WO2020045493A1 - Information processing device, program, and information processing system - Google Patents

Information processing device, program, and information processing system Download PDF

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Publication number
WO2020045493A1
WO2020045493A1 PCT/JP2019/033693 JP2019033693W WO2020045493A1 WO 2020045493 A1 WO2020045493 A1 WO 2020045493A1 JP 2019033693 W JP2019033693 W JP 2019033693W WO 2020045493 A1 WO2020045493 A1 WO 2020045493A1
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WO
WIPO (PCT)
Prior art keywords
player
deck
test
battle
match
Prior art date
Application number
PCT/JP2019/033693
Other languages
French (fr)
Japanese (ja)
Inventor
勝太 園山
嘉博 窪寺
Original Assignee
株式会社セガゲームス
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 株式会社セガゲームス filed Critical 株式会社セガゲームス
Publication of WO2020045493A1 publication Critical patent/WO2020045493A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5375Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/63Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/86Watching games played by other players

Definitions

  • the present invention relates to an information processing device, a program, and an information processing system.
  • ⁇ ⁇ ⁇ For example, card games played in a battle format using cards such as trading cards have become widespread.
  • a player brings a bundle (deck) of cards selected from the cards held and plays the game using the cards in the deck.
  • a player plays a game in a face-to-face manner using a card of a paper medium.
  • the above card game has a problem that it is not easy to determine whether or not the constructed deck is effective in a battle with another user without actually performing a battle with another user and granting a privilege. there were.
  • the present invention has been made in view of the above-described problems, and has as its object to provide an information processing apparatus capable of easily determining whether a constructed deck is valid in a battle with another player. .
  • an information processing apparatus includes a deck construction operation accepting unit that accepts an operation of constructing a first deck from a plurality of game characters from a first player, and the first player Test match execution means for executing a test match between the first deck used by other than the first deck and the second deck used by the first player or the second player, and the first player is constructed by the first player.
  • a normal match execution means for executing a normal match between the first deck and a deck constructed by another player; and, when the first deck wins in the normal match, a privilege is given to the first player.
  • the present invention it is possible to easily determine whether or not the constructed deck is effective in a battle with another player.
  • FIG. 1 is a configuration diagram of an example of an information processing system according to an embodiment.
  • FIG. 2 is a hardware configuration diagram of an example of a computer according to the embodiment. It is a processing block diagram of an example of the information processing system concerning this embodiment. It is a processing block diagram of other examples of the information processing system concerning this embodiment.
  • FIG. 3 is a configuration diagram of an example of character information.
  • FIG. 3 is a configuration diagram of an example of player information. It is a lineblock diagram of an example of deck information.
  • FIG. 3 is a configuration diagram of an example of history information. It is an example flowchart which shows the procedure of construction of a defense deck and a test battle. It is an image figure of an example of a deck edit screen.
  • test battle screen It is an image figure of an example of a test battle screen. It is a flowchart of an example of the process of step S18. It is a flowchart of an example of the process of the execution determination of a test battle. It is a flow chart of an example of a test battle performed by persons other than the player who constructed the defense deck.
  • each player constructs an attack deck and a defense deck on a computer, and uses the attack deck and the defense deck to play a battle with another player.
  • the attack deck is an attack deck that is used when a player challenges another player.
  • the defense deck is a defense deck used when a player is challenged by another player.
  • FIG. 1 is a configuration diagram of an example of an information processing system according to the present embodiment.
  • one or more client terminals 2 and a game server device 3 are connected via a network 4 such as the Internet.
  • the client terminal 2 is a terminal device such as a PC, a smartphone, a tablet, or the like operated by a player, or a terminal device such as a home or business game dedicated device.
  • the game server device 3 performs management and control of a game performed by a player at the client terminal 2, a billing process in the game, and the like.
  • one player operating one client terminal 2 and another player operating another client terminal 2 perform a battle using the attack deck and the defense deck.
  • the game server device 3 manages information relating to the battle between the players using the attack deck and the defense deck.
  • the game server device 3 (a normal battle unit 24 described later) causes a battle between the attack deck of one player who has challenged the battle and the defense deck of the player who has been challenged, and the game server device 3 (described later).
  • the display control unit 28) causes the client terminal 2 to display the result of the match (eg, which player has won).
  • the game server device 3 (benefit granting unit 26 described later) gives a bonus such as a point at which a lottery game (a lottery game in which a character or the like can be obtained) can be executed to a player who has won the battle.
  • the game server device 3 may also grant a privilege such as a point to the defeated player. In this case, it is desirable that the number of points is smaller than the number of points given to the winning player.
  • the game server device 3 may grant a privilege such as a point to the defeated player only when the battle is a close battle.
  • the privilege providing unit 26 may determine that the match was a close match, provided that the total HP of the player who has won the match is equal to or less than a predetermined value (for example, 10).
  • the information processing system 1 of FIG. 1 is an example, and it goes without saying that there are various system configuration examples according to applications and purposes.
  • the game server device 3 in FIG. 1 may be configured to be distributed to a plurality of computers.
  • FIG. 2 is a hardware configuration diagram of an example of the computer according to the present embodiment.
  • the output 2 includes an input device 501, a display device 502, an external I / F 503, a RAM 504, a ROM 505, a CPU 506, a communication I / F 507, an HDD 508, and the like, which are interconnected by a bus B.
  • the input device 501 and the display device 502 may be connected and used when necessary.
  • the input device 501 is a touch panel, operation keys and buttons, a keyboard, a mouse, and the like used by the player to input various signals.
  • the display device 502 is a display such as a liquid crystal display or an organic EL display that displays a screen.
  • the communication I / F 507 is an interface for connecting a computer to the network 4. Thus, the computer can perform data communication via the communication I / F 507.
  • the HDD 508 is an example of a nonvolatile storage device that stores programs and data.
  • the stored programs and data include an OS, which is basic software for controlling the entire computer, and an application that provides various functions on the OS.
  • the computer may use a drive device (for example, a solid state drive: SSD) using a flash memory as a storage medium instead of the HDD 508.
  • a drive device for example, a solid state drive: SSD
  • flash memory as a storage medium
  • the external I / F 503 is an interface with an external device.
  • the external device includes a recording medium 503a and the like.
  • the computer can read and / or write the recording medium 503a via the external I / F 503.
  • the recording medium 503a includes a flexible disk, a CD, a DVD, an SD memory card, a USB memory, and the like.
  • the ROM 505 is an example of a nonvolatile semiconductor memory (storage device) that can retain programs and data even when the power is turned off.
  • the ROM 505 stores programs and data such as a BIOS executed when the computer is started, an OS setting, and a network setting.
  • the RAM 504 is an example of a volatile semiconductor memory (storage device) that temporarily stores programs and data.
  • the CPU 506 is an arithmetic unit that realizes control and functions of the entire computer by reading out programs and data from a storage device such as the ROM 505 or the HDD 508 onto the RAM 504 and executing the processing.
  • the client terminal 2 and the game server device 3 according to the present embodiment can realize various processes described later by executing a program on a computer having the above-described hardware configuration.
  • FIG. 1 A software configuration of the information processing system 1 according to the present embodiment will be described.
  • the information processing system 1 in FIG. 1 is realized by, for example, the processing blocks illustrated in FIG. FIG. 3 is a processing block diagram of an example of the information processing system according to the present embodiment.
  • the game server device 3 of the information processing system 1 implements the communication unit 10, the control unit 12, and the storage unit 14 by executing a program.
  • the control unit 12 includes a deck editing unit 20, a test battle unit 22, a normal battle unit 24, a privilege giving unit 26, and a display control unit 28.
  • the storage unit 14 includes a character information storage unit 30, a player information storage unit 32, a deck information storage unit 34, and a history information storage unit 36.
  • the client terminal 2 of the information processing system 1 realizes an operation receiving unit 50, a control unit 52, a storage unit 54, a communication unit 56, and a screen display unit 58 by executing a program.
  • the control unit 52 has a configuration including a request transmission unit 60 and a response reception unit 62.
  • the communication unit 10 of the game server device 3 performs communication with the client terminal 2.
  • the control unit 12 performs processing related to the game.
  • the control unit 12 advances the game based on the operation received by the client terminal 2 from the player.
  • the storage unit 14 stores information about the game.
  • the deck editing unit 20 of the control unit 12 causes the client terminal 2 operated by the player to display a deck editing screen described later.
  • the deck editing unit 20 accepts a deck editing operation described later from the deck editing screen.
  • a deck editing operation is an operation in which a player selects a plurality of characters to construct an attack deck or a defense deck.
  • a deck is a set of characters constructed by a player to play a game.
  • the number of characters to be constructed is often set in the attack deck and the defense deck.
  • the player constructs an attack deck and a defense deck and confronts another player under the restriction on the number of characters set in the attack deck and the defense deck.
  • the construction of an attack deck and a defense deck is an important factor that determines the outcome of a battle with another player.
  • the test battle unit 22 executes a test battle in which a battle is made on the defense deck constructed by itself on the deck editing screen.
  • the test battle is a battle against your own defense deck constructed on the deck editing screen. Therefore, in the test battle, the player can check how the defense deck moves (effectiveness in a normal battle described later) from the viewpoint of challenging the battle.
  • AI artificial intelligence
  • the test battle unit 22 does not increase the rank of the player who has built the defense deck even if the defense deck wins. Similarly, even if the defense deck is defeated, the test battle unit 22 does not lower the rank of the player who constructed the defense deck. In other words, the result of the test match does not affect the rank of the player.
  • the normal battle unit 24 executes a normal battle in which another player attacks with an attack deck and a normal battle in which an attack from another player is defended with a defense deck.
  • the normal battle is a battle performed with an attack deck or a defense deck constructed by another player.
  • the privilege granting unit 26 grants a privilege to the player according to the result of the normal battle.
  • the privilege granting unit 26 does not grant the bonus to the player who has constructed the defense deck, or grants another privilege having a lower value than the privilege granted in the normal battle. It shall be.
  • the normal battle unit 24 may increase the rank of a player who has built a winning deck or lower the rank of a player who has built a defeated deck. In other words, the result of the normal battle affects the rank of the player.
  • the display control unit 28 controls the screen display of the client terminal 2 according to the progress of the game by the control unit 12. For example, the display control unit 28 causes the client terminal 2 operated by the player to display a test battle screen (a screen at the time of the test battle, a result screen of the test battle, etc.). Further, the display control unit 28 causes the client terminal 2 operated by the player to display a normal battle screen (a screen at the time of the normal battle, a result screen of the normal battle, and the like).
  • the character information storage unit 30 of the storage unit 14 stores character information of a character owned by the player as described later.
  • the character information is information relating to a character constituting an attack deck or a defense deck.
  • the player information storage unit 32 stores player information relating to the player as described later.
  • the deck information storage unit 34 stores information on the deck constructed by the player as described later.
  • the history information storage unit 36 stores information on the player's battle as described later.
  • the operation receiving unit 50 of the client terminal 2 receives an operation from a player operating the client terminal 2. Further, the control unit 52 performs a process related to a game in the client terminal 2.
  • the request transmission unit 60 of the control unit 52 transmits a request to the game server device 3 based on the content of the operation received by the operation reception unit 50 from the player.
  • the response receiving unit 62 receives a response such as a processing result for the request transmitted from the request transmitting unit 60 to the game server device 3.
  • the storage unit 54 stores information necessary for the client terminal 2.
  • the communication unit 56 performs communication with the game server device 3.
  • the screen display unit 58 displays a screen of the client terminal 2 according to control from the game server device 3.
  • the information processing system 1 in FIG. 1 may be realized by, for example, the processing blocks shown in FIG. FIG. 4 is a processing block diagram of another example of the information processing system according to the present embodiment.
  • the function of the test battle unit 22 provided in the game server device 3 in the information processing system 1 in FIG. 3 is provided in the control unit 52 of the client terminal 2.
  • the control unit 52 of the client terminal 2 shown in FIG. 4 has a configuration in which a test battle unit 64 and a display control unit 66 are provided in addition to the request transmission unit 60 and the response reception unit 62.
  • the test battle unit 64 performs the same processing as the test battle unit 22 of FIG.
  • the display control unit 66 controls the screen display of the test battle screen.
  • the control of the test battle may be performed by the client terminal 2 or the game server device 3.
  • the information processing system 1 according to the present embodiment has a configuration in which at least a part of the configuration of the game server device 3 is provided in a server device other than the game server device 3 or a configuration in which the client terminal 2 is provided. Is also good.
  • control unit 52 of the client terminal 2 receives page data described in HTML (Hyper Text Markup Language) or a script included in the page data from the game server device 3 and performs a browser-based process for processing related to the game. There is. Further, there is an application type in which the control unit 52 of the client terminal 2 performs a process related to a game based on an installed application.
  • HTML Hyper Text Markup Language
  • the character information storage unit 30 of the storage unit 14 stores, for example, the character information shown in FIG. FIG. 5 is a configuration diagram of an example of the character information.
  • the character information in FIG. 5 includes character ID, character name, player ID, ownership period, number of times of test competition use, rarity, level, and ability information as items.
  • the character ID is an example of identification information for uniquely identifying a character.
  • the character name is the name of the character.
  • the player ID is an example of identification information for uniquely identifying a player.
  • the ownership period is an elapsed period (owning period) from when the player starts possessing the character. For example, when a character is obtained by executing a lottery game, the possession period proceeds from the time of acquisition, and when a character evolves into another character by combining the characters possessed by the player, the possession period becomes Proceed from the time of evolution.
  • the test battle usage count is the number of times the player has used the character in a test battle (defense deck).
  • the rarity is information indicating the rarity (rare value) of the character.
  • the level is a numerical value indicating the level of the strength of the character.
  • the ability information is information indicating the ability of the character.
  • the player information storage unit 32 of the storage unit 14 stores, for example, player information as shown in FIG.
  • FIG. 6 is a configuration diagram of an example of the player information.
  • the player information in FIG. 6 includes a player ID, a possessed character ID, an attack deck ID, a defense deck ID, and a history ID as items.
  • the player ID is an example of identification information for uniquely identifying a player.
  • the possessed character ID is an example of information representing a character ID of a character possessed (owned) by the player.
  • the attack deck ID is an example of identification information for uniquely identifying the deck information of the attack deck constructed by the player.
  • the defense deck ID is an example of identification information for uniquely identifying the deck information of the defense deck constructed by the player.
  • the history ID is an example of identification information for uniquely identifying history information regarding a player's battle.
  • the deck information storage unit 34 of the storage unit 14 stores, for example, deck information as shown in FIG.
  • FIG. 7 is a configuration diagram of an example of the deck information.
  • the deck information in FIG. 7 has a deck ID and a plurality of character IDs as items.
  • the deck ID is an example of identification information for uniquely identifying deck information.
  • the deck information of the attack deck and the defense deck constructed by the player can be uniquely specified by the deck ID of the deck information and the attack deck ID and the defense deck ID of the player information.
  • the history information storage unit 36 of the storage unit 14 stores, for example, history information shown in FIG. FIG. 8 is a configuration diagram of an example of the history information.
  • the history information of FIG. 8 includes history ID, test flag information, attack deck information, defense deck information, win / loss, moving image file name, and battle date and time as items.
  • the history ID is an example of identification information for uniquely identifying history information.
  • the test flag information is an example of information for identifying whether the history information is for a test match or a normal match.
  • Attack deck information is information about the attack deck that played the battle.
  • the defense deck information is information on the defense deck that has played.
  • Win / Loss is an example of information indicating the result of the battle.
  • the moving image file name is an example of identification information for uniquely identifying a competitive moving image file.
  • the battle date and time is an example of information indicating the date and time when the battle was executed.
  • FIG. 9 is a flowchart illustrating an example of a procedure of building a defense deck and performing a test battle.
  • the operation accepting unit 50 of the client terminal 2 accepts the operation of the deck editing request of the defense deck from the player operating the client terminal 2.
  • a request from the player to edit a defense deck is sent from the client terminal 2 to the game server device 3.
  • FIG. 10 is an image diagram of an example of the deck editing screen.
  • the deck edit screen 1000 includes a column 1002 for receiving a defense deck construction operation from the player, and a test button 1004 for receiving from the player a request for a test battle with the defense deck constructed in the column 1002.
  • the player performs a deck editing operation for constructing a defense deck with characters owned by the player.
  • the process proceeds to step S14, and the deck editing unit 20 of the game server device 3 constructs a defense deck according to the player editing operation of the deck.
  • a player who wants to perform a test battle with the constructed defense deck as a virtual enemy presses a test button 1004.
  • the deck editing unit 20 of the game server device 3 requests the test battle unit 22 to perform a test battle.
  • the process proceeds from step S16 to step S18, and the display control unit 28 which has received the request from the test battle unit 22 causes the client battle screen 1010 of FIG.
  • FIG. 11 is an image diagram of an example of the test battle screen.
  • the test battle screen 1010 includes a column 1012 for displaying the defense deck constructed by the player, a column 1014 for receiving an attack deck construction operation from the player, and a DUEL button 1016 for receiving a test battle start request from the player.
  • the details of the processing in step S18 will be described later. As a result, the player can easily confirm the effectiveness of the defense deck he or she has constructed in a normal battle.
  • step S18 If the test button 1004 is not pressed by the player, the process of step S18 is skipped.
  • the game server device 3 moves from the deck editing screen 1000 to another screen (excluding the test battle screen 1010) due to the player pressing the return button, and ends the steps from step S14 to step S20 until the defense deck construction processing ends. Is repeated.
  • the game server apparatus 3 completes the defense deck construction processing, and the game server apparatus 3 performs the processing in the flowchart of FIG. To end.
  • FIG. 12 is a flowchart of an example of the process of step S18.
  • the test battle unit 22 sets the defense deck constructed in the column 1002 of the deck edit screen 1000 as the defense deck
  • the display control unit 28 designates the defense deck constructed in the column 1012 of the deck battle screen 1010 as the client terminal 2. To be displayed.
  • step S32 the test battle unit 22 receives an operation of a request for setting (deck editing) of an attack deck constructed by a character owned by the player from the player operating the client terminal 2.
  • a request to edit the deck of the attack deck from the player is sent from the client terminal 2 to the game server device 3.
  • the display control unit 28 receiving the request from the test battle unit 22 displays the attack deck constructed by the player in the column 1014 of the deck battle screen 1010. Let it.
  • the test battle unit 22 repeats the processing from Step S32 to Step S34.
  • the process proceeds to step S36, and the test battle unit 22 determines whether the defense deck displayed in the column 1012 of the deck battle screen 1010 and the attack deck displayed in the column 1014 are different. Perform a test match.
  • the display control unit 28 is constructed by the player and includes a defense deck (constructed by the player) operated by artificial intelligence and an attack deck (constructed by the player) operated by the player himself.
  • the test battle is displayed on the client terminal 2 operated by the player in real time.
  • the test battle unit 22 records the state of the test battle (generates a moving image file) so that the player can reconfirm the recorded test battle (the display control unit 28 stores the moving image file in the client terminal 2). To be displayed. In addition, the process proceeds to step S38, and the test battle unit 22 causes the history information storage unit 36 to store the result of the test battle.
  • FIG. 13 is a flowchart illustrating an example of a process of determining whether to execute a test battle.
  • step S40 the test battle unit 22 reads the character information of the character constituting the defense deck from the character information in FIG. 5, the player information in FIG. 6, and the deck information in FIG.
  • step S42 the test battle unit 22 refers to the ownership period of the character constituting the defense deck, and determines whether or not the character owned by the player has not passed the predetermined period.
  • step S42 it is determined whether the characters constituting the defense deck include a newly obtained character.
  • the test battle unit 22 determines that the character whose ownership period by the player has not passed the predetermined period is a newly obtained character.
  • the test battle unit 22 may determine that a character that has not been used in a test battle (defense deck) is a newly obtained character.
  • step S44 the test battle unit 22 determines to execute a test battle. If the newly obtained character is not included in the defense deck, the process proceeds to step S46, and the test battle unit 22 determines that the test battle is not to be performed.
  • the execution of the test battle on the defense deck including no newly obtained character by the player is restricted.
  • a test battle can be executed on the defense deck including the newly obtained character, which is an opportunity for the player to find a surprising defense deck. obtain.
  • the flowchart of FIG. 13 illustrates an example in which the execution of the test battle on the defense deck that does not include any newly obtained characters by the player is restricted.
  • the test battle unit 22 performs the test battle (as the defense deck).
  • the execution of a test battle on a defense deck that does not include any character whose use count is less than the predetermined count may be limited.
  • the test battle unit 22 may refer to the history information and limit the number of defense decks that can perform the test battle, for example, such that the upper limit of one month is five decks, or the number of times that the test battle can be performed is, for example, the upper limit of one month. It may be limited to ten times.
  • FIG. 14 is a flowchart of an example of a test battle executed by a player other than the player who has constructed the defense deck.
  • a player who has built a defense deck may be able to request another player belonging to the same group (such as a guild) or a registered other player (such as a friend) to execute a test battle.
  • the test battle unit 22 may receive an operation of whether or not to receive the request from another player.
  • a description will be given of a process performed after a request for execution of a test battle has been received and another player has received the request.
  • step S51 the test battle unit 22 performs a test battle between the defense deck constructed by the player and operated by the artificial intelligence and the attack deck constructed by the player and operated by another player.
  • the display control unit 28 that has received the request from the test battle unit 22 displays a test battle screen on each of the client terminal 2 operated by another player and the client terminal 2 operated by the player. Therefore, the player can watch a test battle between the defense deck constructed by himself and operated by artificial intelligence and the attack deck operated by another player.
  • step S54 the test battle unit 22 causes another player operating the attack deck to select continuation or suspension of the test battle. If another player selects to stop the test battle, the process proceeds to step S56, and the test battle unit 22 stops the test battle halfway. On the other hand, when the other player selects the continuation of the test battle, the process proceeds to step S57, and the test battle unit 22 executes the test battle to the end (watching by the player is stopped). When the test battle ends while the player continues watching the test battle, the test battle unit 22 ends the processing of the flowchart in FIG.
  • a head-to-head determination is made in a case where the total HP obtained by adding the HPs of all the characters used by the opponent (constructing the deck) to zero (0) is the winner of the battle.
  • the game server device 3 (described later)
  • the privilege providing unit 26) performs a match on condition that the number of characters whose HP is zero (0) is equal to or greater than a predetermined number (for example, 2) among the characters used by the player who has won the match.
  • the game server device 3 may use a character whose HP is not zero (0) among the characters used by the player who has won the battle.
  • a predetermined number e.g. 2
  • the example has been described in which, when the DUEL button 1016 is pressed by the player in step S36, the test battle unit 22 performs the test battle without consuming the points consumed during the execution of the normal battle.
  • the test battle unit 22 may execute the test battle by consuming less points than the points consumed when executing the normal battle.
  • the normal battle unit 24 consumes points and executes the normal battle.
  • the normal battle unit 24 may execute the normal battle without consuming points.
  • the test battle unit 22 may give a reward to another player who has received the request.
  • the reward is, for example, points, items, and the like that can be executed to collectively execute a lottery game (a lottery game in which a character or the like can be obtained).
  • the test battle unit 22 provides a reward to the other players who have received the request. It is desirable to give.
  • the test battle unit 22 does not need to give a reward to the other players who have received the request.
  • step S51 the display control unit 28 receiving a request from the test battle unit 22 performs a test battle between a defense deck operated by artificial intelligence and an attack deck operated by another player.
  • the test battle unit 22 records (creates a moving image file) the test battle executed at another player's favorite timing, and the display control unit 28 executes the test battle. May be displayed on the client terminal 2 operated by the player upon receiving a display operation from the player who has requested the game.
  • the test battle unit 22 records (stores) the artificial intelligence and the operation log of the other player in the test battle executed at the desired timing of the other player, and the display control unit 28 requests the test battle.
  • the test battle may be displayed on the client terminal 2 operated by the player according to the recorded (stored) operation log. These make it easier for other players to receive a request for a test match. Note that the test battle unit 22 may automatically cancel the request if the test battle is not executed within a predetermined time (for example, 24 hours) after receiving the request.
  • the defense deck for the test battle may be constructed with the character not owned by the player. Thereby, it is possible to know the reason why the user is weak (whether he does not own a strong character and is weak, etc.).
  • an attack deck is constructed by a character owned by a player, but an attack deck of a test battle may be constructed by a character not owned by a player.
  • an attack deck may be constructed by a character owned by another player (such as a friend), or an attack deck may be constructed by a character not owned by not only the player but also another player (such as a friend). Is also good. This makes it possible to more accurately determine the effectiveness of the constructed defense deck in a normal match.
  • an example has been described in which the player builds an attack deck used in a test match.
  • the attack deck used by many players in a normal match (a popular deck) is used in a test match. You may select an attack deck.
  • an attack deck to be used in a test match may be selected from among attack decks (trendy decks) used by many players (limited to players of a similar rank) in a normal match (in a normal match, the rank is lower).
  • the opponent who has played against the player in the normal match selects the attack deck used in the test match from the attack decks currently used in the normal match from the attack decks currently used in the normal match.
  • the opponent who has won the player in the normal match may select the attack deck to be used in the test match from the attack decks currently used in the normal match, or the player in the normal match You can select an attack deck to be used in a test match from among attack decks you have won, or a friend or other player currently using it in a normal match
  • the attack deck to be used in the test match may be selected from among the attack decks currently being used, or the attack deck to be used in the test match may be selected from the attack decks currently used in the normal match by other players of similar rank.
  • step S32 the display control unit 28 causes the client terminal 2 operated by the player to display a field for accepting an attack deck selection operation (attack deck candidate list). The operation of selecting the attack deck is received from the player operating.
  • the process proceeds to step S36, and the test battle unit 22 performs a test battle between the defense deck displayed in the column 1012 of the deck battle screen 1010 and the selected attack deck. Execute This saves the trouble of constructing an attack deck for a test battle, and makes it possible to more accurately determine the effectiveness of the constructed defense deck in a normal battle. In addition, you may make another player select it.
  • the subject who operates the defense deck may be artificial intelligence or another player other than the player who constructed the defense deck.
  • the player who operates the attack deck may be a player who has constructed the defense deck, or a player other than the player who has constructed the defense deck.
  • an assist function for the player may be provided, for example, by displaying an operation that artificial intelligence considers best.
  • a player who operates the defense deck or the attack deck can defend in a test battle while referring to the operation that the defense deck or the attack deck using artificial intelligence considers to be the best when wondering how to operate. Decide which deck or attack deck to operate.
  • test battle can be challenged against the defense deck constructed by itself, the effectiveness of the defense deck constructed by himself can be easily determined in the normal battle.
  • At least one of the attack deck and the defense deck in the normal battle may be performed by artificial intelligence.
  • the game in which the attack deck and the defense deck are used properly has been described.
  • the attack deck and the defense deck may be common.

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Abstract

The purpose of the present invention is to provide an information processing device capable of easily determining whether a constructed deck is effective during a fight with another player. The problem is solved by an information processing device comprising: a deck constructing operation accepting means which accepts, from a first player, an operation to construct a first deck with a plurality of game characters; a test fight performing means which performs a test fight between the first deck used by a player other than the first player and a second deck used by the first player or a second player; a normal fight performing means which performs a normal fight between the first deck constructed by the first player and a deck constructed by the other player; a privilege allocating means which, if the first deck has won during the normal fight, allocates a privilege to the first player, and which, if the first deck has won during the test fight, does not allocate the privilege to the first player; and a display control means which causes a display unit to display the results of the test fight.

Description

情報処理装置、プログラム及び情報処理システムInformation processing apparatus, program and information processing system
 本発明は情報処理装置、プログラム及び情報処理システムに関する。 The present invention relates to an information processing device, a program, and an information processing system.
 例えばトレーディングカードなどのカードを用いて対戦形式で行うカードゲームが広く普及している。カードゲームにおいてプレイヤは保有するカードの中から選択したカードの束(デッキ)を持ち寄り、デッキ内のカードを用いてゲームを行う。カードゲームは紙媒体のカードを用いて、プレイヤが対面式でゲームを行うものであった。 カ ー ド For example, card games played in a battle format using cards such as trading cards have become widespread. In a card game, a player brings a bundle (deck) of cards selected from the cards held and plays the game using the cards in the deck. In a card game, a player plays a game in a face-to-face manner using a card of a paper medium.
 近年では、ゲーム装置やコンピュータ上で、同様のカードゲームが実現されるようになった。例えばカードゲームをプレイするユーザが、所有する複数のカードキャラクタからデッキを構築し、他のユーザとバトルを行う仕組み(PvP)等が知られている(例えば特許文献1参照)。 In recent years, similar card games have been realized on game machines and computers. For example, there is known a mechanism (PvP) in which a user who plays a card game constructs a deck from a plurality of card characters possessed and battles with other users (for example, see Patent Document 1).
特開2014-171862号公報JP 2014-171862 A
 しかしながら、上記したカードゲームでは、構築したデッキが他のユーザとのバトルで有効か否かを、実際に、他のユーザと特典の付与をかけたバトルを行うことなく容易に判断できないという問題があった。 However, the above card game has a problem that it is not easy to determine whether or not the constructed deck is effective in a battle with another user without actually performing a battle with another user and granting a privilege. there were.
 本発明は上記した課題に鑑みなされたものであり、構築したデッキが他のプレイヤとの対戦で有効か否かを、容易に判断することが可能な情報処理装置を提供することを目的とする。 The present invention has been made in view of the above-described problems, and has as its object to provide an information processing apparatus capable of easily determining whether a constructed deck is valid in a battle with another player. .
 上記の課題を解決するため、本願請求項1の情報処理装置は、複数のゲームキャラクタにより第1のデッキを構築する操作を第1のプレイヤから受け付けるデッキ構築操作受付手段と、前記第1のプレイヤ以外が使用する前記第1のデッキと、前記第1のプレイヤ又は第2のプレイヤが使用する第2のデッキとのテスト対戦を実行するテスト対戦実行手段と、前記第1のプレイヤにより構築された前記第1のデッキと、他のプレイヤにより構築されたデッキとの通常対戦を実行する通常対戦実行手段と、前記通常対戦で前記第1のデッキが勝利した場合、特典を前記第1のプレイヤに付与し、前記テスト対戦で前記第1のデッキが勝利した場合、前記特典を前記第1のプレイヤに付与しない特典付与手段と、前記テスト対戦の結果を表示部に表示させる表示制御手段と、を備えることを特徴とする。 In order to solve the above-mentioned problem, an information processing apparatus according to claim 1 of the present application includes a deck construction operation accepting unit that accepts an operation of constructing a first deck from a plurality of game characters from a first player, and the first player Test match execution means for executing a test match between the first deck used by other than the first deck and the second deck used by the first player or the second player, and the first player is constructed by the first player. A normal match execution means for executing a normal match between the first deck and a deck constructed by another player; and, when the first deck wins in the normal match, a privilege is given to the first player. A privilege granting means for granting, when the first deck wins in the test battle, a privilege granting means for not granting the privilege to the first player, and a display unit for displaying a result of the test battle. Characterized in that it comprises a display control means for displaying.
 本発明によれば、構築したデッキが他のプレイヤとの対戦で有効か否かを、容易に判断できる。 According to the present invention, it is possible to easily determine whether or not the constructed deck is effective in a battle with another player.
本実施形態に係る情報処理システムの一例の構成図である。FIG. 1 is a configuration diagram of an example of an information processing system according to an embodiment. 本実施形態に係るコンピュータの一例のハードウェア構成図である。FIG. 2 is a hardware configuration diagram of an example of a computer according to the embodiment. 本実施形態に係る情報処理システムの一例の処理ブロック図である。It is a processing block diagram of an example of the information processing system concerning this embodiment. 本実施形態に係る情報処理システムの他の例の処理ブロック図である。It is a processing block diagram of other examples of the information processing system concerning this embodiment. キャラクタ情報の一例の構成図である。FIG. 3 is a configuration diagram of an example of character information. プレイヤ情報の一例の構成図である。FIG. 3 is a configuration diagram of an example of player information. デッキ情報の一例の構成図である。It is a lineblock diagram of an example of deck information. 履歴情報の一例の構成図である。FIG. 3 is a configuration diagram of an example of history information. 防衛デッキの構築とテスト対戦の手順を示す一例のフローチャートである。It is an example flowchart which shows the procedure of construction of a defense deck and a test battle. デッキ編集画面の一例のイメージ図である。It is an image figure of an example of a deck edit screen. テスト対戦画面の一例のイメージ図である。It is an image figure of an example of a test battle screen. ステップS18の処理の一例のフローチャートである。It is a flowchart of an example of the process of step S18. テスト対戦の実行判定の処理の一例のフローチャートである。It is a flowchart of an example of the process of the execution determination of a test battle. 防衛デッキを構築したプレイヤ以外が実行するテスト対戦の一例のフローチャートである。It is a flow chart of an example of a test battle performed by persons other than the player who constructed the defense deck.
 次に、本発明の実施形態について、詳細に説明する。なお、本実施形態では各プレイヤが攻撃デッキ及び防衛デッキをコンピュータ上で構築し、攻撃デッキ及び防衛デッキを用いて他のプレイヤと対戦(バトル)を行うゲームについて説明する。攻撃デッキとはプレイヤが他のプレイヤに対戦を挑む場合に用いる攻撃用のデッキである。防衛デッキとはプレイヤが他のプレイヤから対戦を挑まれた場合に用いられる防衛用のデッキである。このように本実施形態の対戦では、対戦を挑んだプレイヤの攻撃デッキと、対戦を挑まれたプレイヤの防衛デッキとが用いられる例を説明するが、この例に限られない。 Next, embodiments of the present invention will be described in detail. In the present embodiment, a game will be described in which each player constructs an attack deck and a defense deck on a computer, and uses the attack deck and the defense deck to play a battle with another player. The attack deck is an attack deck that is used when a player challenges another player. The defense deck is a defense deck used when a player is challenged by another player. As described above, in the battle of the present embodiment, an example in which the attack deck of the player who has challenged the battle and the defense deck of the player who has challenged the battle will be described, but the present invention is not limited to this example.
 [第1の実施形態]
 <システム構成>
 図1は、本実施形態に係る情報処理システムの一例の構成図である。図1の情報処理システム1は1台以上のクライアント端末2とゲームサーバ装置3とがインターネット等のネットワーク4を介して接続されている。
[First Embodiment]
<System configuration>
FIG. 1 is a configuration diagram of an example of an information processing system according to the present embodiment. In the information processing system 1 of FIG. 1, one or more client terminals 2 and a game server device 3 are connected via a network 4 such as the Internet.
 クライアント端末2はプレイヤが操作するPC、スマートフォン、タブレットなどの端末装置、家庭用や業務用のゲーム専用機器などの端末装置である。ゲームサーバ装置3はクライアント端末2でプレイヤにより行われるゲームの管理や制御、ゲーム内での課金処理等を行う。 The client terminal 2 is a terminal device such as a PC, a smartphone, a tablet, or the like operated by a player, or a terminal device such as a home or business game dedicated device. The game server device 3 performs management and control of a game performed by a player at the client terminal 2, a billing process in the game, and the like.
 図1の情報処理システム1では、一のクライアント端末2を操作する一のプレイヤと他のクライアント端末2を操作する他のプレイヤとが攻撃デッキ及び防衛デッキを用いて対戦(バトル)を行う。 In the information processing system 1 of FIG. 1, one player operating one client terminal 2 and another player operating another client terminal 2 perform a battle using the attack deck and the defense deck.
 また、ゲームサーバ装置3は、プレイヤ間で行われる攻撃デッキ及び防衛デッキを用いた対戦に関する情報を管理する。例えばゲームサーバ装置3(後述する通常対戦部24)は、対戦を挑んだ一のプレイヤの攻撃デッキと、対戦を挑まれたプレイヤの防御デッキとの対戦を行わせ、ゲームサーバ装置3(後述する表示制御部28)はその対戦の結果(何れのプレイヤが勝利したかなど)をクライアント端末2に表示させる。また、ゲームサーバ装置3(後述する特典付与部26)は対戦に勝利したプレイヤに対して、集めることで抽選ゲーム(キャラクタなどを入手できる抽選ゲーム)を実行できるポイントなどの特典を付与する。なお、ゲームサーバ装置3(後述する特典付与部26)は敗北したプレイヤに対してもポイントなどの特典を付与してもよい。この場合には、勝利したプレイヤに付与されるポイントよりも少ないポイントであることが望ましい。また、ゲームサーバ装置3(後述する特典付与部26)は、対戦が接戦であった場合に限り、敗北したプレイヤに対してもポイントなどの特典を付与してもよい。なお、先に対戦相手の使用する(デッキを構築する)全てのキャラクタのHPを合算した合算HPをゼロ(0)にした方が対戦の勝者となる仕様の場合、例えばゲームサーバ装置3(後述する特典付与部26)は対戦に勝利したプレイヤ側の合算HPが所定値(例えば10)以下であることを条件として、その対戦が接戦であったと判定してもよい。 {Circle around (4)} The game server device 3 manages information relating to the battle between the players using the attack deck and the defense deck. For example, the game server device 3 (a normal battle unit 24 described later) causes a battle between the attack deck of one player who has challenged the battle and the defense deck of the player who has been challenged, and the game server device 3 (described later). The display control unit 28) causes the client terminal 2 to display the result of the match (eg, which player has won). In addition, the game server device 3 (benefit granting unit 26 described later) gives a bonus such as a point at which a lottery game (a lottery game in which a character or the like can be obtained) can be executed to a player who has won the battle. Note that the game server device 3 (the privilege granting unit 26 described later) may also grant a privilege such as a point to the defeated player. In this case, it is desirable that the number of points is smaller than the number of points given to the winning player. In addition, the game server device 3 (the privilege granting unit 26 described later) may grant a privilege such as a point to the defeated player only when the battle is a close battle. In the case of a specification in which the total HP obtained by adding the HPs of all the characters used by the opponent (constructing the deck) first to zero (0) is the winner of the battle, for example, the game server device 3 (described later) The privilege providing unit 26) may determine that the match was a close match, provided that the total HP of the player who has won the match is equal to or less than a predetermined value (for example, 10).
 図1の情報処理システム1は一例であって用途や目的に応じて様々なシステム構成例があることは言うまでもない。例えば図1のゲームサーバ装置3は複数のコンピュータに分散して構成してもよい。 情報 処理 The information processing system 1 of FIG. 1 is an example, and it goes without saying that there are various system configuration examples according to applications and purposes. For example, the game server device 3 in FIG. 1 may be configured to be distributed to a plurality of computers.
 <ハードウェア構成>
  《クライアント端末及びゲームサーバ装置》
 図1のクライアント端末2及びゲームサーバ装置3は、例えば図2に示すハードウェア構成のコンピュータにより実現される。図2は、本実施形態に係るコンピュータの一例のハードウェア構成図である。
<Hardware configuration>
《Client terminal and game server device》
The client terminal 2 and the game server device 3 in FIG. 1 are realized by, for example, a computer having a hardware configuration illustrated in FIG. FIG. 2 is a hardware configuration diagram of an example of the computer according to the present embodiment.
 図2のコンピュータは、入力装置501、表示装置502、外部I/F503、RAM504、ROM505、CPU506、通信I/F507、及びHDD508などを備えており、それぞれがバスBで相互に接続されている。なお、入力装置501及び表示装置502は必要なときに接続して利用する形態であってもよい。 2 includes an input device 501, a display device 502, an external I / F 503, a RAM 504, a ROM 505, a CPU 506, a communication I / F 507, an HDD 508, and the like, which are interconnected by a bus B. Note that the input device 501 and the display device 502 may be connected and used when necessary.
 入力装置501はプレイヤが各種信号を入力するのに用いるタッチパネル、操作キーやボタン、キーボードやマウスなどである。表示装置502は画面を表示する液晶や有機ELなどのディスプレイである。通信I/F507はコンピュータをネットワーク4に接続するインタフェースである。これによりコンピュータは通信I/F507を介してデータ通信を行うことができる。 The input device 501 is a touch panel, operation keys and buttons, a keyboard, a mouse, and the like used by the player to input various signals. The display device 502 is a display such as a liquid crystal display or an organic EL display that displays a screen. The communication I / F 507 is an interface for connecting a computer to the network 4. Thus, the computer can perform data communication via the communication I / F 507.
 また、HDD508はプログラムやデータを格納している不揮発性の記憶装置の一例である。格納されるプログラムやデータにはコンピュータ全体を制御する基本ソフトウェアであるOS、及びOS上において各種機能を提供するアプリケーションなどがある。 The HDD 508 is an example of a nonvolatile storage device that stores programs and data. The stored programs and data include an OS, which is basic software for controlling the entire computer, and an application that provides various functions on the OS.
 なお、コンピュータはHDD508に替えて、記憶媒体としてフラッシュメモリを用いるドライブ装置(例えばソリッドステートドライブ:SSD)を利用するものであってもよい。 Note that the computer may use a drive device (for example, a solid state drive: SSD) using a flash memory as a storage medium instead of the HDD 508.
 外部I/F503は、外部装置とのインタフェースである。外部装置には、記録媒体503aなどがある。これにより、コンピュータは外部I/F503を介して記録媒体503aの読み取り及び/又は書き込みを行うことができる。記録媒体503aにはフレキシブルディスク、CD、DVD、SDメモリカード、USBメモリなどがある。 The external I / F 503 is an interface with an external device. The external device includes a recording medium 503a and the like. Thus, the computer can read and / or write the recording medium 503a via the external I / F 503. The recording medium 503a includes a flexible disk, a CD, a DVD, an SD memory card, a USB memory, and the like.
 ROM505は電源を切ってもプログラムやデータを保持することができる不揮発性の半導体メモリ(記憶装置)の一例である。ROM505にはコンピュータの起動時に実行されるBIOS、OS設定、及びネットワーク設定などのプログラムやデータが格納されている。RAM504はプログラムやデータを一時保持する揮発性の半導体メモリ(記憶装置)の一例である。 The ROM 505 is an example of a nonvolatile semiconductor memory (storage device) that can retain programs and data even when the power is turned off. The ROM 505 stores programs and data such as a BIOS executed when the computer is started, an OS setting, and a network setting. The RAM 504 is an example of a volatile semiconductor memory (storage device) that temporarily stores programs and data.
 CPU506は、ROM505やHDD508などの記憶装置からプログラムやデータをRAM504上に読み出し、処理を実行することで、コンピュータ全体の制御や機能を実現する演算装置である。 The CPU 506 is an arithmetic unit that realizes control and functions of the entire computer by reading out programs and data from a storage device such as the ROM 505 or the HDD 508 onto the RAM 504 and executing the processing.
 本実施形態に係るクライアント端末2及びゲームサーバ装置3は上記したハードウェア構成のコンピュータにおいてプログラムを実行することにより後述するような各種処理を実現できる。 The client terminal 2 and the game server device 3 according to the present embodiment can realize various processes described later by executing a program on a computer having the above-described hardware configuration.
 <ソフトウェア構成>
 本実施形態に係る情報処理システム1のソフトウェア構成について説明する。図1の情報処理システム1は例えば図3に示す処理ブロックにより実現される。図3は本実施形態に係る情報処理システムの一例の処理ブロック図である。
<Software configuration>
A software configuration of the information processing system 1 according to the present embodiment will be described. The information processing system 1 in FIG. 1 is realized by, for example, the processing blocks illustrated in FIG. FIG. 3 is a processing block diagram of an example of the information processing system according to the present embodiment.
 情報処理システム1のゲームサーバ装置3はプログラムを実行することにより、通信部10、制御部12、記憶部14を実現する。制御部12はデッキ編集部20、テスト対戦部22、通常対戦部24、特典付与部26及び表示制御部28を有する構成である。記憶部14は、キャラクタ情報記憶部30、プレイヤ情報記憶部32、デッキ情報記憶部34及び履歴情報記憶部36を有する構成である。 The game server device 3 of the information processing system 1 implements the communication unit 10, the control unit 12, and the storage unit 14 by executing a program. The control unit 12 includes a deck editing unit 20, a test battle unit 22, a normal battle unit 24, a privilege giving unit 26, and a display control unit 28. The storage unit 14 includes a character information storage unit 30, a player information storage unit 32, a deck information storage unit 34, and a history information storage unit 36.
 また、情報処理システム1のクライアント端末2はプログラムを実行することにより操作受付部50、制御部52、記憶部54、通信部56、画面表示部58を実現する。制御部52は要求送信部60、応答受信部62を有する構成である。 The client terminal 2 of the information processing system 1 realizes an operation receiving unit 50, a control unit 52, a storage unit 54, a communication unit 56, and a screen display unit 58 by executing a program. The control unit 52 has a configuration including a request transmission unit 60 and a response reception unit 62.
 ゲームサーバ装置3の通信部10はクライアント端末2との通信を行う。制御部12はゲームに関する処理を行う。制御部12はクライアント端末2がプレイヤから受け付けた操作に基づき、ゲームを進行させる。記憶部14はゲームに関する情報を記憶する。 The communication unit 10 of the game server device 3 performs communication with the client terminal 2. The control unit 12 performs processing related to the game. The control unit 12 advances the game based on the operation received by the client terminal 2 from the player. The storage unit 14 stores information about the game.
 制御部12のデッキ編集部20は後述のデッキ編集画面を、プレイヤの操作するクライアント端末2に表示させる。デッキ編集部20はデッキ編集画面から後述するデッキの編集操作を受け付ける。例えばデッキの編集操作は、プレイヤが複数のキャラクタを選択して攻撃デッキ又は防衛デッキを構築する操作である。 (4) The deck editing unit 20 of the control unit 12 causes the client terminal 2 operated by the player to display a deck editing screen described later. The deck editing unit 20 accepts a deck editing operation described later from the deck editing screen. For example, a deck editing operation is an operation in which a player selects a plurality of characters to construct an attack deck or a defense deck.
 攻撃デッキ及び防衛デッキを用いて他のプレイヤと対戦を行うゲームでは、攻撃デッキ及び防衛デッキを構築するキャラクタが対戦で使用可能となる。なお、デッキとはプレイヤがゲームをするために構築したキャラクタのセットである。攻撃デッキ及び防衛デッキには構築するキャラクタ数が設定されていることが多い。プレイヤは攻撃デッキ及び防衛デッキに設定されているキャラクタ数の制約の中で、攻撃デッキ及び防衛デッキを構築して他のプレイヤとの対戦を行う。攻撃デッキ及び防衛デッキの構築は、他のプレイヤとの対戦の勝敗を左右する重要な要素である。 (4) In a game in which an attack deck and a defense deck are used to play against other players, characters constituting the attack deck and the defense deck can be used in the battle. Note that a deck is a set of characters constructed by a player to play a game. The number of characters to be constructed is often set in the attack deck and the defense deck. The player constructs an attack deck and a defense deck and confronts another player under the restriction on the number of characters set in the attack deck and the defense deck. The construction of an attack deck and a defense deck is an important factor that determines the outcome of a battle with another player.
 テスト対戦部22は、デッキ編集画面で自ら構築した防衛デッキに、対戦を挑むテスト対戦を実行する。このように、テスト対戦はデッキ編集画面で構築した自分の防衛デッキと行う対戦である。したがって、テスト対戦により、プレイヤは自分の防衛デッキがどのような動きをするのか(後述する通常対戦での有効性)を、対戦を挑む視点で確認できる。 (4) The test battle unit 22 executes a test battle in which a battle is made on the defense deck constructed by itself on the deck editing screen. Thus, the test battle is a battle against your own defense deck constructed on the deck editing screen. Therefore, in the test battle, the player can check how the defense deck moves (effectiveness in a normal battle described later) from the viewpoint of challenging the battle.
 なお、このような攻撃デッキ及び防衛デッキを用いて他のプレイヤと対戦を行うゲーム(後述する通常対戦)では、プレイしていない(オフラインの)プレイヤに対しても対戦を挑めるように、他のプレイヤから対戦を挑まれた際のプレイヤの防衛デッキを人工知能(AI)が操作する。したがって、テスト対戦では人工知能が防衛デッキの操作を行うことが望ましいが、他のプレイヤが防衛デッキの操作を行うようにしてもよい。ここで、デッキの操作とは、デッキを使用することと同義であり、対戦においてデッキを構築する各キャラクタの攻撃内容を選択することである。 In a game in which such an attack deck and a defense deck are used to play against another player (a normal battle to be described later), another game is performed so that a player who is not playing (offline) can also play a battle. Artificial Intelligence (AI) operates the player's defense deck when the player is challenged by another player. Therefore, in the test match, it is desirable that the artificial intelligence operate the defense deck, but another player may operate the defense deck. Here, the operation of the deck is synonymous with using the deck, and is to select the attack content of each character constructing the deck in the battle.
 後述する通常対戦ではプレイしている(オンラインの)プレイヤに対してのみ対戦を挑める仕様(他のプレイヤから対戦を挑まれた際のプレイヤの防衛デッキをプレイヤ自ら操作する仕様)の場合、テスト対戦では他のプレイヤが防衛デッキの操作を行うことが望ましいが、人工知能(AI)が防衛デッキの操作を行うようにしてもよい。 In the case of a specification that allows you to challenge only the player who is playing (online) in the normal match described later (specification that the player operates the player's defense deck when another player challenges the battle), test In the battle, it is desirable that another player operate the defense deck, but artificial intelligence (AI) may operate the defense deck.
 また、テスト対戦では防衛デッキを構築したプレイヤが攻撃デッキの操作を行うことが望ましいが、他のプレイヤが攻撃デッキの操作を行い、防衛デッキを構築したプレイヤがテスト対戦を観戦できるようにしてもよい。このように、テスト対戦では攻撃デッキ及び防衛デッキを操作する主体の組み合わせが、様々考えられる。 In a test match, it is desirable that the player who constructed the defense deck operate the attack deck, but even if another player operates the attack deck, the player who constructed the defense deck can watch the test battle. Good. As described above, in the test battle, various combinations of the entities that operate the attack deck and the defense deck are conceivable.
 テスト対戦部22は、防衛デッキが勝利しても、その防衛デッキを構築したプレイヤのランクを上げることはない。同様に、テスト対戦部22は、防衛デッキが敗北しても、その防衛デッキを構築したプレイヤのランクを下げることもない。換言すると、テスト対戦の結果はプレイヤのランクに影響を与えるものではない。 The test battle unit 22 does not increase the rank of the player who has built the defense deck even if the defense deck wins. Similarly, even if the defense deck is defeated, the test battle unit 22 does not lower the rank of the player who constructed the defense deck. In other words, the result of the test match does not affect the rank of the player.
 通常対戦部24は、他のプレイヤに攻撃デッキで攻撃する通常対戦や、他のプレイヤからの攻撃を防衛デッキで防衛する通常対戦を実行する。このように、通常対戦は他のプレイヤが構築した攻撃デッキ又は防衛デッキと行う対戦である。特典付与部26は通常対戦の結果に応じて特典をプレイヤに付与する。なお、特典付与部26はテスト対戦において防衛デッキが勝利した場合、防衛デッキを構築したプレイヤに対して、特典を付与しないか、通常対戦で付与される特典よりも価値の低い他の特典を付与するものとする。 The normal battle unit 24 executes a normal battle in which another player attacks with an attack deck and a normal battle in which an attack from another player is defended with a defense deck. As described above, the normal battle is a battle performed with an attack deck or a defense deck constructed by another player. The privilege granting unit 26 grants a privilege to the player according to the result of the normal battle. When the defense deck wins in the test battle, the privilege granting unit 26 does not grant the bonus to the player who has constructed the defense deck, or grants another privilege having a lower value than the privilege granted in the normal battle. It shall be.
 通常対戦部24は、勝利したデッキを構築したプレイヤのランクを上げたり、敗北したデッキを構築したプレイヤのランクを下げたりすることがある。換言すると、通常対戦の結果はプレイヤのランクに影響を与えるものである。 The normal battle unit 24 may increase the rank of a player who has built a winning deck or lower the rank of a player who has built a defeated deck. In other words, the result of the normal battle affects the rank of the player.
 表示制御部28は、制御部12によるゲームの進行に従い、クライアント端末2の画面表示を制御する。例えば表示制御部28はテスト対戦画面(テスト対戦時の画面やテスト対戦の結果画面など)をプレイヤの操作するクライアント端末2に表示させる。また、表示制御部28は通常対戦画面(通常対戦時の画面や通常対戦の結果画面など)をプレイヤの操作するクライアント端末2に表示させる。 The display control unit 28 controls the screen display of the client terminal 2 according to the progress of the game by the control unit 12. For example, the display control unit 28 causes the client terminal 2 operated by the player to display a test battle screen (a screen at the time of the test battle, a result screen of the test battle, etc.). Further, the display control unit 28 causes the client terminal 2 operated by the player to display a normal battle screen (a screen at the time of the normal battle, a result screen of the normal battle, and the like).
 また、記憶部14のキャラクタ情報記憶部30は、プレイヤが所有しているキャラクタのキャラクタ情報を後述のように記憶している。キャラクタ情報は、攻撃デッキ又は防衛デッキを構築するキャラクタに関する情報である。プレイヤ情報記憶部32はプレイヤに関するプレイヤ情報を後述のように記憶している。デッキ情報記憶部34はプレイヤが構築したデッキに関する情報を後述のように記憶している。履歴情報記憶部36はプレイヤの対戦に関する情報を後述のように記憶している。 The character information storage unit 30 of the storage unit 14 stores character information of a character owned by the player as described later. The character information is information relating to a character constituting an attack deck or a defense deck. The player information storage unit 32 stores player information relating to the player as described later. The deck information storage unit 34 stores information on the deck constructed by the player as described later. The history information storage unit 36 stores information on the player's battle as described later.
 クライアント端末2の操作受付部50はクライアント端末2を操作するプレイヤからの操作を受け付ける。また、制御部52はクライアント端末2におけるゲームに関する処理を行う。制御部52の要求送信部60は操作受付部50がプレイヤから受け付けた操作の内容に基づき、ゲームサーバ装置3に対して要求を送信する。応答受信部62は、要求送信部60がゲームサーバ装置3に対して送信した要求に対する処理結果などの応答を受信する。 The operation receiving unit 50 of the client terminal 2 receives an operation from a player operating the client terminal 2. Further, the control unit 52 performs a process related to a game in the client terminal 2. The request transmission unit 60 of the control unit 52 transmits a request to the game server device 3 based on the content of the operation received by the operation reception unit 50 from the player. The response receiving unit 62 receives a response such as a processing result for the request transmitted from the request transmitting unit 60 to the game server device 3.
 また、記憶部54はクライアント端末2において必要となる情報を記憶する。通信部56はゲームサーバ装置3との通信を行う。画面表示部58はゲームサーバ装置3からの制御に従い、クライアント端末2の画面表示を行う。 (4) The storage unit 54 stores information necessary for the client terminal 2. The communication unit 56 performs communication with the game server device 3. The screen display unit 58 displays a screen of the client terminal 2 according to control from the game server device 3.
 図1の情報処理システム1は例えば図4に示す処理ブロックにより実現してもよい。図4は本実施形態に係る情報処理システムの他の例の処理ブロック図である。図4の情報処理システム1は、図3の情報処理システム1においてゲームサーバ装置3に設けられていたテスト対戦部22の機能が、クライアント端末2の制御部52に設けられている。 1 The information processing system 1 in FIG. 1 may be realized by, for example, the processing blocks shown in FIG. FIG. 4 is a processing block diagram of another example of the information processing system according to the present embodiment. In the information processing system 1 in FIG. 4, the function of the test battle unit 22 provided in the game server device 3 in the information processing system 1 in FIG. 3 is provided in the control unit 52 of the client terminal 2.
 図4に示したクライアント端末2の制御部52は、要求送信部60及び応答受信部62に加えて、テスト対戦部64及び表示制御部66を有する構成である。テスト対戦部64は図3のテスト対戦部22と同様な処理を行う。表示制御部66は、テスト対戦画面の画面表示を制御する。 The control unit 52 of the client terminal 2 shown in FIG. 4 has a configuration in which a test battle unit 64 and a display control unit 66 are provided in addition to the request transmission unit 60 and the response reception unit 62. The test battle unit 64 performs the same processing as the test battle unit 22 of FIG. The display control unit 66 controls the screen display of the test battle screen.
 図3又は図4に示したように本実施形態に係る情報処理システム1は、テスト対戦の制御をクライアント端末2で行ってもゲームサーバ装置3で行ってもよい。このように本実施形態に係る情報処理システム1はゲームサーバ装置3の構成の少なくとも一部をゲームサーバ装置3以外の他のサーバ装置に設けた構成や、クライアント端末2に設けた構成であってもよい。 As shown in FIG. 3 or FIG. 4, in the information processing system 1 according to the present embodiment, the control of the test battle may be performed by the client terminal 2 or the game server device 3. As described above, the information processing system 1 according to the present embodiment has a configuration in which at least a part of the configuration of the game server device 3 is provided in a server device other than the game server device 3 or a configuration in which the client terminal 2 is provided. Is also good.
 なお、クライアント端末2の制御部52はHTML(Hyper Text Markup Language)等で記載されたページデータや、ページデータ内に含まれるスクリプトなどをゲームサーバ装置3から受信してゲームに関する処理を行うブラウザ型がある。また、クライアント端末2の制御部52はインストールされたアプリケーションに基づいてゲームに関する処理を行うアプリケーション型がある。 Note that the control unit 52 of the client terminal 2 receives page data described in HTML (Hyper Text Markup Language) or a script included in the page data from the game server device 3 and performs a browser-based process for processing related to the game. There is. Further, there is an application type in which the control unit 52 of the client terminal 2 performs a process related to a game based on an installed application.
 記憶部14のキャラクタ情報記憶部30は、例えば図5に示すキャラクタ情報を記憶している。図5はキャラクタ情報の一例の構成図である。図5のキャラクタ情報はキャラクタID、キャラクタ名、プレイヤID、所有期間、テスト対戦使用回数、レアリティ、レベル、能力情報を項目として有している。 The character information storage unit 30 of the storage unit 14 stores, for example, the character information shown in FIG. FIG. 5 is a configuration diagram of an example of the character information. The character information in FIG. 5 includes character ID, character name, player ID, ownership period, number of times of test competition use, rarity, level, and ability information as items.
 キャラクタIDはキャラクタを一意に識別するための識別情報の一例である。キャラクタ名はキャラクタの名前である。プレイヤIDはプレイヤを一意に識別するための識別情報の一例である。所有期間はプレイヤがキャラクタを所有し始めてからの経過期間(所有期間)である。例えば、抽選ゲームの実行によりキャラクタを入手した場合は、所有期間は入手のときから進行し、プレイヤが所有するキャラクタ同士を合成して或るキャラクタが別のキャラクタに進化した場合は、所有期間は進化のときから進行する。テスト対戦使用回数はプレイヤがキャラクタをテスト対戦(防衛デッキ)で使用した回数である。レアリティは、キャラクタの稀少度(希少価値)を表す情報である。レベルは、キャラクタの強さの段階を表す数値である。能力情報はキャラクタの能力を表す情報である。 The character ID is an example of identification information for uniquely identifying a character. The character name is the name of the character. The player ID is an example of identification information for uniquely identifying a player. The ownership period is an elapsed period (owning period) from when the player starts possessing the character. For example, when a character is obtained by executing a lottery game, the possession period proceeds from the time of acquisition, and when a character evolves into another character by combining the characters possessed by the player, the possession period becomes Proceed from the time of evolution. The test battle usage count is the number of times the player has used the character in a test battle (defense deck). The rarity is information indicating the rarity (rare value) of the character. The level is a numerical value indicating the level of the strength of the character. The ability information is information indicating the ability of the character.
 記憶部14のプレイヤ情報記憶部32は、例えば図6に示すようなプレイヤ情報を記憶している。図6はプレイヤ情報の一例の構成図である。図6のプレイヤ情報は、プレイヤID、所有キャラクタID、攻撃デッキID、防衛デッキID及び履歴IDを項目として有している。 The player information storage unit 32 of the storage unit 14 stores, for example, player information as shown in FIG. FIG. 6 is a configuration diagram of an example of the player information. The player information in FIG. 6 includes a player ID, a possessed character ID, an attack deck ID, a defense deck ID, and a history ID as items.
 プレイヤIDはプレイヤを一意に識別するための識別情報の一例である。所有キャラクタIDは、プレイヤが所有する(所有状態の)キャラクタのキャラクタIDを表す情報の一例である。攻撃デッキIDは、プレイヤが構築した攻撃デッキのデッキ情報を一意に識別するための識別情報の一例である。防衛デッキIDは、プレイヤが構築した防衛デッキのデッキ情報を一意に識別するための識別情報の一例である。履歴IDは、プレイヤの対戦に関する履歴情報を一意に識別するための識別情報の一例である。 The player ID is an example of identification information for uniquely identifying a player. The possessed character ID is an example of information representing a character ID of a character possessed (owned) by the player. The attack deck ID is an example of identification information for uniquely identifying the deck information of the attack deck constructed by the player. The defense deck ID is an example of identification information for uniquely identifying the deck information of the defense deck constructed by the player. The history ID is an example of identification information for uniquely identifying history information regarding a player's battle.
 記憶部14のデッキ情報記憶部34は、例えば図7に示すようなデッキ情報を記憶している。図7はデッキ情報の一例の構成図である。図7のデッキ情報は、デッキID、複数のキャラクタIDを項目として有している。デッキIDはデッキ情報を一意に識別するための識別情報の一例である。デッキ情報のデッキIDと、プレイヤ情報の攻撃デッキID及び防衛デッキIDとにより、プレイヤが構築した攻撃デッキ及び防衛デッキのデッキ情報は一意に特定できる。 The deck information storage unit 34 of the storage unit 14 stores, for example, deck information as shown in FIG. FIG. 7 is a configuration diagram of an example of the deck information. The deck information in FIG. 7 has a deck ID and a plurality of character IDs as items. The deck ID is an example of identification information for uniquely identifying deck information. The deck information of the attack deck and the defense deck constructed by the player can be uniquely specified by the deck ID of the deck information and the attack deck ID and the defense deck ID of the player information.
 記憶部14の履歴情報記憶部36は、例えば図8に示す履歴情報を記憶している。図8は履歴情報の一例の構成図である。図8の履歴情報は、履歴ID、テストフラグ情報、攻撃デッキ情報、防衛デッキ情報、勝敗、動画ファイル名及び対戦日時を項目として有している。履歴IDは履歴情報を一意に識別するための識別情報の一例である。テストフラグ情報は、その履歴情報がテスト対戦のものであるか通常対戦のものであるかを識別するための情報の一例である。 The history information storage unit 36 of the storage unit 14 stores, for example, history information shown in FIG. FIG. 8 is a configuration diagram of an example of the history information. The history information of FIG. 8 includes history ID, test flag information, attack deck information, defense deck information, win / loss, moving image file name, and battle date and time as items. The history ID is an example of identification information for uniquely identifying history information. The test flag information is an example of information for identifying whether the history information is for a test match or a normal match.
 攻撃デッキ情報は対戦を行った攻撃デッキに関する情報である。防衛デッキ情報は対戦を行った防衛デッキに関する情報である。勝敗は対戦の結果を表す情報の一例である。動画ファイル名は、対戦の動画ファイルを一意に識別するための識別情報の一例である。対戦日時は対戦が実行された日時を表す情報の一例である。 Attack deck information is information about the attack deck that played the battle. The defense deck information is information on the defense deck that has played. Win / Loss is an example of information indicating the result of the battle. The moving image file name is an example of identification information for uniquely identifying a competitive moving image file. The battle date and time is an example of information indicating the date and time when the battle was executed.
 <処理>
 以下では図3に示した情報処理システムの処理ブロックを一例として説明する。
<Process>
Hereinafter, the processing blocks of the information processing system shown in FIG. 3 will be described as an example.
  《防衛デッキのテスト対戦》
 本実施形態に係る情報処理システム1では、例えば図9に示す手順で防衛デッキの構築とテスト対戦とをプレイヤに行わせる。図9は防衛デッキの構築とテスト対戦の手順を示す一例のフローチャートである。
《Test Battle of Defense Deck》
In the information processing system 1 according to the present embodiment, the player performs construction of a defense deck and a test battle in the procedure shown in FIG. 9, for example. FIG. 9 is a flowchart illustrating an example of a procedure of building a defense deck and performing a test battle.
 クライアント端末2の操作受付部50は、クライアント端末2を操作するプレイヤから防衛デッキのデッキ編集要求の操作を受け付ける。プレイヤからの防衛デッキのデッキ編集要求はクライアント端末2からゲームサーバ装置3に通知される。 The operation accepting unit 50 of the client terminal 2 accepts the operation of the deck editing request of the defense deck from the player operating the client terminal 2. A request from the player to edit a defense deck is sent from the client terminal 2 to the game server device 3.
 プレイヤからの防衛デッキのデッキ編集要求があると、処理はステップS10からステップS12に進み、ゲームサーバ装置3の表示制御部28はプレイヤの操作するクライアント端末2に例えば図10のデッキ編集画面1000を表示させる。図10はデッキ編集画面の一例のイメージ図である。デッキ編集画面1000には、プレイヤから防衛デッキの構築操作を受け付ける欄1002と、欄1002に構築された防衛デッキとのテスト対戦の要求をプレイヤから受け付けるテストボタン1004とが含まれる。 When there is a deck editing request of the defense deck from the player, the processing proceeds from step S10 to step S12, and the display control unit 28 of the game server device 3 displays, for example, the deck editing screen 1000 of FIG. 10 on the client terminal 2 operated by the player. Display. FIG. 10 is an image diagram of an example of the deck editing screen. The deck edit screen 1000 includes a column 1002 for receiving a defense deck construction operation from the player, and a test button 1004 for receiving from the player a request for a test battle with the defense deck constructed in the column 1002.
 プレイヤはクライアント端末2に表示されたデッキ編集画面1000では、プレイヤが所有しているキャラクタで防衛デッキを構築するためのデッキの編集操作を行うことになる。プレイヤによるデッキの編集操作が行われると、処理はステップS14に進み、ゲームサーバ装置3のデッキ編集部20はプレイヤによるデッキの編集操作に従って防衛デッキを構築する。構築した防衛デッキを仮想敵としてテスト対戦を行いたいプレイヤはテストボタン1004を押下する。プレイヤによるテストボタン1004の押下があると、ゲームサーバ装置3のデッキ編集部20はテスト対戦をテスト対戦部22に要求する。処理はステップS16からステップS18に進み、テスト対戦部22からの要求を受けた表示制御部28は例えば図11のテスト対戦画面1010をクライアント端末2に表示させる。図11はテスト対戦画面の一例のイメージ図である。 On the deck editing screen 1000 displayed on the client terminal 2, the player performs a deck editing operation for constructing a defense deck with characters owned by the player. When the player performs a deck editing operation, the process proceeds to step S14, and the deck editing unit 20 of the game server device 3 constructs a defense deck according to the player editing operation of the deck. A player who wants to perform a test battle with the constructed defense deck as a virtual enemy presses a test button 1004. When the test button 1004 is pressed by the player, the deck editing unit 20 of the game server device 3 requests the test battle unit 22 to perform a test battle. The process proceeds from step S16 to step S18, and the display control unit 28 which has received the request from the test battle unit 22 causes the client battle screen 1010 of FIG. FIG. 11 is an image diagram of an example of the test battle screen.
 テスト対戦画面1010には、自ら構築した防衛デッキを表示する欄1012と、プレイヤから攻撃デッキの構築操作を受け付ける欄1014と、テスト対戦の開始要求をプレイヤから受け付けるDUELボタン1016とが含まれる。プレイヤは他のプレイヤが構築しそうな攻撃デッキを構築した後にDUELボタン1016を押下する。プレイヤによるDUELボタン1016の押下があると、処理はステップS36に進み、テスト対戦部22は通常対戦の実行時には消費されるポイントを消費することなく、デッキ編集画面1000で構築した防衛デッキを仮想敵としたテスト対戦を実行する。なお、ステップS18の処理の詳細は後述する。これにより、プレイヤは自ら構築した防衛デッキの通常対戦での有効性を容易に確認できる。 The test battle screen 1010 includes a column 1012 for displaying the defense deck constructed by the player, a column 1014 for receiving an attack deck construction operation from the player, and a DUEL button 1016 for receiving a test battle start request from the player. The player presses the DUEL button 1016 after constructing an attack deck likely to be constructed by another player. If the player presses the DUEL button 1016, the process proceeds to step S36, and the test battle unit 22 does not consume the points consumed during the execution of the normal battle, and places the defense deck constructed on the deck edit screen 1000 as a virtual enemy. And execute the test match. The details of the processing in step S18 will be described later. As a result, the player can easily confirm the effectiveness of the defense deck he or she has constructed in a normal battle.
 なお、プレイヤによるテストボタン1004の押下がなければステップS18の処理をスキップする。ゲームサーバ装置3は、プレイヤによって戻るボタンが押下されたことによるデッキ編集画面1000から他の画面(テスト対戦画面1010を除く)への移動により防衛デッキの構築処理が終了するまでステップS14からステップS20の処理を繰り返す。ゲームサーバ装置3は、プレイヤによって戻るボタンが押下され、デッキ編集画面1000から他の画面(テスト対戦画面1010を除く)へ移動したことにより防衛デッキの構築処理が終了すると、図9のフローチャートの処理を終了する。 If the test button 1004 is not pressed by the player, the process of step S18 is skipped. The game server device 3 moves from the deck editing screen 1000 to another screen (excluding the test battle screen 1010) due to the player pressing the return button, and ends the steps from step S14 to step S20 until the defense deck construction processing ends. Is repeated. When the player presses the return button and moves from the deck editing screen 1000 to another screen (excluding the test battle screen 1010), the game server apparatus 3 completes the defense deck construction processing, and the game server apparatus 3 performs the processing in the flowchart of FIG. To end.
 図12はステップS18の処理の一例のフローチャートである。ステップS30においてテスト対戦部22はデッキ編集画面1000の欄1002で構築された防衛デッキを防衛デッキに設定し、表示制御部28はデッキ対戦画面1010の欄1012に構築された防衛デッキをクライアント端末2に表示させる。 FIG. 12 is a flowchart of an example of the process of step S18. In step S30, the test battle unit 22 sets the defense deck constructed in the column 1002 of the deck edit screen 1000 as the defense deck, and the display control unit 28 designates the defense deck constructed in the column 1012 of the deck battle screen 1010 as the client terminal 2. To be displayed.
 また、処理はステップS32に進み、テスト対戦部22は、クライアント端末2を操作するプレイヤからプレイヤが所有しているキャラクタで構築する攻撃デッキの設定処理(デッキ編集)要求の操作を受け付ける。プレイヤからの攻撃デッキのデッキ編集要求は、クライアント端末2からゲームサーバ装置3に通知される。プレイヤによる攻撃デッキの設定処理(デッキ編集)要求の操作があると、テスト対戦部22からの要求を受けた表示制御部28はプレイヤにより構築された攻撃デッキをデッキ対戦画面1010の欄1014に表示させる。 {Circle around (2)} The process proceeds to step S32, and the test battle unit 22 receives an operation of a request for setting (deck editing) of an attack deck constructed by a character owned by the player from the player operating the client terminal 2. A request to edit the deck of the attack deck from the player is sent from the client terminal 2 to the game server device 3. When the player performs an attack deck setting process (deck editing) request, the display control unit 28 receiving the request from the test battle unit 22 displays the attack deck constructed by the player in the column 1014 of the deck battle screen 1010. Let it.
 プレイヤによりDUELボタン1016が押下されるまで、テスト対戦部22はステップS32からステップS34の処理を繰り返す。プレイヤによりDUELボタン1016が押下されると、処理はステップS36に進み、テスト対戦部22はデッキ対戦画面1010の欄1012に表示されている防衛デッキと、欄1014に表示されている攻撃デッキとでテスト対戦を実行する。そして、テスト対戦部22からの要求を受けた表示制御部28はプレイヤが構築し、人工知能が操作する防衛デッキ(プレイヤが構築)と、プレイヤが自ら操作する攻撃デッキ(プレイヤが構築)とのテスト対戦をリアルタイムにプレイヤの操作するクライアント端末2に表示させる。なお、テスト対戦部22はテスト対戦の様子を録画(動画ファイルを生成)しておき、プレイヤがその録画されたテスト対戦を再確認できるようにし(表示制御部28はその動画ファイルをクライアント端末2に送信して表示させ)てもよい。また、処理はステップS38に進み、テスト対戦部22はテスト対戦の結果を履歴情報記憶部36に記憶させる。 Until the DUEL button 1016 is pressed by the player, the test battle unit 22 repeats the processing from Step S32 to Step S34. When the DUEL button 1016 is pressed by the player, the process proceeds to step S36, and the test battle unit 22 determines whether the defense deck displayed in the column 1012 of the deck battle screen 1010 and the attack deck displayed in the column 1014 are different. Perform a test match. Upon receiving a request from the test battle unit 22, the display control unit 28 is constructed by the player and includes a defense deck (constructed by the player) operated by artificial intelligence and an attack deck (constructed by the player) operated by the player himself. The test battle is displayed on the client terminal 2 operated by the player in real time. The test battle unit 22 records the state of the test battle (generates a moving image file) so that the player can reconfirm the recorded test battle (the display control unit 28 stores the moving image file in the client terminal 2). To be displayed. In addition, the process proceeds to step S38, and the test battle unit 22 causes the history information storage unit 36 to store the result of the test battle.
  《テスト対戦の実行判定》
 図9のフローチャートの処理では、テスト対戦の実行に制限を設けていないが、例えば図13のフローチャートに示すテスト対戦の実行判定を行うことで、テスト対戦の実行に制限を設けてもよい。図13は、テスト対戦の実行判定の処理の一例のフローチャートである。
《Judgment of execution of test match》
In the process of the flowchart of FIG. 9, the execution of the test competition is not limited, but the execution of the test competition may be limited by, for example, performing the execution of the test competition shown in the flowchart of FIG. FIG. 13 is a flowchart illustrating an example of a process of determining whether to execute a test battle.
 処理はステップS40に進み、テスト対戦部22は防衛デッキを構築するキャラクタのキャラクタ情報を、図5のキャラクタ情報、図6のプレイヤ情報及び図7のデッキ情報から読み出す。処理はステップS42に進み、テスト対戦部22は防衛デッキを構築するキャラクタの所有期間を参照し、プレイヤによる所有期間が所定期間を経過していないキャラクタが含まれているか否かを判定する。ステップS42の処理は防衛デッキを構築するキャラクタに新しく入手したキャラクタが含まれているか否かを判定している。例えばテスト対戦部22はプレイヤによる所有期間が所定期間を経過していないキャラクタは新しく入手したキャラクタであると判定する。なお、テスト対戦部22はテスト対戦(防衛デッキ)に使用されたことのないキャラクタを新しく入手したキャラクタであると判定してもよい。 The process proceeds to step S40, and the test battle unit 22 reads the character information of the character constituting the defense deck from the character information in FIG. 5, the player information in FIG. 6, and the deck information in FIG. The process proceeds to step S42, and the test battle unit 22 refers to the ownership period of the character constituting the defense deck, and determines whether or not the character owned by the player has not passed the predetermined period. In the process of step S42, it is determined whether the characters constituting the defense deck include a newly obtained character. For example, the test battle unit 22 determines that the character whose ownership period by the player has not passed the predetermined period is a newly obtained character. The test battle unit 22 may determine that a character that has not been used in a test battle (defense deck) is a newly obtained character.
 新しく入手したキャラクタが防衛デッキに含まれていれば処理はステップS44に進み、テスト対戦部22はテスト対戦を実行すると判定する。また、新しく入手したキャラクタが防衛デッキに含まれていなければ処理はステップS46に進み、テスト対戦部22はテスト対戦を実行しないと判定する。 If the newly obtained character is included in the defense deck, the process proceeds to step S44, and the test battle unit 22 determines to execute a test battle. If the newly obtained character is not included in the defense deck, the process proceeds to step S46, and the test battle unit 22 determines that the test battle is not to be performed.
 図13のテスト対戦の実行判定の処理によれば、プレイヤが新しく入手したキャラクタが一つも含まれていない防衛デッキのテスト対戦の実行を制限する。このような制限を設けることにより、本実施形態に係る情報処理システム1では新しく入手したキャラクタを含む防衛デッキでテスト対戦を実行させることができ、意外性のある防衛デッキをプレイヤが発見する契機となり得る。 According to the test battle execution determination process of FIG. 13, the execution of the test battle on the defense deck including no newly obtained character by the player is restricted. By providing such a restriction, in the information processing system 1 according to the present embodiment, a test battle can be executed on the defense deck including the newly obtained character, which is an opportunity for the player to find a surprising defense deck. obtain.
 なお、図13のフローチャートは、プレイヤが新しく入手したキャラクタが一つも含まれていない防衛デッキのテスト対戦の実行を制限する例を示したが、テスト対戦部22はテスト対戦(防衛デッキとして)の使用回数が所定回数未満のキャラクタが一つも含まれていない防衛デッキのテスト対戦の実行を制限するようにしてもよい。その他、テスト対戦部22は履歴情報を参照し、テスト対戦できる防衛デッキの数を例えば1ヶ月の上限が5デッキのように制限してもよいし、テスト対戦できる回数を例えば1ヶ月の上限が10回のように制限してもよい。 Note that the flowchart of FIG. 13 illustrates an example in which the execution of the test battle on the defense deck that does not include any newly obtained characters by the player is restricted. However, the test battle unit 22 performs the test battle (as the defense deck). The execution of a test battle on a defense deck that does not include any character whose use count is less than the predetermined count may be limited. In addition, the test battle unit 22 may refer to the history information and limit the number of defense decks that can perform the test battle, for example, such that the upper limit of one month is five decks, or the number of times that the test battle can be performed is, for example, the upper limit of one month. It may be limited to ten times.
  《テスト対戦の実行》
 図12のフローチャートの処理では、防衛デッキを構築したプレイヤがテスト対戦を実行する(攻撃デッキを操作する)例を示したが、防衛デッキを構築したプレイヤ以外がテスト対戦を実行する(攻撃デッキを操作する)ようにしてもよい。図14は防衛デッキを構築したプレイヤ以外が実行するテスト対戦の一例のフローチャートである。
《Perform a test match》
In the process of the flowchart in FIG. 12, an example is shown in which the player who has constructed the defense deck executes a test battle (operates the attack deck). However, a player other than the player who constructed the defense deck performs a test battle (plays the attack deck). Operation). FIG. 14 is a flowchart of an example of a test battle executed by a player other than the player who has constructed the defense deck.
 例えば防衛デッキを構築したプレイヤが、例えば同一のグループ(ギルドなど)に所属している他のプレイヤや、登録した他のプレイヤ(フレンドなど)に、テスト対戦の実行を依頼できるようにしてもよい。例えば、テスト対戦部22は、プレイヤから他のプレイヤへの依頼の操作を受け付けると、他のプレイヤからその依頼を受けるか否かの操作を受け付けるようにしてもよい。ここでは、テスト対戦の実行を依頼し、他のプレイヤが依頼を受けたあとの処理について説明する。 For example, a player who has built a defense deck may be able to request another player belonging to the same group (such as a guild) or a registered other player (such as a friend) to execute a test battle. . For example, when receiving an operation of a request from a player to another player, the test battle unit 22 may receive an operation of whether or not to receive the request from another player. Here, a description will be given of a process performed after a request for execution of a test battle has been received and another player has received the request.
 処理はステップS51に進み、テスト対戦部22はプレイヤが構築して人工知能が操作する防衛デッキと、プレイヤが構築して他のプレイヤが操作する攻撃デッキとのテスト対戦を実行する。そして、テスト対戦部22からの要求を受けた表示制御部28は、他のプレイヤの操作するクライアント端末2と、プレイヤの操作するクライアント端末2のそれぞれにテスト対戦画面を表示させる。したがって、プレイヤは自分が構築し、人工知能が操作する防衛デッキと他のプレイヤが操作する攻撃デッキとのテスト対戦を観戦できる。  The process proceeds to step S51, and the test battle unit 22 performs a test battle between the defense deck constructed by the player and operated by the artificial intelligence and the attack deck constructed by the player and operated by another player. Then, the display control unit 28 that has received the request from the test battle unit 22 displays a test battle screen on each of the client terminal 2 operated by another player and the client terminal 2 operated by the player. Therefore, the player can watch a test battle between the defense deck constructed by himself and operated by artificial intelligence and the attack deck operated by another player.
 なお、プレイヤはテスト対戦の観戦を自由に中止できるものとする。プレイヤがテスト対戦の観戦を中止すると、処理はステップS54に進み、テスト対戦部22は攻撃デッキを操作している他のプレイヤにテスト対戦の継続又は中止を選択させる。他のプレイヤがテスト対戦の中止を選択すると、処理はステップS56に進み、テスト対戦部22はテスト対戦を途中で中止する。一方、他のプレイヤがテスト対戦の継続を選択すると、処理はステップS57に進み、テスト対戦部22はテスト対戦を最後まで実行する(プレイヤによる観戦は中止されている)。プレイヤがテスト対戦の観戦を継続したまま、テスト対戦が終了した場合、テスト対戦部22は図14のフローチャートの処理を終了する。 Note that the player can freely stop watching the test match. When the player stops watching the test battle, the process proceeds to step S54, and the test battle unit 22 causes another player operating the attack deck to select continuation or suspension of the test battle. If another player selects to stop the test battle, the process proceeds to step S56, and the test battle unit 22 stops the test battle halfway. On the other hand, when the other player selects the continuation of the test battle, the process proceeds to step S57, and the test battle unit 22 executes the test battle to the end (watching by the player is stopped). When the test battle ends while the player continues watching the test battle, the test battle unit 22 ends the processing of the flowchart in FIG.
 図14のフローチャートの処理によれば、テスト対戦の実行を依頼したプレイヤが観戦を中止した場合、そのテスト対戦の実行を依頼された他のプレイヤはテスト対戦を途中で中止できるので、手間を省くことができる。一方で、図14のフローチャートの処理によれば、テスト対戦の実行を依頼したプレイヤが観戦を中止した場合であっても、そのテスト対戦の実行を依頼された他のプレイヤが希望すれば、テスト対戦を最後まで行うことができる。 According to the processing of the flowchart in FIG. 14, when the player who has requested the execution of the test match stops watching, the other players who have been requested to execute the test match can stop the test match halfway, so that time is saved. be able to. On the other hand, according to the processing of the flowchart of FIG. 14, even when the player who has requested the execution of the test match stops watching, if another player requested to execute the test match desires, the test is performed. You can play the match to the end.
 [他の実施形態]
 第1の実施形態では、先に対戦相手の使用する(デッキを構築する)全てのキャラクタのHPを合算した合算HPをゼロ(0)にした方が対戦の勝者となる仕様の場合における接戦判定の例を説明したが、先に対戦相手の使用する(デッキを構築する)全てのキャラクタのHPをゼロ(0)にした方が対戦の勝者となる仕様の場合、例えばゲームサーバ装置3(後述する特典付与部26)は対戦に勝利したプレイヤが使用するキャラクタのうち、HPがゼロ(0)になっているキャラクタの数が所定数(例えば2)以上であることを条件として、その対戦が接戦であったと判定してもよいし、例えばゲームサーバ装置3(後述する特典付与部26)は対戦に勝利したプレイヤが使用するキャラクタのうち、HPがゼロ(0)になっていないキャラクタの数が所定数(例えば2)以下であることを条件として、その対戦が接戦であったと判定してもよい。
[Other embodiments]
In the first embodiment, a head-to-head determination is made in a case where the total HP obtained by adding the HPs of all the characters used by the opponent (constructing the deck) to zero (0) is the winner of the battle. However, in the case of a specification in which the HP of all the characters used by the opponent (constructing the deck) is set to zero (0) first, the game server device 3 (described later) The privilege providing unit 26) performs a match on condition that the number of characters whose HP is zero (0) is equal to or greater than a predetermined number (for example, 2) among the characters used by the player who has won the match. It may be determined that the battle is a close battle, and for example, the game server device 3 (the privilege granting unit 26 to be described later) may use a character whose HP is not zero (0) among the characters used by the player who has won the battle. On condition that the number of Rakuta is less than or equal to a predetermined number (e.g. 2), it may be determined that the battle was close.
 第1の実施形態では、ステップS36において、プレイヤによるDUELボタン1016の押下があると、テスト対戦部22は通常対戦の実行時には消費されるポイントを消費することなくテスト対戦を実行する例を説明したが、プレイヤによるDUELボタン1016の押下があると、テスト対戦部22は通常対戦の実行時に消費されるポイントよりも少ないポイントを消費してテスト対戦を実行してもよい。 In the first embodiment, the example has been described in which, when the DUEL button 1016 is pressed by the player in step S36, the test battle unit 22 performs the test battle without consuming the points consumed during the execution of the normal battle. However, when the player presses the DUEL button 1016, the test battle unit 22 may execute the test battle by consuming less points than the points consumed when executing the normal battle.
 第1の実施形態では、何れかのプレイヤに対して通常対戦を挑むプレイヤによるDUELボタンの押下があると、通常対戦部24はポイントを消費して通常対戦を実行する例を説明したが、何れかのプレイヤに対して通常対戦を挑むプレイヤによるDUELボタンの押下があると、通常対戦部24はポイントを消費することなく通常対戦を実行してもよい。 In the first embodiment, there has been described an example in which, when the DUEL button is pressed by a player who challenges a normal battle to any player, the normal battle unit 24 consumes points and executes the normal battle. When the player who challenges the normal battle against the player presses the DUEL button, the normal battle unit 24 may execute the normal battle without consuming points.
 また、ステップS38において、テスト対戦部22は依頼を受けた他のプレイヤに、報酬を付与してもよい。この報酬は、例えば集めることで抽選ゲーム(キャラクタなどを入手できる抽選ゲーム)を実行できるポイント、アイテムなどである。なお、ステップS56において、テスト対戦部22は依頼したプレイヤがテスト対戦の観戦を中止した場合(テスト対戦が最後まで実行されなかった場合)であっても、依頼を受けた他のプレイヤに報酬を付与することが望ましい。一方、テスト対戦部22は通信の切断などによりテスト対戦が最後まで実行されなかった場合、依頼を受けた他のプレイヤに報酬を付与しなくてもよい。 {Circle around (3)} In step S38, the test battle unit 22 may give a reward to another player who has received the request. The reward is, for example, points, items, and the like that can be executed to collectively execute a lottery game (a lottery game in which a character or the like can be obtained). In step S56, even if the requested player stops watching the test match (if the test match has not been executed to the end), the test battle unit 22 provides a reward to the other players who have received the request. It is desirable to give. On the other hand, when the test battle is not executed to the last due to the disconnection of the communication or the like, the test battle unit 22 does not need to give a reward to the other players who have received the request.
 第1の実施形態では、ステップS51において、テスト対戦部22からの要求を受けた表示制御部28は人工知能が操作する防衛デッキと他のプレイヤが操作する攻撃デッキとのテスト対戦をプレイヤの操作するクライアント端末2に表示させる例を説明したが、テスト対戦部22は他のプレイヤの好きなタイミングで実行されたテスト対戦を録画(動画ファイルを作成)しておき、表示制御部28はテスト対戦を依頼したプレイヤからの表示操作を受けたことにより、録画していたテスト対戦をプレイヤの操作するクライアント端末2に表示してもよい。また、テスト対戦部22は他のプレイヤの好きなタイミングで実行されたテスト対戦での人工知能や他のプレイヤの操作ログを記録(記憶)しておき、表示制御部28はテスト対戦を依頼したプレイヤからの表示操作を受けたことにより、記録(記憶)していた操作ログに従ってテスト対戦をプレイヤの操作するクライアント端末2に表示してもよい。これらにより、他のプレイヤは、テスト対戦の依頼を受けやすくなる。なお、テスト対戦部22は依頼を受けてから所定時間(例えば24時間)以内にテスト対戦が実行されなかった場合は、自動的に依頼を取消してもよい。 In the first embodiment, in step S51, the display control unit 28 receiving a request from the test battle unit 22 performs a test battle between a defense deck operated by artificial intelligence and an attack deck operated by another player. Although the example in which the client terminal 2 displays the test battle is described, the test battle unit 22 records (creates a moving image file) the test battle executed at another player's favorite timing, and the display control unit 28 executes the test battle. May be displayed on the client terminal 2 operated by the player upon receiving a display operation from the player who has requested the game. In addition, the test battle unit 22 records (stores) the artificial intelligence and the operation log of the other player in the test battle executed at the desired timing of the other player, and the display control unit 28 requests the test battle. Upon receiving the display operation from the player, the test battle may be displayed on the client terminal 2 operated by the player according to the recorded (stored) operation log. These make it easier for other players to receive a request for a test match. Note that the test battle unit 22 may automatically cancel the request if the test battle is not executed within a predetermined time (for example, 24 hours) after receiving the request.
 第1の実施形態では、ステップS14において、プレイヤが所有しているキャラクタで防衛デッキを構築する例を説明したが、プレイヤが所有していないキャラクタでテスト対戦の防衛デッキを構築させてもよい。これにより、自分が弱い理由(強いキャラクタを所有していないから弱いのかなど)を知ることができる。また、第1の実施形態では、プレイヤが所有しているキャラクタで攻撃デッキを構築する例を説明したが、プレイヤが所有していないキャラクタでテスト対戦の攻撃デッキを構築させてもよい。例えば、他のプレイヤ(フレンドなど)が所有しているキャラクタで攻撃デッキを構築させてもよいし、プレイヤだけでなく他のプレイヤ(フレンドなど)も所有していないキャラクタで攻撃デッキを構築させてもよい。これにより、構築した防衛デッキの通常対戦での有効性をより正確に判断できる。 In the first embodiment, in the step S14, an example in which the player owns the defense deck with the character owned by the player has been described. However, the defense deck for the test battle may be constructed with the character not owned by the player. Thereby, it is possible to know the reason why the user is weak (whether he does not own a strong character and is weak, etc.). Further, in the first embodiment, an example has been described in which an attack deck is constructed by a character owned by a player, but an attack deck of a test battle may be constructed by a character not owned by a player. For example, an attack deck may be constructed by a character owned by another player (such as a friend), or an attack deck may be constructed by a character not owned by not only the player but also another player (such as a friend). Is also good. This makes it possible to more accurately determine the effectiveness of the constructed defense deck in a normal match.
 第1の実施形態では、プレイヤがテスト対戦で使用する攻撃デッキを構築する例を説明したが、他のプレイヤにテスト対戦で使用する攻撃デッキを構築させてもよい。これにより、構築した防衛デッキの通常対戦での有効性をより正確に判断できる。 In the first embodiment, an example has been described in which the player constructs an attack deck used in a test battle, but another player may construct an attack deck used in a test battle. This makes it possible to more accurately determine the effectiveness of the constructed defense deck in a normal match.
 第1の実施形態では、プレイヤがテスト対戦で使用する攻撃デッキを構築する例を説明したが、通常対戦で多くのプレイヤに使用されている攻撃デッキ(流行デッキ)の中からテスト対戦で使用する攻撃デッキを選択させてもよい。同様に、通常対戦で多くのプレイヤ(ランクが近いプレイヤに限る)に使用されている攻撃デッキ(流行デッキ)の中からテスト対戦で使用する攻撃デッキを選択させてもよい(通常対戦ではランクが近いプレイヤ同士で対戦することが多いため)し、通常対戦でプレイヤと対戦したことのある対戦相手が通常対戦で現在使用している攻撃デッキの中からテスト対戦で使用する攻撃デッキを選択させてもよいし、通常対戦でプレイヤに勝利したことのある対戦相手が通常対戦で現在使用している攻撃デッキの中からテスト対戦で使用する攻撃デッキを選択させてもよいし、通常対戦でプレイヤに勝利したことのある攻撃デッキの中からテスト対戦で使用する攻撃デッキを選択させてもよいし、フレンドなど他のプレイヤが通常対戦で現在使用している攻撃デッキの中からテスト対戦で使用する攻撃デッキを選択させてもよいし、ランクが近い他のプレイヤが通常対戦で現在使用している攻撃デッキの中からテスト対戦で使用する攻撃デッキを選択させてもよい(通常対戦ではランクが近いプレイヤ同士で対戦することが多いため)。例えば、ステップS32において、表示制御部28はプレイヤが操作するクライアント端末2に攻撃デッキの選択操作を受け付ける欄(攻撃デッキの候補一覧)を表示させ、ステップS32において、テスト対戦部22はクライアント端末2を操作するプレイヤから攻撃デッキの選択の操作を受け付ける。そして、プレイヤによりDUELボタン1016が押下されると、処理はステップS36に進み、テスト対戦部22はデッキ対戦画面1010の欄1012に表示されている防衛デッキと、選択された攻撃デッキとでテスト対戦を実行する。これにより、テスト対戦用の攻撃デッキを構築する手間が省けるとともに、構築した防衛デッキの通常対戦での有効性をより正確に判断できる。なお、他のプレイヤに選択させてもよい。 In the first embodiment, an example has been described in which the player builds an attack deck used in a test match. However, the attack deck used by many players in a normal match (a popular deck) is used in a test match. You may select an attack deck. Similarly, an attack deck to be used in a test match may be selected from among attack decks (trendy decks) used by many players (limited to players of a similar rank) in a normal match (in a normal match, the rank is lower). (Because it is often played between close players), and the opponent who has played against the player in the normal match selects the attack deck used in the test match from the attack decks currently used in the normal match The opponent who has won the player in the normal match may select the attack deck to be used in the test match from the attack decks currently used in the normal match, or the player in the normal match You can select an attack deck to be used in a test match from among attack decks you have won, or a friend or other player currently using it in a normal match The attack deck to be used in the test match may be selected from among the attack decks currently being used, or the attack deck to be used in the test match may be selected from the attack decks currently used in the normal match by other players of similar rank. It may be selected (because in normal competition, players of similar ranks often compete with each other). For example, in step S32, the display control unit 28 causes the client terminal 2 operated by the player to display a field for accepting an attack deck selection operation (attack deck candidate list). The operation of selecting the attack deck is received from the player operating. When the DUEL button 1016 is pressed by the player, the process proceeds to step S36, and the test battle unit 22 performs a test battle between the defense deck displayed in the column 1012 of the deck battle screen 1010 and the selected attack deck. Execute This saves the trouble of constructing an attack deck for a test battle, and makes it possible to more accurately determine the effectiveness of the constructed defense deck in a normal battle. In addition, you may make another player select it.
 また、上記したように、テスト対戦では攻撃デッキ及び防衛デッキを操作する主体の組み合わせが、様々考えられる。防衛デッキを操作する主体は、防衛デッキを構築したプレイヤ以外の人工知能や他のプレイヤが考えられる。攻撃デッキを操作する主体は防衛デッキを構築したプレイヤ、防衛デッキを構築したプレイヤ以外の他のプレイヤが考えられる。 テ ス ト Also, as described above, in the test battle, there are various combinations of the entities that operate the attack deck and the defense deck. The subject who operates the defense deck may be artificial intelligence or another player other than the player who constructed the defense deck. The player who operates the attack deck may be a player who has constructed the defense deck, or a player other than the player who has constructed the defense deck.
 本実施形態に係る情報処理システム1では、テスト対戦を行う攻撃デッキ及び防衛デッキを操作する主体のバリエーションが多く、シミュレートが多彩となり、より実践的なシミュレートが実現できる。 情報 処理 In the information processing system 1 according to the present embodiment, there are many variations of a subject who operates an attack deck and a defense deck that perform a test battle, so that the simulation is versatile and more practical simulation can be realized.
Figure JPOXMLDOC01-appb-T000001
Figure JPOXMLDOC01-appb-T000001
 なお、テスト対戦で防衛デッキ又は攻撃デッキをプレイヤが操作する場合は例えば人工知能が最善と考える操作を参考に表示するなど、プレイヤに対するアシスト機能を設けるようにしてもよい。このようなアシスト機能によれば、防衛デッキ又は攻撃デッキを操作するプレイヤは、どう操作すべきか迷った際に人工知能による防衛デッキ又は攻撃デッキが最善と考える操作を参考にしながら、テスト対戦における防衛デッキ又は攻撃デッキの操作を決定できる。 Note that when the player operates the defense deck or the attack deck in the test battle, an assist function for the player may be provided, for example, by displaying an operation that artificial intelligence considers best. According to such an assist function, a player who operates the defense deck or the attack deck can defend in a test battle while referring to the operation that the defense deck or the attack deck using artificial intelligence considers to be the best when wondering how to operate. Decide which deck or attack deck to operate.
 (まとめ)
 本実施形態に係る情報処理システム1では、自ら構築した防衛デッキにテスト対戦を挑むことができるので、自ら構築した防衛デッキの通常対戦での有効性を容易に判断できる。また、自ら構築した防衛デッキに他のプレイヤがテスト対戦を挑む様子を観戦することもでき、自ら構築した防衛デッキが他のプレイヤとの通常対戦で有効か否かを容易に判断できる。
(Summary)
In the information processing system 1 according to the present embodiment, since the test battle can be challenged against the defense deck constructed by itself, the effectiveness of the defense deck constructed by himself can be easily determined in the normal battle. In addition, it is possible to watch a situation where another player challenges a test battle against the defense deck constructed by himself, and easily determine whether the defense deck constructed by himself is effective in a normal battle with another player.
 なお、通常対戦において攻撃デッキ及び防衛デッキの少なくとも一方の操作は人工知能が行ってもよい。また、本実施形態では、攻撃デッキと防衛デッキとを使い分けるゲームについて説明したが、攻撃用のデッキと防衛用のデッキとが共通であってもよい。 In addition, at least one of the attack deck and the defense deck in the normal battle may be performed by artificial intelligence. Further, in the present embodiment, the game in which the attack deck and the defense deck are used properly has been described. However, the attack deck and the defense deck may be common.
 本発明は、具体的に開示された上記の実施形態に限定されるものではなく、特許請求の範囲から逸脱することなく、種々の変形や変更が可能である。 The present invention is not limited to the above-described embodiments specifically disclosed, and various modifications and changes can be made without departing from the scope of the claims.
 1  情報処理システム
 2  クライアント端末
 3  ゲームサーバ装置
 4  ネットワーク
 10、56  通信部
 12、52  制御部
 14、54  記憶部
 20  デッキ編集部
 22、64  テスト対戦部
 24  通常対戦部
 26  特典付与部
 28、66  表示制御部
 30  キャラクタ情報記憶部
 32  プレイヤ情報記憶部
 34  デッキ情報記憶部
 36  履歴情報記憶部
 50  操作受付部
 58  画面表示部
 60  要求送信部
 62  応答受信部
 501  入力装置
 502  表示装置
 503  外部I/F
 503a  記録媒体
 504  RAM
 505  ROM
 506  CPU
 507  通信I/F
 508  HDD
 1000  デッキ編集画面
 1002  防衛デッキの構築操作を受け付ける欄
 1004  テストボタン
 1010  テスト対戦画面
 1012  自ら構築した防衛デッキを表示する欄
 1014  プレイヤから攻撃デッキの構築操作を受け付ける欄
 1016  DUELボタン
 B  バス
Reference Signs List 1 information processing system 2 client terminal 3 game server device 4 network 10, 56 communication unit 12, 52 control unit 14, 54 storage unit 20 deck editing unit 22, 64 test battle unit 24 normal battle unit 26 privilege giving unit 28, 66 display Control unit 30 Character information storage unit 32 Player information storage unit 34 Deck information storage unit 36 History information storage unit 50 Operation reception unit 58 Screen display unit 60 Request transmission unit 62 Response reception unit 501 Input device 502 Display device 503 External I / F
503a Recording medium 504 RAM
505 ROM
506 CPU
507 Communication I / F
508 HDD
1000 Deck editing screen 1002 Field to accept defense deck construction operation 1004 Test button 1010 Test battle screen 1012 Field to display defense deck constructed by yourself 1014 Field to accept attack deck construction operation from player 1016 DUEL button B bus

Claims (9)

  1.  複数のゲームキャラクタにより第1のデッキを構築する操作を第1のプレイヤから受け付けるデッキ構築操作受付手段と、
     前記第1のプレイヤ以外が使用する前記第1のデッキと、前記第1のプレイヤ又は第2のプレイヤが使用する第2のデッキとのテスト対戦を実行するテスト対戦実行手段と、
     前記第1のプレイヤにより構築された前記第1のデッキと、他のプレイヤにより構築されたデッキとの通常対戦を実行する通常対戦実行手段と、
     前記通常対戦で前記第1のデッキが勝利した場合、特典を前記第1のプレイヤに付与し、前記テスト対戦で前記第1のデッキが勝利した場合、前記特典を前記第1のプレイヤに付与しない特典付与手段と、
     前記テスト対戦の結果を表示部に表示させる表示制御手段と、
    を備える情報処理装置。
    Deck construction operation accepting means for accepting an operation of constructing a first deck from a plurality of game characters from a first player;
    A test battle execution means for performing a test battle between the first deck used by other than the first player and the second deck used by the first player or the second player;
    A normal battle execution means for executing a normal battle between the first deck constructed by the first player and a deck constructed by another player;
    If the first deck wins in the normal match, a benefit is given to the first player, and if the first deck wins in the test match, the benefit is not given to the first player. Privilege grant means,
    Display control means for displaying the result of the test battle on a display unit;
    An information processing apparatus comprising:
  2.  前記デッキ構築操作受付手段は、前記テスト対戦に用いる前記第1のデッキを構築する操作を前記第1のプレイヤから受け付ける場合に、前記第1のプレイヤが所有していないゲームキャラクタを含む前記第1のデッキを構築する操作を前記第1のプレイヤから受け付けること
    を特徴とする請求項1記載の情報処理装置。
    The deck construction operation accepting means, when accepting, from the first player, an operation to construct the first deck used in the test battle, the first deck including a game character not owned by the first player. The information processing apparatus according to claim 1, wherein an operation of constructing the deck is received from the first player.
  3.  前記テスト対戦実行手段は、前記第1のプレイヤが所有してからの期間が所定期間未満の前記ゲームキャラクタを含まない前記第1のデッキの前記テスト対戦を実行しないことを特徴とする請求項1記載の情報処理装置。 2. The test match execution means does not execute the test match of the first deck which does not include the game character for a period shorter than a predetermined period since the first player owns the game character. An information processing apparatus according to claim 1.
  4.  前記テスト対戦実行手段は、前記第1のプレイヤが所有してから前記テスト対戦に用いられた回数が所定回数未満の前記ゲームキャラクタを含まない前記第1のデッキの前記テスト対戦を実行しないこと
    を特徴とする請求項1記載の情報処理装置。
    The test match execution means may not execute the test match of the first deck that does not include the game character that is less than a predetermined number of times used in the test match since the first player possesses the test match. The information processing apparatus according to claim 1, wherein:
  5.  前記テスト対戦実行手段は、前記テスト対戦を実行する場合に、前記第1のプレイヤに前記テスト対戦を観戦させること
    を特徴とする請求項1乃至4何れか一項記載の情報処理装置。
    5. The information processing apparatus according to claim 1, wherein the test match execution unit causes the first player to watch the test match when executing the test match. 6.
  6.  前記テスト対戦実行手段は、前記第1のプレイヤからの要求に基づき前記テスト対戦の観戦を中止した場合、前記第2のプレイヤに前記テスト対戦の継続又は前記テスト対戦の中止を選択させること
    を特徴とする請求項5記載の情報処理装置。
    The test match execution means, when stopping the watching of the test match based on a request from the first player, causes the second player to select the continuation of the test match or the stop of the test match. The information processing apparatus according to claim 5, wherein
  7.  前記第1のデッキは、前記第1のプレイヤが前記他のプレイヤから前記通常対戦を挑まれた場合に用いられる前記第1のプレイヤが使用するデッキであること
    を特徴とする請求項1乃至6何れか一項記載の情報処理装置。
    The said 1st deck is a deck used by the said 1st player used when the said 1st player challenged the said normal match from the said other player, The said 1st player The information processing device according to claim 1.
  8.  コンピュータを、
     複数のゲームキャラクタにより第1のデッキを構築する操作を第1のプレイヤから受け付けるデッキ構築操作受付手段、
     前記第1のプレイヤ以外が使用する前記第1のデッキと、前記第1のプレイヤ又は第2のプレイヤが使用する第2のデッキとのテスト対戦を実行するテスト対戦実行手段、
     前記第1のプレイヤにより構築された前記第1のデッキと、他のプレイヤにより構築されたデッキとの通常対戦を実行する通常対戦実行手段、
     前記通常対戦で前記第1のデッキが勝利した場合、特典を前記第1のプレイヤに付与し、前記テスト対戦で前記第1のデッキが勝利した場合、前記特典を前記第1のプレイヤに付与しない特典付与手段、
     前記テスト対戦の結果を表示部に表示させる表示制御手段、
    として機能させるためのプログラム。
    Computer
    Deck construction operation accepting means for accepting an operation of constructing a first deck from a plurality of game characters from a first player;
    Test battle execution means for performing a test battle between the first deck used by a player other than the first player and the second deck used by the first player or the second player;
    A normal battle execution means for executing a normal battle between the first deck constructed by the first player and a deck constructed by another player;
    If the first deck wins in the normal match, a benefit is given to the first player, and if the first deck wins in the test match, the benefit is not given to the first player. Benefits grant means,
    Display control means for displaying the result of the test battle on a display unit,
    Program to function as
  9.  プレイヤが操作する端末装置と、前記端末装置とネットワークを介して通信可能に接続される情報処理装置と、を有する情報処理システムであって、
     複数のゲームキャラクタにより第1のデッキを構築する操作を第1のプレイヤから受け付けるデッキ構築操作受付手段と、
     前記第1のプレイヤ以外が使用する前記第1のデッキと、前記第1のプレイヤ又は第2のプレイヤが使用する第2のデッキとのテスト対戦を実行するテスト対戦実行手段と、
     前記第1のプレイヤにより構築された前記第1のデッキと、他のプレイヤにより構築されたデッキとの通常対戦を実行する通常対戦実行手段と、
     前記通常対戦で前記第1のデッキが勝利した場合、特典を前記第1のプレイヤに付与し、前記テスト対戦で前記第1のデッキが勝利した場合、前記特典を前記第1のプレイヤに付与しない特典付与手段と、
     前記テスト対戦の結果を表示する表示手段と、
    を備えることを特徴とする情報処理システム。
    An information processing system having a terminal device operated by a player and an information processing device communicably connected to the terminal device via a network,
    Deck construction operation accepting means for accepting an operation of constructing a first deck from a plurality of game characters from a first player;
    A test battle execution means for performing a test battle between the first deck used by other than the first player and the second deck used by the first player or the second player;
    A normal battle execution means for executing a normal battle between the first deck constructed by the first player and a deck constructed by another player;
    If the first deck wins in the normal match, a benefit is given to the first player, and if the first deck wins in the test match, the benefit is not given to the first player. Privilege grant means,
    Display means for displaying the result of the test match;
    An information processing system comprising:
PCT/JP2019/033693 2018-08-29 2019-08-28 Information processing device, program, and information processing system WO2020045493A1 (en)

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