WO2012053343A1 - Information processing system, information processing method, information processing program, computer-readable recording medium on which information processing program is stored - Google Patents

Information processing system, information processing method, information processing program, computer-readable recording medium on which information processing program is stored Download PDF

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Publication number
WO2012053343A1
WO2012053343A1 PCT/JP2011/072765 JP2011072765W WO2012053343A1 WO 2012053343 A1 WO2012053343 A1 WO 2012053343A1 JP 2011072765 W JP2011072765 W JP 2011072765W WO 2012053343 A1 WO2012053343 A1 WO 2012053343A1
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Prior art keywords
information
execution
image
condition
unit
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PCT/JP2011/072765
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French (fr)
Japanese (ja)
Inventor
俊哉 池長
攻 太田
前川 博俊
Original Assignee
株式会社ソニー・コンピュータエンタテインメント
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Publication of WO2012053343A1 publication Critical patent/WO2012053343A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features 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 output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features 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 output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features 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
    • A63F2300/53Features 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
    • A63F2300/538Features 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 performing operations on behalf of the game client, e.g. rendering
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features 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
    • A63F2300/57Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player
    • A63F2300/577Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player for watching a game played by other players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/609Methods for processing data by generating or executing the game program for unlocking hidden game elements, e.g. features, items, levels
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8017Driving on land or water; Flying

Definitions

  • the present invention relates to an information processing system, an information processing method, an information processing program, and a computer readable recording medium storing the information processing program.
  • the present invention has been made in view of the above problems, and an information processing system capable of providing a new function not included in an application, an information processing method, an information processing program, and a computer readable computer storing the information processing program It aims at providing a recording medium.
  • an execution means for executing an application, an execution information acquisition means for acquiring execution information based on the execution of the application, and whether or not the execution information matches a preset condition.
  • the apparatus includes: a determination unit that determines the output; and an output information generation unit that generates output information according to the condition if the determination is determined to match the condition.
  • the information processing method executes an application, acquires execution information based on the execution of the application, determines whether the execution information matches a preset condition, and the determination unit determines the information. If it is determined that the condition is met, output information corresponding to the condition is generated.
  • An information processing program determines an execution means for executing an application, an execution information acquisition means for acquiring execution information based on the execution of the application, and whether the execution information meets a preset condition.
  • a determination unit and when the determination unit determines that the condition is met, the computer system functions as output information generation means for generating output information according to the condition.
  • an execution means for executing an application an image information acquisition means for acquiring image information generated based on the execution of the application, and the image information match predetermined conditions It has determination means for determining whether or not it is image processing using image processing, and output information generation means for generating output information according to the condition when the determination means determines that the condition is met.
  • the information processing method executes an application, acquires image information generated based on the execution of the application, and uses image processing to determine whether the image information matches a preset condition. If it is determined that the condition is met, output information corresponding to the condition is generated.
  • An information processing program comprises an execution means for executing an application, an image information acquisition means for acquiring image information generated based on the execution of the application, and whether or not the image information meets predetermined conditions. Is determined using image processing, and when the determination means determines that the condition is met, the computer is functioned as output information generation means for generating output information according to the condition.
  • FIG. 1 is a diagram for explaining an information processing system according to an embodiment of the present invention.
  • the information processing system according to the present embodiment includes a cloud platform 100 and one or more terminals 102.
  • the cloud platform 100 and the terminal 102 are connected via the network 101.
  • the cloud infrastructure 100 includes a management server 103, one or more virtual machines (VMs) 104 described later, and one or more databases (DBs) 105.
  • VMs virtual machines
  • DBs databases
  • the cloud base 100 mentioned here is a so-called use form of a computer based on the network 101, and refers to a base for a user to use computer processing as a service via the network.
  • the terminal 102 includes a control unit 201, a communication unit 202, a storage unit 203, a display unit 204, and an operation unit 205.
  • Each unit 201-205 is connected via a bus 206.
  • the control unit 201 is, for example, a CPU or an MPU, and operates according to a program stored in the storage unit 203.
  • the storage unit 203 is, for example, an information recording medium such as a hard disk, a ROM, or a RAM, and is an information recording medium that holds a program executed by the control unit 201.
  • the storage unit 203 also operates as a work memory of the control unit 201.
  • the program processed by the control unit 201 may be downloaded and provided, for example, via the network 101, or various information readable by a computer such as a CD-ROM or a DVD-ROM. It may be provided by a recording medium.
  • the operation unit 205 includes, for example, an interface such as a keyboard, a mouse, a controller, and a button, and outputs the content of the instruction operation to the control unit 201 according to the instruction operation of the user.
  • the display unit 204 is, for example, a liquid crystal display, a CRT display, an organic EL display, or the like, and displays information in accordance with an instruction from the control unit 201.
  • the configuration of the terminal 102 is an example, and the present invention is not limited to this. Further, since the database 105 and the management server 103 are also configured to include the control unit 201, the communication unit 202, and the storage unit 203 similar to the above, detailed description will be omitted.
  • FIG. 3 is a diagram showing an example of the appearance of the terminal.
  • the terminal 102 includes, for example, a direction key 301, a plurality of buttons 302, and an analog operation unit 303 as the operation unit 205, and a display screen 304 as the display unit 204.
  • the direction key 301 has, for example, an upward direction key, a downward direction key, a rightward direction key, and a leftward direction key. With the direction key 301, for example, the user moves the object on the screen up, down, left, and right.
  • the plurality of buttons 302 respectively have marks such as a, b, c, d, and the like. For example, by pressing these buttons 302, the user can execute processing according to the respective buttons defined by the executed application.
  • the analog operation unit 303 is capable of, for example, tilting operation from a predetermined reference position, and the user inputs the amount of tilt of the analog operation unit 303 from the reference position and the input information according to the tilt direction.
  • the user can use the analog operation unit 303 to tilt the object displayed on the display screen 304 in a desired direction according to the tilt amount and the tilt direction.
  • the display screen 304 corresponds to the display screen 304 of the display unit 204, and displays, for example, an image or the like according to an application.
  • the appearance of the terminal 102 and the configurations of the operation unit 205 and the display unit 204 illustrated in FIG. 3 are merely examples, and the present invention is not limited to these.
  • the operation unit 205 may be formed by a touch panel displayed on the display unit 204
  • the display unit 204 may be a display screen such as a CRT or a monitor formed by a liquid crystal display device.
  • the number of direction keys 301, the plurality of buttons 302, and the analog operation unit 303 may be other numbers
  • the terminal 102 may be other buttons such as a start button or a select button (not shown) or an acceleration sensor And the like.
  • FIG. 4 is a diagram for explaining the virtual machine shown in FIG.
  • the cloud platform 100 includes a virtual machine control unit 401 and physical machines 402 connected to the virtual machine control unit 401.
  • a hypervisor 403 is provided on each physical machine 402, and one or more virtual machines (VMs) 104 are launched on the hypervisor 403.
  • the hypervisor 403 is software that launches and controls the virtual machine 104 on each physical machine 402 without the need for the help of a general-purpose OS.
  • the virtual machine 104 is a virtual creation of a set of CPU and memory as known.
  • each physical machine 402 is a computer formed by a CPU, a memory, and the like.
  • Each virtual machine 104 has an OS 404 and an application 405. Note that the program processed by the virtual machine 104 corresponds to one of the applications 405.
  • the virtual machine control unit 401 generates one or more virtual machines 104 on the physical machine 402. Specifically, this is performed by allocating and controlling resources of the physical machine 402 (for example, resources such as CPU processing time and memory capacity) to the virtual machine 104 via the hypervisor 403.
  • a plurality of programs including the program according to the present embodiment are stored in a storage unit configured by a memory or the like in the physical machine 402, and the program according to the present embodiment is actually one or more of the physical machine 402 It is executed by the CPU of.
  • one or a plurality of CPUs of the physical machine 402 are also used for the plurality of programs, for example, the processing time of one or a plurality of CPUs is divided and a part thereof is executed in the program of the present embodiment It is executed by being assigned to
  • the configuration of the virtual machine (information processing means) described above is an example, and the present invention is not limited to this.
  • FIG. 5 is a diagram for explaining the functional configuration of the management server.
  • the management server 103 includes a setting image information distribution unit 501, an operation information acquisition unit 502, a management information setting unit 503, an execution information acquisition unit 508, a thumbnail image information generation unit 509, and an execution information transmission unit.
  • a start image distribution unit 512, a virtual machine allocation unit 514, and a virtual machine control unit 515 are provided.
  • the setting image information distribution unit 501 distributes, to the terminal 102, image information on game settings such as a screen for the user to select a game described later and a screen for selecting a play format, according to a user's instruction.
  • the operation information acquisition unit 502 acquires operation information related to the user's operation instruction such as a user's game selection operation instruction described later and a group selection instruction.
  • the management information setting unit 503 includes a group information storage unit 504, an opponent information storage unit 505, a tournament information storage unit 506, and an update unit 507.
  • the setting image information distribution unit 501 distributes, for example, image information on a game selection screen as shown in FIG. 6A to the terminal 102 corresponding to the user, in response to the user's game selection screen request.
  • the user selects a desired game while referring to the game selection screen displayed on the display unit 204 of the corresponding terminal 102.
  • the game selection screen may show information related to the game, such as the title of each game, an image, the number of people who have played the game, and the like.
  • the game when the game is formed from a part of a predetermined game, for example, one course of a race game, it is necessary for the course name or a plurality of players to clear the part of the game. It may also be displayed on the shortest time of the time, that is, displaying the top time.
  • the related image information is acquired, for example, from the database 105 by the setting image information distribution unit 501.
  • the setting image information distribution unit 501 sends, to the terminal 102, image information on the play format selection screen to select the play format of the selected game as shown in FIG. 6B, for example.
  • the user selects a play format or the like while referring to the play format selection screen displayed on the display unit 204 of the terminal 102.
  • the setting image information distribution unit 501 distributes, to the terminal 102, image information for displaying, for example, an opponent setting screen as shown in FIG. 6C.
  • the user drags, to the opponent window 602, another user name similarly selected in the opponent game displayed in the opponent possible opponent window 601 of the opponent setting screen displayed on the terminal 102.
  • FIG. 6C shows the case where the user 1 selects the user 2 as an opponent.
  • a user name in which moving image data or the like of the user, which will be described later, is recorded may be displayed in the competition possible opponent window 601.
  • the user can perform battle play, tournament play, etc. in a pseudo-synchronous manner although it is actually asynchronous.
  • the opponent information storage unit 505 stores the user identification information of the opponent determined as described above as the opponent information together with the identification information of the game.
  • the opponent information storage unit 505 further includes, for example, rank identification information for identifying rank information indicating the proficiency level of the selected game for each user, or the like, as shown in FIG.
  • Other related information for example, a friend list registered by each user or a group name may be further associated and stored.
  • FIG. 6E shows the case where user 1 selects node 1 and user 2 selects node 3, and node 2 and node 4 are not selected.
  • the tournament table is determined (for example, the users of the nodes 1 to 4 are determined)
  • the tournament information storage unit 506 for example, as shown in FIG. 7B, the game identification information of the selected game, the tournament
  • the information identifying the nodes of the table and the user identification information are associated and stored as tournament information in the form of a table.
  • the tournament information storage unit 506 further holds, for each game identification information, a tree structure in which node identification information is associated with each node shown in FIG. 8 as tournament information, and based on these.
  • the combination of the users competing in each match of the tournament is determined.
  • a user name on which moving image data or the like of the user, which will be described later, is recorded may be displayed on the node of the tournament.
  • the user can play tournament play asynchronously but pseudo-simultaneously.
  • the said tournament information storage part may link
  • image information for displaying a tournament setting screen as shown in FIG. 6 (D) is distributed to the terminal 102.
  • the user can select a group to which the user belongs while referring to the display on the group setting screen displayed on the terminal 102, for example. At this time, it may be possible to determine the priority of the users included in the group and the leader who has representative rights of each group.
  • the group information storage unit 504 stores the group set as described above in association with the game identification information of the selected game, the user identification information, and the group identification information as shown in FIG. 7C, for example. Do.
  • the group information storage unit 504 may further store, in addition to the user identification information, leader identification information indicating whether the user is a leader in the group, priority identification information on priority, the above rank information, and the like. .
  • leader identification information indicating whether the user is a leader in the group
  • priority identification information on priority the above rank information, and the like.
  • FIGS. 6 (F) and 6 (G) the format for group battle play and group tournament play is shown in FIGS. 6 (C) and 6 (E), except that an opponent is selected as a group instead of the user.
  • the detailed description is omitted because it is the same as the case.
  • the user set as the leader of each group may be configured to select the opponent in FIG. 6 (F) (G).
  • thumbnail menu screen In which a plurality of pieces of image information currently generated by each virtual machine 104 shown in FIG. . Then, when the user refers to the thumbnail display and selects a desired thumbnail image (for example, corresponding to an instruction from the terminal 102), the corresponding image information is displayed on the display unit 204 of the terminal 102. It is needless to say that the thumbnail menu may be displayed together with related information including the above-described play format, groups, user ranks, and the like.
  • the execution information acquisition unit 508 acquires image information generated by each virtual machine 104 to be described later, and the thumbnail image information generation unit 509 generates the image information shown in FIG. Image information for generating a thumbnail menu screen in which a plurality of the thumbnail images are arranged as shown is generated, and is transmitted to the terminal 102 corresponding to the user who has selected watching. Then, the user instructs to select a desired thumbnail, and in response to this, the execution information transmission unit 510 transmits image data corresponding to the thumbnail to the terminal 102. This allows the user to watch the desired game. In the above description, after the game is selected, it is configured to be able to select watching on the play type selection screen, but it may be configured to be able to select watching on the game selection screen.
  • the image information displayed as a thumbnail shown in FIG. 6H may include the image information stored in the execution information storage unit 511.
  • the execution information acquisition unit 508 acquires the image information stored in the execution information storage unit 511
  • the thumbnail image information generation unit 509 determines the thumbnail as shown in FIG. 6H from the image information.
  • Image information for generating a thumbnail menu screen including a plurality of images is generated and transmitted to the terminal 102 that has selected to watch.
  • the execution information storage unit 511 is configured to, for example, acquire, from the execution information acquisition unit 508, image information related to a specific scene specified by the user in response to an operation instruction from the watching user. You may This enables, for example, storage of a play collection of a specific scene.
  • the image information may be moving image information or may include other information such as audio information.
  • the thumbnail menu screen may further display various information corresponding to each thumbnail image, such as a user name, a rank of the user, a play time, a play format, and the like.
  • the execution information transmission unit 510 is configured to transmit the image information corresponding to the user stored in the execution information storage unit 511 according to the user's instruction (instruction from the terminal) as described above. May be Further, for example, based on the execution information corresponding to the user stored in the execution information storage unit 511, the virtual machine 104 corresponding to the user generates image information corresponding to the user, and the image information is converted to the virtual machine 104.
  • the execution information transmission unit 510 may be configured to transmit the image information to the user.
  • the execution information storage unit 511 may be configured to store execution information of the execution unit 806 of the virtual machine 104 described later, for example, in response to a user's play recording instruction to the terminal 102.
  • the execution section 806 can execute a game program using the stored execution information as described later, thereby uploading a play scene of a certain game program.
  • the start image distribution unit 512 distributes the start image to each terminal 102 in accordance with the management information such as the opponent information and the tournament information.
  • the distribution of the start image may be configured to be started in response to an instruction of a predetermined user (for example, a leader of a group), or a predetermined period has elapsed after determination of an opponent or the like. It may be started in some cases.
  • the case where the identification information of the selected game is g1 and the opponent information is shown in FIG. 7A will be described.
  • the user identification information u1 to u3 is stored in the opponent information storage unit 505, the start image is distributed to each terminal 102 corresponding to the user identification information u1 to u3.
  • the identification information of the selected game is g1 and the tournament information is as shown in FIG. 7 (B) and FIG. 8
  • one round of the tournament corresponds to the node identification information n1 and n2 from FIG. User's battle, and the user's battle corresponding to the node identification information n3 and n4.
  • the node identification information n1 to n4 correspond to the user identification information u1 to u4, respectively.
  • the start image is distributed to each terminal 102 corresponding to the user identification information u1 to u4.
  • the start image is distributed to the terminals 102 corresponding to the user identification information u1 and u3.
  • the start image may be transmitted to the terminal 102 corresponding to the user.
  • the terminal 102 to which the start image is transmitted is hereinafter referred to as a target terminal 102.
  • Each target terminal 102 displays a start image based on the distributed start image information.
  • the start image information is stored, for example, in the start image storage unit 513 in association with the game identification information, and the start image distribution unit 512 executes the start image information based on the game identification information of the selected game. You just get it.
  • the start image storage unit 513 may store an object image and position information on the start image of the object image in association with the start image information.
  • the start image distribution unit 512 generates start image information to be displayed in addition to the start image by reproduction of the start image information according to the position information, and distributes the start image information.
  • the object image may have, for example, audio information or may be a moving image.
  • the start image distribution unit An image 512 (FIG. 9C) is generated by superposing the object image shown in FIG. 9B on the start image shown in FIG. 9A according to the position information.
  • the object image of the signal may be, for example, a moving image that changes from red to blue along with a countdown by voice.
  • the virtual machine allocation unit 514 allocates a virtual machine 104 to each target terminal 102, and transmits identification information of the selected game to each virtual machine 104. Further, the virtual machine allocation unit 514 further transmits the group information, the opponent information, the tournament information (hereinafter referred to as management information) and the like together with the selected play format etc. according to the selected play format etc. It is also good. Thus, each virtual machine 104 can grasp the selected game, play format, user identification information, and the like.
  • the virtual machine control unit 515 controls the virtual machine 104 assigned to each target terminal 102.
  • the virtual machine allocation unit 514 allocates the virtual machine 104 to the terminal 102, and the virtual machine control unit 515 determines the allocated virtual machine 104.
  • the related information including the game identification information of the selected game and the user identification information is transmitted, and the execution of the game program having the game identification information is instructed to be started.
  • the virtual machine 104 starts execution of the game program using snapshot information stored corresponding to the game program, which will be described in detail later.
  • the virtual machine allocation unit 514 allocates the virtual machine 104 to each terminal 102 corresponding to the user selected as the opponent based on the opponent information. Specifically, in the case of FIG. 7A, since the user identification information u1 to u3 are stored as the opponent information, each virtual machine 104 is assigned to each terminal 102 corresponding to the user identification information u1 to u3. assign.
  • the virtual machine control unit 515 transmits game identification information, user identification information, and the like of the selected game to each of the allocated virtual machines 104, and synchronously starts execution of the game program having the game identification information. To tell. This allows the user to play battle play simultaneously.
  • the virtual machine allocation unit 514 allocates each virtual machine 104 according to the tournament information.
  • the tournament information is shown in FIG. 7B and FIG. 8, the game program is one course of the race, and the game program is started and ended in the virtual machine 104 for the one course. Will be described.
  • the virtual machine control unit 515 corresponds to the user identification information u1 to u4, since it is a battle of users corresponding to the user identification information u1 and u2 and u3 and u4. Command each virtual machine 104 to synchronize and start the game program.
  • the virtual machine control unit 515 synchronizes the execution of the game program on each virtual machine 104 corresponding to the user identification information u1 and u3, since it is a battle of the users corresponding to the user identification information u1 and u3. Tell them to start.
  • a virtual machine corresponding to the user identification information u1 and u3 so that the user corresponding to the user identification information u2 and u4 can watch the second round of the tournament (the round identification information is equivalent to 2)
  • It may be configured to instruct the terminal 102 corresponding to the user identification information u2 and u4 to transmit the image information by the execution of the game program.
  • the virtual machine assignment unit 514 assigns each virtual machine 104 according to the group match information
  • the virtual machine control unit 515 selects each virtual machine 104 according to the group match information. Control. Specifically, for example, in the case shown in FIG. 7C, a case where the game program is one race course and the game program is executed by the virtual machine 104 for the one course will be described. Since the first match is a match of the users corresponding to the user identification information u1 and u3, the virtual machine 104 corresponding to the user identification information u1 and u3 is instructed to start the execution of the game program.
  • the terminal corresponding to the user identification information u2 and u4 the image information by the execution of the game program so that the user corresponding to the user identification information u2 and u4 can watch the competition of the users corresponding to the user identification information u1 and u2. It may be configured to instruct 102 to transmit. Since the second match is a match of the users corresponding to the user identification information u2 and u4, the virtual machine 104 corresponding to the user identification information u2 and u4 is instructed to start the execution of the game program.
  • the image information by the execution of the game program is displayed as the user identification information u1 and u3. May be transmitted to the terminal 102 corresponding to
  • the virtual machine assignment unit 514 assigns each virtual machine 104 according to the group match information and the group tournament information. Then, the virtual machine control unit 515 controls each virtual machine 104 according to the group match information and the group tournament information. Specifically, for example, in the cases shown in FIGS. 7C and 7D, the game program is one course of the race, and the execution of the game program is started in the virtual machine 104 for the one course. The case of termination will be described.
  • the first match is a match between groups corresponding to the group identification information G1 and G2 and G3 and G4, a user (for example, a user having a priority of 1 (the priority identification information is equivalent to 1) of each group) It instructs the virtual machine 104 corresponding to the user corresponding to the identification information u1 and u3 to start the execution of the game program synchronously.
  • the next match of the first match is a user with a priority of 2 in each group (for example, a user corresponding to user identification information u2 and u4), a virtual corresponding to a user with a priority of 2 It instructs the machine 104 to start the game program synchronously.
  • the second match is a match between G1 and G3
  • the emulation of the virtual machine 104 corresponding to the user with a priority of G1 and G3 (for example, the user corresponding to the user identification information u1) is synchronized. Tell them to start. Likewise, the same processing is performed until the end of the tournament.
  • the configuration of the management server 103 is not limited to the above, and can be replaced by a configuration substantially the same as the above configuration, a configuration having the same operation and effect, or a configuration capable of achieving the same purpose.
  • the examples described as the battle play, the tournament play, the group battle play, the group tournament play, and the like described above are merely examples, and the present invention is not limited thereto.
  • the tournament may be other forms such as a brute force, a winning game, a winning game, etc. besides the above.
  • the contents competed in a tournament or the like include the score obtained by each user in the game, the score within a predetermined period, the time taken to a certain point, the above-mentioned score and time in the whole group, and the like.
  • each match in the tournament has been described as an example where the match is played for every two users, it may be played for every other person, and the tournament table has a different format. It is also good.
  • the management server 103 has, for example, time management means for managing the time from when each user starts using the game program as described above to when the use is ended, and based on the time Charge information may be generated and held, or the use of each user may be managed on a monthly basis.
  • each virtual machine 104 includes, for example, a snapshot acquisition unit 801, a game acquisition unit 803, a time measurement unit 805, an execution unit 806, an execution control unit 807, a checkpoint detection unit 808, and an execution information acquisition unit. And 809, a processing information execution unit 813, a compression unit 814, a transmission unit 815, and a checkpoint data setting unit 818.
  • the snapshot acquisition unit 801 acquires game identification information of the selected game from the management server 103, and based on the game identification information, snapshot information stored from the snapshot storage unit 802 in association with the identification information.
  • snapshot information refers to an execution unit (to be described later), that is, an execution state (a memory, a register, a value of a program counter, etc.) of a game device reproduced by, for example, an emulator or simulator The case corresponds to the execution state of the game machine.
  • the snapshot storage unit 802 corresponds to, for example, one of the databases 105 shown in FIG. 1.
  • the snapshot information is further stored in association with the user identification information and the rank information of the user, and the snapshot acquisition unit 801 is based on the identification information and the rank information of the user acquired from the management server 103. It may be configured to acquire snapshot information. In this case, for example, when a user with a low rank competes with a user with a high rank for one race game course, a user with a low rank starts from a place where the course goes ahead of a user with a high rank, etc. Can be handy.
  • the game acquisition unit 803 acquires game identification information of the selected game program from the management server 103, and acquires a corresponding game program from the game storage unit 804 based on the game identification information.
  • the game storage unit 804 corresponds to, for example, one of the databases 105 shown in FIG. 1.
  • the time measuring unit 805 is, for example, an elapsed time from the start of execution of a game program by the execution unit 806 described later, a time from detection of a certain checkpoint by the checkpoint detection unit 808 to detection of another checkpoint, etc. Measure the set time. Further, the time measurement unit 805 may be configured to start or end measurement of time according to an instruction of the user.
  • the execution unit 806 executes the game program acquired by the game acquisition unit 803 in response to the control signal from the execution control unit 807.
  • the execution control unit 807 controls the execution of the game program of the execution unit 806. Specifically, for example, when the simultaneous play is selected, execution of the execution unit 806 is started in response to an instruction to start execution of a game program from the management server 103, or a check point described later
  • the detection unit 808 detects the last check point (for example, corresponding to the goal screen of the race game)
  • the detection unit 808 instructs to stop the execution of the execution unit 806 or the like.
  • the execution unit 806 uses, for example, the snapshot information acquired by the snapshot acquisition unit 801 when starting the execution of the game program. This enables, for example, the start from a predetermined predetermined stage of the game program.
  • the execution unit 806 corresponds to, for example, an emulator or simulator of a game device for the game program, or the game device.
  • the execution information acquisition unit 809 acquires execution information generated by the execution of the game program of the execution unit 806.
  • the execution information includes image information and moving image information generated by the execution of the game program, sound information, information indicating the internal state of the execution unit 806 (memory, register, value of program counter, etc.), and the like.
  • the execution information acquisition unit 809 may be configured to acquire execution information from the execution information storage unit 810 according to, for example, a user's instruction, or from the execution information acquisition unit 809 of another virtual machine 104. It may be configured to acquire execution information. In this case, for example, by using the execution information of the same or another user, the play scene can be uploaded and the game can be executed from the play screen.
  • the execution information stored in the execution information storage unit 810 corresponds to, for example, the execution information generated by the execution unit 806 of the same or another virtual machine 104.
  • the execution information The storage unit 810 may store execution information until the stop, and when instructed to resume the game, the game may be resumed based on the execution information at the time of the stop. .
  • the user who can instruct the stop and restart may be configured in advance.
  • the execution information transmission unit 811 transmits, for example, image information included in the execution information acquired by the execution information acquisition unit 809 to the management server 103.
  • the management server 103 transmits the image information to the terminal 102 corresponding to the user who has selected to watch.
  • the execution information transmission unit 811 may transmit the image information to the terminal 102 corresponding to the user who has selected the direct watching without the intervention of the management server 103. Thereby, for example, the user mentioned above can watch the game of another user.
  • the check point detection unit 808 detects a check point set in advance based on the above execution information, and together with the check point identification information for identifying the detected check point, the processing information of the processing information corresponding to the check point Send to the execution unit 813.
  • the checkpoint detection unit 808 acquires a condition information address and a processing information address for detecting a checkpoint from the checkpoint data storage unit 812 based on the game identification information of the selected game.
  • the checkpoint data storage unit 812 stores game identification information, condition information addresses, and processing information addresses in the form of a table, and the checkpoint detection unit 808 is selected.
  • the condition information address of the game is acquired, and it is determined whether the execution information matches the condition information stored in the condition information address.
  • the checkpoint detection unit 808 acquires each condition information having the condition information addresses c1 to c4, and the execution information indicates the respective conditions. Determine if the information matches.
  • each condition information is stored corresponding to each checkpoint during execution of the game program, for example, a preset scene or action.
  • the checkpoint detection unit 808 can detect one or more checkpoints set in advance, depending on whether the acquired execution state matches each condition according to the respective condition information.
  • condition information may be all or part of a specific pattern or feature of image information or audio information generated by the execution unit 806 in a specific situation, or a specific program counter or register.
  • the check point detection unit 808 determines whether the execution information generated by the execution unit 806 matches the particular pattern, feature amount, or the like. In addition, as to whether or not the particular pattern, feature quantity, etc. match, for example, the check point detection unit 808 sets the execution information generated by the execution unit 806 with respect to the particular feature quantity, etc. It is performed by determining whether it is within a predetermined range included in the information. Specifically, for example, image recognition, voice recognition, character recognition or the like may be used for the determination.
  • the selected game will be described using the example of the race game.
  • FIG. 12 for example, when an image showing a map 110 of a race course is displayed and position information of a car to be operated is displayed in a specific color, an image of the map 110 of the race course is displayed.
  • the check point may be detected by recognizing whether the color of the predetermined position has changed from the color of the course to the specific color as a feature amount by image recognition or the like.
  • the range in which the image is recognized may be a partial range 111 of the display range.
  • the check point may be detected by performing image recognition, character recognition, and the like on special images, characters, and the like in the middle of the race game.
  • the process information execution unit 813 associates the check point data storage unit 812 with the check point (condition information).
  • the stored processing information is acquired from the checkpoint data storage unit 812. Specifically, processing information is acquired based on the processing information address acquired from the checkpoint detection unit 808. And the process based on the said process information is performed.
  • the process is, for example, an output process of image information, sound information, etc., and outputs an image, sound, etc. based on the processing information in addition to the image, sound, etc. generated by execution of the game program by the execution unit 806 Processing, processing for outputting an image displayed after the end of the game, and the like.
  • the processing information associated with the last checkpoint may be configured to correspond to the processing for stopping the execution of the game program of the execution unit 806. Further, for example, the processing information may be configured to recognize the rank information of the user according to a predetermined image or the like and to update the rank information. Further, the checkpoint data setting unit 818 may be configured to change or set the processing information in accordance with the management information from the management server, the instruction of the user, or the like. Also, for example, different processing may be performed depending on whether the battle play or the tournament play is performed or not (for example, when 1P play is selected). Good. In this case, for example, different processing information may be acquired according to the play format or the like, and the processing may be executed.
  • the checkpoint detection result transmission unit 211 transmits information (checkpoint detection result information) about the result of detection of the checkpoint to another virtual machine 104 or a virtual server.
  • another virtual machine 104 corresponds to, for example, a virtual machine 104 or the like in which the race game is started in synchronization by the management server 103.
  • the checkpoint detection unit 808 detects, for example, a checkpoint associated with processing information for displaying the order.
  • the check point identification information for identifying the check point (condition information), the time information at which the check point is detected, and the user identification information to which the execution unit 806 of the virtual machine 104 is assigned are set to another virtual machine 104 Send.
  • a virtual end of the race is indicated by the virtual condition of the management server 103.
  • the machine control unit 515 is notified.
  • the virtual machine control unit 515 can perform processing for causing a user to play a match corresponding to the user identification information having the next priority information described above.
  • description is abbreviate
  • the check point detection result reception unit 212 transmits the check point identification information transmitted when the same checkpoint is detected by another virtual machine 104, the time information when the check point is detected, and the other virtual machine 104.
  • the assigned user identification information is received and stored in the checkpoint detection result storage unit 213.
  • the checkpoint detection result storage unit 213 also stores the checkpoint identification information detected by the checkpoint detection unit 808, the time information when the checkpoint is detected, and the user identification information assigned to the virtual machine 104. Specifically, for example, the checkpoint detection result storage unit 213 stores these pieces of information in the form of a table as shown in FIG.
  • the ranking information generation unit 214 calculates the order of each user by referring to the check point detection result information stored in the check point detection result storage unit 213. Specifically, for example, description will be made using the example of FIG. For example, it is assumed that the checkpoint detection unit 808 detects a checkpoint represented by the checkpoint identification information a. At this time, the checkpoint detection result storage unit 213 stores user identification information u1 to u4 indicated by the checkpoint identification information a and time information corresponding to each. The ranking information generation unit 214 calculates the ranking of each user by comparing the time information stored corresponding to each of the user identification information u1 to u4. Thus, for example, the rank of the user identification information u4 is calculated to be 4, and the like.
  • the ranking information generation unit 214 corresponds to the last check point stored in the check point detection result storage unit 213 (for example, a goal screen of a race)
  • the user identification information whose ranking information of 1) corresponds to 1 is transmitted to the management server 103 together with the game identification information.
  • the management server 103 can obtain the next combination of battles based on the user identification information. Specifically, for example, the case of a single match in the case of the tournament play shown in FIG. 7 (B) will be described.
  • the users corresponding to the user identification information u1 and u2 and u3 and u4 play a match, but the virtual machine 104 corresponding to the user identification information u1 and u2 matches the user identification information u1
  • the virtual machine 104 corresponding to the user identification information u3 and u4 transmits the user identification information u3.
  • the updating unit 507 of the management server 103 obtains user identification information (corresponding to the user identification information u1 and u3) corresponding to the winner of the second round, and the user identification information in the portion of the user identification information corresponding to the round information 2 It can be stored as u1 and u3.
  • the user identification information u1 and u3 are transmitted to the management server 103 in duplicate by each virtual machine 104, only one virtual machine 104 of the plurality of virtual machines 104 corresponding to each battle is May be sent.
  • the output image generation unit 215 generates an output image according to the processing information. For example, when the processing information associated with a certain check point is the display of the time after the race starts, the elapsed time information after the start of the race is acquired from the time measuring unit 805, as shown in FIG. The image information 113 is added to the image 114 based on the execution of the game program of the execution unit 806 to generate image information to be displayed. Further, for example, in the case of the display of the rank as described above, the output image generation unit 215 is an image showing the rank of the user corresponding to the virtual machine 104 based on the rank information from the ranking information generator 214. In addition to the image 114 based on the execution of the execution unit 806, image information to be displayed is generated.
  • the output image generation unit 215 can display image information generated by the execution unit 806 of the virtual machine 104 that is being executed synchronously, as shown in FIG. Image information to be displayed may be generated in addition to the image 114 based on the execution of the execution unit 806.
  • the output image generation unit 215 adds the goal time to the display of the GOALTIME character to the image from the execution unit 806.
  • Image information 141 to be displayed in a superimposed manner is generated, and then image information to display a ranking screen as shown in FIG. 18 is generated.
  • the processing information execution unit 813811 displays the elapsed time from the time measurement unit 805 superimposed on the image information generated by the execution unit 806.
  • Image information (corresponding to the image of FIG. 17) is generated.
  • the image information for displaying FIG. 18 is, for example, based on the time information and the user identification information stored in the check point detection result storage unit 213 in association with the final checkpoint identification information.
  • the ranking information generation unit 214 may calculate the ranking of each user, and generate image information for displaying the ranking screen of each user based on the ranking.
  • the image information at this time is not limited to that shown in FIG. 18 and may be other image information. Specifically, for example, a group name to which the user belongs, a list of scores, a history of scores, match results of other tournaments, and other related information may be displayed in addition to or separately from FIG. It is also good.
  • the compression unit 814 compresses the image information generated by the execution unit 806 or the image information generated from the output image generation unit 215, and the transmission unit 815 transmits the image information to the corresponding terminal 102.
  • the transmitting unit 815 also corresponds to the user corresponding to the user who wants to watch the game program The image information is sent to
  • the present embodiment is not limited to the above configuration, and various modifications are possible.
  • the present invention can be replaced by a configuration that is substantially the same as the configuration shown in the above embodiment, a configuration that exhibits the same effect, or a configuration that can achieve the same purpose.
  • the image information may be transmitted to the terminal 102 without compression.
  • a physical machine 402 may be used.
  • the management server 103 and the database 105 may also be configured as virtual machines 104.
  • each function of the management server 103, the virtual machine 104, and the database 105 is an example and is not limited to this, and the virtual machine 104 may have some or all of the functions of the management server 103.
  • Various modifications may be made, such as configuration may be made such that the management server 103 or the terminal 102 may have some or all of the functions of the virtual machine 104.
  • Each user requests the management server 103 to display a selection screen from each terminal 102 via the network 101 (S101).
  • the management server 103 delivers the image information constituting the selection screen to each terminal 102 (S102).
  • the image information or the like is distributed, for example, by so-called streaming, and the terminal 102 displays the image information using an image reproduction program or the like.
  • the details of the streaming delivery are known and thus the description thereof is omitted.
  • Each user transmits a desired game selection instruction from each terminal 102 via the network 101 (S103).
  • the management server 103 transmits the start image information stored in association with the game identification information selected by the plurality of users to each terminal 102 (S104).
  • the start image displayed on the terminal 102 by the start image information is, for example, an initial image shown in FIG. 9A or an object image related to the start image shown in FIG. 9C. Is an image in which
  • the management server 103 assigns each virtual machine 104 to each terminal 102 (S105). As described above, at this time, user identification information for identifying each user who operates each terminal 102 may be transmitted together to each virtual machine 104. Next, the management server 103 instructs each virtual machine 104 to load the snapshot information stored in association with the identification information of the game (S106). Each virtual machine 104 loads the above-mentioned snapshot information from the snapshot storage unit 802 based on the instruction. Next, the management server 103 instructs each virtual machine 104 to start emulation of the game program (S107). Then, the execution unit 806 of each virtual machine 104 synchronously executes the game program.
  • Execution (for example, emulation) of the selected game program by the execution unit 806 is started (S201).
  • the time measuring unit 805 starts measuring the elapsed time since the start of the execution of the game program (S202).
  • the execution information acquisition unit 809 starts acquisition of the execution information from the execution unit 806 (S203).
  • the checkpoint detection unit 808 determines whether it is the last checkpoint or not based on the acquired execution information (S204). Then, if it is determined that it is not the last check point, the process proceeds to S205.
  • the checkpoint detection unit 808 determines whether it is an intermediate checkpoint (S205). If it is determined that the check point is an intermediate check point, the processing information stored in association with the intermediate check point is acquired (S206). The processing information execution unit 813 acquires time information based on the processing information (S207). Also, the processing information execution unit 813 generates ranking information based on the processing information (S208). The processing information execution unit 813 generates an output image using the time information and the ranking information, and outputs the generated output image to the terminal 102 assigned to the virtual machine 104 (S209). Next, it returns to S204.
  • processing information stored in association with the last check point is acquired (S210).
  • the processing information execution unit 813 acquires time information from the time measuring unit 805 based on the processing information, generates an output image using the time information, and outputs the image to the terminal 102 allocated to the virtual machine 104 (S211). Then, the execution unit 806 is stopped (S212).
  • the processing information execution unit 813 generates ranking information based on the processing information (S213).
  • the processing information execution unit 813 generates ranking image information using the time information and the ranking information, and outputs the ranking image information to the terminal 102 allocated to the virtual machine 104 (S214). Then, the process ends.
  • the flow of the said process is an example, Comprising: A various deformation
  • the order of the processing of each step may be changed as long as the processing substantially the same as the processing described in the above embodiment, the processing exhibiting the same effect or the same object can be achieved.
  • the intermediate checkpoint is 1 has been described above, it may be configured to have a plurality of intermediate checkpoints and to perform different processes set in the plurality of intermediate checkpoints.
  • the above describes the configuration for displaying time and rank using an example of a race game when simultaneous play is selected, other information may be displayed according to the detection of each check point. , And predetermined music and video may be reproduced.
  • a new function for example, a battle function to a game without a battle function, without modifying an application program created to be executed by a dedicated device.
  • the present invention is not limited to the above embodiment, and various modifications are possible.
  • the present invention can be replaced by a configuration that is substantially the same as the configuration shown in the above embodiment, a configuration that exhibits the same effect, or a configuration that can achieve the same purpose.
  • the selected game is described using the example of the race game, but it may be applied to other games such as other shooting games and role playing games.
  • some stages of the game are prepared, and a character string or the like when the stage is cleared is detected, and after the end, which player has the highest score among a plurality of players Or, the time taken by each player to finish the stage may be displayed.
  • the configuration for recognizing a specific character or image has been described.
  • the image recognition or the like is performed on the number of continuously broken blocks, etc.
  • a ranking image or the like corresponding to the number may be output.
  • information on the specific character for example, information on the weakness of the character
  • image recognition or the like of the specific character may be configured as follows.
  • the image address of the image information including the information is directly stored in association with the condition information address, and the image information stored in the image address is displayed. It is also good.
  • one or more players may be able to play a match with one or more players asynchronously.
  • a modification in this case will be specifically described with reference to FIG.
  • the case where the said racing game is selected is demonstrated also about the said modification.
  • the virtual machine 104 further includes a moving image data acquisition unit 816.
  • the moving image data acquired by the moving image data acquisition unit 816 is, for example, one or a plurality of moving image data (for example, recorded in advance of the moving image data generated by the execution of the racing game execution unit 806). (Moving image information), and is stored, for example, in the moving image data storage unit 817.
  • the moving image data storage unit 817 corresponds to, for example, one of the databases 105 of the database 105.
  • the moving image data acquisition unit 816 acquires the moving image data from the database 105 or the like according to an instruction from the execution control unit 807 according to the selection of the race game, for example, and transmits the data to the processing information execution unit 813.
  • the moving image data storage unit 817 is configured to be able to store moving image data based on the user's play in response to the user's play recording instruction, designation of a check point, etc. It may be possible to view moving image data. In this case, the moving image data may be deleted according to the user's instruction or the like.
  • the processing information execution unit 813 generates image information based on the moving image data, and generates image information in which the image information is added to the image information of the race game by the execution of the execution unit 806.
  • the image information is transmitted to the terminal 102 as in the above embodiment, and displayed on the display unit 204 of the terminal 102.
  • An example of the display on the display unit 204 at this time is shown in FIG.
  • an image 191 based on moving image data is displayed at the upper right of the image 190 of the race game based on the execution of the execution unit 806.
  • the processing information execution unit 813 has a checkpoint detection result acquisition unit 221, and the checkpoint detection unit 808 detected by the checkpoint detection result storage unit 222 and stored in association with the moving image data detects it.
  • the checkpoint identification information, the time information when the checkpoint is detected, and the user identification information assigned to the virtual machine 104 are acquired and stored in the checkpoint detection result storage unit 213.
  • the checkpoint detection result storage unit 222 corresponds to, for example, one database 105 of a plurality of databases 105. Then, as in the above embodiment, ranking information is generated based on the information stored in the checkpoint detection result storage unit 213.
  • the present invention is not limited to the above embodiment and modifications, and various modifications are possible.
  • the present invention can be replaced by a configuration that is substantially the same as the configuration shown in the above-described embodiment or the modification, a configuration that achieves the same effect, or a configuration that can achieve the same purpose.
  • the embodiment and the modification may be combined as long as they do not contradict each other. In this case, it is possible to play the game synchronously for some players and asynchronously for some other players in a pseudo-synchronous manner.
  • the said embodiment and modification demonstrated the case where a game program was used, it is not restricted to this, You may use for application programs other than another game program.
  • the present invention is not limited thereto, and a plurality of virtual machines 104 may execute a plurality of different application programs. It goes without saying that it may be implemented.
  • the time measuring unit 805 measures a period (logout period) in which no user's operation instruction is given, and when the period is a predetermined period or more, the management server 103 or another virtual machine 104 does not It may be determined that the user has logged out. In this case, for example, the execution of the execution unit 806 corresponding to the user who has logged out may be stopped, or a message indicating that the user has logged out may be displayed on the ranking screen. Furthermore, the time measuring unit 805 measures, for example, a period after the user first uses the service described in the above embodiment and the like, and according to the period, charging information for the user and the service It may be possible to decide whether or not to use it.
  • the number of game programs to be redundantly executed may be increased or decreased according to the user's situation, for example, when the user logs out, or when the game is stopped halfway.
  • the competition between the users may end, for example, the execution of the game program in the execution unit 806 may be stopped.
  • the measured time and the predetermined period until the game is ended are, for example, in the case of competition play, tournament play, etc., and in other cases (for example, when 1P play is selected) It may be configured differently depending on the like.
  • each check point is mainly detected using image recognition, character recognition or the like, and each process associated with each check point is performed.
  • a process may be performed according to the determination result of the determination unit or the detected information. Specifically, for example, as the detected information, a predetermined condition for ending the game, information generated with the execution of the game (score, ranking in the game, information on the outcome in the competitive game, in-game) Or the like, or the play results etc. of the game divided in advance and set in stages.
  • the determination by the determination unit may use matching by image processing, a memory of an execution unit 806 (such as an emulator), a register, a value of a program counter, etc. You may use the elapsed time from time. In this case, since the load by image processing may be relatively large, image processing may be performed on a part of the game screen or the like set according to each game generated by the execution of each game as described above. You may make it match by. In addition to the end of the game, the information detected by the determination unit may be used for the start of the next game, or for providing medals or points according to the result of the game to each user, or the game result of each user You may use for the ranking according to.
  • the medal or the like may be stored, for example, in the management server 103 for each user identification information, and each user may be able to play a new game using the medal or the like. Furthermore, for example, when a battle game is selected, it may be used for notifying or managing information (for example, consecutive wins, etc.) of each user according to the outcome of the battle game.
  • the determination unit determines whether a predetermined condition is met, the condition may be described using a script language so that a complex condition can be set. By configuring in this manner, for example, in the fighting game, complex condition determination such as ending the game is performed when two predetermined stars are lit and a predetermined character image indicating victory is displayed, and the condition is satisfied. It is also possible to perform processing in the case of That is, in order to realize complicated condition determination, the condition part may be configured to be coded by script.

Abstract

Provided is an information processing system capable of adding a new function without changing an application program itself. An information processing system comprises an execution means for executing an application, an execution information acquisition means for acquiring execution information based on the execution of the application, a determination unit for determining whether or not the execution information matches a preset condition, and an output information generation means for generating output information corresponding to the condition when the determination unit determines that the execution information matches the condition.

Description

情報処理システム、情報処理方法、情報処理プログラム、情報処理プログラムを記憶したコンピュータ読み取り可能な記録媒体INFORMATION PROCESSING SYSTEM, INFORMATION PROCESSING METHOD, INFORMATION PROCESSING PROGRAM, AND COMPUTER-READABLE RECORDING MEDIUM CONTAINING THE INFORMATION PROCESSING PROGRAM
 本発明は、情報処理システム、情報処理方法、情報処理プログラム、情報処理プログラムを記憶したコンピュータ読み取り可能な記録媒体に関する。 The present invention relates to an information processing system, an information processing method, an information processing program, and a computer readable recording medium storing the information processing program.
 専用の装置で実行されるよう作成されたアプリケーションを、エミュレータを用いて、異なる装置等で実行する技術が知られている。 There is known a technique for executing an application created to be executed by a dedicated device on a different device or the like using an emulator.
 しかしながら、上記のようなアプリケーションは、当該アプリケーション専用の装置で実行するよう作成されており当該アプリケーションに含まれていない新たな機能を提供することができない。 However, such an application as described above can not provide new functions that are created to be executed by a device dedicated to the application and are not included in the application.
 本発明は、上記課題に鑑みてなされたものであって、アプリケーションに含まれていない新たな機能を提供できる情報処理システム、情報処理方法、情報処理プログラム、情報処理プログラムを記憶したコンピュータ読み取り可能な記録媒体を提供することを目的とする。 The present invention has been made in view of the above problems, and an information processing system capable of providing a new function not included in an application, an information processing method, an information processing program, and a computer readable computer storing the information processing program It aims at providing a recording medium.
 本発明の情報処理システムは、アプリケーションを実行する実行手段と、前記アプリケーションの実行に基づいた実行情報を取得する実行情報取得手段と、前記実行情報があらかじめ設定された条件に合致するか否かを判定する判定手段と、前記判定手段が前記条件に合致すると判定した場合には、前記条件に応じた出力情報を生成する出力情報生成手段と、を有する。 In the information processing system according to the present invention, an execution means for executing an application, an execution information acquisition means for acquiring execution information based on the execution of the application, and whether or not the execution information matches a preset condition. The apparatus includes: a determination unit that determines the output; and an output information generation unit that generates output information according to the condition if the determination is determined to match the condition.
 本発明の情報処理方法は、アプリケーションを実行し、前記アプリケーションの実行に基づいた実行情報を取得し、前記実行情報があらかじめ設定された条件に合致するか否かを判定し、前記判定部が前記条件に合致すると判定した場合には、前記条件に応じた出力情報を生成する。 The information processing method according to the present invention executes an application, acquires execution information based on the execution of the application, determines whether the execution information matches a preset condition, and the determination unit determines the information. If it is determined that the condition is met, output information corresponding to the condition is generated.
 本発明の情報処理プログラムは、アプリケーションを実行する実行手段、前記アプリケーションの実行に基づいた実行情報を取得する実行情報取得手段、前記実行情報があらかじめ設定された条件に合致するか否かを判定する判定部、及び、前記判定部が前記条件に合致すると判定した場合には、前記条件に応じた出力情報を生成する出力情報生成手段、としてコンピュータシステムを機能させる。 An information processing program according to the present invention determines an execution means for executing an application, an execution information acquisition means for acquiring execution information based on the execution of the application, and whether the execution information meets a preset condition. A determination unit, and when the determination unit determines that the condition is met, the computer system functions as output information generation means for generating output information according to the condition.
 本発明の情報処理システムは、アプリケーションを実行する実行手段と、前記アプリケーションの実行に基づいて生成された画像情報を取得する画像情報取得手段と、前記画像情報があらかじめ設定された条件に合致するか否かを、画像処理を用いて判定する判定手段と、前記判定手段が前記条件に合致すると判定した場合には、前記条件に応じた出力情報生成する出力情報生成手段と、を有する。 In the information processing system according to the present invention, whether an execution means for executing an application, an image information acquisition means for acquiring image information generated based on the execution of the application, and the image information match predetermined conditions It has determination means for determining whether or not it is image processing using image processing, and output information generation means for generating output information according to the condition when the determination means determines that the condition is met.
 本発明の情報処理方法は、アプリケーションを実行し、前記アプリケーションの実行に基づいて生成された画像情報を取得し、前記画像情報があらかじめ設定された条件に合致するか否かを、画像処理を用いて判定し、前記条件に合致すると判定した場合には、前記条件に応じた出力情報を生成する。 The information processing method according to the present invention executes an application, acquires image information generated based on the execution of the application, and uses image processing to determine whether the image information matches a preset condition. If it is determined that the condition is met, output information corresponding to the condition is generated.
 本発明の情報処理プログラムは、アプリケーションを実行する実行手段、前記アプリケーションの実行に基づいて生成された画像情報を取得する画像情報取得手段、前記画像情報があらかじめ設定された条件に合致するか否かを、画像処理を用いて判定する判定手段、及び、前記判定手段が前記条件に合致すると判定した場合には、前記条件に応じた出力情報を生成する出力情報生成手段、としてコンピュータを機能させる。 An information processing program according to the present invention comprises an execution means for executing an application, an image information acquisition means for acquiring image information generated based on the execution of the application, and whether or not the image information meets predetermined conditions. Is determined using image processing, and when the determination means determines that the condition is met, the computer is functioned as output information generation means for generating output information according to the condition.
 アプリケーションに含まれていない新たな機能を追加することのできる情報処理システム、情報処理方法、情報処理プログラム、情報処理プログラムを記憶したコンピュータ読み取り可能な記録媒体を提供することができる。 It is possible to provide an information processing system, an information processing method, an information processing program, and a computer readable recording medium storing the information processing program, to which a new function not included in the application can be added.
本発明の実施の形態における情報処理システムの概要について説明するための図である。BRIEF DESCRIPTION OF THE DRAWINGS It is a figure for demonstrating the outline | summary of the information processing system in embodiment of this invention. 本実施の形態における端末の構成について説明するための図である。It is a figure for demonstrating the structure of the terminal in this Embodiment. 本実施の形態における端末の外観の一例を示す図である。It is a figure which shows an example of the external appearance of the terminal in this Embodiment. 本実施の形態における仮想マシンを説明するための図である。It is a figure for demonstrating the virtual machine in this Embodiment. 本実施の形態における管理サーバの機能的な構成を説明するための図である。It is a figure for demonstrating the functional structure of the management server in this Embodiment. 本実施の形態における設定画面の例を示す図である。It is a figure which shows the example of the setting screen in this Embodiment. 本実施の形態における設定画面の例を示す図である。It is a figure which shows the example of the setting screen in this Embodiment. 本実施の形態における設定画面の例を示す図である。It is a figure which shows the example of the setting screen in this Embodiment. 本実施の形態における設定画面の例を示す図である。It is a figure which shows the example of the setting screen in this Embodiment. 本実施の形態における設定画面の例を示す図である。It is a figure which shows the example of the setting screen in this Embodiment. 本実施の形態における設定画面の例を示す図である。It is a figure which shows the example of the setting screen in this Embodiment. 本実施の形態における設定画面の例を示す図である。It is a figure which shows the example of the setting screen in this Embodiment. 本実施の形態における設定画面の例を示す図である。It is a figure which shows the example of the setting screen in this Embodiment. 本実施の形態における管理情報の例を示す図である。It is a figure which shows the example of the management information in this Embodiment. 本実施の形態における管理情報の例を示す図である。It is a figure which shows the example of the management information in this Embodiment. 本実施の形態における管理情報の例を示す図である。It is a figure which shows the example of the management information in this Embodiment. 本実施の形態における管理情報の例を示す図である。It is a figure which shows the example of the management information in this Embodiment. 本実施の形態におけるトーナメント表の木構造の例を示す図である。It is a figure which shows the example of the tree structure of the tournament table | surface in this Embodiment. 本実施の形態におけるスタート画面の例について説明するための図である。It is a figure for demonstrating the example of the start screen in this Embodiment. 本実施の形態における各仮想マシンの機能的な構成について説明するための図である。It is a figure for demonstrating the functional structure of each virtual machine in this Embodiment. 本実施の形態におけるチェックポイントデータ記憶部の記憶の形式について説明するための図である。It is a figure for demonstrating the format of a memory | storage of the checkpoint data storage part in this Embodiment. 本実施の形態におけるチェックポイントの検出について説明するための図である。It is a figure for demonstrating detection of the checkpoint in this Embodiment. 本実施の形態における処理情報実行部の機能的な構成について説明するための図である。It is a figure for demonstrating the functional structure of the process information execution part in this Embodiment. 本実施の形態におけるチェックポイント検出結果記憶部の記憶の形式について説明するための図である。It is a figure for demonstrating the format of the memory | storage of the checkpoint detection result memory | storage part in this Embodiment. 本実施の形態における出力情報について説明するための図である。It is a figure for demonstrating the output information in this Embodiment. 本実施の形態における出力情報について説明するための図である。It is a figure for demonstrating the output information in this Embodiment. 本実施の形態における最終チェックポイントを検出した際の表示の一例について説明するための図である。It is a figure for demonstrating an example of a display at the time of detecting the last checkpoint in this Embodiment. 本実施の形態におけるランキング画面の一例について説明するための図である。It is a figure for demonstrating an example of the ranking screen in this Embodiment. ゲームプログラムの実行が開始されるまでの、端末、管理サーバ、仮想マシンの処理のフローについて説明するための図である。It is a figure for demonstrating the flow of a process of a terminal, a management server, and a virtual machine until execution of a game program is started. ゲームプログラムの実行が開始されてからの各仮想マシンの処理のフローについて説明するための図である。It is a figure for demonstrating the flow of a process of each virtual machine after execution of a game program is started. 本発明の変形例における仮想マシンの機能的な構成について説明するための図である。It is a figure for demonstrating the functional structure of the virtual machine in the modification of this invention. 本発明の変形例における処理情報実行部の機能的な構成について説明するための図である。It is a figure for demonstrating the functional structure of the process information execution part in the modification of this invention.
 以下、本発明の実施形態について、図面を参照しつつ説明する。なお、図面については、同一又は同等の要素には同一の符号を付し、重複する説明は省略する。 Hereinafter, embodiments of the present invention will be described with reference to the drawings. In the drawings, the same or equivalent elements will be denoted by the same reference symbols, without redundant description.
 図1は、本発明の実施の形態における情報処理システムについて説明するための図である。図1に示すように、本実施の形態における情報処理システムは、クラウド基盤100と、1または複数の端末102とを含む。クラウド基盤100と当該端末102は、ネットワーク101を介して接続される。 FIG. 1 is a diagram for explaining an information processing system according to an embodiment of the present invention. As shown in FIG. 1, the information processing system according to the present embodiment includes a cloud platform 100 and one or more terminals 102. The cloud platform 100 and the terminal 102 are connected via the network 101.
 クラウド基盤100は、管理サーバ103、後述する1または複数の仮想マシン(VM)104、1または複数のデータベース(DB)105を含む。なお、ここでいうクラウド基盤100とは、いわゆるネットワーク101をベースとしたコンピュータの利用形態であって、ユーザーがコンピュータ処理をネットワーク経由で、サービスとして利用するための基盤をいう。 The cloud infrastructure 100 includes a management server 103, one or more virtual machines (VMs) 104 described later, and one or more databases (DBs) 105. Note that the cloud base 100 mentioned here is a so-called use form of a computer based on the network 101, and refers to a base for a user to use computer processing as a service via the network.
 端末102は、図2に示すように、制御部201、通信部202、記憶部203、表示部204、操作部205を含む。なお、各部201-205は、バス206を介して接続される。 As illustrated in FIG. 2, the terminal 102 includes a control unit 201, a communication unit 202, a storage unit 203, a display unit 204, and an operation unit 205. Each unit 201-205 is connected via a bus 206.
 制御部201は、例えば、CPUやMPU等であって、記憶部203に格納されたプログラムに従って動作する。記憶部203は、例えば、ハードディスクやROMやRAM等の情報記録媒体で構成され、制御部201によって実行されるプログラムを保持する情報記録媒体である。また、記憶部203は、制御部201のワークメモリとしても動作する。なお、上記制御部201で処理されるプログラムは、例えば、ネットワーク101を介して、ダウンロードされて提供されてもよいし、または、CD-ROMやDVD-ROM等のコンピュータで読み取り可能な各種の情報記録媒体によって提供されてもよい。操作部205は、例えば、キーボード、マウス、コントローラ、ボタン等のインターフェースで構成され、ユーザーの指示操作に応じて、当該指示操作の内容を制御部201に出力する。表示部204は、例えば、液晶ディスプレイ、CRTディスプレイ、または有機ELディスプレイ等であって、制御部201からの指示に従い、情報を表示する。 The control unit 201 is, for example, a CPU or an MPU, and operates according to a program stored in the storage unit 203. The storage unit 203 is, for example, an information recording medium such as a hard disk, a ROM, or a RAM, and is an information recording medium that holds a program executed by the control unit 201. The storage unit 203 also operates as a work memory of the control unit 201. The program processed by the control unit 201 may be downloaded and provided, for example, via the network 101, or various information readable by a computer such as a CD-ROM or a DVD-ROM. It may be provided by a recording medium. The operation unit 205 includes, for example, an interface such as a keyboard, a mouse, a controller, and a button, and outputs the content of the instruction operation to the control unit 201 according to the instruction operation of the user. The display unit 204 is, for example, a liquid crystal display, a CRT display, an organic EL display, or the like, and displays information in accordance with an instruction from the control unit 201.
 なお、端末102の構成は一例であってこれに限定されるものではない。また、データベース105や管理サーバ103も、上記と同様の制御部201、通信部202、記憶部203を含んで構成されることから、詳細な説明については省略する。 The configuration of the terminal 102 is an example, and the present invention is not limited to this. Further, since the database 105 and the management server 103 are also configured to include the control unit 201, the communication unit 202, and the storage unit 203 similar to the above, detailed description will be omitted.
 図3は、端末の外観の一例を示す図である。図3に示すように、端末102は、例えば、操作部205として、方向キー301、複数のボタン302、アナログ操作部303を有し、また、表示部204として表示画面304を有する。 FIG. 3 is a diagram showing an example of the appearance of the terminal. As illustrated in FIG. 3, the terminal 102 includes, for example, a direction key 301, a plurality of buttons 302, and an analog operation unit 303 as the operation unit 205, and a display screen 304 as the display unit 204.
 方向キー301は、例えば、上方向指示キー、下方向指示キー、右方向指示キー、左方向指示キーを有する。当該方向キー301により、ユーザーは、例えば、画面上の対象物を、上下左右に移動する等を行う。また、複数のボタン302には、それぞれ、例えば、a、b、c、d等の印をそれぞれ有する。ユーザーは、例えば、これらのボタン302を押すことにより、実行されるアプリケーションによって定められるそれぞれのボタンに応じた処理を実行することができる。 The direction key 301 has, for example, an upward direction key, a downward direction key, a rightward direction key, and a leftward direction key. With the direction key 301, for example, the user moves the object on the screen up, down, left, and right. In addition, the plurality of buttons 302 respectively have marks such as a, b, c, d, and the like. For example, by pressing these buttons 302, the user can execute processing according to the respective buttons defined by the executed application.
 アナログ操作部303は、例えば、所定の基準位置からの傾倒操作が可能であり、ユーザーは、アナログ操作部303の基準位置からの傾き量と傾き方向に応じた入力情報を入力する。例えば、ユーザーは、アナログ操作部303を用いて、表示画面304上に表示された対象物を、当該傾き量と傾き方向に応じて、所望の方向に所望の量だけ傾ける等を行うことができる。また、表示画面304は、表示部204の表示画面304に相当し、例えば、アプリケーションに応じた画像等を表示する。 The analog operation unit 303 is capable of, for example, tilting operation from a predetermined reference position, and the user inputs the amount of tilt of the analog operation unit 303 from the reference position and the input information according to the tilt direction. For example, the user can use the analog operation unit 303 to tilt the object displayed on the display screen 304 in a desired direction according to the tilt amount and the tilt direction. . The display screen 304 corresponds to the display screen 304 of the display unit 204, and displays, for example, an image or the like according to an application.
 なお、図3に示した端末102の外観、操作部205及び表示部204の構成は、一例であって、これらに限られるものではない。例えば、操作部205は、表示部204に表示されたタッチパネルにより形成されてもよいし、表示部204は、CRTや液晶表示装置で形成されたモニタ等の表示画面であってもよい。更に、方向キー301、複数のボタン302、アナログ操作部303の数はその他の数であってもよいし、また、端末102は、スタートボタンやセレクトボタン(図示なし)等その他のボタンや加速度センサ等を有してもよい。 The appearance of the terminal 102 and the configurations of the operation unit 205 and the display unit 204 illustrated in FIG. 3 are merely examples, and the present invention is not limited to these. For example, the operation unit 205 may be formed by a touch panel displayed on the display unit 204, and the display unit 204 may be a display screen such as a CRT or a monitor formed by a liquid crystal display device. Furthermore, the number of direction keys 301, the plurality of buttons 302, and the analog operation unit 303 may be other numbers, and the terminal 102 may be other buttons such as a start button or a select button (not shown) or an acceleration sensor And the like.
 図4は、図1に示した仮想マシンを説明するための図である。図4に示すように、クラウド基盤100は、仮想マシン制御部401、仮想マシン制御部401に接続された物理マシン402群を含む。 FIG. 4 is a diagram for explaining the virtual machine shown in FIG. As shown in FIG. 4, the cloud platform 100 includes a virtual machine control unit 401 and physical machines 402 connected to the virtual machine control unit 401.
 図4に示すように、各物理マシン402上にはハイパーバイザ403が設けられ、ハイパーバイザ403上に1又は複数の仮想マシン(VM)104が立ち上げられる。なお、ハイパーバイザ403とは、汎用OSの助けを必要とせずに、各物理マシン402の上に仮想マシン104を立ち上げ、制御するソフトウェアである。また、仮想マシン104とは、公知のようにCPUとメモリのセットを仮想的に作りだしたものである。なお、各物理マシン402は、CPUやメモリ等により形成されるコンピュータであることはいうまでもない。 As shown in FIG. 4, a hypervisor 403 is provided on each physical machine 402, and one or more virtual machines (VMs) 104 are launched on the hypervisor 403. The hypervisor 403 is software that launches and controls the virtual machine 104 on each physical machine 402 without the need for the help of a general-purpose OS. Also, the virtual machine 104 is a virtual creation of a set of CPU and memory as known. Needless to say, each physical machine 402 is a computer formed by a CPU, a memory, and the like.
 各仮想マシン104は、OS404とアプリケーション405を有する。なお、仮想マシン104で処理される上記プログラムは、当該アプリケーション405の1つに相当する。仮想マシン制御部401は、上記物理マシン402上に、1又は複数の仮想マシン104を生成する。これは、具体的には、ハイパーバイザ403を介して、仮想マシン104への物理マシン402のリソース(例えば、CPUの処理時間、メモリ容量等のリソース)を割り当てて、制御することによって行われる。 Each virtual machine 104 has an OS 404 and an application 405. Note that the program processed by the virtual machine 104 corresponds to one of the applications 405. The virtual machine control unit 401 generates one or more virtual machines 104 on the physical machine 402. Specifically, this is performed by allocating and controlling resources of the physical machine 402 (for example, resources such as CPU processing time and memory capacity) to the virtual machine 104 via the hypervisor 403.
 つまり、下記に説明する仮想マシン104におけるプログラムのインストールや実行は、実際には、物理マシン402で行われる。例えば、物理マシン402におけるメモリ等で構成される記憶部に、本実施の形態におけるプログラムを含む複数のプログラムが、記憶され、本実施の形態におけるプログラムは、実際には物理マシン402の1または複数のCPUにより、実行される。このとき、物理マシン402の1または複数のCPUは、上記複数のプログラムにも使用され、例えば、1または複数のCPUの処理時間を分割してその一部を、本実施の形態におけるプログラムの実行に割り当てられること等により実行される。なお、上記に示した仮想マシン(情報処理手段)の構成は一例であってこれに限定されるものでない。 That is, installation and execution of a program in the virtual machine 104 described below are actually performed by the physical machine 402. For example, a plurality of programs including the program according to the present embodiment are stored in a storage unit configured by a memory or the like in the physical machine 402, and the program according to the present embodiment is actually one or more of the physical machine 402 It is executed by the CPU of. At this time, one or a plurality of CPUs of the physical machine 402 are also used for the plurality of programs, for example, the processing time of one or a plurality of CPUs is divided and a part thereof is executed in the program of the present embodiment It is executed by being assigned to The configuration of the virtual machine (information processing means) described above is an example, and the present invention is not limited to this.
 図5は、管理サーバの機能的な構成を説明するための図である。図5に示すように、例えば、管理サーバ103は、設定画像情報配信部501、操作情報取得部502、管理情報設定部503、実行情報取得部508、サムネール画像情報生成部509、実行情報送信部510、スタート画像配信部512、仮想マシン割当部514、仮想マシン制御部515を有する。 FIG. 5 is a diagram for explaining the functional configuration of the management server. As shown in FIG. 5, for example, the management server 103 includes a setting image information distribution unit 501, an operation information acquisition unit 502, a management information setting unit 503, an execution information acquisition unit 508, a thumbnail image information generation unit 509, and an execution information transmission unit. A start image distribution unit 512, a virtual machine allocation unit 514, and a virtual machine control unit 515 are provided.
 設定画像情報配信部501は、ユーザーの指示に応じて、後述するユーザーがゲームを選択するための画面やプレイ形式を選択するための画面等のゲームの設定についての画像情報を端末102に配信する。操作情報取得部502は、後述するユーザーのゲームの選択操作指示や、グループの選択指示等のユーザーの操作指示に関する操作情報を取得する。管理情報設定部503は、グループ情報記憶部504、対戦相手情報記憶部505、トーナメント情報記憶部506、更新部507を有する。 The setting image information distribution unit 501 distributes, to the terminal 102, image information on game settings such as a screen for the user to select a game described later and a screen for selecting a play format, according to a user's instruction. . The operation information acquisition unit 502 acquires operation information related to the user's operation instruction such as a user's game selection operation instruction described later and a group selection instruction. The management information setting unit 503 includes a group information storage unit 504, an opponent information storage unit 505, a tournament information storage unit 506, and an update unit 507.
 具体的には、例えば、図6(A)乃至(H)を用いて説明する。設定画像情報配信部501は、ユーザーのゲーム選択画面要求に応じて、例えば、図6(A)に示すようなゲーム選択画面についての画像情報を、当該ユーザーに対応する端末102に配信する。ユーザーは対応する端末102の表示部204に表示された当該ゲーム選択画面を参照しつつ、所望のゲームを選択する。このとき、当該ゲーム選択画面は、各ゲームのタイトル、画像、今までに当該ゲームがプレイされた人数等の当該ゲームに関連情報を示してもよい。また、例えば、当該ゲームが、所定のゲームの一部、例えば、レースゲームの1のコース、から形成される場合は、当該コース名や複数のプレーヤーが当該ゲームの一部をクリアするまでに要した時間のうちの一番短い時間、つまり、トップタイムを表示する等についても表示してもよい。なお、当該関連情報等は、例えば、データベース105から、設定画像情報配信部501が取得する。 Specifically, for example, description will be made with reference to FIGS. 6 (A) to 6 (H). The setting image information distribution unit 501 distributes, for example, image information on a game selection screen as shown in FIG. 6A to the terminal 102 corresponding to the user, in response to the user's game selection screen request. The user selects a desired game while referring to the game selection screen displayed on the display unit 204 of the corresponding terminal 102. At this time, the game selection screen may show information related to the game, such as the title of each game, an image, the number of people who have played the game, and the like. Also, for example, when the game is formed from a part of a predetermined game, for example, one course of a race game, it is necessary for the course name or a plurality of players to clear the part of the game. It may also be displayed on the shortest time of the time, that is, displaying the top time. The related image information is acquired, for example, from the database 105 by the setting image information distribution unit 501.
 ゲームが選択されると、設定画像情報配信部501は、例えば、図6(B)に示すような選択されたゲームのプレイ形式等を選択するためプレイ形式選択画面についての画像情報を端末102に配信する。ユーザーは端末102の表示部204に表示された当該プレイ形式選択画面を参照しつつ、プレイ形式等を選択する。 When a game is selected, the setting image information distribution unit 501 sends, to the terminal 102, image information on the play format selection screen to select the play format of the selected game as shown in FIG. 6B, for example. To deliver. The user selects a play format or the like while referring to the play format selection screen displayed on the display unit 204 of the terminal 102.
 ここで、対戦プレイが選択された場合には、設定画像情報配信部501は、例えば、図6(C)に示すような対戦相手設定画面を表示するための画像情報を端末102に配信する。例えば、ユーザーは、端末102に表示された当該対戦相手設定画面の対戦可能相手ウィンドウ601に表示された同様に対戦プレイを選択している他のユーザー名を対戦相手ウィンドウ602にドラッグすることにより、対戦相手を選択することができる。具体的には、図6(C)は、ユーザー1がユーザー2を対戦相手として選択した場合を示す。ここで、対戦可能相手ウィンドウ601には後述する当該ユーザーの動画像データ等が記録されているユーザー名を表示してもよい。この場合、例えば、ユーザーは、実際には非同期ではあるが疑似的に同期して対戦プレイ、トーナメントプレイ等を行うことができる。 Here, when a battle play is selected, the setting image information distribution unit 501 distributes, to the terminal 102, image information for displaying, for example, an opponent setting screen as shown in FIG. 6C. For example, the user drags, to the opponent window 602, another user name similarly selected in the opponent game displayed in the opponent possible opponent window 601 of the opponent setting screen displayed on the terminal 102. You can select an opponent. Specifically, FIG. 6C shows the case where the user 1 selects the user 2 as an opponent. Here, a user name in which moving image data or the like of the user, which will be described later, is recorded may be displayed in the competition possible opponent window 601. In this case, for example, the user can perform battle play, tournament play, etc. in a pseudo-synchronous manner although it is actually asynchronous.
 対戦相手情報記憶部505は、対戦相手が決定されると、上記のようにして決定された対戦相手のユーザー識別情報を、当該ゲームの識別情報とともに対戦相手情報として関連付けて記憶する。ここで、対戦相手情報記憶部505は、更に、例えば、図7(A)に示すように、各ユーザーの選択されたゲームの習熟度等を表すランク情報を識別するためのランク識別情報や、その他の関連情報、例えば各ユーザーが登録しているフレンドリストやグループ名等を更に関連付けて記憶してもよい。 When the opponent is determined, the opponent information storage unit 505 stores the user identification information of the opponent determined as described above as the opponent information together with the identification information of the game. Here, as shown in FIG. 7A, the opponent information storage unit 505 further includes, for example, rank identification information for identifying rank information indicating the proficiency level of the selected game for each user, or the like, as shown in FIG. Other related information, for example, a friend list registered by each user or a group name may be further associated and stored.
 トーナメントプレイが選択された場合には、例えば、図6(E)に示すようなトーナメント設定画面を表示するための画像情報を端末102に配信する。ユーザーは、例えば、端末102に表示された当該トーナメント設定画面に表示されるノード1乃至4を選択することにより、トーナメントに参加することができる。具体的には、図6(E)は、ユーザー1がノード1をユーザー2がノード3を選択した場合を示し、ノード2とノード4については、未選択であることを示している。トーナメント表が決定(例えば、ノード1乃至4のユーザーが決定)されると、トーナメント情報記憶部506は、例えば、図7(B)に示したように、選択されたゲームのゲーム識別情報、トーナメント表のノードを識別する情報、ユーザー識別情報を関連付けて、トーナメント情報として表の形式で記憶する。なお、トーナメント情報記憶部506は、更に、トーナメント情報として、ゲーム識別情報毎に、例えば、図8に示した各ノードにノード識別情報が関連付けられた木構造を保持しており、これらに基づいて、トーナメントの各対戦において対戦するユーザーの組み合わせが決定される。ここで、トーナメントのノードには後述する当該ユーザーの動画像データ等が記録されているユーザー名を表示してもよい。この場合、例えば、ユーザーは、非同期ではあるが疑似的に同時にトーナメントプレイを行うことができる。なお、当該トーナメント情報記憶部は上記と同様に、各ユーザーのランク情報等についても関連付けて記憶してもよい。 When the tournament play is selected, for example, image information for displaying a tournament setting screen as shown in FIG. 6 (E) is distributed to the terminal 102. The user can participate in the tournament, for example, by selecting the nodes 1 to 4 displayed on the tournament setting screen displayed on the terminal 102. Specifically, FIG. 6E shows the case where user 1 selects node 1 and user 2 selects node 3, and node 2 and node 4 are not selected. When the tournament table is determined (for example, the users of the nodes 1 to 4 are determined), the tournament information storage unit 506, for example, as shown in FIG. 7B, the game identification information of the selected game, the tournament The information identifying the nodes of the table and the user identification information are associated and stored as tournament information in the form of a table. The tournament information storage unit 506 further holds, for each game identification information, a tree structure in which node identification information is associated with each node shown in FIG. 8 as tournament information, and based on these. The combination of the users competing in each match of the tournament is determined. Here, a user name on which moving image data or the like of the user, which will be described later, is recorded may be displayed on the node of the tournament. In this case, for example, the user can play tournament play asynchronously but pseudo-simultaneously. In addition, the said tournament information storage part may link | relate and memorize | store also the rank information etc. of each user similarly to the above.
 グループ対戦プレイまたはグループトーナメントプレイが選択された場合には、例えば、図6(D)に示すようなトーナメント設定画面を表示するための画像情報を端末102に配信する。ユーザーは、例えば、端末102に表示された当該グループ設定画面に表示を参照しつつ、当該ユーザーが属するグループを選択することができる。このとき、グループに含まれるユーザーの優先順位や、各グループの代表権を有するリーダーを決定できるようにしてもよい。グループ情報記憶部504は、上記のように設定されたグループを、例えば、図7(C)に示すように、選択されたゲームのゲーム識別情報、ユーザー識別情報と、グループ識別情報を関連付けて記憶する。グループ情報記憶部504は、更に、ユーザー識別情報に加えて、グループにおけるリーダーか否かを示すリーダー識別情報、優先順位についての優先順位識別情報や、上記ランク情報等を関連付けて記憶してもよい。グループ対戦プレイやグループトーナメントプレイの形式については、例えば図6(F)(G)に示すようにユーザーにかえてグループとして対戦相手等を選択する他は、図6(C)(E)に示した場合と同様であることから、詳細な説明は省略する。なお、当該図6(F)(G)における対戦相手等の選択については、例えば、各グループのリーダーとして設定されたユーザーが行うように構成すればよい。 When the group competition play or the group tournament play is selected, for example, image information for displaying a tournament setting screen as shown in FIG. 6 (D) is distributed to the terminal 102. The user can select a group to which the user belongs while referring to the display on the group setting screen displayed on the terminal 102, for example. At this time, it may be possible to determine the priority of the users included in the group and the leader who has representative rights of each group. The group information storage unit 504 stores the group set as described above in association with the game identification information of the selected game, the user identification information, and the group identification information as shown in FIG. 7C, for example. Do. The group information storage unit 504 may further store, in addition to the user identification information, leader identification information indicating whether the user is a leader in the group, priority identification information on priority, the above rank information, and the like. . For example, as shown in FIGS. 6 (F) and 6 (G), the format for group battle play and group tournament play is shown in FIGS. 6 (C) and 6 (E), except that an opponent is selected as a group instead of the user. The detailed description is omitted because it is the same as the case. It should be noted that, for example, the user set as the leader of each group may be configured to select the opponent in FIG. 6 (F) (G).
 観戦が選択された場合には、例えば、図6(H)に示す現在各仮想マシン104で生成されている複数の画像情報をサムネール表示したサムネールメニュー画面が端末102の表示部204に表示される。そして、ユーザーが、当該サムネール表示を参照し、所望のサムネール画像を選択することにより(例えば、端末102からの指示に相当)、対応する画像情報が当該端末102の表示部204に表示される。なお、当該サムネールメニューは、上述のプレイ形式や、グループ、ユーザーのランク等を含む関連情報を併せて表示するようにしてもよいことはいうまでもない。 When watching a game is selected, for example, a thumbnail menu screen in which a plurality of pieces of image information currently generated by each virtual machine 104 shown in FIG. . Then, when the user refers to the thumbnail display and selects a desired thumbnail image (for example, corresponding to an instruction from the terminal 102), the corresponding image information is displayed on the display unit 204 of the terminal 102. It is needless to say that the thumbnail menu may be displayed together with related information including the above-described play format, groups, user ranks, and the like.
 この場合、具体的には、実行情報取得部508が後述する各仮想マシン104で生成される画像情報を取得し、サムネール画像情報生成部509が、当該各画像情報から、図6(H)に示すような当該サムネール画像を複数配置したサムネールメニュー画面を生成するための画像情報を生成するとともに、観戦を選択したユーザーに対応する端末102に送信する。そして、ユーザーは、所望のサムネールを選択指示し、これに応じて、実行情報送信部510は、当該サムネールに対応する画像データを端末102に送信する。これにより、ユーザーは所望のゲームを観戦できる。なお、上記においては、ゲームが選択された後、プレイ形式選択画面において観戦を選択できる構成としたが、ゲーム選択画面において、観戦を選択できるように構成してもよい。 In this case, specifically, the execution information acquisition unit 508 acquires image information generated by each virtual machine 104 to be described later, and the thumbnail image information generation unit 509 generates the image information shown in FIG. Image information for generating a thumbnail menu screen in which a plurality of the thumbnail images are arranged as shown is generated, and is transmitted to the terminal 102 corresponding to the user who has selected watching. Then, the user instructs to select a desired thumbnail, and in response to this, the execution information transmission unit 510 transmits image data corresponding to the thumbnail to the terminal 102. This allows the user to watch the desired game. In the above description, after the game is selected, it is configured to be able to select watching on the play type selection screen, but it may be configured to be able to select watching on the game selection screen.
 また、図6(H)に示すサムネール表示された画像情報は、実行情報記憶部511に記憶された画像情報を含んでもよい。この場合、実行情報取得部508は、実行情報記憶部511に記憶されている画像情報を取得し、サムネール画像情報生成部509が、当該画像情報から、図6(H)に示すような当該サムネール画像を複数含んだサムネールメニュー画面を生成する画像情報を生成し、観戦を選択した端末102に送信する。なお、実行情報記憶部511は、例えば、観戦しているユーザーからの操作指示に応じて、ユーザーにより指定された特定のシーンに関する画像情報を実行情報取得部508から取得し、記憶するように構成してもよい。これにより、例えば、特定シーンのプレイ集等の記憶が可能となる。また、上記においては画像情報について説明したが、当該画像情報は、動画像情報であってもよいし、その他の情報、例えば、音声情報、を含んでもよい。サムネールメニュー画面は、更に、各サムネール画像に対応する種々の情報、例えばユーザー名、当該ユーザーのランク、プレイ時間、プレイ形式等を併せて表示してもよい。また、例えば、実行情報送信部510は、上記のようにユーザーの指示(端末からの指示)に応じて、実行情報記憶部511に記憶された当該ユーザーに対応する画像情報を送信するよう構成してもよい。また、例えば、実行情報記憶部511に記憶された当該ユーザーに対応する実行情報に基づいて当該ユーザーに対応する仮想マシン104で当該ユーザーに対応する画像情報を生成し、当該画像情報を仮想マシン104または実行情報送信部510が当該ユーザーに当該画像情報を送信するよう構成してもよい。 Further, the image information displayed as a thumbnail shown in FIG. 6H may include the image information stored in the execution information storage unit 511. In this case, the execution information acquisition unit 508 acquires the image information stored in the execution information storage unit 511, and the thumbnail image information generation unit 509 determines the thumbnail as shown in FIG. 6H from the image information. Image information for generating a thumbnail menu screen including a plurality of images is generated and transmitted to the terminal 102 that has selected to watch. The execution information storage unit 511 is configured to, for example, acquire, from the execution information acquisition unit 508, image information related to a specific scene specified by the user in response to an operation instruction from the watching user. You may This enables, for example, storage of a play collection of a specific scene. Further, although the image information has been described above, the image information may be moving image information or may include other information such as audio information. The thumbnail menu screen may further display various information corresponding to each thumbnail image, such as a user name, a rank of the user, a play time, a play format, and the like. Also, for example, the execution information transmission unit 510 is configured to transmit the image information corresponding to the user stored in the execution information storage unit 511 according to the user's instruction (instruction from the terminal) as described above. May be Further, for example, based on the execution information corresponding to the user stored in the execution information storage unit 511, the virtual machine 104 corresponding to the user generates image information corresponding to the user, and the image information is converted to the virtual machine 104. Alternatively, the execution information transmission unit 510 may be configured to transmit the image information to the user.
 また、実行情報記憶部511は、例えば、端末102へのユーザーのプレイ記録指示に応じて、後述する仮想マシン104の実行部806の実行情報を記憶するように構成してもよい。この場合、例えば、後述するように当該記憶された実行情報を用いて実行部806がゲームプログラムを実行することにより、あるゲームプログラムのプレイ場面のアップロードを行うことができる。 Also, the execution information storage unit 511 may be configured to store execution information of the execution unit 806 of the virtual machine 104 described later, for example, in response to a user's play recording instruction to the terminal 102. In this case, for example, the execution section 806 can execute a game program using the stored execution information as described later, thereby uploading a play scene of a certain game program.
 スタート画像配信部512は、上記対戦相手情報やトーナメント情報等の管理情報に応じて、各端末102にスタート画像を配信する。なお、例えば、当該スタート画像の配信は、所定のユーザー(例えば、グループのリーダー)の指示に応じて開始されるように構成してもよいし、対戦相手等の決定後、所定の期間経過した場合に開始される等としてもよい。 The start image distribution unit 512 distributes the start image to each terminal 102 in accordance with the management information such as the opponent information and the tournament information. Note that, for example, the distribution of the start image may be configured to be started in response to an instruction of a predetermined user (for example, a leader of a group), or a predetermined period has elapsed after determination of an opponent or the like. It may be started in some cases.
 具体的には、例えば、選択されたゲームの識別情報がg1の場合であって、対戦相手情報が図7(A)の場合を用いて説明する。この場合、ユーザー識別情報u1乃至u3が対戦相手情報記憶部505に記憶されているので、ユーザー識別情報u1乃至u3に対応する各端末102にスタート画像を配信する。 Specifically, for example, the case where the identification information of the selected game is g1 and the opponent information is shown in FIG. 7A will be described. In this case, since the user identification information u1 to u3 is stored in the opponent information storage unit 505, the start image is distributed to each terminal 102 corresponding to the user identification information u1 to u3.
 また、例えば、選択されたゲームの識別情報がg1の場合であって、トーナメント情報が図7(B)及び図8の場合、トーナメントの一回戦は、図8よりノード識別情報n1とn2に対応するユーザーの対戦、ノード識別情報n3とn4に対応するユーザーの対戦であり、図7(B)より、ノード識別情報n1乃至n4は、それぞれユーザー識別情報u1乃至u4に対応していることから、ユーザー識別情報u1乃至u4に対応する各端末102にスタート画像を配信する。同様に、トーナメントの2回戦は、ユーザー識別情報u1とu3に対応するユーザーの対戦であることから、ユーザー識別情報u1とu3に対応する各端末102にスタート画像を配信する。なお、上記においては、トーナメントの2回戦については、1回戦で敗退したユーザー(ユーザー識別情報u2とu4に対応)は、当該2回戦を観戦しないものとして説明したが、当該ユーザーが観戦を所望する場合は、当該ユーザーに対応する端末102にもスタート画像を送信するようにしてもよい。なお、下記において当該スタート画像が送信される端末102を対象端末102と称する。 Also, for example, in the case where the identification information of the selected game is g1 and the tournament information is as shown in FIG. 7 (B) and FIG. 8, one round of the tournament corresponds to the node identification information n1 and n2 from FIG. User's battle, and the user's battle corresponding to the node identification information n3 and n4. As shown in FIG. 7B, the node identification information n1 to n4 correspond to the user identification information u1 to u4, respectively. The start image is distributed to each terminal 102 corresponding to the user identification information u1 to u4. Similarly, since the second round of the tournament is a match between the users corresponding to the user identification information u1 and u3, the start image is distributed to the terminals 102 corresponding to the user identification information u1 and u3. In the above, regarding the second round of the tournament, although the user who lost the first round (corresponding to the user identification information u2 and u4) has been described as not watching the second round, the user desires to watch the second round In this case, the start image may be transmitted to the terminal 102 corresponding to the user. The terminal 102 to which the start image is transmitted is hereinafter referred to as a target terminal 102.
 各対象端末102は、配信されたスタート画像情報に基づいたスタート画像を表示する。なお、当該スタート画像情報は、例えば、ゲーム識別情報に関連付けてスタート画像記憶部513に記憶されており、スタート画像配信部512は、選択されたゲームのゲーム識別情報に基づいて、スタート画像情報を取得するようにすればよい。 Each target terminal 102 displays a start image based on the distributed start image information. The start image information is stored, for example, in the start image storage unit 513 in association with the game identification information, and the start image distribution unit 512 executes the start image information based on the game identification information of the selected game. You just get it.
 また、例えば、スタート画像記憶部513には、当該スタート画像情報に関連付けてオブジェクト画像と当該オブジェクト画像のスタート画像上の位置情報が記憶されていてもよい。この場合、スタート画像配信部512は、当該オブジェクト画像をその位置情報に従って、スタート画像情報の再生によるスタート画像に加えて表示するスタート画像情報を生成するとともに、当該スタート画像情報を配信する。なお、当該オブジェクト画像は、例えば、音声情報を有してもよいし、また、動画像であってもよい。 Further, for example, the start image storage unit 513 may store an object image and position information on the start image of the object image in association with the start image information. In this case, the start image distribution unit 512 generates start image information to be displayed in addition to the start image by reproduction of the start image information according to the position information, and distributes the start image information. The object image may have, for example, audio information or may be a moving image.
 具体的には、例えば、選択されたゲームがレースゲームである場合の例を用いて説明する。例えば、図9(A)に示すように、スタート前のシーンが上記スタート画像であって、図9(B)に示すように、オブジェクト画像が信号のオブジェクト画像であるとすると、スタート画像配信部512は、図9(A)に示したスタート画像に、図9(B)に示したオブジェクト画像をその位置情報に応じて重ねて表示した画像(図9(C))を生成し、当該画像を対応する対象端末102に配信する。なお、当該信号のオブジェクト画像は、例えば、音声によるカウントダウンとともに、赤から青に変化するような動画像であってもよい。なお、上記においては、スタート画像があらかじめスタート画像記憶部513に記憶されている場合について説明したが、スタート画像についても後述する各仮想マシン104がプログラムの実行を開始することにより生成されるように構成してもよい。 Specifically, for example, the case where the selected game is a racing game will be described. For example, as shown in FIG. 9A, if the scene before the start is the start image and the object image is an object image of a signal as shown in FIG. 9B, the start image distribution unit An image 512 (FIG. 9C) is generated by superposing the object image shown in FIG. 9B on the start image shown in FIG. 9A according to the position information. Are distributed to the corresponding target terminal 102. The object image of the signal may be, for example, a moving image that changes from red to blue along with a countdown by voice. Although the case where the start image is stored in advance in the start image storage unit 513 has been described above, the start image is also generated when each virtual machine 104 described later starts executing the program. It may be configured.
 仮想マシン割当部514は、各対象端末102に、それぞれ仮想マシン104を割り当てるとともに、選択されたゲームの識別情報を各仮想マシン104に送信する。また、仮想マシン割当部514は、更に、選択されたプレイ形式等に応じて、選択されたプレイ形式等とともに上記グループ情報、対戦相手情報、トーナメント情報等(以下管理情報と称する)を送信してもよい。これにより、各仮想マシン104は、選択されたゲームやプレイ形式、ユーザー識別情報等を把握することができる。仮想マシン制御部515は、各対象端末102に割り当てられた仮想マシン104を制御する。 The virtual machine allocation unit 514 allocates a virtual machine 104 to each target terminal 102, and transmits identification information of the selected game to each virtual machine 104. Further, the virtual machine allocation unit 514 further transmits the group information, the opponent information, the tournament information (hereinafter referred to as management information) and the like together with the selected play format etc. according to the selected play format etc. It is also good. Thus, each virtual machine 104 can grasp the selected game, play format, user identification information, and the like. The virtual machine control unit 515 controls the virtual machine 104 assigned to each target terminal 102.
 具体的には、例えば、1Pプレイが選択されている場合には、仮想マシン割当部514は、当該端末102に、仮想マシン104を割り当て、仮想マシン制御部515は、当該割り当てられた仮想マシン104に選択されたゲームのゲーム識別情報及びユーザー識別情報を含む関連情報を送信するとともに、当該ゲーム識別情報を有するゲームプログラムの実行を開始するよう指示する。当該指示に応じて、当該仮想マシン104は、当該ゲームプログラムに対応して記憶されたスナップショット情報を用いて、当該ゲームプログラムの実行を開始等するが、詳細には後述する。 Specifically, for example, when 1P play is selected, the virtual machine allocation unit 514 allocates the virtual machine 104 to the terminal 102, and the virtual machine control unit 515 determines the allocated virtual machine 104. The related information including the game identification information of the selected game and the user identification information is transmitted, and the execution of the game program having the game identification information is instructed to be started. In response to the instruction, the virtual machine 104 starts execution of the game program using snapshot information stored corresponding to the game program, which will be described in detail later.
 対戦プレイが選択されている場合には、例えば、仮想マシン割当部514は、対戦相手情報に基づき、対戦相手として選択されているユーザーに対応する各端末102にそれぞれ仮想マシン104を割り当てる。具体的には、図7(A)の場合、対戦相手情報として、ユーザー識別情報u1乃至u3が記憶されていることから、ユーザー識別情報u1乃至u3に対応する各端末102に各仮想マシン104を割り当てる。仮想マシン制御部515は、当該割り当てられた各仮想マシン104に選択されたゲームのゲーム識別情報及びユーザー識別情報等を送信するとともに、当該ゲーム識別情報を有するゲームプログラムの実行を同期して開始するよう指示する。これにより、ユーザーは、同時に対戦プレイを行うことができる。 When a battle game is selected, for example, the virtual machine allocation unit 514 allocates the virtual machine 104 to each terminal 102 corresponding to the user selected as the opponent based on the opponent information. Specifically, in the case of FIG. 7A, since the user identification information u1 to u3 are stored as the opponent information, each virtual machine 104 is assigned to each terminal 102 corresponding to the user identification information u1 to u3. assign. The virtual machine control unit 515 transmits game identification information, user identification information, and the like of the selected game to each of the allocated virtual machines 104, and synchronously starts execution of the game program having the game identification information. To tell. This allows the user to play battle play simultaneously.
 トーナメントプレイが選択された場合には、例えば、仮想マシン割当部514は、トーナメント情報に応じて、各仮想マシン104を割り当てる。具体的には、例えば、トーナメント情報が図7(B)及び図8に示される場合において、ゲームプログラムがレースの1コースであって、当該1コースについて仮想マシン104で当該ゲームプログラムが開始され終了される場合について説明する。1回戦(回戦識別情報が1に相当)においては、ユーザ識別情報u1とu2、u3とu4に対応するユーザーの対戦であることから、仮想マシン制御部515は、ユーザ識別情報u1乃至u4に対応する各仮想マシン104にゲームプログラムを同期して開始するよう指示する。2回戦においては、仮想マシン制御部515は、ユーザ識別情報u1とu3に対応するユーザーの対戦であることから、ユーザ識別情報u1とu3に対応する各仮想マシン104にゲームプログラムの実行を同期して開始するよう指示する。なお、この場合、ユーザ識別情報u2とu4に対応するユーザーが、トーナメントの2回戦(回戦識別情報が2に相当)についても観戦することができるよう、ユーザ識別情報u1とu3に対応する仮想マシン104に、当該ゲームプログラムの実行による画像情報を、ユーザ識別情報u2とu4に対応する端末102に送信するよう指示する構成としてもよい。なお、上記は、2回戦までのトーナメントの例として説明したが、3回戦、4回戦等がある場合には、上記と同様の処理が行われることはいうまでもない。 When the tournament play is selected, for example, the virtual machine allocation unit 514 allocates each virtual machine 104 according to the tournament information. Specifically, for example, when the tournament information is shown in FIG. 7B and FIG. 8, the game program is one course of the race, and the game program is started and ended in the virtual machine 104 for the one course. Will be described. In the first round (round identification information is equivalent to 1), the virtual machine control unit 515 corresponds to the user identification information u1 to u4, since it is a battle of users corresponding to the user identification information u1 and u2 and u3 and u4. Command each virtual machine 104 to synchronize and start the game program. In the second round, the virtual machine control unit 515 synchronizes the execution of the game program on each virtual machine 104 corresponding to the user identification information u1 and u3, since it is a battle of the users corresponding to the user identification information u1 and u3. Tell them to start. In this case, a virtual machine corresponding to the user identification information u1 and u3 so that the user corresponding to the user identification information u2 and u4 can watch the second round of the tournament (the round identification information is equivalent to 2) It may be configured to instruct the terminal 102 corresponding to the user identification information u2 and u4 to transmit the image information by the execution of the game program. Although the above has been described as an example of tournaments up to the second round, it goes without saying that the same processing as described above is performed when there are the third round, the fourth round, and the like.
 グループ対戦が選択されている場合、仮想マシン割当部514は、グループ対戦情報に応じて、各仮想マシン104を割り当て、仮想マシン制御部515は、当該グループ対戦情報に応じて、各仮想マシン104を制御する。具体的には、例えば、図7(C)に示した場合において、ゲームプログラムがレースの1コースであって、当該1コースについて仮想マシン104で当該ゲームプログラムの実行が行われる場合について説明する。1回目の対戦では、ユーザー識別情報u1とu3に対応するユーザーの対戦であることから、ユーザー識別情報u1とu3に対応する仮想マシン104に当該ゲームプログラムの実行を開始するよう指示する。このとき、ユーザー識別情報u2とu4に対応するユーザーがユーザー識別情報u1とu2に対応するユーザーの対戦を観戦できるよう、当該ゲームプログラムの実行による画像情報をユーザー識別情報u2とu4に対応する端末102に送信するよう指示するように構成してもよい。2回目の対戦では、ユーザー識別情報u2とu4に対応するユーザーの対戦であることから、ユーザー識別情報u2とu4に対応する仮想マシン104に当該ゲームプログラムの実行を開始するよう指示する。このとき、同様に、ユーザー識別情報u1とu3に対応するユーザーがユーザー識別情報u2とu4に対応するユーザーの対戦を観戦できるように、当該ゲームプログラムの実行による画像情報をユーザー識別情報u1とu3に対応する端末102に送信するよう構成してもよい。 When the group match is selected, the virtual machine assignment unit 514 assigns each virtual machine 104 according to the group match information, and the virtual machine control unit 515 selects each virtual machine 104 according to the group match information. Control. Specifically, for example, in the case shown in FIG. 7C, a case where the game program is one race course and the game program is executed by the virtual machine 104 for the one course will be described. Since the first match is a match of the users corresponding to the user identification information u1 and u3, the virtual machine 104 corresponding to the user identification information u1 and u3 is instructed to start the execution of the game program. At this time, the terminal corresponding to the user identification information u2 and u4 the image information by the execution of the game program so that the user corresponding to the user identification information u2 and u4 can watch the competition of the users corresponding to the user identification information u1 and u2. It may be configured to instruct 102 to transmit. Since the second match is a match of the users corresponding to the user identification information u2 and u4, the virtual machine 104 corresponding to the user identification information u2 and u4 is instructed to start the execution of the game program. At this time, similarly, in order to allow the user corresponding to the user identification information u1 and u3 to watch the competition of the user corresponding to the user identification information u2 and u4, the image information by the execution of the game program is displayed as the user identification information u1 and u3. May be transmitted to the terminal 102 corresponding to
 グループトーナメントが選択されている場合には、例えば、仮想マシン割当部514は、グループ対戦情報及びグループトーナメント情報に応じて、各仮想マシン104を割り当てる。そして、仮想マシン制御部515は、グループ対戦情報及びグループトーナメント情報に応じて、各仮想マシン104を制御する。具体的には、例えば、図7(C)、(D)に示した場合おいて、ゲームプログラムがレースの1コースであって、当該1コースについて仮想マシン104で当該ゲームプログラムの実行が開始され終了される場合について説明する。1回目の対戦においては、グループ識別情報G1とG2及びG3とG4に対応するグループの対戦であることから、各グループの優先順位が1(優先順位識別情報が1に相当)のユーザー(例えばユーザー識別情報u1とu3に対応するユーザー等)に対応する仮想マシン104に当該ゲームプログラムの実行を同期して開始するよう指示する。1回目の対戦の次の対戦は、各グループの優先順位が2のユーザー(例えば、ユーザー識別情報u2とu4に対応するユーザー等)であることから、各優先順位が2のユーザーに対応する仮想マシン104に当該ゲームプログラムを同期して開始するように指示する。2回目の対戦は、G1とG3の対戦であることから、G1とG3の優先順位が1のユーザー(例えばユーザー識別情報u1に対応するユーザー等)に対応する仮想マシン104のエミュレーションを同期して開始するよう指示する。以下同様にトーナメントが終了するまで同様の処理を行う。 When a group tournament is selected, for example, the virtual machine assignment unit 514 assigns each virtual machine 104 according to the group match information and the group tournament information. Then, the virtual machine control unit 515 controls each virtual machine 104 according to the group match information and the group tournament information. Specifically, for example, in the cases shown in FIGS. 7C and 7D, the game program is one course of the race, and the execution of the game program is started in the virtual machine 104 for the one course. The case of termination will be described. Since the first match is a match between groups corresponding to the group identification information G1 and G2 and G3 and G4, a user (for example, a user having a priority of 1 (the priority identification information is equivalent to 1) of each group) It instructs the virtual machine 104 corresponding to the user corresponding to the identification information u1 and u3 to start the execution of the game program synchronously. Since the next match of the first match is a user with a priority of 2 in each group (for example, a user corresponding to user identification information u2 and u4), a virtual corresponding to a user with a priority of 2 It instructs the machine 104 to start the game program synchronously. Since the second match is a match between G1 and G3, the emulation of the virtual machine 104 corresponding to the user with a priority of G1 and G3 (for example, the user corresponding to the user identification information u1) is synchronized. Tell them to start. Likewise, the same processing is performed until the end of the tournament.
 なお、管理サーバ103の構成は上記に限定されるものではなく、上記構成と実質的に同一の構成、同一の作用効果を奏する構成又は同一の目的を達成することができる構成で置き換えることができる。例えば、上記に示した対戦プレイ、トーナメントプレイ、グループ対戦プレイ、グループトーナメントプレイ等として説明した例は、一例であって、これに限定されるものではない。 The configuration of the management server 103 is not limited to the above, and can be replaced by a configuration substantially the same as the above configuration, a configuration having the same operation and effect, or a configuration capable of achieving the same purpose. . For example, the examples described as the battle play, the tournament play, the group battle play, the group tournament play, and the like described above are merely examples, and the present invention is not limited thereto.
 例えば、トーナメントは、上記の他、総当たり戦、勝ち抜き戦、勝ち上がり戦等その他の形式であってもよい。また、トーナメント等で競われる内容は、各ユーザーがゲームで獲得したスコア、所定の期間内のスコア、あるポイントまでに要した時間、グループ全体での上記スコアや時間等が含まれる。また、上記トーナメントにおける各回の対戦は、2のユーザ毎に対戦する場合を例として説明したが、他の人数毎におこなわれるものであってもよいし、また、トーナメント表は異なる形式であってもよい。また、上記の例においては、複数人でプレイされる対戦プレイ等の場合に、仮想マシン104を同期させてゲームプログラムを実行させる例を用いて説明したが、後述するように非同期(例えば、予め記録された動画像と対戦する)で、行われるようにしてもよい。また、管理サーバ103は、上記構成に加え、例えば、上記のようなゲームプログラムの使用を各ユーザーが開始してから終了するまでの時間を管理する時間管理手段を有し、当該時間に基づいて課金情報を生成し保持してもよいし、また、月額制等で各ユーザーの使用を管理してもよい。 For example, the tournament may be other forms such as a brute force, a winning game, a winning game, etc. besides the above. The contents competed in a tournament or the like include the score obtained by each user in the game, the score within a predetermined period, the time taken to a certain point, the above-mentioned score and time in the whole group, and the like. Also, although each match in the tournament has been described as an example where the match is played for every two users, it may be played for every other person, and the tournament table has a different format. It is also good. Further, in the above example, in the case of a battle play or the like played by a plurality of people, an example in which the virtual machine 104 is synchronized to execute the game program has been described, but as described later The game may be played with the recorded moving image). Further, in addition to the above configuration, the management server 103 has, for example, time management means for managing the time from when each user starts using the game program as described above to when the use is ended, and based on the time Charge information may be generated and held, or the use of each user may be managed on a monthly basis.
 次に、図10を用いて各仮想マシン104の機能的な構成について説明する。図10に示すように、各仮想マシン104は、例えば、スナップショット取得部801、ゲーム取得部803、時間計測部805、実行部806、実行制御部807、チェックポイント検出部808、実行情報取得部809、処理情報実行部813、圧縮部814、送信部815、チェックポイントデータ設定部818を含む。 Next, the functional configuration of each virtual machine 104 will be described using FIG. As shown in FIG. 10, each virtual machine 104 includes, for example, a snapshot acquisition unit 801, a game acquisition unit 803, a time measurement unit 805, an execution unit 806, an execution control unit 807, a checkpoint detection unit 808, and an execution information acquisition unit. And 809, a processing information execution unit 813, a compression unit 814, a transmission unit 815, and a checkpoint data setting unit 818.
 スナップショット取得部801は、管理サーバ103から選択されたゲームのゲーム識別情報を取得し、当該ゲーム識別情報に基づいて、スナップショット記憶部802から、当該識別情報に関連付けて記憶されたスナップショット情報を取得する。ここで、スナップショット情報とは、後述する実行部、つまり、例えば、エミュレータやシミュレータ、により再現されるゲーム機器の実行状態(メモリ、レジスタ、プログラムカウンタの値等)や、ゲーム機器が実装される場合には当該ゲーム機器の実行状態に相当する。なお、スナップショット記憶部802は、例えば、図1に示したデータベースのうち1のデータベース105に相当する。なお、スナップショット情報は、更に、上記ユーザー識別情報及び当該ユーザーのランク情報と関連付けられて記憶され、スナップショット取得部801は、管理サーバ103から取得したユーザーの識別情報及びランク情報に基づいて、スナップショット情報を取得する構成としてもよい。この場合、例えば、レースゲームの1コースについてランクが低いユーザーとランクが高いユーザーが対戦する場合、ランクが低いユーザーについては、ランクが高いユーザーよりもコースが進んだ場所からスタートさせる等、ユーザー毎にハンディをつけることができる。 The snapshot acquisition unit 801 acquires game identification information of the selected game from the management server 103, and based on the game identification information, snapshot information stored from the snapshot storage unit 802 in association with the identification information. To get Here, snapshot information refers to an execution unit (to be described later), that is, an execution state (a memory, a register, a value of a program counter, etc.) of a game device reproduced by, for example, an emulator or simulator The case corresponds to the execution state of the game machine. The snapshot storage unit 802 corresponds to, for example, one of the databases 105 shown in FIG. 1. The snapshot information is further stored in association with the user identification information and the rank information of the user, and the snapshot acquisition unit 801 is based on the identification information and the rank information of the user acquired from the management server 103. It may be configured to acquire snapshot information. In this case, for example, when a user with a low rank competes with a user with a high rank for one race game course, a user with a low rank starts from a place where the course goes ahead of a user with a high rank, etc. Can be handy.
 ゲーム取得部803は、管理サーバ103から選択されたゲームプログラムのゲーム識別情報を取得し、当該ゲーム識別情報に基づいて、ゲーム記憶部804から対応するゲームプログラムを取得する。なお、ゲーム記憶部804は、例えば、図1に示したデータベースのうち1のデータベース105に相当する。 The game acquisition unit 803 acquires game identification information of the selected game program from the management server 103, and acquires a corresponding game program from the game storage unit 804 based on the game identification information. The game storage unit 804 corresponds to, for example, one of the databases 105 shown in FIG. 1.
 時間計測部805は、例えば、後述する実行部806によるゲームプログラムの実行の開始からの経過時間、チェックポイント検出部808による、あるチェックポイントの検出から他のチェックポイントの検出までの時間等、予め設定された時間を計測する。また、当該時間計測部805は、ユーザーの指示に応じて、時間の計測の開始や終了を行うように構成してもよい。 The time measuring unit 805 is, for example, an elapsed time from the start of execution of a game program by the execution unit 806 described later, a time from detection of a certain checkpoint by the checkpoint detection unit 808 to detection of another checkpoint, etc. Measure the set time. Further, the time measurement unit 805 may be configured to start or end measurement of time according to an instruction of the user.
 実行部806は、実行制御部807からの制御信号に応じて、ゲーム取得部803により取得されたゲームプログラムを実行する。実行制御部807は、実行部806のゲームプログラムの実行を制御する。具体的には、例えば、上記同時プレイが選択されている場合には、管理サーバ103からのゲームプログラムの実行の開始指示に応じて、実行部806の実行を開始する、または、後述するチェックポイント検出部808により、最後のチェックポイント(例えば、レースゲームのゴール画面に相当する)が検出された場合に、実行部806の実行を停止するよう指示する等である。ここで、実行部806は、例えば、当該ゲームプログラムの実行を開始する際に、スナップショット取得部801により取得されたスナップショット情報を用いる。これにより、例えば、ゲームプログラムのあらかじめ定められた所定のステージからの開始が可能となる。ここで、実行部806は、例えば、当該ゲームプログラムを対象としたゲーム機器のエミュレータやシミュレータ、または当該ゲーム機器に相当する。 The execution unit 806 executes the game program acquired by the game acquisition unit 803 in response to the control signal from the execution control unit 807. The execution control unit 807 controls the execution of the game program of the execution unit 806. Specifically, for example, when the simultaneous play is selected, execution of the execution unit 806 is started in response to an instruction to start execution of a game program from the management server 103, or a check point described later When the detection unit 808 detects the last check point (for example, corresponding to the goal screen of the race game), the detection unit 808 instructs to stop the execution of the execution unit 806 or the like. Here, the execution unit 806 uses, for example, the snapshot information acquired by the snapshot acquisition unit 801 when starting the execution of the game program. This enables, for example, the start from a predetermined predetermined stage of the game program. Here, the execution unit 806 corresponds to, for example, an emulator or simulator of a game device for the game program, or the game device.
 実行情報取得部809は、実行部806の上記ゲームプログラムの実行により生成された実行情報を取得する。当該実行情報は、ゲームプログラムの実行により生成される画像情報や動画像情報、音声情報、実行部806の内部状態を示す情報(メモリ、レジスタ、プログラムカウンタの値等)等を含む。また、実行情報取得部809は、例えば、ユーザーの指示に応じて、実行情報記憶部810から実行情報を取得するように構成してもよいし、他の仮想マシン104の実行情報取得部809から実行情報を取得するよう構成してもよい。この場合、例えば、同一または他のユーザーの実行情報を利用することにより、プレイ場面のアップロードを行い、当該プレイ画面からゲームを実行することができる。ここで、当該実行情報記億部810に記憶された実行情報は、例えば同一または他の仮想マシン104の実行部806により生成された実行情報に相当する。また、例えば、対戦プレイ等複数人で同一のゲームが行われている場合等において、一時的にゲームを停止するようユーザーから指示された場合(例えば、ポーズボタンが押された場合)、実行情報記憶部810が当該停止されるまでの実行情報を記憶し、ゲームの再開を指示された場合には、当該停止された際の実行情報に基づいて、ゲームを再開できるように構成してもよい。この場合、当該停止や再開を指示できるユーザーは、あらかじめ設定されるように構成してもよい。 The execution information acquisition unit 809 acquires execution information generated by the execution of the game program of the execution unit 806. The execution information includes image information and moving image information generated by the execution of the game program, sound information, information indicating the internal state of the execution unit 806 (memory, register, value of program counter, etc.), and the like. Also, the execution information acquisition unit 809 may be configured to acquire execution information from the execution information storage unit 810 according to, for example, a user's instruction, or from the execution information acquisition unit 809 of another virtual machine 104. It may be configured to acquire execution information. In this case, for example, by using the execution information of the same or another user, the play scene can be uploaded and the game can be executed from the play screen. Here, the execution information stored in the execution information storage unit 810 corresponds to, for example, the execution information generated by the execution unit 806 of the same or another virtual machine 104. Also, for example, when the same game is being played by a plurality of players, such as in a match play, etc., when the user instructs to temporarily stop the game (for example, when the pause button is pressed), the execution information The storage unit 810 may store execution information until the stop, and when instructed to resume the game, the game may be resumed based on the execution information at the time of the stop. . In this case, the user who can instruct the stop and restart may be configured in advance.
 実行情報送信部811は、例えば、実行情報取得部809で取得された実行情報に含まれる画像情報を管理サーバ103に送信する。例えば、管理サーバ103は上述のように当該画像情報を、観戦を選択したユーザーに対応する端末102に送信する。また、実行情報送信部811は、管理サーバ103を介さずに直接観戦を選択したユーザーに対応する端末102に当該画像情報を送信してもよい。これにより、例えば、上述した当該ユーザーは、他のユーザーのゲームを観戦することができる。 The execution information transmission unit 811 transmits, for example, image information included in the execution information acquired by the execution information acquisition unit 809 to the management server 103. For example, as described above, the management server 103 transmits the image information to the terminal 102 corresponding to the user who has selected to watch. In addition, the execution information transmission unit 811 may transmit the image information to the terminal 102 corresponding to the user who has selected the direct watching without the intervention of the management server 103. Thereby, for example, the user mentioned above can watch the game of another user.
 チェックポイント検出部808は、上記実行情報に基づいて、あらかじめ設定されたチェックポイントを検出するとともに、検出したチェックポイントを識別するチェックポイント識別情報とともに当該チェックポイントに対応する処理情報のアドレスを処理情報実行部813に送信する。 The check point detection unit 808 detects a check point set in advance based on the above execution information, and together with the check point identification information for identifying the detected check point, the processing information of the processing information corresponding to the check point Send to the execution unit 813.
 具体的には、例えば、チェックポイント検出部808は、選択されたゲームのゲーム識別情報に基づいて、チェックポイントデータ記憶部812から、チェックポイントを検出するための条件情報アドレス及び処理情報アドレスを取得する。ここで、チェックポイントデータ記憶部812は、例えば、図11に示すように、ゲーム識別情報、条件情報アドレス、処理情報アドレスを表の形式で記憶しており、チェックポイント検出部808は、選択されたゲームのゲーム識別情報に基づいて、当該ゲームの条件情報アドレスを取得し、上記実行情報が当該条件情報アドレスに記憶された条件情報に合致するか否かを判断する。例えば、図11の例の場合、選択されたゲームの識別情報がg1とすると、チェックポイント検出部808は、条件情報アドレスc1乃至c4を有する各条件情報を取得し、上記実行情報が当該各条件情報に合致するか否かを判断する。 Specifically, for example, the checkpoint detection unit 808 acquires a condition information address and a processing information address for detecting a checkpoint from the checkpoint data storage unit 812 based on the game identification information of the selected game. Do. Here, as shown in FIG. 11, for example, the checkpoint data storage unit 812 stores game identification information, condition information addresses, and processing information addresses in the form of a table, and the checkpoint detection unit 808 is selected. Based on the game identification information of the game, the condition information address of the game is acquired, and it is determined whether the execution information matches the condition information stored in the condition information address. For example, in the case of the example of FIG. 11, when the identification information of the selected game is g1, the checkpoint detection unit 808 acquires each condition information having the condition information addresses c1 to c4, and the execution information indicates the respective conditions. Determine if the information matches.
 ここで、各条件情報は、上記ゲームプログラムの実行中の各チェックポイント、例えば、予め設定されたシーンやアクション等、に対応して記憶されている。チェックポイント検出部808は、上記取得された実行状態が当該各条件情報に応じた各条件に合致するか否かにより、あらかじめ設定された1または複数のチェックポイントを検出することができる。 Here, each condition information is stored corresponding to each checkpoint during execution of the game program, for example, a preset scene or action. The checkpoint detection unit 808 can detect one or more checkpoints set in advance, depending on whether the acquired execution state matches each condition according to the respective condition information.
 より詳細には、例えば、当該条件情報は、特定の状況において実行部806により生成された画像情報や音声情報等のうちの全部または一部の特定のパターンや特徴量や特定のプログラムカウンタやレジスタの値等を含み、チェックポイント検出部808は、実行部806により生成された実行情報が、当該特定のパターンや特徴量等に合致するか否かを判定する。また、当該特定のパターンや特徴量等に合致するか否かについては、例えば、チェックポイント検出部808が、実行部806により生成された実行情報が、当該特定の特徴量等に対して、条件情報に含まれる所定の範囲内であるか否かを判定することにより行われる。具体的には、例えば、当該判定には、画像認識、音声認識、文字認識等を用いればよい。 More specifically, for example, the condition information may be all or part of a specific pattern or feature of image information or audio information generated by the execution unit 806 in a specific situation, or a specific program counter or register. The check point detection unit 808 determines whether the execution information generated by the execution unit 806 matches the particular pattern, feature amount, or the like. In addition, as to whether or not the particular pattern, feature quantity, etc. match, for example, the check point detection unit 808 sets the execution information generated by the execution unit 806 with respect to the particular feature quantity, etc. It is performed by determining whether it is within a predetermined range included in the information. Specifically, for example, image recognition, voice recognition, character recognition or the like may be used for the determination.
 ここで、例えば、選択されたゲームが上記レースゲームの例を用いて説明する。図12に示すように、例えば、レースコースの地図110を示す画像が表示され、操作対象の車の位置情報が特定の色で表示される場合には、当該レースコースの地図110を示す画像の所定の位置の色がコースの色から、当該特定の色に変化したかを特徴量として画像認識等により認識することにより、チェックポイントを検出するように構成すればよい。この場合、画像認識させる範囲は、例えば、図12に示すように、表示範囲のうちの一部の範囲111としてもよい。なお、その他の当該レースゲームの途中の特別な画像や文字等を画像認識や文字認識等することにより、チェックポイントを検出する構成であってもよい。 Here, for example, the selected game will be described using the example of the race game. As shown in FIG. 12, for example, when an image showing a map 110 of a race course is displayed and position information of a car to be operated is displayed in a specific color, an image of the map 110 of the race course is displayed. The check point may be detected by recognizing whether the color of the predetermined position has changed from the color of the course to the specific color as a feature amount by image recognition or the like. In this case, as shown in FIG. 12, for example, the range in which the image is recognized may be a partial range 111 of the display range. The check point may be detected by performing image recognition, character recognition, and the like on special images, characters, and the like in the middle of the race game.
 処理情報実行部813は、チェックポイント検出部808によりあるチェックポイントが検出された場合(ある条件情報に合致すると判断した場合)、チェックポイントデータ記憶部812に当該チェックポイント(条件情報)に関連付けて記憶されている処理情報をチェックポイントデータ記憶部812から取得する。具体的には、チェックポイント検出部808から取得した処理情報アドレスに基づいて、処理情報を取得する。そして、当該処理情報に基づいた処理を実行する。当該処理は、例えば、画像情報や音声情報等の出力処理であって、実行部806によるゲームプログラムの実行により生成された画像や音声等に加えて当該処理情報に基づく画像や音声等を出力するための処理、当該ゲームの終了後に表示される画像を出力するための処理等を含む。また、例えば、最後のチェックポイントに関連付けられた処理情報は実行部806の当該ゲームプログラムの実行を停止する処理に相当するように構成してもよい。また、例えば、当該処理情報は、例えば、所定の画像等に応じてユーザーのランク情報を認識するとともに、上記ランク情報を更新するように構成してもよい。また、チェックポイントデータ設定部818が管理サーバからの管理情報やユーザーの指示等に応じて、当該処理情報を変更または設定するように構成してもよい。また、例えば、上記対戦プレイやトーナメントプレイ等が行われている場合と、それ以外の場合(例えば、1Pプレイが選択されている場合)に応じて、異なる処理が行われるように構成してもよい。この場合、例えば、上記プレイ形式等に応じて、異なる処理情報が取得され、当該処理が実行されるように構成してもよい。 When the check point detection unit 808 detects a certain check point (when it is determined that the check point detection unit 808 matches a certain condition information), the process information execution unit 813 associates the check point data storage unit 812 with the check point (condition information). The stored processing information is acquired from the checkpoint data storage unit 812. Specifically, processing information is acquired based on the processing information address acquired from the checkpoint detection unit 808. And the process based on the said process information is performed. The process is, for example, an output process of image information, sound information, etc., and outputs an image, sound, etc. based on the processing information in addition to the image, sound, etc. generated by execution of the game program by the execution unit 806 Processing, processing for outputting an image displayed after the end of the game, and the like. Also, for example, the processing information associated with the last checkpoint may be configured to correspond to the processing for stopping the execution of the game program of the execution unit 806. Further, for example, the processing information may be configured to recognize the rank information of the user according to a predetermined image or the like and to update the rank information. Further, the checkpoint data setting unit 818 may be configured to change or set the processing information in accordance with the management information from the management server, the instruction of the user, or the like. Also, for example, different processing may be performed depending on whether the battle play or the tournament play is performed or not (for example, when 1P play is selected). Good. In this case, for example, different processing information may be acquired according to the play format or the like, and the processing may be executed.
 ここで、当該ゲームプログラムが、図13及び上記レースゲームの例を用いて、当該処理情報実行部813の機能的な構成の一例についてより詳細に説明する。チェックポイント検出結果送信部211は、チェックポイントを検出した結果についての情報(チェックポイント検出結果情報)を他の仮想マシン104や仮想サーバに送信する。ここで、他の仮想マシン104とは、例えば、管理サーバ103により、当該レースゲームが同期して開始されている仮想マシン104等に相当する。 Here, an example of a functional configuration of the processing information execution unit 813 will be described in more detail with reference to FIG. 13 and the example of the race game. The checkpoint detection result transmission unit 211 transmits information (checkpoint detection result information) about the result of detection of the checkpoint to another virtual machine 104 or a virtual server. Here, another virtual machine 104 corresponds to, for example, a virtual machine 104 or the like in which the race game is started in synchronization by the management server 103.
 具体的には、例えば、同時プレイが選択されている場合であって、チェックポイント検出部808により、例えば、順位を表示するための処理情報に関連付けられたチェックポイントが検出された際には、当該チェックポイント(条件情報)を識別するチェックポイント識別情報とともに、当該チェックポイントが検出された時間情報、及び、当該仮想マシン104の実行部806を割り当てられたユーザー識別情報を他の仮想マシン104に送信する。 Specifically, for example, in the case where simultaneous play is selected and the checkpoint detection unit 808 detects, for example, a checkpoint associated with processing information for displaying the order, The check point identification information for identifying the check point (condition information), the time information at which the check point is detected, and the user identification information to which the execution unit 806 of the virtual machine 104 is assigned are set to another virtual machine 104 Send.
 また、例えば、グループ対戦プレイが選択されている場合には、最後のチェックポイント、例えば、レースのゴール画面に相当する)が検出された際には、レースが終了した旨を管理サーバ103の仮想マシン制御部515に通知する。これにより、仮想マシン制御部515は、上述した次の優先順位情報を有するユーザー識別情報に対応するユーザーの対戦を行わせるための処理を行うことができる。なお、グループトーナメントプレイの場合には、上記と同様であるため説明を省略する。 Also, for example, when a group match-up play is selected, when the last check point, for example, corresponding to the goal screen of the race is detected, a virtual end of the race is indicated by the virtual condition of the management server 103. The machine control unit 515 is notified. As a result, the virtual machine control unit 515 can perform processing for causing a user to play a match corresponding to the user identification information having the next priority information described above. In addition, since it is the same as that of the above in the case of a group tournament play, description is abbreviate | omitted.
 チェックポイント検出結果受信部212は、他の仮想マシン104により同一のチェックポイントが検出された際に送信されるチェックポイント識別情報、当該チェックポイントが検出された時間情報、当該他の仮想マシン104に割り当てられたユーザー識別情報を受信し、チェックポイント検出結果記憶部213に記憶する。 The check point detection result reception unit 212 transmits the check point identification information transmitted when the same checkpoint is detected by another virtual machine 104, the time information when the check point is detected, and the other virtual machine 104. The assigned user identification information is received and stored in the checkpoint detection result storage unit 213.
 チェックポイント検出結果記憶部213は、また、チェックポイント検出部808が検出したチェックポイント識別情報、チェックポイントが検出された時間情報、仮想マシン104に割り当てられたユーザー識別情報も記憶する。具体的には、例えば、チェックポイント検出結果記憶部213は、これらの情報を図14に示すような表の形式で、記憶する。 The checkpoint detection result storage unit 213 also stores the checkpoint identification information detected by the checkpoint detection unit 808, the time information when the checkpoint is detected, and the user identification information assigned to the virtual machine 104. Specifically, for example, the checkpoint detection result storage unit 213 stores these pieces of information in the form of a table as shown in FIG.
 ランキング情報生成部214は、当該チェックポイントが検出された際に、チェックポイント検出結果記憶部213に記憶されたチェックポイント検出結果情報を参照することにより、各ユーザーの順位を算出する。具体的には、例えば、図14の例を用いて説明する。例えば、チェックポイント検出部808が、チェックポイント識別情報aで表されるチェックポイントを検出したとする。このとき、チェックポイント検出結果記憶部213には、チェックポイント識別情報aで示されるユーザー識別情報u1乃至u4とそれぞれに対応する時間情報が記憶されている。ランキング情報生成部214は、各ユーザー識別情報u1乃至u4に対応して記憶されている時間情報を比較することにより、各ユーザーの順位を算出する。これにより、例えば、ユーザー識別情報u4の順位は4である等と算出する。 When the check point is detected, the ranking information generation unit 214 calculates the order of each user by referring to the check point detection result information stored in the check point detection result storage unit 213. Specifically, for example, description will be made using the example of FIG. For example, it is assumed that the checkpoint detection unit 808 detects a checkpoint represented by the checkpoint identification information a. At this time, the checkpoint detection result storage unit 213 stores user identification information u1 to u4 indicated by the checkpoint identification information a and time information corresponding to each. The ranking information generation unit 214 calculates the ranking of each user by comparing the time information stored corresponding to each of the user identification information u1 to u4. Thus, for example, the rank of the user identification information u4 is calculated to be 4, and the like.
 ここで、例えば、上記トーナメントプレイが選択されている場合には、ランキング情報生成部214は、チェックポイント検出結果記憶部213に記憶されている最後のチェックポイント(例えば、レースのゴール画面に相当する)のランキング情報が1に相当するユーザー識別情報をゲーム識別情報とともに管理サーバ103に送信する。管理サーバ103は、当該ユーザー識別情報に基づき、次の回の対戦の組み合わせを求めることができる。具体的には、例えば、図7(B)に示したトーナメントプレイの場合の一回戦の場合について説明する。例えば、上述のように一回戦では、ユーザー識別情報u1とu2、及び、u3とu4に対応するユーザーが対戦するが、ユーザー識別情報u1とu2に対応する仮想マシン104はユーザー識別情報u1を、ユーザー識別情報u3とu4に対応する仮想マシン104は、ユーザー識別情報u3を送信する。これにより、管理サーバ103の更新部507は、2回戦の勝者に相当するユーザー識別情報(ユーザー識別情報u1とu3に相当)を求め、回戦情報2に対応するユーザー識別情報の箇所にユーザー識別情報u1とu3と記憶させることができる。なお,上記においては、各仮想マシン104によりユーザー識別情報u1とu3が重複して管理サーバ103に送信されることから、各対戦に対応する複数の仮想マシン104のうちの1の仮想マシン104のみが送信するようにしてもよい。 Here, for example, when the above-mentioned tournament play is selected, the ranking information generation unit 214 corresponds to the last check point stored in the check point detection result storage unit 213 (for example, a goal screen of a race) The user identification information whose ranking information of 1) corresponds to 1 is transmitted to the management server 103 together with the game identification information. The management server 103 can obtain the next combination of battles based on the user identification information. Specifically, for example, the case of a single match in the case of the tournament play shown in FIG. 7 (B) will be described. For example, as described above, in the first game, the users corresponding to the user identification information u1 and u2 and u3 and u4 play a match, but the virtual machine 104 corresponding to the user identification information u1 and u2 matches the user identification information u1 The virtual machine 104 corresponding to the user identification information u3 and u4 transmits the user identification information u3. As a result, the updating unit 507 of the management server 103 obtains user identification information (corresponding to the user identification information u1 and u3) corresponding to the winner of the second round, and the user identification information in the portion of the user identification information corresponding to the round information 2 It can be stored as u1 and u3. In the above, since the user identification information u1 and u3 are transmitted to the management server 103 in duplicate by each virtual machine 104, only one virtual machine 104 of the plurality of virtual machines 104 corresponding to each battle is May be sent.
 出力画像生成部215は、上記処理情報に応じた出力画像を生成する。例えば、あるチェックポイントに関連付けられた処理情報が、レースがスタートしてからの時間の表示である場合には、時間計測部805からレースがスタートしてからの経過時間情報を取得し、図15に示した当該時間を示す画像113を実行部806のゲームプログラムの実行に基づく画像114に加えて表示するための画像情報を生成する。また、例えば、上述のような順位の表示である場合には、出力画像生成部215は、上記ランキング情報生成部214からの順位情報に基づき、当該仮想マシン104に対応するユーザーの順位を示す画像112を、実行部806の実行に基づく画像114に加えて表示するための画像情報を生成する。また、出力画像生成部215は、例えば、対戦プレイ等が選択されている場合には、同期して実行されている仮想マシン104の実行部806により生成された画像情報を、図16に示すような実行部806の実行に基づく画像114に加えて表示するための画像情報を生成してもよい。 The output image generation unit 215 generates an output image according to the processing information. For example, when the processing information associated with a certain check point is the display of the time after the race starts, the elapsed time information after the start of the race is acquired from the time measuring unit 805, as shown in FIG. The image information 113 is added to the image 114 based on the execution of the game program of the execution unit 806 to generate image information to be displayed. Further, for example, in the case of the display of the rank as described above, the output image generation unit 215 is an image showing the rank of the user corresponding to the virtual machine 104 based on the rank information from the ranking information generator 214. In addition to the image 114 based on the execution of the execution unit 806, image information to be displayed is generated. In addition, for example, when a battle play or the like is selected, the output image generation unit 215 can display image information generated by the execution unit 806 of the virtual machine 104 that is being executed synchronously, as shown in FIG. Image information to be displayed may be generated in addition to the image 114 based on the execution of the execution unit 806.
 また、例えば、チェックポイントが最終チェックポイントを検出した場合には、図17に示すように、出力画像生成部215は、ゴール時間をGOALTIMEの文字の表示に加えて、実行部806からの画像に重ねて表示するための画像情報141を生成し、次に図18に示すようなランキング画面を表示するための画像情報を生成する。 Also, for example, when the check point detects the final check point, as shown in FIG. 17, the output image generation unit 215 adds the goal time to the display of the GOALTIME character to the image from the execution unit 806. Image information 141 to be displayed in a superimposed manner is generated, and then image information to display a ranking screen as shown in FIG. 18 is generated.
 この場合、図17を表示するための画像情報については、例えば、処理情報実行部813811は、時間計測部805からの経過時間を、実行部806により生成された画像情報に重ねて表示するような画像情報(図17の画像に相当)を生成する。また、図18を表示するための画像情報については、上述したように、例えばチェックポイント検出結果記憶部213に、最終チェックポイント識別情報に関連付けられて記憶されている時間情報やユーザー識別情報に基づいて、ランキング情報生成部214が各ユーザーのランキングを算出し、当該ランキングに基づいて、各ユーザーのランキング画面を表示するための画像情報を生成すればよい。なお、このときの画像情報は、図18に限られず、他の画像情報であってもよい。具体的には、例えば、ユーザーの属するグループ名、スコアの一覧、スコアの履歴、他のトーナメントの対戦結果等その他の関連する情報を図18に加えてまたは図18とは別に表示するようにしてもよい。 In this case, for image information for displaying FIG. 17, for example, the processing information execution unit 813811 displays the elapsed time from the time measurement unit 805 superimposed on the image information generated by the execution unit 806. Image information (corresponding to the image of FIG. 17) is generated. Further, as described above, the image information for displaying FIG. 18 is, for example, based on the time information and the user identification information stored in the check point detection result storage unit 213 in association with the final checkpoint identification information. Then, the ranking information generation unit 214 may calculate the ranking of each user, and generate image information for displaying the ranking screen of each user based on the ranking. The image information at this time is not limited to that shown in FIG. 18 and may be other image information. Specifically, for example, a group name to which the user belongs, a list of scores, a history of scores, match results of other tournaments, and other related information may be displayed in addition to or separately from FIG. It is also good.
 また、圧縮部814は、実行部806により生成された画像情報または出力画像生成部215から生成された画像情報を圧縮し、送信部815は、対応する端末102へ当該画像情報を送信する。具体的には、例えば、送信部815は、実際に当該仮想マシン104でゲームプログラムをプレイしているユーザーに対応する端末の他、当該ゲームプログラムの観戦を所望しているユーザーに対応するユーザー等に当該画像情報を送信する。 The compression unit 814 compresses the image information generated by the execution unit 806 or the image information generated from the output image generation unit 215, and the transmission unit 815 transmits the image information to the corresponding terminal 102. Specifically, for example, in addition to the terminal corresponding to the user who is actually playing the game program on the virtual machine 104, the transmitting unit 815 also corresponds to the user corresponding to the user who wants to watch the game program The image information is sent to
 なお、本実施の形態は上記構成に限定されるものではなく、種々の変形が可能である。例えば、上記実施の形態で示した構成と実質的に同一の構成、同一の作用効果を奏する構成又は同一の目的を達成することができる構成で置き換えることができる。具体的には、例えば、圧縮部814を有さずに、圧縮しないで上記画像情報を端末102へ送信するよう構成してもよい。また、仮想マシン104に代えて、物理マシン402を用いて構成してもよい。更に、管理サーバ103や、データベース105についても、仮想マシン104で構成してもよい。更に、上記管理サーバ103、仮想マシン104、データベース105の各機能は、一例であってこれに限定されるものではなく、管理サーバ103の一部または全部の機能を、仮想マシン104が有するように構成してもよいし、仮想マシン104の一部または全部の機能を、管理サーバ103または端末102が有するように構成してもよい等、種々の変形が可能である。 The present embodiment is not limited to the above configuration, and various modifications are possible. For example, the present invention can be replaced by a configuration that is substantially the same as the configuration shown in the above embodiment, a configuration that exhibits the same effect, or a configuration that can achieve the same purpose. Specifically, for example, without the compression unit 814, the image information may be transmitted to the terminal 102 without compression. Also, instead of the virtual machine 104, a physical machine 402 may be used. Furthermore, the management server 103 and the database 105 may also be configured as virtual machines 104. Furthermore, each function of the management server 103, the virtual machine 104, and the database 105 is an example and is not limited to this, and the virtual machine 104 may have some or all of the functions of the management server 103. Various modifications may be made, such as configuration may be made such that the management server 103 or the terminal 102 may have some or all of the functions of the virtual machine 104.
 次に、図19を用いて、実行部806によるゲームプログラムの実行が開始されるまでの、端末102、管理サーバ103、仮想マシン104の処理の一例について説明する。なお、下記においては、各ユーザーが各端末102において同一の上記レースゲームを選択し、同時プレイを選択した場合について説明する。 Next, an example of processing of the terminal 102, the management server 103, and the virtual machine 104 until the execution of the game program by the execution unit 806 is started will be described using FIG. In the following, a case will be described in which each user selects the same race game on each terminal 102 and selects simultaneous play.
 各ユーザーは、各端末102からネットワーク101を介して、管理サーバ103に選択画面の表示を要求する(S101)。管理サーバ103は、選択画面を構成する画像情報を各端末102に配信する(S102)。具体的には、当該画像情報等は、例えば、いわゆるストリーミングにより、配信され、端末102は、当該画像情報を、画像再生プログラム等を用いて表示する。なお、ストリーミング配信の詳細については公知であるので説明を省略する。 Each user requests the management server 103 to display a selection screen from each terminal 102 via the network 101 (S101). The management server 103 delivers the image information constituting the selection screen to each terminal 102 (S102). Specifically, the image information or the like is distributed, for example, by so-called streaming, and the terminal 102 displays the image information using an image reproduction program or the like. The details of the streaming delivery are known and thus the description thereof is omitted.
 各ユーザーは、各端末102からネットワーク101を介して、所望のゲーム選択指示を送信する(S103)。次に、管理サーバ103は、当該複数のユーザーにより選択されたゲーム識別情報に関連付けられて記憶されているスタート画像情報を、各端末102に送信する(S104)。上述のように、当該スタート画像情報により端末102に表示されるスタート画像は、例えば、図9(A)に示した初期画像や、図9(C)に示した当該スタート画像に関連するオブジェクト画像を重ねた画像である。 Each user transmits a desired game selection instruction from each terminal 102 via the network 101 (S103). Next, the management server 103 transmits the start image information stored in association with the game identification information selected by the plurality of users to each terminal 102 (S104). As described above, the start image displayed on the terminal 102 by the start image information is, for example, an initial image shown in FIG. 9A or an object image related to the start image shown in FIG. 9C. Is an image in which
 管理サーバ103は、各端末102に各仮想マシン104を割り当てる(S105)。上記のように、このとき、各仮想マシン104に各端末102を操作する各ユーザーを識別するユーザー識別情報を併せて送信してもよい。次に、管理サーバ103は、当該ゲームの識別情報に関連付けられて記憶されているスナップショット情報をロードするよう各仮想マシン104に指示する(S106)。当該指示に基づき、各仮想マシン104は、スナップショット記憶部802から上記スナップショット情報をロードする。次に、管理サーバ103は、当該ゲームプログラムのエミュレーションの開始を各仮想マシン104に指示する(S107)。そして、各仮想マシン104の実行部806は、同期して当該ゲームプログラムを実行する。 The management server 103 assigns each virtual machine 104 to each terminal 102 (S105). As described above, at this time, user identification information for identifying each user who operates each terminal 102 may be transmitted together to each virtual machine 104. Next, the management server 103 instructs each virtual machine 104 to load the snapshot information stored in association with the identification information of the game (S106). Each virtual machine 104 loads the above-mentioned snapshot information from the snapshot storage unit 802 based on the instruction. Next, the management server 103 instructs each virtual machine 104 to start emulation of the game program (S107). Then, the execution unit 806 of each virtual machine 104 synchronously executes the game program.
 次に、図20を用いて、実行部806によるゲームプログラムの実行が開始されてからの各仮想マシン104の処理のフローの一例について説明する。なお、当該処理のフローは、選択されたゲームが上述のレースゲームであって、同時プレイが選択されている場合を例として説明する。 Next, an example of the flow of processing of each virtual machine 104 after execution of the game program by the execution unit 806 is started will be described using FIG. Note that the flow of the process is described using the case where the selected game is the above-described race game and simultaneous play is selected.
 実行部806による選択されたゲームプログラムの実行(例えば、エミュレーション等)が開始される(S201)。このとき、時間計測部805は、ゲームプログラムの実行が開始されてからの経過時間の計測を開始する(S202)。実行情報取得部809は、実行部806からの実行情報の取得を開始する(S203)。チェックポイント検出部808は、当該取得された実行情報に基づき、最後のチェックポイントか否かを判定する(S204)。そして、最後のチェックポイントでないと判断した場合は、S205に進む。 Execution (for example, emulation) of the selected game program by the execution unit 806 is started (S201). At this time, the time measuring unit 805 starts measuring the elapsed time since the start of the execution of the game program (S202). The execution information acquisition unit 809 starts acquisition of the execution information from the execution unit 806 (S203). The checkpoint detection unit 808 determines whether it is the last checkpoint or not based on the acquired execution information (S204). Then, if it is determined that it is not the last check point, the process proceeds to S205.
 チェックポイント検出部808は、中間チェックポイントか否かを判定する(S205)。中間チェックポイントであると判断した場合には、当該中間チェックポイントに関連付けて記憶されている処理情報を取得する(S206)。処理情報実行部813は、当該処理情報に基づき、時間情報を取得する(S207)。また、処理情報実行部813は、当該処理情報に基づき、ランキング情報を生成する(S208)。処理情報実行部813は、当該時間情報及びランキング情報を用いて出力画像を生成し、当該仮想マシン104に割り当てられている端末102に出力する(S209)。次にS204に戻る。 The checkpoint detection unit 808 determines whether it is an intermediate checkpoint (S205). If it is determined that the check point is an intermediate check point, the processing information stored in association with the intermediate check point is acquired (S206). The processing information execution unit 813 acquires time information based on the processing information (S207). Also, the processing information execution unit 813 generates ranking information based on the processing information (S208). The processing information execution unit 813 generates an output image using the time information and the ranking information, and outputs the generated output image to the terminal 102 assigned to the virtual machine 104 (S209). Next, it returns to S204.
 一方、最後のチェックポイントであると判断した場合は、当該最後のチェックポイントに関連付けて記憶されている処理情報を取得する(S210)。処理情報実行部813は、当該処理情報に基づき、時間計測部805から時間情報を取得するとともに、当該時間情報を用いて出力画像を生成し、当該仮想マシン104に割り当てられている端末102に出力する(S211)。そして、実行部806を停止する(S212)。処理情報実行部813は、当該処理情報に基づき、ランキング情報を生成する(S213)。処理情報実行部813は、当該時間情報及びランキング情報を用いてランキング画像情報を生成し、当該仮想マシン104に割り当てられている端末102に出力する(S214)。そして、処理を終了する。 On the other hand, if it is determined that the check point is the last check point, processing information stored in association with the last check point is acquired (S210). The processing information execution unit 813 acquires time information from the time measuring unit 805 based on the processing information, generates an output image using the time information, and outputs the image to the terminal 102 allocated to the virtual machine 104 (S211). Then, the execution unit 806 is stopped (S212). The processing information execution unit 813 generates ranking information based on the processing information (S213). The processing information execution unit 813 generates ranking image information using the time information and the ranking information, and outputs the ranking image information to the terminal 102 allocated to the virtual machine 104 (S214). Then, the process ends.
 なお、上記処理のフローは一例であって、種々の変形が可能である。例えば、上記実施の形態で示した処理と実質的に同一の処理、同一の作用効果を奏する処理又は同一の目的を達成することができる限り、各ステップの処理の順序を入れ替えてもよい。また、上記については、中間チェックポイントが1の場合について説明したが、複数の中間チェックポイントを有し、複数の中間チェックポイントに設定された異なる処理を行うように構成してもよい。また、上記は同時プレイが選択された場合におけるレースゲームの例を用いて時間や順位について表示される構成について説明したが、各チェックポイントの検出に応じてその他の情報が表示されてもよいし、所定の音楽や動画が再生されるように構成してもよい。 In addition, the flow of the said process is an example, Comprising: A various deformation | transformation is possible. For example, the order of the processing of each step may be changed as long as the processing substantially the same as the processing described in the above embodiment, the processing exhibiting the same effect or the same object can be achieved. In addition, although the case where the intermediate checkpoint is 1 has been described above, it may be configured to have a plurality of intermediate checkpoints and to perform different processes set in the plurality of intermediate checkpoints. Furthermore, although the above describes the configuration for displaying time and rank using an example of a race game when simultaneous play is selected, other information may be displayed according to the detection of each check point. , And predetermined music and video may be reproduced.
 上記実施の形態によれば、専用の装置で実行するよう作成されたアプリケーションプログラムの改変を行うことなく、新たな機能、例えば、対戦機能のないゲームへの対戦機能、を追加することができる。 According to the above embodiment, it is possible to add a new function, for example, a battle function to a game without a battle function, without modifying an application program created to be executed by a dedicated device.
 なお、本発明は、上記実施の形態に限定されるものではなく、種々の変形が可能である。例えば、上記実施の形態で示した構成と実質的に同一の構成、同一の作用効果を奏する構成又は同一の目的を達成することができる構成で置き換えることができる。具体的には、上記においては、主に選択されたゲームがレースゲームの例を用いて、説明したが、その他のシューティングゲームやロールプレイングゲーム等その他のゲームに適用してもよい。例えば、シューティングゲームであれば、ゲームの一部のステージが準備されており、当該ステージをクリアした場合の文字列等を検出し、終了後に複数のプレーヤーのうち、どのプレーヤーが最も高得点であるかや、各プレーヤーが当該ステージ終了までに要した時間を表示するようにしてもよい。 The present invention is not limited to the above embodiment, and various modifications are possible. For example, the present invention can be replaced by a configuration that is substantially the same as the configuration shown in the above embodiment, a configuration that exhibits the same effect, or a configuration that can achieve the same purpose. Specifically, in the above, the selected game is described using the example of the race game, but it may be applied to other games such as other shooting games and role playing games. For example, in the case of a shooting game, some stages of the game are prepared, and a character string or the like when the stage is cleared is detected, and after the end, which player has the highest score among a plurality of players Or, the time taken by each player to finish the stage may be displayed.
 また、上記においては、特定の文字や画像を認識する構成について説明したが、所定の処理、例えば、ブロックくずし等のゲームにおいては連続してブロックがくずされた数等を画像認識等して、当該数に応じたランキング画像等を出力するようにしてもよい。 In the above, the configuration for recognizing a specific character or image has been described. However, in a predetermined process, for example, in a game such as breaking a block, the image recognition or the like is performed on the number of continuously broken blocks, etc. A ranking image or the like corresponding to the number may be output.
 また、例えば、ロールプレイングゲームであれば、特定のキャラクターを画像認識等することにより、当該キャラクターが登場した際に当該特定のキャラクターに関する情報(例えば、当該キャラクターの弱点についての情報)が表示されるように構成してもよい。この場合、例えば、図11の処理情報に代えて、条件情報アドレスに関連付けて直接当該情報を含む画像情報の画像アドレスが記憶され、当該画像アドレスに記憶されている画像情報が表示される構成としてもよい。 Further, for example, in the case of a role playing game, when the character appears, information on the specific character (for example, information on the weakness of the character) is displayed by image recognition or the like of the specific character. It may be configured as follows. In this case, for example, instead of the processing information of FIG. 11, the image address of the image information including the information is directly stored in association with the condition information address, and the image information stored in the image address is displayed. It is also good.
 更に、対戦プレイやトーナメントプレイ等ユーザー同士の対戦を含むプレイ形式が選択された場合において、1または複数のプレーヤーが非同期に1または複数のプレーヤーと対戦できるように構成してもよい。この場合の変形例について、図21を用いて具体的に説明する。なお、当該変形例についても、上記レースゲームが選択された場合について説明する。 Furthermore, in the case where a play format including a match between users such as match play and tournament play is selected, one or more players may be able to play a match with one or more players asynchronously. A modification in this case will be specifically described with reference to FIG. In addition, the case where the said racing game is selected is demonstrated also about the said modification.
 図21に示すように、当該変形例においては、仮想マシン104は、更に、動画像データ取得部816を有する。当該動画像データ取得部816で取得される動画像データは、例えば、上記レースゲームの実行部806の実行により生成された動画像データのうちの1または複数の動画像データ(例えば、あらかじめ記録された動画像情報)であり、例えば、動画像データ記憶部817に記憶されている。なお、当該動画像データ記憶部817は、例えば、データベース105のうちの1のデータベース105に相当する。当該動画像データ取得部816は、例えば、当該レースゲームの選択に応じた実行制御部807からの指示により、当該動画像データをデータベース105等から取得し、処理情報実行部813に送信する。なお、上述した選択画面において、当該1または複数の動画像データについての情報、例えば、ラップタイムやプレーヤーの名称等、が表示され、ユーザーが当該情報を参照して、所望の1または複数の動画像データを選択可能な構成としてもよい。なお、動画像データ記憶部817は、ユーザーのプレイ記録指示やチェックポイントの指定等に応じて、当該ユーザーのプレイに基づく動画像データを記憶できるように構成し、当該ユーザーや第三者が当該動画像データを視聴できるようにしてもよい。この場合、ユーザーの指示等に応じて当該動画像データを削除するように構成してもよい。 As shown in FIG. 21, in the modification, the virtual machine 104 further includes a moving image data acquisition unit 816. The moving image data acquired by the moving image data acquisition unit 816 is, for example, one or a plurality of moving image data (for example, recorded in advance of the moving image data generated by the execution of the racing game execution unit 806). (Moving image information), and is stored, for example, in the moving image data storage unit 817. The moving image data storage unit 817 corresponds to, for example, one of the databases 105 of the database 105. The moving image data acquisition unit 816 acquires the moving image data from the database 105 or the like according to an instruction from the execution control unit 807 according to the selection of the race game, for example, and transmits the data to the processing information execution unit 813. In the selection screen described above, information on the one or more moving image data, for example, lap time, player name, etc., is displayed, and the user refers to the information to obtain the desired one or more moving images. Data may be selected. The moving image data storage unit 817 is configured to be able to store moving image data based on the user's play in response to the user's play recording instruction, designation of a check point, etc. It may be possible to view moving image data. In this case, the moving image data may be deleted according to the user's instruction or the like.
 処理情報実行部813は、当該動画像データに基づいた画像情報を生成し、上記実行部806の実行による当該レースゲームの画像情報に当該画像情報を加えた画像情報を生成する。当該画像情報は、上記実施の形態と同様に端末102に送信され、端末102の表示部204に表示される。このときの表示部204に表示の一例を図16に示す。図16に示すように、例えば、実行部806の実行に基づく当該レースゲームの画像190の右上方に、動画像データに基づく画像191が表示される。なお、図16に示すような1の動画像データに基づく画像191が表示される構成に限られず、複数の動画像データに基づく画像が表示されてもよい。 The processing information execution unit 813 generates image information based on the moving image data, and generates image information in which the image information is added to the image information of the race game by the execution of the execution unit 806. The image information is transmitted to the terminal 102 as in the above embodiment, and displayed on the display unit 204 of the terminal 102. An example of the display on the display unit 204 at this time is shown in FIG. As shown in FIG. 16, for example, an image 191 based on moving image data is displayed at the upper right of the image 190 of the race game based on the execution of the execution unit 806. In addition, it is not restricted to the structure by which the image 191 based on one moving image data as shown in FIG. 16 is displayed, The image based on several moving image data may be displayed.
 また、本変形例におけるランキング情報の生成についての処理情報実行部813の機能的な構成について説明する。処理情報実行部813は、図22に示すように、チェックポイント検出結果取得部221を有し、チェックポイント検出結果記憶部222から当該動画像データに関連付けて記憶されたチェックポイント検出部808が検出したチェックポイント識別情報、チェックポイントが検出された時間情報、仮想マシン104に割り当てられたユーザー識別情報を取得し、チェックポイント検出結果記憶部213に記憶する。なお、チェックポイント検出結果記憶部222は、例えば複数のデータベース105の1のデータベース105に相当する。そして、上記実施の形態と同様に、チェックポイント検出結果記憶部213に記憶された情報に基づき、ランキング情報を生成する。 The functional configuration of the processing information execution unit 813 for generating ranking information in the present modification will be described. As shown in FIG. 22, the processing information execution unit 813 has a checkpoint detection result acquisition unit 221, and the checkpoint detection unit 808 detected by the checkpoint detection result storage unit 222 and stored in association with the moving image data detects it. The checkpoint identification information, the time information when the checkpoint is detected, and the user identification information assigned to the virtual machine 104 are acquired and stored in the checkpoint detection result storage unit 213. The checkpoint detection result storage unit 222 corresponds to, for example, one database 105 of a plurality of databases 105. Then, as in the above embodiment, ranking information is generated based on the information stored in the checkpoint detection result storage unit 213.
 なお、本変形例のその他の構成や処理のフローの詳細については、上記実施の形態と同様であるので説明を省略する。本変形例によれば、非同期ではあっても、上記実施の形態と同様に、プレーヤーは、疑似的に他のプレーヤーと同期してレースゲームを行うことができる。 In addition, about the detail of the other structure of this modification or the flow of a process, since it is the same as that of the said embodiment, description is abbreviate | omitted. According to this modification, even if asynchronous, the player can play the racing game in a pseudo-synchronized manner with other players, as in the above embodiment.
 本発明は、上記実施の形態及び変形例に限定されるものではなく、種々の変形が可能である。例えば、上記実施の形態や変形例で示した構成と実質的に同一の構成、同一の作用効果を奏する構成又は同一の目的を達成することができる構成で置き換えることができる。具体的には、例えば、互いに矛盾しない限り上記実施の形態と上記変形例を組み合わせて構成してもよい。この場合、一部のプレーヤーについては同期して、他の一部のプレーヤーについては、非同期ではあるが、疑似的に同期して、ゲームを行うことができる。更に、上記実施の形態及び変形例はゲームプログラムを用いる場合について説明したが、これに限られず、その他のゲームプログラム以外のアプリケーションプログラムに用いてもよい。更に、上記においては、主に、同じゲームプログラムが、同時プレイやトーナメントプレイ等として複数人で実行される場合について説明したが、これに限られず、複数の仮想マシン104が複数の異なるアプリケーションプログラムを実行してもよいことはいうまでもない。 The present invention is not limited to the above embodiment and modifications, and various modifications are possible. For example, the present invention can be replaced by a configuration that is substantially the same as the configuration shown in the above-described embodiment or the modification, a configuration that achieves the same effect, or a configuration that can achieve the same purpose. Specifically, for example, the embodiment and the modification may be combined as long as they do not contradict each other. In this case, it is possible to play the game synchronously for some players and asynchronously for some other players in a pseudo-synchronous manner. Furthermore, although the said embodiment and modification demonstrated the case where a game program was used, it is not restricted to this, You may use for application programs other than another game program. Furthermore, although the case where the same game program is mainly executed by a plurality of players as simultaneous play, tournament play, etc. has been described above, the present invention is not limited thereto, and a plurality of virtual machines 104 may execute a plurality of different application programs. It goes without saying that it may be implemented.
 また、例えば、時間計測部805が、ユーザーの操作指示がない期間(ログアウト期間)を計測し、当該期間が所定の期間以上の場合には、管理サーバ103または他の仮想マシン104は、当該ユーザーがログアウト等したと判断してもよい。この場合、例えば当該ログアウトしたユーザーに対応する実行部806の実行を停止するようにしてもよいし、また、ランキング画面においては、ログアウトした旨を表示する等してもよい。更に、時間計測部805は、例えば、ユーザーが最初に上記実施の形態等で示したサービスを利用してからの期間を計測し、当該期間に応じて、当該ユーザーに対する課金情報や、当該サービスの利用の可否等を決定できるようにしてもよい。また、重複して実行されるゲームプログラムの数は、ユーザーの状況等、例えば、ログアウトした場合や途中で対戦をやめた場合等、に応じて増減するように構成してもよい。また、例えば、時間計測部805が、上記対戦プレイ、トーナメントプレイ等における各ユーザー同士の対戦が開始されてからの時間、あらかじめ設定されたチェックポイントが検出されてからの時間、または上記ログアウト期間等を計測し、当該時間が所定の時間に達した場合に、上記各ユーザー同士の対戦が終了、例えば、実行部806における当該ゲームプログラムの実行を停止、するように構成してもよい。この場合、例えば、当該計測される時間及び例えばゲームが終了されるまでの所定の期間は、対戦プレイやトーナメントプレイ等における場合と、それ以外の場合(例えば、1Pプレイが選択されている場合)等に応じて、異なるように構成してもよい。 Also, for example, the time measuring unit 805 measures a period (logout period) in which no user's operation instruction is given, and when the period is a predetermined period or more, the management server 103 or another virtual machine 104 does not It may be determined that the user has logged out. In this case, for example, the execution of the execution unit 806 corresponding to the user who has logged out may be stopped, or a message indicating that the user has logged out may be displayed on the ranking screen. Furthermore, the time measuring unit 805 measures, for example, a period after the user first uses the service described in the above embodiment and the like, and according to the period, charging information for the user and the service It may be possible to decide whether or not to use it. In addition, the number of game programs to be redundantly executed may be increased or decreased according to the user's situation, for example, when the user logs out, or when the game is stopped halfway. Also, for example, the time after the time measurement unit 805 starts the battle between the users in the battle play, the tournament play, etc., the time after the check point set in advance is detected, or the logout period, etc. If the time has reached a predetermined time, the competition between the users may end, for example, the execution of the game program in the execution unit 806 may be stopped. In this case, for example, the measured time and the predetermined period until the game is ended are, for example, in the case of competition play, tournament play, etc., and in other cases (for example, when 1P play is selected) It may be configured differently depending on the like.
 更に、上記においては、チェックポイント検出部808を設け、主に、画像認識や文字認識等を用いて各チェックポイントを検出し、当該各チェックポイントに関連付けられた各処理を行う構成について説明したが、当該構成に代えてまたは当該構成を含む、ゲームの実行に応じて生成される所定の情報を検出し、当該検出した情報が所定の条件に合致したか否かを判定する判定部を設け、当該判定部の判定結果や当該検出した情報に応じた処理を行うように構成してもよい。具体的には、例えば、検出した情報としては、あらかじめ設定されたゲームの終了条件や、ゲームの実行に伴い生成された情報(スコア、ゲーム内の順位、対戦ゲームにおける勝敗についての情報、ゲーム内のイベント等)、あらかじめ設定された段階分けされた当該ゲームのプレイ成績等を用いてもよい。また、例えば、当該判定部の判定には、画像処理によるマッチングや、実行部806(エミュレータ等)のメモリ、レジスタ、プログラムカウンタの値等を用いてもよいし、ゲームの起動または所定のイベント発生時からの経過時間を用いてもよい。この場合、画像処理によるマッチングは負荷が比較的大きくなる場合があることから、上述のように各ゲームの実行により生成される各ゲームに応じて設定されたゲーム画面の一部等につき、画像処理によるマッチングを行うようにしてもよい。また、判定部が検出する情報は、ゲームの終了の他、次のゲームの開始や、各ユーザーへのゲームの結果に応じたメダルやポイントの付与に用いてもよいし、各ユーザーのゲーム結果に応じたランキングに用いてもよい。当該メダル等を例えば管理サーバ103にユーザー識別情報毎に記憶し、各ユーザーが当該メダル等を用いて新たなゲームを行えるようにしてもよい。更に、例えば、対戦ゲームが選択されている場合に、当該対戦ゲームの勝敗に応じた情報(例えば、連勝中である等)の各ユーザー等への通知や管理に用いてもよい。また、判定部が所定の条件に合致したか否かを判定する際に、複雑な条件を設定することができるように、当該条件をスクリプト言語を用いて記述してもよい。このように構成することで、例えば、格闘ゲームにおいて、勝ち星が2つ点灯して勝利を示す所定の文字画像が表示された場合にゲームを終了させる等の複雑な条件判定を行い当該条件に合致した場合の処理も行うことができる。つまり、複雑な条件判定を実現するために条件部分がスクリプトによりコーディングできるように構成してもよい。 Furthermore, in the above, the configuration has been described in which the check point detection unit 808 is provided, and each check point is mainly detected using image recognition, character recognition or the like, and each process associated with each check point is performed. And detecting means for detecting predetermined information generated in response to the execution of the game, including the structure or including the structure, and determining whether or not the detected information meets a predetermined condition. A process may be performed according to the determination result of the determination unit or the detected information. Specifically, for example, as the detected information, a predetermined condition for ending the game, information generated with the execution of the game (score, ranking in the game, information on the outcome in the competitive game, in-game) Or the like, or the play results etc. of the game divided in advance and set in stages. Further, for example, the determination by the determination unit may use matching by image processing, a memory of an execution unit 806 (such as an emulator), a register, a value of a program counter, etc. You may use the elapsed time from time. In this case, since the load by image processing may be relatively large, image processing may be performed on a part of the game screen or the like set according to each game generated by the execution of each game as described above. You may make it match by. In addition to the end of the game, the information detected by the determination unit may be used for the start of the next game, or for providing medals or points according to the result of the game to each user, or the game result of each user You may use for the ranking according to. The medal or the like may be stored, for example, in the management server 103 for each user identification information, and each user may be able to play a new game using the medal or the like. Furthermore, for example, when a battle game is selected, it may be used for notifying or managing information (for example, consecutive wins, etc.) of each user according to the outcome of the battle game. In addition, when the determination unit determines whether a predetermined condition is met, the condition may be described using a script language so that a complex condition can be set. By configuring in this manner, for example, in the fighting game, complex condition determination such as ending the game is performed when two predetermined stars are lit and a predetermined character image indicating victory is displayed, and the condition is satisfied. It is also possible to perform processing in the case of That is, in order to realize complicated condition determination, the condition part may be configured to be coded by script.

Claims (17)

  1.  アプリケーションを実行する実行手段と、
     前記アプリケーションの実行に基づいた実行情報を取得する実行情報取得手段と、
     前記実行情報があらかじめ設定された条件に合致するか否かを判定する判定手段と、
     前記判定手段が前記条件に合致すると判定した場合には、前記条件に応じた出力情報を生成する出力情報生成手段と、
     を有することを特徴とする情報処理システム。
    An execution means for executing the application;
    Execution information acquisition means for acquiring execution information based on the execution of the application;
    A determination unit that determines whether the execution information matches a preset condition;
    An output information generation unit configured to generate output information according to the condition when the determination unit determines that the condition is met;
    An information processing system characterized by having.
  2.  前記実行情報は、前記アプリケーションの実行により生成される画像情報であり、
     前記判定手段は、画像処理により、前記画像情報が、前記条件に合致するか否かを判定することを特徴とする請求項1記載の情報処理システム。
    The execution information is image information generated by execution of the application,
    The information processing system according to claim 1, wherein the determination unit determines whether the image information matches the condition by image processing.
  3.  前記実行情報は、前記アプリケーションの実行により生成される音声情報であって、
     前記判定手段は、音声処理により、前記音声情報が前記条件に合致するか否かを判定する、
     ことを特徴とする請求項1記載の情報処理システム。
    The execution information is voice information generated by the execution of the application,
    The determination means determines whether the voice information matches the condition by voice processing.
    The information processing system according to claim 1, characterized in that:
  4.  前記実行情報は、前記実行手段の内部状態を示す数値情報であって、
     前記判定手段は、前記数値情報が前記条件に合致するか否かを判定する、
     ことを特徴とする請求項1記載の情報処理システム。
    The execution information is numerical information indicating an internal state of the execution means, and
    The determination means determines whether the numerical value information matches the condition.
    The information processing system according to claim 1, characterized in that:
  5.  前記出力情報は、前記条件に関連付けられて記憶された画像または文字情報であることを特徴とする請求項1に記載の情報処理システム。 The information processing system according to claim 1, wherein the output information is an image or character information stored in association with the condition.
  6.  前記出力情報は、前記条件に関連付けられて記憶された処理情報であって、前記出力情報生成手段は、前記処理情報を実行することにより、前記出力情報を生成することを特徴とする請求項1に情報処理システム。 The output information is processing information stored in association with the condition, and the output information generation unit generates the output information by executing the processing information. Information processing system.
  7.  前記判定手段の判定結果に基づいて、前記実行手段が停止されることを特徴とする請求項1に記載の情報処理システム。 The information processing system according to claim 1, wherein the execution means is stopped based on the determination result of the determination means.
  8.  前記情報処理装置は、更に、
     前記実行手段による前記アプリケーションの実行が開始されてからの経過時間を計測する時間計測手段を有し、
     前記出力情報は、前記判定手段により前記条件に合致すると判定されるまでの前記経過時間に基づく情報であることを特徴とする請求項1に記載の情報処理システム。
    The information processing apparatus may further include
    It has time measuring means for measuring an elapsed time after the execution of the application by the execution means is started,
    The information processing system according to claim 1, wherein the output information is information based on the elapsed time until it is determined by the determination unit that the condition is met.
  9.  前記情報処理システムは、更に、
     前記アプリケーションの実行により生成された動画像情報を記憶する動画像情報記憶手段と
     前記動画像情報を前記実行手段と同期して再生する再生手段と、を有し、
     前記出力情報生成手段は、更に、前記再生された動画像情報を出力することを特徴とする請求項1に記載の情報処理システム。
    The information processing system further includes
    A moving image information storage unit that stores moving image information generated by execution of the application; and a reproduction unit that reproduces the moving image information in synchronization with the execution unit.
    The information processing system according to claim 1, wherein the output information generation unit further outputs the reproduced moving image information.
  10.  前記情報処理システムは、更に、
     前記出力情報生成手段によりあらかじめ生成された出力情報を記憶する出力情報記憶手段を有し、
     前記出力情報は、前記出力情報生成手段により生成された出力情報及び前記記憶された出力情報に基づいて、順位情報を生成することを特徴とする、
     請求項1に記載の情報処理システム。
    The information processing system further includes
    And an output information storage unit for storing output information generated in advance by the output information generation unit,
    The output information may be generated on the basis of the output information generated by the output information generation unit and the stored output information.
    The information processing system according to claim 1.
  11.  アプリケーションを実行し、
     前記アプリケーションの実行に基づいた実行情報を取得し、
     前記実行情報があらかじめ設定された条件に合致するか否かを判定し、
     前記判定手段が前記条件に合致すると判定した場合には、前記条件に応じた出力情報を生成する、
     ことを特徴とする情報処理方法。
    Run the application,
    Acquiring execution information based on the execution of the application,
    Determining whether the execution information matches a preset condition;
    When the determination means determines that the condition is met, output information corresponding to the condition is generated.
    An information processing method characterized by
  12.  アプリケーションを実行する実行手段、
     前記アプリケーションの実行に基づいた実行情報を取得する実行情報取得手段、
     前記実行情報があらかじめ設定された条件に合致するか否かを判定する判定手段、及び、
     前記判定手段が前記条件に合致すると判定した場合には、前記条件に応じた出力情報を生成する出力情報生成手段、
     としてコンピュータシステムを機能させることを特徴とする情報処理プログラム。
    Execution means to execute the application,
    Execution information acquisition means for acquiring execution information based on the execution of the application;
    A determination unit that determines whether the execution information matches a preset condition;
    An output information generation unit configured to generate output information according to the condition when the determination unit determines that the condition is met;
    An information processing program characterized by causing a computer system to function.
  13.  請求項12に記載した情報処理プログラムを記憶したコンピュータ読み取り可能な記録媒体。 A computer readable recording medium storing the information processing program according to claim 12.
  14.  アプリケーションを実行する実行手段と、
     前記アプリケーションの実行に基づいて生成された画像情報を取得する画像情報取得手段と、
     前記画像情報があらかじめ設定された条件に合致するか否かを、画像処理を用いて判定する判定手段と、
     前記判定手段が前記条件に合致すると判定した場合には、前記条件に応じた出力情報生成する出力情報生成手段と、
     を有することを特徴とする情報処理システム。
    An execution means for executing the application;
    Image information acquisition means for acquiring image information generated based on execution of the application;
    A determination unit that determines whether or not the image information conforms to a preset condition using image processing;
    An output information generation unit configured to generate output information according to the condition when the determination unit determines that the condition is met;
    An information processing system characterized by having.
  15.  アプリケーションを実行し、
     前記アプリケーションの実行に基づいて生成された画像情報を取得し、
     前記画像情報があらかじめ設定された条件に合致するか否かを、画像処理を用いて判定し、
     前記条件に合致すると判定した場合には、前記条件に応じた出力情報を生成することを特徴とする情報処理方法。
    Run the application,
    Obtaining image information generated based on the execution of the application,
    It is determined using image processing whether or not the image information conforms to a preset condition;
    An information processing method comprising: generating output information according to the condition if it is determined that the condition is met.
  16.  アプリケーションを実行する実行手段、
     前記アプリケーションの実行に基づいて生成された画像情報を取得する画像情報取得手段、
     前記画像情報があらかじめ設定された条件に合致するか否かを、画像処理を用いて判定する判定手段、及び
     前記判定手段が前記条件に合致すると判定した場合には、前記条件に応じた出力情報を生成する出力情報生成手段、
     としてコンピュータを機能させるための情報処理プログラム。
    Execution means to execute the application,
    Image information acquisition means for acquiring image information generated based on execution of the application,
    A determination unit that determines whether or not the image information conforms to a preset condition using image processing, and output information according to the condition when it is determined that the determination conforms to the condition Output information generation means for generating
    An information processing program to make a computer function.
  17.  請求項16に記載した情報処理プログラムを記憶したコンピュータ読み取り可能な記録媒体。

     
    A computer readable recording medium storing the information processing program according to claim 16.

PCT/JP2011/072765 2010-10-19 2011-10-03 Information processing system, information processing method, information processing program, computer-readable recording medium on which information processing program is stored WO2012053343A1 (en)

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