Recording medium and dart game system
By introducing a server and dartboard device into the dart game system, the system automatically determines the location of the dart's hit, solving the problem of difficulty in determining the winner when throwing at the bullseye. This enables real-time and accurate judgment of the winner and enhances the sense of presence.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- SEGA CORP
- Filing Date
- 2018-07-25
- Publication Date
- 2026-06-23
AI Technical Summary
In darts, current technology makes it difficult to mechanically determine the winner of a shot, especially when players' darts are close together, making it difficult for spectators and remote opponents to confirm the outcome and lacking a sense of presence.
By introducing a server and dartboard device into the dart game system, the system can obtain and determine the location information of the darts' hits. The computer program can then automatically determine which dart is closer to the center of the dartboard and display a CG image to confirm the winner.
It allows spectators and remote players to instantly confirm the winner of the bullseye throw, improving the game's immersive experience and the accuracy of judgment.
Smart Images

Figure CN110709667B_ABST
Abstract
Description
[0001] Cross-reference to related applications
[0002] This application is based on Japanese Application No. 2017-145426, filed on July 27, 2017, the contents of which are incorporated herein by reference. Technical Field
[0003] This invention relates to a recording medium and a darts game system, the recording medium storing a program executable by a computer. Background Technology
[0004] In a darts game system, when a player throws a dart toward the target, the area (segment) hit by the dart is detected and a score is awarded based on the detected segment (e.g., Patent Document 1).
[0005] Typically, in a darts game, the target is the bullseye (corkin). g The game's first-strike order is determined by a dart. "Shooting the bullseye" refers to the rule where each player throws a dart once before the game begins, and the player whose dart lands closer to the center of the bullseye gains the first-strike advantage.
[0006] Existing technical documents
[0007] Patent documents
[0008] Patent Document 1: Japanese Patent Application Publication No. 2014-95508 Summary of the Invention
[0009] Previously, determining who went first in a bullseye throw was based on visual confirmation of the dart's landing point by the player or referee. However, when the two players' darts landed in almost identical positions, spectators who couldn't get close enough to observe the target struggled to determine the winner and had to rely solely on the player's or referee's judgment. Furthermore, in online remote matches, the inability to immediately see where the opponent's dart hit not only made it difficult to predict the outcome but also lacked a sense of immediacy.
[0010] Therefore, the purpose of this invention is to mechanically determine the winner of a dart game by hitting the bullseye, so that not only the players and referees, but also the audience can immediately confirm the winner.
[0011] The program of this invention enables the computer running the darts game to function as the following components:
[0012] The hit position acquisition unit acquires the position information of the front ends of the first and second darts that hit the target; and
[0013] The judgment unit determines, based on the acquired position information of the front ends of the first and second darts, which determines which dart will hit a position closer to the center of the target.
[0014] The darts game system of the present invention comprises: a server for executing the darts game; and
[0015] The dartboard device detects the position information of the tips of the first and second darts that hit the target and sends this information to the server.
[0016] The server has the following features:
[0017] The location acquisition unit that acquires the location information; and
[0018] The judgment unit determines, based on the acquired position information of the front ends of the first and second darts, which determines which dart will hit a position closer to the center of the target.
[0019] Invention Effects
[0020] According to the present invention, the winner of a dart game can be mechanically determined so that not only the players and referees, but also the audience can immediately confirm the winner. Attached Figure Description
[0021] Figure 1 This is a block diagram illustrating the structure of a darts game system 1 according to an embodiment of the present invention.
[0022] Figure 2 This is a block diagram illustrating the structure of server 10 according to an embodiment of the present invention.
[0023] Figure 3 This is a schematic diagram of the structure of the dartboard device 20 according to an embodiment of the present invention.
[0024] Figure 4 This is a diagram illustrating the battle method of a darts game according to an embodiment of the present invention.
[0025] Figure 5 This is a sequence diagram of the bullseye throwing process according to an embodiment of the present invention.
[0026] Figure 6 This is a diagram of a screen displayed on a display 30, which is an example of an embodiment of the present invention.
[0027] Figure 7 This is a diagram of a screen displayed on a display 30, which is an example of an embodiment of the present invention.
[0028] Figure 8 This is a sequence diagram of the game flow according to an embodiment of the present invention. Detailed Implementation
[0029] Next, the methods for carrying out the present invention will be described in detail with reference to the accompanying drawings.
[0030] Implementation
[0031] Figure 1 This is a block diagram illustrating the structure of a darts game system 1 according to an embodiment of the present invention. Figure 1 As shown, the dart game system 1 includes a server (computer) 10, a dartboard device 20, a display 30, and a camera system 40. The server 10 is connected to the dartboard device 20, the display 30, and the camera system 40 via a communication network N. The communication network N can be, for example, any one of the following: the Internet, LAN, leased line, telephone line, corporate intranet, mobile communication network, Bluetooth (registered trademark), WiFi (Wireless Fidelity), other communication lines, or combinations thereof, whether wired or wireless.
[0032] In this implementation, players can battle each other remotely. Figure 1 In the example, only a dartboard device 20, a display 30, and a camera system 40 are shown. However, in the case of playing against a remote player, the remote dartboard device 20, the display 30, and the camera system 40 are also connected to the server 10 via the communication network N.
[0033] Figure 2 This is a block diagram representing the structure of server 10. Server 10 obtains information about the positions where the darts thrown by each player hit the target from dartboard device 20 and manages the score of each player. Server 10 is a general-purpose computer, which can be composed of a single computer or multiple computers distributed across a communication network N.
[0034] like Figure 2 As shown, the server 10 includes a control device 11 and an external storage device 12. The control device 11 includes a CPU, ROM and RAM, and other memories, as well as input interfaces, output interfaces, communication interfaces, and buses connecting them. The control device 11 performs various functions by having the CPU execute programs stored in ROM and the like. Among the functional modules implemented by the control device 11 are a hit location acquisition unit 111, a judgment unit 112, an image display unit 113, and a score management unit 114.
[0035] External storage device 12, such as a hard disk drive, is equipped with a game information storage unit 121. The game information storage unit 121 stores information about the game's progress, including scores of each player participating in the darts game. The game information also includes scores from players competing remotely.
[0036] Figure 3 This is a schematic diagram of the structure of the dartboard device 20. (For example...) Figure 3As shown, the dartboard device 20 includes a housing portion 21 and a control portion 22. A circular target area 211, which serves as a target for darts, is provided on the front surface of the housing portion 21. Multiple sections 212 are defined within the target area 211, which are divided along the radial direction and the circumferential direction.
[0037] The target area 211 is formed of a resin material such as plastic and has many holes on its surface. A pressure sensor or similar sensor is provided on the back of the target area 211. When a player throws a dart towards the target area 211 and the tip of the dart pierces any hole, the sensor detects the physical displacement caused by the dart's impact and outputs a specific detection signal to the control unit 22 for the area pierced by the dart's tip. Alternatively, a position detection sensor such as a light sensor can be used to detect a more accurate hit point within the target area. In the case of a dartboard device 20 without surface holes and a back-side sensor in the target area 211, the position pierced by the dart's tip can be detected using a position detection sensor such as a light sensor.
[0038] The control unit 22 includes a CPU, ROM and RAM, input interfaces, output interfaces, communication interfaces, and buses connecting them. The control unit 22 performs various functions by having the CPU execute programs stored in the ROM, etc. Based on detection signals output from sensors on the back of the target area 211, the control unit 22 calculates the position information of the dart's impact point and sends it to the server 10.
[0039] Furthermore, the location information of the dart's impact point can be either specific information about the section struck by the tip of the dart, as described above, or more precisely, specific information about the exact location struck by the tip of the dart. Additionally, if the surface of the target area 211 has holes, the information can be set to specify the location of the hole the dart entered or the location of the hole closest to the point where the tip of the dart struck.
[0040] The display 30 is a display device such as an LCD screen positioned above the dartboard device 20, or in a location easily visible from the player's or spectator's perspective. It displays images related to the game's progress supplied by the server 10. Specifically, it displays real-time footage of the player throwing the darts. Additionally, it displays a CG (computer graphics) image recreating the moment the dart strikes, and a CG image of the target area 211 displayed to show spectators where the dart struck.
[0041] The camera system 40 is configured to capture images of players throwing darts. The camera system 40 then sends the captured images to the server 10.
[0042] Next, the progress of the darts game based on darts game system 1 will be explained. Here, as... Figure 4 The following example illustrates a remote dartboard battle between player A and player B in different venues (venue 1 and venue 2). Player A throws at dartboard device 20A in venue 1, while player B throws at dartboard device 20B in venue 2. Furthermore, the process remains the same when the same dartboard device 20 is used in the same venue.
[0043] (Bullet shot judgment)
[0044] Before the actual battle begins, a bullseye test is conducted to determine who attacks first. Figure 5 This is a sequence diagram of the bullseye throwing process.
[0045] First, when player A starts throwing his dart A from the throwing position (throwing line) toward the dartboard device 20A, the camera system 40A captures the image of player A throwing and sends it to the server 10 in real time (step S101).
[0046] The image display unit 113 of server 10 enables the monitors 30A and 30B of the two venues to display the live video of contestant A received from the camera system 40A in real time (step S102).
[0047] When the thrown dart A hits the target area 211, the location information of the hit position of dart A is sent from the dartboard device 20A to the server 10 (step S103). The location information can be specific information about the segment containing the position hit by dart A, or it can be more precise information about the specific position hit by dart A.
[0048] The hit position acquisition unit 111 of server 10 acquires the position information of the hit position of dart A from dartboard device 20A (step S104). Next, the image display unit 113 of server 10 displays a CG image representing the hit position of dart A on displays 30A and 30B based on the acquired position information (step S105).
[0049] Figure 6These are illustrations of the images displayed on displays 30A and 30B. As shown, a CG image representing the target area 211 of the dartboard device 20 is displayed in the central display area P1, and an image of player A received from the camera system 40A is displayed in the adjacent display area P2. In display area P1, for example, at the moment when player A's dart A penetrates the target area 211, a CG image recreating the scene of dart A penetrating the target area 211 is displayed, followed by a CG image showing the dart's impact point. The CG image display adjusts the position or zoom of the virtual camera according to the impact point of dart A to clearly show the impact point. In display area P2, a real-time dynamic image of player A is displayed from the start of the throw until dart A penetrates the target area 211. After dart A strikes the target area 211 and a CG image of dart A is displayed in display area P1, a static image of player A who has finished throwing can also be displayed in display area P2.
[0050] Next, when player B begins to throw his dart B towards the dartboard device 20B, the camera system 40B captures the image of player B throwing the dart and sends it to the server 10 in real time (step S106).
[0051] The image display unit 113 of server 10 enables the monitors 30A and 30B of the two venues to display the live video of contestant B received from the camera system 40B in real time (step S107).
[0052] When the thrown dart B hits the target area 211, the location information of the hit position of dart B (specific information for the segment containing the position hit by dart B, or specific information for the position hit by dart B) is sent from the dartboard device 20B to the server 10 (step S108).
[0053] The hit position acquisition unit 111 of server 10 acquires the position information of the hit position of dart B from dartboard device 20B (step S109). Next, the image display unit 113 of server 10 displays CG images representing the hit positions of dart A and dart B on displays 30A and 30B based on the acquired position information (step S110).
[0054] Figure 7This is an example of the images displayed on displays 30A and 30B. As shown, a CG image representing the target area 211 of the dartboard device 20 is displayed in the central display area P1, and images of player A and player B received from the camera systems 40A and 40B are displayed in the display areas P2 and P3 on either side. In display area P1, for example, at the moment when player B's dart B penetrates the target area 211, a CG image recreating the scene of dart B penetrating the target area 211 is displayed, followed by images showing the locations where darts A and B penetrated.
[0055] In addition, such as Figure 7 As shown, the CG image displayed in display area P1 has its virtual camera position adjusted or zoomed to clearly show the respective impact points of darts A and B. Specifically, the virtual camera position is adjusted so that the two darts do not overlap on the screen, and the area hit by the darts is magnified to clearly show the difference in position between the tips of the darts. Within display area P2, as described above... Figure 6 As described, a dynamic image of player A is displayed from the start of their throw until the dart penetrates the target, and a static image of player A is displayed after the throw ends. When player A's throw ends, a real-time dynamic image of player B, who has already begun throwing, is displayed in display area P3. After player B's dart B hits the target area 211 and a CG image is displayed in display area P1, a static image of player B is displayed in display area P3. Additionally, the distance of each player's hit point from the center of target area 211 can be displayed below the images of players A and B.
[0056] Next, the judgment unit 112 of the server 10 determines, based on the position information of the hit positions of darts A and B obtained from the dartboard devices 20A and 20B respectively, which indicates that the dart hit a position closer to the center of the target area 211 (step S111). Specifically, the dart is determined to be the one whose distance from the center of the target area 211 to the position where the tip of the dart hits is shorter. Furthermore, if specific information about the segment containing the position hit by the dart is obtained as position information, the dart is determined to hit a segment closer to the center of the target area 211.
[0057] The image display unit 113 of server 10 causes displays 30A and 30B to show information about the player (winner) who threw a dart that was judged to be closer to the center of the target area 211 (step S112). For example, it is also possible to... Figure 7The text "WIN" is displayed below the image of the winning player in display areas P2 and P3. Alternatively, the winning player's image can be displayed brighter while the losing player's image is displayed darker, or a demonstration can be shown in display area P1 where the winner's dart lights up. In subsequent games, the player who wins by hitting the bullseye goes first.
[0058] Furthermore, if the winner is not determined by the first throw (resulting in a tie), the two players throw again (a re-throw) to determine the winner. A tie can be determined by the judgment unit 112, which specifies the position of the hole in the target area 211 closest to the hit positions of darts A and B, based on the position information of the hit positions of darts A and B, and determines a tie if the hole is the same. Alternatively, a tie can be determined if the difference (distance) between the hit positions of darts A and B is within a specified numerical range. In the event of a tie, instead of displaying the winner's information on displays 30A and 30B, the text "AGAIN" can be displayed. In the case of a re-throw, the same applies... Figure 5 The process is the same as described above. Furthermore, the order of the first bullseye throw is determined by drawing lots, such as a coin toss, but in the event of a tie, the order of the first throw is reversed during the re-throw. This process continues, changing the throwing order and repeating the throws until the winner of the bullseye throw is determined.
[0059] (Game progress)
[0060] After determining who goes first by throwing the bullseye, the official game then begins. Figure 8 This is a sequence diagram of the game's flow.
[0061] First, the player who goes first (let's call him player A) throws his dart A towards the dartboard device 20A. The camera system 40A captures the image of player A throwing the dart and sends it to the server 10 in real time (step S201).
[0062] The image display unit 113 of server 10 enables the monitors 30A and 30B of the two venues to display the live video of contestant A received from the camera system 40A in real time (step S202).
[0063] When the thrown dart A hits the target area 211, the location information of the hit position of dart A is sent from the dartboard device 20A to the server 10 (step S203). The location information can be specific information about the segment containing the position hit by dart A, or specific information about the position hit by dart A.
[0064] The hit location acquisition unit 111 of server 10 acquires the position information of the hit location of dart A from dartboard device 20A (step S204). Next, the image display unit 113 of server 10 causes displays 30A and 30B to display CG images that reproduce the situation of dart A hitting the dartboard based on the acquired position information (step S205). For example, after reproducing the scene of dart A hitting the target area 211, a CG image showing that dart A is hit at the hit location is displayed.
[0065] Next, the player attacking second (in this case, player B) throws their dart B towards the dartboard device 20B. The camera system 40B captures the image of player B throwing the dart and sends it to the server 10 in real time (step S206).
[0066] The image display unit 113 of server 10 enables the monitors 30A and 30B of the two venues to display the live video of contestant B received from the camera system 40B in real time (step S207).
[0067] When the thrown dart B hits the target area 211, the location information of the hit position of dart B is sent from the dartboard device 20B to the server 10 (step S208). The location information can be specific information about the segment containing the position hit by dart B, or specific information about the position hit by dart B.
[0068] The hit location acquisition unit 111 of server 10 acquires the position information of the hit location of dart B from dartboard device 20B (step S209). Next, the image display unit 113 of server 10 causes displays 30A and 30B to display CG images that reproduce the situation of dart B hitting the dartboard based on the acquired position information (step S210). For example, after reproducing the scene of dart B hitting the target area 211, a CG image showing that dart B is hit at the hit location is displayed.
[0069] The scoring management unit 114 of server 10 updates and manages the total score of each player based on the score obtained by each player through a single throw (step S211). Specifically, the scoring management unit 114 can update the total score of each player based on the position information of the hit position of each player's dart and the score allocated to the hit segment.
[0070] As described above, according to this embodiment, in the bullseye where the game's first and second strikers are determined, the server 10 obtains information about the positions where each player's darts hit the target and determines which dart is closer to the center of the target. Therefore, even when the positions of the darts thrown by each player are similar, the winner of the bullseye throw can be determined quickly and accurately through automatic judgment. Furthermore, spectators who cannot get close to the target and players or spectators at a distance can immediately know the winner of the bullseye throw.
[0071] Furthermore, in formal competitions such as bullseye throwing or games, the display 30 shows CG images indicating the locations where each dart hits the target, based on the acquired positional information of each player's throw. Therefore, all players and spectators in the venue can immediately know the location of the darts or the outcome. Moreover, because the location of the darts can be quickly and accurately determined from the CG images, a sense of presence, as if the battle were taking place right before their eyes, is achieved.
[0072] In addition, because the position or zoom of the virtual camera when playing CG images is adjusted in order to clearly see where each player's darts hit, it is possible to quickly and accurately know where each player's darts hit or the outcome of a difficult-to-determine game.
[0073] Furthermore, by using the positional information of the dart's impact point sent from the dartboard device 20 to the server 10 as the accurate location where the dart struck, the winner can be accurately determined even when the impact points of the darts from each player are similar. Additionally, it is possible to reproduce an accurate CG image of the dart's impact point.
[0074] Alternatively, the location information of the dart's hit point sent from the dartboard device 20 to the server 10 can be used as specific information for the segment containing the hit point. By receiving information about the hit segment, the server 10 can calculate the player's score with simple processing.
[0075] Furthermore, since server 10 only receives location information of the dart's impact point and generates a CG image representing the dart's impact point based on the received information, rather than using an image of the dartboard captured by a camera, it can accurately and quickly generate CG images with very little data. Therefore, it is possible to improve the efficiency of data transmission / reception and image display processing.
[0076] Furthermore, the CG images displayed on monitor 30 during official matches such as bullseye throwing or games can be further enhanced to improve the sense of presence by adding the following demonstrations. For example, a sensor capable of speed detection, such as a Doppler sensor, can be used to determine the speed of the dart thrown by the player, and the flight path of the dart in the CG image can be demonstrated based on the actual measured speed. Specifically, for example, if the measured speed is faster than a specified value, an image can be generated showing the dart flying straight towards the target and hitting it; conversely, if the measured speed is slower than a specified value, an image can be generated showing the dart flying along a parabolic trajectory towards the target and hitting it.
[0077] Additionally, demonstrations utilizing effects can be added. For example, a demonstration such as the darts glowing can be implemented when high-scoring sections are hit. Furthermore, the designs of each player's darts can be pre-registered, and the darts can be displayed based on the registered designs when recreated in CG images.
[0078] Furthermore, in this embodiment, the CG image based on the location information of the dart's hit point can be downloaded to the portable terminal or personal computer held by each player via the communication network N. This allows players to easily understand and confirm past match results from the CG image.
[0079] Furthermore, the present invention is not limited to the embodiments described above, and can be implemented in various other forms without departing from the spirit of the invention. Therefore, the above embodiments are merely illustrative in all respects and are not to be interpreted as limiting. For example, the order of the above processing steps can be arbitrarily changed or they can be executed in parallel without causing contradictions in the processing content. In addition, other steps may be added between the above processing steps. Furthermore, a step that is described as a single step can be divided into multiple steps for execution, or a step that is divided into multiple steps can be treated as a single step.
[0080] Explanation of reference numerals in the attached figures
[0081] 1…Darts Game System
[0082] 10… servers
[0083] 11…Control device
[0084] 12…External storage devices
[0085] 20, 20A, 20B... Dartboard Devices
[0086] 21…Shell section
[0087] 22…Control Department
[0088] 30, 30A, 30B... monitors
[0089] 40, 40A, 40B… camera systems
[0090] 111…Hit Location Acquisition Department
[0091] 112… Judgment Department
[0092] 113…Image Display Section
[0093] 114…Score Management Department
[0094] 121…Game Information Storage Department
[0095] 211…Target Area
[0096] 212… section
Claims
1. A recording medium storing a program executable by a computer, characterized in that, The program enables the computer, which determines the first striker in a remote-controlled darts game, to function as the following components: The hit position acquisition unit acquires the position information of the front ends of the first and second darts that hit targets set in different locations; The judgment unit determines which dart will hit the center of each target based on the position information of the front ends of the first dart and the second dart obtained from different locations. and The image display unit generates CG images representing the positions of the darts hitting the same dartboard based solely on the position information of the tips of the first and second darts obtained from different locations. These CG images are then displayed on display devices located at different locations. The player who threw the dart that the judgment unit determines hit a position closer to the center of the dartboard is declared the winner of the first attack on each display device. The program enables the computer to execute the actual darts game after determining whether a player goes first or second. In the actual battle, the hit location acquisition unit acquires the position information of the front ends of the darts that hit targets set in different locations. The image display unit generates a CG image representing the hit location of each dart based solely on the position information of the front ends of the darts acquired from different locations, and displays the CG image on the display device. The hit location acquisition unit acquires the position information of the front end based on the signal from a sensor that detects the physical displacement of the target caused by the dart hitting it. The image display unit generates a CG image in a manner that causes the darts to trace a first trajectory and hit the target when the speed of each thrown dart, as measured by a sensor measuring the speed of the darts, is faster than a predetermined value; and generates a CG image in a manner that causes the darts to trace a second trajectory different from the first trajectory and hit the target when the speed of each thrown dart is slower than the predetermined value.
2. The recording medium according to claim 1, characterized in that, The hit location acquisition unit acquires information about the position where the tip of each dart hits the target. The judgment unit determines that the dart hits a position closer to the center of the target.
3. The recording medium according to claim 1 or 2, characterized in that, The hit location acquisition unit acquires information about the section hit by the tip of each dart from among multiple sections marked on the dartboard. The judgment unit determines that the dart hits a section of the target closer to its center.
4. The recording medium according to claim 1, characterized in that, The image display unit adjusts the position and / or zoom of the virtual camera when playing the image based on the position of each dart hit on the target.
5. The recording medium according to claim 1, characterized in that, The image display unit displays an image on the display device that reproduces the scene of the dart hitting the target, based on the speed of each thrown dart.
6. The recording medium according to claim 1, characterized in that, The hit location acquisition unit obtains the position information of the front end based on the signal of the pressure-sensitive sensor, which detects which hole among a plurality of holes provided on the surface of the dartboard was hit by the dart.
7. The recording medium according to claim 1, characterized in that, The image display unit uses CG images to demonstrate the location where the dart hits.
8. The recording medium according to claim 1, characterized in that, The image display unit changes the display method of the darts in the CG image in response to the player throwing the darts.
9. A darts game system, characterized in that, have: A server that determines the first or second player in a remote-controlled darts game; and The dartboard device detects the position information of the leading edges of the first and second darts that hit dartboards set up in different locations, and sends this information to the server. The server has the following features: The location acquisition unit that obtains the location information; The judgment unit determines which dart will hit the center of each target based on the position information of the front ends of the first dart and the second dart obtained from different locations. and The image display unit generates CG images representing the positions of the darts hitting the same dartboard based solely on the position information of the tips of the first and second darts obtained from different locations. These CG images are then displayed on display devices located at different locations. The player who threw the dart that the judgment unit determined to have hit a position closer to the center of the dartboard is declared the winner of the first attack on each display device. After determining whether a player goes first or second, the server proceeds to execute the actual darts game. In the actual battle, the hit location acquisition unit acquires the position information of the front ends of the darts that hit targets set in different locations. The image display unit generates a CG image representing the hit location of each dart based solely on the position information of the front ends of the darts acquired from different locations, and displays the CG image on the display device. The hit location acquisition unit acquires the position information of the front end based on the signal from a sensor that detects the physical displacement of the target caused by the dart hitting it. The image display unit generates a CG image in a manner that causes the darts to trace a first trajectory and hit the target when the speed of each thrown dart, as measured by a sensor measuring the speed of the darts, is faster than a predetermined value; and generates a CG image in a manner that causes the darts to trace a second trajectory different from the first trajectory and hit the target when the speed of each thrown dart is slower than the predetermined value.