WO2023058677A1 - Management system and game system - Google Patents

Management system and game system Download PDF

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Publication number
WO2023058677A1
WO2023058677A1 PCT/JP2022/037240 JP2022037240W WO2023058677A1 WO 2023058677 A1 WO2023058677 A1 WO 2023058677A1 JP 2022037240 W JP2022037240 W JP 2022037240W WO 2023058677 A1 WO2023058677 A1 WO 2023058677A1
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WIPO (PCT)
Prior art keywords
game
log
evaluation information
server
participant
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PCT/JP2022/037240
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French (fr)
Japanese (ja)
Inventor
拓也 齋藤
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株式会社マスターリンク
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Publication of WO2023058677A1 publication Critical patent/WO2023058677A1/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
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
    • G09B19/00Teaching not covered by other main groups of this subclass

Definitions

  • the present invention relates to a management system and game system, and more particularly to a management system and game system for managing the execution status of a given game.
  • Patent Document 1 An example of using games for education is described in Patent Document 1, for example.
  • Patent Document 1 an evaluation game is performed using characters with different abilities according to the learner's degree of mastery in a learning game that answers questions displayed on a display screen, and the learner's mastery is determined based on the results of this evaluation game.
  • a learning game program for use in a game system capable of assessing degrees is described.
  • E-sports is known as a name used when participants (also referred to as competitors) compete with each other using computer games, video games, etc. provided by game operators as sports competitions.
  • Patent Document 2 A game system that authenticates participants in playing esports is described in, for example, Patent Document 2.
  • Patent Literature 2 describes a game system in which when a user (player) proceeds with a game on a game device, the user is authenticated by a server device, and after the user is authenticated, the game can be progressed on the game device. .
  • Patent Literature 2 discloses, as a game system, a configuration in which a server device and a game device are communicably connected to each other via a communication network. The user first logs in to the server device before proceeding with the game. Account information is assigned to each user, and the account information includes user identification information (user ID) and password. This account information is transmitted from the game device to the server device at the time of login, and the server device authenticates the accessed game device based on the transmitted account information. The game device for which user authentication has been completed acquires data necessary for game progress from the server device, and the user can proceed with the game on the game device.
  • Patent Document 3 a large number of game machine terminals are connected to a large-capacity host computer, pre-programmed game software is shared through a communication line, and the host computer monitors the usage status of each game machine terminal. A controllable game method is described.
  • Patent Document 4 describes a numerical value recording device that detects as much as possible data modification of numerical values caused by cheating in a computer game, defects in an information recording medium, or the like.
  • the storage unit of the numerical value recording device can store double-type numerical values, and the float-type numerical value that the storage unit should store can be cast to the same value as the float-type numerical value.
  • the section describes that if the result of specific conversion of the float type numerical value resulting from the cast is not equal to the double type numerical value stored in the storage section, the fact that the storage section has been altered is reported.
  • JP-A-2005-62609 Japanese Patent Application Laid-Open No. 2021-112592 (paragraphs 0023, 0024, etc.) JP-A-5-317520 JP 2006-072825 A
  • a first object of the present invention is to provide a management system and a game system that perform evaluations for verifying educational effects, entertainment effects, game operation management, and the like.
  • a second object of the present invention is to provide a monitoring system and a gaming system that monitors the resources (input devices, output devices, communication systems, etc.) available for the game in order to ensure that the game is played in a fair environment. to provide.
  • a third object of the present invention is a monitoring system that monitors fraudulent acts such as impersonation of participants, falsification of program or memory data, falsification of communication data, etc., in order to ensure that the game is played in a fair environment. and to provide a game system.
  • a first aspect of the present invention is a management system for managing the execution status of a predetermined game for achieving the first object of the present invention, comprising: evaluation request receiving means for receiving a predetermined evaluation request from a manager independent of the participants of the game and the provider of the game; Evaluation information output means for outputting predetermined evaluation information regarding a log of the game execution status of the participant to the manager in response to receiving the predetermined evaluation request; It is a management system with
  • a second aspect of the present invention is to achieve the first object of the present invention by providing a game server that transmits data for playing a game via a communication network; at least one game terminal that receives the data via the communication network, wherein: At least one of the game server and the at least one game terminal is a game system including the management system described in (1) above.
  • a third aspect of the present invention is a monitoring system for monitoring a game executed via a communication network for achieving the second object of the present invention, comprising: means for receiving predetermined requests from an observer independent of the operator and participants of said game; and means for outputting a predetermined log for the resources available for the game to the monitor in response to receiving the predetermined request.
  • a fourth aspect of the present invention is a game server that transmits data for playing a game via a communication network in order to achieve the second object of the present invention; at least one game terminal that receives the data via the communication network, At least one of the game server and the at least one game terminal is a game system including the monitoring system described in (3) above.
  • a fifth aspect of the present invention is a monitoring system for monitoring a game executed via a communication network for achieving the third object of the present invention, comprising: means for receiving a predetermined request from an observer independent of the participants of said game; and means for outputting a log of the execution status of the game of the participant to the monitor in response to receiving the predetermined request.
  • a sixth aspect of the present invention is a game server that transmits data for playing a game via a communication network, in order to achieve the third object of the present invention; at least one game terminal that receives the data via the communication network, wherein: At least one of the game server and the at least one game terminal is a game system including the monitoring system described in (5) above.
  • the game can be played in a fair environment by monitoring resources (input devices, output devices, communication systems, etc.) available for the game.
  • the supervisor monitors fraudulent behavior such as impersonation of participants, falsification of program or memory data, falsification of communication data, etc. to keep the game fair. can be done in a safe environment.
  • FIG. 2 is a block diagram showing one configuration example of one game terminal in the first embodiment
  • FIG. 4 is a flow chart showing the operation of one game terminal in the first embodiment
  • It is a block diagram showing a configuration example of a game server in the first embodiment.
  • 1 is a block diagram showing a game system including a distributed management ledger in the first embodiment;
  • FIG. 11 is a block diagram showing one configuration example of one game terminal in the second embodiment;
  • FIG. 9 is a flowchart showing the operation of one game terminal in the second embodiment; It is a block diagram which shows one structural example of the game server in 2nd Embodiment.
  • FIG. 12 is a block diagram showing a game system including a distributed management ledger in the second embodiment;
  • FIG. 10 is a flow chart showing the operation of one game terminal in the third embodiment; is a block diagram.
  • FIG. 1 is a block diagram showing one configuration example of a game system according to the first embodiment of the present invention.
  • the game system 10 shown in FIG. 1 includes a game server 100, game terminals 200-1 to 200-3, and an authentication server 300.
  • FIG. The game server 100 is managed by a provider who provides games.
  • Game terminals 200-1 to 200-3 are operated by participants participating in the game.
  • Games played by gaming system 10 are rated by an administrator.
  • the administrator is, for example, the parent of the participant, a rating company that rates the game, or the like.
  • the administrator acquires evaluation information on the educational effect, entertainment effect, gambling effect, game operation management, etc. of the game from the game system 10 .
  • the administrator manages the game system 10 for at least one of the game server 100 and the game terminals 200-1 to 200-3 during the game and at least one period after the game ends.
  • the administrator can determine what kind of impact the game has on education, entertainment, and gambling. It is possible to evaluate whether or not the game has been given the appropriateness and whether the game operation management is appropriate.
  • the administrator is independent of the game provider and participants, and evaluates the educational effect, entertainment effect, gambling effect, game operation management, etc. of the game.
  • Game server 100 is connected to game terminals 200-1 to 200-3 via communication network 600.
  • FIG. The game server 100 is composed of a computer, authenticates the participants, and transmits data for executing the game to the game terminals 200-1 to 200-3 when the participants are authenticated.
  • Game terminals 200-1 to 200-3 are composed of stationary personal computers, portable game machines, tablet computers, wearable computers, or the like, and are used by participants to execute games.
  • the authentication server 300 is composed of a computer and authenticates the administrator of the game system 10 .
  • the authentication server 300 is owned by a management agency to which the administrator belongs, independent of the providers and participants.
  • the communication network 600 includes at least one of a wide area information communication network and a local information communication network.
  • Communication network 600, later-described communication unit 103 of game server 100, and later-described communication units 203 of game terminals 200-1 to 200-3 constitute a communication system, and this communication system is a resource that can be used in games. .
  • the participants log in to the game server 100 from the game terminal used by the participant, for example, the game terminal 200-1.
  • Account information is assigned to the participant, and the account information includes identification information (user ID) and password of the participant.
  • Account information is stored in an auxiliary storage device of the control unit 101 of the game server 100, which will be described later.
  • This account information is transmitted from game terminal 200-1 to game server 100 at the time of login.
  • Perform participant authentication Game terminal 200-1, for which participant authentication has been completed, acquires data necessary for proceeding with the game from game server 100, and the participant can proceed with the game using game terminal 200-1.
  • Game terminals 200-1 to 200-3 Game terminals 200-1 to 200-3 will be described below. In the following description, game terminal 200-1 will be described, but game terminals 200-2 and 200-3 have the same configuration as game terminal 200-1.
  • the administrators of game terminals 200-2 and 200-3 may be the same as the administrator of game terminal 200-1, or they may be different.
  • FIG. 2 is a block diagram showing one configuration example of the game terminal 200-1.
  • the game terminal 200-1 includes a control section 201, a log storage section 202, a communication section 203, an input device 204, and an output device 205.
  • FIG. A USB memory 210 serving as an external storage device can be inserted into the game terminal 200-1, and FIG. 2 shows a state in which the USB memory 210 is inserted.
  • the control unit 201, the input device 204, and the USB memory 210 constitute an evaluation request receiving unit, and the control unit 201, the input device 204, and the USB memory 215 receive the administrator's evaluation request.
  • the control unit 201, the log storage unit 202, and the output device 205 constitute an evaluation information output unit that outputs evaluation information about a log of the game execution status of the participants.
  • the evaluation request reception unit and the evaluation information output unit constitute a management system.
  • the control unit 201 includes an arithmetic processing unit such as a CPU (Central Processing Unit), an auxiliary storage device such as an HDD (Hard Disk Drive) storing various control programs such as application software or an OS (Operating System), and arithmetic processing.
  • the device is equipped with a main memory such as a RAM (Random Access Memory) for storing data temporarily required for executing programs.
  • the arithmetic processing unit reads the application software or the OS from the auxiliary storage device, and develops the read application software or OS in the main storage device while performing arithmetic processing based on the application software or the OS. do Also, based on the result of this calculation, various hardware included in each device is controlled. This implements the functions of the present embodiment. In other words, the game terminal 200-1 of this embodiment can be realized by cooperation of hardware and software.
  • the control unit 201 controls operations of the log storage unit 202 , the communication unit 203 , the input device 204 and the output device 205 .
  • the auxiliary storage device of the control unit 201 has a program for recording an application log during the game, which is a log of the execution status of the game.
  • the application log is, for example, the contents of HTTP requests and HTTP responses from the game terminal 200-1 to the game server 100, which are transmitted and received via the communication unit 203 during the game. With this log, it is possible to leave one record for each request and response, such as which API was hit by which participant with what content, and what value was returned.
  • the control unit 201 also generates evaluation information about the game execution status log stored in the log storage unit 202 and outputs the evaluation information from the output device 205 .
  • the control unit 201 evaluates one or a plurality of evaluation items using the log of the game execution status, and outputs information indicating whether or not the criteria for each evaluation item is satisfied and the degree of achievement of each evaluation item. Generate evaluation information
  • the log storage unit 202 stores a log of the game execution status.
  • Communication unit 203 communicates with game server 100 via communication network 600 .
  • Input device 204 is, for example, a mouse and a keyboard.
  • the output device 205 is a display device such as a liquid crystal display.
  • Input device 204 and output device 205 are resources available for the game.
  • the input device 204 and the output device 205 may be configured by a liquid crystal display with a touch panel and integrated.
  • the input device 204 and the output device 205 are used by the administrator for management operations and by the participants for executing the game.
  • a USB memory is used as an external storage device, but a portable hard disk (portable external hard disk), portable SSD (portable external SSD), etc. may be used.
  • Example of evaluation information Specific examples of the evaluation information are as follows. (1) Example in which a participant outputs evaluation information based on a log of operations constituting a predetermined purpose Predetermined purposes are, for example, items, fields, houses, islands, and music. For example, when a participant uses an item, the control unit 201 determines which item is used by which participant, how many times, for how long, and which Evaluation information can be generated by obtaining information such as whether or not such a value was returned. The evaluation information includes whether the number of times the participant selects or decides an item is a predetermined number of times or more, whether some kind of reward is given, whether the game time is less than a predetermined time, and whether the participant's performance improves.
  • Predetermined purposes are, for example, items, fields, houses, islands, and music.
  • the control unit 201 determines which item is used by which participant, how many times, for how long, and which Evaluation information can be generated by obtaining information such as whether or not such a value was returned.
  • the evaluation information includes whether the number
  • Information that indicates whether or not the criteria for each evaluation item are met from evaluation items such as whether the level of the game content is configured to increase, information that quantifies the degree of achievement of each evaluation item, etc. .
  • This evaluation information allows the administrator to evaluate the game from the viewpoint of nurturing the creativity of the game participants.
  • Fluctuations in predetermined value units are, for example, stocks and depreciating currencies.
  • the control unit 201 includes the sell price of the stock, the buy price of the stock, and the timing of trading based on the log of the operation of trading the stock with respect to the fluctuating stock price by the participant in the stock simulation game.
  • Evaluation information can be generated by obtaining information such as whether or not there is any.
  • the evaluation information is information indicating whether or not the criteria for each evaluation item are satisfied from the evaluation items such as whether the profit from trading stocks is a predetermined amount or more, whether the number of stock trading times is less than a predetermined number, and each evaluation item. It is information that quantifies the degree of achievement of Based on this evaluation information, the manager can evaluate the game from the viewpoint of cultivating the money sense of the game participants.
  • Predetermined surveys include, for example, observation of nature, authenticity determination of works of art, search for evacuation routes, and the like.
  • the control unit 201 determines the position of the cursor on the image, the number of clicks on the explanation item, the time spent viewing the image, and the number of clicks on the explanation item based on the log of the operation on the image of the nature. , information such as answers to questions can be obtained, and evaluation information can be generated.
  • the evaluation information includes whether the number of times the cursor is moved over the image exceeds a certain number of times, whether the explanation item is clicked a certain number of times or more, whether the image is viewed for a certain amount of time or more, and the rate of correct answers to questions. It is information indicating whether or not the criterion of each evaluation item is satisfied from evaluation items such as whether or not the number is equal to or greater than a certain number, and information quantifying the degree of achievement of each evaluation item. With this evaluation information, the manager can evaluate the game from the viewpoint of cultivating the observation power of the game participants.
  • the control unit 201 obtains information such as the number of times the gacha was drawn, the amount spent on the gacha, the game time after the item was acquired, etc., based on the operation log of the gacha.
  • Evaluation information can be generated.
  • the evaluation information is based on criteria for each evaluation item, such as whether the number of times the gacha was drawn to obtain an item is a certain number or more, whether the amount spent on the gacha is a certain amount or more, and whether the game time has increased after obtaining the item. It is information or the like indicating a judgment as to whether or not the condition is satisfied.
  • the manager can evaluate the game from the viewpoint of stimulating the gambling spirit of the game participants.
  • Example of Outputting Evaluation Information Based on Feedback According to Participant's Operation Feedback is, for example, a suggestion of a treasure in the next room, a presentation of the next achievable goal, and the like.
  • the control unit 201 keeps giving hints until the feedback is obtained based on the log regarding the feedback (suggestion of the treasure in the next room). It is possible to generate evaluation information by obtaining information such as the number of times the player has received the feedback, the number of times the input device has been operated to obtain the feedback, and the time from when the feedback is obtained until when the treasure is obtained.
  • Evaluation information includes information such as whether there are more than a certain number of hints before obtaining feedback, whether the number of times the input device is operated to obtain feedback is more than a certain amount, and whether the time from obtaining feedback to obtaining the treasure is more than a certain amount of time. information indicating whether or not the criteria of each evaluation item are satisfied from the evaluation items, information quantifying the degree of achievement of each evaluation item, and the like. This evaluation information allows the administrator to evaluate the game from the perspective of arousing the curiosity of the participants of the game.
  • Example of Outputting Evaluation Information Based on Visualization of Participant's Growth is, for example, display of knowledge or experience level.
  • the control unit 201 obtains information such as the number of times the knowledge or experience level display has been displayed by the participant on the display screen, the number of times the game has been executed after the display, etc. , can generate evaluation information.
  • the evaluation information is selected from evaluation items such as whether the number of times the participant has displayed the display of knowledge or experience level on the display screen a predetermined number of times or more, or whether the number of times the game has been executed after the display has been performed a predetermined number of times or more. information that indicates whether or not the criteria are met, information that quantifies the degree of achievement of each evaluation item, and the like. Based on this evaluation information, the administrator can evaluate the game from the viewpoint of increasing the sense of accomplishment of the game participants.
  • the difficulty level setting is, for example, a setting that allows even a beginner to play for 3 minutes.
  • the control unit 201 can generate evaluation information by obtaining information such as the participant's game time and the number of operations of the input device according to the level of the difficulty setting based on the log regarding the difficulty level setting.
  • the evaluation information is information indicating whether or not the criteria for each evaluation item are satisfied from evaluation items such as whether the participant's game time is less than or equal to a predetermined time, or whether the number of times the input device is operated is less than or equal to a predetermined number. It is information that quantifies the degree of achievement of each evaluation item.
  • the control unit 201 obtains information on the value of the network delay based on a log regarding network delay in communication with the game server 100 via the communication unit 203, Evaluation information can be generated.
  • the evaluation information includes information indicating whether or not the criteria of each evaluation item is satisfied from the evaluation item of whether the value of network delay is equal to or less than a predetermined value, information quantifying the degree of achievement of each evaluation item, and the like.
  • the game can be evaluated from the viewpoint of game operation management such as the communication environment of the game.
  • Network delay can be measured using the ping command, which is a command in TCP/IP.
  • a ping command can be measured by the time from when an ICMP protocol “echo request” packet is sent to the game server 100 until the “echo request” packet is returned from the game server 100 .
  • Management operation in game terminal 200-1 The administrator manages game terminal 200-1 during at least one period before the game starts, during the game, and after the game ends.
  • the administrator In order to authenticate an administrator who manages game terminal 200-1, the administrator first logs into authentication server 300.
  • FIG. Account information is assigned to the administrator, and this account information is input by the administrator using the input device 204 such as a keyboard.
  • Account information is transmitted from game terminal 2001 - 1 to authentication server 300 via communication network 600 .
  • the account information includes administrator identification information (administrator ID) and password.
  • the administrator's account information is registered in advance in the authentication server 300 .
  • the authentication server 300 compares the registered account information with the received account information, authenticates the administrator, determines whether or not the administrator is authenticated, and activates the management program stored in the USB memory 210 if the authentication is successful.
  • a password for enabling the game terminal 200-1 is transmitted to the game terminal 200-1.
  • Game terminal 200-1 displays on output device 205 the received approval or disapproval of administrator authentication and the password.
  • the administrator inserts the USB memory 210 into the game terminal 200-1, he is prompted to enter a password.
  • a stored management program is started.
  • the authenticated manager can activate the management program and manage game terminal 200-1.
  • the control unit 201 reads out the game software name and the type of evaluation information related to the recorded log from the log storage unit 202, and selects management items on the liquid crystal display serving as the output device 205. display the screen.
  • the name of the game software to be managed and the type of evaluation information are displayed on the management item selection screen, and the administrator selects one or more game software names and evaluation information to be managed from among them, and outputs them.
  • the start button displayed on the device 205 selection screen is clicked.
  • the control unit 201 uses the management program to read the log of the game execution status from the log storage unit 202, for example, generates any of the evaluation information shown in (1) to (9), and stores this evaluation information. Output from the output device 205 .
  • the log shows the number of times the gacha was drawn to acquire the item, the amount spent on the gacha, and the game played after acquiring the item.
  • Information such as time is stored in the log storage unit 202 .
  • the control unit 201 determines that the criteria are not met if the number of times the gacha is drawn to obtain an item is 100 or more, or the criteria is not met if the amount spent on the gacha is 100,000 yen or more, and the game is executed. Generate and output evaluation information indicating that it is highly effective in stimulating the gambling spirit of the participants.
  • control unit 201 when the game time after obtaining the item increases by 1.5 times or more than before obtaining the item, the control unit 201 generates evaluation information indicating that the game is highly effective in stimulating the gambling spirit of the participants of the game. Output.
  • the control unit 201 can generate and output evaluation information by setting a plurality of criteria for the number of times the gacha is drawn to obtain an item, the amount of money spent on the gacha, and the game time after obtaining the item.
  • control unit 201 divides the number of times the gacha was drawn into 30 times or less, 30 times-50 times, 50 times-100 times, and 100 times or more, and the amount spent on the gacha is 30,000 yen or less, 30,000 yen Divided into -50,000 yen, 50,000 yen -100,000 yen, and 100,000 yen or more. It may be divided into five times or more, and evaluation information may be generated and output by combining these criteria. Based on this evaluation information, the manager can evaluate the game from the viewpoint of stimulating the gambling spirit of the game participants.
  • the administrator Based on the evaluation information displayed on the output device 205, the administrator makes a predetermined evaluation of the game executed on the game terminal 200-1.
  • the administrator For game terminals 200-2 and 200-3, the administrator performs a predetermined evaluation of the games executed at game terminals 200-2 and 200-3 in the same manner as for game terminal 200-1.
  • Game evaluation may be performed for each of game terminals 200-1 to 200-3, and a predetermined evaluation of the game may be performed by aggregating all the evaluation information of game terminals 200-1 to 200-3. . For example, if game terminal 200-1 does not satisfy the evaluation criteria, but game terminals 200-1 to 200-3 as a whole satisfy the evaluation criteria, the game may be regarded as satisfying the evaluation criteria.
  • the administrator inserts the USB memory 210 into the game terminal 200-1 and uses the management program stored in the inserted USB memory 210.
  • the management program may be stored in authentication server 300 or another server, and the management program may be installed in game terminal 200-1 via a network based on an administrator's instruction.
  • FIG. 3 is a flowchart showing the operation of game terminal 200-1.
  • the operation of game terminal 200-1 will be described, but game terminals 200-2 and 200-3 also perform the same operation as game terminal 200-1.
  • step S 11 game terminal 200 - 1 transmits the administrator's account information to authentication server 300 via communication network 600 .
  • the authentication server 300 collates the pre-registered account information with the received account information to authenticate the administrator. Then, authentication server 300 transmits to game terminal 200-1 whether or not the authentication has been approved, and, if the authentication is successful, the password for starting the management program stored in USB memory 210.
  • step S12 the game terminal 200-1 receives the approval/denial of authentication of the administrator and the password, and displays them on the output device 205.
  • step S13 game terminal 200-1 activates the management program stored in USB memory 210 when the password is input by the administrator.
  • step S14 game terminal 200-1 displays a management item selection screen based on the management program, and accepts the management item selected by the administrator.
  • step S15 game terminal 200-1 reads out a log regarding the execution status of the game from log storage unit 202 corresponding to the selected management item, generates evaluation information, and outputs the evaluation information to output device 205. indicate.
  • FIG. 4 is a block diagram showing a configuration example of the game server 100.
  • the game server 100 includes a control unit 101, a log storage unit 102, a communication unit 103, an input device 104, and an output device 105.
  • a USB memory 110 as an external storage device can be inserted into the game server 100, and FIG. 4 shows a state in which the USB memory 110 is inserted.
  • the control unit 101, the input device 104, and the USB memory 110 constitute an evaluation request receiving unit, and the control unit 101, the input device 104, and the USB memory 110 receive log requests from the administrator.
  • the control unit 101 , the log storage unit 102 and the output device 105 constitute an evaluation information output unit that outputs evaluation information based on the log stored in the log storage unit 102 .
  • the evaluation request reception unit and the evaluation information output unit constitute a management system.
  • the administrator of game server 100 may be the same as the administrator of game terminals 200-1 to 200-3, or may be different.
  • the control unit 101 controls the operations of the log storage unit 102, the communication unit 103, the input device 104, and the output device 105.
  • control unit 101 associates the accessed game terminal with the account information transmitted from the game terminal, and stores the log in log storage unit 102 as a log. do.
  • This log is personal identification information and is at least one of the game execution status logs.
  • control unit 101 stores, as a log, in log storage unit 102 information indicating the status of execution of the game of the participants, which is transmitted from game terminals 200-1 to 200-3.
  • Log storage unit 102 stores a log of the game execution status of game terminals 200-1 to 200-3 via communication unit 103.
  • FIG. Communication unit 103 communicates with game terminals 200-1 to 200-3 via communication network 600.
  • Input device 104 is, for example, a mouse and a keyboard.
  • the output device 105 is a display device such as a liquid crystal display.
  • the input device 104 and the output device 105 may be configured by a liquid crystal display with a touch panel and integrated. Since the input device 104 and the output device 105 are mainly used at the time of management, they may be attached only at the time of management and removed at times other than the time of management.
  • USB memory is used as an external storage device, but a portable hard disk (portable external hard disk), portable SSD (portable external SSD), etc. may also be used.
  • the administrator manages the game server 100 during at least one period before the game starts, during the game, and after the game ends. Since the operation of authenticating the administrator who manages the game server 100 is the same as that of the game terminal 200-1, the explanation is omitted here.
  • the authentication server 300 authenticates the administrator and transmits to the game server 100 whether or not the administrator is authenticated, and if the administrator is authenticated, the password for starting the management program stored in the USB memory 110 .
  • the game server 100 displays on the output device 105 whether the administrator has been authenticated and the password received.
  • the administrator inserts the USB memory 110 into the game server 100, a password input is requested, and when the administrator inputs the password sent from the authentication server 300, the management program stored in the USB memory 110 is activated.
  • the control unit 101 reads out the game software name and the type of evaluation information related to the recorded log from the log storage unit 102, and selects management items on the liquid crystal display serving as the output device 105. display the screen.
  • the name of the game software to be managed and the type of evaluation information are displayed on the management item selection screen, and the administrator selects one or more game software names and evaluation information to be managed from among them, and outputs them.
  • the start button displayed on the device 105 selection screen is clicked. By this click operation, the log is read and the evaluation information is generated and output. This click operation serves as a predetermined evaluation request from the administrator.
  • Control unit 101 uses a management program to read out the game execution status log from log storage unit 102 for each of game terminals 200-1 to 200-3, and reads (1) to (9) in the same manner as control unit 201. ), and outputs this evaluation information from the output device 105 . Based on the evaluation information displayed on the output device 205, the administrator makes a predetermined evaluation of the games executed on the game terminals 200-1 to 200-3.
  • Game evaluation may be performed for each of game terminals 200-1 to 200-3, and a predetermined evaluation of the game may be performed by aggregating all the evaluation information of game terminals 200-1 to 200-3. . For example, if game terminal 200-1 does not satisfy the evaluation criteria, but game terminals 200-1 to 200-3 as a whole satisfy the evaluation criteria, the game may be regarded as satisfying the evaluation criteria.
  • the management program may be stored in the authentication server 300 or another server, and the management program may be installed in the game server 100 via the network based on the administrator's instructions.
  • the game server 100 has been described above.
  • the game server 100 includes an arithmetic processing device such as a CPU (Central Processing Unit).
  • the game server 100 also includes auxiliary storage devices such as HDDs (Hard Disk Drives) that store various control programs such as application software and OSs (Operating Systems), and temporary It also has a main memory such as a random access memory (RAM) for storing data required for the system.
  • arithmetic processing device such as a CPU (Central Processing Unit).
  • the game server 100 also includes auxiliary storage devices such as HDDs (Hard Disk Drives) that store various control programs such as application software and OSs (Operating Systems), and temporary It also has a main memory such as a random access memory (RAM) for storing data required for the system.
  • HDDs Hard Disk Drives
  • RAM random access memory
  • the arithmetic processing unit reads the application software and the OS from the auxiliary storage device, develops the read application software and the OS in the main storage device, and performs arithmetic processing based on the application software and the OS. . Also, based on the result of this calculation, various hardware included in each device is controlled. This implements the functional blocks of the present embodiment. In other words, the game server of this embodiment can be realized by cooperation of hardware and software.
  • the flowchart showing the operation of the game server 100 is the same as the flowchart showing the operation of the game terminal 200-1 explained with reference to FIG. 3, so the explanation will be omitted.
  • the distributed management ledger is independent of providers, participants, and administrators, and can record logs in a form that is difficult to forge or tamper with.
  • a distributed management ledger means the same database (management ledger) held by a plurality of nodes (computers, etc.) constituting a communication network, and the management ledger of each node is updated according to changes that occur.
  • FIG. 5 is a block diagram showing a game system including a distributed management ledger.
  • the game system 10A shown in FIG. 5 has distributed management ledgers 800-1 and 800-2 added.
  • distributed management ledgers 800-1 and 800-2 record logs output from game terminals 200-1 to 200-3 and logs output from game server 100.
  • FIG. Control unit 201 and communication unit 203 of game terminals 200-1 to 200-3 serve as means for recording logs in distributed management ledgers 800-1 and 800-2.
  • the control unit 101 and the communication unit 103 of the game server 100 serve as means for recording logs in the distributed management ledgers 800-1 and 800-2.
  • the logs recorded in the distributed management ledger 800-1 and 800-2 are synchronized. For example, when the log of the distributed management ledger 800-1 is recorded or modified, the distributed management ledger 800-2 is also synchronized. Log recording, correction, etc. are performed.
  • each component included in the management system and game system can be realized by hardware, software, or a combination thereof.
  • “implemented by software” means implemented by a computer reading and executing a program.
  • Non-transitory computer-readable storage media include various types of tangible storage media.
  • Examples of non-transitory computer-readable recording media include magnetic recording media (e.g., hard disk drives), magneto-optical recording media (e.g., magneto-optical discs), CD-ROM (Read Only Memory), CD-R, CD - R/W, including semiconductor memory (eg Mask ROM, PROM (Programmable ROM), EPROM (Erasable PROM), Flash ROM, RAM (random access memory)).
  • the game system 10 can also be applied to a game competition.
  • the game system 10 has the configuration of FIG.
  • it has a distribution server 400 and viewer terminals 500-1 and 500-2.
  • the game system 10, except for the authentication server 300, is provided by an operator who holds a game tournament and is used in the game tournament.
  • Game terminals 200-1 to 200-3 are operated by participants participating in the game tournament. Since the configuration and operation of distribution server 400 and viewer terminals 500-1 and 500-2 will be described in detail in the second and third embodiments, description thereof will be omitted here.
  • the management system need not be installed in both the game server and one or more game terminals, and may be installed in either one.
  • the management system and game system according to the present invention can take various embodiments having the following configurations, including the embodiments described above.
  • a management system for managing the execution status of a predetermined game evaluation request receiving means for receiving a predetermined evaluation request from a manager independent of the participants of the game and the provider of the game; evaluation information output means for outputting predetermined evaluation information regarding a log of the game execution status of the participant to the administrator in response to receiving the predetermined evaluation request; management system with (2A) The management system according to (1A) above, wherein the evaluation information output means outputs the evaluation information regarding the log of the operation of the participant for a predetermined purpose. (3A) The management system according to (1A) above, wherein the evaluation information output means outputs the evaluation information regarding the log of the operation of the participant having a predetermined interaction with another participant.
  • the evaluation information output means outputs the evaluation information regarding the log of the feedback corresponding to the operation by the participant.
  • the evaluation information output means outputs the evaluation information regarding the log of the visualization of the growth of the participant.
  • the evaluation information output means outputs the evaluation information for the log of difficulty setting according to the level of the participant.
  • FIG. 6 is a block diagram showing one configuration example of a game system according to one embodiment of the present invention.
  • the game system 11 shown in FIG. 6 includes a game server 100, game terminals 200-1 to 200-3, an authentication server 300, a distribution server 400, and viewer terminals 500-1 and 500-2.
  • the game system 11, except for the authentication server 300, is provided by the operator of the game competition and used in the game competition.
  • Game terminals 200-1 to 200-3 are operated by participants participating in the game tournament.
  • the game system 11 is monitored by an observer so that the game competition is held in a fair environment.
  • the supervisor monitors the game system 11 during at least one period before the game starts, during the game, and after the game ends. For example, the observer can determine whether the game competition can be held in a fair environment by observing the game before the start of the game, and can judge whether the game is fair by observing during and after the game.
  • the monitor belongs to a monitoring body that is independent from the operator and the participants, the monitor is independent from the operator and the participants, and determines whether the game can be played in a fair environment. determine whether the
  • Game server 100 is connected to game terminals 200-1 to 200-3 via communication network 600.
  • FIG. The game server 100 and distribution server 400 are connected via a dedicated cable.
  • Distribution server 400 is connected to viewer terminals 500 - 1 and 500 - 2 via communication network 700 .
  • Game server 100 is composed of a computer, and transmits data for executing games to game terminals 200-1 to 200-3.
  • the game server 100 also receives live camera video during the game, and transmits viewing data for realizing live distribution of the game to the distribution server 400 .
  • Game terminals 200-1 to 200-3 are composed of stationary personal computers, portable game machines, tablet computers, wearable computers, or the like, and are used by participants to execute games.
  • the authentication server 300 is composed of a computer, and authenticates the observer of the game system 11 .
  • the authentication server 300 is owned by a monitoring agency to which the monitor belongs, independent of the operator and the participants.
  • the distribution server 400 is composed of a computer and distributes viewing data to the viewer terminals 500-1 and 500-2. In addition, the distribution server 400 transmits requests for distribution contents from game viewers to the game server 100 .
  • the viewer terminals 500-1 and 500-2 are composed of stationary personal computers, tablet computers, smartphones, or the like, and are used by game viewers to view the game.
  • the communication networks 600 and 700 include at least one of a wide area information communication network and a local information communication network.
  • the connection between the game server 100 and the distribution server 400 may use at least one of a wide area information communication network and a local information communication network instead of a dedicated cable.
  • Communication network 600, later-described communication unit 103 of game server 100, and later-described communication units 203 of game terminals 200-1 to 200-3 constitute a communication system, and this communication system is a resource that can be used in games. .
  • Game terminals 200-1 to 200-3 Game terminals 200-1 to 200-3 will be described below. In the following description, game terminal 200-1 will be described, but game terminals 200-2 and 200-3 have the same configuration as game terminal 200-1.
  • the supervisors of game terminals 200-2 and 200-3 may be the same as the supervisor of game terminal 200-1, or they may be different.
  • FIG. 7 is a block diagram showing a configuration example of game terminal 200-1.
  • the game terminal 200-1 includes a control section 201, a log storage section 202, a communication section 203, an input device 204, an output device 205 and a notification section 206.
  • a USB memory 210 serving as an external storage device can be inserted into the game terminal 200-1, and FIG. 7 shows a state in which the USB memory 210 is inserted.
  • the control unit 201, the input device 204, and the USB memory 210 constitute a receiving unit, and the control unit 201, the input device 204, and the USB memory 215 receive the monitor's log request.
  • the control unit 201 , the log storage unit 202 and the output device 205 constitute an output unit that outputs the log stored in the log storage unit 202 .
  • the reception unit and the output unit constitute a monitoring system.
  • the control unit 201 controls the operations of the log storage unit 202, the communication unit 203, the input device 204, the output device 205, and the notification unit 206, reads the monitoring program from the USB memory 210, and uses the input device 204 and the output device.
  • 205 and the environment of communication with the game server 100 via the communication unit 203 (hereinafter referred to as communication environment) are acquired and stored in the log storage unit 202 .
  • the log storage unit 202 stores logs regarding the input device 204 and the output device 205 and logs regarding the communication environment.
  • Communication unit 203 communicates with game server 100 via communication network 600 .
  • Input device 204 is, for example, a mouse and a keyboard.
  • the output device 205 is a display device such as a liquid crystal display. Input device 204 and output device 205 are resources available for the game.
  • the notification unit 206 is a display device such as a liquid crystal display. The notification unit 206 and the output device 205 may be configured by one liquid crystal display and integrated.
  • the input device 204, the output device 205, and the notification unit 206 may be configured by a liquid crystal display with a touch panel and integrated.
  • the input device 204 and the output device 205 are used by the observer for monitoring operations and by the participants for executing the game.
  • a USB memory is used as an external storage device, but a portable hard disk (portable external hard disk), portable SSD (portable external SSD), etc. may be used.
  • the supervisor monitors game terminal 200-1 during at least one period before the game starts, during the game, and after the game ends.
  • the supervisor In order to authenticate a supervisor who monitors game terminal 200 - 1 , the supervisor first logs into authentication server 300 .
  • Account information is assigned to the supervisor, and this account information is input by the supervisor using the input device 204 such as a keyboard.
  • Account information is transmitted from game terminal 2001 - 1 to authentication server 300 via communication network 600 .
  • the account information includes identification information (monitor ID) and password of the monitor.
  • the account information of the monitor is registered in advance in the authentication server 300 .
  • the authentication server 300 collates the registered account information with the received account information, authenticates the monitor, determines whether or not the user is authenticated, and activates the monitor program stored in the USB memory 210 if the user is authenticated.
  • a password for enabling the game terminal 200-1 is transmitted to the game terminal 200-1. This password is given for each game tournament held by the operator.
  • Game terminal 200-1 displays on output device 205 the received confirmation of the supervisor's authentication and the password.
  • the observer inserts USB memory 210 into game terminal 200-1, he is prompted to enter a password.
  • a stored monitoring program is activated. In this way, the authenticated observer can activate the monitoring program and monitor game terminal 200-1 only in a specific game competition.
  • a monitor item selection screen is displayed on the liquid crystal display serving as the output device 205 .
  • the response time corresponding to physical operations on the input device such as mouse clicks and keyboard key presses
  • the number of image changes per predetermined time of the output device such as a liquid crystal display, the communication network
  • the lack of communication, response time, etc. are displayed, and the monitor selects one or a plurality of monitor items from among them and clicks the start button displayed on the selection screen of the output device 205 .
  • This click operation serves as a log request from the supervisor and a predetermined request from the supervisor.
  • the response time corresponding to physical operations on input devices such as mouse clicks and keyboard key presses, and the number of times an output device such as a liquid crystal display changes an image per predetermined time are delay information related to resources. In the following description, it is assumed that response time corresponding to mouse clicks and keyboard key presses and communication loss (packet loss) are selected.
  • the control unit 201 selects, from among the monitoring programs stored in the USB memory 210, a first measurement program for measuring reaction times corresponding to mouse clicks and a second measurement program for measuring reaction times corresponding to keyboard key presses. read and execute the measurement program.
  • the control unit 201 uses the ping command of the OS to measure communication loss.
  • Communication loss can be measured using the ping command, which is a command in TCP/IP.
  • the ping command sends an "echo request" packet of the ICMP protocol to the game server 100, and depending on whether the "echo request" packet is returned normally from the game server 100, the packet loss rate (packet loss rate) can be measured.
  • the ping command can be used to measure the packet loss rate, response time (time from packet transmission to return), TTL (Time To Live), and the like.
  • the control unit 201 uses the first measurement program to measure the reaction time for a predetermined number of clicks of the mouse performed by the observer, and stores the result as a log in the log storage unit 202 .
  • the control unit 201 uses the second measurement program to measure the reaction time for the observer to press the keys of the keyboard a predetermined number of times, and stores the result as a log in the log storage unit 202 .
  • the control unit 201 measures the packet loss rate using the ping command and stores it as a log in the log storage unit 202 . In this manner, the control unit 201 sequentially stores logs of monitoring results in the log storage unit 202 .
  • control unit 201 reads out the log of the monitoring results from the log storage unit 202 and displays it on the output device 205 .
  • the control unit 201 may activate a determination program stored in the USB memory 210 according to an instruction from the monitor, and determine whether the log of the monitoring result satisfies a predetermined requirement. For example, the control unit 201 uses a determination program to determine whether or not the average value of reaction times for a predetermined number of mouse clicks falls within a preset reaction time range. In addition, the control unit 201 determines whether or not the average value of the reaction times for pressing the keys of the keyboard a predetermined number of times falls within a preset reaction time range. Also, the control unit 201 determines whether the average value of the packet loss rates is smaller than a preset packet loss rate.
  • control unit 201 determines the average value, maximum value, minimum value, and standard deviation (indicating the degree of variation) of reaction times to a predetermined number of mouse clicks during a predetermined monitoring period. It is determined whether at least one parameter falls within a range of at least one parameter of a preset average value, maximum value, minimum value and standard deviation of reaction times.
  • the maximum reaction time For example, if the value exceeds the upper limit of the preset range even once, the predetermined requirement is not met and the product is rejected. Determination of reaction time to a predetermined number of key presses on the keyboard is similar to determination of reaction time to a predetermined number of mouse clicks.
  • control unit 201 controls the average value, maximum value, minimum value and standard deviation (indicating the degree of variation) of the packet loss rate during a predetermined monitoring period for the communication network between the game terminal 200-1 and the game server 100. is smaller than at least one of the average value, maximum value, minimum value and standard deviation of the packet loss rate, which is a preset threshold value.
  • a preset threshold value As an example of determination using a plurality of parameters, for example, two parameters, even if the average value of the packet loss rate in a predetermined monitoring period is smaller than the threshold, the maximum value of the packet loss rate is equal to or greater than the threshold even once. There is an example of failing if the specified requirements are not met.
  • control unit 201 displays these determination results on the notification unit 206.
  • the control unit 201 may notify that effect.
  • the supervisor determines whether game terminal 200-1 can be authenticated based on a predetermined log displayed on output device 205 and/or the determination result displayed on notification unit 206.
  • FIG. The supervisor determines whether game terminals 200-2 and 200-3 can be authenticated for game terminals 200-2 and 200-3 in the same manner as for game terminal 200-1.
  • Determination of whether or not the monitoring result log satisfies predetermined requirements is made between game terminal 200-1 and game server 100, between game terminal 200-2 and game server 100, and between game terminal 200-3 and game server 100. 100 respectively, and if the log of all monitoring results (average value of reaction time for a predetermined number of mouse and keyboard clicks, and packet loss rate) does not meet the predetermined requirements, the predetermined requirements are met. Failure to meet the criteria may result in a failure.
  • whether or not the monitoring result log satisfies the predetermined requirement is determined by determining whether the monitoring result log satisfies the predetermined requirement for all of game terminals 200-1 to 200-3 and game server 100.
  • the average value of packet loss rates between game terminal 200-1 and game server 100 is equal to or greater than the average value of packet loss rates serving as a preset threshold, but game terminals 200-1 to 200-3 If the variation in the average value of the packet loss rate or the difference between the maximum value and the minimum value of the packet loss rate is within a preset range between the game server 100 and the game server 100 as a whole, it satisfies the predetermined requirements and may be regarded as a pass. good.
  • the monitoring item is measured and the log is acquired and output by the monitor selecting the monitoring item and clicking the start button displayed on the screen of the output device 205. is the monitor's log request (corresponding to the given request).
  • the click of the start button is not regarded as a log request, and the log is output when the observer inputs a log request (corresponding to a predetermined request) via the input device 204 after log acquisition. good too.
  • the monitor inserts USB memory 210 into game terminal 200-1 and uses the monitor program stored in inserted USB memory 210.
  • the monitoring program may be stored in authentication server 300 or another server, and the monitoring program may be installed in game terminal 200-1 via the network based on instructions from the supervisor.
  • Game terminal 200-1 includes an arithmetic processing unit such as a CPU (Central Processing Unit) in order to implement the functions of control unit 201 of game terminal 200-1.
  • the game terminal 200-1 also includes an auxiliary storage device such as an HDD (Hard Disk Drive) storing various control programs such as application software and an OS (Operating System), and an arithmetic processing device that executes programs. It also has a main memory such as a random access memory (RAM) for storing temporarily needed data.
  • arithmetic processing unit such as a CPU (Central Processing Unit)
  • the game terminal 200-1 also includes an auxiliary storage device such as an HDD (Hard Disk Drive) storing various control programs such as application software and an OS (Operating System), and an arithmetic processing device that executes programs. It also has a main memory such as a random access memory (RAM) for storing temporarily needed data.
  • RAM random access memory
  • the arithmetic processing unit reads application software and the OS from the auxiliary storage device, and develops the read application software and OS in the main storage device, while performing arithmetic processing based on the application software and the OS. do Also, based on the result of this calculation, various hardware included in each device is controlled. This implements the functions of the present embodiment. In other words, the game terminal 200-1 of this embodiment can be realized by cooperation of hardware and software.
  • FIG. 8 is a flowchart showing the operation of game terminal 200-1. In the following description, the operation of game terminal 200-1 will be described, but game terminals 200-2 and 200-3 also perform the same operation as game terminal 200-1.
  • step S 11 game terminal 200 - 1 transmits the supervisor's account information to authentication server 300 via communication network 600 .
  • the authentication server 300 collates the pre-registered account information with the received account information to authenticate the monitor. Then, authentication server 300 transmits to game terminal 200-1 whether or not the authentication has been approved, and, if the authentication is successful, the password for starting the monitoring program stored in USB memory 210. FIG. This password is given for each game tournament held by the operator.
  • step S12 the game terminal 200-1 receives the confirmation of the supervisor's authentication and the password, and displays them on the output device 205.
  • step S13 game terminal 200-1 activates the monitoring program stored in USB memory 210 when the password is input by the supervisor.
  • step S14 game terminal 200-1 displays a monitor item selection screen based on the monitor program, and accepts the monitor item selected by the monitor.
  • step S15 game terminal 200-1 measures the selected monitoring item.
  • the monitoring items are measured, for example, as already described, the response time to a predetermined number of mouse clicks, the response time to a predetermined number of keyboard key presses, and the packet loss rate using the ping command.
  • step S16 game terminal 200-1 stores a measurement log of the selected monitoring item in log storage unit 202. FIG.
  • step S17 game terminal 200-1 determines whether or not the measurement of all the selected monitoring items has been completed. If it has been completed, the process proceeds to step S18. .
  • control unit 201 of game terminal 200-1 reads the log of the monitoring result from log storage unit 202 and displays it on output device 205. FIG.
  • FIG. 9 is a block diagram showing a configuration example of the game server 100.
  • the game server 100 includes a control unit 101, a log storage unit 102, a communication unit 103, an input device 104, an output device 105, a notification unit 106 and a communication unit 107.
  • a USB memory 110 as an external storage device can be inserted into the game server 100, and FIG. 9 shows a state in which the USB memory 110 is inserted.
  • the control unit 101, the input device 104, and the USB memory 110 constitute a receiving unit, and the control unit 101, the input device 104, and the USB memory 110 receive the monitor's log request.
  • the control unit 101 , the log storage unit 102 and the output device 105 constitute an output unit that outputs the log stored in the log storage unit 102 .
  • the reception unit and the output unit constitute a monitoring system.
  • the supervisor of game server 100 may be the same as the supervisor of game terminals 200-1 to 200-3, or may be different.
  • the control unit 101 controls the operations of the log storage unit 102, the communication unit 103, the input device 104, the output device 105, the notification unit 106, and the communication unit 107, reads the monitoring program from the USB memory 110, 103 through the game terminals 200-1 to 200-3 (hereinafter referred to as the communication environment) is acquired and stored in the log storage unit 102.
  • FIG. 1 The control unit 101 controls the operations of the log storage unit 102, the communication unit 103, the input device 104, the output device 105, the notification unit 106, and the communication unit 107, reads the monitoring program from the USB memory 110, 103 through the game terminals 200-1 to 200-3 (hereinafter referred to as the communication environment) is acquired and stored in the log storage unit 102.
  • Log storage unit 102 stores logs relating to the communication environment for game terminals 200-1 to 200-3 via communication unit 103.
  • FIG. Communication unit 103 communicates with game terminals 200-1 to 200-3 via communication network 600.
  • Input device 104 is, for example, a mouse and a keyboard.
  • the output device 105 is a display device such as a liquid crystal display.
  • the notification unit 106 is a display device such as a liquid crystal display.
  • the notification unit 106 and the output device 105 may be configured by one liquid crystal display and integrated.
  • the input device 104, the output device 105, and the notification unit 106 may be configured by a liquid crystal display with a touch panel and integrated. Since the input device 104, the output device 105, and the notification unit 106 are mainly used during monitoring, they may be attached only during monitoring and removed during non-monitoring.
  • USB memory is used as an external storage device, but a portable hard disk (portable external hard disk), portable SSD (portable external SSD), etc. may be used.
  • Communication unit 107 communicates with distribution server 400 via communication network 700 .
  • the supervisor monitors the game server 100 during at least one period before the game starts, during the game, and after the game ends. Since the operation of authenticating the supervisor who monitors the game server 100 is the same as that of the game terminal 200-1, the description is omitted here.
  • the authentication server 300 authenticates the observer and transmits to the game server 100 whether or not the observer has been authenticated, and if so, the password for activating the monitor program stored in the USB memory 110 . This password is given for each game tournament held by the operator.
  • the game server 100 displays, on the output device 105, whether or not the supervisor has been authenticated and the password received.
  • the supervisor inserts the USB memory 110 into the game server 100, a password input is requested, and when the supervisor inputs the password sent from the authentication server 300, the monitoring program stored in the USB memory 110 is activated. In this way, the authenticated observer can activate the monitoring program and monitor the game server 100 only in a specific game competition.
  • a monitor item selection screen is displayed on the liquid crystal display serving as the output device 105 .
  • the monitor item selection screen displays, for example, communication network failure, response time, TTL (Time To Live), etc., and the monitor selects one or a plurality of monitor items from among them, and selects the output device 105 Click the start button displayed on the selection screen.
  • Monitoring items are measured by this click operation, and log acquisition and output are performed. This click operation serves as a log request from the supervisor and a predetermined request from the supervisor. In the following description, it is assumed that communication loss (packet loss) and response time are selected.
  • the control unit 101 uses the ping command of the OS to measure communication loss and response speed for communication with the game terminals 200-1 to 200-3.
  • the Ping command sends an ICMP protocol "echo request" packet to game terminal 200-1, and the packet loss rate (transmission The ratio of packet loss to packets) can be measured, and the response time can be measured.
  • the control unit 101 measures the packet loss rate and the response time indicating the communication failure, and stores them as a log in the log storage unit 102 .
  • control unit 101 measures the packet loss rate and response time for game terminals 200-2 and 200-3, and stores them in log storage unit 102 as logs.
  • control unit 101 reads the log of the monitoring results from the log storage unit 102 and displays it on the output device 105 .
  • the control unit 101 may activate a determination program stored in the USB memory 110 according to an instruction from the monitor, and determine whether or not the log of the monitoring result satisfies a predetermined requirement.
  • control unit 101 controls the average value, the maximum value, the minimum value, and the standard deviation (variation degree) is smaller than at least one parameter of the average value, maximum value, minimum value, and standard deviation of the packet loss rate, which is a preset threshold.
  • a preset threshold As an example of determination using a plurality of parameters, for example, two parameters, even if the average value of the packet loss rate in a predetermined monitoring period is smaller than the threshold, the maximum value of the packet loss rate is equal to or greater than the threshold even once. There is an example of failing if the specified requirements are not met.
  • control unit 101 controls the average value, maximum value, minimum value, and standard deviation (degree of variation) of the response time during a predetermined monitoring period for the communication network between the game server 100 and the game terminals 200-1 to 200-3. ) is within the range of at least one parameter of a preset average value, maximum value, minimum value, and standard deviation of response times.
  • a preset average value, maximum value, minimum value, and standard deviation of response times As an example of determination using a plurality of parameters, for example, two parameters, even if the average value of response times in a predetermined monitoring period falls within a predetermined range, even if the maximum response time is the upper limit of the predetermined range even once If the above conditions are met, there is an example of failing to meet the prescribed requirements.
  • Determination of whether or not the monitoring result log satisfies predetermined requirements is performed between game server 100 and game terminal 200-1, between game server 100 and game terminal 200-2, and between game server 100 and game terminal 200-2. 3 respectively, and if all the logs of monitoring results (packet loss rate and response time) do not satisfy the predetermined requirements, the predetermined requirements are not satisfied and may be rejected.
  • the determination as to whether or not the monitoring result log satisfies the predetermined requirements is based on whether or not the monitoring result log satisfies the predetermined requirements for all of game server 100 and game terminals 200-1 to 200-3.
  • the average value of the packet loss rate is equal to or higher than the average value of the packet loss rate, which is the preset threshold value.
  • the preset threshold value is the average value of the packet loss rate.
  • control unit 101 displays these determination results on the notification unit 106.
  • the control unit 101 may notify the fact.
  • the supervisor determines whether or not the game server 100 is authenticated based on the predetermined log displayed on the output device 105 and/or the determination result displayed on the notification unit 106 . It is determined whether or not the game server 100 is authenticated, and the monitoring operation of the game server 100 by the monitor ends.
  • the monitoring item is measured and the log is acquired and output by the monitor selecting the monitoring item and clicking the start button displayed on the screen of the output device 105. is the monitor's log request (corresponding to the given request).
  • the click of the start button is not regarded as a log request, and the log is output when the observer inputs a log request (corresponding to a predetermined request) via the input device 104 after log acquisition. good too.
  • the monitor inserts the USB memory 110 into the game server 100 and uses the monitor program stored in the inserted USB memory 110 .
  • the monitoring program may be stored in the authentication server 300 or another server, and the monitoring program may be installed in the game server 100 via the network based on instructions from the supervisor.
  • the game server 100 has been described above.
  • the game server 100 includes an arithmetic processing device such as a CPU (Central Processing Unit).
  • the game server 100 also includes auxiliary storage devices such as HDDs (Hard Disk Drives) that store various control programs such as application software and OSs (Operating Systems), and temporary It also has a main memory such as a random access memory (RAM) for storing data required for the system.
  • arithmetic processing device such as a CPU (Central Processing Unit).
  • the game server 100 also includes auxiliary storage devices such as HDDs (Hard Disk Drives) that store various control programs such as application software and OSs (Operating Systems), and temporary It also has a main memory such as a random access memory (RAM) for storing data required for the system.
  • HDDs Hard Disk Drives
  • RAM random access memory
  • the arithmetic processing unit reads the application software and the OS from the auxiliary storage device, develops the read application software and the OS in the main storage device, and performs arithmetic processing based on the application software and the OS. . Also, based on the result of this calculation, various hardware included in each device is controlled. This implements the functional blocks of the present embodiment. In other words, the game server of this embodiment can be realized by cooperation of hardware and software.
  • the flowchart showing the operation of the game server 100 is the same as the flowchart showing the operation of the game terminal 200-1 explained using FIG.
  • the distributed management ledger is independent of operators, participants, and observers, and can record logs in a form that is difficult to forge or falsify.
  • a distributed management ledger means the same database (management ledger) held by a plurality of nodes (computers, etc.) constituting a communication network, and the management ledger of each node is updated according to changes that occur.
  • FIG. 10 is a block diagram showing a game system including a distributed management ledger.
  • the game system 11A shown in FIG. 10 has distributed management ledgers 800-1 and 800-2 added.
  • distributed management ledgers 800-1 and 800-2 record logs output from game terminals 200-1 to 200-3 and logs output from game server 100.
  • FIG. Control unit 201 and communication unit 203 of game terminals 200-1 to 200-3 serve as means for recording logs in distributed management ledgers 800-1 and 800-2.
  • the control unit 101 and the communication unit 103 of the game server 100 serve as means for recording logs in the distributed management ledgers 800-1 and 800-2.
  • the logs recorded in the distributed management ledger 800-1 and 800-2 are synchronized. For example, when the log of the distributed management ledger 800-1 is recorded or modified, the distributed management ledger 800-2 is also synchronized. Log recording, correction, etc. are performed.
  • each component included in the monitoring system and the game system can be realized by hardware, software, or a combination thereof.
  • “implemented by software” means implemented by a computer reading and executing a program.
  • Non-transitory computer-readable storage media include various types of tangible storage media.
  • Examples of non-transitory computer-readable recording media include magnetic recording media (e.g., hard disk drives), magneto-optical recording media (e.g., magneto-optical discs), CD-ROM (Read Only Memory), CD-R, CD - R/W, including semiconductor memory (eg Mask ROM, PROM (Programmable ROM), EPROM (Erasable PROM), Flash ROM, RAM (random access memory)).
  • the monitoring system need not be provided on both the game server and one or more game terminals, but may be provided on either one.
  • the monitoring system and game system according to the present invention can take various embodiments, including the embodiments described above, having the following configurations.
  • a monitoring system for monitoring a game running over a communication network comprising: means for receiving predetermined requests from an observer independent of the operator and participants of said game; A monitoring system comprising: means for outputting a predetermined log regarding the resources available for the game to the monitoring person in response to receiving the predetermined request.
  • the monitoring system according to (1B) above comprising means for, when it is determined that the predetermined log satisfies the predetermined requirements of the resource, reporting to that effect.
  • (3B) The monitoring system according to (1B) or (2B) above, wherein the log includes delay information or communication loss information regarding the resource.
  • the log includes a reaction time corresponding to a physical operation of the input device serving as the resource.
  • the output device serving as the resource is a display device, and the log includes the number of image changes per predetermined time of the display device. .
  • a game server that transmits data for playing a game via a communication network
  • at least one game terminal that receives the data via the communication network
  • At least one of the game server and the at least one game terminal includes the monitoring system according to any one of (1B) to (7B) above.
  • a monitoring system for monitoring a game running over a communication network e.g., communication network 600
  • Means for receiving a predetermined request from a supervisor independent of the game operator and participants for example, a receiving unit comprising the control unit 201, the input device 204 and the USB memory 210, or the control unit 101, the input device 104 and the USB a reception unit consisting of a memory 110
  • Means for outputting a predetermined log for example, comprising a control unit 201, a log storage unit 202, and an output device 205 regarding resources usable in the game to the monitor in response to the reception of the predetermined request.
  • the game can be played in a fair environment by monitoring the performance of the input device and the output device and the game environment such as the communication environment.
  • (6B) The monitoring system according to any one of (1B) to (5B) above, wherein the output device serving as the resource is a display device, and the log includes the number of image changes per predetermined time of the display device. .
  • (7) means for recording the log in a distributed management ledger (for example, distributed management ledger 800-1, 800-2) independent from the operator, the participant, and the monitor (for example, communication with the control unit 101
  • a distributed management ledger for example, distributed management ledger 800-1, 800-2
  • the monitoring system according to any one of (1B) to (6B) above, including the unit 103, the control unit 201 and the communication unit 203).
  • a game server e.g., game server 100
  • at least one game terminal e.g, game terminals 200-1 to 200-3
  • receives the data via the communication network e.g, game system 11, 11A
  • a gaming system wherein at least one of the gaming server and the at least one gaming terminal includes a monitoring system according to any one of claims 1-7.
  • the game can be played in a fair environment by monitoring the performance of the input device and the output device and the game environment such as the communication environment.
  • a third embodiment of the present invention will be described in detail below with reference to the drawings.
  • a third embodiment of the present invention is an embodiment according to the fifth and sixth aspects of the present invention. Since the configuration of the game system of this embodiment is the same as the configuration of the game system of the second embodiment shown in FIG. 6, it will be described using FIG.
  • the game system 11 shown in FIG. 6 includes a game server 100, game terminals 200-1 to 200-3, an authentication server 300, a distribution server 400, and viewer terminals 500-1 and 500-2.
  • the game system 11, except for the authentication server 300, is provided by the operator of the game competition and used in the game competition.
  • Game terminals 200-1 to 200-3 are operated by participants participating in the game tournament.
  • the game system 11 is monitored by an observer so that the game competition is held in a fair environment.
  • the monitor monitors cheating behavior that impedes the fairness of the game. Cheating includes, for example, impersonation of a participant, application programs that operate game terminals 200-1 to 200-3, data in the main storage device (also called memory), or game communication information (for example, game play results). packet) tampering.
  • the observer operates an application program that operates game terminals 200-1 to 200-3 during at least one period during the game and after the end of the game on at least one of game server 100 and game terminals 200-1 to 200-3.
  • the data in the main storage device or the communication information of the game is monitored to see if it has been tampered with.
  • the monitor monitors whether or not there is any impersonation of the participant during at least one period after the game ends.
  • the monitor can determine whether the game is being played in a fair environment or not. Since the monitor belongs to a monitoring body that is independent of the participants, the monitor is independent of the participants and can determine whether or not the game can be played in a fair environment.
  • Game server 100 is connected to game terminals 200-1 to 200-3 via communication network 600.
  • FIG. The game server 100 and distribution server 400 are connected via a dedicated cable.
  • Distribution server 400 is connected to viewer terminals 500 - 1 and 500 - 2 via communication network 700 .
  • the game server 100 is composed of a computer, authenticates the participants, and transmits data for executing the game to the game terminals 200-1 to 200-3 when the participants are authenticated.
  • the game server 100 also receives live camera video during the game, and transmits viewing data for realizing live distribution of the game to the distribution server 400 .
  • Game terminals 200-1 to 200-3 are composed of stationary personal computers, portable game machines, tablet computers, wearable computers, or the like, and are used by participants to execute games.
  • the authentication server 300 is composed of a computer, and authenticates the observer of the game system 11 .
  • the authentication server 300 is owned by a monitoring agency to which the monitor belongs, independent of the participants.
  • the distribution server 400 is composed of a computer and distributes viewing data to the viewer terminals 500-1 and 500-2. In addition, the distribution server 400 transmits requests for distribution contents from game viewers to the game server 100 .
  • the viewer terminals 500-1 and 500-2 are composed of stationary personal computers, tablet computers, smartphones, or the like, and are used by game viewers to view the game.
  • the communication networks 600 and 700 include at least one of a wide area information communication network and a local information communication network.
  • the connection between the game server 100 and the distribution server 400 may use at least one of a wide area information communication network and a local information communication network instead of a dedicated cable.
  • Communication network 600, later-described communication unit 103 of game server 100, and later-described communication units 203 of game terminals 200-1 to 200-3 constitute a communication system, and this communication system is a resource that can be used in games. .
  • the participants log in to the game server 100 from the game terminal used by the participant, for example, the game terminal 200-1.
  • Account information is assigned to the participant, and the account information includes identification information (user ID) and password of the participant.
  • Account information is stored in an auxiliary storage device of the control unit 101 of the game server 100, which will be described later.
  • This account information is transmitted from game terminal 200-1 to game server 100 at the time of login.
  • Perform participant authentication Game terminal 200-1, for which participant authentication has been completed, acquires data necessary for proceeding with the game from game server 100, and the participant can proceed with the game using game terminal 200-1.
  • the game application programs and data in the main storage device can be monitored for falsification by the game terminals 200-1 to 200-3.
  • tampering with an application program is a method of monitoring a binary (file) that has a different hash than the normal binary of the application program file (for example, https://engineering.linecorp.com/ja/blog/monitoring-to -prevent-game-cheating/ method), etc.
  • Rooting means that the user can operate with a privileged administrator account (root account) in the operating system (OS) of the terminal, and Jailbreak is a computer with restrictions on user privileges. , etc., exploiting security holes (vulnerabilities) to remove the restrictions, allowing the software to operate in ways unintended by the developer.
  • OS operating system
  • Monitoring of tampering with game communication information is performed by the game server 100, for example, by a method of monitoring information indicating game play such as scores and play records during a game (for example, https://engineering.linecorp.com/en/blog/monitoring-to-prevent-game-cheating/ method).
  • Monitoring of tampering with game communication information may be performed on the side of game terminals 200-1 to 200-3.
  • Participant impersonation can be monitored by game server 100, for example, by detecting whether each of game terminals 200-1 to 200-3 has logged in multiple times (eg, four or more times). The monitoring of impersonation by the participants may be performed on the side of game terminals 200-1 to 200-3. Game terminals 200-1 to 200-3 monitor impersonation of participants during at least one period before the start of the game, during the game, and after the end of the game, independently of the actions of the participants. , the user may be asked to log in by entering account information to verify the identity of the user. Game server 100 may request login by inputting account information via game terminals 200-1 to 200-3 to perform identity verification.
  • spoofing of participants can be monitored by detecting whether or not login has been performed, and whether or not login has been performed multiple times (for example, four times or more).
  • the account information after the login is requested is transmitted to the log storage units 202 of the game terminals 200-1 to 200-3 or the game server 100, and stored as logs in the log storage unit 102, which will be described later. If the observer does not log in without inputting account information within a certain period of time, or if different account information is logged in multiple times (for example, four times or more), the observer can guess that the participant is impersonating.
  • Game terminals 200-1 to 200-3 Game terminals 200-1 to 200-3 will be described below. In the following description, game terminal 200-1 will be described, but game terminals 200-2 and 200-3 have the same configuration as game terminal 200-1.
  • the supervisors of game terminals 200-2 and 200-3 may be the same as the supervisor of game terminal 200-1, or they may be different.
  • the game terminal 200-1 includes a control section 201, a log storage section 202, a communication section 203, an input device 204, an output device 205 and a notification section 206.
  • a USB memory 210 serving as an external storage device can be inserted into the game terminal 200-1, and FIG. 7 shows a state in which the USB memory 210 is inserted.
  • the control unit 201, the input device 204, and the USB memory 210 constitute a receiving unit, and the control unit 201, the input device 204, and the USB memory 215 receive the monitor's log request.
  • the control unit 201 , the log storage unit 202 and the output device 205 constitute an output unit that outputs the log stored in the log storage unit 202 .
  • the reception unit and the output unit constitute a monitoring system.
  • the control unit 201 includes an arithmetic processing unit such as a CPU (Central Processing Unit), an auxiliary storage device such as an HDD (Hard Disk Drive) storing various control programs such as application software or an OS (Operating System), and arithmetic processing.
  • the device is equipped with a main memory such as a RAM (Random Access Memory) for storing data temporarily required for executing programs.
  • the arithmetic processing unit reads the application software or the OS from the auxiliary storage device, and develops the read application software or OS in the main storage device while performing arithmetic processing based on the application software or the OS. do Also, based on the result of this calculation, various hardware included in each device is controlled.
  • the control unit 201 controls operations of the log storage unit 202 , the communication unit 203 , the input device 204 , the output device 205 and the notification unit 206 .
  • programs for detecting the execution of cheat tools in environments such as rooting environments and jailbreak environments, and binaries (files) with hashes different from normal binaries of game application program files are detected. It has a program to The control unit 201 operates these programs during the game, and stores the execution as a log in the log storage unit 202 when the cheat tool is executed in an environment such as a Rooting environment or a Jailbreak environment.
  • control unit 201 stores the binary (file) in the log storage unit 202 as a log.
  • Execution of cheat tools in environments such as rooting environments and jailbreak environments, and binaries (files) with hashes that differ from normal binaries of game application program files are the terminal information used by participants, and the execution of the game At least one of the status logs.
  • the log storage unit 202 stores logs related to execution of cheat tools in environments such as rooting environments and jailbreak environments, and binaries having hashes different from those of normal binaries.
  • Communication unit 203 communicates with game server 100 via communication network 600 .
  • Input device 204 is, for example, a mouse and a keyboard.
  • the output device 205 is a display device such as a liquid crystal display. Input device 204 and output device 205 are resources available for the game.
  • the notification unit 206 is a display device such as a liquid crystal display. The notification unit 206 and the output device 205 may be configured by one liquid crystal display and integrated.
  • the input device 204, the output device 205, and the notification unit 206 may be configured by a liquid crystal display with a touch panel and integrated.
  • the input device 204 and the output device 205 are used by the observer for monitoring operations and by the participants for executing the game.
  • a USB memory is used as an external storage device, but a portable hard disk (portable external hard disk), portable SSD (portable external SSD), etc. may be used.
  • the supervisor monitors cheats on game terminal 200-1 during at least one period before the game starts, during the game, and after the game ends.
  • the supervisor In order to authenticate a supervisor who monitors cheats on game terminal 200 - 1 , the supervisor first logs into authentication server 300 .
  • Account information is assigned to the supervisor, and this account information is input by the supervisor using the input device 204 such as a keyboard.
  • Account information is transmitted from game terminal 2001 - 1 to authentication server 300 via communication network 600 .
  • the account information includes identification information (monitor ID) and password of the monitor.
  • the account information of the monitor is registered in advance in the authentication server 300 .
  • the authentication server 300 collates the registered account information with the received account information, authenticates the monitor, determines whether or not the user is authenticated, and activates the monitor program stored in the USB memory 210 if the user is authenticated.
  • a password for enabling the game terminal 200-1 is transmitted to the game terminal 200-1. This password is given for each game tournament held by the operator.
  • Game terminal 200-1 displays on output device 205 the received confirmation of the supervisor's authentication and the password.
  • the observer inserts USB memory 210 into game terminal 200-1, he is prompted to enter a password.
  • a stored monitoring program is activated. In this way, the authenticated observer can activate the monitoring program and monitor game terminal 200-1 only in a specific game competition.
  • the monitoring program is a monitoring program for monitoring cheating. Specifically, in order to monitor execution of a cheat tool in an environment such as a Rooting environment or a Jailbreak environment, a log is read from the log storage unit 202 and output. 1 monitoring program, and a second monitoring program that reads and outputs a log from the log storage unit 202 in order to monitor a binary (file) having a hash different from the normal binary of the game application program file.
  • a monitor item selection screen is displayed on the liquid crystal display serving as the output device 205 .
  • the monitor item selection screen for example, the detection of cheat tool execution, the detection of binaries (files) with a hash different from normal binaries, etc. are displayed. Select and click the start button displayed on the selection screen of the output device 205 .
  • This click operation causes the log to be read and output.
  • This click operation serves as a log request from the supervisor and a predetermined request from the supervisor. In the following description, it is assumed that detection of cheat tool execution and detection of binaries (files) with hashes different from those of normal binaries have been selected.
  • the control unit 201 selects, from among the monitoring programs stored in the USB memory 210, a first monitoring program that monitors execution of cheat tools, and a second monitoring program that monitors binaries (files) having a hash different from that of normal binaries. sequentially start and execute the monitoring program.
  • the control unit 201 uses the first monitoring program to read the cheat tool execution log from the log storage unit 202 and display it on the output device 205 . Also, the control unit 201 uses the second monitoring program to read a binary (file) log having a hash different from that of the normal binary from the log storage unit 202 and displays it on the output device 205 .
  • the control unit 201 may activate a determination program stored in the USB memory 210 according to an instruction from the monitor, and determine whether the log of the monitoring result satisfies a predetermined requirement. For example, using a determination program, the control unit 201 determines that data in the main storage device has been tampered with when the number of cheat tool executions exceeds a certain value and increases rapidly. Also, the control unit 201 determines that binary tampering has occurred when the number of binaries (files) having hashes different from those of normal binaries rapidly increases beyond a certain value.
  • control unit 201 displays these determination results on the notification unit 206.
  • the supervisor determines whether game terminal 200-1 can be authenticated based on a predetermined log displayed on output device 205 and/or the determination result displayed on notification unit 206.
  • FIG. The supervisor determines whether game terminals 200-2 and 200-3 can be authenticated for game terminals 200-2 and 200-3 in the same manner as for game terminal 200-1.
  • the monitor inserts the USB memory 210 into the game terminal 200-1 and uses the monitor program stored in the inserted USB memory 210.
  • the monitoring program may be stored in authentication server 300 or another server, and the monitoring program may be installed in game terminal 200-1 via the network based on instructions from the supervisor.
  • FIG. 11 is a flowchart showing the operation of game terminal 200-1.
  • the operation of game terminal 200-1 will be described, but game terminals 200-2 and 200-3 also perform the same operation as game terminal 200-1.
  • step S 11 game terminal 200 - 1 transmits the supervisor's account information to authentication server 300 via communication network 600 .
  • the authentication server 300 collates the pre-registered account information with the received account information to authenticate the monitor. Then, authentication server 300 transmits to game terminal 200-1 whether or not the authentication has been approved, and, if the authentication is successful, the password for starting the monitoring program stored in USB memory 210. FIG. This password is given for each game tournament held by the operator.
  • step S12 the game terminal 200-1 receives the confirmation of the supervisor's authentication and the password, and displays them on the output device 205.
  • step S13 game terminal 200-1 activates the monitoring program stored in USB memory 210 when the password is input by the supervisor.
  • step S14 game terminal 200-1 displays a monitor item selection screen based on the monitor program, and accepts the monitor item selected by the monitor.
  • step S15 the game terminal 200-1 reads the cheat log from the log storage unit 202 and displays it on the output device 205, corresponding to the selected monitoring item.
  • the game server 100 includes a control unit 101, a log storage unit 102, a communication unit 103, an input device 104, an output device 105, a notification unit 106 and a communication unit 107.
  • a USB memory 110 as an external storage device can be inserted into the game server 100, and FIG. 9 shows a state in which the USB memory 110 is inserted.
  • the control unit 101, the input device 104, and the USB memory 110 constitute a receiving unit, and the control unit 101, the input device 104, and the USB memory 110 receive log requests from the monitor.
  • the control unit 101 , the log storage unit 102 and the output device 105 constitute an output unit that outputs the log stored in the log storage unit 102 .
  • the reception unit and the output unit constitute a monitoring system.
  • the supervisor of game server 100 may be the same as the supervisor of game terminals 200-1 to 200-3, or may be different.
  • the control unit 101 controls operations of the log storage unit 102 , the communication unit 103 , the input device 104 , the output device 105 , the notification unit 106 and the communication unit 107 .
  • control unit 101 associates the accessed game terminal with the account information transmitted from the game terminal, and stores the log in log storage unit 102 as a log. do.
  • This log is personal identification information and is at least one of the game execution status logs.
  • control unit 101 stores, as a log, in log storage unit 102 information indicating the game play of the participants, which is transmitted from game terminals 200-1 to 200-3.
  • the information indicating the participant's game play is, for example, the score in the game and the record of the play.
  • the information indicating the participant's game play is communication information of the game, and is at least one log of the execution status of the game.
  • Communication unit 103 communicates with game terminals 200-1 to 200-3 via communication network 600.
  • Input device 104 is, for example, a mouse and a keyboard.
  • the output device 105 is a display device such as a liquid crystal display.
  • the notification unit 106 is a display device such as a liquid crystal display.
  • the notification unit 106 and the output device 105 may be configured by one liquid crystal display and integrated.
  • the input device 104, the output device 105, and the notification unit 106 may be configured by a liquid crystal display with a touch panel and integrated. Since the input device 104, the output device 105, and the notification unit 106 are mainly used during monitoring, they may be attached only during monitoring and removed during non-monitoring.
  • USB memory is used as an external storage device, but a portable hard disk (portable external hard disk), portable SSD (portable external SSD), etc. may be used.
  • Communication unit 107 communicates with distribution server 400 via communication network 700 .
  • the supervisor monitors cheats on game terminal 200-1 during at least one period before the game starts, during the game, and after the game ends. Since the operation of authenticating the supervisor who monitors the game server 100 is the same as that of the game terminal 200-1, the description is omitted here.
  • the authentication server 300 authenticates the observer and transmits to the game server 100 whether or not the observer is authenticated, and if the observer is authenticated, the password for starting the monitor program stored in the USB memory 110 . This password is given for each game tournament held by the operator.
  • the game server 100 displays, on the output device 105, whether or not the supervisor has been authenticated and the password received.
  • the supervisor inserts the USB memory 110 into the game server 100, a password input is requested, and when the supervisor inputs the password sent from the authentication server 300, the monitoring program stored in the USB memory 110 is activated.
  • the authenticated monitor can activate the monitoring program and monitor cheats on game terminal 200-1 only in a specific game competition.
  • a monitor item selection screen is displayed on the liquid crystal display serving as the output device 105 .
  • the monitor item selection screen for example, participant spoofing, program or data tampering on the game terminal side (including tampering with game communication information), etc. are displayed.
  • a monitoring item is selected, and a start button displayed on the output device 105 selection screen is clicked.
  • Monitoring items are measured by this click operation, and log reading and output are performed.
  • This click operation serves as a log request from the supervisor and a predetermined request from the supervisor. In the following explanation, it is assumed that the spoofing of the participant and the falsification of the program or data on the game terminal side are selected.
  • the monitoring programs recorded in the USB memory 110 include a third monitoring program for monitoring impersonation of participants and a fourth monitoring program for monitoring falsification of programs or data on the game terminal side.
  • the control unit 101 activates a third monitoring program for monitoring impersonation of a participant from among the monitoring programs stored in the USB memory 110 .
  • Control unit 101 uses a third monitoring program for monitoring impersonation of a participant, and collects account information at the time of login within a certain period from the time of monitoring until immediately before the start of the game, for each of game terminals 200-1 to 200-3. is read from the log stored in the log storage unit 102 and displayed on the output device 205 .
  • the progress of the game on one game terminal is performed after the participant is authenticated by login.
  • Control unit 201 stores information indicating game play for each of game terminals 200-1 to 200-3 in a log storage unit using a fourth monitoring program for monitoring falsification of programs or data on the game terminal side. Detected from the log stored in 102 and displayed on the output device 205 .
  • the information indicating the participant's game play is, for example, the score in the game and the record of the play.
  • Data tampering includes, for example, tampering with game communication information sent to the game server 100 (for example, game play result packets), and tampering with data stored in a main storage device such as a RAM of a game terminal. .
  • the control unit 101 may activate a determination program stored in the USB memory 110 according to an instruction from the monitor, and determine whether or not the log of the monitoring result satisfies a predetermined requirement.
  • Control unit 101 uses a determination program to determine impersonation of a participant, and logs in from the account information at the time of login within a certain period from the time of monitoring to immediately before the start of the game on each of game terminals 200-1 to 200-3. is obtained, and if the number of times of login is more than one, for example, four times or more, it is determined that the participant has been impersonated.
  • the control unit 101 uses a program on the game terminal side or a determination program to determine falsification of data. If there is, or if the number of play records is equal to or less than a certain value, it is determined that the program or data on the game terminal side has been tampered with (including tampering with game communication information).
  • the game terminal monitors tampering with the program on the game terminal side and the data in the main memory (also called memory), and if it is determined that there is no tampering with the program and the data in the main memory, the score during the game is fixed. If it is above the value, if the play is recorded continuously within an extremely short fixed period of time, or if the number of play records is below a certain value, it is considered that the communication information of the game has been tampered with. I can judge.
  • main memory also called memory
  • control unit 101 displays these determination results on the notification unit 106.
  • the control unit 101 may notify the fact.
  • the observer authenticates the game terminals 200-1 to 200-3 as seen from the game server 100 based on the predetermined log displayed on the output device 105 and/or the judgment result displayed on the notification unit 106. to determine whether or not It is determined whether game terminals 200-1 to 200-3 are authenticated, and the monitoring operation by the supervisor for game terminals 200-1 to 200-3 as seen from game server 100 ends.
  • the cheat monitoring of the game terminals 200-1 to 200-3 as viewed from the game server 100 side has been described above. Since game terminals 200-1 to 200-3 are operated by participants, cheating is likely to occur. On the other hand, since the game server 100 is managed by the operator and not operated by the participants, cheating is less likely to occur than the game terminals 200-1 to 200-3. However, if necessary, the supervisor may also monitor game server 100 for tampering with programs and data in main storage (also called memory) in the same manner as game terminals 200-1 to 200-3. In the game server 100, a binary (file) having a hash different from the normal binary of the program file, which is stored in the log storage unit 102, is server information becomes.
  • the monitor inserts the USB memory 110 into the game server 100 and uses the monitor program stored in the inserted USB memory 110 .
  • the monitoring program may be stored in the authentication server 300 or another server, and the monitoring program may be installed in the game server 100 via the network based on instructions from the supervisor.
  • the game server 100 has been described above.
  • the game server 100 includes an arithmetic processing device such as a CPU (Central Processing Unit).
  • the game server 100 also includes an auxiliary storage device such as a HDD (Hard Disk Drive) that stores various control programs such as application software or an OS (Operating System), and a temporary storage device for the arithmetic processing unit to execute the program. It also has a main memory such as a random access memory (RAM) for storing data required for the system.
  • RAM random access memory
  • the arithmetic processing unit reads the application software or OS from the auxiliary storage device, develops the read application software or OS in the main storage device, and performs arithmetic processing based on the application software or OS. . Also, based on the result of this calculation, various hardware included in each device is controlled. This implements the functional blocks of the present embodiment. In other words, the game server of this embodiment can be realized by cooperation of hardware and software.
  • the flowchart showing the operation of the game server 100 is the same as the flowchart showing the operation of the game terminal 200-1 explained with reference to FIG.
  • a distributed management ledger means the same database (management ledger) held by a plurality of nodes (computers, etc.) constituting a communication network, and the management ledger of each node is updated according to changes that occur.
  • the configuration of the game system including the distributed management ledger of this embodiment is the same as the configuration of the game system including the distributed management ledger shown in FIG. 10, it will be explained using FIG. Compared to the game system 11 shown in FIG. 6, the game system 11A shown in FIG. 10 has distributed management ledgers 800-1 and 800-2 added. Although two distributed management ledgers are shown in FIG. 10, there may be three or more distributed management ledgers. Distributed management ledgers 800-1 and 800-2 record logs output from game terminals 200-1 to 200-3 and logs output from game server 100. FIG. Control unit 201 and communication unit 203 of game terminals 200-1 to 200-3 serve as means for recording logs in distributed management ledgers 800-1 and 800-2.
  • the control unit 101 and the communication unit 103 of the game server 100 serve as means for recording logs in the distributed management ledgers 800-1 and 800-2.
  • the logs recorded in the distributed management ledgers 800-1 and 800-2 are synchronized.
  • the distributed management ledger 800-2 is also synchronized. Log recording, correction, etc. are performed.
  • each component included in the monitoring system and the game system can be realized by hardware, software, or a combination thereof.
  • “implemented by software” means implemented by a computer reading and executing a program.
  • Non-transitory computer-readable storage media include various types of tangible storage media.
  • Examples of non-transitory computer-readable recording media include magnetic recording media (e.g., hard disk drives), magneto-optical recording media (e.g., magneto-optical discs), CD-ROM (Read Only Memory), CD-R, CD - R/W, including semiconductor memory (eg Mask ROM, PROM (Programmable ROM), EPROM (Erasable PROM), Flash ROM, RAM (random access memory)).
  • the monitoring system need not be provided on both the game server and one or more game terminals, but may be provided on either one.
  • the monitoring system and game system according to the present invention can take various embodiments, including the embodiments described above, having the following configurations.
  • a monitoring system for monitoring a game running over a communication network comprising: means for receiving a predetermined request from an observer independent of the participants of said game; A monitoring system comprising means for outputting a log of the execution status of the game for the participant to the monitoring person in response to receiving the predetermined request.
  • the monitoring system according to (1C) above comprising means for notifying that the log satisfies a predetermined requirement in response to the determination.
  • the log includes identity verification information about the participant.
  • (4C) The monitoring system according to any one of (1C) to (3C) above, wherein the log includes terminal information used by the participant.
  • a game server that transmits data for playing a game via a communication network; at least one game terminal that receives the data via the communication network, wherein: At least one of the game server and the at least one game terminal includes the monitoring system according to any one of (1C) to (8C) above.
  • a monitoring system for monitoring a game running over a communication network e.g., communication network 600
  • Means for receiving a predetermined request from an observer independent of the participants of the game for example, a receiving unit consisting of the control unit 201, the input device 204 and the USB memory 210, or from the control unit 101, the input device 104 and the USB memory 110 reception department
  • Means for outputting a log of the execution status of the game for the participant to the observer in response to receiving the predetermined request an output unit, or an output unit consisting of a control unit 101, a log storage unit 102, and an output device 105).
  • the game can be played in a fair environment by monitoring the execution status of the game.
  • (7C) Means for recording the log in a distributed management ledger (for example, distributed management ledger 800-1, 800-2) independent from the operator, the participant, and the monitor (for example, communicating with the control unit 101
  • a distributed management ledger for example, distributed management ledger 800-1, 800-2
  • the monitoring system according to any one of (1C) to (6C) above, including the unit 103, the control unit 201 and the communication unit 203).
  • a game server e.g., game server 100
  • at least one game terminal e.g, game terminals 200-1 to 200-3
  • receives the data via the communication network e.g, game system 11, 11A
  • a gaming system wherein at least one of the gaming server and the at least one gaming terminal includes a monitoring system according to any of claims 1-8.
  • the game can be played in a fair environment by monitoring the execution status of the game.

Abstract

The purpose of the present invention is to evaluate the educational and entertainment effects of a game, as well as operational management of the game. Provided is a management system that manages the status of execution of a certain game, the management system comprising: an evaluation request receiving means that receives a prescribed evaluation request from an administrator who is independent from a participant in the game and a provider of the game; and an evaluation information outputting means that outputs, to the administrator in response to the receiving of the prescribed evaluation request, prescribed evaluation information regarding a log of the status of execution of the game in relation to a participant. In a game system, this management system is included in a game server, at least one game terminal, or both.

Description

管理システム及びゲームシステムManagement system and game system
本発明は、管理システム及びゲームシステムに関し、特に、所定のゲームの実行状況を管理する管理システム及びゲームシステムに関する。 The present invention relates to a management system and game system, and more particularly to a management system and game system for managing the execution status of a given game.
 ゲームを教育に利用する取り組みが検討されている。ゲームを教育に利用することで、学習意欲を高めたり、複雑な概念の理解を効果的に行ったり、学習者の行為を即時にフィードバックできる利点がある。しかし、ゲームを教育に利用することで、ゲームに勝つことが優先されて学習が疎かにされたり、必要以上に時間がかかったり、従来型の学習への興味が低下する欠点もある。
 ゲームを娯楽目的で楽しむ場合に、必要以上に時間を費やしてしまったり、ゲームアイテムを取得するために多額の課金を行う等の弊害が生ずることがある。
Efforts to use games for education are being considered. The use of games in education has the advantages of increasing motivation to learn, effectively understanding complex concepts, and providing immediate feedback on learners' actions. However, the use of games for education has the drawback that learning is neglected because winning the game is prioritized, it takes more time than necessary, and interest in conventional learning decreases.
When enjoying a game for entertainment purposes, there may be adverse effects such as spending more time than necessary or paying a large amount of money to acquire game items.
 ゲームを教育に利用する例は、例えば、特許文献1に記載されている。
 特許文献1には、表示画面に表示される問題に解答する学習ゲームによる学習者の習得度に応じた能力の異なるキャラクタを用いて評価ゲームを行い、この評価ゲームの結果に基づき学習者の習得度を評価することができるゲームシステムに用いられる学習ゲームプログラムが記載されている。
An example of using games for education is described in Patent Document 1, for example.
In Patent Document 1, an evaluation game is performed using characters with different abilities according to the learner's degree of mastery in a learning game that answers questions displayed on a display screen, and the learner's mastery is determined based on the results of this evaluation game. A learning game program for use in a game system capable of assessing degrees is described.
 一方、ゲームをスポーツ競技として実行することが行われている。
 eスポーツは、参加者(競技者ともいう)が、ゲームの運営者が提供するコンピュータゲーム、ビデオゲーム等を使った対戦をスポーツ競技として捉える際の名称として知られている。
On the other hand, games are being run as sports competitions.
E-sports is known as a name used when participants (also referred to as competitors) compete with each other using computer games, video games, etc. provided by game operators as sports competitions.
 eスポーツを行うにあたって参加者の認証を行うゲームシステムが、例えば特許文献2に記載されている。 A game system that authenticates participants in playing esports is described in, for example, Patent Document 2.
 特許文献2には、ユーザ(プレイヤ)がゲーム装置でゲームを進行するにあたり、ユーザの認証をサーバ装置で行い、ユーザの認証後にゲーム装置でゲームの進行を可能とするゲームシステムが記載されている。
 具体的には、特許文献2には、ゲームシステムとして、サーバ装置とゲーム装置とが、通信ネットワークを介して互いに通信可能に接続される構成が示されている。ユーザは、ゲームを進行するにあたり、先ずサーバ装置にログインする。それぞれのユーザには、アカウント情報が割り当てられており、アカウント情報には、ユーザの識別情報(ユーザID)およびパスワードが含まれる。このアカウント情報は、ログイン時に、ゲーム装置からサーバ装置に送信され、サーバ装置は、送信されたアカウント情報に基づき、アクセスのあったゲーム装置に対してユーザ認証を行う。ユーザ認証が完了したゲーム装置は、サーバ装置からゲーム進行に必要なデータを取得し、ユーザは、ゲーム装置でゲームの進行が可能となる。
Patent Literature 2 describes a game system in which when a user (player) proceeds with a game on a game device, the user is authenticated by a server device, and after the user is authenticated, the game can be progressed on the game device. .
Specifically, Patent Literature 2 discloses, as a game system, a configuration in which a server device and a game device are communicably connected to each other via a communication network. The user first logs in to the server device before proceeding with the game. Account information is assigned to each user, and the account information includes user identification information (user ID) and password. This account information is transmitted from the game device to the server device at the time of login, and the server device authenticates the accessed game device based on the transmitted account information. The game device for which user authentication has been completed acquires data necessary for game progress from the server device, and the user can proceed with the game on the game device.
 また、特許文献3には、多数のゲーム機端末を大容量のホストコンピューターに接続し、予めプログラムしたゲームソフトを通信回線によって共同利用し、またホストコンピューターで各ゲーム機端末の利用状況を監視、制御出来る様にしたゲーム方法が記載されている。 In addition, in Patent Document 3, a large number of game machine terminals are connected to a large-capacity host computer, pre-programmed game software is shared through a communication line, and the host computer monitors the usage status of each game machine terminal. A controllable game method is described.
 また、特許文献4には、コンピュータゲームにおけるチート行為や情報記録媒体の不良等に起因する数値のデータ改変をできるだけ検出する数値記録装置が記載されている。
 具体的には、特許文献4には、数値記録装置の記憶部がdouble型の数値を記憶することができ、保存部が保存すべきfloat型の数値を、float型にキャストするとこれと同じ値となるdouble型の数値に特定変換して、記憶部に記憶させて保存し、取得部は、記憶部に記憶されたdouble型の数値を取得してこれをfloat型の数値にキャストし、報告部は、キャストの結果のfloat型の数値を特定変換した結果が、記憶部に記憶されたdouble型の数値に等しくない場合は、記憶部に改変があった旨を報告することが記載されている。
Further, Patent Document 4 describes a numerical value recording device that detects as much as possible data modification of numerical values caused by cheating in a computer game, defects in an information recording medium, or the like.
Specifically, in Patent Document 4, the storage unit of the numerical value recording device can store double-type numerical values, and the float-type numerical value that the storage unit should store can be cast to the same value as the float-type numerical value. is converted to a double-type numerical value, stored in the storage unit and saved, and the acquisition unit acquires the double-type numerical value stored in the storage unit, casts it to a float-type numerical value, and reports The section describes that if the result of specific conversion of the float type numerical value resulting from the cast is not equal to the double type numerical value stored in the storage section, the fact that the storage section has been altered is reported. there is
特開2005-62609号公報JP-A-2005-62609 特開2021-112592号公報(段落0023、0024等)Japanese Patent Application Laid-Open No. 2021-112592 (paragraphs 0023, 0024, etc.) 特開平5-317520号公報JP-A-5-317520 特開2006-072825号公報JP 2006-072825 A
 ゲームを、教育目的、スポーツ競技の目的等で利用する場合、教育効果、娯楽効果、ゲームの運用管理等を検証するために、評価を行うことが望まれる。
 本発明の第1の目的は、教育効果、娯楽効果、ゲームの運用管理等を検証するための評価を行う、管理システム及びゲームシステムを提供することにある。
When games are used for educational purposes, sports competition purposes, etc., it is desirable to conduct evaluations in order to verify educational effects, entertainment effects, game operation management, and the like.
A first object of the present invention is to provide a management system and a game system that perform evaluations for verifying educational effects, entertainment effects, game operation management, and the like.
 eスポーツは、通信ネットワークを利用してコンピュータ等のゲーム機器を接続して行われる。そのため、マウス、キーボード等の入力デバイスと液晶モニター等の出力デバイスの性能、及び通信ネットワークの通信環境が、対戦成績に影響を与える。
 本発明の第2の目的は、ゲームが公平な環境で行われるようにするために、ゲームに使用可能なリソース(入力デバイス、出力デバイス、通信システム等)を監視する、監視システム及びゲームシステムを提供することである。
E-sports are played by connecting game devices such as computers using a communication network. Therefore, the performance of input devices such as a mouse and keyboard, the performance of output devices such as a liquid crystal monitor, and the communication environment of a communication network affect the match result.
A second object of the present invention is to provide a monitoring system and a gaming system that monitors the resources (input devices, output devices, communication systems, etc.) available for the game in order to ensure that the game is played in a fair environment. to provide.
 ゲームを行う場合に、参加者のなりすまし、及びプログラム又はメモリのデータの改竄、通信データの改竄等の不正行為が問題となっており、ゲームが公平な環境で行われるようにするためには、かかる不正行為を監視することが求められる。
 本発明の第3の目的は、ゲームが公平な環境で行われるようにするために、参加者のなりすまし、プログラム又はメモリのデータの改竄、通信データの改竄等の不正行為を監視する、監視システム及びゲームシステムを提供することである。
Impersonation of participants, falsification of programs or memory data, falsification of communication data, and other illegal acts have become a problem when playing games. In order to ensure that games are played in a fair environment, Monitoring of such fraud is required.
A third object of the present invention is a monitoring system that monitors fraudulent acts such as impersonation of participants, falsification of program or memory data, falsification of communication data, etc., in order to ensure that the game is played in a fair environment. and to provide a game system.
 (1) 本発明に係る第1の態様は、本発明の第1の目的を達成するための、所定のゲームの実行状況を管理する管理システムであって、
 前記ゲームの参加者及び前記ゲームの提供者から独立した管理者からの所定の評価要求を受け付ける評価要求受付手段と、
 前記所定の評価要求を受け付けたことに応じて、前記管理者に、前記参加者にかかる前記ゲームの実行状況のログについて所定の評価情報を出力する評価情報出力手段と、
 を備えた管理システムである。
(1) A first aspect of the present invention is a management system for managing the execution status of a predetermined game for achieving the first object of the present invention, comprising:
evaluation request receiving means for receiving a predetermined evaluation request from a manager independent of the participants of the game and the provider of the game;
Evaluation information output means for outputting predetermined evaluation information regarding a log of the game execution status of the participant to the manager in response to receiving the predetermined evaluation request;
It is a management system with
 (2) 本発明に係る第2の態様は、本発明の第1の目的を達成するための、ゲームを行うためのデータを、通信ネットワークを介して送信するゲームサーバと、
 前記通信ネットワークを介して前記データを受信する、少なくとも1つのゲーム端末と、を備えたゲームシステムであって、
 前記ゲームサーバと、前記少なくとも1つのゲーム端末との少なくとも一方は、上記(1)に記載の管理システムを含んでいる、ゲームシステムである。
(2) A second aspect of the present invention is to achieve the first object of the present invention by providing a game server that transmits data for playing a game via a communication network;
at least one game terminal that receives the data via the communication network, wherein:
At least one of the game server and the at least one game terminal is a game system including the management system described in (1) above.
 (3) 本発明に係る第3の態様は、本発明の第2の目的を達成するための、通信ネットワークを介して実行するゲームを監視する監視システムであって、
 前記ゲームの運営者および参加者から独立した監視者からの所定の要求を受け付ける手段と、
 前記所定の要求を受け付けたことに応じて、前記監視者に、前記ゲームに使用可能なリソースについて、所定のログを出力する手段と、を備えた監視システムである。
(3) A third aspect of the present invention is a monitoring system for monitoring a game executed via a communication network for achieving the second object of the present invention, comprising:
means for receiving predetermined requests from an observer independent of the operator and participants of said game;
and means for outputting a predetermined log for the resources available for the game to the monitor in response to receiving the predetermined request.
 (4) 本発明に係る第4の態様は、本発明の第2の目的を達成するための、ゲームを行うためのデータを、通信ネットワークを介して送信するゲームサーバと、
 前記通信ネットワークを介して前記データを受信する、少なくとも1つのゲーム端末と、を備えたゲームシステムであって、
 前記ゲームサーバと、前記少なくとも1つのゲーム端末との少なくとも一方は、上記(3)に記載の監視システムを含んでいる、ゲームシステムである。
(4) A fourth aspect of the present invention is a game server that transmits data for playing a game via a communication network in order to achieve the second object of the present invention;
at least one game terminal that receives the data via the communication network,
At least one of the game server and the at least one game terminal is a game system including the monitoring system described in (3) above.
 (5) 本発明に係る第5の態様は、本発明の第3の目的を達成するための、通信ネットワークを介して実行するゲームを監視する監視システムであって、
 前記ゲームの参加者から独立した監視者からの所定の要求を受け付ける手段と、
 前記所定の要求を受け付けたことに応じて、前記監視者に、前記参加者にかかる前記ゲームの実行状況のログを出力する手段と、を備えた監視システムである。
(5) A fifth aspect of the present invention is a monitoring system for monitoring a game executed via a communication network for achieving the third object of the present invention, comprising:
means for receiving a predetermined request from an observer independent of the participants of said game;
and means for outputting a log of the execution status of the game of the participant to the monitor in response to receiving the predetermined request.
 (6) 本発明に係る第6の態様は、本発明の第3の目的を達成するための、ゲームを行うためのデータを、通信ネットワークを介して送信するゲームサーバと、
 前記通信ネットワークを介して前記データを受信する、少なくとも1つのゲーム端末と、を備えたゲームシステムであって、
 前記ゲームサーバと、前記少なくとも1つのゲーム端末との少なくとも一方は、上記(5)に記載の監視システムを含んでいる、ゲームシステムである。
(6) A sixth aspect of the present invention is a game server that transmits data for playing a game via a communication network, in order to achieve the third object of the present invention;
at least one game terminal that receives the data via the communication network, wherein:
At least one of the game server and the at least one game terminal is a game system including the monitoring system described in (5) above.
 本発明の第1及び第2の態様の各態様によれば、ゲームによる、教育効果、娯楽効果、射幸効果、ゲームの運用管理等を評価することができる。
 本発明の第3及び第4の態様の各態様によれば、ゲームに使用可能なリソース(入力デバイス、出力デバイス、通信システム等)を監視することで、ゲームを公平な環境で行うことができる。
 本発明の第5及び第6の態様の各態様によれば、監視者が、参加者のなりすまし、プログラム又はメモリのデータの改竄、通信データの改竄等の不正行為を監視して、ゲームを公平な環境で行うことができる。
According to each of the first and second aspects of the present invention, it is possible to evaluate educational effects, entertainment effects, gambling effects, game operation management, and the like.
According to each of the third and fourth aspects of the present invention, the game can be played in a fair environment by monitoring resources (input devices, output devices, communication systems, etc.) available for the game. .
According to each aspect of the fifth and sixth aspects of the present invention, the supervisor monitors fraudulent behavior such as impersonation of participants, falsification of program or memory data, falsification of communication data, etc. to keep the game fair. can be done in a safe environment.
本発明に係る第1の実施形態のゲームシステムの一構成例を示すブロック図である。BRIEF DESCRIPTION OF THE DRAWINGS It is a block diagram which shows one structural example of the game system of 1st Embodiment which concerns on this invention. 第1の実施形態における、一つのゲーム端末の一構成例を示すブロック図である。2 is a block diagram showing one configuration example of one game terminal in the first embodiment; FIG. 第1の実施形態における、一つのゲーム端末の動作を示すフローチャートである。4 is a flow chart showing the operation of one game terminal in the first embodiment; 第1の実施形態における、ゲームサーバの一構成例を示すブロック図である。It is a block diagram showing a configuration example of a game server in the first embodiment. 第1の実施形態における、分散管理台帳を含むゲームシステムを示すブロック図である。1 is a block diagram showing a game system including a distributed management ledger in the first embodiment; FIG. 本発明に係る第2の実施形態のゲームシステムの一構成例を示すブロック図である。It is a block diagram which shows one structural example of the game system of 2nd Embodiment which concerns on this invention. 第2の実施形態における、一つのゲーム端末の一構成例を示すブロック図である。FIG. 11 is a block diagram showing one configuration example of one game terminal in the second embodiment; FIG. 第2の実施形態における、一つのゲーム端末の動作を示すフローチャートである。9 is a flowchart showing the operation of one game terminal in the second embodiment; 第2の実施形態における、ゲームサーバの一構成例を示すブロック図である。It is a block diagram which shows one structural example of the game server in 2nd Embodiment. 第2の実施形態における、分散管理台帳を含むゲームシステムを示すブロック図である。FIG. 12 is a block diagram showing a game system including a distributed management ledger in the second embodiment; FIG. 第3の実施形態における、一つのゲーム端末の動作を示すフローチャートである。ック図である。10 is a flow chart showing the operation of one game terminal in the third embodiment; is a block diagram.
(第1の実施形態)
 以下、本発明の第1の実施形態について図面を用いて詳細に説明する。
 本発明の第1の実施形態は、本発明の第1及び第2の態様に係る実施形態である。
 図1は本発明に係る第1の実施形態のゲームシステムの一構成例を示すブロック図である。
(First embodiment)
A first embodiment of the present invention will be described in detail below with reference to the drawings.
A first embodiment of the present invention is an embodiment according to the first and second aspects of the present invention.
FIG. 1 is a block diagram showing one configuration example of a game system according to the first embodiment of the present invention.
 図1に示すゲームシステム10は、ゲームサーバ100、ゲーム端末200-1~200-3、及び認証サーバ300を備えている。ゲームサーバ100は、ゲームを提供する提供者によって管理される。ゲーム端末200-1~200-3はゲームに参加する参加者によって操作される。ゲームシステム10によって行われるゲームは、管理者によって評価される。管理者は、例えば参加者の親、ゲームのレーティングを行うレーティング企業等である。管理者は、ゲームシステム10から、ゲームの教育効果、娯楽効果、射幸効果、ゲームの運用管理等についての評価情報を取得する。
 管理者は、ゲームサーバ100とゲーム端末200-1~200-3との少なくとも一方で、ゲーム中、ゲーム終了後の少なくとも1つの期間に、ゲームシステム10の管理を行う。例えば、管理者は、ゲーム中、ゲーム終了後に管理を行うことで、ゲームが教育、娯楽、射幸に対してどのような影響を与えるか、ゲームが教育、娯楽、射幸に対してどのような影響を与えたか、ゲームの運用管理が適正なものかを評価することができる。
 管理者は、ゲームの提供者及び参加者から独立しており、ゲームの教育効果、娯楽効果、射幸効果、ゲームの運用管理等の評価を行う。
The game system 10 shown in FIG. 1 includes a game server 100, game terminals 200-1 to 200-3, and an authentication server 300. FIG. The game server 100 is managed by a provider who provides games. Game terminals 200-1 to 200-3 are operated by participants participating in the game. Games played by gaming system 10 are rated by an administrator. The administrator is, for example, the parent of the participant, a rating company that rates the game, or the like. The administrator acquires evaluation information on the educational effect, entertainment effect, gambling effect, game operation management, etc. of the game from the game system 10 .
The administrator manages the game system 10 for at least one of the game server 100 and the game terminals 200-1 to 200-3 during the game and at least one period after the game ends. For example, by managing the game during and after the end of the game, the administrator can determine what kind of impact the game has on education, entertainment, and gambling. It is possible to evaluate whether or not the game has been given the appropriateness and whether the game operation management is appropriate.
The administrator is independent of the game provider and participants, and evaluates the educational effect, entertainment effect, gambling effect, game operation management, etc. of the game.
 ゲームサーバ100は、ゲーム端末200-1~200-3と通信ネットワーク600を介して接続される。
 ゲームサーバ100は、コンピュータで構成され、参加者の認証を行い、参加者の認証ができた場合に、ゲームを実行するためのデータをゲーム端末200-1~200-3に送信する。
Game server 100 is connected to game terminals 200-1 to 200-3 via communication network 600. FIG.
The game server 100 is composed of a computer, authenticates the participants, and transmits data for executing the game to the game terminals 200-1 to 200-3 when the participants are authenticated.
 ゲーム端末200-1~200-3は、据置型パーソナルコンピュータ、携帯ゲーム機、タブレット型コンピュータ、又はウェアラブルコンピュータ等で構成され、参加者がゲーム実行のために使用される。
 認証サーバ300は、コンピュータで構成され、ゲームシステム10の管理者の認証を行う。認証サーバ300は、提供者及び参加者から独立した、管理者が属する管理機関が所有する。
Game terminals 200-1 to 200-3 are composed of stationary personal computers, portable game machines, tablet computers, wearable computers, or the like, and are used by participants to execute games.
The authentication server 300 is composed of a computer and authenticates the administrator of the game system 10 . The authentication server 300 is owned by a management agency to which the administrator belongs, independent of the providers and participants.
 通信ネットワーク600は、広域情報通信網及び構内情報通信網の少なくとも一方を含む。通信ネットワーク600と、ゲームサーバ100の後述する通信部103、ゲーム端末200-1~200-3の後述する通信部203は通信システムを構成し、この通信システムは、ゲームに使用可能なリソースとなる。 The communication network 600 includes at least one of a wide area information communication network and a local information communication network. Communication network 600, later-described communication unit 103 of game server 100, and later-described communication units 203 of game terminals 200-1 to 200-3 constitute a communication system, and this communication system is a resource that can be used in games. .
 参加者は、ゲームを進行するにあたり、参加者が用いるゲーム端末、例えばゲーム端末200-1からゲームサーバ100にログインする。参加者には、アカウント情報が割り当てられており、アカウント情報には、参加者の識別情報(ユーザID)およびパスワードが含まれる。アカウント情報はゲームサーバ100の後述する制御部101の補助記憶装置に記憶されている。このアカウント情報は、ログイン時に、ゲーム端末200-1からゲームサーバ100に送信され、ゲームサーバ100の制御部101は、送信されたアカウント情報に基づき、アクセスのあったゲーム端末200-1に対して参加者認証を行う。参加者認証が完了したゲーム端末200-1は、ゲームサーバ100からゲーム進行に必要なデータを取得し、参加者は、ゲーム端末200-1でゲームの進行が可能となる。 In proceeding with the game, the participants log in to the game server 100 from the game terminal used by the participant, for example, the game terminal 200-1. Account information is assigned to the participant, and the account information includes identification information (user ID) and password of the participant. Account information is stored in an auxiliary storage device of the control unit 101 of the game server 100, which will be described later. This account information is transmitted from game terminal 200-1 to game server 100 at the time of login. Perform participant authentication. Game terminal 200-1, for which participant authentication has been completed, acquires data necessary for proceeding with the game from game server 100, and the participant can proceed with the game using game terminal 200-1.
 以下、管理システムを含む、ゲーム端末200-1~200-3及びゲームサーバ100の構成及び動作について説明する。 The configurations and operations of the game terminals 200-1 to 200-3 and the game server 100, including the management system, will be described below.
(ゲーム端末200-1~200-3)
 以下、ゲーム端末200-1~200-3について説明する。以下の説明では、ゲーム端末200-1について説明するが、ゲーム端末200-2、200-3は、ゲーム端末200-1と同様な構成を備えている。ゲーム端末200-2、200-3の管理者は、ゲーム端末200-1の管理者と同一人であってもよいが、異なってもよい。
(Game terminals 200-1 to 200-3)
Game terminals 200-1 to 200-3 will be described below. In the following description, game terminal 200-1 will be described, but game terminals 200-2 and 200-3 have the same configuration as game terminal 200-1. The administrators of game terminals 200-2 and 200-3 may be the same as the administrator of game terminal 200-1, or they may be different.
 図2はゲーム端末200-1の一構成例を示すブロック図である。
 図2に示すように、ゲーム端末200-1は、制御部201、ログ記憶部202、通信部203、入力デバイス204、及び出力デバイス205を備えている。ゲーム端末200-1には、外付け記憶デバイスとなるUSBメモリ210が挿入可能となっており、図2ではUSBメモリ210が挿入された状態を示している。
 制御部201、入力デバイス204及びUSBメモリ210は評価要求受付部を構成し、制御部201、入力デバイス204及びUSBメモリ215は管理者の評価要求を受け付ける。制御部201、ログ記憶部202及び出力デバイス205は、参加者にかかるゲームの実行状況のログについての評価情報を出力する評価情報出力部を構成する。評価要求受付部及び評価情報出力部は管理システムを構成する。
FIG. 2 is a block diagram showing one configuration example of the game terminal 200-1.
As shown in FIG. 2, the game terminal 200-1 includes a control section 201, a log storage section 202, a communication section 203, an input device 204, and an output device 205. FIG. A USB memory 210 serving as an external storage device can be inserted into the game terminal 200-1, and FIG. 2 shows a state in which the USB memory 210 is inserted.
The control unit 201, the input device 204, and the USB memory 210 constitute an evaluation request receiving unit, and the control unit 201, the input device 204, and the USB memory 215 receive the administrator's evaluation request. The control unit 201, the log storage unit 202, and the output device 205 constitute an evaluation information output unit that outputs evaluation information about a log of the game execution status of the participants. The evaluation request reception unit and the evaluation information output unit constitute a management system.
 制御部201は、CPU(Central Processing Unit)等の演算処理装置、アプリケーションソフトウェア又はOS(Operating System)等の各種の制御用プログラムを格納したHDD(Hard Disk Drive)等の補助記憶装置、及び演算処理装置がプログラムを実行する上で一時的に必要とされるデータを格納するためのRAM(Random Access Memory)といった主記憶装置を備える。
 そして、ゲーム端末200-1において、演算処理装置が補助記憶装置からアプリケーションソフトウェア又はOSを読み込み、読み込んだアプリケーションソフトウェアやOSを主記憶装置に展開させながら、これらのアプリケーションソフトウェア又はOSに基づいた演算処理を行なう。また、この演算結果に基づいて、各装置が備える各種のハードウェアを制御する。これにより、本実施形態の機能は実現される。つまり、本実施形態のゲーム端末200-1は、ハードウェアとソフトウェアが協働することにより実現することができる。
The control unit 201 includes an arithmetic processing unit such as a CPU (Central Processing Unit), an auxiliary storage device such as an HDD (Hard Disk Drive) storing various control programs such as application software or an OS (Operating System), and arithmetic processing. The device is equipped with a main memory such as a RAM (Random Access Memory) for storing data temporarily required for executing programs.
Then, in the game terminal 200-1, the arithmetic processing unit reads the application software or the OS from the auxiliary storage device, and develops the read application software or OS in the main storage device while performing arithmetic processing based on the application software or the OS. do Also, based on the result of this calculation, various hardware included in each device is controlled. This implements the functions of the present embodiment. In other words, the game terminal 200-1 of this embodiment can be realized by cooperation of hardware and software.
 制御部201は、ログ記憶部202、通信部203、入力デバイス204、及び出力デバイス205の動作の制御を行う。制御部201の補助記憶装置は、ゲームの実行状況のログとなる、ゲーム中のアプリケーションログを記録するプログラムを備えている。アプリケーションログは、例えば、ゲーム中に通信部203を介して送受信される、ゲーム端末200-1からゲームサーバ100までのHTTPリクエストやHTTPレスポンスの内容である。このログにより、どのAPIが、どの参加者にどんな内容で叩かれたか、どんな値を返したか、などを各リクエスト、レスポンスに対して1レコードずつ残しておくことができる。
 また、制御部201は、ログ記憶部202に記憶された、ゲームの実行状況のログについての評価情報を生成して、出力デバイス205から評価情報を出力する。制御部201は、ゲームの実行状況のログを用いて、一又は複数の評価項目について評価を行い、各評価項目の基準を満たすか否かの判断を示した情報、各評価項目の達成度を数値化した情報等の評価情報を生成する。
The control unit 201 controls operations of the log storage unit 202 , the communication unit 203 , the input device 204 and the output device 205 . The auxiliary storage device of the control unit 201 has a program for recording an application log during the game, which is a log of the execution status of the game. The application log is, for example, the contents of HTTP requests and HTTP responses from the game terminal 200-1 to the game server 100, which are transmitted and received via the communication unit 203 during the game. With this log, it is possible to leave one record for each request and response, such as which API was hit by which participant with what content, and what value was returned.
The control unit 201 also generates evaluation information about the game execution status log stored in the log storage unit 202 and outputs the evaluation information from the output device 205 . The control unit 201 evaluates one or a plurality of evaluation items using the log of the game execution status, and outputs information indicating whether or not the criteria for each evaluation item is satisfied and the degree of achievement of each evaluation item. Generate evaluation information such as quantified information.
 ログ記憶部202は、ゲームの実行状況のログを記憶する。
 通信部203は、通信ネットワーク600を介してゲームサーバ100と通信する。
The log storage unit 202 stores a log of the game execution status.
Communication unit 203 communicates with game server 100 via communication network 600 .
 入力デバイス204は、例えば、マウス、キーボードである。
 出力デバイス205は、表示デバイス、例えば液晶ディスプレイである。入力デバイス204及び出力デバイス205は、ゲームに使用可能なリソースとなる。
 入力デバイス204と出力デバイス205とは、タッチパネル付き液晶ディスプレイで構成して一体化されてもよい。入力デバイス204と出力デバイス205は、管理者が管理の操作に用いるとともに、参加者がゲームの実行に用いる。
 ここでは、外付け記憶デバイスとしてUSBメモリを用いているが、ポータブルハードディスク(携帯可能な外付けハードディスク)、ポータブルSSD(携帯可能な外付けSSD)等を用いてもよい。
Input device 204 is, for example, a mouse and a keyboard.
The output device 205 is a display device such as a liquid crystal display. Input device 204 and output device 205 are resources available for the game.
The input device 204 and the output device 205 may be configured by a liquid crystal display with a touch panel and integrated. The input device 204 and the output device 205 are used by the administrator for management operations and by the participants for executing the game.
Here, a USB memory is used as an external storage device, but a portable hard disk (portable external hard disk), portable SSD (portable external SSD), etc. may be used.
 (評価情報の例)
 以下、評価情報の具体例は以下の通りである。
 (1)、参加者が所定の目的を構成する操作のログに基づいて評価情報を出力する例
 所定の目的は、例えば、アイテム、畑、家屋、島、音楽等である。
 例えば、参加者がアイテムを使用した場合、制御部201は、ゲーム端末とゲームサーバとの間のアイテムに関するログに基づいて、どのアイテムがどの参加者に何回、どの程度の時間使用され、どのような値を返したか等の情報を得て、評価情報を生成することができる。
 評価情報は、参加者がアイテムを選択したり、決定したりする回数が所定の回数以上か、何らかの報酬が与えられるか、ゲーム時間が所定の時間以下か、参加者の成績が向上するにつれて、ゲーム内容のレベルも上昇するように構成されているか、等の評価項目から各評価項目の基準を満たすか否かの判断を示した情報、各評価項目の達成度を数値化した情報等である。
 この評価情報により、管理者は、ゲームの参加者のクリエイティビティを育む観点からゲームを評価することができる。
(Example of evaluation information)
Specific examples of the evaluation information are as follows.
(1) Example in which a participant outputs evaluation information based on a log of operations constituting a predetermined purpose Predetermined purposes are, for example, items, fields, houses, islands, and music.
For example, when a participant uses an item, the control unit 201 determines which item is used by which participant, how many times, for how long, and which Evaluation information can be generated by obtaining information such as whether or not such a value was returned.
The evaluation information includes whether the number of times the participant selects or decides an item is a predetermined number of times or more, whether some kind of reward is given, whether the game time is less than a predetermined time, and whether the participant's performance improves. Information that indicates whether or not the criteria for each evaluation item are met from evaluation items such as whether the level of the game content is configured to increase, information that quantifies the degree of achievement of each evaluation item, etc. .
This evaluation information allows the administrator to evaluate the game from the viewpoint of nurturing the creativity of the game participants.
 (2)参加者が他の参加者と所定の対話をする操作のログに基づいて評価情報を出力する例
 参加者が他の参加者と所定の対話した場合、制御部201は、参加者のゲーム端末がゲームサーバを介して行った他の参加者のゲーム端末との対話に関するログに基づいて、対話の回数、対話の時間、差別用語及び暴言が含まれていないか等の情報を得て、評価情報を生成することができる。
 評価情報は、対話の回数が所定の回数以下か、対話の時間が所定の時間以下か、差別用語及び暴言が含まれていないか等の評価項目から各評価項目の基準を満たすか否かの判断を示した情報、各評価項目の達成度を数値化した情報等である。
 この評価情報により、管理者は、ゲームの参加者のコミュニケーション能力を育む観点からゲームを評価することができる。
(2) Example of Outputting Evaluation Information Based on a Log of an Operation of a Participant Having a Predetermined Dialogue with Another Participant Obtaining information such as the number of dialogues, duration of dialogues, discriminatory terms and abusive language, etc., based on the logs of dialogues between the game terminal and other participants' game terminals conducted via the game server. , can generate evaluation information.
The evaluation information is based on evaluation items such as whether the number of dialogues is a predetermined number of times or less, whether the dialogue duration is a predetermined time or less, whether discriminatory terms and abusive language are included, and whether or not each evaluation item meets the criteria. Information indicating the judgment, information quantifying the degree of achievement of each evaluation item, and the like.
Based on this evaluation information, the manager can evaluate the game from the viewpoint of nurturing the communication skills of the game participants.
 (3)参加者による所定の価値単位の変動にかかる操作のログに基づいて評価情報を出力する例
 所定の価値単位の変動は、例えば、株式、劣化する通貨等である。
 制御部201は、例えば、参加者が株式シミュレーションゲームにより、変動する株価に対する株式の売買を行う操作のログに基づいて、株式の売りの価格、株式の買いの価格、売買のタイミングが含まれていないか等の情報を得て、評価情報を生成することができる。
 評価情報は、株式売買の利益が所定の額以上か、株式売買の回数が所定の回数以下か等の評価項目から各評価項目の基準を満たすか否かの判断を示した情報、各評価項目の達成度を数値化した情報等である。
 この評価情報により、管理者は、ゲームの参加者の金銭感覚を育む観点からゲームを評価することができる。
(3) Example of Outputting Evaluation Information Based on a Log of Operations Related to Changes in Predetermined Value Units by Participants Fluctuations in predetermined value units are, for example, stocks and depreciating currencies.
For example, the control unit 201 includes the sell price of the stock, the buy price of the stock, and the timing of trading based on the log of the operation of trading the stock with respect to the fluctuating stock price by the participant in the stock simulation game. Evaluation information can be generated by obtaining information such as whether or not there is any.
The evaluation information is information indicating whether or not the criteria for each evaluation item are satisfied from the evaluation items such as whether the profit from trading stocks is a predetermined amount or more, whether the number of stock trading times is less than a predetermined number, and each evaluation item. It is information that quantifies the degree of achievement of
Based on this evaluation information, the manager can evaluate the game from the viewpoint of cultivating the money sense of the game participants.
 (4)参加者による所定の調査にかかる操作のログに基づいて評価情報を出力する例
 所定の調査は、例えば、自然観察、美術品の真贋判定、避難経路探索等である。
 制御部201は、例えば、参加者が自然観察を行った場合、自然を写す画像に対する操作のログに基づいて、画像上にカーソルを置く位置、説明項目のクリック回数、画像を視聴している時間、質問に対する回答等の情報を得て、評価情報を生成することができる。
 評価情報は、画像上にカーソルが置かれる位置の移動回数が一定回数以上か、説明項目のクリック回数が一定回数以上か、画像を視聴している時間が一定時間以上か、質問に対する正答率が一定数以上か等の評価項目から各評価項目の基準を満たすか否かの判断を示した情報、各評価項目の達成度を数値化した情報等である。
 この評価情報により、管理者は、ゲームの参加者の観察力を育む観点からゲームを評価することができる。
(4) Example of Outputting Evaluation Information Based on a Log of Operations Related to Predetermined Surveys by Participants Predetermined surveys include, for example, observation of nature, authenticity determination of works of art, search for evacuation routes, and the like.
For example, when a participant observes nature, the control unit 201 determines the position of the cursor on the image, the number of clicks on the explanation item, the time spent viewing the image, and the number of clicks on the explanation item based on the log of the operation on the image of the nature. , information such as answers to questions can be obtained, and evaluation information can be generated.
The evaluation information includes whether the number of times the cursor is moved over the image exceeds a certain number of times, whether the explanation item is clicked a certain number of times or more, whether the image is viewed for a certain amount of time or more, and the rate of correct answers to questions. It is information indicating whether or not the criterion of each evaluation item is satisfied from evaluation items such as whether or not the number is equal to or greater than a certain number, and information quantifying the degree of achievement of each evaluation item.
With this evaluation information, the manager can evaluate the game from the viewpoint of cultivating the observation power of the game participants.
 (5)参加者による操作のログに基づく、操作から独立した所定の所有対象の獲得設定に基づいて評価情報を出力する例
 所定の所有対象は、例えば、ガチャによるアイテム等である。
 参加者がガチャによりアイテムを獲得した場合、制御部201は、ガチャの操作のログに基づいて、ガチャを引いた回数、ガチャに費やした金額、アイテム獲得後のゲーム時間等の情報を得て、評価情報を生成することができる。
 評価情報は、アイテム獲得のためにガチャを引いた回数が一定回数以上か、ガチャに費やした金額が一定金額以上か、アイテム獲得後のゲーム時間が増えたか等の評価項目から各評価項目の基準を満たすか否かの判断を示した情報等である。
 この評価情報により、管理者は、ゲームの参加者の射幸心をあおる観点からゲームを評価することができる。
(5) An example of outputting evaluation information based on acquisition settings of a predetermined possessed object independent of the operation based on the log of the operation by the participant.
When the participant wins an item through the gacha, the control unit 201 obtains information such as the number of times the gacha was drawn, the amount spent on the gacha, the game time after the item was acquired, etc., based on the operation log of the gacha. Evaluation information can be generated.
The evaluation information is based on criteria for each evaluation item, such as whether the number of times the gacha was drawn to obtain an item is a certain number or more, whether the amount spent on the gacha is a certain amount or more, and whether the game time has increased after obtaining the item. It is information or the like indicating a judgment as to whether or not the condition is satisfied.
Based on this evaluation information, the manager can evaluate the game from the viewpoint of stimulating the gambling spirit of the game participants.
 (6)参加者による操作に応じたフィードバックに基づいて評価情報を出力する例
 フィードバックは、例えば、次の部屋にある宝の示唆、次の達成可能な次の目標の提示等である。
 例えば、参加者が次の部屋にある宝の示唆により宝を取得した場合、制御部201は、フィードバック(次の部屋にある宝の示唆)に関するログに基づいて、フィードバックを得るまでヒントが与えられた回数、フィードバックを得るための入力デバイスの操作回数、フィードバックを得てから宝を取得するまでの時間等の情報を得て、評価情報を生成することができる。
 評価情報は、フィードバックを得るまでのヒントが一定回数以上か、フィードバックを得るための入力デバイスの操作回数が一定以上か、フィードバックを得てから宝を取得するまでの時間が一定時間以上か、等の評価項目から各評価項目の基準を満たすか否かの判断を示した情報、各評価項目の達成度を数値化した情報等である。
 この評価情報により、管理者は、ゲームの参加者の好奇心をあおる観点からゲームを評価することができる。
(6) Example of Outputting Evaluation Information Based on Feedback According to Participant's Operation Feedback is, for example, a suggestion of a treasure in the next room, a presentation of the next achievable goal, and the like.
For example, when the participant obtains a treasure by suggesting a treasure in the next room, the control unit 201 keeps giving hints until the feedback is obtained based on the log regarding the feedback (suggestion of the treasure in the next room). It is possible to generate evaluation information by obtaining information such as the number of times the player has received the feedback, the number of times the input device has been operated to obtain the feedback, and the time from when the feedback is obtained until when the treasure is obtained.
Evaluation information includes information such as whether there are more than a certain number of hints before obtaining feedback, whether the number of times the input device is operated to obtain feedback is more than a certain amount, and whether the time from obtaining feedback to obtaining the treasure is more than a certain amount of time. information indicating whether or not the criteria of each evaluation item are satisfied from the evaluation items, information quantifying the degree of achievement of each evaluation item, and the like.
This evaluation information allows the administrator to evaluate the game from the perspective of arousing the curiosity of the participants of the game.
 (7)参加者の成長の可視化に基づいて評価情報を出力する例
 参加者の成長の可視化は、例えば、知識又は経験値レベルの表示等である。
 制御部201は、知識又は経験値レベルの表示に関するログに基づいて、参加者が知識又は経験値レベルの表示を表示画面上に表示した回数、表示後のゲームの実行回数等の情報を得て、評価情報を生成することができる。
 評価情報は、参加者が知識又は経験値レベルの表示を表示画面上に表示した回数が所定の回数以上か、表示後のゲームの実行回数が所定の回数以上か等の評価項目から各評価項目の基準を満たすか否かの判断を示した情報、各評価項目の達成度を数値化した情報等である。
 この評価情報により、管理者はゲームの参加者の達成感をあおる観点からゲームを評価することができる。
(7) Example of Outputting Evaluation Information Based on Visualization of Participant's Growth Visualization of participant's growth is, for example, display of knowledge or experience level.
The control unit 201 obtains information such as the number of times the knowledge or experience level display has been displayed by the participant on the display screen, the number of times the game has been executed after the display, etc. , can generate evaluation information.
The evaluation information is selected from evaluation items such as whether the number of times the participant has displayed the display of knowledge or experience level on the display screen a predetermined number of times or more, or whether the number of times the game has been executed after the display has been performed a predetermined number of times or more. information that indicates whether or not the criteria are met, information that quantifies the degree of achievement of each evaluation item, and the like.
Based on this evaluation information, the administrator can evaluate the game from the viewpoint of increasing the sense of accomplishment of the game participants.
 (8)参加者のレベルに応じた難易度設定に基づいて評価情報を出力する例
 難易度設定は、例えば、初心者でも3分遊べる設定等である。
 制御部201は、難易度設定に関するログに基づいて、難易度設定のレベルによる、参加者のゲーム時間、入力デバイスの操作回数等の情報を得て、評価情報を生成することができる。
 評価情報は、参加者のゲーム時間が所定の時間以下か、入力デバイスの操作回数が所定の回数以下か、等の評価項目から各評価項目の基準を満たすか否かの判断を示した情報、各評価項目の達成度を数値化した情報等である。
 この評価情報により、ゲームの参加者の継続意欲をあおる観点からゲームを評価することができる。
 (9)ネットワーク遅延に基づいて評価情報を出力する例
 制御部201は、通信部203を介したゲームサーバ100との通信のネットワーク遅延に関するログに基づいて、ネットワーク遅延の値の情報を得て、評価情報を生成することができる。
 評価情報は、ネットワーク遅延の値が所定の値以下かの評価項目から各評価項目の基準を満たすか否かの判断を示した情報、各評価項目の達成度を数値化した情報等である。
 この評価情報により、ゲームの通信環境等のゲームの運用管理の観点からゲームを評価することができる。
(8) Example of outputting evaluation information based on difficulty level setting according to participant's level The difficulty level setting is, for example, a setting that allows even a beginner to play for 3 minutes.
The control unit 201 can generate evaluation information by obtaining information such as the participant's game time and the number of operations of the input device according to the level of the difficulty setting based on the log regarding the difficulty level setting.
The evaluation information is information indicating whether or not the criteria for each evaluation item are satisfied from evaluation items such as whether the participant's game time is less than or equal to a predetermined time, or whether the number of times the input device is operated is less than or equal to a predetermined number. It is information that quantifies the degree of achievement of each evaluation item.
Based on this evaluation information, the game can be evaluated from the viewpoint of motivating the participants to continue the game.
(9) Example of outputting evaluation information based on network delay The control unit 201 obtains information on the value of the network delay based on a log regarding network delay in communication with the game server 100 via the communication unit 203, Evaluation information can be generated.
The evaluation information includes information indicating whether or not the criteria of each evaluation item is satisfied from the evaluation item of whether the value of network delay is equal to or less than a predetermined value, information quantifying the degree of achievement of each evaluation item, and the like.
Based on this evaluation information, the game can be evaluated from the viewpoint of game operation management such as the communication environment of the game.
 ネットワーク遅延は、TCP/IPにおけるコマンドであるpingコマンドを用いて測定することができる。pingコマンドは、ICMPプロトコルの「echo request」パケットをゲームサーバ100に送信し、ゲームサーバ100から「echo request」パケットが返ってくるまでの時間で測定することができる。  Network delay can be measured using the ping command, which is a command in TCP/IP. A ping command can be measured by the time from when an ICMP protocol “echo request” packet is sent to the game server 100 until the “echo request” packet is returned from the game server 100 .
 (ゲーム端末200-1における管理動作)
 管理者は、ゲームの開始前、ゲーム中、ゲーム終了後の少なくとも1つの期間に、ゲーム端末200-1の管理を行う。
 ゲーム端末200-1の管理を行う管理者の認証を行うために、まず、管理者は、認証サーバ300にログインする。管理者にはアカウント情報が割り当てられており、このアカウント情報は管理者によってキーボード等の入力デバイス204を用いて入力される。アカウント情報は、ゲーム端末2001-1から通信ネットワーク600を介して認証サーバ300に送信される。アカウント情報には管理者の識別情報(管理者ID)及びパスワードが含まれる。
(Management operation in game terminal 200-1)
The administrator manages game terminal 200-1 during at least one period before the game starts, during the game, and after the game ends.
In order to authenticate an administrator who manages game terminal 200-1, the administrator first logs into authentication server 300. FIG. Account information is assigned to the administrator, and this account information is input by the administrator using the input device 204 such as a keyboard. Account information is transmitted from game terminal 2001 - 1 to authentication server 300 via communication network 600 . The account information includes administrator identification information (administrator ID) and password.
 認証サーバ300には、管理者のアカウント情報が予め登録されている。認証サーバ300は、登録されたアカウント情報と、受信したアカウント情報とを照合して、管理者の認証を行い認証の可否、及び認証がされた場合はUSBメモリ210に記憶された管理プログラムを起動させるためのパスワードをゲーム端末200-1に送信する。 The administrator's account information is registered in advance in the authentication server 300 . The authentication server 300 compares the registered account information with the received account information, authenticates the administrator, determines whether or not the administrator is authenticated, and activates the management program stored in the USB memory 210 if the authentication is successful. A password for enabling the game terminal 200-1 is transmitted to the game terminal 200-1.
 ゲーム端末200-1は、受信した、管理者の認証の可否、及びパスワードを出力デバイス205に表示する。
 管理者がUSBメモリ210をゲーム端末200-1に挿入すると、パスワードの入力が求められ、管理者が、認証サーバ300から送られ、出力デバイス205に表示されたパスワードを入力すると、USBメモリ210に記憶された管理プログラムが起動する。こうして、認証された管理が、管理プログラムを起動させてゲーム端末200-1の管理を行うことが可能となる。
Game terminal 200-1 displays on output device 205 the received approval or disapproval of administrator authentication and the password.
When the administrator inserts the USB memory 210 into the game terminal 200-1, he is prompted to enter a password. A stored management program is started. Thus, the authenticated manager can activate the management program and manage game terminal 200-1.
 管理プログラムが起動されると、制御部201はログ記憶部202から、記録されているログに関するゲームソフト名と、評価情報の種類とを読み出して、出力デバイス205となる液晶ディスプレイに管理項目の選択画面を表示する。
 管理項目の選択画面には、管理対象となるゲームソフト名、評価情報の種類が表示され、管理者は、その中から1又は複数の管理対象となるゲームソフト名、評価情報を選択し、出力デバイス205の選択画面に表示された開始ボタンをクリックする。
When the management program is started, the control unit 201 reads out the game software name and the type of evaluation information related to the recorded log from the log storage unit 202, and selects management items on the liquid crystal display serving as the output device 205. display the screen.
The name of the game software to be managed and the type of evaluation information are displayed on the management item selection screen, and the administrator selects one or more game software names and evaluation information to be managed from among them, and outputs them. The start button displayed on the device 205 selection screen is clicked.
 このクリック操作により、ログの読み出しと、評価情報の生成と出力が行われる。このクリック操作が管理者からの所定の評価要求となる。
 制御部201は、管理プログラムを用いて、ゲームの実行状況のログをログ記憶部202から読み出し、例えば、(1)~(9)に示した評価情報のいずれかを生成し、この評価情報を出力デバイス205から出力する。
By this click operation, the log is read and the evaluation information is generated and output. This click operation serves as a predetermined evaluation request from the administrator.
The control unit 201 uses the management program to read the log of the game execution status from the log storage unit 202, for example, generates any of the evaluation information shown in (1) to (9), and stores this evaluation information. Output from the output device 205 .
 具体例として(5)の例を挙げて説明すると、参加者がガチャによりアイテムを獲得した場合、ログとして、アイテム獲得のためにガチャを引いた回数、ガチャに費やした金額、アイテム獲得後のゲーム時間等の情報がログ記憶部202に記憶される。
 制御部201は、例えば、アイテム獲得のためにガチャを引いた回数が100回以上であれば基準を満たさず、又はガチャに費やした金額が10万円以上であれば基準を満たさず、ゲームの参加者の射幸心をあおる効果が高いとの評価情報を生成して出力する。また、制御部201は、アイテム獲得後のゲーム時間がアイテム獲得前よりも1.5倍以上に増えた場合は、ゲームの参加者の射幸心をあおる効果が高いとの評価情報を生成して出力する。
 制御部201は、アイテム獲得のためにガチャを引いた回数、ガチャに費やした金額、アイテム獲得後のゲーム時間に複数の基準を設けて評価情報を生成して出力することができる。例えば、制御部201は、ガチャを引いた回数を、30回以下、30回-50回、50回-100回、100回以上に分け、ガチャに費やした金額を3万円以下、3万円-5万円、5万円-10万円、10万円以上に分け、ゲーム時間がアイテム獲得前よりも増えた割合を1.3倍以下、1.3倍-1.5倍、1.5倍以上に分けて、これらの基準を組合せて評価情報を生成して出力してもよい。
 この評価情報により、管理者は、ゲームの参加者の射幸心をあおる観点からゲームを評価することができる。
Taking (5) as a specific example, when a participant acquires an item from a gacha, the log shows the number of times the gacha was drawn to acquire the item, the amount spent on the gacha, and the game played after acquiring the item. Information such as time is stored in the log storage unit 202 .
For example, the control unit 201 determines that the criteria are not met if the number of times the gacha is drawn to obtain an item is 100 or more, or the criteria is not met if the amount spent on the gacha is 100,000 yen or more, and the game is executed. Generate and output evaluation information indicating that it is highly effective in stimulating the gambling spirit of the participants. In addition, when the game time after obtaining the item increases by 1.5 times or more than before obtaining the item, the control unit 201 generates evaluation information indicating that the game is highly effective in stimulating the gambling spirit of the participants of the game. Output.
The control unit 201 can generate and output evaluation information by setting a plurality of criteria for the number of times the gacha is drawn to obtain an item, the amount of money spent on the gacha, and the game time after obtaining the item. For example, the control unit 201 divides the number of times the gacha was drawn into 30 times or less, 30 times-50 times, 50 times-100 times, and 100 times or more, and the amount spent on the gacha is 30,000 yen or less, 30,000 yen Divided into -50,000 yen, 50,000 yen -100,000 yen, and 100,000 yen or more. It may be divided into five times or more, and evaluation information may be generated and output by combining these criteria.
Based on this evaluation information, the manager can evaluate the game from the viewpoint of stimulating the gambling spirit of the game participants.
 管理者は、出力デバイス205に表示される評価情報に基づいて、ゲーム端末200-1において実行されるゲームの所定の評価を行う。
 管理者は、ゲーム端末200-2、200-3についても、ゲーム端末200-1と同様に、管理者はゲーム端末200-2、200-3において実行されるゲームの所定の評価を行う。
Based on the evaluation information displayed on the output device 205, the administrator makes a predetermined evaluation of the game executed on the game terminal 200-1.
For game terminals 200-2 and 200-3, the administrator performs a predetermined evaluation of the games executed at game terminals 200-2 and 200-3 in the same manner as for game terminal 200-1.
 ゲームの評価は、ゲーム端末200-1~ゲーム端末200-3についてそれぞれ行い、ゲーム端末200-1~ゲーム端末200-3のすべての評価情報を集計してゲームに対する所定の評価を行ってもよい。
 例えば、ゲーム端末200-1では、評価基準を満たさないが、ゲーム端末200-1~200-3全体では、評価基準を満たす場合は、ゲームは、評価基準を満たすとしてもよい。
Game evaluation may be performed for each of game terminals 200-1 to 200-3, and a predetermined evaluation of the game may be performed by aggregating all the evaluation information of game terminals 200-1 to 200-3. .
For example, if game terminal 200-1 does not satisfy the evaluation criteria, but game terminals 200-1 to 200-3 as a whole satisfy the evaluation criteria, the game may be regarded as satisfying the evaluation criteria.
 ゲーム端末200-1~200-3のゲームの所定の評価が判断されると、ゲーム端末200-1~200-3についての、管理者による管理動作が終了する。 When the predetermined evaluation of the game of game terminals 200-1 to 200-3 is determined, the manager's management operation for game terminals 200-1 to 200-3 ends.
 以上の説明では、管理者がUSBメモリ210をゲーム端末200-1に挿入し、挿入されたUSBメモリ210に記憶された管理プログラムを利用する例について説明した。しかし、管理プログラムは認証サーバ300又は他のサーバに記憶されており、管理者の指示に基づいて、ネットワークを経由して、管理プログラムがゲーム端末200-1にインストールされる構成でもよい。 In the above description, an example has been described in which the administrator inserts the USB memory 210 into the game terminal 200-1 and uses the management program stored in the inserted USB memory 210. However, the management program may be stored in authentication server 300 or another server, and the management program may be installed in game terminal 200-1 via a network based on an administrator's instruction.
 図3は、ゲーム端末200-1の動作を示すフローチャートである。以下の説明では、ゲーム端末200-1の動作について説明するが、ゲーム端末200-2、200-3も、ゲーム端末200-1と同様な動作を行う。 FIG. 3 is a flowchart showing the operation of game terminal 200-1. In the following description, the operation of game terminal 200-1 will be described, but game terminals 200-2 and 200-3 also perform the same operation as game terminal 200-1.
 ステップS11において、ゲーム端末200-1は、管理者のアカウント情報を、通信ネットワーク600を介して認証サーバ300に送信する。
 認証サーバ300は、予め登録されたアカウント情報と、受信したアカウント情報とを照合して、管理者の認証を行う。そして、認証サーバ300は、認証の可否、及び認証がされた場合はUSBメモリ210に記憶された管理プログラムを起動させるためのパスワードをゲーム端末200-1に送信する。
In step S 11 , game terminal 200 - 1 transmits the administrator's account information to authentication server 300 via communication network 600 .
The authentication server 300 collates the pre-registered account information with the received account information to authenticate the administrator. Then, authentication server 300 transmits to game terminal 200-1 whether or not the authentication has been approved, and, if the authentication is successful, the password for starting the management program stored in USB memory 210. FIG.
 ステップS12において、ゲーム端末200-1は、管理者の認証の可否、及びパスワードを受信し、出力デバイス205に表示する。
 ステップS13において、ゲーム端末200-1は、管理者によりパスワードが入力されると、USBメモリ210に記憶された管理プログラムを起動する。
 ステップS14において、ゲーム端末200-1は、管理プログラムに基づいて、管理項目の選択画面を表示し、管理者が選択した管理項目を受け付ける。
In step S12, the game terminal 200-1 receives the approval/denial of authentication of the administrator and the password, and displays them on the output device 205. FIG.
In step S13, game terminal 200-1 activates the management program stored in USB memory 210 when the password is input by the administrator.
In step S14, game terminal 200-1 displays a management item selection screen based on the management program, and accepts the management item selected by the administrator.
 ステップS15において、ゲーム端末200-1は、選択された管理項目に対応して、ログ記憶部202からゲームの実行状況に関するログを読み出して、評価情報を生成し、その評価情報を出力デバイス205に表示する。 In step S15, game terminal 200-1 reads out a log regarding the execution status of the game from log storage unit 202 corresponding to the selected management item, generates evaluation information, and outputs the evaluation information to output device 205. indicate.
 (ゲームサーバ100)
 次に、ゲームサーバ100について説明する。
 図4はゲームサーバ100の一構成例を示すブロック図である。
 図4に示すように、ゲームサーバ100は、制御部101、ログ記憶部102、通信部103、入力デバイス104、及び出力デバイス105を備えている。ゲームサーバ100には、外付け記憶デバイスとなるUSBメモリ110が挿入可能となっており、図4ではUSBメモリ110が挿入された状態を示している。
(Game server 100)
Next, the game server 100 will be explained.
FIG. 4 is a block diagram showing a configuration example of the game server 100. As shown in FIG.
As shown in FIG. 4, the game server 100 includes a control unit 101, a log storage unit 102, a communication unit 103, an input device 104, and an output device 105. A USB memory 110 as an external storage device can be inserted into the game server 100, and FIG. 4 shows a state in which the USB memory 110 is inserted.
 制御部101、入力デバイス104及びUSBメモリ110は評価要求受付部を構成し、制御部101、入力デバイス104及びUSBメモリ110は管理者のログ要求を受け付ける。制御部101、ログ記憶部102及び出力デバイス105は、ログ記憶部102に記憶されたログに基づく評価情報を出力する評価情報出力部を構成する。評価要求受付部及び評価情報出力部は管理システムを構成する。
 ゲームサーバ100の管理者は、ゲーム端末200-1~200-3の管理者と同一人であってもよいが、異なってもよい。
The control unit 101, the input device 104, and the USB memory 110 constitute an evaluation request receiving unit, and the control unit 101, the input device 104, and the USB memory 110 receive log requests from the administrator. The control unit 101 , the log storage unit 102 and the output device 105 constitute an evaluation information output unit that outputs evaluation information based on the log stored in the log storage unit 102 . The evaluation request reception unit and the evaluation information output unit constitute a management system.
The administrator of game server 100 may be the same as the administrator of game terminals 200-1 to 200-3, or may be different.
 制御部101は、ログ記憶部102、通信部103、入力デバイス104、及び出力デバイス105の動作の制御を行う。制御部101は、ゲーム端末200-1~200-3からのログイン時に、アクセスのあったゲーム端末と、そのゲーム端末から送信されたアカウント情報とを紐づけて、ログとしてログ記憶部102に記憶する。このログは、本人確認情報であり、ゲームの実行状況のログの少なくとも一つとなる。また、制御部101は、ゲーム端末200-1~200-3から送信される、参加者のゲームの実行状況を示す情報を、ログとしてログ記憶部102に記憶する。 The control unit 101 controls the operations of the log storage unit 102, the communication unit 103, the input device 104, and the output device 105. When logging in from game terminals 200-1 to 200-3, control unit 101 associates the accessed game terminal with the account information transmitted from the game terminal, and stores the log in log storage unit 102 as a log. do. This log is personal identification information and is at least one of the game execution status logs. Further, control unit 101 stores, as a log, in log storage unit 102 information indicating the status of execution of the game of the participants, which is transmitted from game terminals 200-1 to 200-3.
 ログ記憶部102は、通信部103を介したゲーム端末200-1~200-3についてのゲームの実行状況のログを記憶する。
 通信部103は、通信ネットワーク600を介してゲーム端末200-1~200-3と通信する。
Log storage unit 102 stores a log of the game execution status of game terminals 200-1 to 200-3 via communication unit 103. FIG.
Communication unit 103 communicates with game terminals 200-1 to 200-3 via communication network 600. FIG.
 入力デバイス104は、例えば、マウス、キーボードである。
 出力デバイス105は、表示デバイス、例えば液晶ディスプレイである。
 入力デバイス104と出力デバイス105とは、タッチパネル付き液晶ディスプレイで構成して一体化されてもよい。入力デバイス104と出力デバイス105とは主として管理時に用いられるので、管理時のみに取り付けを行い、管理時以外は取り外してもよい。
Input device 104 is, for example, a mouse and a keyboard.
The output device 105 is a display device such as a liquid crystal display.
The input device 104 and the output device 105 may be configured by a liquid crystal display with a touch panel and integrated. Since the input device 104 and the output device 105 are mainly used at the time of management, they may be attached only at the time of management and removed at times other than the time of management.
 ここでは、外付け記憶デバイスとしてUSBメモリを用いているが、ポータブルハードディスク(携帯可能な外付けハードディスク)、ポータブルSSD(携帯可能な外付けSSD)等を用いてもよい。 Here, a USB memory is used as an external storage device, but a portable hard disk (portable external hard disk), portable SSD (portable external SSD), etc. may also be used.
 (ゲームサーバ100における管理動作)
 管理者は、ゲームの開始前、ゲーム中、ゲーム終了後の少なくとも1つの期間に、ゲームサーバ100の管理を行う。
 ゲームサーバ100の管理を行う管理者の認証を行う動作は、ゲーム端末200-1と同じなので、ここでは説明を省略する。
 認証サーバ300が、管理者の認証を行い認証の可否、及び認証がされた場合はUSBメモリ110に記憶された管理プログラムを起動させるためのパスワードをゲームサーバ100に送信する。
(Management operation in game server 100)
The administrator manages the game server 100 during at least one period before the game starts, during the game, and after the game ends.
Since the operation of authenticating the administrator who manages the game server 100 is the same as that of the game terminal 200-1, the explanation is omitted here.
The authentication server 300 authenticates the administrator and transmits to the game server 100 whether or not the administrator is authenticated, and if the administrator is authenticated, the password for starting the management program stored in the USB memory 110 .
 ゲームサーバ100は、受信した、管理者の認証の可否、及びパスワードを出力デバイス105に表示する。
 管理者がUSBメモリ110をゲームサーバ100に挿入すると、パスワードの入力が求められ、管理者が認証サーバ300から送られたパスワードを入力すると、USBメモリ110に記憶された管理プログラムが起動する。
The game server 100 displays on the output device 105 whether the administrator has been authenticated and the password received.
When the administrator inserts the USB memory 110 into the game server 100, a password input is requested, and when the administrator inputs the password sent from the authentication server 300, the management program stored in the USB memory 110 is activated.
 管理プログラムが起動されると、制御部101はログ記憶部102から、記録されているログに関するゲームソフト名と、評価情報の種類とを読み出して、出力デバイス105となる液晶ディスプレイに管理項目の選択画面を表示する。
 管理項目の選択画面には、管理対象となるゲームソフト名、評価情報の種類が表示され、管理者は、その中から1又は複数の管理対象となるゲームソフト名、評価情報を選択し、出力デバイス105の選択画面に表示された開始ボタンをクリックする。このクリック操作により、ログの読み出しと、評価情報の生成と出力が行われる。このクリック操作が管理者からの所定の評価要求となる。
 制御部101は、管理プログラムを用いて、ゲーム端末200-1~200-3ごとに、ゲームの実行状況のログをログ記憶部102から読み出し、制御部201と同様に、(1)~(9)のいずれかに示した評価情報を生成し、この評価情報を出力デバイス105から出力する。
 管理者は、出力デバイス205に表示される評価情報に基づいて、ゲーム端末200-1~200-3において実行されるゲームの所定の評価を行う。
When the management program is started, the control unit 101 reads out the game software name and the type of evaluation information related to the recorded log from the log storage unit 102, and selects management items on the liquid crystal display serving as the output device 105. display the screen.
The name of the game software to be managed and the type of evaluation information are displayed on the management item selection screen, and the administrator selects one or more game software names and evaluation information to be managed from among them, and outputs them. The start button displayed on the device 105 selection screen is clicked. By this click operation, the log is read and the evaluation information is generated and output. This click operation serves as a predetermined evaluation request from the administrator.
Control unit 101 uses a management program to read out the game execution status log from log storage unit 102 for each of game terminals 200-1 to 200-3, and reads (1) to (9) in the same manner as control unit 201. ), and outputs this evaluation information from the output device 105 .
Based on the evaluation information displayed on the output device 205, the administrator makes a predetermined evaluation of the games executed on the game terminals 200-1 to 200-3.
 ゲームの評価は、ゲーム端末200-1~ゲーム端末200-3についてそれぞれ行い、ゲーム端末200-1~ゲーム端末200-3のすべての評価情報を集計してゲームに対する所定の評価を行ってもよい。
 例えば、ゲーム端末200-1では、評価基準を満たさないが、ゲーム端末200-1~200-3全体では、評価基準を満たす場合は、ゲームは、評価基準を満たすとしてもよい。
Game evaluation may be performed for each of game terminals 200-1 to 200-3, and a predetermined evaluation of the game may be performed by aggregating all the evaluation information of game terminals 200-1 to 200-3. .
For example, if game terminal 200-1 does not satisfy the evaluation criteria, but game terminals 200-1 to 200-3 as a whole satisfy the evaluation criteria, the game may be regarded as satisfying the evaluation criteria.
 ゲーム端末200-1~200-3のゲームの所定の評価が判断されると、ゲーム端末200-1~200-3についての、管理者による管理動作が終了する。 When the predetermined evaluation of the game of game terminals 200-1 to 200-3 is determined, the manager's management operation for game terminals 200-1 to 200-3 ends.
 以上の説明では、管理者がUSBメモリ110をゲームサーバ100に挿入し、挿入されたUSBメモリ110に記憶された管理プログラムを利用する例について説明した。しかし、管理プログラムは認証サーバ300又は他のサーバに記憶されており、管理者の指示に基づいて、ネットワークを経由して、管理プログラムがゲームサーバ100にインストールされる構成でもよい。 In the above explanation, an example was explained in which the administrator inserted the USB memory 110 into the game server 100 and used the management program stored in the inserted USB memory 110 . However, the management program may be stored in the authentication server 300 or another server, and the management program may be installed in the game server 100 via the network based on the administrator's instructions.
 以上、ゲームサーバ100について説明した。
 ゲームサーバ100の制御部101の機能を実現するために、ゲームサーバ100は、CPU(Central Processing Unit)等の演算処理装置を備える。また、ゲームサーバ100は、アプリケーションソフトウェアやOS(Operating System)等の各種の制御用プログラムを格納したHDD(Hard Disk Drive)等の補助記憶装置や、演算処理装置がプログラムを実行する上で一時的に必要とされるデータを格納するためのRAM(Random Access Memory)といった主記憶装置も備える。
The game server 100 has been described above.
In order to implement the functions of the control unit 101 of the game server 100, the game server 100 includes an arithmetic processing device such as a CPU (Central Processing Unit). The game server 100 also includes auxiliary storage devices such as HDDs (Hard Disk Drives) that store various control programs such as application software and OSs (Operating Systems), and temporary It also has a main memory such as a random access memory (RAM) for storing data required for the system.
 そして、ゲームサーバ100において、演算処理装置が補助記憶装置からアプリケーションソフトウェアやOSを読み込み、読み込んだアプリケーションソフトウェアやOSを主記憶装置に展開させながら、これらのアプリケーションソフトウェアやOSに基づいた演算処理を行なう。また、この演算結果に基づいて、各装置が備える各種のハードウェアを制御する。これにより、本実施形態の機能ブロックは実現される。つまり、本実施形態のゲームサーバは、ハードウェアとソフトウェアが協働することにより実現することができる。
 ゲームサーバ100の動作を示すフローチャートは、図3を用いて説明したゲーム端末200-1の動作を示すフローチャートと同様なので説明を省略する。
In the game server 100, the arithmetic processing unit reads the application software and the OS from the auxiliary storage device, develops the read application software and the OS in the main storage device, and performs arithmetic processing based on the application software and the OS. . Also, based on the result of this calculation, various hardware included in each device is controlled. This implements the functional blocks of the present embodiment. In other words, the game server of this embodiment can be realized by cooperation of hardware and software.
The flowchart showing the operation of the game server 100 is the same as the flowchart showing the operation of the game terminal 200-1 explained with reference to FIG. 3, so the explanation will be omitted.
 以上説明した、ゲーム端末200-1~200-3のゲームの評価情報によって、ゲームについての教育効果、娯楽効果、射幸効果を判断できる。 Based on the game evaluation information of game terminals 200-1 to 200-3 described above, it is possible to determine the educational effect, entertainment effect, and gambling effect of the game.
 (ゲームシステムの他の構成例)
 上述した実施形態のゲームシステムの他の構成例として、ログを出力デバイス205及び出力デバイス105に表示して出力する他に、ゲーム端末200-1~200-3の通信部203、ゲームサーバ100の通信部103を介して分散管理台帳に出力して記憶する例について説明する。
 分散管理台帳は、提供者、参加者及び管理者から独立しており、偽造や改ざんが困難な形でログを記録することができる。分散管理台帳は、通信ネットワークを構成する複数のノード(コンピュータ等)が保持する同一のデータベース(管理台帳)を意味し、発生した変更に応じて各ノードの管理台帳が更新されていく。
(Another configuration example of the game system)
As another configuration example of the game system of the embodiment described above, in addition to displaying and outputting logs on the output device 205 and the output device 105, the communication units 203 of the game terminals 200-1 to 200-3 and the game server 100 An example of outputting and storing in the distributed management ledger via the communication unit 103 will be described.
The distributed management ledger is independent of providers, participants, and administrators, and can record logs in a form that is difficult to forge or tamper with. A distributed management ledger means the same database (management ledger) held by a plurality of nodes (computers, etc.) constituting a communication network, and the management ledger of each node is updated according to changes that occur.
 図5は分散管理台帳を含むゲームシステムを示すブロック図である。
 図5に示すゲームシステム10Aは図1に示したゲームシステム10と比較して、分散管理台帳800-1、800-2が追加されている。図5では、分散管理台帳が2つ示されているが、分散管理台帳は3つ以上であってもよい。
 分散管理台帳800-1、800-2は、ゲーム端末200-1~200-3から出力されるログと、ゲームサーバ100から出力されるログとを記録する。ゲーム端末200-1~200-3の制御部201と通信部203は、分散管理台帳800-1、800-2にログを記録する手段となる。ゲームサーバ100の制御部101と通信部103は、分散管理台帳800-1、800-2にログを記録する手段となる。分散管理台帳800-1、800-2に記録されるログは同期が取られ、例えば、分散管理台帳800-1のログの記録、修正等が行われると、分散管理台帳800-2も同様にログの記録、修正等が行われる。
FIG. 5 is a block diagram showing a game system including a distributed management ledger.
Compared to the game system 10 shown in FIG. 1, the game system 10A shown in FIG. 5 has distributed management ledgers 800-1 and 800-2 added. Although two distributed management ledgers are shown in FIG. 5, there may be three or more distributed management ledgers.
Distributed management ledgers 800-1 and 800-2 record logs output from game terminals 200-1 to 200-3 and logs output from game server 100. FIG. Control unit 201 and communication unit 203 of game terminals 200-1 to 200-3 serve as means for recording logs in distributed management ledgers 800-1 and 800-2. The control unit 101 and the communication unit 103 of the game server 100 serve as means for recording logs in the distributed management ledgers 800-1 and 800-2. The logs recorded in the distributed management ledger 800-1 and 800-2 are synchronized. For example, when the log of the distributed management ledger 800-1 is recorded or modified, the distributed management ledger 800-2 is also synchronized. Log recording, correction, etc. are performed.
 以上本発明に係る各実施形態について説明したが、管理システム及びゲームシステムに含まれる各構成部は、ハードウェア、ソフトウェア又はこれらの組み合わせにより実現することができる。ここで、ソフトウェアによって実現されるとは、コンピュータがプログラムを読み込んで実行することにより実現されることを意味する。 Although each embodiment according to the present invention has been described above, each component included in the management system and game system can be realized by hardware, software, or a combination thereof. Here, "implemented by software" means implemented by a computer reading and executing a program.
 プログラムは、様々なタイプの非一時的なコンピュータ読み取り可能な記録媒体(non-transitory computer readable medium)を用いて格納され、コンピュータに供給することができる。非一時的なコンピュータ読み取り可能な記録媒体は、様々なタイプの実体のある記録媒体(tangible storage medium)を含む。非一時的なコンピュータ読み取り可能な記録媒体の例は、磁気記録媒体(例えば、ハードディスクドライブ)、光磁気記録媒体(例えば、光磁気ディスク)、CD-ROM(Read Only Memory)、CD-R、CD-R/W、半導体メモリ(例えば、マスクROM、PROM(Programmable ROM)、EPROM(Erasable PROM)、フラッシュROM、RAM(random access memory))を含む。 Programs can be stored and supplied to computers using various types of non-transitory computer readable media. Non-transitory computer-readable storage media include various types of tangible storage media. Examples of non-transitory computer-readable recording media include magnetic recording media (e.g., hard disk drives), magneto-optical recording media (e.g., magneto-optical discs), CD-ROM (Read Only Memory), CD-R, CD - R/W, including semiconductor memory (eg Mask ROM, PROM (Programmable ROM), EPROM (Erasable PROM), Flash ROM, RAM (random access memory)).
 上述した実施形態は、本発明の好適な実施形態ではあるが、上記実施形態のみに本発明の範囲を限定するものではなく、本発明の要旨を逸脱しない範囲において種々の変更を施した形態での実施が可能である。 The above-described embodiments are preferred embodiments of the present invention, but the scope of the present invention is not limited only to the above-described embodiments, and various modifications can be made without departing from the scope of the present invention. can be implemented.
 例えば、ゲームシステム10はゲーム大会に適用することも可能であり、その場合は、ゲームシステム10は、後述する第2及び第3の実施形態のゲームシステム11、12と同様に、図1の構成に加えて、配信サーバ400、及び視聴者端末500-1,500-2を備えている。ゲームシステム10は、認証サーバ300を除き、ゲーム大会を開催する運営者が提供し、ゲーム大会で用いられる。ゲーム端末200-1~200-3はゲーム大会に参加する参加者によって操作される。
 配信サーバ400、及び視聴者端末500-1,500-2の構成及び動作については第2及び第3の実施形態において詳述するので、ここでは説明を省略する。
For example, the game system 10 can also be applied to a game competition. In that case, the game system 10 has the configuration of FIG. In addition, it has a distribution server 400 and viewer terminals 500-1 and 500-2. The game system 10, except for the authentication server 300, is provided by an operator who holds a game tournament and is used in the game tournament. Game terminals 200-1 to 200-3 are operated by participants participating in the game tournament.
Since the configuration and operation of distribution server 400 and viewer terminals 500-1 and 500-2 will be described in detail in the second and third embodiments, description thereof will be omitted here.
 また、管理システムは、ゲームサーバと、1又は複数のゲーム端末との両方に設ける必要はなく、いずれか一方に設けてもよい。 Also, the management system need not be installed in both the game server and one or more game terminals, and may be installed in either one.
 本発明による管理システム及びゲームシステムは、上述した実施形態を含め、次のような構成を有する各種各様の実施形態を取ることができる。 The management system and game system according to the present invention can take various embodiments having the following configurations, including the embodiments described above.
 (1A) 所定のゲームの実行状況を管理する管理システムであって、
 前記ゲームの参加者及び前記ゲームの提供者から独立した管理者からの所定の評価要求を受け付ける評価要求受付手段と、
 前記所定の評価要求を受け付けたことに応じて、前記管理者に、前記参加者にかかる前記ゲームの実行状況のログについて所定の評価情報を出力する評価情報出力手段と、
 を備えた管理システム。
 (2A) 前記評価情報出力手段は、前記参加者が所定の目的を構成する操作の前記ログについて前記評価情報を出力する、上記(1A)に記載の管理システム。
 (3A) 前記評価情報出力手段は、前記参加者が他の参加者と所定の対話をする操作の前記ログについて前記評価情報を出力する、上記(1A)に記載の管理システム。
 (4A) 前記評価情報出力手段は、前記参加者による所定の価値単位の変動にかかる操作の前記ログについて前記評価情報を出力する、上記(1A)に記載の管理システム。
 (5A) 前記評価情報出力手段は、前記参加者による所定の調査にかかる操作の前記ログについて前記評価情報を出力する、上記(1A)に記載の管理システム。
 (6A) 前記評価情報出力手段は、前記参加者による操作から独立した所定の所有対象の獲得設定の前記ログについて前記評価情報を出力する、上記(1A)に記載の管理システム。
 (7A) 前記評価情報出力手段は、前記参加者による操作に応じたフィードバックの前記ログについて前記評価情報を出力する、上記(1A)に記載の管理システム。
 (8A) 前記評価情報出力手段は、前記参加者の成長の可視化の前記ログについて前記評価情報を出力する、上記(1A)に記載の管理システム。
 (9A) 前記評価情報出力手段は、前記参加者のレベルに応じた難易度設定の前記ログについて前記評価情報を出力する、上記(1A)に記載の管理システム。
 (10A) ゲームを行うためのデータを、通信ネットワークを介して送信するゲームサーバと、
 前記通信ネットワークを介して前記データを受信する、少なくとも1つのゲーム端末と、を備えたゲームシステムであって、
 前記ゲームサーバと、前記少なくとも1つのゲーム端末との少なくとも一方は、上記(1A)から(9A)のいずれかに記載の管理システムを含んでいる、ゲームシステム。
(1A) A management system for managing the execution status of a predetermined game,
evaluation request receiving means for receiving a predetermined evaluation request from a manager independent of the participants of the game and the provider of the game;
evaluation information output means for outputting predetermined evaluation information regarding a log of the game execution status of the participant to the administrator in response to receiving the predetermined evaluation request;
management system with
(2A) The management system according to (1A) above, wherein the evaluation information output means outputs the evaluation information regarding the log of the operation of the participant for a predetermined purpose.
(3A) The management system according to (1A) above, wherein the evaluation information output means outputs the evaluation information regarding the log of the operation of the participant having a predetermined interaction with another participant.
(4A) The management system according to (1A) above, wherein the evaluation information output means outputs the evaluation information regarding the log of the operation related to the change of the predetermined value unit by the participant.
(5A) The management system according to (1A) above, wherein the evaluation information output means outputs the evaluation information regarding the log of the operation related to the predetermined investigation by the participant.
(6A) The management system according to (1A) above, wherein the evaluation information output means outputs the evaluation information regarding the log of acquisition settings for a predetermined property independent of the operation by the participant.
(7A) The management system according to (1A) above, wherein the evaluation information output means outputs the evaluation information regarding the log of the feedback corresponding to the operation by the participant.
(8A) The management system according to (1A) above, wherein the evaluation information output means outputs the evaluation information regarding the log of the visualization of the growth of the participant.
(9A) The management system according to (1A) above, wherein the evaluation information output means outputs the evaluation information for the log of difficulty setting according to the level of the participant.
(10A) a game server that transmits data for playing a game via a communication network;
at least one game terminal that receives the data via the communication network, wherein:
At least one of the game server and the at least one game terminal includes the management system according to any one of (1A) to (9A) above.
 上記実施態様を図面と対応させると次のように記載できる、
 (1A) 所定のゲームの実行状況を管理する管理システムであって、
 前記ゲームの参加者及び前記ゲームの提供者から独立した管理者からの所定の評価要求を受け付ける評価要求受付手段(例えば、制御部201、入力デバイス204及びUSBメモリ210からなる評価要求受付部、又は制御部101、入力デバイス104及びUSBメモリ110からなる評価要求受付部)と、
 前記所定の評価要求を受け付けたことに応じて、前記管理者に、前記参加者にかかる前記ゲームの実行状況のログについて所定の評価情報を出力する評価情報出力手段(例えば、制御部201、ログ記憶部202及び出力デバイス205からなる評価情報出力部、又は制御部101、ログ記憶部102及び出力デバイス105からなる評価情報出力部)と、
 を備えた管理システム。
 この管理システムによれば、ゲームによる、教育効果、娯楽効果、ゲームの運用管理等を評価することができる。
 (2A) 前記評価情報出力手段は、前記参加者が所定の目的を構成する操作の前記ログについて前記評価情報を出力する、上記(1A)に記載の管理システム。
 (3A) 前記評価情報出力手段は、前記参加者が他の参加者と所定の対話をする操作の前記ログについて前記評価情報を出力する、上記(1A)に記載の管理システム。
 (4A) 前記評価情報出力手段は、前記参加者による所定の価値単位の変動にかかる操作の前記ログについて前記評価情報を出力する、上記(1A)に記載の管理システム。
 (5A) 前記評価情報出力手段は、前記参加者による所定の調査にかかる操作の前記ログについて前記評価情報を出力する、上記(1A)に記載の管理システム。
 (6A) 前記評価情報出力手段は、前記参加者による操作から独立した所定の所有対象の獲得設定の前記ログについて前記評価情報を出力する、上記(1A)に記載の管理システム。
 (7A) 前記評価情報出力手段は、前記参加者による操作に応じたフィードバックの前記ログについて前記評価情報を出力する、上記(1A)に記載の管理システム。
 (8A) 前記評価情報出力手段は、前記参加者の成長の可視化の前記ログについて前記評価情報を出力する、上記(1A)に記載の管理システム。
 (9A) 前記評価情報出力手段は、前記参加者のレベルに応じた難易度設定の前記ログについて前記評価情報を出力する、上記(1A)に記載の管理システム。
 (10A) ゲームを行うためのデータを、通信ネットワークを介して送信するゲームサーバと、
 前記通信ネットワークを介して前記データを受信する、少なくとも1つのゲーム端末と、を備えたゲームシステムであって、
 前記ゲームサーバと、前記少なくとも1つのゲーム端末との少なくとも一方は、上記(1A)から(9A)のいずれかに記載の管理システムを含んでいる、ゲームシステム。
 このゲームシステムによれば、ゲームによる、教育効果、娯楽効果、ゲームの運用管理等を評価することができる。
Corresponding the above embodiment with the drawing, it can be described as follows:
(1A) A management system for managing the execution status of a predetermined game,
Evaluation request receiving means for receiving a predetermined evaluation request from an administrator independent of the game participants and the game provider (for example, an evaluation request receiving unit comprising the control unit 201, the input device 204, and the USB memory 210, or an evaluation request reception unit consisting of a control unit 101, an input device 104, and a USB memory 110;
Evaluation information output means (for example, control unit 201, log an evaluation information output unit including the storage unit 202 and the output device 205, or an evaluation information output unit including the control unit 101, the log storage unit 102 and the output device 105;
management system with
According to this management system, it is possible to evaluate the educational effect, the entertainment effect, the operation management of the game, etc. by the game.
(2A) The management system according to (1A) above, wherein the evaluation information output means outputs the evaluation information regarding the log of the operation of the participant for a predetermined purpose.
(3A) The management system according to (1A) above, wherein the evaluation information output means outputs the evaluation information regarding the log of the operation of the participant having a predetermined interaction with another participant.
(4A) The management system according to (1A) above, wherein the evaluation information output means outputs the evaluation information regarding the log of the operation related to the change of the predetermined value unit by the participant.
(5A) The management system according to (1A) above, wherein the evaluation information output means outputs the evaluation information regarding the log of the operation related to the predetermined investigation by the participant.
(6A) The management system according to (1A) above, wherein the evaluation information output means outputs the evaluation information regarding the log of acquisition settings for a predetermined property independent of the operation by the participant.
(7A) The management system according to (1A) above, wherein the evaluation information output means outputs the evaluation information regarding the log of the feedback corresponding to the operation by the participant.
(8A) The management system according to (1A) above, wherein the evaluation information output means outputs the evaluation information regarding the log of the visualization of the growth of the participant.
(9A) The management system according to (1A) above, wherein the evaluation information output means outputs the evaluation information for the log of difficulty setting according to the level of the participant.
(10A) a game server that transmits data for playing a game via a communication network;
at least one game terminal that receives the data via the communication network, wherein:
At least one of the game server and the at least one game terminal includes the management system according to any one of (1A) to (9A) above.
According to this game system, it is possible to evaluate the educational effect, the entertainment effect, the operation management of the game, etc. by the game.
(第2の実施形態)
 以下、本発明の第2の実施形態について図面を用いて詳細に説明する。
 本発明の第2の実施形態は、本発明の第3及び第4の態様に係る実施形態である。
 図6は本発明に係る一実施形態のゲームシステムの一構成例を示すブロック図である。
(Second embodiment)
A second embodiment of the present invention will be described in detail below with reference to the drawings.
A second embodiment of the present invention is an embodiment according to the third and fourth aspects of the present invention.
FIG. 6 is a block diagram showing one configuration example of a game system according to one embodiment of the present invention.
 図6に示すゲームシステム11は、ゲームサーバ100、ゲーム端末200-1~200-3、認証サーバ300、配信サーバ400、及び視聴者端末500-1,500-2を備えている。ゲームシステム11は、認証サーバ300を除き、ゲーム大会を開催する運営者が提供し、ゲーム大会で用いられる。ゲーム端末200-1~200-3はゲーム大会に参加する参加者によって操作される。ゲームシステム11は、ゲーム大会が公平な環境で行われるように監視者により監視される。
 監視者は、ゲームの開始前、ゲーム中、ゲーム終了後の少なくとも1つの期間に、ゲームシステム11の監視を行う。例えば、監視者は、ゲームの開示前に監視を行うことで、ゲームの大会が公平な環境で行うことができるかどうかを判断でき、ゲーム中、ゲーム終了後に監視を行うことで、ゲームが公平な環境で行われているか、ゲームが公平な環境で行われたかを判断することができる。
 監視者は、運営者及び参加者から独立した監視機関に属しているため、運営者及び参加者から独立しており、ゲームが公平な環境で行われることができるかどうか、公平な環境で行われたかを判断する。
The game system 11 shown in FIG. 6 includes a game server 100, game terminals 200-1 to 200-3, an authentication server 300, a distribution server 400, and viewer terminals 500-1 and 500-2. The game system 11, except for the authentication server 300, is provided by the operator of the game competition and used in the game competition. Game terminals 200-1 to 200-3 are operated by participants participating in the game tournament. The game system 11 is monitored by an observer so that the game competition is held in a fair environment.
The supervisor monitors the game system 11 during at least one period before the game starts, during the game, and after the game ends. For example, the observer can determine whether the game competition can be held in a fair environment by observing the game before the start of the game, and can judge whether the game is fair by observing during and after the game. It is possible to judge whether the game is played in a fair environment or whether the game is played in a fair environment.
Since the monitor belongs to a monitoring body that is independent from the operator and the participants, the monitor is independent from the operator and the participants, and determines whether the game can be played in a fair environment. determine whether the
 ゲームサーバ100は、ゲーム端末200-1~200-3と通信ネットワーク600を介して接続される。ゲームサーバ100と配信サーバ400とは専用ケーブルを介して接続される。配信サーバ400は、視聴者端末500-1,500-2と通信ネットワーク700を介して接続される。
 ゲームサーバ100は、コンピュータで構成され、ゲームを実行するためのデータをゲーム端末200-1~200-3に送信する。また、ゲームサーバ100は、ゲーム中のライブカメラの映像を受信し、ゲームのライブ配信を実現するための視聴用データを配信サーバ400に送信する。
Game server 100 is connected to game terminals 200-1 to 200-3 via communication network 600. FIG. The game server 100 and distribution server 400 are connected via a dedicated cable. Distribution server 400 is connected to viewer terminals 500 - 1 and 500 - 2 via communication network 700 .
Game server 100 is composed of a computer, and transmits data for executing games to game terminals 200-1 to 200-3. The game server 100 also receives live camera video during the game, and transmits viewing data for realizing live distribution of the game to the distribution server 400 .
 ゲーム端末200-1~200-3は、据置型パーソナルコンピュータ、携帯ゲーム機、タブレット型コンピュータ、又はウェアラブルコンピュータ等で構成され、参加者がゲーム実行のために使用される。
 認証サーバ300は、コンピュータで構成され、ゲームシステム11の監視者の認証を行う。認証サーバ300は、運営者及び参加者から独立した、監視者が属する監視機関が所有する。
Game terminals 200-1 to 200-3 are composed of stationary personal computers, portable game machines, tablet computers, wearable computers, or the like, and are used by participants to execute games.
The authentication server 300 is composed of a computer, and authenticates the observer of the game system 11 . The authentication server 300 is owned by a monitoring agency to which the monitor belongs, independent of the operator and the participants.
 配信サーバ400は、コンピュータで構成され、視聴用データを視聴者端末500-1,500-2に配信する。また、配信サーバ400は、ゲームの視聴者からの配信内容のリクエストをゲームサーバ100に送信する。 The distribution server 400 is composed of a computer and distributes viewing data to the viewer terminals 500-1 and 500-2. In addition, the distribution server 400 transmits requests for distribution contents from game viewers to the game server 100 .
 視聴者端末500-1、500-2は、据置型パーソナルコンピュータ、タブレット型コンピュータ、又はスマートフォン等で構成され、ゲームの視聴者がゲームを視聴するために使用される。 The viewer terminals 500-1 and 500-2 are composed of stationary personal computers, tablet computers, smartphones, or the like, and are used by game viewers to view the game.
 通信ネットワーク600及び700は、広域情報通信網及び構内情報通信網の少なくとも一方を含む。ゲームサーバ100と配信サーバ400との接続は専用ケーブルでなく、広域情報通信網及び構内情報通信網の少なくとも一方を用いてもよい。通信ネットワーク600と、ゲームサーバ100の後述する通信部103、ゲーム端末200-1~200-3の後述する通信部203は通信システムを構成し、この通信システムは、ゲームに使用可能なリソースとなる。 The communication networks 600 and 700 include at least one of a wide area information communication network and a local information communication network. The connection between the game server 100 and the distribution server 400 may use at least one of a wide area information communication network and a local information communication network instead of a dedicated cable. Communication network 600, later-described communication unit 103 of game server 100, and later-described communication units 203 of game terminals 200-1 to 200-3 constitute a communication system, and this communication system is a resource that can be used in games. .
 以下、監視システムを含む、ゲーム端末200-1~200-3及びゲームサーバ100の構成及び動作について説明する。 The configurations and operations of the game terminals 200-1 to 200-3 and the game server 100, including the monitoring system, will be described below.
(ゲーム端末200-1~200-3)
 以下、ゲーム端末200-1~200-3について説明する。以下の説明では、ゲーム端末200-1について説明するが、ゲーム端末200-2、200-3は、ゲーム端末200-1と同様な構成を備えている。ゲーム端末200-2、200-3の監視者は、ゲーム端末200-1の監視者と同一人であってもよいが、異なってもよい。
(Game terminals 200-1 to 200-3)
Game terminals 200-1 to 200-3 will be described below. In the following description, game terminal 200-1 will be described, but game terminals 200-2 and 200-3 have the same configuration as game terminal 200-1. The supervisors of game terminals 200-2 and 200-3 may be the same as the supervisor of game terminal 200-1, or they may be different.
 図7はゲーム端末200-1の一構成例を示すブロック図である。
 図7に示すように、ゲーム端末200-1は、制御部201、ログ記憶部202、通信部203、入力デバイス204、出力デバイス205及び報知部206を備えている。ゲーム端末200-1には、外付け記憶デバイスとなるUSBメモリ210が挿入可能となっており、図7ではUSBメモリ210が挿入された状態を示している。
 制御部201、入力デバイス204及びUSBメモリ210は受付部を構成し、制御部201、入力デバイス204及びUSBメモリ215は監視者のログ要求を受け付ける。制御部201、ログ記憶部202及び出力デバイス205は、ログ記憶部202に記憶されたログを出力する出力部を構成する。受付部及び出力部は監視システムを構成する。
FIG. 7 is a block diagram showing a configuration example of game terminal 200-1.
As shown in FIG. 7, the game terminal 200-1 includes a control section 201, a log storage section 202, a communication section 203, an input device 204, an output device 205 and a notification section 206. A USB memory 210 serving as an external storage device can be inserted into the game terminal 200-1, and FIG. 7 shows a state in which the USB memory 210 is inserted.
The control unit 201, the input device 204, and the USB memory 210 constitute a receiving unit, and the control unit 201, the input device 204, and the USB memory 215 receive the monitor's log request. The control unit 201 , the log storage unit 202 and the output device 205 constitute an output unit that outputs the log stored in the log storage unit 202 . The reception unit and the output unit constitute a monitoring system.
 制御部201は、ログ記憶部202、通信部203、入力デバイス204、出力デバイス205及び報知部206の動作の制御を行うとともに、USBメモリ210から監視プログラムを読みだして、入力デバイス204及び出力デバイス205に関するログ、並びに通信部203を介したゲームサーバ100との通信の環境(以下、通信環境という)に関するログを取得してログ記憶部202に記憶する制御を行う。 The control unit 201 controls the operations of the log storage unit 202, the communication unit 203, the input device 204, the output device 205, and the notification unit 206, reads the monitoring program from the USB memory 210, and uses the input device 204 and the output device. 205 and the environment of communication with the game server 100 via the communication unit 203 (hereinafter referred to as communication environment) are acquired and stored in the log storage unit 202 .
 ログ記憶部202は、入力デバイス204及び出力デバイス205に関するログ、並びに通信環境に関するログを記憶する。
 通信部203は、通信ネットワーク600を介してゲームサーバ100と通信する。
The log storage unit 202 stores logs regarding the input device 204 and the output device 205 and logs regarding the communication environment.
Communication unit 203 communicates with game server 100 via communication network 600 .
 入力デバイス204は、例えば、マウス、キーボードである。
 出力デバイス205は、表示デバイス、例えば液晶ディスプレイである。入力デバイス204及び出力デバイス205は、ゲームに使用可能なリソースとなる。
 報知部206は、表示デバイス、例えば液晶ディスプレイである。報知部206と出力デバイス205とは、一つの液晶ディスプレイで構成して一体化されてもよい。
 入力デバイス204と出力デバイス205と報知部206とは、タッチパネル付き液晶ディスプレイで構成して一体化されてもよい。入力デバイス204と出力デバイス205は、監視者が監視の操作に用いるとともに、参加者がゲームの実行に用いる。
 ここでは、外付け記憶デバイスとしてUSBメモリを用いているが、ポータブルハードディスク(携帯可能な外付けハードディスク)、ポータブルSSD(携帯可能な外付けSSD)等を用いてもよい。
Input device 204 is, for example, a mouse and a keyboard.
The output device 205 is a display device such as a liquid crystal display. Input device 204 and output device 205 are resources available for the game.
The notification unit 206 is a display device such as a liquid crystal display. The notification unit 206 and the output device 205 may be configured by one liquid crystal display and integrated.
The input device 204, the output device 205, and the notification unit 206 may be configured by a liquid crystal display with a touch panel and integrated. The input device 204 and the output device 205 are used by the observer for monitoring operations and by the participants for executing the game.
Here, a USB memory is used as an external storage device, but a portable hard disk (portable external hard disk), portable SSD (portable external SSD), etc. may be used.
 (ゲーム端末200-1における監視動作)
 監視者は、ゲームの開始前、ゲーム中、ゲーム終了後の少なくとも1つの期間に、ゲーム端末200-1の監視を行う。
 ゲーム端末200-1の監視を行う監視者の認証を行うために、まず、監視者は、認証サーバ300にログインする。監視者にはアカウント情報が割り当てられており、このアカウント情報は監視者によってキーボード等の入力デバイス204を用いて入力される。アカウント情報は、ゲーム端末2001-1から通信ネットワーク600を介して認証サーバ300に送信される。アカウント情報には監視者の識別情報(監視者ID)及びパスワードが含まれる。
(Monitoring operation in game terminal 200-1)
The supervisor monitors game terminal 200-1 during at least one period before the game starts, during the game, and after the game ends.
In order to authenticate a supervisor who monitors game terminal 200 - 1 , the supervisor first logs into authentication server 300 . Account information is assigned to the supervisor, and this account information is input by the supervisor using the input device 204 such as a keyboard. Account information is transmitted from game terminal 2001 - 1 to authentication server 300 via communication network 600 . The account information includes identification information (monitor ID) and password of the monitor.
 認証サーバ300には、監視者のアカウント情報が予め登録されている。認証サーバ300は、登録されたアカウント情報と、受信したアカウント情報とを照合して、監視者の認証を行い認証の可否、及び認証がされた場合はUSBメモリ210に記憶された監視プログラムを起動させるためのパスワードをゲーム端末200-1に送信する。このパスワードは運営者が開催するゲームの大会ごとに付与される。 The account information of the monitor is registered in advance in the authentication server 300 . The authentication server 300 collates the registered account information with the received account information, authenticates the monitor, determines whether or not the user is authenticated, and activates the monitor program stored in the USB memory 210 if the user is authenticated. A password for enabling the game terminal 200-1 is transmitted to the game terminal 200-1. This password is given for each game tournament held by the operator.
 ゲーム端末200-1は、受信した、監視者の認証の可否、及びパスワードを出力デバイス205に表示する。
 監視者がUSBメモリ210をゲーム端末200-1に挿入すると、パスワードの入力が求められ、監視者が、認証サーバ300から送られ、出力デバイス205に表示されたパスワードを入力すると、USBメモリ210に記憶された監視プログラムが起動する。こうして、認証された監視者が、特定のゲームの大会でのみ、監視プログラムを起動させてゲーム端末200-1の監視を行うことが可能となる。
Game terminal 200-1 displays on output device 205 the received confirmation of the supervisor's authentication and the password.
When the observer inserts USB memory 210 into game terminal 200-1, he is prompted to enter a password. A stored monitoring program is activated. In this way, the authenticated observer can activate the monitoring program and monitor game terminal 200-1 only in a specific game competition.
 監視プログラムが起動されると、まず、出力デバイス205となる液晶ディスプレイに監視項目の選択画面が表示される。
 監視項目の選択画面には、例えば、マウスのクリック及びキーボードのキーの押下げ等の入力デバイスに対する物理操作に対応する反応時間、液晶ディスプレイ等の出力デバイスの所定時間当たりの画像変更回数、通信ネットワークでの通信欠落、応答時間等が表示され、監視者は、その中から1又は複数の監視項目を選択し、出力デバイス205の選択画面に表示された開始ボタンをクリックする。
When the monitoring program is started, first, a monitor item selection screen is displayed on the liquid crystal display serving as the output device 205 .
On the monitor item selection screen, for example, the response time corresponding to physical operations on the input device such as mouse clicks and keyboard key presses, the number of image changes per predetermined time of the output device such as a liquid crystal display, the communication network The lack of communication, response time, etc. are displayed, and the monitor selects one or a plurality of monitor items from among them and clicks the start button displayed on the selection screen of the output device 205 .
 このクリック操作により監視項目が測定され、ログの取得と出力が行われる。このクリック操作が監視者のログ要求となり、監視者からの所定の要求となる。マウスのクリック及びキーボードのキーの押下げ等の入力デバイスに対する物理操作に対応する反応時間、液晶ディスプレイ等の出力デバイスの所定時間当たりの画像変更回数は、リソースにかかる遅延情報となる。
 以下の説明では、マウスのクリック及びキーボードのキーの押下に対応する反応時間、通信欠落(パケットロス)が選択されたものとして説明する。
Monitoring items are measured by this click operation, and log acquisition and output are performed. This click operation serves as a log request from the supervisor and a predetermined request from the supervisor. The response time corresponding to physical operations on input devices such as mouse clicks and keyboard key presses, and the number of times an output device such as a liquid crystal display changes an image per predetermined time are delay information related to resources.
In the following description, it is assumed that response time corresponding to mouse clicks and keyboard key presses and communication loss (packet loss) are selected.
 制御部201は、USBメモリ210に記憶された監視プログラムの中から、マウスのクリックに対応する反応時間を測定する第1の測定プログラム、キーボードのキーの押下に対応する反応時間を測定する第2の測定プログラムを読み出して実行する。制御部201は、通信欠落の測定を、OSのpingコマンドを用いて実行する。 The control unit 201 selects, from among the monitoring programs stored in the USB memory 210, a first measurement program for measuring reaction times corresponding to mouse clicks and a second measurement program for measuring reaction times corresponding to keyboard key presses. read and execute the measurement program. The control unit 201 uses the ping command of the OS to measure communication loss.
 通信欠落は、TCP/IPにおけるコマンドであるpingコマンドを用いて測定することができる。pingコマンドは、ICMPプロトコルの「echo request」パケットをゲームサーバ100に送信し、ゲームサーバ100から「echo request」パケットが正常に返ってくるかで、通信欠落を示すパケットロス率(送信パケットに対するパケットロスの割合)を測定することができる。pingコマンドを用いて、パケットロス率の他、応答時間(パケットを送信してから帰ってくるまでの時間)、TTL(Time To Live)等を測定することができる。 Communication loss can be measured using the ping command, which is a command in TCP/IP. The ping command sends an "echo request" packet of the ICMP protocol to the game server 100, and depending on whether the "echo request" packet is returned normally from the game server 100, the packet loss rate (packet loss rate) can be measured. The ping command can be used to measure the packet loss rate, response time (time from packet transmission to return), TTL (Time To Live), and the like.
 制御部201は、第1の測定プログラムを用いて、監視者が行うマウスの所定の回数のクリックに対する反応時間を測定して、ログとしてログ記憶部202に記憶する。次に、制御部201は、第2の測定プログラムを用いて、監視者が行うキーボードの所定の回数のキーの押下げに対する反応時間を測定して、ログとしてログ記憶部202に記憶する。さらに、制御部201は、pingコマンドを用いてパケットロス率を測定して、ログとしてログ記憶部202に記憶する。このようにして、制御部201は監視結果のログを、ログ記憶部202に順次記憶する。 The control unit 201 uses the first measurement program to measure the reaction time for a predetermined number of clicks of the mouse performed by the observer, and stores the result as a log in the log storage unit 202 . Next, the control unit 201 uses the second measurement program to measure the reaction time for the observer to press the keys of the keyboard a predetermined number of times, and stores the result as a log in the log storage unit 202 . Furthermore, the control unit 201 measures the packet loss rate using the ping command and stores it as a log in the log storage unit 202 . In this manner, the control unit 201 sequentially stores logs of monitoring results in the log storage unit 202 .
 監視項目のすべての測定が終了すると、制御部201は、ログ記憶部202から監視結果のログを読み出して、出力デバイス205に表示する。 When the measurement of all monitoring items is completed, the control unit 201 reads out the log of the monitoring results from the log storage unit 202 and displays it on the output device 205 .
 制御部201は、監視者の指示により、USBメモリ210に記憶された判定プログラムを起動させ、監視結果のログが所定の要件を満たすかどうか判定してもよい。例えば、制御部201は、判定プログラムを用いて、マウスの所定の回数のクリックに対する反応時間の平均値が予め設定した反応時間の範囲に入るかどうかを判定する。また、制御部201は、キーボードの所定の回数のキーの押下げに対する反応時間の平均値が予め設定した反応時間の範囲に入るかどうかを判定する。また、制御部201は、パケットロス率の平均値が予め設定したパケットロス率よりも小さいかどうかを判定する。 The control unit 201 may activate a determination program stored in the USB memory 210 according to an instruction from the monitor, and determine whether the log of the monitoring result satisfies a predetermined requirement. For example, the control unit 201 uses a determination program to determine whether or not the average value of reaction times for a predetermined number of mouse clicks falls within a preset reaction time range. In addition, the control unit 201 determines whether or not the average value of the reaction times for pressing the keys of the keyboard a predetermined number of times falls within a preset reaction time range. Also, the control unit 201 determines whether the average value of the packet loss rates is smaller than a preset packet loss rate.
 例えば、制御部201は、ゲーム端末200-1について、所定の監視期間における、マウスの所定の回数のクリックに対する反応時間の平均値、最大値、最小値及び標準偏差(バラツキの程度を示す)の少なくとも一つのパラメータが、予め設定した反応時間の平均値、最大値、最小値及び標準偏差の少なくとも一つのパラメータの範囲に入るかどうかを判定する。複数のパラメータ、例えば、2つのパラメータを用いて判定する例としては、所定の監視期間におけるマウスの所定の回数のクリックに対する反応時間の平均値が予め設定した範囲に入っても、反応時間の最大値が一度でも予め設定した範囲の上限を超えた場合は所定の要件を満たさず不合格とする例が挙げられる。キーボードの所定の回数のキーの押下げに対する反応時間に関する判定についても、マウスの所定の回数のクリックに対する反応時間に関する判定と同様である。 For example, for game terminal 200-1, control unit 201 determines the average value, maximum value, minimum value, and standard deviation (indicating the degree of variation) of reaction times to a predetermined number of mouse clicks during a predetermined monitoring period. It is determined whether at least one parameter falls within a range of at least one parameter of a preset average value, maximum value, minimum value and standard deviation of reaction times. As an example of determination using a plurality of parameters, for example, two parameters, even if the average value of reaction times to a predetermined number of mouse clicks during a predetermined monitoring period falls within a preset range, the maximum reaction time For example, if the value exceeds the upper limit of the preset range even once, the predetermined requirement is not met and the product is rejected. Determination of reaction time to a predetermined number of key presses on the keyboard is similar to determination of reaction time to a predetermined number of mouse clicks.
 また、制御部201は、ゲーム端末200-1とゲームサーバ100との通信ネットワークについて、所定の監視期間における、パケットロス率の平均値、最大値、最小値及び標準偏差(バラツキの程度を示す)の少なくとも一つのパラメータが、予め設定した閾値となるパケットロス率の平均値、最大値、最小値及び標準偏差の少なくとも一つのパラメータよりも小さいかどうかを判定する。複数のパラメータ、例えば、2つのパラメータを用いて判定する例としては、所定の監視期間におけるパケットロス率の平均値が閾値よりも小さくても、パケットロス率の最大値が一度でも閾値以上となった場合は所定の要件を満たさず不合格とする例が挙げられる。 In addition, the control unit 201 controls the average value, maximum value, minimum value and standard deviation (indicating the degree of variation) of the packet loss rate during a predetermined monitoring period for the communication network between the game terminal 200-1 and the game server 100. is smaller than at least one of the average value, maximum value, minimum value and standard deviation of the packet loss rate, which is a preset threshold value. As an example of determination using a plurality of parameters, for example, two parameters, even if the average value of the packet loss rate in a predetermined monitoring period is smaller than the threshold, the maximum value of the packet loss rate is equal to or greater than the threshold even once. There is an example of failing if the specified requirements are not met.
 そして、制御部201は、これらの判定結果を報知部206に表示する。制御部201は、ログが所定の要件を満たすと判定したときに、その旨を報知してもよい。 Then, the control unit 201 displays these determination results on the notification unit 206. When the control unit 201 determines that the log satisfies a predetermined requirement, the control unit 201 may notify that effect.
 監視者は、出力デバイス205に表示される所定のログ、又は/及び報知部206に表示される判定結果に基づいて、ゲーム端末200-1の認証の可否を判断する。
 監視者は、ゲーム端末200-2、200-3についても、ゲーム端末200-1と同様に、監視者はゲーム端末200-2、200-3の認証の可否を判断する。
The supervisor determines whether game terminal 200-1 can be authenticated based on a predetermined log displayed on output device 205 and/or the determination result displayed on notification unit 206. FIG.
The supervisor determines whether game terminals 200-2 and 200-3 can be authenticated for game terminals 200-2 and 200-3 in the same manner as for game terminal 200-1.
 監視結果のログが所定の要件を満たすかどうかの判断は、ゲーム端末200-1とゲームサーバ100との間、ゲーム端末200-2とゲームサーバ100との間及びゲーム端末200-3とゲームサーバ100との間でそれぞれ行い、すべての監視結果のログ(マウス及びキーボードの所定の回数のクリックに対する反応時間の平均値、及びパケットロス率)が所定の要件を満たされなければ、所定の要件を満たさず不合格としてよい。 Determination of whether or not the monitoring result log satisfies predetermined requirements is made between game terminal 200-1 and game server 100, between game terminal 200-2 and game server 100, and between game terminal 200-3 and game server 100. 100 respectively, and if the log of all monitoring results (average value of reaction time for a predetermined number of mouse and keyboard clicks, and packet loss rate) does not meet the predetermined requirements, the predetermined requirements are met. Failure to meet the criteria may result in a failure.
 しかし、監視結果のログが所定の要件を満たすかどうかの判断は、ゲーム端末200-1~200-3とゲームサーバ100との間全体で監視結果のログが所定の要件を満たすかどうかを判断してもよい。例えば、ゲーム端末200-1とゲームサーバ100との間では、パケットロス率の平均値が予め設定した閾値となるパケットロス率の平均値以上であるが、ゲーム端末200-1~200-3とゲームサーバ100との間全体では、パケットロス率の平均値のバラツキ又はパケットロス率の最大値と最小値との差が予め設定した範囲内にあるときは、所定の要件を満たし、合格としてもよい。 However, whether or not the monitoring result log satisfies the predetermined requirement is determined by determining whether the monitoring result log satisfies the predetermined requirement for all of game terminals 200-1 to 200-3 and game server 100. You may For example, the average value of packet loss rates between game terminal 200-1 and game server 100 is equal to or greater than the average value of packet loss rates serving as a preset threshold, but game terminals 200-1 to 200-3 If the variation in the average value of the packet loss rate or the difference between the maximum value and the minimum value of the packet loss rate is within a preset range between the game server 100 and the game server 100 as a whole, it satisfies the predetermined requirements and may be regarded as a pass. good.
 ゲーム端末200-1~200-3の認証の可否が判断されると、ゲーム端末200-1~200-3についての、監視者による監視動作が終了する。 When it is determined whether or not game terminals 200-1 to 200-3 are authenticated, the monitoring operation by the supervisor for game terminals 200-1 to 200-3 ends.
 以上の説明では、監視者が監視項目を選択し、出力デバイス205の画面に表示された開始ボタンをクリックすることで、監視項目が測定され、ログの取得と出力が行われるものとし、クリック操作が監視者のログ要求(所定の要求に対応する)であるとした。
 しかし、開始ボタンのクリックをログ要求とせず、ログの取得後に、監視者が入力デバイス204を介してログ要求(所定の要求に対応する)を入力したときに、ログが出力されるようにしてもよい。
 また、以上の説明では、監視者がUSBメモリ210をゲーム端末200-1に挿入し、挿入されたUSBメモリ210に記憶された監視プログラムを利用する例について説明した。しかし、監視プログラムは認証サーバ300又は他のサーバに記憶されており、監視者の指示に基づいて、ネットワークを経由して、監視プログラムがゲーム端末200-1にインストールされる構成でもよい。
In the above description, it is assumed that the monitoring item is measured and the log is acquired and output by the monitor selecting the monitoring item and clicking the start button displayed on the screen of the output device 205. is the monitor's log request (corresponding to the given request).
However, the click of the start button is not regarded as a log request, and the log is output when the observer inputs a log request (corresponding to a predetermined request) via the input device 204 after log acquisition. good too.
Also, in the above description, an example has been described in which the monitor inserts USB memory 210 into game terminal 200-1 and uses the monitor program stored in inserted USB memory 210. FIG. However, the monitoring program may be stored in authentication server 300 or another server, and the monitoring program may be installed in game terminal 200-1 via the network based on instructions from the supervisor.
 以上、ゲーム端末200-1について説明した。
 ゲーム端末200-1の制御部201の機能を実現するために、ゲーム端末200-1は、CPU(Central Processing Unit)等の演算処理装置を備える。また、ゲーム端末200-1は、アプリケーションソフトウェアやOS(Operating System)等の各種の制御用プログラムを格納したHDD(Hard Disk Drive)等の補助記憶装置や、演算処理装置がプログラムを実行する上で一時的に必要とされるデータを格納するためのRAM(Random Access Memory)といった主記憶装置も備える。
The game terminal 200-1 has been described above.
Game terminal 200-1 includes an arithmetic processing unit such as a CPU (Central Processing Unit) in order to implement the functions of control unit 201 of game terminal 200-1. The game terminal 200-1 also includes an auxiliary storage device such as an HDD (Hard Disk Drive) storing various control programs such as application software and an OS (Operating System), and an arithmetic processing device that executes programs. It also has a main memory such as a random access memory (RAM) for storing temporarily needed data.
 そして、ゲーム端末200-1において、演算処理装置が補助記憶装置からアプリケーションソフトウェアやOSを読み込み、読み込んだアプリケーションソフトウェアやOSを主記憶装置に展開させながら、これらのアプリケーションソフトウェアやOSに基づいた演算処理を行なう。また、この演算結果に基づいて、各装置が備える各種のハードウェアを制御する。これにより、本実施形態の機能は実現される。つまり、本実施形態のゲーム端末200-1は、ハードウェアとソフトウェアが協働することにより実現することができる。 In game terminal 200-1, the arithmetic processing unit reads application software and the OS from the auxiliary storage device, and develops the read application software and OS in the main storage device, while performing arithmetic processing based on the application software and the OS. do Also, based on the result of this calculation, various hardware included in each device is controlled. This implements the functions of the present embodiment. In other words, the game terminal 200-1 of this embodiment can be realized by cooperation of hardware and software.
 図8は、ゲーム端末200-1の動作を示すフローチャートである。以下の説明では、ゲーム端末200-1の動作について説明するが、ゲーム端末200-2、200-3も、ゲーム端末200-1と同様な動作を行う。 FIG. 8 is a flowchart showing the operation of game terminal 200-1. In the following description, the operation of game terminal 200-1 will be described, but game terminals 200-2 and 200-3 also perform the same operation as game terminal 200-1.
 ステップS11において、ゲーム端末200-1は、監視者のアカウント情報を、通信ネットワーク600を介して認証サーバ300に送信する。
 認証サーバ300は、予め登録されたアカウント情報と、受信したアカウント情報とを照合して、監視者の認証を行う。そして、認証サーバ300は、認証の可否、及び認証がされた場合はUSBメモリ210に記憶された監視プログラムを起動させるためのパスワードをゲーム端末200-1に送信する。このパスワードは運営者が開催するゲームの大会ごとに付与される。
In step S 11 , game terminal 200 - 1 transmits the supervisor's account information to authentication server 300 via communication network 600 .
The authentication server 300 collates the pre-registered account information with the received account information to authenticate the monitor. Then, authentication server 300 transmits to game terminal 200-1 whether or not the authentication has been approved, and, if the authentication is successful, the password for starting the monitoring program stored in USB memory 210. FIG. This password is given for each game tournament held by the operator.
 ステップS12において、ゲーム端末200-1は、監視者の認証の可否、及びパスワードを受信し、出力デバイス205に表示する。
 ステップS13において、ゲーム端末200-1は、監視者によりパスワードが入力されると、USBメモリ210に記憶された監視プログラムを起動する。
 ステップS14において、ゲーム端末200-1は、監視プログラムに基づいて、監視項目の選択画面を表示し、監視者が選択した監視項目を受け付ける。
In step S12, the game terminal 200-1 receives the confirmation of the supervisor's authentication and the password, and displays them on the output device 205. FIG.
In step S13, game terminal 200-1 activates the monitoring program stored in USB memory 210 when the password is input by the supervisor.
In step S14, game terminal 200-1 displays a monitor item selection screen based on the monitor program, and accepts the monitor item selected by the monitor.
 ステップS15において、ゲーム端末200-1は、選択された監視項目の測定を行う。監視項目の測定は、例えば、既に説明したように、マウスの所定の回数のクリックに対する反応時間、キーボードの所定の回数のキーの押下げに対する反応時間、及びpingコマンドを用いたパケットロス率について行う。
 ステップS16において、ゲーム端末200-1は、選択された監視項目の測定のログをログ記憶部202に記憶する。
In step S15, game terminal 200-1 measures the selected monitoring item. The monitoring items are measured, for example, as already described, the response time to a predetermined number of mouse clicks, the response time to a predetermined number of keyboard key presses, and the packet loss rate using the ping command. .
In step S16, game terminal 200-1 stores a measurement log of the selected monitoring item in log storage unit 202. FIG.
 ステップS17において、ゲーム端末200-1は、選択された監視項目の全ての測定を終了したかどうかを判断し、終了した場合は、ステップS18に移り、終了していない場合にはステップS15に戻る。
 ステップS18において、ゲーム端末200-1の制御部201は、ログ記憶部202から監視結果のログを読み出して、出力デバイス205に表示する。
In step S17, game terminal 200-1 determines whether or not the measurement of all the selected monitoring items has been completed. If it has been completed, the process proceeds to step S18. .
In step S18, control unit 201 of game terminal 200-1 reads the log of the monitoring result from log storage unit 202 and displays it on output device 205. FIG.
 (ゲームサーバ100)
 次に、ゲームサーバ100について説明する。
 図9はゲームサーバ100の一構成例を示すブロック図である。
 図9に示すように、ゲームサーバ100は、制御部101、ログ記憶部102、通信部103、入力デバイス104、出力デバイス105、報知部106及び通信部107を備えている。ゲームサーバ100には、外付け記憶デバイスとなるUSBメモリ110が挿入可能となっており、図9ではUSBメモリ110が挿入された状態を示している。
(Game server 100)
Next, the game server 100 will be explained.
FIG. 9 is a block diagram showing a configuration example of the game server 100. As shown in FIG.
As shown in FIG. 9, the game server 100 includes a control unit 101, a log storage unit 102, a communication unit 103, an input device 104, an output device 105, a notification unit 106 and a communication unit 107. A USB memory 110 as an external storage device can be inserted into the game server 100, and FIG. 9 shows a state in which the USB memory 110 is inserted.
 制御部101、入力デバイス104及びUSBメモリ110は受付部を構成し、制御部101、入力デバイス104及びUSBメモリ110は監視者のログ要求を受け付ける。制御部101、ログ記憶部102及び出力デバイス105は、ログ記憶部102に記憶されたログを出力する出力部を構成する。受付部及び出力部は監視システムを構成する。
 ゲームサーバ100の監視者は、ゲーム端末200-1~200-3の監視者と同一人であってもよいが、異なってもよい。
The control unit 101, the input device 104, and the USB memory 110 constitute a receiving unit, and the control unit 101, the input device 104, and the USB memory 110 receive the monitor's log request. The control unit 101 , the log storage unit 102 and the output device 105 constitute an output unit that outputs the log stored in the log storage unit 102 . The reception unit and the output unit constitute a monitoring system.
The supervisor of game server 100 may be the same as the supervisor of game terminals 200-1 to 200-3, or may be different.
 制御部101は、ログ記憶部102、通信部103、入力デバイス104、出力デバイス105、報知部106及び通信部107の動作の制御を行うとともに、USBメモリ110から監視プログラムを読みだして、通信部103を介したゲーム端末200-1~200-3との通信の環境(以下、通信環境という)に関するログを取得してログ記憶部102に記憶する制御を行う。 The control unit 101 controls the operations of the log storage unit 102, the communication unit 103, the input device 104, the output device 105, the notification unit 106, and the communication unit 107, reads the monitoring program from the USB memory 110, 103 through the game terminals 200-1 to 200-3 (hereinafter referred to as the communication environment) is acquired and stored in the log storage unit 102. FIG.
 ログ記憶部102は、通信部103を介したゲーム端末200-1~200-3に対する通信環境に関するログを記憶する。
 通信部103は、通信ネットワーク600を介してゲーム端末200-1~200-3と通信する。
Log storage unit 102 stores logs relating to the communication environment for game terminals 200-1 to 200-3 via communication unit 103. FIG.
Communication unit 103 communicates with game terminals 200-1 to 200-3 via communication network 600. FIG.
 入力デバイス104は、例えば、マウス、キーボードである。
 出力デバイス105は、表示デバイス、例えば液晶ディスプレイである。
 報知部106は、表示デバイス、例えば液晶ディスプレイである。報知部106と出力デバイス105とは、一つの液晶ディスプレイで構成して一体化されてもよい。
 入力デバイス104と出力デバイス105と報知部106とは、タッチパネル付き液晶ディスプレイで構成して一体化されてもよい。入力デバイス104と出力デバイス105と報知部106とは主として監視時に用いられるので、監視時のみに取り付けを行い、監視時以外は取り外してもよい。
Input device 104 is, for example, a mouse and a keyboard.
The output device 105 is a display device such as a liquid crystal display.
The notification unit 106 is a display device such as a liquid crystal display. The notification unit 106 and the output device 105 may be configured by one liquid crystal display and integrated.
The input device 104, the output device 105, and the notification unit 106 may be configured by a liquid crystal display with a touch panel and integrated. Since the input device 104, the output device 105, and the notification unit 106 are mainly used during monitoring, they may be attached only during monitoring and removed during non-monitoring.
 ここでは、外付け記憶デバイスとしてUSBメモリを用いているが、ポータブルハードディスク(携帯可能な外付けハードディスク)、ポータブルSSD(携帯可能な外付けSSD)等を用いてもよい。
 通信部107は、通信ネットワーク700を介して配信サーバ400と通信する。
Here, a USB memory is used as an external storage device, but a portable hard disk (portable external hard disk), portable SSD (portable external SSD), etc. may be used.
Communication unit 107 communicates with distribution server 400 via communication network 700 .
 (ゲームサーバ100における監視動作)
 監視者は、ゲームの開始前、ゲーム中、ゲーム終了後の少なくとも1つの期間に、ゲームサーバ100の監視を行う。
 ゲームサーバ100の監視を行う監視者の認証を行う動作は、ゲーム端末200-1と同じなので、ここでは説明を省略する。
 認証サーバ300が、監視者の認証を行い認証の可否、及び認証がされた場合はUSBメモリ110に記憶された監視プログラムを起動させるためのパスワードをゲームサーバ100に送信する。このパスワードは運営者が開催するゲームの大会ごとに付与される。
(Monitoring operation in game server 100)
The supervisor monitors the game server 100 during at least one period before the game starts, during the game, and after the game ends.
Since the operation of authenticating the supervisor who monitors the game server 100 is the same as that of the game terminal 200-1, the description is omitted here.
The authentication server 300 authenticates the observer and transmits to the game server 100 whether or not the observer has been authenticated, and if so, the password for activating the monitor program stored in the USB memory 110 . This password is given for each game tournament held by the operator.
 ゲームサーバ100は、受信した、監視者の認証の可否、及びパスワードを出力デバイス105に表示する。
 監視者がUSBメモリ110をゲームサーバ100に挿入すると、パスワードの入力が求められ、監視者が認証サーバ300から送られたパスワードを入力すると、USBメモリ110に記憶された監視プログラムが起動する。こうして、認証された監視者が、特定のゲームの大会でのみ、監視プログラムを起動させてゲームサーバ100の監視を行うことが可能となる。
The game server 100 displays, on the output device 105, whether or not the supervisor has been authenticated and the password received.
When the supervisor inserts the USB memory 110 into the game server 100, a password input is requested, and when the supervisor inputs the password sent from the authentication server 300, the monitoring program stored in the USB memory 110 is activated. In this way, the authenticated observer can activate the monitoring program and monitor the game server 100 only in a specific game competition.
 監視プログラムが起動されると、まず、出力デバイス105となる液晶ディスプレイに監視項目の選択画面が表示される。
 監視項目の選択画面には、例えば、通信ネットワークの通信欠落、応答時間、TTL(Time To Live)等が表示され、監視者は、その中から1又は複数の監視項目を選択し、出力デバイス105の選択画面に表示された開始ボタンをクリックする。このクリック操作により監視項目が測定され、ログの取得と出力が行われる。このクリック操作が監視者のログ要求となり、監視者からの所定の要求となる。以下の説明では通信欠落(パケットロス)、応答時間が選択されたものとして説明する。
When the monitoring program is started, first, a monitor item selection screen is displayed on the liquid crystal display serving as the output device 105 .
The monitor item selection screen displays, for example, communication network failure, response time, TTL (Time To Live), etc., and the monitor selects one or a plurality of monitor items from among them, and selects the output device 105 Click the start button displayed on the selection screen. Monitoring items are measured by this click operation, and log acquisition and output are performed. This click operation serves as a log request from the supervisor and a predetermined request from the supervisor. In the following description, it is assumed that communication loss (packet loss) and response time are selected.
 制御部101は、通信欠落と応答速度の測定を、OSのpingコマンドを用いて、ゲーム端末200-1~200-3との通信に対して実行する。Pingコマンドは、ICMPプロトコルの「echo request」パケットをゲーム端末200-1に送信し、ゲーム端末200-1から「echo request」パケットが正常に返ってくるかで通信欠落を示すパケットロス率(送信パケットに対するパケットロスの割合)を測定するとともに、応答時間を測定することができる。制御部101は、通信欠落を示すパケットロス率と応答時間とを測定して、ログとしてログ記憶部102に記憶する。制御部101は、ゲーム端末200-2、200-3に対しても同様に、パケットロス率と応答時間とを測定して、ログとしてログ記憶部102に記憶する。 The control unit 101 uses the ping command of the OS to measure communication loss and response speed for communication with the game terminals 200-1 to 200-3. The Ping command sends an ICMP protocol "echo request" packet to game terminal 200-1, and the packet loss rate (transmission The ratio of packet loss to packets) can be measured, and the response time can be measured. The control unit 101 measures the packet loss rate and the response time indicating the communication failure, and stores them as a log in the log storage unit 102 . Similarly, control unit 101 measures the packet loss rate and response time for game terminals 200-2 and 200-3, and stores them in log storage unit 102 as logs.
 監視項目のすべての測定が終了すると、制御部101は、ログ記憶部102から監視結果のログを読み出して、出力デバイス105に表示する。 When all monitoring items have been measured, the control unit 101 reads the log of the monitoring results from the log storage unit 102 and displays it on the output device 105 .
 制御部101は、監視者の指示により、USBメモリ110に記憶された判定プログラムを起動させ、監視結果のログが所定の要件を満たすかどうか判定してもよい。 The control unit 101 may activate a determination program stored in the USB memory 110 according to an instruction from the monitor, and determine whether or not the log of the monitoring result satisfies a predetermined requirement.
 例えば、制御部101は、ゲームサーバ100とゲーム端末200-1~200-3との通信ネットワークについて、所定の監視期間における、パケットロス率の平均値、最大値、最小値及び標準偏差(バラツキの程度を示す)の少なくとも一つのパラメータが、予め設定した閾値となるパケットロス率の平均値、最大値、最小値及び標準偏差の少なくとも一つのパラメータよりも小さいかどうかを判定する。複数のパラメータ、例えば、2つのパラメータを用いて判定する例としては、所定の監視期間におけるパケットロス率の平均値が閾値よりも小さくても、パケットロス率の最大値が一度でも閾値以上となった場合は所定の要件を満たさず不合格とする例が挙げられる。 For example, the control unit 101 controls the average value, the maximum value, the minimum value, and the standard deviation (variation degree) is smaller than at least one parameter of the average value, maximum value, minimum value, and standard deviation of the packet loss rate, which is a preset threshold. As an example of determination using a plurality of parameters, for example, two parameters, even if the average value of the packet loss rate in a predetermined monitoring period is smaller than the threshold, the maximum value of the packet loss rate is equal to or greater than the threshold even once. There is an example of failing if the specified requirements are not met.
 また、制御部101は、ゲームサーバ100とゲーム端末200-1~200-3との通信ネットワークについて、所定の監視期間における、応答時間の平均値、最大値、最小値及び標準偏差(バラツキの程度を示す)の少なくとも一つのパラメータが、予め設定した応答時間の平均値、最大値、最小値及び標準偏差の少なくとも一つパラメータの範囲内に入るかどうかを判定する。複数のパラメータ、例えば、2つのパラメータを用いて判定する例としては、所定の監視期間における応答時間の平均値が所定の範囲に入っても、応答時間の最大値が一度でも所定の範囲の上限以上となった場合は所定の要件を満たさず不合格とする例が挙げられる。 In addition, the control unit 101 controls the average value, maximum value, minimum value, and standard deviation (degree of variation) of the response time during a predetermined monitoring period for the communication network between the game server 100 and the game terminals 200-1 to 200-3. ) is within the range of at least one parameter of a preset average value, maximum value, minimum value, and standard deviation of response times. As an example of determination using a plurality of parameters, for example, two parameters, even if the average value of response times in a predetermined monitoring period falls within a predetermined range, even if the maximum response time is the upper limit of the predetermined range even once If the above conditions are met, there is an example of failing to meet the prescribed requirements.
 監視結果のログが所定の要件を満たすかどうかの判断は、ゲームサーバ100とゲーム端末200-1との間、ゲームサーバ100とゲーム端末200-2との間及びゲームサーバ100とゲーム端末200-3との間でそれぞれ行い、すべての監視結果のログ(パケットロス率及び応答時間)が所定の要件を満たされなければ、所定の要件を満たさず不合格としてよい。
 しかし、監視結果のログが所定の要件を満たすかどうかの判断は、ゲームサーバ100とゲーム端末200-1~200-3との間全体で監視結果のログが所定の要件を満たすかどうかを判断してもよい。例えば、ゲームサーバ100とゲーム端末200-1との間では、パケットロス率の平均値が予め設定した閾値となるパケットロス率の平均値以上であるが、ゲームサーバ100とゲーム端末200-1~200-3との間全体では、パケットロス率の平均値のバラツキ又はパケットロス率の最大値と最小値との差が予め設定した範囲内にあるときは、所定の要件を満たし、合格としてもよい。応答時間についても同様である。
Determination of whether or not the monitoring result log satisfies predetermined requirements is performed between game server 100 and game terminal 200-1, between game server 100 and game terminal 200-2, and between game server 100 and game terminal 200-2. 3 respectively, and if all the logs of monitoring results (packet loss rate and response time) do not satisfy the predetermined requirements, the predetermined requirements are not satisfied and may be rejected.
However, the determination as to whether or not the monitoring result log satisfies the predetermined requirements is based on whether or not the monitoring result log satisfies the predetermined requirements for all of game server 100 and game terminals 200-1 to 200-3. You may For example, between the game server 100 and the game terminal 200-1, the average value of the packet loss rate is equal to or higher than the average value of the packet loss rate, which is the preset threshold value. Between 200-3 and 200-3, if the variation in the average value of the packet loss rate or the difference between the maximum value and the minimum value of the packet loss rate is within a preset range, the specified requirements are met and it is considered a pass. good. The same is true for response time.
 そして、制御部101は、これらの判定結果を報知部106に表示する。制御部101は、ログが所定の要件を満たすと判定したときに、その旨を報知してもよい。 Then, the control unit 101 displays these determination results on the notification unit 106. When the control unit 101 determines that the log satisfies a predetermined requirement, the control unit 101 may notify the fact.
 監視者は、出力デバイス105に表示される所定のログ、又は/及び報知部106に表示される判定結果に基づいて、ゲームサーバ100の認証の可否を判断する。
 ゲームサーバ100の認証の可否が判断され、ゲームサーバ100についての、監視者による監視動作が終了する。
The supervisor determines whether or not the game server 100 is authenticated based on the predetermined log displayed on the output device 105 and/or the determination result displayed on the notification unit 106 .
It is determined whether or not the game server 100 is authenticated, and the monitoring operation of the game server 100 by the monitor ends.
 以上の説明では、監視者が監視項目を選択し、出力デバイス105の画面に表示された開始ボタンをクリックすることで、監視項目が測定され、ログの取得と出力が行われるものとし、クリック操作が監視者のログ要求(所定の要求に対応する)であるとした。
 しかし、開始ボタンのクリックをログ要求とせず、ログの取得後に、監視者が入力デバイス104を介してログ要求(所定の要求に対応する)を入力したときに、ログが出力されるようにしてもよい。
 また、以上の説明では、監視者がUSBメモリ110をゲームサーバ100に挿入し、挿入されたUSBメモリ110に記憶された監視プログラムを利用する例について説明した。しかし、監視プログラムは認証サーバ300又は他のサーバに記憶されており、監視者の指示に基づいて、ネットワークを経由して、監視プログラムがゲームサーバ100にインストールされる構成でもよい。
In the above description, it is assumed that the monitoring item is measured and the log is acquired and output by the monitor selecting the monitoring item and clicking the start button displayed on the screen of the output device 105. is the monitor's log request (corresponding to the given request).
However, the click of the start button is not regarded as a log request, and the log is output when the observer inputs a log request (corresponding to a predetermined request) via the input device 104 after log acquisition. good too.
Also, in the above description, an example has been described in which the monitor inserts the USB memory 110 into the game server 100 and uses the monitor program stored in the inserted USB memory 110 . However, the monitoring program may be stored in the authentication server 300 or another server, and the monitoring program may be installed in the game server 100 via the network based on instructions from the supervisor.
 以上、ゲームサーバ100について説明した。
 ゲームサーバ100の制御部101の機能を実現するために、ゲームサーバ100は、CPU(Central Processing Unit)等の演算処理装置を備える。また、ゲームサーバ100は、アプリケーションソフトウェアやOS(Operating System)等の各種の制御用プログラムを格納したHDD(Hard Disk Drive)等の補助記憶装置や、演算処理装置がプログラムを実行する上で一時的に必要とされるデータを格納するためのRAM(Random Access Memory)といった主記憶装置も備える。
The game server 100 has been described above.
In order to implement the functions of the control unit 101 of the game server 100, the game server 100 includes an arithmetic processing device such as a CPU (Central Processing Unit). The game server 100 also includes auxiliary storage devices such as HDDs (Hard Disk Drives) that store various control programs such as application software and OSs (Operating Systems), and temporary It also has a main memory such as a random access memory (RAM) for storing data required for the system.
 そして、ゲームサーバ100において、演算処理装置が補助記憶装置からアプリケーションソフトウェアやOSを読み込み、読み込んだアプリケーションソフトウェアやOSを主記憶装置に展開させながら、これらのアプリケーションソフトウェアやOSに基づいた演算処理を行なう。また、この演算結果に基づいて、各装置が備える各種のハードウェアを制御する。これにより、本実施形態の機能ブロックは実現される。つまり、本実施形態のゲームサーバは、ハードウェアとソフトウェアが協働することにより実現することができる。
 ゲームサーバ100の動作を示すフローチャートは、監視項目が異なる点を除いて、図8を用いて説明したゲーム端末200-1の動作を示すフローチャートと同様なので説明を省略する。
In the game server 100, the arithmetic processing unit reads the application software and the OS from the auxiliary storage device, develops the read application software and the OS in the main storage device, and performs arithmetic processing based on the application software and the OS. . Also, based on the result of this calculation, various hardware included in each device is controlled. This implements the functional blocks of the present embodiment. In other words, the game server of this embodiment can be realized by cooperation of hardware and software.
The flowchart showing the operation of the game server 100 is the same as the flowchart showing the operation of the game terminal 200-1 explained using FIG.
 以上説明した、ゲーム端末200-1~200-3及びゲームサーバ100の認証の可否が判断されると、その結果によって、ゲームが公平な環境で行われることができるかどうかを判断できる。 When it is determined whether the game terminals 200-1 to 200-3 and the game server 100 are authenticated as described above, it can be determined whether the game can be played in a fair environment.
 (ゲームシステムの他の構成例)
 上述した実施形態のゲームシステムの他の構成例として、ログを出力デバイス205及び出力デバイス105に表示して出力する他に、ゲーム端末200-1~200-3の通信部203、ゲームサーバ100の通信部103を介して分散管理台帳に出力して記憶する例について説明する。
 分散管理台帳は、運営者、参加者及び監視者から独立しており、偽造や改ざんが困難な形でログを記録することができる。分散管理台帳は、通信ネットワークを構成する複数のノード(コンピュータ等)が保持する同一のデータベース(管理台帳)を意味し、発生した変更に応じて各ノードの管理台帳が更新されていく。
(Another configuration example of the game system)
As another configuration example of the game system of the embodiment described above, in addition to displaying and outputting logs on the output device 205 and the output device 105, the communication units 203 of the game terminals 200-1 to 200-3 and the game server 100 An example of outputting and storing in the distributed management ledger via the communication unit 103 will be described.
The distributed management ledger is independent of operators, participants, and observers, and can record logs in a form that is difficult to forge or falsify. A distributed management ledger means the same database (management ledger) held by a plurality of nodes (computers, etc.) constituting a communication network, and the management ledger of each node is updated according to changes that occur.
 図10は分散管理台帳を含むゲームシステムを示すブロック図である。
 図10に示すゲームシステム11Aは図6に示したゲームシステム11と比較して、分散管理台帳800-1、800-2が追加されている。図10では、分散管理台帳が2つ示されているが、分散管理台帳は3つ以上であってもよい。
 分散管理台帳800-1、800-2は、ゲーム端末200-1~200-3から出力されるログと、ゲームサーバ100から出力されるログとを記録する。ゲーム端末200-1~200-3の制御部201と通信部203は、分散管理台帳800-1、800-2にログを記録する手段となる。ゲームサーバ100の制御部101と通信部103は、分散管理台帳800-1、800-2にログを記録する手段となる。分散管理台帳800-1、800-2に記録されるログは同期が取られ、例えば、分散管理台帳800-1のログの記録、修正等が行われると、分散管理台帳800-2も同様にログの記録、修正等が行われる。
FIG. 10 is a block diagram showing a game system including a distributed management ledger.
Compared to the game system 11 shown in FIG. 6, the game system 11A shown in FIG. 10 has distributed management ledgers 800-1 and 800-2 added. Although two distributed management ledgers are shown in FIG. 10, there may be three or more distributed management ledgers.
Distributed management ledgers 800-1 and 800-2 record logs output from game terminals 200-1 to 200-3 and logs output from game server 100. FIG. Control unit 201 and communication unit 203 of game terminals 200-1 to 200-3 serve as means for recording logs in distributed management ledgers 800-1 and 800-2. The control unit 101 and the communication unit 103 of the game server 100 serve as means for recording logs in the distributed management ledgers 800-1 and 800-2. The logs recorded in the distributed management ledger 800-1 and 800-2 are synchronized. For example, when the log of the distributed management ledger 800-1 is recorded or modified, the distributed management ledger 800-2 is also synchronized. Log recording, correction, etc. are performed.
 以上本発明に係る各実施形態について説明したが、監視システム及びゲームシステムに含まれる各構成部は、ハードウェア、ソフトウェア又はこれらの組み合わせにより実現することができる。ここで、ソフトウェアによって実現されるとは、コンピュータがプログラムを読み込んで実行することにより実現されることを意味する。 Although each embodiment according to the present invention has been described above, each component included in the monitoring system and the game system can be realized by hardware, software, or a combination thereof. Here, "implemented by software" means implemented by a computer reading and executing a program.
 プログラムは、様々なタイプの非一時的なコンピュータ読み取り可能な記録媒体(non-transitory computer readable medium)を用いて格納され、コンピュータに供給することができる。非一時的なコンピュータ読み取り可能な記録媒体は、様々なタイプの実体のある記録媒体(tangible storage medium)を含む。非一時的なコンピュータ読み取り可能な記録媒体の例は、磁気記録媒体(例えば、ハードディスクドライブ)、光磁気記録媒体(例えば、光磁気ディスク)、CD-ROM(Read Only Memory)、CD-R、CD-R/W、半導体メモリ(例えば、マスクROM、PROM(Programmable ROM)、EPROM(Erasable PROM)、フラッシュROM、RAM(random access memory))を含む。 Programs can be stored and supplied to computers using various types of non-transitory computer readable media. Non-transitory computer-readable storage media include various types of tangible storage media. Examples of non-transitory computer-readable recording media include magnetic recording media (e.g., hard disk drives), magneto-optical recording media (e.g., magneto-optical discs), CD-ROM (Read Only Memory), CD-R, CD - R/W, including semiconductor memory (eg Mask ROM, PROM (Programmable ROM), EPROM (Erasable PROM), Flash ROM, RAM (random access memory)).
 上述した実施形態は、本発明の好適な実施形態ではあるが、上記実施形態のみに本発明の範囲を限定するものではなく、本発明の要旨を逸脱しない範囲において種々の変更を施した形態での実施が可能である。
 例えば、監視システムは、ゲームサーバと、1又は複数のゲーム端末との両方に設ける必要はなく、いずれか一方に設けてもよい。
Although the above-described embodiments are preferred embodiments of the present invention, they are not intended to limit the scope of the present invention only to the above-described embodiments. can be implemented.
For example, the monitoring system need not be provided on both the game server and one or more game terminals, but may be provided on either one.
 本発明による監視システム及びゲームシステムは、上述した実施形態を含め、次のような構成を有する各種各様の実施形態を取ることができる。 The monitoring system and game system according to the present invention can take various embodiments, including the embodiments described above, having the following configurations.
 (1B) 通信ネットワークを介して実行するゲームを監視する監視システムであって、
 前記ゲームの運営者および参加者から独立した監視者からの所定の要求を受け付ける手段と、
 前記所定の要求を受け付けたことに応じて、前記監視者に、前記ゲームに使用可能なリソースについて、所定のログを出力する手段と、を備えた監視システム。
 (2B) 前記所定のログが前記リソースの所定の要件を満たすと判定したときに、その旨を報知する手段を、備えた上記(1B)に記載の監視システム。
 (3B) 前記ログは、前記リソースにかかる遅延情報または通信欠落情報を含む、上記(1B)又は(2B)に記載の監視システム。
 (4B) 前記通信ネットワークは、広域情報通信網および構内情報通信網の内の少なくとも一つを含む、上記(1B)から(3B)のいずれかに記載の監視システム。
 (5B) 前記ログは、前記リソースとなる入力デバイスの物理操作に対応する反応時間を含む、上記(1B)から(4B)のいずれかに記載の監視システム。
 (6B) 前記ログは、前記リソースとなる出力デバイスは表示デバイスであって、前記表示デバイスの所定時間当たりの画像変更回数を含む、上記(1B)から(5B)のいずれかに記載の監視システム。
 (7B) 前記ログを、前記運営者、前記参加者および前記監視者から独立した分散管理台帳に記録する手段を含む、上記(1B)から(6B)のいずれかに記載の監視システム。
 (8B) ゲームを行うためのデータを、通信ネットワークを介して送信するゲームサーバと、
 前記通信ネットワークを介して前記データを受信する、少なくとも1つのゲーム端末と、を備えたゲームシステムであって、
 前記ゲームサーバと、前記少なくとも1つのゲーム端末との少なくとも一方は、上記(1B)から(7B)のいずれかに記載の監視システムを含んでいる、ゲームシステム。
(1B) A monitoring system for monitoring a game running over a communication network, comprising:
means for receiving predetermined requests from an observer independent of the operator and participants of said game;
A monitoring system comprising: means for outputting a predetermined log regarding the resources available for the game to the monitoring person in response to receiving the predetermined request.
(2B) The monitoring system according to (1B) above, comprising means for, when it is determined that the predetermined log satisfies the predetermined requirements of the resource, reporting to that effect.
(3B) The monitoring system according to (1B) or (2B) above, wherein the log includes delay information or communication loss information regarding the resource.
(4B) The monitoring system according to any one of (1B) to (3B) above, wherein the communication network includes at least one of a wide area information communication network and a local information communication network.
(5B) The monitoring system according to any one of (1B) to (4B) above, wherein the log includes a reaction time corresponding to a physical operation of the input device serving as the resource.
(6B) The monitoring system according to any one of (1B) to (5B) above, wherein the output device serving as the resource is a display device, and the log includes the number of image changes per predetermined time of the display device. .
(7B) The monitoring system according to any one of (1B) to (6B) above, including means for recording the log in a distributed management ledger independent of the operator, the participant and the monitor.
(8B) a game server that transmits data for playing a game via a communication network;
at least one game terminal that receives the data via the communication network,
At least one of the game server and the at least one game terminal includes the monitoring system according to any one of (1B) to (7B) above.
 上記実施態様を図面と対応させると次のように記載できる。
 (1B) 通信ネットワーク(例えば、通信ネットワーク600)を介して実行するゲームを監視する監視システムであって、
 前記ゲームの運営者および参加者から独立した監視者からの所定の要求を受け付ける手段(例えば、制御部201、入力デバイス204及びUSBメモリ210からなる受付部、又は制御部101、入力デバイス104及びUSBメモリ110からなる受付部)と、
 前記所定の要求を受け付けたことに応じて、前記監視者に、前記ゲームに使用可能なリソースについて、所定のログを出力する手段(例えば、制御部201、ログ記憶部202及び出力デバイス205からなる出力部、又は制御部101、ログ記憶部102及び出力デバイス105からなる出力部)と、を備えた監視システム。
 この監視システムによれば、入力デバイスと出力デバイスの性能、及び通信環境等のゲーム環境を監視することで、ゲームを公平な環境で行うことができる。
The above embodiments can be described as follows by correlating them with the drawings.
(1B) A monitoring system for monitoring a game running over a communication network (e.g., communication network 600),
Means for receiving a predetermined request from a supervisor independent of the game operator and participants (for example, a receiving unit comprising the control unit 201, the input device 204 and the USB memory 210, or the control unit 101, the input device 104 and the USB a reception unit consisting of a memory 110);
Means for outputting a predetermined log (for example, comprising a control unit 201, a log storage unit 202, and an output device 205) regarding resources usable in the game to the monitor in response to the reception of the predetermined request. an output unit, or an output unit consisting of a control unit 101, a log storage unit 102, and an output device 105).
According to this monitoring system, the game can be played in a fair environment by monitoring the performance of the input device and the output device and the game environment such as the communication environment.
 (2B) 前記所定のログが前記リソースの所定の要件を満たすと判定したときに、その旨を報知する手段(例えば、報知部106、206)を、備えた上記(1B)に記載の監視システム。 (2B) The monitoring system according to (1B) above, comprising means (e.g., reporting unit 106, 206) for reporting to that effect when it is determined that the predetermined log satisfies the predetermined requirements of the resource. .
 (3B) 前記ログは、前記リソースにかかる遅延情報または通信欠落情報を含む、上記(1B)又は(2B)に記載の監視システム。 (3B) The monitoring system according to (1B) or (2B) above, wherein the log includes delay information or communication loss information regarding the resource.
 (4B) 前記通信ネットワークは、広域情報通信網および構内情報通信網の内の少なくとも一つを含む、上記(1B)から(3B)のいずれかに記載の監視システム。 (4B) The monitoring system according to any one of (1B) to (3B) above, wherein the communication network includes at least one of a wide area information communication network and a local information communication network.
 (5B) 前記ログは、前記リソースとなる入力デバイスの物理操作に対応する反応時間を含む、上記(1B)から(4B)のいずれかに記載の監視システム。 (5B) The monitoring system according to any one of (1B) to (4B) above, wherein the log includes a reaction time corresponding to a physical operation of the input device serving as the resource.
 (6B) 前記ログは、前記リソースとなる出力デバイスは表示デバイスであって、前記表示デバイスの所定時間当たりの画像変更回数を含む、上記(1B)から(5B)のいずれかに記載の監視システム。 (6B) The monitoring system according to any one of (1B) to (5B) above, wherein the output device serving as the resource is a display device, and the log includes the number of image changes per predetermined time of the display device. .
 (7) 前記ログを、前記運営者、前記参加者および前記監視者から独立した分散管理台帳(例えば、分散管理台帳800-1、800-2)に記録する手段(例えば、制御部101と通信部103、制御部201と通信部203)を含む、上記(1B)から(6B)のいずれかに記載の監視システム。 (7) means for recording the log in a distributed management ledger (for example, distributed management ledger 800-1, 800-2) independent from the operator, the participant, and the monitor (for example, communication with the control unit 101 The monitoring system according to any one of (1B) to (6B) above, including the unit 103, the control unit 201 and the communication unit 203).
 (8B) ゲームを行うためのデータを、通信ネットワークを介して送信するゲームサーバ(例えば、ゲームサーバ100)と、
 前記通信ネットワークを介して前記データを受信する、少なくとも1つのゲーム端末(例えば、ゲーム端末200-1~200-3)と、を備えたゲームシステム(例えば、ゲームシステム11、11A)であって、
 前記ゲームサーバと、前記少なくとも1つのゲーム端末との少なくとも一方は、請求項1から7のいずれか1項に記載の監視システムを含んでいる、ゲームシステム。
 このゲームシステムによれば、入力デバイスと出力デバイスの性能、及び通信環境等のゲーム環境を監視することで、ゲームを公平な環境で行うことができる。
(8B) a game server (e.g., game server 100) that transmits data for playing a game via a communication network;
at least one game terminal (eg, game terminals 200-1 to 200-3) that receives the data via the communication network (eg, game system 11, 11A),
A gaming system, wherein at least one of the gaming server and the at least one gaming terminal includes a monitoring system according to any one of claims 1-7.
According to this game system, the game can be played in a fair environment by monitoring the performance of the input device and the output device and the game environment such as the communication environment.
(第3の実施形態)
 以下、本発明の第3の実施形態について図面を用いて詳細に説明する。
 本発明の第3の実施形態は、本発明の第5及び第6の態様に係る実施形態である。
 本実施形態のゲームシステムの構成は、図6に示した第2の実施形態のゲームシステムの構成と同じなので、図6を用いて説明する。
(Third embodiment)
A third embodiment of the present invention will be described in detail below with reference to the drawings.
A third embodiment of the present invention is an embodiment according to the fifth and sixth aspects of the present invention.
Since the configuration of the game system of this embodiment is the same as the configuration of the game system of the second embodiment shown in FIG. 6, it will be described using FIG.
 図6に示すゲームシステム11は、ゲームサーバ100、ゲーム端末200-1~200-3、認証サーバ300、配信サーバ400、及び視聴者端末500-1,500-2を備えている。ゲームシステム11は、認証サーバ300を除き、ゲーム大会を開催する運営者が提供し、ゲーム大会で用いられる。ゲーム端末200-1~200-3はゲーム大会に参加する参加者によって操作される。ゲームシステム11は、ゲーム大会が公平な環境で行われるように監視者により監視される。監視者は、ゲームの公平性を阻害するチート行為を監視する。チート行為は、例えば、参加者のなりすまし、ゲーム端末200-1~200-3を動作するアプリケーションプログラム、主記憶装置(メモリとも呼ばれる)のデータ、又はゲームの通信情報(例えば、ゲームのプレイ結果のパケット)の改竄を含む。
 監視者は、ゲームサーバ100とゲーム端末200-1~200-3との少なくとも一方で、ゲーム中、ゲーム終了後の少なくとも1つの期間に、ゲーム端末200-1~200-3を動作するアプリケーションプログラム、主記憶装置のデータ、又はゲームの通信情報の改竄が行われていないかどうかの監視を行う。また、監視者は、ゲーム中、ゲーム終了後の少なくとも1つの期間に、参加者のなりすましがあるかどうかの監視を行う。
 監視者は、ゲーム中、ゲーム終了後にチート行為の監視を行うことで、ゲームが公平な環境で行われているか、ゲームが公平な環境で行われたかを判断することができる。
 監視者は、参加者から独立した監視機関に属しているため、参加者から独立しており、ゲームが公平な環境で行われることができるかどうか、公平な環境で行われたかを判断できる。
The game system 11 shown in FIG. 6 includes a game server 100, game terminals 200-1 to 200-3, an authentication server 300, a distribution server 400, and viewer terminals 500-1 and 500-2. The game system 11, except for the authentication server 300, is provided by the operator of the game competition and used in the game competition. Game terminals 200-1 to 200-3 are operated by participants participating in the game tournament. The game system 11 is monitored by an observer so that the game competition is held in a fair environment. The monitor monitors cheating behavior that impedes the fairness of the game. Cheating includes, for example, impersonation of a participant, application programs that operate game terminals 200-1 to 200-3, data in the main storage device (also called memory), or game communication information (for example, game play results). packet) tampering.
The observer operates an application program that operates game terminals 200-1 to 200-3 during at least one period during the game and after the end of the game on at least one of game server 100 and game terminals 200-1 to 200-3. , the data in the main storage device or the communication information of the game is monitored to see if it has been tampered with. In addition, during the game, the monitor monitors whether or not there is any impersonation of the participant during at least one period after the game ends.
By monitoring cheating during the game and after the game is over, the monitor can determine whether the game is being played in a fair environment or not.
Since the monitor belongs to a monitoring body that is independent of the participants, the monitor is independent of the participants and can determine whether or not the game can be played in a fair environment.
 ゲームサーバ100は、ゲーム端末200-1~200-3と通信ネットワーク600を介して接続される。ゲームサーバ100と配信サーバ400とは専用ケーブルを介して接続される。配信サーバ400は、視聴者端末500-1,500-2と通信ネットワーク700を介して接続される。
 ゲームサーバ100は、コンピュータで構成され、参加者の認証を行い、参加者の認証ができた場合に、ゲームを実行するためのデータをゲーム端末200-1~200-3に送信する。また、ゲームサーバ100は、ゲーム中のライブカメラの映像を受信し、ゲームのライブ配信を実現するための視聴用データを配信サーバ400に送信する。
Game server 100 is connected to game terminals 200-1 to 200-3 via communication network 600. FIG. The game server 100 and distribution server 400 are connected via a dedicated cable. Distribution server 400 is connected to viewer terminals 500 - 1 and 500 - 2 via communication network 700 .
The game server 100 is composed of a computer, authenticates the participants, and transmits data for executing the game to the game terminals 200-1 to 200-3 when the participants are authenticated. The game server 100 also receives live camera video during the game, and transmits viewing data for realizing live distribution of the game to the distribution server 400 .
 ゲーム端末200-1~200-3は、据置型パーソナルコンピュータ、携帯ゲーム機、タブレット型コンピュータ、又はウェアラブルコンピュータ等で構成され、参加者がゲーム実行のために使用される。
 認証サーバ300は、コンピュータで構成され、ゲームシステム11の監視者の認証を行う。認証サーバ300は、参加者から独立した、監視者が属する監視機関が所有する。
Game terminals 200-1 to 200-3 are composed of stationary personal computers, portable game machines, tablet computers, wearable computers, or the like, and are used by participants to execute games.
The authentication server 300 is composed of a computer, and authenticates the observer of the game system 11 . The authentication server 300 is owned by a monitoring agency to which the monitor belongs, independent of the participants.
 配信サーバ400は、コンピュータで構成され、視聴用データを視聴者端末500-1,500-2に配信する。また、配信サーバ400は、ゲームの視聴者からの配信内容のリクエストをゲームサーバ100に送信する。 The distribution server 400 is composed of a computer and distributes viewing data to the viewer terminals 500-1 and 500-2. In addition, the distribution server 400 transmits requests for distribution contents from game viewers to the game server 100 .
 視聴者端末500-1、500-2は、据置型パーソナルコンピュータ、タブレット型コンピュータ、又はスマートフォン等で構成され、ゲームの視聴者がゲームを視聴するために使用される。 The viewer terminals 500-1 and 500-2 are composed of stationary personal computers, tablet computers, smartphones, or the like, and are used by game viewers to view the game.
 通信ネットワーク600及び700は、広域情報通信網及び構内情報通信網の少なくとも一方を含む。ゲームサーバ100と配信サーバ400との接続は専用ケーブルでなく、広域情報通信網及び構内情報通信網の少なくとも一方を用いてもよい。通信ネットワーク600と、ゲームサーバ100の後述する通信部103、ゲーム端末200-1~200-3の後述する通信部203は通信システムを構成し、この通信システムは、ゲームに使用可能なリソースとなる。 The communication networks 600 and 700 include at least one of a wide area information communication network and a local information communication network. The connection between the game server 100 and the distribution server 400 may use at least one of a wide area information communication network and a local information communication network instead of a dedicated cable. Communication network 600, later-described communication unit 103 of game server 100, and later-described communication units 203 of game terminals 200-1 to 200-3 constitute a communication system, and this communication system is a resource that can be used in games. .
 参加者は、ゲームを進行するにあたり、参加者が用いるゲーム端末、例えばゲーム端末200-1からゲームサーバ100にログインする。参加者には、アカウント情報が割り当てられており、アカウント情報には、参加者の識別情報(ユーザID)およびパスワードが含まれる。アカウント情報はゲームサーバ100の後述する制御部101の補助記憶装置に記憶されている。このアカウント情報は、ログイン時に、ゲーム端末200-1からゲームサーバ100に送信され、ゲームサーバ100の制御部101は、送信されたアカウント情報に基づき、アクセスのあったゲーム端末200-1に対して参加者認証を行う。参加者認証が完了したゲーム端末200-1は、ゲームサーバ100からゲーム進行に必要なデータを取得し、参加者は、ゲーム端末200-1でゲームの進行が可能となる。 In proceeding with the game, the participants log in to the game server 100 from the game terminal used by the participant, for example, the game terminal 200-1. Account information is assigned to the participant, and the account information includes identification information (user ID) and password of the participant. Account information is stored in an auxiliary storage device of the control unit 101 of the game server 100, which will be described later. This account information is transmitted from game terminal 200-1 to game server 100 at the time of login. Perform participant authentication. Game terminal 200-1, for which participant authentication has been completed, acquires data necessary for proceeding with the game from game server 100, and the participant can proceed with the game using game terminal 200-1.
 ゲームのアプリケーションプログラム、主記憶装置のデータの改竄の監視は、ゲーム端末200-1~200-3で行うことができる。例えば、アプリケーションプログラムの改竄は、アプリケーションプログラムのファイルの正常なバイナリとは異なるhashを持つバイナリ(ファイル)を監視する方法(例えば、https://engineering.linecorp.com/ja/blog/monitoring-to-prevent-game-cheating/に記載された方法)等によって行うことができる。主記憶装置のデータの改竄の監視は、特許文献2に記載される方法、又はRooting環境、Jailbreak環境等の環境でチートツールの実行が行われたかを検知する方法(例えば、https://engineering.linecorp.com/ja/blog/monitoring-to-prevent-game-cheating/に記載された方法)で行うことができる。なお、Rootingとは、利用者が端末のオペレーティングシステム(OS)における特権的な管理者アカウント(rootアカウント)で操作できるようにすることをいい、Jailbreakとは、ユーザ権限に制限を設けているコンピュータ等に対して、セキュリティホール(脆弱性)を突いてその制限を取り除き、開発者が意図しない方法でソフトウェアを動作できるようにすることをいう。
 ゲームの通信情報(例えば、ゲームのプレイ結果のパケット)の改竄の監視は、ゲームサーバ100で、例えば、ゲーム中でのスコア、プレイの記録等のゲームプレイを示す情報を監視する方法(例えば、https://engineering.linecorp.com/ja/blog/monitoring-to-prevent-game-cheating/に記載された方法)で行うことができる。ゲームの通信情報(例えば、ゲームのプレイ結果のパケット)の改竄の監視は、ゲーム端末200-1~200-3側で行ってもよい。
The game application programs and data in the main storage device can be monitored for falsification by the game terminals 200-1 to 200-3. For example, tampering with an application program is a method of monitoring a binary (file) that has a different hash than the normal binary of the application program file (for example, https://engineering.linecorp.com/ja/blog/monitoring-to -prevent-game-cheating/ method), etc. Monitoring of tampering of data in the main storage device is performed by the method described in Patent Document 2, or by detecting whether a cheat tool has been executed in an environment such as a Rooting environment or a Jailbreak environment (for example, https://engineering .linecorp.com/ja/blog/monitoring-to-prevent-game-cheating/). Rooting means that the user can operate with a privileged administrator account (root account) in the operating system (OS) of the terminal, and Jailbreak is a computer with restrictions on user privileges. , etc., exploiting security holes (vulnerabilities) to remove the restrictions, allowing the software to operate in ways unintended by the developer.
Monitoring of tampering with game communication information (for example, game play result packets) is performed by the game server 100, for example, by a method of monitoring information indicating game play such as scores and play records during a game (for example, https://engineering.linecorp.com/en/blog/monitoring-to-prevent-game-cheating/ method). Monitoring of tampering with game communication information (for example, game play result packets) may be performed on the side of game terminals 200-1 to 200-3.
 参加者のなりすましの監視は、ゲームサーバ100で、例えば、ゲーム端末200-1~200-3のそれぞれのログインが複数回(例えば、4回以上)あったかどうかを検出することで行うことができる。参加者のなりすましの監視は、ゲーム端末200-1~200-3側で行ってもよい。
 なお、ゲーム端末200-1~200-3は、参加者のなりすましの監視のために、参加者の行為とは独立して、ゲーム開始前、ゲーム中、及びゲーム終了後の少なくとも1つの期間に、アカウント情報の入力によるログインを求めて本人確認を行ってもよい。ゲームサーバ100がゲーム端末200-1~200-3を介して、アカウント情報の入力によるログインを求めて本人確認を行ってもよい。この場合、参加者のなりすましの監視は、ログインが行われたかどうか、ログインが複数回(例えば、4回以上)あったかどうかを検出することで行うことができる。ログインを求めてからのアカウント情報は、ゲーム端末200-1~200-3のログ記憶部202、又はゲームサーバ100に送信されて、後述するログ記憶部102にログとして記憶される。監視者は一定時間内にアカウント情報の入力がなくログインがされない場合、又は異なるアカウント情報のログインが複数回(例えば、4回以上)あった場合には、参加者のなりすましを推測できる。
Participant impersonation can be monitored by game server 100, for example, by detecting whether each of game terminals 200-1 to 200-3 has logged in multiple times (eg, four or more times). The monitoring of impersonation by the participants may be performed on the side of game terminals 200-1 to 200-3.
Game terminals 200-1 to 200-3 monitor impersonation of participants during at least one period before the start of the game, during the game, and after the end of the game, independently of the actions of the participants. , the user may be asked to log in by entering account information to verify the identity of the user. Game server 100 may request login by inputting account information via game terminals 200-1 to 200-3 to perform identity verification. In this case, spoofing of participants can be monitored by detecting whether or not login has been performed, and whether or not login has been performed multiple times (for example, four times or more). The account information after the login is requested is transmitted to the log storage units 202 of the game terminals 200-1 to 200-3 or the game server 100, and stored as logs in the log storage unit 102, which will be described later. If the observer does not log in without inputting account information within a certain period of time, or if different account information is logged in multiple times (for example, four times or more), the observer can guess that the participant is impersonating.
 以下、チート行為の監視システムを含む、ゲーム端末200-1~200-3及びゲームサーバ100の構成及び動作について説明する。 The configurations and operations of the game terminals 200-1 to 200-3 and the game server 100, including the cheat monitoring system, will be described below.
(ゲーム端末200-1~200-3)
 以下、ゲーム端末200-1~200-3について説明する。以下の説明では、ゲーム端末200-1について説明するが、ゲーム端末200-2、200-3は、ゲーム端末200-1と同様な構成を備えている。ゲーム端末200-2、200-3の監視者は、ゲーム端末200-1の監視者と同一人であってもよいが、異なってもよい。
(Game terminals 200-1 to 200-3)
Game terminals 200-1 to 200-3 will be described below. In the following description, game terminal 200-1 will be described, but game terminals 200-2 and 200-3 have the same configuration as game terminal 200-1. The supervisors of game terminals 200-2 and 200-3 may be the same as the supervisor of game terminal 200-1, or they may be different.
 本実施形態のゲーム端末200-1の構成は、図7に示したゲーム端末200-1の構成と同じなので、図7を用いて説明する。
 図7に示すように、ゲーム端末200-1は、制御部201、ログ記憶部202、通信部203、入力デバイス204、出力デバイス205及び報知部206を備えている。ゲーム端末200-1には、外付け記憶デバイスとなるUSBメモリ210が挿入可能となっており、図7ではUSBメモリ210が挿入された状態を示している。
 制御部201、入力デバイス204及びUSBメモリ210は受付部を構成し、制御部201、入力デバイス204及びUSBメモリ215は監視者のログ要求を受け付ける。制御部201、ログ記憶部202及び出力デバイス205は、ログ記憶部202に記憶されたログを出力する出力部を構成する。受付部及び出力部は監視システムを構成する。
Since the configuration of game terminal 200-1 of the present embodiment is the same as that of game terminal 200-1 shown in FIG. 7, it will be described using FIG.
As shown in FIG. 7, the game terminal 200-1 includes a control section 201, a log storage section 202, a communication section 203, an input device 204, an output device 205 and a notification section 206. A USB memory 210 serving as an external storage device can be inserted into the game terminal 200-1, and FIG. 7 shows a state in which the USB memory 210 is inserted.
The control unit 201, the input device 204, and the USB memory 210 constitute a receiving unit, and the control unit 201, the input device 204, and the USB memory 215 receive the monitor's log request. The control unit 201 , the log storage unit 202 and the output device 205 constitute an output unit that outputs the log stored in the log storage unit 202 . The reception unit and the output unit constitute a monitoring system.
 制御部201は、CPU(Central Processing Unit)等の演算処理装置、アプリケーションソフトウェア又はOS(Operating System)等の各種の制御用プログラムを格納したHDD(Hard Disk Drive)等の補助記憶装置、及び演算処理装置がプログラムを実行する上で一時的に必要とされるデータを格納するためのRAM(Random Access Memory)といった主記憶装置を備える。
 そして、ゲーム端末200-1において、演算処理装置が補助記憶装置からアプリケーションソフトウェア又はOSを読み込み、読み込んだアプリケーションソフトウェアやOSを主記憶装置に展開させながら、これらのアプリケーションソフトウェア又はOSに基づいた演算処理を行なう。また、この演算結果に基づいて、各装置が備える各種のハードウェアを制御する。これにより、本実施形態の機能は実現される。つまり、本実施形態のゲーム端末200-1は、ハードウェアとソフトウェアが協働することにより実現することができる。
 制御部201は、ログ記憶部202、通信部203、入力デバイス204、出力デバイス205及び報知部206の動作の制御を行う。制御部201の補助記憶装置には、Rooting環境、Jailbreak環境等の環境でチートツールの実行を検出するプログラム、ゲームのアプリケーションプログラムのファイルの正常なバイナリとは異なるhashを持つバイナリ(ファイル)を検出するプログラムを備えている。制御部201は、ゲーム中にこれらのプログラムを動作させ、Rooting環境、Jailbreak環境等の環境でチートツールが実行された場合は、その実行をログとしてログ記憶部202に記憶する。また、制御部201は、ゲームのアプリケーションプログラムのファイルの正常なバイナリとは異なるhashを持つバイナリ(ファイル)があった場合は、そのバイナリ(ファイル)をログとしてログ記憶部202に記憶する。Rooting環境、Jailbreak環境等の環境でのチートツールの実行、ゲームのアプリケーションプログラムのファイルの正常なバイナリとは異なるhashを持つバイナリ(ファイル)は、参加者にかかる使用端末情報であり、ゲームの実行状況のログの少なくとも一つとなる。
The control unit 201 includes an arithmetic processing unit such as a CPU (Central Processing Unit), an auxiliary storage device such as an HDD (Hard Disk Drive) storing various control programs such as application software or an OS (Operating System), and arithmetic processing. The device is equipped with a main memory such as a RAM (Random Access Memory) for storing data temporarily required for executing programs.
Then, in the game terminal 200-1, the arithmetic processing unit reads the application software or the OS from the auxiliary storage device, and develops the read application software or OS in the main storage device while performing arithmetic processing based on the application software or the OS. do Also, based on the result of this calculation, various hardware included in each device is controlled. This implements the functions of the present embodiment. In other words, the game terminal 200-1 of this embodiment can be realized by cooperation of hardware and software.
The control unit 201 controls operations of the log storage unit 202 , the communication unit 203 , the input device 204 , the output device 205 and the notification unit 206 . In the auxiliary storage device of the control unit 201, programs for detecting the execution of cheat tools in environments such as rooting environments and jailbreak environments, and binaries (files) with hashes different from normal binaries of game application program files are detected. It has a program to The control unit 201 operates these programs during the game, and stores the execution as a log in the log storage unit 202 when the cheat tool is executed in an environment such as a Rooting environment or a Jailbreak environment. If there is a binary (file) having a different hash than the normal binary of the game application program file, the control unit 201 stores the binary (file) in the log storage unit 202 as a log. Execution of cheat tools in environments such as rooting environments and jailbreak environments, and binaries (files) with hashes that differ from normal binaries of game application program files are the terminal information used by participants, and the execution of the game At least one of the status logs.
 ログ記憶部202は、Rooting環境、Jailbreak環境等の環境でのチートツールの実行、正常なバイナリとは異なるhashを持つバイナリに関するログを記憶する。
 通信部203は、通信ネットワーク600を介してゲームサーバ100と通信する。
The log storage unit 202 stores logs related to execution of cheat tools in environments such as rooting environments and jailbreak environments, and binaries having hashes different from those of normal binaries.
Communication unit 203 communicates with game server 100 via communication network 600 .
 入力デバイス204は、例えば、マウス、キーボードである。
 出力デバイス205は、表示デバイス、例えば液晶ディスプレイである。入力デバイス204及び出力デバイス205は、ゲームに使用可能なリソースとなる。
 報知部206は、表示デバイス、例えば液晶ディスプレイである。報知部206と出力デバイス205とは、一つの液晶ディスプレイで構成して一体化されてもよい。
 入力デバイス204と出力デバイス205と報知部206とは、タッチパネル付き液晶ディスプレイで構成して一体化されてもよい。入力デバイス204と出力デバイス205は、監視者が監視の操作に用いるとともに、参加者がゲームの実行に用いる。
 ここでは、外付け記憶デバイスとしてUSBメモリを用いているが、ポータブルハードディスク(携帯可能な外付けハードディスク)、ポータブルSSD(携帯可能な外付けSSD)等を用いてもよい。
Input device 204 is, for example, a mouse and a keyboard.
The output device 205 is a display device such as a liquid crystal display. Input device 204 and output device 205 are resources available for the game.
The notification unit 206 is a display device such as a liquid crystal display. The notification unit 206 and the output device 205 may be configured by one liquid crystal display and integrated.
The input device 204, the output device 205, and the notification unit 206 may be configured by a liquid crystal display with a touch panel and integrated. The input device 204 and the output device 205 are used by the observer for monitoring operations and by the participants for executing the game.
Here, a USB memory is used as an external storage device, but a portable hard disk (portable external hard disk), portable SSD (portable external SSD), etc. may be used.
 (ゲーム端末200-1における監視動作)
 監視者は、ゲームの開始前、ゲーム中、ゲーム終了後の少なくとも1つの期間に、ゲーム端末200-1のチートの監視を行う。
 ゲーム端末200-1のチート監視を行う監視者の認証を行うために、まず、監視者は、認証サーバ300にログインする。監視者にはアカウント情報が割り当てられており、このアカウント情報は監視者によってキーボード等の入力デバイス204を用いて入力される。アカウント情報は、ゲーム端末2001-1から通信ネットワーク600を介して認証サーバ300に送信される。アカウント情報には監視者の識別情報(監視者ID)及びパスワードが含まれる。
(Monitoring operation in game terminal 200-1)
The supervisor monitors cheats on game terminal 200-1 during at least one period before the game starts, during the game, and after the game ends.
In order to authenticate a supervisor who monitors cheats on game terminal 200 - 1 , the supervisor first logs into authentication server 300 . Account information is assigned to the supervisor, and this account information is input by the supervisor using the input device 204 such as a keyboard. Account information is transmitted from game terminal 2001 - 1 to authentication server 300 via communication network 600 . The account information includes identification information (monitor ID) and password of the monitor.
 認証サーバ300には、監視者のアカウント情報が予め登録されている。認証サーバ300は、登録されたアカウント情報と、受信したアカウント情報とを照合して、監視者の認証を行い認証の可否、及び認証がされた場合はUSBメモリ210に記憶された監視プログラムを起動させるためのパスワードをゲーム端末200-1に送信する。このパスワードは運営者が開催するゲームの大会ごとに付与される。 The account information of the monitor is registered in advance in the authentication server 300 . The authentication server 300 collates the registered account information with the received account information, authenticates the monitor, determines whether or not the user is authenticated, and activates the monitor program stored in the USB memory 210 if the user is authenticated. A password for enabling the game terminal 200-1 is transmitted to the game terminal 200-1. This password is given for each game tournament held by the operator.
 ゲーム端末200-1は、受信した、監視者の認証の可否、及びパスワードを出力デバイス205に表示する。
 監視者がUSBメモリ210をゲーム端末200-1に挿入すると、パスワードの入力が求められ、監視者が、認証サーバ300から送られ、出力デバイス205に表示されたパスワードを入力すると、USBメモリ210に記憶された監視プログラムが起動する。こうして、認証された監視者が、特定のゲームの大会でのみ、監視プログラムを起動させてゲーム端末200-1の監視を行うことが可能となる。
Game terminal 200-1 displays on output device 205 the received confirmation of the supervisor's authentication and the password.
When the observer inserts USB memory 210 into game terminal 200-1, he is prompted to enter a password. A stored monitoring program is activated. In this way, the authenticated observer can activate the monitoring program and monitor game terminal 200-1 only in a specific game competition.
 監視プログラムはチートを監視するための監視プログラムであり、具体的には、Rooting環境、Jailbreak環境等の環境でチートツールの実行を監視するために、ログ記憶部202からログを読み出して出力する第1の監視プログラム、ゲームのアプリケーションプログラムのファイルの正常なバイナリとは異なるhashを持つバイナリ(ファイル)を監視するために、ログ記憶部202からログを読み出して出力する第2の監視プログラムを含んでいる。 The monitoring program is a monitoring program for monitoring cheating. Specifically, in order to monitor execution of a cheat tool in an environment such as a Rooting environment or a Jailbreak environment, a log is read from the log storage unit 202 and output. 1 monitoring program, and a second monitoring program that reads and outputs a log from the log storage unit 202 in order to monitor a binary (file) having a hash different from the normal binary of the game application program file. there is
 監視プログラムが起動されると、まず、出力デバイス205となる液晶ディスプレイに監視項目の選択画面が表示される。
 監視項目の選択画面には、例えば、チートツールの実行の検出、正常なバイナリとは異なるhashを持つバイナリ(ファイル)検出等が表示され、監視者は、その中から1又は複数の監視項目を選択し、出力デバイス205の選択画面に表示された開始ボタンをクリックする。
When the monitoring program is started, first, a monitor item selection screen is displayed on the liquid crystal display serving as the output device 205 .
On the monitor item selection screen, for example, the detection of cheat tool execution, the detection of binaries (files) with a hash different from normal binaries, etc. are displayed. Select and click the start button displayed on the selection screen of the output device 205 .
 このクリック操作により、ログの読み出しと出力が行われる。このクリック操作が監視者のログ要求となり、監視者からの所定の要求となる。
 以下の説明では、チートツールの実行検出、及び正常なバイナリとは異なるhashを持つバイナリ(ファイル)検出が選択されたものとして説明する。
This click operation causes the log to be read and output. This click operation serves as a log request from the supervisor and a predetermined request from the supervisor.
In the following description, it is assumed that detection of cheat tool execution and detection of binaries (files) with hashes different from those of normal binaries have been selected.
 制御部201は、USBメモリ210に記憶された監視プログラムの中から、チートツールの実行を監視する第1の監視プログラム、及び正常なバイナリとは異なるhashを持つバイナリ(ファイル)を監視する第2の監視プログラムを順次起動して実行する。 The control unit 201 selects, from among the monitoring programs stored in the USB memory 210, a first monitoring program that monitors execution of cheat tools, and a second monitoring program that monitors binaries (files) having a hash different from that of normal binaries. sequentially start and execute the monitoring program.
 制御部201は、第1の監視プログラムを用いて、チートツールの実行のログをログ記憶部202から読み出して出力デバイス205に表示する。また、制御部201は、第2の監視プログラムを用いて、正常なバイナリとは異なるhashを持つバイナリ(ファイル)のログをログ記憶部202から読み出して出力デバイス205に表示する。 The control unit 201 uses the first monitoring program to read the cheat tool execution log from the log storage unit 202 and display it on the output device 205 . Also, the control unit 201 uses the second monitoring program to read a binary (file) log having a hash different from that of the normal binary from the log storage unit 202 and displays it on the output device 205 .
 制御部201は、監視者の指示により、USBメモリ210に記憶された判定プログラムを起動させ、監視結果のログが所定の要件を満たすかどうか判定してもよい。例えば、制御部201は、判定プログラムを用いて、チートツールの実行が一定値を超えて急激に増えている場合は主記憶装置のデータの改竄が行われていると判定する。また、制御部201は、正常なバイナリとは異なるhashを持つバイナリ(ファイル)の数が一定値を超えて急激に増えている場合にはバイナリ改竄が行われていると判定する。 The control unit 201 may activate a determination program stored in the USB memory 210 according to an instruction from the monitor, and determine whether the log of the monitoring result satisfies a predetermined requirement. For example, using a determination program, the control unit 201 determines that data in the main storage device has been tampered with when the number of cheat tool executions exceeds a certain value and increases rapidly. Also, the control unit 201 determines that binary tampering has occurred when the number of binaries (files) having hashes different from those of normal binaries rapidly increases beyond a certain value.
 そして、制御部201は、これらの判定結果を報知部206に表示する。 Then, the control unit 201 displays these determination results on the notification unit 206.
 監視者は、出力デバイス205に表示される所定のログ、又は/及び報知部206に表示される判定結果に基づいて、ゲーム端末200-1の認証の可否を判断する。
 監視者は、ゲーム端末200-2、200-3についても、ゲーム端末200-1と同様に、監視者はゲーム端末200-2、200-3の認証の可否を判断する。
The supervisor determines whether game terminal 200-1 can be authenticated based on a predetermined log displayed on output device 205 and/or the determination result displayed on notification unit 206. FIG.
The supervisor determines whether game terminals 200-2 and 200-3 can be authenticated for game terminals 200-2 and 200-3 in the same manner as for game terminal 200-1.
 ゲーム端末200-1~200-3の認証の可否が判断されると、ゲーム端末200-1~200-3についての、監視者による監視動作が終了する。 When it is determined whether or not game terminals 200-1 to 200-3 are authenticated, the monitoring operation by the supervisor for game terminals 200-1 to 200-3 ends.
 以上の説明では、監視者がUSBメモリ210をゲーム端末200-1に挿入し、挿入されたUSBメモリ210に記憶された監視プログラムを利用する例について説明した。しかし、監視プログラムは認証サーバ300又は他のサーバに記憶されており、監視者の指示に基づいて、ネットワークを経由して、監視プログラムがゲーム端末200-1にインストールされる構成でもよい。 In the above description, an example has been described in which the monitor inserts the USB memory 210 into the game terminal 200-1 and uses the monitor program stored in the inserted USB memory 210. However, the monitoring program may be stored in authentication server 300 or another server, and the monitoring program may be installed in game terminal 200-1 via the network based on instructions from the supervisor.
 図11は、ゲーム端末200-1の動作を示すフローチャートである。以下の説明では、ゲーム端末200-1の動作について説明するが、ゲーム端末200-2、200-3も、ゲーム端末200-1と同様な動作を行う。 FIG. 11 is a flowchart showing the operation of game terminal 200-1. In the following description, the operation of game terminal 200-1 will be described, but game terminals 200-2 and 200-3 also perform the same operation as game terminal 200-1.
 ステップS11において、ゲーム端末200-1は、監視者のアカウント情報を、通信ネットワーク600を介して認証サーバ300に送信する。
 認証サーバ300は、予め登録されたアカウント情報と、受信したアカウント情報とを照合して、監視者の認証を行う。そして、認証サーバ300は、認証の可否、及び認証がされた場合はUSBメモリ210に記憶された監視プログラムを起動させるためのパスワードをゲーム端末200-1に送信する。このパスワードは運営者が開催するゲームの大会ごとに付与される。
In step S 11 , game terminal 200 - 1 transmits the supervisor's account information to authentication server 300 via communication network 600 .
The authentication server 300 collates the pre-registered account information with the received account information to authenticate the monitor. Then, authentication server 300 transmits to game terminal 200-1 whether or not the authentication has been approved, and, if the authentication is successful, the password for starting the monitoring program stored in USB memory 210. FIG. This password is given for each game tournament held by the operator.
 ステップS12において、ゲーム端末200-1は、監視者の認証の可否、及びパスワードを受信し、出力デバイス205に表示する。
 ステップS13において、ゲーム端末200-1は、監視者によりパスワードが入力されると、USBメモリ210に記憶された監視プログラムを起動する。
 ステップS14において、ゲーム端末200-1は、監視プログラムに基づいて、監視項目の選択画面を表示し、監視者が選択した監視項目を受け付ける。
In step S12, the game terminal 200-1 receives the confirmation of the supervisor's authentication and the password, and displays them on the output device 205. FIG.
In step S13, game terminal 200-1 activates the monitoring program stored in USB memory 210 when the password is input by the supervisor.
In step S14, game terminal 200-1 displays a monitor item selection screen based on the monitor program, and accepts the monitor item selected by the monitor.
 ステップS15において、ゲーム端末200-1は、選択された監視項目に対応して、ログ記憶部202からチートに関するログを読み出して、出力デバイス205に表示する。 In step S15, the game terminal 200-1 reads the cheat log from the log storage unit 202 and displays it on the output device 205, corresponding to the selected monitoring item.
 (ゲームサーバ100)
 次に、ゲームサーバ100について説明する。
 本実施形態のゲームサーバ100の構成は、図9に示したゲームサーバ100の構成と同じなので、図9を用いて説明する。
 図9に示すように、ゲームサーバ100は、制御部101、ログ記憶部102、通信部103、入力デバイス104、出力デバイス105、報知部106及び通信部107を備えている。ゲームサーバ100には、外付け記憶デバイスとなるUSBメモリ110が挿入可能となっており、図9ではUSBメモリ110が挿入された状態を示している。
(Game server 100)
Next, the game server 100 will be explained.
Since the configuration of the game server 100 of this embodiment is the same as the configuration of the game server 100 shown in FIG. 9, it will be described using FIG.
As shown in FIG. 9, the game server 100 includes a control unit 101, a log storage unit 102, a communication unit 103, an input device 104, an output device 105, a notification unit 106 and a communication unit 107. A USB memory 110 as an external storage device can be inserted into the game server 100, and FIG. 9 shows a state in which the USB memory 110 is inserted.
 制御部101、入力デバイス104及びUSBメモリ110は受付部を構成し、制御部101、入力デバイス104及びUSBメモリ110は監視者のログ要求を受け付ける。制御部101、ログ記憶部102及び出力デバイス105は、ログ記憶部102に記憶されたログを出力する出力部を構成する。受付部及び出力部は監視システムを構成する。
 ゲームサーバ100の監視者は、ゲーム端末200-1~200-3の監視者と同一人であってもよいが、異なってもよい。
The control unit 101, the input device 104, and the USB memory 110 constitute a receiving unit, and the control unit 101, the input device 104, and the USB memory 110 receive log requests from the monitor. The control unit 101 , the log storage unit 102 and the output device 105 constitute an output unit that outputs the log stored in the log storage unit 102 . The reception unit and the output unit constitute a monitoring system.
The supervisor of game server 100 may be the same as the supervisor of game terminals 200-1 to 200-3, or may be different.
 制御部101は、ログ記憶部102、通信部103、入力デバイス104、出力デバイス105、報知部106及び通信部107の動作の制御を行う。制御部101は、ゲーム端末200-1~200-3からのログイン時に、アクセスのあったゲーム端末と、そのゲーム端末から送信されたアカウント情報とを紐づけて、ログとしてログ記憶部102に記憶する。このログは、本人確認情報であり、ゲームの実行状況のログの少なくとも一つとなる。また、制御部101は、ゲーム端末200-1~200-3から送信される、参加者のゲームプレイを示す情報を、ログとしてログ記憶部102に記憶する。参加者のゲームプレイを示す情報は、例えば、ゲーム中でのスコア、プレイの記録である。参加者のゲームプレイを示す情報は、ゲームの通信情報であり、ゲームの実行状況のログの少なくとも一つとなる。
 通信部103は、通信ネットワーク600を介してゲーム端末200-1~200-3と通信する。
The control unit 101 controls operations of the log storage unit 102 , the communication unit 103 , the input device 104 , the output device 105 , the notification unit 106 and the communication unit 107 . When logging in from game terminals 200-1 to 200-3, control unit 101 associates the accessed game terminal with the account information transmitted from the game terminal, and stores the log in log storage unit 102 as a log. do. This log is personal identification information and is at least one of the game execution status logs. Further, control unit 101 stores, as a log, in log storage unit 102 information indicating the game play of the participants, which is transmitted from game terminals 200-1 to 200-3. The information indicating the participant's game play is, for example, the score in the game and the record of the play. The information indicating the participant's game play is communication information of the game, and is at least one log of the execution status of the game.
Communication unit 103 communicates with game terminals 200-1 to 200-3 via communication network 600. FIG.
 入力デバイス104は、例えば、マウス、キーボードである。
 出力デバイス105は、表示デバイス、例えば液晶ディスプレイである。
 報知部106は、表示デバイス、例えば液晶ディスプレイである。報知部106と出力デバイス105とは、一つの液晶ディスプレイで構成して一体化されてもよい。
 入力デバイス104と出力デバイス105と報知部106とは、タッチパネル付き液晶ディスプレイで構成して一体化されてもよい。入力デバイス104と出力デバイス105と報知部106とは主として監視時に用いられるので、監視時のみに取り付けを行い、監視時以外は取り外してもよい。
Input device 104 is, for example, a mouse and a keyboard.
The output device 105 is a display device such as a liquid crystal display.
The notification unit 106 is a display device such as a liquid crystal display. The notification unit 106 and the output device 105 may be configured by one liquid crystal display and integrated.
The input device 104, the output device 105, and the notification unit 106 may be configured by a liquid crystal display with a touch panel and integrated. Since the input device 104, the output device 105, and the notification unit 106 are mainly used during monitoring, they may be attached only during monitoring and removed during non-monitoring.
 ここでは、外付け記憶デバイスとしてUSBメモリを用いているが、ポータブルハードディスク(携帯可能な外付けハードディスク)、ポータブルSSD(携帯可能な外付けSSD)等を用いてもよい。
 通信部107は、通信ネットワーク700を介して配信サーバ400と通信する。
Here, a USB memory is used as an external storage device, but a portable hard disk (portable external hard disk), portable SSD (portable external SSD), etc. may be used.
Communication unit 107 communicates with distribution server 400 via communication network 700 .
 (ゲームサーバ100における監視動作)
 監視者は、ゲームの開始前、ゲーム中、ゲーム終了後の少なくとも1つの期間に、ゲーム端末200-1のチートの監視を行う。
 ゲームサーバ100の監視を行う監視者の認証を行う動作は、ゲーム端末200-1と同じなので、ここでは説明を省略する。
 認証サーバ300が、監視者の認証を行い認証の可否、及び認証がされた場合はUSBメモリ110に記憶された監視プログラムを起動させるためのパスワードをゲームサーバ100に送信する。このパスワードは運営者が開催するゲームの大会ごとに付与される。
(Monitoring operation in game server 100)
The supervisor monitors cheats on game terminal 200-1 during at least one period before the game starts, during the game, and after the game ends.
Since the operation of authenticating the supervisor who monitors the game server 100 is the same as that of the game terminal 200-1, the description is omitted here.
The authentication server 300 authenticates the observer and transmits to the game server 100 whether or not the observer is authenticated, and if the observer is authenticated, the password for starting the monitor program stored in the USB memory 110 . This password is given for each game tournament held by the operator.
 ゲームサーバ100は、受信した、監視者の認証の可否、及びパスワードを出力デバイス105に表示する。
 監視者がUSBメモリ110をゲームサーバ100に挿入すると、パスワードの入力が求められ、監視者が認証サーバ300から送られたパスワードを入力すると、USBメモリ110に記憶された監視プログラムが起動する。こうして、認証された監視者が、特定のゲームの大会でのみ、監視プログラムを起動させて、ゲーム端末200-1のチートの監視を行うことが可能となる。
The game server 100 displays, on the output device 105, whether or not the supervisor has been authenticated and the password received.
When the supervisor inserts the USB memory 110 into the game server 100, a password input is requested, and when the supervisor inputs the password sent from the authentication server 300, the monitoring program stored in the USB memory 110 is activated. In this way, the authenticated monitor can activate the monitoring program and monitor cheats on game terminal 200-1 only in a specific game competition.
 監視プログラムが起動されると、まず、出力デバイス105となる液晶ディスプレイに監視項目の選択画面が表示される。
 監視項目の選択画面には、例えば、参加者のなりすまし、ゲーム端末側のプログラム又はデータの改竄(ゲームの通信情報の改竄を含む)等が表示され、監視者は、その中から1又は複数の監視項目を選択し、出力デバイス105の選択画面に表示された開始ボタンをクリックする。このクリック操作により監視項目が測定され、ログの読み出しと出力が行われる。このクリック操作が監視者のログ要求となり、監視者からの所定の要求となる。
 以下の説明では参加者のなりすまし、ゲーム端末側のプログラム又はデータの改竄が選択されたものとして説明する。
When the monitoring program is started, first, a monitor item selection screen is displayed on the liquid crystal display serving as the output device 105 .
On the monitor item selection screen, for example, participant spoofing, program or data tampering on the game terminal side (including tampering with game communication information), etc. are displayed. A monitoring item is selected, and a start button displayed on the output device 105 selection screen is clicked. Monitoring items are measured by this click operation, and log reading and output are performed. This click operation serves as a log request from the supervisor and a predetermined request from the supervisor.
In the following explanation, it is assumed that the spoofing of the participant and the falsification of the program or data on the game terminal side are selected.
 USBメモリ110に記録された監視プログラムは、参加者のなりすましを監視する第3の監視プログラム、ゲーム端末側のプログラム又はデータの改竄を監視する第4の監視プログラムを含んでいる。
 制御部101は、USBメモリ110に記憶された監視プログラムの中から、参加者のなりすましを監視する第3の監視プログラムを起動する。
 制御部101は、参加者のなりすましを監視する第3の監視プログラムを用いて、ゲーム端末200-1~200-3ごとに、監視時からゲーム開始直前までの一定期間内のログイン時のアカウント情報を、ログ記憶部102に記憶されたログから読み出して、出力デバイス205に表示する。前述したように、一つのゲーム端末でのゲームの進行はログインにより参加者が認証されてから行われ、通常、ログイン回数は1回であるが、一つのゲーム端末で、異なるアカウント情報の複数のログイン(例えば、4回以上)があった場合は、監視者は参加者のなりすましを推測できる。
 制御部201は、ゲーム端末側のプログラム又はデータの改竄を監視するための第4の監視プログラムを用いて、ゲーム端末200-1~200-3ごとに、ゲームプレイを示す情報を、ログ記憶部102に記憶されたログから検出して、出力デバイス205に表示する。参加者のゲームプレイを示す情報は、例えば、ゲーム中でのスコア、プレイの記録である。ゲーム中のスコアを想定以上に獲得している場合、極端に短い時間で連続でプレイが記録されている場合、プレイの記録が極端に少ない場合には、監視者はゲーム端末側のプログラム又はデータの改竄があったものと推測できる。データの改竄には、例えば、ゲームサーバ100に送る、ゲームの通信情報(例えば、ゲームのプレイ結果のパケット)の改竄、ゲーム端末のRAM等の主記憶装置に記憶されたデータの改竄が挙げられる。
The monitoring programs recorded in the USB memory 110 include a third monitoring program for monitoring impersonation of participants and a fourth monitoring program for monitoring falsification of programs or data on the game terminal side.
The control unit 101 activates a third monitoring program for monitoring impersonation of a participant from among the monitoring programs stored in the USB memory 110 .
Control unit 101 uses a third monitoring program for monitoring impersonation of a participant, and collects account information at the time of login within a certain period from the time of monitoring until immediately before the start of the game, for each of game terminals 200-1 to 200-3. is read from the log stored in the log storage unit 102 and displayed on the output device 205 . As mentioned above, the progress of the game on one game terminal is performed after the participant is authenticated by login. If there are logins (eg, 4 or more times), the observer can guess the participant's impersonation.
Control unit 201 stores information indicating game play for each of game terminals 200-1 to 200-3 in a log storage unit using a fourth monitoring program for monitoring falsification of programs or data on the game terminal side. Detected from the log stored in 102 and displayed on the output device 205 . The information indicating the participant's game play is, for example, the score in the game and the record of the play. If the score during the game is higher than expected, if the play is recorded continuously in an extremely short period of time, or if the record of the play is extremely small, the observer may It can be assumed that there was a falsification of Data tampering includes, for example, tampering with game communication information sent to the game server 100 (for example, game play result packets), and tampering with data stored in a main storage device such as a RAM of a game terminal. .
 制御部101は、監視者の指示により、USBメモリ110に記憶された判定プログラムを起動させ、監視結果のログが所定の要件を満たすかどうか判定してもよい。 The control unit 101 may activate a determination program stored in the USB memory 110 according to an instruction from the monitor, and determine whether or not the log of the monitoring result satisfies a predetermined requirement.
 制御部101は、参加者のなりすましを判定する判定プログラムを用いて、ゲーム端末200-1~200-3のそれぞれにおける、監視時からゲーム開始直前までの一定期間内のログイン時のアカウント情報からログインの回数を求め、ログインの回数が複数、例えば、4回以上あった場合は、参加者のなりすましと判定する。
 制御部101は、ゲーム端末側のプログラム又はデータの改竄を判定する判定プログラムを用いて、ゲーム中のスコアが一定値以上である場合、極端に短い一定時間内に連続してプレイが記録されている場合、又はプレイの記録の数が一定値以下である場合には、ゲーム端末側のプログラム又はデータの改竄(ゲームの通信情報の改竄を含む)が行われたと判定する。なお、ゲーム端末側のプログラム及び主記憶装置(メモリとも呼ばれる)のデータの改竄がゲーム端末で監視され、プログラム及び主記憶装置のデータの改竄がないと判定されれば、ゲーム中のスコアが一定値以上である場合、極端に短い一定時間内に連続してプレイが記録されている場合、又はプレイの記録の数が一定値以下である場合には、ゲームの通信情報の改竄が行われたと判定できる。
Control unit 101 uses a determination program to determine impersonation of a participant, and logs in from the account information at the time of login within a certain period from the time of monitoring to immediately before the start of the game on each of game terminals 200-1 to 200-3. is obtained, and if the number of times of login is more than one, for example, four times or more, it is determined that the participant has been impersonated.
The control unit 101 uses a program on the game terminal side or a determination program to determine falsification of data. If there is, or if the number of play records is equal to or less than a certain value, it is determined that the program or data on the game terminal side has been tampered with (including tampering with game communication information). In addition, the game terminal monitors tampering with the program on the game terminal side and the data in the main memory (also called memory), and if it is determined that there is no tampering with the program and the data in the main memory, the score during the game is fixed. If it is above the value, if the play is recorded continuously within an extremely short fixed period of time, or if the number of play records is below a certain value, it is considered that the communication information of the game has been tampered with. I can judge.
 そして、制御部101は、これらの判定結果を報知部106に表示する。制御部101は、ログが所定の要件を満たすと判定したときに、その旨を報知してもよい。 Then, the control unit 101 displays these determination results on the notification unit 106. When the control unit 101 determines that the log satisfies a predetermined requirement, the control unit 101 may notify the fact.
 監視者は、出力デバイス105に表示される所定のログ、又は/及び報知部106に表示される判定結果に基づいて、ゲームサーバ100側から見た、ゲーム端末200-1~200-3の認証の可否を判断する。
 ゲーム端末200-1~200-3の認証の可否が判断され、ゲームサーバ100側から見た、ゲーム端末200-1~200-3についての、監視者による監視動作が終了する。
The observer authenticates the game terminals 200-1 to 200-3 as seen from the game server 100 based on the predetermined log displayed on the output device 105 and/or the judgment result displayed on the notification unit 106. to determine whether or not
It is determined whether game terminals 200-1 to 200-3 are authenticated, and the monitoring operation by the supervisor for game terminals 200-1 to 200-3 as seen from game server 100 ends.
 以上、ゲームサーバ100側から見た、ゲーム端末200-1~200-3のチート監視について説明した。
 ゲーム端末200-1~200-3は、参加者が操作するためチート行為が行われやすい。一方、ゲームサーバ100は、運営者によって管理され、参加者が操作しないので、ゲーム端末200-1~200-3に比べてチート行為が行われにくい。
 しかし、必要に応じて、監視者はゲームサーバ100についても、ゲーム端末200-1~200-3と同様に、プログラム、主記憶装置(メモリとも呼ばれる)のデータの改竄を監視してもよい。ゲームサーバ100において、ログ記憶部102に記憶される、Rooting環境、Jailbreak環境等の環境でのチートツールの実行、プログラムのファイルの正常なバイナリとは異なるhashを持つバイナリ(ファイル)は、サーバ情報となる。
The cheat monitoring of the game terminals 200-1 to 200-3 as viewed from the game server 100 side has been described above.
Since game terminals 200-1 to 200-3 are operated by participants, cheating is likely to occur. On the other hand, since the game server 100 is managed by the operator and not operated by the participants, cheating is less likely to occur than the game terminals 200-1 to 200-3.
However, if necessary, the supervisor may also monitor game server 100 for tampering with programs and data in main storage (also called memory) in the same manner as game terminals 200-1 to 200-3. In the game server 100, a binary (file) having a hash different from the normal binary of the program file, which is stored in the log storage unit 102, is server information becomes.
 また、以上の説明では、監視者がUSBメモリ110をゲームサーバ100に挿入し、挿入されたUSBメモリ110に記憶された監視プログラムを利用する例について説明した。しかし、監視プログラムは認証サーバ300又は他のサーバに記憶されており、監視者の指示に基づいて、ネットワークを経由して、監視プログラムがゲームサーバ100にインストールされる構成でもよい。 Also, in the above description, an example has been described in which the monitor inserts the USB memory 110 into the game server 100 and uses the monitor program stored in the inserted USB memory 110 . However, the monitoring program may be stored in the authentication server 300 or another server, and the monitoring program may be installed in the game server 100 via the network based on instructions from the supervisor.
 以上、ゲームサーバ100について説明した。
 ゲームサーバ100の制御部101の機能を実現するために、ゲームサーバ100は、CPU(Central Processing Unit)等の演算処理装置を備える。また、ゲームサーバ100は、アプリケーションソフトウェア又はOS(Operating System)等の各種の制御用プログラムを格納したHDD(Hard Disk Drive)等の補助記憶装置、及び演算処理装置がプログラムを実行する上で一時的に必要とされるデータを格納するためのRAM(Random Access Memory)といった主記憶装置も備える。
The game server 100 has been described above.
In order to implement the functions of the control unit 101 of the game server 100, the game server 100 includes an arithmetic processing device such as a CPU (Central Processing Unit). The game server 100 also includes an auxiliary storage device such as a HDD (Hard Disk Drive) that stores various control programs such as application software or an OS (Operating System), and a temporary storage device for the arithmetic processing unit to execute the program. It also has a main memory such as a random access memory (RAM) for storing data required for the system.
 そして、ゲームサーバ100において、演算処理装置が補助記憶装置からアプリケーションソフトウェア又はOSを読み込み、読み込んだアプリケーションソフトウェアやOSを主記憶装置に展開させながら、これらのアプリケーションソフトウェア又はOSに基づいた演算処理を行なう。また、この演算結果に基づいて、各装置が備える各種のハードウェアを制御する。これにより、本実施形態の機能ブロックは実現される。つまり、本実施形態のゲームサーバは、ハードウェアとソフトウェアが協働することにより実現することができる。
 ゲームサーバ100の動作を示すフローチャートは、監視項目が異なる点を除いて、図11を用いて説明したゲーム端末200-1の動作を示すフローチャートと同様なので説明を省略する。
Then, in the game server 100, the arithmetic processing unit reads the application software or OS from the auxiliary storage device, develops the read application software or OS in the main storage device, and performs arithmetic processing based on the application software or OS. . Also, based on the result of this calculation, various hardware included in each device is controlled. This implements the functional blocks of the present embodiment. In other words, the game server of this embodiment can be realized by cooperation of hardware and software.
The flowchart showing the operation of the game server 100 is the same as the flowchart showing the operation of the game terminal 200-1 explained with reference to FIG.
 以上説明した、ゲーム端末200-1~200-3の認証の可否が判断されると、その結果によって、ゲームが公平な環境で行われることができるかどうかを判断できる。 When it is determined whether or not the game terminals 200-1 to 200-3 are authenticated as described above, it is possible to determine whether the game can be played in a fair environment based on the result.
 (ゲームシステムの他の構成例)
 上述した実施形態のゲームシステムの他の構成例として、ログを出力デバイス205及び出力デバイス105に表示して出力する他に、ゲーム端末200-1~200-3の通信部203、ゲームサーバ100の通信部103を介して分散管理台帳に出力して記憶する例について説明する。
 分散管理台帳は、運営者、参加者及び監視者から独立しており、偽造や改ざんが困難な形でログを記録することができる。分散管理台帳は、通信ネットワークを構成する複数のノード(コンピュータ等)が保持する同一のデータベース(管理台帳)を意味し、発生した変更に応じて各ノードの管理台帳が更新されていく。
(Another configuration example of the game system)
As another configuration example of the game system of the embodiment described above, in addition to displaying and outputting logs on the output device 205 and the output device 105, the communication units 203 of the game terminals 200-1 to 200-3 and the game server 100 An example of outputting to a distributed management ledger and storing it via the communication unit 103 will be described.
The distributed management ledger is independent of operators, participants, and observers, and can record logs in a form that is difficult to forge or falsify. A distributed management ledger means the same database (management ledger) held by a plurality of nodes (computers, etc.) constituting a communication network, and the management ledger of each node is updated according to changes that occur.
 本実施形態の分散管理台帳を含むゲームシステムの構成は図10に示した分散管理台帳を含むゲームシステムの構成と同じなので、図10を用いて説明する。
 図10に示すゲームシステム11Aは図6に示したゲームシステム11と比較して、分散管理台帳800-1、800-2が追加されている。図10では、分散管理台帳が2つ示されているが、分散管理台帳は3つ以上であってもよい。
 分散管理台帳800-1、800-2は、ゲーム端末200-1~200-3から出力されるログと、ゲームサーバ100から出力されるログとを記録する。ゲーム端末200-1~200-3の制御部201と通信部203は、分散管理台帳800-1、800-2にログを記録する手段となる。ゲームサーバ100の制御部101と通信部103は、分散管理台帳800-1、800-2にログを記録する手段となる。分散管理台帳800-1、800-2に記録されるログは同期が取られ、例えば、分散管理台帳800-1のログの記録、修正等が行われると、分散管理台帳800-2も同様にログの記録、修正等が行われる。
Since the configuration of the game system including the distributed management ledger of this embodiment is the same as the configuration of the game system including the distributed management ledger shown in FIG. 10, it will be explained using FIG.
Compared to the game system 11 shown in FIG. 6, the game system 11A shown in FIG. 10 has distributed management ledgers 800-1 and 800-2 added. Although two distributed management ledgers are shown in FIG. 10, there may be three or more distributed management ledgers.
Distributed management ledgers 800-1 and 800-2 record logs output from game terminals 200-1 to 200-3 and logs output from game server 100. FIG. Control unit 201 and communication unit 203 of game terminals 200-1 to 200-3 serve as means for recording logs in distributed management ledgers 800-1 and 800-2. The control unit 101 and the communication unit 103 of the game server 100 serve as means for recording logs in the distributed management ledgers 800-1 and 800-2. The logs recorded in the distributed management ledgers 800-1 and 800-2 are synchronized. For example, when the log of the distributed management ledger 800-1 is recorded or modified, the distributed management ledger 800-2 is also synchronized. Log recording, correction, etc. are performed.
 以上本発明に係る各実施形態について説明したが、監視システム及びゲームシステムに含まれる各構成部は、ハードウェア、ソフトウェア又はこれらの組み合わせにより実現することができる。ここで、ソフトウェアによって実現されるとは、コンピュータがプログラムを読み込んで実行することにより実現されることを意味する。 Although each embodiment according to the present invention has been described above, each component included in the monitoring system and the game system can be realized by hardware, software, or a combination thereof. Here, "implemented by software" means implemented by a computer reading and executing a program.
 プログラムは、様々なタイプの非一時的なコンピュータ読み取り可能な記録媒体(non-transitory computer readable medium)を用いて格納され、コンピュータに供給することができる。非一時的なコンピュータ読み取り可能な記録媒体は、様々なタイプの実体のある記録媒体(tangible storage medium)を含む。非一時的なコンピュータ読み取り可能な記録媒体の例は、磁気記録媒体(例えば、ハードディスクドライブ)、光磁気記録媒体(例えば、光磁気ディスク)、CD-ROM(Read Only Memory)、CD-R、CD-R/W、半導体メモリ(例えば、マスクROM、PROM(Programmable ROM)、EPROM(Erasable PROM)、フラッシュROM、RAM(random access memory))を含む。 Programs can be stored and supplied to computers using various types of non-transitory computer readable media. Non-transitory computer-readable storage media include various types of tangible storage media. Examples of non-transitory computer-readable recording media include magnetic recording media (e.g., hard disk drives), magneto-optical recording media (e.g., magneto-optical discs), CD-ROM (Read Only Memory), CD-R, CD - R/W, including semiconductor memory (eg Mask ROM, PROM (Programmable ROM), EPROM (Erasable PROM), Flash ROM, RAM (random access memory)).
 上述した実施形態は、本発明の好適な実施形態ではあるが、上記実施形態のみに本発明の範囲を限定するものではなく、本発明の要旨を逸脱しない範囲において種々の変更を施した形態での実施が可能である。
 例えば、監視システムは、ゲームサーバと、1又は複数のゲーム端末との両方に設ける必要はなく、いずれか一方に設けてもよい。
The above-described embodiments are preferred embodiments of the present invention, but the scope of the present invention is not limited only to the above-described embodiments, and various modifications can be made without departing from the scope of the present invention. can be implemented.
For example, the monitoring system need not be provided on both the game server and one or more game terminals, but may be provided on either one.
 本発明による監視システム及びゲームシステムは、上述した実施形態を含め、次のような構成を有する各種各様の実施形態を取ることができる。 The monitoring system and game system according to the present invention can take various embodiments, including the embodiments described above, having the following configurations.
 (1C) 通信ネットワークを介して実行するゲームを監視する監視システムであって、
 前記ゲームの参加者から独立した監視者からの所定の要求を受け付ける手段と、
 前記所定の要求を受け付けたことに応じて、前記監視者に、前記参加者にかかる前記ゲームの実行状況のログを出力する手段と、を備えた監視システム。
 (2C) 前記ログが所定の要件を満たすと判定したことに応じて、その旨を報知する手段を、備えた上記(1C)に記載の監視システム。
 (3C) 前記ログは、前記参加者にかかる本人確認情報を含む、上記(1C)又は(2C)に記載の監視システム。
 (4C) 前記ログは、前記参加者にかかる使用端末情報を含む、上記(1C)から(3C)のいずれかに記載の監視システム。
 (5C) 前記ログは、前記ゲームの通信情報を含む、上記(1C)から(4C)のいずれかに記載の監視システム。
 (6C) 前記ログは、サーバ情報を含む、上記(1C)から(5C)のいずれかに記載の監視システム。
 (7C) 前記ログを、前記参加者および前記監視者から独立した分散管理台帳に記録する手段を含む、上記(1C)から(6C)のいずれかに記載の監視システム。
 (8C) 前記通信ネットワークは、広域情報通信網および構内情報通信網の内の少なくとも一つを含む、上記(1C)から(7C)のいずれかに記載の監視システム。
 (9C) ゲームを行うためのデータを、通信ネットワークを介して送信するゲームサーバと、
 前記通信ネットワークを介して前記データを受信する、少なくとも1つのゲーム端末と、を備えたゲームシステムであって、
 前記ゲームサーバと、前記少なくとも1つのゲーム端末との少なくとも一方は、上記(1C)から(8C)のいずれかに記載の監視システムを含んでいる、ゲームシステム。
(1C) A monitoring system for monitoring a game running over a communication network, comprising:
means for receiving a predetermined request from an observer independent of the participants of said game;
A monitoring system comprising means for outputting a log of the execution status of the game for the participant to the monitoring person in response to receiving the predetermined request.
(2C) The monitoring system according to (1C) above, comprising means for notifying that the log satisfies a predetermined requirement in response to the determination.
(3C) The monitoring system according to (1C) or (2C) above, wherein the log includes identity verification information about the participant.
(4C) The monitoring system according to any one of (1C) to (3C) above, wherein the log includes terminal information used by the participant.
(5C) The monitoring system according to any one of (1C) to (4C) above, wherein the log includes communication information of the game.
(6C) The monitoring system according to any one of (1C) to (5C) above, wherein the log includes server information.
(7C) The monitoring system according to any one of (1C) to (6C) above, including means for recording the log in a distributed management ledger independent of the participants and the monitor.
(8C) The monitoring system according to any one of (1C) to (7C) above, wherein the communication network includes at least one of a wide area information communication network and a local information communication network.
(9C) a game server that transmits data for playing a game via a communication network;
at least one game terminal that receives the data via the communication network, wherein:
At least one of the game server and the at least one game terminal includes the monitoring system according to any one of (1C) to (8C) above.
 上記実施態様を図面の符号と対応させると次のように記載できる。
 (1C) 通信ネットワーク(例えば、通信ネットワーク600)を介して実行するゲームを監視する監視システムであって、
 前記ゲームの参加者から独立した監視者からの所定の要求を受け付ける手段(例えば、制御部201、入力デバイス204及びUSBメモリ210からなる受付部、又は制御部101、入力デバイス104及びUSBメモリ110からなる受付部)と、
 前記所定の要求を受け付けたことに応じて、前記監視者に、前記参加者にかかる前記ゲームの実行状況のログを出力する手段(例えば、制御部201、ログ記憶部202及び出力デバイス205からなる出力部、又は制御部101、ログ記憶部102及び出力デバイス105からなる出力部)と、を備えた監視システム。
 この監視システムによれば、ゲームの実行状況を監視することで、ゲームを公平な環境で行うことができる。
The above embodiments can be described as follows, corresponding to the reference numerals in the drawings.
(1C) A monitoring system for monitoring a game running over a communication network (e.g., communication network 600),
Means for receiving a predetermined request from an observer independent of the participants of the game (for example, a receiving unit consisting of the control unit 201, the input device 204 and the USB memory 210, or from the control unit 101, the input device 104 and the USB memory 110 reception department) and
Means for outputting a log of the execution status of the game for the participant to the observer in response to receiving the predetermined request an output unit, or an output unit consisting of a control unit 101, a log storage unit 102, and an output device 105).
According to this monitoring system, the game can be played in a fair environment by monitoring the execution status of the game.
 (2C) 前記ログが所定の要件を満たすと判定したことに応じて、その旨を報知する手段(例えば、報知部106、206)を、備えた上記(1C)に記載の監視システム。 (2C) The monitoring system according to (1C) above, comprising means (for example, reporting units 106 and 206) for reporting that the log satisfies a predetermined requirement in response to the determination.
 (3C) 前記ログは、前記参加者にかかる本人確認情報を含む、上記(1C)又は(2C)に記載の監視システム。 (3C) The monitoring system according to (1C) or (2C) above, wherein the log includes identity verification information about the participant.
 (4C) 前記ログは、前記参加者にかかる使用端末情報を含む、上記(1C)から(3C)のいずれかに記載の監視システム。 (4C) The monitoring system according to any one of (1C) to (3C) above, wherein the log includes terminal information used by the participant.
 (5C) 前記ログは、前記ログは、前記ゲームの通信情報を含む、上記(1C)から(4C)のいずれかに記載の監視システム。 (5C) The monitoring system according to any one of (1C) to (4C) above, wherein the log includes communication information of the game.
 (6C) 前記ログは、サーバ情報を含む、上記(1C)から(5C)のいずれかに記載の監視システム。 (6C) The monitoring system according to any one of (1C) to (5C) above, wherein the log includes server information.
 (7C) 前記ログを、前記運営者、前記参加者および前記監視者から独立した分散管理台帳(例えば、分散管理台帳800-1、800-2)に記録する手段(例えば、制御部101と通信部103、制御部201と通信部203)を含む、上記(1C)から(6C)のいずれかに記載の監視システム。 (7C) Means for recording the log in a distributed management ledger (for example, distributed management ledger 800-1, 800-2) independent from the operator, the participant, and the monitor (for example, communicating with the control unit 101 The monitoring system according to any one of (1C) to (6C) above, including the unit 103, the control unit 201 and the communication unit 203).
 (8C) 前記通信ネットワークは、広域情報通信網および構内情報通信網の内の少なくとも一つを含む、上記(1)から(7)のいずれかに記載の監視システム。 (8C) The monitoring system according to any one of (1) to (7) above, wherein the communication network includes at least one of a wide area information communication network and a local information communication network.
 (9C) ゲームを行うためのデータを、通信ネットワークを介して送信するゲームサーバ(例えば、ゲームサーバ100)と、
 前記通信ネットワークを介して前記データを受信する、少なくとも1つのゲーム端末(例えば、ゲーム端末200-1~200-3)と、を備えたゲームシステム(例えば、ゲームシステム11、11A)であって、
 前記ゲームサーバと、前記少なくとも1つのゲーム端末との少なくとも一方は、請求項1から8のいずれかに記載の監視システムを含んでいる、ゲームシステム。
 このゲームシステムによれば、ゲームの実行状況を監視することで、ゲームを公平な環境で行うことができる。
(9C) a game server (e.g., game server 100) that transmits data for playing a game via a communication network;
at least one game terminal (eg, game terminals 200-1 to 200-3) that receives the data via the communication network (eg, game system 11, 11A),
A gaming system, wherein at least one of the gaming server and the at least one gaming terminal includes a monitoring system according to any of claims 1-8.
According to this game system, the game can be played in a fair environment by monitoring the execution status of the game.
 10、10A ゲームシステム
 11、11A ゲームシステム
 100 ゲームサーバ
 200-1~200-3 ゲーム端末
 300 認証サーバ
 400 配信サーバ
 500-1,500-2 視聴者端末
 600、700 通信ネットワーク
 800-1、800-2 分散管理台帳
10, 10A game system 11, 11A game system 100 game server 200-1 to 200-3 game terminal 300 authentication server 400 distribution server 500-1, 500-2 viewer terminal 600, 700 communication network 800-1, 800-2 Distributed ledger

Claims (10)

  1.  所定のゲームの実行状況を管理する管理システムであって、
     前記ゲームの参加者及び前記ゲームの提供者から独立した管理者からの所定の評価要求を受け付ける評価要求受付手段と、
     前記所定の評価要求を受け付けたことに応じて、前記管理者に、前記参加者にかかる前記ゲームの実行状況のログについて所定の評価情報を出力する評価情報出力手段と、
     を備えた管理システム。
    A management system for managing the execution status of a predetermined game,
    evaluation request receiving means for receiving a predetermined evaluation request from a manager independent of the participants of the game and the provider of the game;
    evaluation information output means for outputting predetermined evaluation information regarding a log of the game execution status of the participant to the administrator in response to receiving the predetermined evaluation request;
    management system with
  2.  前記評価情報出力手段は、前記参加者が所定の目的を構成する操作の前記ログについて前記評価情報を出力する、請求項1に記載の管理システム。  The management system according to claim 1, wherein said evaluation information output means outputs said evaluation information regarding said log of said participant's operation constituting a predetermined purpose.
  3.  前記評価情報出力手段は、前記参加者が他の参加者と所定の対話をする操作の前記ログについて前記評価情報を出力する、請求項1に記載の管理システム。  The management system according to claim 1, wherein said evaluation information output means outputs said evaluation information regarding said log of said operation of said participant having a predetermined interaction with another participant.
  4.  前記評価情報出力手段は、前記参加者による所定の価値単位の変動にかかる操作の前記ログについて前記評価情報を出力する、請求項1に記載の管理システム。  The management system according to claim 1, wherein said evaluation information output means outputs said evaluation information regarding said log of said participant's operation related to a change in a predetermined value unit.
  5.  前記評価情報出力手段は、前記参加者による所定の調査にかかる操作の前記ログについて前記評価情報を出力する、請求項1に記載の管理システム。 The management system according to claim 1, wherein said evaluation information output means outputs said evaluation information regarding said log of said participant's operation related to a predetermined investigation.
  6.  前記評価情報出力手段は、前記参加者による操作から独立した所定の所有対象の獲得設定の前記ログについて前記評価情報を出力する、請求項1に記載の管理システム。  The management system according to claim 1, wherein said evaluation information output means outputs said evaluation information about said log of acquisition settings of a predetermined possessed object independent of said participant's operation.
  7.  前記評価情報出力手段は、前記参加者による操作に応じたフィードバックの前記ログについて前記評価情報を出力する、請求項1に記載の管理システム。 The management system according to claim 1, wherein said evaluation information output means outputs said evaluation information regarding said log of feedback according to said participant's operation.
  8.  前記評価情報出力手段は、前記参加者の成長の可視化の前記ログについて前記評価情報を出力する、請求項1に記載の管理システム。 The management system according to claim 1, wherein said evaluation information output means outputs said evaluation information regarding said log of visualization of said participant's growth.
  9.  前記評価情報出力手段は、前記参加者のレベルに応じた難易度設定の前記ログについて前記評価情報を出力する、請求項1に記載の管理システム。  The management system according to claim 1, wherein the evaluation information output means outputs the evaluation information for the log with the difficulty level set according to the level of the participant.
  10.  ゲームを行うためのデータを、通信ネットワークを介して送信するゲームサーバと、
     前記通信ネットワークを介して前記データを受信する、少なくとも1つのゲーム端末と、を備えたゲームシステムであって、
     前記ゲームサーバと、前記少なくとも1つのゲーム端末との少なくとも一方は、請求項1から9のいずれかに記載の管理システムを含んでいる、ゲームシステム。
    a game server that transmits data for playing a game via a communication network;
    at least one game terminal that receives the data via the communication network, wherein:
    10. A gaming system, wherein at least one of the gaming server and the at least one gaming terminal includes a management system according to any of claims 1-9.
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