WO2013183297A1 - Battle game server, control method for battle game server, and program - Google Patents
Battle game server, control method for battle game server, and program Download PDFInfo
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- WO2013183297A1 WO2013183297A1 PCT/JP2013/003576 JP2013003576W WO2013183297A1 WO 2013183297 A1 WO2013183297 A1 WO 2013183297A1 JP 2013003576 W JP2013003576 W JP 2013003576W WO 2013183297 A1 WO2013183297 A1 WO 2013183297A1
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- strength
- user
- battle
- identification information
- game server
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
- A63F13/332—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/795—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/833—Hand-to-hand fighting, e.g. martial arts competition
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/20—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
- A63F2300/204—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform the platform being a handheld device
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
- A63F2300/5566—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style
Definitions
- the present invention relates to a battle game server, a battle game server control method, and a program.
- a battle game server the user's deck is composed of a plurality of battle cards or the like stored for each user, and based on the total value of the attack power and defense power of the deck, winning or losing is achieved among a plurality of users.
- a competitive game server that competes (for example, Patent Document 1).
- Such a battle game server is generally configured such that a user who has won as a result of a battle can acquire a battle card or the like possessed by the defeated user in order to increase the user's interest in the game. In this case, the user can select an opponent from among users who have a battle card or the like to be acquired.
- the total value of the attack power and defense power of the decks of the fighting users May deviate and may reduce the user's interest in the game.
- the total value of the attack power and defense power of the opponent is likely to be higher, and may be lost in the battle game. In many cases, the user's interest in games was significantly reduced.
- an object of the present invention made in view of the above-described problems is to control a battle game server and a battle game server that can select an opponent suitable for each user and increase the user's interest in the game. It is to provide a method and a program.
- a battle game server that provides a battle game to a plurality of communication terminals, A storage unit that manages identification information uniquely assigned to each user operating the communication terminal and user information for calculating the strength of the user in association with each user; When a battle request including one piece of identification information is received from the communication terminal, a battle involving one or more users having a strength within a predetermined range from the strength corresponding to the user information associated with the identification information A communication unit that transmits the partner list to the communication terminal.
- the battle game server includes: The strength within the predetermined range is less than the strength according to user information associated with the identification information.
- the battle game server includes: The strength within the predetermined range is greater than or equal to the strength according to user information associated with the identification information.
- the battle game server includes: A control unit for creating the opponent list; When the strength according to the user information associated with the identification information is equal to or greater than a predetermined threshold, the control unit has a strength according to the user information associated with the identification information that is less than the predetermined threshold.
- the predetermined range is made wider than in some cases.
- a control method for a battle game server includes: A battle game server control method comprising a storage unit and a communication unit for providing a battle game to a plurality of communication terminals,
- the storage unit manages identification information uniquely assigned to each user who operates the communication terminal and user information for calculating the strength of the user in association with each user;
- the communication unit receives a battle request including one piece of the identification information from the communication terminal, the communication unit has a strength within a predetermined range from the strength corresponding to the user information associated with the identification information.
- Sending an opponent list related to the user to the communication terminal It is characterized by including.
- a control method for a battle game server includes: The strength within the predetermined range is less than the strength according to user information associated with the identification information.
- a control method for a battle game server includes: The strength within the predetermined range is greater than or equal to the strength according to user information associated with the identification information.
- a control method for a battle game server includes: The battle game server further includes a control unit that creates the opponent list, When the control unit has a strength corresponding to the user information associated with the identification information equal to or greater than a predetermined threshold, the strength according to the user information associated with the identification information is less than the predetermined threshold.
- the method includes a step of widening the predetermined range as compared with a certain case.
- the program according to the present invention is In a computer functioning as a battle game server that provides a battle game to a plurality of communication terminals, Managing identification information uniquely assigned to each user operating the communication terminal and user information for calculating the strength of the user in association with each user; When a battle request including one piece of identification information is received from the communication terminal, a battle involving one or more users having a strength within a predetermined range from the strength corresponding to the user information associated with the identification information Transmitting the partner list to the communication terminal; Is executed.
- the program according to the present invention is The strength within the predetermined range is less than the strength according to user information associated with the identification information.
- the program according to the present invention is The strength within the predetermined range is greater than or equal to the strength according to user information associated with the identification information.
- the program according to the present invention is When the strength according to the user information associated with the identification information is greater than or equal to a predetermined threshold, the strength according to the user information associated with the identification information is less than the predetermined threshold
- the method includes a step of widening the predetermined range.
- the competitive game server control method, and the program according to the present invention, it is possible to select an opponent suitable for each user, and to increase the user's interest in the game.
- FIG. 1 is a block diagram of a battle game system according to Embodiment 1.
- FIG. It is an example of the user table and unit information table of Embodiment 1.
- 3 is an example of a strength table according to the first embodiment.
- 3 is an example of a setting table according to the first embodiment.
- It is an example of the battle
- FIG. 4 is a flowchart showing the operation of the competitive game server according to the first embodiment.
- 10 is an example of a setting table according to the second embodiment. It is an example of the battle
- FIG. 1 is a block diagram showing a competitive game system according to Embodiment 1 of the present invention.
- the competitive game system according to Embodiment 1 of the present invention includes a competitive game server 1 and a communication terminal 2.
- FIG. 1 shows an example in which only one communication terminal 2 is provided, the present invention is not limited to this, and a plurality of communication terminals may be provided.
- the competitive game server 1 includes a communication unit 11, a storage unit 12, and a control unit 13.
- the battle game server 1 is a battle game of a type that competes for victory or defeat of a battle between a plurality of users based on the total value of the attack power and defense power of a deck constituted by a plurality of units possessed by the user.
- the communication terminal 2 Provided to the communication terminal 2.
- the communication unit 11 communicates with the communication terminal 2 by at least one of wireless or wired.
- the storage unit 12 stores various information. Specifically, the storage unit 12 stores a user table including a user ID and a unit ID related to the user ID.
- the user ID is an identifier for uniquely identifying the user in the competitive game server 1.
- the unit ID is an identifier for uniquely identifying a unit in this system.
- the unit is a structural unit such as a battle card, a character, or a weapon constituting the user's deck.
- the user table includes a unit ID of a unit possessed by each user.
- a unit held by a certain user changes according to the progress of the game. For example, a unit possessed by a certain user is acquired or taken away by winning or losing against other users, or acquired or exchanged at an event in the game, and changes from moment to moment.
- the control unit 13 to be described later updates the user table to always keep the latest state.
- Fig. 2 (a) shows an example of a user table.
- a user whose user ID is “001” relates to unit IDs of unit A, unit B, unit C, unit D, unit E, unit F, unit G, unit H, and unit I. It shows having a unit.
- the storage unit 12 stores a unit information table including a user ID, a unit ID, and attack power, defense power, and cost related to the unit ID. Attack power and defense power are parameters related to unit strength.
- the cost is a parameter referred to when the deck is configured.
- the total value of the costs of a plurality of units constituting the deck must be equal to or less than a predetermined value (hereinafter referred to as a cost upper limit value).
- the cost upper limit value is assumed to be 30 as an example.
- Fig. 2 (b) shows an example of the unit information table.
- the user ID “001”, the unit ID “unit A”, the attack power “1000”, the defense power “500”, and the cost “5” are stored in association with each other.
- the attack power and defense power of each unit change as the game progresses. For example, the attack power and defense power of a unit held by a certain user increase according to an event during the game.
- the control unit 13 to be described later updates the unit information table and always keeps the latest state.
- the control unit 13 performs various controls related to the battle game server 1. Specifically, when receiving a battle request from the communication terminal 2, the control unit 13 selects at least one user ID from the user table and lists the user ID as an opponent (hereinafter referred to as an opponent list). ) And the opponent list is transmitted to the communication terminal 2 by the communication unit 11.
- the battle request is a request for creation and transmission of an opponent list.
- the battle request includes the user ID of the user who operates the communication terminal 2.
- control unit 13 receives a signal including the user ID of the user who operates the communication terminal 2 and the user ID of the opponent from the communication terminal 2, the total value of the attack power and defense power of the decks of the two user IDs Is calculated, and win / loss is determined based on the total value.
- the control unit 13 periodically calculates the strength for each user ID based on the user table and the unit information table stored in the storage unit 12.
- the strength is a value determined based on the total value of the attack power and defense power of the units constituting the deck.
- the attack power and defense power of each unit stored in the unit information table can be said to be user information for calculating the strength of the user.
- the control unit 13 extracts at least one unit from a plurality of units of each user ID in order to calculate the strength.
- the control part 13 calculates the total value of the attack power and defense power of all the extracted units as what constitutes a deck with the extracted units.
- the control unit 13 stores the strength based on the calculated total value in the storage unit 12.
- control unit 13 stores a strength table including the strength for each user ID in the storage unit 12.
- the control unit 13 calculates the strength for each user ID at predetermined time intervals using a timer (not shown) or the like in order to periodically calculate the strength for each user ID.
- the predetermined time interval is 8 hours.
- the control unit 13 when the control unit 13 extracts at least one unit from a plurality of units of each user ID, the control unit 13 automatically extracts an optimal combination of units.
- an algorithm for automatically extracting the optimal combination a knapsack problem solving algorithm is used. That is, the control unit 13 extracts a combination of units that is equal to or lower than the cost upper limit value and has the maximum attack power and defense power.
- the algorithm used by the control unit 13 to extract the optimal combination is not limited to this, and the algorithm is selected in descending order of the total attack power and defense power for each unit, and the unit is selected until the cost upper limit is reached. Also good.
- the control part 13 may extract a part of unit at random from the several unit which each user ID has.
- the control unit 13 automatically extracts an optimal combination of units. For example, among the units (unit A to unit I) having the user ID “001”, the unit A, unit B, unit C, unit E are automatically selected. To extract. The total value of the attack power and defense power of the units extracted in this way is 7000, and the total cost value is 30.
- FIG. 3 shows an example of a strength table stored in the storage unit 12 by the control unit 13.
- the strength table stores the strength determined based on the total value and a setting table described later. For example, “3” is stored as the strength of the user ID “001”.
- the strength table in FIG. 3 includes the total value of the attack power and the defense power, but is not limited thereto, and the strength table may include only the user ID and the strength.
- FIG. 4 shows an example of the setting table.
- the setting table is stored in the storage unit 12 in advance before the system operation.
- the setting table stores the strength and its definition, that is, the range of the total value of the attack power and the defense power. For example, the lower limit value of the total value of the attack power and the defense power is “6000”, and the upper limit value “8999” is defined as the strength “3”.
- control unit 13 stores a battle range table in which the user ID is associated with each strength in the storage unit 12 based on the strength for each user ID stored in the storage unit 12.
- FIG. 5 shows an example of a battle range table. For example, user IDs “004”, “005”, “010”, and “019” are stored in association with the strength “1”.
- the control part 13 receives the battle
- Select to create an opponent list Specifically, the control unit 13 acquires the strength corresponding to the user ID included in the battle request based on the strength table. Subsequently, the control unit 13 selects a part of the user ID corresponding to the strength based on the battle range table and creates a battle opponent list. Then, the control unit 13 transmits the opponent list to the communication terminal 2 via the communication unit 11.
- the control unit 13 acquires the strength “3” corresponding to the user ID based on the strength table. Subsequently, the control unit 13 acquires user IDs “001”, “003”, “008”, and “” “020” corresponding to the strength “3” based on the battle range table. Then, the control unit 13 transmits an opponent list including user IDs “003”, “008”, and “020” excluding the user ID “001” of the user to the communication terminal 2 via the communication unit 11.
- the match request may include a unit ID that the user desires to obtain.
- the control unit 13 refers to the unit information table, selects only a user ID having a unit related to the unit ID from the battle range table, and creates an opponent list.
- the communication terminal 2 includes a communication unit 21, a display unit 22, an operation unit 23, and a control unit 24.
- the communication unit 21 communicates with the battle game server 1 by at least one of wireless or wired. Specifically, the communication unit 21 transmits a battle request to the battle game server 1 based on the control of the control unit 24. Further, the communication unit 21 receives the opponent list from the battle game server 1.
- the display unit 22 includes a liquid crystal display, an organic EL display, and the like, and outputs a display related to the battle game provided by the battle game server 1. For example, the display unit 22 displays an icon or the like that prompts a battle request in the battle game. The display unit 22 displays the opponent list received via the communication unit 21.
- the operation unit 23 includes buttons, a touch panel, and the like, and receives an input signal from the user in the battle game. Specifically, the operation unit 23 receives an input signal when the user selects an icon or the like that prompts a battle request displayed on the display unit 22. The operation unit 23 receives an input signal when the user selects a predetermined opponent from the opponent list displayed on the display unit 22. The operation unit 23 sends an input signal received from the user to the control unit 24.
- the control unit 24 performs various controls related to the communication terminal 2. For example, when the operation unit 23 receives selection of a battle request, the control unit 24 transmits a battle request including the user ID of the communication terminal 2 to the battle game server 1 via the communication unit 21. In addition, when the operation unit 23 receives selection of a predetermined opponent, the control unit 24 transmits a signal including the user ID of the communication terminal 2 and the user ID of the opponent to the battle game server 1 via the communication unit 21. To do.
- control unit 13 calculates the strength for each user ID based on the user table and the unit information table stored in the storage unit 12 (step S1).
- the control unit 13 extracts at least one unit from a plurality of units of each user ID in order to calculate the strength.
- control part 13 calculates the total value of the attack power and defense power of the said extracted unit as what comprises a deck by the extracted unit. Then, the control unit 13 calculates the strength based on the calculated total value and the setting table.
- control unit 13 stores the strength for each user ID in the storage unit 12.
- control unit 13 creates a strength table and stores it in the storage unit 12 (step S2).
- control unit 13 creates a battle range table in which the user ID is associated with each strength based on the strength for each user ID stored in the storage unit 12, and stores the battle range table in the storage unit 12 (step S3).
- control unit 13 determines whether or not a battle request including a user ID is received from the communication terminal 2 (step S4). When it determines with having received the battle
- the control unit 13 When it is determined that the battle request has been received from the communication terminal 2, the control unit 13 has a predetermined range of strengths based on the strength corresponding to the user ID included in the battle request stored in the storage unit 12. An ID is selected to create an opponent list (step S5).
- the predetermined range is the same range as the strength corresponding to the user ID included in the battle request stored in the storage unit 12.
- control unit 13 determines whether a predetermined time has elapsed by a timer (not shown) or the like (step S6). If the predetermined time has elapsed, the process returns to step S1. Thereby, the battle game server 1 periodically calculates the strength for each user ID. On the other hand, if the predetermined time has not elapsed, the process returns to step S4.
- the strength for each of a plurality of user IDs is periodically calculated and stored in the storage unit 12, and when the battle request is received, the strength stored in the storage unit 12 is stored. Since the opponent list is created by selecting a user ID having a strength within a predetermined range based on the standard, an opponent suitable for the user's strength can be selected, and the user's interest in the game can be increased. .
- the competitive game server 1 since the strength for each of a plurality of user IDs is calculated and stored in the storage unit 12 periodically, that is, at predetermined time intervals, the competitive game server 1 The opponent list is created based on the past strength from the time when the battle request is received from the terminal 2. That is, when the user increases the total value of the attack power and the defense power of the deck by increasing the number of units or the like within a predetermined time interval, the winning rate in the battle of the user increases. Therefore, it is possible to give the user a motivation to play the game more and increase the user's interest in the game. Furthermore, since the competitive game server 1 performs the strength calculation process at predetermined time intervals, the processing load can be significantly reduced as compared with the calculation of the strength for each user in real time.
- the battle game server 1 is configured by one server device, but is not limited thereto, and may be configured by two or more server devices.
- the processing related to communication with the communication terminal 2 and the processing related to the strength calculation for the battle game are performed by different server devices.
- the load may be distributed.
- the second embodiment of the present invention will be described below.
- the same components as those in the first embodiment are denoted by the same reference numerals and description thereof is omitted.
- the battle game server 1 according to the second embodiment is different from the configuration according to the first embodiment in the setting table and the battle range table stored in the storage unit 12.
- FIG. 7 is an example of a setting table stored in the storage unit 12 of the competitive game server 1.
- the setting table includes predetermined “strength”, “total value lower limit value”, “total value upper limit value”, “strength lower limit value”, “strength upper limit value”, “Weak ratio” and “strong ratio” are stored. Since “total value lower limit value” and “total value upper limit value” are the same as those in the first embodiment, description thereof is omitted.
- the “strength lower limit value” represents a lower limit value of the strength included in the opponent list transmitted to the user having a predetermined strength.
- the “strength upper limit value” represents the upper limit value of the strength included in the opponent list transmitted to the user having a predetermined strength.
- the “weak person ratio” represents a ratio of user IDs less than a predetermined strength included in the opponent list.
- the “strong person ratio” represents a ratio of user IDs exceeding a predetermined strength included in the opponent list.
- the strength lower limit value is “1” and the strength upper limit value is “4”.
- a user ID whose strength is “1 to 4” is selected as an opponent and an opponent list is created.
- the proportion of weak people is “50%”
- the proportion of strong people is “10%”.
- the user ID with strength “1-2” is 50%
- the user ID with strength “4” is 10%
- the user ID with strength “3” is the remaining 40%. Means included.
- the strength lower limit value and the strength upper limit value are respectively set to the same value as the strength.
- the predetermined value is strength “1”.
- the strength lower limit value and the strength upper limit value are each set to “1”.
- the weak person ratio and the strong person ratio may be set to 0%. In this way, for example, a user whose strength is equal to or less than a predetermined value, specifically, “1” or the like is configured to play against a user having the same strength, thereby reducing the difficulty of the game. Increase or maintain interest in the game.
- the strength range related to the user ID included in the opponent list may be set wider than when the strength is less than the first threshold.
- the first threshold is “5”.
- the ratio of strong people may be set higher than when the strength is less than the second threshold value.
- the second threshold is “6”.
- FIG. 8 is an example of a battle range table stored in the storage unit 12 of the battle game server 1 according to the second embodiment.
- the strength is “3”
- user IDs “001”, “003”, “002”, and “006” are included.
- the strength related to the user ID “002” is 2, and the strength related to the user ID “006” is 4. That is, a user ID having a strength different from the strength “3” is included in the opponent list.
- control part 13 receives the battle
- the battle game server 1 according to the second embodiment generally performs the same operation as that of the first embodiment, but the battle range table stored in the storage unit 12 in step S3 is different. Since the operations other than step S3 are the same as those in the first embodiment, description thereof will be omitted.
- step S3 the control unit 13 of the competitive game server 1 according to Embodiment 2 stores, in the storage unit 12, a battle range table in which a user ID is associated with each strength based on the strength table and the setting table.
- the control unit 13 refers to the “strength lower limit value”, the “strength upper limit value”, the “weak person ratio”, and the “strong person ratio” in the setting table.
- the user ID of the strength is extracted.
- the control unit 13 creates a battle range table based on the extracted user ID and stores it in the storage unit 12.
- the user's interest in the game can be increased. That is, according to the present embodiment, by extracting the opponent within a predetermined range, there is a large difference in the strength between the opponents compared to the case of randomly extracting the opponent from all users. It is less likely to end up. Therefore, the opponent is selected within an appropriate range according to the strength of the user, and it is possible to reduce the chance of winning or losing immediately, so the use of the game can be further continued.
- the strength upper limit value in the setting table may be set lower than the strength included in the battle request.
- the strength related to the user ID included in the opponent list is less than the strength related to the user ID included in the battle request, and there is a high possibility that a weaker user will be the opponent.
- the strength lower limit value in the setting table may be set higher than the strength included in the battle request.
- the strength related to the user ID included in the opponent list exceeds the strength related to the user ID included in the battle request, and there is a high possibility that a user stronger than himself / herself becomes the opponent.
- the winning rate of the user who has transmitted the battle request can be lowered.
- the player when the player is used to the game, that is, when the strength is a high value, the winning rate is set low.
- the degree of difficulty can be increased and the user's interest in the game can be increased.
- a computer in order to function as the battle game server 1, a computer can be preferably used.
- Such a computer stores a program describing processing contents for realizing each function of the battle game server 1.
- This program can be realized by reading out and executing this program by a central processing unit (CPU) of the computer.
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Abstract
Provided are a battle game server, a control method for the battle game server, and a program which are capable of selecting a battle opponent suitable for each user, and which can increase interest with respect to a game for the user. The present invention is a battle game server which provides a battle game for a plurality of communication terminals (2), and is characterized in being provided with: a storage unit (12) which associates identification information uniquely assigned to each user who operates a communication terminal (2), with user information for calculating the strength of the user, for each of the users; and a communication unit (21) which, upon receiving a battle request that includes one unit of identification information from the communication terminal (2), transmits, to the communication terminal (2), a battle opponent list related to one or more users within a predetermined range of strength corresponding to the user information that has been associated with the identification information.
Description
本発明は、対戦ゲームサーバ、対戦ゲームサーバの制御方法、及びプログラムに関する。
The present invention relates to a battle game server, a battle game server control method, and a program.
従来から、対戦ゲームサーバにおいて、ユーザ毎に記憶された複数枚の対戦カード等で該ユーザのデッキを構成し、当該デッキの攻撃力及び防御力の合計値に基づき、複数のユーザ間で勝敗を競う形式の対戦ゲームサーバがある(例えば特許文献1)。このような対戦ゲームサーバにおいては通常、ユーザのゲームに対する興味を増大させるために、対戦の結果勝利したユーザが、敗北したユーザが有する対戦カード等を取得できるように構成されている。この場合、ユーザは、取得したい対戦カード等を有するユーザの中から対戦相手を選択できるようにしていた。
Conventionally, in a battle game server, the user's deck is composed of a plurality of battle cards or the like stored for each user, and based on the total value of the attack power and defense power of the deck, winning or losing is achieved among a plurality of users. There is a competitive game server that competes (for example, Patent Document 1). Such a battle game server is generally configured such that a user who has won as a result of a battle can acquire a battle card or the like possessed by the defeated user in order to increase the user's interest in the game. In this case, the user can select an opponent from among users who have a battle card or the like to be acquired.
しかしながら、従来の対戦ゲームサーバでは、対戦相手であるユーザをランダムに、又は所定の対戦カード等を有することのみを条件に決定するため、対戦するユーザ同士のデッキの攻撃力及び防御力の合計値が乖離してしまう可能性があり、ゲームに対するユーザの興味を低下させてしまうことがあった。
However, in the conventional competitive game server, since the user who is the opponent is determined at random or only on the condition that it has a predetermined battle card or the like, the total value of the attack power and defense power of the decks of the fighting users May deviate and may reduce the user's interest in the game.
特にユーザが初心者であって、攻撃力及び防御力の合計値が低い場合、対戦相手に係る攻撃力及び防御力の合計値の方が高くなる可能性が高く、対戦ゲームで負けてしまうことが多くゲームに対するユーザの興味を著しく低下させてしまっていた。
In particular, when the user is a beginner and the total value of the attack power and defense power is low, the total value of the attack power and defense power of the opponent is likely to be higher, and may be lost in the battle game. In many cases, the user's interest in games was significantly reduced.
従って、上記のような問題点に鑑みてなされた本発明の目的は、各ユーザに適した対戦相手を選択でき、ユーザのゲームに対する興味を増大させることのできる対戦ゲームサーバ、対戦ゲームサーバの制御方法、及びプログラムを提供することにある。
Therefore, an object of the present invention made in view of the above-described problems is to control a battle game server and a battle game server that can select an opponent suitable for each user and increase the user's interest in the game. It is to provide a method and a program.
上記課題を解決するために本発明に係る対戦ゲームサーバは、
複数の通信端末に対して対戦ゲームを提供する対戦ゲームサーバであって、
前記通信端末を操作するユーザ毎に一意に割り当てられる識別情報と、ユーザの強さを算出するためのユーザ情報とを、それぞれのユーザ毎に対応づけて管理する記憶部と、
1つの前記識別情報を含む対戦要求を前記通信端末から受信した場合に、当該識別情報に対応づけられたユーザ情報に応じた強さから所定範囲内の強さにある1以上のユーザに係る対戦相手リストを、当該通信端末へ送信する通信部と、を備えることを特徴とする。 In order to solve the above problems, a battle game server according to the present invention is provided.
A battle game server that provides a battle game to a plurality of communication terminals,
A storage unit that manages identification information uniquely assigned to each user operating the communication terminal and user information for calculating the strength of the user in association with each user;
When a battle request including one piece of identification information is received from the communication terminal, a battle involving one or more users having a strength within a predetermined range from the strength corresponding to the user information associated with the identification information A communication unit that transmits the partner list to the communication terminal.
複数の通信端末に対して対戦ゲームを提供する対戦ゲームサーバであって、
前記通信端末を操作するユーザ毎に一意に割り当てられる識別情報と、ユーザの強さを算出するためのユーザ情報とを、それぞれのユーザ毎に対応づけて管理する記憶部と、
1つの前記識別情報を含む対戦要求を前記通信端末から受信した場合に、当該識別情報に対応づけられたユーザ情報に応じた強さから所定範囲内の強さにある1以上のユーザに係る対戦相手リストを、当該通信端末へ送信する通信部と、を備えることを特徴とする。 In order to solve the above problems, a battle game server according to the present invention is provided.
A battle game server that provides a battle game to a plurality of communication terminals,
A storage unit that manages identification information uniquely assigned to each user operating the communication terminal and user information for calculating the strength of the user in association with each user;
When a battle request including one piece of identification information is received from the communication terminal, a battle involving one or more users having a strength within a predetermined range from the strength corresponding to the user information associated with the identification information A communication unit that transmits the partner list to the communication terminal.
また本発明に係る対戦ゲームサーバは、
前記所定範囲内の強さが、前記識別情報に対応づけられたユーザ情報に応じた強さ未満であることを特徴とする。 In addition, the battle game server according to the present invention includes:
The strength within the predetermined range is less than the strength according to user information associated with the identification information.
前記所定範囲内の強さが、前記識別情報に対応づけられたユーザ情報に応じた強さ未満であることを特徴とする。 In addition, the battle game server according to the present invention includes:
The strength within the predetermined range is less than the strength according to user information associated with the identification information.
また本発明に係る対戦ゲームサーバは、
前記所定範囲内の強さが、前記識別情報に対応づけられたユーザ情報に応じた強さ以上であることを特徴とする。 In addition, the battle game server according to the present invention includes:
The strength within the predetermined range is greater than or equal to the strength according to user information associated with the identification information.
前記所定範囲内の強さが、前記識別情報に対応づけられたユーザ情報に応じた強さ以上であることを特徴とする。 In addition, the battle game server according to the present invention includes:
The strength within the predetermined range is greater than or equal to the strength according to user information associated with the identification information.
また本発明に係る対戦ゲームサーバは、
前記対戦相手リストを作成する制御部を更に備え、
前記制御部は、前記識別情報に対応づけられたユーザ情報に応じた強さが所定の閾値以上である場合、前記識別情報に対応づけられたユーザ情報に応じた強さが所定の閾値未満である場合よりも前記所定範囲を広くすることを特徴とする。 In addition, the battle game server according to the present invention includes:
A control unit for creating the opponent list;
When the strength according to the user information associated with the identification information is equal to or greater than a predetermined threshold, the control unit has a strength according to the user information associated with the identification information that is less than the predetermined threshold. The predetermined range is made wider than in some cases.
前記対戦相手リストを作成する制御部を更に備え、
前記制御部は、前記識別情報に対応づけられたユーザ情報に応じた強さが所定の閾値以上である場合、前記識別情報に対応づけられたユーザ情報に応じた強さが所定の閾値未満である場合よりも前記所定範囲を広くすることを特徴とする。 In addition, the battle game server according to the present invention includes:
A control unit for creating the opponent list;
When the strength according to the user information associated with the identification information is equal to or greater than a predetermined threshold, the control unit has a strength according to the user information associated with the identification information that is less than the predetermined threshold. The predetermined range is made wider than in some cases.
また、本発明に係る対戦ゲームサーバの制御方法は、
複数の通信端末に対して対戦ゲームを提供する、記憶部と通信部とを備えた対戦ゲームサーバの制御方法であって、
前記記憶部が、前記通信端末を操作するユーザ毎に一意に割り当てられる識別情報と、ユーザの強さを算出するためのユーザ情報とを、それぞれのユーザ毎に対応づけて管理するステップと、
前記通信部が、1つの前記識別情報を含む対戦要求を前記通信端末から受信した場合に、当該識別情報に対応づけられたユーザ情報に応じた強さから所定範囲内の強さにある1以上のユーザに係る対戦相手リストを、当該通信端末へ送信するステップと、
を含むことを特徴とする。 In addition, a control method for a battle game server according to the present invention includes:
A battle game server control method comprising a storage unit and a communication unit for providing a battle game to a plurality of communication terminals,
The storage unit manages identification information uniquely assigned to each user who operates the communication terminal and user information for calculating the strength of the user in association with each user;
When the communication unit receives a battle request including one piece of the identification information from the communication terminal, the communication unit has a strength within a predetermined range from the strength corresponding to the user information associated with the identification information. Sending an opponent list related to the user to the communication terminal;
It is characterized by including.
複数の通信端末に対して対戦ゲームを提供する、記憶部と通信部とを備えた対戦ゲームサーバの制御方法であって、
前記記憶部が、前記通信端末を操作するユーザ毎に一意に割り当てられる識別情報と、ユーザの強さを算出するためのユーザ情報とを、それぞれのユーザ毎に対応づけて管理するステップと、
前記通信部が、1つの前記識別情報を含む対戦要求を前記通信端末から受信した場合に、当該識別情報に対応づけられたユーザ情報に応じた強さから所定範囲内の強さにある1以上のユーザに係る対戦相手リストを、当該通信端末へ送信するステップと、
を含むことを特徴とする。 In addition, a control method for a battle game server according to the present invention includes:
A battle game server control method comprising a storage unit and a communication unit for providing a battle game to a plurality of communication terminals,
The storage unit manages identification information uniquely assigned to each user who operates the communication terminal and user information for calculating the strength of the user in association with each user;
When the communication unit receives a battle request including one piece of the identification information from the communication terminal, the communication unit has a strength within a predetermined range from the strength corresponding to the user information associated with the identification information. Sending an opponent list related to the user to the communication terminal;
It is characterized by including.
また、本発明に係る対戦ゲームサーバの制御方法は、
前記所定範囲内の強さが、前記識別情報に対応づけられたユーザ情報に応じた強さ未満であることを特徴とする。 In addition, a control method for a battle game server according to the present invention includes:
The strength within the predetermined range is less than the strength according to user information associated with the identification information.
前記所定範囲内の強さが、前記識別情報に対応づけられたユーザ情報に応じた強さ未満であることを特徴とする。 In addition, a control method for a battle game server according to the present invention includes:
The strength within the predetermined range is less than the strength according to user information associated with the identification information.
また、本発明に係る対戦ゲームサーバの制御方法は、
前記所定範囲内の強さが、前記識別情報に対応づけられたユーザ情報に応じた強さ以上であることを特徴とする。 In addition, a control method for a battle game server according to the present invention includes:
The strength within the predetermined range is greater than or equal to the strength according to user information associated with the identification information.
前記所定範囲内の強さが、前記識別情報に対応づけられたユーザ情報に応じた強さ以上であることを特徴とする。 In addition, a control method for a battle game server according to the present invention includes:
The strength within the predetermined range is greater than or equal to the strength according to user information associated with the identification information.
また、本発明に係る対戦ゲームサーバの制御方法は、
前記対戦ゲームサーバが前記対戦相手リストを作成する制御部を更に備え、
前記制御部が、前記識別情報に対応づけられたユーザ情報に応じた強さが所定の閾値以上である場合、前記識別情報に対応づけられたユーザ情報に応じた強さが所定の閾値未満である場合よりも前記所定範囲を広くするステップを含むことを特徴とする。 In addition, a control method for a battle game server according to the present invention includes:
The battle game server further includes a control unit that creates the opponent list,
When the control unit has a strength corresponding to the user information associated with the identification information equal to or greater than a predetermined threshold, the strength according to the user information associated with the identification information is less than the predetermined threshold. The method includes a step of widening the predetermined range as compared with a certain case.
前記対戦ゲームサーバが前記対戦相手リストを作成する制御部を更に備え、
前記制御部が、前記識別情報に対応づけられたユーザ情報に応じた強さが所定の閾値以上である場合、前記識別情報に対応づけられたユーザ情報に応じた強さが所定の閾値未満である場合よりも前記所定範囲を広くするステップを含むことを特徴とする。 In addition, a control method for a battle game server according to the present invention includes:
The battle game server further includes a control unit that creates the opponent list,
When the control unit has a strength corresponding to the user information associated with the identification information equal to or greater than a predetermined threshold, the strength according to the user information associated with the identification information is less than the predetermined threshold. The method includes a step of widening the predetermined range as compared with a certain case.
また、本発明に係るプログラムは、
複数の通信端末に対して対戦ゲームを提供する対戦ゲームサーバとして機能するコンピュータに、
前記通信端末を操作するユーザ毎に一意に割り当てられる識別情報と、ユーザの強さを算出するためのユーザ情報とを、それぞれのユーザ毎に対応づけて管理するステップと、
1つの前記識別情報を含む対戦要求を前記通信端末から受信した場合に、当該識別情報に対応づけられたユーザ情報に応じた強さから所定範囲内の強さにある1以上のユーザに係る対戦相手リストを、当該通信端末へ送信するステップと、
を実行させることを特徴とする。 The program according to the present invention is
In a computer functioning as a battle game server that provides a battle game to a plurality of communication terminals,
Managing identification information uniquely assigned to each user operating the communication terminal and user information for calculating the strength of the user in association with each user;
When a battle request including one piece of identification information is received from the communication terminal, a battle involving one or more users having a strength within a predetermined range from the strength corresponding to the user information associated with the identification information Transmitting the partner list to the communication terminal;
Is executed.
複数の通信端末に対して対戦ゲームを提供する対戦ゲームサーバとして機能するコンピュータに、
前記通信端末を操作するユーザ毎に一意に割り当てられる識別情報と、ユーザの強さを算出するためのユーザ情報とを、それぞれのユーザ毎に対応づけて管理するステップと、
1つの前記識別情報を含む対戦要求を前記通信端末から受信した場合に、当該識別情報に対応づけられたユーザ情報に応じた強さから所定範囲内の強さにある1以上のユーザに係る対戦相手リストを、当該通信端末へ送信するステップと、
を実行させることを特徴とする。 The program according to the present invention is
In a computer functioning as a battle game server that provides a battle game to a plurality of communication terminals,
Managing identification information uniquely assigned to each user operating the communication terminal and user information for calculating the strength of the user in association with each user;
When a battle request including one piece of identification information is received from the communication terminal, a battle involving one or more users having a strength within a predetermined range from the strength corresponding to the user information associated with the identification information Transmitting the partner list to the communication terminal;
Is executed.
また、本発明に係るプログラムは、
前記所定範囲内の強さが、前記識別情報に対応づけられたユーザ情報に応じた強さ未満であることを特徴とする。 The program according to the present invention is
The strength within the predetermined range is less than the strength according to user information associated with the identification information.
前記所定範囲内の強さが、前記識別情報に対応づけられたユーザ情報に応じた強さ未満であることを特徴とする。 The program according to the present invention is
The strength within the predetermined range is less than the strength according to user information associated with the identification information.
また、本発明に係るプログラムは、
前記所定範囲内の強さが、前記識別情報に対応づけられたユーザ情報に応じた強さ以上であることを特徴とする。 The program according to the present invention is
The strength within the predetermined range is greater than or equal to the strength according to user information associated with the identification information.
前記所定範囲内の強さが、前記識別情報に対応づけられたユーザ情報に応じた強さ以上であることを特徴とする。 The program according to the present invention is
The strength within the predetermined range is greater than or equal to the strength according to user information associated with the identification information.
また、本発明に係るプログラムは、
前記識別情報に対応づけられたユーザ情報に応じた強さが所定の閾値以上である場合、前記識別情報に対応づけられたユーザ情報に応じた強さが所定の閾値未満である場合よりも前記所定範囲を広くするステップを含むことを特徴とする。 The program according to the present invention is
When the strength according to the user information associated with the identification information is greater than or equal to a predetermined threshold, the strength according to the user information associated with the identification information is less than the predetermined threshold The method includes a step of widening the predetermined range.
前記識別情報に対応づけられたユーザ情報に応じた強さが所定の閾値以上である場合、前記識別情報に対応づけられたユーザ情報に応じた強さが所定の閾値未満である場合よりも前記所定範囲を広くするステップを含むことを特徴とする。 The program according to the present invention is
When the strength according to the user information associated with the identification information is greater than or equal to a predetermined threshold, the strength according to the user information associated with the identification information is less than the predetermined threshold The method includes a step of widening the predetermined range.
本発明における対戦ゲームサーバ、対戦ゲームサーバの制御方法、及びプログラムによれば、各ユーザに適した対戦相手を選択でき、ユーザのゲームに対する興味を増大させることができる。
According to the competitive game server, the competitive game server control method, and the program according to the present invention, it is possible to select an opponent suitable for each user, and to increase the user's interest in the game.
以下、本発明の実施の形態について説明する。
Hereinafter, embodiments of the present invention will be described.
(実施の形態1)
図1は本発明の実施の形態1に係る対戦ゲームシステムを示すブロック図である。本発明の実施の形態1に係る対戦ゲームシステムは、対戦ゲームサーバ1と、通信端末2とを備える。なお図1においては、通信端末2を1つのみ備える例を示しているがこれに限られず、複数の通信端末を備えるようにしてもよい。 (Embodiment 1)
FIG. 1 is a block diagram showing a competitive game system according toEmbodiment 1 of the present invention. The competitive game system according to Embodiment 1 of the present invention includes a competitive game server 1 and a communication terminal 2. Although FIG. 1 shows an example in which only one communication terminal 2 is provided, the present invention is not limited to this, and a plurality of communication terminals may be provided.
図1は本発明の実施の形態1に係る対戦ゲームシステムを示すブロック図である。本発明の実施の形態1に係る対戦ゲームシステムは、対戦ゲームサーバ1と、通信端末2とを備える。なお図1においては、通信端末2を1つのみ備える例を示しているがこれに限られず、複数の通信端末を備えるようにしてもよい。 (Embodiment 1)
FIG. 1 is a block diagram showing a competitive game system according to
対戦ゲームサーバ1は、通信部11と、記憶部12と、制御部13とを備える。概略として対戦ゲームサーバ1は、ユーザが保有している複数のユニットにより構成されたデッキの攻撃力及び防御力の合計値に基づき、複数のユーザ間の対戦の勝敗を競う形式の対戦ゲームを、通信端末2に提供する。
The competitive game server 1 includes a communication unit 11, a storage unit 12, and a control unit 13. As an outline, the battle game server 1 is a battle game of a type that competes for victory or defeat of a battle between a plurality of users based on the total value of the attack power and defense power of a deck constituted by a plurality of units possessed by the user. Provided to the communication terminal 2.
通信部11は、通信端末2と無線又は有線の少なくとも一方により通信をする。
The communication unit 11 communicates with the communication terminal 2 by at least one of wireless or wired.
記憶部12は、各種情報を格納する。具体的には記憶部12は、ユーザID及び該ユーザIDに係るユニットIDを含むユーザテーブルを格納する。ユーザIDとは、対戦ゲームサーバ1においてユーザを一意に特定するための識別子である。ユニットIDとは、本システムにおいてユニットを一意に特定するための識別子である。なおユニットとは、ユーザのデッキを構成する対戦カード、キャラクタ、兵器等の構成単位である。ユーザテーブルには、各ユーザが有するユニットのユニットIDが含まれる。ここで、あるユーザが保有するユニットは、ゲームの進行に応じて変化する。例えばあるユーザが保有するユニットは、他ユーザと対戦して勝利又は敗北することにより獲得し又は奪取され、又はゲーム中のイベントにおいて獲得や交換等することにより、時々刻々と変化する。あるユーザが保有するユニットが変化した場合、後述する制御部13は、ユーザテーブルを更新し常に最新の状態にする。
The storage unit 12 stores various information. Specifically, the storage unit 12 stores a user table including a user ID and a unit ID related to the user ID. The user ID is an identifier for uniquely identifying the user in the competitive game server 1. The unit ID is an identifier for uniquely identifying a unit in this system. The unit is a structural unit such as a battle card, a character, or a weapon constituting the user's deck. The user table includes a unit ID of a unit possessed by each user. Here, a unit held by a certain user changes according to the progress of the game. For example, a unit possessed by a certain user is acquired or taken away by winning or losing against other users, or acquired or exchanged at an event in the game, and changes from moment to moment. When a unit held by a certain user changes, the control unit 13 to be described later updates the user table to always keep the latest state.
図2(a)に、ユーザテーブルの例を示す。例えば図2(a)は、ユーザIDが“001”のユーザは、ユニットA、ユニットB、ユニットC、ユニットD、ユニットE、ユニットF、ユニットG、ユニットH、及びユニットIのユニットIDに係るユニットを有することを示している。
Fig. 2 (a) shows an example of a user table. For example, in FIG. 2A, a user whose user ID is “001” relates to unit IDs of unit A, unit B, unit C, unit D, unit E, unit F, unit G, unit H, and unit I. It shows having a unit.
また記憶部12は、ユーザIDと、ユニットIDと、該ユニットIDに係る攻撃力、防御力、及びコストを含むユニット情報テーブルを格納する。攻撃力及び防御力は、ユニットの強さに係るパラメータである。またコストは、デッキを構成する際に参照されるパラメータである。デッキを構成する複数のユニットのコストの合計値は、所定値(以下、コスト上限値という。)以下でなければならない。本実施例においては、一例として、コスト上限値は30であるものとして説明する。
Further, the storage unit 12 stores a unit information table including a user ID, a unit ID, and attack power, defense power, and cost related to the unit ID. Attack power and defense power are parameters related to unit strength. The cost is a parameter referred to when the deck is configured. The total value of the costs of a plurality of units constituting the deck must be equal to or less than a predetermined value (hereinafter referred to as a cost upper limit value). In the present embodiment, the cost upper limit value is assumed to be 30 as an example.
図2(b)に、ユニット情報テーブルの例を示す。図2(b)では、例えばユーザID “001”、ユニットID“ユニットA”、攻撃力“1000”、防御力“500”、コスト“5”が対応付けられて格納される。ここで各ユニットの攻撃力及び防御力はゲームの進行に応じて変化する。例えばあるユーザが保有するユニットの攻撃力及び防御力は、ゲーム中のイベント等に応じて増加する。ユニットの攻撃力及び防御力が変化した場合、後述する制御部13はユニット情報テーブルを更新し、常に最新の状態にする。
Fig. 2 (b) shows an example of the unit information table. In FIG. 2B, for example, the user ID “001”, the unit ID “unit A”, the attack power “1000”, the defense power “500”, and the cost “5” are stored in association with each other. Here, the attack power and defense power of each unit change as the game progresses. For example, the attack power and defense power of a unit held by a certain user increase according to an event during the game. When the attack power and defense power of the unit change, the control unit 13 to be described later updates the unit information table and always keeps the latest state.
制御部13は、対戦ゲームサーバ1に係る各種制御を行う。具体的には制御部13は、通信端末2から対戦要求を受信した場合、ユーザテーブルから少なくとも1つのユーザIDを選択して、当該ユーザIDを対戦相手として列挙したリスト(以下、対戦相手リストという)を作成し、通信部11により通信端末2に対戦相手リストを送信する。なお対戦要求とは、本実施の形態においては、対戦相手リストの作成及び送信の要求である。対戦要求には、通信端末2を操作するユーザのユーザIDが含まれる。また制御部13は、通信端末2から通信端末2を操作するユーザのユーザID及び対戦相手のユーザIDを含む信号を受信した場合、当該2つのユーザIDのデッキの攻撃力及び防御力の合計値を算出し、当該合計値に基づき勝敗を判定する。
The control unit 13 performs various controls related to the battle game server 1. Specifically, when receiving a battle request from the communication terminal 2, the control unit 13 selects at least one user ID from the user table and lists the user ID as an opponent (hereinafter referred to as an opponent list). ) And the opponent list is transmitted to the communication terminal 2 by the communication unit 11. In the present embodiment, the battle request is a request for creation and transmission of an opponent list. The battle request includes the user ID of the user who operates the communication terminal 2. Further, when the control unit 13 receives a signal including the user ID of the user who operates the communication terminal 2 and the user ID of the opponent from the communication terminal 2, the total value of the attack power and defense power of the decks of the two user IDs Is calculated, and win / loss is determined based on the total value.
また制御部13は、定期的に、記憶部12に格納されたユーザテーブル及びユニット情報テーブルに基づき、ユーザID毎の強さを算出する。ここで強さとは、デッキを構成するユニットの攻撃力及び防御力の合計値に基づき定まる値である。換言すると、ユニット情報テーブルに格納されている各ユニットの攻撃力及び防御力等は、ユーザの強さを算出するためのユーザ情報ともいえる。制御部13は、強さを算出するために、各ユーザIDの有する複数のユニットから少なくとも1つのユニットを抽出する。そして制御部13は、抽出したユニットによりデッキを構成するものとして、抽出したユニット全ての攻撃力及び防御力の合計値を算出する。制御部13は、算出した合計値に基づく強さを記憶部12に格納する。好適には制御部13は、ユーザID毎の強さを含む強さテーブルを記憶部12に格納する。なお制御部13は、定期的にユーザID毎の強さを算出するために、タイマー(不図示)等により、所定の時間間隔毎にユーザID毎の強さを算出する。例えば所定の時間間隔は、8時間である。
Further, the control unit 13 periodically calculates the strength for each user ID based on the user table and the unit information table stored in the storage unit 12. Here, the strength is a value determined based on the total value of the attack power and defense power of the units constituting the deck. In other words, the attack power and defense power of each unit stored in the unit information table can be said to be user information for calculating the strength of the user. The control unit 13 extracts at least one unit from a plurality of units of each user ID in order to calculate the strength. And the control part 13 calculates the total value of the attack power and defense power of all the extracted units as what constitutes a deck with the extracted units. The control unit 13 stores the strength based on the calculated total value in the storage unit 12. Preferably, the control unit 13 stores a strength table including the strength for each user ID in the storage unit 12. The control unit 13 calculates the strength for each user ID at predetermined time intervals using a timer (not shown) or the like in order to periodically calculate the strength for each user ID. For example, the predetermined time interval is 8 hours.
好適には、制御部13が各ユーザIDの有する複数のユニットから少なくとも1つのユニットを抽出する際に、制御部13は最適なユニットの組合せを自動的に抽出する。当該最適な組合せを自動的に抽出するアルゴリズムとしては、ナップサック問題解決アルゴリズムを用いる。つまり、制御部13は、コスト上限値以下で、攻撃力及び防御力の合計値が最大になるようなユニットの組合せを抽出する。なお、制御部13が最適な組合せを抽出するアルゴリズムはこれに限られず、ユニット毎の攻撃力と防御力の合計値が高いものから順番に選択し、コスト上限値に達するまでユニットを選択してもよい。あるいは制御部13は、各ユーザIDの有する複数のユニットからランダムに一部のユニットを抽出してもよい。
Preferably, when the control unit 13 extracts at least one unit from a plurality of units of each user ID, the control unit 13 automatically extracts an optimal combination of units. As an algorithm for automatically extracting the optimal combination, a knapsack problem solving algorithm is used. That is, the control unit 13 extracts a combination of units that is equal to or lower than the cost upper limit value and has the maximum attack power and defense power. Note that the algorithm used by the control unit 13 to extract the optimal combination is not limited to this, and the algorithm is selected in descending order of the total attack power and defense power for each unit, and the unit is selected until the cost upper limit is reached. Also good. Or the control part 13 may extract a part of unit at random from the several unit which each user ID has.
制御部13は、最適なユニットの組合せを自動的に抽出し、例えばユーザID“001”の有するユニット(ユニットA~ユニットI)のうち、自動的にユニットA、ユニットB、ユニットC、ユニットEを抽出する。このようにして抽出したユニットの攻撃力と防御力の合計値は7000であり、コストの合計値は30である。
The control unit 13 automatically extracts an optimal combination of units. For example, among the units (unit A to unit I) having the user ID “001”, the unit A, unit B, unit C, unit E are automatically selected. To extract. The total value of the attack power and defense power of the units extracted in this way is 7000, and the total cost value is 30.
図3は、制御部13が記憶部12に格納する強さテーブルの例を示す。例えば強さテーブルには、ユーザID“001”と、デッキを構成するユニットの攻撃力及び防御力の合計値“7000”とが対応付けて格納される。また強さテーブルには、当該合計値と、後述する設定テーブルとに基づき定められる強さが格納される。例えば、ユーザID“001”の強さとして“3”が格納される。なお、図3の強さテーブルは、攻撃力及び防御力の合計値を含んでいるがこれに限られず、強さテーブルは、ユーザID及び強さのみを含むようにしてもよい。
FIG. 3 shows an example of a strength table stored in the storage unit 12 by the control unit 13. For example, in the strength table, the user ID “001” and the total value “7000” of the attack power and defense power of the units constituting the deck are stored in association with each other. The strength table stores the strength determined based on the total value and a setting table described later. For example, “3” is stored as the strength of the user ID “001”. The strength table in FIG. 3 includes the total value of the attack power and the defense power, but is not limited thereto, and the strength table may include only the user ID and the strength.
図4は、設定テーブルの例を示す。設定テーブルは、システム動作前に予め記憶部12に格納される。設定テーブルには、強さとその定義、すなわち攻撃力及び防御力の合計値の範囲が格納される。例えば、攻撃力及び防御力の合計値の下限値が“6000”であり、上限値が“8999”の範囲が強さ“3”として定義される。
FIG. 4 shows an example of the setting table. The setting table is stored in the storage unit 12 in advance before the system operation. The setting table stores the strength and its definition, that is, the range of the total value of the attack power and the defense power. For example, the lower limit value of the total value of the attack power and the defense power is “6000”, and the upper limit value “8999” is defined as the strength “3”.
また制御部13は、記憶部12に格納したユーザID毎の強さに基づき、強さ毎にユーザIDを対応付けた対戦範囲テーブルを記憶部12に格納する。図5は対戦範囲テーブルの例を示す。例えば強さ“1”に、ユーザID“004”、“005”、“010”、及び“019”が対応付けて格納されている。
Further, the control unit 13 stores a battle range table in which the user ID is associated with each strength in the storage unit 12 based on the strength for each user ID stored in the storage unit 12. FIG. 5 shows an example of a battle range table. For example, user IDs “004”, “005”, “010”, and “019” are stored in association with the strength “1”.
そして制御部13は、通信端末2からユーザIDを含む対戦要求を受信した場合、該ユーザIDに対応する、記憶部12に格納された強さを基準に、所定範囲の強さのユーザIDを選択して対戦相手リストを作成する。具体的には制御部13は、強さテーブルに基づき、対戦要求に含まれるユーザIDに対応する強さを取得する。続いて制御部13は、対戦範囲テーブルに基づき、当該強さに対応するユーザIDの一部を選択して対戦相手リストを作成する。そして制御部13は、通信部11を介して当該対戦相手リストを通信端末2に送信する。すなわち、対戦要求に含まれるユーザIDの強さと同一の強さの範囲内のユーザIDのうち、自己を除くユーザIDを選択して対戦相手リストとする。例えば、ユーザID“001”を含む対戦要求を受信した場合、制御部13は、強さテーブルに基づき、当該ユーザIDに対応する強さ“3”を取得する。続いて制御部13は、対戦範囲テーブルに基づき強さ“3”に対応するユーザID“001”、“003”、“008”、 “020”を取得する。そして制御部13は、このうち自己のユーザID“001”を除くユーザID“003”、“008”、“020”を含む対戦相手リストを、通信端末2に通信部11を介して送信する。
And when the control part 13 receives the battle | competition request | requirement containing a user ID from the communication terminal 2, on the basis of the strength stored in the memory | storage part 12 corresponding to this user ID, the user ID of the intensity | strength of the predetermined range is used. Select to create an opponent list. Specifically, the control unit 13 acquires the strength corresponding to the user ID included in the battle request based on the strength table. Subsequently, the control unit 13 selects a part of the user ID corresponding to the strength based on the battle range table and creates a battle opponent list. Then, the control unit 13 transmits the opponent list to the communication terminal 2 via the communication unit 11. That is, among the user IDs within the same strength range as the strength of the user ID included in the battle request, the user ID excluding self is selected and used as the opponent list. For example, when a battle request including the user ID “001” is received, the control unit 13 acquires the strength “3” corresponding to the user ID based on the strength table. Subsequently, the control unit 13 acquires user IDs “001”, “003”, “008”, and “” “020” corresponding to the strength “3” based on the battle range table. Then, the control unit 13 transmits an opponent list including user IDs “003”, “008”, and “020” excluding the user ID “001” of the user to the communication terminal 2 via the communication unit 11.
なお対戦要求には、ユーザが取得を所望するユニットIDを含んでもよい。この場合、制御部13は、ユニット情報テーブルを参照し、対戦範囲テーブルのうち、当該ユニットIDに係るユニットを有するユーザIDのみを選択し対戦相手リストを作成する。
Note that the match request may include a unit ID that the user desires to obtain. In this case, the control unit 13 refers to the unit information table, selects only a user ID having a unit related to the unit ID from the battle range table, and creates an opponent list.
通信端末2は、通信部21と、表示部22と、操作部23と、制御部24とを備える。
The communication terminal 2 includes a communication unit 21, a display unit 22, an operation unit 23, and a control unit 24.
通信部21は、対戦ゲームサーバ1と無線又は有線の少なくとも一方により通信をする。具体的には通信部21は、制御部24の制御に基づき対戦要求を対戦ゲームサーバ1に送信する。また通信部21は、対戦ゲームサーバ1から、対戦相手リストを受信する。
The communication unit 21 communicates with the battle game server 1 by at least one of wireless or wired. Specifically, the communication unit 21 transmits a battle request to the battle game server 1 based on the control of the control unit 24. Further, the communication unit 21 receives the opponent list from the battle game server 1.
表示部22は、液晶ディスプレイ、有機ELディスプレイ等により構成され、対戦ゲームサーバ1により提供される対戦ゲームに係る表示出力をする。例えば表示部22は、対戦ゲームにおける対戦要求を促すアイコン等を表示する。また表示部22は、通信部21を介して受信した対戦相手リストを表示する。
The display unit 22 includes a liquid crystal display, an organic EL display, and the like, and outputs a display related to the battle game provided by the battle game server 1. For example, the display unit 22 displays an icon or the like that prompts a battle request in the battle game. The display unit 22 displays the opponent list received via the communication unit 21.
操作部23は、ボタン、タッチパネル等により構成され、対戦ゲームにおけるユーザからの入力信号を受け付ける。具体的には操作部23は、ユーザが表示部22に表示された対戦要求を促すアイコン等を選択することによる入力信号を受け付ける。また操作部23は、ユーザが表示部22に表示された対戦相手リストのうち、所定の対戦相手を選択することによる入力信号を受け付ける。操作部23は、ユーザから受け付けた入力信号を制御部24に送出する。
The operation unit 23 includes buttons, a touch panel, and the like, and receives an input signal from the user in the battle game. Specifically, the operation unit 23 receives an input signal when the user selects an icon or the like that prompts a battle request displayed on the display unit 22. The operation unit 23 receives an input signal when the user selects a predetermined opponent from the opponent list displayed on the display unit 22. The operation unit 23 sends an input signal received from the user to the control unit 24.
制御部24は、通信端末2に係る各種制御を行う。例えば制御部24は、操作部23が対戦要求の選択を受け付けた場合、通信端末2のユーザIDを含む対戦要求を、通信部21を介して対戦ゲームサーバ1に送信する。また制御部24は、操作部23が所定の対戦相手の選択を受け付けた場合、通信端末2のユーザID及び対戦相手のユーザIDを含む信号を、通信部21を介して対戦ゲームサーバ1に送信する。
The control unit 24 performs various controls related to the communication terminal 2. For example, when the operation unit 23 receives selection of a battle request, the control unit 24 transmits a battle request including the user ID of the communication terminal 2 to the battle game server 1 via the communication unit 21. In addition, when the operation unit 23 receives selection of a predetermined opponent, the control unit 24 transmits a signal including the user ID of the communication terminal 2 and the user ID of the opponent to the battle game server 1 via the communication unit 21. To do.
次に、実施の形態1に係る対戦ゲームサーバ1について、図6に示すフローチャートによりその動作を説明する。
Next, the operation of the competitive game server 1 according to Embodiment 1 will be described with reference to the flowchart shown in FIG.
はじめに制御部13は、記憶部12に格納されたユーザテーブル及びユニット情報テーブルに基づき、ユーザID毎の強さを算出する(ステップS1)。ここで制御部13は、強さを算出するために、各ユーザIDの有する複数のユニットから少なくとも1つのユニットを抽出する。そして制御部13は、抽出したユニットによりデッキを構成するものとして、当該抽出したユニットの攻撃力及び防御力の合計値を算出する。そして制御部13は、算出した合計値と設定テーブルとに基づき、強さを算出する。
First, the control unit 13 calculates the strength for each user ID based on the user table and the unit information table stored in the storage unit 12 (step S1). Here, the control unit 13 extracts at least one unit from a plurality of units of each user ID in order to calculate the strength. And the control part 13 calculates the total value of the attack power and defense power of the said extracted unit as what comprises a deck by the extracted unit. Then, the control unit 13 calculates the strength based on the calculated total value and the setting table.
続いて制御部13は、ユーザID毎の強さを、記憶部12に格納する。好適には制御部13は、強さテーブルを作成し、記憶部12に格納する(ステップS2)。
Subsequently, the control unit 13 stores the strength for each user ID in the storage unit 12. Preferably, the control unit 13 creates a strength table and stores it in the storage unit 12 (step S2).
続いて制御部13は、記憶部12に格納したユーザID毎の強さに基づき、強さ毎にユーザIDを対応付けた対戦範囲テーブルを作成し、記憶部12に格納する(ステップS3)。
Subsequently, the control unit 13 creates a battle range table in which the user ID is associated with each strength based on the strength for each user ID stored in the storage unit 12, and stores the battle range table in the storage unit 12 (step S3).
続いて制御部13は、通信端末2からユーザIDを含む対戦要求を受信したか否かを判定する(ステップS4)。対戦要求を受信したと判定した場合、ステップS5に進む。一方、対戦要求を受信していないと判定した場合、ステップS6に進む。
Subsequently, the control unit 13 determines whether or not a battle request including a user ID is received from the communication terminal 2 (step S4). When it determines with having received the battle | competition request, it progresses to step S5. On the other hand, when it determines with not having received the battle | competition request | requirement, it progresses to step S6.
制御部13は、通信端末2から対戦要求を受信したと判定した場合、記憶部12に格納された、対戦要求に含まれるユーザIDに対応する強さを基準に、所定範囲の強さのユーザIDを選択して対戦相手リストを作成する(ステップS5)。本実施例においては、当該所定範囲は、記憶部12に格納された、対戦要求に含まれるユーザIDに対応する強さと同一の範囲である。
When it is determined that the battle request has been received from the communication terminal 2, the control unit 13 has a predetermined range of strengths based on the strength corresponding to the user ID included in the battle request stored in the storage unit 12. An ID is selected to create an opponent list (step S5). In the present embodiment, the predetermined range is the same range as the strength corresponding to the user ID included in the battle request stored in the storage unit 12.
続いて制御部13は、タイマー(不図示)等により所定時間が経過したか否かを判定する(ステップS6)。所定時間経過している場合はステップS1に戻る。これにより、対戦ゲームサーバ1は定期的にユーザID毎の強さを算出する。一方、所定時間経過していない場合にはステップS4に戻る。
Subsequently, the control unit 13 determines whether a predetermined time has elapsed by a timer (not shown) or the like (step S6). If the predetermined time has elapsed, the process returns to step S1. Thereby, the battle game server 1 periodically calculates the strength for each user ID. On the other hand, if the predetermined time has not elapsed, the process returns to step S4.
このように本発明の実施の形態によれば、定期的に複数のユーザID毎の強さを算出して記憶部12に格納し、対戦要求を受信した場合、記憶部12に格納された強さを基準に、所定範囲の強さのユーザIDを選択して前記対戦相手リストを作成するため、ユーザの強さに適した対戦相手を選択でき、ユーザのゲームに対する興味を増大させることができる。
As described above, according to the embodiment of the present invention, the strength for each of a plurality of user IDs is periodically calculated and stored in the storage unit 12, and when the battle request is received, the strength stored in the storage unit 12 is stored. Since the opponent list is created by selecting a user ID having a strength within a predetermined range based on the standard, an opponent suitable for the user's strength can be selected, and the user's interest in the game can be increased. .
また本発明の実施の形態によれば、定期的、すなわち所定の時間間隔毎に複数のユーザID毎の強さを算出して記憶部12に格納しているため、対戦ゲームサーバ1は、通信端末2から対戦要求を受信した時点よりも過去の強さに基づき、対戦相手リストを作成することになる。つまり、ユーザが所定時間間隔内においてユニット等を増やす等によりデッキの攻撃力及び防御力の合計値を増加させた場合、当該ユーザの対戦における勝率が上がる。したがってユーザにゲームをよりプレイする動機を与え、ユーザのゲームに対する興味を増大させることができる。さらに対戦ゲームサーバ1は、所定時間間隔毎に強さの計算処理を行うため、リアルタイムにユーザ毎の強さの計算を行なうよりも格段に処理負荷を低減することができる。
Further, according to the embodiment of the present invention, since the strength for each of a plurality of user IDs is calculated and stored in the storage unit 12 periodically, that is, at predetermined time intervals, the competitive game server 1 The opponent list is created based on the past strength from the time when the battle request is received from the terminal 2. That is, when the user increases the total value of the attack power and the defense power of the deck by increasing the number of units or the like within a predetermined time interval, the winning rate in the battle of the user increases. Therefore, it is possible to give the user a motivation to play the game more and increase the user's interest in the game. Furthermore, since the competitive game server 1 performs the strength calculation process at predetermined time intervals, the processing load can be significantly reduced as compared with the calculation of the strength for each user in real time.
なお本発明の実施の形態においては、対戦ゲームサーバ1は1台のサーバ装置により構成する例を示しているがこれに限られず、2台以上のサーバ装置により構成してもよい。例えば2台のサーバ装置を用いる場合、通信端末2との通信に係る処理と、対戦ゲームのための強さ算出等に係る処理とを異なるサーバ装置で行う等、2台のサーバ装置によりにより処理負荷の分散化を図ってもよい。
In the embodiment of the present invention, the battle game server 1 is configured by one server device, but is not limited thereto, and may be configured by two or more server devices. For example, when two server devices are used, the processing related to communication with the communication terminal 2 and the processing related to the strength calculation for the battle game are performed by different server devices. The load may be distributed.
(実施の形態2)
以下に、本発明の実施の形態2について説明をする。実施の形態1と同一の構成については同一の符号を付し、説明は省略する。実施の形態2に係る対戦ゲームサーバ1は、実施の形態1にかかる構成と比較して、記憶部12に格納される設定テーブル及び対戦範囲テーブルが相違する。 (Embodiment 2)
The second embodiment of the present invention will be described below. The same components as those in the first embodiment are denoted by the same reference numerals and description thereof is omitted. Thebattle game server 1 according to the second embodiment is different from the configuration according to the first embodiment in the setting table and the battle range table stored in the storage unit 12.
以下に、本発明の実施の形態2について説明をする。実施の形態1と同一の構成については同一の符号を付し、説明は省略する。実施の形態2に係る対戦ゲームサーバ1は、実施の形態1にかかる構成と比較して、記憶部12に格納される設定テーブル及び対戦範囲テーブルが相違する。 (Embodiment 2)
The second embodiment of the present invention will be described below. The same components as those in the first embodiment are denoted by the same reference numerals and description thereof is omitted. The
図7は、対戦ゲームサーバ1の記憶部12に格納される設定テーブルの例である。実施の形態2においては設定テーブルに、所定の“強さ”と、“合計値下限値”と、“合計値上限値”と、“強さ下限値”と、“強さ上限値”と、“弱者割合”と、“強者割合”とが格納される。“合計値下限値”と“合計値上限値”は、実施の形態1と同一であるため説明は省略する。“強さ下限値”とは、所定の強さのユーザに送信する対戦相手リストに含める強さの下限値を表す。“強さ上限値”とは、所定の強さのユーザに送信する対戦相手リストに含める強さの上限値を表す。“弱者割合”とは、対戦相手リストに含まれる所定の強さ未満のユーザIDの割合を表す。“強者割合”とは、対戦相手リストに含まれる所定の強さを超過するユーザIDの割合を表す。
FIG. 7 is an example of a setting table stored in the storage unit 12 of the competitive game server 1. In the second embodiment, the setting table includes predetermined “strength”, “total value lower limit value”, “total value upper limit value”, “strength lower limit value”, “strength upper limit value”, “Weak ratio” and “strong ratio” are stored. Since “total value lower limit value” and “total value upper limit value” are the same as those in the first embodiment, description thereof is omitted. The “strength lower limit value” represents a lower limit value of the strength included in the opponent list transmitted to the user having a predetermined strength. The “strength upper limit value” represents the upper limit value of the strength included in the opponent list transmitted to the user having a predetermined strength. The “weak person ratio” represents a ratio of user IDs less than a predetermined strength included in the opponent list. The “strong person ratio” represents a ratio of user IDs exceeding a predetermined strength included in the opponent list.
例えば、図7に示す設定テーブルでは、強さ“3”について、強さ下限値は“1”、強さ上限値は“4”である。これは、強さ “3”のユーザに対しては、強さが“1~4”のユーザIDを対戦相手として選択し対戦相手リストを作成することを意味する。また、強さ“3”については、弱者割合は“50%”であり、強者割合は“10%”である。これは、対戦相手リストに、強さが“1~2”のユーザIDが50%、強さが“4”のユーザIDが10%、強さが“3”のユーザIDが残りの40%含まれることを意味する。
For example, in the setting table shown in FIG. 7, for the strength “3”, the strength lower limit value is “1” and the strength upper limit value is “4”. This means that for a user whose strength is “3”, a user ID whose strength is “1 to 4” is selected as an opponent and an opponent list is created. For the strength “3”, the proportion of weak people is “50%”, and the proportion of strong people is “10%”. This means that in the opponent list, the user ID with strength “1-2” is 50%, the user ID with strength “4” is 10%, and the user ID with strength “3” is the remaining 40%. Means included.
好適には、強さが所定値以下である場合、強さ下限値及び強さ上限値をそれぞれ、当該強さと同一の値にする。例えば当該所定値は強さ“1”である。この場合、強さ下限値及び強さ上限値をそれぞれ“1”に設定する。強さ下限値及び強さ上限値をそれぞれ“1”にする替わりに、弱者割合及び強者割合を0%に設定してもよい。このようにすることで、例えば強さが所定値以下、具体的には“1”等のユーザは、同一の強さのユーザと対戦するように構成してゲームの難度を低くし、ユーザのゲームに対する興味を増大又は維持することができる。
Preferably, when the strength is equal to or less than a predetermined value, the strength lower limit value and the strength upper limit value are respectively set to the same value as the strength. For example, the predetermined value is strength “1”. In this case, the strength lower limit value and the strength upper limit value are each set to “1”. Instead of setting the strength lower limit value and the strength upper limit value to “1”, the weak person ratio and the strong person ratio may be set to 0%. In this way, for example, a user whose strength is equal to or less than a predetermined value, specifically, “1” or the like is configured to play against a user having the same strength, thereby reducing the difficulty of the game. Increase or maintain interest in the game.
また好適には、強さが第一の閾値以上である場合、第一の閾値未満の場合よりも対戦相手リストに含まれるユーザIDに係る強さの範囲を広く設定してもよい。例えば当該第一の閾値は、“5”である。このようにすることで、第一の閾値以上の強さのユーザは、より強い又は弱いユーザと対戦する確率が増大することで、対戦ゲームの難度を変化させ、ユーザのゲームに対する興味を増大又は維持することができる。
Also preferably, when the strength is greater than or equal to the first threshold, the strength range related to the user ID included in the opponent list may be set wider than when the strength is less than the first threshold. For example, the first threshold is “5”. By doing in this way, the user whose strength is equal to or greater than the first threshold increases the probability of playing against a stronger or weaker user, thereby changing the difficulty level of the battle game and increasing the user's interest in the game. Can be maintained.
更に、強さが第二の閾値以上である場合、第二の閾値未満の場合よりも強者割合を高く設定してもよい。例えば当該第二の閾値は“6”である。このようにすることで、全ユーザの中において相対的に強いユーザについては、自己よりも強いユーザと対戦する確率を高くすることで、容易に勝つことができないようにして対戦ゲームへの興味を増大又は維持することができる。
Furthermore, when the strength is greater than or equal to the second threshold value, the ratio of strong people may be set higher than when the strength is less than the second threshold value. For example, the second threshold is “6”. In this way, for users who are relatively strong among all users, by increasing the probability of playing against users stronger than themselves, it is possible to make it more difficult for them to win and to increase interest in the fighting game. Can be increased or maintained.
図8は、実施の形態2に係る対戦ゲームサーバ1の記憶部12に格納される対戦範囲テーブルの例である。例えば強さが“3”に関しては、ユーザID“001”、“003”、“002”、“006”とが含まれる。ここでユーザID“002”に係る強さは2であり、ユーザID“006”に係る強さは4である。すなわち、強さ“3”とは異なる強さのユーザIDが、対戦相手リストに含まれることになる。
FIG. 8 is an example of a battle range table stored in the storage unit 12 of the battle game server 1 according to the second embodiment. For example, when the strength is “3”, user IDs “001”, “003”, “002”, and “006” are included. Here, the strength related to the user ID “002” is 2, and the strength related to the user ID “006” is 4. That is, a user ID having a strength different from the strength “3” is included in the opponent list.
そして制御部13は、通信端末2からユーザIDを含む対戦要求を受信した場合、強さテーブルに基づき、対戦要求に含まれるユーザIDに対応する強さを取得する。続いて制御部13は、対戦範囲テーブルに基づき、当該強さに対応するユーザIDの少なくとも1つを選択して対戦相手リストを作成する。そして制御部13は、通信部11を介して当該対戦相手リストを通信端末2に送信する。
And when the control part 13 receives the battle | competition request | requirement containing a user ID from the communication terminal 2, based on a strength table, the strength corresponding to the user ID contained in a battle | competition request | requirement is acquired. Subsequently, the control unit 13 selects at least one of the user IDs corresponding to the strength based on the battle range table and creates a battle opponent list. Then, the control unit 13 transmits the opponent list to the communication terminal 2 via the communication unit 11.
次に、実施の形態2に係る対戦ゲームサーバ1について、その動作を説明する。実施の形態2に係る対戦ゲームサーバ1は、概略として実施の形態1と同一の動作をするが、ステップS3において記憶部12に格納する対戦範囲テーブルが異なる。ステップS3以外の動作は実施の形態1と同一であるため説明は省略する。
Next, the operation of the competitive game server 1 according to the second embodiment will be described. The battle game server 1 according to the second embodiment generally performs the same operation as that of the first embodiment, but the battle range table stored in the storage unit 12 in step S3 is different. Since the operations other than step S3 are the same as those in the first embodiment, description thereof will be omitted.
実施の形態2に係る対戦ゲームサーバ1の制御部13は、ステップS3において、強さテーブルと、設定テーブルとに基づき、強さ毎にユーザIDを対応付けた対戦範囲テーブルを記憶部12に格納する。具体的には制御部13は、設定テーブルにおける“強さ下限値”と、“強さ上限値”と、“弱者割合”と、“強者割合”とを参照し、強さテーブルから、所定範囲の強さのユーザIDを抽出する。そして制御部13は、抽出したユーザIDにより対戦範囲テーブルを作成し、記憶部12に格納する。
In step S3, the control unit 13 of the competitive game server 1 according to Embodiment 2 stores, in the storage unit 12, a battle range table in which a user ID is associated with each strength based on the strength table and the setting table. To do. Specifically, the control unit 13 refers to the “strength lower limit value”, the “strength upper limit value”, the “weak person ratio”, and the “strong person ratio” in the setting table. The user ID of the strength is extracted. Then, the control unit 13 creates a battle range table based on the extracted user ID and stores it in the storage unit 12.
このようにすることで、対戦要求に含まれる強さとは異なる強さのユーザIDを一部対戦相手リストに含めることにより、対戦相手との強さに一定のばらつき、つまり、ゆらぎを含ませ、対戦ゲームの難度が変化するため、ユーザのゲームに対する興味を増大させることができる。つまり、本実施の形態によれば、所定の範囲内において対戦相手を抽出することで、全ユーザの中から対戦相手をランダムに抽出する場合に比べて、対戦相手間の強さに大差が出てしまうことが少ない。従って、ユーザの強さに応じた適切な範囲の中で対戦相手が選出されることとなり、勝敗がすぐについてしまうことを低減できるので、ゲームの利用をより継続することができる。
By doing in this way, by including in the opponent list a part of the user ID of the strength different from the strength included in the competition request, to include a certain variation in the strength with the opponent, that is, fluctuation, Since the difficulty level of the battle game changes, the user's interest in the game can be increased. That is, according to the present embodiment, by extracting the opponent within a predetermined range, there is a large difference in the strength between the opponents compared to the case of randomly extracting the opponent from all users. It is less likely to end up. Therefore, the opponent is selected within an appropriate range according to the strength of the user, and it is possible to reduce the chance of winning or losing immediately, so the use of the game can be further continued.
なお、設定テーブルにおける強さ上限値を、対戦要求に含まれる強さよりも低く設定してもよい。この場合、対戦相手リストに含まれるユーザIDに係る強さは、対戦要求に含まれるユーザIDに係る強さ未満となり、自己より弱いユーザが対戦相手になる可能性が高くなる。このようにすることで、対戦要求を送信したユーザの勝率を高めることができるため、例えばゲーム開始の初期段階、すなわちユーザの強さが低い場合に、勝率を高く設定することでゲームの難度を低下させ、ユーザのゲームに対する興味を増大させることができる。
Note that the strength upper limit value in the setting table may be set lower than the strength included in the battle request. In this case, the strength related to the user ID included in the opponent list is less than the strength related to the user ID included in the battle request, and there is a high possibility that a weaker user will be the opponent. By doing in this way, since the winning rate of the user who transmitted the battle request can be increased, for example, in the initial stage of the game start, that is, when the strength of the user is low, the difficulty level of the game is increased by setting the winning rate high. The user's interest in the game can be increased.
また、設定テーブルにおける強さ下限値を、対戦要求に含まれる強さよりも高くしてもよい。この場合、対戦相手リストに含まれるユーザIDに係る強さは、対戦要求に含まれるユーザIDに係る強さを超過することとなり、自己より強いユーザが対戦相手になる可能性が高くなる。このようにすることで、対戦要求を送信したユーザの勝率を低くすることができるため、例えばゲームに慣れてきた段階、すなわち強さが高い値の場合は、勝率を低く設定することでゲームの難度を増加させ、ユーザのゲームに対する興味を増大させることができる。
Also, the strength lower limit value in the setting table may be set higher than the strength included in the battle request. In this case, the strength related to the user ID included in the opponent list exceeds the strength related to the user ID included in the battle request, and there is a high possibility that a user stronger than himself / herself becomes the opponent. In this way, the winning rate of the user who has transmitted the battle request can be lowered. For example, when the player is used to the game, that is, when the strength is a high value, the winning rate is set low. The degree of difficulty can be increased and the user's interest in the game can be increased.
ここで、対戦ゲームサーバ1として機能させるために、コンピュータを好適に用いることができ、そのようなコンピュータは、対戦ゲームサーバ1の各機能を実現する処理内容を記述したプログラムを、当該コンピュータの記憶部に格納しておき、当該コンピュータの中央演算処理装置(CPU)によってこのプログラムを読み出して実行させることで実現することができる。
Here, in order to function as the battle game server 1, a computer can be preferably used. Such a computer stores a program describing processing contents for realizing each function of the battle game server 1. This program can be realized by reading out and executing this program by a central processing unit (CPU) of the computer.
本発明を諸図面や実施例に基づき説明してきたが、当業者であれば本開示に基づき種々の変形や修正を行うことが容易であることに注意されたい。従って、これらの変形や修正は本発明の範囲に含まれることに留意されたい。例えば、各手段、各ステップ等に含まれる機能等は論理的に矛盾しないように再配置可能であり、複数の手段やステップ等を1つに組み合わせたり、或いは分割したりすることが可能である。
Although the present invention has been described based on the drawings and examples, it should be noted that those skilled in the art can easily make various changes and modifications based on the present disclosure. Therefore, it should be noted that these variations and modifications are included in the scope of the present invention. For example, the functions included in each means, each step, etc. can be rearranged so that there is no logical contradiction, and a plurality of means, steps, etc. can be combined or divided into one. .
1 対戦ゲームサーバ
11 通信部
12 記憶部
13 制御部
2 通信端末
21 通信部
22 表示部
23 操作部
24 制御部
DESCRIPTION OFSYMBOLS 1 Competitive game server 11 Communication part 12 Storage part 13 Control part 2 Communication terminal 21 Communication part 22 Display part 23 Operation part 24 Control part
11 通信部
12 記憶部
13 制御部
2 通信端末
21 通信部
22 表示部
23 操作部
24 制御部
DESCRIPTION OF
Claims (12)
- 複数の通信端末に対して対戦ゲームを提供する対戦ゲームサーバであって、
前記通信端末を操作するユーザ毎に一意に割り当てられる識別情報と、ユーザの強さを算出するためのユーザ情報とを、それぞれのユーザ毎に対応づけて管理する記憶部と、
1つの前記識別情報を含む対戦要求を前記通信端末から受信した場合に、当該識別情報に対応づけられたユーザ情報に応じた強さから所定範囲内の強さにある1以上のユーザに係る対戦相手リストを、当該通信端末へ送信する通信部と、
を備える対戦ゲームサーバ。 A battle game server that provides a battle game to a plurality of communication terminals,
A storage unit that manages identification information uniquely assigned to each user operating the communication terminal and user information for calculating the strength of the user in association with each user;
When a battle request including one piece of identification information is received from the communication terminal, a battle involving one or more users having a strength within a predetermined range from the strength corresponding to the user information associated with the identification information A communication unit that transmits the partner list to the communication terminal;
A battle game server. - 前記所定範囲内の強さは、前記識別情報に対応づけられたユーザ情報に応じた強さ未満であることを特徴とする、請求項1に記載の対戦ゲームサーバ。 2. The competitive game server according to claim 1, wherein the strength within the predetermined range is less than the strength according to the user information associated with the identification information.
- 前記所定範囲内の強さは、前記識別情報に対応づけられたユーザ情報に応じた強さ以上であることを特徴とする、請求項1に記載の対戦ゲームサーバ。 2. The competitive game server according to claim 1, wherein the strength within the predetermined range is equal to or greater than the strength according to the user information associated with the identification information.
- 前記対戦相手リストを作成する制御部を更に備え、
前記制御部は、前記識別情報に対応づけられたユーザ情報に応じた強さが所定の閾値以上である場合、前記識別情報に対応づけられたユーザ情報に応じた強さが所定の閾値未満である場合よりも前記所定範囲を広くすることを特徴とする、請求項1乃至3のいずれか一に記載の対戦ゲームサーバ。 A control unit for creating the opponent list;
When the strength according to the user information associated with the identification information is equal to or greater than a predetermined threshold, the control unit has a strength according to the user information associated with the identification information that is less than the predetermined threshold. The battle game server according to any one of claims 1 to 3, wherein the predetermined range is made wider than a certain case. - 複数の通信端末に対して対戦ゲームを提供する、記憶部と通信部とを備えた対戦ゲームサーバの制御方法であって、
前記記憶部が、前記通信端末を操作するユーザ毎に一意に割り当てられる識別情報と、ユーザの強さを算出するためのユーザ情報とを、それぞれのユーザ毎に対応づけて管理するステップと、
前記通信部が、1つの前記識別情報を含む対戦要求を前記通信端末から受信した場合に、当該識別情報に対応づけられたユーザ情報に応じた強さから所定範囲内の強さにある1以上のユーザに係る対戦相手リストを、当該通信端末へ送信するステップと、
を含む対戦ゲームサーバの制御方法。 A battle game server control method comprising a storage unit and a communication unit for providing a battle game to a plurality of communication terminals,
The storage unit manages identification information uniquely assigned to each user who operates the communication terminal and user information for calculating the strength of the user in association with each user;
When the communication unit receives a battle request including one piece of the identification information from the communication terminal, the communication unit has a strength within a predetermined range from the strength corresponding to the user information associated with the identification information. Sending an opponent list related to the user to the communication terminal;
A control method of a battle game server including - 前記所定範囲内の強さは、前記識別情報に対応づけられたユーザ情報に応じた強さ未満であることを特徴とする、請求項5に記載の対戦ゲームサーバの制御方法。 6. The battle game server control method according to claim 5, wherein the strength within the predetermined range is less than the strength according to the user information associated with the identification information.
- 前記所定範囲内の強さは、前記識別情報に対応づけられたユーザ情報に応じた強さ以上であることを特徴とする、請求項5に記載の対戦ゲームサーバの制御方法。 6. The battle game server control method according to claim 5, wherein the strength within the predetermined range is equal to or greater than the strength according to the user information associated with the identification information.
- 前記対戦ゲームサーバは前記対戦相手リストを作成する制御部を更に備え、
前記制御部が、前記識別情報に対応づけられたユーザ情報に応じた強さが所定の閾値以上である場合、前記識別情報に対応づけられたユーザ情報に応じた強さが所定の閾値未満である場合よりも前記所定範囲を広くするステップを含む、請求項5乃至7のいずれか一に記載の対戦ゲームサーバの制御方法。 The battle game server further includes a control unit that creates the opponent list,
When the control unit has a strength corresponding to the user information associated with the identification information equal to or greater than a predetermined threshold, the strength according to the user information associated with the identification information is less than the predetermined threshold. The method for controlling a competitive game server according to claim 5, further comprising a step of widening the predetermined range as compared to a case. - 複数の通信端末に対して対戦ゲームを提供する対戦ゲームサーバとして機能するコンピュータに、
前記通信端末を操作するユーザ毎に一意に割り当てられる識別情報と、ユーザの強さを算出するためのユーザ情報とを、それぞれのユーザ毎に対応づけて管理するステップと、
1つの前記識別情報を含む対戦要求を前記通信端末から受信した場合に、当該識別情報に対応づけられたユーザ情報に応じた強さから所定範囲内の強さにある1以上のユーザに係る対戦相手リストを、当該通信端末へ送信するステップと、
を実行させるためのプログラム。 In a computer functioning as a battle game server that provides a battle game to a plurality of communication terminals,
Managing identification information uniquely assigned to each user operating the communication terminal and user information for calculating the strength of the user in association with each user;
When a battle request including one piece of identification information is received from the communication terminal, a battle involving one or more users having a strength within a predetermined range from the strength corresponding to the user information associated with the identification information Transmitting the partner list to the communication terminal;
A program for running - 前記所定範囲内の強さは、前記識別情報に対応づけられたユーザ情報に応じた強さ未満であることを特徴とする、請求項9に記載のプログラム。 10. The program according to claim 9, wherein the strength within the predetermined range is less than the strength corresponding to the user information associated with the identification information.
- 前記所定範囲内の強さは、前記識別情報に対応づけられたユーザ情報に応じた強さ以上であることを特徴とする、請求項9に記載のプログラム。 10. The program according to claim 9, wherein the strength within the predetermined range is equal to or greater than the strength according to the user information associated with the identification information.
- 前記識別情報に対応づけられたユーザ情報に応じた強さが所定の閾値以上である場合、前記識別情報に対応づけられたユーザ情報に応じた強さが所定の閾値未満である場合よりも前記所定範囲を広くするステップを含む、請求項9乃至11のいずれか一に記載のプログラム。
When the strength according to the user information associated with the identification information is greater than or equal to a predetermined threshold, the strength according to the user information associated with the identification information is less than the predetermined threshold The program according to any one of claims 9 to 11, comprising a step of widening the predetermined range.
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EP3190550A1 (en) * | 2016-01-11 | 2017-07-12 | Nintendo Co., Ltd. | Method and device for refining selection of items as a function of a multicomponent score criterion |
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JP2001321570A (en) * | 2000-05-15 | 2001-11-20 | Casio Comput Co Ltd | Communication competition game, server device, and recording medium stored with communication competition program |
JP2002253864A (en) * | 2000-12-28 | 2002-09-10 | Aruze Corp | Game method using communication line, server executable of the method, and storage medium |
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