WO2024111307A1 - プログラム、方法、情報処理装置、及びシステム - Google Patents
プログラム、方法、情報処理装置、及びシステム Download PDFInfo
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- WO2024111307A1 WO2024111307A1 PCT/JP2023/037867 JP2023037867W WO2024111307A1 WO 2024111307 A1 WO2024111307 A1 WO 2024111307A1 JP 2023037867 W JP2023037867 W JP 2023037867W WO 2024111307 A1 WO2024111307 A1 WO 2024111307A1
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- WIPO (PCT)
- Prior art keywords
- card
- cards
- player
- match
- deck
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
- A63F13/5375—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/69—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
Definitions
- This disclosure relates to a program, a method, an information processing device, and a system.
- TCGs Trading card games
- users build decks using multiple cards and then play against other users using the decks they have built, have become popular.
- TCGs can be played using real cards, or in a digital space using an information processing device.
- TCGs there are cards with a variety of effects, so it can be difficult for beginners to effectively use the cards in their decks within the limited time available during gameplay.
- Patent Document 1 There is technology for presenting players with simplified statistics about the cards remaining in a deck in casino card games (see Patent Document 1).
- Patent document 1 describes card games in casinos, but does not mention TCGs.
- the purpose of this disclosure is to help TCG players improve their playing skills.
- the program causes the processor to execute the steps of: separating a plurality of cards contained in a deck at the start of a match into a first card group as the player's hand, and a second card group including other cards; determining whether or not the cards in the second card group have become recognizable by the player after the match has started; if the cards have become recognizable, calculating the likelihood that at least one of the cards in the second card group will be added to the player's hand based on the card effects that the player can use; and displaying at least one of the cards and an indicator representing the likelihood in an area different from the display area of the second card group.
- FIG. 1 is a block diagram showing an example of the overall configuration of a system 1.
- FIG. FIG. 5 is a block diagram illustrating an example of the configuration of the terminal device 10 illustrated in FIG. 4.
- FIG. 2 is a diagram illustrating an example of a functional configuration of a server 20.
- FIG. 13 is a diagram showing the data structure of card information 182.
- FIG. 13 is a diagram showing the data structure of match information 185.
- FIG. 2 is a diagram showing the data structure of a user information table 2021.
- FIG. 2 shows the data structure of a card master table 2022.
- 13 is a diagram showing the data structure of a match information table 2024.
- FIG. 13 is a flowchart showing an example of the operation of the control unit 190 when displaying information to assist the player during a TCG match.
- 10 is a schematic diagram showing an example of a display on the display 141 of the terminal device 10 during a match.
- FIG. 13 is a schematic diagram showing an example of a display on the display 141 when accepting a card designation from a player.
- FIG. 13 is a schematic diagram showing an example of a display on the display 141 when information for assisting the player is displayed.
- FIG. 13 is a schematic diagram showing an example of a display on the display 141 when displaying the procedure for obtaining the second card 38.
- FIG. 13 is a schematic diagram showing an example of the display on the display 141 when displaying the procedure for acquiring a card when a card with a third index is specified.
- FIG. 13 is a schematic diagram illustrating an example of a display on a display 141 when an object for requesting auxiliary information is displayed.
- FIG. 13 is a flowchart showing an example of the operation of the control unit 190 when displaying information to assist the player during a TCG match using analog cards.
- 11 is a flowchart showing an example of the operation of a control unit of a terminal device when displaying information to assist a user watching a TCG match.
- FIG. 2 is a block diagram showing the basic hardware configuration of a computer 90.
- the program according to this embodiment presents to a player during a TCG match cards that the player needs in the current situation along with the likelihood that the player can add the card to their hand. This allows even a beginner to realize the possibility of adding an important card to their hand just like an advanced player, and thus allows the player to experience a high-level match.
- Fig. 1 is a diagram showing a situation in which a TCG match according to the present embodiment is being prepared.
- Fig. 2 is a diagram showing a situation in which a TCG match according to the present embodiment is about to start.
- Fig. 3 is a diagram showing a situation in which each user is progressing in a TCG match.
- a play mat 30 is placed between the user 5A and the user 5B.
- the play mat 30 is for placing cards included in a deck.
- Each user places cards on the play mat 30 as a deck or the like, and proceeds with the TCG match while adding cards from the deck to their hand.
- the play mat 30 includes, for example, a mat that indicates the position where the cards are placed.
- the play mat 30 includes, for example, a deck placement section 31A and a deck placement section 31B (hereinafter, sometimes collectively referred to as the "deck placement section 31"); a preparation card placement section 32A and a preparation card placement section 32B (hereinafter, sometimes collectively referred to as the "preparation card placement section 32"); a win/lose condition card placement section 33A and a win/lose condition card placement section 33B (hereinafter, sometimes collectively referred to as the "win/lose condition card placement section 33"); a battle card placement section 34A and a battle card placement section 34B (hereinafter, sometimes collectively referred to as the "battle card placement section 34"); and a consumption card placement section 35A and a consumption card placement section 35B (hereinafter, sometimes collectively referred to as the "consumption card placement section 35").
- the play mat 30 may be arranged for each user.
- the play mat 30 includes an area related to one user.
- the play mat 30 includes a deck card placement area 31A, a preparation card placement area 32A, a win/lose condition card placement area 33A, a battle card placement area 34A, and a consumption card placement area 35A.
- each user replenishes their hand with cards from the deck while progressing through a card-to-card battle.
- user 5A has hand 93A (two cards in the hand in the example of FIG. 3).
- User 5B has hand 93B (three cards in the hand in the example of FIG. 3).
- the deck placement section 31 is an area for placing any of the cards that make up the deck owned by each user as a deck.
- the deck placement section 31A is an area for user 5A to place cards as a deck.
- the deck placement section 31B is an area for user 5B to place cards as a deck.
- each user when each user starts a TCG match, each user shuffles the cards that make up the deck and places the cards face down in the deck placement section 31.
- User 5A places cards in the deck placement section 31A as deck 91A.
- User 5B places cards in the deck placement section 31B as deck 91B.
- the preparation card placement section 32 is an area for preparing cards that can be used to fight against the opponent's cards. Each user switches between cards placed in the preparation card placement section 32 and cards placed in the battle card placement section 34, and makes the cards placed in the battle card placement section 34 fight each other.
- each user places cards in the preparation card placement unit 32 or the battle card placement unit 34, and the battle card placement unit 34 makes the cards fight each other. While replenishing their hands from the deck, each user places cards to be used in the battle from their hands in the preparation card placement unit 32 or the battle card placement unit 34.
- User 5A places cards in the preparation card placement unit 32A.
- User 5B places cards in the preparation card placement unit 32B.
- the win/loss condition card placement section 33 is an area that indicates the extent to which each player has fulfilled the win conditions. In this embodiment, each player places a predetermined number of cards from the deck face down in the win/loss condition card placement section 33. As shown in FIG. 2, user 5A places cards in the win/loss condition card placement section 33A. User 5B places cards in the win/loss condition card placement section 33B. The cards placed in the win/loss condition card placement section 33 may be referred to as a side.
- the battle card placement section 34 is an area for placing cards that will fight against the opponent's cards.
- User 5A places cards in the battle card placement section 34A.
- User 5B places cards in the battle card placement section 34B.
- the cards placed in the battle card placement section 34A and the cards placed in the battle card placement section 34B basically fight based on the vitality, attack power, character attributes, weak point attributes, and other parameters set for each card.
- Cards placed in the battle card placement section 34 are given damage according to the attack power, card attributes, weaknesses, etc., and the damage given is deducted from the vitality.
- the vitality set for a card is lost due to being attacked, etc., the card is removed from the battle card placement section 34 and placed in the consumed card placement section 35.
- the consumed card placement section 35 is an area for placing cards consumed in a TCG match. For example, cards that have lost stamina in a battle, cards that have activated their effects, etc. are placed in the consumed card placement section 35. As shown in FIG. 3, user 5A places cards consumed in a match as cards 92A in the consumed card placement section 35A. User 5B places cards consumed in a match as cards 92B in the consumed card placement section 35B.
- Cards placed in the consumed card placement area 35 can be placed in the deck placement area 31, the preparation card placement area 32, the hand, etc. by activating a specified card effect.
- the play mat 30 may further have an area for placing cards consumed in a match. This area is referred to as the second consumed card placement area, for example. Cards placed in the second consumed card placement area will not be returned to the field even if a specified card effect is activated. Note that a specified effect may be activated depending on the number of cards placed in the second consumed card placement area.
- Types of cards used in TCG> include: (i) character cards that can be used in battle, (ii) action cards (energy cards) that are used in association with character cards, and (iii) effect cards (support cards, goods cards, stadium cards, etc.) that exert specific effects during battle.
- Character cards include cards that can be placed in the preparation card placement area 32 or the battle card placement area 34 when the user draws a card from the deck and adds it to their hand (also called “unconditional cards”), and cards that can be placed in the preparation card placement area 32 or the battle card placement area 34 by satisfying certain conditions (also called “conditional cards”).
- conditional card can be placed on the condition that an unconditional card related to the conditional card is placed.
- an unconditional card can be first presented to the opposing user by placing it on the play mat 30, and then a conditional card related to that unconditional card can be placed on the play mat 30.
- conditional cards are sometimes called “evolved characters” as they have evolved from unconditional cards.
- unconditional cards are sometimes called “seed characters” as they can be considered the original characters for placing "evolved characters”.
- a conditional card can be placed in the preparation card placement area 32 or the battle card placement area 34 by consuming a specific card and moving it to the consumption card placement area 35.
- a conditional card can be placed in the preparation card placement area 32 or the battle card placement area 34 in exchange for one or more character cards that the user has placed on the play mat 30.
- a conditional card having an evolution level that corresponds to the evolution level value of the character card placed by the user may be placed.
- a conditional card of evolution level 3 can be placed on top of these character cards (or in exchange for these character cards).
- a conditional card participate in a battle in exchange for a number of character cards defined by the conditional card.
- an auxiliary card which is different from the character card and will be described later, may be consumed to have the conditional card participate in the battle.
- the effect indicated by the auxiliary card may be such that a specific conditional card can be made to participate in a battle in exchange for a specific unconditional card in the battle card placement area 34, the consumed card placement area 35, etc. of the play mat 30.
- These cards may also include cards that serve multiple purposes among the above-mentioned character cards, action cards described below, and support cards. For example, they may include special cards that can be used as both character cards and support cards. When the user places the special card in a position where a character card should be placed (e.g., the preparation card placement area 32, the battle card placement area 34), the user can use the special card as a character card.
- An action card is a card that a user draws from the deck and adds to his/her hand, and then associates it with a character card and places it on the play mat 30, allowing the user to perform a specific action indicated on the character card.
- the operation of associating an action card with a character card may be performed, for example, during the user's turn.
- the action card may be associated with a character card by placing the action card near a character card placed on the play mat 30.
- the number of times that an action card can be associated with a character card during a turn may be limited. For example, once during the user's turn, an action card in the hand may be associated with one of the character cards placed on the play mat 30.
- a first attack action and a second attack action may be set for a character card.
- the first attack action may be available when one action card is associated with the character card
- the second attack action may be available when one action card is not enough and two action cards are associated with the character card.
- the action power card associated with that character card may be made unusable during that battle.
- the action power card associated with that character card may be moved to the consumption card placement section 35.
- Support cards that assist in a match include card types that a user can use any number of times during a turn as long as they are in the user's hand, and card types that a user can use only one card per turn. These support cards also include cards that exert their effect when the user declares that they will use the effect of the support card.
- auxiliary card may be placed face down in advance in a designated position on the play mat 30 (in this embodiment, the designated position is not shown), and the effect of the auxiliary card may be activated when the user declares the use of the auxiliary card by vocalizing or otherwise declaring the use of the auxiliary card.
- each user attacks or defends (battles) based on the cards placed in battle card placement section 34A and battle card placement section 34B to progress through the TCG battle.
- the TCG battle progresses as users take turns acting. For example, when a first user acts and ends his turn, it becomes the second user's turn. The second user acts during his turn, and when he finishes his action, it becomes the first user's turn.
- Each user draws a set number of cards from the deck and adds them to their hand each time a turn comes up.
- Each user places in the preparation card placement section 32 the cards (character cards) in their hand that they will use to attack or defend against the opponent user's cards.
- User 5A can swap the cards arranged in the preparation card placement area 32A with the cards arranged in the battle card placement area 34A during user 5A's turn.
- User 5B can also swap the cards arranged in the preparation card placement area 32A with the cards arranged in the battle card placement area 34A during user 5B's turn.
- the win/lose condition card placement area 33A and the win/lose condition card placement area 33B are areas for notifying each user of the progress each user has made toward the conditions for winning the match.
- the condition for a user to win a match may be, for example, that all cards placed in the win/lose condition card placement area 33A or the win/lose condition card placement area 33B are collected.
- the outcome of the match may be decided when all cards have been collected in either the win/lose condition card placement area 33A or the win/lose condition card placement area 33B.
- each user places a predetermined number of cards from the deck in the win/lose condition card placement section 33. That is, user 5A removes a predetermined number of cards from deck 91A and places them in win/lose condition card placement section 33A.
- User 5B removes a predetermined number of cards from deck 91B and places them in win/lose condition card placement section 33B.
- the user who has won the battle and dismissed the opponent's character card adds the cards placed in the win/loss condition card placement section 33A or the win/loss condition card placement section 33B to his/her hand.
- user 5B dismisses cards placed in the battle card placement section 34A by attacking user 5A's character card on his/her turn, he/she takes a predetermined number of cards from the cards placed in the win/loss condition card placement section 33B and adds them to his/her hand.
- winning condition for the match it may also be that a user loses if there is no character card in either the battle card placement section 34 or the preparation card placement section 32. Also, as a winning condition for the match, it may also be that a user loses if he or she is unable to draw a card from the deck placement section 31 on his or her turn.
- TCG matches are not limited to those in which users face each other.
- Users may connect to each other via the Internet and play a match by acquiring the opponent's voice and the opponent's card placement, etc., via the Internet.
- a user plays a match while taking pictures of his/her own area on the play mat 30 with a camera or the like.
- the taken image is sent to the opponent in real time.
- a terminal device held by the user receives an image of the opponent's area sent by the opponent, and displays the received image on a display. This allows the user to check the opponent's cards in real time through the screen while handling his/her own real cards. In this way, users may play a TCG match online using analog cards.
- the user's face can be photographed and the captured image can be sent to the opponent. This makes it possible to check the opponent's facial expressions during the match, providing the same level of satisfaction as a face-to-face match in an online TCG match.
- Fig. 4 is a block diagram showing an example of the overall configuration of the system 1.
- the system 1 shown in Fig. 4 includes, for example, a terminal device 10 and a server 20.
- the terminal device 10 and the server 20 are communicatively connected via a network 80, for example.
- the system 1 includes three terminal devices 10, but the number of terminal devices 10 included in the system 1 is not limited to three.
- the number of terminal devices 10 included in the system 1 may be two or less, or may be four or more.
- FIG. 4 shows an example in which the system 1 includes one server 20, but the number of servers 20 included in the system 1 is not limited to one.
- the server 20 may be composed of multiple servers depending on the functions it has. Also, the server 20 may be, for example, a collection of multiple devices considered as one server.
- the method of allocating the multiple functions required to realize the server 20 of this embodiment to one or multiple pieces of hardware can be determined appropriately in consideration of the processing capacity of each piece of hardware and/or the specifications required for the server 20.
- the terminal device 10 shown in FIG. 4 is, for example, an information processing device operated by a user who plays a digital TCG.
- the terminal device 10 is realized, for example, by a mobile terminal such as a smartphone or a tablet.
- the terminal device 10 may also be realized by a stationary PC (Personal Computer), a laptop PC, or the like, or may be realized by a wearable terminal such as an HMD (Head Mount Display).
- HMD Head Mount Display
- the terminal device 10 comprises a communication IF (Interface) 12, an input device 13, an output device 14, a memory 15, storage 16, and a processor 19.
- the input device 13 is a device (e.g., a touch panel, a touch pad, etc.) for accepting input operations from a user.
- the output device 14 is a device (a display, a speaker, etc.) for presenting information to the user.
- the server 20 is, for example, an information processing device that manages information about cards and decks.
- the server 20 is realized, for example, by a computer connected to the network 80. As shown in FIG. 4, the server 20 includes a communication IF 22, an input/output IF 23, a memory 25, a storage 26, and a processor 29.
- the input/output IF 23 functions as an input device for accepting input operations from the user, and as an interface with an output device for presenting information to the user.
- Each information processing device is configured by a computer equipped with an arithmetic unit and a storage device.
- the basic hardware configuration of the computer and the basic functional configuration of the computer realized by the hardware configuration will be described later.
- descriptions that overlap with the basic hardware configuration and basic functional configuration of the computer described later will be omitted.
- Fig. 5 is a block diagram showing an example of the configuration of the terminal device 10 shown in Fig. 4.
- the terminal device 10 includes a communication unit 120, an input device 13, an output device 14, an audio processing unit 17, a microphone 171, a speaker 172, a camera 160, a position information sensor 150, a storage unit 180, and a control unit 190.
- the blocks included in the terminal device 10 are electrically connected to each other, for example, by a bus or the like.
- the communication unit 120 performs processes such as modulation and demodulation for the terminal device 10 to communicate with other devices.
- the communication unit 120 performs transmission processing on signals generated by the control unit 190 and transmits them to the outside (e.g., server 20).
- the communication unit 120 performs reception processing on signals received from the outside and outputs them to the control unit 190.
- the input device 13 is a device for inputting instructions or information by the user operating the terminal device 10.
- the input device 13 is realized, for example, by a touch-sensitive device 131 or the like where instructions are input by touching the operation surface.
- the terminal device 10 is a PC or the like
- the input device 13 may be realized by a reader, keyboard, mouse, or the like.
- the input device 13 converts instructions input by the user into electrical signals and outputs the electrical signals to the control unit 190.
- the input device 13 may also include, for example, a receiving port that receives electrical signals input from an external input device.
- the output device 14 is a device for presenting information to a user operating the terminal device 10.
- the output device 14 is realized, for example, by a display 141 or the like.
- the display 141 displays data according to the control of the control unit 190.
- the display 141 is realized, for example, by an LCD (Liquid Crystal Display) or an organic EL (Electro-Luminescence) display or the like.
- the audio processing unit 17 performs digital-to-analog conversion processing of the audio signal.
- the audio processing unit 17 converts the signal provided by the microphone 171 into a digital signal and provides the converted signal to the control unit 190.
- the audio processing unit 17 also provides the audio signal to the speaker 172.
- the audio processing unit 17 is realized, for example, by a processor for audio processing.
- the microphone 171 accepts audio input and provides an audio signal corresponding to the audio input to the audio processing unit 17.
- the speaker 172 converts the audio signal provided by the audio processing unit 17 into audio and outputs the audio to the outside of the terminal device 10.
- Camera 160 is a device that receives light using a light receiving element and outputs the light as a photographic signal.
- the location information sensor 150 is a sensor that detects the location of the terminal device 10, and is, for example, a GPS (Global Positioning System) module.
- the GPS module is a receiving device used in a satellite positioning system. In a satellite positioning system, signals are received from at least three or four satellites, and the current location of the terminal device 10 in which the GPS module is installed is detected based on the received signals.
- the location information sensor 150 may detect the current location of the terminal device 10 from the location of the wireless base station to which the terminal device 10 is connected.
- the storage unit 180 is realized by, for example, the memory 15 and the storage 16, and stores data and programs used by the terminal device 10.
- the storage unit 180 stores, for example, user information 181, card information 182, deck information 183, match management information 184, and match information 185.
- User information 181 includes, for example, information about a user who plays a TCG.
- Information about a user includes, for example, a user ID, the user's name, age, address, date of birth, date of registration, etc.
- Card information 182 includes, for example, information about cards. Card information 182 may also include information about cards owned by the user. Details will be described later.
- Deck information 183 includes, for example, information about the deck constructed by the user. Details will be described later.
- the match management information 184 includes information about the location of the digital cards included in the deck in the currently ongoing match. Details will be provided later.
- Match information 185 includes information about matches the player has previously had. Details will be provided later.
- the control unit 190 is realized when the processor 19 reads a program stored in the storage unit 180 and executes the instructions contained in the program.
- the control unit 190 controls the operation of the terminal device 10.
- the control unit 190 fulfills the functions of an operation reception unit 191, a transmission/reception unit 192, a management unit 193, a display control unit 194, a battle processing unit 195, and a calculation unit 196.
- the operation reception unit 191 performs processing for receiving instructions or information input from the input device 13. Specifically, for example, the operation reception unit 191 receives instructions or information input from the touch-sensitive device 131, etc.
- the operation reception unit 191 also receives images input from the camera 160. Specifically, for example, the operation reception unit 191 receives image data captured by the camera 160.
- the operation reception unit 191 also receives audio information input from the microphone 171. Specifically, for example, the operation reception unit 191 receives audio data that is input from the microphone 171 and converted into digital data by the audio processing unit 17.
- the transmission/reception unit 192 performs processing for the terminal device 10 to transmit and receive data to and from external devices such as the server 20 in accordance with a communication protocol. Specifically, for example, the transmission/reception unit 192 transmits to the server 20 instructions entered by the user or various pieces of acquired information. The transmission/reception unit 192 also receives information provided by the server 20.
- the information provided by the server 20 includes, for example, information about a new card acquired by the user or information about the deck.
- the management unit 193 manages user information 181, card information 182, deck information 183, match management information 184, and match information 185 stored in the storage unit 180. For example, when information about a user is edited, the management unit 193 stores the edited information in user information 181. Furthermore, when information about a card is updated, the management unit 193 updates card information 182. Furthermore, when information about a deck is edited, the management unit 193 updates deck information 183. Furthermore, as the match between the players progresses, the management unit 193 updates the match management information 184. Furthermore, the management unit 193 updates the match information 185 in accordance with the results of the match.
- the display control unit 194 controls the output device 14 to display a specific image to the user. For example, the display control unit 194 controls the display 141 to display a management screen for cards owned by the user based on the information managed in the card information 182 and the information managed in the deck information 183. The display control unit 194 also controls the display 141 to display information related to the deck.
- the display control unit 194 controls the display 141 to display information to assist the player in a TCG match. Specifically, for example, the display control unit 194 controls the display 141 to display an indicator according to an expected value of a player adding a specific card to his/her hand in a TCG match, in a position different from the deck placement unit 31. When a card with an indicator is selected by a player, the display control unit 194 displays a procedure for acquiring the selected card. Furthermore, the display control unit 194 controls the display 141 to display an indicator indicating that a predetermined card is present in a predetermined area in a position different from the deck placement unit 31. For example, when a predetermined card is placed in the win/lose condition card placement unit 33, the display control unit 194 causes the display 141 to display an indicator indicating that the card is placed in the win/lose condition card placement unit 33.
- the match processing unit 195 controls processing for a match with another user. For example, the following modes of the match are assumed. - Play against the CPU using a deck built with digital cards - Play against other players using a deck built with digital cards - Play in tournaments
- the match processing unit 195 accepts operations from the player regarding cards in the player's hand, operations regarding cards placed in a designated area, etc., and progresses the TCG match based on the accepted operations.
- the battle processing unit 195 judges whether a predetermined condition is met during a battle.
- the predetermined condition is, for example, when the cards in a deck are divided and distributed into a first card group (hand) and a second card group (non-hand), and the player is able to recognize the cards in the second card group.
- the specific condition is, for example, as follows.
- the player confirms the first card group that has been dealt;
- the second card group includes a third card group (decks) and a fourth card group (side), and the first card group is revealed to the player and the player confirms the third card group;
- the second card group includes a third card group (decks) and a fourth card group (side), and the first card group is revealed to the player and the player confirms the fourth card group;
- the specified in-game effect includes, for example, the effect of a card that has the property of displaying an indicator according to the possibility of adding a specified card to one's hand.
- the specified in-game effect includes, for example, the effect of an item that displays an indicator according to the possibility of adding a specified card to one's hand.
- the match processing unit 195 causes the calculation unit 196 to carry out processing.
- the calculation unit 196 calculates the possibility that a player will be able to add a specific card to his/her hand based on the location of digital cards included in the deck used in the match. Specifically, for example, the calculation unit 196 refers to the match management information 184 and calculates the possibility (likelihood, expected value) that any of the digital cards included in the deck will be added to the player's hand.
- the calculation unit 196 selects a predetermined card for which the possibility of adding the card to the hand is calculated based on, for example, information about the card. More specifically, for example, the calculation unit 196 selects the predetermined card as follows. Based on the player's own play history, the tendency of the actions (play behavior) taken by the player during play at a specific situation is analyzed, and a card that the player is likely to need is selected. Based on the play history of other players, the tendency of the actions taken by other players during a specific situation is analyzed, and a card that the player is likely to need is selected. Selecting a card specified by the player before the match. Selecting a card specified by the player from the group of cards placed in the deck placement section 31, the win/lose condition card placement section 33, and the consumption card placement section 35 during the match. Cards newly added to the deck.
- the cards designated by the player before the match are, for example, cards that the player has a high need to add to his or her hand in order to gain an advantage in the match. Also, the cards designated by the player before the match are, for example, cards that have the potential to allow the player to obtain a highly desirable card. There may be a limit on the number of cards that can be designated. Also, when certain requirements are met, the set limit may be lifted or relaxed.
- the source of cards designated by players during a match is not limited to the deck placement section 31.
- a case is described in which cards contained in a deck are placed in the deck placement section 31 and the win/lose condition card placement section 33, and therefore an example is described in which the designation is received from cards placed in the deck placement section 31.
- designations from players may be accepted from cards other than their hand.
- the calculation unit 196 calculates the possibility of adding a specific card to the hand. Specifically, for example, when the player can directly acquire the selected card based on the card effect available to the player, the calculation unit 196 calculates the possibility of acquiring the card, i.e., the probability, as 100%, and sets the acquisition procedure as "directly".
- the ability to directly acquire a card means, for example, that the selected card can be acquired by activating the effect of the card.
- the effects of cards available to the player include, for example, the effects of cards included in the hand, the effects of cards placed in the preparation card placement unit 32, the effects of cards placed in the battle card placement unit 34, the effects of stadium cards, and the like.
- the calculation unit 196 acquires the effect of the card, for example, from the card information 182.
- the display control unit 194 displays, for example, a first indicator indicating that the card can be reliably acquired directly, in association with the card selected by the calculation unit 196.
- the display control unit 194 may display the probability of acquisition.
- the calculation unit 196 calculates the possibility, or probability, of acquiring the card to be 100%, and sets the acquisition procedure to "indirect." Being able to indirectly acquire a card means, for example, that by activating the effect of the card, a card that has the effect of being able to directly acquire the selected card can be acquired. Note that an indirect card may be acquired multiple times.
- the display control unit 194 displays, for example, a second indicator indicating that the card can definitely be indirectly acquired, in association with the card selected by the calculation unit 196.
- the display control unit 194 may also display the probability of acquisition.
- the calculation unit 196 refers to the match management information 184 to calculate the possibility of acquiring the card, i.e., the probability, by which the card can be acquired. For example, the calculation unit 196 calculates the probability of acquiring the selected card based on the probability of drawing the selected card from the deck arrangement unit 31, the probability of drawing a card from the deck arrangement unit 31 that can acquire the selected card, and the like.
- the display control unit 194 displays, for example, a third indicator indicating that the card can be acquired directly or indirectly based on the probability, in association with the card selected by the calculation unit 196.
- the display control unit 194 may also display the probability of acquisition.
- the calculation unit 196 calculates the possibility, or probability, of acquiring the card to be 0%. At this time, not only when the selected card is not present in the deck placement unit 31, but also when a card is present in the deck placement unit 31, it may be the case that the card cannot be acquired depending on the state of the match.
- the display control unit 194 displays a fourth indicator, indicating that the card cannot be acquired, in association with the card selected by the calculation unit 196.
- Fig. 6 is a diagram showing an example of the functional configuration of the server 20.
- the server 20 fulfills the functions of a communication unit 201, a storage unit 202, and a control unit 203.
- the communication unit 201 performs processing for the server 20 to communicate with external devices.
- the memory unit 202 has, for example, a user information table 2021, a card master table 2022, a deck information table 2023, and a match information table 2024.
- the user information table 2021 is, for example, a table that stores information about users who have registered for services related to the TCG. Details will be described later.
- the card master table 2022 is, for example, a table that stores information about cards available to users. Details will be described later.
- the deck information table 2023 is, for example, a table that stores information about decks registered by users. Details will be described later.
- the match information table 2024 is, for example, a table that stores information about matches that have been held in the past. Details will be described later.
- the control unit 203 is realized by the processor 29 reading a program stored in the storage unit 202 and executing instructions contained in the program. By operating according to the program, the control unit 203 fulfills the functions of a reception control module 2031, a transmission control module 2032, a management module 2033, and a battle processing module 2034.
- the reception control module 2031 controls the process in which the server 20 receives signals from external devices according to a communication protocol.
- the transmission control module 2032 controls the process in which the server 20 transmits signals to external devices according to a communication protocol.
- the management module 2033 manages the tables stored in the storage unit 202. Specifically, for example, when an operation related to a deck is input, the management module 2033 updates the deck information table 2023. For example, when the deck requested to be made public by the user is a new deck, the management module 2033 issues a deck code. Furthermore, when the management module 2033 receives information related to a battle, it updates the battle information table 2024.
- the match processing module 2034 controls the processing of matches between users.
- the match processing module 2035 controls matches between players using decks constructed from digital cards.
- ⁇ 2 Data Structure> 7 to 10 are diagrams showing the data structure of information stored in the terminal device 10. Note that Figs. 7 to 10 are merely examples and do not exclude data that is not shown.
- FIG. 7 is a diagram showing the data structure of card information 182.
- Card information 182 shown in FIG. 7 is a table with a card ID as a key and columns of name, type, attributes, card information, image data, number of cards, etc.
- card information 182 may also include a card management ID for uniquely identifying cards, even if the cards are identical, information regarding regulations, or rarity, etc.
- the card ID is an item that stores an identifier for uniquely identifying the type of card.
- the same card ID is assigned to identical cards. Even if the cards have the same name, different card IDs are assigned to cards with different effects, different rarities, or different regulations.
- the name is an item that stores the name of the card.
- the type is an item that stores the type of card. In this embodiment, card types include, for example, character, energy, support, goods, stadium, etc.
- An attribute is an item that stores the nature to which a character belongs.
- attributes include, for example, fire, water, lightning, grass, super, steel, evil, fighting, etc.
- Card information is an item that stores information that explains the contents of the card. If the card type is character, the card information includes, for example, the character's attack power, stamina, the amount of energy required to perform a technique, the amount of energy required to escape, weaknesses, resistance, special properties possessed by the character, etc. If the card type is support, goods, or stadium, the card information includes, for example, the requirements for using the card, effects that occur when the card is used, etc.
- Image data is an item that stores an image.
- Image data may also store reference information (path) for an image data file located elsewhere.
- Quantity is an item that stores the number of cards owned by the user that are assigned the same card ID. In this embodiment, cards with the same name but different effects are assigned different card IDs. Also, cards with the same name but different rarities are assigned different card IDs. Also, cards with the same name but different regulations are assigned different card IDs. Note that if owned cards are uniquely managed by card management IDs, the number does not need to be managed.
- FIG. 8 is a diagram showing the data structure of deck information 183.
- Deck information 183 shown in FIG. 8 is a table having columns such as name, organized cards, completion, update date, and registration information, with the deck ID as a key.
- deck information 183 may also have information on the nickname of the deck, the deck's usage history, and a representative image.
- the nickname of the deck is, for example, a name given based on the characteristic cards used in the deck, which succinctly expresses the characteristics of the deck and is given based on a common understanding among multiple users.
- the representative image is, for example, an image of a card specified by a user from among the cards organized in the deck.
- the representative image is, for example, an image related to an illustration from the description on the card, excluding text.
- the representative image is, for example, an image reduced to a predetermined number of pixels, such as a thumbnail image.
- Deck ID is an item that stores an identifier for uniquely identifying a deck.
- Name is an item that stores the name of the deck. The name is given by, for example, the user.
- Organization card is an item that stores the cards that will be used to organize the deck. In the organization card, for example, the card IDs of the cards that will be used to organize the deck are stored.
- Complete is an item that stores whether or not the deck is complete.
- a circle indicates that the deck is complete
- a cross indicates that the deck is not complete.
- Update date is an item that stores the date on which the deck configuration was changed. In calculating the update date, the use of a card used in one deck in another deck may also be treated as a change.
- Registration information is an item that stores the relationship with a deck registered in the server 20. For example, the deck code issued when the deck is registered in the server 20 is stored in the registration information.
- FIG. 9 is a diagram showing the data structure of the match management information 184.
- the match management information 184 shown in FIG. 9 is a table with columns such as name, type, attributes, card information, and location, with the card ID as a key.
- the information stored in the match management information 184 may be erased when the match ends.
- the match management information 184 stores information about the cards incorporated in the deck used in the match.
- the presence position is an item that stores information about the area in which a card is placed during a match.
- the presence position stores the area in which cards incorporated in the deck used in the match are placed.
- the areas in which cards are placed include, for example, at least one of the deck placement section 31, preparation card placement section 32, victory/loss condition card placement section 33, battle card placement section 34, consumption card placement section 35, and hand.
- the presence position stores the number of cards placed in an area. The number of cards placed differs for each area. Also, the number of cards placed changes according to the progress of the match. Also, for example, the presence position stores the number of cards placed among the cards placed. The number in which a card is placed is assigned according to, for example, the order in which cards are drawn. The number in which a card is placed changes according to, for example, the progress of the match.
- the "location" of card ID: C0001 is stored as "Deck 6/40". If the player subsequently draws one card from the deck placement section 31, the "location" of card ID: C0001 becomes “Deck 5/39". Note that the location in the deck is information necessary to properly progress the game, and does not directly calculate the probability that the player will obtain a card.
- the "location” of card ID: C0003 is stored as “hand 3/8.” If the player then plays a card other than card ID: C0003 from the hand, the "location" of card ID: C0001 becomes “hand 2/7" or "hand 3/7.”
- FIG. 10 is a diagram showing the data structure of the match information 185.
- the match information 185 shown in FIG. 10 is a table with a match ID as a key and columns such as date and time, opponent, deck code, match result, match log information, and tournament information.
- the match ID is an item that stores an identifier for uniquely identifying a match.
- the match ID is issued by the server 20 when new information about a match is registered.
- the date and time is an item that stores the date and time when the match took place.
- the opponent is an item that stores information about the player who played the match. In this embodiment, for example, the user ID of the opponent player who played the match is stored in the opponent.
- the deck code is an item that stores a deck code that identifies the deck used in a match.
- the deck code of the deck used by the player and the deck used by the opponent are stored. Only the deck code of the deck used by the player may be stored.
- the deck code may not be the deck code registered in the server 20, but may be the deck ID stored in the deck information 183. The deck code does not necessarily have to store any information.
- the match result is an item that stores the result of the match.
- the match result is stored as "win” or “lose” in the match. If win or loss is identifiable, it may be stored as a circle or a cross.
- the match log information is an item that stores the playing actions adopted by the players during the match. Specifically, for example, the match log information stores the player drawing a card from a specified placement section (such as the deck or the win/lose condition card), the player placing a card in a specified placement section, the player using the effect of a specified card, etc.
- the tournament information is an item that stores information about the match. For example, the tournament information includes the name of the tournament in which the match was held and the number of rounds of the match in the tournament. The tournament information may include match information in a privately held tournament regardless of whether it was an officially held tournament. Furthermore, the tournament information is not limited to tournaments and may include match information in private matches.
- FIGS. 11 to 14 are diagrams showing the data structure of the information stored in the server 20. Note that FIG. 11 to FIG. 14 are merely examples and do not exclude data that is not listed.
- FIG. 11 is a diagram showing the data structure of the user information table 2021.
- the user information table 2021 shown in FIG. 11 is a table having columns such as name, age, address, date of birth, and date of registration, with the user ID as a key.
- the user information table 2021 is not limited to the above, and may also have columns such as proficiency and followers.
- the user ID is an item that stores an identifier for uniquely identifying a user.
- the name is an item that stores the user's name.
- the age is an item that stores the user's age.
- the address is an item that stores the place where the user lives.
- the date of birth is an item that stores the date the user was born.
- the registration date is an item that stores the date the user started using the TCG-related services.
- Records in the user information table 2021 are added when a new user is registered.
- FIG. 12 is a diagram showing the data structure of the card master table 2022.
- the card master table 2022 shown in FIG. 12 is a table having columns such as name, type, attributes, card information, and image data, with the card ID as a key.
- Card ID is an item that stores an identifier for uniquely identifying the type of card.
- Name is an item that stores the name of the card.
- Type is an item that stores the type of card.
- Attributes is an item that stores the nature to which the character belongs.
- Card Information is an item that stores information that explains the contents of the card.
- Image Data is an item that stores an image.
- Records in the card master table 2022 are added, for example, when a new card is issued.
- the deck information table 2023 shown in FIG. 13 is a table having columns such as name, creator, creation date, composition cards, battle information, and publication, with the deck code as a key.
- the deck information table 2023 may also have information regarding the deck's nickname, a representative image, registrant, number of views, the date the user requested registration, the date the use of the deck fulfilled a specified condition, and the like.
- the registrant for example, stores a user who has registered a deck but is not the creator. In other words, the registrant represents the user ID of the user who created and registered a deck second or later.
- the number of views stores, for example, the number of users who have confirmed the contents of the deck. If the server 20 provides a function for copying deck composition, the number of users who have copied may be stored as the number of references.
- the deck code is an item that stores an identifier for uniquely identifying a registered deck.
- the deck code is issued by the management module 2033 when the deck requested to be made public by the user is a new deck.
- a new deck refers, for example, to a deck in which at least a part of the deck is different from existing decks. In other words, a new deck can refer to a deck for which no deck with the exact same configuration exists.
- the deck code shown in FIG. 13 is, for example, an identifier that is different from the deck ID shown in FIG. 8. This is because the deck code shown in FIG. 13 is for managing public decks, and the deck ID shown in FIG. 8 is for managing one's own deck.
- Name is an item that stores the name of the deck. The name is given by the user. Creator is an item that stores the user ID of the user who originally created the deck. Creation date is an item that stores the date the deck was originally created. Organization card is an item that stores the cards that make up the deck. In the organization card, for example, the card IDs of the cards that make up the deck are stored.
- Match information is an item that stores information about a match that was performed using a deck identified by a deck code. Match information includes, for example, the following information: - Match ID to identify the match ⁇ Match date and time ⁇ Tournaments participated in ⁇ Tournament results
- Public is an item that stores whether or not a deck is publicly available to other users.
- a circle indicates that the deck is publicly available to other users, and a cross indicates that the deck is not publicly available to other users.
- input of a circle or cross is not required.
- a deck that is not publicly available means that only the user can view it.
- FIG. 14 is a diagram showing the data structure of the match information table 2024.
- the match information table 2024 shown in FIG. 14 is a table that uses a match ID as a key and has columns such as date and time, opponent, deck code, winner, match log information, and tournament information.
- the match ID is an item that stores an identifier for uniquely identifying a match.
- a match ID is issued by the management module 2033 when new information about a match is registered.
- the date and time is an item that stores the date and time when the match took place.
- the opponents is an item that stores information about the players who played the match. In this embodiment, for example, the user IDs of the players who played the match are stored as the opponents.
- the deck code is an item that stores a code that identifies the deck used in a match.
- the player who played the match is associated with the deck code of the deck used by that player.
- the deck code does not necessarily have to be stored. In other words, the deck code does not necessarily have to be registered.
- Winner is an item that stores the winner of a match.
- Match log information is an item that stores the playing actions adopted by the players during the match.
- tournament information is an item that stores information about the match. For example, tournament information includes the name of the tournament in which the match took place and the number of rounds in the tournament. Regardless of whether the tournament was officially held, tournament information may also include match information in privately held tournaments. Furthermore, tournament information is not limited to tournaments and may include match information in private matches.
- FIG. 15 is a flowchart showing an example of the operation of the control unit 190 when displaying information to assist the player during a TCG match.
- FIG. 15 an example is explained in which digital cards are used in a match.
- the player operating the terminal device 10 inputs an instruction to the terminal device 10 to start a TCG match with an opponent.
- the opponent may be selected by the player before the match starts, or may be selected by the match processing unit 195 of the control unit 190 before the match starts. If the match is part of a tournament, the opponent may be set in advance by the organizers of the tournament.
- the deck to be used in a match may be selected by the player before the match begins. If the match is part of a tournament, the deck may be pre-set by the player's registration.
- step S11 when a player gives an instruction to start a match, the match processing unit 195 distributes cards contained in the deck to the player. Specifically, the match processing unit 195 shuffles the deck, distributes a predetermined number of cards to the player as their hand, and distributes a predetermined number of cards to the win/lose condition card placement unit 33. The match processing unit 195 distributes the remaining cards to the deck placement unit 31 as a deck.
- the management unit 193 When a player issues a command to start a match, the management unit 193 issues a record to the match information 185.
- the management unit 193 inputs information into the "match ID,” "date and time,” “opponent,” and “deck code” of the issued record, for example.
- the management unit 193 stores information about the cards incorporated into the deck used in the match in the match management information 184, and updates the "location" of each card based on the cards that have been dealt.
- step S12 the match processing unit 195 progresses the match based on the player's operations.
- FIG. 16 is a schematic diagram showing an example of the display on the display 141 of the terminal device 10 during a match.
- a number of face-down cards are stacked and arranged in the deck card placement area 31.
- a number of face-up character cards are arranged in the preparation card placement area 32.
- a number of face-down cards are arranged in the win/lose condition card placement area 33.
- One character card for the battle is arranged in the battle card placement area 34. No cards have been placed in the consumption card placement area 35 yet, but as the match progresses, face-up cards are stacked. Each player has five cards in their hand 93.
- step S13 the battle processing unit 195 determines whether a predetermined condition has been met. Specifically, for example, the battle processing unit 195 determines whether the cards in the deck have been divided into a first card group (hand) and a second card group (non-hand), and whether the cards in the second card group have become recognizable to the player.
- the battle processing unit 195 determines whether or not the first card group has been revealed to the player and the player has confirmed the third card group. For example, there are cards with the following effects. A card that adds a specific card from the cards placed in the deck placement section 31 to your hand. A card that rearranges the cards placed in the deck placement section 31 in a specific order.
- the battle processing section 195 determines that the condition is met when a player uses a card with the above-mentioned effects after being dealt a hand to the player.
- the player can know which cards are placed in the win/lose condition card placement section 33. In other words, the player can know where all the cards are placed.
- the battle processing section 195 displays auxiliary information.
- the player adds a specific card to his/her hand from the cards placed in the deck placement section 31, and then shuffles the original cards that were pulled out and returns them to the deck placement section 31. Therefore, even after checking the deck, the player cannot know where each card is located in the deck. Therefore, the information on where the card is located in the deck is not used in the probability calculation.
- the battle processing unit 195 judges whether the first card group has been revealed to the player and the player has confirmed the fourth card group. For example, there is a card that has the effect of allowing the player to confirm the cards placed in the win/lose condition card placement unit 33. When a player uses a card with this effect, the player can confirm the contents of the cards placed in the win/lose condition card placement unit 33.
- the battle processing unit 195 judges that the condition is met when a card with the above-mentioned effect is played by a player after the player's hand is dealt. When the player can confirm the cards in his/her hand and the cards placed in the win/lose condition card placement unit 33, the player can know what cards are placed in the deck placement unit 31. In other words, the player can know where all of the cards are placed.
- the battle processing unit 195 determines whether a card or item with a predetermined effect has been used. For example, there are cards that have the effect of displaying an indicator corresponding to the possibility of adding a predetermined card to one's hand, and items that have the effect of displaying an indicator corresponding to the possibility of adding a predetermined card to one's hand. When a player uses such a card or item, the battle processing unit 195 determines that a card or item with a predetermined effect has been used.
- step S14 the control unit 190 calculates the possibility (likelihood, expected value). Specifically, for example, the control unit 190 uses the calculation unit 196 to calculate the possibility that a player will be able to add a specific card to their hand based on the location of cards included in the deck used in the match.
- the calculation unit 196 selects a card for which the possibility is to be calculated.
- the calculation unit 196 references the "deck code” and "battle log information" in the battle information 185, and estimates what playing behavior the player himself will adopt based on the current deck and the current situation.
- the calculation unit 196 selects a card that the player himself is likely to need based on the estimated playing behavior.
- the calculation unit 196 also references the "deck code” and "battle log information" in the battle information table 2024 to estimate what playing behavior other influential (famous) players will adopt based on the current deck and the current situation.
- the calculation unit 196 may select cards that are likely to be required by other players based on the estimated playing behavior.
- the calculation unit 196 may also select a card that has been newly added to the deck.
- the calculation unit 196 may also select a card specified by the player before the match.
- the card specified by the player before the match is, for example, a card that the player will highly need to add to their hand in order to gain an advantage in the match. For example, it may be a powerful character card, or a support card that exerts an effect that advances the match to an advantage.
- the card specified by the player before the match is, for example, a card that has the potential to enable the player to obtain a highly necessary card.
- the calculation unit 196 may also select a card specified by the player from among the cards placed in the deck placement unit 31, the win/lose condition card placement unit 33, and the consumed card placement unit 35 during a match. For example, when the player requests the display of auxiliary information, the display control unit 194 displays the cards placed in the deck placement unit 31, the win/lose condition card placement unit 33, and the consumed card placement unit 35 in an area different from each placement unit.
- the calculation unit 196 may also display the expected value for all cards in the deck, regardless of the player's selection, understanding of the tendencies of the player and other players, etc.
- FIG. 17 is a schematic diagram showing an example of the display on the display 141 when accepting a card designation from a player.
- the display control unit 194 displays in the area 36 the cards placed in the deck placement unit 31, the win/lose condition card placement unit 33, and the consumed card placement unit 35.
- the calculation unit 196 accepts the card designation from the player.
- the calculation unit 196 may select multiple cards, or may select one card.
- the specifications for the calculation unit 196 to select a card are, for example, specified by the player before the match. Also, the specifications for the calculation unit 196 to select a card may be selected by the player during the match, for example.
- the calculation unit 196 refers to the match management information 184 and calculates the possibility (likelihood, expected value) that the selected card will be added to the player's hand.
- the calculation unit 196 calculates, for example, the following probabilities. - The possibility of direct and certain acquisition - The possibility of indirect and certain acquisition - The possibility of direct or indirect acquisition based on probability
- step S15 the control unit 190 causes information to be displayed to assist the player on the display 141.
- the control unit 190 causes the display control unit 194 to display the selected card and an indicator indicating the possibility (likelihood, expected value) that the selected card will be added to the player's hand on the display 141.
- the display control unit 194 displays, for example, the following indicators:
- the first index indicates the possibility of direct and certain acquisition.
- the second index indicates the possibility of indirect and certain acquisition.
- the third index indicates the possibility of direct or indirect acquisition based on probability.
- the fourth index indicates the impossibility of acquisition.
- FIG. 18 is a schematic diagram showing an example of the display of the display 141 when displaying information to assist the player.
- the display control unit 194 displays a first card 37 and a second card 38.
- the display control unit 194 assigns a first indicator to the first card 37 and a second indicator to the second card 38.
- the first card 37 and the second card 38 may be the same card or may be different cards. In other words, there may be two or more types of paths that can be used to obtain one card. Also, for each of the two types of cards, there is a possible acquisition path that is represented by a specified indicator.
- the indicators may be in any form as long as they are capable of identifying the possibility, expected value, and likelihood.
- the indicators may be numerical values, symbols, or colors.
- the indicators may be attached as icons or annotations.
- the display control unit 194 may set the first indicator to "1", the second indicator to "2", the third indicator to "3", and the fourth indicator to "4".
- the display control unit 194 may also set the first indicator to "blue”, the second indicator to "green”, the third indicator to "yellow”, and the fourth indicator to "red”.
- the display control unit 194 may display the third indicator as a value (percentage) representing the possibility.
- the display control unit 194 accepts the designation of the indicated card from the player. As shown in FIG. 18, the display control unit 194 accepts the designation of the first card 37 and the second card 38 from the player. The display control unit 194 displays the procedure for acquiring the card designated by the player. Specifically, for example, in FIG. 18, when the second card 38 is designated by the player, the display control unit 194 displays the procedure for acquiring the second card 38.
- FIG. 19 is a schematic diagram showing an example of the display on the display 141 when displaying the procedure for acquiring the second card 38.
- the display control unit 194 displays an area 39 for displaying the procedure for acquiring a specified card.
- the display control unit 194 displays cards 391 and 392 to be used for acquiring the second card 38.
- FIG. 20 is a schematic diagram showing an example of the display on the display 141 when a procedure for acquiring a card marked with a third indicator is displayed when the card is designated.
- the display control unit 194 displays an area 39 for displaying the procedure for acquiring the designated card.
- the display control unit 194 displays cards 391 and 392 to be used for acquiring a third card 310.
- the display control unit 194 displays, for example, a value indicating the possibility of acquiring one of the cards included in the procedure.
- the calculation unit 196 may recalculate the possibility of obtaining the desired card.
- the calculation unit 196 may recalculate in response to the player being unable to draw a card that is obtained by chance, or in response to a recalculation instruction from the player.
- the display control unit 194 also controls the display 141 to display, for example, an indicator indicating that the selected card is present in a predetermined area and the selected card in an area different from the deck placement unit 31 and the win/lose condition card placement unit 33. For example, when the selected card is placed in the win/lose condition card placement unit 33, the display control unit 194 causes the display 141 to display the selected card with a fifth indicator indicating that the selected card is placed in the win/lose condition card placement unit 33.
- calculation unit 196 calculates the expected value of adding a desired card to the hand when a predetermined condition is met.
- the calculation unit 196 may also calculate the expected value in response to a request from the player.
- FIG. 21 is a schematic diagram showing an example of the display on the display 141 when an object for requesting auxiliary information is displayed.
- the display control unit 194 causes the display 141 to display an object 311 for receiving a request for auxiliary information.
- Advanced players are able to select the card that is considered most suitable for the current situation, and therefore do not need auxiliary information. Therefore, by not displaying auxiliary information when the player does not request it, it is possible to avoid the information being bothersome.
- the match processing unit 195 separates a plurality of cards included in the deck at the start of the match into a first card group as the player's hand, and a second card group including other cards. After the start of the match, the match processing unit 195 determines whether the cards included in the second card group are in a state where the player can recognize them. If they are, the calculation unit 196 calculates the likelihood that at least one of the cards included in the second card group will be added to the player's hand based on the card effects that the player can use.
- the display control unit 194 displays at least one of the cards and an indicator representing the likelihood in an area different from the display area of the second card group.
- the terminal device 10 makes it possible for the terminal device 10 to present to the player the cards that the player needs in the current situation, together with the likelihood that the player can obtain the cards. Therefore, even if the player is a beginner, he or she can realize the possibility of adding important cards to his or her hand in the same way as an advanced player, and can experience a high-level match. In other words, it is possible to play a match while perceiving information similar to the thoughts of so-called advanced players during play.
- the program according to this embodiment therefore helps improve the playing skills of TCG players.
- the state in which the player can recognize the cards included in the second card group means that the first card group is revealed to the player. This allows the player, after the cards have been dealt, to confirm the cards that the player needs in the current situation, along with the likelihood that they will be able to acquire those cards.
- the second card group includes a third card group (deck) from which the player draws cards during a match, and a fourth card group (side) to indicate the state of the match.
- the state in which the player can recognize the cards included in the second card group is when the first card group is revealed to the player and the player checks the third card group. This allows the player to guess the contents of the side from the cards in their hand and the deck, so that after the hand is dealt and the contents of the deck are checked due to the effect of a specific card, the player can check the cards they need in the current situation, along with the likelihood that they will be able to obtain those cards.
- the second card group includes a third card group from which the player draws cards during the match, and a fourth card group that indicates the state of the match.
- the state in which the player can recognize the cards included in the second card group is when the first card group is revealed to the player and the player checks the fourth card group. This allows the player to guess the contents of the deck from the cards in their hand and their side deck, so that after the hand is dealt and the contents of the side deck are checked due to the effect of a specific card, the player can check the cards they need in the current situation, along with the likelihood that they will be able to obtain those cards.
- the battle processing unit 195 uses a specific in-game effect to make the cards in the second card group recognizable to the player. This allows the player to check the cards they need in the current situation, along with the likelihood that they will be able to acquire those cards, after using a card with a special effect.
- the calculation unit 196 selects the card for which the likelihood is calculated based on information about the card. This makes it possible to appropriately select the card the player needs. Therefore, the display control unit 194 can present the card the player needs in the current situation together with the likelihood that the card can be acquired.
- the calculation unit 196 selects the card for which the likelihood is calculated based on the player's own play history or the play history of other players. As a result, cards that the player is likely to desire are presented along with their likelihood. Also, cards recommended by other players are presented along with their likelihood. This is useful for improving one's own playing skills.
- the calculation unit 196 selects a card specified by a player before the match as the card for which the likelihood is calculated. This allows a player to grasp the likelihood that the card they want will be added to their hand.
- the calculation unit 196 selects a card specified by the player from among the cards included in the second card group as the card for which the likelihood is to be calculated. This allows the player to grasp the likelihood that the card he or she desires will be added to his or her hand in the current situation.
- the display control unit 194 displays the first indicator when at least one of the cards can be directly acquired based on the effects of the cards available to the player. This allows the display control unit 194 to intuitively convey to the player that the card can be directly acquired.
- the display control unit 194 displays the second indicator when at least one of the cards can be indirectly acquired based on the card effects available to the player. This allows the display control unit 194 to intuitively convey to the player that a card can be indirectly acquired.
- the display control unit 194 displays the third indicator when at least one of the cards can be obtained by lottery based on the card effects available to the player. This allows the display control unit 194 to intuitively convey to the player that a card can be obtained by lottery. At this time, the display control unit 194 may express the third indicator as a numerical value. This allows the display control unit 194 to accurately convey to the player the probability of obtaining a card.
- the display control unit 194 displays a fourth indicator when the displayed card cannot be acquired. This allows the display control unit 194 to intuitively inform the player that the card cannot be acquired.
- the display control unit 194 displays the fifth indicator if the displayed card is in the fourth card group. This allows the display control unit 194 to intuitively inform the player that the card is in the fourth card group.
- the calculation unit 196 calculates the likelihood that at least one of the cards will be added to the hand in response to a request from the player after recognition becomes possible.
- the auxiliary information is displayed only when requested by the player, so that the auxiliary information is not presented to players who do not need it, improving ease of use for advanced players.
- the display control unit 194 displays the procedure for acquiring the selected card. This allows the display control unit 194 to present to the player how to acquire the card that the player needs.
- FIG. 22 is a flowchart showing an example of the operation of the control unit 190 when displaying information to assist the player during a TCG match using analog cards.
- step S21 the control unit 190 photographs the hand and the board using the camera 160.
- the control unit 190 analyzes the image and recognizes the analog cards included in the photographed image.
- the player checks the contents of the cards placed in the deck placement unit 31.
- the control unit 190 photographs the contents of the cards placed in the deck placement unit 31 and identifies the cards included in the deck placement unit 31.
- the management unit 193 updates the match management information 184 based on the identified cards. If it is difficult to photograph the contents of the cards placed in the deck placement unit 31 due to the player's method of confirmation, etc., the display control unit 194 may request the player to photograph the cards again.
- the player When a player uses a card that has the effect of allowing the contents of the card placed in the win/loss condition card placement area 33 to be confirmed, the player confirms the contents of the card placed in the win/loss condition card placement area 33.
- the control unit 190 photographs the contents of the card placed in the win/loss condition card placement area 33 and identifies the cards included in the win/loss condition card placement area 33.
- the management unit 193 updates the match management information 184 based on the identified cards. If it is difficult to photograph the contents of the card placed in the win/loss condition card placement area 33 due to the player's confirmation method, etc., the display control unit 194 may request the player to photograph the card again.
- the control unit 190 executes steps S13 to S15 in the same manner as in FIG. 15.
- the terminal device 10 can present the player with the cards he or she needs in the current situation, along with the likelihood that the player will be able to acquire those cards.
- auxiliary display for spectators
- the auxiliary display according to this embodiment is not limited to information to assist a player in a match. Information to assist a user watching the match may be displayed.
- FIG. 23 is a flowchart showing an example of the operation of the control unit of a terminal device when displaying information to assist a user watching a TCG match.
- step S31 the control unit of the terminal device determines whether or not a request for auxiliary information has been received from the user. If a request for auxiliary information has been received, the control unit transitions the process to step S32.
- step S32 the control unit acquires information about the card selected by the calculation unit 196 and information about the index calculated by the calculation unit 196. Specifically, for example, the calculation unit 196 transmits information about the selected card and information about the index calculated for the selected card to the server 20. The control unit acquires information about the card selected by the calculation unit 196 and information about the index calculated by the calculation unit 196 from the server 20.
- the control unit causes the display to display information to assist the user. Specifically, the control unit causes the display to display the card obtained from the server 20 and an indicator indicating the possibility (expected value) of the card being added to the player's hand.
- the control unit may, for example, display information to assist the play of one player, or information to assist the play of both players. For example, when watching a match while looking at only one player's hand, the control unit displays information to assist the play of one player. Also, for example, when watching a match while looking at both players' hands, the control unit displays information to assist the play of both players.
- the terminal device can present the player with the cards they need in the current situation, along with the likelihood that they will be able to acquire those cards.
- control unit 190 includes the calculation unit 196.
- the calculation unit 196 may be realized by the control unit 203 of the server 20.
- Basic hardware configuration of computer> 24 is a block diagram showing the basic hardware configuration of a computer 90.
- the computer 90 includes at least a processor 94, a main storage device 95, an auxiliary storage device 96, and a communication IF (interface) 99. These are electrically connected to each other by a bus.
- the processor 94 is hardware for executing a set of instructions written in a program.
- the processor 94 is composed of an arithmetic unit, registers, peripheral circuits, etc.
- the main memory device 95 is used to temporarily store programs and data processed by the programs.
- it is a volatile memory such as DRAM (Dynamic Random Access Memory).
- the auxiliary storage device 96 is a storage device for saving data and programs.
- it is a flash memory, HDD (Hard Disc Drive), optical magnetic disk, CD-ROM, DVD-ROM, semiconductor memory, etc.
- the communication IF 99 is an interface for inputting and outputting signals for communicating with other computers over a network using wired or wireless communication standards.
- Networks are composed of the Internet, LANs, various mobile communication systems constructed using wireless base stations, etc.
- networks include 3G, 4G, and 5G mobile communication systems, LTE (Long Term Evolution), wireless networks that can connect to the Internet via designated access points (e.g., Wi-Fi (registered trademark)), etc.
- communication protocols include, for example, Z-Wave (registered trademark), ZigBee (registered trademark), Bluetooth (registered trademark), etc.
- networks also include those that are directly connected using USB (Universal Serial Bus) cables, etc.
- computers 90 can be virtually realized by distributing all or part of each hardware configuration across multiple computers 90 and connecting them together via a network.
- the concept of computer 90 includes not only a computer 90 housed in a single housing or case, but also a virtualized computer system.
- the computer includes at least the functional units of a control unit, a storage unit, and a communication unit.
- the functional units of the computer 90 can also be realized by distributing all or part of each functional unit across multiple computers 90 connected to each other via a network.
- the concept of computer 90 includes not only a single computer 90 but also a virtualized computer system.
- the control unit is realized by the processor 94 reading out various programs stored in the auxiliary storage device 96, expanding them in the main storage device 95, and executing processing in accordance with the programs.
- the control unit can realize functional units that perform various information processing depending on the type of program.
- the computer is realized as an information processing device that performs information processing.
- the storage unit is realized by the main storage device 95 and the auxiliary storage device 96.
- the storage unit stores data, various programs, and various databases.
- the processor 94 can secure a storage area corresponding to the storage unit in the main storage device 95 or the auxiliary storage device 96 in accordance with a program.
- the control unit can cause the processor 94 to execute processes for adding, updating, and deleting data stored in the storage unit in accordance with the various programs.
- database refers to a relational database, which is used to manage sets of data called tables, which are structured in a tabular format defined by rows and columns, by relating them to each other.
- a table is called a table
- a column in a table is called a column
- a row in a table is called a record.
- each table has a column set as a key for uniquely identifying a record, but setting a key to a column is not essential.
- the control unit can cause the processor 94 to add, delete, or update records in a specific table stored in the memory unit according to various programs.
- the communication unit is realized by the communication IF 99.
- the communication unit realizes the function of communicating with other computers 90 via a network.
- the communication unit can receive information transmitted from other computers 90 and input it to the control unit.
- the control unit can cause the processor 94 to execute information processing on the received information in accordance with various programs.
- the communication unit can transmit information output from the control unit to other computers 90.
- a program to be executed by a computer having a processor and a memory the program causing the processor to execute the following steps: separate a plurality of cards included in a deck at the start of a match into a first card group which is the player's hand, and a second card group which includes other cards; determine whether or not the cards included in the second card group have become recognizable by the player after the match has started; if the cards have become recognizable, calculate the likelihood that at least one of the cards included in the second card group will be added to the player's hand based on the card effects available to the player; and display at least one of the cards and an indicator representing the likelihood in an area different from the display area of the second card group.
- Appendix 2 A program described in Appendix 1, in which in the determining step, a state in which the player can recognize the cards included in the second card group means that the first card group is revealed to the player.
- the second card group includes a third card group from which the player draws cards during the match, and a fourth card group that represents the state of the match, and in the determining step, a state in which the player can recognize cards included in the second card group is when the first card group is revealed to the player and the player confirms the third card group (Appendix 1).
- the second card group includes a third card group from which the player draws cards during the match, and a fourth card group that represents the state of the match, and in the determining step, a state in which the player can recognize cards included in the second card group means that the first card group is revealed to the player and the player confirms the fourth card group (Appendix 1).
- Appendix 5 A program described in any one of (Appendix 1) to (Appendix 4), wherein in the judgment step, a predetermined in-game effect makes the cards included in the second card group recognizable to the player.
- (Appendix 6) A program described in any one of (Supplementary Note 1) to (Supplementary Note 5), wherein in the calculation step, a card for which the likelihood is calculated is selected based on information about the card.
- (Appendix 7) A program as described in Appendix 6, in which in the calculation step, the card whose likelihood is to be calculated is selected based on the player's own playing history or the playing history of other players.
- (Appendix 8) A program as described in claim 6, in which in the calculation step, a card specified by a player before the match is selected as the card for which the likelihood is calculated.
- (Appendix 9) A program described in any one of (Appendix 1) to (Appendix 5), in which, in the calculation step, a card specified by the player from among the cards included in the second card group is selected as the card for which the likelihood is calculated.
- (Appendix 10) A program described in any one of (Appendix 1) to (Appendix 9), in which, in the display step, a first indicator is displayed if the player can directly acquire at least one card based on the card effects available to the player.
- (Appendix 11) A program described in any one of (Appendix 1) to (Appendix 10), in which, in the display step, a second indicator is displayed if the player can indirectly acquire at least one card based on the card effect available to the player.
- (Appendix 12) A program described in any one of (Appendix 1) to (Appendix 11), in which in the display step, a third indicator is displayed if the player can obtain at least one card by lottery based on the card effects available to the player.
- (Appendix 13) The program according to claim 12, wherein in the display step, the third index is a numerical value.
- (Appendix 14) A program described in any one of (Appendix 1) to (Appendix 13), which displays a fourth indicator if at least one of the cards cannot be obtained in the display step.
- (Appendix 15) A program as described in Appendix 3, in which, in the displaying step, if at least any card is in the fourth card group, a fifth indicator is displayed.
- (Appendix 16) A program described in any one of (Appendix 1) to (Appendix 15), in which in the calculation step, the likelihood that at least one of the cards will be added to the hand in response to a request from the player after it becomes recognizable is calculated.
- (Appendix 17) A program described in any one of (Appendix 1) to (Appendix 16), wherein in the display step, when a card to be displayed is selected by a player, a procedure for acquiring the selected card is displayed.
- Appendix 18 A program to be executed by a computer having a processor and a memory, the program causing the processor to execute the following steps: after a plurality of cards included in a deck at the start of a match are separated into a first card group which constitutes the player's hand and a second card group which includes other cards, determining whether or not the cards included in the second card group have become recognizable by the player; if the cards have become recognizable, calculating the likelihood that at least one of the cards included in the second card group will be added to the player's hand based on card effects that the player can use; and displaying at least one of the cards and an indicator representing the likelihood in an area different from the display area of the second card group.
- Appendix 20 A program to be executed by a computer having a processor and a memory, the program causing the processor to execute the following steps: dividing a plurality of cards included in a deck at the start of a match into a first card group which is the player's hand, and a second card group which includes other cards; determining after the start of the match whether a used card included in the first card group has been used; based on the use of the used card, designating a specific card among the cards included in the second card group which corresponds to the effect of the used card as a card included in the first card group; based on the use of the used card, calculating the likelihood that at least one of the cards included in the second card group will be added to the hand based on card effects available to the player; and displaying at least one of the cards and an indicator representing the likelihood in an area different from the display area of the second card group.
- Appendix 21 A method executed by a computer having a processor and a memory, the method comprising the steps of: dividing a plurality of cards included in a deck at the start of a match into a first card group which is the player's hand, and a second card group which includes other cards, determining whether or not the cards included in the second card group have become recognizable by the player after the match has started; if the cards have become recognizable, calculating the likelihood that at least one of the cards included in the second card group will be added to the player's hand based on the card effects available to the player; and displaying at least one of the cards and an indicator representing the likelihood in an area different from the display area of the second card group.
- An information processing device having a control unit and a memory unit, wherein the control unit executes the steps of: dividing a plurality of cards included in a deck at the start of a match into a first card group which is the player's hand, and a second card group which includes other cards; determining whether or not the cards included in the second card group have become recognizable by the player after the match has started; if the cards have become recognizable, calculating the likelihood that at least one of the cards included in the second card group will be added to the player's hand based on card effects that the player can use; and displaying at least one of the cards and an indicator representing the likelihood in an area different from the display area of the second card group.
- a system comprising: means for dividing a plurality of cards contained in a deck at the start of a match into a first card group which is a player's hand, and a second card group which includes other cards; means for determining whether or not cards contained in the second card group have become recognizable by a player after the start of the match; means for calculating, when cards have become recognizable, a likelihood that at least one of the cards contained in the second card group will be added to the player's hand based on card effects available to the player; and means for displaying at least one of the cards and an indicator representing the likelihood in an area separate from the display area of the second card group.
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| JP2022-187910 | 2022-11-25 | ||
| JP2022187910A JP7562621B2 (ja) | 2022-11-25 | 2022-11-25 | プログラム、方法、情報処理装置、及びシステム |
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|---|---|---|---|---|
| JP2008526383A (ja) * | 2005-01-10 | 2008-07-24 | カンター インデックス エルエルシー | ゲーム戦略に関する助言を提供するためのシステムおよび装置 |
| JP2021115284A (ja) * | 2020-01-28 | 2021-08-10 | 株式会社バンダイ | プログラム、端末、ゲーム実行装置及び方法 |
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| JP6959545B2 (ja) * | 2019-06-21 | 2021-11-02 | フリュー株式会社 | プログラム、記録媒体、情報処理方法、およびゲーム装置 |
-
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- 2022-11-25 JP JP2022187910A patent/JP7562621B2/ja active Active
-
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- 2023-10-19 WO PCT/JP2023/037867 patent/WO2024111307A1/ja not_active Ceased
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| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP2008526383A (ja) * | 2005-01-10 | 2008-07-24 | カンター インデックス エルエルシー | ゲーム戦略に関する助言を提供するためのシステムおよび装置 |
| JP2021115284A (ja) * | 2020-01-28 | 2021-08-10 | 株式会社バンダイ | プログラム、端末、ゲーム実行装置及び方法 |
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