Application execution method, file data downloading method, file data uploading method, communication method, and radio communication terminal
Abstract
Problem to be solved.To provide a technique for efficiently executing an application in a radio network.
Solution.A game machine 2 is provided with an SSID setting part 14 and a channel setting part 16. The SSID setting part 14 sets an SSID being a network identifier according to a communication mode. As the communication mode, a download waiting mode, a downloading mode, a lobby mode and a game mode are set. By setting the SSID to each communication mode, the radio network can be generated by each mode. The channel setting part 16 sets a communication channel to be used according to the SSID.
Copyright (C)2006,JPO&NCIPI
Term
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Projected expiry passed 7 May 2024, 2.4 years ago.
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19 claims: 14 independent, 5 dependent
- 1The step of connecting to the first wireless network to search for the other party to execute the application together, the step of searching for the wireless communication terminal already connected to the first wireless network, and the wireless communication terminal that received the terminal information by the search. The step of requesting the application to run together, the step of connecting to the second wireless network for running the application when the other party receives a response of consent, and the step of connecting the application on the second wireless network. An application execution method characterized by having a step to start with. アプリケーションを共に実行する相手方を探索するための第1無線ネットワークに接続するステップと、 第1無線ネットワークに既に接続している無線通信端末を探索するステップと、 探索により端末情報を受信した無線通信端末に対して、アプリケーションを共に実行することを要求するステップと、 相手方から承諾の返答を受信した場合に、アプリケーションを実行するための第2無線ネットワークに接続するステップと、 第2無線ネットワークにおいてアプリケーションを開始するステップと、 を備えることを特徴とするアプリケーション実行方法。
- 5The step of connecting to the first wireless network to search for the other party to download the file data, the step of searching for the wireless communication terminal already connected to the first wireless network, and the radio that received the terminal information by the search. A step of requesting the communication terminal to download the file data, a step of connecting to the second wireless network for executing the download of the file data when receiving a response of consent from the other party, and a second wireless network. A file data download method characterized by having a step of downloading file data from the other party in. ファイルデータをダウンロードさせてもらう相手方を探索するための第1無線ネットワークに接続するステップと、 第1無線ネットワークに既に接続している無線通信端末を探索するステップと、 探索により端末情報を受信した無線通信端末に対して、ファイルデータのダウンロードを要求するステップと、 相手方から承諾の返答を受信した場合に、ファイルデータのダウンロードを実行するための第2無線ネットワークに接続するステップと、 第2無線ネットワークにおいて相手方からファイルデータをダウンロードするステップと、 を備えることを特徴とするファイルデータダウンロード方法。
- 7A step to connect to the first wireless network to search for the other party to download the application program, a step to search for a wireless communication terminal already connected to the first wireless network, and a wireless network that received the terminal information by the search. A step of requesting the communication terminal to download the application program, a step of connecting to the second wireless network for executing the download of the application program when a response of consent is received from the other party, and a second wireless network. In, the step of downloading the application program from the other party, and the step of starting the downloaded application program after the download of the application program is completed and connecting to the third wireless network to search for the other party to execute the application together. A step of searching for a wireless communication terminal already connected to the third wireless network, and a step of requesting the wireless communication terminal that received the terminal information by the search to execute the application together. An application execution method including a step of connecting to a fourth wireless network for executing an application and a step of starting an application on the fourth wireless network when a response of consent is received from the other party. アプリケーションプログラムをダウンロードさせてもらう相手方を探索するための第1無線ネットワークに接続するステップと、 第1無線ネットワークに既に接続している無線通信端末を探索するステップと、 探索により端末情報を受信した無線通信端末に対して、アプリケーションプログラムのダウンロードを要求するステップと、 相手方から承諾の返答を受信した場合に、アプリケーションプログラムのダウンロードを実行するための第2無線ネットワークに接続するステップと、 第2無線ネットワークにおいて相手方からアプリケーションプログラムをダウンロードするステップと、 アプリケーションプログラムのダウンロードが完了した後、ダウンロードしたアプリケーションプログラムを起動して、アプリケーションを共に実行する相手方を探索するための第3無線ネットワークに接続するステップと、 第3無線ネットワークに既に接続している無線通信端末を探索するステップと、 探索により端末情報を受信した無線通信端末に対して、アプリケーションを共に実行することを要求するステップと、 相手方から承諾の返答を受信した場合に、アプリケーションを実行するための第4無線ネットワークに接続するステップと、 第4無線ネットワークにおいてアプリケーションを開始するステップと、 を備えることを特徴とするアプリケーション実行方法。
- 8A wireless communication terminal device including a network identifier setting unit that sets an identifier that identifies a wireless network and a wireless interface unit that connects to a wireless network based on the set network identifier. The network identifier setting unit is The identifier of the first wireless network to search for the other party to download the application program, the identifier of the second wireless network to execute the download of the application program, and the third wireless to search for the other party to execute the application together. A wireless communication terminal device characterized in that either a network identifier or a fourth wireless network identifier for executing an application is set according to a communication mode. 無線ネットワークを特定する識別子を設定するネットワーク識別子設定部と、 設定したネットワーク識別子をもとに、無線ネットワークに接続する無線インタフェース部と、を備える無線通信端末装置であって、 ネットワーク識別子設定部は、アプリケーションプログラムをダウンロードさせてもらう相手方を探索するための第1無線ネットワークの識別子、アプリケーションプログラムのダウンロードを実行するための第2無線ネットワークの識別子、アプリケーションを共に実行する相手方を探索するための第3無線ネットワークの識別子、およびアプリケーションを実行するための第4無線ネットワークの識別子のいずれかを、通信モードに応じて設定することを特徴とする無線通信端末装置。
- 9A function that allows a computer that can execute the wireless communication function to connect to the first wireless network for searching for the other party to execute the application together, and a function that allows the computer that can execute the wireless communication function to search for a wireless communication terminal that is already connected to the first wireless network. And, the function to request the wireless communication terminal that received the terminal information by the search to execute the application together, and the second wireless network for executing the application when the reply of consent is received from the other party. A program for executing the function to connect and the function to start an application on the second wireless network. 無線通信機能を実行させることのできるコンピュータに、 アプリケーションを共に実行する相手方を探索するための第1無線ネットワークに接続させる機能と、 第1無線ネットワークに既に接続している無線通信端末を探索させる機能と、 探索により端末情報を受信した無線通信端末に対して、アプリケーションを共に実行することを要求させる機能と、 相手方から承諾の返答を受信した場合に、アプリケーションを実行するための第2無線ネットワークに接続させる機能と、 第2無線ネットワークにおいてアプリケーションを開始させる機能と、 を実行させるためのプログラム。
- 10A function that allows a computer that can execute the wireless communication function to connect to the first wireless network for searching for the other party to execute the application together, and a function that allows the computer that can execute the wireless communication function to search for a wireless communication terminal that is already connected to the first wireless network. And, the function to request the wireless communication terminal that received the terminal information by the search to execute the application together, and the second wireless network for executing the application when the reply of consent is received from the other party. A computer-readable recording medium that records the function to connect, the function to start an application on the second wireless network, and the program to execute. 無線通信機能を実行させることのできるコンピュータに、 アプリケーションを共に実行する相手方を探索するための第1無線ネットワークに接続させる機能と、 第1無線ネットワークに既に接続している無線通信端末を探索させる機能と、 探索により端末情報を受信した無線通信端末に対して、アプリケーションを共に実行することを要求させる機能と、 相手方から承諾の返答を受信した場合に、アプリケーションを実行するための第2無線ネットワークに接続させる機能と、 第2無線ネットワークにおいてアプリケーションを開始させる機能と、 を実行させるためのプログラムを記録したコンピュータ読み取り可能な記録媒体
- 11A computer that can execute the wireless communication function is connected to the first wireless network to search for the other party to download the file data, and a wireless communication terminal that is already connected to the first wireless network is searched. The function to request the wireless communication terminal that received the terminal information by the search to download the file data, and the second function to execute the download of the file data when the reply of consent is received from the other party. A program for executing the function of connecting to a wireless network and the function of downloading file data from the other party in the second wireless network. 無線通信機能を実行させることのできるコンピュータに、 ファイルデータをダウンロードさせてもらう相手方を探索するための第1無線ネットワークに接続させる機能と、 第1無線ネットワークに既に接続している無線通信端末を探索させる機能と、 探索により端末情報を受信した無線通信端末に対して、ファイルデータのダウンロードを要求させる機能と、 相手方から承諾の返答を受信した場合に、ファイルデータのダウンロードを実行するための第2無線ネットワークに接続させる機能と、 第2無線ネットワークにおいて相手方からファイルデータをダウンロードさせる機能と、 を実行させるためのプログラム。
- 12A computer that can execute the wireless communication function is connected to the first wireless network to search for the other party to download the file data, and a wireless communication terminal that is already connected to the first wireless network is searched. The function to request the wireless communication terminal that received the terminal information by the search to download the file data, and the second function to execute the download of the file data when the reply of consent is received from the other party. A computer-readable recording medium that records a program for executing a function to connect to a wireless network, a function to download file data from the other party in the second wireless network. 無線通信機能を実行させることのできるコンピュータに、 ファイルデータをダウンロードさせてもらう相手方を探索するための第1無線ネットワークに接続させる機能と、 第1無線ネットワークに既に接続している無線通信端末を探索させる機能と、 探索により端末情報を受信した無線通信端末に対して、ファイルデータのダウンロードを要求させる機能と、 相手方から承諾の返答を受信した場合に、ファイルデータのダウンロードを実行するための第2無線ネットワークに接続させる機能と、 第2無線ネットワークにおいて相手方からファイルデータをダウンロードさせる機能と、 を実行させるためのプログラムを記録したコンピュータ読み取り可能な記録媒体。
- 13A step to connect to the first wireless network, a step to search for a wireless communication terminal already connected to the first wireless network, and a request to individually communicate with the wireless communication terminal that received the terminal information by the search. A communication method including a step of connecting to a second wireless network when a response of consent is received from the other party. 第1無線ネットワークに接続するステップと、 第1無線ネットワークに既に接続している無線通信端末を探索するステップと、 探索により端末情報を受信した無線通信端末に対して、個別に通信することを要求するステップと、 相手方から承諾の返答を受信した場合に、第2無線ネットワークに接続するステップと、 を備えることを特徴とする通信方法。
- 15Execute the step of connecting to the 1st wireless network, the step of sending a consent response to the file data download request from other wireless communication terminals connected to the 1st wireless network, and the step of uploading the file data. A file data upload method comprising a step of connecting to a second wireless network and a step of uploading file data in the second wireless network. 第1無線ネットワークに接続するステップと、 第1無線ネットワークに接続している他の無線通信端末からのファイルデータのダウンロード要求に対して、承諾の返答を送信するステップと、 ファイルデータのアップロードを実行するための第2無線ネットワークに接続するステップと、 第2無線ネットワークにおいてファイルデータをアップロードするステップと、 を備えることを特徴とするファイルデータアップロード方法。
- 16A response to the function of connecting a computer capable of executing the wireless communication function to the first wireless network and the request to download file data from another wireless communication terminal connected to the first wireless network. A function to send data, a function to connect to a second wireless network for uploading file data, and a function to upload file data on the second wireless network, and a program to execute. 無線通信機能を実行させることのできるコンピュータに、 第1無線ネットワークに接続させる機能と、 第1無線ネットワークに接続している他の無線通信端末からのファイルデータのダウンロード要求に対して、承諾の返答を送信させる機能と、 ファイルデータのアップロードを実行するための第2無線ネットワークに接続させる機能と、 第2無線ネットワークにおいてファイルデータをアップロードさせる機能と、 を実行させるためのプログラム。
- 17A response to the function of connecting a computer capable of executing the wireless communication function to the first wireless network and the request to download file data from another wireless communication terminal connected to the first wireless network. The function to send, the function to connect to the second wireless network to execute the file data upload, the function to upload the file data in the second wireless network, and the computer readable that recorded the program to execute Recording medium. 無線通信機能を実行させることのできるコンピュータに、 第1無線ネットワークに接続させる機能と、 第1無線ネットワークに接続している他の無線通信端末からのファイルデータのダウンロード要求に対して、承諾の返答を送信させる機能と、 ファイルデータのアップロードを実行するための第2無線ネットワークに接続させる機能と、 第2無線ネットワークにおいてファイルデータをアップロードさせる機能と、 を実行させるためのプログラムを記録したコンピュータ読み取り可能な記録媒体。
- 18When starting the application program, a step to check whether or not an identifier that identifies the wireless network is stored in a predetermined area of memory, and if the identifier of the wireless network is stored, connect the identifier. A method of setting a network identifier, which comprises a step of setting as an identifier of a wireless network to be used. アプリケーションプログラムを起動する際、メモリの所定の領域に、無線ネットワークを特定する識別子が格納されているか否かを確認するステップと、 無線ネットワークの識別子が格納されている場合に、その識別子を、接続する無線ネットワークの識別子として設定するステップと、 を備えることを特徴とするネットワーク識別子設定方法。
- 19When the computer starts the application program, it has a function to check whether or not an identifier that identifies the wireless network is stored in a predetermined area of memory, and if the identifier of the wireless network is stored, that identifier. A function to set as an identifier of the wireless network to connect to, and a program to execute. コンピュータに、 アプリケーションプログラムを起動させる際、メモリの所定の領域に、無線ネットワークを特定する識別子が格納されているか否かを確認させる機能と、 無線ネットワークの識別子が格納されている場合に、その識別子を、接続する無線ネットワークの識別子として設定させる機能と、 を実行させるためのプログラム。
Independent claims14
77 paragraphs, as filed
The present invention relates to a technique for communicating between a plurality of communication terminals, and particularly to a technique for efficiently executing an application in a wireless network.
With the realization of miniaturization and weight reduction of information terminals, it has become common to carry information terminals. In recent years, a wireless communication environment in which a plurality of users can enjoy applications such as games together by using infrastructure such as base stations and access points has become a reality. On the other hand, research is being conducted to build a wireless ad hoc network as on-demand communication. Since ad hoc networks do not require base stations or access points, wireless networks can be easily constructed even in places where such infrastructure does not exist. In an ad hoc network, multiple users can bring portable game machines and wirelessly communicate with each other to enjoy games together.
Infrastructure networks and ad hoc networks are realized using technologies such as IEEE 802.11 and Bluetooth. As a wireless communication environment that has been assumed in the past, it was common for several terminals to gather and realize communication between those terminals, but in infrastructure networks and ad hoc networks, for example, dozens of terminals. It is also assumed that many terminals such as these will be gathered in one environment.
In wireless networks using IEEE802.11, BSS (Basic Service Set) is defined as a basic unit that constitutes a group of terminals that communicate with each other. BSS refers to a set of groups of terminals that communicate with each other, and terminals belonging to the same BSS can communicate with each other. The BSS is identified by a 48-bit identifier (Basic Service Set ID: BSSID), which is assigned the only value in the environment. Apart from the BSSID, there is also an SSID (Service Set ID) consisting of a 0-32 byte character string to identify the BSS. The SSID can be set arbitrarily, and the same SSID can be assigned to multiple BSSs. BSS consists of a terminal or access point transmitting a reference packet called a beacon. The range reached by the beacon constitutes the spatial range of BSS, and a plurality of BSS may exist in the same space.
When using a wireless network using IEEE 802.11, the terminal must belong to one of the BSSs. Therefore, the terminal searches (scans) the BSS existing around itself. When the terminal joins an existing group, if it knows the SSID of the group that wants to join, it can specify that SSID, while if it does not know the SSID, it searches all the BSSs that exist around it. Then, select and specify one SSID from the searched SSIDs.
<p> In a wireless LAN using the infrastructure mode that uses an access point, the access point sends a beacon to configure the BSS. The access point is often connected to a private network such as the Internet or an enterprise network, and the administrator of these networks usually determines the SSID and configures the access point. The network user performs wireless communication based on the SSID notified by the network administrator.</p><p> In a wireless LAN using ad hoc mode that does not use an access point, there is no network administrator. Therefore, the network user must determine the SSID and make the connection. In this case, if the same SSID is not selected between the terminals, they cannot connect to each other, so it is necessary for the users to agree on the SSID in advance. In addition, since the SSID can be set arbitrarily, if the same SSID is set between different groups, it may connect to an unintended wireless network. In this way, in an ad hoc network, the work of setting the SSID by the user himself is complicated, and it is difficult to achieve communication stability especially in an environment where many wireless networks are constructed in the same environment. There is a problem that it is.</p><p> Therefore, an object of the present invention is to provide a technique for efficiently executing an application by efficiently setting a network identifier such as an SSID.</p>
<p> In order to solve the above problems, one aspect of the present invention relates to a method of executing an application program. The application execution method of this aspect is performed by a step of connecting to a first wireless network for searching for a partner to execute an application together, a step of searching for a wireless communication terminal already connected to the first wireless network, and a search. A step of requesting the wireless communication terminal that received the terminal information to execute the application together, and a step of connecting to the second wireless network for executing the application when a response of consent is received from the other party. , With a step to start the application in the second wireless network.</p><p> Another aspect of the present invention relates to a method of downloading file data. The file data download method of this aspect includes a step of connecting to the first wireless network for searching for the other party to download the file data and a step of searching for a wireless communication terminal already connected to the first wireless network. , In the step of requesting the wireless communication terminal that received the terminal information by the search to download the file data, and in the second wireless network for executing the download of the file data when the reply of consent is received from the other party. It includes a step of connecting and a step of downloading file data from the other party in the second wireless network. The file data includes a program file and a data file.</p><p> Yet another aspect of the present invention relates to a method of executing an application program. The application execution method of this aspect includes a step of connecting to the first wireless network for searching for the other party to download the application program, a step of searching for a wireless communication terminal already connected to the first wireless network, and a step of searching for a wireless communication terminal already connected to the first wireless network. Connect to the second wireless network to execute the download of the application program when the wireless communication terminal that received the terminal information by the search is requested to download the application program and the response of consent is received from the other party. Step to download the application program from the other party in the second wireless network, and after the download of the application program is completed, start the downloaded application program and search for the other party to execute the application together. The step of connecting to the wireless network, the step of searching for the wireless communication terminal already connected to the third wireless network, and the wireless communication terminal that received the terminal information by the search are required to execute the application together. It includes a step, a step of connecting to a fourth wireless network for executing an application when a response of consent is received from the other party, and a step of starting an application in the fourth wireless network.</p><p> Yet another aspect of the present invention relates to a wireless communication terminal device including a network identifier setting unit that sets an identifier that identifies a wireless network, and a wireless interface unit that connects to a wireless network based on the set network identifier. In the wireless communication terminal device of this aspect, the network identifier setting unit uses the identifier of the first wireless network for searching for the other party to download the application program and the identifier of the second wireless network for executing the download of the application program. , The identifier of the third wireless network for searching for the other party to execute the application together, and the identifier of the fourth wireless network for executing the application are set according to the communication mode.</p><p> Yet another aspect of the present invention relates to a communication method. The communication method of this embodiment includes a step of connecting to the first wireless network, a step of searching for a wireless communication terminal already connected to the first wireless network, and a wireless communication terminal that has received terminal information by the search. It includes a step of requesting individual communication and a step of connecting to a second wireless network when a response of consent is received from the other party.</p><p> Yet another aspect of the present invention is to send a response of consent to a step of connecting to the first wireless network and a request to download file data from another wireless communication terminal connected to the first wireless network. It includes a step, a step of connecting to a second wireless network for executing file data upload, and a step of uploading file data in the second wireless network. The file data includes a program file and a data file.</p><p> Yet another aspect of the invention relates to a method of setting an identifier for a wireless network to connect to. In this aspect of the network identifier setting method, when the application program is started, a step of confirming whether or not an identifier that identifies the wireless network is stored in a predetermined area of the memory and a wireless network identifier are stored. If so, it includes a step of setting the identifier as an identifier of the wireless network to be connected.</p><p> It should be noted that any combination of the above components and the conversion of the expression of the present invention between methods, devices, systems, recording media, computer programs and the like are also effective as aspects of the present invention.</p>
<p> According to the present invention, it is possible to provide a technique for efficiently executing an application in a wireless network.</p>
Figure 1 conceptually shows an independent BSS (Independent Basic Service Set: IBSS) in an ad hoc network using IEEE 802.11. IBSS is equivalent to a wireless network. The IBSS stations can communicate directly with each other, and here, four game machines 2a, 2b, 2c, and 2d are illustrated as wireless communication terminal devices (stations). The number of game machines 2 constituting the IBSS is not limited to four, and may be other than four. The game machine 2 has a wireless communication function, and a wireless network is constructed by gathering a plurality of game machines 2. A wireless ad hoc network can be constructed by using wireless LAN standards such as IEEE 802.11. By constructing an ad hoc network, IBSS can realize communication between multiple game machines 2 without the need for a separate infrastructure such as a base station or access point. The communication range of IBSS is called the basic service area, and this basic service area is determined by the propagation characteristics of the radio medium.
(Example 1) FIG. 2 shows a flowchart until the player starts the game application in the first embodiment. This flowchart shows the communication method of the game machine 2, and specifically shows the execution method of the application. First, the player turns on the power of the game machine 2 (S10). It is assumed that a recording medium on which the game program to be played is recorded is inserted in the media drive of the game machine 2 in advance. A communication program may also be recorded on the recording medium. The communication program may be stored in the ROM of the game machine 2 in advance.
When the power is turned on, the game program is read from the recording medium and the game application is started. On the monitor of the game machine 2, a selection screen for playing alone or playing with another user is displayed. The play with another user is, for example, a battle play in a fighting game, and the user can enjoy the game with another player through the wireless network by selecting the battle mode. If one player is selected (Y in S12), the game application is started (S24) and the player plays the game in one player mode.
If the battle mode is selected (N in S12), the game console 2 joins or connects to the lobby IBSS (S14). In the game system of the embodiment, the lobby IBSS is a wireless network for searching for a partner to execute an application together. Specifically, the lobby IBSS has a role as a lobby room for exploring other game machines and negotiating battles with other game machines. The lobby IBSS SSID (hereinafter referred to as "lobby SSID") is an identifier that identifies the network and is uniquely set for each game title. By setting the lobby SSID for each game title and constructing the lobby IBSS, only game machines that play the same game will gather in one lobby IBSS. By gathering players who play the same game, it is possible to increase the utility value of the lobby IBSS, such as making it easier to find an opponent.
The lobby SSID may be described directly in the game program in advance. In this case, the game machine 2 reads the lobby SSID from the program and searches for the IBSS having that SSID. This makes it possible to find the lobby IBSS, and by acquiring the BSSID of the lobby IBSS, it is possible to participate in the lobby IBSS. As a result, the time required for the search process can be omitted and the connection time can be shortened as compared with the case of searching all the surrounding lobby IBSS. Moreover, since it is not necessary to determine the SSID between users, the connection time can be shortened from that point as well.
In addition, in order to reduce the burden on the game program production side, it is possible not to directly describe the lobby SSID in the game program. In this case, a lobby ID uniquely assigned to each game title is described in the game program, and the communication program generates an SSID based on the lobby ID. The lobby ID is preferably defined as a simple character string. The lobby ID may serve as a game ID that identifies a so-called game title. By automatically generating the SSID with the communication program without making the game program creator aware of the SSID, it is not necessary to put an extra burden on the game program creator. Here, it is assumed that the application of game title A is started and the SSID of the lobby IBSS for game title A is uniquely determined as "TITLE_A_MATCHMAKE".
The game machine 2 that participated in the lobby IBSS searches for other game machines that have already participated in the lobby IBSS (S16). Each game machine participating in the lobby IBSS broadcasts a terminal information packet indicating its own status. The terminal information packet includes the nickname of the game machine. The nickname is preset by the user for each game machine. The game machine 2 that performs the search can know the existence of the game machine connected to the same wireless network (lobby SSID) and the terminal information by receiving the terminal information packet from another game machine. The result of the search process is listed and displayed on the monitor of the game machine 2.
Figure 3 (a) shows the relationship between game consoles in the lobby IBSS. The game machine 2a performs the search process, and the game machines 2b and 2c broadcast the terminal information packet. In FIG. 3 (a), the arrow indicates the direction in which the terminal information packet is transmitted. The game machine 2a receives the terminal information packet from the game machines 2b and 2c, and lists the terminal information. As a search method, for example, the game machine 2a may send a search packet and receive the terminal information packet returned from the game machines 2b and 2c. FIG. 3B shows a terminal information list generated in the game machine 2a. In the terminal information list, the game machine and the nickname are associated with each other.
FIG. 4 shows an example in which the generated terminal information list is displayed on the monitor of the game machine 2a. The user can select the player (nickname) displayed on the monitor by operating the operation buttons and the like. If you want to play against a friend, you can select the nickname and play against it by knowing the nickname of the friend in advance.
Returning to FIG. 2, when the user operates the operation buttons to select an opponent (S18), a battle request packet is sent to the selected opponent. The battle request packet is a packet that requests the selected opponent to execute the game application together. The match request packet contains the nickname of the game console 2a. The nickname of the game machine 2a is "HAL". When a battle request packet is sent from the game machine 2a to the game machine 2b, the fact that the game machine 2a has requested a battle and the nickname of the game machine 2a are displayed on the monitor of the game machine 2b, and the game machine 2b The user decides whether or not to play. Whether or not the match is possible is transmitted to the game machine 2a as a reply packet. If the match is accepted (Y in S20), the game consoles 2a and 2b will generate an SSID different from "TITLE_A_MATCHMAKE" and move to that wireless network (S22). The destination wireless network is an IBSS that plays games, and this IBSS is called a game-only IBSS. That is, the game-only IBSS is a wireless network for executing applications between opponents. If the match is rejected (N in S20), the user of the game console 2a selects another game console, here game console 2c, as the opponent (S18), and a match request packet is sent to the game console 2c. ..
The SSID of the game-dedicated IBSS (hereinafter referred to as "game SSID") may be determined based on the terminal information of at least one of itself or the other party. Specifically, the game SSID may be determined based on the nickname (HAL) of game 2a and the nickname (Joe) of game 2b. You can set your own SSID by including at least one of your opponent's nicknames in the SSID. For example, the game SSID may be defined as "TITLE_A_PLAYING_HAL_JOE". The game machines 2a and 2b start the game application (S24) in the game-dedicated IBSS and perform competitive play. Note that the start of the game application here means that the opponent is actually played against the opponent.
If the terminal information packet cannot be received from another game machine in the search process of S16, or if the agreement of S20 does not reach an agreement with another game machine, the terminal information packet is broadcast by itself. You may send it to recruit opponents.
FIG. 5 shows a transition diagram of the communication mode of the game machine. In the ad hoc network of the embodiment, three communication modes are set: a non-connected mode that does not participate in any IBSS, a lobby mode that participates in the lobby IBSS, and a game mode that participates in the game-only IBSS. The unconnected mode corresponds to the state immediately after the power of the game machine 2 is turned on and the state in which the user is playing alone.
In the lobby IBSS, each game machine 2 receives a terminal information packet from another game machine existing in the same IBSS, or broadcasts its own terminal information packet to the other game machine.
Game machines 2 participating in the lobby IBSS can shift to the game-only IBSS dedicated to the battle group when a battle agreement is reached with other game machines. The game-dedicated IBSS is a group composed of a plurality of game machines that simultaneously play games, and corresponds to an individual wireless network set for each group. There may be a plurality of game-dedicated IBSSs in the same environment.
From the lobby IBSS and the game-only IBSS, you can return to the disconnected mode at any time. When returning from the game-only IBSS to the lobby IBSS, once switch to the disconnected mode, join the lobby IBSS.
In the game system of the embodiment, when power saving control or signal collision avoidance control is executed, the control mode may be different between the lobby IBSS and the game-dedicated IBSS. Since the required latency etc. may differ between the lobby IBSS and the game-only IBSS, it is possible to realize efficient communication by changing the control mode for each set IBSS.
(Example 2) In the first embodiment, a case where the SSID of the lobby IBSS is set for each game application, that is, for each game title, and the lobby IBSS is constructed for each game title has been described. In the second embodiment, it is possible to set the SSID of the lobby IBSS in common to all game applications. In this case, the lobby IBSS will be built as common to multiple game applications. The flow until the user starts the game application is the same as the flowchart shown in FIG.
With reference to FIG. 2, the player first turns on the power of the game machine 2 (S10). It is assumed that a recording medium in which the game program of the game title A is recorded is inserted in the media drive of the game machine 2 in advance.
When the power is turned on, the game program is read from the recording medium and the game application A is started. On the monitor of the game machine 2, a selection screen for playing alone or playing with another user is displayed. If one player is selected (Y in S12), the game application is started (S24) and the player plays the game in one player mode.
If the battle mode is selected (N in S12), the game console 2 joins or connects to the lobby IBSS (S14). In the second embodiment, the lobby SSID is common to a plurality of game applications and is set to "COMMON_MATCHMAKE". The SSID "COMMON_MATCHMAKE" may be recorded in the ROM of all game machines 2 or may be described in all game programs. As a result, the time required for the search process of the lobby IBSS can be omitted, and the connection time can be shortened. Moreover, since it is not necessary to determine the SSID between users, the connection time can be shortened from that point as well.
The game machine 2 that participated in the lobby IBSS searches for other game machines that have already participated in the lobby IBSS (S16). Each game machine participating in the lobby IBSS broadcasts a terminal information packet indicating its own status. The terminal information packet includes the application name, icon data, and the nickname of the game machine. The icon data and the nickname are preset by the user for each game machine. By receiving the terminal information packet from another game machine, the game machine 2 that performs the search can know the existence of the game machine connected to the same wireless network (lobby SSID), the application information, and the terminal information. The result of the search process is listed and displayed on the monitor of the game machine 2. In Example 2, in order to build a lobby SSID common to all applications, it is possible to know the existence of other game machines that are looking for opponents with a game application other than their own. For example, if there is no opponent in the same game application as you, you can enjoy the opponent play by switching to another game application that is looking for an opponent.
Figure 6 (a) shows the relationship between game consoles in the lobby IBSS. The game machine 2a performs the search process, and the game machines 2b and 2c broadcast the terminal information packet. Game machine 2b is running game application A, and game machine 2c is running game application B. In FIG. 6 (a), the arrow indicates the direction in which the terminal information packet is transmitted. The game machine 2a receives the terminal information packet from the game machines 2b and 2c, and lists the application information and the terminal information. As a search method, for example, the game machine 2a may send a search packet and receive the terminal information packet returned from the game machines 2b and 2c. FIG. 6B shows a terminal information list generated in the game machine 2a. In the terminal information list, the game machine is associated with an icon, an application name, and a nickname.
FIG. 7 shows an example in which the generated terminal information list is displayed on the monitor of the game machine 2a. The user can select the player displayed on the monitor by operating the operation buttons and the like.
Returning to FIG. 2, when the user operates the operation buttons to select an opponent (S18), a battle request packet is sent to the selected opponent. The match request packet contains the application name, icon data, and nickname of the game machine 2a. The nickname of the game machine 2a is "HAL". When the battle request packet is transmitted from the game machine 2a to the game machine 2b, the monitor of the game machine 2b displays that the battle request has been made from the game machine 2a. At this time, the application name, icon data, and nickname running on the game machine 2a are also displayed. Based on this information, the user of the game machine 2b decides whether or not to play a match. Whether or not the match is possible is transmitted to the game machine 2a as a reply packet. If the match is accepted (Y in S20), the game consoles 2a and 2b will generate an SSID different from "COMMON_MATCHMAKE" and move to that wireless network (S22). The destination wireless network is a game-only IBSS that plays games. As shown in the first embodiment, the game-dedicated IBSS is a wireless network for executing a game application, and the SSID of the game-dedicated IBSS is generated based on the terminal information of at least one of the game machines 2a or 2b. As a result, the game-specific IBSS is set as a unique one in the game system. If the match is rejected (N in S20), the user of game console 2a selects another game console (S18).
When the game machine 2a has the game program of the title B, it is also possible to start and end the game application A, start the game application B, and apply for a match with the game machine 2c. If the terminal information packet cannot be received from another game machine in the search process of S16, or if the agreement of S20 does not reach an agreement with another game machine, the terminal information packet is broadcast by itself. You may send it to recruit opponents.
(Example 3) In Example 1 and Example 2, a method of starting a game application has been described on the premise that the game machine 2 has a game program. In the third embodiment, a method in which the game machine 2 does not have the game program and the game program is downloaded from other game machines existing in the vicinity will be described.
FIG. 8 shows a flowchart in which the player downloads the game program in the third embodiment. First, the player turns on the power of the game machine 2 (S30). In the third embodiment, the recording medium on which the game program is recorded is not inserted in the media drive of the game machine 2, and the game machine 2 cannot start the game application. The user selects the download mode of the game program (S32). The program for download is recorded in the ROM of the game machine 2. When the download mode is selected, the download program is automatically launched and the game console 2 joins or connects to the DL standby IBSS (S34).
The SSID of the DL standby IBSS is an identifier that identifies the network for searching for the other party to download the application program, and is set as, for example, "DOWNLOAD_MATCHMAKE". The SSID "DOWNLOAD_MATCHMAKE" may be recorded in the ROM of all game machines 2. As a result, the time required for the DL standby IBSS search process can be omitted, and the connection time can be shortened.
The game machine 2 that participates in the DL standby IBSS searches for other game machines that have already participated in the DL standby IBSS (S36). In DL standby IBSS, it is assumed that a game machine with a downloadable application is looking for an opponent who wants to download it in order to find an opponent. In reality, a user of a game console with a downloadable application may be friends who want the user of the game console 2 who wants to download the game to download the game program and then enjoy the game together. It is thought that there are many.
Each game machine having a downloadable application broadcasts a terminal information packet indicating its own state. The terminal information packet includes the application name, icon data, and the nickname of the game machine. The icon data and the nickname are preset by the user for each game machine. By receiving the terminal information packet from another game machine, the game machine 2 that performs the search obtains the existence of the game machine connected to the same wireless network (DL standby IBSS), downloadable application information, and terminal information. You can know. The result of the search process is listed and displayed on the monitor of the game machine 2.
FIG. 9 (a) shows the relationship between game machines in DL standby IBSS. The game machine 2a performs the search process, and the game machines 2b and 2c broadcast the terminal information packet. Game machine 2b is running game application A, and game machine 2c is running game application B. In FIG. 9 (a), the arrow indicates the direction in which the terminal information packet is transmitted. The game machine 2a receives the terminal information packet from the game machines 2b and 2c, and lists the terminal information. As a search method, for example, the game machine 2a may send a search packet and receive the terminal information packet returned from the game machines 2b and 2c. FIG. 9B shows a terminal information list generated in the game machine 2a. In the terminal information list, the game machine is associated with an icon, a downloadable application name, and a nickname.
FIG. 10 shows an example in which the generated terminal information list is displayed on the monitor of the game machine 2a. The user can select the player displayed on the monitor by operating the operation buttons and the like. The downloadable application program name and terminal information such as a nickname are displayed in association with each other on the monitor.
Returning to FIG. 8, when the user operates the operation buttons to select the player to be the download source (S38), the transmission request packet of the game program is transmitted to the selected opponent. The transmission request packet is a packet that requests a specific game machine to download an application program. The transmission request packet also includes the icon data and nickname of the game machine 2a. The nickname of the game machine 2a is "HAL". When the transmission request packet is transmitted from the game machine 2a to the game machine 2b, the monitor of the game machine 2b displays that the game machine 2a has requested the transmission of the game program A. At this time, the icon data and nickname of the game machine 2a are also displayed. Based on this information, the user of the game machine 2b decides whether or not to transmit the game program. Whether or not the program can be transmitted is transmitted to the game machine 2a as a reply packet. If the program transmission is rejected (N in S40), the user of the game console 2a selects another game console (S38).
If the program transmission is accepted (Y of S40), the game consoles 2a and 2b generate an SSID different from "DOWNLOAD_MATCHMAKE" and move to the wireless network (S42). The destination wireless network is an IBSS for executing downloads of game programs, and this IBSS is called a DL IBSS. For example, the SSID of IBSS for DL may be defined as "TITLE_A_PLAYING_HAL_JOE". In IBSS for DL, game program A is transmitted from game machine 2b to game machine 2a (S44). When the game machine 2a downloads the game program A, the game machine 2a starts the game program A and plays against the game machine 2b. In IBSS for DL, not only the game program is downloaded, but also the game application can be started between the game machines 2a and 2b.
The game machine 2a from which the game program A has been downloaded may play a competitive game with a game machine other than the game machine 2b. In this case, the game machine 2a may move to the lobby IBSS of the game application A and search for an opponent. The process from the transition to the lobby IBSS to the start of the game application is as described in Example 1 and Example 2.
FIG. 11 shows a flowchart in which the player uploads a game program in the third embodiment. First, the player turns on the power of the game machine 2 (S50). A recording medium in which a game program to be played is recorded is inserted in the media drive of the game machine 2 in advance. A communication program may also be recorded on the recording medium. The communication program may be stored in the ROM of the game machine 2 in advance.
When the power is turned on, the game program is read from the recording medium and the game application is started. The player selects the upload mode of the game program (S52). The upload mode is a mode in which another game machine in the download mode is made to upload its own game program. In the third embodiment, the upload mode and the download mode have a two-sided relationship. When the upload mode is selected, the upload program is automatically started, and the game console 2 joins or connects to the DL standby IBSS (S54). At this time, the player can play the game in the one-player mode.
The game machine 2 having a downloadable application broadcasts a terminal information packet indicating its own state. The terminal information packet includes the application name, icon data, and the nickname of the game machine. The icon data and the nickname are preset by the user for each game machine 2. By receiving the terminal information packet from the game machine 2, the other game machine that performs the search can know that the game machine 2 is connected to the same wireless network (DL standby IBSS).
The game machine 2 receives a transmission request packet of the game program from another game machine that wants to download (S56). The user of the game machine 2 decides whether or not to upload the game program. Whether or not the program can be transmitted is transmitted as a reply packet to the game machine that wants to download it. When rejecting the program upload (N of S58), the game machine 2 waits for a download request from another game machine.
If you accept the program upload (Y in S58), the game console 2 moves to the IBSS for DL (S60) and uploads the game program (S62).
FIG. 12 shows a transition diagram of the communication mode of the game machine in the third embodiment. In the ad hoc network of Example 3, the unconnected mode that does not participate in any IBSS, the download standby mode that participates in the DL standby IBSS, the download mode that participates in the DL IBSS, and the lobby IBSS participate. Five communication modes are set: the lobby mode that is available and the game mode that participates in the game-only IBSS. The unconnected mode corresponds to the state immediately after the power of the game machine 2 is turned on and the state in which the user is playing alone.
In DL standby IBSS, the game machine 2 transmits a game program transmission request to the game machine having the game program. The game machine having the game program is in a standby state for transmitting the game program, and when it receives the transmission request of the game program, it decides whether or not to transmit.
The game machine 2 participating in the DL standby IBSS can move to the DL IBSS for executing the download when another game machine decides to send the game program. In IBSS for DL, the game program is downloaded. The game machine 2 that has completed the download starts the downloaded game program and temporarily returns to the disconnected state. At this time, it may be determined in advance whether or not to execute the game application together with the other party who uploads the game program after downloading the game program.
In this case, set the SSID for the game application together before or after the download starts or ends. The downloaded game machine 2 stores the set SSID in a predetermined area of the memory before starting the game program. This memory is, for example, a flash memory that does not lose data when the game machine 2 is restarted. After starting the game program, the game machine 2 refers to a predetermined area of the memory and confirms whether or not the set SSID is stored. If stored, game console 2 transitions to the IBSS specified by its SSID. Similarly, the uploaded game machine will also be migrated to the IBSS specified by the set SSID. The uploaded game machine may be transferred to the IBSS specified by the set SSID immediately after the upload is completed. This IBSS is equivalent to a game-only IBSS.
The two may play against each other in the DL IBSS. In this case, the game machine 2 may return to the DL IBSS after starting the downloaded game program. Also, if you don't run the game application together, you can move to the lobby IBSS for that game. The restarted game machine 2 refers to a predetermined area of the memory, and if the set SSID is not stored, the restarted game machine 2 shifts to the lobby IBSS of the game according to the operation input of the player.
In the lobby IBSS, each game machine 2 receives a terminal information packet from another game machine existing in the same IBSS, or broadcasts its own terminal information packet to the other game machine.
Game machines 2 participating in the lobby IBSS can shift to the game-only IBSS dedicated to the battle group when a battle agreement is reached with other game machines. The game-dedicated IBSS is a group composed of a plurality of game machines that simultaneously play games, and corresponds to an individual wireless network set for each group. There may be a plurality of game-dedicated IBSSs in the same environment. In addition, the game machine 2 participating in the lobby IBSS may download or upload file data with another game machine. Note that you may move to a new IBSS between game consoles for downloading or uploading. File data such as program files and data files can be downloaded or uploaded regardless of whether or not the recording medium on which the game program is recorded is inserted in the game machine 2.
By changing the SSID for each communication mode and constructing an IBSS for each communication mode in this way, it is possible to increase the utility value of each wireless network. As mentioned above, it is also possible to perform competitive play in the DL IBSS, and it is also possible to directly shift from the DL IBSS to the game-dedicated IBSS without going through the lobby IBSS. From DL standby IBSS, DL IBSS, lobby IBSS and game-only IBSS, you can return to the unconnected mode at any time. When returning from DL IBSS to DL standby IBSS, or when returning from game-only IBSS to lobby IBSS, it is necessary to temporarily switch to unconnected mode. As described in the second embodiment, when the game machine 2 enters the lobby IBSS common to a plurality of game applications and one of the opponents does not have a game program, the game machine 2 may enter the DL IBSS.
FIG. 13 is a functional block diagram of the game machine 2. The game machine 2 is configured as a wireless communication terminal device, and includes a processing device 10 that mainly performs operations related to game processing, and a wireless interface device 40 that performs operations related to communication. The processing device 10 and the wireless interface device 40 are provided as separate hardware, and the processing device 10 and the wireless interface device 40 are electrically connected by a bus. The processing device 10 is configured as a host PC and also has a function of managing the operation of the wireless interface device 40. The wireless interface device 40 is configured to have a CPU.
The communication function of the game machine 2 in this embodiment is realized by the CPU, the memory, the program loaded in the memory, etc. in the processing device 10 and the wireless interface device 40, and here, the configuration realized by their cooperation is drawn. There is. The program may be built in the game machine 2 or may be supplied from the outside in a form stored in a recording medium. Therefore, it will be understood by those skilled in the art that these functional blocks can be realized in various forms by hardware only, software only, or a combination thereof. In the illustrated example, the CPU 12 of the processing device 10 has functions as an SSID setting unit 14, a channel setting unit 16, a list generation unit 18, and an application processing unit 20. The SSID setting unit 14 sets the SSID that identifies the network, and the channel setting unit 16 sets the communication channel to be used. The wireless interface device 40 has a function of connecting to a wireless network and a function of transmitting and receiving packets to and from a game machine in the wireless network.
The input / output unit 26 receives an input from the user and outputs the output to the user. Specifically, an operation button group such as a direction key for receiving an operation instruction from a user is provided as an input unit, and a monitor or a speaker is provided as an output unit. The storage device 24 is configured as an external storage device such as a memory stick, and is used for saving game data and the like. A disc-shaped recording medium 30 is inserted into the media drive 28, and programs, data, and the like recorded on the recording medium 30 are read out. The read program and data are stored in the memory unit 22 and used for processing in the CPU 12. Further, when the application program is downloaded in the third embodiment, the application program is stored in the memory unit 22 or the storage device 24.
As described in the third embodiment, when the power of the game machine 2 is turned on and the user selects the download mode, the SSID setting unit 14 sets the SSID of the DL standby IBSS. The channel setting unit 16 sets the communication channel to be used based on the SSID generated by the SSID setting unit 14. The channel setting function in the channel setting unit 16 is incorporated as a common algorithm in all game machines 2, and therefore each game machine 2 sets the same communication channel based on the same SSID.
In order to reduce radio wave interference between a plurality of IBSSs, the channel setting unit 16 sets the communication channels used in each IBSS so as to be dispersed within the available frequency band, that is, to be dispersed. As an example, the communication channel of each IBSS may be set so that the communication channel used by the DL IBSS does not overlap with the communication channel used by other IBSS. Since the application program with a large amount of data is transmitted in the IBSS for DL, the communication channel of the IBSS for DL is set to be different from the communication channel of other IBSS in order to stabilize the communication in the IBSS for DL. That is valid.
The communication channel may be determined based on the SSID. For example, the SSID may be arithmetically processed using a hash function, and the communication channel may be determined according to the arithmetic processing result from the communication channels available on IEEE802.11. The type of arithmetic processing does not matter, but it is possible for the channel setting unit 16 in each game machine 2 to set each communication channel so that the communication channels of each IBSS are distributed as much as possible by using a predetermined function. Become. Further, as a simple calculation method, the bit data of the SSID may be modulo-calculated by the number of communication channels, and the communication channel may be determined by the remainder term. By assigning a number to the communication channel in advance and associating the number with the value of the remainder term, the communication channel can be distributed and set in the environment. The above arithmetic processing is realized by a communication channel setting algorithm common to all game machines 2, and therefore, the communication channel is uniquely determined based on the SSID in each game machine 2. By setting the channel used for each SSID, it is possible to reduce radio wave interference between each ad hoc network.
The DL standby SSID set by the SSID setting unit 14 and the communication channel set by the channel setting unit 16 are sent to the wireless interface device 40. The wireless interface device 40 connects to the DL standby IBSS on the set communication channel. As a result, the game machine 2 can participate in the DL standby IBSS. The wireless interface device 40 searches for a game machine having a downloadable application program in the DL standby IBSS. When the wireless interface device 40 receives the terminal information packet from the game machine having the application program, the list generation unit 18 generates a list in which the downloadable application program name and the terminal information are associated with each other, and the input / output unit 26 Display on the monitor. When the user selects a game machine from the display screen of the monitor, the wireless interface device 40 transmits a transmission request of the application program to the game machine.
When the wireless interface device 40 receives the reply packet indicating the acceptance of the transmission request, the SSID setting unit 14 sets the SSID of the IBSS for DL. The channel setting unit 16 sets the communication channel to be used based on the SSID generated by the SSID setting unit 14. The wireless interface device 40 connects to the DL IBSS with the set communication channel. As a result, the game machine 2 can participate in the IBSS for DL and download the application program.
Next, as described in the first and second embodiments, when the application program is started and the user selects the battle mode, the SSID setting unit 14 sets the SSID of the lobby IBSS. The channel setting unit 16 sets the communication channel to be used based on the SSID generated by the SSID setting unit 14. The wireless interface device 40 connects to the lobby IBSS with the set communication channel. As a result, the game machine 2 can participate in the lobby IBSS and search for an opponent.
The wireless interface device 40 searches for a game machine that executes an application together in the lobby IBSS. When the wireless interface device 40 receives the terminal information packet from another game machine, the list generation unit 18 generates a list of competition candidates and displays it on the monitor of the input / output unit 26. When the user selects a game machine from the display screen of the monitor, the wireless interface device 40 sends a battle request to the game machine.
When the wireless interface device 40 receives the reply packet indicating the acceptance of the battle request, the SSID setting unit 14 sets the SSID of the game-dedicated IBSS. The channel setting unit 16 sets the communication channel to be used based on the SSID generated by the SSID setting unit 14. The wireless interface device 40 connects to the game-dedicated IBSS with the set communication channel. As a result, the game machine 2 can participate in the game-dedicated IBSS.
The application processing unit 20 executes the game program. In the game SSID, the operation input from the player is transmitted to other game machines in the group via the wireless interface device 40, and the operation input of the other game machines in the group is received via the wireless interface device. Processed by the application processing unit 20.
In this way, the SSID setting unit 14 has a download standby mode for searching for the opponent to be downloaded, a download mode for executing the download, a lobby mode for searching for the opponent of the game, and a game mode for executing the game with the opponent. Set the SSID according to each of the four communication modes. By setting the wireless network according to each communication mode, it is possible to avoid communication interference between the communication modes and enhance the convenience of each communication mode.
When the game machine 2 starts the application program, the SSID setting unit 14 may check whether or not the set SSID is stored in a predetermined area of a memory such as a flash memory. When the SSID is stored, the SSID setting unit 14 sets the SSID as an identifier of the wireless network to be connected. On the other hand, if the SSID is not stored and the battle mode is selected, the SSID setting unit 14 may set the SSID of the lobby IBSS.
Also, when the game machine 2 starts the application program, the OS (operating system) provided in the game machine 2 instead of the SSID setting unit 14 determines whether or not the SSID is stored in a predetermined area of the memory. You may check. When the application program is started, the OS of the game machine 2 refers to the data stored in the predetermined address of the memory, and if the SSID is stored, sets the SSID as the identifier of the wireless network to be connected. .. In this way, the OS of the game machine 2 may execute the identifier setting program that performs these processes when the application program is started. The OS of the game machine 2 may continue to perform connection processing to the wireless network identified by its SSID. After reading the SSID, the OS of the game machine 2 may pass the SSID to the SSID setting unit 14, and the SSID setting unit 14 may set the SSID as an identifier of the wireless network to be connected.
When the game machine 2 functions as the wireless communication terminal on the upload side in the third embodiment, the wireless interface device 40 transmits the terminal information in the DL standby IBSS. When a download request is received from another game machine, the CPU 12 sends a response of consent via the wireless interface device 40 in response to the consent instruction from the user. The SSID setting unit 14 sets the SSID of the IBSS for DL, and the channel setting unit 16 sets the communication channel. The wireless interface device 40 connects to the DL IBSS with the set communication channel, and the CPU 12 uploads the application program via the wireless interface device 40.
The present invention has been described above based on examples. This embodiment is an example, and it is understood by those skilled in the art that various modifications are possible for each of these components and combinations of each processing process, and that such modifications are also within the scope of the present invention. .. In the above-described embodiment, the case where the IBSS is generated in the ad hoc network has been described, but the present invention can be applied not only to the ad hoc network but also to the infrastructure network. In the infrastructure network, by giving the access point a function to set the SSID, the wireless network identifier is efficiently generated, and each game machine can participate in the wireless network.
<figref num="1">It is a figure which conceptually shows IBSS in an ad hoc network using IEEE802.11.</figref><figref num="2">It is a figure which shows the flowchart until the player starts a game application in an Example.</figref><figref num="3">(a) is a diagram showing the relationship between game machines in the lobby IBSS, and (b) is a diagram showing a terminal information list generated in the game machine.</figref><figref num="4">It is a figure which shows the example which displayed the terminal information list on the monitor of a game machine.</figref><figref num="5">It is a transition diagram of the communication mode of the game machine.</figref><figref num="6">(a) is a diagram showing the relationship between game machines in the lobby IBSS, and (b) is a diagram showing a terminal information list generated in the game machine.</figref><figref num="7">It is a figure which shows the example which displayed the terminal information list on the monitor of a game machine.</figref><figref num="8">It is a figure which shows the flowchart which a player downloads a game program in an Example.</figref><figref num="9">(a) is a diagram showing the relationship between game machines in DL standby IBSS, and (b) is a diagram showing a terminal information list generated in the game machine.</figref><figref num="10">It is a figure which shows the example which displayed the terminal information list on the monitor of a game machine.</figref><figref num="11">It is a figure which shows the flowchart which a player uploads a game program in an Example.</figref><figref num="12">It is a transition diagram of the communication mode of the game machine.</figref><figref num="13">It is a functional block diagram of a game machine.</figref>
Code description
2 ... Game machine, 10 ... Processing device, 12 ... CPU, 14 ... SSID setting unit, 16 ... Channel setting unit, 18 ... List generation unit, 20 ... Application processing Unit, 22 ... Memory unit, 24 ... Storage device, 26 ... Input / output unit, 28 ... Media drive, 30 ... Recording medium, 40 ... Wireless interface device.
Every citation, both ways
| Document | Relation | Office | Cited during |
|---|---|---|---|
| JP2013128775A | Cited by | Japan | Search report |
| US10134239B2 | Cited by | United States of America | Applicant |
| US9226118B2 | Cited by | United States of America | Applicant |
| JP2008504733A | Cited by | Japan | Examiner |
| JP2016502313A | Cited by | Japan | Search report |
| US8035694B2 | Cited by | United States of America | Applicant |
| US7733861B2 | Cited by | United States of America | Applicant |
| US8978113B2 | Cited by | United States of America | Applicant |
| US9037121B2 | Cited by | United States of America | Applicant |
| US9923777B2 | Cited by | United States of America | Applicant |
| JP2014501469A | Cited by | Japan | Search report |
| JP2013509780A | Cited by | Japan | Examiner |
| US8014825B2 | Cited by | United States of America | Applicant |
| US7769409B2 | Cited by | United States of America | Applicant |
| JP2013128775A | Cited by | Japan | Search report |
| JP2016502313A | Cited by | Japan | Search report |
| JP2014501469A | Cited by | Japan | Examiner |
12 members in 6 offices
Priority claims2
| Document | Office | Kind | Date |
|---|---|---|---|
| 2004139180 | Japan | A | |
| JP20040139180 | – | – | – |
Members12
| Document | Office | Kind | |
|---|---|---|---|
| JP2005319047AThis record | Japan | A | |
| WO2005109762A1 | World Intellectual Property Organization (WIPO) | A1 | |
| EP1617604A1 | European Patent Office (EPO) | A1 | |
| JP3761091B2 | Japan | B2 | |
| US2006068702A1 | United States of America | A1 | |
| CN1788458A | China | A | |
| KR20060083196A | Republic of Korea | A | |
| KR100762663B1 | Republic of Korea | B1 | |
| CN1788458B | China | B | |
| EP1617604A4 | European Patent Office (EPO) | A4 | |
| US8041374B2 | United States of America | B2 | |
| EP1617604B1 | European Patent Office (EPO) | B1 |
33 legal events, as the office reported them to INPADOC
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Numbers
- Publication
- 2005319047
- Publication, DOCDB
- 2005319047
- Publication, EPODOC
- JP2005319047
- Application
- 139180
- Application, DOCDB
- 2004139180
- Application, EPODOC
- JP20040139180
Titles2
- Japanese
- アプリケーション実行方法、ファイルデータダウンロード方法、ファイルデータアップロード方法、通信方法および無線通信端末装置
- English
- Application execution method, file data download method, file data upload method, communication method and wireless communication terminal device
Classification
- CPC, 14
- A63F13/12
- H04L67/51
- A63F2300/405
- H04W4/00
- H04W8/005
- H04W8/26
- H04W88/06
- H04L67/34
- H04L67/14
- H04L67/10
- H04W76/14
- H04L67/131
- A63F13/30
- A63F13/327
- IPC, 14
- A63F13 33
- A63F13 34
- A63F13 73
- A63F13 795
- H04L12 28
- H04L29 08
- H04W4 00
- H04W8 26
- H04W24 00
- H04W28 00
- H04W36 14
- H04W74 08
- H04W84 12
- H04W99 00