WO2020240881A1 - Program, terminal, game system, and game management device - Google Patents

Program, terminal, game system, and game management device Download PDF

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Publication number
WO2020240881A1
WO2020240881A1 PCT/JP2019/036927 JP2019036927W WO2020240881A1 WO 2020240881 A1 WO2020240881 A1 WO 2020240881A1 JP 2019036927 W JP2019036927 W JP 2019036927W WO 2020240881 A1 WO2020240881 A1 WO 2020240881A1
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WO
WIPO (PCT)
Prior art keywords
player
game
information
game element
card
Prior art date
Application number
PCT/JP2019/036927
Other languages
French (fr)
Japanese (ja)
Inventor
修 猿舘
裕 長瀬
英斗 小谷
佑佳 加藤
真彦 齊藤
賢秀 李
Original Assignee
株式会社バンダイ
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.)
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Publication date
Application filed by 株式会社バンダイ filed Critical 株式会社バンダイ
Priority to CN201980080855.0A priority Critical patent/CN113164815A/en
Publication of WO2020240881A1 publication Critical patent/WO2020240881A1/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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • 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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/426Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode

Definitions

  • the present invention relates to programs, terminals, game systems and game management devices.
  • the device side can be timely without requesting advice from the player. If you can receive advice from, the convenience of the user who is the player is high.
  • an object of the present invention is to provide a program, a terminal, a game system, and a game management device capable of providing a game with improved user convenience.
  • One aspect of the present invention is a program for causing a computer to execute 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.
  • the program has 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 according to the progress of the game, and does not constitute the deck.
  • It is a program that functions as an acquisition means for acquiring operation assistance information according to character information of a second game element and as a provision means for providing the operation assistance information in a phase in which the first player can operate.
  • One aspect of the present invention is a terminal for playing a game using a first game element possessed by a first player and a first game element possessed by a second player who is an opponent, and is a deck of the first player.
  • It is a terminal including the acquisition means for acquiring the above and the providing means for providing the operation assist information in the phase in which the first player can operate.
  • 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 is a terminal and game management.
  • the terminal includes a device, has a first setting means for setting a first game element constituting a deck of the first player or the second player, and character information that can be changed according to the progress of the game.
  • a second setting means for setting a second game element of the first player or the second player that does not constitute the deck, and a selection or action of the first game element by the first player or the second player are determined.
  • the first player or the second player can operate the determination means, the acquisition means for acquiring the operation assist information related to the progress of the game for the first player or the second player from the game management device, and the second player.
  • the game management device includes a providing means for providing the acquired operation assist information, and the game management device acquires the operation assist information according to the character information of the second game element of the first player or the second player.
  • 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 who is an opponent of the first player, and is a first game constituting the deck of the first player.
  • a first transmission means for transmitting an element to the terminal of the second player and transmitting a first game element constituting the deck of the second player to the terminal of the first player, and the first player or the second player.
  • the second acquisition means for acquiring the operation assisting information corresponding to the acquired character information of the second game element of the first player or the second player, and the acquired operation assistance information.
  • the second transmission means to transmit to the terminal of the first player or the second player, and the second game of the first player or the second player according to the progress of the game of the first player or the second player. It is a game management device including a character information changing means for changing the character information of an element.
  • the present invention can provide a game with improved user convenience.
  • FIG. 1 is a diagram showing an example of the overall configuration of the game system according to the present embodiment.
  • FIG. 2 is a diagram showing an example of a device configuration of a smartphone, which is an example of a player terminal 1.
  • FIG. 3 is a diagram showing an example of screen display in the standby phase or the card use preparation phase of the battle game displayed on the display 11 of the player terminal 1.
  • FIG. 4 is a diagram showing an example of a screen display 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 showing an example of card setting data of a card held by the player.
  • FIG. 7 is a diagram showing an example of deck setting data.
  • FIG. 8 is a diagram showing an example of buddy setting data of player A.
  • FIG. 9 is a block diagram showing a functional configuration example of the game server 2.
  • FIG. 10 is a diagram showing an example of user information data.
  • FIG. 11 is a sequence diagram for explaining the operation of the player terminal 1 and the game server 2.
  • FIG. 12 is an example of an icon image displayed on the player terminal 1.
  • FIG. 13 is a diagram showing an example in which operation assistance information is output as character information from a buddy image.
  • FIG. 14 is a diagram for explaining another display example of the operation assist information.
  • FIG. 1 is a diagram showing an example of an overall configuration of the game system according to the present embodiment.
  • the game system includes a player terminal 1 prepared for each player A and B of the game, 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 telephone communication network, a cable network, a communication network such as the Internet, as well as a LAN by a dedicated line (dedicated cable) for direct connection and Ethernet (registered trademark), and the communication method is wired. / Regardless of wireless.
  • the player terminal 1 is a computer capable of executing a game program, and can be connected to a communication line N via a wireless communication base station or the like to 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-use game device, a business-use game device, a personal computer, a tablet computer, a controller of a stationary home-use 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 a single server device, a plurality of server devices, a storage device, and the like.
  • 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 necessary for executing the game on the player terminal 1, and the like. It can be performed.
  • FIG. 2 is a diagram showing an example of a device configuration of a smartphone, which is an example of a player terminal 1.
  • the player terminal 1 includes a display 11, a touch operation panel 12 integrally configured with the display 11, and a speaker 13. Further, the player terminal 1 is provided with a control board, a built-in battery, a power button, a volume control button, and the like (not shown).
  • the control board is equipped with various microprocessors such as a CPU, GPU, and DSP, various IC memories such as ASIC, VRAM, RAM, and ROM, and a wireless communication module for wireless communication with a mobile phone base station. Further, 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. Each element mounted on these control boards is electrically connected via a bus circuit or the like, and is connected so as to be able to read / write data and send / receive signals.
  • various microprocessors such as a CPU, GPU, and DSP
  • various IC memories such as ASIC, VRAM, RAM, and ROM
  • a wireless communication module for wireless communication with a mobile phone base station.
  • I / F circuit interface circuit
  • Each element mounted on these control boards is electrically connected via a bus circuit or the like, and is connected so as to be able to read / write data and send / receive signals.
  • the above-mentioned game system is applied to a battle game using the first game element possessed by the first player A and the first game element possessed by the second player B as an opponent. An example of this will be described.
  • the first game element is a character associated with a virtual or physical article.
  • An example of a virtual or tangible article is, for example, a virtual card displayed on a computer, a tangible card, or the like.
  • the first game element that can be made to appear by using a card is a character whose behavior is controlled based on the operation of a player (including a non-player operated by a computer).
  • the card will be described as having a corresponding character pattern (an image showing the appearance of the character).
  • the card for specifying the game element of the game to be executed is not limited to the card that can specify the game element such as a character, and the item, the effect to be activated, etc. It goes without saying that it may specify other game elements.
  • the article is not limited to the card, but is not limited to the card as long as the article is configured so that the game element associated with the article can be specified.
  • the article may be, for example, a modeled object such as a figure having the appearance of a game element.
  • 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 physical article.
  • the second game element is not used as a means of attack or defense used by players (including non-players operated by computers) in in-game battles, and at least. It has the property of providing the player with operation assistance information, which is information related to the progress of the game, in a phase in which the player can operate.
  • the second game element is autonomous in the game or different from the first game element in which the behavior is controlled based on the operation of the player (including the non-player operated by the computer). It can be said that it voluntarily provides operation assistance information.
  • the operation assistance information may be of any type as long as it is information related to the progress of the game, but for example, information on the operation method, information on the selection or action of the first game element (card selection, opponent to be attacked). (Advice information such as cards), information that favors the progress of the game (advice information such as presentation of the type of card that favors the match result of the game), and the like. Furthermore, in other words, the second game element can be said to form a team together with a player (including a non-player operated by a computer) and play against an opponent player.
  • the autonomous or voluntary operation assistance information of the second game element described above is provided by the AI function provided in the game server 2.
  • This AI function is an AI function obtained by machine learning using the contents of the game progress of many competitive games and the results thereof as teacher data. Deep learning is a typical method of machine learning, but it is not limited to this.
  • the content or the timing of provision of the autonomous or voluntary operation assistance information of the second game element changes depending on the character information of the second game element.
  • This character information changes as the game progresses.
  • Character information can have a plurality of parameters.
  • the character information includes a parameter that changes depending on the experience value obtained as a result of the game (hereinafter, referred to as a level) and a parameter that changes depending on the frequency of use of the first game element type (hereinafter, referred to as a level). (Described as card comprehension), parameters that change depending on the usage rate of the type of the first game element (hereinafter referred to as personality), and parameters that change according to a predetermined event (hereinafter referred to as synchro level). And include.
  • the level represents the basic level of the second game element, and is increased by the experience value obtained by playing against it. Then, as the level increases, the thinking ability of the second game element can increase. The higher the thinking ability, the more appropriate operation assistance information can be provided according to the situation of the game.
  • the card comprehension level is the level of understanding of the first game element (the level of understanding of the effect of the card character being activated), and the higher the level of understanding, the more appropriately informs the timing of using the first game element (card). Operation assistance information can be provided.
  • the personality represents the attribute of the second game element, and changes depending on the usage ratio of the attribute of the first game element (having an attribute depending on the character).
  • Synchro level is increased by achieving a predetermined event in the game.
  • a predetermined event is a login to the game or a second game element acting with the player in the game. Due to the difference in the synchronization level, the expression content of the operation assistance information and the like are different. For example, the higher the synchronization level, the more intimate the expression.
  • the AI function provided in the game server 2 has a plurality of AI functions according to the character information described above, and can provide operation assist information according to the height of the character information. That is, the higher the character information of the second game element, the more appropriate operation assistance information can be provided. [Outline of game content] Next, in order to help understanding the explanation of the embodiment, the 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 a virtual game card (a card in which the first game element is embodied, simply referred to as a "card”) which is a game object in the game.
  • a virtual game card a card in which the first game element is embodied, simply referred to as a "card"
  • Multiple types of cards are prepared, and they are distinguished by the combination of the character's abilities and card attributes associated with each.
  • the card attribute is determined by, for example, a color such as red or blue, a number from 1 to 7, and the like.
  • Each card has ability parameter values such as level, attack power, and HP (hit points) used for battle play (battle) with computer-controlled enemy characters and opponents such as other players.
  • the minimum number of cards required for battle play is given at the time of account registration, and can be obtained during the game, by purchasing as a chargeable item, or by lottery called gacha. ..
  • the card can also be obtained by obtaining a real game card (hereinafter referred to as "real card") and performing a registration procedure for making the obtained real card usable in the game.
  • real card a real game card
  • the players A and B can acquire a card of the card type associated with the real card by performing the registration procedure of the real card.
  • the players A and B form a deck with a predetermined number of cards (for example, 40 cards) possessed, and challenge the battle play (battle) using the deck.
  • Battle play (battle) using a deck is to decide the victory or defeat with the opponent by 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 logging in.
  • players A and B Prior to the game, players A and B need to complete account registration and organize a deck.
  • Deck organization can be performed from the deck organization menu presented as one of them by touching the card menu from the home screen or the like.
  • Each turn has a standby phase in which the hand is set in the player area of the player's player such as the field, a card use preparation phase in which other deck cards are prepared in order to use the set deck card, and a player. It is composed of a plurality of phases such as a battle phase in which a battle player or a card of a battle player is attacked by using a deck card installed in the area.
  • players A and B can be obtained by selecting a favorite buddy from a plurality of second game elements (hereinafter referred to as buddy) at the time of account registration.
  • the multiple parameters contained in the character information of the buddy at the time of acquisition are the initial state (lowest level).
  • FIG. 3 is a diagram showing an example of screen display in the standby phase or the card use preparation phase of the battle game displayed on the display 11 of the player terminal 1.
  • the screen of the display 11 includes a first area 20 in which the cards of the player A and the like are set, and a second area 21 in which the cards and the like of the opponent B are set. Further, at the boundary between the first region 20 and the second region 21, operation information 30 for displaying information on operations that can be executed at present is displayed.
  • Each area of the first area 20 and the second area 21 is for activating the action or effect of the field area 22 in which five cards (hands) selected from the own deck are arranged and the cards arranged in the field.
  • the second object 32 is displayed as a buddy which is a second game element.
  • player A touches the card used for the attack with a finger and drags the card of the opponent to be attacked, the first or second object 31, 32, thereby performing the attack.
  • the card to be used for the attack, the card of the opponent player B to be attacked, and the first or second objects 31 and 32 are determined. As a result, the attack of player A is started.
  • FIG. 5 is a block diagram showing an example of a 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 corresponding to the operation input to the processing unit 52.
  • the functions of the operation input unit 51 include, for example, touch operation pads, home buttons, button switches, joysticks, trackballs, and other elements directly operated by player A with fingers, as well as acceleration sensors, angular velocity sensors, tilt sensors, and geomagnetic sensors. It can also be realized by an element that detects movement or posture. In FIG. 2, the touch operation panel 12 corresponds to this.
  • the processing unit 52 comprehensively controls the operation of the player terminal 1 based on the programs and data stored in the storage unit 56, the 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 a CPU or GPU, or an electronic component such as an ASIC or an IC memory.
  • the processing unit 52 includes a game calculation unit 61, an image generation unit 62, a sound generation unit 63, and a communication control unit 64 as main functional units.
  • the game calculation unit 61 executes various game processes for realizing the game of the present embodiment, and outputs the processing results to the image generation unit 62 and the sound generation unit 63.
  • the game calculation unit 61 includes a card setting unit 71, a buddy setting unit 72, an action determination unit 73, an operation assistance information acquisition unit 74, an operation assistance information providing unit 75, and a game management unit 76.
  • the card setting unit 71 manages the possessed cards held by the players A and B up to the present time by using the card setting data and the deck setting data described later.
  • the cards that make up each deck are managed from the possessed cards, and the cards and hands set in each field are set from the decks selected by players A and B in the standby phase and the card use preparation phase.
  • card setting information which is information about cards and hands set in each field, is generated and transmitted to the game server 2 via the communication unit 55.
  • the buddy setting unit 72 manages information (including character information) regarding the buddy as the second game element selected by the players A and B at the time of account registration by using the buddy setting data described later. Further, the buddy setting unit 72 outputs the image information of the buddy to the image generation unit 62 during the battle or on other menu screens.
  • the action determination unit 73 determines card selection and card actions by touch operations of players A and B, generates action selection information which is card selection or action information, and via the communication unit 55. , Send to the game server 2.
  • the operation assistance information acquisition unit 74 acquires the operation assistance information from the game server 2 while the game is in progress.
  • the operation assistance information providing unit 75 provides the acquired operation assistance information via the image generation unit 122 or the sound generation unit 123.
  • 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 second) based on the processing result of the game calculation unit 61, and outputs the image signal of the generated game screen to the image display unit 103.
  • the function of the image generator 62 is used, for example, for a processor such as a GPU or a digital signal processor (DSP), a program such as a video signal IC or a video codec, an IC memory for a drawing frame such as a frame buffer, and texture data expansion. It can be realized by an IC memory or the like.
  • the sound generation unit 63 generates sound signals such as sound effects related to the game, BGM, voice information of operation assistance information, and various operation sounds based on the processing result of the game calculation unit 61, and outputs the sound signals 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, for example, 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 and realizing various functions included in the player terminal 1, data used during execution of this program, and the like, or temporarily stores each time a process is performed. Is remembered.
  • the storage unit 56 can be realized by, for example, an IC memory such as a RAM, ROM, or a flash memory, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or a DVD, or the like.
  • a system program and a game program are stored in the storage unit 56.
  • 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 stores card setting data, deck setting data, and buddy setting data.
  • model data, texture data, motion data, effect data, background image of the game screen, sound data such as sound effects, etc. for displaying images of card characters and buddies are necessary data for the game as appropriate. Is delivered and stored in the storage unit 56.
  • the card setting data is character information of the card held by the player, and is prepared for each card type.
  • FIG. 6 is a diagram showing an example of card setting data of a card held by the player.
  • FIG. 6 shows the 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, character images, card names, card types, number of costs, colors, races, abilities, attack powers, hit points, and rarities. Note that FIG. 6 shows an example of card setting data, and the present invention is not limited to this. Further, the card setting data is increased or decreased as the number of cards held by the players A and B increases or decreases.
  • the deck setting data is data related to each deck of the player, and includes card identification information of the cards constituting each deck.
  • FIG. 7 is a diagram showing an example of deck setting data. In the example of FIG. 7, it is an example of the deck setting data of the deck 1 of the player A, and is an example showing that the deck 1 is composed of the cards of the card identification information "001" to the card identification information "023". is there. Note that FIG. 7 shows an example of deck setting data, and the present invention is not limited to this.
  • the buddy setting data is the 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. 8 is a diagram showing an example of buddy setting data of player A.
  • the buddy setting data includes the buddy identification information, the character image, the buddy name, the level, the card comprehension level, the personality, and the synchro level. Note that FIG. 8 shows an example of buddy setting data, and the present invention is not limited to this.
  • FIG. 9 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 comprehensively controls the operation of the game server 2 based on the programs and data stored in the storage unit 93, the received information, and the like.
  • the function of the processing unit 91 can be realized by, for example, a microprocessor such as a CPU or GPU, or an electronic component such as an ASIC or an IC memory.
  • the processing unit 91 includes a player management unit 101, a game management unit 102, an AI processing unit 103, and a character information updating unit 104.
  • the player management unit 101 manages accounts, game progress, and the like for each connected player terminal 1 using user information data described later.
  • the game management unit 102 receives card setting information, action selection information, and the like from the player terminal 1, performs battle processing using the card setting information, action selection information, and card data described later, and outputs the battle result.
  • the AI processing unit 103 has an algorithm obtained by machine learning the teacher data such as the contents of the game progress of many competitive games and the results thereof.
  • This algorithm is an algorithm according to the character information (buddy's ability) of the buddy. Deep learning is a typical method of machine learning, but it is not limited to this.
  • the AI processing unit 103 inputs the card setting information or action selection information transmitted from the player terminal 1 and the character information (buddy ability) of the player buddy of the player terminal 1, and the card setting information or action selection information. Outputs operation assistance information in the situation of. Even if the card setting information or action selection information transmitted from the player terminal 1 is the same, if the character information (buddy's ability) of the player's buddy is different, different operation assistance information may be output. Should be noted.
  • the character information update unit 104 receives card setting information or action selection information and battle results from the game management unit 102, and uses the information to perform various parameters (level, card comprehension, personality, synchronization level) of the character information. ) Is calculated, and the character information (buddy's ability) of players A and B in the user information data is updated to be increased or changed.
  • the communication unit 92 connects to the communication line N to realize communication.
  • a system program and a game program are stored in the storage unit 93.
  • 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 a player management unit 101, a game management unit 102, an AI processing unit 103, and a character information updating unit 104.
  • the recording unit 92 stores user information data and card data.
  • the user information data is basic data of players participating in the game, and records user information data for each player.
  • FIG. 10 is a diagram showing an example of user information data.
  • the user identification information of the player, the buddy setting data of the player, and the deck setting data are included.
  • FIG. 10 shows an example of user information data, and the present invention is not limited to this.
  • the card data is the card data of all the cards used in this game. Basically, the same data as the card setting data of FIG. 6 described above is stored for all the cards used in the game.
  • the card data includes basic data of the buddy used in this game (buddy identification information, character image, buddy name, initial level, initial value of card comprehension, initial value of personality, and initial value of synchro level. ) May be included. [Operation of each device] Next, the operation of the player terminal 1 and the game server 2 will be described.
  • FIG. 11 is a sequence diagram for explaining the operation of the player terminal 1 and the game server 2. In the following description, a case where players A and B play a battle game using the player terminal 1 will be described.
  • each player A and B performs a buddy setting process for setting a buddy when registering a game account (Step 100).
  • the buddy setting process select the buddy setting from the menu screen.
  • the buddy setting it is possible to set a buddy by selecting a favorite buddy from a plurality of buddies.
  • the information of the selected buddy is transmitted to the game server 2.
  • the player management unit 101 of the game server 2 uses the buddy selection information received from the player terminal 1 to add the buddy character information (initial data of the buddy basic data) to the user information data corresponding to the user identification information of the player terminal 1. Value) is registered (Step 101).
  • the registered buddy character information is transmitted to the player terminal 1.
  • the buddy setting unit 72 of the player terminal 1 registers the registered buddy character information as buddy setting data (Step 100).
  • each player A and B logs 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 game server 2 performs a login process in response to a login request (Step 103).
  • the login process includes a process of acquiring user information data corresponding to the user identification information of the player who requested the login and passing it to the game management unit 102.
  • a session is established between the game server 2 and the player terminal 1.
  • the card setting process is performed on the player terminals 1 of the players A and B (Step 104).
  • the card setting process is performed by selecting one deck from the set decks and arranging the cards of that deck in the field area, the base area, the force area, and the hand.
  • the card identification information of the placed cards and the placement status of the cards are transmitted to the game server 2 as card setting information.
  • the game server 2 that has received the card setting information performs the operation assistance information providing process (Step 105).
  • the operation assistance information providing process is performed by the AI processing unit 103.
  • the AI processing unit 103 performs operation assistance information providing processing of the first player A.
  • the AI processing unit 103 acquires the character information of the buddy of the player A from the user information data.
  • the AI processing unit 103 inputs the acquired character information of the buddy of the player A and the card setting information of each player A and B, and outputs the operation assistance information of the player A.
  • the operation assistance information corresponds not only to the advice information as characters or voice, but also to the icon image indicating that the operation assistance information (advice information) exists, to the card or operation information to be the target of the operation assistance information (advice information). Includes position information to be displayed at the desired position.
  • the first method is a method of increasing the number of operation assistance information to be output (increasing the occurrence rate of operation assistance information) as the ability to be specified by the character information of the player's buddy becomes higher.
  • the higher the ability of the buddy the more operation assistance information the user can obtain, which has the advantage that the user has a wider range of decisions to make or act.
  • the second method is to narrow down the operation assistance information to one regardless of the ability of the buddy.
  • operation assistance information that is the best move for making a choice or action decision in the scene is provided.
  • the content of the operation assistance information itself is different depending on the high ability of the buddy.
  • the higher the ability of the buddy the more accurate the content of the operation assistance information becomes.
  • the number of operation assistance information output from the AI processing unit 103 has been described above, but any method may be used. Nor does it exclude other methods.
  • the operation assistance information output as described above is transmitted to the user terminal 1 of the player A.
  • the card setting information of the opponent player B is also transmitted.
  • the card setting information of the player B is used to display the card of the player B on the user terminal 1 of the player A.
  • the action selection process is performed on the user terminal 1 of the player A (Step 106).
  • the action selection process is performed by the action determination unit 73, the operation assistance information acquisition unit 74, and the operation assistance information providing unit 75.
  • the operation assistance information acquisition unit 74 acquires the operation assistance information from the game server 2 and passes it to the operation assistance information providing unit 75.
  • the operation assistance information providing unit 75 displays the icon image at the corresponding position by using the position information of the icon image included in the operation assistance information.
  • FIG. 12 is an example of an icon image displayed on the player terminal 1.
  • FIG. 12 shows an example in which a plurality of icon images 40 are displayed in the phase of selecting an action.
  • it is displayed on the image of the card that is the target of the operation assistance information, near the image of the card, or near the operation information.
  • the icon image 40 is displayed not only in the first area of the player A but also in the second area of the player B. This is to identify the card to be attacked and give advice on it.
  • it is not limited to this.
  • the player B is a non-player, it is not always necessary to display it in the first area or the second area.
  • Such an icon image is highly convenient for the user because it is possible to understand at a glance which target (for example, a card or object) the operation assist information exists for.
  • a plurality of icon images are displayed in the scene of determining the selection or action, and the number of the icon images is the operation assist information output from the AI processing unit 103 described above. Increase or decrease by adjusting the number. That is, the higher the ability of the buddy, the higher the occurrence rate of the icon image because the user can obtain more operation assistance information.
  • the number of the icon images is the operation assist information output from the AI processing unit 103 described above.
  • the operation assistance information providing unit 75 outputs the operation assistance information of the target card or the like by detecting the touch or the like of the icon image 40 by the player A.
  • the output of the operation assistance information (advice information) may be either character information or voice information.
  • FIG. 13 is a diagram showing an example in which operation assistance information (advice information) is output as character information from a buddy image.
  • FIG. 13 shows an example in which "Let's select this card", which is the operation assistance information (advice information) of the hand, is displayed in the form of a balloon from the buddy by touching the icon image 40 of the hand. There is.
  • the player A decides to select the card on which the target icon image 40 is displayed according to the buddy's operation assistance information (advice information) "Let's select this card"
  • the icon image 40 is displayed. It is also possible to configure the action determination unit 73 so that the selection screen of the card is displayed by touching the card with a finger.
  • the operation assistance information providing unit 75 changes the operation assistance information (advice information) of the buddy from the card that takes the attack action to the card to be attacked.
  • An image like the arrow leading to may be displayed.
  • an operation assist information (advice information) "Attack with this card!” Is displayed, and an image of an arrow from the card X that takes an attack action to the card Y that is the target of the attack is displayed. Is.
  • the icon image showing the operation assistance information (advice information) can be hidden.
  • the icon image for which the selection or action is not determined according to the operation assistance information (advice information) is displayed. Therefore, there is an effect that the user does not make a mistake of deciding the action by the icon image again for the action once decided.
  • the number of selections or action decisions based on the operation assistance information can be limited to a predetermined number in one battle game.
  • an icon image indicating the existence of the operation assistance information is displayed, and the case where the player decides the card selection or the action according to the operation assistance information (advice information) has been mainly described.
  • the selection or action of the card or the like is determined by the judgment of the player in addition to the selection or action of the card or the like corresponding to the icon image. It goes without saying that it is possible to do so.
  • the action determination unit 73 transmits the determined card selection or action information to the game server 2 as action selection information.
  • the game management unit 102 of the game server 2 receives the action selection information of the player A, and performs a battle process using the action selection information of the player A, the card setting information of each player A and B, and the card data (Step 107). ..
  • the information on the battle result is transmitted to the player terminals 1 of the players A and B.
  • the game management unit 76 of the player terminal 1 of each player A and B receives the battle result and processes the battle result (Step 108).
  • the battle result process is a process of displaying the result of the battle on the player terminals 1 of the players A and B.
  • the operation assistance information providing process (Step 105), the action selection process (Step 106), the battle process (Step 107), and the battle result process (Step 108) of the second player B are performed in the same manner.
  • player A and player B alternately repeat the battle, and the life of any player becomes 0, or the number of cards in the deck becomes 0, and the victory or defeat is determined.
  • the character information update unit 104 of the game server 2 performs the character information update process (Step109).
  • the character information update unit 104 receives the card setting information during the battle and the battle result from the game management unit 102, and updates the character information of the players A and B by increasing or changing the character information according to the result. Specifically, the level is calculated based on 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 synchronization level To calculate. Then, the buddy setting data of the user information data is updated with the calculated values of each parameter. The updated character information is transmitted to the player terminal 1.
  • the experience value required to raise the level is set for each level.
  • the character information updating unit 104 uses the information related to the battle (card setting information, action selection information, battle result, etc.) acquired from the game management unit 102 at a predetermined timing such as the end of the battle, and a predetermined calculation formula. Is used to calculate and update the player's experience points. Then, based on the updated experience value, it is determined whether or not the experience value required for level increase is reached, and if it is reached, the level is increased.
  • the predetermined calculation formula may be set so that the experience value obtained by using a specific card in the deck is increased.
  • the specific card is, for example, a card to which the highest rarity is given among a plurality of levels of rarity.
  • 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” means that the player uses a certain deck at the time of battle, and the 40 cards that make up that deck are the cards for which the card comprehension level is increased. Become.
  • the increase rate "x%" means that if the condition is met, the comprehension level of each card constituting the deck increases by x%.
  • the character information update unit 104 increases the value of the card comprehension level at the rate of increase corresponding to the condition.
  • each of the personalities (first personality, second personality, ... nth personality) is associated with one of the card attributes (color in the present embodiment).
  • the character information update unit 104 was used in the battle based on the battle information (card setting information, action selection information, etc.) acquired from the game management unit 102 at a predetermined timing such as the end of the battle. For cards, points are added to the cumulative value for each color set in the personality. Then, as a result of the addition, the personality corresponding to the color with the largest cumulative value (larger usage rate) is selected and set as the personality.
  • color is used as a card attribute corresponding to a plurality of personalities, the present invention is not limited to this, and other card attributes composed of a plurality of types may be used.
  • a condition for increasing the synchro level and an increase rate corresponding to each condition are set.
  • "battle" is set as a condition for increasing the synchronization level.
  • the character information updating unit 104 updates the synchronization level by a predetermined rate of increase at the end of the battle.
  • the above-mentioned update of the character information update unit 104 is only an example, and other update methods may be used.
  • the buddy setting unit 72 of the player terminal 1 receives the updated character information and updates the buddy setting data (Step 110).
  • operation assistance information (advice information), which is information related to the progress of the game, is provided without a request from the player, so that even if the game is complicated, the user Can be supported in a timely manner, and a game with high user convenience can be provided.
  • the player can perform operation assistance information (advice).
  • the existence of information) and the target of its operation assistance information (advice information) can be easily recognized.
  • the operation assistance information (advice information) provided differs depending on the difference in the character information of the player's buddy (second game element)
  • the player can enjoy the training game by raising the buddy (second game element). You can also.
  • operation assistance information (advice information) is provided in a state in which the player can operate and the selection or action of the first game element can be determined.
  • operation assistance information (advice information) may be provided on a menu screen in which a card (first game element) does not appear or a screen in which only a buddy (second game element) appears.
  • the buddy (second game element) is given a role of virtually providing operation assistance information (advice information).
  • the AI function that provides operation assistance information (advice information)
  • the function of providing operation assistance information can be configured to be enabled or disabled according to the preference of the player (user).
  • a card game using a virtual game card is illustrated, but the applicable game genre is not limited. For example, it may be a sports competition game in which a character associated with the first game element is a player, or a character training game associated with the first game element.
  • a terminal that plays a game using the first game element owned by the first player and the first game element possessed by the second player who is an opponent, and has a memory in which an execution command is stored and a memory. It is provided with a processor, and the processor has a first setting process for setting a first game element constituting the deck of the first player by the execution command, and character information that can be changed according to the progress of the game. For the second setting process of setting the second game element of the first player that does not constitute the deck, the decision process of determining the selection or action of the first game element, and the progress of the game for the first player. The acquisition process of acquiring the operation assisting information corresponding to the character information of the second game element, and the providing process of providing the operation assisting information in the phase in which the first player can operate the information are executed. Terminal to play.
  • a game system for playing a game using the first game element possessed by the first player and the first game element possessed by the second player who is an opponent, and the terminal and the game management device are used.
  • the terminal includes a memory in which an execution instruction is stored and a processor, and the processor sets a first game element constituting a deck of the first player or the second player by the execution instruction.
  • the first setting process, the second setting process that has character information that can be changed according to the progress of the game, and sets the second game element of the first player or the second player that does not constitute the deck, and the first setting process.
  • the acquisition process of acquiring the game and the providing process of providing the acquired operation assistance information in the phase in which the first player or the second player can operate are executed, and the game management device stores the execution command.
  • the processor includes a memory and a processor, and the processor acquires the operation assist information according to the character information of the second game element of the first player or the second player by the execution instruction, and the acquisition process.
  • the character information of the second game element of the first player or the second player is changed according to the transmission process of transmitting the operation assist information to the terminal and the progress of the game of the first player or the second player.
  • a game management device capable of communicating with the terminal of the first player and the terminal of the second player who is the opponent of the first player, which includes a memory for storing execution instructions and a processor, and is described above.
  • the processor transmits the first game element constituting the deck of the first player to the terminal of the second player by the execution command, and the first game element constituting the deck of the second player is transmitted to the first player.

Abstract

[Problem] To provide a game for which user convenience is enhanced. [Solution] This program executes, in a computer, a game using a first game element held by a first player and a first game element held by a second player who is the counterpart. The program causes the computer to function as: a first setting means which sets the first game element forming a deck of the first player; a second setting means which sets a second game element of the first player, which has character information that is variable according to the progress of the game and does not form a deck; a determination means which determines a selection or an action of the first game element; an acquisition means which acquires operation auxiliary information according to character information about a second game element as information pertaining to the progress of the game for the first player; and a providing means which provides the operation auxiliary information in a phase in which the first player can operate.

Description

プログラム、端末、ゲームシステム及びゲーム管理装置Programs, terminals, game systems and game management devices
本発明はプログラム、端末、ゲームシステム及びゲーム管理装置に関する。 The present invention relates to programs, terminals, game systems and game management devices.
近年、スマートフォンや携帯電話機等をプラットフォームとするゲームが人気である。例えば、仮想的なカード等のゲーム要素を組合せたデッキを用いて、デッキを構成する各ゲーム要素のパラメータ値を用いて対戦ゲームの勝敗を決定するようにしたゲーム等である。  In recent years, games using smartphones, mobile phones, and the like as platforms have become popular. For example, a game in which a deck in which game elements such as virtual cards are combined is used, and the victory or defeat of a competitive game is determined using the parameter values of each game element constituting the deck.
一方、従来から、ユーザがゲーム内の街の環境を操作し、街を発展させることを目的とする街づくりシミュレーションゲームがある。このような街づくりゲームにおいては、ユーザは様々な施設や建物をゲーム内の街に設置して発展させ、また地震や公害等発生する諸問題に対処する。しかし、従来の街づくりゲームでは、ユーザの選択肢が多岐に渡り、またゲーム目的に終わりが無いため、街を更に発展させるためにユーザが次にどんな操作をすればよいか分からなくなることがあった。そこで、ユーザに次の操作をアドバイスすることにより、ユーザが何をすればよいか分からない状態になることを防ぐことができる技術が提案されている(特許文献1)。 On the other hand, conventionally, there has been a city planning simulation game in which a user operates the environment of the city in the game and aims to develop the city. In such a town planning game, the user installs and develops various facilities and buildings in the town in the game, and deals with various problems such as earthquakes and pollution. However, in the conventional town planning game, the user has a wide variety of choices and the purpose of the game is endless, so the user may not know what to do next to further develop the town. .. Therefore, a technique has been proposed that can prevent the user from becoming unsure of what to do by advising the user on the next operation (Patent Document 1).
特開2014-147527号公報Japanese Unexamined Patent Publication No. 2014-147527
ところで、特許文献1に記載された技術は、サーバが、プレーヤからの街の採点要求を受けて、街を所定の項目について採点し、プレーヤに次の操作をアドバイスしている。別の言い方をするならば、プレーヤへのアドバイスは、プレーヤからの要求をトリガにしており、ゲームプレイ中のプレーヤの操作可能な状況において、適時、アドバイスを与えるものではなかった。  By the way, in the technique described in Patent Document 1, the server receives a scoring request for the city from the player, scores the city for a predetermined item, and advises the player on the next operation. In other words, the advice to the player was triggered by a request from the player and did not give timely advice in the controllable situation of the player during gameplay.
特に、上述したデッキを構成する各カード等のゲーム要素を用いて行われる対戦ゲームの場合において、カード等のゲーム要素を操作可能の場合に、プレーヤからアドバイスを要求することなく、適時、装置側からアドバイスを受けることができれば、プレーヤであるユーザの利便性が高い。  In particular, in the case of a competitive game played using the game elements such as the cards constituting the deck described above, when the game elements such as the cards can be operated, the device side can be timely without requesting advice from the player. If you can receive advice from, the convenience of the user who is the player is high.
そこで、本発明の目的は、ユーザの利便性を向上させたゲームを提供することができるプログラム、端末、ゲームシステム及びゲーム管理装置を提供することである。 Therefore, an object of the present invention is to provide a program, a terminal, a game system, and a game management device capable of providing a game with improved user convenience.
本発明の一態様は、第1プレーヤが保有する第1ゲーム要素と、対戦相手となる第2プレーヤが保有する第1ゲーム要素とを使用したゲームを、コンピュータに実行させるプログラムであって、前記プログラムは、前記コンピュータを、前記第1プレーヤのデッキを構成する第1ゲーム要素を設定する第1設定手段と、ゲームの進行に応じて変化可能なキャラクタ情報を持ち、前記デッキを構成しない前記第1プレーヤの第2ゲーム要素を設定する第2設定手段と、前記第1ゲーム要素の選択又は行動を決定する決定手段と、前記第1プレーヤのためのゲームの進行に係る情報であって、前記第2ゲーム要素のキャラクタ情報に応じた操作補助情報を取得する取得手段と、前記第1プレーヤが操作可能なフェーズにおいて、前記操作補助情報を提供する提供手段として機能させるプログラムである。  One aspect of the present invention is a program for causing a computer to execute 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. The program has 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 according to the progress of the game, and does not constitute the deck. Information relating to the second setting means for setting the second game element of one player, the determining means for determining the selection or action of the first game element, and the progress of the game for the first player. It is a program that functions as an acquisition means for acquiring operation assistance information according to character information of a second game element and as a provision means for providing the operation assistance information in a phase in which the first player can operate.
本発明の一態様は、第1プレーヤが保有する第1ゲーム要素と対戦相手となる第2プレーヤが保有する第1ゲーム要素とを使用したゲームを行う端末であって、前記第1プレーヤのデッキを構成する第1ゲーム要素を設定する第1設定手段と、ゲームの進行に応じて変化可能なキャラクタ情報を持ち、前記デッキを構成しない前記第1プレーヤの第2ゲーム要素を設定する第2設定手段と、前記第1ゲーム要素の選択又は行動を決定する決定手段と、前記第1プレーヤのためのゲームの進行に係る情報であって、前記第2ゲーム要素のキャラクタ情報に応じた操作補助情報を取得する取得手段と、前記第1プレーヤが操作可能なフェーズにおいて、前記操作補助情報を提供する提供手段とを備える端末である。  One aspect of the present invention is a terminal for playing a game using a first game element possessed by a first player and a first game element possessed by a second player who is an opponent, and is a deck of the first player. A first setting means for setting the first game element constituting the deck, and a second setting for setting the second game element of the first player having character information that can be changed according to the progress of the game and not constituting the deck. Means, determination means for determining the selection or action of the first game element, and information relating to the progress of the game for the first player, which is operation assistance information according to the character information of the second game element. It is a terminal including the acquisition means for acquiring the above and the providing means for providing the operation assist information in the phase in which the first player can operate.
本発明の一態様は、第1プレーヤが保有する第1ゲーム要素と対戦相手となる第2プレーヤが保有する第1ゲーム要素とを使用したゲームを行うゲームシステムであって、端末と、ゲーム管理装置とを備え、前記端末は、前記第1プレーヤ又は前記第2プレーヤのデッキを構成する第1ゲーム要素を設定する第1設定手段と、ゲームの進行に応じて変化可能なキャラクタ情報を持ち、前記デッキを構成しない前記第1プレーヤ又は前記第2プレーヤの第2ゲーム要素を設定する第2設定手段と、前記第1プレーヤ又は前記第2プレーヤによる前記第1ゲーム要素の選択又は行動を決定する決定手段と、前記ゲーム管理装置から、前記第1プレーヤ又は前記第2プレーヤのためのゲームの進行に係る操作補助情報を取得する取得手段と、前記第1プレーヤ又は前記第2プレーヤが操作可能なフェーズにおいて、取得した操作補助情報を提供する提供手段とを備え、前記ゲーム管理装置は、前記第1プレーヤ又は前記第2プレーヤの第2ゲーム要素のキャラクタ情報に応じた前記操作補助情報を取得する取得手段と、取得した前記操作補助情報を前記端末に送信する送信手段と、前記第1プレーヤ又は前記第2プレーヤのゲームの進行に応じて、前記第1プレーヤ又は前記第2プレーヤの第2ゲーム要素のキャラクタ情報を変化させるキャラクタ情報変化手段とを備えるゲームシステムである。  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 is a terminal and game management. The terminal includes a device, has a first setting means for setting a first game element constituting a deck of the first player or the second player, and character information that can be changed according to the progress of the game. A second setting means for setting a second game element of the first player or the second player that does not constitute the deck, and a selection or action of the first game element by the first player or the second player are determined. The first player or the second player can operate the determination means, the acquisition means for acquiring the operation assist information related to the progress of the game for the first player or the second player from the game management device, and the second player. In the phase, the game management device includes a providing means for providing the acquired operation assist information, and the game management device acquires the operation assist information according to the character information of the second game element of the first player or the second player. The acquisition means, the transmission means for transmitting the acquired operation assist information to the terminal, and the second game of the first player or the second player according to the progress of the game of the first player or the second player. It is a game system including a character information changing means for changing the character information of an element.
本発明の一態様は、第1プレーヤの端末及び前記第1プレーヤの対戦相手となる第2プレーヤの端末と通信可能なゲーム管理装置であって、前記第1プレーヤのデッキを構成する第1ゲーム要素を前記第2プレーヤの端末に送信し、前記第2プレーヤのデッキを構成する第1ゲーム要素を前記第1プレーヤの端末に送信する第1送信手段と、前記第1プレーヤ又は前記第2プレーヤのデッキを構成しない第2ゲーム要素のキャラクタ能力を取得する第1取得手段と、前記第1プレーヤ又は前記第2プレーヤが操作可能なフェーズにおいて、前記第1プレーヤ又は前記第2プレーヤのためのゲームの進行に係る情報であって、取得した前記第1プレーヤ又は前記第2プレーヤの第2ゲーム要素のキャラクタ情報に応じた操作補助情報を取得する第2取得手段と、取得した前記操作補助情報を、前記第1プレーヤ又は第2プレーヤの端末に送信する第2送信手段と、前記第1プレーヤ又は前記第2プレーヤのゲームの進行に応じて、前記第1プレーヤ又は前記第2プレーヤの第2ゲーム要素のキャラクタ情報を変化させるキャラクタ情報変化手段とを備えるゲーム管理装置である。 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 who is an opponent of the first player, and is a first game constituting the deck of the first player. A first transmission means for transmitting an element to the terminal of the second player and transmitting a first game element constituting the deck of the second player to the terminal of the first player, and the first player or the second player. A game for the first player or the second player in a phase in which the first player or the second player can operate the first acquisition means for acquiring the character ability of the second game element that does not constitute the deck of The second acquisition means for acquiring the operation assisting information corresponding to the acquired character information of the second game element of the first player or the second player, and the acquired operation assistance information. , The second transmission means to transmit to the terminal of the first player or the second player, and the second game of the first player or the second player according to the progress of the game of the first player or the second player. It is a game management device including a character information changing means for changing the character information of an element.
本発明は、ユーザの利便性を向上させたゲームを提供することができる。 The present invention can provide a game with improved user convenience.
図1は本実施形態におけるゲームシステムの全体構成例を示す図である。FIG. 1 is a diagram showing an example of the overall configuration of the game system according to the present embodiment. 図2はプレーヤ端末1の一例であるスマートフォンの装置構成例を示す図である。FIG. 2 is a diagram showing an example of a device configuration of a smartphone, which is an example of a player terminal 1. 図3はプレーヤ端末1のディスプレイ11に表示される対戦ゲームのスタンバイフェーズ又はカード使用準備フェーズにおける画面表示の一例を示した図である。FIG. 3 is a diagram showing an example of screen display in the standby phase or the card use preparation phase of the battle game displayed on the display 11 of the player terminal 1. 図4はプレーヤ端末1のディスプレイ11に表示される画面の表示の一例を示した図である。FIG. 4 is a diagram showing an example of a screen display displayed on the display 11 of the player terminal 1. 図5はプレーヤ端末1の機能構成例を示すブロック図である。FIG. 5 is a block diagram showing a functional configuration example of the player terminal 1. 図6はプレーヤが保有するカードのカード設定データの一例を示した図である。FIG. 6 is a diagram showing an example of card setting data of a card held by the player. 図7はデッキ設定データの一例を示す図である。FIG. 7 is a diagram showing an example of deck setting data. 図8はプレーヤAのバディ設定データの一例を示す図である。FIG. 8 is a diagram showing an example of buddy setting data of player A. 図9はゲームサーバ2の機能構成例を示すブロック図である。FIG. 9 is a block diagram showing a functional configuration example of the game server 2. 図10はユーザ情報データの一例を示した図である。FIG. 10 is a diagram showing an example of user information data. 図11はプレーヤ端末1とゲームサーバ2との動作を説明するためのシーケンス図である。FIG. 11 is a sequence diagram for explaining the operation of the player terminal 1 and the game server 2. 図12はプレーヤ端末1に表示されるアイコン画像の一例である。FIG. 12 is an example of an icon image displayed on the player terminal 1. 図13はバディの画像から文字情報として操作補助情報を出力した例を示す図である。FIG. 13 is a diagram showing an example in which operation assistance information is output as character information from a buddy image. 図14は操作補助情報の他の表示例を説明するための図である。FIG. 14 is a diagram for explaining another display example of the operation assist information.
[全体構成] 図1は、本実施形態におけるゲームシステムの全体構成例を示す図である。図1に示すように、ゲームシステムは、ゲームのプレーヤA,B毎に用意されるプレーヤ端末1と、ゲームサーバ2とを備えて構成される。プレーヤ端末1とゲームサーバ2とは、通信回線Nに接続可能で、相互に通信可能である。  [Overall configuration] FIG. 1 is a diagram showing an example of an overall configuration of the game system according to the present embodiment. As shown in FIG. 1, the game system includes a player terminal 1 prepared for each player A and B of the game, 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.
通信回線Nは、データ通信が可能な通信路を意味する。すなわち、通信回線Nは、直接接続のための専用線(専用ケーブル)やイーサネット(登録商標)等によるLANの他、電話通信網やケーブル網、インターネット等の通信網を含み、通信方法については有線/無線を問わない。  The communication line N means a communication path capable of data communication. That is, the communication line N includes a telephone communication network, a cable network, a communication network such as the Internet, as well as a LAN by a dedicated line (dedicated cable) for direct connection and Ethernet (registered trademark), and the communication method is wired. / Regardless of wireless.
プレーヤ端末1は、ゲームプログラムを実行することのできるコンピュータであり、無線通信基地局等を介して通信回線Nに接続し、ゲームサーバ2とデータ通信を行うことができる。プレーヤ端末1は、例えば、スマートフォンや、携帯電話機、携帯型ゲーム装置、据置型家庭用ゲーム装置、業務用ゲーム装置、パソコン、タブレット型コンピュータ、据置型家庭用ゲーム装置のコントローラ等である。プレーヤ端末1は、基本的には、複数存在し、各プレーヤにより操作される。  The player terminal 1 is a computer capable of executing a game program, and can be connected to a communication line N via a wireless communication base station or the like to 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-use game device, a business-use game device, a personal computer, a tablet computer, a controller of a stationary home-use game device, or the like. Basically, there are a plurality of player terminals 1, and each player operates them.
ゲームサーバ2は、単数又は複数のサーバ装置や記憶装置等を含んで構成されたサーバシステムである。ゲームサーバ2は、本実施形態のゲームを運営するための各種サービスを提供し、ゲームの運営に必要なデータの管理や、プレーヤ端末1でのゲームの実行に必要なゲームプログラムやデータの配信等を行うことができる。  The game server 2 is a server system configured to include a single server device, a plurality of server devices, a storage device, and the like. 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 necessary for executing the game on the player terminal 1, and the like. It can be performed.
図2は、プレーヤ端末1の一例であるスマートフォンの装置構成例を示す図である。図2に示すように、プレーヤ端末1は、ディスプレイ11と、ディスプレイ11と一体構成されるタッチ操作パネル12と、スピーカ13とを備える。また、プレーヤ端末1には、図示されていない制御基板、内蔵バッテリー、電源ボタン、音量調節ボタン等が設けられている。  FIG. 2 is a diagram showing an example of a device configuration of a smartphone, which is an example of a player terminal 1. As shown in FIG. 2, the player terminal 1 includes a display 11, a touch operation panel 12 integrally configured with the display 11, and a speaker 13. Further, the player terminal 1 is provided with a control board, a built-in battery, a power button, a volume control button, and the like (not shown).
制御基板には、CPUやGPU、DSP等の各種マイクロプロセッサ、ASIC、VRAMやRAM、ROM等の各種ICメモリ、携帯電話基地局と無線通信するための無線通信モジュール等が搭載されている。また、制御基板には、タッチ操作パネル12のドライバ回路といった、いわゆるI/F回路(インターフェース回路)等が搭載されている。これら制御基板に搭載されている各要素は、それぞれがバス回路等を介して電気的に接続され、データの読み書きや信号の送受信が可能に接続されている。  The control board is equipped with various microprocessors such as a CPU, GPU, and DSP, various IC memories such as ASIC, VRAM, RAM, and ROM, and a wireless communication module for wireless communication with a mobile phone base station. Further, 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. Each element mounted on these control boards is electrically connected via a bus circuit or the like, and is connected so as to be able to read / write data and send / receive signals.
本実施の形態では、上述のようなゲームシステムを、第1プレーヤAが保有する第1ゲーム要素と、対戦相手となる第2プレーヤBが保有する第1ゲーム要素とを使用した対戦ゲームに適用した例を説明する。  In the present embodiment, the above-mentioned game system is applied to a battle game using the first game element possessed by the first player A and the first game element possessed by the second player B as an opponent. An example of this will be described.
ここで、第1ゲーム要素は、仮想的又は実体のある物品に対応付けられたキャラクタである。仮想的又は実体ある物品の一例としては、例えば、コンピュータに表示される仮想的なカードや、実体のあるカード等である。そして、実行するゲームにおいて、カードの使用により登場させることが可能となる第1ゲーム要素は、プレーヤ(コンピュータに操作されるノンプレーヤも含む)の操作に基づいて行動制御がなされるキャラクタであるものとし、カードには対応するキャラクタの図柄(該キャラクタの外観を示した画像)が付されるものとして説明する。更に、これに限られるものではなく、実行されるゲームのゲーム要素を特定する用途のカードは、キャラクタのようなゲーム要素を特定可能に構成されるものに限らず、アイテムや発動する効果等、その他のゲーム要素を特定するものであってもよいことは言うまでもない。尚、物品は、カードに限られることなく、物品に対応付けられたゲーム要素を特定可能に構成された物品であれば、カードに限られるものではない。物品は、例えばゲーム要素の外観を有するフィギュア等の造形物であってもよい。  Here, the first game element is a character associated with a virtual or physical article. An example of a virtual or tangible article is, for example, a virtual card displayed on a computer, a tangible card, or the like. Then, in the game to be executed, the first game element that can be made to appear by using a card is a character whose behavior is controlled based on the operation of a player (including a non-player operated by a computer). The card will be described as having a corresponding character pattern (an image showing the appearance of the character). Furthermore, the card for specifying the game element of the game to be executed is not limited to the card that can specify the game element such as a character, and the item, the effect to be activated, etc. It goes without saying that it may specify other game elements. The article is not limited to the card, but is not limited to the card as long as the article is configured so that the game element associated with the article can be specified. The article may be, for example, a modeled object such as a figure having the appearance of a game element.
更に、本実施の形態が適用される
対戦ゲームでは、第1ゲーム要素とは異なる第2ゲーム要素が加わる。第2ゲーム要素は、第1ゲーム要素と同様にキャラクタではあるが、かならずしも仮想的又は実体のある物品と対応付けられる必要はない。 
Further, in the battle game to which the present embodiment is applied, 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 physical article.
また、第2ゲーム要素は、第1ゲーム要素とは異なり、ゲーム内の対戦においてプレーヤ(コンピュータに操作されるノンプレーヤも含む)が使用する攻撃又は防御の手段として使用されるものではなく、少なくともプレーヤが操作可能なフェーズにおいてゲームの進行に係る情報である操作補助情報をプレーヤに提供するという性質を備える。また、別の言い方をすると、第2ゲーム要素は、プレーヤ(コンピュータに操作されるノンプレーヤも含む)の操作に基づいて行動制御がなされる第1ゲーム要素とは異なり、ゲーム内において自律的又は自発的に操作補助情報を提供するものともいえる。操作補助情報は、ゲームの進行に係る情報であれば、種類は問わないが、例えば、操作方法の情報、第1ゲーム要素の選択又は行動に対する情報(カードの選択、攻撃対象とすべき対戦相手のカード等のアドバイス情報)、ゲームの進行を有利にする情報(ゲームの対戦結果を有利にするカードの種類の提示等のアドバイス情報)等である。更に、別の言い方をすると、第2ゲーム要素は、プレーヤ(コンピュータに操作されるノンプレーヤも含む)とともにひとつのチームを組み、対戦プレーヤと対戦するものともいえる。  Also, unlike the first game element, the second game element is not used as a means of attack or defense used by players (including non-players operated by computers) in in-game battles, and at least. It has the property of providing the player with operation assistance information, which is information related to the progress of the game, in a phase in which the player can operate. In other words, the second game element is autonomous in the game or different from the first game element in which the behavior is controlled based on the operation of the player (including the non-player operated by the computer). It can be said that it voluntarily provides operation assistance information. The operation assistance information may be of any type as long as it is information related to the progress of the game, but for example, information on the operation method, information on the selection or action of the first game element (card selection, opponent to be attacked). (Advice information such as cards), information that favors the progress of the game (advice information such as presentation of the type of card that favors the match result of the game), and the like. Furthermore, in other words, the second game element can be said to form a team together with a player (including a non-player operated by a computer) and play against an opponent player.
上述した第2ゲーム要素の自律的又は自発的な操作補助情報の提供は、ゲームサーバ2が備えるAI機能によって行われる。このAI機能は、多くの対戦ゲームのゲーム進行の内容とその結果等を教師データとし、機械学習して得られたAI機能である。機械学習の方法は、深層学習(ディープラーニング)が代表的なものであるが、これに限られない。  The autonomous or voluntary operation assistance information of the second game element described above is provided by the AI function provided in the game server 2. This AI function is an AI function obtained by machine learning using the contents of the game progress of many competitive games and the results thereof as teacher data. Deep learning is a typical method of machine learning, but it is not limited to this.
また、第2ゲーム要素の自律的又は自発的な操作補助情報の内容又は提供のタイミングは、第2ゲーム要素が持つキャラクタ情報によって変化する。このキャラクタ情報は、ゲームの進行に応じて変化する。キャラクタ情報は、複数のパラメータを持つことが可能である。例えば、本実施の形態では、キャラクタ情報は、ゲームの結果により得られる経験値により変化するパラメータ(以下、レベルと記載する)と、第1ゲーム要素の種類の使用頻度によって変化するパラメータ(以下、カード理解度と記載する)と、第1ゲーム要素の種類の使用割合によって変化するパラメータ(以下、パーソナリティと記載する)と、所定のイベントに応じて変化するパラメータ(以下、シンクロレベルと記載する)とを含む。  Further, the content or the timing of provision of the autonomous or voluntary operation assistance information of the second game element changes depending on the character information of the second game element. This character information changes as the game progresses. Character information can have a plurality of parameters. For example, in the present embodiment, the character information includes a parameter that changes depending on the experience value obtained as a result of the game (hereinafter, referred to as a level) and a parameter that changes depending on the frequency of use of the first game element type (hereinafter, referred to as a level). (Described as card comprehension), parameters that change depending on the usage rate of the type of the first game element (hereinafter referred to as personality), and parameters that change according to a predetermined event (hereinafter referred to as synchro level). And include.
レベルは、第2ゲーム要素の基本的なレベルを表し、対戦することによって得られる経験値によって上昇する。そして、レベルがアップすると、第2ゲーム要素の思考力が上昇可能である。思考力が高いほど、ゲームの状況に応じた適切な操作補助情報を提供することができる。  The level represents the basic level of the second game element, and is increased by the experience value obtained by playing against it. Then, as the level increases, the thinking ability of the second game element can increase. The higher the thinking ability, the more appropriate operation assistance information can be provided according to the situation of the game.
カード理解度は、第1ゲーム要素に対する理解度(カードのキャラクタが発動する効果等に対する理解度)であり、理解度が高いほど、その第1ゲーム要素(カード)を使用するタイミングを適切に知らせる操作補助情報を提供することができる。  The card comprehension level is the level of understanding of the first game element (the level of understanding of the effect of the card character being activated), and the higher the level of understanding, the more appropriately informs the timing of using the first game element (card). Operation assistance information can be provided.
パーソナリティは、第2ゲーム要素の属性を表し、第1ゲーム要素の属性(キャラクタに応じて属性を有している)の使用割合によって変化する。  The personality represents the attribute of the second game element, and changes depending on the usage ratio of the attribute of the first game element (having an attribute depending on the character).
シンクロレベルとは、ゲーム内の所定のイベントを達成することによって上昇する。所定のイベントとは、ゲームへのログインや、ゲーム内で第2ゲーム要素がプレーヤと共に行動することである。このシンクロレベルが異なることにより、操作補助情報の表現内容等が異なる。例えば、シンクロレベルが高い程、より親密度の高い表現となる。  Synchro level is increased by achieving a predetermined event in the game. A predetermined event is a login to the game or a second game element acting with the player in the game. Due to the difference in the synchronization level, the expression content of the operation assistance information and the like are different. For example, the higher the synchronization level, the more intimate the expression.
ゲームサーバ2が備えるAI機能は、上述したキャラクタ情報に応じた複数のAI機能を持ち、キャラクタ情報の高さに応じた操作補助情報を提供することができる。すなわち、第2のゲーム要素のキャラクタ情報が高い程、より、適切な操作補助情報を提供することができる。[ゲーム内容の概略] 次に、実施の形態の説明の理解を助けるために、プレーヤ端末1のディスプレイ11の表示画面を用いて、ゲームの概要を説明する。  The AI function provided in the game server 2 has a plurality of AI functions according to the character information described above, and can provide operation assist information according to the height of the character information. That is, the higher the character information of the second game element, the more appropriate operation assistance information can be provided. [Outline of game content] Next, in order to help understanding the explanation of the embodiment, the outline of the game will be described using the display screen of the display 11 of the player terminal 1.
本実施形態のゲームでは、プレーヤA,Bは、ゲームオブジェクトである仮想的なゲームカード(第1ゲーム要素が化体しているカード、単に「カード」という。)をゲーム内で使用する。カードは複数種類用意され、各々に関連付けられたキャラクタの能力及びカード属性等の組合せによって区別される。カード属性は、例えば、赤、青といった色や、1から7の何れかの数字等で定められる。各カードには、コンピュータ制御の敵キャラクタや他プレーヤ等の対戦相手との対戦プレイ(バトル)に用いるレベルや攻撃力、HP(ヒットポイント)といった能力パラメータ値が定められている。  In the game of the present embodiment, the players A and B use a virtual game card (a card in which the first game element is embodied, simply referred to as a "card") which is a game object in the game. Multiple types of cards are prepared, and they are distinguished by the combination of the character's abilities and card attributes associated with each. The card attribute is determined by, for example, a color such as red or blue, a number from 1 to 7, and the like. Each card has ability parameter values such as level, attack power, and HP (hit points) used for battle play (battle) with computer-controlled enemy characters and opponents such as other players.
カードは、アカウント登録時において対戦プレイ(バトル)に最低限必要な枚数が付与される他、ゲーム中に獲得したり、課金アイテムとして購入によって獲得したり、ガチャと呼ばれる抽選によって獲得することができる。加えて、カードは、実体のあるゲームカード(以下、「リアルカード」という。)を入手し、入手したリアルカードをゲーム内で使用可能とするための登録手続きをすることによっても獲得できる。具体的には、プレーヤA,Bは、リアルカードの登録手続きを行うと、そのリアルカードと対応付けられたカード種類のカードを獲得することができる。  The minimum number of cards required for battle play (battle) is given at the time of account registration, and can be obtained during the game, by purchasing as a chargeable item, or by lottery called gacha. .. In addition, the card can also be obtained by obtaining a real game card (hereinafter referred to as "real card") and performing a registration procedure for making the obtained real card usable in the game. Specifically, the players A and B can acquire a card of the card type associated with the real card by performing the registration procedure of the real card.
そして、プレーヤA,Bは、保有しているカードのうちの所定枚数(例えば40枚)でデッキを構成し、デッキを用いた対戦プレイ(バトル)に挑む。デッキを用いた対戦プレイ(バトル)とは、デッキを構成するカード(デッキカード)に定められている能力パラメータ値(第1ゲーム要素のキャラクタ情報)を用いて、対戦相手との勝敗を決めるものである。  Then, the players A and B form a deck with a predetermined number of cards (for example, 40 cards) possessed, and challenge the battle play (battle) using the deck. Battle play (battle) using a deck is to decide the victory or defeat with the opponent by using the ability parameter value (character information of the first game element) defined in the cards (deck cards) that make up the deck. Is.
バトルは、ログイン後に表示されるホーム画面からバトルメニューを選択操作(タッチ操作)することで開始される。なお、ゲームに先立ち、プレーヤA,Bは、アカウント登録を済ませ、デッキを編成しておく必要がある。デッキの編成は、ホーム画面等からカードメニューをタッチ操作し、その1つとして提示されるデッキ編成メニューから行えるようになっている。  The battle is started by selecting (touching) the battle menu from the home screen displayed after logging in. Prior to the game, players A and B need to complete account registration and organize a deck. Deck organization can be performed from the deck organization menu presented as one of them by touching the card menu from the home screen or the like.
バトルは、プレーヤAのターンと、対戦相手であるプレーヤBのターンとが交互に実行される。各ターンは、デッキカードのうち手札をフィールド等の自プレーヤのプレーヤ領域に設定するスタンバイフェーズと、設定したデッキカードを使用するために、他のデッキカード等を準備するカード使用準備フェーズと、プレーヤ領域に設置したデッキカードを用いて、対戦プレーヤ又は対戦プレーヤのカードに攻撃を行う対戦フェーズ等の複数のフェーズから構成される。  In the battle, the turn of player A and the turn of opponent player B are alternately executed. Each turn has a standby phase in which the hand is set in the player area of the player's player such as the field, a card use preparation phase in which other deck cards are prepared in order to use the set deck card, and a player. It is composed of a plurality of phases such as a battle phase in which a battle player or a card of a battle player is attacked by using a deck card installed in the area.
一方、第2ゲーム要素であるが、プレーヤA,Bは、アカウント登録時において、複数の第2ゲーム要素(以下、バディと記載する)から好みのバディを選択することにより、入手可能である。入手当初のバディのキャラクタ情報に含まれる複数のパラメータは初期状態(最も低いレベル)である。  On the other hand, although it is a second game element, players A and B can be obtained by selecting a favorite buddy from a plurality of second game elements (hereinafter referred to as buddy) at the time of account registration. The multiple parameters contained in the character information of the buddy at the time of acquisition are the initial state (lowest level).
図3はプレーヤ端末1のディスプレイ11に表示される対戦ゲームのスタンバイフェーズ又はカード使用準備フェーズにおける画面表示の一例を示した図である。ディスプレイ11の画面は、プレーヤAのカード等が設定される第1領域20と、対戦するプレーヤBのカード等が設定される第2領域21とを備えている。また、第1領域20と第2領域21との境界には、現在実行することが可能な操作の情報を表示する操作情報30が表示される。  FIG. 3 is a diagram showing an example of screen display in the standby phase or the card use preparation phase of the battle game displayed on the display 11 of the player terminal 1. The screen of the display 11 includes a first area 20 in which the cards of the player A and the like are set, and a second area 21 in which the cards and the like of the opponent B are set. Further, at the boundary between the first region 20 and the second region 21, operation information 30 for displaying information on operations that can be executed at present is displayed.
第1領域20、第2領域21の各領域は、自デッキより選択されたカード(手札)が5枚配置されるフィールド領域22と、フィールドに配置されたカードの行動又は効果を発動するために消費(行動コスト)されるカードが配置されるベース領域23と、カードの発動効果に影響を与え(フォース)、ライフ(HP)を持つ第1オブジェクト31と、同様にライフ(HP)を持つ第2オブジェクトが配置されるフォース領域24とを備える。尚、本実施の形態では、第2オブジェクト32は、第2ゲーム要素であるバディと兼ねて表示されている。  Each area of the first area 20 and the second area 21 is for activating the action or effect of the field area 22 in which five cards (hands) selected from the own deck are arranged and the cards arranged in the field. The base area 23 where the cards to be consumed (action cost) are placed, the first object 31 that affects the activation effect of the cards (force) and has life (HP), and the first object 31 that also has life (HP). It includes a force area 24 in which two objects are arranged. In the present embodiment, the second object 32 is displayed as a buddy which is a second game element.
対戦フェーズでは、図4に示すように、プレーヤAは、攻撃に使用するカードを、指でタッチし、攻撃対象となる相手のカード、第1又は第2オブジェクト31,32までドラックすることにより、攻撃に使用するカード及び攻撃対象となる対戦プレーヤBのカード、第1又は第2オブジェクト31,32を決定する。これにより、プレーヤAの攻撃が開始される。  In the battle phase, as shown in FIG. 4, player A touches the card used for the attack with a finger and drags the card of the opponent to be attacked, the first or second object 31, 32, thereby performing the attack. The card to be used for the attack, the card of the opponent player B to be attacked, and the first or second objects 31 and 32 are determined. As a result, the attack of player A is started.
このようなフェーズ又はターンを、プレーヤAと対戦相手のプレーヤBとが交互に繰り返し、いずれかのプレーヤのライフが0になる、又は、デッキのカードが0枚になることにより、勝敗が決定する。[機能構成] 図5は、プレーヤ端末1の機能構成例を示すブロック図である。  Player A and opponent player B alternately repeat such a phase or turn, and the life of any player becomes 0, or the number of cards in the deck becomes 0, and the victory or defeat is determined. .. [Functional configuration] FIG. 5 is a block diagram showing an example of a functional configuration of the player terminal 1.
図5に示すように、プレーヤ端末1は、操作入力部51と、処理部52と、画像表示部53と、音出力部54と、通信部55と、記憶部56とを備える。  As shown in FIG. 5, 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.
操作入力部51は、プレーヤがゲームに関する各種操作を入力するためのものであり、操作入力に応じた操作入力信号を処理部52に出力する。操作入力部51の機能は、例えば、タッチ操作パッド、ホームボタン、ボタンスイッチや、ジョイスティック、トラックボールといった直接プレーヤAが指で操作する素子はもちろん、加速度センサや角速度センサ、傾斜センサ、地磁気センサといった、運動や姿勢を検知する素子等によっても実現できる。図2では、タッチ操作パネル12がこれに該当する。  The operation input unit 51 is for the player to input various operations related to the game, and outputs an operation input signal corresponding to the operation input to the processing unit 52. The functions of the operation input unit 51 include, for example, touch operation pads, home buttons, button switches, joysticks, trackballs, and other elements directly operated by player A with fingers, as well as acceleration sensors, angular velocity sensors, tilt sensors, and geomagnetic sensors. It can also be realized by an element that detects movement or posture. In FIG. 2, the touch operation panel 12 corresponds to this.
処理部52は、記憶部56に格納されるプログラムやデータ、操作入力部51からの操作入力信号等に基づいてプレーヤ端末1の動作を統括的に制御する。処理部52の機能は、例えば、CPUやGPU等のマイクロプロセッサ、ASIC、ICメモリ等の電子部品によって実現できる。この処理部52は、主な機能部として、ゲーム演算部61と、画像生成部62と、音生成部63と、通信制御部64とを備える。  The processing unit 52 comprehensively controls the operation of the player terminal 1 based on the programs and data stored in the storage unit 56, the 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 a CPU or GPU, or an electronic component such as an ASIC or an IC memory. The processing unit 52 includes a game calculation unit 61, an image generation unit 62, a sound generation unit 63, and a communication control unit 64 as main functional units.
ゲーム演算部61は、本実施形態のゲームを実現するための種々のゲーム処理を実行し、処理結果を画像生成部62や音生成部63に出力する。ゲーム演算部61は、カード設定部71と、バディ設定部72と、行動決定部73と、操作補助情報取得部74と、操作補助情報提供部75と、ゲーム管理部76とを含む。  The game calculation unit 61 executes various game processes for realizing the game of the present embodiment, and outputs the processing results to the image generation unit 62 and the sound generation unit 63. The game calculation unit 61 includes a card setting unit 71, a buddy setting unit 72, an action determination unit 73, an operation assistance information acquisition unit 74, an operation assistance information providing unit 75, and a game management unit 76.
カード設定部71は、後述するカード設定データ及びデッキ設定データを用い、プレーヤA,Bが現時点までに保有している保有カードを管理する。また、保有カードから各デッキを構成するカードを管理し、プレーヤA,Bが選択したデッキより、スタンバイフェーズ及びカード使用準備フェーズにおいて、各フィールドに設定されるカード及び手札を設定する。また、各フィールドに設定されるカード及び手札に関する情報であるカード設定情報を生成し、通信部55を介して、ゲームサーバ2に送信する。  The card setting unit 71 manages the possessed cards held by the players A and B up to the present time by using the card setting data and the deck setting data described later. In addition, the cards that make up each deck are managed from the possessed cards, and the cards and hands set in each field are set from the decks selected by players A and B in the standby phase and the card use preparation phase. In addition, card setting information, which is information about cards and hands set in each field, is generated and transmitted to the game server 2 via the communication unit 55.
バディ設定部72は、アカウント登録時において、プレーヤA,Bにより選択された第2ゲーム要素としてのバディに関する情報(キャラクタ情報も含む)を、後述するバディ設定データを用いて管理する。また、バディ設定部72は、対戦中又はその他のメニュー画面において、バディの画像情報を画像生成部62に出力する。  The buddy setting unit 72 manages information (including character information) regarding the buddy as the second game element selected by the players A and B at the time of account registration by using the buddy setting data described later. Further, the buddy setting unit 72 outputs the image information of the buddy to the image generation unit 62 during the battle or on other menu screens.
行動決定部73は、プレーヤA,Bのタッチ操作等により、カードの選択や、カードの行動を決定し、カードの選択又は行動の情報である行動選択情報を生成し、通信部55を介して、ゲームサーバ2に送信する。  The action determination unit 73 determines card selection and card actions by touch operations of players A and B, generates action selection information which is card selection or action information, and via the communication unit 55. , Send to the game server 2.
操作補助情報取得部74は、ゲーム進行中に、ゲームサーバ2から操作補助情報を取得する。  The operation assistance information acquisition unit 74 acquires the operation assistance information from the game server 2 while the game is in progress.
操作補助情報提供部75は、取得した操作補助情報を、画像生成部122又は音生成部123を介して提供する。  The operation assistance information providing unit 75 provides the acquired operation assistance information via the image generation unit 122 or the sound generation unit 123.
ゲーム管理部76は、ゲーム全体の進行を管理する。  The game management unit 76 manages the progress of the entire game.
画像生
成部62は、ゲーム演算部61の処理結果に基づいて1フレーム時間(例えば1/60秒)で1枚のゲーム画面を生成し、生成したゲーム画面の画像信号を画像表示部103に出力する。画像生成部62の機能は、例えば、GPUやデジタルシグナルプロセッサ(DSP)等のプロセッサ、ビデオ信号IC、ビデオコーデック等のプログラム、フレームバッファ等の描画フレーム用ICメモリ、テクスチャデータの展開用に使用されるICメモリ等によって実現できる。 
The image generation unit 62 generates one game screen in one frame time (for example, 1/60 second) based on the processing result of the game calculation unit 61, and outputs the image signal of the generated game screen to the image display unit 103. To do. The function of the image generator 62 is used, for example, for a processor such as a GPU or a digital signal processor (DSP), a program such as a video signal IC or a video codec, an IC memory for a drawing frame such as a frame buffer, and texture data expansion. It can be realized by an IC memory or the like.
音生成部63は、ゲーム演算部61の処理結果に基づいてゲームに関する効果音やBGM、操作補助情報の音声情報、各種操作音等の音信号を生成し、音出力部54に出力する。音生成部63の機能は、例えば、デジタルシグナルプロセッサ(DSP)や音声合成IC等のプロセッサ、音声ファイルを再生可能なオーディオコーデック等によって実現できる。  The sound generation unit 63 generates sound signals such as sound effects related to the game, BGM, voice information of operation assistance information, and various operation sounds based on the processing result of the game calculation unit 61, and outputs the sound signals 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.
通信制御部64は、ゲームサーバ2とのデータ通信のための通信接続及びデータ処理を行う。  The communication control unit 64 performs communication connection and data processing for data communication with the game server 2.
画像表示部53は、画像生成部62から入力される画像信号に基づいて各種ゲーム画面を表示する。画像表示部53の機能は、例えば、フラットパネルディスプレイ、ブラウン管(CRT)、プロジェクター、ヘッドマウントディスプレイといった表示装置によって実現できる。図2では、画像表示部62は、ディスプレイ11に該当する。  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, for example, a display device such as a flat panel display, a cathode ray tube (CRT), a projector, or a head-mounted display. In FIG. 2, the image display unit 62 corresponds to the display 11.
音出力部54は、音生成部63から入力される音信号に基づいてゲームに関する効果音等を音出力するためのものである。図2では、音出力部54は、スピーカ13に該当する。  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. In FIG. 2, the sound output unit 54 corresponds to the speaker 13.
通信部55は、通信回線Nと接続して通信を実現する。通信部55の機能は、例えば、無線通信機、モデム、TA(ターミナルアダプタ)、有線用の通信ケーブルのジャックや制御回路等によって実現できる。  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.
記憶部56には、プレーヤ端末1を動作させ、プレーヤ端末1が備える種々の機能を実現するためのプログラムや、このプログラムの実行中に使用されるデータ等が予め記憶され、或いは処理の都度一時的に記憶される。記憶部56は、例えばRAMやROM、フラッシュメモリ等のICメモリ、ハードディスク等の磁気ディスク、CD-ROMやDVD等の光学ディスク等によって実現できる。  The storage unit 56 stores in advance a program for operating the player terminal 1 and realizing various functions included in the player terminal 1, data used during execution of this program, and the like, or temporarily stores each time a process is performed. Is remembered. The storage unit 56 can be realized by, for example, an IC memory such as a RAM, ROM, or a flash memory, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or a DVD, or the like.
記憶部56には、システムプログラムと、ゲームプログラムとが格納される。システムプログラムは、プレーヤ端末1のコンピュータとしての基本機能を実現するためのプログラムである。ゲームプログラムは、処理部52をゲーム演算部61として機能させるためのプログラムである。このプログラムは、プレーヤがアカウント登録を済ませるとゲームサーバ2又は他のアプリ配信サーバ等から配信される。  A system program and a game program are stored in the storage unit 56. 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.
また、記憶部56には、カード設定データと、デッキ設定データと、バディ設定データとが格納される。なお、その他にも、カードのキャラクタ及びバディの画像を表示するためのモデルデータやテクスチャデータ、モーションデータ、エフェクトデータ、ゲーム画面の背景画像、効果音等の音データ等が適宜ゲームに必要なデータとして配信され、記憶部56に格納される。  Further, the storage unit 56 stores card setting data, deck setting data, and buddy setting data. In addition, model data, texture data, motion data, effect data, background image of the game screen, sound data such as sound effects, etc. for displaying images of card characters and buddies are necessary data for the game as appropriate. Is delivered and stored in the storage unit 56.
カード設定データは、プレーヤが保有するカードのキャラクタ情報であり、カード種類毎に用意される。図6は、プレーヤが保有するカードのカード設定データの一例を示した図である。図6では、プレーヤが保有するカード識別情報”001”で特定される1枚のカードのカード設定データを示している。カード設定データは、カード識別情報、キャラクタ画像、カード名、カード種類、コスト数、色、種族、能力、攻撃力、ヒットポイント及びレアリティを含んでいる。尚、図6はカード設定データの一例を示したものであり、これに限定されるものではない。また、カード設定データは、プレーヤA,Bが保有するカードが増減することにより、増減する。  The card setting data is character information of the card held by the player, and is prepared for each card type. FIG. 6 is a diagram showing an example of card setting data of a card held by the player. FIG. 6 shows the 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, character images, card names, card types, number of costs, colors, races, abilities, attack powers, hit points, and rarities. Note that FIG. 6 shows an example of card setting data, and the present invention is not limited to this. Further, the card setting data is increased or decreased as the number of cards held by the players A and B increases or decreases.
デッキ設定データは、プレーヤの各デッキに関するデータであり、各デッキを構成するカードのカード識別情報を含む。図7は、デッキ設定データの一例を示す図である。図7の例では、プレーヤAのデッキ1のデッキ設定データの例であり、デッキ1がカード識別情報”001”~カード識別情報”023”のカードから構成されていることを示している例である。尚、図7はデッキ設定データの一例を示したものであり、これに限定されるものではない。  The deck setting data is data related to each deck of the player, and includes card identification information of the cards constituting each deck. FIG. 7 is a diagram showing an example of deck setting data. In the example of FIG. 7, it is an example of the deck setting data of the deck 1 of the player A, and is an example showing that the deck 1 is composed of the cards of the card identification information "001" to the card identification information "023". is there. Note that FIG. 7 shows an example of deck setting data, and the present invention is not limited to this.
バディ設定データは、メニュー設定より選択されたバディのキャラクタ情報である。このバディのキャラクタ情報はゲームの進行に伴って変化するが、変化した場合には変化後のキャラクタ情報がゲームサーバ2から通知され、キャラクタ情報は更新される。図8はプレーヤAのバディ設定データの一例を示す図である。図8の例では、バディ設定データは、バディ識別情報、キャラクタ画像、バディ名、レベル、カード理解度、パーソナリティ及びシンクロレベルを含んでいる。尚、図8はバディ設定データの一例を示したものであり、これに限定されるものではない。  The buddy setting data is the 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. 8 is a diagram showing an example of buddy setting data of player A. In the example of FIG. 8, the buddy setting data includes the buddy identification information, the character image, the buddy name, the level, the card comprehension level, the personality, and the synchro level. Note that FIG. 8 shows an example of buddy setting data, and the present invention is not limited to this.
次に、ゲームサーバ2の構成を説明する。図9は、ゲームサーバ2の機能構成例を示すブロック図である。  Next, the configuration of the game server 2 will be described. FIG. 9 is a block diagram showing a functional configuration example of the game server 2.
ゲームサーバ2は、処理部91と、通信部92と、記憶部93とを備える。  The game server 2 includes a processing unit 91, a communication unit 92, and a storage unit 93.
処理部91は、記憶部93に格納されるプログラムやデータ、受信した情報等に基づいて、ゲームサーバ2の動作を統括的に制御する。処理部91の機能は、例えば、CPUやGPU等のマイクロプロセッサ、ASIC、ICメモリ等の電子部品によって実現できる。処理部91は、プレーヤ管理部101と、ゲーム管理部102と、AI処理部103と、キャラクタ情報更新部104とを備える。  The processing unit 91 comprehensively controls the operation of the game server 2 based on the programs and data stored in the storage unit 93, the received information, and the like. The function of the processing unit 91 can be realized by, for example, a microprocessor such as a CPU or GPU, or an electronic component such as an ASIC or an IC memory. The processing unit 91 includes a player management unit 101, a game management unit 102, an AI processing unit 103, and a character information updating unit 104.
プレーヤ管理部101は、後述するユーザ情報データを用いてアカウントやゲームの進行状況等を接続されるプレーヤ端末1毎に管理する。  The player management unit 101 manages accounts, game progress, and the like for each connected player terminal 1 using user information data described later.
ゲーム管理部102は、プレーヤ端末1からのカード設定情報や行動選択情報等を受信し、カード設定情報や行動選択情報、後述するカードデータを用いて対戦処理を行い、その対戦結果を出力する。  The game management unit 102 receives card setting information, action selection information, and the like from the player terminal 1, performs battle processing using the card setting information, action selection information, and card data described later, and outputs the battle result.
AI処理部103は、多くの対戦ゲームのゲーム進行の内容とその結果等の教師データを機械学習して得られたアルゴリズムを有する。このアルゴリズムは、バディのキャラクタ情報(バディの能力)に応じたアルゴリズムである。機械学習の方法は、深層学習(ディープラーニング)が代表的なものであるが、これに限られない。  The AI processing unit 103 has an algorithm obtained by machine learning the teacher data such as the contents of the game progress of many competitive games and the results thereof. This algorithm is an algorithm according to the character information (buddy's ability) of the buddy. Deep learning is a typical method of machine learning, but it is not limited to this.
AI処理部103は、プレーヤ端末1から送信されるカード設定情報又は行動選択情報と、プレーヤ端末1のプレーヤのバディのキャラクタ情報(バディの能力)とを入力し、そのカード設定情報又は行動選択情報の状況における操作補助情報を出力する。尚、プレーヤ端末1から送信されるカード設定情報又は行動選択情報が同一であっても、プレーヤのバディのキャラクタ情報(バディの能力)が異なれば、異なる操作補助情報を出力する可能性がある点に留意すべきである。  The AI processing unit 103 inputs the card setting information or action selection information transmitted from the player terminal 1 and the character information (buddy ability) of the player buddy of the player terminal 1, and the card setting information or action selection information. Outputs operation assistance information in the situation of. Even if the card setting information or action selection information transmitted from the player terminal 1 is the same, if the character information (buddy's ability) of the player's buddy is different, different operation assistance information may be output. Should be noted.
キャラクタ情報更新部104は、ゲーム管理部102からカード設定情報又は行動選択情報と、対戦結果を受信し、それらの情報を用いて、キャラクタ情報の各種パラメータ(レベル、カード理解度、パーソナリティ、シンクロレベル)を計算し、ユーザ情報データにおけるプレーヤA,Bのキャラクタ情報(バディの能力)を上昇又は変更する更新を行う。  The character information update unit 104 receives card setting information or action selection information and battle results from the game management unit 102, and uses the information to perform various parameters (level, card comprehension, personality, synchronization level) of the character information. ) Is calculated, and the character information (buddy's ability) of players A and B in the user information data is updated to be increased or changed.
通信部92は、通信回線Nと接続して通信を実現する。  The communication unit 92 connects to the communication line N to realize communication.
記憶部93には、システムプログラムと、ゲームプログラムとが格納される。システムプログラムは、ゲームサーバ2のコンピュータとしての基本機能を実現するためのプログラムである。ゲームプログラムは、処理部91を、プレーヤ管理部101と、ゲーム管理部102と、AI処理部103と、キャラクタ情報更新部104として機能させるためのプログラムである。  A system program and a game program are stored in the storage unit 93. 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 a player management unit 101, a game management unit 102, an AI processing unit 103, and a character information updating unit 104.
更に、記録部92は、ユーザ情報データと、カードデータとが格納されている。  Further, the recording unit 92 stores user information data and card data.
ユーザ情報データは、ゲームに参加しているプレーヤの基本データであり、プレーヤ毎のユーザ情報データを記録している。図10はユーザ情報データの一例を示した図である。図10の例では、プレーヤのユーザ識別情報と、そのプレーヤのバディ設定データと、デッキ設定データとを含んでいる。尚、図10はユーザ情報データの一例を示したものであり、これに限定されるものではない。  The user information data is basic data of players participating in the game, and records user information data for each player. FIG. 10 is a diagram showing an example of user information data. In the example of FIG. 10, the user identification information of the player, the buddy setting data of the player, and the deck setting data are included. Note that FIG. 10 shows an example of user information data, and the present invention is not limited to this.
カードデータは、本ゲームで使用されるカード全てのカードデータである。基本的に、上述した図6のカード設定データと同様なデータを、ゲームで使用される全てのカードについて格納している。尚、カードデータには、本ゲームで使用されるバディの基本データ(バディ識別情報、キャラクタ画像、バディ名、レベルの初期値、カード理解度の初期値、パーソナリティの初期値及びシンクロレベルの初期値)を含んでも良い。[各装置の動作] 次に、プレーヤ端末1と、ゲームサーバ2との動作を説明する。図11は、プレーヤ端末1とゲームサーバ2との動作を説明するためのシーケンス図である。以下の説明では、プレーヤA,Bがプレーヤ端末1を用いて対戦ゲームを行う場合を説明する。  The card data is the card data of all the cards used in this game. Basically, the same data as the card setting data of FIG. 6 described above is stored for all the cards used in the game. The card data includes basic data of the buddy used in this game (buddy identification information, character image, buddy name, initial level, initial value of card comprehension, initial value of personality, and initial value of synchro level. ) May be included. [Operation of each device] Next, the operation of the player terminal 1 and the game server 2 will be described. FIG. 11 is a sequence diagram for explaining the operation of the player terminal 1 and the game server 2. In the following description, a case where players A and B play a battle game using the player terminal 1 will be described.
まず、各プレーヤA,Bは、ゲームのアカウント登録時において、バディを設定するバディ設定処理を行う(Step100)。バディ設定処理は、メニュー画面より、バディ設定を選択する。バディ設定では、複数のバディから好みのバディを選択することにより、バディを設定することが可能である。選択したバディの情報は、ゲームサーバ2に送信される。  First, each player A and B performs a buddy setting process for setting a buddy when registering a game account (Step 100). For the buddy setting process, select the buddy setting from the menu screen. In the buddy setting, it is possible to set a buddy by selecting a favorite buddy from a plurality of buddies. The information of the selected buddy is transmitted to the game server 2.
ゲームサーバ2のプレーヤ管理部101は、プレーヤ端末1から受信したバディの選択情報を用いて、プレーヤ端末1のユーザ識別情報に対応するユーザ情報データに、バディのキャラクタ情報(バディの基本データの初期値)を登録する(Step101)。登録したバディのキャラクタ情報は、プレーヤ端末1に送信される。  The player management unit 101 of the game server 2 uses the buddy selection information received from the player terminal 1 to add the buddy character information (initial data of the buddy basic data) to the user information data corresponding to the user identification information of the player terminal 1. Value) is registered (Step 101). The registered buddy character information is transmitted to the player terminal 1.
プレーヤ端末1のバディ設定部72は、登録されたバディのキャラクタ情報を、バディ設定データとして登録する(Step100)。  The buddy setting unit 72 of the player terminal 1 registers the registered buddy character information as buddy setting data (Step 100).
アカウント登録後、各プレーヤA,Bは、ゲームにログインする(Step102)。このとき、プレーヤ端末1は、ユーザ識別情報を含むログインの要求を送信する。  After registering the account, each player A and B logs in to the game (Step 102). At this time, the player terminal 1 transmits a login request including the user identification information.
ゲームサーバ2のプレーヤ管理部101は、ログインの要求に応答して、ログイン処理を行う(Step103)。ログイン処理は、ログインを要求したプレーヤのユーザ識別情報に対応するユーザ情報データを取得し、ゲーム管理部102に渡す処理を含む。ユーザ識別情報等の照合が終了すると、ゲームサーバ2とプレーヤ端末1との間でセッションが確立される。  The player management unit 101 of the game server 2 performs a login process in response to a login request (Step 103). The login process includes a process of acquiring user information data corresponding to the user identification information of the player who requested the login and passing it to the game management unit 102. When the collation of the user identification information and the like is completed, a session is established between the game server 2 and the player terminal 1.
ログインが完了すると、各プレーヤA,Bのプレーヤ端末1では、カード設定処理が行われる(Step104)。カード設定処理は、設定したデッキの中からひとつのデッキを選択し、そのデッキのカードを、フィールド領域、ベース領域及びフォース領域と、手札に配置することにより行われる。配置されたカードのカード識別情報及びそのカードの配置状況等は、カード設定情報としてゲームサーバ2に送信される。  When the login is completed, the card setting process is performed on the player terminals 1 of the players A and B (Step 104). The card setting process is performed by selecting one deck from the set decks and arranging the cards of that deck in the field area, the base area, the force area, and the hand. The card identification information of the placed cards and the placement status of the cards are transmitted to the game server 2 as card setting information.
カード設定情報を受信したゲームサーバ2は、操作補助情報提供処理を行う(Step105)。操作補助情報提供処理は、AI処理部103で行われる。まず、AI処理部103は、先攻のプレーヤAの操作補助情報提供処理を行う。AI処理部103は、プレーヤAのバディのキャラクタ情報を、ユーザ情報データから取得する。AI処理部103は、取得したプレーヤAのバディのキャラクタ情報と、各プレーヤA,Bのカード設定情報とを入力し、プレーヤAの操作補助情報を出力する。操作補助情報は、文字又は音声としてのアドバイス情報のみならず、その操作補助情報(アドバイス情報)があることを示すアイコン画像を、操作補助情報(アドバイス情報)の対象となるカードや操作情報に対応する位置に表示するための位置情報を含む。  The game server 2 that has received the card setting information performs the operation assistance information providing process (Step 105). The operation assistance information providing process is performed by the AI processing unit 103. First, the AI processing unit 103 performs operation assistance information providing processing of the first player A. The AI processing unit 103 acquires the character information of the buddy of the player A from the user information data. The AI processing unit 103 inputs the acquired character information of the buddy of the player A and the card setting information of each player A and B, and outputs the operation assistance information of the player A. The operation assistance information corresponds not only to the advice information as characters or voice, but also to the icon image indicating that the operation assistance information (advice information) exists, to the card or operation information to be the target of the operation assistance information (advice information). Includes position information to be displayed at the desired position.
また、AI処理部103から出力される操作補助情報の数である
が、二つの方法が考えられる。 
Further, regarding the number of operation assistance information output from the AI processing unit 103, two methods can be considered.
一つ目の方法は、プレーヤのバディのキャラクタ情報で特定される能力が高くなればなるほど、出力する操作補助情報の数を増加(操作補助情報の発生率の増加)させる方法である。この方法の場合、バディの能力が高いほど、ユーザは多くの操作補助情報を得られるので、ユーザにとって選択又は行動を決定する幅が広がるという利点がある。  The first method is a method of increasing the number of operation assistance information to be output (increasing the occurrence rate of operation assistance information) as the ability to be specified by the character information of the player's buddy becomes higher. In the case of this method, the higher the ability of the buddy, the more operation assistance information the user can obtain, which has the advantage that the user has a wider range of decisions to make or act.
二つ目の方法は、バディの能力の高さには関係なく、操作補助情報を一つに絞る方法である。この方法の場合、その場面における選択又は行動の決定に対する最良の一手となる操作補助情報を提供する。但し、操作補助情報の内容自体はバディの能力の高さに関係し、異なる内容となる。そして、バディの能力が高くなればなるほど、操作補助情報の内容は的確な内容となる。この方法は、ユーザにとって、選択の迷いがなくなるという利点がある。  The second method is to narrow down the operation assistance information to one regardless of the ability of the buddy. In the case of this method, operation assistance information that is the best move for making a choice or action decision in the scene is provided. However, the content of the operation assistance information itself is different depending on the high ability of the buddy. And, the higher the ability of the buddy, the more accurate the content of the operation assistance information becomes. This method has the advantage that the user does not hesitate to make a choice.
以上、AI処理部103から出力される操作補助情報の数について述べたが、いずれの方法であってもかまわない。また、他の方法を排除するものでもない。  The number of operation assistance information output from the AI processing unit 103 has been described above, but any method may be used. Nor does it exclude other methods.
そして、上記のように出力された操作補助情報は、プレーヤAのユーザ端末1に送信される。尚、操作補助情報とともに、対戦相手であるプレーヤBのカード設定情報も送信される。このプレーヤBのカード設定情報は、プレーヤAのユーザ端末1にプレーヤBのカードを表示させるのに用いられる。  Then, the operation assistance information output as described above is transmitted to the user terminal 1 of the player A. In addition to the operation assistance information, the card setting information of the opponent player B is also transmitted. The card setting information of the player B is used to display the card of the player B on the user terminal 1 of the player A.
プレーヤAのユーザ端末1では、行動選択処理が行われる(Step106)。行動選択処理は、行動決定部73、操作補助情報取得部74及び操作補助情報提供部75で行われる。まず、操作補助情報取得部74は、ゲームサーバ2から操作補助情報を取得し、操作補助情報提供部75に渡す。操作補助情報提供部75は、操作補助情報に含まれるアイコン画像の位置情報を用いて、対応する位置にアイコン画像を表示する。  The action selection process is performed on the user terminal 1 of the player A (Step 106). The action selection process is performed by the action determination unit 73, the operation assistance information acquisition unit 74, and the operation assistance information providing unit 75. First, the operation assistance information acquisition unit 74 acquires the operation assistance information from the game server 2 and passes it to the operation assistance information providing unit 75. The operation assistance information providing unit 75 displays the icon image at the corresponding position by using the position information of the icon image included in the operation assistance information.
図12は、プレーヤ端末1に表示されるアイコン画像の一例である。図12では、行動を選択するフェーズにおいて、複数のアイコン画像40を表示している例である。図12の例では、操作補助情報の対象となるカードの画像上、または、カードの画像の近傍、操作情報の近傍に表示される。尚、図12の例では、アイコン画像40を、プレーヤAの第1領域のみならず、プレーヤBの第2領域にも表示している。これは攻撃対象となるカードを特定し、そのアドバイスを与えるためである。しかし、これに限定されることはない。例えば、プレーヤBがノンプレーヤであるような場合、かならずしも第1領域又は第2領域に表示する必要はない。このようなアイコン画像は、どの対象(例えば、カードやオブジェクト)について操作補助情報が存在するのかが一目で理解することができ、ユーザにとって利便性が高い。  FIG. 12 is an example of an icon image displayed on the player terminal 1. FIG. 12 shows an example in which a plurality of icon images 40 are displayed in the phase of selecting an action. In the example of FIG. 12, it is displayed on the image of the card that is the target of the operation assistance information, near the image of the card, or near the operation information. In the example of FIG. 12, the icon image 40 is displayed not only in the first area of the player A but also in the second area of the player B. This is to identify the card to be attacked and give advice on it. However, it is not limited to this. For example, when the player B is a non-player, it is not always necessary to display it in the first area or the second area. Such an icon image is highly convenient for the user because it is possible to understand at a glance which target (for example, a card or object) the operation assist information exists for.
図12の例では、選択又は行動を決定する場面において、複数のアイコン画像を表示する例を示しているが、そのアイコン画像の数は、上述したAI処理部103から出力される操作補助情報の数の調整により増減する。すなわち、バディの能力が高いほど、ユーザは多くの操作補助情報を得られるので、アイコン画像の発生率が高くなる。一方、プレーヤがカード等を操作可能な場面において、ひとつのアイコン画像を表示する場合は、その場面におけるユーザの最良の操作に関する操作補助情報を提示することができ、ユーザは選択する迷いなくなるという利点がある。  In the example of FIG. 12, a plurality of icon images are displayed in the scene of determining the selection or action, and the number of the icon images is the operation assist information output from the AI processing unit 103 described above. Increase or decrease by adjusting the number. That is, the higher the ability of the buddy, the higher the occurrence rate of the icon image because the user can obtain more operation assistance information. On the other hand, when displaying one icon image in a scene where the player can operate a card or the like, it is possible to present operation assistance information regarding the user's best operation in that scene, and there is an advantage that the user does not hesitate to select. There is.
操作補助情報提供部75は、プレーヤAによるアイコン画像40のタッチ等を検出することにより、その対象となるカード等の操作補助情報を出力する。操作補助情報(アドバイス情報)の出力は、文字情報又は音声情報のいずれでも良い。図13は、バディの画像から文字情報として操作補助情報(アドバイス情報)を出力した例を示す図である。図13は、手札のアイコン画像40をタッチしたことにより、バディからの吹き出しの形式で、その手札の操作補助情報(アドバイス情報)である「このカードを選択しましょう」を表示する例を示している。  The operation assistance information providing unit 75 outputs the operation assistance information of the target card or the like by detecting the touch or the like of the icon image 40 by the player A. The output of the operation assistance information (advice information) may be either character information or voice information. FIG. 13 is a diagram showing an example in which operation assistance information (advice information) is output as character information from a buddy image. FIG. 13 shows an example in which "Let's select this card", which is the operation assistance information (advice information) of the hand, is displayed in the form of a balloon from the buddy by touching the icon image 40 of the hand. There is.
更に、バディの操作補助情報(アドバイス情報)「このカードを選択しましょう」に従い、プレーヤAが対象となるアイコン画像40が表示されているカードの選択を決定する場合は、アイコン画像40が表示されているカードを指でタッチすることにより、そのカードの選択画面を表示するように、行動決定部73を構成することもできる。  Further, when the player A decides to select the card on which the target icon image 40 is displayed according to the buddy's operation assistance information (advice information) "Let's select this card", the icon image 40 is displayed. It is also possible to configure the action determination unit 73 so that the selection screen of the card is displayed by touching the card with a finger.
また、操作補助情報(アドバイス情報)が攻撃行動の情報である場合、操作補助情報提供部75は、バディの操作補助情報(アドバイス情報)に、攻撃行動をとるカードから、攻撃対象となるカードに至る矢印のような画像を表示しても良い。例えば、図14では、操作補助情報(アドバイス情報)「このカードでアタックです!」という表示とともに、攻撃行動をとるカードXから、攻撃対象となるカードYに至る矢印の画像を表示している例である。  Further, when the operation assistance information (advice information) is the information of the attack behavior, the operation assistance information providing unit 75 changes the operation assistance information (advice information) of the buddy from the card that takes the attack action to the card to be attacked. An image like the arrow leading to may be displayed. For example, in FIG. 14, an operation assist information (advice information) "Attack with this card!" Is displayed, and an image of an arrow from the card X that takes an attack action to the card Y that is the target of the attack is displayed. Is.
また、操作補助情報(アドバイス情報)に従い、プレーヤがカードの選択又は行動を決定した場合、その操作補助情報(アドバイス情報)を示すアイコン画像を非表示とすることも可能である。このようにすることにより、操作補助情報(アドバイス情報)に従って選択又は行動を決定する度に、操作補助情報(アドバイス情報)に従って選択又は行動を決定していないアイコン画像のみが表示されることになるので、ユーザは、一度決定した行動について、再度、アイコン画像により行動を決定するような間違いがなくなるという効果がある。  Further, when the player decides the selection or action of the card according to the operation assistance information (advice information), the icon image showing the operation assistance information (advice information) can be hidden. By doing so, every time the selection or action is determined according to the operation assistance information (advice information), only the icon image for which the selection or action is not determined according to the operation assistance information (advice information) is displayed. Therefore, there is an effect that the user does not make a mistake of deciding the action by the icon image again for the action once decided.
尚、操作補助情報に基づく選択又は行動の決定の回数は、ひとつの対戦ゲームにおいて、所定の回数に制限することもできる。  The number of selections or action decisions based on the operation assistance information can be limited to a predetermined number in one battle game.
上述した行動選択処理の説明において、操作補助情報の存在を示すアイコン画像が表示され、その操作補助情報(アドバイス情報)に従い、プレーヤがカードの選択又は行動を決定する場合を中心に説明した。しかし、操作補助情報の存在を示すアイコン画像が表示されている場合であっても、アイコン画像に対応するカード等の選択又は行動以外にも、プレーヤの判断によって、カード等の選択又は行動を決定することが可能であることはいうまでもない。  In the above description of the action selection process, an icon image indicating the existence of the operation assistance information is displayed, and the case where the player decides the card selection or the action according to the operation assistance information (advice information) has been mainly described. However, even when the icon image indicating the existence of the operation assist information is displayed, the selection or action of the card or the like is determined by the judgment of the player in addition to the selection or action of the card or the like corresponding to the icon image. It goes without saying that it is possible to do so.
以上の処理により、プレーヤAによりカード等の選択又は行動が決定される。決定されたカード等の選択又は行動の情報は、行動選択情報として、行動決定部73がゲームサーバ2に送信する。  By the above processing, the player A determines the selection or action of the card or the like. The action determination unit 73 transmits the determined card selection or action information to the game server 2 as action selection information.
ゲームサーバ2のゲーム管理部102は、プレーヤAの行動選択情報を受信し、プレーヤAの行動選択情報、各プレーヤA,Bのカード設定情報及びカードデータを用いて、対戦処理を行う(Step107)。対戦結果の情報は、各プレーヤA,Bのプレーヤ端末1に送信される。  The game management unit 102 of the game server 2 receives the action selection information of the player A, and performs a battle process using the action selection information of the player A, the card setting information of each player A and B, and the card data (Step 107). .. The information on the battle result is transmitted to the player terminals 1 of the players A and B.
各プレーヤA,Bのプレーヤ端末1のゲーム管理部76は、対戦結果を受けて、対戦結果処理を行う(Step108)。対戦結果処理は、各プレーヤA,Bのプレーヤ端末1に、対戦の結果を表示する処理である。  The game management unit 76 of the player terminal 1 of each player A and B receives the battle result and processes the battle result (Step 108). The battle result process is a process of displaying the result of the battle on the player terminals 1 of the players A and B.
続いて、後攻のプレーヤBの操作補助情報提供処理(Step105)、行動選択処理(Step106)、対戦処理(Step107)及び対戦結果処理(Step108)が同様に行われる。  Subsequently, the operation assistance information providing process (Step 105), the action selection process (Step 106), the battle process (Step 107), and the battle result process (Step 108) of the second player B are performed in the same manner.
このようにして、プレーヤAとプレーヤBとが交互に対戦を繰り返し、いずれかのプレーヤのライフが0になる、又は、デッキのカードが0枚になることにより、勝敗が決定する。  In this way, player A and player B alternately repeat the battle, and the life of any player becomes 0, or the number of cards in the deck becomes 0, and the victory or defeat is determined.
勝敗が決定すると、ゲームサーバ2のキャラクタ情報更新部104は、キャラクタ情報更新処理を行う(Step109)。キャラクタ情報更新部104は、ゲーム管理部102から対戦中のカード設定情報及び対戦結果を受信し、その結果に応じて、プレーヤA,Bのキャラクタ情報を上昇又は変更する更新を行う。具体的には、対戦結果から得られる経験値によりレベルを計算し、対戦中に使用されたカードの種類に応じてカード理解度及びパーソナリティを計算し、所定のイベントを達成したならば、シンクロレベルを計算する。そして、計算された各パラメータの値で、ユーザ情報データのバディ設定データを更新する。更新されたキャラクタ情報は、プレーヤ端末1に送信される。  When the victory or defeat is determined, the character information update unit 104 of the game server 2 performs the character information update process (Step109). The character information update unit 104 receives the card setting information during the battle and the battle result from the game management unit 102, and updates the character information of the players A and B by increasing or changing the character information according to the result. Specifically, the level is calculated based on 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 synchronization level To calculate. Then, the buddy setting data of the user information data is updated with the calculated values of each parameter. The updated character information is transmitted to the player terminal 1.
キャラクタ情報更新部104の各パラメータの具体的な計算方法であるが、以下のような例が考えられる。  Regarding the specific calculation method of each parameter of the character information update unit 104, the following examples can be considered.
レベルについては、レベル上昇に必要な経験値がレベル毎に設定されている。この場合、キャラクタ情報更新部104は、バトル終了時等の予め定められたタイミングで、ゲーム管理部102から取得した対戦に関する情報(カード設定情報、行動選択情報、対戦結果等)と所定の計算式を用いて、プレーヤの経験値を算出し、更新する。そして、更新後の経験値に基づいて、レベル上昇に必要な経験値に達したか否かを判定し、達した場合にはレベルを上昇させる更新を行う。尚、所定の計算式は、特定のカードをデッキに入れて使用することにより、得られる経験値が高くなるように設定するようにしても良い。特定のカードとは、例えば、複数段階あるレアリティのうち最も高いレアリティが付与されたカード等である。  As for the level, the experience value required to raise the level is set for each level. In this case, the character information updating unit 104 uses the information related to the battle (card setting information, action selection information, battle result, etc.) acquired from the game management unit 102 at a predetermined timing such as the end of the battle, and a predetermined calculation formula. Is used to calculate and update the player's experience points. Then, based on the updated experience value, it is determined whether or not the experience value required for level increase is reached, and if it is reached, the level is increased. It should be noted that the predetermined calculation formula may be set so that the experience value obtained by using a specific card in the deck is increased. The specific card is, for example, a card to which the highest rarity is given among a plurality of levels of rarity.
また、カード理解度については、カード理解度が上昇するための条件と各条件に対応する上昇率とが設定されている。カード理解度は、全てのカードについて、カード毎にそのカードに対する理解度を示すパラメータである。例えば、条件「カードをデッキに入れてバトルする」は、バトル時に、プレーヤがあるデッキを使用することを意味し、そのデッキを構成する40枚のカードがカード理解度の上昇対象となるカードとなる。そして、上昇率「x%」はその条件に合致すれば、そのデッキを構成する各カード理解度がx%上昇することを意味している。キャラクタ情報更新部104は、条件に合致した場合、その条件に対応する上昇率で、カード理解度の値を上昇させる。  As for the card comprehension level, a condition for increasing the card comprehension level and an increase rate corresponding to each condition are set. The card comprehension level is a parameter indicating the comprehension level of each card for all cards. For example, the condition "Put a card in a deck and battle" means that the player uses a certain deck at the time of battle, and the 40 cards that make up that deck are the cards for which the card comprehension level is increased. Become. And, the increase rate "x%" means that if the condition is met, the comprehension level of each card constituting the deck increases by x%. When the condition is met, the character information update unit 104 increases the value of the card comprehension level at the rate of increase corresponding to the condition.
また、パーソナリティ(第1の性格、第2の性格、・・・第n性格)の各々がカード属性の一つ(本実施形態では、色)に対応付けられている。この場合、キャラクタ情報更新部104は、バトル終了時等の予め定められたタイミングで、ゲーム管理部102から取得した対戦に関する情報(カード設定情報、行動選択情報等)に基づき、対戦で使用されたカードについて、パーソナリティに設定されている色毎の累積値に、ポイントを加算していく。そして加算した結果、最も累積値が大きい(使用割合が大きい)色に対応する性格を選択してパーソナリティに設定する。尚、複数の性格に対応するカード属性として色を用いたが、これに限定されず、複数の種類からなる他のカード属性を用いても良い。  Further, each of the personalities (first personality, second personality, ... nth personality) is associated with one of the card attributes (color in the present embodiment). In this case, the character information update unit 104 was used in the battle based on the battle information (card setting information, action selection information, etc.) acquired from the game management unit 102 at a predetermined timing such as the end of the battle. For cards, points are added to the cumulative value for each color set in the personality. Then, as a result of the addition, the personality corresponding to the color with the largest cumulative value (larger usage rate) is selected and set as the personality. Although color is used as a card attribute corresponding to a plurality of personalities, the present invention is not limited to this, and other card attributes composed of a plurality of types may be used.
シンクロレベルについては、例えば、シンクロレベル上昇のための条件と各条件に対応する上昇率が設定される。シンクロレベルが上昇する条件には、例えば、「バトルする」等が設定されている。この場合、キャラクタ情報更新部104は、バトル終了時に、所定の上昇率だけシンクロレベルを上昇させる更新を行う。  Regarding the synchro level, for example, a condition for increasing the synchro level and an increase rate corresponding to each condition are set. For example, "battle" is set as a condition for increasing the synchronization level. In this case, the character information updating unit 104 updates the synchronization level by a predetermined rate of increase at the end of the battle.
上述したキャラクタ情報更新部104の更新は一例にすぎず、他の更新方法でも良い。  The above-mentioned update of the character information update unit 104 is only an example, and other update methods may be used.
プレーヤ端末1のバディ設定部72は、更新されたキャラクタ情報を受信し、バディ設定データを更新する(Step110)。  The buddy setting unit 72 of the player terminal 1 receives the updated character information and updates the buddy setting data (Step 110).
以上で、プレーヤ端末1と、ゲームサーバ2との動作の説明を終了する。  This completes the description of the operation of the player terminal 1 and the game server 2.
以上説明したように、本実施形態によれば、プレーヤから要求することなく、ゲームの進行に係る情報である操作補助情報(アドバイス情報)が提供されるので、複雑なゲームであっても、ユーザを適時サポートすることができ、ユーザの利便性が高いゲームを提供することができる。  As described above, according to the present embodiment, operation assistance information (advice information), which is information related to the progress of the game, is provided without a request from the player, so that even if the game is complicated, the user Can be supported in a timely manner, and a game with high user convenience can be provided.
また、操作補助情報(アドバイス情報)があることを示すアイコン画像を、対象となるカード(第1ゲーム要素)等の画像上又はその近傍に表示しているので、プレーヤは、操作補助情報(アドバイス情報)の存在と、その操作補助情報(アドバイス情報)の対象を、容易に認識することができる。  Further, since the icon image indicating that there is operation assistance information (advice information) is displayed on or near the image of the target card (first game element) or the like, the player can perform operation assistance information (advice). The existence of information) and the target of its operation assistance information (advice information) can be easily recognized.
更に、プレーヤのバディ(第2ゲーム要素)のキャラクタ情報の相違により、提供される操作補助
情報(アドバイス情報)は異なるので、プレーヤはバディ(第2ゲーム要素)を育てるという育成ゲーム的な楽しみ方もできる。 
Furthermore, since the operation assistance information (advice information) provided differs depending on the difference in the character information of the player's buddy (second game element), the player can enjoy the training game by raising the buddy (second game element). You can also.
尚、上述した実施の形態では、操作補助情報(アドバイス情報)を、プレーヤが操作可能なフェーズであり、第1ゲーム要素の選択又は行動を決定可能な状態において提供する例を説明した。しかし、提供するタイミングはこれに限られない。例えば、カード(第1ゲーム要素)が登場しないメニュー画面や、バディ(第2ゲーム要素)のみが登場する画面において、操作補助情報(アドバイス情報)を提供するようにしても良い。  In the above-described embodiment, an example has been described in which operation assistance information (advice information) is provided in a state in which the player can operate and the selection or action of the first game element can be determined. However, the timing of provision is not limited to this. For example, operation assistance information (advice information) may be provided on a menu screen in which a card (first game element) does not appear or a screen in which only a buddy (second game element) appears.
更に、上述した実施の形態では、バディ(第2ゲーム要素)について、仮想的に操作補助情報(アドバイス情報)を提供する役目を与えた例を説明した。しかし、操作補助情報(アドバイス情報)を提供するAI機能を用いれば、実プレーヤと同様に、カード(第1ゲーム要素)の選択や行動を自律的に決定することも可能である。そこで、実プレーヤとバディ(第2ゲーム要素)とがひとつのチームを編成し、実プレーヤとバディ(第2ゲーム要素)とがそれぞれ、同一のカード(第1ゲーム要素)を用いて、他のプレーヤと対戦することもできる。この場合、実プレーヤとバディ(第2ゲーム要素)とは、交互に交代しながら、同一のカード(第1ゲーム要素)の選択又は行動を決定する。  Further, in the above-described embodiment, an example has been described in which the buddy (second game element) is given a role of virtually providing operation assistance information (advice information). However, if the AI function that provides operation assistance information (advice information) is used, it is possible to autonomously determine the selection and action of the card (first game element) as in the case of the actual player. Therefore, the actual player and the buddy (second game element) form one team, and the actual player and the buddy (second game element) each use the same card (first game element) to form another team. You can also play against the player. In this case, the actual player and the buddy (second game element) alternately alternate to determine the selection or action of the same card (first game element).
また、操作補助情報(アドバイス情報)を提供する機能は、プレーヤ(ユーザ)の好みによって、有効又は無効のいずれかに設定することができるように構成することも可能である。  Further, the function of providing operation assistance information (advice information) can be configured to be enabled or disabled according to the preference of the player (user).
また、上記した実施の形態では、仮想的なゲームカードを用いたカードゲームを例示したが、適用可能なゲームのジャンルは限定されない。例えば、第1ゲーム要素に関連付けたキャラクタを選手とするスポーツの対戦ゲームとしてもよいし、第1ゲーム要素に関連付けたキャラクタの育成ゲーム等であってもよい。  Further, in the above-described embodiment, a card game using a virtual game card is illustrated, but the applicable game genre is not limited. For example, it may be a sports competition game in which a character associated with the first game element is a player, or a character training game associated with the first game element.
また、上記の実施の形態の一部又は全部は、以下の付記のようにも記載されるが、以下には限られない。  In addition, some or all of the above embodiments are described as in the appendix below, but are not limited to the following.
[付記1] 第1プレーヤが保有する第1ゲーム要素と対戦相手となる第2プレーヤが保有する第1ゲーム要素とを使用したゲームを行う端末であって、 実行命令が格納されたメモリと、プロセッサとを備え、 前記プロセッサは、前記実行命令により、 前記第1プレーヤのデッキを構成する第1ゲーム要素を設定する第1設定処理と、 ゲームの進行に応じて変化可能なキャラクタ情報を持ち、前記デッキを構成しない前記第1プレーヤの第2ゲーム要素を設定する第2設定処理と、 前記第1ゲーム要素の選択又は行動を決定する決定処理と、 前記第1プレーヤのためのゲームの進行に係る情報であって、前記第2ゲーム要素のキャラクタ情報に応じた操作補助情報を取得する取得処理と、 前記第1プレーヤが操作可能なフェーズにおいて、前記操作補助情報を提供する提供処理とを実行する端末。  [Appendix 1] A terminal that plays a game using the first game element owned by the first player and the first game element possessed by the second player who is an opponent, and has a memory in which an execution command is stored and a memory. It is provided with a processor, and the processor has a first setting process for setting a first game element constituting the deck of the first player by the execution command, and character information that can be changed according to the progress of the game. For the second setting process of setting the second game element of the first player that does not constitute the deck, the decision process of determining the selection or action of the first game element, and the progress of the game for the first player. The acquisition process of acquiring the operation assisting information corresponding to the character information of the second game element, and the providing process of providing the operation assisting information in the phase in which the first player can operate the information are executed. Terminal to play.
[付記2] 第1プレーヤが保有する第1ゲーム要素と対戦相手となる第2プレーヤが保有する第1ゲーム要素とを使用したゲームを行うゲームシステムであって、 端末と、ゲーム管理装置とを備え、 前記端末は、実行命令が格納されたメモリと、プロセッサとを備え、 前記プロセッサは、前記実行命令により、  前記第1プレーヤ又は前記第2プレーヤのデッキを構成する第1ゲーム要素を設定する第1設定処理と、  ゲームの進行に応じて変化可能なキャラクタ情報を持ち、前記デッキを構成しない前記第1プレーヤ又は前記第2プレーヤの第2ゲーム要素を設定する第2設定処理と、  前記第1プレーヤ又は前記第2プレーヤによる前記第1ゲーム要素の選択又は行動を決定する決定処理と、  前記ゲーム管理装置から、前記第1プレーヤ又は前記第2プレーヤのためのゲームの進行に係る操作補助情報を取得する取得処理と、  前記第1プレーヤ又は前記第2プレーヤが操作可能なフェーズにおいて、取得した操作補助情報を提供する提供処理とを実行し、 前記ゲーム管理装置は、実行命令が格納されたメモリと、プロセッサとを備え、 前記プロセッサは、前記実行命令により、  前記第1プレーヤ又は前記第2プレーヤの第2ゲーム要素のキャラクタ情報に応じた前記操作補助情報を取得する取得処理と、  取得した前記操作補助情報を前記端末に送信する送信処理と、  前記第1プレーヤ又は前記第2プレーヤのゲームの進行に応じて、前記第1プレーヤ又は前記第2プレーヤの第2ゲーム要素のキャラクタ情報を変化させるキャラクタ情報変化処理とを実行するゲームシステム。  [Appendix 2] A game system for playing a game using the first game element possessed by the first player and the first game element possessed by the second player who is an opponent, and the terminal and the game management device are used. The terminal includes a memory in which an execution instruction is stored and a processor, and the processor sets a first game element constituting a deck of the first player or the second player by the execution instruction. The first setting process, the second setting process that has character information that can be changed according to the progress of the game, and sets the second game element of the first player or the second player that does not constitute the deck, and the first setting process. Decision processing for determining the selection or action of the first game element by one player or the second player, and operation assistance information relating to the progress of the game for the first player or the second player from the game management device. The acquisition process of acquiring the game and the providing process of providing the acquired operation assistance information in the phase in which the first player or the second player can operate are executed, and the game management device stores the execution command. The processor includes a memory and a processor, and the processor acquires the operation assist information according to the character information of the second game element of the first player or the second player by the execution instruction, and the acquisition process. The character information of the second game element of the first player or the second player is changed according to the transmission process of transmitting the operation assist information to the terminal and the progress of the game of the first player or the second player. A game system that executes character information change processing.
[付記3] 第1プレーヤの端末及び前記第1プレーヤの対戦相手となる第2プレーヤの端末と通信可能なゲーム管理装置であって、 実行命令が格納されたメモリと、プロセッサとを備え、 前記プロセッサは、前記実行命令により、 前記第1プレーヤのデッキを構成する第1ゲーム要素を前記第2プレーヤの端末に送信し、前記第2プレーヤのデッキを構成する第1ゲーム要素を前記第1プレーヤの端末に送信する第1送信処理と、 前記第1プレーヤ又は前記第2プレーヤのデッキを構成しない第2ゲーム要素のキャラクタ能力を取得する第1取得処理と、 前記第1プレーヤ又は前記第2プレーヤが操作可能なフェーズにおいて、前記第1プレーヤ又は前記第2プレーヤのためのゲームの進行に係る情報であって、取得した前記第1プレーヤ又は前記第2プレーヤの第2ゲーム要素のキャラクタ情報に応じた操作補助情報を取得する第2取得処理と、 取得した前記操作補助情報を、前記第1プレーヤ又は第2プレーヤの端末に送信する第2送信処理と、 前記第1プレーヤ又は前記第2プレーヤのゲームの進行に応じて、前記第1プレーヤ又は前記第2プレーヤの第2ゲーム要素のキャラクタ情報を変化させるキャラクタ情報変化処理とを備えるゲーム管理装置。  [Appendix 3] A game management device capable of communicating with the terminal of the first player and the terminal of the second player who is the opponent of the first player, which includes a memory for storing execution instructions and a processor, and is described above. The processor transmits the first game element constituting the deck of the first player to the terminal of the second player by the execution command, and the first game element constituting the deck of the second player is transmitted to the first player. The first transmission process of transmitting to the terminal of the first player, the first acquisition process of acquiring the character ability of the second game element that does not constitute the deck of the first player or the second player, and the first player or the second player. Is information related to the progress of the game for the first player or the second player in the phase in which the player can operate, depending on the acquired character information of the second game element of the first player or the second player. A second acquisition process for acquiring the operation assistance information, a second transmission process for transmitting the acquired operation assistance information to the terminal of the first player or the second player, and the operation assistance information of the first player or the second player. A game management device including character information change processing that changes the character information of the second game element of the first player or the second player according to the progress of the game.
以上、好ましい実施の形態をあげて本発明を説明したが、本発明は必ずしも上記実施の形態に限定されるものではなく、その技術的思想の範囲内において様々に変形し実施することが出来る。  Although the present invention has been described above with reference to preferred embodiments, the present invention is not necessarily limited to the above-described embodiments, and can be variously modified and implemented within the scope of the technical idea.
本出願は、2018年12月27日に出願された日本出願特願2018-245730、及び、2019年2月7日に出願された日本出願特願2019-021085を基礎とする優先権を主張し、その開示の全てをここに取り込む。 This application claims priority based on Japanese application Japanese Patent Application No. 2018-245730 filed on December 27, 2018 and Japanese application Japanese Patent Application No. 2019-021085 filed on February 7, 2019. , All of its disclosures are taken here.
1   プレーヤ端末2   ゲームサーバ11  ディスプレイ12  タッチ操作パネル13  スピーカ20  第1領域21  第2領域22  フィールド領域23  ベース領域24  フォース領域30  操作情報31  第1オブジェクト32  第2オブジェクト40  アイコン画像51  操作入力部52  処理部53  画像表示部54  音出力部55  通信部56  記憶部61  ゲーム演算部62  画像生成部63  音生成部64  通信制御部71  カード設定部72  バディ設定部73  行動決定部74  操作補助情報取得部75  操作補助情報提供部76  ゲーム管理部91  処理部92  通信部93  記憶部101 プレーヤ管理部102 ゲーム管理部103 AI処理部104 キャラクタ情報更新部 1 Player terminal 2 Game server 11 Display 12 Touch operation panel 13 Speaker 20 1st area 21 2nd area 22 Field area 23 Base area 24 Force area 30 Operation information 31 1st object 32 2nd object 40 Icon image 51 Operation input unit 52 Processing unit 53 Image display unit 54 Sound output unit 55 Communication unit 56 Storage unit 61 Game calculation unit 62 Image generation unit 63 Sound generation unit 64 Communication control unit 71 Card setting unit 72 Buddy setting unit 73 Action decision unit 74 Operation assistance information acquisition unit 75 Operation assistance information providing unit 76 Game management unit 91 Processing unit 92 Communication unit 93 Storage unit 101 Player management unit 102 Game management unit 103 AI processing unit 104 Character information updating unit

Claims (19)

  1. 第1プレーヤが保有する第1ゲーム要素と、対戦相手となる第2プレーヤが保有する第1ゲーム要素とを使用したゲームを、コンピュータに実行させるプログラムであって、 前記プログラムは、前記コンピュータを、 前記第1プレーヤのデッキを構成する第1ゲーム要素を設定する第1設定手段と、 ゲームの進行に応じて変化可能なキャラクタ情報を持ち、前記デッキを構成しない前記第1プレーヤの第2ゲーム要素を設定する第2設定手段と、 前記第1ゲーム要素の選択又は行動を決定する決定手段と、 前記第1プレーヤのためのゲームの進行に係る情報であって、前記第2ゲーム要素のキャラクタ情報に応じた操作補助情報を取得する取得手段と、 前記第1プレーヤが操作可能なフェーズにおいて、前記操作補助情報を提供する提供手段として機能させるプログラム。 A program for causing a computer to execute a game using a first game element possessed by the first player and a first game element possessed by a second player who is an opponent. The program is a program for executing the computer. A first setting means for setting a first game element constituting the deck of the first player, and a second game element of the first player having character information that can be changed according to the progress of the game and not forming the deck. The second setting means for setting the above, the determining means for determining the selection or action of the first game element, and the information relating to the progress of the game for the first player, which is the character information of the second game element. An acquisition means for acquiring operation assistance information according to the above, and a program for functioning as a provision means for providing the operation assistance information in a phase in which the first player can operate.
  2. 前記提供手段は、前記第1プレーヤが操作可能なフェーズであり、かつ、前記決定手段が前記第1ゲーム要素の選択又は行動を決定可能な状態において、前記操作補助情報を提供する提供手段として機能させる請求項1に記載のプログラム。 The providing means functions as a providing means for providing the operation assisting information in a state in which the first player can operate the first player and the determining means can determine the selection or action of the first game element. The program according to claim 1.
  3. 前記プログラムは、前記コンピュータを、 前記第2ゲーム要素を画像として表示する表示制御手段として機能させる請求項1又は請求項2に記載のプログラム。 The program according to claim 1 or 2, wherein the program functions as a display control means for displaying the second game element as an image.
  4. 前記提供手段は、前記操作補助情報を、文字情報及び音声情報の少なくとも何れかで提供する請求項1から請求項3のいずれかに記載のプログラム。 The program according to any one of claims 1 to 3, wherein the providing means provides the operation assisting information in at least one of text information and voice information.
  5. 前記キャラクタ情報は、キャラクタ能力を含み、ゲームの進行に応じて上昇可能であり、 前記取得手段は、前記キャラクタ能力の高さに応じて異なる前記操作補助情報を提供する請求項1から請求項4のいずれかに記載のプログラム。 The character information includes a character ability and can be increased according to the progress of the game, and the acquisition means provides the operation assist information different according to the height of the character ability. Claims 1 to 4 The program described in any of.
  6. 前記取得手段は、前記キャラクタ能力の高さが第1レベルよりも高い第2レベルであることを条件として、ゲームの進行を有利にする操作補助情報を取得する請求項5に記載のプログラム。 The program according to claim 5, wherein the acquisition means acquires operation assistance information that favors the progress of the game, provided that the character ability is at a second level higher than the first level.
  7. 前記キャラクタ情報は、 ゲームの結果により得られる経験値により変化するパラメータと、 前記第1ゲーム要素の種類の使用によって変化するパラメータと、 前記第1ゲーム要素の種類の使用割合によって変化するパラメータと、 所定のイベントに応じて変化するパラメータとの少なくとも何れかから決定される請求項1から請求項5のいずれかに記載のプログラム。 The character information includes a parameter that changes depending on the experience value obtained from the result of the game, a parameter that changes depending on the use of the type of the first game element, and a parameter that changes depending on the usage ratio of the type of the first game element. The program according to any one of claims 1 to 5, which is determined from at least one of a parameter that changes according to a predetermined event.
  8. 前記表示制御手段は、前記操作補助情報がある旨を示すアイコン画像を、前記第1プレーヤの第1ゲーム要素が配置される領域である第1領域、及び、前記第2プレーヤの第1ゲーム要素が配置される領域である第2領域の少なくともいずれか一方の領域に表示する請求項1から請求項7のいずれかに記載のプログラム。 The display control means displays an icon image indicating that the operation assist information is present in a first area, which is an area in which the first game element of the first player is arranged, and a first game element of the second player. The program according to any one of claims 1 to 7, which is displayed in at least one of the second areas where is arranged.
  9. 前記表示制御手段は、前記第1ゲーム要素が第1プレーヤにより操作可能であり、且つ、第2プレーヤがコンピュータである場合、前記アイコン画像を前記第1領域にのみ表示する請求項8に記載のプログラム。 The display control means according to claim 8, wherein when the first game element can be operated by the first player and the second player is a computer, the icon image is displayed only in the first area. program.
  10. 前記表示制御手段は、  前記第1プレーヤ又は第2プレーヤの第1ゲーム要素の画像上、又は、  前記第1プレーヤ又は第2プレーヤの第1ゲーム要素の画像の近傍付近に、 前記アイコン画像を表示する請求項8又は請求項9に記載のプログラム。 The display control means displays the icon image on the image of the first game element of the first player or the second player, or in the vicinity of the image of the first game element of the first player or the second player. The program according to claim 8 or 9.
  11. 前記表示制御手段は、  前記第1ゲーム要素を交換するフェーズにおいて、交換すべき第1ゲーム要素の画像上、又は、交換すべき第1ゲーム要素の画像の近傍付近に、  前記第1ゲーム要素を設定するフェーズにおいて、設定すべき第1ゲーム要素の画像上、又は、設定すべき第1ゲーム要素の画像の近傍付近に、 前記アイコン画像を表示する請求項10に記載のプログラム。 The display control means displays the first game element on the image of the first game element to be exchanged or in the vicinity of the image of the first game element to be exchanged in the phase of exchanging the first game element. The program according to claim 10, wherein the icon image is displayed on the image of the first game element to be set or in the vicinity of the image of the first game element to be set in the setting phase.
  12. 前記表示制御手段は、前記第1領域と前記第2領域との境界領域に、プレーヤへの操作指示を示す操作情報を文字画像として表示する請求項8から請求項11のいずれかに記載のプログラム。 The program according to any one of claims 8 to 11, wherein the display control means displays operation information indicating an operation instruction to the player as a character image in a boundary region between the first region and the second region. ..
  13. 前記表示制御手段は、前記アイコン画像を、前記操作情報を示す画像上、又は、その近傍に表示する請求項12に記載のプログラム。 The program according to claim 12, wherein the display control means displays the icon image on or in the vicinity of an image showing the operation information.
  14. 前記決定手段は、 前記第2ゲーム要素の画像又は前記アイコン画像へのタッチ操作に基づき、対応する第1ゲーム要素の行動を決定可能である請求項8から請求項13のいずれかに記載のプログラム。 The program according to any one of claims 8 to 13, wherein the determination means can determine the action of the corresponding first game element based on a touch operation on the image of the second game element or the icon image. ..
  15. 前記表示制御手段は、  前記第1プレーヤが攻撃可能なフェーズにおいて、前記第1プレーヤにより攻撃行動が決定された第1ゲーム要素から攻撃対象となる前記第2プレーヤの第1ゲーム要素に至る攻撃を示す画像を表示し、  前記第2プレーヤが攻撃可能なフェーズにおいて、前記第2プレーヤにより攻撃行動が決定された第1ゲーム要素から攻撃対象となる前記第1プレーヤの第1ゲーム要素に至る攻撃を示す画像を表示する請求項1から請求項14のいずれかに記載のプログラム。 The display control means makes an attack from the first game element whose attack action is determined by the first player to the first game element of the second player to be attacked in the phase in which the first player can attack. The image shown is displayed, and in the phase in which the second player can attack, an attack from the first game element whose attack action is determined by the second player to the first game element of the first player to be attacked is performed. The program according to any one of claims 1 to 14, which displays an image to be shown.
  16.  前記ゲームは、少なくとも前記第1プレーヤを含む第1チームが操作可能、且つ、前記第2プレーヤを含む第2チームが操作不可能なフェーズと、前記第2チームが操作可能、且つ、前記第1チームが操作不可能なフェーズとが交互に実行されて進行する請求項1から請求項15のいずれかに記載のプログラム。 In the game, at least a phase in which the first team including the first player can operate and the second team including the second player cannot operate, and a phase in which the second team can operate and the first player can operate the game. The program according to any one of claims 1 to 15, wherein the phase in which the team cannot operate is executed alternately.
  17. 第1プレーヤが保有する第1ゲーム要素と対戦相手となる第2プレーヤが保有する第1ゲーム要素とを使用したゲームを行う端末であって、 前記第1プレーヤのデッキを構成する第1ゲーム要素を設定する第1設定手段と、 ゲームの進行に応じて変化可能なキャラクタ情報を持ち、前記デッキを構成しない前記第1プレーヤの第2ゲーム要素を設定する第2設定手段と、 前記第1ゲーム要素の選択又は行動を決定する決定手段と、 前記第1プレーヤのためのゲームの進行に係る情報であって、前記第2ゲーム要素のキャラクタ情報に応じた操作補助情報を取得する取得手段と、 前記第1プレーヤが操作可能なフェーズにおいて、前記操作補助情報を提供する提供手段とを備える端末。 A terminal that plays a game using the first game element possessed by the first player and the first game element possessed by the second player who is an opponent, and is a first game element constituting the deck of the first player. The first setting means for setting the game, the second setting means for setting the second game element of the first player who has character information that can be changed according to the progress of the game and does not constitute the deck, and the first game. Determining means for determining element selection or action, and acquisition means for acquiring operation assistance information according to the character information of the second game element, which is information related to the progress of the game for the first player. A terminal including a providing means for providing the operation assisting information in a phase in which the first player can operate.
  18. 第1プレーヤが保有する第1ゲーム要素と対戦相手となる第2プレーヤが保有する第1ゲーム要素とを使用したゲームを行うゲームシステムであって、 端末と、ゲーム管理装置とを備え、 前記端末は、  前記第1プレーヤ又は前記第2プレーヤのデッキを構成する第1ゲーム要素を設定する第1設定手段と、  ゲームの進行に応じて変化可能なキャラクタ情報を持ち、前記デッキを構成しない前記第1プレーヤ又は前記第2プレーヤの第2ゲーム要素を設定する第2設定手段と、  前記第1プレーヤ又は前記第2プレーヤによる前記第1ゲーム要素の選択又は行動を決定する決定手段と、  前記ゲーム管理装置から、前記第1プレーヤ又は前記第2プレーヤのためのゲームの進行に係る操作補助情報を取得する取得手段と、  前記第1プレーヤ又は前記第2プレーヤが操作可能なフェーズにおいて、取得した操作補助情報を提供する提供手段とを備え、 前記ゲーム管理装置は、  前記第1プレーヤ又は前記第2プレーヤの第2ゲーム要素のキャラクタ情報に応じた前記操作補助情報を取得する取得手段と、  取得した前記操作補助情報を前記端末に送信する送信手段と、  前記第1プレーヤ又は前記第2プレーヤのゲームの進行に応じて、前記第1プレーヤ又は前記第2プレーヤの第2ゲーム要素のキャラクタ情報を変化させるキャラクタ情報変化手段とを備えるゲームシステム。 A game system for playing a game using a first game element owned by a first player and a first game element possessed by a second player who is an opponent. The terminal is provided with a terminal and a game management device. Has a first setting means for setting a first game element constituting the deck of the first player or the second player, and character information that can be changed according to the progress of the game, and does not constitute the deck. A second setting means for setting a second game element of one player or the second player, a determination means for determining the selection or action of the first game element by the first player or the second player, and the game management. An acquisition means for acquiring operation assistance information related to the progress of the game for the first player or the second player from the device, and an operation assistance acquired in a phase in which the first player or the second player can operate. The game management device is provided with a providing means for providing information, and the game management device includes an acquisition means for acquiring the operation assist information according to the character information of the second game element of the first player or the second player, and the acquired acquisition means. The character information of the second game element of the first player or the second player is changed according to the progress of the game of the first player or the second player and the transmission means for transmitting the operation assist information to the terminal. A game system including means for changing character information.
  19. 第1プレーヤの端末及び前記第1プレーヤの対戦相手となる第2プレーヤの端末と通信可能なゲーム管理装置であって、 前記第1プレーヤのデッキを構成する第1ゲーム要素を前記第2プレーヤの端末に送信し、前記第2プレーヤのデッキを構成する第1ゲーム要素を前記第1プレーヤの端末に送信する第1送信手段と、 前記第1プレーヤ又は前記第2プレーヤのデッキを構成しない第2ゲーム要素のキャラクタ能力を取得する第1取得手段と、 前記第1プレーヤ又は前記第2プレーヤが操作可能なフェーズにおいて、前記第1プレーヤ又は前記第2プレーヤのためのゲームの進行に係る情報であって、取得した前記第1プレーヤ又は前記第2プレーヤの第2ゲーム要素のキャラクタ情報に応じた操作補助情報を取得する第2取得手段と、 取得した前記操作補助情報を、前記第1プレーヤ又は第2プレーヤの端末に送信する第2送信手段と、 前記第1プレーヤ又は前記第2プレーヤのゲームの進行に応じて、前記第1プレーヤ又は前記第2プレーヤの第2ゲーム要素のキャラクタ情報を変化させるキャラクタ情報変化手段とを備えるゲーム管理装置。 A game management device capable of communicating with the terminal of the first player and the terminal of the second player who is the opponent of the first player, and the first game element constituting the deck of the first player is the second player. A first transmission means that transmits to a terminal and transmits a first game element constituting the deck of the second player to the terminal of the first player, and a second that does not constitute the deck of the first player or the second player. Information related to the progress of the game for the first player or the second player in the first acquisition means for acquiring the character ability of the game element and the phase in which the first player or the second player can operate. The second acquisition means for acquiring the acquired operation assistance information according to the character information of the second game element of the first player or the second player, and the acquired operation assistance information for the first player or the first player. The character information of the second game element of the first player or the second player is changed according to the progress of the game of the first player or the second player and the second transmission means to be transmitted to the terminal of the two players. A game management device including a character information changing means.
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