outputs a predetermined message, BGM, or the like to the speaker 12 in accordance with an instruction from the control unit 16.
- the ROM 163 stores a mahjong tile character, a background image, various screen images, data used for fraud determination, and the like.
- the mahjong tile character is composed of the required number of polygons to make it possible to perform 3D drawing.
- calculations for conversion from a position in the three-dimensional space to a position in the pseudo three-dimensional space, light source calculation processing, and the like should be performed, and drawing should be performed on the video RAM based on the calculation result.
- Write image data for example, write (paste) texture data to the video RAM area specified by the polygon.
- the CPU 161 reads the image, sound, control program data, and game program data from the ROM 163 based on the operating system (OS) recorded in the ROM 163 that is built-in or externally attached / detached. Some or all of the read image, sound, control program data, and the like are stored in the RAM 162. Thereafter, the CPU 161 controls the control program stored in the RAM 162, various data (image data including other character images such as polygons and textures of display objects, sound data), and a detection unit. The processing proceeds based on the detection signal from
- data that can be stored in a removable recording medium is, for example, a node disk drive, an optical disk drive, a flexible disk drive, a silicon disk drive, a cassette medium reader, etc.
- the recording medium may be a node disk, an optical disk, a flexible disk, a CD, a DVD, a semiconductor memory, or the like.
- the network communication unit 18 is for transmitting and receiving player operation information, various event information, and the like generated during execution of the mahjong game to and from the center server device 3 via the network and the store server device 2 and the like. .
- FIG. 4 is a functional configuration diagram of the control unit 16 of the client terminal device 1.
- the CPU 16 of the control unit 16 includes an item assigning unit 161a that virtually assigns a predetermined quantity of items to a player that satisfies a predetermined condition, and a performance determining unit that determines a player's ranking in the game every time the game ends.
- a level determination unit 16 If that determines a level (corresponding to a class) indicating the level of strength in the game of the player based on the quantity of items.
- the title parameter calculation unit 161g that calculates a title parameter that represents the player's game characteristics based on the calculated title parameter
- the title granting unit 161h, the life evaluation unit 161k that calculates and determines the life that is the criterion for whether or not to continue playing, and the player's operation during the game are evaluated to determine the game results at the end of the game
- the player obtained by the game result evaluation unit 1611 the player sets the connection condition for the next game, the connection condition setting unit 161m, and after the game
- the continuous participation permission unit 16 In that permits participation in the next game under the continuous condition set by the continuous condition setting unit 161m and abnormal termination is detected.
- Log data management unit 161 ⁇ for acquiring and managing log data for management.
- the RAM 162 of the control unit 16 stores a level storage unit 162a that stores the quantity and level information of items in association with the names of players, and stores past game history data and mouth data of each player for each player.
- the RAM 162 takes care to prevent data from being erased by a known knock-up power supply process even when the client terminal device 1 is turned off.
- the item granting unit 161a virtually grants an item (here, an item called a dragon chip) to a player that satisfies a predetermined condition, and increases or decreases the points virtually owned by the player.
- the numbers and points are stored in the stage storage unit 162a in association with the player's name.
- the score determination unit 161b is a player that virtually possesses a point bar and determines the rank in order. It is. However, at the start of the game, the number of points virtually owned by the player as a point stick (referred to as the origin) is the same. For example, the origin is 20000 points.
- the item moving unit 161d is virtually updated by the player based on the determination result by the score determination unit 161b and the number of games selected by the table selection unit 161c.
- the possessed item power also moves a predetermined quantity between players.
- the stage determination unit 161f determines a stage indicating the level of strength of the player in the game based on the number of items virtually owned by the player, and stores the stage in association with the player's name. In addition to being stored in the unit 162a, the stage information is transmitted to the center server device 3 via the network communication unit 18, the network, the store server device 2 and the like.
- the title parameter calculation unit 161g determines the level performed by the level determination unit 161f. In this case, when it is determined in the first stage, a title parameter representing the player's characteristics in the game is calculated based on the history data stored in the history storage unit 162b.
- the parameters include the completion rate, transfer rate, average number of dramas, and average transliteration defined by the following equations.
- the cumulative number of completions, the total number of firings, the total number of stations played, the total number of dramas at the end, the total transliteration at the end and the total number of completions used in the above formula are It is stored in the history storage unit 162b in association with the identification information.
- the title assigning unit 161h when determined at the first stage in the stage determination performed by the stage determination unit 161f, based on the title parameter calculated by the title parameter calculation unit 161g, The player's title is virtually assigned and stored in the title storage unit 162c in association with the player's name, and the title information is transmitted to the center server device 3 via the network communication unit 18, the network, the store server device 2 and the like. It is to be transmitted.
- the player when the life falls below the OHP during the battle, the player is prompted to insert coins when the battle is continued.
- a check is made to see if the life is 5000HP or not. If the life power is less than OOOHP and the player continues to play, the player is prompted to insert coins. If the life is over 5000HP at the end of the match and you continue to play At the beginning of the game, the life is initialized to 5000HP.
- the game score evaluation unit 1611 obtains the game score at the end of the game by evaluating the operation of the player during the game according to a predetermined rule.
- the game result represents the result of evaluating the player's operation during the game.
- the game score is expressed as a game result after the game is over, with the score of each player's point bar increasing or decreasing by the time the game is started.
- the «I connection condition setting unit 161m sets the continuation condition of the player for the next game based on the game result of the player obtained by the game result evaluation unit 1611.
- the continuation condition for the player after the end of the game is set by referring to the continuation condition (such as the number of additional coins) for continuing participation according to the game result of the player stored in the continuation condition storage unit 162f.
- the continuous participation permission unit 161 ⁇ responds to accepting a continuous participation in the next game after the game is over, and proceeds to the next game under the continuous condition set by the continuous condition setting unit 161m. Is allowed.
- the continuous participation permission unit 161 ⁇ when the game result evaluation unit 1611 evaluates that the evaluation result of the game result is high level when the game starts in the continuous participation in the next game for each player. , Has a function of starting the next game without a predetermined condition.
- the stage storage unit 162a stores the number of items assigned by the item assigning unit 161a and changed by the item moving unit 161d and the stage determined by the stage determining unit 161f in association with the player's name. It is.
- the history storage unit 162b stores, as past game history data of the player, the cumulative number of times of completion, which is the cumulative number of times of completion, the cumulative number of firings, which is the cumulative number of times of firing, The total number of stations played, which is the cumulative number of stations, the total number of Dora, which is the total number of Dora that was in the process at the end of the game, The transliteration and the total number of times of completion, which is the total number of completions, are stored for each player.
- the history storage unit 162b stores log data, which will be described in detail later.
- the title storage unit 162c stores the value of the title parameter calculated by the title parameter calculation unit 161g, the title assigned by the title assigning unit 161h, and the like.
- the life storage unit 162d stores the life value calculated by the life evaluation unit 161k in association with the player's name.
- the game score storage unit 162e stores the value of the score of the player's point stick evaluated (calculated) by the game score evaluation unit 1611 in association with the player's name.
- the continuation condition storage unit 162f associates the continuation condition for the player to continuously participate in the next game with the score value (game score value) of the player's score bar obtained by the game score evaluation unit 1611. To store.
- FIG. 5 is a perspective view showing an appearance of an embodiment of the store server device 2.
- the store building I server device 2 includes a monitor 21 that displays a game screen, a speaker 22 that outputs sound, and a personal card vending machine 25 that accepts coins inserted by the player and sells personal cards. Yes.
- the monitor 21 includes, for example, two CRTs for the purpose of displaying a large image.
- the two CRTs are arranged so that the long sides of the roughly rectangular screen display section that displays each image are adjacent to each other, and the image signal of the image signal is displayed so that one image is displayed on the two image display sections. Control takes place.
- the speaker 22 outputs a predetermined message and BGM.
- the personal card vending machine 25 includes a coin accepting unit 24 that accepts coins inserted by a player and a card paying unit 23 that pays out personal cards.
- the coin receiving unit 24 includes a coin discharge port (not shown) that is discharged when the inserted coin is a defective coin or the like.
- a control unit 26 composed of a microcomputer or the like that outputs detection signals from the respective units and control signals to the respective units is disposed at appropriate positions of the store server device 2.
- FIG. 6 is a nodeware configuration diagram showing an embodiment of the store server apparatus 2.
- the control unit 26 controls the overall operation of the store server device 2, and includes an information processing unit (CPU) 261, a RAM 262 for temporarily storing information during processing, and predetermined image information.
- the drawing processing unit 211 displays a required image on the monitor 21 in accordance with an image display instruction from the control unit 26, and includes a video RAM and the like.
- the sound reproducing unit 221 outputs a predetermined message, BGM, or the like to the speaker 22 in accordance with an instruction from the control unit 26.
- data that can be stored in a removable recording medium is, for example, a node disk drive, an optical disk drive, a flexible disk drive, a silicon disk drive, a cassette medium reader, etc.
- the recording medium may be a node disk, an optical disk, a flexible disk, a CD, a DVD, a semiconductor memory, or the like.
- the network communication unit 28 is for transmitting and receiving various data to and from the center server device 3 via a network such as WWW.
- the interface unit la is for exchanging data with a plurality of (for example, eight) client terminal devices 1 connected to the store server device 2.
- the control unit 26 receives the information to which the terminal identification information received from the center server device 3 via the network communication unit 28 is assigned, and the client terminal device corresponding to the terminal identification information via the interface unit la Send to 1. Also, the information to which the terminal identification information received from the client terminal device 1 is given via the interface unit la is transmitted to the center server device 3 via the network communication unit 28.
- FIG. 7 is a nodeware configuration diagram showing an embodiment of the center server device 3 according to the present invention.
- the control unit 36 controls the overall operation of the center server device 3, and includes an information processing unit (CPU) 361, a RAM 362 for temporarily storing information being processed, and predetermined image information.
- data that can be stored in a removable recording medium is, for example, a node disk drive, an optical disk drive, a flexible disk drive, a silicon disk drive, a cassette medium reader, etc.
- the recording medium may be a node disk, an optical disk, a flexible disk, a CD, a DVD, a semiconductor memory, or the like.
- the network communication unit 38 is for transmitting / receiving various data to / from the plurality of store server apparatuses 2 via a network having WWW and the like.
- FIG. 8 is a functional configuration diagram of the control unit 36 of the center server device 3.
- the CPU 361 of the control unit 36 is in a standby state by a reception unit 36 la that accepts participation of the player in the game at the start of the game in each client terminal device 1, a player that is received by the reception unit 36 la, and a standby unit 361c described later.
- a selection unit 36 that selects a predetermined number (3 in this case) or less and more than a predetermined number (2 in this case) of players to be played in the same game space from the selected players according to a predetermined rule 36 lb and a player that is not selected by the selection unit 36 lb are set in a standby state, and the selection unit 361b performs selection of the player.
- a game is executed in the same game space as the CPU player by the first player executing unit 361d for executing the game in the same game space and the player waiting by the standby unit 361c.
- a second execution unit 361e to be executed, and a monitoring unit 3 61g that monitors the usage state of all client terminal devices 1 selected by the selection unit 361b and executing games by the first execution unit 361d. Yes.
- the RAM 362 stores personal information such as user ID data and fingerprint feature point data, and a player information storage unit 362a, and class information indicating a player's strength level on the game, and player identification information (
- a history storage unit 362e for storing and storing an unauthorized person information storage unit 362e for storing unauthorized person information relating to the player who was operating the client terminal device 1 when the game was forcibly ended as will be described later.
- the receiving unit 361a receives personal information such as user ID data and fingerprint feature point data transmitted from each client terminal device 1, and stores the player information stored in the player information storage unit 362a. Based on the above, the player's participation in the game is accepted. Further, the participation of the continuously participating player transmitted from each client terminal device 1 is accepted. [0066]
- the selection unit 361b is a rule for processing two or more and three or less players who play in the same game space from among the players received by the receiving unit 361a and the players in the standby state by the standby unit 361c. Therefore, here, the selection is made (combined) based on the class stored in the stage storage unit 362b and the title stored in the title storage unit 362c.
- the selection unit 361b selects a player at least once more when the number of selected players is less than 3 (that is, 2). Specifically, a player whose difference from the player's class (level) is within two classes is selected. The title may be included in the selection conditions.
- the selection unit 361a assigns, for example, a selection number to the selected client terminal device 1 in the order of selection.
- the standby unit 361c puts the player into a standby state and causes the selection unit 361b to perform player selection.
- the standby state is a state where the selection unit 36 lb is waiting for an opponent to be selected.
- the first execution unit 361d causes the players selected by the selection unit 361b to execute a game in the same game space. That is, the players selected by the selection unit 361b become opponents, and the instruction information indicating that the game is to be executed (sitting virtually on the same table) is transmitted to the client terminal device 1 used by the selected player. It is what you do.
- the second execution unit 361e causes the player in the standby state by the standby unit 361c to execute the game in the same game space as the CPU player.
- the monitoring unit 36lg of the center server device 3 takes into consideration the past ranking, the acquired point value, etc. for the player who has a game record in the battle mode stored in the history storage unit 362d.
- the calculation is performed according to a predetermined rule, and the result is sent as an overall ranking (ranking), for example, periodically to the store server device 2 or the client terminal 1 as necessary for display.
- the rank and title are also displayed in correspondence with the player displayed in the ranking.
- FIG. 9 is an example of a flowchart showing the operation of the center server device 3.
- the receiving unit 361a receives the personal information transmitted from the client terminal device 1 (step ST1), and based on the player information stored in the player information storage unit 362a.
- the player authentication process is executed, and if affirmative, participation in the game is permitted (step ST3).
- the player 36 lb is allowed to participate by the selection unit 36 la and is accepted by the selection unit 36 lb (accepted in the case of “one-player mode” described later!).
- Two or more players are selected based on the class stored in the stage storage unit 362b and the title stored in the title storage unit 363c, and the first execution unit 3 61d selects the players selected by the selection unit 361b.
- the instruction information for executing the game in the same game space is transmitted to the client terminal device 1 used by the selected player (step ST5). Then, the monitoring unit 361g monitors the usage state of all the client terminal devices i in which the game is being executed by the first execution unit 361d (step ST7).
- FIG. 10 is an example of a detailed flowchart of step ST5 (competitor determination process) shown in FIG.
- the following processing is performed by the selection unit 361b unless otherwise specified.
- the battle mode transmitted from the client terminal device 1 is received by the receiving unit 361a (step ST51).
- the “one-player” mode is a mode for playing against the CPU player
- the “in-store battle” mode is for the case where all the opponents use the client terminal device 1 connected to the same store server 2.
- It is a battle mode
- the “communication battle” mode is a battle mode when at least one player among the players is a player using the client terminal device 1 connected to a different store server.
- the reception unit 36 la determines whether or not the battle mode is the “one-player” mode (step ST52). If this determination is affirmative, the process is returned. If this determination is negative, the player is accepted, the time counter T is initialized to 0 (step ST53), and the player is playing to display the standby screen shown in FIG. Instruction information is transmitted to the client terminal device 1.
- FIG. 11 is an example of a screen diagram of the standby screen.
- the standby screen 400 displays player information 401 of the player whose screen is displayed on the lower side of the screen, and player information 402 and 403 indicating that the opponent is selected on the upper side and the right side of the screen. Is displayed, and player information 404 of the CPU player is displayed on the left side of the screen.
- Player Information 401 and 404 are displayed as names 401a and 404a which are names of players in the game, player names 401b and 404b, and player levels 401c and 404c. If it is, the name of the CPU player is “Hanako”, the name is “Genbu”, and the rank is “four steps”.
- the standby screen 400 displays player information 402 and 403 of opponents other than the player who uses the client terminal device 1 on which this screen is displayed and the CPU player !, so that the player is the opponent You can confirm that is selected.
- step ST55 It is determined whether or not the player is in the standby state by the standby unit 361c or has already received the player power ⁇ (step ST55). If this determination is negative, the process proceeds to step ST61. If this determination is affirmed, 2 or more and 3 or less players who play in the same game space from the accepted players and the players in the standby state by the standby unit 361c are stored in the stage storage unit 362b. A client terminal device 1 that is selected based on the stored class and the title stored in the title storage unit 363c (step ST57) and that the player is playing to display a standby screen representing the selected result 1 Instruction information is sent to.
- FIG. 12 is an example of a standby screen representing the selected result.
- this screen is displayed at the bottom of the screen, player information 411 of the player is displayed, and player information 413 indicating that no opponent is selected is displayed at the top of the screen.
- the player information 414 of the CPU player is displayed on the left side, and the player information 412 of the player selected by the selection unit 361b is displayed on the right side of the screen.
- the player information 411, 412 and 414 include the names 41 la, 412a and 414a which are names of players in the game, the player names 41 lb, 412b and 414b, and the player's levels 41 lc, 412c, 41 4c and so on. Is displayed.
- the standby screen 410 displays player information 412 of the player (the opponent) selected by the selection unit 361b, in addition to the player and CPU player using the client terminal device 1 on which this screen is displayed. Therefore, the player using the client terminal device 1 on which this screen is displayed can confirm that one opponent is selected. [0077] Returning again to the flowchart shown in FIG. A determination is made as to whether the number of players selected in step ST57 (the number of opponents) is 3 (step ST59). If this determination is affirmative, the process is returned. If this determination is negative, the time counter T force is incremented (step ST61), and it is determined whether or not the time counter T is equal to or greater than a predetermined time TMAX (here 30 seconds) (step ST63).
- a predetermined time TMAX here 30 seconds
- step ST57 a determination is made in step ST57 as to whether or not the number of players selected is 0 (that is, the player has not been selected) (step ST65). If this determination is affirmative, the standby unit 361c puts the player in a standby state (step ST67). If this determination is negative, processing is returned.
- FIG. 13 is an example of a detailed flowchart of the processing in ST ST67 (processing in the standby state) shown in FIG. The following processing is performed by the standby unit 361c unless otherwise specified.
- instruction information is transmitted to the client terminal device 1 so as to start a CPU battle (a battle with only the CPU player) (step ST671).
- a predetermined time for example, 30 seconds
- step ST681 determines whether or not the number of selected players is 3 (step ST683). If this determination is affirmative, the process proceeds to step ST7 (match monitoring process) in FIG. When this determination is negative (when the number of selected players is 1), it is determined whether or not a predetermined time (for example, 10 seconds) has elapsed (step ST685). The elapsed time is counted up until it is done. If this determination is affirmative, the selection unit 36 lb selects a player (step ST687), and proceeds to step ST7 (match monitoring process) in FIG.
- FIG. 14 is an example of a detailed flowchart of the process (player selection process) in step ST57 shown in FIG.
- step ST57 shown in FIG. 10 is the same process as step ST679 and step ST687 shown in FIG.
- the following processes are all performed by the selector 36 lb.
- the total number WN of waiting players and accepted players is counted (step ST571), and then the player number counter I is initialized to 1 (step ST573).
- Step ST577 the level between the player and the I-th player is read from the level storage unit 362b, and it is determined whether or not the level difference is equal to or less than a predetermined value DN (here 2) (Ste ST577). If this determination is negative, the process proceeds to step ST583. If this determination is affirmative, the I-th player is added as a player to play against the player (step ST579).
- step ST581 it is determined whether or not the number of players competing with the player is three (step ST581). If this determination is affirmative, the process is returned. If this determination is negative, if the determination in step ST575 or step ST577 is negative, the player number counter I is incremented (step ST583), and whether or not the player number counter I exceeds the total number WN of players. A determination is made (step ST585). If this determination is affirmative, the process is returned, and if negative, the process returns to step ST575.
- FIG. 15 is an example of a flowchart showing the operation of the client terminal device 1.
- the user ID data is read from the apocalypse card inserted into the card reader 13
- the fingerprint of the player is captured by the CCD camera 14a of the fingerprint authentication unit 14
- the fingerprint information from the CCD camera 14a is captured by the fingerprint authentication unit 14.
- feature point data necessary for personal authentication is extracted (step ST101).
- user ID data and feature point data are transmitted to the center server device 3 (step ST103).
- a mode selection screen for selecting the battle mode is displayed, and input of player power is accepted.
- the battle mode is selected (step ST104), and the battle mode information is transmitted to the center server device 3.
- Competitor information such as the name, rank and title of another player (competitor) who plays a game in the same game space is received from the center server device 3 (step ST105).
- the instruction information for executing the game is received from the center server device 3, the game is started, and the place and the parent are determined (step ST107).
- the battle is started (step ST109), and the battle screen shown in FIG. 16 is displayed.
- FIG. 16 is an example of a screen diagram of a battle screen showing the battle situation.
- the player's hand 511 is displayed at the bottom of the screen so that the type of heel can be seen, and the player's hand 512 on the top and left and right sides of the screen is displayed as if the type of heel is not visible.
- the approximate center of the screen there is a mountain 513 including a dora display bag, a throwing bag 514 around the mountain 513, and various buttons 516 that are pressed by the player at the bottom of the screen.
- the game is progressed by the player pressing the button 516 as appropriate while watching the battle screen 510.
- the life evaluation unit 161k calculates the life and determines whether the life is over OHP (1HP or more) (step ST111). If this determination is affirmative, the process proceeds to step ST117. If this determination is denied, a continuation selection screen is displayed that prompts the player to decide whether or not to continue the match, and the player's strength depends on whether or not the coin is accepted by the coin accepting unit 15. Judgment is accepted and a determination is made as to whether or not the power to continue the currently running match is made (step ST113). If this determination is denied, battle interruption information, which is information indicating that the battle is interrupted, is transmitted to the center server device 3 (step ST115), and the processing is terminated. If this determination is affirmative, the process returns to step ST109.
- step ST111 If the determination in step ST111 is affirmative, it is determined whether or not the battle has ended (step ST117). If this determination is negative, the process returns to step ST109. If this determination is affirmative, battle end information indicating that the battle has ended is transmitted to the center server device 3, and the ranking in the game is determined by the score determination unit 16 lb (step ST119). And, the item determination unit 1 by the item moving unit 161d Based on the determination result by 61b and the number of games selected by the console selection unit 161c, the item virtually possessed by the player is moved between players (step ST121).
- the level determining unit 161f determines the level indicating the level of strength of the player on the game based on the number and points of items virtually owned by the player, and stores the level in the level storage unit 162a. By comparing with the previous level (at the end of the previous game), it is determined whether or not the level is changed to the first level (step ST123). If the level is not changed to the first level, an unillustrated item display screen showing the current number of items is displayed, and the process proceeds to step ST129. The level determined by the level determination unit 161f is stored in the level storage unit 162a and transmitted to the center server device 3 as level information.
- the title parameter calculation unit 161g calculates a title parameter that represents the player's characteristics on the game (step ST125). Then, the title giving unit 161h virtually gives the player the title of the player in the game based on the title parameter calculated by the title parameter calculating unit 161g (step ST127), and stores it in the title storage unit 162c. In addition, the title information is transmitted to the center server device 3.
- step ST129 it is determined whether or not the current HP of life is equal to or greater than a predetermined value SL (5000 HP in this case) necessary for continuing the game (step ST129). If this determination is affirmed, a continuation selection screen is displayed, and an input from the player is accepted, and a determination is made as to whether or not the game will be continued (step ST131). If this determination is affirmative, the process returns to step ST103. If this determination is negative, the process proceeds to step ST135.
- SL 5000 HP in this case
- step ST129 determines whether or not the player's judgment is accepted depending on whether or not a coin is accepted in the coin accepting unit 15 and whether or not to continue the game. Is determined (step ST133). If this determination is affirmative, the process returns to step ST103, and if this determination is negative, the process proceeds to step ST135.
- step ST133 or step ST131 If the determination in step ST133 or step ST131 is negative, the game is over. Competing end information indicating completion is transmitted to the center server device 3 (step ST135), and the processing is ended.
- FIG. 17 shows an example of a flowchart of information acquisition processing related to an abnormal end state performed by the log data management unit 161 ⁇ , which is part of the processing performed in step ST109 “match” in FIG.
- the abnormally ended state is when at least one of the communication cable 8 and the power line 9 of the client terminal device 1 that the player operates by the player is pulled out from the outlet 7, and the client A temporary communication failure occurs between the terminal device 1 and the opponent's client terminal device 1, and the operation of the player to the client terminal device 1 from the client terminal device 1 or transmission of usage information cannot be performed!
- / ⁇ it means a moment due to power failure or a temporary power failure (instantaneous power failure).
- the information processing unit 1601 performs the following process to continue the game thereafter.
- the client terminal device 1 having the smallest selection number set during the above-described selection process among the client terminal devices 1 that are to compete is executing a process for newly setting a CPU player and is fighting.
- the game is continued using the simulated operation information by the CPU player for continuing the game.
- the power line 9 of the client terminal device 1 that is operated by the player is pulled out from the outlet 7, the client terminal device 1 also becomes inoperable. No information can be exchanged for the game progress between them, and the above-mentioned CPU player is newly set up to play the battle!
- the game is continued using simulated operation information by the CPU player.
- the game performance corresponding to the client terminal device 1 operated by the bona fide player after the game ends is treated as a game battle record, It is stored in the center server device 3.
- the abnormal end state means that an illegal operation has been performed or an abnormal operation has occurred, rather than forcibly ending the game itself in the client terminal device in the battle. It means that the terminal device 1 is switched to the CPU player, which means that it is no longer a game between the original players. However, the game itself may be forced to end.
- the elapsed time is timed by the built-in timer, and each client terminal device 1 constantly selects “one-player” from the information on the operation of the player and the game situation.
- ⁇ In-store battle '' and ⁇ communicative battle '' game modes, game ranking, transfer time, and points at that time are temporarily recorded as log data in a predetermined area of RAM162. It is determined whether or not the log data retention period (LOG PERIOD) has elapsed by the current time since the log data was recorded (step S 1 51).
- the log file is stored in the history storage unit 162b (step S153). The current time is then replaced as the previous log time (step ST155).
- the log file is deleted (step ST157). Therefore, when the game is ended in an abnormal end state, the client terminal device 1 in which the abnormality has occurred has the game mode, the ranking, the time when the transfer was performed, and the score at that time.
- the history storage unit 162b is associated with the authenticated player.
- FIG. 18 shows an example of a flowchart of log data processing performed by the log data management unit 161 ⁇ , which is a part of processing at the time of starting the client terminal device.
- the log file is deleted (step ST167). After the communication cable 8 is disconnected from the outlet 7, the player Even when the plug-in is inserted again, the log data stored in the history storage unit 162b of the client terminal device is transmitted to the center server device 3 after communication is interrupted for a certain period.
- FIG. 19 shows an example of a flowchart of log file import processing by the center server device 3.
- the monitoring unit 361g determines whether or not there is log data in the data to which the client terminal device power is also transmitted (step ST171). To do. On the other hand, if this determination is affirmed, the following processing is performed by the monitoring unit 361g. First, an illegal point (BlackPoint) file based on the player information is created in a predetermined area of the RAM 362 (step ST173). Next, based on the received log data, fraud points weighted according to the rank are set (step ST175).
- BlackPoint BlackPoint
- the fraud point is set to zero. If the transfer is ranked 2nd, the fraud point is set to 1 with the intention of fraud being small. If the ranking is 3rd at the time of transfer, the fraud point is 4 because the fraud intention is large. If the transfer was ranked 4th (lowest), the fraud point was set to 16 because fraud was made (at least one of communication cable 8 and power line 9 was pulled out of outlet 7). . For example, fraud points may be given only to the lowest position. In addition, there are various ways of weighting the rankings. For example, an illegal point may be set for the inferior player (here, 3rd and 4th).
- step ST177 an (additional) setting of an incorrect point weighted according to the number of points at the time of transfer is performed (step ST177).
- the transfer score is within 8000 points, the fraudulent intention is small and the fraud point is set to 2 and added to the points given in step ST175. If the transfer score is 8000 or more and within 16000, the fraudulent intention is considered large and the fraud point is set to 8, which is added to the points given in step ST175.
- the number of points at the time of transfer is 16000 points or more, fraud has occurred (communication cable Unauthorized points are set to 16, and at least one of Bull 8 and Power Line 9 is removed from outlet 7, and is added to the points given in step ST175. Therefore, if the ranking is 4th and the transfer score is 16000 or more, 32 points will be set as fraud points. There are various ways of weighting the points at the time of transfer. For example, it is possible to set fraud points only for the lowest rank or for the inferior player (3rd and 4th here) .
- the monitoring unit 361g reads out the data of the same player as the owner of the log data from the unauthorized person information storage unit 362e, and calculates the unauthorized point and the unauthorized data calculated this time in the unauthorized person information of the player. The number of times is added once, and the updated data is written in the data of the corresponding player in the unauthorized person information storage unit 362e. In the case of the player for whom log data has been issued for the first time, since there is no data for the corresponding player in the unauthorized person information storage unit 362e, it is newly created and written. Note that fraud points are set based on the ranking and the number of points at the time of transfer, but only one of them may be used, or other factors may be taken into account.
- FIG. 20 shows an example of a flowchart of the fraud confirmation process executed as part of the user authentication process.
- This flow is activated when the personal information of a player who wishes to participate in the game is received from the client terminal device 1. It is determined whether or not the unauthorized person information storage unit 362e (illegal DB) has an unauthorized history corresponding to the user ID data authenticated by the player authentication process (step ST181). If there is no fraud history, the authentication result is returned as a normal person along with the values of fraud count 0 and fraud point 0 (step ST183). On the other hand, if there is a fraud history, the fraudulent information storage unit 362e reads fraud information, that is, the number of frauds, fraud points, and the last fraud time (step ST185).
- Step ST187 it is determined whether the force fraud force exceeding the predetermined threshold is greater than the predetermined number of times, for example, 3 times or more, and whether the average fraud point, which is a type of fraud parameter, is greater than the predetermined value, for example, greater than 1.
- the average fraud point, which is a type of fraud parameter is obtained from the calculation of fraud points Z fraud count.
- the average fraud point exceeding 1 is because it can be judged that the likelihood of fraudulent operations is high. If this decision is denied, the intention of fraud is assumed to be small. Then, the authentication result is judged to be normal, an unauthorized person level consisting of the number of frauds and fraud points is set (step ST189), and participation in the game is permitted.
- step ST191 it is determined whether (the current time—the last illegal time) is equal to or smaller than ⁇ 3 hours + (number of fraud times 1) ⁇ 24 hours ⁇ (step ST191). For example, if the number of frauds is 5 and 51 hours have not passed since the last fraud time, the above determination is denied. This is a long-time fraud after the last fraudulent act, and the restriction is relaxed in the time direction so as to give the opportunity for correction to the player, taking into account the number of frauds. . If this determination is negative, it is determined that the possibility of correction is high, and the authentication result is determined to be normal, and participation in the game is permitted (step ST189). Note that in the battle game at step ST189, a predetermined mark for reporting that the battle is played by unauthorized persons on the battle screen, for example, “Penalty Mode” is written at a predetermined position on the screen as shown in FIG. Is done.
- a process is performed in which it is recognized that the person is a regular offender and is prohibited from participating in the game (step ST193).
- a play prohibition message is displayed on the monitor 11 of the client terminal device 1.
- step ST75 of FIG. 14 The process of FIG. 20 enables the determination process of the difference from the unauthorized person level in step ST75 of FIG.
- the level as an unauthorized person is equal, the players are allowed to play a battle game, and the battle with a good player is restricted. The possibility is prevented as much as possible.
- the following maliciousness level which is a type of fraud parameter
- players of the same or similar fraud level can be played against each other.
- FIG. 21 above an indication that the battle game is being played only by an unauthorized person, either at the appropriate place on the opponent's selection screen or at the appropriate place on the game screen during the game. Can warn and deter unauthorized operations.
- the malicious level is 1 from the above formula.
- the present invention can further take the following aspects.
- the game played by the client terminal device is a mahjong game
- the game described above may be a game played by a plurality of other players.
- a mode that is a card game, a go game, a shogi game, a shooting game, a race game, or the like may be used.
- connection (network) configuration of the center server device, the store server device, and the client terminal device is not limited to that shown in FIG.
- various connection modes such as a ring type, a tree type, and a star type can be considered as a connection mode between the client terminal device and the center server device without using the store server device.
- a tree-type connection mode is preferable.
- the client terminal device may have a function of the center server device, and one of the client terminal devices may be used as a host terminal device and connected to another client terminal device.
- a mode in which a store server device is provided between the center server device and the client terminal device, and distributed processing is performed by the center server device, the store server device, and the client terminal device is preferable.
- the unauthorized person's recognition element is not limited to the rank and the score at the time of transfer, but may include elements such as the ranker of the overall score. Also, in other types of games, it is possible to appropriately adopt elements that are disadvantageous to oneself in consideration of the characteristics of those games. For example, in the case of a race game, a case may be considered where a top other than the self has scored or a predetermined time has been exceeded. Even in this way, it is possible to prevent unauthorized termination as much as possible when an adverse game result is expected.
- the case where a game result that is disadvantageous to the player is expected may be a case where the opponent is inferior to the opponent player in the battle game, or that the battle result is worse than that of the opponent player in the course of the game.
- the game management method manages a game in which a battle game can be executed among a plurality of game terminal devices by exchanging each other's operation information via a network.
- a player identifying step for identifying the player before the start of the competitive game, an unauthorized termination determining step for determining whether the game in progress is an illegal termination of the game due to an unauthorized operation by the player, and an illegality for the illegally terminated player
- a fraud history information storage step for creating and saving the history information
- a combination setting step for setting a combination of the fighting game via the network, wherein the combination setting step includes the fraud history information of each identified player. And combine players with fraud history.
- the game management system manages a game in which a battle game can be executed between a plurality of game terminal devices by exchanging operation information with each other via a network.
- a player identifying means for identifying the player and a network Combination setting means for setting a combination of the fighting games, unauthorized termination determining means for determining whether or not the ongoing game is illegally terminated by the player's unauthorized operation, and fraud history information for the illegally terminated player
- a fraud history information storing means for creating and storing the fraud history information
- the combination setting means reads the fraud history information of each identified player and combines the players with fraud history.
- the game terminal device can execute a battle game by exchanging information with each other via a network, and has a player identification means for identifying the player before the start of the battle game, and a network.
- a combination setting means for setting a combination of the fighting games, an unauthorized end determination means for determining whether or not the ongoing game is illegally terminated by the player's unauthorized operation, and an unauthorized history for the illegally terminated player
- a fraud history information storage means for creating and storing information, wherein the combination setting means reads out fraud history information of each identified player and combines players with fraud history. Is.
- the operation information is exchanged with each other via the network, and a battle game is played between the plurality of game terminal devices. Executed. If the player is identified before the start of the battle game by the player identification step, and then it is determined whether the game in progress is an illegal termination of the game due to an illegal operation of the player by the unauthorized termination determination step, In the history information storing step, unauthorized history information for the illegally terminated player is created and stored. Then, when setting the combination of the fighting game via the network in the combination setting step, the fraud history information of each identified player is read and the players having the fraud history are combined. Accordingly, since a player who has a track record of performing an unauthorized operation is separated from a good player, it is possible to ensure fairness with the good player.
- the unauthorized termination determining step includes a step of determining whether or not the abnormal termination is an illegal termination power of the game due to an unauthorized operation by the player, and the unauthorized history information storing step is performed for the player who has terminated the unauthorized operation.
- the prescribed penalty And calculating a fraud parameter for determining whether or not the force is the target of the object, and the combination setting step reads out the fraud parameter of each identified player, and combines the players having similar fraud parameters.
- the abnormal end determination step determines whether or not the abnormal end is an illegal end power of the game due to an illegal operation by the player.
- fraud parameters for judging whether or not the player who has been fraudulently terminated is a power of a predetermined penalty are calculated and identified in the combination setting step.
- the illegal parameters of the player who have played are read, the size of the illegal parameter is close !, and the players are combined. As a result, players whose fraud parameters are close, that is, players whose fraud levels are close, are combined.
- the step of calculating the fraud parameter includes a step of accumulating the number of abnormal ends, a step of accumulating the set fraud points to the previous fraud points, the accumulated fraud points and the accumulated fraud points. It is preferable to provide a step of calculating a fraudulent parameter relative to the number of abnormal terminations. According to this configuration, the fraud parameter uses the cumulative number of abnormal terminations and the accumulated fraud points for the previous fraud points, and the ratio power is also calculated. Therefore, it is possible to monitor with high accuracy the illegal termination due to the illegal operation of the player.
- a step of notifying the combination of the players having the fraud history may be provided. According to this configuration, it is possible to suppress illegal operations by notifying the combination of players having a fraud history.
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| JP2006038863A JP4048216B2 (ja) | 2006-02-16 | 2006-02-16 | ゲーム管理方法及びゲーム管理システム |
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| WO2007094214A1 true WO2007094214A1 (ja) | 2007-08-23 |
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| TW (1) | TW200829314A (enExample) |
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| KR101211832B1 (ko) | 2011-01-07 | 2012-12-12 | 주식회사 엔씨소프트 | 클러스터링 기법을 이용한 온라인 게임 내 비정상 캐릭터 검출 시스템 및 그 방법 |
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| JP2003225469A (ja) * | 2001-11-30 | 2003-08-12 | Konami Co Ltd | ゲーム用サーバ装置、ゲーム管理方法、ゲーム管理プログラム及びゲーム装置 |
| JP2004000680A (ja) * | 2003-07-22 | 2004-01-08 | Konami Co Ltd | ゲーム装置、プログラム及びコンピュータゲームシステムの制御方法 |
| JP2004113743A (ja) * | 2002-09-27 | 2004-04-15 | Michio Yokomizo | 不正行為を予防する自動組分け方法 |
| JP2004222805A (ja) * | 2003-01-20 | 2004-08-12 | Konami Co Ltd | スコアシステム |
| JP2005130166A (ja) * | 2003-10-23 | 2005-05-19 | Konami Computer Entertainment Studios Inc | 端末装置、端末方法、ならびに、プログラム |
| JP2006296769A (ja) * | 2005-04-21 | 2006-11-02 | Sega Corp | ゲームシステム |
-
2006
- 2006-02-16 JP JP2006038863A patent/JP4048216B2/ja active Active
-
2007
- 2007-02-07 WO PCT/JP2007/052116 patent/WO2007094214A1/ja not_active Ceased
- 2007-02-13 TW TW096105274A patent/TW200829314A/zh not_active IP Right Cessation
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| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP2001187273A (ja) * | 1999-01-28 | 2001-07-10 | Sega Corp | ネットワークゲームシステム、これに使用されるゲーム装置端末及び記憶媒体 |
| JP2001310083A (ja) * | 2000-04-28 | 2001-11-06 | Michihiro Nabeta | ビデオゲーム対戦システムにおける個人評価制御方法 |
| JP2003225469A (ja) * | 2001-11-30 | 2003-08-12 | Konami Co Ltd | ゲーム用サーバ装置、ゲーム管理方法、ゲーム管理プログラム及びゲーム装置 |
| JP2004113743A (ja) * | 2002-09-27 | 2004-04-15 | Michio Yokomizo | 不正行為を予防する自動組分け方法 |
| JP2004222805A (ja) * | 2003-01-20 | 2004-08-12 | Konami Co Ltd | スコアシステム |
| JP2004000680A (ja) * | 2003-07-22 | 2004-01-08 | Konami Co Ltd | ゲーム装置、プログラム及びコンピュータゲームシステムの制御方法 |
| JP2005130166A (ja) * | 2003-10-23 | 2005-05-19 | Konami Computer Entertainment Studios Inc | 端末装置、端末方法、ならびに、プログラム |
| JP2006296769A (ja) * | 2005-04-21 | 2006-11-02 | Sega Corp | ゲームシステム |
Cited By (5)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| CN113422973A (zh) * | 2021-06-09 | 2021-09-21 | 广州方硅信息技术有限公司 | 直播间对战会话控制方法及其装置、设备与介质 |
| CN113422973B (zh) * | 2021-06-09 | 2022-04-12 | 广州方硅信息技术有限公司 | 直播间对战会话控制方法及其装置、设备与介质 |
| CN113413605A (zh) * | 2021-07-08 | 2021-09-21 | 腾讯数码(深圳)有限公司 | 对局作弊账号的检测方法、装置、设备及存储介质 |
| CN113413605B (zh) * | 2021-07-08 | 2022-08-26 | 腾讯数码(深圳)有限公司 | 对局作弊账号的检测方法、装置、设备及存储介质 |
| CN116474359A (zh) * | 2022-01-17 | 2023-07-25 | 网易(杭州)网络有限公司 | 异常组队检测方法、装置、终端和计算机可读存储介质 |
Also Published As
| Publication number | Publication date |
|---|---|
| TWI332414B (enExample) | 2010-11-01 |
| TW200829314A (en) | 2008-07-16 |
| JP2007215716A (ja) | 2007-08-30 |
| JP4048216B2 (ja) | 2008-02-20 |
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