WO2020240881A1 - プログラム、端末、ゲームシステム及びゲーム管理装置 - Google Patents

プログラム、端末、ゲームシステム及びゲーム管理装置 Download 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
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Application number
PCT/JP2019/036927
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English (en)
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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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/CN113164815B/zh
Publication of WO2020240881A1 publication Critical patent/WO2020240881A1/ja

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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.

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