Game system, and matching method for network game
Abstract
Problem to be solved.To provide a game system in which a player matching-related extensibility is added to a network game play environment. A game system 1 includes a game terminal 3 on which either a network game or a single play game is executed, and a server 2. The server 2 holds the state information 54 indicating the type of the game being executed by each player 5, and when the network game is started on the game terminal 3A, at least one player executing the single play game is included. Generate a list of candidates and send it to game terminals 3B and 3C. When the player 5B running a single game is selected from the candidate list on the game terminal 3A, the server 2 changes the status information 54 of the selected player 5B to a network game. On the game terminal 3B, the running single game is canceled and the network game with the player 5A is started. [Selection diagram] Fig. 2

Term
5.4 yearsto projected expiry
Projected expiry 16 February 2032, counted from filing; an application has no term until it is granted.
- Priority and filed
- Published
- Today
- Projected expiry
9 claims: 3 independent, 6 dependent
- 1サーバと複数のプレイヤのそれぞれによって操作されるゲーム端末とが相互に通信可能に接続され、前記各ゲーム端末は表示部と操作入力部とを備え、前記各ゲーム端末では、前記複数のプレイヤの操作により進行するネットワークゲームと、単独プレイヤのみの操作により進行するシングルプレイゲームとのいずれかが実行されるゲームシステムであって、 前記サーバは、 前記各プレイヤによって操作される前記ゲーム端末に関して、前記ネットワークゲームか前記シングルプレイゲームのうち実行中のゲームの状態情報を記憶するプレイヤ情報記憶部と、 前記開始情報が前記ネットワークゲームの開始を示す場合、前記プレイヤ情報記憶部を参照して、前記開始情報に対応するプレイヤに前記ネットワークゲームに関してマッチングされ得るプレイヤのリストとして、前記シングルプレイゲームを実行中のプレイヤが少なくとも1人含まれた候補者リストを生成し、前記ゲーム端末へ送信する候補者リスト生成部と、 前記シングルプレイゲームを実行中のプレイヤが前記候補者リストから選択されたプレイヤとして示されている選択結果が受信されると、前記選択されたプレイヤに対応する前記状態情報を前記ネットワークゲームを示すように変更し、前記ゲーム端末のプレイヤと前記選択されたプレイヤとのマッチングが決定されたことを示すマッチング結果を、前記マッチングされた各プレイヤのゲーム端末へ送信するマッチング処理部と、を備え、 前記各ゲーム端末は、 いずれかの前記ゲームの開始が示されると、前記開始情報を前記サーバへ送信するゲーム開始部と、 前記ネットワークゲームの開始が示された後、前記候補者リストを受信すると、前記プレイヤに前記候補者リストからマッチング相手としてのプレイヤを選択させ、その選択されたプレイヤを示す前記選択結果を前記サーバへ送信する選択処理部と、 前記マッチング結果が受信されると、前記プレイヤに対してマッチングされたプレイヤと前記ネットワークゲームを実行するネットワークゲーム実行処理部と、 前記シングルプレイゲームの開始が示された後、前記シングルプレイゲームを実行するシングルプレイゲーム実行処理部と、 前記シングルプレイゲームの実行中に、前記マッチング結果が受信されると、実行中の前記シングルプレイゲームから、前記ネットワークゲーム実行処理部の処理へ移行する状態移行部とを備えるゲームシステム。
- 2前記候補者リスト生成部は、前記候補者リストを送信する際に、前記シングルプレイゲームを実行中で、かつ前記候補者リストに含まれる各プレイヤの操作する各ゲーム端末へ候補者通知を送信し、 前記状態移行部は、前記候補者通知が受信されると、前記プレイヤが前記候補者リストに含まれていることを示す表示を、実行中の前記シングルプレイゲームにおける前記表示部上に行う請求項1に記載のゲームシステム。
- 3前記マッチング処理部は、前記マッチング結果を送信する際に、前記マッチングが決定したことを示す候補者解除通知を前記選択されたプレイヤを除く前記候補者リストに含まれる各プレイヤの操作する各ゲーム端末へ送信し、 前記状態移行部は、前記候補者解除通知が受信されると、前記プレイヤが前記候補者リストに含まれていることを示す前記表示を消す請求項2に記載のゲームシステム。
- 4前記状態移行部は、前記表示部における前記表示を、実行中の前記シングルプレイゲームの実行を妨げない場所に前記実行を妨げない大きさで行う請求項2又は3に記載のゲームシステム。
- 5前記マッチング処理部は、前記選択結果が受信されると、前記選択されたプレイヤのゲーム端末へ強制参加通知を送信するマッチング調整部を有し、 前記状態移行部は、前記候補者通知が受信されると、前記プレイヤが前記候補者リストに含まれていることを示す前記表示を行うとともに、前記プレイヤの操作内容を監視し、前記強制参加通が受信されると、前記操作内容が所定の参加拒否条件を満たしているか否か判断してその判断結果を前記サーバへ送信し、 前記マッチング処理部は、受信された前記判断結果が前記参加拒否条件が満たされていないことを示す場合、前記状態情報を変更し、前記マッチング結果及び前記候補者解除通知を送信する、ことを特徴とする請求項3に記載のゲームシステム。
- 6前記マッチング調整部は、受信された前記判断結果が前記参加拒否条件が満たされていることを示す場合、再選択要求を前記候補者リストを送信したプレイヤの操作するゲーム端末へ送信し、 前記選択処理部は、前記再選択要求が受信されると、前記プレイヤに前記選択されたプレイヤと異なるプレイヤを選択させ、前記異なるプレイヤを前記選択されたプレイヤとして示す選択結果を前記サーバへ送信し、 前記マッチング調整部は、前記選択結果が受信されると、前記選択結果が示す前記異なるプレイヤの操作するゲーム端末へ前記強制参加通知を送信する請求項5に記載のゲームシステム。
- 7前記マッチング調整部は、前記受信された判断結果が前記参加拒否条件が満たされていることを示す場合、前記候補者リスト生成部に、前記プレイヤに関して、前記参加拒否条件を満たしたプレイヤを除いた新しい候補者リストを生成させ、その新しい候補者リストとともに前記再選択要求を送信し、 前記選択処理部は、前記プレイヤに前記新しい候補者リストから前記異なるプレイヤを選択させる請求項6に記載のゲームシステム。
- 8前記プレイヤ情報記憶部は、前記各プレイヤに関して各プレイヤの属性情報も対応付けて記憶し、 前記候補者リスト生成部は、前記プレイヤ情報記憶部を参照して、前記開始情報に対応するプレイヤの属性に基づいて、前記候補者リストを生成する、ことを特徴とする請求項1~7のいずれか1項に記載のゲームシステム。
- 9サーバと複数のプレイヤのそれぞれによって操作されるゲーム端末とが相互に通信可能に接続され、前記各ゲーム端末は表示部と操作入力部とを備え、前記各ゲーム端末では、前記複数のプレイヤの操作により進行するネットワークゲームと、単独プレイヤのみの操作により進行するシングルプレイゲームとのいずれかが実行されるゲームシステムにおける前記ネットワークゲームのマッチング方法であって、 前記各プレイヤによって操作される前記ゲーム端末に関して、前記ネットワークゲームか前記シングルプレイゲームのうち実行中のゲームの状態情報を記憶するプレイヤ情報記憶部を備えたサーバに、 前記開始情報が前記ネットワークゲームの開始を示す場合、前記プレイヤ情報記憶部を参照して、前記開始情報に対応するプレイヤに前記ネットワークゲームに関してマッチングされ得るプレイヤのリストとして、前記シングルプレイゲームを実行中のプレイヤが少なくとも1人含まれた候補者リストを生成し、前記ゲーム端末へ送信するステップと、 前記シングルプレイゲームを実行中のプレイヤが前記候補者リストから選択されたプレイヤとして示されている選択結果が受信されると、前記選択されたプレイヤに対応する前記状態情報を前記ネットワークゲームを示すように変更し、前記ゲーム端末のプレイヤと前記選択されたプレイヤとのマッチングが決定されたことを示すマッチング結果を、前記マッチングされた各プレイヤのゲーム端末へ送信するステップを実行させ、 前記ネットワークゲームが開始されるゲーム端末に、 前記ネットワークゲームの開始を示す前記開始情報を前記サーバへ送信するステップと、 前記候補者リストが受信されると、前記プレイヤに前記候補者リストからマッチング相手としてのプレイヤを選択させ、その選択されたプレイヤを示す前記選択結果を前記サーバへ送信するステップと、 前記マッチング結果が受信されると、前記プレイヤに対してマッチングされたプレイヤと前記ネットワークゲームを実行するステップを実行させ、 シングルプレイゲーム実行中のゲーム端末に、 前記シングルプレイゲームの実行中に、前記マッチング結果が受信されると、実行中の前記シングルプレイゲームから、前記ネットワークゲームを実行するステップを実行させるネットワークゲームのマッチング方法。
Independent claims9
53 paragraphs, as filed
The present invention relates to a game system in which a network game is executed between a plurality of players via a network, and a matching method for the network game.
As a network game executed between a plurality of players, for example, when a battle game is provided, a game system in which a server performs a process of determining an opponent for each player, that is, a player matching process has already been performed. Widely known. (See, for example, Patent Document 1 and Patent Document 2.). Player matching in these game systems combines players only for players who wish or have permitted participation in a competitive game. So to speak, player matching is performed with the agreement of the matching players.
<p><patcit num="1"><text>Japanese Unexamined Patent Publication No. 2004-171523</text></patcit><patcit num="2"><text>Japanese Unexamined Patent Publication No. 2001-224865</text></patcit></p>
<p> However, in the case of player matching as described above, since players who do not wish to participate in the network game do not participate in the game, the players who participate in the network game are fixed, and the play environment in the network game is fixed and rutted. There is a risk of</p><p> Therefore, an object of the present invention is to provide a game system in which the play environment of a network game is expanded with respect to player matching, and a matching method for a network game.</p>
<p> The present invention solves the above-mentioned problems by the following means. Reference numerals in the accompanying drawings are added in parentheses to facilitate understanding of the present invention, but the present invention is not limited to the illustrated form.</p><p> The game system (1) as one form of the present invention includes a server (2) and a game terminal (3A. 3B, 3C, 3) operated by each of a plurality of players (5A, 5B, 5C, 5). Each game terminal is connected to each other so as to be able to communicate with each other, and each game terminal includes a display unit (60) and an operation input unit (62). A game system in which either a single-play game that progresses only by an operation is executed, and the server executes the network game or the single-play game with respect to the game terminal operated by each player. When the player information storage unit (47) that stores the state information of the game in the game and the start information indicate the start of the network game, the player information storage unit is referred to and the player corresponding to the start information is notified. As a list of players that can be matched with respect to the network game, a candidate list generation unit (44a) that generates a candidate list including at least one player who is executing the single play game and transmits the candidate list to the game terminal, and When the selection result in which the player executing the single play game is indicated as the player selected from the candidate list is received, the state information corresponding to the selected player is indicated to the network game. The matching processing unit (44b), which transmits the matching result indicating that the matching between the player of the game terminal and the selected player has been determined, to the game terminal of each of the matched players. Each of the game terminals includes a game start unit (71) that transmits the start information to the server when the start of any of the games is indicated, and the candidate after the start of the network game is indicated. Upon receiving the person list, the selection processing unit (73b) causes the player to select a player as a matching partner from the candidate list, and transmits the selection result indicating the selected player to the server.When the matching result is received, the player matched to the player, the network game execution processing unit (73a) that executes the network game, and the start of the single play game are indicated, and then the single play is performed. When the matching result is received between the single-play game execution processing unit (72a) that executes the game and the single-play game being executed, the processing of the network game execution processing unit is performed from the running single-play game. The above problem is solved by providing a state transition unit (72b) that shifts to.</p><p> The game system of the present invention provides not only a network game but also a single-play game in which one player plays a game. The server generates a candidate list that includes the player running the single-play game, and if that player is selected as a matching partner, the game terminal of the selected player will display the running single-play game. It is canceled and the network game is forcibly started. As described above, the player who is executing the single play game is configured to be forced to participate in the network game when selected as a matching partner regardless of the intention regarding participation in the network game. As a result, it is possible to avoid immobilization of the players participating in the network game. Further, a player who is executing a single play game will play a network game with an unexpected opponent at an unexpected timing. Therefore, for single-play games, the unexpectedness of forced participation in network games with unexpected opponents is added. As described above, according to the present invention, it is possible to provide a game system that imparts extensibility to the play environment of a network game while imparting unexpectedness to the play environment of a single play game.</p><p> The mode in which the game start unit determines the game to be started includes a case where the game is determined by the player's selection and a case where the game is determined by other processing results. The network game in the present invention is not limited to a competitive game in which a plurality of players compete against each other. For example, a game in which a plurality of players cooperate to achieve some goal is also included. Therefore, the matching opponent includes the case of being an opponent and the case of being a collaborator. The candidate list in the present invention may be composed of only a plurality of players running a single-play game, or may be composed of one player running a single-play game. After the transition to the network game, the single play game may be restarted after the network game ends, or may end as it is.</p><p> In the present invention, when transmitting the candidate list, the candidate list generation unit is executing the single play game and is a candidate to each game terminal operated by each player included in the candidate list. The notification is transmitted, and when the candidate notification is received, the state transition unit displays a display (12) indicating that the player is included in the candidate list of the single play game being executed. You may go on the game screen (10).</p><p> According to the present invention, when a player who is executing a single-play game is included in the candidate list, a display notifying that the player is a candidate for a matching partner is displayed in the game of the running single-play game. It is done on the screen. The display suggests the possibility that the network game is forcibly started, and can give a feeling of tension to the player who is executing the single play game. Since the timing at which the display is performed is determined according to the timing at which the candidate list is generated on the server, the player executing the single play game cannot predict the timing at which the display is performed. Therefore, the unexpectedness of the play environment of the single play game can be further enhanced.</p><p> The "display indicating that the player is included in the candidate list" is not limited to the predetermined end illustration, but may be character information, or may be an image in which the illustration and the character information are combined. Moreover, the mode of the display is not limited to the still image. For example, it may be a blinking image or a moving image. Further, the display time of the display may be a predetermined time or may be determined according to a predetermined condition. Further, it may be configured so that not only the display on the display unit but also the effect of sound or light is accompanied. Further, it may be configured as follows.</p><p> Further, when transmitting the matching result, the matching processing unit operates each player included in the candidate list excluding the selected player to notify the candidate cancellation indicating that the matching has been determined. Upon receiving the candidate release notification by transmitting to the game terminal, the state transition unit may turn off the display indicating that the player is included in the candidate list. As a result, when the matching is determined, the notification image displayed to the player who is not the matching partner can be deleted.</p><p> Further, the state transition unit may perform the display on the display unit in a place that does not interfere with the execution of the single play game being executed and in a size that does not interfere with the execution. As a result, even if the notification image is displayed on the game screen, the player can continue the single play game without any problem.</p><p> Further, in the present invention, the matching processing unit has a matching adjustment unit (44) that transmits a forced participation notification to the game terminal of the selected player when the selection result is received, and the state transition unit. When the candidate notification is received, the player performs the display indicating that the player is included in the candidate list, monitors the operation content of the player, and receives the compulsory participation communication. Then, it is determined whether or not the operation content satisfies the predetermined participation refusal condition, and the determination result is transmitted to the server, and the matching processing unit satisfies the participation refusal condition with the received determination result. If it is shown that the status information has not been changed, the matching result and the candidate cancellation notification may be transmitted.</p><p> According to the present invention, the operation content of each player during execution of the single play game included in the candidate list is monitored. Then, when the operation content of the selected player does not satisfy the predetermined participation refusal condition, the selected player is forced to participate in the network game. Therefore, if the participation refusal condition is satisfied, participation in the network game can be avoided, so that the player selected as the matching partner can be provided with the possibility of refusal to participate in the network game. If the participation refusal condition is satisfied, the matching process may be terminated as the matching is not established, or the matching partner may be selected again as follows.</p><p> That is, in the present invention, when the received determination result indicates that the participation refusal condition is satisfied, the matching adjustment unit sends a reselection request to the game terminal operated by the player who transmitted the candidate list. When the reselection request is received, the selection processing unit causes the player to select a player different from the selected player, and displays a selection result indicating the different player as the selected player. When the selection result is received, the matching adjustment unit may transmit the forced participation notification to the game terminal operated by the different player indicated by the selection result.</p><p> In the case of the above invention, when the received determination result indicates that the participation refusal condition is satisfied, the matching adjustment unit satisfies the participation refusal condition for the player in the candidate list generation unit. Even if a new candidate list excluding the new candidate list is generated, the reselection request is transmitted together with the new candidate list, and the selection processing unit causes the player to select the different player from the new candidate list. Good. As a result, a different candidate list is provided each time the player selects a matching partner.</p><p> Further, in the present invention, the player information storage unit also stores the attribute information of each player for each player in association with each other, and the candidate list generation unit refers to the player information storage unit and stores the start information. The candidate list may be generated based on the attributes of the player corresponding to. According to the present invention, since the attribute information of each player is taken into consideration when the candidate list is generated, for example, players having similar attributes can be matched. The player attribute information includes attributes related to the game and attributes unique to the player. The attributes related to the game include, for example, the average score, the number of plays, the skill level, and the like, and the attributes specific to the player include, for example, gender, birthplace, age, and the like.</p><p> Then, the player is made to execute the step of executing the network game with the matched player, and the matching result is received by the game terminal in which the single play game is being executed while the single play game is being executed. The above-mentioned problem is solved by executing the step of executing the network game from the running single-play game. The matching method for the network game of the present invention is realized as the game system of the present invention.</p>
<p> As described above, in the present invention, the player who is executing the single play game is also targeted for matching of the network game, and when matched, the running single play game is stopped and the player is forced to enter the network game. It is configured to allow you to participate. Thereby, the present invention can provide a game system or the like in which the play environment in a network game is expanded with respect to player matching.</p>
<figref num="1">The figure which shows an example of the game system which concerns on this invention.</figref><figref num="2">The sequence diagram which shows the outline of the processing of each game terminal and a server in the 1st form.</figref><figref num="3">The figure which shows the game screen of the single play game played on the game terminal of FIG.</figref><figref num="4">The figure which shows the game screen which displayed the notification image.</figref><figref num="5">The figure which shows the mode transition notification screen and the battle game start screen which is displayed following the mode transition notification screen.</figref><figref num="6">Schematic diagram of the server hardware configuration.</figref><figref num="7">The figure which shows an example of the data structure of a player information.</figref><figref num="8">Schematic diagram of the hardware configuration of the game terminal.</figref><figref num="9">A flowchart showing the flow of start processing performed on the server.</figref><figref num="10">A flowchart showing the flow of server processing for network mode performed on the server.</figref><figref num="11">A flowchart showing the flow of matching processing performed in the server processing for network mode.</figref><figref num="12">A flowchart showing the flow of server processing for single play mode performed on the server.</figref><figref num="13">A flowchart showing the flow of terminal processing performed on a game terminal.</figref><figref num="14">A flowchart showing the flow of network game control processing performed on a game terminal.</figref><figref num="15">A flowchart showing the flow of the opponent selection process performed in the network game control process.</figref><figref num="16">A flowchart showing the flow of single play game control processing performed on a game terminal.</figref><figref num="17">A flowchart showing the flow of the mode transition process performed in the single play game control process.</figref><figref num="18">The sequence diagram which shows the outline of the processing of each game terminal and a server in the 2nd form.</figref><figref num="19">The flowchart which shows the flow of the matching process performed in the 2nd form.</figref><figref num="20">The flowchart which shows the flow of the partner selection process performed in the 2nd form.</figref><figref num="21">The flowchart which shows the flow of the mode transition process performed in the 2nd form.</figref>
(1) About the configuration of the game system FIG. 1 is an example of the game system 1 according to the present invention. The game system 1 includes a server 2 and a plurality of game terminals 3A, 3B, and 3C, and the server 2 and each game terminal 3A, 3B, and 3C can communicate with each other via a network 4. In this embodiment, the players 5A, 5B, and 5C each operate the game terminals 3A, 3B, and 3C. Hereinafter, when it is not necessary to distinguish each game terminal 3A, 3B, 3C, it is referred to as "game terminal 3", and when it is not necessary to distinguish each player 5A, 5B, 5C, it is referred to as "player 5".
The game terminal 3 is a home-use game machine (including a personal computer) in this embodiment, but it may be a commercial game machine installed in a commercial facility or a portable game machine (including a portable phone). Good. The game terminal 3 executes either a single-play game that progresses by the operation of only one player 5 or a network game that progresses by the operation of the players 5 of a plurality of game terminals 3. The single-play game may be a game that progresses by processing only in the game terminal 3 without communicating with the server 2, or may be a game that progresses while communicating with the server 2. The single-play game of this embodiment proceeds in a state in which communication with the server 2 is not performed, that is, a game terminal 3 is in a stand-alone state. In this embodiment, the network game is a competitive game in which a score is competed with an opponent. Hereinafter, the network game is referred to as a battle game, and the player 5 who competes in the battle game may be referred to as an opponent.
The server 2 manages information about players, performs an authentication server-like function that performs processing related to authentication of each player 5, a game server-like function that manages the progress of each game, and a lobby server-like function that manages acceptance of participation in network games. It has a function. The communication mode of the game system 1 may be wireless or wired. Further, the network 4 may be an open network in which users are not limited, such as the Internet, or a local network in which users are limited. In this embodiment, the network 4 will be described as the Internet.
Based on the configuration of the game system 1 described above, the first form and the second form will be described as the forms related to the game system of the present invention. The configuration of the game system described above is common to the first form and the second form, but the first form and the second form differ in the mode in which the player 5 is matched for the competitive game. In both forms, when a single-play game is being executed on each of the game terminal 3B and the game terminal 3C, the processing when the player 5A of the game terminal 3A wishes to participate in the competitive game and sends a participation request to the server 2. Will be described. In the following description, regarding the game terminal 3, the state in which the processing related to the execution of the single play game is performed is referred to as the single play mode, and the state in which the processing related to the execution of the network game is performed is referred to as the network mode.
(2) First form First, the first embodiment will be described with reference to FIGS. 2 to 17. In the first embodiment, the player 5 selected as an opponent by the player 5 is forced to participate in the network game regardless of the intention of the selected player 5 even while the single play game is being executed. Be done. In the first embodiment, the outline of the processing performed by each of the configurations 2, 3A, 3B, and 3C in the game system 1 will be described with reference to the sequence diagram of FIG.
As described above, the single play game is executed on the game terminal 3B and the game terminal 3C (step S10). As shown in FIG. 3, the single-play game of this embodiment is a game in which the flying object 11 flies in the virtual space displayed on the game screen 10 in response to the operations of the players 5B and 5C. Player 5 is configured to clear each of the multiple tasks (quests) given by the game. When the game terminal 3A requests participation in the competitive game (step S12), the server 2 generates a candidate list for the player 5A (step S14). This candidate list includes a plurality of players 5 who can be opponents (matching opponents) of player 5A from among the players 5 logged in to the game system 1 as opponent candidates. Hereinafter, in this embodiment, the matching opponent who is the opponent matched by the server 2 is referred to as an opponent.
In this embodiment, the player 5B and the player 5C who are executing the single play game are included in the candidate list as the opponent candidates. However, the player 5 included in the candidate list of the present invention is not limited to the player 5 running the single play game. For example, another player 5 (hereinafter referred to as "competition desired player 5") who has transmitted a participation request, such as player 5A, may be included. It is desirable that the candidate list includes the name of each player 5 as well as the profile of the player 5 (gender, place of origin, average score, skill level, etc.). The server 2 transmits the generated candidate list to the game terminal 3A (step S16), and also transmits a candidate notification to the game terminals 3B and 3C corresponding to the players 5B and 5C included in the candidate list (step S16). S18).
The game terminal 3A that has received the candidate list performs the opponent selection process (step S22). In the opponent selection process, the candidate list is presented to the player 5A, and the player 5 desired as an opponent is selected. In this embodiment, the case where the player 5B is selected will be described. In this case, the selection result indicating the selected player 5B is transmitted to the server 2 (step S24). The server 2 that receives the selection result associates the player 5A and the player 5B with each other as opponents. That is, the matching of the players 5 participating in the battle game is determined (step S26). Then, the server 2 transmits the matching result notifying the opponent to the matched game terminals 3A and 3B of the players 5A and 5C (step S28), and is a candidate to the game terminal 3C of the unselected player 5C. Send a cancellation notice (step S30). The matching result includes information about the opponent required in the match game.
On the other hand, as shown in FIG. 4, the game terminals 3B and 3C that have received the candidate notification sent from the server 2 include the players 5B and 5C that operate their own machines in the candidate list, that is, the opponent. The notification image 12 as a display indicating that the candidate is a candidate is displayed on the game screen 10 of the running single-play game (step S20). It is desirable that the size and display location of the notification image 12 be set so that the display of the notification image 12 does not interfere with the execution of the single play game. The notification image 12 of this embodiment is an illustration of a centerpiece to show that the players 5B and 5C in the single play game are "seen by the player 5A". In addition, as the notification image 12, a message such as "being a candidate for an opponent" or "may be attacked by an enemy" may be displayed. The notification image 12 may be a combination of an illustration and a message. It may be a still image, a blinking image or a moving image.
After that, the game terminal 3B that receives the matching result from the server 2 cancels the single pre-game, and instead of the game screen 10 and the notification image 12, shifts to a mode indicating the transition to the competitive game as shown in FIG. The mode transition notification screen 20 in which the notification 21 is displayed is displayed. Subsequently, the battle game start screen 30 indicating the start of the battle game is displayed, and the battle game with the player 5A is started (step S34). On the battle game start screen 30, for example, for each of the matched players 5A and 5B, the avatars 5AC and 5BC, and the profile information 5AI and 5BI that introduce the profiles of the respective players 5A and 5B are displayed, respectively.
The game terminal 3C that has received the candidate cancellation notification erases the notification image 12 and continues the single play game (step S36). Further, the game terminal 3A that has received the matching result displays the battle game start screen 30, and starts the battle game with the player 5B selected by the player 5A as the opponent. As described above, in this embodiment, the player 5A selects the player 5B who is executing the single play game as the opponent, but when the candidate list includes the player 5 who wants to play, the player 5 who wants to play matches. You may be selected as a partner. As the processing related to matching in this case, a conventionally known processing may be adopted, and thus the description thereof will be omitted. As the processing after the start of the battle game, the processing in the conventionally known network game may be adopted.
The details of the processing performed in the game terminal 3 and the server 2 will be described with respect to the first embodiment. First, the hardware configuration of the server 2 will be described with reference to FIG. The server 2 controls the operation of the server transmission / reception unit 40 that transmits / receives data to / from the game terminal 3 via the network 4, the server storage unit 41 that stores various data necessary for the operation of the server 2, and the operation of the server 2. It is composed of the server control unit 42. The server control unit 42 is composed of a CPU and a storage area necessary for its operation, and functions as a computer. The server control unit 42 functions as a state setting unit 43, a network mode processing unit 44, and a single play mode processing unit 45 by executing a computer program for a server described later.
The state setting unit 43 sets the type of the game being executed by the player 5 in the player information 46. The network mode processing unit 44 performs processing related to the game terminal 3 in the network mode, and includes a candidate list generation unit 44a and a matching processing unit 44b. The single play mode processing unit 45 performs processing related to the game terminal 3 in the single play mode.
The server storage unit 41 includes a player information storage unit 47 in which player information 46 is stored as information about the player 5. As shown in FIG. 7, the player information 46 of this embodiment includes a player ID 50 that identifies the player 5, attribute information 51, play history information 52, game terminal information 53, and state information 54. The attribute information 51 is information about the player 5 that is not related to the game, such as the gender, birthplace, age, occupation, etc. of the player 5. The play history information 52 is information obtained as a result of the player 5 playing each of the single play game and the competitive game. For example, there are average score, number of plays, skill level, acquired items, and so on. The game terminal information 53 is information about the game terminal 3 operated by the player 5, and is, for example, a communication address of the game terminal 3. The server storage unit 41 also stores a computer program for a server for operating the server control unit 42.
The state information 54 is information indicating the game being executed by the player 5, and the single play mode is set when the single play game is being executed, and the network mode is set when the network game is being executed. To. Further, the network mode includes a partner waiting state and a partner determination state. In this embodiment, each information 50 to 52 other than the state information 54 and the game terminal information 53 is information registered in advance in the game system 1. The game terminal information 53 is set each time the player 5 accesses the server 2, and the state information 54 is appropriately set according to the state after the player 5 logs in to the server 2.
Next, the hardware configuration of the game terminal 3 will be described. As shown in FIG. 8, the game terminal 3 includes an image display unit 60 that performs processing for displaying various game screens on the monitor 60a, an audio output unit 61 that performs processing for outputting various sounds from the speaker 61a, and a player. Operation input unit 62 that accepts the operation of 5, terminal storage unit 63 that stores various data necessary for the operation of the game terminal 3, terminal transmission / reception unit 64 for transmitting / receiving data to / from server 2 or another game terminal 3. It also includes a terminal control unit 70 that controls the operation of the game terminal 3. The operation input unit 62 includes a keyboard, a touch panel, a mouse, and the like. The terminal storage unit 63 stores a computer program for terminals for operating the terminal control unit 70. The terminal control unit 70 is composed of a CPU and a storage area necessary for its operation, and functions as a computer. The terminal control unit 70 functions as a game start unit 71, a single play game control unit 72, and a network game control unit 73 by executing a computer program for the terminal.
The game start unit 71 transmits start information for the server 2 to recognize the type of game (network game or single play game) started on the game terminal 3. The single-play game control unit 72 includes the single-play game execution processing unit 72a and the state transition unit 72b, and controls the processing performed during the execution of the single-play game. The network game control unit 73 includes the network game execution processing unit 73a and the selection processing unit 73b, and controls the processing performed during the execution of the network game.
Subsequently, a process performed on the server 2 and a process performed on the game terminal 3 after the player 5 transmits a login request to the game system 1 to the server 2 will be described. First, the processing performed on the server 2 will be described with reference to FIGS. 9 to 12. The server 2 that has received the login request performs the start processing as shown in FIG. The start process is executed by the state setting unit 43 of the server control unit 42. In the start process, first, the login process is performed for the received login request (step S100). In the login process, the login request sent from the game terminal 3 is received, and the received login request is verified. For example, the ID number and password of the player 5 included in the login request are verified.
When the login request is verified, it is subsequently determined whether or not the player 5 has received the participation request for the competitive game (step S102). The participation request may be included in the login request. When the participation request is received, the state information 54 of the player information 46 of the player 5 is set to the opponent waiting state (step S104). When the status information 54 is set in step S104, the process proceeds to the network mode server processing described later. If the participation request is not received within the predetermined time after the login process, it is determined that the player 5 does not want to participate in the competitive game, that is, he wants the single play game, and the state information 54 of the player 5 is displayed. The single play mode is set (step S106). When the status information 54 is set in step S106, the process proceeds to the server processing for the single play mode described later. The configuration including the login information and the participation request functions as the start information of the present invention.
The network mode server processing executed by the server 2 for the player 5 waiting for the other party after the participation request is transmitted will be described with reference to FIG. The network mode server processing is executed by the network mode processing unit 44 of the server control unit 42. First, a matching process for determining an opponent is performed (step S110). In this embodiment, the matching process is periodically executed at predetermined time intervals. The details of the matching process will be described later. When the opponent is decided, the game execution process is performed (step S112). In the game execution process, a process for starting / progressing a battle game with the player 5 determined as an opponent is performed. For this game execution process, a conventionally known process for starting / progressing a network game that progresses by the operation of a plurality of players may be adopted. After the start of the battle game, when the predetermined end condition is satisfied (step S114), the end process is executed (step S116), and then the network game mode server process is ended. In the end process, for example, the play history information 52 (average score, number of plays, acquired items, etc. related to the battle game) is updated based on the end information acquired from the game terminal 3, and the setting of the state information 54 is deleted.
The matching process will be described with reference to FIG. As an example of the matching process, the process when the player 5 in the opponent waiting state is the player 5A and the player 5B running the single play game is selected as the opponent of the player 5A will be described. First, a candidate list for the player 5A is generated with reference to the player information 46 of the player information storage unit 47 (step S120). The candidate list is composed of a player 5 selected as an opponent candidate from the player 5 who is executing the single play game and the player 5 who wants to play the game with reference to the player information storage unit 47. For example, the player 5 whose state information 54 is set to the single mode or the opponent waiting state is specified, and further, the opponent of the player 5A is referred to by referring to the attribute information 51 and the play history information 52 of each specified player 5. Player 5 determined to be suitable as a match candidate is selected as a match candidate. As a result, the network mode processing unit 44 functions as the candidate list generation unit 44a.
After generating the candidate list, the candidate list is transmitted to the game terminal 3A of the player 5A, and the candidate notification is transmitted to the game terminal 3 of each player 5 included in the candidate list. After that, the selection result wait state (step S124). In this embodiment, when the selection result indicating 5B selected as the opponent of the player 5A is received from the game terminal 3A, the player 5A and the player 5B are associated with each other as opponents. That is, the match combination between the player 5A and the selected player 5 is determined (step S126). Further, the state information 54 of the player 5A is changed from the opponent waiting state in the network mode to the opponent determination state, and the state information 54 of the player 5B is changed from the single play mode to the opponent determination state in the network mode. Subsequently, the matching result is transmitted to the combined players 5A and 5B, and the candidate cancellation notification is transmitted to the opponent candidate 5 excluding the player 5B (step S128), and the matching process is completed. As a result, the network mode processing unit 44 functions as the matching processing unit 44b.
If the player 5B selected by the player 5A is also in the opponent waiting state, in step S126, the battle combination may be determined by a conventionally known process. For example, information about the player 5A may be transmitted to the selected player 5B, and if the player 5B permits, the matching between the player 5A and the player 5B may be determined.
The single play mode server process executed when the single play mode is set in the state information 54 in step S106 of the start process will be described with reference to FIG. The server processing for the single play mode is performed by the single play mode processing unit 45 of the server 2. In the single-play mode server processing, the server 2 is placed in the state of waiting for the end of the single-play game on the game terminal 3 (step S130), and when the end information of the single-play game is received from the game terminal 3, it is determined that the game has ended. , End processing of the single play game (step S132). In the end process, for example, the play history information 52 (average score for single play game, number of plays, etc.) is updated based on the information acquired from the game terminal 3, and the setting of the state information 54 is deleted.
The processing performed on the game terminal 3 will be described with reference to FIGS. 13 to 17. First, the terminal processing performed on the game terminal 3 after the login request is verified will be described with reference to FIG. The terminal processing is controlled by the game start unit 71 of the terminal control unit 70. In the terminal processing, the game selection screen is first displayed on the monitor 60a. The game selection screen is configured to allow player 5 to select a network game (competition game) or a single-play game. When the game selection screen is displayed, the game is in a game selection waiting state (step S142), and if the network game is selected by the player 5, the server 2 sends a participation request (step S144), and then the game terminal regarding the network game. Proceed to the network game control process, which is the process performed in 3. When the single-play game is selected in step S142, the process proceeds to the single-play game control process, which is the process performed on the game terminal 3 for the single-play game. Details of each control process will be described later.
The network game control process performed when a network game is selected in the terminal process will be described with reference to FIG. As an example, a case where the network game control process is performed on the game terminal 3A of the player 5A and the player 5B is determined as the opponent will be described. The network game control process is controlled by the network game control unit 73 of the terminal control unit 70. In the network game control process, first, the opponent selection process is performed (step S150). In the opponent selection process, player 5B, who is the opponent of player 5A, is determined. The details of the partner selection process will be described later. When the opponent is determined, the network game execution process is subsequently performed (step S152).
In the network game execution process, first, the battle game start screen 30 is displayed, and the battle game is started with the player 5A and the player 5B as opponents. Then, a process of advancing the battle game is performed according to each operation of the player 5A and the player 5B. After the start of the network game execution process, if a predetermined end condition is satisfied, the end process is performed (step S154, step S156). In the end process, a process for ending the battle game is performed. For example, the end information including the score of the player 5A and the acquired items is transmitted to the server 2 to end the network game control process. By the processing of steps S152 to S156, the network game control unit 73 functions as the network game execution processing unit 73a.
The partner selection process will be described with reference to FIG. The network game control unit 73 functions as the selection processing unit 73b by the opponent selection processing. In the partner selection process, first, the candidate list from the server 2 is waiting to be received (step S160). When the candidate list is received from the server 2, the selection process proceeds (step S164). In the selection process, the received candidate list is displayed on the monitor 60a, and the player 5A is made to select the player 5 desired as an opponent. When player 5B is selected as an opponent, the selection result is transmitted to server 2 (step S166). After the selection result is transmitted, the matching result is waited for (step S168). When the matching result is received from the server 2, the process proceeds to the network game execution process (step S152) described above.
The single play game control process performed when the single play game is selected in the terminal process will be described with reference to FIG. As an example, a case where the single play game control process is performed on the game terminal 3B of the player 5B will be described. The single-play game control process is performed by the single-play game control unit 72 of the terminal control unit 70. In the single play game control process, the mode transition process (step S178) is performed in parallel with the single play game execution process (step S170). In the single-play game execution process, a process is performed in which the single-play game is started on the game terminal 3B and the single-play game is advanced according to the operation of the player 5B. After the start of the single play game, when a predetermined end condition is satisfied, the end process is performed (step S172, step S174), and the single play control process is ended. In the end process, a process for terminating the single play game is performed. For example, the end information including the score of the player 5B, the acquired item, and the like is transmitted to the server 2. By the processing of steps S170 to S174, the single-play game control unit 72 functions as a single-play game execution processing unit.
The mode transition process will be described with reference to FIG. By the mode transition process, the single play game control unit 72 functions as the state transition unit 72b. In the mode transition process, first, the reception of the candidate notification from the server 2 is monitored (step S180). When the candidate notification is received, the notification image 12 is displayed on the game screen 10 as shown in FIG. 4 (step S182). Next, the reception of the matching result or the reception of the candidate cancellation notification is monitored (step S184, step S186). When the candidate cancellation notification is received, the displayed notification image 12 is deleted (step S188), and the process returns to the monitoring state of the candidate notification in step S180. In this way, when the candidate cancellation notification is received, it indicates that the player 5 who operates the player 5 once became an opponent candidate, but was not finally selected as an opponent.
On the other hand, when the matching result is received, the process proceeds to the mode change process (step S190). In the mode change process, the mode transition notification is notified that the running single play game is stopped and the network game is started, that is, the mode transition notification 21 is displayed instead of the game screen 10 and the notification image 12. Screen 20 is displayed on monitor 60a. The mode transition notification 21 notifies that the mode of the game terminal 3B shifts from the single play mode to the network mode. After the mode change process, the process proceeds to the network game execution process (step S152) described above. The canceled single play game may be terminated as it is, or the state of the game at the time of cancellation may be stored so that the network game can be restarted after the termination.
If the participation request is included in the login request, the terminal processing is performed before the login request is transmitted, and if the network game is selected, the login request including the participation request is transmitted in step S160, and the server 2 steps. When the login request including the participation request is received in S102, the login request is verified, and then the status information 54 is set in step S104. When a single-play game is selected, a login request is sent to the server 2 after the selection, and after the login request is verified by the server 2, the single-play game control process is performed.
(3) Second form The second embodiment will be described with reference to FIGS. 18 to 21. In the second mode, even if the player 5 who is executing the single play game is selected as an opponent, if the predetermined condition (hereinafter referred to as "participation refusal condition") is satisfied, the player 5 avoids participating in the network game. It is configured so that it can be done. In this embodiment, a case where the player 5B who satisfies the participation refusal condition avoids participation in the battle game and finally the player 5C who does not satisfy the participation refusal condition is determined as the opponent will be described. Hereinafter, the description overlapping with the first form will be omitted, and only the processing different from the first form will be described. Further, in the drawings 18 to 21, the same processes and configurations as those in the first form are designated by the same reference numerals as those in the first form.
First, in the second embodiment, the outline of the processing performed by each of the configurations 2, 3A, 3B, and 3C will be described with reference to the sequence diagram of FIG. At the game terminals 3B and 3C that have received the candidate notification (step S18), in addition to displaying the notification image 12 (step S20), operation monitoring is started (step S50). As a result, each game terminal 3B, 3C that has received the candidate notification starts monitoring the operation contents of the players 5B, 5C. The monitoring target may be any one that changes according to the operation of the player 5 during the game, such as the acquired score, the acquired item, and the selection command. In addition, the server 2 that has received the selection result (step S24) transmits a forced participation notification to the player 5B selected as the opponent (step S52). The game terminal 3B that has received the compulsory participation notification performs the participation determination process (step S54).
In the participation determination process, it is determined whether or not the monitored operation content satisfies the participation refusal condition. For example, when a predetermined command is selected, it is determined that the condition is satisfied. The operation monitoring time may be the time from the reception of the candidate notification to the reception of the forced participation notification, or the predetermined time from the reception of the candidate notification. Subsequently, the game terminal 3B transmits the determination result regarding the participation refusal condition to the server 2 as a forced participation response (step S56). The server 2 that receives the forced participation response confirms the judgment result (step S60), and if the participation refusal condition is satisfied, sends a reselection request to the game terminal 3A (step S62), and sends a forced participation response. After transmission, the notification image 12 is deleted (step S58). On the other hand, if the participation refusal condition is not satisfied, the process proceeds to step S26, and the player 5B is determined as the opponent of the player 5A. In this embodiment, the participation refusal condition regarding the player 5B is satisfied, so that the player 5B can avoid participating in the battle game.
The game terminal 3A that has received the reselection request performs the opponent reselection process, and causes the player 5A to reselect the player 5 desired as the opponent (step S64). The opponent reselection process is the same process as the opponent selection described above, but the candidate list is displayed so that the player 5B is not reselected. For example, a message indicating that the player 5B selected earlier has refused to participate is displayed on the monitor 60a together with the candidate list. In this embodiment, since the player 5C is selected in the opponent reselection process, the selection result indicating that the player 5C has been selected as the opponent is transmitted to the server 2 (step S66).
The server 2 that has received the selection result transmits the forced participation notification to the game terminal 3C of the player 5C indicated by the selection result (step S68). The game terminal 3C that has received the forced participation notification performs the same participation determination process as in step S54 with respect to the operation of the player 5C (step S70). Subsequently, the game terminal 3C transmits the determination result regarding the participation refusal condition to the server 2 as a forced participation response. The server 2 that receives the forced participation response confirms the judgment result in the same manner as in step S60 (step S74). In this embodiment, the forced participation response indicates that the participation refusal condition is not satisfied for the player 5C, so that the player 5C is determined as the opponent of the player 5A (step S26). That is, the player 5A and the player 5C are associated with each other as opponents. If it is determined in step S74 that the participation refusal condition is not satisfied, the same processing as in steps S62 to S72 is performed.
In the second mode, processing different from that in the first mode is performed by the matching process performed by the server 2, the opponent selection process performed by the game terminal 3, and the mode transition process. First, the matching process in the second embodiment will be described with reference to FIG. The process is the same as that of the first mode until the selection result is received in step S124. In the second mode, when the selection result is received, the forced participation notification is transmitted to the game terminal 3B of the player 5B selected as the opponent (step S500). After the compulsory participation notification is sent, the compulsory participation response is awaited (step S502). When the forced participation response is received, it is confirmed by the received forced participation response whether or not the participation refusal condition is satisfied for the player 5B (step S504).
If the participation refusal condition is satisfied for the player 5B, a reselection request is transmitted to the game terminal 5A (step S506). After sending the reselection request, the process returns to step S124 and waits for the selection result. In the case of this embodiment, the player 5C is selected by the reselection request, and the operation content of the player 5C does not satisfy the participation refusal condition. Therefore, the processing after the reselection request is as follows. In step S500, the forced participation notification is transmitted to the game terminal 3C of the player 5C indicated by the selection result. Further, in step S504, it is determined that the participation refusal condition regarding the player 5C is not satisfied, the process proceeds to step S126, and in step S126, the player 5A who sent the participation request and the player 5C selected for the second time are mutually exclusive. Determined as an opponent. That is, the match combination is determined. By the processing of steps S500 to S506, the network mode processing unit 44 functions as a matching adjustment unit of the matching processing unit 44b.
The partner selection process in the second embodiment will be described with reference to FIG. The processing from step S160 to step S166 transmission of the selection result is the same as that of the first mode. In the second mode, after the selection result is transmitted, the matching result or the reselection request is in a waiting state (step S510, step S512). When the matching result is received, the process proceeds to the network game execution process in step S152. When the reselection request is received, the process proceeds to the reselection process (step S514). In the reselection process, a candidate list is displayed on the monitor 60a as in the selection process in step S164, and the player 5A is made to select a player 5C desired as an opponent from the candidate list. In the reselection process, as described above, the candidate list is displayed so that the already selected player 5B is not reselected. After the reselection process, the process returns to step S166, the selection result indicating the player 5C selected in step S514 is transmitted to the server 2, and then the process returns to the matching result or the waiting state for receiving the reselection request (step S510, step S512). ).
The mode transition process in the second embodiment will be described with reference to FIG. When it is determined in step S180 that the candidate notification has been received, the notification image 12 is displayed on the game screen 10 and the operation monitoring of the player 5 is started (step S520). After that, it becomes a waiting state for receiving the forced participation notification or the candidate cancellation notification (step S522, step S534). When the compulsory participation notification is received, the process proceeds to the participation judgment process (step S524). In the participation determination process, as described above, it is determined whether or not the operation content satisfies the participation refusal condition based on the monitoring result of the operation of the player 5. If the condition is satisfied, a compulsory participation response indicating the judgment result is sent to the server 2, the notification image 12 displayed on the game screen 10 is deleted (S530), and the single play game is continued. To do. After that, the mode transition process is returned to the waiting state for receiving the candidate notification (step S180). As a result, the player 5B who satisfies the participation refusal condition can avoid participating in the competitive game and continue the single play game.
If the participation refusal condition is not satisfied, a forced participation response indicating the determination result is transmitted to the server 2 (step S528), and the matching result is waiting to be received (step S532). When the matching result is received, the process proceeds to the mode change process described in the first embodiment (step S190). On the other hand, if it is determined in step S534 that the candidate cancellation notification has been received, the notification image 12 displayed on the game screen 10 is deleted (step S188) in the same manner as in the first mode, and the candidate notification is notified. Return to the reception waiting state of (step S180).
In this embodiment, when the reselection request is transmitted in step S506, a new candidate list that does not include the previously selected player 5B is generated, and the reselection request is transmitted together with the new candidate list. You may. In this case, in the reselection process (step S514) in the game terminal 3A, a new candidate list is presented to the player 5A.
The game system 1 of the present invention may be executed in various forms, not limited to the above-described forms. For example, in the first embodiment, the notification image 12 may not be displayed on the game terminal 3 of each opponent candidate. In this case, the candidate notification for step S18 is not sent. The notification image 12 may be configured to be erased after being displayed on the game screen 10 for a predetermined time. In this case, the candidate cancellation notification in step S30 is not sent. In addition to displaying the notification image 12, it may be configured to be accompanied by the production of sound or light. The processing by the server 2 may be configured to be processed by a plurality of servers. Instead of the candidate list, one player may be selected by the candidate list generation unit 44a. In this case, in the second mode, when the reselection request is transmitted (step S506), the player 5 as the next opponent candidate is selected and transmitted together with the opponent candidate.
Further, in the above mode, if the single play game is selected after the login request, the participation request is not transmitted to the server 2, but even in that case, the participation request indicating that the single play game is to be participated is sent to the server. May be sent to 2. In that case, the process of step S102 proceeds to step S104 or step S106 depending on the type of game indicated by the participation request. Network games are not limited to competitive games. For example, it may be a game in which a plurality of players cooperate to achieve a predetermined goal.
1 game system 2 server 3A, 3B, 3C, 3 game terminals 5A, 5B, 5C, 5 players 10 game screen 12 Notification image 43 Status setting section 44a Candidate list generator 44b Matching processing unit 46 Player information 47 Player information storage unit 60 Image display 62 Operation input section 71 Game start 72a Single play game execution processing unit 72b State transition part 73a Network game execution processing unit 73b Selection processing unit
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Every citation, both ways
| Document | Relation | Office | Cited during |
|---|---|---|---|
| JP2021013699A | Cited by | Japan | Search report |
| JP2017531457A | Cited by | Japan | Search report |
| JP2022502125A | Cited by | Japan | Search report |
| JP5704266B1 | Cited by | Japan | Examiner |
| JP2017531457A | Cited by | Japan | Search report |
| JP5704266B1 | Cited by | Japan | Search report |
| JP2019025068A | Cited by | Japan | Search report |
| US10905941B2 | Cited by | United States of America | Applicant |
| JP2001224865A | Cites | Japan | Search report |
| JP2003190634A | Cites | Japan | Search report |
| JP2004171523A | Cites | Japan | Search report |
| JP2010088694A | Cites | Japan | Search report |
| JP2010227459A | Cites | Japan | Search report |
| JP2011206484A | Cites | Japan | Search report |
3 members in 2 offices
Priority claims2
| Document | Office | Kind | Date |
|---|---|---|---|
| 2012032213 | Japan | A | |
| JP20120032213 | – | – | – |
Members3
| Document | Office | Kind | |
|---|---|---|---|
| WO2013122201A1 | World Intellectual Property Organization (WIPO) | A1 | |
| JP2013165906AThis record | Japan | A | |
| JP5548714B2 | Japan | B2 |
17 legal events, as the office reported them to INPADOC
Over the term
Point at a mark for the eventEvents
| Event | Code | |
|---|---|---|
| Receipt of annual feesJAPANESE INTERMEDIATE CODE: R250R250 | R250 | |
| Receipt of annual feesJAPANESE INTERMEDIATE CODE: R250R250 | R250 | |
| Receipt of annual feesJAPANESE INTERMEDIATE CODE: R250R250 | R250 | |
| Receipt of annual feesJAPANESE INTERMEDIATE CODE: R250R250 | R250 | |
| Receipt of annual feesJAPANESE INTERMEDIATE CODE: R250R250 | R250 | |
| Receipt of annual feesJAPANESE INTERMEDIATE CODE: R250R250 | R250 | |
| Receipt of annual feesJAPANESE INTERMEDIATE CODE: R250R250 | R250 | |
| Written notification of registration of transferJAPANESE INTERMEDIATE CODE: R350R350 | R350 | |
| Written request for registration of change of domicileJAPANESE INTERMEDIATE CODE: R313531S531 | S531 | |
| Receipt of annual feesJAPANESE INTERMEDIATE CODE: R250R250 | R250 | |
| Receipt of annual feesJAPANESE INTERMEDIATE CODE: R250R250 | R250 | |
| Receipt of annual feesJAPANESE INTERMEDIATE CODE: R250R250 | R250 | |
| Certificate of patent or registration of utility modelJAPANESE INTERMEDIATE CODE: R150R150 | R150 | |
| First payment of annual fees (during grant procedure)JAPANESE INTERMEDIATE CODE: A61A61 | A61 | |
| Written decision to grant a patent or to grant a registration (utility model)JAPANESE INTERMEDIATE CODE: A01A01 | A01 | |
| Decision of grant or rejection writtenTRDD | TRDD | |
| Request for written amendment filedJAPANESE INTERMEDIATE CODE: A523A521 | A521 |
Numbers
- Publication
- 2013165906
- Publication, DOCDB
- 2013165906
- Publication, EPODOC
- JP2013165906
- Application
- 32213
- Application, DOCDB
- 2012032213
- Application, EPODOC
- JP20120032213
Titles2
- Japanese
- ゲームシステム及びネットワークゲームのためのマッチング方法
- English
- Matching methods for game systems and network games
Classification
- CPC, 7
- A63F13/795
- A63F2300/308
- A63F2300/5566
- A63F2300/558
- A63F2300/5593
- A63F13/803
- A63F13/847
- IPC, 7
- A63F13 30
- A63F13 33
- A63F13 35
- A63F13 47
- A63F13 537
- A63F13 795
- A63F13 12