WO2020153033A1 - プログラム、端末、ゲームシステム及びゲーム管理装置 - Google Patents
プログラム、端末、ゲームシステム及びゲーム管理装置 Download PDFInfo
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- WO2020153033A1 WO2020153033A1 PCT/JP2019/048713 JP2019048713W WO2020153033A1 WO 2020153033 A1 WO2020153033 A1 WO 2020153033A1 JP 2019048713 W JP2019048713 W JP 2019048713W WO 2020153033 A1 WO2020153033 A1 WO 2020153033A1
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/54—Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/58—Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating 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
- A63F13/69—Generating 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/792—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
Definitions
- the present invention relates to a program, a terminal, a game system and a game management device.
- a server receives a city scoring request from a player, scores a predetermined item in a city, and a character advises the player about the next operation.
- the character's advice differs depending on the situation of the city at the time of scoring, but the character's ability and personality did not change. ..
- an object of the present invention is to provide a program, a terminal, a game system, and a game management device that can provide a game with improved interest of the user.
- One aspect of the present invention is a program that causes a computer to execute a game that uses a first game element owned by a first player and a first game element owned by a second player who is an opponent.
- the program causes the computer to provide a game element providing means for providing a first game element to the first player, a first setting means for setting a first game element forming a deck of the first player, and a predetermined game.
- Second setting means for setting the second game element of the first player, which has character information that can be changed based on the condition of 1.
- the game is a program that causes the first player to compete with the second player together with the second game element by causing it to function as a determining unit that determines the selection or action of the first game element. ..
- One aspect of the present invention is a terminal for playing a game using a first game element owned by a first player and a first game element owned by a second player who is an opponent,
- the game element providing means for providing the first player, the first setting means for setting the first game element constituting the deck of the first player, and the character information that can be changed based on a predetermined condition regarding the game.
- Second setting means for setting the second game element of the first player, which has the first game element owned by the first player, and determines the selection or action of the first game element. Determining means, and the game is a terminal in which the first player plays a game with the second player together with the second game element. ..
- One aspect of the present invention is a game system for playing a game using a first game element owned by a first player and a first game element owned by a second player who is an opponent, and a terminal,
- a game management device wherein the terminal comprises a game element providing means for providing a first game element to the first player or the second player, and a first deck constituting a deck of the first player or the second player.
- the game management apparatus includes: a second setting unit configured to set two game elements; and a determination unit configured to determine the selection or action of the first game element by the first player or the second player.
- Character information changing means for changing the character information of the second game element of the player or the second player according to a predetermined condition regarding the game, wherein the first player and the second player play the game.
- a game system that is a game in which a game is played with each of the second game elements. ..
- One aspect of the present invention is a game management device capable of communicating with a terminal of a first player and a terminal of a second player that is an opponent of the first player, the first game element constituting a deck of the first player. Is transmitted to the terminal of the second player and the first game element forming the deck of the second player is transmitted to the terminal of the first player; and the first player or the second player owns A first acquisition means for acquiring character information of a second game element that can use the first game element, and character information of the second game element of the first player or the second player And a character information changing unit for changing the character information according to the condition of 1.
- the game management device is a game in which the first player and the second player compete with each of the second game elements.
- the present invention can provide a game in which the user's interest is improved.
- FIG. 1 is a diagram showing an example of the overall configuration of a game system according to this embodiment.
- FIG. 2 is a diagram showing a device configuration example of a smartphone which is an example of the player terminal 1.
- FIG. 3 is a diagram showing an example of a screen display displayed on the display 11 of the player terminal 1 in the standby phase or the card use preparation phase of the competitive game.
- FIG. 4 is a diagram showing an example of a screen displayed on the display 11 of the player terminal 1.
- FIG. 5 is a block diagram showing a functional configuration example of the player terminal 1.
- FIG. 6 is a diagram illustrating a card purchase screen.
- FIG. 7 is a diagram illustrating a request card screen.
- FIG. 8 is a diagram for explaining the operation image display processing.
- FIG. 1 is a diagram showing an example of the overall configuration of a game system according to this embodiment.
- FIG. 2 is a diagram showing a device configuration example of a smartphone which is an example of the player terminal 1.
- FIG. 3 is
- FIG. 9 is a diagram showing an example of the card setting data.
- FIG. 10 is a diagram showing an example of deck setting data.
- FIG. 11 is a diagram showing an example of the buddy setting data of the player A.
- FIG. 12 is a block diagram showing a functional configuration example of the game server 2.
- FIG. 13 is a diagram for explaining a process of updating the level of character information.
- FIG. 14 is a diagram for explaining the process of updating the card comprehension level of the character information.
- FIG. 15 is a diagram for explaining the process of updating the personality of the character information.
- FIG. 16 is a diagram for explaining the process of updating the synchronization level of the character information.
- FIG. 17 is a diagram showing an example of user information data.
- FIG. 18 is a sequence diagram for explaining the operation of the player terminal 1 and the game server 2.
- FIG. 1 is a diagram showing an example of the overall configuration of a game system according to the present embodiment.
- the game system includes a player terminal 1 prepared for each of the game players A and B, and a game server 2.
- the player terminal 1 and the game server 2 can be connected to the communication line N and can communicate with each other. ..
- the communication line N means a communication path capable of data communication. That is, the communication line N includes a LAN such as a dedicated line (dedicated cable) for direct connection and Ethernet (registered trademark), a telephone communication network, a cable network, and a communication network such as the Internet. / It doesn't matter whether it is wireless or not. ..
- the player terminal 1 is a computer capable of executing a game program, can be connected to a communication line N via a wireless communication base station, etc., and can perform data communication with the game server 2.
- the player terminal 1 is, for example, a smartphone, a mobile phone, a portable game device, a stationary home game device, an arcade game device, a personal computer, a tablet computer, a controller of a stationary home game device, or the like. Basically, there are a plurality of player terminals 1, and each player operates them. ..
- the game server 2 is a server system configured to include one or more server devices and storage devices.
- the game server 2 provides various services for operating the game of the present embodiment, manages data necessary for operating the game, distributes game programs and data required for executing the game on the player terminal 1, and the like. It can be performed. ..
- FIG. 2 is a diagram illustrating a device configuration example of a smartphone that is an example of the player terminal 1.
- the player terminal 1 includes a display 11, a touch operation panel 12 integrated with the display 11, and a speaker 13.
- the player terminal 1 is provided with a control board, a built-in battery, a power button, a volume control button, etc., which are not shown. ..
- the control board is equipped with various microprocessors such as CPU, GPU, and DSP, various IC memories such as ASIC, VRAM, RAM, ROM, and wireless communication modules for wireless communication with mobile phone base stations.
- a so-called I/F circuit (interface circuit) such as a driver circuit of the touch operation panel 12 is mounted on the control board.
- the respective elements mounted on these control boards are electrically connected to each other via a bus circuit or the like, and are connected so as to be able to read and write data and send and receive signals. ..
- the above-described game system is applied to a competitive game using the first game element owned by the first player A and the first game element owned by the second player B who is an opponent.
- An example will be described. ..
- the first game element is a character associated with a virtual or substantial article.
- virtual or substantive items are, for example, virtual cards displayed on a computer, substantive cards, and the like.
- the first game element that can be made to appear by using the card is a character whose behavior is controlled based on the operation of the player (including the non-player operated by the computer).
- the card is provided with a design of the corresponding character (an image showing the appearance of the character).
- the card for the purpose of specifying the game element of the game to be executed is not limited to this, and is not limited to the one capable of specifying the game element such as the character, the item, the effect to be activated, etc.
- the article is not limited to the card, but is not limited to the card as long as the article is configured to identify the game element associated with the article.
- the article may be a shaped article, such as a figure, having the appearance of a game element, for example. ..
- a second game element different from the first game element is added.
- the second game element is a character like the first game element, but it does not necessarily have to be associated with a virtual or substantial article. ..
- the second game element uses the first game element possessed by the player in the game.
- Using the first game element includes determining the selection or action of the first game element in the game. If the first game element is, for example, a card, the second game element autonomously or voluntarily determines the selection or action of the card held by the player in the match in the game. In other words, like a non-player function operated by a computer, the same operation as the selection of the first game element or the determination of the action performed by the player is performed.
- a conventional non-player operated by a computer does not use the first game element owned by the player, whereas the second game element in the present embodiment uses the first game element owned by the player.
- the second game element of the present embodiment uses the first game element owned by the player together with the player, They differ in that they play against the opponent player.
- the battle between the player and the second game element means, for example, that the player and the second game element form a team, and the first game element held by the player is used to compete with another player. ..
- the players and the second game elements that form one team use the same first game elements alternately. It also includes providing the player with advice on the battle when using the first game element possessed by the player to compete with another player. ..
- the second game element has character information that changes based on a predetermined condition related to the game.
- the character information indicates the attribute of the second game element.
- This character information influences the autonomous or spontaneous behavior of the second game element (use of the first game element).
- the character information is the ability and character of the second game element, and the autonomous or voluntary action of the second game element (use of the first game element) is caused by the difference between the ability and character. It is different. Then, this character information changes in accordance with the progress of the game so that the person grows through various experiences. For example, the character information is changed by achieving a predetermined condition regarding the game. ..
- Predetermined conditions related to the game include not only exchange for a reward (for example, experience value or use of a specific first game element) obtained for the battle result of the game, achievement of a predetermined event in the game, This includes acquisition of a new first game element, acquisition of a specific first game element, and the like as compensation for some action of the player.
- the actions of the player include payment of money (money, in-game currency, points acquired by the player by participating in a lottery event carried out on the Internet, etc.), participation in an in-game event, and the like. ..
- the character information may include a plurality of parameters.
- the character information is obtained by a parameter (hereinafter, referred to as a level) that changes according to an experience value obtained as a result of the game, the frequency of use of the type of the first game element, and acquisition of a specific card.
- a parameter that changes hereinafter, referred to as a card comprehension degree
- a parameter that changes depending on the usage ratio of the type of the first game element hereinafter, described as a personality
- a parameter that changes according to a predetermined event hereinafter, (Referred to as a sync level). ..
- the level represents the basic level of the second game element, and is increased by the experience value obtained by playing the battle. Then, when the level increases, the thinking power of the second game element can be increased. The higher the thinking ability, the more appropriately the first game element can be used according to the situation of the game. ..
- the card comprehension level is the comprehension level with respect to the first game element (the comprehension level with respect to the effect of the character of the card, etc.), and the higher the comprehension level, the more appropriate use of the first game element (card) is You can ..
- the personality represents the personality of the second game element, and changes depending on the usage rate of the attribute of the first game element (having an attribute according to the character). ..
- the sync level increases as the game progresses.
- the sync level also rises by completing certain in-game events.
- the predetermined event includes logging in to the game, acting with the player in the game, purchasing a card, and acquiring a specific card.
- the game of the present embodiment also includes a mode such as a contact mode in which communication with the second game element is enjoyed.
- the predetermined event includes a touch operation on the image of the second game element displayed on the screen in the contact mode. In the contact mode, the contents of expression of the second game element are different due to the different sync levels, and the higher the sync level, the more intimate the expression.
- the sync level can be said to be a parameter indicating the relationship between the player and the second game element. ..
- the autonomous or spontaneous action corresponding to the character information by the second game element as described above is performed based on the information provided by the AI function of the game server 2.
- This AI function is an AI function obtained by machine learning using the contents of game progress of many competitive games and the results thereof as teacher data. Deep learning is a representative machine learning method, but the method is not limited to this.
- Outline of Game Contents Next, in order to help understanding of the description of the embodiment, an outline of the game will be described using the display screen of the display 11 of the player terminal 1. ..
- the players A and B use virtual game cards (cards in which the first game element is embodied, simply referred to as “cards”) that are game objects in the game.
- cards cards in which the first game element is embodied, simply referred to as “cards”
- a plurality of types of cards are prepared, and the cards are distinguished by a combination of the character's ability and card attributes associated with each.
- the card attribute is defined by a color such as red or blue, a number from 1 to 7, or the like.
- ability parameter values such as a level, offensive power, and HP used for a battle play (battle) with a computer-controlled enemy character or an opponent such as another player are defined. ..
- the number of cards required for battle play is added at the time of account registration, it can be acquired during the game, purchased as a billing item, or acquired by lottery called gacha. ..
- the card can be obtained by obtaining a substantial game card (hereinafter, referred to as “real card”) and performing a registration procedure for enabling the obtained real card in the game.
- real card a substantial game card
- the players A and B can obtain a card of the card type associated with the real card by performing the registration procedure of the real card. ..
- the player A composes a deck with a predetermined number (for example, 40 cards) of the possessed cards, and challenges the battle play (battle) using the deck.
- Competitive play using a deck (battle) is to determine the win or loss with an opponent using the ability parameter value (character information of the first game element) defined in the cards (deck cards) that make up the deck. Is. ..
- the battle is started by selecting (touching) the battle menu from the home screen displayed after login. Prior to the game, players A and B need to complete account registration and organize a deck.
- the deck can be organized by touching the card menu from the home screen or the like and using the deck organization menu presented as one of them. ..
- the players A and B can obtain it by selecting their favorite buddy from a plurality of second game elements (hereinafter referred to as buddies) at the time of account registration. ..
- the parameters included in the character information of the buddy at the time of acquisition are the initial state (lowest level).
- the player A and the buddy A obtained by the player A form a team.
- the player B and the buddy B obtained by the player B form one team. ..
- a standby phase in which the hand of the deck cards is set in the player area of the player such as a field
- a card use preparation phase in which other deck cards are prepared in order to use the set deck card, and a player is used. It is composed of a plurality of phases such as a battle phase in which an opponent player or a card of the opponent player is attacked by using a deck card placed in the area. ..
- FIG. 3 is a diagram showing an example of a screen display displayed on the display 11 of the player terminal 1 in the standby phase or the card use preparation phase of the competitive game.
- the screen of the display 11 has a first area 20 in which the player A's cards and the like are set, and a second area 21 in which the player B's cards and the like are set. Further, at the boundary between the first area 20 and the second area 21, operation information 30 that displays information about operations that can be currently executed is displayed. ..
- Each of the first area 20 and the second area 21 is for activating a field area 22 in which five cards (hands) selected from the own deck are arranged and an action or effect of the cards arranged in the field.
- a force area 24 in which an object is arranged.
- the second object 32 is also displayed as a buddy that is the second game element. ..
- the player A touches the card used for the attack with his/her finger and drags to the opponent's card to be attacked, the first or second object 31, 32,
- the card used for the attack, the card of the opponent player B to be attacked, and the first or second object 31, 32 are determined.
- the attack of player A is started.
- the card used for the attack, the card of the opponent player B to be attacked, and the first or second object 31, 32 are determined by the card operation information provided from the game server 2. To be done. ..
- FIG. 5 is a block diagram showing an example of the functional configuration of the player terminal 1. ..
- the player terminal 1 includes an operation input unit 51, a processing unit 52, an image display unit 53, a sound output unit 54, a communication unit 55, and a storage unit 56. ..
- the operation input unit 51 is for the player to input various operations related to the game, and outputs an operation input signal according to the operation input to the processing unit 52.
- the function of the operation input unit 51 is, for example, a touch operation pad, a home button, a button switch, an element directly operated by the player A with a finger such as a joystick, a trackball, an acceleration sensor, an angular velocity sensor, an inclination sensor, and a geomagnetic sensor. It can also be realized by an element or the like that detects motion or posture.
- the touch operation panel 12 corresponds to this. ..
- the processing unit 52 comprehensively controls the operation of the player terminal 1 based on a program or data stored in the storage unit 56, an operation input signal from the operation input unit 51, and the like.
- the function of the processing unit 52 can be realized by, for example, a microprocessor such as CPU or GPU, or an electronic component such as ASIC or IC memory.
- the processing unit 52 has a game calculation unit 61, an image generation unit 62, and a sound generation unit 63 as main functional units. And a communication control unit 64.
- the game calculation unit 61 executes various game processes for realizing the game of the present embodiment, and outputs the processing result to the image generation unit 62 and the sound generation unit 63.
- the game calculation unit 61 includes a card providing unit 70, a card setting unit 71, a buddy setting unit 72, an action determination unit 73, an operation information acquisition unit 74, an operation image display unit 75, and a game management unit 76. Including. ..
- the card providing unit 70 performs a process related to providing a card (first game element).
- the card is provided to the player by satisfying a predetermined condition.
- the predetermined conditions include payment of price (money, in-game currency, points acquired by a player by participating in a lottery event held on the Internet, etc.), player's action in or out of the game. There are exchanges for the obtained consideration and registration of user accounts.
- the card providing unit 70 transmits a card providing request to the game server 2, receives card data transmitted from the game server 2 from the game server 2 via the communication unit 55 when the card providing conditions are satisfied, It is added to the card setting data described later. ..
- cards are purchased in card pack units composed of a plurality of cards.
- the card purchase is not limited to the card pack unit, and the card unit may be purchased. ..
- the card providing unit 70 displays the card purchase screen (corresponding to the second mode).
- the card purchase screen is illustrated in FIG.
- the card purchase screen is displayed so that the card pack to be purchased can be selected.
- the card providing unit 70 detects a touch operation for selecting a card pack on the card purchase screen, the card providing unit 70 requests the game server 2 for the data of the card pack to be provided, and outputs the received data of the card pack to the image generating unit 62. To do.
- the card pack “XX” is displayed.
- another card pack is displayed by a slide operation.
- the player can purchase a card by selecting a desired card pack from a plurality of card packs by a slide operation and pressing the purchase button 41 on the screen.
- the card providing unit 70 detects that the purchase button 41 is pressed, it sends a card purchase request to the game server 2. ..
- the card providing unit 70 detects that the request button 42 included in the card purchase screen is pressed, the card providing unit 70 transitions the display screen to the request card screen.
- the request card screen is illustrated in FIG.
- the request card screen displays information on cards (request cards) recommended by the second game element.
- the information on the request card displayed includes the card name of the request card, the pack name of the card pack including the request card, and the like.
- the request card is a card selected by the AI function of the game server 2 to analyze and evaluate the weaknesses of the player's deck and the possessed cards, and to supplement the weaknesses. Therefore, the request card screen displayed by the card providing unit 70 presents a card that can advance the game more favorably than the card presented on the card purchase screen.
- the player wants to purchase a card pack that includes cards recommended by the second game element on the request card screen
- the player presses the return button on the request screen to return to the card purchase screen, and selects the card pack corresponding to the desired request card. Can be purchased at. ..
- Acquiring a card from the card purchase screen and including the request card in the acquired card are set as conditions for increasing the synchronization level, which is a parameter of the character information of the second game element. Therefore, it can be said that the card providing unit 70 transmits information that is a factor of the condition for changing the character information. ..
- obtaining the request card is set not only for the sync level but also for the condition of increasing the card comprehension level.
- the increase rate of the card comprehension level due to acquisition of the request card is set to be higher than the increase rate of the card comprehension level corresponding to other conditions.
- Different values are set for the price of the card pack including the request card and the price of the other card packs.
- the price of the card pack of the request card may be set higher than the prices of the other card packs. ..
- the card providing unit 70 may limit the display of the request card display screen. For example, the displayable time zone of the request card display screen, the displayable number of times in a predetermined period, and the like may be set to control the display/non-display of the request button 42 on the card purchase screen. As a result, the number of times the request card is provided is less than the number of times a card other than the request card is provided. This increases the value of obtaining the request card.
- the method of limiting the number of times the request card is provided is not limited to this, and another method may be used. ..
- the card providing unit 70 requests the game server 2 for the request card data, outputs the received card data to the image generating unit 62, and displays the request card display screen on condition that the player loses the game. You may display on the image display part 53. With this configuration, it is possible to provide the player with the information of the card necessary for winning the battle in good timing. ..
- the contents of the card are displayed in an invisible form before payment of the price.
- the image of the card pack before being opened may be displayed.
- the contents of the purchased card are displayed in a visible form.
- a card may be taken out from the opened card pack and an image showing the contents of each card may be displayed. ..
- the card setting unit 71 uses the card setting data and the deck setting data, which will be described later, to manage the possessed cards that the players A and B have so far. Also, the cards constituting each deck are managed from the possessed cards, and the cards and hands set in each field are set from the decks selected by the players A and B in the standby phase and the card use preparation phase. In addition, it generates card setting information, which is information about cards and hands set in each field, and transmits the card setting information to the game server 2 via the communication unit 55. ..
- the buddy setting unit 72 allows the players A and B to use information (including character information) about buddies as the second game elements selected by the players A and B at the time of account registration, using buddy setting data described later. to manage.
- the buddy setting unit 72 sets a plurality of parameters included in the character information of the buddy (second game element) at the time of account registration to initial values (lowest values).
- the buddy setting unit 72 sets a plurality of parameters included in the character information of the buddy (second game element) after the change to initial values (lowest values).
- the second game element can be set without the condition that payment of the price is required. ..
- the buddy setting unit 72 responds to the second game element in response to a predetermined operation (for example, a touch operation on the image of the second game element displayed on the display 11). Is output by voice or image.
- a predetermined operation for example, a touch operation on the image of the second game element displayed on the display 11.
- the game management unit 76 reads out voice data and/or character data corresponding to the synchronization level of the second game element from the storage unit 56, and generates an image. It is output to the unit 62 and/or the sound generation unit 63.
- the buddy setting unit 72 transmits data indicating that a touch operation on the image of the second game element has been detected in the contact mode, to the game server 2 together with the user identification information. It can be said that the buddy setting unit 72 transmits information that causes a condition for changing the character information. ..
- the buddy setting unit 72 receives the changed character information transmitted from the game server 2 and updates the character information stored in the storage unit 56. ..
- the buddy setting unit 72 outputs the image information of the buddy to the image generation unit 62 during the battle or on the other menu screen. ..
- the action determination unit 73 determines a card selection or a card action by a touch operation of the players A and B or the like, generates action selection information which is information on the card selection or the action, and via the communication unit 55. , To the game server 2. ..
- the operation information acquisition unit 74 acquires, through the communication unit 55, card operation information that is information related to card selection or action operation.
- the card operation information is information generated by the AI function of the game server 2 by referring to the character information of the buddy and the status of the card setting information in the battle. ..
- the operation image display unit 75 uses the card operation information acquired by the operation information acquisition unit 74 to perform a process of displaying an image in which the buddy operates the card selection or the action. For example, when the acquired card operation information is information about the card operation content of “attack the opponent's card B with the card A”, the operation image display unit 75 displays the buddy's dialogue and the card as shown in FIG. An image with an arrow from A to the opponent's card B is displayed. ..
- the game management unit 76 manages the progress of the entire game. ..
- the image generation unit 62 generates one game screen in one frame time (for example, 1/60 seconds) based on the processing result of the game calculation unit 61, and outputs the generated image signal of the game screen to the image display unit 103.
- the function of the image generation unit 62 is used for, for example, a processor such as a GPU or a digital signal processor (DSP), a program such as a video signal IC, a video codec, an IC memory for a drawing frame such as a frame buffer, and the expansion of texture data. It can be realized by an IC memory or the like. ..
- a processor such as a GPU or a digital signal processor (DSP)
- DSP digital signal processor
- a program such as a video signal IC, a video codec, an IC memory for a drawing frame such as a frame buffer, and the expansion of texture data. It can be realized by an IC memory or the like. ..
- the sound generation unit 63 generates a sound signal such as a sound effect related to the game, BGM, voice information of operation auxiliary information, various operation sounds, and the like based on the processing result of the game calculation unit 61, and outputs the sound signal to the sound output unit 54.
- the function of the sound generation unit 63 can be realized by, for example, a processor such as a digital signal processor (DSP) or a voice synthesis IC, an audio codec capable of reproducing a voice file, or the like. ..
- DSP digital signal processor
- voice synthesis IC an audio codec capable of reproducing a voice file, or the like. ..
- the communication control unit 64 performs communication connection and data processing for data communication with the game server 2. ..
- the image display unit 53 displays various game screens based on the image signal input from the image generation unit 62.
- the function of the image display unit 53 can be realized by a display device such as a flat panel display, a cathode ray tube (CRT), a projector, or a head mounted display.
- the image display unit 62 corresponds to the display 11. ..
- the sound output unit 54 is for outputting sound effects and the like related to the game based on the sound signal input from the sound generation unit 63.
- the sound output unit 54 corresponds to the speaker 13. ..
- the communication unit 55 connects to the communication line N to realize communication.
- the function of the communication unit 55 can be realized by, for example, a wireless communication device, a modem, a TA (terminal adapter), a jack of a wired communication cable, a control circuit, or the like. ..
- the storage unit 56 stores in advance a program for operating the player terminal 1 to realize various functions of the player terminal 1, data used during execution of this program, or the like, or a temporary storage for each processing. Be remembered.
- the storage unit 56 can be realized by, for example, an RAM, a ROM, an IC memory such as a flash memory, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or a DVD.
- the storage unit 56 stores a system program and a game program.
- the system program is a program for realizing the basic functions of the player terminal 1 as a computer.
- the game program is a program for causing the processing unit 52 to function as the game calculation unit 61. This program is distributed from the game server 2 or another application distribution server when the player completes the account registration. ..
- the storage unit 56 also stores card setting data, deck setting data, and buddy setting data.
- model data and texture data for displaying the character and buddy image of the card, motion data, effect data, background image of the game screen, sound data such as sound effects, used in the contact mode, Voice data, character data, and the like having different expression contents for each intimacy degree are appropriately distributed as data necessary for the game and stored in the storage unit 56. ..
- the card setting data is character information of the cards held by the player, and is prepared for each card type.
- FIG. 9 is a diagram showing an example of card setting data of cards held by the player.
- FIG. 9 shows card setting data of one card specified by the card identification information “001” held by the player.
- the card setting data includes card identification information, an image, a card name, a card type, a cost number, a color, a race, an ability, an attack power, a hit point, and a rarity.
- FIG. 9 shows an example of the card setting data, and the present invention is not limited to this.
- the card setting data is increased/decreased as the number of cards owned by the players A and B is increased/decreased. ..
- the deck setting data is data relating to each deck of the player, and includes card identification information of cards constituting each deck.
- FIG. 10 is a diagram showing an example of deck setting data.
- the example of FIG. 10 is an example of the deck setting data of the deck 1 of the player A, and shows that the deck 1 is composed of cards of the card identification information “001” to the card identification information “023”. is there.
- FIG. 10 shows an example of deck setting data, and the present invention is not limited to this. ..
- the buddy setting data is character information of the buddy selected from the menu setting.
- the character information of this buddy changes as the game progresses, but when it changes, the changed character information is notified from the game server 2 and the character information is updated.
- FIG. 11 is a diagram showing an example of the buddy setting data of the player A.
- the buddy setting data includes buddy identification information, buddy name, level, card comprehension level, personality, and sync level. Note that FIG. 11 shows an example of the buddy setting data, and the present invention is not limited to this. ..
- FIG. 12 is a block diagram showing a functional configuration example of the game server 2. ..
- the game server 2 includes a processing unit 91, a communication unit 92, and a storage unit 93. ..
- the processing unit 91 includes a player management unit 101, a game management unit 102, an AI processing unit 103, a card provision management unit 104, and a character information updating unit 105. ..
- the player management unit 101 manages an account, a game progress, and the like for each connected player terminal 1 by using user information data described below. ..
- the game management unit 102 receives the card setting information, the action selection information, and the like from the player terminal 1, performs a battle process using the card setting information, the action selection information, and card data described below, and outputs the battle result. ..
- the AI processing unit 103 has an algorithm obtained by machine learning the contents of game progress of many competitive games and teacher data such as the results thereof.
- This algorithm is an algorithm according to the character information of the buddy (buddy's ability). Deep learning is a representative machine learning method, but the method is not limited to this. ..
- the AI processing unit 103 inputs the card setting information transmitted from the player terminal 1 and the character information (buddy ability) of the player's buddy of the player terminal 1, and outputs the card operation information in the situation of the card setting information. To do. Even if the card setting information transmitted from the player terminal 1 is the same, different card operation information may be output if the player's buddy character information (buddy ability) is different. ..
- the AI processing unit 103 analyzes and evaluates information such as a deck set in the player and cards held by the player, and outputs a card which is highly likely to strengthen the player's deck and held cards. ..
- the card provision management unit 104 acquires the information of the card to be displayed on the card purchase screen or the request screen of the player terminal 1 from the storage unit 93 and transmits it to the player terminal 1.
- the information on the request card the information on the card that is likely to strengthen the player's deck or the possessed card is acquired from the AI processing unit 103 and transmitted to the player terminal 1.
- the data corresponding to the card setting data is read from the storage unit 93 and transmitted to the player terminal 1.
- the information of the card acquired by the player is supplied to the player management unit 101.
- the price may be reduced from the balance (in-game currency or balance of points) in the user information stored in the storage unit, or another payment method may be used. ..
- the character information update unit 105 updates to increase or change various parameters (level, card comprehension level, personality, sync level) of the character information of the second game element.
- the conditions for changing the parameters are set for each parameter (level, card comprehension level, personality, sync level), as described later.
- the character information updating unit 105 determines whether or not a condition for changing each parameter is satisfied, and if the condition is satisfied, the parameter is updated.
- the timing for determining the condition for changing the parameter includes, for example, detection of a predetermined operation (touch operation on the image of the second game element) in the contact mode at the time of login, at the end of battle, when acquiring a card, when acquiring a specific card. There are times, etc. However, it is not limited to this. ..
- the experience value necessary for increasing the level is set for each level.
- the character information updating unit 105 at a predetermined timing such as at the end of the battle, information on the battle (card setting information, action selection information, battle result, etc.) acquired from the game management unit 102 and a predetermined calculation formula. Using, the experience value of the player is calculated and updated. Then, based on the updated experience value, it is determined whether or not the experience value necessary for increasing the level has been reached, and if the experience value has been reached, updating is performed to increase the level.
- the predetermined calculation formula may be set so that the experience value obtained by using the specific card provided by the card providing unit 70 in the deck is high.
- the specific card is a request card presented by the second game element. Further, a card to which the highest rarity is given among the rarities in a plurality of stages may be included in the specific card. Further, the present invention is not limited to this, and other cards may be included. ..
- the card comprehension level is a parameter indicating the comprehension level of each card for all cards.
- the condition “put a card in a deck and battle” in FIG. 14 means that a certain deck is used at the time of battle, and the 40 cards constituting the deck are the cards for which the card comprehension level is increased. Become.
- the rate of increase "x%” means that if the condition is met, the degree of understanding of each card constituting the deck will increase by x%.
- the condition “use a card” means that a card is used during a battle regardless of the type of the card, and the used card is a card whose card comprehension level is increased.
- the rate of increase “y%” means that if the condition is met, the card comprehension of the card used during the battle is increased by y%.
- the condition “win using a specific card” means that the specific card provided by the card providing unit 70 is used in a battle and wins.
- the specific card used at the time is the card for which the degree of understanding of the card is increased.
- the rate of increase “z%” means that if the condition is met, the comprehension level of the particular card is increased by z%.
- the character information updating unit 105 determines, for each condition, whether the condition is satisfied at a predetermined timing such as when the battle ends or when the card is provided. Then, if there is a condition to be satisfied, the card comprehension is increased by an increase rate corresponding to the condition.
- the condition "the second game element uses the player's card to battle” means that the second game element uses the card during the battle, and the used card is a card whose card comprehension level is increased. Is.
- the rate of increase “m%” means that the card comprehension of the card used for the second game element during the battle is increased by m% if the condition is met. Note that FIG. 14 shows only one example, and other examples may be used. ..
- one personality is set from a plurality of personalities (first personality, second personality,... Nth personality).
- each of the personalities (first personality, second personality,... Nth personality) is associated with one of the card attributes (color in this embodiment).
- the character information updating unit 105 is used in the battle based on the information (card setting information, action selection information, etc.) about the battle acquired from the game management unit 102 at a predetermined timing such as the end of the battle.
- points are added to the cumulative value for each color set in the personality.
- the personality corresponding to the color having the largest cumulative value is selected and set as the personality.
- the color is used as the card attribute corresponding to a plurality of personalities, the present invention is not limited to this, and other card attributes of a plurality of types may be used. ..
- Conditions for increasing the synchro level include, for example, “login”, “battle”, “touch operation on image of second game element in contact mode”, “purchase card pack”, “request card” "Get” is set.
- the character information updating unit 105 determines for each condition whether or not the condition is satisfied at a predetermined timing such as at the time of login, at the end of the battle, at the time of providing the card by the card providing unit 70, or at the time of detecting a touch operation in the contact mode. To do.
- the character information updating unit 105 performs an update to increase the sync level by the increase rate corresponding to the condition.
- the synchronization level increases due to purchase of a card pack, acquisition of a request card, or the like.
- the synchro level may have a changeable upper limit set for each predetermined period. ..
- the communication unit 92 is connected to the communication line N to realize communication. ..
- the storage unit 93 stores a system program and a game program.
- the system program is a program for realizing the basic functions of the game server 2 as a computer.
- the game program is a program for causing the processing unit 91 to function as the player management unit 101, the game management unit 102, the AI processing unit 103, the card provision management unit 104, and the character information updating unit 105. ..
- the recording unit 93 stores user information data and card data. ..
- the user information data is basic data of the players participating in the game, and records user information data for each player.
- FIG. 17 is a diagram showing an example of user information data.
- the example of FIG. 17 includes user identification information of the player, buddy setting data of the player, deck setting data, and balance information. Note that FIG. 17 shows an example of the user information data, and the present invention is not limited to this.
- the card data is card data of all cards used in this game. Basically, the same data as the above-mentioned card setting data of FIG. 9 is stored for all the cards used in the game.
- [Operation of Each Device] Next, the operation of the player terminal 1 and the game server 2 will be described. Here, an example will be described in which the players A and B form a team with their respective buddies, play a competitive game using the player terminal 1, and the character information is updated at the end of the game.
- FIG. 18 is a sequence diagram for explaining the operations of the player terminal 1 and the game server 2. ..
- each player A, B performs a buddy setting process for setting a buddy when registering a game account (Step 100).
- the buddy setting is selected from the menu screen.
- the buddy setting can be set by selecting a desired buddy from a plurality of buddies. Information on the selected buddy is transmitted to the game server 2. ..
- the player management unit 101 of the game server 2 uses the buddy information received from the player terminal 1 to register the buddy character information in the user information data corresponding to the user identification information of the player terminal 1 (Step 101).
- the character information of the registered buddy is transmitted to the player terminal 1. ..
- the buddy setting unit 72 of the player terminal 1 registers the character information of the registered buddy as buddy setting data (Step 100). ..
- the players A and B log in to the game (Step 102).
- the player terminal 1 transmits a login request including the user identification information. ..
- the player management unit 101 of the player terminal 1 performs login processing in response to the login request (Step 103).
- the login process includes a process of acquiring the user information data corresponding to the user identification information of the player who requested the login, and passing the user information data to the game management unit 102. ..
- a card setting process is performed in the player terminals 1 of the players A and B (Step 104).
- the card setting process is performed by selecting one of the set decks and arranging the cards of the deck in the field area, the base area, the force area, and the hand.
- the card identification information of the arranged cards and the arrangement status of the cards are transmitted to the game server 2 as card setting information. ..
- Step 105 action selection processing is performed.
- the player A determines the choice of card or the like or the action.
- the action determination unit 73 transmits the information regarding the determined selection of the card or the like or the action as the action selection information to the game server 2. ..
- the game management unit 102 of the game server 2 receives the action selection information of the player A, and performs the battle process using the action selection information of the player A, the card setting information of the players A and B, and the card data (Step 106). ..
- the information on the battle result is transmitted to the player terminals 1 of the respective players A and B. ..
- the game management unit 76 of the player terminal 1 of each of the players A and B receives the battle result and performs the battle result process (Step 107).
- the battle result process is a process of displaying the result of the battle on the player terminals 1 of the respective players A and B. ..
- the action selection process (Step 105), the battle process (Step 107), and the battle result process (Step 108) of the player B in the second attack are similarly performed. ..
- the card operation information providing process provides the player terminal 1 of the player A with the card operation information indicating the selection or action of the card or the like by the buddy A. ..
- the operation information acquisition unit 74 of the player terminal 1 receives the card operation information.
- the operation image display unit 75 performs a process of displaying the attack content of the buddy A indicated by the card operation information (Step 109). ..
- the game management unit 102 of the game server 2 performs the battle process using the card operation information of the buddy A, the card setting information of the players A and B, and the card data (Step 106).
- the information on the battle result is transmitted to the player terminals 1 of the respective players A and B. ..
- the game management unit 76 of the player terminal 1 of each of the players A and B receives the battle result and performs the battle result process (Step 107). ..
- the card operation information providing process provides the player terminal 1 of the player B with card operation information indicating the selection or action of the card or the like by the buddy B. ..
- the operation information acquisition unit 74 of the player terminal 1 of the player B receives the card operation information.
- the operation image display unit 75 performs a process of displaying the attack content of the buddy B indicated by the card operation information (Step 109). Next, the battle process (Step 106) and the battle result process (Step 107) are similarly performed. ..
- the player A and the player B alternately repeat the battle together with their buddies, and the life of one of the players becomes 0, or the number of cards in the deck becomes 0, whereby the win or loss is determined. .. ..
- the character information updating unit 105 of the game server 2 performs a character information updating process (Step 110).
- the character information update unit 105 receives the card setting information and the battle result during the battle from the game management unit 102, and updates to increase or change the character information of the players A and B according to the result. Specifically, the level is calculated from the experience value obtained from the battle result, the card comprehension and personality are calculated according to the type of card used during the battle, and if the predetermined event is achieved, the sync level is calculated. To calculate. Then, the buddy setting data of the user information data is updated with the calculated value of each parameter. The updated character information is transmitted to the player terminal 1. ..
- the buddy setting unit 72 of the player terminal 1 receives the updated character information and updates the buddy setting data (Step 111). ..
- the player's buddy uses the card held by the player to compete, and the character information thereof is used for the progress of the game, the event, and the new card ( It changes (increases and grows) depending on the first game element) and the acquisition of a specific card.
- the character information By changing the character information, an appropriate selection or action of the first game element is determined in the battle, or an expression with a high degree of intimacy is performed, so that it is possible to provide a game with a high interest for the user. ..
- the card operation information and the contact mode (advice information) provided at the time of the card battle are different due to the difference in the character information of the player's buddy (second game element), the training game in which the player raises the buddy (second game element). You can also enjoy it. ..
- the second game element may use the player's deck to play alone against another player (including non-computer operated players) even while the player is not participating in the game. it can.
- the game management unit 102 of the game server 2 causes the second game element of the player to play a match with another player (including a non-player operated by a computer) while the player is not logged in to the game.
- the character update unit 105 may update the character information of the second game element based on the result. ..
- the AI function may be used to allow the second game element to provide advice information for favorably advancing the game in a state where the player can determine the selection or action of the first game element in the game. it can. ..
- a processor the processor providing a game element providing process for providing the first game element to the first player by the execution instruction, and setting a first game element forming a deck of the first player Setting process and setting the second game element of the first player, which has the character information that can be changed based on a predetermined condition related to the game and can use the first game element owned by the first player
- a game system for playing a game using a first game element possessed by a first player and a first game element possessed by a second player as an opponent which comprises a terminal and a game management device.
- the terminal includes a memory storing an execution instruction and a processor, and the processor provides a game element providing process for providing a first game element to the first player or the second player according to the execution instruction. And a first setting process for setting a first game element constituting the deck of the first player or the second player, and the first game held by the first player or the second player having character information.
- the game management device includes a memory in which execution instructions are stored and a processor, and the processor executes the determination processing to determine and the processor of the first player or the second player according to the execution instructions.
- Character information conversion processing for changing the character information of the second game element according to a predetermined condition related to the game is executed, and in the game, the first player and the second player together with the respective second game elements.
- a game management device capable of communicating with a terminal of a first player and a terminal of a second player, which is an opponent of the first player, including a memory in which execution instructions are stored and a processor, and The processor transmits the first game element forming the deck of the first player to the terminal of the second player in response to the execution instruction, and the first game element forming the deck of the second player to the first player.
- a first transmission process for transmitting to the terminal a first acquisition process for acquiring character information of a second game element that can use the first game element possessed by the first player or the second player; Character information changing processing for changing the character information of the second game element of one player or the second player according to a predetermined condition related to the game, wherein the game is performed by the first player and the second player.
- a game management device that is a game in which a player competes with each of the second game elements. ..
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JP7610746B1 (ja) * | 2024-02-22 | 2025-01-08 | 株式会社バンダイ | プログラム、提供管理装置、及びゲーム装置 |
JP7673266B1 (ja) * | 2024-02-27 | 2025-05-08 | 株式会社バンダイ | プログラム、及びゲーム装置 |
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TW202030008A (zh) | 2020-08-16 |
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