WO2016043483A1 - 온라인 매치 메이킹 방법 및 장치 및 온라인 매치 메이킹을 구현하기 위한 컴퓨터 프로그램 - Google Patents
온라인 매치 메이킹 방법 및 장치 및 온라인 매치 메이킹을 구현하기 위한 컴퓨터 프로그램 Download PDFInfo
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- WO2016043483A1 WO2016043483A1 PCT/KR2015/009624 KR2015009624W WO2016043483A1 WO 2016043483 A1 WO2016043483 A1 WO 2016043483A1 KR 2015009624 W KR2015009624 W KR 2015009624W WO 2016043483 A1 WO2016043483 A1 WO 2016043483A1
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- player
- matching
- information
- input
- match making
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Images
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
- A63F13/70—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
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q50/00—Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
- G06Q50/01—Social networking
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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
- A63F9/00—Games not otherwise provided for
- A63F9/02—Shooting or hurling games
-
- F—MECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
- F41—WEAPONS
- F41J—TARGETS; TARGET RANGES; BULLET CATCHERS
- F41J3/00—Targets for arrows or darts, e.g. for sporting or amusement purposes
- F41J3/0009—Dartboards
-
- F—MECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
- F41—WEAPONS
- F41J—TARGETS; TARGET RANGES; BULLET CATCHERS
- F41J5/00—Target indicating systems; Target-hit or score detecting systems
- F41J5/04—Electric hit-indicating systems; Detecting hits by actuation of electric contacts or switches
-
- F—MECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
- F41—WEAPONS
- F41J—TARGETS; TARGET RANGES; BULLET CATCHERS
- F41J5/00—Target indicating systems; Target-hit or score detecting systems
- F41J5/06—Acoustic hit-indicating systems, i.e. detecting of shock waves
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F16/00—Information retrieval; Database structures therefor; File system structures therefor
- G06F16/20—Information retrieval; Database structures therefor; File system structures therefor of structured data, e.g. relational data
- G06F16/24—Querying
- G06F16/245—Query processing
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q50/00—Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
- G06Q50/10—Services
Definitions
- the present invention relates to a dart game device and a dart game match making device, and more particularly, to providing an online match making.
- a dart game is a game in which a dart is thrown at a distance from a dart board and a arrowhead-shaped device is scored by throwing an arrowhead-shaped object toward a centrifugal target marked with numbers.
- a dart game is a game in which a dart is thrown at a distance from a dart board and a arrowhead-shaped device is scored by throwing an arrowhead-shaped object toward a centrifugal target marked with numbers.
- anyone can play the dart game anytime, anywhere, anytime, anywhere with the arrowhead dart board and dart board.
- the dart game has developed into a world-class leisure, and it is easy to enjoy the game without having to be old or young.
- dart game players In general, dart game players must participate in the game at the same time and place to enjoy the dart game.
- an electronic player can participate in a dart game at a distance and transmit his or her play result or play process to a distance through a communication network so that players of the dart game can participate in the game beyond the spatial and spatial constraints.
- Dart game devices have been developed. Such electronic dart game devices may electrically detect a point where the dart target is hit, and automatically calculate and provide a score to the player.
- the present invention has been made in response to the above-described background, and is to provide online matchmaking in an electronic dart game apparatus including a communication function with an external device.
- the online match making method in the electronic dart game apparatus includes: receiving a player input including player identification information and matching request information, and executing a match making algorithm based on the received player input, among a plurality of other players. Determining a matching player and a matching step allowing execution of a game with the determined matching player.
- an electronic dart game apparatus determines a matching player among a plurality of other players by executing a match making algorithm based on a player input unit that receives a player input including player identification information and matching request information and the received player input. And a controller for allowing a game to be executed with the determined matching player.
- a match making method performed by a server operating in a networked manner with an electronic dart game apparatus.
- the match making method may further include receiving a player input from the dart game apparatus including player identification information and matching request information, and executing a match making algorithm based on the received player input to match a matching player among a plurality of other players. And determining information related to the determined matching player to the electronic dart game device.
- a match making server operating in a network connection with an electronic dart game apparatus.
- the match making server is configured to receive a player input including the player's identification information and matching request information from the dart game device, and execute a match making algorithm based on the received player input to match the matching player among a plurality of other players.
- a control unit for determining the control unit, a transmitter for transmitting the information related to the determined matching player to the electronic dart game apparatus, and a database unit for recording and storing identification information of the player.
- online match making may be performed in an electronic dart game device including a communication function with an external device.
- FIG. 1 is a block diagram of a dart game apparatus according to an embodiment of the present invention.
- FIG. 2 is a perspective view of a dart game device according to an embodiment of the present invention.
- FIG. 3 is a block diagram of a match making server according to an embodiment of the present invention and an exemplary block diagram in which various aspects of the present invention may be implemented.
- FIG. 4 illustrates operations performed between components in a dart game system according to an embodiment of the present invention.
- FIG. 5 illustrates a flowchart of an example method for match making in an online gaming environment in accordance with one embodiment of the present invention.
- FIG. 6 depicts a flowchart of an exemplary method of receiving feedback from players after a game ends, in accordance with an embodiment of the present invention.
- FIG. 7 is an exemplary user interface for receiving feedback from a matching player in accordance with one embodiment of the present invention.
- a component may be, but is not limited to being, a process running on a processor, a processor, an object, an thread of execution, a program, and / or a computer.
- an application running on a computing device and the computing device can be a component.
- One or more components can reside within a processor and / or thread of execution, and a component can be localized within one computer or distributed between two or more computers.
- these components can execute from various computer readable media having various data structures stored thereon.
- the components may for example be signals having one or more data packets (e.g., data from one component interacting with another component in a local system, distributed system, and / or data via a network such as the other system and the internet via signals and / or signals). May communicate via local and / or remote processes.
- data packets e.g., data from one component interacting with another component in a local system, distributed system, and / or data via a network such as the other system and the internet via signals and / or signals. May communicate via local and / or remote processes.
- FIG. 1 is a block diagram of a dart game apparatus according to an embodiment of the present invention.
- the dart game apparatus 100 may include a dart target 110, a sensing unit 120, a player input unit 130, an output unit 140, a camera unit 150, a network connection unit 160, and a player recognition unit 170. , The memory 180, the controller 190, and the like.
- the components shown in FIG. 1 are not essential, such that a dart game device having more or fewer components may be implemented. Hereinafter, the components will be described in order.
- the dart target 110 may include a score board in which bullseyes are positioned at the center and divided into concentric circles centering on the bullseye and straight lines extending radially from the bullseye, respectively, to which regions are individually scored.
- a plurality of holes may be arranged on the score board to which the tip of the dart may be inserted.
- the dart target 110 may include a display 142, which will be described below, to variably change the shape of the scored and scored regions of the dart target 110.
- the dart target 110 may include a light transmissive touch pad stacked on the display 142 and have a form of a touch screen.
- the sensing unit 120 may detect a play of a dart game player performed on the dart target 110.
- the sensing unit 120 may enable the evaluation of the actual game player's play.
- the sensing unit 120 may detect which area of the dart target 110 the thrown dart hits with respect to the play in which the game player throws the dart.
- the sensing unit 120 may electrically convert the score corresponding to the area where the dart is inserted and transmit the converted score to the control unit 190.
- the player input unit 130 receives a player input for controlling the dart game apparatus 100.
- the player input unit 130 may include a keypad, a dome switch, a touch pad (static pressure / capacitance), a jog wheel, a jog switch, and the like.
- the player input unit 130 may also include a camera 151,..., 153, a microphone, or the like. Additionally, player input unit 130 may also include a near field communication module (not shown) as described below. In one embodiment of the present invention, the player input unit 130 may be configured to include a short-range communication module (not shown) of the network connection unit 160.
- the player input unit 130 may be configured to receive a user input input by an external console device.
- a short range communication technology Bluetooth, Radio Frequency Identification (RFID), Infrared Data Association (IrDA), Ultra Wideband (UWB), ZigBee, and the like may be used.
- RFID Radio Frequency Identification
- IrDA Infrared Data Association
- UWB Ultra Wideband
- ZigBee ZigBee
- the external console device may be an infrared remote controller.
- the external console device may be a mobile device including a Bluetooth module.
- the mobile device including the Bluetooth module may be, for example, a smartphone including the Bluetooth module.
- the player may select a dart game method, a match making request, a match approval, the number of dart game players, a dart game play method, and the like through the player input unit 130.
- a dart game method for example, the player through the player input unit 130, the number of dart game players, the dart game play method (zero one game, cricket game, count-up game, etc.), the dart game method (one-person play, network play, etc.), Online matchmaking requests and match approvals can be selected.
- the player input unit 130 receives a signal by detecting a key operation or a touch input of the player, or receives a voice or motion through the cameras 151, 153, or microphone of the player and converts it into an input signal.
- a signal by detecting a key operation or a touch input of the player, or receives a voice or motion through the cameras 151, 153, or microphone of the player and converts it into an input signal.
- well-known speech recognition techniques or motion recognition techniques may be used.
- the output unit 140 is to generate an output related to sight, hearing, or tactile sense, and may include an audio output unit 141, a display 142, an illumination unit 143, and the like.
- the sound output module 141 may output audio data received from the network connection unit 160 or stored in the memory 180 in a game sound effect, a game operation guide, a game method description, and the like.
- the sound output module 141 may also output a sound signal related to a function (eg, game effect sound) performed in the dart game apparatus 100.
- the sound output module 141 may also output voice from a game player or a third party using another dart game apparatus 200 (see FIG. 2) received through the network connection unit 160.
- the sound output module 141 may include a receiver, a speaker, a buzzer, and the like.
- the output of the match making standby player list when the dart game apparatus 100 receives the online match making request may be output as audio information by the sound output module 41.
- the display 142 displays (outputs) information processed in the dart game apparatus 100. For example, when the dart game apparatus 100 is in a game play manner guide mode, the display 142 may output a selectable game play manner. In addition, when the dart game apparatus 100 receives an online match making request, the display 142 may output a match making standby player list. In addition, the display 142 may output a screen for querying whether to directly select an online match opponent, and may output a screen for querying whether the opponent player and / or the current player input a match approval. In addition, the display 142 may output a dart game device designated to play based on a specific algorithm. In addition, when the dart game device 100 is in game play, the display 142 displays a score detected through the sensing unit 120 or a game using another dart game device received through the network connection unit 160. Can output images of the player or a third party.
- the display 142 is a liquid crystal display (LCD), a thin film transistor-liquid crystal display (TFT LCD), an organic light-emitting diode (OLED), a flexible display ), And may include at least one of a 3D display. Some of these displays can be configured to be transparent or light transmissive so that they can be seen from the outside. This may be referred to as a transparent display.
- a representative example of the transparent display may be a transparent OLED (TOLED).
- two or more displays 142 may exist according to an implementation form of the dart game apparatus 100.
- a plurality of displays may be spaced apart or integrally disposed on one surface, or may be disposed on different surfaces, respectively.
- the display 142 may include both a display disposed on the top of the target 110, a display disposed on the bottom of the target 110, or may include one of these displays.
- the position where the aforementioned display is disposed is just an example, and the display may be disposed at various positions for design needs or visual effects.
- the touch sensor may be configured to convert a change in pressure applied to a specific portion of the display 142 or capacitance generated at a specific portion of the display 142 into an electrical input signal.
- the touch sensor may be configured to detect not only the position and area of the touch but also the pressure at the touch. If there is a touch input to the touch sensor, the corresponding signal (s) is sent to the touch controller. The touch controller processes the signal (s) and then transmits the corresponding data to the controller 190. As a result, the controller 190 may recognize which area of the display 142 is touched.
- the lighting unit 143 outputs a signal for notifying occurrence of an event of the dart game device 100.
- events generated by the dart game device 100 include identification of a dart game player, hitting a dart, change of a dart game player, and end of the game.
- the lighting unit 143 may include a light emission diode (LED) to notify the user of an event through the blinking of the LED.
- the LEDs may be disposed on the rear surface of the dart target 110 to blink along a flashing pattern stored in advance according to occurrence of an event. For example, one or more LEDs may be assigned to each portion of the dart target 110.
- the assigned LEDs may be disposed on the rear surface of the dart target 110 and may be disposed in a direction facing the outside of the dart game apparatus 100.
- the LEDs irradiate light
- the light irradiated by the LEDs may pass through the dart target 110 made of a transparent or translucent material to deliver a visual output to the user.
- the light irradiated by the LED may deliver a visual output to the user through a gap existing in the dart target 110.
- the output unit 140 may output a signal for notifying occurrence of an event in a form other than a video signal or an audio signal, for example, vibration.
- the camera unit 150 includes a plurality of cameras 151,..., 153, and the image frames processed by the cameras 151,..., 153 are stored in the memory 180 or the network connection unit 160. It can be transmitted to the outside through. Two or more cameras 150 may be provided according to the use environment. At least some cameras of the camera unit 150 are arranged to shoot an image frame including the dart target 110, and some other cameras are arranged to shoot an image frame directly related to the game rules in dart game play. Can be. For example, the camera may be arranged to shoot a throw-line for throwing darts, in order to shoot image frames directly related to the dart game rules.
- the plurality of cameras 151,..., 153 included in the camera unit 150 may be arranged such that at least some image frames are overlaid.
- the camera unit 150 when the camera unit 150 includes one camera, the camera includes at least a portion of the dart target 110 and an image frame directly related to the game rule (eg, a dart May be a panoramic camera arranged to capture all the throw-in lines in the game.
- the game rule eg, a dart May be a panoramic camera arranged to capture all the throw-in lines in the game.
- the network connection unit 160 may include one or more modules that enable wireless communication between the dart game device 100 and the wired / wireless communication system or between the network where the dart game device 100 and the dart game device 100 are located. Can be. In one embodiment of the present invention, the network connection unit 160 may include a transmitter and a receiver. The network connection unit 160 may include a wired / wireless internet module for network connection.
- Wireless Internet technologies may include Wireless LAN (Wi-Fi), Wireless Broadband (Wibro), World Interoperability for Microwave Access (Wimax), High Speed Downlink Packet Access (HSDPA), and the like.
- Wired Internet technologies may include Digital Subscriber Line (XDSL), Fibers to the home (FTTH), Power Line Communication (PLC), and the like.
- the network connection unit 160 may include a short range communication module to transmit and receive data to and from an electronic device including the short range communication module and located at a relatively short distance with the dart game device 100.
- a short range communication technology Bluetooth, Radio Frequency Identification (RFID), Infrared Data Association (IrDA), Ultra Wideband (UWB), ZigBee, and the like may be used.
- the network connection unit 160 may detect the connection state of the network and the transmission and reception speed of the network. The data received through the network connection unit 160 may be output through the output unit 140, stored through the memory 180, or transmitted to other electronic devices in a short range through a short range communication module.
- the output of the matchmaking waiting player list when the dart game device 100 receives an online match making request the output of a query of whether to select an online match opponent player directly, the match of the opponent player and / or the current player.
- the output of the query for the approval input and / or the output of the dart game device designated to play may be transmitted by the network connection unit 160 to the player's mobile or PC or the like based on the player's identification information.
- the player recognizing unit 170 may recognize unique information of a remote player using radio waves by using a radio frequency identification (RFID) technology, which is one of the short range communication technologies.
- RFID radio frequency identification
- a user may have a card with an RFID module, a mobile terminal, or a unique dart game device, for example, a personal dart device that he owns.
- the RFID module possessed by the player may record information identifying the user (for example, a personal ID, an identification code, etc. of a user registered in a database server DB (see FIG. 2)).
- the dart game apparatus 100 identifies the dart game player playing using the dart game apparatus 100 by identifying the RFID module possessed by the user, and identifies a database of the identified dart game player. You can update or accumulate new data.
- the player recognition unit 170 may be integrated into the player input unit 130.
- the player recognition unit 170 may include various technologies (for example, short-range communication technologies such as Bluetooth) that can transmit and receive unique information of a user in a contact / contactless manner.
- the player recognition unit 170 may include a biometric data identification module that identifies the biometric data (voice, fingerprint, face) of the player in conjunction with the microphone, the touch pad, the camera unit 150, and the like of the user input unit 130. Can be.
- the memory 180 may store a program for the operation of the controller 190 and may temporarily store input / output data (for example, a phone book, a message, a still image, a video, etc.).
- the memory 180 may store data regarding vibration and sound of various patterns output when a touch input on the touch screen is performed.
- the memory 180 may be a flash memory type, a hard disk type, a multimedia card micro type, a card type memory (for example, SD or XD memory), RAM (Random Access Memory, RAM), Static Random Access Memory (SRAM), Read-Only Memory (ROM), Electrically Erasable Programmable Read-Only Memory (EEPROM), Programmable Read-Only Memory (PROM), Magnetic Memory, Magnetic It may include a storage medium of at least one type of disk, optical disk.
- the dart game apparatus 100 may operate in association with a web storage that performs a storage function of the memory 180 on the Internet.
- the controller 190 typically controls the overall operation of the dart game apparatus 100. For example, in the case of a dart game, the score detected by the sensing unit 120 is counted for each game participant, and the aggregated score is transmitted and received with another dart game device connected through a network, and according to the counting result. Record game wins / losses, scores, etc.
- the controller 190 may perform a pattern recognition process for recognizing an operation input or a writing input performed on the touch screen or a camera as a text or an image.
- the controller may perform speech recognition using a speech-to-text (STT) function for recognizing a voice input through the microphone as a text. As shown in FIG. 1, the controller 190 can communicate with all of the other components described above, thereby organically controlling their operations.
- STT speech-to-text
- Various embodiments described herein may be implemented in a recording medium readable by a computer or similar device using, for example, software, hardware or a combination thereof.
- the embodiments described herein include application specific integrated circuits (ASICs), digital signal processors (DSPs), digital signal processing devices (DSPDs), programmable logic devices (PLDs), field programmable gate arrays (FPGAs), and the like. It may be implemented using at least one of processors, controllers, micro-controllers, microprocessors, and electrical units for performing other functions.
- the described embodiments may be implemented by the controller 190 itself.
- embodiments such as the procedures and functions described herein may be implemented as separate software modules. Each may perform one or more of the functions and operations described herein.
- the software code may be implemented as a binary software application, which may be stored in the memory 180 and executed by the controller 190.
- FIG. 2 is a perspective view of a dart game device according to an embodiment of the present invention.
- the dart game apparatus 100 may be formed by mounting the components shown in FIG. 1 in a housing H.
- the dart target 110, the display 142, the lighting unit 143, the sound output unit 141, the camera unit 150, and the user recognition unit 160 may be disposed in front of the dart game device 100. .
- the dart target 110 may be disposed such that the center of the dart target 110 is located at a position meeting the rules of the dart game (for example, 5 feet 8 inches in the vertical direction from the ground).
- the lighting units 143-1 and 143-2 may be disposed at various parts of the dart game device 100 to transmit various and variable visual effects to the player of the dart game device 100.
- the lighting unit 143-1 may be disposed at a side surface of the dart target 110 to serve to illuminate the dart target 110.
- the lighting unit 143-1 may also output a preset lighting effect according to an event of the dart game.
- the lighting unit 143-1 may output lighting effects of various colors.
- the lighting unit 143-2 may extend in the vertical direction along the front protrusion of the housing H. Like the lighting unit 143-1 described above, the lighting unit 143-2 may output a preset lighting effect according to an event of the dart game, and output lighting effects of various colors.
- the lighting unit 143-3 may be disposed at a side surface of the user recognition unit 170.
- the lighting unit 143-3 may output a preset lighting effect according to an event of the dart game, and may output lighting effects of various colors. In particular, the lighting unit 143-3 may output an lighting effect for an event related to the user recognition unit 170.
- the dart game apparatus 100 may be selectively connected to the dart game apparatus 100 and may include a dart plate P extending in the horizontal direction.
- the dart plate P may further include an illumination unit 143-4.
- the dart plate P may be integrally coupled with the dart game apparatus 100 or optionally detachable.
- the dart plate P When the dart plate P is integrally coupled or selectively attached to the dart game apparatus 100, the dart plate P may be electrically connected to the dart game apparatus 100. As shown in FIG. 3, the lighting unit 143-4 of the dart game apparatus 100 may be disposed along the outer side of the dart plate P. FIG. The dart plate P may extend at one end thereof to a place where the throw line should be located according to the distance of the throw line from the dart target according to the rules of the game. The lighting unit 143-4 may be disposed at a position corresponding to a throw line.
- the lighting unit may be disposed on the rear portion of the dart target 110 to irradiate the lighting effect toward the user.
- the lighting unit may include a combination of different lighting elements assigned according to each segment constituting the dart target.
- the housing H of the dart game apparatus 100 may include a display 142 arranged in a user direction.
- the display 142 displays information necessary for the user as the dart game progresses (for example, aggregated scores, information of the player who is playing, scores required to clear the game, information of an opponent player who is not playing, etc.). can do.
- the display 142 may display a visual effect according to an event as the dart game progresses. For example, when the user hits a bull's eye at the center of the dart target 100 consecutively on three dart draw opportunities, the display 142 may display a pre-stored video corresponding to the corresponding event.
- the video may be stored in the memory 180 of the dart game device 100 or may be received from a server through the network connection unit 160.
- the display 142 may interwork with the lighting units 143-1, 143-2, 143-3, and 143-4 and the sound output unit 140 to provide a user with visual and audio effects according to an event occurrence. have.
- the display 142, the lighting units 143-1, 143-2, 143-3, and 143-4 and the sound output unit 140 display lighting effects and display effects on the event. And sound effects can be output together.
- the display 142 is illustrated as being disposed at the bottom of the dart target 110, but the numbers and positions of the display 142 may be variously changed.
- the player input unit 130 may be configured in the form of a keypad button, as shown in FIG. 2. However, as described above, the player input unit 130 may be configured in various ways including a touch screen. The player may operate a key button of the player input unit 130 to select a game mode, an online matching request, a match approval, a feedback input, and the like, to be played by the player.
- the sound output unit 141 may also be disposed on the front surface of the housing H of the dart game apparatus 100 to output sound.
- the number and location of the sound output unit 141 may also be variously changed.
- the camera unit 150 may be mounted on an upper portion of the housing H of the dart game apparatus 100.
- the camera unit 150 may include one or more cameras 151, 152,... 153 capable of photographing the dart target 110 and a throw line.
- An image captured by the camera unit 150 may be transferred to the memory 180.
- only a part of the video photographed by the camera unit 150 may be finally stored in the memory 180 or transmitted to the server through the network connection unit 160.
- the player recognition unit 170 may be disposed on the front side of the housing H of the dart game apparatus 100 and may include a short range communication module.
- the player may finish player authentication by placing a recognition module, for example, a card, for recognizing the player near the player recognition unit 170.
- FIG. 3 is a block diagram of a match making server according to an embodiment of the present invention and an exemplary block diagram in which various aspects of the present invention may be implemented.
- the match making server 300 may include a receiver 301, a controller 303, a transmitter 305, and a database 307.
- the match making server 300 may manage a group of at least one dart game device, and communicate with the dart game device 100, the terminal device, and / or another server through the receiver 301 and the transmitter 305. can do.
- the terminal device may be a commercially available UE 200 such as a mobile phone 200, a tablet 200, a PDA, a portable multimedia device, a PC, or the like.
- the receiver 301 receives matching request information.
- the matching request information may include gender information of the matching player, age information of the matching player, region information of the matching player, rating information of the matching player, point per dart information of the matching player, and MPR (mark of the matching player). per round) information, the reputation of the matching player, the ranking information of the matching player, and at least one of local information of the electronic dart game device being used by the matching player.
- they may include physical appearance features (eg, hairstyle and height).
- the matching request information may be based on the characteristics of the avatar generated by the player (eg, the gender of the avatar and the costume of the avatar).
- the reputation may be a combination of the play style information of the player and the evaluation (eg, positive and negative feedback) of the player received from the matching player after the game is finished.
- the play style information may include competition, game performance, sociality, and the like. Additionally, if a matching player fails to provide feedback input (eg, the match making and / or the matching player evaluation), a penalty may be imposed on the player to be reflected in the reputation calculation.
- the reputation may be a factor in which a player who wants to make a match evaluates and selects a matching player, thereby increasing satisfaction of the match making.
- the play style information is a result of analysis of competition, game performance, sociability, etc., classified into n play style groups, scored or graded each item, or given to a certain score and / or grade. Certain titles may be given.
- the competition may be evaluated based on the sum of the number of consecutive games with the matching player, the total number of games, and the number of matching players who played the game together.
- the game performance integrity may be evaluated by checking whether the game is interrupted or terminated in a negative manner after starting the game with the matching player, or whether a feedback input is performed after the game ends.
- the sociability takes into account the number of matching players that the player 'favorites', the game persistence with the matching player, the number of 'blocks' the player has received from the matching player, and the like. Evaluate by
- the reputation may be calculated by adding a penalty to the player.
- the reputation may be used as a weight when evaluating a matching player. For example, if the reputation of a player evaluating a matching player is lower than the average reputation of other players, the reputation of the player may be calculated with a low weight on the feedback input of the player or the reputation may be calculated except for the feedback input. It may be.
- the reputation may be used as an element to increase the accuracy of match making to the matching player during match making.
- the player reputation (for example, the play style information of the player and the evaluation of the player input to the matching player after the game is finished) is stored in the database unit 307 so that the match making server 300 may match the matching rate. Can be used when calculating.
- the receiver 301 is a dart game device 100, a mobile phone 200, a tablet 200, other PDAs, portable multimedia devices, PCs, etc. commercially available from the UE 200 It may be implemented in the form of a communication module that receives various information and data including matching request information using a wired / wireless communication scheme.
- the controller 303 may perform recognition of a player's identification information, search, assigning player characteristics for match making, calculating reputation, matching rate calculation using a match making algorithm, generating a matching player list, and updating a matching player list.
- Matching request from the player's terminal device e.g., mobile phone 200, tablet 200, other commercially available UE 200 such as PDA, portable multimedia device, PC
- the controller 303 of the match making server 300 searches for player identification information stored in the database unit 307 of the match making server and calculates a matching rate through a match making algorithm.
- the matching rate is calculated by weighting each element according to the matching request information input from the player.
- the controller 303 may generate an updated matching player list according to the matching rate calculation.
- the match making server 300 may store the updated matching player list in the database unit 307.
- the match making algorithm may be configured to calculate a matching rate based on matching request information received from a player and a profile of potential matching players stored in the database unit 307, and determining a matching player according to the calculated matching rate. Include. Additionally, the virtual player may be presented as a matching player if the calculated matching rate does not exceed a predetermined threshold. For example, when the predetermined threshold is 40% and the matching rate does not come out above the threshold, the virtual player may be output to the matching player list.
- the match making server 300 transmits the updated match making waiting player list by the transmitting unit 305 to the dart game device 100 associated with the player requesting the match making and / or the mobile phone of the player who requested the match making. 200), tablet 200, other PDAs, portable multimedia devices, PCs, such as commercially available UE (200) can be transmitted.
- the network is a wired / wireless communication network such as a mobile terminal of a player 200, a tablet 200, a user terminal device such as a commercially available UE 200 such as a PDA, a portable multimedia device, a PC, a dart game device 100, and a match making server 300. ).
- the exchange of information between each terminal device, the dart game device 100 and the server may be made by a predetermined communication protocol.
- the network connecting each server and the user terminal device need not necessarily be one single network.
- the network may be a LAN, WAN, intranet or the Internet, or a combination thereof that enables communication between multiple computing devices.
- the network may include a wireless, wired, or wireless wired bond connection.
- techniques such as VPNs can be used to enhance security.
- FIG. 4 illustrates operations performed between components in a dart game system according to an embodiment of the present invention.
- the match making server 300 does not receive the matching request information through the input unit of the dart game apparatus 100, but instead of the player's terminal device (eg, the player's mobile phone 200, the tablet 200, In addition, it may be input through a commercially available UE 200 such as a PDA, a portable multimedia device, and a PC.
- the player's terminal device eg, the player's mobile phone 200, the tablet 200,
- a commercially available UE 200 such as a PDA, a portable multimedia device, and a PC.
- the dart game apparatus 200 When the matching request information is transmitted through the player input module (501), the dart game apparatus 200 recognizes the identification information and the matching request information of the player (503). The dart game apparatus 200 transmits the recognized identification information and matching request information of the player to the match making server 300 (505).
- the match making server 300 receives the player identification information and matching request information through the receiver 301 (see FIG. 3).
- the controller 303 and the database unit 307 of the match making server 300 search and / or authenticate the matching player based on the matching request information received through the match making algorithm (505). Although not shown, the controller 303 and the database unit 307 of the match making server 300 (see FIG.
- the transmitter 305 of the match making server 300 transmits the matching player list determined according to the matching rate to the dart game device 100.
- the dart game apparatus 100 outputs a matching player list (509). If a matching player is determined from the output list (511), the dart game apparatus 100 goes through step 513 of identifying identification information of the player and the selected matching player.
- the dart game apparatus 100 transmits the recognized player identification information and the recognized matching player identification information to the match making server 300 (514).
- the match making server 300 retrieves and authenticates the received player identification information and matching player identification information (515).
- the match making server 300 transmits the identification information and the matching approval request of the player to the matching player selected by the player (517).
- the match making server 300 is a dart game device 100 and / or a terminal device (eg, a player's mobile phone 200, tablet 200, other PDAs, portable multimedia devices, PCs, etc.).
- a terminal device eg, a player's mobile phone 200, tablet 200, other PDAs, portable multimedia devices, PCs, etc.
- the authorization request input is received from the commercially available UE 200 (see FIG. 3) (519)
- the game execution information is retrieved and authenticated according to the received authorization request input (522).
- the match making server 300 transmits the game execution information to the dart game device that the player and the matching player are using (524), the game is executed.
- the aforementioned elements are merely an example method for matching players with other players in an online gaming environment, and each step may be omitted or added.
- the operations of the match making server 300 in FIG. 4 may be implemented by the dart game device 100.
- FIG. 5 illustrates a flowchart of an example method for match making in an online gaming environment in accordance with one embodiment of the present invention.
- FIG. 5 may be implemented by the server and / or dart game apparatus 100.
- the present invention connects players with similar tastes to each other by utilizing information using a condition input by the player.
- the present invention can enhance the enjoyment of using the electronic dart game through the player-specific match making element. This may increase satisfaction with match making services and / or electronic dart games.
- An example method for the match making begins at step 602 where a player is logged in to a matchmaking service or a dart game service as shown.
- the match making server 300 may receive login information (or matching request information) through the input unit of the dart game apparatus 100, or the terminal device of the player (eg, the player's mobile phone 200). ), The tablet 200, other PDAs, portable multimedia devices, PCs, etc. can be received login information (or matching request information) through a commercially available UE (200).
- the player identification can be any type of a number of different parameters associated with the user.
- the identification information may include an identification number given to the player, technical information of the player (eg, computer speed and connection speed), general information of the player (eg, gender, age, region), and play information of the player. (Rating information, point per dart information, mark per round (MPR) information, reputation, ranking information), and / or local information of the electronic dart game device being used by the player. have.
- the player identification information may also include physical appearance features (eg, hairstyle and height), avatar features generated by the player, and the like.
- a style group and / or a specific title according to player style information may be a factor of matching request information.
- step 604 it is determined whether the player's identification information exists. If player identification information exists, player identification information is loaded 606. Once the player's identification information is loaded (606), step 608 determines whether to receive matching request information from the player. If no matching request information is received, then virtual matching player recommendation approval step 632 is passed. If the player approves the virtual matching player recommendation, the virtual matching player list is output 622. After the player selects a matching player from the output virtual matching player list (624), the game is executed (636). If the player does not select a matching player in the output virtual matching player list within a predetermined threshold time, the match making is terminated without further proceeding with the match making (634). Returning to step 632, if the player does not approve the virtual matching player recommendation, the match making ends without further proceeding with the match making (634).
- Step 612 outputs n (n is a natural number) matching player identification information list according to the matching rate.
- the player may predetermine the number of matching players to output to the list by connecting the player to the match making server.
- the matchmaking server may randomly select and output n names.
- the output matching player number n may be arbitrarily determined by the match making server.
- the number of matching players output may be determined from the players.
- the matching player list may be output in the order of the highest matching rate according to the matching rate.
- step 614 a matching player is selected from the matching player list from the player. If a matching player is selected from the output matching player list, the matching player is requested to play a game together (616). In operation 618, the match request sent by the match making server may be approved. If a matching request is approved from the matching player, the game is executed (636).
- step 620 checks if the match making cancellation is greater than or equal to a threshold (n times, n is a natural number).
- the match making server may set the number n of the match making cancellations as a threshold in advance. If the match making is canceled n times, the virtual matching player list is output without asking the player or matching player for a match making (622). In addition, if the match making is canceled below the threshold (n times), the matching list is output except for the matching player who does not approve the matching request in the matching list (626). That is, the player can select the matching player up to (n-1) times.
- the threshold may be determined from the player.
- a step is initiated that may generate 628 the player's identification information.
- the identification information of the player is directly input through the dart electronic device input unit and then transmitted to the match making server and / or the player's mobile phone 200, tablet 200, other PDA, portable multimedia device, PC, etc. From the terminal device of the player, such as the commercially available UE (200) It can be implemented by direct transmission to the matchmaking server using a wired / wireless communication scheme.
- the player identification information is stored and managed in the database unit 307 of the match making server 300. When player identification information is generated from the player (630), the player's identification information is loaded (606).
- player identification information may be generated via step 628. Although not shown, player identification information may be generated through a series of steps. When generating the player identification information is requested, the player identification information is generated through a series of steps (630). In addition, the newly generated player identification information is immediately stored and updated in the database unit 307 (see FIG. 3) of the match making server 300 (see FIG. 3).
- the virtual matching player recommendation approval is checked through step 632. If the virtual matching player recommendation is approved from the player, the virtual matching player list is output (622). Step 624 is then initiated where a matching player is selected from the player. If no matching player is selected, the match making is terminated (634), and if a matching player is selected the game is executed (636).
- the matching request data may be received through step 608.
- Computing the matching rate through the match making algorithm and the database (610) and outputting the identification information list of the n matching players according to the matching rate (612) is the matching player selected from the player is the same, but the identification information is not generated
- the probability of matching approval from the matching player may be lowered.
- the predetermined threshold time (n seconds) is exceeded, it is recognized that a match rejection input is received from the matching player, and automatically ends the match making.
- the matching player list may further include preferentially outputting a player who is connecting to the electronic dart game apparatus.
- a matching player having a high matching rate is output together, so that the player can 'friend' the matching player.
- the 'friend making' may be input through a feedback input interface after the game is completed or may be input and / or modified through an application provided.
- the method may further include presenting a virtual player as a matching player when the matching rate does not exceed a predetermined threshold (eg, 40% matching rate).
- a predetermined threshold eg, 40% matching rate.
- the player connecting to the electronic dart game apparatus may be preferentially output from the matching player list.
- the present invention determines a matching player among a plurality of other players by receiving a player input including player identification information and matching request information as described above, and executing a match making algorithm based on the received player input, It may present a player-specific matching player by including a matching step that allows the game to be executed with the determined matching player.
- FIG. 6 depicts a flowchart of an exemplary method of receiving feedback from players after a game ends, in accordance with an embodiment of the present invention.
- step 704 may require each player to enter a match making and / or feedback for the matching player.
- the feedback may include at least one of a game manner evaluation of the opponent player and a friending input with the opponent player. This will be described later with reference to FIG. 7.
- the controller 303 of the match making server 300 searches for and / or updates 706 the identification information of each player, records the database in the database unit 307, and stores the feedback. . Additionally, if no match making and / or feedback for the matching player is input from the player who finished the game, a penalty may be imposed on the reputation of the player via step 708. For example, if no feedback is input from the player, a penalty may be imposed on the player's integrity.
- the game performance sincerity may be a component of play style information constituting a reputation of a player.
- control unit 303 of the match making server 300 retrieves and / or updates 706 the identification information of each player and records it in the database unit 307. Save it.
- the identification information of each player is updated and the process ends (710).
- the feedback input may be omitted or reduced for each step for the convenience of the player and the accuracy of the reputation of the player.
- the feedback input step may be omitted without receiving a feedback input at the end of each game.
- the feedback input interface may be implemented on the player input unit 130 and / or the player terminal device of the dart game device.
- the interface illustrates a feedback mechanism that allows a player to input feedback (see 704 of FIG. 6) for other game players.
- the feedback input includes at least one of a game manner evaluation input of an opponent player and a friend making input with the opponent player.
- the user may receive satisfaction with the provided online match making. This feedback is used to improve matchmaking results and allow players to expand their relationship with the matching player.
- the interface is merely an exemplary step of receiving feedback from the player and may be omitted or added.
- the interface may include feedback input content 412 (eg, 'matching player evaluation' in FIG. 7), a corresponding page to be input and the total number of pages 405, and a page turning indication to receive the next feedback input item 406. ) At least one.
- feedback input content 412 eg, 'matching player evaluation' in FIG. 7
- a corresponding page to be input and the total number of pages 405 e.g., 'matching player evaluation' in FIG. 7
- a page turning indication to receive the next feedback input item 406. At least one.
- the page may be different for each feedback entry. For example, in 401, a feedback input on 'matching service satisfaction' may be input, and in 402, a feedback input on 'matching player satisfaction' may be received.
- each page may vary according to a response to each feedback input item. For example, if it is desired to make a friend with the opponent player in step 403, a screen 404 for selecting whether to 'favorite' the matching player may be displayed. Although not shown, if the user does not wish to make a friend with the opponent at step 403 (408), a screen for selecting whether to 'block' the matching player may be displayed.
- the above elements are merely exemplary elements constituting a user interface for receiving feedback from a player, and each element may be omitted or added.
- the feedback input may be omitted or the process may be reduced for the convenience of the player and the accuracy of the reputation of the player.
- feedback input may be omitted.
- the feedback input during the game in succession with the matching player may be omitted.
- the feedback repeatedly input from the same matching player for a short time is reflected by the controller 303 (see FIG. 3) of the match making server 300 (see FIG. 3) or arbitrarily deleted or reduced in weight. can do.
- the server may remove the corresponding player from the matching player list and output the same.
- the feedback input can provide better match making.
- the feedback input is updated with the identification information of each player and stored in the database unit 307 of the match making server 300.
- the present invention is not only the dart game device 100 but also a terminal device capable of communicating using a wired / wireless communication method (for example, the mobile phone 200 of FIG. 3, the tablet 200, other PDAs, portable multimedia devices, PCs). Etc. can be connected to the match making server through the commercially available UE (200).
- additional software may be provided for ease of use of the terminal device and interest of the dart game.
- the software may provide a next game appointment function, a messenger (chat) function, and the like.
- Feedback input such as 'friend making', 'favorite' and 'block' can also be changed through the software. The changed contents are immediately updated and stored in the database unit 307 (see FIG. 3) of the match making server.
- the present invention can be used in a dart game device, a dart game match making device and the like.
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Description
Claims (16)
- 전자 다트 게임 장치에서의 온라인 매치 메이킹(match making) 방법으로서,플레이어의 식별 정보 및 매칭 요청 정보를 포함하는 플레이어 입력을 수신하는 단계;상기 수신된 플레이어 입력에 기초하여 매치 메이킹 알고리즘을 실행함으로써 복수의 다른 플레이어들 중 매칭 플레이어를 결정하는 단계; 및결정된 매칭 플레이어와 게임을 실행하도록 허용하는 매칭 단계를 포함하는,온라인 매치 메이킹 방법.
- 제 1 항에 있어서,상기 매칭 요청 정보는,매칭 플레이어의 성별 정보, 매칭 플레이어의 나이 정보, 매칭 플레이어의 지역 정보, 매칭 플레이어의 레이팅(rating) 정보, 매칭 플레이어의 PPD(point per dart) 정보, 매칭 플레이어의 MPR(mark per round) 정보, 매칭 플레이어의 평판도, 매칭 플레이어의 랭킹(ranking) 정보, 매칭 플레이어가 이용중인 전자 다트 게임 장치의 지역 정보 중 적어도 하나의 정보를 포함하는,온라인 매치 메이킹 방법.
- 제 1 항에 있어서,상기 매치 메이킹 알고리즘은, 상기 플레이어와 상기 매칭 플레이어의 식별 정보, 매칭 플레이어의 성별 정보, 매칭 플레이어의 나이 정보, 매칭 플레이어의 지역 정보, 매칭 플레이어의 레이팅(rating) 정보, 매칭 플레이어의 PPD(point per dart) 정보, 매칭 플레이어의 MPR(mark per round) 정보, 매칭 플레이어의 평판도, 매칭 플레이어의 랭킹(ranking) 정보, 매칭 플레이어가 이용중인 전자 다트 게임 장치의 지역 정보 중 적어도 하나의 정보에 부분적으로 기초하여 실행되는,온라인 매치 메이킹 방법.
- 제 1 항에 있어서,상기 매치 메이킹 알고리즘은,상기 플레이어로부터 입력받은 매칭 요청 정보와 데이터베이스에 저장된 잠재적 상대 플레이어들의 프로필에 기초하여 매칭률을 계산하는 단계; 및상기 계산된 매칭률에 따라 매칭 플레이어를 결정하는 단계를 포함하는,온라인 매치 메이킹 방법.
- 제 4 항에 있어서,상기 매치 메이킹 알고리즘은,상기 계산된 매칭률이 사전 결정된 임계치를 초과하지 않는 경우 가상의 플레이어를 매칭 플레이어로 제시하는 단계를 더 포함하는,온라인 매치 메이킹 방법.
- 제 1 항에 있어서,상기 매칭 플레이어 결정 단계는,상기 매치 메이킹 알고리즘을 통해 결정된 매칭 플레이어들의 리스트를 출력하는 단계를 포함하는,온라인 매치 메이킹 방법.
- 제 6 항에 있어서,전자 다트 게임 장치에 접속중인 플레이어를 매칭 플레이어 리스트에서 우선적으로 출력하는 단계를 더 포함하는,온라인 매치 메이킹 방법.
- 제 1 항에 있어서,상기 매칭 단계는,상기 플레이어에 의해 선택된 매칭 플레이어로부터의 매칭 승인 입력을 수신하는 단계를 포함하는,온라인 매치 메이킹 방법.
- 제 8 항에 있어서,미리 결정된 임계 시간 동안 상기 선택된 매칭 플레이어로부터 상기 매칭 승인 입력이 수신되지 않거나 또는 상기 매칭 플레이어로부터 매칭 거절 입력이 수신되면, 매치 메이킹이 취소되는 단계를 더 포함하는,온라인 매치 메이킹 방법.
- 제 9 항에 있어서,매치 메이킹이 취소되면 상기 매치 메이킹 알고리즘을 통해 매칭 거절 플레이어를 제외한 매칭 플레이어들의 리스트를 출력하는 단계를 더 포함하는,온라인 매치 메이킹 방법.
- 제 1 항에 있어서,상기 매칭 플레이어와의 게임이 완료되면, 게임을 플레이한 플레이어들로부터의 피드백 입력을 수신하는 단계를 더 포함하는,온라인 매치 메이킹 방법.
- 제 11 항에 있어서,상기 피드백 입력은,매칭 플레이어의 게임 매너 평가 입력 및 상기 매칭 플레이어와의 친구 맺기 입력 중 적어도 하나를 포함하는,온라인 매치 메이킹 방법.
- 제 12 항에 있어서,상기 친구 맺기 입력은,후속 플레이 시 매칭 플레이어 리스트에 상기 매칭 플레이어를 우선적으로 나열되도록 하는 '페이버릿(favorite)'기능 선택을 유도하거나 또는 후속 플레이 시 매칭 플레이어 리스트에 상기 매칭 플레이어를 제외시키는 '블락(block)'기능 선택을 유도하는 것에 기초하는,온라인 매치 메이킹 방법.
- 전자 다트 게임 장치로서,플레이어의 식별 정보 및 매칭 요청 정보를 포함하는 플레이어 입력을 수신하는 플레이어 입력부; 및상기 수신된 플레이어 입력에 기초하여 매치 메이킹 알고리즘을 실행함으로써 복수의 다른 플레이어들 중 매칭 플레이어를 결정하고, 그리고 결정된 매칭 플레이어와 게임을 실행하도록 허용하는 제어부;를 포함하는,전자 다트 게임 장치.
- 전자 다트 게임 장치와 네트워크로 연결되어 동작하는 서버에 의해 수행되는 매치 메이킹 방법으로서,플레이어의 식별 정보 및 매칭 요청 정보를 포함하는 플레이어 입력을 상기 다트 게임 장치로부터 수신하는 단계;상기 수신된 플레이어 입력에 기초하여 매치 메이킹 알고리즘을 실행함으로써 복수의 다른 플레이어들 중 매칭 플레이어를 결정하는 단계; 및결정된 매칭 플레이어와 관련된 정보를 상기 전자 다트 게임 장치로 송신하는 단계;를 포함하는,매치 메이킹 방법.
- 전자 다트 게임 장치와 네트워크로 연결되어 동작하는 매치 메이킹 서버로서,플레이어의 식별 정보 및 매칭 요청 정보를 포함하는 플레이어 입력을 상기 다트 게임 장치로부터 수신하는 수신부;상기 수신된 플레이어 입력에 기초하여 매치 메이킹 알고리즘을 실행함으로써 복수의 다른 플레이어들 중 매칭 플레이어를 결정하는 제어부;상기 결정된 매칭 플레이어와 관련된 정보를 상기 전자 다트 게임 장치로 송신하는 송신부; 및상기 플레이어의 식별 정보를 기록하여 저장하는 데이터베이스부;를 포함하는,매치 메이킹 서버.
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JP2017504184A JP6386656B2 (ja) | 2014-09-15 | 2015-09-14 | オンラインマッチメーキング方法および装置とオンラインマッチメーキングを実現するためのコンピュータープログラム |
US15/510,228 US20170252654A1 (en) | 2014-09-15 | 2015-09-14 | Method and apparatus for online match making and computer program for implementing online match making |
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US20190091581A1 (en) * | 2017-09-27 | 2019-03-28 | Activision Publishing, Inc. | Methods and Systems for Improved Player Matching in Multiplayer Gaming Environments |
CN109692449A (zh) * | 2017-10-23 | 2019-04-30 | 聂怀军 | 一种投篮机在线比赛方法及投篮机 |
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CN110772797B (zh) * | 2019-10-29 | 2021-09-28 | 腾讯科技(深圳)有限公司 | 一种数据处理方法、装置、服务器及可存储介质 |
JP7133606B2 (ja) * | 2020-11-13 | 2022-09-08 | 株式会社バンダイ | マッチングシステム、プログラム、情報処理端末及びサーバ |
CN113440860B (zh) * | 2021-07-09 | 2022-12-13 | 腾讯科技(深圳)有限公司 | 虚拟对象匹配方法和装置、存储介质及电子设备 |
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EP3196833A4 (en) | 2018-02-14 |
JP6386656B2 (ja) | 2018-09-05 |
JP2017531457A (ja) | 2017-10-26 |
MY187671A (en) | 2021-10-08 |
CN107077708A (zh) | 2017-08-18 |
US20170252654A1 (en) | 2017-09-07 |
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