WO2007094215A1 - ゲーム端末装置、ゲーム管理システム及びゲーム管理方法 - Google Patents
ゲーム端末装置、ゲーム管理システム及びゲーム管理方法 Download PDFInfo
- Publication number
- WO2007094215A1 WO2007094215A1 PCT/JP2007/052117 JP2007052117W WO2007094215A1 WO 2007094215 A1 WO2007094215 A1 WO 2007094215A1 JP 2007052117 W JP2007052117 W JP 2007052117W WO 2007094215 A1 WO2007094215 A1 WO 2007094215A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- game
- player
- unit
- terminal device
- management method
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Ceased
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
- A63F13/70—Game security or game management aspects
- A63F13/75—Enforcing rules, e.g. detecting foul play or generating lists of cheating players
-
- 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
- A63F13/70—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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/53—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
- A63F2300/535—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for monitoring, e.g. of user parameters, terminal parameters, application parameters, network parameters
-
- 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
- A63F2300/5526—Game data structure
- A63F2300/554—Game data structure by saving game or status data
-
- 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
- Game terminal device game management system and game management method
- the present invention relates to a game terminal device, a game management system, and a game management method capable of executing a battle game by exchanging operation information with each other 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.
- the calculated ranking is used as the game device at the end of the game.
- the game result is sent to the host by forcibly stopping the game (abnormal end) by turning off the power switch of the game device or by shutting off the network cable. It is conceivable to try to prevent it. If such transmission of game results to the center server is interrupted, the ranking of the player who has performed the action hardly decreases as a result. Therefore, the game score is not correctly reflected in the ranking, the fair ranking process or the display thereof can not be performed, and the fairness in the ranking with the honest player occurs.
- the present invention has been made in view of the above, and an object of the present invention is to provide a technology capable of deterring a player's fraudulent acts.
- Another object of the present invention is to suppress with high accuracy whether the abnormal end of the game is due to the force caused by the player illegal operation or the force majeure such as power failure, network failure, etc.
- the player in a game in which a competition game can be executed between a plurality of game terminal devices by exchanging operation information with each other via a network, the player can play the game before the start of the game. To determine whether the game in progress has abnormally ended, and to determine whether the abnormal end is caused by the player's unauthorized operation, and the player who has made the abnormal termination is subject to a predetermined penalty. To determine whether the
- 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 the appearance of an embodiment of a client terminal device.
- FIG. 3 is a schematic diagram showing an embodiment of a client terminal device.
- FIG. 4 is a functional block diagram of a control unit of the client terminal device.
- FIG. 5 is a perspective view showing an appearance of an embodiment of a shop server device.
- FIG. 6 is a view of a nodware configuration showing one embodiment of a shop server device.
- FIG. 7 is a view of the construction of a nodeware showing an embodiment of a center server device according to the present invention.
- FIG. 8 is a functional block 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 ST5 (player determination processing) shown in FIG.
- FIG. 11 is an example of a screen view 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 flow chart of the processing (processing in the standby state) of step ST67 shown in FIG.
- FIG. 14 is an example of a detailed flowchart of the process (the player's selection process) of step ST57 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 screen view of a battle screen showing the battle situation.
- FIG. 17 is an example of a flowchart of acquisition processing of abnormal end information performed by the log management unit, which is part of the processing performed in step ST109 “competition” of FIG.
- FIG. 18 is a diagram showing an example of a flowchart of processing of log data performed by the log data management unit, which is a part of processing at the time of start-up of the client terminal device.
- FIG. 19 is an example of a flowchart of log file loading processing by the center server device.
- FIG. 20 is an example of a flowchart of the fraudulent person confirmation process executed as part of the user authentication process.
- FIG. 21 is an example of a screen view 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 can communicate with a client terminal device (game terminal device) 1 to which identification information is associated, and with a plurality of (here eight) client terminal devices 1 And a center server device 3 connected communicably to the plurality of store server devices 2 and managing a game played by the plurality of players using the client terminal device 1. .
- the client terminal device 1 advances a game by performing a predetermined operation based on a game screen displayed on a monitor by a player.
- the identification information associated with the client terminal device 1 is the identification information for each shop server device 2 to which the client terminal device 1 is connected (or the identification of the shop where the client terminal device 1 is provided). 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, if 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 communicably connected to the plurality of client terminal devices 1 and the center server device 3, 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 the fingerprint feature point data of the player necessary for the fingerprint authentication described later, which is adopted as necessary, is associated with the user ID
- the fingerprint feature point data of the player necessary for the fingerprint authentication described later is associated with the user ID
- FIG. 2 is a perspective view showing an appearance of an embodiment of the client terminal device 1.
- a business video game device in which a monitor is integrally configured will be described as an example of a client terminal device, but 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 that functions as a video game device by executing a video game program, and the like.
- the game played using the client terminal device 1 according to the present invention is a mahjong game, and a player operating the client terminal device 1 and another client terminal device 1 are used. At least one of the operating player and the CPU player It is a battle.
- data transmission / reception between the client terminal device 1 is performed via the network communication unit 18, the store server device 2, the center server device 3 and the like described later. .
- Client terminal device 1 receives an instruction from the monitor 11 for displaying the game screen, the address of the button displayed on the game screen of the monitor 11 for prompting selection and the like, and the position pressed by the player.
- Touch panel 1 la to determine whether it is, speaker 12 that outputs voice, card reader 13 that reads information such as user ID stored in personal card, and fingerprint information from CCD camera 14a are required for personal authentication
- a fingerprint authentication unit 14 for extracting feature point data and a coin reception 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, which will be described later, of the center server device 3 via the network communication unit 18, which will be described later, and the shop 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 an 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 personal information from the inserted personal card. It is to
- 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 a suitable position of the client terminal device 1, preferably at a side or back position where it is difficult to see from the player's view during the play, here the lower side.
- the plug 8a of the communication cable 8 connected to the shop server device 2 and the plug 9a of the power supply line 9 for supplying power for operating the client terminal device 1 can be inserted.
- the external power supplied from the power supply line 9 is led to a power supply circuit (not shown) provided inside 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 supply line 9 may be inserted into individually prepared outlets. Also, a power switch may be employed instead of the power plug.
- the control unit 16 controls the entire operation of the client terminal device 1, and performs an information processing unit (CPU) 161 that performs various processes related to the progress of the game, the image display process, and other processes.
- the ROM 162 temporarily stores information and the like, and the ROM 163 in which predetermined image information to be described later and a game program and the like are stored in advance.
- 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, touch panel l la, CCD camera 14a, and coin reception unit 15.
- the command information is converted into control signals and output to each device of the detection unit, and the intensive signal processing and input / output processing are performed, for example, in a time division manner.
- the external device control unit 172 performs an output operation of a control signal to each device of the detection unit and an input operation of a detection signal from each device of the detection unit within each time division period.
- the drawing processing unit 111 is for displaying a required image on the monitor 11 in accordance with an image display instruction from the control unit 16 and comprises a video RAM and the like.
- the voice reproduction unit 121 outputs a predetermined message, BGM, and the like to the speaker 12 in accordance with an instruction from the control unit 16.
- the ROM 163 stores a Mah-jongg character, a background image, images of various screens, data used for fraud determination, and the like.
- Mahjong ⁇ character etc. is composed of the required number of polygons that make up it so that it can be drawn three-dimensionally.
- drawing should be performed on the video RAM based on the above calculation results.
- Writing process of image data for example, writing (pasting) process of texture data to an area of video RAM specified by a polygon
- the CPU 161 reads out the image, voice, control program data and game program data from the ROM 163 based on the operating system (OS) stored in the ROM 163 as a built-in or externally attached / removable. A part or all of the read image, voice, control program data, etc. is held on the RAM 162. Thereafter, the CPU 161 controls the control program stored in the RAM 162 and various data (polygons of display objects. The processing proceeds on the basis of image data including other character images such as textures, sound data, and detection signals from the detection unit.
- OS operating system
- data that can be stored in the removable recording medium can be, for example, a disk drive, an optical disk drive, a flexible disk drive, a silicon disk drive, a cassette medium reader, etc.
- the recording medium may be, for example, 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 the mahjong game to and from the center server device 3 via the network and the store server device 2 or the like. .
- FIG. 4 is a functional block diagram of the control unit 16 of the client terminal device 1.
- the CPU 161 of the control unit 16 virtually assigns a predetermined number of items to a player who satisfies a predetermined condition, an item giving unit 161a, and a result determining unit that determines the ranking of the player in the game each time the game is over.
- An item moving unit 161d for moving between player players a predetermined number of item powers virtually held by the player based on the determination result by the score determination unit 161b and 161b, and the player is possessed virtually In the grade determination unit 16 If which determines the grade (corresponding to the grade) representing the level of strength in the player's game based on the number of items, history data stored in the history storage unit 162b described later is stored.
- a title parameter calculation unit 161g which calculates a title parameter representing the feature of the player's game based on the title of the player in the game to the player based on the calculated title parameter.
- the game award at the end of the game is determined by evaluating the operation of the player during the game by evaluating the operation of the player during the game.
- setting of the player's continuation condition for the next game is performed.
- the continuation participation permission unit 16 In which permits participation in the next game under the continuation condition set by the continuation condition setting unit 161m, and an abnormal end are detected. It has a log data management unit 161 ⁇ that acquires and manages log data for I see.
- the RAM 162 of the control unit 16 stores a rank storage unit 162a that stores the item quantity and rank information in association with the player's name, the game history data of the player and the mouth data for each player.
- a game score storage section 162e storing the value of the score of the player's point stick evaluated by the game score evaluation section 1611, and a continuation condition for the player to continue participating in the next game.
- a continuation condition storage unit 162 f that stores the point score (the score of the game score) in association with the value of the point stick.
- the RAM 162 ensures that the data is not erased by the known knock-up power processing even while the client terminal 1 is powered off.
- the item granting unit 161a virtually grants an item (here, an item called a dragon chip) to a player who satisfies a predetermined condition, and increases or decreases points virtually held by the player.
- the number and points are stored in the grade storage unit 162a in association with the player's name.
- the score determination unit 161b determines the ranking in order of the number of points that the player virtually holds as a point bar. It is. However, at the start of the game, the points (called origins) that players possess as virtual point bars are the same. For example, the origin is 20000 points.
- the item moving unit 161d determines that the player is virtually based on the determination result of the score determination unit 161b and the number of games selected by the table selection unit 161c after the ranking is determined by the score determination unit 161b.
- the item power that is possessed also moves between players by a predetermined amount.
- the grade determining unit 161f determines the grade representing the level of strength of the player in the game based on the number of items virtually held by the player, and stores the grade in association with the player's name. While storing in the section 162a, the rank 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 is a game of the player based on the history data stored in the history storage unit 162b when it is determined to be the first stage in the determination of the grade performed by the grade determination unit 161f.
- the title parameter that represents the feature of is calculated.
- the parameters include the completion rate, transfer rate, average number of drums, and average number of trellises defined by the following equation.
- the cumulative number of completions, cumulative number of firings, cumulative number of play stations, cumulative number of players at the completion, cumulative number of revolutions at the completion, and cumulative number of completions in the above equation It is stored in the history storage unit 162b in association with the identification information.
- the title imparting unit 161h receives the title parameter value calculated by the title parameter calculation unit 161g when the player is determined to be the first in the determination of the grade performed by the grade determination unit 161f.
- the title of the player is virtually assigned, and is stored in the title storage unit 162c in association with the player's name, and the title information is stored in the center server 3 via the network communication unit 18, the network, the store server 2 and the like. It is transmitted.
- the player when continuing the battle, the player is prompted to insert a coin.
- a check is made as to whether the life is 5000HP or not, and if the player is less than the life force OOOHP and continues to play, a coin is inserted into the player Prompt.
- the life is over 5000 HP at the end of the match, and if you play continuously, the life is initialized to 5000 HP at the start of the game.
- the game score evaluation unit 1611 obtains the game score at the end of the game by evaluating the operation of the player in the game according to a predetermined rule.
- the game achievement represents the result of evaluation of the player's operation in the game.
- the game score is expressed as the game result after the game is over after the game is over, by the time the game is started, by the end of the game, the points of the points held by each player are increased or decreased.
- I continuation condition setting unit 161m sets the continuation condition of the player to the next game based on the game result of the player obtained by the game result evaluation unit 1611.
- the continuation condition of the player after the end of the game is set by referring to the continuation condition (the number of additional coins, etc.) according to the player's game score stored in the continuation condition storage section 162f.
- the continuing participation permission unit 161 ⁇ transfers to the next game under the continuation condition set by the continuation condition setting unit 161m. Permit the participation of In addition, when the game participation evaluation unit 1611 evaluates that the evaluation result of the game score is high level when the game is started at the continuation participation to the next game for each player. , Has a function to start the next game without predetermined conditions.
- the grade storage unit 162a stores the number of items added by the item giving unit 161a and changed by the item moving unit 161d and the grade determined by the grade determining unit 161f in association with the player's name. It is.
- the history storage unit 162b as the player's past game history data, includes an accumulated number of times which is the accumulated number of times of completion, an accumulated number of times which is the accumulated number of times of gunned times, The cumulative number of stations, which is the cumulative number of stations, The cumulative number of the number of drums in hand, the cumulative number of drums in hand, the cumulative number of drums in hand The number of times of accumulation and the like, which is the accumulated number of times of transposition and completion, is stored for each player.
- the history storage unit 162 b stores log data whose details will be described later.
- the title storage section 162c is a title parameter calculated by the title parameter calculation section 161g. A value and a title given by the title giving unit 161 h are stored.
- the life storage unit 162 d stores the value of the life calculated by the life evaluation unit 161 k 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 name of the player.
- the continuation condition storage unit 162f associates the continuation condition for the player to continue participating in the next game with the value (score of game score) of the score of the player's point bar, which is obtained by the game score evaluation unit 1611. Storage.
- FIG. 5 is a perspective view showing the appearance of an embodiment of the shop server device 2.
- the store I server device 2 comprises a monitor 21 for displaying game screens etc., a speaker 22 for outputting sound, and a personal card vending machine 25 for receiving coins inserted by the player and selling personal cards. There is.
- the monitor 21 is provided with, for example, two CRTs in order to display an image in a large size.
- the two CRTs are disposed such that the long sides of the substantially rectangular screen display unit for displaying the respective images are adjacent to each other, and one image is displayed on the two image display units. Control takes place.
- the speaker 22 is for outputting a predetermined message or BGM.
- the personal card vending machine 25 includes a coin reception unit 24 for receiving coins inserted by the player, and a card delivery unit 23 for dispensing personal cards.
- the coin accepting unit 24 is provided with a coin discharge port (not shown) for discharging when the inserted coin is a defective coin or the like.
- a control unit 26 including a microcomputer that outputs detection signals from the respective units and control signals to the respective units is disposed.
- FIG. 6 is a nodeware configuration diagram showing an embodiment of the shop server device 2.
- the control unit 26 controls the entire operation of the store server device 2, and an information processing unit (CPU) 261, a RAM 262 for temporarily storing information in the middle of processing, and predetermined image information and the like are stored in advance. And the ROM 263.
- CPU information processing unit
- RAM random access memory
- ROM read-only memory
- 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 audio reproduction unit 221 is from the control unit 26. It outputs predetermined messages, BGM, etc. to the speaker 22 according to the instruction.
- data that can be stored in the removable recording medium is, for example, a disk drive, an optical disk drive, a flexible disk drive, a silicon disk drive, a cassette medium reader, etc.
- the recording medium may be, for example, 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 the WWW.
- the interface unit la is used to exchange data with a plurality of (for example, eight) client terminal devices 1 connected to the store server device 2.
- the control unit 26 is a client terminal device corresponding to the terminal identification information received from the center server device 3 via the network communication unit 28 and having the terminal identification information attached thereto via the interface unit la. Send to 1. Further, the information with the terminal identification information received from the client terminal device 1 through the interface unit la is transmitted to the center server device 3 through the network communication unit 28.
- FIG. 7 is a hardware configuration diagram showing an embodiment of the center server device 3 according to the present invention.
- the control unit 36 controls the entire operation of the center server device 3 and stores in advance information processing unit (CPU) 361, a RAM 362 for temporarily storing information etc. during processing, and predetermined image information etc. And a ROM 363.
- CPU central processing unit
- RAM random access memory
- ROM read-only memory
- data that can be stored in the removable recording medium can be, for example, a disk drive, an optical disk drive, a flexible disk drive, a silicon disk drive, a cassette medium reader, etc.
- the recording medium may be, for example, 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 and receiving various data to and from the plurality of shop server devices 2 via a network such as the WWW.
- the game management program of the present invention is recorded on the ROM 363, loaded on the RAM 362, and sequentially executed by the CPU 361 on the RAM 362. Each function is realized by being done.
- FIG. 8 is a functional block 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 the reception unit 36 la that receives the player's participation in the game at the start of the game on each client terminal device 1, the player received by the reception unit 36 la and the standby unit 361 c described later.
- a selection unit that selects players of a predetermined maximum number (here, 3) or less and a predetermined number (here, 2) or more players to play in the same game space from among the players who are With a player in a state not selected by lb and the selection unit 36 lb being in a standby state, the standby unit 361 c that causes the selection unit 361 b to execute this player selection, and the players selected by the selection unit 361 b
- the first game execution unit 361d that executes the game in the same game space, and the player who is in the standby state by the standby unit 361c play the game on the same game space as the CPU player
- a second execution unit 361e to be executed, and a monitoring unit 361g that monitors the use state of all the client terminal devices 1 selected by the selection unit 361b and whose game is being executed by the first execution unit 361d.
- the RAM 362 stores personal information such as user ID data and feature point data of a fingerprint.
- a player information storage unit 362a, and class information representing the level of strength of the player in the game is identified by the player's identification information.
- a title storage section 362c for storing title information representing the feature of the tactic in the game of the player in association with the identification information of the player;
- the past match results such as accumulated number of wins, accumulated number of guns, accumulated number of play stations, accumulated number of drums at sum, accumulated number of drums at sum, accumulated number of times, etc.
- History storage unit 362d, and an illegal person information storage unit 362e for storing illegal person information regarding the player who was operating the client terminal device 1 when the game is forcibly ended as described later. To have.
- the reception unit 361a receives personal information such as the user ID data of the player and the feature point data of the fingerprint transmitted from each client terminal device 1, and stores the personal information stored in the player information storage unit 362a. Based on the above, the game will be accepted by the player. In addition, each of the client terminals 1 transmits a continuous participating player It accepts participation in the game.
- the selection unit 361 b is a rule for processing two or more and three or less players who play in the same game space from among the players accepted by the acceptance unit 361 a and the players who are in the standby state by the standby unit 361 c. In this case, selection (combining) is performed based on the class stored in the grade storage unit 362b and the titles stored in the title storage unit 362c. Furthermore, the selection unit 361b selects a player at least one more time if the number of selected players is less than 3 (ie, 2). Specifically, a player whose difference from the player's class (or rank) is less than or equal to two is selected. The title may be included in the selection conditions. In the present embodiment, the selection unit 361a gives, for example, a selection number to the selected client terminal device 1 in the selection order.
- the standby unit 361c puts the player in a standby state when the player is not selected by the selection unit 361b, and causes the selection unit 361b to perform player selection. In the waiting state, 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 transmit instruction information indicating that the game is to be played (virtually sitting on the same table) to the client terminal device 1 used by the selected player. It is something to do.
- the second execution unit 361e is for causing the player kept 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 36 lg of the center server device 3 takes into consideration the ranks of players who have a game record in the battle mode, the points obtained, etc., stored in the history storage unit 362 d.
- the calculation is performed according to a predetermined rule, and the result is periodically transmitted to, for example, the shop server device 2 or the client terminal 1 as needed and displayed as a ranking.
- the grade and the title are also displayed corresponding to the ranked player.
- FIG. 9 is an example of a flowchart showing the operation of the center server device 3.
- personal information transmitted from the client terminal device 1 is received by the reception unit 361a (see FIG. Step ST1)
- the player authentication process is executed based on the player information stored in the player information storage unit 362a, and if affirmed, the participation in the game is permitted (Step ST3).
- the player is allowed to participate in the reception unit 36 la by the selection unit 36 lb (in the “single-handed!” Mode, which will be described later), and the player is allowed to play in the same game space from among the players.
- Two or more players are selected based on the class stored in the grade storage unit 362b and the title stored in the title storage unit 363c, and the first execution unit 1 61d selects the players selected by the selection unit 361b.
- instruction information to execute a game in the same game space is transmitted to the client terminal device 1 used by the selected player (step ST5).
- 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 (player determination processing) shown in FIG.
- the following processing is performed by the selection unit 361b unless otherwise stated.
- the battle mode transmitted from the client terminal device 1 is received by the reception unit 361a (step ST51).
- the “single-player mode” is a mode in which the CPU player plays a match
- the "in-store match” mode is a case where all the opponents use the client terminal 1 connected to the same store server 2.
- the “communication battle” mode is a battle mode in the case where at least one player of the battle players is a player using the client terminal device 1 connected to a different store server.
- the receiving unit 36 la determines whether the battle mode is the “single-handed” mode (step ST 52). If this determination is affirmed, 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 so as to display the standby screen shown in FIG. Instruction information is sent to the client terminal device 1.
- FIG. 11 is an example of a screen view of a standby screen.
- the standby screen 400 displays the player information 401 of the player whose screen is displayed on the lower side of the screen, and the player information 402 and 403 indicating that the opponent is selected on the upper side and the right side of the screen.
- player information 404 of the CPU player is displayed on the left side of the screen.
- the player information 401 and 404 are displayed as names 401a and 404a, which are names of the player in the game, player titles 401b and 404b, and player ranks 401c and 404c, respectively! If it is, the name of the CPU player is "Hanako", the name is "Genbu”, and the rank is "Four rank".
- the standby screen 400 displays the player information 402 and 403 of the player using the client terminal device 1 on which this screen is displayed and the opponent who is not the CPU player! Is selected, and can be confirmed.
- step ST55 It is determined by the standby unit 361c whether or not the player who has been put into the standby state or the already accepted player power ⁇ (step ST55). If this determination is negative, the process proceeds to step ST61. When this determination is affirmed, two or more and three or less players who play in the same game space among the players who have been put into the standby state by the accepted player and the standby unit 361c are registered in the grade storage unit 362b. A client terminal device selected by the player based on the stored class and the title stored in the title storage unit 363 c (step ST 57) and displaying a standby screen representing the selected result 1 The instruction information is sent to.
- FIG. 12 is an example of a standby screen showing the selected result.
- this screen is displayed on the lower side of the screen, and the player information 411 of the player is displayed, and on the upper side of the screen, player information 413 indicating that the opponent is not selected is displayed.
- 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 361 b is displayed on the right side of the screen.
- the player information 411, 412, and 414 includes names 41 la, 412a, and 414a, which are names of players in the game, player titles 41 lb, 412 b, and 414 b, and player positions 41 lc, 412 c, and 41 4 c, respectively. Is displayed. In the idle screen 410, in addition to the player using the client terminal 1 on which this screen is displayed and the CPU player, player information 412 of the player (the opponent) selected by the selection unit 361b is displayed. Therefore, the player using the client terminal 1 on which this screen is displayed is selected by one opponent. Can be confirmed.
- step ST59 It is determined whether the number of players (the number of opponents) selected in step ST57 is 3 or not (step ST59). If this determination is affirmed, the process is returned. If this determination is negative, the time counter T is incremented (step ST61), and it is determined whether the time counter T is equal to or greater than a predetermined time TMAX (here, 30 seconds) (step ST63). If this determination is denied, the process returns to step ST53. If the determination is negative, it is determined in step ST57 whether the number of players selected is 0 (ie, no selection is made) (step ST65). If this determination is affirmed, the standby unit 361c causes the player to stand by (step ST67). If this determination is negative, the process is returned.
- a predetermined time TMAX here, 30 seconds
- FIG. 13 is an example of a detailed flowchart of the process (process in standby state) of step ST67 shown in FIG. The following processing is performed by the standby unit 361c unless otherwise stated.
- instruction information is transmitted to the client terminal device 1 so as to start a CPU match (match with only a CPU player) (step ST 671).
- step ST677 It is determined whether a force has passed a predetermined time (for example, 30 seconds) (step ST677), and the elapsed time is counted up until this determination is affirmed. If the determination is affirmed, the selection unit 36 lb selects a player (step ST 679), and it is determined whether or not the player in the standby state is selected (step ST 681). If the determination is affirmative, the process proceeds to step ST683, in which instruction information is transmitted to the client terminal device 1 so as to display an opponent appearance screen indicating that the player has been selected. If this determination is negative, the process returns to step ST677.
- a predetermined time for example, 30 seconds
- step ST 681 it is determined whether the number of players selected is 3 (step ST 683). If this determination is affirmed, the process proceeds to step ST7 (match monitoring processing) of FIG. If the determination is negative (when the number of selected players is 1), it is determined whether a predetermined time (for example, 10 seconds) has elapsed (step ST685), and the determination is positive. The elapsed time is counted up until it is done. If this determination is affirmed, the selection unit 36 lb performs player selection (step ST687), Go to step ST7 (match monitoring process) in FIG.
- a predetermined time for example, 10 seconds
- FIG. 14 is an example of a detailed flowchart of the process (the player's selection process) of step ST57 shown in FIG.
- the process of step ST57 shown in FIG. 10 is the same process as step ST679 and step ST687 shown in FIG. Also, the following processing is all performed by the selection unit 36 lb.
- the total number WN of the players in the standby state and the accepted players is counted (step ST571), and then the number-of-players counter I is initialized to 1 (step ST573). Then, it is determined whether or not the same player is the same based on the information read from the injustice level force injustice information storage unit 362e, which will be described later, of the player and the I-th player (step ST575).
- step ST583 If it does, the process proceeds to step ST583. If this determination is affirmed, the grade between the player and the I-th player is read from the grade storage unit 362b, and it is determined whether or not the difference in grade is less than or equal to a predetermined value DN (here 2). Step ST577). If this determination is negative, the process proceeds to step ST583. If this determination is affirmed, the I-th player is added to the player who plays a match 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 affirmed, the process is returned. If the determination is negative, the determination in step ST575 or step ST577 is negative, the number-of-players counter I is incremented (step ST583) and it is determined whether the number-of-players counter I exceeds the total number WN of players. A determination is made (step ST585). If this determination is affirmed, the process is returned, and if denied, the process returns to step ST575.
- FIG. 15 is an example of a flowchart showing the operation of the client terminal device 1.
- user ID data is read from the card card inserted in the card reader 13
- the fingerprint of the player is imaged by the CCD camera 14a of the fingerprint authentication unit 14, and the fingerprint information from the CCD camera 14a is Feature point data required for personal authentication is extracted using it (step ST101).
- the user ID data and the feature point data are transmitted to the center server device 3 (step ST103).
- a mode selection screen for selecting a battle mode is displayed, an input of player power is accepted, a battle mode is selected (step ST104), and battle mode information is transmitted to the center server device 3.
- the opponent server information such as the names, ranks and titles of other players (players) who play the game in the same game space is received from the center server device 3 (step ST 105).
- the game is started, and a place and a 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 view of a battle screen showing the battle situation.
- the player's hand 511 is displayed on the lower side of the screen so that the type of the whistle can be seen, and the hand of the opponent 512 is visible as the type of the whistle can not be seen on the upper side of the screen and both sides.
- a mountain 513 including a dora display screen is displayed at the center of the screen, and a discarding board 514 is displayed around the mountain 513, and various buttons 516 pressed by the player are displayed at the lower side of the screen. The game proceeds by the player appropriately pressing the button 516 while watching the battle screen 510.
- the life evaluation unit 161k calculates the life and determines whether the life is greater than OHP (1 HP or more) or not (step ST111). If this determination is affirmed, the process proceeds to step ST117. When this determination is denied, a continuation selection screen for prompting the player to make a determination as to whether or not to continue the battle is displayed, and the player's ability is determined by whether or not the coin accepting unit 15 accepts the coin. The determination is accepted, and it is determined whether or not the current ongoing battle is to be continued (step ST113). If this determination is negative, competition interruption information, which is information to suspend the battle, is transmitted to the center server device 3 (step ST115), and the process is ended. If this determination is affirmed, the process returns to step ST109.
- Step ST111 If the determination is affirmative, it is determined whether the battle is over (Step ST117). If this determination is negative, the process returns to step ST109. When this determination is affirmed, the battle end information indicating that the battle has ended is transmitted to the center server device 3, and the score determination unit 16 lb determines the ranking in the game. It is judged (step ST119). Then, the item moving section 161d moves the items virtually possessed by the player between the players based on the judgment result by the result judging section 161b and the number of games selected by the table selecting section 161c (see FIG. Step ST121).
- the grade determining unit 161f determines the grade indicating the level of strength of the player in the game based on the number and points of items virtually possessed by the player, and stores the grade in the grade storage unit 162a. By comparing with the current (at the end of the previous game) rank, it is judged whether or not the rank is changed to the first rank (step ST123). If the grade is not changed to the first grade, a not shown item display screen showing the number of items etc. at present is displayed, and the process goes to step ST129. The grade determined by the grade determination unit 161f is stored in the grade storage unit 162a and transmitted to the center server apparatus 3 as grade information.
- the title parameter calculation unit 161g calculates a title parameter representing the game feature of the player (step ST125). Then, the title giving section 161h virtually gives the player the title of the player in the game based on the title parameter calculated by the title parameter calculating section 161g (step ST127), and is stored in the title storage section 162c. The title information is sent to the center server device 3.
- step ST129 it is determined whether the current HP of Life is equal to or more than a predetermined value SL (here, 5000 HP) necessary to continue the game (step ST129). If the determination is affirmed, the continuation selection screen is displayed, the input from the player is accepted, and it is determined whether or not the game continues (step ST131). If this determination is affirmed, the process returns to step ST103. If this determination is negative, the process proceeds to step ST135.
- SL here, 5000 HP
- step ST129 determines whether or not the coin acceptance unit 15 accepts the determination of the player's power depending on whether or not the coin is accepted, and continues the game. Is determined (step ST133). If this determination is affirmed, the process returns to step ST103. If this determination is denied, the process proceeds to step ST135. If the determination in step ST133 or step ST131 is negative, battle end information indicating that the game has been ended is transmitted to the center server device 3 (step S).
- FIG. 17 shows an example of a flow chart of the process of acquiring information regarding the abnormal end state performed by the log data management unit 161 o, which is a part of the process performed in step ST 109 “competition” of FIG.
- the information processing unit 161 performs the following processing to continue the game. That is, when the communication cable 8 of the client terminal device 1 operated by the player is pulled out from the outlet 7, the player can exchange information for progressing the game with other client terminal devices 1 in the battle.
- the client terminal device 1 with the smallest selection number set at the above-mentioned selection processing in the client terminal device 1 to be battled executes a process of newly setting the CPU player to play a battle!
- the other client terminal device 1 continues the game using simulated operation information by the CPU player for continuing the game.
- the client terminal device 1 does not operate in the same manner.
- the information for the game progress can not be exchanged between the two, and the above-mentioned processing for setting the CPU player is newly performed, and the other client terminal device 1 that was playing a match is the CPU for the game progress.
- the game is continued using the simulated operation information by the player.
- the abnormal termination state refers to a client terminal in which an illegal operation has been performed or an abnormality has occurred, rather than the game itself in the client terminal device in the battle being forcibly terminated. It means that the device 1 is switched to the CPU player, which means that it is not a game between the original opponents. However, the game itself may be forced to end.
- the elapsed time is counted by the built-in timer, and each client terminal device 1 constantly reads “one The game mode of “in-store match” and “communication match”, the order in the game, the time when the transfer was made, and the score at that time are temporarily recorded as log data in a predetermined area of the RAM 162.
- the log file is stored in the history storage unit 62b (step S153).
- the current time is replaced as the previous log time (step ST155).
- step ST157 when the game ends normally, the log file is deleted (step ST157). Therefore, when the game is ended abnormally, the game mode, the order, the time when the transfer is made, and the score at that time are given to the client terminal device 1 where the abnormality has occurred. , And are associated with the authenticated player and exist in the history storage unit 162b.
- FIG. 18 shows an example of a flowchart of processing of log data performed by the log data management unit 161 o, which is part of processing at the time of startup of the client terminal device.
- the file of the history storage section 162b force log data is read (step ST163), and the read log data is transmitted as abnormality information to the center server device 3 (step ST165), and The log file is cleared (Step ST167).
- the log data stored in the history storage unit 162b of the client terminal device is the center server device. Sent to 3
- FIG. 19 shows an example of a flowchart of log file import processing by the center server device 3.
- the monitoring unit 361g it is determined by the monitoring unit 361g whether or not there is log data in the data to which the client terminal device power is also transmitted (step ST171). If this determination is negative, return is made. Do. On the other hand, if this determination is affirmed, the following process is performed by the monitoring unit 361g. First, an illegal point (BlackPoint) file is created in a predetermined area of the RAM 362 based on the player information (step ST173). Then, based on the received log data, setting of the incorrect points weighted according to the order is performed (step ST175).
- BlackPoint BlackPoint
- the fraudulent point will be 0, assuming that there is no intention of fraud (for example, due to a communication failure or a momentary interruption). If the transfer is in second place, then the fraudulent intention is considered to be small and the fraudulent point is taken as 1. If the order after making the transfer is 3rd, the fraudulent intention is considered to be 4 and the fraudulent intention is high. If the order at the time of the transfer is 4th (lowest), the fraud point is considered to be 16 if it is fraudulent (at least one of the communication cable 8 and the power supply line 9 is pulled out of the outlet 7). . Note that even if there is no weighting, incorrect points may be given only to the bottom, for example. In addition, there are various ways in which the rankings can be weighted. For example, it is possible to set an incorrect point to a player who is on the inferior side (here, 3rd and 4th places).
- step ST 177 if the transfer is valid, (addition) setting of the incorrect points weighted according to the score at the transfer is performed (step ST 177).
- an unauthorized operation is performed within a predetermined time, for example, within 3 minutes after the transfer. If the score at the time of transfer is within 8000 points, the fraudulent intention is considered to be small and the fraudulent point is 2 and is added to the point given in step ST175. If the score at the time of transfer is 8000 or more and 16000 or less, the fraudulent intention is considered to be large, and the number of fraudulent points is 8 and the point given in step ST175 is It is added.
- the score at the time of transfer is 16000 points or more, it is determined that the fraud has been made (at least one of the communication cable 8 and the power supply line 9 has been pulled out of the outlet 7), the fraudulent point is regarded as 16 and is given in step ST175. Will be added to the Therefore, if the order is 4th and the transfer score is 16000 or more, 32 points will be set as incorrect points.
- weighting to the score at the time of transfer can be considered in various manners, for example, it is possible to set an illegal point only to the lowest position or to the less competitive player (here, 3rd and 4th places). .
- the monitoring unit 361g reads out the data of the same player as the owner of the log data from the injustice information storage unit 362e, and the injustice information calculated this time in the injustice information of the player and the injustice, The number is added once and updated and written to the data of the corresponding player in the injustice information storage unit 362e.
- data of the corresponding player is not present in the injustice information storage unit 362e, so that it is newly created and written.
- the setting of the illegal point was performed by the order and the score at the time of transfer, only one of them may be used, or other factors may be added.
- FIG. 20 shows an example of a flow chart of the fraudulent person confirmation process executed as part of the user authentication process.
- This flow is activated when personal information of a player who desires to participate in the game is received from the client terminal device 1. It is determined whether the unauthorized person information storage unit 362e (illegal DB) has an unauthorized history corresponding to the user ID data authenticated in the player authentication process (step ST181). If there is no fraud history, the authentication result is returned as a normal person together with the value of the number of frauds 0 and the fraud point 0 (step ST183). On the other hand, if there is a fraud history, the fraud information is stored in the fraud information storage unit 362e, that is, the number of frauds, the number of fraud points, and the latest fraudulent time (step ST185).
- the average fraud point which is a kind of fraud parameter, is a predetermined value or more, for example, greater than 1 or not. It is done (step ST187).
- the average fraudulent point which is a type of fraudulent parameter, can be obtained from the computation of the number of fraudulent points Z fraud. If the average fraud point exceeds 1, it is likely to be tampered with It is because it can be judged that If this determination is denied, it is determined that the authentication result is normal, assuming that the intention of the fraud is small, and the fraudulent person level consisting of the number of frauds and the fraud points is set (step ST189), and participation in the game is permitted. Ru.
- step ST191 it is determined whether (the current time-the last incorrect time) is equal to or smaller than ⁇ 3 hours + (irregular times 1 3) X 24 hours ⁇ (step ST191). For example, if the number of frauds is five and 51 hours have not elapsed since the last fraudulent time, the above determination is denied.
- This is a system in which the restriction is time-wise relaxed in order to give a chance of correction, so to speak, for the player, taking into account the number of injustices, taking into account the number of injustices for the player, who has made a long or injustice from the last injustice. .
- step ST189 a predetermined mark notifying that the battle is between the wrong persons is displayed on the battle screen, for example, as shown in FIG. 21, "penalty mode" is written at a predetermined position on the screen. Be done.
- step ST193 processing for prohibiting participation in the game is performed.
- a play prohibition message is displayed on the monitor 11 of the client terminal device 1.
- step ST75 of FIG. 14 the level as the injustice is equal, and the players are allowed to play a competition game with each other, and the competition with the good player is restricted. The possibility is prevented as much as possible.
- players of the same or similar fraud level can be played against each other by using the following malicious degree, which is a type of fraud parameter.
- FIG. 21 described above a display indicating that the match game is being played only by the wrong person individually or at a suitable place on the game screen in the game, or at a suitable place on the game screen in the game It is possible to suppress unauthorized operation by giving a warning.
- the fraudster level is a kind of fraudulent parameter, and may be calculated as a ratio between the fraud point and the number of frauds as the average fraud point. Furthermore, as an incorrect parameter The degree of maliciousness calculated by the following equation may be adopted.
- Maliciousness level INT ((Incorrect point Z incorrect number of times) Z4)
- the malicious degree is 1 according to the above equation.
- the present invention can take the following aspects.
- the game played by the client terminal device 1 when the game played by the client terminal device 1 is a mahjong game, it may be a game played with a plurality of other players as described above.
- a mode may be such as a card game, a go game, a shogi game, a racing game, a race game, and the like.
- connection (network) configuration of the center server device 3, the store server device 2 and the client terminal device 1 is not limited to that shown in FIG.
- various connection modes such as ring type, tree type and star type can be considered as a connection mode between the client terminal device 1 and the center server device 3 without using the store server device 2.
- a tree connection is preferred.
- the store server device 2 may be provided with the function of the center server device 3 to connect with the client terminal device 1 in the store. As shown in FIG.
- a store server device 2 is provided between the center server device 3 and the client terminal device 1 and distributed processing is performed by the center server device 3, the store server device 2 and the client terminal device 1 Is preferred.
- the player is prohibited from participating in the battle game according to the illegal level as a penalty for the illegal person, but the game is made only for a predetermined period for the illegal operator. As an aspect to prohibit participation of,.
- (F) As a penalty for fraudsters, in addition to the prohibition of participation in the game, it is also possible to limit the point giving, give a lower number of points, or even take out all or part of the points. Good. In addition to points, it is also possible to limit the item grant, grant a lower number of items, or pick up all or part of an item. Furthermore, it may be a process of canceling a grade or a title, or it may be a process of giving a predetermined handy gap (for example, the point of a point is reduced) to the battle game. These processes also lead to suppression of unauthorized operation.
- the recognition factor of the wrongdoer is not limited to the rank and the score at the time of transfer, and may consider factors such as the ranker of the overall score.
- factors such as the ranker of the overall score.
- it is possible to appropriately adopt elements of an aspect that is disadvantageous to one's own in consideration of the characteristics of those games. For example, in the case of a racing game, when the top other than the self has scored a goal, it may be considered that the predetermined time has passed. Even in this way, it is possible to prevent as much as possible the wrong termination when the game result against oneself is expected.
- the case where a game result is expected to be disadvantageous to oneself is considered to be a case where the match score is worse than that of the opponent player in the middle of the game if the opponent game is inferior to the opponent player in the match game.
- a game management method capable of executing a competition game between a plurality of game terminal devices is performed to identify players before the start of the game.
- Player identification step an abnormal termination determination step for determining that the game in progress is abnormally terminated, and an unauthorized termination determination for determining whether or not the abnormal termination ability of the game is caused by the abnormal operation of the player.
- the method includes a step and an incorrect parameter calculation step of calculating an incorrect parameter which determines whether or not the player who has made the incorrect termination is subject to a predetermined penalty.
- a game management system capable of executing a competition game between a plurality of game terminal devices by exchanging operation information of each other via a network is a player before the start of the game.
- Player identification means for identifying a game
- an abnormal end determination means for determining that the game in progress has abnormally ended, and whether or not the abnormal end is an incorrect end of the game caused by the player's unauthorized operation.
- a fraud parameter calculation means for calculating a fraud parameter which determines whether or not the player who has made the fraud termination is subject to a predetermined penalty.
- the game terminal apparatus capable of executing a battle game by exchanging information with each other through the network, a player identification means for identifying a player before the start of the game, and the game in progress abnormally ended.
- An abnormal end judging means for judging the abnormal end, an illegal end judging means for judging whether or not the abnormal end is an illegal end of the game caused by an illegal operation of the player, and a predetermined for the player who made the illegal end. It is equipped with the fraudulent parameter calculation means which calculates the fraudulent parameter which determines whether it becomes the object of a penalty.
- the operation information is exchanged with each other via the network, and a match game is played among the plurality of game terminal devices.
- the abnormal termination determination step causes the abnormal termination to be an unauthorized operation of the player. It is determined whether or not the game is illegally ended as a result, and in the illegal parameter calculation step, it is judged whether or not the player who has been illegally ended is a force to be a target of a predetermined penalty. Therefore, it is possible to prevent the illegal operation of the player by judging whether the abnormal end of the game is due to the illegal operation by the player with higher accuracy, and to maintain the fairness with the good player more. It becomes possible.
- the illegal termination determination step includes the step of setting the status of the battle game of the game terminal device operated by the player at the abnormal termination time and the illegal points, and the illegal parameter calculation step includes the number of abnormal terminations.
- the step of accumulating, the step of accumulating the set incorrect point to the previous incorrect point, and the step of calculating the relative strength of the accumulated incorrect point and the accumulated number of abnormal ends The incorrect parameter Is preferred.
- the situational power of the battle game of the game terminal device operated by the player at the abnormal end time setting of the illegal points is performed, and further, the step of accumulating the number of abnormal terminations;
- the steps of accumulating up to the incorrect points up to the point calculation of a ratio power incorrect parameter between the accumulated incorrect points and the accumulated number of abnormal ends is performed. This makes it possible to monitor unauthorized operations with high probability.
- the competitive game is!, And it is inferior to the opponent player. Also, in the step of setting the injustice point, it is preferable that the score of the competition game is worse than the opponent player. According to these configurations, unauthorized operation can be monitored with high probability.
- the step of setting the injustice point is to add different injustice points according to the situation of the competition game.
- the degree of injustice for example, the number of Needless, and the injustice evaluation according to the situation at the time of injustice can be made.
- a penalty presence / absence determination step of determining whether or not the incorrect parameter has reached a threshold subject to the predetermined penalty. According to this configuration, if the illegal parameter exceeds the threshold, it is subject to a penalty, which leads to the suppression of illegal operation.
- the penalty processing step gives a predetermined handicap to the competition game. Further, it is preferable that the penalty processing step gives a predetermined warning when executing the competition game. According to these configurations, it leads to suppression of an unauthorized operation.
- the penalty processing step prohibits the execution of the competition game. According to this configuration, the illegal operation of the player can be deterred and good The fairness with the player is more retained.
- the present invention when an abnormal end of the game occurs while the game is in progress, it is determined whether the abnormal end is an incorrect end of the game caused by an unauthorized operation of the player, and the player is ended abnormally. On the other hand, it is possible to deter the player's illegal operation and to maintain fairness with the good player by determining whether or not the force is the target of the penalty.
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Business, Economics & Management (AREA)
- Computer Security & Cryptography (AREA)
- General Business, Economics & Management (AREA)
- Management, Administration, Business Operations System, And Electronic Commerce (AREA)
- Slot Machines And Peripheral Devices (AREA)
- Pinball Game Machines (AREA)
Priority Applications (4)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| CN2007800055553A CN101384316B (zh) | 2006-02-16 | 2007-02-07 | 游戏终端装置、游戏管理系统及游戏管理方法 |
| US12/223,903 US8287350B2 (en) | 2006-02-16 | 2007-02-07 | Game terminal device, game management system and game management method |
| EP07708156A EP1987865A4 (en) | 2006-02-16 | 2007-02-07 | TERMINAL GAME DEVICE, GAME MANAGEMENT SYSTEM, AND GAME MANAGEMENT METHOD |
| HK09105480.7A HK1126707B (en) | 2006-02-16 | 2007-02-07 | Game terminal device, game management system, and game management method |
Applications Claiming Priority (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| JP2006-038862 | 2006-02-16 | ||
| JP2006038862A JP4048215B2 (ja) | 2006-02-16 | 2006-02-16 | ゲーム管理システム及びゲーム管理方法 |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| WO2007094215A1 true WO2007094215A1 (ja) | 2007-08-23 |
Family
ID=38371402
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| PCT/JP2007/052117 Ceased WO2007094215A1 (ja) | 2006-02-16 | 2007-02-07 | ゲーム端末装置、ゲーム管理システム及びゲーム管理方法 |
Country Status (7)
| Country | Link |
|---|---|
| US (1) | US8287350B2 (enExample) |
| EP (1) | EP1987865A4 (enExample) |
| JP (1) | JP4048215B2 (enExample) |
| KR (1) | KR101020912B1 (enExample) |
| CN (1) | CN101384316B (enExample) |
| TW (1) | TW200806368A (enExample) |
| WO (1) | WO2007094215A1 (enExample) |
Cited By (2)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| WO2009025124A1 (ja) * | 2007-08-23 | 2009-02-26 | Konami Digital Entertainment Co., Ltd. | ネットワークゲームシステム、ネットワークゲームシステムの制御方法、ゲーム装置、ゲーム装置の制御方法、プログラム及び情報記憶媒体 |
| WO2009101962A1 (ja) * | 2008-02-15 | 2009-08-20 | Konami Digital Entertainment Co., Ltd. | 通信システム、通信方法、情報記録媒体、ならびに、プログラム |
Families Citing this family (23)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP5158671B2 (ja) * | 2007-02-16 | 2013-03-06 | 株式会社ユニバーサルエンターテインメント | サンド装置 |
| US8992306B2 (en) * | 2007-07-30 | 2015-03-31 | Igt | Gaming system and method providing variable payback percentages |
| JP5270244B2 (ja) * | 2008-07-22 | 2013-08-21 | 株式会社コナミデジタルエンタテインメント | ゲーム端末装置、ゲームシステム及びゲーム管理プログラム |
| JP5385026B2 (ja) * | 2009-06-26 | 2014-01-08 | 株式会社コナミデジタルエンタテインメント | ゲームシステム及びゲームコンティニュー状態設定方法 |
| JP5222863B2 (ja) * | 2010-02-10 | 2013-06-26 | 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、ゲームシステムの制御方法及びプログラム |
| KR101155216B1 (ko) | 2011-12-09 | 2012-08-07 | (주)네오위즈게임즈 | 온라인 게임에서의 랙 감지 방법 및 서버 |
| US8814661B2 (en) | 2011-12-20 | 2014-08-26 | Igt | Gaming machines having normal and hot modes |
| KR101246361B1 (ko) * | 2011-12-30 | 2013-04-04 | (주)네오위즈게임즈 | 릴레이 서버를 이용한 렉발생 어뷰징 방지 서비스를 제공하는 방법, 서버 및 기록매체 |
| JP6038473B2 (ja) * | 2012-03-30 | 2016-12-07 | 株式会社カプコン | ゲームプログラムおよびゲームシステム |
| JP5978530B2 (ja) * | 2012-06-01 | 2016-08-24 | 任天堂株式会社 | ゲームシステム、ゲーム制御方法、ゲーム装置およびゲームプログラム |
| US9524614B2 (en) | 2012-09-25 | 2016-12-20 | Igt | Gaming system and method for permanently increasing the average expected payback percentage of a game for a player |
| KR101406340B1 (ko) * | 2014-03-21 | 2014-06-13 | 신중섭 | 핸디캡점수 산정이 가능한 당구게임 관리시스템 |
| CN106215420B (zh) * | 2016-07-11 | 2019-12-06 | 畅游云端(北京)科技有限公司 | 用于创建游戏场景的方法和设备 |
| JP6248224B1 (ja) * | 2017-05-02 | 2017-12-13 | 株式会社 ディー・エヌ・エー | サーバー装置、ゲームプログラム、及び、情報処理方法 |
| JP7168304B2 (ja) * | 2017-07-11 | 2022-11-09 | 株式会社バンダイナムコエンターテインメント | ゲームシステム、プログラム及び処理方法 |
| EP3694619A4 (en) * | 2017-10-11 | 2021-08-04 | Warner Bros. Entertainment Inc. | FLEXIBLE COMPUTER GAME BASED ON MACHINE LEARNING |
| JP6473259B1 (ja) * | 2018-05-01 | 2019-02-20 | 株式会社Cygames | ゲームにおけるユーザの不正を検出するためのシステム、サーバ、プログラム及び方法 |
| KR102116969B1 (ko) * | 2019-01-23 | 2020-05-29 | 넷마블 주식회사 | 게임 서버 및 컴퓨터 프로그램 |
| JP6974761B2 (ja) * | 2019-12-23 | 2021-12-01 | 株式会社カプコン | コンピュータプログラムおよびゲームシステム |
| CN113082726A (zh) * | 2019-12-23 | 2021-07-09 | 喀普康有限公司 | 存储有计算机程序的存储介质以及游戏系统 |
| US20210264371A1 (en) * | 2020-02-21 | 2021-08-26 | Pymetrics, Inc. | Systems and methods for data-driven identification of talent and pipeline matching to role |
| JP2023072215A (ja) * | 2021-11-12 | 2023-05-24 | 株式会社セガ | ゲームシステム |
| CN114650239B (zh) * | 2022-03-23 | 2024-02-23 | 腾讯音乐娱乐科技(深圳)有限公司 | 一种数据的刷量识别方法、存储介质和电子设备 |
Citations (7)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JPH1042062A (ja) * | 1996-07-19 | 1998-02-13 | Sega Enterp Ltd | 通信制御方法、通信制御プログラムを記憶した記憶媒体及び通信制御装置 |
| 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 |
| US20030177347A1 (en) | 1995-11-22 | 2003-09-18 | Bruce Schneier | Methods and apparatus for awarding prizes based on authentication of computer generated outcomes using coupons |
| 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 |
| JP2004081671A (ja) * | 2002-08-28 | 2004-03-18 | Konami Co Ltd | ゲーム装置およびゲームデータのセーブ方法 |
| 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 |
Family Cites Families (8)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US5408697A (en) | 1993-06-14 | 1995-04-18 | Qualcomm Incorporated | Temperature-compensated gain-controlled amplifier having a wide linear dynamic range |
| US5894556A (en) * | 1996-03-21 | 1999-04-13 | Mpath Interactive, Inc. | Network match maker matching requesters based on communication attribute between the requesters |
| EP1867371A3 (en) * | 1999-01-28 | 2008-10-29 | Kabushiki Kaisha Sega doing business as Sega Corporation | Network game system, and game terminal device and storage medium used therefor |
| JP2004173736A (ja) | 2002-11-25 | 2004-06-24 | Konami Co Ltd | ゲーム用サーバ装置、ゲーム管理方法及びゲーム管理用プログラム |
| US7288027B2 (en) * | 2003-05-28 | 2007-10-30 | Microsoft Corporation | Cheater detection in a multi-player gaming environment |
| US7517282B1 (en) * | 2003-08-04 | 2009-04-14 | Microsoft Corporation | Methods and systems for monitoring a game to determine a player-exploitable game condition |
| US7367888B1 (en) * | 2004-01-28 | 2008-05-06 | Microsoft Corporation | Player trust system and method |
| KR100475881B1 (ko) | 2004-04-08 | 2005-03-14 | 엔에이치엔(주) | 사용자별 행태에 따라 게임 채널을 랜덤하게 할당하는인터넷 게임 서비스 시스템 및 그 방법 |
-
2006
- 2006-02-16 JP JP2006038862A patent/JP4048215B2/ja not_active Expired - Fee Related
-
2007
- 2007-02-07 US US12/223,903 patent/US8287350B2/en not_active Expired - Fee Related
- 2007-02-07 EP EP07708156A patent/EP1987865A4/en not_active Withdrawn
- 2007-02-07 KR KR1020087020187A patent/KR101020912B1/ko not_active Expired - Fee Related
- 2007-02-07 CN CN2007800055553A patent/CN101384316B/zh not_active Expired - Fee Related
- 2007-02-07 WO PCT/JP2007/052117 patent/WO2007094215A1/ja not_active Ceased
- 2007-02-13 TW TW096105275A patent/TW200806368A/zh not_active IP Right Cessation
Patent Citations (7)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US20030177347A1 (en) | 1995-11-22 | 2003-09-18 | Bruce Schneier | Methods and apparatus for awarding prizes based on authentication of computer generated outcomes using coupons |
| JPH1042062A (ja) * | 1996-07-19 | 1998-02-13 | Sega Enterp Ltd | 通信制御方法、通信制御プログラムを記憶した記憶媒体及び通信制御装置 |
| 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 |
| JP2004081671A (ja) * | 2002-08-28 | 2004-03-18 | Konami Co Ltd | ゲーム装置およびゲームデータのセーブ方法 |
| 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 |
Non-Patent Citations (1)
| Title |
|---|
| See also references of EP1987865A4 |
Cited By (6)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| WO2009025124A1 (ja) * | 2007-08-23 | 2009-02-26 | Konami Digital Entertainment Co., Ltd. | ネットワークゲームシステム、ネットワークゲームシステムの制御方法、ゲーム装置、ゲーム装置の制御方法、プログラム及び情報記憶媒体 |
| JP2009050323A (ja) * | 2007-08-23 | 2009-03-12 | Konami Digital Entertainment:Kk | ネットワークゲームシステム、ネットワークゲームシステムの制御方法、ゲーム装置、ゲーム装置の制御方法及びプログラム |
| US9375642B2 (en) | 2007-08-23 | 2016-06-28 | Konami Digital Entertainment Co., Ltd. | Network game system, control method of network game system, game device, control method of game device, program, and information storage medium |
| WO2009101962A1 (ja) * | 2008-02-15 | 2009-08-20 | Konami Digital Entertainment Co., Ltd. | 通信システム、通信方法、情報記録媒体、ならびに、プログラム |
| KR101079609B1 (ko) | 2008-02-15 | 2011-11-03 | 가부시키가이샤 코나미 데지타루 엔타테인멘토 | 통신 시스템, 통신방법 및 정보기록매체 |
| US8560676B2 (en) | 2008-02-15 | 2013-10-15 | Konami Digital Entertainment Co., Ltd. | Communication system, communication method, information recording medium, and program |
Also Published As
| Publication number | Publication date |
|---|---|
| EP1987865A4 (en) | 2010-12-22 |
| JP2007215715A (ja) | 2007-08-30 |
| HK1126707A1 (en) | 2009-09-11 |
| TW200806368A (en) | 2008-02-01 |
| CN101384316A (zh) | 2009-03-11 |
| TWI322700B (enExample) | 2010-04-01 |
| JP4048215B2 (ja) | 2008-02-20 |
| KR101020912B1 (ko) | 2011-03-09 |
| EP1987865A1 (en) | 2008-11-05 |
| US20100227678A1 (en) | 2010-09-09 |
| US8287350B2 (en) | 2012-10-16 |
| CN101384316B (zh) | 2012-05-30 |
| KR20080091485A (ko) | 2008-10-13 |
Similar Documents
| Publication | Publication Date | Title |
|---|---|---|
| WO2007094215A1 (ja) | ゲーム端末装置、ゲーム管理システム及びゲーム管理方法 | |
| WO2007094214A1 (ja) | 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 | |
| KR20030044877A (ko) | 게임용 서버 장치, 게임 관리 방법, 게임 관리 프로그램및 게임 장치 | |
| JP4327874B2 (ja) | ゲームシステム、ゲーム管理プログラム及びゲームシステムのゲーム管理方法 | |
| CN101652160B (zh) | 游戏用服务器装置、游戏终端装置、附属游戏管理系统及方法 | |
| JP4431353B2 (ja) | ゲーム用サーバ装置及びゲーム管理用プログラム | |
| US7914380B2 (en) | Game device and game system | |
| JP4157901B1 (ja) | ゲーム用サーバ装置、ゲーム管理システム及びレーティング管理方法 | |
| KR100468172B1 (ko) | 게임용 서버 장치, 게임 관리 방법 및 게임 관리용프로그램을 저장한 기록 매체 | |
| JP5270244B2 (ja) | ゲーム端末装置、ゲームシステム及びゲーム管理プログラム | |
| JP4755700B2 (ja) | ゲームシステム、ゲーム管理方法及びゲーム管理プログラム | |
| JP2004321831A (ja) | ゲーム装置、ゲーム管理プログラム及びゲーム管理方法 | |
| JP2004321831A5 (enExample) | ||
| TWI837932B (zh) | 程式及遊戲裝置 | |
| JP2003290555A (ja) | ゲーム装置、ゲーム管理プログラム及びゲーム管理方法 | |
| EP1304150A1 (en) | Device, method and program storage medium for a game | |
| HK1126707B (en) | Game terminal device, game management system, and game management method | |
| HK40091420A (zh) | 程序及游戏装置 | |
| HK1053619A (en) | Device, method and program storage medium for a game |
Legal Events
| Date | Code | Title | Description |
|---|---|---|---|
| 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: 200780005555.3 Country of ref document: CN |
|
| WWE | Wipo information: entry into national phase |
Ref document number: 1020087020187 Country of ref document: KR |
|
| NENP | Non-entry into the national phase |
Ref country code: DE |
|
| WWE | Wipo information: entry into national phase |
Ref document number: 2007708156 Country of ref document: EP |
|
| WWE | Wipo information: entry into national phase |
Ref document number: 12223903 Country of ref document: US |