Network game system, network game server device, network game client device, medium storing opponent selection program, and medium storing opponent information acquisition program
Abstract
[Task] It saves the user the trouble of selecting the opponent himself.
Solution.Upon receiving the game request, the game request response means 12a of the server device 10 returns the player request transmission timing information specifying the time when the player request should be transmitted. The player selection processing means 12b determines the combination of games at a predetermined timing. Upon receiving the player request, the player request response means 12c extracts the player information of the user who sent the player request from the user information storage means 11, and sends the player device 20 as a response to the player request. return. The game request means 21 of the client device 20 outputs the game request to the server device 10, and receives the player request transmission timing information from the server device 10. At the time specified in the player request transmission timing information, the player request means 22 outputs the player request to the server device 10 and receives the information of the player partner from the server device 10.

Term
Term ended
Projected expiry passed 20 August 2017, 9.1 years ago.
- Priority and filed
- Published
- Projected expiry
- Today
18 claims: 6 independent, 12 dependent
- 1【特許請求の範囲】 【請求項1】 通信ネットワーク上の不特定多数の参加者との間でゲームの対局を行うネットワークゲームシステムにおいて、 複数の利用者の情報を格納する利用者情報記憶手段と、対局要求を受け取ると、前記対局要求を発信した利用者を対局待ちとして区別する対局要求応答手段と、対局待ちとして区別された利用者同士の対局の組み合わせを決定する対局者選定処理手段と、を具備するサーバ装置と、 前記対局要求を前記サーバ装置へ出力する対局要求手段を具備するクライアント装置と、 を有することを特徴とするネットワークゲームシステム。
- 2【請求項2】 前記サーバ装置内の前記対局要求応答手段は、前記対局要求を受け取ると、対局者要求を発信すべき時刻を指定した対局者要求発信タイミング情報を応答し、前記対局者選定処理手段は、前記対局者要求を発信すべき時刻よりも早い時刻に、対局の組み合わせを決定し、 前記サーバ装置は、前記対局者要求を受信したら、前記対局者要求を発信した利用者の対局者に関する情報を前記利用者情報記憶手段から抽出し、抽出した情報を前記対局者要求への応答とする対局者要求応答手段を更に有し、 前記クライアント装置内の前記対局要求手段は、前記サーバ装置から前記対局者要求発信タイミング情報を受け取り、 前記クライアント装置は、前記対局者要求発信タイミング情報で指定された時刻になると、前記サーバ装置に対して前記対局者要求を出力し、前記サーバ装置から対局者に関する情報を受け取る対局者要求手段、 を更に有することを特徴とする請求項1記載のネットワークゲームシステム。
- 3【請求項3】 前記サーバ装置は、予め定められたタイミングで、対局者要求発信待ち時間を前記対局要求応答手段に対して出力すると共に対局者選定開始指令を前記対局者選定処理手段に対して出力するサーバ側同期制御手段を更に有し、 前記サーバ装置内の前記対局要求応答手段は、前記対局者要求発信待ち時間をカウントダウンし、前記対局要求を受け取った時点での前記対局者要求発信待ち時間を前記対局者要求発信タイミング情報とし、前記対局者選定処理手段は、前記対局者選定開始指令を受け取った際に対局の組み合わせを決定し、 前記クライアント装置は、前記対局要求手段が受け取った前記対局者要求発信タイミング情報で示された前記対局者要求発信待ち時間をカウントダウンし、前記対局者要求発信待ち時間が0になった時点で、前記対局者要求手段に対して対局者要求発信指令を出力するクライアント側同期制御手段を更に有し、 前記クライアント装置内の前記対局者要求手段は、前記対局者要求発信指令により前記対局者要求発信タイミング情報で指定された時刻に達したことを認識して、前記対局者要求を出力する、 ことを特徴とする請求項2記載のネットワークゲームシステム。
- 4【請求項4】 前記サーバ装置内の前記対局者要求応答手段は、前記対局者要求を受け取った際には、対局者に関する情報と共に対局開始タイミング情報を出力し、 前記クライアント装置内の前記対局者要求手段は、受け取った前記対局開始タイミング情報を表示装置に表示することを特徴とする請求項2記載のネットワークゲームシステム。
- 5【請求項5】 前記サーバ装置は、予備の対局者候補が登録された予備対局者記憶手段を更に有し、前記対局者選定処理手段は、対局者再要求を受信したら、前記対局者再要求を発信した利用者の対局者を前記予備対局者記憶手段の中から選定し、前記対局者要求応答手段は、選定された対局者に関する情報を前記予備対局者記憶手段から抽出し、抽出した情報を前記対局者再要求への応答とし、 前記クライアント装置の前記対局者要求手段は、利用者から要求に応じて前記対局者再要求を前記サーバ装置に発信し、その応答として新たな対局者に関する情報を取得する、 ことを特徴とする請求項2記載のネットワークゲームシステム。
- 6【請求項6】 前記サーバ装置は、予備の対局者候補が登録された予備対局者記憶手段を更に有し、前記対局者選定処理手段は、前記利用者情報記憶手段の中から対局者を選定できなかった利用者に対しては、前記予備対局者記憶手段の対局者候補の中から対局者を選定することを特徴とする請求項1記載のネットワークゲームシステム。
- 7【請求項7】 前記サーバ装置は、入場要求を受信したら、前記入場要求を発信した利用者を入場状態とし、対局者選定サービスの利用に必要なメニュー画面情報を応答する入場者受付手段と、退場要求を受信したら、前記退場要求を発信した利用者を退場状態とし、退場した旨の情報を応答する退場受付手段とをさらに有し、 前記クライアント装置は、利用者からの要求に応じて前記入場要求を前記サーバ装置に送信し、前記サーバ装置から前記メニュー画面情報を取得する入場手段と、利用者からの要求に応じて前記退場要求を前記サーバ装置に送信し、前記サーバ装置から退場した旨の情報が応答されると、正常に処理が完了したことを利用者に通知する退場装置とをさらに有する、 ことを特徴とする請求項1記載のネットワークゲームシステム。
- 8【請求項8】 前記サーバ装置の前記対局者選定処置手段は、前記入場者受付手段により入場状態とされている利用者の数に応じて、対局者選定処理のタイミングを変化させることを特徴とする請求項7記載のネットワークゲームシステム。
- 9【請求項9】 前記サーバ装置は、終了要求を受信したら、前記終了要求を発信した利用者が行った対局の結果を元に対局者の強さを計算し、前記利用者情報記憶手段の内容を更新する強さ評価手段をさらに有し、 前記クライアント装置は、対局終了発信指令を受けたら、前記終了要求を前記サーバ装置に送信する終了要求手段をさらに有することを特徴とする請求項1記載のネットワークゲームシステム。
- 10【請求項10】 前記サーバ装置は、前記利用者情報記憶手段内の特定の情報の表示要求を受信したら、指定された情報を送り返す表示情報提供手段をさらに有し、 前記クライアント装置は、利用者からの表示要求発信指令に対応する表示要求を前記サーバ装置に送信し、その応答を利用者に提示する表示要求手段を更に有する、 ことを特徴とする第1項記載のネットワークゲームシステム。
- 11【請求項11】 前記サーバ装置内の前記対局者要求応答手段は、前記対局者要求を受け取った際には、対局者のネットワークアドレスを含む前記対局者情報と共に、対局を開始すべき時刻を指定した対局開始タイミング情報を出力し、 前記クライアント装置は、対局開始指令の入力により、ネットワークアドレスで指定された対局者と通信ネットワークを介してゲームの対局を行い、利用者からの投了指令を受けると、投了した旨の情報を対局相手に伝え、利用者からの対局者再要求発信指令を受けると、対局相手に対して対局を拒否する旨の情報を伝える対局手段と、 前記対局開始タイミング情報が示す時刻に達したら、前記対局手段に対して前記対局開始指令を伝達するクライアント側同期制御手段とを更に有し、 前記対局者要求手段は、前記サーバ装置から受け取った前記対局者情報に含まれるネットワークアドレスを前記対局手段に伝達することを特徴とする請求項1記載のネットワークゲームシステム。
- 12【請求項12】 前記クライアント装置は、対局者の静止画像を、対局相手に送る指し手と組み合わせて対局中の相手方クライアント装置へ送信すると共に、前記相手方クライアント装置から指し手とともに静止画像を受け取ったら、その画像を取り出して画面に表示する画像組み込み手段を更に有することを特徴とする請求項1記載のネットワークゲームシステム。
- 13【請求項13】 通信ネットワークを介してゲームの対局を行う利用者の情報を管理するネットワークゲームサーバ装置において、 複数の利用者の情報を格納する利用者情報記憶手段と、 クライアント装置から対局要求を受信したら、前記対局要求を発信した利用者を対局待ちとして区別する対局要求応答手段と、 対局待ちとして区別された利用者同士の対局の組み合わせを決定する対局者選定処理手段と、 を有することを特徴とするネットワークゲームサーバ装置。
- 14【請求項14】 前記クライアント装置から対局者要求を受信したら、前記対局者要求を発信した利用者の対局者に関する情報を前記利用者情報記憶手段から抽出し、抽出した情報を前記対局者要求への応答とする対局者要求応答手段を更に有し、 前記対局要求応答手段は、前記対局要求を受け取ると、前記対局者要求を発信すべき時刻を指定した対局者要求発信タイミング情報を応答し、前記対局者選定処理手段は、前記対局者要求を発信すべき時刻よりも早い時刻に、対局の組み合わせを決定する、 ことを特徴とする請求項13記載のネットワークゲームサーバ装置。
- 15【請求項15】 通信ネットワークを介してゲームの対局を行うネットワークゲームクライアント装置において、 対局要求をサーバ装置へ出力し、前記サーバ装置から対局者要求を発信すべき時刻が指定された対局者要求発信タイミング情報を受け取る対局要求手段と、 前記対局者要求発信タイミング情報で指定された時刻になると、前記サーバ装置に対して前記対局者要求を出力し、前記サーバ装置から対局者に関する情報を受け取る対局者要求手段と、 を有することを特徴とするネットワークゲームクライアント装置。
- 16【請求項16】 通信ネットワークを介したゲームの対局を希望する利用者の対局相手の選定処理をコンピュータに行わせるための対局者選定プログラムを記録した媒体において、 複数の利用者の情報を格納する利用者情報記憶手段、 クライアント装置から対局要求を受信したら、前記対局要求を発信した利用者を対局待ちとして区別する対局要求応答手段、 対局待ちとして区別された利用者同士の対局の組み合わせを決定する対局者選定処理手段、 としてコンピュータを機能させるための対局者選定プログラムを記録した媒体。
- 17【請求項17】 前記クライアント装置から対局者要求を受信したら、前記対局者要求を発信した利用者の対局者に関する情報を前記利用者情報記憶手段から抽出し、抽出した情報を前記対局者要求への応答とする対局者要求応答手段を更に有し、 前記対局要求応答手段は、前記対局要求を受け取ると、前記対局者要求を発信すべき時刻を指定した対局者要求発信タイミング情報を応答し、前記対局者選定処理手段は、前記対局者要求を発信すべき時刻よりも早い時刻に、対局の組み合わせを決定する、 ことを特徴とする請求項16記載の対局者選定プログラムを記録した媒体。
- 18【請求項18】 通信ネットワークを介したゲームの対局を希望する利用者の対局相手の情報の取得をコンピュータに行わせるための対局者情報取得プログラムを記録した媒体において、 対局要求をサーバ装置へ出力し、前記サーバ装置から対局者要求を発信すべき時刻が指定された対局者要求発信タイミング情報を受け取る対局要求手段、 前記対局者要求発信タイミング情報で指定された時刻になると、前記サーバ装置に対して前記対局者要求を出力し、前記サーバ装置から対局者に関する情報を受け取る対局者要求手段、 としてコンピュータを機能させるための対局者情報取得プログラムを記録した媒体。
Independent claims18
474 paragraphs in 1 section, as filed
Description: TECHNICAL FIELD [Detailed description of the invention]
【0001】
[Technical field to which the invention belongs]
The present invention includes a network game system for performing indoor games such as shogi, go, chess, othello, mahjong, and competitive video games, a network game server device, a network game client device, a medium on which a player selection program is recorded, and a medium. Regarding the medium on which the player information acquisition program is recorded, a medium on which a network game system, a network game server device, a network game client device, and a player selection program for selecting a player from an unspecified number of participants are recorded. And the medium on which the player information acquisition program is recorded.
【0002】
[Conventional technology]
In indoor games such as shogi, go, chess, Othello, mahjong, and competitive video games, it was common for players to play at the same time and at the same place. However, recent advances in information and communication technology have led to the development of tools that allow computers to be connected via communication lines so that they can play games even at remote locations. This makes it possible to play games while staying at home. However, in this case, it is difficult to select the opponent because the person who wants to play is in an individual place.
【0003】
Therefore, in order to make this easier to use, a player display system has been considered in which personal information that can be played is registered and the contents are displayed on the screen of the terminal device of the player who wishes to play the game (Japanese Patent Laid-Open No. 7-95321). ). By using this system, a player who wants to play a game can specify an opponent by selecting an arbitrary player on the screen and play against the specified opponent.
【0004】
In addition, the same function as the above system is realized by listing the users using the homepage on the Internet.
【0005】
[Problems to be Solved by the Invention]
However, in the above-mentioned player display system, the user himself / herself must search for a person who suits him / herself and keep in touch with him / herself. This is difficult in the following points. (1) The opponent you want to play may not want to play. (2) The opponent you want to play may not be able to play immediately during the game. (3) It is necessary to monitor until the game of the opponent you want to play is completed. (4) Until the opponent can be selected, it is necessary to perform work other than the original purpose of the game (displaying information on possible players, selecting an appropriate opponent, etc.), and it takes time.
【0006】
The present invention has been made in view of such a point, and an object of the present invention is to provide a network game system that saves the user the trouble of selecting a player himself / herself.
【0007】
Another object of the present invention is to provide a network game server device that automatically selects a game partner of a user who wants to play a game. Another object of the present invention is to provide a network game client device capable of automatically acquiring information on a game opponent.
【0008】
Another object of the present invention is to provide a medium in which a player selection program for causing a computer to automatically select a player to play a game is recorded.
【0009】
Another object of the present invention is to provide a medium in which a player information acquisition program for causing a computer to automatically acquire information of a player of a game is recorded.
【0010】
[Means for solving problems]
In the present invention, in order to solve the above problems, in a network game system in which a game is played with an unspecified number of participants on a communication network, a user information storage means for storing information of a plurality of users is provided. When a game request is received, a game request response means for distinguishing the user who sent the game request as a game waiting, a player selection processing means for determining a combination of games between users distinguished as a game waiting, and a player selection processing means. The network game system is provided, which comprises a server device including the above, and a client device including a game requesting means for outputting the game request to the server device.
【0011】
According to such a network game system, first, the game request means outputs a game request to the server device. Then, the game request response means of the server device distinguishes the user who sent the game request as waiting for the game. Then, the player selection processing means determines the combination of games between the users who are distinguished as waiting for the game. As a result, the combination of games between the users who have sent the game request can be automatically determined.
【0012】
Further, in order to solve the above problems, in a network game server device that manages information of users who play a game via a communication network, a user information storage means for storing information of a plurality of users and a client. When a game request is received from the device, a game request response means for distinguishing the user who sent the game request as a game wait, and a player selection processing means for determining a combination of games between users distinguished as a game wait. A network game server device comprising, is provided.
【0013】
According to such a network game server device, when there is a game request from the client device, the game request response means distinguishes the user who has sent the game request as waiting for the game. Then, the player selection processing means determines the combination of games between the users who are distinguished as waiting for the game.
【0014】
Further, in order to solve the above problem, in a network game client device that plays a game via a communication network, a time when a game request should be output to a server device and a player request should be transmitted from the server device is specified. At the time specified by the player request means for receiving the player request transmission timing information and the player request transmission timing information, the player request is output to the server device, and the server device relates to the player. Provided is a network game client device comprising: a player requesting means for receiving information.
【0015】
According to such a network game client device, the game request means outputs the game request to the server device, and receives the player request transmission timing information from the server device. Then, at the time specified in the player request transmission timing information, the player request means outputs the player request to the server device and receives the information about the player from the server device.
【0016】
Further, in order to solve the above-mentioned problems, a plurality of users in a medium recording a player selection program for causing a computer to perform a player selection process for a user who wishes to play a game via a communication network. A user information storage means for storing the information of the above, a game request response means for distinguishing the user who sent the game request as a game wait when a game request is received from the client device, and a game between users distinguished as a game wait. As a player selection processing means for determining the combination of the above, a medium recording a player selection program for operating the computer is provided.
【0017】
If such a player selection program is executed by a computer, a user information storage means for storing information of a plurality of users and a user who has sent the game request when a game request is received from a client device are played. Each function of a game request response means for distinguishing as a wait and a player selection processing means for determining a combination of games between users distinguished as a wait for a game is realized by a computer.
【0018】
Further, in order to solve the above problem, a game request is made in a medium recording a player information acquisition program for causing a computer to acquire information of a player who wants to play a game via a communication network. Is output to the server device, and the time when the player request should be transmitted from the server device is the time specified in the player request transmission timing information of the game request means for receiving the specified player request transmission timing information. A medium is provided in which a player information acquisition program for operating a computer is recorded as a player request means for outputting the player request to the server device and receiving information about the player from the server device.
【0019】
If such a player information acquisition program is executed by a computer, a game request is output to a server device in a network game client device that plays a game via a communication network, and a player request is transmitted from the server device. At the time specified by the player request means for receiving the player request transmission timing information and the time specified by the player request transmission timing information, the player request is output to the server device and the player request is output. Each function of the player request means for receiving the information about the player from the server device is realized by the computer.
【0020】
BEST MODE FOR CARRYING OUT THE INVENTION
Hereinafter, embodiments of the present invention will be described with reference to the drawings. FIG. 1 is a principle configuration diagram of the network game system of the present invention. The server device 10 and the client device 20 according to the present invention are connected to each other via a network 31.
【0021】
The server device 10 includes a user information storage means 11, a player selection means 12, and a server-side synchronization control means 13. The user information storage means 11 stores information of a plurality of users.
【0022】
The player selection means 12 includes a game request response means 12a, a player selection processing means 12b, and a player request response means 12c. When the game request response means 12a receives the game request from the client device 20, it distinguishes the user who has sent the game request as waiting for the game, and also provides the player request transmission timing information that specifies the time when the player request should be transmitted. return. Here, the player request transmission timing information is the player request transmission waiting time at the time when the game request is received. The value is obtained by counting down the player request waiting time received from the server-side synchronization control means 13. When the player selection processing means 12b receives the player selection start command, the player selection processing means 12b determines the combination of games between the users who are distinguished as waiting for the game. When the player request response means 12c receives the player request from the client device 20, it extracts the player information of the user who sent the player request from the user information storage means 11 and uses it as a response to the player request. Return to client device 20.
【0023】
The server-side synchronization control means 13 outputs the player selection start command and the player request transmission waiting time to the player selection means 12 at a predetermined timing earlier than the time when the player request should be transmitted.
【0024】
The client device 20 includes a game requesting means 21, a player requesting means 22, a client-side synchronization control means 23, and a game means 24. The game request means 21 outputs the game request to the server device 10, and receives the player request transmission timing information from the server device 10.
【0025】
At the time specified in the player request transmission timing information, the player request means 22 outputs the player request to the server device 10 and receives the player partner information from the server device 10. The player request means 22 recognizes that the time specified in the player request transmission timing information has been reached by inputting the player request transmission command from the client-side synchronization control means 23.
【0026】
The game means 24 plays a game with the client device 32 of the game partner specified in the game partner information via the communication network. The clant-side synchronous control means 23 counts down the player request waiting time indicated by the player request transmission timing information received by the game request means 21, and when the player request transmission waiting time becomes 0, the player A player request transmission command is output to the request means 22.
【0027】
Using the network game system having such a configuration, a user who wishes to play a game inputs a game request transmission command to the game request means 21. Then, the game request means 21 outputs a game request to the server device 10. The game request is received by the player selection means 12 of the server device 10, and the player request transmission timing information is returned to the client device 20 by the game request response means 12a. The player request transmission timing information is sent to the client-side synchronization control means 23, and when the player request transmission time is reached, a player request transmission command is issued to the player request means 22. Then, the player request means 22 outputs the player request to the server device 10.
【0028】
On the other hand, in the server device 10, the server-side synchronization control means 13 outputs a player selection start command at a predetermined timing, and the player selection processing means 12b that receives the command outputs the player selection processing means 12b between the users who are distinguished as waiting for the game. The combination of games is decided.
【0029】
Then, when the player request is sent from the client device 20, the player request response means 12c extracts the player information of the user who sent the player request from the user information storage means 11 and sends the player request to the player request. Returned to the client device 20 as a response. The user of the client device 20 uses the game means 24 to play a game with the client device 32 of the player indicated in the player information.
【0030】
As a result, the user of the client device 20 can identify the opponent without selecting the opponent by himself / herself. Hereinafter, embodiments embodying the present invention will be described.
【0031】
FIG. 2 is a schematic configuration diagram of the entire network game system of the present invention. The network game system of the present invention can be divided into a server device 100 and a client device 200, 200a to 200f. These are connected by a network 40 such as a normal public network or a private network. The type of network 40 is not specified, but considering its popularity and ease of use, the following description will be based on the Internet.
【0032】
Normally, one server device 100 is sufficient, but in consideration of processing capacity, a plurality of server devices 100 may be installed for each subsystem device or for each divided user database (DB). There are as many client devices 200,200a to 200f as there are connected users. The user interface of the client devices 200,200a to 200f can be realized by a web browser. Various accesses to the server device 100 are possible by browsing the home page in the server device 100 with a web browser and operating on the home page.
【0033】
Communication between the server and client uses HTTP (Hyper Text Transfer Protocol) running on TCP / IP (Transmission Control Protocol / Internet Protocol) as the base protocol, and by overlaying the application protocol specified in this system on top. realizable. Of course, it is also possible to use protocols other than TCP / IP, such as OSI (Open System Interconnection).
【0034】
Table 1 shows the application protocols specified in this system.
【0035】
[table 1]
<img file="JPH1157215A_D0001.tif" />【0036】
This table shows the protocols used in the minimum configuration (basic configuration) that realizes the present invention, which are the game request and the player request. The game request and the player request are sent from the client devices 200, 200a to 200f to the server device 100, including necessary parameter information, and the server device 100 responds to the request.
【0037】
When the user wants to play a game, the game request is activated by clicking a predetermined button on the home page and is issued to the server device 100. The parameter information includes the user's identifier N, password P, and IP address A. Of course, the password P may be encrypted by a predetermined encryption method. The server device 100 that has received the game request authenticates it, and if it is a pair of a legitimate identifier and a password, it determines that it is a registered legitimate user. To a legitimate user, the client side responds as a result with the player request remaining time ta for which the player request should be issued next.
【0038】
The player request is automatically issued by the client devices 200, 200a to 200f to the server device 100. The parameter information includes the user identifier N and the password P. On the server device 100 side, the received player request is authenticated. Then, if the issuer of the player request is a legitimate user, the information Zm of the already selected player, the IP address Am of the player, the strength Rm of the player, and the remaining time tb of the game start are returned. ..
【0039】
FIG. 3 is a diagram showing the internal configuration of the server device. The network OS (Operating System) 110 is a device that operates TCP / IP, HTTP, and the protocols of this system shown in Table 1. As a result, communication with the client devices 200, 200a to 200f can be realized. The functions of network OS110 are usually implemented by firmware or software. Of course, it is assumed that the network interface card for transmitting and receiving physical signals is already incorporated in the server device 100 (the same applies to the client devices 200, 200a to 200f).
【0040】
The authentication unit 120 determines whether the accessing user is a user registered in this system. This can be realized by comparing (CP) the data of the user DB 130 with the user identifier Ni and the password Pi sent as parameters of the request protocol from the client devices 200, 200a to 200f. However, this function may utilize an authentication service using another authentication service, for example, X.500 (an international recommendation for directories defined by the ITU-T (International Telecommunication Union-Telecommunication Sector)). If the user is not a legitimate user, the authentication unit 120 sends an error message (Error) back to the client devices 200,200a to 200f. If you are a legitimate user, the request protocol sent will convey the request to the appropriate processing function unit.
【0041】
The user DB 130 stores the user data registered in advance. The contents of the data are shown in Table 2.
【0042】
[Table 2]
<img file="JPH1157215A_D0002.tif" />【0043】
The identifier N is the only code that identifies the user. This may be automatically assigned by the system at the time of user registration, or may be a mechanism determined by the user. Name Z1 is the real name of the user. Address Z2 indicates the place where the user actually lives. However, Z2 is an option, so it is not necessary. The password P is data required for authentication and is given by the user. Of course, you can change your password later. The face photograph Z3 is a photograph image of the user. This Z3 is also an option, so you don't have to. Address A is the IP address of the client device used by the user. Normally, on the Internet, the IP address often changes with each Internet access. Therefore, this field may be rewritten every time the user accesses this system. Strength R is a score indicating the strength of the game by the user. It is based on the application at the time of user registration. The state S is a state variable used by the system and takes a value of 0 or 1. In each case, 0 means not waiting for a game and 1 means waiting for a game. Player M is an identifier of the person the user is currently playing or will play next. In the player history L, the identifier of the opponent who played the game is entered during a certain period or a certain number of games in the past.
【0044】
When the player Ni requests a game, the player selection unit 140 records the address Ai and the state S = 1 in the item where the identifier N of the user DB 130 is "Ni". Then, the player request remaining time ta is responded to the client device of the user Ni. This operation is repeated every time a game request is sent from the user. Here, the player request remaining time ta is the time obtained by adding the time required for the selection process to the time until the next automatic selection process is started. Specifically, the reference time (automatic selection cycle "Tf" + predetermined time "Tg" equal to or longer than the time required for the player automatic selection process) sent from the synchronous control unit 150 at the same time as the automatic selection processing unit 141 is started is set. Counts down as the game progresses, and the value at the time when the game request is made is defined as the player request remaining time ta.
【0045】
Further, the player selection unit 140 has an automatic selection processing unit 141 that automatically selects a player. The function of the automatic selection processing unit 141 is activated by the synchronization control unit 150. The activated automatic selection processing unit 141 refers to the user DB 130, reads out the information of all the users waiting for the game S = 1, and selects the player by a predetermined algorithm. As a result, the identifier of the player and the state S = 0 are recorded in the game partner M and the game history L of all the items of the user N for which the player of the user DB 130 is selected. When there is a player request from user Ni, the player selection result is returned as a response. This response means that the information Zm of the opponent, the address Am, and the game start remaining time tb are sent to the client devices 200,200a to 200f. Here, the game start remaining time tb at the time when the player request is made counts down the reference time (time "Th" from the start of the automatic selection process to the start of the game) sent from the synchronization control unit 150 with the passage of time. It can be calculated by doing so and can be responded to when a player request is made.
【0046】
The synchronous control unit 150 transmits the timing of the player selection process to the player selection unit 140 at predetermined intervals, thereby activating the automatic selection process unit 141. Further, when the automatic selection processing unit 141 is activated, the synchronization control unit 150 transmits the reference value Tf + Tg of the player request remaining time ta to the player selection unit 140. Further, the synchronous control unit 150 also transmits the reference value Th of the remaining time tb until the start of the game to the player selection unit at the time when the automatic selection process is started.
【0047】
FIG. 4 is a diagram showing an internal configuration of the client device 200. The user interface 210 is in charge of inputting information from the user and displaying information to the user. Here, the details of the user interface 210 will be described by taking the case where the present invention is applied to a game of shogi as an example.
【0048】
FIG. 5 is a diagram showing an example of the user interface 210. The user interface 210 is provided with a game request button 211, and when the game request button 211 is clicked with the mouse, the game request instruction is transmitted to the game request unit 220. Below the game request button 211, there is a message display unit 212. Various messages to be notified to the user are displayed on the message display unit 212. For example, when an error message is returned by the response from the server device 100, the error message is displayed. To the left of the game request button 211, there is a gauge 213. The gauge 213 displays the waiting time until the start of the game. In the center of the screen, there is a shogi board display unit 214, which displays the state of the game. Above and below the shogi board display unit 214, there are player display units 215 and 216. The player display unit 215 on the upper side displays the name and strength of the opponent. On the contrary, the player display unit 216 on the lower side displays the user's own name and strength. The player display unit 215 can also display the address of the other party. In this case, the communication state with the opponent can be established based on the displayed address, and the game can be played. On the right side of the shogi board display unit 214, there are pieces display units 217 and 218, and the pieces of the opponent and the pieces of one's own are displayed, respectively.
【0049】
Returning to FIG. 4, when the game request unit 220 receives the game request from the user interface 210, it adds the user identifier Ni, the password Pi, and the address Ai as the game request protocol, and sends the game request to the server device 100. In response, if an Error message is returned, it will be displayed on the user interface 210. When the player request remaining time ta is returned as a normal response, the synchronization control unit 240 is notified of the player request remaining time ta.
【0050】
The player request unit 230 receives the player request timing from the synchronous control unit 240, and issues the player request protocol to the server device 100 there. When the player information Zm, the strength Rm of the opponent, the address Am of the player and the remaining time tb of the start of the game are returned from the server device 100, the player information Zm, the strength Rm of the opponent and the address Am are input to the user interface. It is passed to 210, and the game start remaining time tb is transmitted to the synchronization control unit 240.
【0051】
The synchronization control unit 240 is informed of the player request remaining time ta and the game start remaining time tb from the game request unit 220 and the player request unit 230, respectively, counts them down, and displays the message display unit of the user interface 210 as the remaining time. Display on 212 etc. Further, when the remaining time ta of the game request becomes 0, the player request unit 230 is notified to issue the player request to the server device 100.
【0052】
The game unit 250 plays a game with a specific partner (here, a user of the client device 200a) via a network. That is, the move taken by the other party is transmitted to the client device 200a of the other party, and the move taken by the other party is received. Then, the result of the move is reflected on the shogi board display unit 214. The game unit 250 may use any device as long as it can actually play a game by specifying the IP address of the other party.
【0053】
The network OS 260 is a device that operates TCP / IP, HTTP, and each protocol of this system, like the network OS 110 of the server device 100.
【0054】
In the network game system having the above configuration, the following processing is performed. Here, we focus on one client device 200 connected to the network. When a game request is issued from the client device 200 to the server device 100, the player request remaining time ta is returned from the server device 100. The client device 200 automatically issues a player request to the server device 100 when the remaining time ta of the player request elapses. The player automatic selection process is performed periodically, and when the player device 200 issues a player request, the player automatic selection process for the user waiting for the game has already been completed on the server device 100 side. .. The player information selected by this is returned from the server device 100 to the client device 200. At this time, the game start remaining time tb is also returned at the same time. The client device 200 starts a game with the selected player after the remaining time tb for starting the game has elapsed. Since the same processing is performed on the client device on the other side, the game can be started at the same time.
【0055】
By repeating these things, synchronization between the server client and the client can be realized. FIG. 6 is a diagram showing a synchronization status between the server device and the client device. The horizontal axis of this figure represents time. The figure shows the constants Tg, Th, Tf. Tg is more than the time required to complete the automatic player selection process. Th is the time from the start of the automatic selection process to the start of the game. Tf is the periodic time of the automatic selection process that is periodically repeated. These are predetermined. Using this constant, the player request remaining time ta and the game start remaining time tb at the time of the automatic selection process can be calculated as follows.
【0056】
[Number 1]
<img file="JPH1157215A_D0003.tif" />In order to explain the detailed operation of this system, the flowcharts of the operations of the server device 100 and the client device 200 are shown in FIGS. 7 to 16. Hereinafter, the contents of the processes shown in these flowcharts will be described along with the step numbers.
【0057】
FIG. 7 is a flowchart showing the synchronization control process in the server device. The synchronization control unit 150 performs all the processes shown in this flowchart.
[S1] The selection time is set periodically and repeatedly, and it is constantly monitored whether or not the selection time has come. When the selection time is reached, the process proceeds to step S2, and if the selection time is not reached, the process of step S1 is repeated.
[S2] The player request remaining time ta and the game start remaining time tb are obtained by the equation (1), and the player request remaining time ta and the game start remaining time tb are transmitted to the player selection unit 140.
[S3] Start the automatic selection process and return to step S1.
【0058】
As a result, the synchronization process of the server device 100 is performed. In addition, the network OS 110 and the authentication unit 120 perform reception processing.
【0059】
FIG. 8 is a flowchart showing the reception process of the server device.
[S11] The network OS110 constantly determines whether or not any signal is received. When the signal reception occurs, the process proceeds to step S12, and if no signal reception occurs, the process of step S11 is repeated.
[S12] The authentication unit 120 authenticates whether the sender of the signal is a legitimate user. This can be achieved by matching the pair of the user identifier and password in the user DB 130. If it is an unauthorized user, the process proceeds to step S13, and if it is a legitimate user, the process proceeds to step S14.
[S13] If the received signal is from an unauthorized user, the authentication unit 120 generates a notification that an error occurs, and proceeds to step S17.
[S14] The authentication unit 130 determines the type of received request if the received signal is from a legitimate user. If the request is a game request, the process proceeds to step S15, and if the request is a player request, the process proceeds to step S16.
[S15] The player selection unit 140 performs the selection preparation process and proceeds to step S17. The details of this process will be described later.
[S16] The player selection unit 140 processes the player request and proceeds to step S17. The details of this process will be described later.
[S17] When each process is completed, the result of the process is replied to the client device requested by the network OS 110 to prepare for the next reception.
【0060】
FIG. 9 is a flowchart showing a selection preparation subroutine. This is a process performed by the player selection unit 140 when a game request occurs.
[S21] Record the address of the requested user Ni and set the status to wait for the game (S 1).
[S22] Respond to user Ni with the remaining time ta requested by the player at that time. The actual packetization is performed by the network OS110 (hereinafter, all packetization is performed by the network OS110).
【0061】
FIG. 10 is a flowchart showing a player request subroutine. This is done by the player selection unit 140 when a player request occurs.
[S31] Read the requested user Ni's opponent Mi from the user DB130.
[S32] The requested user Ni is responded by adding the remaining game start time tb to the user information, strength, and address information when the read game partner Mi is used as the user identifier.
【0062】
FIG. 11 is a flowchart showing the automatic selection process. This is a process executed by the automatic selection function unit 141 when the synchronous control unit 150 activates the automatic selection function unit 141 of the player selection unit 140.
[S41] First, the user waiting for the game is read from the user DB130.
[S42] The selection routine is executed by a predetermined method, and the player Mi and the game history Li are written to the user DB 130 for each user Ni as a result.
【0063】
There are several possible selection routines, one of which is shown below. FIG. 12 is a flowchart showing the selection routine.
[S51] Set set S and set P are initialized (empty set), and the reference value Rx is initialized (set). The set S is a set of item numbers for which processing has been completed, and the set P is a set of item numbers that have been processed but not found by the other party.
【0064】
The reference value Rx is a value indicating a reference of the difference in strength that can be selected as a player. If the difference in strength between the two users falls within this range, we will select them as players. The variables used in this process will be explained using the table in Table 3.
【0065】
[Table 3]
<img file="JPH1157215A_D0004.tif" />【0066】
In the table of Table 3, the item numbers are numbers assigned from "1", and there are up to the number of users waiting for the game U. This item number will be used as a suffix below. That is, the user identifier of the item number "2" is "N2". The identifier N, strength R, player M, and player history L are the same as those used in the user DB130.
[S52] Initialize the value "i" of the selected item number to 0.
[S53] Add 1 to the value of "i".
[S54] Determine if "i" is included in the set S. If it is included in the set S, the user's opponent corresponding to the item number has already been determined, so the process returns to step S53. If it is not included in the set S, the process proceeds to step S55.
[S55] Initialize the value "k" of the item number to be compared to 0.
[S56] Add 1 to the value of "k".
[S57] Determine whether the user with item number "k" meets the basic conditions as a game partner. The basic condition is to first exclude yourself (i k). Then, the item numbers that have already been processed (those in the set S) and the users who have already played the game within a predetermined period or the number of games (those in the set Li) are excluded from the selection. If these conditions are met, the process proceeds to step S58. If the conditions are not met, the process proceeds to step S56.
[S58] Judge whether the difference in strength between the user with item number "i" and the user with item number "k" is greater than Rx (| Ri-Rk |> Rx). If the difference in strength is Rx or less, the process proceeds to step S59, and if the difference in strength is greater than Rx, the process proceeds to step S60.
[S59] The item number "i" and the item number "k" are included in the set S indicating processed. In addition, the identifier "Nk" of the item number "k" is registered in the player "Mi" of the item number "i", and the identifier "Ni" of the item number "i" is registered in the player "Mk" of the item number "k". Is registered. Furthermore, the identifier "Nk" of the item number "k" is registered in the player history "Li" of the item number "i", and the identifier of the item number "i" is registered in the player history "Lk" of the item number "k". Register "Ni". When these settings are completed, the process proceeds to step S62.
[S60] Judge whether the item number "k" being compared is equal to or greater than the maximum value "U" of the item number. If "k" is "U" or more, the process proceeds to step S61, otherwise the process returns to step S56.
[S61] Include the item number "i" in the set P. That is, a suitable player of the user with the item number "i" could not be found.
[S62] It is determined whether or not the selected item number "i" is equal to or greater than the maximum value "U" of the item number. If "i" is "U" or more, the process ends, otherwise the process returns to step S53.
【0067】
As a result, users whose strength difference is within Rx are selected for each user from item numbers "1" to "U". In addition, you may change the order of the users and select the combination with the smallest average of | Ri-Rk |. Further, Rx may be increased so that the set P becomes empty.
【0068】
The above is the processing performed by the server device 100. Next, the operation on the client device will be described. FIG. 13 is a flowchart showing the synchronization control process of the client device. This is a process performed by the synchronization control unit 240 in the client device 200.
[S71] It is constantly monitored whether the player request remaining time ta or the game start remaining time tb is input from the game request unit 220 or the player request unit 230, respectively. If there is an input, the process proceeds to step S72, and if there is no input, the process proceeds to step S73.
[S72] If the player request remaining time ta or the game start remaining time tb is input, that time is set as the initial value and the countdown is performed. In addition, the passage of time is displayed as a waiting time on the user interface 210.
[S73] Determine whether or not the player request remaining time ta is 0. If the player request remaining time ta is 0, the process proceeds to step S74, and if it is not 0, the process proceeds to step S75.
[S74] When the player request remaining time ta becomes 0, the player request unit 230 is instructed to issue the player request to the server device 100.
[S75] Judge whether the game start remaining time tb is 0 or not. If the game start remaining time tb is 0, the process proceeds to step S76, and if it is not 0, the process returns to step S71.
[S76] When the game start remaining time tb becomes 0, the game start is displayed on the user interface 210, and the process returns to step S71.
【0069】
As a result, the user starts the game by using the game unit 250 prepared separately. FIG. 14 is a flowchart showing the user input process. This process is performed in the user interface 210.
[S81] Monitor whether or not a game request has been input. In the basic configuration, the input button has only one game request button 211, so the input of this button will be monitored. When the game request button 211 is clicked, the process proceeds to step S82, and if the game request button 211 is not pressed, this step is repeated.
[S82] When the game request button 211 is clicked, the game request unit 220 is instructed to issue a game request.
【0070】
FIG. 15 is a flowchart showing a game request subroutine. This process is performed by the game request unit 220.
[S91] The user identifier Ni, password Pi, and address Ai are included in the game request protocol and sent to the server. Here, since the address is preset in the client device 200, it can be automatically detected and put on the protocol even if the user does not input it.
[S92] Wait until the response of the game request is returned.
[S93] When the response is returned, the player request remaining time ta is set in the synchronization control unit 240.
【0071】
FIG. 16 is a flowchart showing a player request subroutine. This process is performed by the player request unit 230.
[S101] Include the user identifier Ni and password Pi in the player request protocol, and issue it to the device 100 to the server.
[S102] Wait for the response result of the player request.
[S103] When a response is returned, the game start remaining time tb of the response is set in the synchronization control unit 240.
[S104] The user information, strength, and address included in the response are displayed on the user interface 210.
【0072】
The above is the operation of the client device. In this way, the server device 100 automatically determines the game partner of the user who wants to play the game, and can notify the client device used by the user of the information about the game partner. As a result, the user himself does not have to find the opponent.
【0073】
In addition, since the system synchronizes the player selection, the selection range of the player is expanded, and the user does not have to constantly monitor whether or not the selection result is obtained. Furthermore, since the system synchronizes the start of the game, it is not necessary for the players to communicate the timing of the start of the game. Of course, the user DB 130 includes the user's network address (a telephone number is also possible), and the information is notified to the opponent, so that the user does not have to check the contact information of the opponent himself.
【0074】
Next, a second embodiment in which various applied functions are added to the above basic configuration will be described. Here, Table 4 shows the protocols between the server and the client used in the second embodiment.
【0075】
[Table 4]
<img file="JPH1157215A_D0005.tif" />【0076】
In this embodiment, protocols are classified into "basic" and "advanced". The protocol used in the first embodiment is "basic", and the protocol newly defined for realizing this embodiment is "applied". The basic protocols are only player requests and player requests, but there are five types of applied protocols other than the basic ones.
【0077】
"Admission" is a protocol that a user first issues to a server device in order to enter this system. As a result, the server device returns the service menu provided by this system. As a result, only legitimate users can access the services of this system.
【0078】
"Exit" is a protocol for the user to exit the system. It is possible to enhance the security of the system by combining it with the entry protocol and allowing the user to access it only during the time period between entry and exit.
【0079】
"End" is a protocol that indicates that the game is over. This makes it possible for the server side to immediately use the result of this game to calculate the strength of the player.
【0080】
"Player re-request" is a protocol issued when the user wants to change the selected player. The server device returns the same result as in the case of the player request, but the value of the game start remaining time tc in this case is different from the game start remaining time tb in the case of the player request.
【0081】
"Display" is a protocol that can request display of user DB information. FIG. 17 is a diagram showing a configuration of a server device according to a second embodiment of the present invention. The server device 300 is connected to the client device 400 via a network.
【0082】
The network OS310 can recognize all the protocols in Table 4 above. Further, the authentication unit 320 is the same as that already described in the basic configuration (authentication unit 120 shown in FIG. 3).
【0083】
The visitor reception unit 330 receives the entry protocol from the client device 400, initializes the requested user Ni state (S = 0), and returns the service menu of this system to the client device 400. In the basic configuration shown in the first embodiment, even an unauthorized user can access only, but by using this function, only a legitimate user is allowed to access. As a result, the load on the server side can also be reduced.
【0084】
The exit reception unit 340 is used in pairs with the entrance reception unit 330. When the exit request comes, the user's status is initialized (S = 0) and the service menu is closed.
【0085】
In addition to the basic configuration functions, the player selection unit 350 has a function to find a player by using a spare player DB362 for a user whose opponent cannot be found in the user DB361, and a game. Includes the ability to handle re-requests. That is, there may be a time when the user wants to change the opponent. At this time, the user can issue a player re-request. Upon receiving this request, the player selection unit 350 selects a player from the preliminary player DB362 and responds to the user. The basic flow from receiving the protocol to processing it is the same as the player request. Details will be described in the flowchart.
【0086】
The user DB 361 stores the data of the user registered in advance as in the first embodiment. The contents of the data are as shown in Table 2. The preliminary player DB 362 is a user's DB that has been registered in advance and is waiting in preparation for a player re-request. The content of the data stored in the preliminary player DB362 is the same as that of the user DB361.
【0087】
When the game is over, the strength evaluation unit 370 calculates the strength of each player from the result of the game and the strength of the players according to predetermined rules, and each use of the user DB361 played. Rewrite the strength of the person. First, the player Mi of the user Ni who issued the termination is obtained from the user DB361, and the strengths of the user and the player are read from the user DB361. Based on these, the strength is recalculated and written to the user DB361 respectively.
【0088】
As an example of the rule for calculating the strength, there is a rating method used as a strength determination method in shogi. In this rating method, the score is calculated by the following formula, and the score is added to or subtracted from the original score of the winner or loser. (1) If the one with the higher score wins Goal score = 16- (Difference in points x 4%) (2) If the one with the lower score wins Goal score = 16+ (difference in points x 4%) In addition, when the one with the higher score wins, if the difference in points exceeds 400 points, the score will be a negative number, but in that case, the strength will not change. However, in the automatic player selection process, if the difference in strength is greater than or equal to a certain threshold value, the player will not be selected as an opponent. Therefore, if the threshold value is set to 400 or less, the difference in points will exceed 400 points. There is no such thing.
【0089】
The display information providing unit 380 has a function of responding to the information of the user DB 361 to the client device 400. However, the password cannot respond. It receives a display request item from the client device 400 and responds with the corresponding item.
【0090】
The synchronous control unit 390 has the same function as the configuration of the first embodiment. However, in the first embodiment, the automatic selection was performed periodically, but here, the cycle is changed according to the number of visitors, the number of people in the game, the number of people waiting for the game, etc., and the next player A mechanism for determining the cycle of the automatic selection process may be provided. Further, when the number of users waiting for the game is small, it is possible to extend the cycle by transmitting the game start remaining time tb to the client device again as a response to the player request.
【0091】
Next, the configuration of the client device corresponding to the server device will be described. FIG. 18 is a diagram showing a configuration of a client device according to a second embodiment. The network OS410 can send and receive all the protocols in Table 4 above.
【0092】
The user interface 420 inputs information from the user and displays information to the user. The user interface 420 is an extension of the functions of the user interface according to the first embodiment.
【0093】
FIG. 19 is a diagram showing an example of the extended user interface 420. Regarding the game request button 421, the message display unit 422, the gauge 423, the shogi board display unit 424, the player display unit 425,426, and the holding piece display unit 427,428 in the figure, the first embodiment shown in FIG. It is the same as the component of the same name in the user interface 210.
【0094】
As the input switches added in this embodiment, there are a player change button 420a, an end button 420b, and an exit button 420c. The player change button 420a is a button used when the player selected by the server device 300 is dissatisfied, and when the player change button 420a is pressed, a player re-request is issued. The end button 420b is a button to be clicked when the loss is recognized, and the end command is output when this button is clicked. The exit button 420c is a button to be clicked when the service of the server device 300 is terminated, and when this button is clicked, an exit command is output.
【0095】
As a display function, the remaining time display units 420d and 420e have been added. The remaining time display units 420d and 420e display the remaining amount of time held by each player in the game in which the time limit is set.
【0096】
The user interface of FIG. 19 shows a screen after the user has already entered the venue. Before entering, an entrance button (not shown) is provided. When the admission button is clicked, an admission request is output.
【0097】
Returning to FIG. 18, the admission request unit 430 transmits an admission request from the user interface 420 to the server device 300, and displays the response on the user interface 420. The admission request sent to the server device 300 includes the user identifier Ni and the password Pi.
【0098】
The game request unit 440 basically has the same function as the game request unit 220 (shown in FIG. 3) of the first embodiment. In addition to the functions of the player request unit 230 (shown in FIG. 3) shown in the first embodiment, the player request unit 450 plays the player address Am returned from the server device 300. There is a function to tell to department 401. Further, when the player change input is received as the player re-request, the player re-request is transmitted to the server device 300, and the response is waited for. When a response is received, the player information Zm and the strength Rm are displayed through the user interface 420, the address Am is transmitted to the game unit 401, and the game start remaining time tc is transmitted to the synchronization control unit 460.
【0099】
The player re-request is also transmitted to the game unit 401 at the same time, and can be transmitted to the game partner as a game refusal message. In addition to the functions in the basic configuration, the synchronous control unit 460 displays the remaining time tb and tc of the game start from the player request unit 450 as the waiting time until the game starts on the user interface 420, and also sets the start time. When it becomes, start the game part 401.
【0100】
When the end request unit 470 transmits the end information (declaration of intention to lose) from the user interface 420, the end request unit 470 transmits it to the server device 300 by the end protocol. Then, it waits for a response from the server device 300, and if it is processed normally, a message of the end of the game is displayed on the user interface 420.
【0101】
Of course, the above-mentioned completion information is also transmitted to the game section 401, and is also transmitted to the game partner by the game section 401. The exit request unit 480 performs processing for the user to exit from this system. The exit protocol is sent to the server device 300, and when a response is received, a processing completion message is displayed on the user interface 420.
【0102】
The display request unit 490 selects an information item that the user wants to know, reads the information from the server device, and displays the information. As the game unit 250 (shown in FIG. 3) shown in the first embodiment, the game unit 401 has a function of playing a game with the client device 400a of the game partner, as well as a client. It has a function to take in various information from the processing function unit in the device 400. When the IP address is received from the player request unit 450, it is possible to play with the player at that address. When the player interface 420 notifies the player re-request, it is notified to the other player as a game refusal. When the synchronization control unit 460 notifies the remaining game start times tb and tc, the games can be started mutually when the time comes. When the completion is notified, it is sent to the opponent so that the opponent can recognize the completion.
【0103】
The image embedding unit 402 is combined with the game unit 401 and the camera 50 so that when the move is transmitted to the opponent, the still image of oneself at the moment when the move is pointed is simultaneously transmitted. In addition, the side receiving the same image displays the still image on the screen together with the move. By doing this, the sense of presence of the game can be increased.
【0104】
FIG. 20 is a diagram showing a synchronization status of the server and client in the second embodiment. In this figure, the horizontal axis is the time axis. The difference from the first embodiment (shown in FIG. 6) is that the game start remaining time tc is determined according to the player re-request and is returned as a response to the player re-request. It is also possible to perform the player automatic selection process in a variable cycle instead of a predetermined cycle, and the situation is illustrated.
【0105】
The operation of this system will be explained together with the flowchart of the basic functions. The flowcharts of the characteristic processing functions of the server device 300 and the client device 400 of this system are shown in FIGS. 21 to 35.
【0106】
FIG. 21 is a flowchart of the synchronization control process in the server device. It may be the same as the synchronous processing of the first embodiment, but here, a flowchart in the case where the period is changed is shown. This process is performed by the synchronization control unit 390.
[S201] It is determined whether or not the selection time has come, and if it is the selection time, the process proceeds to step S202, and if it is not the selection time, this step is repeated. This constantly monitors whether the selection time has come.
[S202] When the selection time arrives, the cycle Tf is changed according to the current number of visitors. That is, the following formula [0107]
[Number 2]
<img file="JPH1157215A_D0006.tif" />Calculate the period Tf with. If the number of visitors is larger than usual, the Tf is short, and if the number of visitors is small, the Tf is long.
[S203] The following formula, [0108]
[Number 3]
<img file="JPH1157215A_D0007.tif" />To obtain ta and tb and transmit them to the player selection unit 350.
[S204] Start the automatic selection processing unit 351.
【0109】
The above is the synchronization process of the server device 300. Next, the reception process performed by the network OS 310 and the authentication unit 320 will be described.
【0110】
FIG. 22 is a flowchart showing the reception process in the server device.
[S211] The network OS310 determines whether or not it has been received, and if it receives various requests, it proceeds to step S212, and if it does not receive it, it repeats this process.
[S212] When some reception occurs, the authentication unit 320 authenticates whether or not it is a legitimate user. If it is a legitimate user, the process proceeds to step S214, and if it is an unauthorized user, the process proceeds to step S213.
[S213] If the authentication of the received request fails, the authentication unit 320 creates a message to the effect that an error occurs.
[S214] If the user is a legitimate user, the authentication unit 320 determines the type of the received request and executes each process.
[S215] In the case of an admission request, the admission reception unit 330 executes the admission reception process (details are shown in FIG. 23).
[S216] In the case of a termination request, the strength evaluation unit 370 executes termination processing (details are shown in FIG. 24).
[S217] In the case of an exit request, the exit reception unit 340 executes the exit process (details are shown in FIG. 25).
[S218] In the case of a game request, the player selection unit 350 executes the selection preparation process (details are the same as the process of the first embodiment shown in FIG. 9).
[S219] In the case of a player request, the player selection unit 350 executes the player request process (details are the same as the process of the first embodiment shown in FIG. 10).
[S220] In the case of a player reselection request, the player selection unit 350 matters the player reselection process (details are shown in FIG. 26).
[S221] In the case of a display request, the display information providing unit 380 acquires the requested data from the user DB361.
[S222] When the processing of steps S213 and steps S215 to S221 is completed, the device that has performed each processing responds to the requested client device with the processing result. The actual packetization is performed by the network OS310. After that, the process returns to step S211 to prepare for the next reception.
【0111】
FIG. 23 is a flowchart of the admission reception subroutine. This is a process performed by the visitor reception unit 330 when an admission request occurs.
[S231] Initialize the requested user Ni status (S 0).
[S232] Respond to user Ni for the service menu of this system. Specifically, the service menu includes a game request, a player change, and an exit.
【0112】
FIG. 24 is a flowchart of the end subroutine. This is done by the strength evaluation unit 370 when a termination request occurs.
[S241] Calculate the strength of user Ni and his player Mi who requested termination based on the result of victory or defeat and the original strength. This calculation method is as described above.
[S242] Record the calculated result in the user DB361. Then, the processing completion is replied to the user Ni, and this processing is terminated.
【0113】
FIG. 25 is a flowchart of the exit subroutine. This is done at the exit reception unit 340 when an exit request occurs.
[S251] Change the status of the user who requested to leave (S 0).
[S252] Respond the exit consent to user Ni and complete the process.
【0114】
FIG. 26 is a flowchart of the player reselection subroutine. This is done by the player selection unit 350 when a player re-request occurs.
[S261] The player M and the game history L in the items of the user DB361 of the requesting user Ni and the user Nm selected as the game partner are returned to the state before this automatic selection process.
[S262] In order to reselect the player of the requesting user Ni, the preliminary player DB362 is selected (details of this process are shown in FIG. 28).
[S263] When the selection is completed, the player information, strength and address of the selected player, and the remaining time tc of the game start are returned to the user Ni. Then, the player item Mi of the user DB361 and the player identifier Nm selected in the player history Li are recorded. Of course, the player identifier Ni may be recorded in the corresponding item of the preliminary player DB362.
【0115】
FIG. 27 is a flowchart of the automatic selection process.
[S271] Read the user waiting for the game (S = 1) from the user DB361.
[S272] Execute the selection routine (shown in Figure 12).
[S273] If the set P is an empty set, that is, if the opponent can be selected for all the users waiting for the game, the process ends. If not, the process proceeds to step S274.
[S274] Execute the second selection routine (shown in FIG. 28) to find the player from the preliminary player DB362.
【0116】
FIG. 28 is a flowchart of the second selection routine.
[S281] Initialize (set) Rx. Rx is the reference value for the difference in strength. If the difference in strength between the two users falls within this range, we will select them as players.
【0117】
The variable k used in this process is a number assigned from 1, and exists up to the number of registrants V of the preliminary player DB362. N, R, M, and L have the same meaning as the symbols used in the user DB361.
【0118】
Ni, Ri, Mi, and Li are the information of the user who is re-requesting the player, and are fixed here. That is, this process is a process of finding a player of one user Ni from the preliminary player DB362.
[S282] Set the value of the variable k to 0.
[S283] Add 1 to the value of the variable k.
[S284] It is determined whether or not Nk is included in the set Li, and if it is included, the process proceeds to step S285, and if it is not included, the process returns to step S283.
[S285] Judge whether the difference in strength between the user with item number "i" and the user with item number "k" is greater than Rx (| Ri-Rk |> Rx). If the difference in strength is Rx or less, the process proceeds to step S286, and if the difference in strength is greater than Rx, the process proceeds to step S287.
[S286] The identifier "Nk" of the item number "k" is registered in the player "Mi" of the item number "i", and the identifier "i" of the item number "i" is registered in the player "Mk" of the item number "k". Register "Ni". In addition, the identifier "Nk" of the item number "k" is registered in the player history "Li" of the item number "i", and the identifier of the item number "i" is registered in the player history "Lk" of the item number "k". Register "Ni". When these settings are complete, exit this subroutine.
[S287] Judge whether the value of the variable k is equal to or greater than the number of registrants V. If it is V or more, the process proceeds to step S288, and if it is less than V, the process returns to step S283.
[S288] Add α (a preset value smaller than Rx) to the value of Rx, and proceed to step S283 as a new value of Rx.
【0119】
As a result, from the preliminary player Nk of numbers 1 to V, the preliminary player whose strength difference from the user Ni is within Rx is selected. Here, users who have already played games within a predetermined period or the number of games (those in the set Li) are excluded from the selection.
【0120】
The above processing may be performed by changing the order of the preliminary players and selecting the combination with the smallest | Ri-Rk |. Next, the operation on the client device 400 will be described.
【0121】
FIG. 29 is a flowchart of the synchronous control process. This process is performed by the synchronization control unit 460.
[S301] It is constantly monitored whether the player request remaining time ta or the game start remaining time tb, tc is input from the game request unit 440 or the player request unit 450. If there is an input, the process proceeds to step S302, and if there is no input, the process proceeds to step S303.
[S302] If there is an input, set the time and count down. In addition, the passage of time is displayed as a waiting time on the user interface 420.
[S303] It is determined whether or not the player request remaining time ta is 0, and if the player request remaining time ta is 0, the process proceeds to step S304. If not, the process proceeds to step S305.
[S304] Instruct the player request unit 450 to issue a player request to the server device 300 (the details of this process are the same as the process of the first embodiment shown in FIG. 16).
[S305] It is determined whether or not the game start remaining time tb is 0, and if the game start remaining time tb is 0, the process proceeds to step S306. If not, the process returns to step S301.
[S306] When the game start remaining time tb becomes 0, the game unit 401 is started. As a result, the players can be synchronized without contacting each other and the game can be started.
【0122】
FIG. 30 is a flowchart of user input processing on the client.
[S311] User interface 420 monitors for input from the user. If there is an input, the process proceeds to step S312, and if there is no input, the monitoring process is continued.
[S312] When there is a user input, the user interface 420 determines the type of the request and transmits it to the device that executes the process accordingly.
[S313] In the case of an admission request, the admission request unit 430 performs admission processing (details are shown in FIG. 31).
[S314] In the case of an end request, the end request unit 470 performs end processing (details are shown in FIG. 32).
[S315] In the case of an exit request, the exit request unit 480 performs the exit process (details are shown in FIG. 33).
[S316] In the case of a game request, the game request unit 440 performs the game request processing (details are the same as the processing of the first embodiment shown in FIG. 15).
[S317] In the case of player re-request, the player request unit 450 performs player re-request processing (details are shown in FIG. 35).
[S318] In the case of a display request, the display request unit 490 acquires the necessary data from the server device 300 and displays it on the screen of the user interface 420.
【0123】
When any of the above steps S313 to S318 is completed, the process returns to step S311. FIG. 31 is a flowchart of the entrance subroutine.
[S321] Ni and Pi are sent as parameters to the server device using the admission request protocol.
[S322] Wait for the response from the server device 300.
[S323] Display the response result from the server device 300.
【0124】
FIG. 32 is a flowchart of the end subroutine. This is done when the user clicks the exit button 420b.
[S331] Notify the game unit 401 of the completion so that the opponent can recognize the completion.
[S332] The termination request protocol is used to send Ni and Pi as parameters to the server device 300.
[S333] Wait for the response of the server device 300.
[S334] Display the response result from the server device 300.
【0125】
FIG. 33 is a flowchart of the exit subroutine.
[S341] Ni and Pi are sent as parameters to the server device 300 using the exit processing protocol.
[S342] Wait for the response of the server device 300.
[S343] Display the response result from the server device 300.
【0126】
FIG. 34 is a flowchart of the player request subroutine. This is activated from the synchronization control unit 460 when the player request remaining time ta is counted down to 0, and is executed by the player request unit 450.
[S351] Issued to the server device 300 including the user identifier Ni and the password Pi on the player request protocol.
[S352] Wait for the response of the server device 300.
[S353] When a response is returned from the server device 300, the game start remaining time tb of the response is set in the synchronization control unit 460.
[S354] The player information and strength included in the response are displayed on the user interface 420.
[S355] Set the address of the opponent to the game unit 401.
【0127】
FIG. 35 is a flowchart of the player re-request subroutine. This is done by clicking the player change button 420a on the user interface 420.
[S361] Issued to the server including the user identifier Ni and password Pi on the player re-request protocol.
[S362] Wait for the response of the server device 300.
[S363] When a response is returned from the server device 300, the game start remaining time tc of the response is set in the synchronization control unit 460.
[S364] The player information and strength included in the response are displayed on the user interface 420.
[S365] Set the address of the opponent to the game unit 401.
【0128】
As described above, in the present embodiment, when the player cannot be selected or the user wishes to change the player, the spare player can be introduced by preparing the spare player DB. It is possible.
【0129】
In addition, since the strength of the user is always calculated according to the result of the game, it is possible to select an appropriate opponent for each game. In addition, the system entry and exit mechanisms improve system security, and at the same time, the waiting time for player selection can be changed according to the access status to the system, so that the game can always be started with the shortest waiting time. become.
【0130】
In addition, by integrating this system with the device (game part) that the user uses for the game, the user does not have to enter the address of the player, and the user does not have to manually start the game. However, the game section 401 can be started automatically.
【0131】
Furthermore, when playing a game, the still image of the opponent can be seen, which increases the sense of presence of the game. As described above, the game unit 401 of the client device 400 here plays a peer-to-peer game between the client and the client. It is also possible to perform this in the form of a server client via the server device 300. By doing so, the process of the game can be easily understood on the server, and the log can be easily taken.
【0132】
In addition, although a database is used here as a means for searching and accumulating information of users, this can also be realized by using a normal file system. Further, although the player re-request is used here for changing the player, it is also possible to use it as a request for playing with a preliminary player.
【0133】
Further, here, the server device notifies the combination information by a method of waiting for the request of the player request of the client device and responding the combination information of the player to the client device. However, the combination information of the player is displayed on the homepage. May be displayed and the user may provide the combination information by viewing the homepage. Alternatively, it is also possible to transmit the combination information from the server device to the client device without waiting for the request of the player request. Alternatively, it can be transmitted through a medium such as e-mail.
【0134】
Further, although the embodiment is shown here only for a game for two players, the present invention is not limited to the game for two players. In order to select a game with three or more players, such as mahjong, the selection routine of the automatic selection process is repeated three times for one user, and three players are selected by selecting mahjong. It is possible to have four members.
【0135】
Of course, the network used here can be either wireless or wired. The present invention can be realized by describing the processing contents of the server device and the client device in a computer program and causing the computer to execute the program. In that case, the program records on a computer-readable recording medium. Computer-readable recording media include magnetic recording devices, semiconductor memories, and the like. When distributing the program in the market, the program is stored and distributed in a portable recording medium such as a CD-ROM or a floppy diskette, or stored in the storage device of a computer connected via a network and stored in a storage device of a computer connected via a network. You can also transfer it to your computer. When executing on a computer, the program is stored in a hard disk device or the like in the computer, loaded into the main memory, and executed.
【0136】
[Effect of the invention]
As described above, in the network game system of the present invention, since the player selection means in the server device automatically selects the opponent to play, it is not necessary for the user to select the opponent himself, which is convenient. Is improved.
【0137】
Further, in the network game server device of the present invention, the user who outputs the game request is distinguished as the game waiting, and the combination of the games between the users waiting for the game is determined. Therefore, the user himself selects the game partner. The work of doing this becomes unnecessary, and convenience is improved.
【0138】
Further, in the network game client device of the present invention, the player request timing information is acquired from the server device, and the player request is transmitted at the time specified by the information. Therefore, the user who desires the game can play the game. Information about the person can be obtained automatically.
【0139】
Further, in the medium in which the player selection program of the present invention is recorded, if the recorded program is executed by a computer, the user who outputs the game request is distinguished as waiting for the game, and the user waiting for the game can play the game. The computer can be provided with a processing function for determining the combination, and the computer can be made to perform the automatic selection process of the player.
【0140】
Further, in the medium on which the player information acquisition program of the present invention is recorded, if the recorded program is executed by a computer, the player request timing information is acquired from the server device, and the player is at the time specified by the information. The computer can be provided with a processing function for sending a request, and the computer can be made to perform a process of automatically acquiring information about a player.
[Simple explanation of drawings]
[Figure 1]
It is a principle block diagram of the network game system of this invention.
[Figure 2]
It is a schematic block diagram of the whole network game system of this invention.
[Fig. 3]
It is a figure which shows the internal structure of a server device.
[Fig. 4]
It is a figure which shows the internal structure of a client apparatus.
[Fig. 5]
It is a figure which shows the example of a user interface.
[Fig. 6]
It is a figure which shows the synchronization status of a server device and a client device.
[Fig. 7]
It is a flowchart which shows the synchronization control processing in a server apparatus.
[Fig. 8]
It is a flowchart which shows the reception process of a server device.
[Fig. 9]
It is a flowchart which shows the selection preparation subroutine.
[Fig. 10]
It is a flowchart which shows the player request subroutine.
[Fig. 11]
It is a flowchart which shows the automatic selection process.
[Fig. 12]
It is a flowchart which shows the selection routine.
[Fig. 13]
It is a flowchart which shows the synchronization control processing of a client device.
[Fig. 14]
It is a flowchart which shows the user input process.
[Fig. 15]
It is a flowchart which shows the game request subroutine.
[Fig. 16]
It is a flowchart which shows the player request subroutine.
[Fig. 17]
It is a figure which shows the structure of the server apparatus of the 2nd Embodiment of this invention.
[Fig. 18]
It is a figure which shows the structure of the client apparatus of 2nd Embodiment.
[Fig. 19]
It is a figure which shows the example of the extended user interface.
[Fig. 20]
It is a figure which shows the synchronization state of the server client in 2nd Embodiment.
[Fig. 21]
It is a flowchart of synchronization control processing in a server device.
[Fig. 22]
It is a flowchart which shows the reception process in a server apparatus.
[Fig. 23]
It is a flowchart of an admission reception subroutine.
[Fig. 24]
It is a flowchart of the end subroutine.
[Fig. 25]
It is a flowchart of the exit subroutine.
[Fig. 26]
It is a flowchart of a player reselection subroutine.
[Fig. 27]
It is a flowchart of an automatic selection process.
[Fig. 28]
It is a flowchart of the second selection routine.
[Fig. 29]
It is a flowchart of a synchronous control process.
[Fig. 30]
It is a flowchart of user input processing in a client.
[Fig. 31]
It is a flowchart of an entrance subroutine.
[Fig. 32]
It is a flowchart of the end subroutine.
[Fig. 33]
It is a flowchart of the exit subroutine.
[Fig. 34]
It is a flowchart of a player request subroutine.
[Fig. 35]
It is a flowchart of a player re-request subroutine.
[Explanation of symbols]
10 Server device 11 User information storage means 12 Player selection means 13 Server-side synchronization control means 20 Client device 21 Game request means 22 Player request means 23 Client-side synchronization control means 24 Game means 31 network 32 Client device
43 sheets
Sheet 1 Sheet 2 Sheet 3 Sheet 4 Sheet 5 Sheet 6 Sheet 7 Sheet 8 Sheet 9 Sheet 10 Sheet 11 Sheet 12 Sheet 13 Sheet 14 Sheet 15 Sheet 16 Sheet 17 Sheet 18 Sheet 19 Sheet 20 Sheet 21 Sheet 22 Sheet 23 Sheet 24 Sheet 25 Sheet 26 Sheet 27 Sheet 28 Sheet 29 Sheet 30 Sheet 31 Sheet 32 Sheet 33 Sheet 34 Sheet 35 Sheet 36 Sheet 37 Sheet 38 Sheet 39 Sheet 40 Sheet 41 Sheet 42 Sheet 43
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| Document | Relation | Office | Cited during |
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| US8353773B2 | Cited by | United States of America | Applicant |
| KR100477714B1 | Cited by | Republic of Korea | Examiner |
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| WO2004104848A1 | Cited by | World Intellectual Property Organization (WIPO) | International search |
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2 members in 2 offices
Priority claims2
| Document | Office | Kind | Date |
|---|---|---|---|
| 22365297 | Japan | A | |
| JP19970223652 | – | – | – |
Members2
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| JPH1157215AThis record | Japan | A | |
| US6203433B1 | United States of America | B1 |
Numbers
- Publication
- 11-57215
- Publication, DOCDB
- H1157215
- Publication, EPODOC
- JPH1157215
- Application
- 9223652
- Application, DOCDB
- 22365297
- Application, EPODOC
- JP19970223652
Titles2
- Japanese
- 【発明の名称】ネットワークゲームシステム、ネットワークゲームサーバ装置、ネットワークゲームクライアント装置、対局者選定プログラムを記録した媒体及び対局者情報取得プログラムを記録した媒体
- English
- [Title of the Invention] A network game system, a network game server device, a network game client device, a medium on which a player selection program is recorded, and a medium on which a player information acquisition program is recorded.
Classification
- CPC, 10
- H04L9/40
- A63F13/12
- A63F2300/402
- A63F2300/5546
- A63F2300/5566
- H04L67/131
- A63F13/30
- A63F13/795
- A63F13/35
- A63F13/31
- IPC, 5
- A63F13 33
- A63F13 35
- A63F13 795
- G06F19 00
- H04L29 06