Network battle intelligence game management system
By designing a game management system for online battle-type intelligence games and using the Internet for wireless communication, the problem of complex operation of e-sports competitions due to venue and time constraints has been solved, and unrestricted user participation and simplification of competition operations have been achieved.
Patent Information
- Application Number
- CN201980024267.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Priority Date
- 2018-06-28
- Filing Date
- 2019-04-24
- Publication Date
- 2025-01-21
- Estimated Expiration
- 2039-08-15
AI Technical Summary
Due to the limitations of venues and time, the existing e-sports competitions are complex and difficult to hold frequently, which limits the venues and time of participants, resulting in only professional players or a few people with professional players who are targeting professional players to participate.
A game management system for online battle-type intellectual games is designed, which uses the Internet for wireless communication and allows players to participate in network battles through portable user devices. The system includes a storage department, a knockout management department and a game management department. It manages and controls the battle by storing competition schedule information, managing knockout methods and controlling the game process.
It realizes an online intelligence competition that is not limited by location and time, simplifies the operation of game competitions, reduces costs, improves user convenience, and allows more people to easily participate in competitions.
Smart Images

Figure CN111971099B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a network battle type puzzle game, and more particularly to a game competition operation and game control technology for participating in electronic sports via the Internet in a wireless communication manner. Background Art
[0002] In the past, multiple player terminals were connected to a game server via the Internet to play a battle game between players (e.g., Patent Document 1). In addition, in recent years, there are a large number of battle games using smart phones, and players can easily enjoy battle games without choosing time and place.
[0003] Meanwhile, electronic sports and other game competitions are attracting much attention. Electronic sports are held at specific locations such as event venues. Each player (participant) goes to the event venue and competes in a knockout-style game with spectators watching.
[0004] Prior art documents
[0005] Patent Literature
[0006] Patent document 1: Patent publication No. 3668427. Summary of the invention
[0007] Problems to be solved by the invention
[0008] In the past, e-sports competitions were held at event venues, so the time and location were limited. Therefore, the operation of the competition was complicated and it was difficult to hold competitions frequently. In addition, the current situation is that players need to go to the venue of the game competition, which has become a competition operation with limited location and time for players.
[0009] The current e-sports competitions are heavily sporting and are run as an event-based competition. Therefore, the organizers of the competitions also need to ensure the venue, preparation (equipment installation, audience mobilization), security and other costs and personnel. On the other hand, participating players must accept the restrictions on venue and time and the economic and physical burdens. For example, only professional players or a few people who aim to be professional players are allowed to participate.
[0010] Therefore, the present invention provides a game management system for a network battle type puzzle game participated in by wireless communication via the Internet.
[0011] Means used to solve problems
[0012] (1) The game management system of the present invention is a game management system for a network battle type puzzle game, and the network battle type puzzle game uses a portable user device capable of wireless communication. The game management system includes: a storage unit that stores competition schedule information, the competition schedule information uses the game time of each battle based on the maximum number of rounds and the specified time, and includes the start time of each battle from the elimination method to the final. In the puzzle game in which the players of the competition alternately embed blocks of different shapes into the free space in the game board of a predetermined shape within the predetermined specified time, the maximum number of rounds is set according to the game board or according to the shape and / or number of the blocks; a knockout management unit that provides the competition schedule information to the user device, accepts a competition registration request from the user device, and sets a battle combination in the knockout method; and a game management unit that connects to a plurality of the user devices respectively, establishes a game session, performs game control, and simultaneously starts the control of each of the plurality of games for the set battle combination according to the battle start time based on the competition schedule.
[0013] (2) In the above (1), the game management unit performs the following processing: game start processing, which performs connection processing for establishing a game session with the user device of each player in the set battle combination, and when the battle start time is reached, the game board and the plurality of blocks based on the tournament schedule information are distributed to each user device to start the game; and game control processing, which obtains configuration information from the user devices of the opposing players and distributes the configuration information of the opponent to the user device of the opposing player who is about to start a round, wherein the configuration information includes the blocks embedded in the game board and the position information of the embedded blocks.
[0014] (3) In the above (2), when the game control processing distributes the opponent's configuration information to the user device of the opposing player who is about to start a turn, an event occurrence trigger is randomly generated to perform event processing on the plurality of blocks provided at the start of the game.
[0015] (4) In the above (3), the event processing is a process of adding a new block to the multiple blocks provided at the start of the game, a process of deleting at least one of the multiple blocks provided at the start of the game, or a process of replacing at least one of the multiple blocks provided at the start of the game with another block of a different shape.
[0016] (5) In the above (2) to (4), when the user device sends the configuration information, it adds authentication information that can be authenticated by a predetermined authentication algorithm to the configuration information. In this case, when the game management unit obtains the configuration information from each user device, it uses the authentication information to perform authentication processing based on the predetermined authentication algorithm, and when the authentication result is allowed, it performs the game control processing.
[0017] (6) In the above (2) to (5), the game control process performs a timeout determination process, and the timeout is notified by a predetermined time counting process performed by the user device.
[0018] (7) In the above (1 to (6), the system may further include a tournament operation control unit that generates the tournament schedule information. The tournament operation control unit controls so that at least two different game boards can be set in each match from the knockout format to the final, and generates tournament schedule information based on a first game time of each match of a first game board and a second game time of each match of a second game board different from the first game board, wherein the tournament schedule information includes the start time of each match from the knockout format to the final. The game management unit sets a different game board based on the tournament schedule information in each match from the knockout format to the final, and performs game control.
[0019] (8) In the above (1) to (7), it can be configured to further include: a game log management unit, which receives the configuration information of the blocks embedded in the game disk by the players from the user devices in the game and stores them in time series, and stores the game logs stored in time series in the storage unit in association with a search tag including any one of the tournament category, the game disk category, and the player category or a combination thereof; and a service management unit, which extracts the game logs retrieved based on the search tags and sends the extracted game logs to the user's terminal device.
[0020] (9) The network battle type intellectual game management device of the present invention uses a portable user device capable of wireless communication, and the game management device includes: a storage unit for storing competition schedule information, the competition schedule information uses the game time of each battle based on the maximum number of rounds and the specified time, and includes the start time of each battle from the elimination method to the final. In the intellectual game in which the players in the battle alternately embed blocks of different shapes into the free space in the game board of a predetermined shape within the predetermined time, the maximum number of rounds is set according to the game board or according to the shape and / or number of the blocks; an elimination management unit for providing the competition schedule information to the user device, accepting a competition registration request from the user device, and setting a battle combination in the elimination method; and a game management unit for connecting to a plurality of the user devices respectively, establishing a game session, performing game control, and simultaneously starting a plurality of game controls for the set battle combination according to the battle start time based on the competition schedule.
[0021] (10) A program for causing a computer to execute game management processing of a network battle-type intellectual game of the present invention, wherein the network battle-type intellectual game uses a portable user device capable of wireless communication, and the program is used to cause the computer to implement the following functions: a first function, storing competition schedule information, wherein the competition schedule information uses the game time of each battle based on the maximum number of rounds and the specified time, and includes the start time of each battle from the elimination format to the final. In the intellectual game in which the players in the battle alternately embed blocks of different shapes into the free spaces on the game board of a predetermined shape within the predetermined time, the maximum number of rounds is set according to the game board or according to the shape and / or number of the blocks; a second function, providing the competition schedule information to the user device, accepting a competition registration request from the user device, and setting a battle combination in the elimination format; and a third function, connecting to a plurality of the user devices respectively, establishing a game session, performing game control, and simultaneously starting a plurality of game controls for the set battle combination according to the battle start time based on the competition schedule.
[0022] Effects of the Invention
[0023] According to the present invention, it is possible to hold an online competitive quiz contest in an elimination format that is not restricted by place and time and is easy for users to participate in, and by simplifying the overall operation of the game contest, a low-cost contest operation environment that is easy for users to participate in can be achieved.
[0024] That is, the game management system of the present invention provides a structure for holding a competition of a network battle type intellectual game, wherein the network battle type intellectual game is a game in which blocks of different shapes are alternately embedded into free spaces in a predetermined shape of a game board within a predetermined prescribed time, and the competition schedule information is set using the game time of each battle based on the maximum number of rounds and the prescribed time, wherein the maximum number of rounds is set according to the game board or the shape and / or number of the blocks, and the competition schedule information includes the start time of each battle from the knockout format to the final. The competition schedule information is notified to the players who register for the competition.
[0025] Here, in the knockout format to the finals, the start times of the first match, the second match, the third match, ..., the semi-finals, and the finals are pre-set times, and for example, multiple matches in the first match start simultaneously at the match start time.
[0026] Since it is a puzzle game in which blocks of different shapes are alternately inserted into free spaces on a predetermined-shaped game board within a predetermined time, the game time of each match until the winner is determined is short and predetermined based on the maximum number of rounds, etc. In addition, since multiple matches in one match start at the same time, the start time of each match in the knockout format is provided as the tournament schedule when registering for the tournament.
[0027] Users can compete through wirelessly communicating user devices, so they can participate in the competition without being restricted by location, and because the competition schedule of the puzzle game in which one game ends in a short time is notified in advance, the time constraints of users participating in the competition can be greatly reduced. Since the restrictions on location and time are suppressed, an environment in which users can easily participate in the competition can be created.
[0028] On the other hand, the tournament operator can hold a tournament without being restricted by location and time by simply registering the tournament holding information including game disks, blocks and specified time. Therefore, for example, it is possible to hold multiple tournaments in one day, or start different tournaments at the same time period, or hold a tournament regardless of time period even in the middle of the night or early morning, thereby simplifying the overall operation of game tournaments and realizing a tournament operation environment in which users can easily participate at low cost. BRIEF DESCRIPTION OF THE DRAWINGS
[0029] Figure 1 This is a network structure diagram of a network battle type puzzle game management system according to a first embodiment of the present invention;
[0030] Figure 2 is a functional block diagram for explaining the functions of the user device and the management device according to the first embodiment of the present invention;
[0031] Figure 3 FIG. 1 is a diagram for explaining a battle game according to a first embodiment of the present invention, and is a diagram showing an example of a game screen of a puzzle game;
[0032] Figure 4 is a diagram for explaining the fighting game according to the first embodiment of the present invention, and is a diagram for explaining the game progress of the fighting game;
[0033] Figure 5 is a flowchart showing a battle registration process of the game management system according to the first embodiment of the present invention;
[0034] Figure 6 is a flowchart showing the operation process of holding a game tournament according to the first embodiment of the present invention;
[0035] Figure 7 is a diagram showing an example of game console information according to the first embodiment of the present invention;
[0036] Figure 8 is a diagram showing an example of competition holding information according to the first embodiment of the present invention;
[0037] Fig. 9 is a diagram showing an example of competition schedule information according to the first embodiment of the present invention;
[0038] Fig.10 is a diagram showing an example of tournament schedule information using a plurality of different game boards according to the first embodiment of the present invention;
[0039] Fig.11 is a flowchart showing a game control process according to the first embodiment of the present invention;
[0040] Fig.12 FIG. 1 is a diagram showing a combination setting information and a game log of a match according to a first embodiment of the present invention, and a display example of a game record based on the game log;
[0041] Fig.13 FIG. 1 is a diagram showing an example of game record information according to the first embodiment of the present invention;
[0042] Fig.14 FIG. 1 is a diagram showing a first modified example of the present invention, and is a diagram showing an example of event management information of game control during a battle;
[0043] Fig.15 1 is a diagram showing a first modified example of the present invention, and is a flowchart of a game control process in a battle to which event processing is applied;
[0044] Fig.16is a diagram for explaining another game style of the present invention, and is a diagram showing an example of a pre-registration process of a game piece GP used in a competition;
[0045] Fig.17 This is a diagram showing an example of a game screen of another game style according to the present invention. DETAILED DESCRIPTION
[0046] Hereinafter, embodiments will be described with reference to the drawings.
[0047] (First Embodiment)
[0048] Figures 1 to 15 It is a diagram showing the game management system according to the first embodiment. Figure 1 This is a network configuration diagram of the network battle type puzzle management system of this embodiment. Players participating in the competition can connect to the management device 300 from the user device 100 capable of wireless communication to participate in the competition.
[0049] For example, the user device 100A of user A and the user device 100B of user B are respectively connected to the management device 300 by wireless communication via an IP (Internet protocol) network or a mobile communication line network. The management device 300 establishes a game session between user A and user B who play against each other in a knockout tournament, and controls the game battle between user A and user B. Figure 1 In the example, users C and D are spectators.
[0050] The user device 100 (100A, 100B) is a mobile terminal such as a multifunctional mobile phone such as a smartphone, a PDA (Personal Digital Assistant), a notebook computer, a tablet terminal, etc. The user device 100 is an information processing device having a communication function and a computing function, and must have a wireless communication function, but may or may not have a call function. The same is true for the user devices 100C and 100D.
[0051] Figure 2 This is a functional block diagram for explaining each function of the user device 100 and the management device 300.
[0052] The user device 100 includes a communication device 110, a control device 120, a storage device 130, a display unit 140, and an operation input unit 150. The display unit 140 and the operation input unit 150 can be integrally configured as a touch panel display / input device. By operating the touch panel, the player can select any block to move and move it to the game board.
[0053] The control device 120 is configured to include a game control unit 121 and a spectator control unit 122. The game control unit 121 and the spectator control unit 122 are a game application (game client) that can be downloaded directly from the management device 300 or downloaded from a predetermined download site or server and installed in the user device 100. In addition, the game control unit 121 and the spectator control unit 122 can also be configured to be provided separately. That is, the user who is a player only needs to install the game application that only includes the game control unit 121. On the other hand, the spectator only needs to install the game application that only includes the spectator control unit 122.
[0054] The game control unit 121 displays various screens pre-stored in the storage device 130 on the display unit 140 based on the user's operation input, and performs game processing including display control of competition notification information, display and input control of competition registration screens, and display of game screens.
[0055] The management device 300 supports the operation of a competition for online competitive puzzle games and the game control of each game in a knockout game competition. The management device 300 includes a communication device 310 , a control device 320 , and a storage device 330 .
[0056] The communication device 310 controls simultaneous connection processing for multiple players participating in a knockout tournament to simultaneously connect to the management device 300, and maintains a game session between established user devices 100. The communication device 310 controls data communication for receiving and sending (distributing) information from each user device 100 in the maintained game session.
[0057] The control device 320 includes a tournament operation control unit 321 , a tournament management unit 322 , a game management unit 323 , a game log management unit 324 , a spectator control unit 325 , and a service management unit 326 .
[0058] Here, the puzzle game and the battle method according to the present embodiment will be described. Figure 3 1 is a diagram for explaining a battle game according to the present embodiment, and is a diagram showing an example of a game screen of a puzzle game. Figure 3 As shown, in the puzzle game of this embodiment, the competing players compete by alternately fitting blocks of different shapes into free spaces in a game board G of a predetermined shape within a predetermined specified time.
[0059] The game board GF is a game area with n×n squares of a predetermined size arranged, and the game pieces GP are blocks formed by combining two or more squares. The game pieces GP form blocks of multiple shapes according to the combination of squares, and the game pieces GP(1) to GP(n) are displayed on the game screen.
[0060] The shape of the game board GF may be any shape other than n×n rectangular shapes, such as a convex shape or a concave shape. In addition, the number of game pieces GP varies depending on the size (number of squares) or shape (shape formed by the combination of squares) of the game board GF. In addition, the number and shape of the game pieces GP are designed to determine the winner. For example, the number may be set or the shape of the game pieces GP may be designed so that not all the game pieces GP can be arranged in the space within the game board.
[0061] Figure 4 1 is a diagram for explaining the battle game of the present embodiment, and is a diagram for explaining the game process of the battle game. The battle game of the present embodiment is a turn-based game, and the two players in the battle alternately place a game piece GP in the space in the game board GF. At this time, the game piece GP can only be placed in the space in the game board GF, and other game pieces GP cannot be placed overlapping with the game pieces GP already placed in the space in the game board GF. That is, the game pieces GP are controlled to be placed in the free space in the game board GF except for the space where the game pieces GP are placed.
[0062] like Figure 4 As shown, player 1 (first player) selects any game piece GP(1) in the first round and moves it to a space in the game board GF. Then, player 2 (second player) selects any game piece GP(2) and moves it to a free space in the game board GF where the game piece GP(1) is placed. Figure 4 In the example, the game piece GP (1) and the game piece GP (2) are arranged adjacent to each other without gaps, but the player can freely select the position of the game piece GP (1) as long as it is in the free space. In addition, the game piece GP is controlled to be rotatable within the plane of the game board GF, and the player can change the shape and direction of the game piece GP at each position of 90 degrees, 180 degrees, 270 degrees, and 360 degrees.
[0063] Then, as the game rounds proceed, the game board GF is filled with game pieces GP. Figure 4 In the example, the chessboard of the sixth round (the chessboard of the sixth round of player 1 at the time when player 2 (second player) finished the fifth round) and the remaining game pieces are illustrated. At this time, player 1 (first player) cannot place any of the remaining game pieces GP in the free space in the game board GF. Therefore, player 1 is the loser, player 2 is the winner, and the victory and defeat are determined.
[0064] In the battle game of this embodiment, if the game chess piece GP cannot be arranged in the free space of the game board GF within the pre-set time, the player loses due to timeout. The pre-set time counts down after each player's turn begins, and when the pre-set time reaches "0", the player loses.
[0065] On the other hand, Figure 4 As shown in the example, if any of the remaining game chess pieces GP cannot be configured for the free space on the game board GF, the player will inevitably lose due to timeout. However, by comparing the number or shape of the squares in the free space on the game board GF with the number or shape of the squares of the remaining game chess pieces GP, the player who cannot configure the game chess pieces GP can be judged as the loser and the winner can be determined without waiting for the countdown of the specified time.
[0066] Next, the organization and operation of online competitive intelligence game competitions and game processing are explained in detail. Figure 5 1 is a flowchart showing the battle registration process of the game management system of this embodiment. A player (competitor) connects to the management device 300 from the user device 100 and sends a battle registration request (S101). When the management device 300 receives the battle registration request, it provides a game client (S301). The user device 100 installs the game client (S102). In addition, as described above, the game client can also be downloaded from other websites (other servers) other than the management device 300.
[0067] When the player starts the game client, the game client (game control unit 121) displays a battle registration screen on the user device 100 and accepts input of battle registration information (S103). The battle registration information includes personal information such as address, name, age, contact address (telephone number, email address) and player information such as the player's nickname or thumbnail image.
[0068] The game client (game control unit 121) sends the input registration information to the management device 300. After receiving the registration information, the management device 300 (tournament operation control unit 321) assigns identification information such as player ID to register the player and stores it in the player management table of the storage device 330 (S302). The player ID is associated with each player's tournament participation history, battle history (opponent player and wins and losses), and game log (chess record) history information. The player management table and each history information can be managed by a separate table or the same table.
[0069] In addition, it can also be configured to implement a battle qualification test. The battle qualification test is, for example, a test to determine whether the player has certain game skills or knowledge (S302, S104). Types of tests include guessing games and test games. The test game uses a computer-operated NPC (non player character: virtual player) as the opponent, and the hope participant plays an intellectual game. If the hope participant wins the battle against the NPC opponent, it is determined that he has the qualifications to participate in the battle, and the configuration allows the battle registration. Even if the hope participant loses the battle against the NPC opponent, he can be given the opportunity to challenge again. In addition, the battle qualification test is just an example. The battle registration can be allowed unconditionally, or the battle registration can be allowed conditionally by charging a paid ticket as the battle fee.
[0070] Figure 6 1 is a flowchart showing the game tournament hosting and operation process according to the present embodiment. The organizer of the game tournament generates (makes) tournament hosting information (S311).
[0071] Figure 7 : is a diagram showing an example of game host information of the present embodiment. In the present embodiment, the number and shape of blocks of game chess pieces GP relative to the game board GF are pre-set, and the number and shape of different game chess pieces GP are set according to the size and / or shape of the game board GF. Then, based on the shape and number of squares of the game board GF, the shape of the game chess pieces, and the number of game chess pieces, the maximum number of rounds is pre-set. That is, the maximum number of rounds can be set separately for each game board GF or for the shape and / or number of each game chess piece GP (block). For example, the competition operation control unit 321 causes the computer operated by the administrator to display the host information editing screen, accepts the input of the game board ID that can be registered and edited, the number of squares in the game area, the maximum number of rounds, the number of game chess pieces, the game chess piece ID used, etc. as the game host information, and stores it in the storage device 330.
[0072] In addition, the round of this embodiment is that the state where the first player and the second player each take one step is set as one round. That is, the first player's first step is the first round, and the first player's second step is the second round. In one round, the waiting time of the first player and the second player is set to play the game.
[0073] Figure 83 is a diagram showing an example of tournament information in this embodiment. The organizer of the game tournament can set the tournament registration information, including the tournament ID, the tournament name, the number of applicants, the start time of the tournament, the game board ID used in the tournament, the specified time, the communication waiting time, and the game interval time. The tournament operation control unit 321 performs registration control of the tournament registration information corresponding to the operation input of the administrator, and generates the tournament time management information based on the registered tournament registration information.
[0074] The tournament operation control unit 321 uses the set game disk ID to determine the game host information and calculates the maximum battle time (game time) for each game. Specifically, the tournament operation control unit 321 multiplies the maximum number of rounds by the specified time (considering the specified time for each player who starts first and second, the specified time × 2) to calculate the first time. In addition, the maximum number of rounds is multiplied by the communication waiting time that takes into account the communication time between the user device 100 and the management device 300 (considering the specified time for each player who starts first and second, the communication waiting time × 2) to calculate the second time. The tournament operation control unit 321 adds up the first time and the second time to calculate the maximum battle time for each round of the game (tournament time management information).
[0075] In this way, when the maximum battle time of each round of games is calculated, the schedule information of the knockout tournament can be generated. That is, the start time of the tournament registered as the tournament registration information is set as the start time of the first game, and the start time of the second game is set as the time obtained by adding the maximum battle time and the game interval time to the start time of the first game. The game start time of each game up to the final of the knockout tournament corresponding to the number of registered players is calculated. Figure 8 In the example of , the tournament operation control unit 321 calculates the game start times T1, T2, T3, and T4 of the first match, the second match, the semi-final, and the final, respectively, and generates tournament schedule information including the game start time (T1), the final end time (T5), and the maximum competition time (TL) from the first game to the final. These tournament registration information, tournament time management information, and tournament schedule information are stored in the storage device 300 as tournament holding information.
[0076] Fig. 9 is a diagram showing another example of competition schedule information. Figure 8 In the example, the tournament information for the game board ID "GF0001" is used, but Fig. 9 This is a diagram showing an example of tournament schedule information for tournament ID "GP0002" using game board ID "GF0008". Fig. 9 In this example, the number of registered players reached 1,024, a large number of players participated, and the tournament ended in about 44 minutes.
[0077] Fig.10 3 is a diagram showing an example of tournament schedule information using multiple different game disks. The tournament operation control unit 321 performs control so that multiple game disk GFs used in one game tournament can be registered. For example, the first game disk is used from the first match to the quarter-finals, and the second game disk is used for the semi-finals and the finals, and different game disk GFs can be set. In addition, when the game disks are different, the interval time between matches can also be changed midway.
[0078] The tournament operation control unit 321 is controlled to set at least two different game board GFs in each match from the knockout tournament to the finals, and calculates a first maximum match time for each match of the first game board and a second maximum match time for each match of the second game board different from the first game board, and generates tournament schedule information including the start time of each match from the knockout tournament to the finals, such as Fig.10 At this time, the game management unit 323 can set different game boards based on the competition schedule information in each match from the knockout format to the finals, and perform game control.
[0079] Return to Figure 6 After generating the tournament information as described above, the tournament operation control unit 321 stores the generated tournament information in the storage device 330, and the knockout tournament management unit 322 performs tournament notification processing to provide the tournament schedule information to the user device 100 of the registered player. As a method of providing, for example, the information is posted on a predetermined website, or an email is sent to the registered player's email address to notify the holding of the tournament (S312).
[0080] The knockout tournament management unit 322 receives a tournament registration request from the user device 100 based on the number of applicants set in the tournament registration information (S313, S111). The knockout tournament management unit 322 receives the tournament registration request until the quota is reached (S314), and when the quota is reached (S314 is), the acceptance is terminated. Then, the knockout tournament management unit 322 sets the match combination of the knockout tournament (S315). In addition, the processing of step S314 can also be configured to terminate the acceptance even if the quota is not reached, for example, after a predetermined acceptance period considering the start time of the match of the first game has passed.
[0081] The setting process of the battle combination can randomly draw the players of the battle pair based on a predetermined random drawing method, or draw the players of the battle pair based on the battle history so that the same opponents do not appear, or draw the players of the battle pair according to the player ranking based on the battle history and give the seed right to the player with the higher ranking.
[0082] In addition, the number of applicants set as the competition registration information and the number of applicants from participating players may also be different. For example, in the combination setting of the knockout tournament with seeding rights set, since there are players who are exempted from the first battle and the second battle, the number of applicants can be set to be less according to the seeding rights. In addition, as a fighting player, the computer (NPC) on the management device 300 side can also be randomly introduced. In this case, it can be configured to accept applications with a rated number less than the number of applicants.
[0083] In addition, if the number of applicants for the tournament is small relative to the number of applicants, the elimination table with set seeding rights can be changed as described above, or a computer (NPC) can be used to supplement the insufficient players to set a elimination tournament-style battle combination.
[0084] The game management unit 323 waits until the battle start time (S316), and when the battle start time is reached (Yes in S316), the game management unit 323 starts processing the multiple battle games of the first battle set in combination at the same time (S317). At this time, the game management unit 323 performs connection processing with each user device 100 of the battle player in advance before the battle start time. Then, control is performed so that when the battle start time is reached, the game session between the user devices 100 of each player of the battle pair is established (S112), and the multiple battle games of the first battle are started at the same time.
[0085] In this way, the game management unit 323 of this embodiment simultaneously starts multiple game controls for the set battle combination according to the battle start time based on the competition schedule, and performs game control processing (S318) for each battle pair for the game operation (S113) in each user device 100.
[0086] In the game control by the game management unit 323, the game log is stored. The game log is information recording the moves of the players, and includes the move information of the first player and the second player for each round (information indicating which game chess piece is placed at which position on the game board (coordinates on the game board)). The game log is stored by the game log management unit 324. The game log management unit 324 records the move information of each opposing player and each round according to the match ID.
[0087] The game management unit 323 records the battle results (wins and losses) controlled by the game (S319). The battle results store the winners and losers of each player according to the game ID. The battle results and the game log are associated with each other, for example, by the game ID, and the battle results are also recorded as game logs.
[0088] When the first battle ends, the knockout management unit 322 performs the setting process of the battle combination of the second battle. The knockout management unit 322 distinguishes whether the next battle is the final (S320). If it is distinguished that the next battle is not the final, based on the stored battle results, the battle combination of the next battle is set (S321) with the winning player as the object. Then, the game management unit 323 returns to step S316, and at the start time of the battle of the next battle based on the competition schedule, multiple battles of the next battle are started at the same time, and the game control process of each battle pair is performed for the game operation of the winning player in each user device 100. The management device 300 then repeats steps S316 to S321 before the final, and at the start time of the battle of the next battle based on the competition schedule information, the competition operation of multiple battles is started at the same time.
[0089] On the other hand, in step S320, when it is determined that the next battle is the final (Yes in S320), the knockout management unit 322 performs battle combination setting processing (S322) on the two players who won the semi-final. When the battle start time of the final in the competition schedule information is reached (Yes in S323), the game management unit 323 establishes a game session (S324, S114) between the user devices 100 of each player of the battle pair, so that the battle of the final begins. Then, for the game operation (S115) in each user device 100, the game control processing (S325) of the final is performed. The game management unit 323 records the battle result (win or lose) of the final controlled by the game, and the game log management unit 324 records the information of the tactics of each battle player and each round of the final according to the game ID (S326).
[0090] When the finals are over, the competition operation control unit 321 performs competition end processing (S327). The so-called competition end processing includes, for example, the payment of prize money to the champion of the competition or the top ranking persons from the first to the third place. Figure 5 When the player's account information is input in step S103, the tournament operation control unit 321 can also register the player's account information, and the tournament operation control unit 321 can process the payment of the predetermined prize amount from the predetermined account of the tournament operation side to the account designated by the player. In addition, the prize can be a special offer such as a coupon or discount coupon in addition to money. In addition, the tournament operation control unit 321 can also execute the tournament end processing of awarding participation prizes such as coupons and discount coupons to players who participated in the tournament.
[0091] Fig.11: is a flowchart showing the game control process of this embodiment. The game management unit 323 of the management device 300 waits until the battle start time set in the competition schedule information (S316). When the battle start time set in the competition schedule information is reached (S316's), the game management unit 323 performs the establishment process of the game session for each user device 100 of the set battle pair (S317a). For example, in a knockout tournament with 32 participants, as the process of the first battle, the game management unit 323 establishes and maintains 16 game sessions corresponding to the battle of 16 pairs.
[0092] Next, the game management unit 323 determines the game board GF of the corresponding battle with reference to the competition schedule information. The game management unit 323 sends the game information including the determined game board GF, game chess pieces GP and the specified time to the user device 100 of each player (S317b). In addition, the first and second players of the battle in the game process can be determined in advance. For example, the game management unit 323 can determine the first player in the battle combination set in the knockout management unit 322 according to the order of good results (many victories, high winning rate, etc.) of the battle history based on the player information. In addition, on the contrary, the first player can also be determined in the order of poor results (few victories, low winning rate, etc.) of the battle history based on the player information. The game management unit 323 can distribute the game information containing information related to the first and second players at the start of the battle to the user device 100.
[0093] The game management unit 323 performs connection processing for establishing a game session with the user device 100 of each player in the set battle combination, and performs game start processing to distribute the game board GF and multiple game chess pieces (blocks) GP based on the competition schedule information to each user device 100 to start the game when the battle start time arrives.
[0094] In the user device 100 to which the game information is distributed, game control on the game client side is performed. The game control unit 121 starts the game control so that the user device 100 displays a predetermined game screen including the distributed game board GF and game chess pieces GP. The game control unit 121 sets the prescribed time included in the game information. If the information related to the first hand and the second hand is "first hand", the game control unit 121 controls to start the countdown process of the prescribed time and activates the game operation to allow the player to select the game chess piece GP and configure it in the free space in the game board GF (S1131). At this time, the game control unit 121 controls to allow the selected game chess piece GP to rotate in the plane of the game board.
[0095] In addition, the game control unit 121 starts the game of the first player upon receiving the distributed game information, but is not limited thereto. For example, the following control may be performed: the game screen is displayed on the user device 100, a countdown process is performed before the game starts for several seconds after a predetermined time is set, and when the countdown reaches "0", the game operation is activated to allow the player to select a game piece GP and place it in an empty space on the game board GF.
[0096] The game control unit 121 performs a placement permission determination process to determine whether the selected game piece GP can be placed in the game board (S1133). The placement permission determination process, for example, determines whether the position of the newly placed game piece GP is within the positions of the plurality of squares constituting the game board GP and whether it does not overlap with the positions of the game pieces already placed in the game board GP. Control is performed so that the game piece GP cannot be placed in the space outside the game board or in the area where the game piece GP has already been placed.
[0097] The game control unit 121 monitors whether the determination result of the configuration permission determination process within the time limit is allowed (OK) (S1134) during the game operation of the player, and activates the control decision button when the determination result is allowed. The player selects the activated decision button to end his turn. At this time, the game control unit 121 ends the countdown process of the specified time when the decision button is selected, and sends the move information to the management device 300. The so-called move information is information including the configuration information of the game chess pieces placed on the game board (game area) GF (game chess piece ID + coordinate information on the game board where the chess pieces are placed).
[0098] In this way, the game control unit 121 performs a countdown process for a specified time while performing a configuration permission determination process based on the game operation of the player. In addition, if the result of the configuration determination process is not permitted or the decision button cannot be selected within the time limit based on the specified time, it is a timeout and the game is lost. The game processing unit 121 proceeds to step S1137 and performs a loss determination process when the result of the configuration determination process is not permitted or the decision button cannot be selected within the time limit in step S1132. The loss determination process performs a display process of a game screen indicating a loss, and sends information indicating a loss to the management device 300.
[0099] In the management device 300, server-side game processing 1 (S318A) and server-side game processing 2 (S318B) are performed. The server-side game processing 1 is a loss determination and match end process corresponding to step S1137 on the user device 100 side. When the game management unit 323 receives information indicating a loss from the user device 100, it performs server-side determination processing 1 (S3181).
[0100] The game management unit 323 receives the synchronization signal for the countdown process for the specified time started in step S1131 of the user device 100, and also performs the countdown process for the specified time on the management device 300 side. Therefore, the game management unit 323 similarly performs the countdown process for the specified time on the management device 300 side, and performs the timeout determination process on the server side. If the result of the determination is that the management device 300 side also determines that the timeout has occurred (S3182), the battle end process (S3183) of ending the game control is performed. At this time, the game management unit 323 Figure 8 As shown in FIG. 1 , when the communication waiting time is set, the timeout determination process is performed taking into account the communication waiting time. The communication waiting time is a time that takes into account the communication delay and the like depending on the communication environment between the user device 100 and the management device 300.
[0101] On the other hand, if the game management unit 323 receives the trick information from the user device 100, the server-side determination process 2 (S3184) is performed. The server determination process 2 is a process for determining the permission / rejection (OK / NG) of the configuration information of the game chess pieces placed on the game board (game area) GF based on the stored game log. For example, the game management unit 323 determines the number of squares and the shape of the game chess piece based on the ID of the placed game chess piece GP, compares the coordinate position on the game board GF where the game chess piece GP is placed and the free space based on the immediately previous game log, and determines whether the position of the placed game chess piece GP is the free space based on the immediately previous game log. The server determination process 2 is the same determination process as the configuration permission determination process of the user device 100.
[0102] When the result of the server-side determination process 2 is that the determination is allowed (Yes in S3185), the game management unit 323 sends the move information to the opponent (S3186), and the game log management unit 324 performs a log storage process for storing the move information as a game log (S3187). In this way, the management device 300 performs the following game control process: the configuration information including the game pieces GP (blocks) embedded in the game board GF and the position information of the embedded game pieces GP (blocks) is obtained from each user device 100 of the opponent player, and the configuration information of the opponent is distributed to the user device 100 of the opponent player who is about to start the round.
[0103] The user device 100 of the second player performs a game screen update process based on the move information of the first player on the game screen displaying the game board GF and the game pieces GP distributed in step S317b. Specifically, the game screen update process is performed as follows: the game pieces GP placed by the opponent player are determined based on the game piece IDs included in the received move information, and the determined game pieces GP are arranged on the game board according to the position information included in the move information. The user device 100 (game control unit 121) of the second player starts game control including the game screen update process based on the received move information (S1131a).
[0104] The game control unit 121 of the second player executes steps S1131a to S1136 and step S1137 in the same manner as the game control process of the first player described above, and the game proceeds.
[0105] According to this embodiment, it is possible to hold an online competitive intellectual game competition in an elimination format that is easy for users to participate in without being restricted by place and time, and by simplifying the overall operation of the game competition, a low-cost competition operation environment that is easy for users to participate in can be achieved.
[0106] Users can compete through user devices capable of wireless communication, so they can participate in the competition without being restricted by location, and the competition schedule of the puzzle game in which one game ends in a short time is notified in advance, so the time constraints caused by users participating in the competition can be greatly reduced. Since the restrictions on location and time are suppressed, an environment in which users can easily participate in the competition can be created.
[0107] On the other hand, the tournament operator is not restricted by location and time, and can hold a tournament by simply registering the tournament holding information including the game board, game pieces and specified time. Therefore, for example, it is possible to hold multiple tournaments in one day, or start different tournaments at the same time period, or even hold a tournament in the middle of the night or early morning without being restricted by time period, which can simplify the overall operation of the game tournament and realize a tournament operation environment that is easy for users to participate at a low cost.
[0108] Fig.12 1 is a diagram showing a combination setting information of a match and a game log according to the present embodiment and a display example of a chess record based on the game log. The present embodiment stores the battle history of each player as described above, and Fig.12 In each competition, there will be multiple battles, and each battle will be identified by a competition ID. The battle combination setting information is stored by competition name (competition ID), and multiple battle cards associated with the competition ID are stored.
[0109] like Fig.12 As shown in FIG. 1 , in the game log, the information of the moves of the opposing players in each round is stored according to the match ID. Therefore, by using the game log, it is possible to generate chess record information. The chess record information is provided by the service management unit 326. Fig.12 As shown in the example, the service management unit 326 can determine the game board GF used in the game based on the competition information, and configure the game chess pieces GP based on the game log on the determined game board GP to generate chess record information. For example, in the squares constituting the game board GP, the coordinate information used in the above-mentioned game control is pre-set, and the trick information can be reproduced in the game board GP in sequence based on the game log. Chess record information refers to the information that configures the game log (a collection of trick information) associated with the competition ID on the game board GP.
[0110] Fig.13 3 is a diagram showing an example of chess record information. The service management unit 326 receives a request for distribution of chess record information from the user device 100 (including participating players and spectators) and provides a search function for chess record information. For example, the user device 100 receives input of search conditions such as the competition name, competition ID, and player from the game client and sends it to the management device 300. The service management unit 326 retrieves the battle combination setting information and the game log according to the received search conditions, and extracts the game log of the corresponding player or game. The chess record information including the extracted game log is provided (sent) to the user device 100.
[0111] At this time, the game client of the user device 100 performs the same screen display processing as the game control, and can display the received chess record information on the screen. For example, when the automatic reproduction button is selected, the game client displays the various trick information of the first player and the second player on the game board GP at a predetermined time interval according to the round. In addition, by selecting the "previous hand button", "next hand button", etc., it is also possible to control so that the trick information is displayed in the order of the rounds in the grid playback.
[0112] In addition, the display processing of the game record information may be configured to be performed not in the user device 100 but in the service management unit 326. For example, the service management unit 326 may be configured to generate a display screen including the game record information, send it to the user device 100, and display the game record information according to the button operation in the user device 100.
[0113] In this way, the game log management unit 324 of this embodiment receives the configuration information of the game pieces GP embedded in the game board GP by the players from each user device 100 in the game, stores the game logs recorded in time series, and stores them in association with the search tags including the competition category, the game board category, the player category or a combination thereof in the storage device 330. Then, the service management unit 326 extracts the game logs retrieved based on the search tags, and sends the extracted game logs to the user's terminal device (user device 100) for provision.
[0114] In addition, the chess record information may be charged or free. In the case of charging, it may be configured to provide the chess record information by charging a predetermined fee through the settlement function of another settlement system. In addition, the chess record information that can be provided may also be limited to specific competitions. For example, it may also be configured to provide chess record information of the finals of various major competitions, chess record information of each match between the top ranked players from the first to the third place in a major competition, etc.
[0115] Fig.14 1 is a diagram showing a first variation of the present embodiment, and is a diagram showing an example of event management information of game control in a battle. From the perspective of game fairness, it is necessary to prevent unfair behavior in the game as much as possible. Therefore, in the present embodiment, in the game control process, when the configuration information of the opponent is distributed to the user device 100 of the battle player who is about to start a round, it is configured to randomly generate an event occurrence trigger and execute event processing for a plurality of game pieces GP (blocks) provided at the start of the battle.
[0116] For example, Fig.14 As shown in the example of , event processing is processing of adding a new block to a plurality of game chess pieces GP provided at the start of a match, processing of deleting at least one block of a plurality of game chess pieces GP provided at the start of a match, processing of replacing at least one game chess piece of a plurality of game chess pieces GP provided at the start of a match with another game chess piece GP of a different shape, and other chess piece control information. In addition, the content of event processing can be appropriately set, not limited to Fig.14 For example, the positions of the already placed game pieces GP may be kept unchanged while the shape of the game board GP is changed, or the management device 100 may arrange the game pieces GP several moves in advance and automatically perform event processing such as the game progress.
[0117] Through such event processing, for example, even if an AI tool is used that analyzes the opponent's moves by a computer to find the best move, as in the above-mentioned NPC, the analysis of finding the best move will take time because the multiple game pieces GP provided at the beginning of the game change, and the move cannot be guessed within the specified time. In addition, by changing the timing of the event or appropriately changing the content of the event processing, a more reliable prevention means against unfair behavior can be easily provided.
[0118] Fig.15 This is a flowchart of a game control process during a battle to which the event process in the first modification example is applied. Fig.15 The example excerpt Fig.11 In a part of the processing shown, the same processing is denoted by the same reference numerals and the description thereof is omitted.
[0119] In the server-side game processing 2, the game management unit 323 performs processing to determine whether it is the timing for an event to occur after the server-side determination processing 2. That is, after receiving the trick information, the event processing is performed when the received trick information is sent to the opponent player. Fig.14 In the example, the timing of event processing is referenced based on the game log to determine whether the current game process meets the timing condition of event processing (S3185A). If it is not the timing of event processing, the game management unit 323 does not perform event processing but executes normal game processing.
[0120] On the other hand, in step S3185A, if the current game process is determined to meet the timing conditions for event processing based on the game log, the game management unit 323 proceeds to step S3186A to generate the corresponding event specified in the event management information. As the condition for the timing of event processing, for example, it can be specified that an event occurs at the start of the second hand of the third round. In addition to the trick information of the opponent player, the game management unit 323 also sends the game chess piece control information based on the event management information to the user device 100 of the player waiting for the turn.
[0121] The user device 100 that receives the game piece control information based on the move information and the event management information performs a game screen update process based on the move information and the game piece control information of the opponent player. Specifically, the game piece GP placed by the opponent player is determined based on the game piece ID included in the received move information, the determined game piece GP is arranged on the game board based on the position information included in the move information, and a game screen update process such as adding a new block is performed based on the game piece control information. The user device 100 (game control unit 121) starts game control including the game screen update process (S1131A).
[0122] The above describes the implementation mode, but the game management system can also provide a function of watching each battle competition of the competition. As described above, the game client can be equipped with a spectator control unit 122, so it can be configured to start the game client in the spectator mode, display the competitive screen in the battle, and the spectator control unit 122 is connected to the management device 300 to obtain the battle list, and send a spectator request to the management device 300 for the battle selected from the battle list. The spectator control unit 325 of the management device 300 extracts the game log of the battle corresponding to the received spectator request and sends it to the user device 100. The spectator control unit 122 of the user device 100 can perform a spectator display process of sequentially displaying the chess records based on the game log on the game screen.
[0123] In addition, the information of the user device 100 using the game client can be encrypted and stored, and when used in various processes, it can be decrypted with an encryption key. In addition, the data (move information or game information such as game board GF and game chess piece GP) exchanged between the user device 100 and the management device 300 can be carried out through encrypted communication such as SSL / TLS.
[0124] In addition, on the game client side, various information of the game board or game pieces used in the knockout match can be stored in advance. Fig.11 In step S317a, it is sufficient to distribute game information including the game board ID of the designated game board GF and the identification ID of the game chess piece GP used. The game control unit 121 of the user device 100 can extract the corresponding game board and game chess pieces stored in the storage device 130 based on the received game information to display the game screen. At this time, the information related to the competition including the game board or game chess pieces stored in the storage device 130 can be compressed and encrypted, or encryption processing using the above-mentioned encryption key can be implemented.
[0125] In addition, the game client may also have an existing program tampering detection function or an analysis tool detection function, etc. In this case, the management device 300 side can take measures such as account suspension or forced input based on the tampering record notified by the tampering detection function of the game client side.
[0126] In addition, it is also possible to detect and take measures against improper behaviors such as automatic operations based on AI or simulators using devices (PCs, etc.) other than regular game clients or user devices 100. For example, in data communications exchanged between the management device 300 and regular game clients, authentication information generated based on a predetermined authentication algorithm is attached to the communication data for mutual authentication.
[0127] When the user device 100 sends the move information to the management device 300, it is possible to add authentication information to any place in the move information without operating the move information itself. The authentication information is a list of characters, numbers, symbols or their combination (for example, a password) or a hash value used to obtain authentication, and is generated by a unique authentication algorithm. For example, the game client can use the authentication algorithm to generate authentication information, and add one or more different authentication information to any one or more of the game chess piece ID contained in the move information, the coordinate information on the game board, and the time information to generate the move information, and send it to the management device 300. It is possible to control so that the authentication information is different each time data communication is performed. The management device 300 can control: if the authentication result is allowed, the game control continues, and if the authentication result is rejected, through unfair behavior detection, it can set the game to be invalid, or force the player on the side of the unfair behavior detected to lose.
[0128] Since the automatic operation application based on the modified game client, AI or simulator does not perform data communication including authentication information using the authentication algorithm, the management device 300 (game management unit 323) can detect fraud by using the authentication algorithm to perform authentication during data communication. In particular, since it is a simple structure that does not use special personal authentication such as electronic certificates, the cost of fraud countermeasures can be reduced. The authentication process using the authentication algorithm and authentication information can be applied to data communication after the game session is established.
[0129] In addition, when the management device 300 sends data to the game client, different authentication information is added each time, and authentication can also be performed on the game client side. That is, since both parties have an authentication algorithm to authenticate each other, it is possible to detect modified game clients or AI programs that use simulators, and take appropriate measures such as elimination. In addition, the authentication algorithm can also be changed regularly, which can detect more reliable improper behavior.
[0130] Here, another embodiment of the game style of the present invention is described. The game rules of the game in which the players alternately insert blocks (game pieces GP) of different shapes into the free spaces of the game board G of a predetermined shape within a predetermined prescribed time and play against each other do not change, but a hand-based game style using the game pieces GP registered in advance by each player can also be applied.
[0131] That is, in Figure 3 In the example, all the game pieces GP(1) to GP(n) that each player can select are displayed on the game screen, and the players compete with each other for the game pieces GP(1) to GP(n) on the same game screen to play the game. Figure 3An example of this is a pool-style game style in which a plurality of game pieces GP are competed for as cards piled (displayed) on the field (game area), and the selected game pieces GP are consumed and cannot be used by the opponent. On the other hand, this variation is a hand-style game style in which each player selects a plurality of arbitrary game pieces GP from game pieces GP (1) to GP (n) in advance before the game starts, and registers the game pieces GP used in the competition in the card library.
[0132] By adding this game style, you can hold competitions with different game styles. For example, Figure 8 In the tournament registration information, you can add pool / hand-style game style information to distinguish between pool-style tournaments and hand-style tournaments.
[0133] Fig.16 GP used in the competition. Figure 6 The elimination match management unit 322 executes the S313 and S111 of the game. Figure 6 In the example, in the tournament information generation process of step S311, it can be configured as follows: registering the hand-type tournament, and in step S312, registering the hand-type tournament information and notifying the event. And, in the tournament registration acceptance process of step S313, if it is a hand-type tournament, it can be configured as pre-registering the game pieces.
[0134] exist Fig.16 In the example, it is possible to set a selection cost for each game piece GP of different shapes, and register multiple game pieces GP in such a way that the total value of the selection cost is within a predetermined selection capacity value. For example, the selection capacity value is set to 100, and selection costs of 10, 15, 5, ... are pre-assigned to each game piece GP. When the player selects a game piece GP (1), the player can select multiple game pieces in a free combination within a range where the total value of the selection cost of each selected game piece is less than the selection capacity value by subtracting the selection cost "5" from the selection capacity value.
[0135] At this time, the game chess piece GP is controlled to select at least one or more. And, if the total value of the selection cost is within the range below the selection capacity value, the number of game chess pieces GP that can be selected has no upper limit. Therefore, it is also possible to register only one game chess piece GP in advance. However, as mentioned above, if the game chess piece GP cannot be placed on the game board G, the player loses, so even if there is space to place but it is not placed, the player will also lose. Therefore, if the number of game chess pieces GP registered in advance is small, even if there is space to place game chess pieces GP on the game board G, but no chess pieces are held, the player will also lose. Therefore, the player does not have a competitive advantage because of the large or small number of game chess pieces GP selected, and the shape and number of the selected game chess pieces GP are the display of the player's skills.
[0136] In addition, the selection cost assigned to each game piece GP can be configured to be different according to the convenience of use (such as shape) of the game piece GP. Fig.16 In the example of the game piece GP (6), since the shape is complex and a large space that can be arranged on the game board G is required, it is difficult to place it on the game board G. On the other hand, since the shape of the game piece GP (3) is simple and a large space that can be arranged on the game board G is not required, it is easy to place it on the game board G (easy to place). Therefore, the game piece GP (3) is set to have a higher selection cost than the game piece GP (6). The selection cost assigned to the game piece GP can be arbitrarily set based on the convenience of use in the competition (the ease of arrangement on the game board G).
[0137] In addition, the number of game chess pieces GP registered in advance may be the same number or different numbers between players. In addition, the selection cost may be appropriately changed according to the shape of the game board G. That is, if the shape of the game board G changes, the ease of use of the game chess pieces GP also changes, so the value of the selection cost may be changed according to the shape of the game board. In addition, the number of game chess pieces GP used may be changed according to the shape of the game board G. That is, in a game board G with many squares and a large configurable space, the selection capacity value may be set large, and more game chess pieces GP may be selectively controlled, or the selection capacity value may not be changed and the selection cost may be set low, and more game chess pieces GP may be selectively controlled.
[0138] The Knockout Management Department 322 will Fig.16The multiple game chess pieces GP selected in the game chess piece pre-registration shown are stored in association with the player ID. At this time, the knockout tournament management unit 322 can also be controlled to allow game chess pieces of multiple modes to be registered in advance. For example, registration is allowed in the form of a game chess piece GP group of mode A corresponding to the game board G (1) and a game chess piece GP group of mode B corresponding to the game chess piece G (2). By forming it in this way, a hand-card competition can be carried out, that is, each time a victory is achieved, a battle can be played on different game boards. In addition, it can also be controlled to be able to register a game chess piece GP group of multiple modes for 1 game board G. In this case, it is possible to specify in advance which mode of game chess piece GP group to use, or to select a mode when playing against each other after the start of the competition.
[0139] Fig.17 : is a diagram showing an example of a game screen of a hand-based game style. Fig.17 As shown, the pre-registered game chess pieces GP group of the player is displayed in the game chess piece display area A1, and the game board G is arranged above the game chess piece display area A1. In addition, the pre-registered game chess pieces GP group of the opponent player (opponent game chess piece display area A2) is displayed in the horizontal direction of the game board G. In addition, the opponent game chess piece display area A2 can be configured to be reduced to a predetermined size for display.
[0140] In addition, it is also possible to control so that the game chess piece GP that is held by oneself is not displayed on the game screen of the opponent. Fig.17 In the example of FIG. 1 , two of the plurality of game pieces GP displayed in the opponent's game piece display area A2 are covered with a "?" mark to be non-displayed. The number of game pieces GP to be non-displayed can be set arbitrarily, and the non-display setting can be set in the game piece pre-registration process. In addition, the display control of the own game piece display area A1 can also be configured to perform arbitrary display processing to indicate that the game pieces GP set to be non-displayed by the opponent are displayed.
[0141] In addition, each function of the present invention can be realized by a program. A computer program prepared in advance to realize each function is stored in an auxiliary storage device. A control unit such as a CPU reads the program stored in the auxiliary storage device into a main storage device. The control unit executes the program read into the main storage device, and the computer can perform the functions of each part of the present invention. On the other hand, each function of the present invention can be constituted by a separate device, or a plurality of devices can be connected directly or via a network to constitute the management device 300.
[0142] In addition, the above-mentioned program can also be provided to the computer in a state recorded in a computer-readable recording medium. As a computer-readable recording medium, there can be cited optical disks such as CD-ROM, phase-change optical disks such as DVD-ROM, optical magnetic disks such as MO (Magnet Optical) or MD (Mini Disk), magnetic disks such as floppy disks (registered trademark) or removable hard disks, compact flash memory (registered trademark), smart media, SD memory cards, memory sticks and other memory cards. In addition, hardware devices such as integrated circuits (IC chips, etc.) specially designed and constructed for the purpose of the present invention are also included as recording media.
[0143] 100, 100A, 100B User device
[0144] 110 Communication device
[0145] 120 Control device
[0146] 121 Game Control Department
[0147] 122 Observation Control Department
[0148] 130 Storage Device
[0149] 140 Display unit
[0150] 150 Operation input unit
[0151] 300 Management device (game management device)
[0152] 310 Communication device
[0153] 320 Control Device
[0154] 321 Competition Operation Control Department
[0155] 322 Knockout Tournament Management Department
[0156] 323 Game Management Department
[0157] 324 Game Log Management Department
[0158] 325 Observation Control Department
[0159] 326 Service Management Department
[0160] 330 Storage Device
Claims
1. A game management system for a network battle type puzzle game, wherein the network battle type puzzle game uses a portable user device capable of wireless communication, wherein the game management system is characterized in that it includes: a storage unit for storing tournament schedule information, wherein the tournament schedule information uses a game time of each match based on a maximum number of rounds and a specified time, and includes start times of each match from the knockout format to the finals, wherein in a puzzle game in which players of the match alternately embed blocks of different shapes into free spaces on a game board of a predetermined shape within a predetermined specified time, the maximum number of rounds is set according to the game board or according to the shape and / or number of the blocks; A knockout tournament management unit, providing the tournament schedule information to the user device, accepting a tournament registration request from the user device, and setting a match combination for the knockout tournament; as well as The game management unit is connected to each of the plurality of user devices to establish a game session, and simultaneously starts the control of the plurality of games for the set battle combination according to the battle start time based on the tournament schedule, The game management unit acquires configuration information from one user device of the opposing player, and sends the configuration information to another user device of the opposing player who is about to start a turn, wherein the configuration information includes the block embedded in the game board and position information of the embedded block. The configuration information is generated by a user device of one of the competing players attaching first authentication information and second authentication information to the block and position information of the embedded block, respectively. When the game management unit sends the configuration information to another user device of the competing player, the game management unit authenticates the first authentication information and the second authentication information according to a predetermined authentication algorithm, and continues to send the configuration information when the authentication result is permission. The first authentication information and the second authentication information are generated each time data communication is performed between the user devices.
2. The game management system for the online battle-type intellectual game according to claim 1, characterized in that: The game management department performs the following processing: The game start processing is to establish a connection process for a game session with the user device of each player in the set battle combination, and when the battle start time is reached, the game disk and multiple blocks based on the competition schedule information are distributed to each user device to start the game.
3. The game management system for the online battle-type intellectual game according to claim 2, characterized in that: When distributing the opponent's placement information to the user device of the opposing player who is about to start a turn, the game management unit randomly generates an event occurrence trigger and performs event processing on the plurality of blocks provided at the start of the match.
4. The game management system for the online battle-type intellectual game according to claim 3, characterized in that: The event processing is a process of adding a new block to the multiple blocks provided at the start of the game, a process of deleting at least one of the multiple blocks provided at the start of the game, or a process of replacing at least one of the multiple blocks provided at the start of the game with another block of a different shape.
5. The game management system for the online battle-type intellectual game according to any one of claims 2 to 4, characterized in that: The game management unit performs a timeout determination process, and the timeout is notified through a predetermined time counting process performed by the user device.
6. The game management system for the online battle-type intellectual game according to any one of claims 1 to 4, characterized in that: Also includes: The competition operation control department generates the competition schedule information. The tournament operation control unit controls to set at least two or more different game boards in each match from the knockout tournament to the final, and generates tournament schedule information based on a first game time of each match of a first game board and a second game time of each match of a second game board different from the first game board, wherein the tournament schedule information includes the start time of each match from the knockout tournament to the final. The game management unit sets different game boards based on the tournament schedule information in each match from the knockout tournament to the finals, and performs game control.
7. A game management system for a network battle-type intellectual game according to any one of claims 1 to 4, characterized in that: Also features: a game log management unit that receives, from the user device in the game, the configuration information of the blocks embedded in the game board by the player, respectively, and stores the configuration information in time series, and stores the game logs stored in time series in the storage unit in association with a search tag including any one of a tournament category, the game board category, and the player category, or a combination thereof; as well as The service management unit extracts the game log retrieved based on the search tag, and sends the extracted game log to the user's terminal device.
8. The game management system for the online battle-type intellectual game according to any one of claims 1 to 4, characterized in that: The tournament management unit is controlled so that each player can register a plurality of different block groups to be used in the competition. The game management unit performs display control so that a game screen including a game board configured with the blocks includes a first display area and a second display area, and a portion of the blocks in the block group of the opponent are not displayed in the second display area, the first display area displays the block group registered by the player himself, and the second display area displays the block group registered by the opponent.
9. The game management system for the online battle-type intellectual game according to claim 8, characterized in that: The tournament management unit controls so that a block to be the target of the non-display process can be selected in the registration process of the block group, The game management unit performs display processing of indicating blocks not to be displayed to the opponent in the first display area, and performs non-display processing of hiding blocks selected by the opponent as targets of the non-display processing in the second display area.
10. The game management system for the online battle-type intellectual game according to claim 8, characterized in that: The tournament management unit controls to register the plurality of block groups used in the competition so that a total value of the selection costs of the selected blocks is within a predetermined selection capacity value based on the selection costs set for the plurality of blocks having different shapes.
11. A game management device for a network battle type puzzle game, wherein the network battle type puzzle game uses a portable user device capable of wireless communication, wherein the game management device is characterized in that it includes: a storage unit for storing tournament schedule information, wherein the tournament schedule information uses a game time of each match based on a maximum number of rounds and a specified time, and includes start times of each match from the knockout format to the finals, wherein in a puzzle game in which players of the match alternately embed blocks of different shapes into free spaces on a game board of a predetermined shape within a predetermined specified time, the maximum number of rounds is set according to the game board or according to the shape and / or number of the blocks; A knockout tournament management unit, providing the tournament schedule information to the user device, accepting a tournament registration request from the user device, and setting a match combination for the knockout tournament; as well as The game management unit is connected to each of the plurality of user devices to establish a game session, and simultaneously starts a plurality of game controls for the set battle combination according to a battle start time based on the tournament schedule, The game management unit acquires configuration information from one user device of the opposing player, and sends the configuration information to another user device of the opposing player who is about to start a turn, wherein the configuration information includes the block embedded in the game board and position information of the embedded block. The configuration information is generated by a user device of one of the competing players attaching first authentication information and second authentication information to the block and position information of the embedded block, respectively. When the game management unit sends the configuration information to another user device of the competing player, the game management unit authenticates the first authentication information and the second authentication information according to a predetermined authentication algorithm, and continues to send the configuration information when the authentication result is permission. The first authentication information and the second authentication information are generated each time data communication is performed between the user devices.
12. A program product for causing a computer to execute game management processing of a network battle type puzzle game, wherein the network battle type puzzle game uses a portable user device capable of wireless communication, wherein the program is used to cause the computer to implement the following functions: The first function is to store competition schedule information, wherein the competition schedule information uses the game time of each match based on the maximum number of rounds and the specified time, and includes the start time of each match from the knockout format to the finals, in which the players of the match alternately embed blocks of different shapes into the free spaces of a game board of a predetermined shape within the predetermined time, and the maximum number of rounds is set according to the game board or according to the shape and / or number of the blocks; The second function is to provide the competition schedule information to the user device, accept the competition registration request from the user device, and set the match combination in the knockout format; as well as The third function is to connect to the plurality of user devices respectively, establish a game session, and simultaneously start the control of the plurality of games for the set battle combination according to the battle start time based on the competition schedule, In the third function, Acquire configuration information from one user device of the opposing player, and send the configuration information to another user device of the opposing player who is about to start a turn, the configuration information including the block embedded in the game board and position information of the embedded block, The configuration information is generated by a user device of one of the competing players attaching first authentication information and second authentication information to the block and position information of the embedded block, respectively. When the configuration information is sent to another user device of the opposing player, the first authentication information and the second authentication information are authenticated according to a predetermined authentication algorithm, and when the authentication result is permission, the configuration information is continued to be sent. The first authentication information and the second authentication information are generated each time data communication is performed between the user devices.
Citation Information
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