Program, method, information processing device, and system
The program assists TCG players by dividing cards into hand and other groups, calculating probability, and displaying card recognition, thereby improving their gameplay skills and enabling them to make informed decisions.
Patent Information
- Application Number
- JP2024166512
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-09-25
- Publication Date
- 2024-12-13
AI Technical Summary
TCG players, especially beginners, face difficulty in effectively utilizing cards within a limited time during gameplay due to the complexity of card effects, and existing technologies do not provide adequate assistance for improving their skills.
A program executed by a computer that divides cards into a player's hand and other cards, determines card recognition, calculates the probability of adding cards based on available effects, and displays this information in a separate area to assist players in making informed decisions.
Enhances the playing skills of TCG players by allowing them to recognize the potential addition of important cards, enabling them to experience high-level battles similar to experienced players.
Smart Images

Figure 2024174035000001_ABST
Abstract
Description
[Technical field]
[0001] The present disclosure relates to a program, a method, an information processing device, and a system. [Background technology]
[0002] Trading card games (TCGs) are becoming popular, in which users build decks using multiple cards and play against each other using the decks they have built. TCGs may be played using real cards, or in a digital space using an information processing device.
[0003] In a TCG, since there are cards with various effects, it may be difficult for a beginner to effectively use the cards included in the deck he or she has assembled within the limited time during gameplay.
[0004] Regarding card games in casinos, there is a technique for presenting players with simplified statistics regarding the cards remaining in the deck (see Patent Document 1). [Prior art documents] [Patent documents]
[0005] [Patent Document 1] Special Publication No. 2010-502391 Summary of the Invention [Problem to be solved by the invention]
[0006] Patent Document 1 describes card games in casinos, but does not mention TCGs.
[0007] The purpose of this disclosure is to support TCG players in improving their playing skills. [Means for solving the problem]
[0008] A program to be executed by a computer having a processor and a memory. The program causes the processor to execute the steps of: dividing a plurality of cards included in a deck at the start of a match into a first card group as a player's hand and a second card group including other cards; determining whether or not cards included in the second card group have become recognizable by the player after the match starts; and, if cards have become recognizable, calculating a likelihood that at least one of the cards included in the second card group will be added to the player's hand based on card effects available to the player; and displaying at least one of the cards and an indicator representing the likelihood in an area different from the display area of the second card group. Effect of the Invention
[0009] According to the disclosure, it can help TCG players improve their playing skills. [Brief description of the drawings]
[0010] [Figure 1] FIG. 2 is a diagram showing a situation in which a TCG match is being prepared according to the present embodiment. [Diagram 2] FIG. 2 is a diagram showing a situation in which a TCG match according to the present embodiment is about to begin. [Diagram 3] FIG. 2 shows a situation in which each user is progressing in a TCG match. [Figure 4] 1 is a block diagram showing an example of the overall configuration of a system 1. FIG. [Diagram 5] 5 is a block diagram illustrating an example of the configuration of a terminal device 10 shown in FIG. 4. [Figure 6] FIG. 2 is a diagram illustrating an example of a functional configuration of a server 20. [Figure 7] FIG. 13 is a diagram showing the data structure of card information 182. [Figure 8] FIG. 13 is a diagram showing the data structure of deck information 183. [Figure 9] 13 is a diagram showing the data structure of match management information 184. FIG. [Figure 10]13 is a diagram showing the data structure of match-up information 185. FIG. [Figure 11] FIG. 2 is a diagram showing the data structure of a user information table 2021. [Figure 12] FIG. 2 shows the data structure of a card master table 2022. [Figure 13] FIG. 23 is a diagram showing the data structure of a deck information table 2023. [Figure 14] 13 is a diagram showing the data structure of a match information table 2024. FIG. [Figure 15] 13 is a flowchart showing an example of the operation of the control unit 190 when displaying information to assist the player during a TCG battle. [Figure 16] 10 is a schematic diagram showing an example of a display on the display 141 of the terminal device 10 during a match. [Figure 17] 13 is a schematic diagram showing an example of a display on the display 141 when accepting a card designation from a player. FIG. [Figure 18] 13 is a schematic diagram showing a display example of the display 141 when displaying information to assist the player. FIG. [Figure 19] 13 is a schematic diagram showing an example of a display on the display 141 when displaying the procedure for obtaining the second card 38. FIG. [Figure 20] FIG. 13 is a schematic diagram showing an example of a display on the display 141 when a procedure for acquiring a card with a third index is displayed when the card is designated. [Figure 21] 13 is a schematic diagram illustrating an example of a display on a display 141 when an object for requesting auxiliary information is displayed. FIG. [Figure 22] 13 is a flowchart showing an example of the operation of the control unit 190 when displaying information to assist a player during a TCG match using analog cards. [Diagram 23] 13 is a flowchart showing an example of the operation of a control unit of a terminal device when displaying information to assist a user watching a TCG match. [Figure 24] FIG. 2 is a block diagram showing the basic hardware configuration of a computer 90. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0011] Hereinafter, an embodiment of the present disclosure will be described with reference to the drawings. In the following description, the same components are denoted by the same reference numerals. Their names and functions are also the same. Therefore, detailed description thereof will not be repeated.
[0012] <Summary> The program according to this embodiment presents the player with the cards he or she needs in the current situation during a TCG match, along with the likelihood that the card can be added to the player's hand. This allows even a beginner to realize the possibility of adding an important card to their hand in the same way as an advanced player, and thus allows the player to experience a high-level match.
[0013] First, an overview of the TCG according to the present embodiment will be described, followed by a description of the program according to the present embodiment.
[0014] <0 Overview of TCG> Fig. 1 is a diagram showing a situation in which a TCG match according to the present embodiment is being prepared. Fig. 2 is a diagram showing a situation in which a TCG match according to the present embodiment is about to start. Fig. 3 is a diagram showing a situation in which each user is progressing in a TCG match.
[0015] A user places a play mat 30 and plays a TCG match using a deck constructed by combining cards to be used in the TCG match.
[0016] <0.1 Composition of 30 playmats> With reference to Fig. 1, various items used by each user in a TCG match will be described. As shown in Fig. 1, when a user 5A (first user) and a user 5B (second user) start a TCG match, a play mat 30 is placed between the user 5A and the user 5B. The play mat 30 is for placing cards included in a deck. Each user places cards on the play mat 30 as a deck or the like, and proceeds with the TCG match while adding cards from the deck to their hand.
[0017] The configuration of the play mat 30 will be described. The play mat 30 includes, for example, a mat on which the positions for placing cards are indicated. The play mat 30 includes, for example, a deck placement section 31A and a deck placement section 31B (hereinafter, sometimes collectively referred to as the "deck placement section 31"); a preparation card placement section 32A and a preparation card placement section 32B (hereinafter, sometimes collectively referred to as the "preparation card placement section 32"); a win / lose condition card placement section 33A and a win / lose condition card placement section 33B (hereinafter, sometimes collectively referred to as the "win / lose condition card placement section 33"); a battle card placement section 34A and a battle card placement section 34B (hereinafter, sometimes collectively referred to as the "battle card placement section 34"); and a consumption card placement section 35A and a consumption card placement section 35B (hereinafter, sometimes collectively referred to as the "consumption card placement section 35"). The play mat 30 may be arranged for each user. In this case, for example, the play mat 30 includes an area related to one user. Specifically, for example, the play mat 30 includes a deck card placement area 31A, a preparation card placement area 32A, a win / lose condition card placement area 33A, a battle card placement area 34A, and a consumption card placement area 35A.
[0018] As shown in Fig. 3, in a TCG match, each user advances a card battle while replenishing their hand with cards from the deck. In the example of Fig. 3, user 5A has hand 93A (two cards in the hand in the example of Fig. 3). User 5B has hand 93B (three cards in the hand in the example of Fig. 3).
[0019] The deck placement section 31 is an area for placing any of the cards constituting the deck owned by each user as a deck. The deck placement section 31A is an area for the user 5A to place cards as a deck. The deck placement section 31B is an area for the user 5B to place cards as a deck.
[0020] 2, when each user starts a TCG match, each user shuffles the cards that make up the deck and places the cards face down in the deck placement section 31. User 5A places cards in the deck placement section 31A as a deck 91A. User 5B places cards in the deck placement section 31B as a deck 91B.
[0021] The preparation card placement section 32 is an area for preparing cards that can be used to fight against the opponent's cards. Each user switches the cards placed in the preparation card placement section 32 with the cards placed in the battle card placement section 34, and makes the cards placed in the battle card placement section 34 fight each other.
[0022] As shown in Fig. 2, before the start of a TCG match, no cards are placed in the preparation card placement unit 32 and the battle card placement unit 34. On the other hand, as shown in Fig. 3, as the TCG match progresses, each user places cards in the preparation card placement unit 32 and the battle card placement unit 34, and the cards are made to fight each other in the battle card placement unit 34. Each user places cards to be used in the battle from their hand in the preparation card placement unit 32 and the battle card placement unit 34 while replenishing their hand from the deck. User 5A places cards in the preparation card placement unit 32A. User 5B places cards in the preparation card placement unit 32B.
[0023] The win / loss condition card placement section 33 is an area showing to what extent each player has fulfilled the win condition. In this embodiment, each player places a predetermined number of cards from the deck face down in the win / loss condition card placement section 33. As shown in FIG. 2, user 5A places cards in the win / loss condition card placement section 33A. User 5B places cards in the win / loss condition card placement section 33B. The cards placed in the win / loss condition card placement section 33 may be referred to as a side.
[0024] The battle card placement section 34 is an area for placing cards that will fight against the opponent's cards. The user 5A places cards in the battle card placement section 34A. The user 5B places cards in the battle card placement section 34B. In this embodiment, the cards placed in the battle card placement section 34A and the cards placed in the battle card placement section 34B basically fight based on the vitality, attack power, character attributes shown on the cards, weak point attributes, and other parameters set for each card. The cards placed in the battle card placement section 34 are given damage according to the attack power, card attributes, weak points, etc., and the given damage is reduced from the vitality. When the vitality set for a card is lost due to being attacked, etc., the card is removed from the battle card placement section 34 and placed in the consumption card placement section 35.
[0025] The consumed card placement section 35 is an area for placing cards consumed in a TCG match. For example, cards that have lost vitality in a battle, cards that have activated their effects, etc. are placed in the consumed card placement section 35. As shown in FIG. 3, user 5A places cards consumed in a match as cards 92A in the consumed card placement section 35A. User 5B places cards consumed in a match as cards 92B in the consumed card placement section 35B.
[0026] The cards placed in the consumed card placement section 35 can be placed in the deck placement section 31, the preparation card placement section 32, the hand, etc., by activating a predetermined card effect. The play mat 30 may further have an area for placing cards consumed in a match in addition to the consumed card placement section 35. This area is referred to as, for example, a second consumed card placement section. The cards placed in the second consumed card placement section will not be returned to the field even if the effect of the predetermined card is activated. Note that a predetermined effect may be activated depending on the number of cards placed in the second consumed card placement section.
[0027] <0.2 Types of cards used in TCG> In the TCG of this embodiment, the types of cards include: (i) character cards that can be used in battle, (ii) action cards (energy cards) that are used in association with character cards, and (iii) effect cards (support cards, goods cards, stadium cards, etc.) that exert specific effects during battle.
[0028] (i) Character cards include cards that can be placed in the preparation card placement area 32 or the battle card placement area 34 when a user draws a card from the deck and adds it to their hand (also referred to as “unconditional cards”), and cards that can be placed in the preparation card placement area 32 or the battle card placement area 34 by satisfying certain conditions (also referred to as “conditional cards”).
[0029] (iA) For example, a conditional card can be placed on the condition that an unconditional card related to the conditional card is placed. For example, in analogy with character evolution, an unconditional card is first presented to an opponent user by placing it on the play mat 30, and then a conditional card related to the unconditional card is placed on the play mat 30. Such a conditional card is sometimes called an "evolved character" as it is evolved from an unconditional card. In addition, the unconditional card is sometimes called a "seed character" because it can be said to be a character that is the source of the "evolved character" to be placed.
[0030] (iB) For example, a conditional card can be placed in the preparation card placement section 32 or the battle card placement section 34 by consuming a specific card and moving it to the consumption card placement section 35. Specifically, it may be possible to consume an unconditional card placed on the play mat 30 as a specific card (by moving it to the consumption card placement section 35) and place the conditional card in the preparation card placement section 32 or the battle card placement section 34.
[0031] For example, a conditional card can be placed in the preparation card placement section 32 or the battle card placement section 34 in exchange for one or more character cards placed by the user on the play mat 30. For example, if each character card is provided with a parameter (e.g., an evolution level) indicating the overall performance of the character in addition to individual parameters such as the attack power of the character shown on the card, a conditional card having an evolution level corresponding to the evolution level value of the character card placed by the user may be placed. For example, with a character of evolution level 1 and a character of evolution level 2 placed on the play mat 30, a conditional card of evolution level 3 can be placed on top of the cards of these characters (or in exchange for these character cards).
[0032] In addition, the conditional card may be allowed to participate in the battle in exchange for a plurality of character cards defined by the conditional card. In this case, the conditional card may be allowed to participate in the battle by consuming an auxiliary card, which will be described later, different from the character card. For example, the effect indicated by the auxiliary card may be set such that a specific conditional card can be allowed to participate in the battle in exchange for a specific unconditional card in the battle card arrangement section 34, the consumption card arrangement section 35, or the like of the play mat 30.
[0033] (iC) These cards include cards that serve as multiple of the above-mentioned character cards, action power cards, and support cards described below. For example, special cards that can be used as both character cards and support cards may be included. When the user places the special card in a position where a character card should be placed (e.g., the preparation card placement area 32, the battle card placement area 34), the user can use the special card as a character card.
[0034] (ii) An action power card (energy card) is a card that a user draws from a deck and adds to his / her hand, and then associates it with a character card and places it on the play mat 30, thereby enabling the user to perform a predetermined action indicated on the character card. The operation of associating an action power card with a character card may be performed, for example, during the user's turn. For example, the action power card may be associated with a character card by placing the action power card near the character card placed on the play mat 30. In addition, the number of times that an action power card can be associated with a character card during a turn may be limited. For example, once during the user's turn, an action power card in the hand may be associated with any of the character cards placed on the play mat 30. For example, a first attack action and a second attack action are set to the character card. The first attack action may be available when one action power card is associated with the character card, and the second attack action may be available when one action power card is not enough and two action power cards are associated with the character card.
[0035] When a character card is removed from the battle card placement section 34 due to the exhaustion of its vitality value in a battle, the action power card associated with the character card may be made unusable during the battle. Also, the action power card associated with the character card may be moved to the consumption card placement section 35.
[0036] (iii) Support cards that assist in a match include card types that a user can use any number of times during a turn as long as they are in the user's hand, and card types that a user can use only one card during a turn. These support cards also include cards that have their effect activated when the user declares that they will use the effect of the support card.
[0037] In addition, the auxiliary card may be placed face down in advance in a predetermined position on the play mat 30 (in this embodiment, the predetermined position is not shown), and the effect of the auxiliary card may be exerted when the user declares the use of the auxiliary card by vocalization or the like.
[0038] <0.3 Overview of TCG battle rules> The play mat 30 and the types of cards used in the TCG match have been explained above. Next, the TCG match rules will be explained in detail.
[0039] In the TCG shown in this embodiment, as described above, each user performs an attack or defense (battle) based on the cards placed in the battle card placement section 34A and the battle card placement section 34B to progress the TCG battle. The TCG battle progresses as the users take turns to act. For example, when a first user acts and ends his turn, it becomes the second user's turn. The second user acts during his turn, and when he ends his action, it becomes the first user's turn.
[0040] Each time a turn comes, each user draws a predetermined number of cards from the deck and adds them to their hand.
[0041] Each user places, from among the cards in his / her hand, candidates for cards (character cards) to be used in attack or defense against the opponent user's cards in the preparation card placement section 32.
[0042] The user 5A can switch between the cards arranged in the preparation card placement unit 32A and the cards arranged in the battle card placement unit 34A during the turn of the user 5A. Also, the user 5B can switch between the cards arranged in the preparation card placement unit 32A and the cards arranged in the battle card placement unit 34A during the turn of the user 5B.
[0043] As described above, the win / loss condition card placement section 33A and the win / loss condition card placement section 33B are areas for notifying each user of the degree of progress toward the conditions for winning the match. Here, the condition for a user to win the match may be, for example, that all cards placed in the win / loss condition card placement section 33A or the win / loss condition card placement section 33B are collected. In other words, the outcome of the match may be decided when all cards are collected in either the win / loss condition card placement section 33A or the win / loss condition card placement section 33B.
[0044] For example, each user places a predetermined number of cards from the deck in the win / lose condition card placement section 33 before a TCG match. That is, the user 5A removes a predetermined number of cards from the deck 91A and places them in the win / lose condition card placement section 33A. The user 5B removes a predetermined number of cards from the deck 91B and places them in the win / lose condition card placement section 33B. The user 5A and the user 5B make the character card placed in the battle card placement section 34A and the character card placed in the battle card placement section 34B battle each other, and when the exit condition set for the character card is satisfied (for example, when the vitality value set for the character card is subtracted based on the attack power set for the opponent's character card and runs out), the character of the character card is considered to have fainted, and the character card is moved to the consumption card placement section 35 (also called "trash").
[0045] As a result, the user who has won the battle and dismissed the opponent's character card adds the cards placed in the win / loss condition card placement section 33A or the win / loss condition card placement section 33B to his / her hand. For example, when the user 5B dismisses the cards placed in the battle card placement section 34A by attacking the character card of the user 5A in his / her turn, he / she takes a predetermined number of cards from the cards placed in the win / loss condition card placement section 33B and adds them to his / her hand. On the other hand, when the user 5A dismisses the cards placed in the battle card placement section 34B by attacking the character card of the user 5B in his / her turn, he / she takes a predetermined number of cards from the cards placed in the win / loss condition card placement section 33A and adds them to his / her hand. By repeating these operations, when the user 5B collects all the cards placed in the win / loss condition card placement section 33B, or when the user 5A collects all the cards placed in the win / loss condition card placement section 33A, the user who has collected all the cards may be determined to be the user who won the TCG battle.
[0046] Alternatively, the winning condition of the match may be that a user loses if there is no character card in either the battle card placement unit 34 or the preparation card placement unit 32. Alternatively, the winning condition of the match may be that a user loses if he or she is unable to draw a deck from the deck placement unit 31 during his or her turn.
[0047] 1 to 3 illustrate an example in which users face each other to play a TCG match. However, the TCG match is not limited to one in which users face each other. Users may connect to each other via the Internet and play a match by acquiring the opponent's voice and the opponent's card arrangement, etc., via the Internet. Specifically, for example, a user plays a match while taking a picture of his / her own area on the play mat 30 with a camera or the like. The taken image is transmitted to the opponent in real time. A terminal device possessed by the user receives an image of the opponent's area sent from the opponent, and displays the received image on a display. This allows the user to check the opponent's cards in real time through the screen while handling his / her own cards in real life. In this way, the user may play a TCG match using analog cards online.
[0048] If there are multiple cameras or if there is a device that allows the viewing angle of the camera to be adjusted, the user's face may be photographed and the photographed image may be sent to the opponent. This allows the opponent's facial expression to be confirmed during the match, making it possible to obtain the same level of satisfaction in an online TCG match as in a face-to-face match.
[0049] <1 Overall system configuration> Fig. 4 is a block diagram showing an example of the overall configuration of the system 1. The system 1 shown in Fig. 4 includes, for example, a terminal device 10 and a server 20. The terminal device 10 and the server 20 are communicatively connected via a network 80, for example.
[0050] 4 shows an example in which the system 1 includes three terminal devices 10, but the number of terminal devices 10 included in the system 1 is not limited to three. The number of terminal devices 10 included in the system 1 may be two or less, or may be four or more.
[0051] 4 shows an example in which the system 1 includes one server 20, but the number of servers 20 included in the system 1 is not limited to one. The server 20 may be composed of multiple servers depending on the functions it has. Also, the server 20 may be, for example, a collection of multiple devices that constitutes one server. The method of allocating multiple functions required to realize the server 20 according to this embodiment to one or multiple pieces of hardware can be appropriately determined in consideration of the processing capacity of each piece of hardware and / or the specifications required for the server 20.
[0052] The terminal device 10 shown in Fig. 4 is, for example, an information processing device operated by a user who plays a digital TCG. The terminal device 10 is realized by, for example, a mobile terminal such as a smartphone or a tablet. The terminal device 10 may also be realized by a stationary PC (Personal Computer), a laptop PC, or a wearable terminal such as an HMD (Head Mount Display).
[0053] The terminal device 10 includes a communication IF (Interface) 12, an input device 13, an output device 14, a memory 15, a storage 16, and a processor 19. The input device 13 is a device (e.g., a touch panel, a touch pad, etc.) for receiving an input operation from a user. The output device 14 is a device (a display, a speaker, etc.) for presenting information to a user.
[0054] The server 20 is, for example, an information processing device that manages information related to cards and information related to decks.
[0055] The server 20 is realized by, for example, a computer connected to a network 80. As shown in Fig. 4, the server 20 includes a communication IF 22, an input / output IF 23, a memory 25, a storage 26, and a processor 29. The input / output IF 23 functions as an interface with an input device for receiving an input operation from a user and an output device for presenting information to the user.
[0056] Each information processing device is configured by a computer equipped with a calculation device and a storage device. The basic hardware configuration of the computer and the basic functional configuration of the computer realized by the hardware configuration will be described later. For each of the terminal device 10 and the server 20, descriptions that overlap with the basic hardware configuration and basic functional configuration of the computer described later will be omitted.
[0057] <1.1 Terminal device configuration> Fig. 5 is a block diagram showing a configuration example of the terminal device 10 shown in Fig. 4. As shown in Fig. 5, the terminal device 10 includes a communication unit 120, an input device 13, an output device 14, an audio processing unit 17, a microphone 171, a speaker 172, a camera 160, a position information sensor 150, a storage unit 180, and a control unit 190. The blocks included in the terminal device 10 are electrically connected to each other, for example, by a bus or the like.
[0058] The communication unit 120 performs processing such as modulation and demodulation processing for the terminal device 10 to communicate with other devices. The communication unit 120 performs transmission processing on a signal generated by the control unit 190 and transmits the signal to the outside (for example, the server 20). The communication unit 120 performs reception processing on a signal received from the outside and outputs the signal to the control unit 190.
[0059] The input device 13 is a device for inputting instructions or information by a user who operates the terminal device 10. The input device 13 is realized, for example, by a touch-sensitive device 131 or the like in which an instruction is input by touching an operation surface. In the case where the terminal device 10 is a PC or the like, the input device 13 may be realized by a reader, a keyboard, a mouse, or the like. The input device 13 converts an instruction input by a user into an electrical signal, and outputs the electrical signal to the control unit 190. Note that the input device 13 may include, for example, a receiving port that receives an electrical signal input from an external input device.
[0060] The output device 14 is a device for presenting information to a user who operates the terminal device 10. The output device 14 is realized, for example, by a display 141 or the like. The display 141 displays data according to the control of the control unit 190. The display 141 is realized, for example, by an LCD (Liquid Crystal Display) or an organic EL (Electro-Luminescence) display or the like.
[0061] The audio processing unit 17 performs, for example, digital-analog conversion processing of an audio signal. The audio processing unit 17 converts a signal provided from the microphone 171 into a digital signal and provides the converted signal to the control unit 190. The audio processing unit 17 also provides the audio signal to the speaker 172. The audio processing unit 17 is realized, for example, by a processor for audio processing. The microphone 171 accepts audio input and provides an audio signal corresponding to the audio input to the audio processing unit 17. The speaker 172 converts the audio signal provided from the audio processing unit 17 into audio and outputs the audio to the outside of the terminal device 10.
[0062] The camera 160 is a device for receiving light with a light receiving element and outputting the received light as an image capturing signal.
[0063] The position information sensor 150 is a sensor that detects the position of the terminal device 10, and is, for example, a GPS (Global Positioning System) module. The GPS module is a receiving device used in a satellite positioning system. In the satellite positioning system, signals are received from at least three or four satellites, and the current position of the terminal device 10 equipped with the GPS module is detected based on the received signals. The position information sensor 150 may detect the current position of the terminal device 10 from the position of the wireless base station to which the terminal device 10 is connected.
[0064] The storage unit 180 is realized by, for example, the memory 15, the storage 16, etc., and stores data and programs used by the terminal device 10. The storage unit 180 stores, for example, user information 181, card information 182, deck information 183, battle management information 184, and battle information 185.
[0065] The user information 181 includes, for example, information about a user who plays the TCG. The information about the user includes, for example, a user ID, the user's name, age, address, date of birth, and date of registration.
[0066] The card information 182 includes, for example, information about cards. The card information 182 may include information about cards owned by the user. Details will be described later.
[0067] The deck information 183 includes, for example, information about a deck constructed by a user, which will be described in detail later.
[0068] The battle management information 184 includes information regarding the location of the digital cards included in the deck in the currently ongoing battle, as will be described in detail later.
[0069] The match information 185 includes information about matches that the player has previously performed, as will be described in detail later.
[0070] The control unit 190 is realized by the processor 19 reading a program stored in the storage unit 180 and executing instructions included in the program. The control unit 190 controls the operation of the terminal device 10. The control unit 190 operates according to the program to fulfill the functions of an operation reception unit 191, a transmission / reception unit 192, a management unit 193, a display control unit 194, a battle processing unit 195, and a calculation unit 196.
[0071] The operation reception unit 191 performs processing for receiving instructions or information input from the input device 13. Specifically, for example, the operation reception unit 191 receives instructions or information input from the touch-sensitive device 131 or the like.
[0072] Furthermore, operation acceptance unit 191 accepts an image input from camera 160. Specifically, operation acceptance unit 191 receives image data captured by camera 160, for example.
[0073] Furthermore, the operation reception unit 191 receives audio information input from the microphone 171. Specifically, for example, the operation reception unit 191 receives audio data that is input from the microphone 171 and converted into digital data by the audio processing unit 17.
[0074] The transmitting / receiving unit 192 performs processing for the terminal device 10 to transmit and receive data to and from an external device such as the server 20 in accordance with a communication protocol. Specifically, for example, the transmitting / receiving unit 192 transmits instructions input by the user or various pieces of acquired information to the server 20. The transmitting / receiving unit 192 also receives information provided from the server 20. The information provided from the server 20 includes, for example, information about a new card acquired by the user or information about the deck.
[0075] The management unit 193 manages the user information 181, card information 182, deck information 183, match management information 184, and match information 185 stored in the storage unit 180. For example, when information about a user is edited, the management unit 193 stores the edited information in the user information 181. When information about a card is updated, the management unit 193 updates the card information 182. When information about a deck is edited, the management unit 193 updates the deck information 183. When the match between the players progresses, the management unit 193 updates the match management information 184. When the match between the players progresses, the management unit 193 updates the match information 185 in accordance with the result of the match.
[0076] The display control unit 194 controls the output device 14 to display a predetermined image to the user. For example, the display control unit 194 controls the display 141 to display a management screen of cards owned by the user based on information managed in the card information 182 and information managed in the deck information 183. The display control unit 194 also controls the display 141 to display information related to the deck.
[0077] Furthermore, the display control unit 194 controls the display 141 to display information to assist the player in a TCG match. Specifically, for example, the display control unit 194 controls the display 141 to display an indicator according to an expected value of a player adding a predetermined card to his / her hand in a TCG match at a position different from the deck arrangement unit 31. When a card with an indicator is selected by a player, the display control unit 194 displays a procedure for acquiring the selected card. Furthermore, the display control unit 194 controls the display 141 to display an indicator indicating that a predetermined card is present in a predetermined area in a position different from the deck placement unit 31. For example, when a predetermined card is placed in the win / lose condition card placement unit 33, the display control unit 194 causes the display 141 to display an indicator indicating that the card is placed in the win / lose condition card placement unit 33.
[0078] The match processing unit 195 controls processing for a match with another user. For example, the following modes of the match are assumed. - Play against the CPU using a deck built with digital cards - Play against other players using decks built with digital cards · Competition
[0079] The match processing unit 195 receives operations from the player regarding cards held by the player, operations regarding cards placed in a predetermined area, and the like, and progresses the TCG match based on the received operations.
[0080] The battle processing unit 195 judges whether a predetermined condition is met during a battle. The predetermined condition is, for example, when the cards in a deck are divided and distributed into a first card group (hand) and a second card group (non-hand), and the player is able to recognize the cards in the second card group. The specific condition is, for example, as follows. When the player checks the first set of cards that have been dealt If the second group of cards includes the third group of cards (the deck) and the fourth group of cards (the side), when the first group of cards is revealed to the player and the player confirms the third group of cards. If the second group of cards includes the third group of cards (the deck) and the fourth group of cards (the side), when the first group of cards is revealed to the player and the player confirms the fourth group of cards. When a certain in-game effect makes a card in the second group recognizable to the player.
[0081] The predetermined in-game effect includes, for example, the effect of a card having a characteristic of displaying an indicator corresponding to the possibility of adding a predetermined card to one's hand. The predetermined in-game effect includes, for example, the effect of an item displaying an indicator corresponding to the possibility of adding a predetermined card to one's hand.
[0082] When a predetermined condition is satisfied during a battle, the battle processing unit 195 causes the calculation unit 196 to carry out processing.
[0083] The calculation unit 196 calculates the possibility that a player can add a predetermined card to his / her hand based on the location of digital cards included in the deck used in the match. Specifically, for example, the calculation unit 196 refers to the match management information 184 and calculates the possibility (likelihood, expected value) that any of the digital cards included in the deck will be added to the player's hand.
[0084] The calculation unit 196 selects a predetermined card for which the possibility of adding the card to the hand is calculated based on, for example, information about the card. More specifically, for example, the calculation unit 196 selects the predetermined card as follows. Based on your playing history, analyze the tendencies of the actions you take during play (play behavior) in a given situation and select cards that the player is likely to need. Based on the play history of other players, analyze the tendencies of the playing actions adopted by other players in a given situation and select cards that the player is likely to need -Select a card designated by the player before the match During a match, a card designated by a player is selected from among the cards placed in the deck placement section 31, the victory / loss condition card placement section 33, and the consumption card placement section 35. New cards added to the deck
[0085] The cards designated by the players before a match are, for example, cards that the players have a high need to add to their hand in order to gain an advantage in the match. Also, the cards designated by the players before a match are, for example, cards that have a high possibility of being acquired as cards that are highly necessary. There may be a limit on the number of cards that can be designated. Also, when certain requirements are met, the set limit may be lifted or relaxed.
[0086] The source of the card designated by the player during the match is not limited to the deck placement section 31. In this embodiment, the case where cards included in the deck are placed in the deck placement section 31 and the win / lose condition card placement section 33 is described, and therefore an example is described in which the designation is received from the card placed in the deck placement section 31. If the cards included in the deck are not divided, the designation from the player may be accepted from cards other than the hand. There may be a limit on the number of cards that can be designated. In addition, when a certain requirement is met, the set limit may be lifted or relaxed.
[0087] The calculation unit 196 calculates the possibility of adding a predetermined card to the hand. Specifically, for example, when the player can directly acquire the selected card based on the card effect available to the player, the calculation unit 196 calculates the possibility of acquiring the card, that is, the probability, as 100%, and sets the acquisition procedure as "directly". The ability to directly acquire a card means, for example, that the selected card can be acquired by activating the effect of the card. The effects of cards available to the player include, for example, the effect of cards included in the hand, the effect of cards placed in the preparation card placement unit 32, the effect of cards placed in the battle card placement unit 34, the effect of stadium cards, and the like. The calculation unit 196 acquires the effect of the card from, for example, the card information 182. The display control unit 194 displays, for example, a first indicator indicating that the card can be reliably acquired directly in association with the card selected by the calculation unit 196. The display control unit 194 may display the probability of acquisition.
[0088] When the player can indirectly acquire the selected card based on the card effect available to the player, the calculation unit 196 calculates the possibility, i.e., the probability, of acquiring the card to be 100%, and sets the acquisition procedure as "indirect." The ability to indirectly acquire a card means, for example, that a card having an effect of being able to directly acquire the selected card can be acquired by activating the effect of the card. Note that an indirect card may be acquired multiple times. The display control unit 194 displays, for example, a second indicator indicating that the card can certainly be indirectly acquired, in association with the card selected by the calculation unit 196. The display control unit 194 may display the probability of acquisition.
[0089] When the selected card can be acquired by lottery based on the effects of cards available to the player, the calculation unit 196 calculates the possibility of acquiring the card, i.e., the probability, by referring to the match management information 184. For example, the calculation unit 196 calculates the probability of acquiring the selected card based on the probability of drawing the selected card from the deck arrangement unit 31, the probability of drawing a card that can acquire the selected card from the deck arrangement unit 31, etc. The display control unit 194 displays, for example, a third indicator indicating that the card can be acquired directly or indirectly based on the probability, in association with the card selected by the calculation unit 196. The display control unit 194 may display the probability of acquisition.
[0090] If the player is unable to acquire the selected card based on the card effects available to the player, the calculation unit 196 calculates the possibility, i.e., the probability, of acquiring the card to be 0%. At this time, not only when the selected card is not present in the deck placement unit 31, but also when a card is present in the deck placement unit 31, depending on the state of the match, it may be impossible to acquire the card. The display control unit 194 displays, for example, a fourth indicator indicating that the card cannot be acquired in association with the card selected by the calculation unit 196.
[0091] <1.2 Functional configuration of the server> 6 is a diagram showing an example of a functional configuration of the server 20. As shown in FIG. 6, the server 20 exerts the functions of a communication unit 201, a storage unit 202, and a control unit 203.
[0092] The communication unit 201 performs processing for the server 20 to communicate with external devices.
[0093] The storage unit 202 includes, for example, a user information table 2021, a card master table 2022, a deck information table 2023, and a battle information table 2024.
[0094] The user information table 2021 is a table that stores information about users who have registered for services related to the TCG, for example. Details will be described later.
[0095] The card master table 2022 is a table that stores, for example, information about cards that are available to users. Details will be described later.
[0096] The deck information table 2023 is a table that stores, for example, information about decks registered by users. Details will be described later.
[0097] The match information table 2024 is a table that stores, for example, information about matches that have been held in the past, as will be described in detail later.
[0098] The control unit 203 is realized by the processor 29 reading a program stored in the storage unit 202 and executing instructions included in the program. The control unit 203 functions as a reception control module 2031, a transmission control module 2032, a management module 2033, and a battle processing module 2034 by operating according to the program.
[0099] The reception control module 2031 controls the process in which the server 20 receives a signal from an external device in accordance with a communication protocol.
[0100] The transmission control module 2032 controls the process in which the server 20 transmits signals to external devices in accordance with a communication protocol.
[0101] The management module 2033 manages tables stored in the storage unit 202. Specifically, for example, when an operation related to a deck is input, the management module 2033 updates the deck information table 2023. For example, when a deck requested to be made public by a user is a new deck, the management module 2033 issues a deck code. In addition, when information related to a battle is received, the management module 2033 updates the battle information table 2024.
[0102] The battle processing module 2034 controls the processing of a battle between users. For example, the battle processing module 2035 controls a battle between players using decks constructed from digital cards.
[0103] <2 Data Structure> 7 to 10 are diagrams showing data structures of information stored in the terminal device 10. Note that Figs. 7 to 10 are merely examples, and do not exclude data that is not shown.
[0104] Fig. 7 is a diagram showing the data structure of card information 182. Card information 182 shown in Fig. 7 is a table having columns such as name, type, attribute, card information, image data, and number of cards, with a card ID as a key. In addition to these, card information 182 may also have information such as a card management ID for uniquely identifying a card even when the card is identical, regulations, or rarity.
[0105] The card ID is an item that stores an identifier for uniquely identifying the type of card. In this embodiment, the same card ID is assigned to identical cards. Even if cards have the same name, different card IDs are assigned to cards with different effects, different rarities, or different regulations. The name is an item that stores the name of the card. The type is an item that stores the type of card. In this embodiment, card types include, for example, character, energy, support, goods, stadium, etc.
[0106] An attribute is an item that stores the nature to which a character belongs. In this embodiment, attributes include, for example, fire, water, lightning, grass, super, steel, evil, fighting, etc. Attributes include attributes that are advantageous when faced against other characters, and attributes that are disadvantageous when faced against other characters. Card information is an item that stores information that explains the contents of a card. When the card type is a character, the card information includes, for example, the character's attack power, stamina, the amount of energy required to perform a technique, the amount of energy required to escape, weaknesses, resistance, special characteristics possessed by the character, and the like. When the card type is a support, goods, or stadium, the card information includes, for example, the requirements for using the card, effects that occur when the card is used, and the like.
[0107] Image data is an item that stores an image. Image data may store reference information (path) for an image data file located elsewhere. Number is an item that stores the number of cards owned by the user that are assigned the same card ID. In this embodiment, cards with the same name but different effects are assigned different card IDs. Also, cards with the same name but different rarities are assigned different card IDs. Also, cards with the same name but different regulations are assigned different card IDs. Note that if owned cards are uniquely managed by card management IDs, the number does not need to be managed.
[0108] FIG. 8 is a diagram showing the data structure of the deck information 183. The deck information 183 shown in FIG. 8 is a table having columns such as name, organized card, completion, update date, and registration information, with the deck ID as a key. The deck information 183 may also have information on the nickname of the deck, the use history of the deck, and a representative image, in addition to the above. The nickname of the deck is, for example, a name given based on a characteristic card used in the deck, which succinctly expresses the characteristics of the deck and is given based on a common recognition among multiple users. The representative image is, for example, an image of a card designated by a user among the cards organized in the deck. The representative image is, for example, an image related to an illustration among the descriptions on the card, excluding text. The representative image is, for example, an image reduced to a predetermined number of pixels, for example, a thumbnail image.
[0109] The deck ID is an item that stores an identifier for uniquely identifying a deck. The name is an item that stores the name of the deck. The name is given by, for example, the user. The organization card is an item that stores cards that organize the deck. In the organization card, for example, the card IDs of the cards that organize the deck are stored.
[0110] Completed is an item for storing whether or not the deck is complete. In this embodiment, a circle indicates that the deck is complete, and a cross indicates that the deck is not complete. As long as it is possible to identify whether the deck is complete or not, the input is not limited to a circle or a cross. In this embodiment, a deck being complete means, for example, that the deck has been assembled with a specified number of cards and is ready to be used in a battle. Update date is an item for storing the date on which the deck configuration was changed. In calculating the update date, the use of a card used in one deck in another deck may also be treated as a change. Registration information is an item for storing the relationship with the deck registered in the server 20. For example, the deck code issued when the deck is registered in the server 20 is stored in the registration information.
[0111] A record for a deck is added when a new deck is created on the terminal device 10 in response to an instruction from the user.
[0112] Fig. 9 is a diagram showing the data structure of the battle management information 184. The battle management information 184 shown in Fig. 9 is a table having columns such as name, type, attribute, card information, and location, with the card ID as a key. The information stored in the battle management information 184 may be deleted when the battle ends. The battle management information 184 stores information about cards incorporated in the deck used in the battle.
[0113] The location is an item that stores information about an area where a card is placed during a match. For example, the location stores an area where a card incorporated in a deck used in a match is placed. The areas where cards are placed include, for example, at least one of the deck placement section 31, the preparation card placement section 32, the win / lose condition card placement section 33, the battle card placement section 34, the consumption card placement section 35, and the hand. Also, for example, the location stores the number of cards placed in an area. The number of cards placed varies for each area. Also, the number of cards placed changes according to the progress of the match. Also, for example, the location stores the number of cards placed among the cards placed. The number where a card is placed is assigned according to, for example, the order in which cards are drawn. The number where a card is placed changes according to, for example, the progress of the match.
[0114] Specifically, for example, if a card with card ID: C0001 is placed in the deck placement section 31, there are 40 cards placed in the deck placement section 31, and the card with card ID: C0001 is placed in a position where it will be drawn for the sixth time, the "location" of card ID: C0001 is stored as "Deck 6 / 40". If the player subsequently draws one card from the deck placement section 31, the "location" of card ID: C0001 becomes "Deck 5 / 39". Note that the location in the deck is information necessary to properly advance the game, and does not directly calculate the probability that the player will obtain a card. In other words, even if the "location" of card ID: C0001 is "Deck 6 / 40", the probability that the player will obtain card ID: C0001 in the next draw from the deck is 1 in 40 (2.5%), not 0%. In other words, information that the player cannot recognize is not used in probability calculations, even if it is managed as data.
[0115] For example, if a player has a card with card ID: C0003 in their hand, there are eight cards in their hand, and the card with card ID: C0003 is placed third from the left, the "location" of card ID: C0003 is stored as "hand 3 / 8." If the player then plays a card other than card ID: C0003 from their hand, the "location" of card ID: C0001 becomes "hand 2 / 7" or "hand 3 / 7."
[0116] Fig. 10 is a diagram showing the data structure of the battle information 185. The battle information 185 shown in Fig. 10 is a table having columns such as date and time, opponent, deck code, battle result, battle log information, and tournament information, with a battle ID as a key.
[0117] The battle ID is an item that stores an identifier for uniquely identifying a battle. The battle ID is issued by the server 20 when new information about a battle is registered. The date and time is an item that stores the date and time when the battle took place. The opponent is an item that stores information about the player who fought the battle. In this embodiment, for example, the user ID of the opponent player who fought the battle is stored in the opponent.
[0118] The deck code is an item that stores a deck code that identifies the deck used in a battle. In this embodiment, for example, the deck code of the deck used by the player and the deck used by the opponent are stored. The deck code may store only the deck code of the deck used by the player. The deck code may not be the deck code registered in the server 20, but may be the deck ID stored in the deck information 183. The deck code does not necessarily have to store information.
[0119] The match result is an item that stores the result of the match. For example, the match result is stored as "win" or "lose" in the match. If win or loss is identifiable, it may be stored as a circle or a cross. The match log information is an item that stores the play behavior adopted by the player during the match. Specifically, for example, the match log information stores the player drawing a card from a predetermined arrangement section (such as a deck or a win / lose condition card), the player placing a card in a predetermined arrangement section, the player using the effect of a predetermined card, and the like. The tournament information is an item that stores information about the match. For example, the tournament information includes the name of the tournament in which the match was held and the number of rounds of the match in the tournament. The tournament information may include match information in a privately held tournament regardless of whether it was an officially held tournament. Furthermore, the tournament information is not limited to tournaments and may include match information in private matches.
[0120] A record in the match information 185 is added when a new match is registered.
[0121] 11 to 14 are diagrams showing data structures of information stored in the server 20. Note that, Figs. 11 to 14 are merely examples, and do not exclude data that is not shown.
[0122] Fig. 11 is a diagram showing the data structure of a user information table 2021. The user information table 2021 shown in Fig. 11 is a table having columns such as name, age, address, date of birth, and date of registration, with a user ID as a key. The user information table 2021 is not limited to the above, and may have columns such as proficiency and followers.
[0123] The user ID is an item that stores an identifier for uniquely identifying a user. The name is an item that stores the user's name. The age is an item that stores the user's age. The address is an item that stores the place where the user lives. The date of birth is an item that stores the date the user was born. The registration date is an item that stores the date the user began using services related to the TCG.
[0124] A record in the user information table 2021 is added when a new user is registered.
[0125] Fig. 12 is a diagram showing the data structure of the card master table 2022. The card master table 2022 shown in Fig. 12 is a table having columns such as name, type, attribute, card information, and image data, with the card ID as a key.
[0126] The card ID is an item that stores an identifier for uniquely identifying the type of card. The name is an item that stores the name of the card. The type is an item that stores the type of card. The attribute is an item that stores the nature to which the character belongs. The card information is an item that stores information that describes the contents of the card. The image data is an item that stores an image.
[0127] A record in the card master table 2022 is added, for example, when a new card is issued.
[0128] FIG. 13 is a diagram showing the data structure of the deck information table 2023. The deck information table 2023 shown in FIG. 13 is a table having columns such as name, creator, creation date, organization card, battle information, and publication, with the deck code as a key. In addition to these, the deck information table 2023 may have information on the deck's nickname, representative image, registrant, number of views, the date on which the user requested registration, the date on which the use of the deck achieved a predetermined condition, and the like. The registrant, for example, stores a user who is not the creator among users who have registered a deck. In other words, the registrant represents the user ID of the user who created and registered a deck after the second time. The number of views stores, for example, the number of users who have confirmed the contents of the deck. If the server 20 provides a function for copying deck organization, the number of users who have copied may be stored as the number of references.
[0129] The deck code is an item that stores an identifier for uniquely identifying a registered deck. The deck code is issued by the management module 2033 when the deck requested to be made public by the user is a new deck. A new deck, for example, refers to a deck in which at least a part of the deck is different from existing decks. In other words, a new deck can be said to refer to a deck in which no deck with an identical configuration exists. The deck code shown in FIG. 13 is an identifier that is different from, for example, the deck ID shown in FIG. 8. This is because the deck code shown in FIG. 13 is for managing public decks, and the deck ID shown in FIG. 8 is for managing one's own deck.
[0130] Name is an item that stores the name of the deck. The name is given by the user. Creator is an item that stores the user ID of the user who originally created the deck. Creation date is an item that stores the date the deck was originally created. Organization card is an item that stores the cards that make up the deck. In the organization card, for example, the card IDs of the cards that make up the deck are stored. Match information is an item that stores information about a match that was performed using a deck identified by a deck code. Match information includes, for example, the following information: - Match ID to identify the match Date and time of match -Participated competitions Competition Results
[0131] "Public" is an item that stores whether or not a deck is publicly available to other users. In this embodiment, a circle indicates that the deck is publicly available to other users, and a cross indicates that the deck is not publicly available to other users. As long as it is possible to identify whether or not the deck has been approved for publication, input of a circle or a cross is not required. In this embodiment, a deck that is not publicly available means that only the user himself can view it.
[0132] Records in the deck information table 2023 are added when a new deck is registered.
[0133] Fig. 14 is a diagram showing the data structure of the match information table 2024. The match information table 2024 shown in Fig. 14 is a table having columns such as date and time, opponent, deck code, winner, match log information, and tournament information, with a match ID as a key.
[0134] The battle ID is an item that stores an identifier for uniquely identifying a battle. The battle ID is issued by the management module 2033 when new information about a battle is registered. The date and time is an item that stores the date and time when the battle took place. The opponents is an item that stores information about the players who fought the battle. In this embodiment, for example, the user IDs of the players who fought the battle are stored as the opponents.
[0135] The deck code is an item that stores a code that identifies the deck used in a match. In this embodiment, for example, a player who played a match is associated with the deck code of the deck used by that player. Note that the deck code does not necessarily have to be stored. In other words, the deck code does not necessarily have to be registered.
[0136] Winner is an item that stores the winner of a match. Match log information is an item that stores playing actions adopted by players during a match. Tournament information is an item that stores information about a match. For example, tournament information includes the name of the tournament in which the match was held and the number of rounds of the match in the tournament. Regardless of whether the tournament was held officially, tournament information may include match information in a privately held tournament. Furthermore, tournament information is not limited to tournaments and may include match information in private matches.
[0137] A record is added to the match information table 2024 when a new match is registered.
[0138] <3 operations> The operation of the terminal device 10 when the terminal device 10 displays information to assist a player in a TCG match will be described.
[0139] 15 is a flowchart showing an example of the operation of the control unit 190 when displaying information to assist the player during a TCG match. In FIG. 15, an example will be described in which digital cards are used in a match.
[0140] First, a player operating the terminal device 10 inputs an instruction to start a TCG match with an opponent to the terminal device 10. The opponent may be selected by the player before the start of the match, or may be selected by the match processing unit 195 of the control unit 190 before the start of the match. If the match is included in a tournament, the opponent may be set in advance by the organizers of the tournament.
[0141] The decks to be used in a match may be selected by the players before the match begins, or if the match is part of a tournament, the decks may be pre-set by the players' registration.
[0142] In step S11, when a player instructs to start a match, the match processing unit 195 distributes cards contained in the deck to the player. Specifically, the match processing unit 195 shuffles the deck, distributes a predetermined number of cards to the player as a hand, and distributes a predetermined number of cards to the win / lose condition card placement unit 33. The match processing unit 195 distributes the remaining cards to the deck placement unit 31 as a deck.
[0143] When a player issues an instruction to start a match, the management unit 193 issues a record to the match information 185. The management unit 193 inputs information into, for example, "match ID," "date and time," "opponent," and "deck code" of the issued record. The management unit 193 stores information about cards incorporated into the deck used in the match in the match management information 184, and updates the "location" of each card based on the cards that have been dealt.
[0144] In step S12, the match processing unit 195 advances the match based on operations by the players.
[0145] FIG. 16 is a schematic diagram showing a display example of the display 141 of the terminal device 10 during a match. In the deck placement section 31, a plurality of face-down cards are stacked and placed. In the preparation card placement section 32, a plurality of face-down character cards (two cards according to FIG. 16) are placed. In the win / lose condition card placement section 33, a plurality of face-down cards (six cards according to FIG. 16) are placed. In the battle card placement section 34, one character card for a battle is placed. In the consumption card placement section 35, no cards have been placed yet, but as the match progresses, face-up cards are stacked. The player has five cards in his / her hand 93.
[0146] In step S13, the battle processing unit 195 determines whether a predetermined condition is satisfied. Specifically, for example, the battle processing unit 195 determines whether the cards in the deck are divided into a first card group (hand) and a second card group (non-hand), and whether the cards in the second card group are recognizable by the player.
[0147] More specifically, for example, the battle processing unit 195 determines whether the first card group has been revealed to the player and the player has confirmed the third card group. For example, there are cards with the following effects. A card that adds a specific card to your hand from the cards placed in the deck placement section 31. A card that rearranges the cards placed in the deck placement section 31 into a specified order.
[0148] When a player uses a card having these effects, the player can confirm the contents of the cards arranged in the deck arrangement section 31. When a card having the above-mentioned effects is used by a player after a hand is dealt to the player, the battle processing section 195 determines that the condition is met. When a player can confirm the cards in his / her hand and the cards arranged in the deck arrangement section 31, the player can know what cards are arranged in the win / lose condition card arrangement section 33. In other words, the player can know where all the cards are arranged. When the player can know the arrangement of all the cards, the battle processing section 195 displays auxiliary information. For example, after a player adds a predetermined card to his / her hand from the cards arranged in the deck arrangement section 31, the player shuffles the original cards that were pulled out and returns them to the deck arrangement section 31. Therefore, even after checking the deck, the player cannot know where each card is located in the deck. Therefore, the information on where the card is located in the deck is not used in the calculation of the likelihood.
[0149] Also, for example, the battle processing unit 195 judges whether the first card group is revealed to the player and the player has confirmed the fourth card group. For example, there is a card that has an effect of confirming the cards placed in the win / lose condition card placement unit 33. When the player uses a card with this effect, the player can confirm the contents of the cards placed in the win / lose condition card placement unit 33. The battle processing unit 195 judges that the condition is met when the player uses a card with the above-mentioned effect after the player is dealt a hand. When the player can confirm the cards in the hand and the cards placed in the win / lose condition card placement unit 33, the player can grasp what cards are placed in the deck placement unit 31. In other words, the player can grasp where all the cards are placed.
[0150] Also, for example, the battle processing unit 195 judges whether a card or item with a predetermined effect has been used. For example, there are cards that have the effect of displaying an indicator according to the possibility of adding a predetermined card to one's hand, and items that have the effect of displaying an indicator according to the possibility of adding a predetermined card to one's hand. When a player uses such a card or item, the battle processing unit 195 judges that a card or item with a predetermined effect has been used.
[0151] In step S14, the control unit 190 calculates a possibility (likelihood, expected value). Specifically, for example, the control unit 190 calculates, by the calculation unit 196, the possibility that a player can add a predetermined card to his or her hand based on the location of cards included in the deck used in the match.
[0152] More specifically, for example, the calculation unit 196 selects a card for which the possibility is calculated. The calculation unit 196, for example, refers to the "deck code" and "battle log information" of the battle information 185, and estimates what playing behavior the player himself will adopt in the current deck and the current situation. The calculation unit 196 selects a card that the player himself is likely to need based on the estimated playing behavior.
[0153] Furthermore, the calculation unit 196 refers to the "deck code" and "battle log information" in the battle information table 2024, and estimates what kind of playing behavior other influential (famous) players will adopt based on the current deck and the current situation. The calculation unit 196 may select cards that are likely to be required by other players based on the estimated playing behavior.
[0154] The calculation unit 196 may also select a card that has been newly added to the deck.
[0155] Furthermore, the calculation unit 196 may select a card designated by the player before the match. The card designated by the player before the match is, for example, a card that is highly necessary for the player to add to his / her hand in order to gain an advantage in the match. For example, it is a powerful character card, or a support card that exerts an effect that advances the match advantageously. Furthermore, the card designated by the player before the match is, for example, a card that has a possibility of enabling the player to obtain a highly necessary card.
[0156] Furthermore, the calculation unit 196 may select a card designated by the player from among the cards placed in the deck placement unit 31, the win / lose condition card placement unit 33, and the consumed card placement unit 35 during a match. For example, when the player requests the display of auxiliary information, the display control unit 194 displays the cards placed in the deck placement unit 31, the win / lose condition card placement unit 33, and the consumed card placement unit 35 in an area different from each placement unit.
[0157] Furthermore, the calculation unit 196 may display the expected value for all cards included in the deck, regardless of the selection by the player, understanding of the tendencies of the player and other players, and the like.
[0158] Fig. 17 is a schematic diagram showing a display example of the display 141 when accepting a card designation from a player. According to Fig. 17, the display control unit 194 displays cards placed in the deck placement unit 31, the win / lose condition card placement unit 33, and the consumed card placement unit 35 in the area 36. The calculation unit 196 accepts a card designation from the player.
[0159] The calculation unit 196 may select a plurality of cards, or may select one card.
[0160] The specification for the calculation unit 196 to select a card is specified by a player before the match, for example. Also, the specification for the calculation unit 196 to select a card may be selected by a player during the match, for example.
[0161] The calculation unit 196 refers to the match management information 184 and calculates the possibility (probability, expected value) that the selected card will be added to the player's hand. The calculation unit 196 calculates, for example, the following probabilities. Possibility of direct and reliable acquisition Possibility of indirectly obtaining The possibility of directly or indirectly acquiring the property based on the probability
[0162] In step S15, the control unit 190 causes information to be displayed to assist the player on the display 141. Specifically, the control unit 190 causes the display control unit 194 to display the selected card and an indicator indicating the possibility (likelihood, expected value) that the selected card will be added to the player's hand on the display 141. The display control unit 194 displays, for example, the following indicators: - The first indicator of the possibility of direct and certain acquisition The second indicator represents the possibility of indirectly obtaining The third index represents the probability of directly or indirectly obtaining the property. The fourth indicator of inability to obtain
[0163] FIG. 18 is a schematic diagram showing a display example of the display 141 when displaying information to assist the player. According to FIG. 18, the display control unit 194 displays a first card 37 and a second card 38. The display control unit 194 assigns a first indicator to the first card 37 and a second indicator to the second card 38. The first card 37 and the second card 38 may be the same card or may be different cards. That is, there may be two or more types of paths that can be used to obtain one card. Also, there are possible acquisition paths for each of the two types of cards, which are represented by predetermined indicators.
[0164] The indicators may be in any form as long as they can identify the possibility, expected value, and likelihood. For example, the indicators may be numerical values, symbols, or colors. The indicators may be attached as icons or annotations. Specifically, the display control unit 194 may set the first indicator to "1", the second indicator to "2", the third indicator to "3", and the fourth indicator to "4". The display control unit 194 may also set the first indicator to "blue", the second indicator to "green", the third indicator to "yellow", and the fourth indicator to "red". The display control unit 194 may display the third indicator as a value (percentage) representing the possibility.
[0165] The display control unit 194 receives designation of an indexed card from the player. As shown in Fig. 18, the display control unit 194 receives designation of a first card 37 and a second card 38 from the player. The display control unit 194 displays a procedure for acquiring the card designated by the player. Specifically, for example, in Fig. 18, when the second card 38 is designated by the player, the display control unit 194 displays a procedure for acquiring the second card 38.
[0166] Fig. 19 is a schematic diagram showing an example of display on display 141 when displaying the procedure for acquiring second card 38. According to Fig. 19, display control unit 194 displays area 39 for displaying the procedure for acquiring a specified card. In area 39, display control unit 194 displays cards 391 and 392 used for acquiring second card 38.
[0167] Fig. 20 is a schematic diagram showing an example of display on display 141 when a procedure for acquiring a card marked with a third index is displayed when the card is designated. According to Fig. 20, display control unit 194 displays area 39 for displaying the procedure for acquiring the designated card. In area 39, display control unit 194 displays cards 391 and 392 used to acquire third card 310. For example, display control unit 194 displays a value indicating the possibility of acquiring any of the cards included in the procedure.
[0168] 20, if the card actually obtained by using card 391 is not card 392, that is, if the player is unable to draw a card that is obtained by chance, calculation unit 196 may recalculate the possibility of obtaining a desired card. Calculation unit 196 may recalculate the possibility of obtaining a desired card in response to the player being unable to draw a card that is obtained by chance, or in response to a recalculation instruction from the player.
[0169] Furthermore, the display control unit 194 controls the display 141 to display, for example, an indicator indicating that the selected card is present in a predetermined area and the selected card in an area different from the deck placement unit 31 and the win / loss condition card placement unit 33. For example, when the selected card is placed in the win / loss condition card placement unit 33, the display control unit 194 causes the display 141 to display the selected card with a fifth indicator indicating that the selected card is placed in the win / loss condition card placement unit 33.
[0170] 15, an example has been described in which the calculation unit 196 calculates the expected value of adding a desired card to the hand when a predetermined condition is satisfied. However, the calculation unit 196 may calculate the expected value in response to a request from a player.
[0171] Fig. 21 is a schematic diagram showing a display example of the display 141 when an object for requesting auxiliary information is displayed. In Fig. 21, the display control unit 194 causes the display 141 to display an object 311 for receiving a request for auxiliary information. An advanced player is capable of selecting a card that is considered to be most suitable for the current situation, and therefore does not need auxiliary information. Therefore, by not displaying auxiliary information when the player does not request it, it is possible to avoid the information being bothersome.
[0172] As described above, in the above embodiment, the battle processing unit 195 separates a plurality of cards included in the deck at the start of the battle into a first card group as the player's hand, and a second card group including other cards. The battle processing unit 195 judges whether or not the cards included in the second card group have become recognizable by the player after the start of the battle. When the cards become recognizable, the calculation unit 196 calculates the likelihood that at least one of the cards included in the second card group will be added to the hand based on the card effects that the player can use. The display control unit 194 displays at least one of the cards and an indicator representing the likelihood in an area different from the display area of the second card group. This allows the terminal device 10 to present to the player the cards that the player needs in the current situation, together with the likelihood that the card can be acquired. Therefore, even if the player is a beginner, he or she can realize the possibility of adding important cards to the hand in the same way as an advanced player, and can experience a high-level battle. In other words, it is possible to play a battle while perceiving information similar to the thoughts of a so-called advanced player during play.
[0173] Therefore, the program according to this embodiment can support improvement of the playing skills of TCG players.
[0174] In the above embodiment, the state in which the player can recognize the cards in the second card group means that the first card group is revealed to the player, so that after the player is dealt their hand, the player can confirm the cards they need in the current situation, together with the likelihood that they will be able to acquire those cards.
[0175] In the above embodiment, the second card group includes a third card group (deck) from which the player draws cards during a match, and a fourth card group (side) to indicate the state of the match. The state in which the player can recognize the cards included in the second card group is when the first card group is revealed to the player and the player checks the third card group. This allows the player to guess the contents of the side from the hand and the deck, so that after the hand is dealt and the contents of the deck are checked by the effect of a specific card, the player can check the cards he or she needs in the current situation, along with the likelihood that he or she will be able to obtain those cards.
[0176] In the above embodiment, the second card group includes a third card group from which the player draws cards during the match, and a fourth card group that indicates the battle situation of the match. The state in which the player can recognize the cards included in the second card group is when the first card group is revealed to the player and the player checks the fourth card group. This allows the player to guess the contents of the deck from the hand and the side cards, so that after the hand is dealt and the contents of the side card are checked by the effect of a specific card, the player can check the cards that he or she needs in the current situation along with the likelihood that he or she will be able to obtain the cards.
[0177] In the above embodiment, the battle processing unit 195 makes the cards in the second card group recognizable to the player by a predetermined in-game effect. This allows the player to check the cards he or she needs in the current situation, together with the likelihood that the player will be able to acquire the cards, after using a card with a special effect.
[0178] In the above embodiment, the calculation unit 196 selects the card for which the likelihood is calculated based on information about the card. This allows the player to appropriately select the card he or she needs. This allows the display control unit 194 to present the card the player needs in the current situation together with the likelihood that the player can acquire the card.
[0179] In the above embodiment, the calculation unit 196 selects the card for which the likelihood is calculated based on the player's own play history or the play history of other players. As a result, cards that the player is likely to desire are presented together with their likelihood. Also, cards recommended by other players are presented together with their likelihood. This is useful for improving the player's play skill.
[0180] In the above embodiment, the calculation unit 196 selects a card designated by a player before a match as a card for which the likelihood is calculated. This allows a player to grasp the likelihood that he or she will be able to add a card that he or she desires to his or her hand.
[0181] In the above embodiment, the calculation unit 196 selects a card designated by the player from among the cards included in the second card group as the card for which the likelihood is to be calculated. This allows the player to grasp the likelihood that the card he or she desires will be added to his or her hand in the current situation.
[0182] In the above embodiment, the display control unit 194 displays the first indicator when at least one of the cards can be directly acquired based on the effects of the cards available to the player. This enables the display control unit 194 to intuitively inform the player that the card can be directly acquired.
[0183] In the above embodiment, the display control unit 194 displays the second indicator when at least one of the cards can be indirectly acquired based on the card effects available to the player. This enables the display control unit 194 to intuitively inform the player that the card can be indirectly acquired.
[0184] Furthermore, in the above embodiment, the display control unit 194 displays the third indicator when at least one of the cards can be obtained by lottery based on the card effects available to the player. This allows the display control unit 194 to intuitively inform the player that the card can be obtained by lottery. At this time, the display control unit 194 may express the third indicator as a numerical value. This allows the display control unit 194 to accurately inform the player of the probability of obtaining the card.
[0185] In the above embodiment, the display control unit 194 displays the fourth indicator when the displayed card cannot be acquired. This enables the display control unit 194 to intuitively inform the player that the card cannot be acquired.
[0186] Furthermore, in the above embodiment, the display control unit 194 displays the fifth indicator when the displayed card is in the fourth card group. This enables the display control unit 194 to intuitively inform the player that the card is in the fourth card group.
[0187] In the above embodiment, the calculation unit 196 calculates the likelihood that at least one of the cards can be added to the hand in response to a request from the player after the card becomes recognizable. This allows the auxiliary information to be displayed only when requested by the player, so that the auxiliary information is not presented to players who do not need it, improving ease of use for advanced players.
[0188] In the above embodiment, when a displayed card is selected by a player, the display control unit 194 displays the procedure for acquiring the selected card. This allows the display control unit 194 to present to the player how to acquire the card that the player needs.
[0189] <Modification> (Analog card battle) In the explanation based on FIG. 15, a case where a TCG match using digital cards is performed has been explained. However, this embodiment is not limited to a TCG match using digital cards. This embodiment can also be used in a TCG match using analog cards.
[0190] FIG. 22 is a flowchart showing an example of the operation of the control unit 190 when displaying information to assist a player during a TCG match using analog cards.
[0191] In step S21, for example, the control unit 190 photographs the hand and the board with the camera 160. The control unit 190 analyzes the image and recognizes the analog card included in the photographed image. When the player uses a card that has an effect that allows the contents of the cards placed in the deck placement unit 31 to be confirmed, the player confirms the contents of the cards placed in the deck placement unit 31. The control unit 190 photographs the contents of the cards placed in the deck placement unit 31 and identifies the cards included in the deck placement unit 31. The management unit 193 updates the match management information 184 based on the identified cards. If it is difficult to photograph the contents of the cards placed in the deck placement unit 31 due to the player's confirmation method, etc., the display control unit 194 may request the player to photograph the cards again.
[0192] When a player uses a card having an effect of enabling confirmation of the contents of the card placed in the win / loss condition card placement section 33, the player confirms the contents of the card placed in the win / loss condition card placement section 33. The control section 190 photographs the contents of the card placed in the win / loss condition card placement section 33 and identifies the cards included in the win / loss condition card placement section 33. The management section 193 updates the match management information 184 based on the identified cards. If it is difficult to photograph the contents of the card placed in the win / loss condition card placement section 33 due to the player's confirmation method or the like, the display control section 194 may request the player to photograph the card again.
[0193] The control unit 190 executes steps S13 to S15 in the same manner as in FIG.
[0194] From the above, even in a match using analog cards, the terminal device 10 can present to the player the cards that the player needs in the current situation, together with the likelihood that the player will be able to acquire those cards.
[0195] (Auxiliary displays for spectators) In the above embodiment, an example of displaying information to assist a player in a match has been described. However, the auxiliary display according to this embodiment is not limited to information to assist a player in a match. Information to assist a user watching the match may be displayed.
[0196] FIG. 23 is a flowchart illustrating an example of the operation of the control unit of the terminal device when displaying information to assist a user watching a TCG match.
[0197] In step S31, the control unit of the terminal device determines whether or not a request for auxiliary information has been made by the user. If a request for auxiliary information has been made, the control unit shifts the process to step S32.
[0198] In step S32, the control unit acquires information on the card selected by the calculation unit 196 and information on the index calculated by the calculation unit 196. Specifically, for example, the calculation unit 196 transmits the information on the selected card and information on the index calculated for the selected card to the server 20. The control unit acquires the information on the card selected by the calculation unit 196 and information on the index calculated by the calculation unit 196 from the server 20.
[0199] In step S33, the control unit causes the display to display information to assist the user. Specifically, the control unit causes the display to display the card acquired from the server 20 and an indicator indicating the possibility (expected value) that the card will be added to the player's hand. The control unit may, for example, display information to assist the play of one player, or information to assist the play of both players. For example, when watching a match while looking at only one player's hand, the control unit displays information to assist the play of one player. Also, for example, when watching a match while looking at both players' hands, the control unit displays information to assist the play of both players.
[0200] As a result, even when watching a TCG match, the terminal device can present to the player the cards that the player needs in the current situation, along with the likelihood that the player will be able to acquire those cards.
[0201] In the above embodiment, the control unit 190 includes the calculation unit 196. The calculation unit 196 may be realized by the control unit 203 of the server 20.
[0202] In the above embodiment, the case where there are two players has been described, but the number of players may be three or more.
[0203] <4 Basic hardware configuration of computer> 24 is a block diagram showing the basic hardware configuration of a computer 90. The computer 90 includes at least a processor 94, a main storage device 95, an auxiliary storage device 96, and a communication IF (interface) 99. These are electrically connected to each other by a bus.
[0204] The processor 94 is hardware for executing an instruction set written in a program, and is composed of an arithmetic unit, a register, a peripheral circuit, and the like.
[0205] The main storage device 95 is for temporarily storing programs, data to be processed by the programs, etc. For example, it is a volatile memory such as a DRAM (Dynamic Random Access Memory).
[0206] The auxiliary storage device 96 is a storage device for saving data and programs, such as a flash memory, a hard disk drive (HDD), a magneto-optical disk, a CD-ROM, a DVD-ROM, or a semiconductor memory.
[0207] The communication IF 99 is an interface for inputting and outputting signals for communicating with other computers via a network using a wired or wireless communication standard.
[0208] The network is composed of the Internet, a LAN, various mobile communication systems constructed by wireless base stations, etc. For example, the network includes 3G, 4G, 5G mobile communication systems, LTE (Long Term Evolution), wireless networks that can connect to the Internet via a specified access point (e.g., Wi-Fi (registered trademark)), etc. In the case of wireless connection, communication protocols include, for example, Z-Wave (registered trademark), ZigBee (registered trademark), Bluetooth (registered trademark), etc. In the case of wired connection, the network also includes a network that is directly connected by a USB (Universal Serial Bus) cable or the like.
[0209] It should be noted that the computer 90 can be virtually realized by distributing all or part of each hardware configuration among multiple computers 90 and connecting them together via a network. In this way, the computer 90 is a concept that includes not only a computer 90 housed in a single housing or case, but also a virtualized computer system.
[0210] <Basic functional configuration of computer 90> A description will now be given of the functional configuration of a computer realized by the basic hardware configuration of a computer 90 shown in Fig. 24. The computer includes at least the functional units of a control unit, a storage unit, and a communication unit.
[0211] The functional units of the computer 90 can also be realized by distributing all or part of the functional units among multiple computers 90 connected to each other via a network. The computer 90 is a concept that includes not only a single computer 90 but also a virtualized computer system.
[0212] The control unit is realized by the processor 94 reading out various programs stored in the auxiliary storage device 96, expanding the programs in the main storage device 95, and executing processes according to the programs. The control unit can realize functional units that perform various information processing depending on the type of program. In this way, the computer is realized as an information processing device that performs information processing.
[0213] The storage unit is realized by a main storage device 95 and an auxiliary storage device 96. The storage unit stores data, various programs, and various databases. Furthermore, the processor 94 can secure a storage area corresponding to the storage unit in the main storage device 95 or the auxiliary storage device 96 in accordance with a program. Furthermore, the control unit can cause the processor 94 to execute processes of adding, updating, and deleting data stored in the storage unit in accordance with the various programs.
[0214] A database refers to a relational database, which is used to manage data sets called tables, which are structured according to rows and columns, by relating them to each other. In a database, a table is called a table, a column in a table is called a column, and a row in a table is called a record. In a relational database, it is possible to set relationships between tables and associate them.
[0215] Usually, a column is set in each table as a key for uniquely identifying a record, but setting a key in the column is not essential. The control unit can cause the processor 94 to add, delete, or update records in a specific table stored in the storage unit according to various programs.
[0216] The communication unit is realized by the communication IF 99. The communication unit realizes a function of communicating with other computers 90 via a network. The communication unit can receive information transmitted from other computers 90 and input the information to the control unit. The control unit can cause the processor 94 to execute information processing on the received information in accordance with various programs. In addition, the communication unit can transmit information output from the control unit to other computers 90.
[0217] Although several embodiments of the present disclosure have been described above, these embodiments can be implemented in various other forms, and various omissions, substitutions, and modifications can be made without departing from the spirit of the invention. These embodiments and modifications are within the scope of the invention and its equivalents as described in the claims, as well as the scope and spirit of the invention.
[0218] <Additional Notes> The matters described in the above embodiments will be supplemented below. (Appendix 1) A program to be executed by a computer having a processor and a memory, the program causing the processor to execute the steps of: dividing a plurality of cards included in a deck at the start of a match into a first card group which is the player's hand, and a second card group which includes other cards; determining whether or not the cards included in the second card group have become recognizable by the player after the match has started; if the cards have become recognizable, calculating the likelihood that at least one of the cards included in the second card group will be added to the player's hand based on the card effects available to the player; and displaying at least one of the cards and an indicator representing the likelihood in an area different from the display area of the second card group. (Appendix 2) The program described in claim 1, wherein in the determining step, the state in which the player can recognize the cards included in the second card group is the state in which the first card group is revealed to the player. (Appendix 3) The second card group includes a third card group from which the player draws cards during the match, and a fourth card group that represents the progress of the match, and in the determining step, a state in which the player can recognize cards included in the second card group is when the first card group is revealed to the player and the player confirms the third card group (Appendix 1). (Appendix 4) The second card group includes a third card group from which the player draws cards during the match, and a fourth card group that represents the progress of the match, and in the determining step, a state in which the player can recognize cards included in the second card group is when the first card group is revealed to the player and the player confirms the fourth card group (Appendix 1). (Appendix 5) A program described in any one of (Appendix 1) to (Appendix 4), wherein in the determining step, a predetermined in-game effect causes the cards included in the second card group to be recognizable by the player. (Appendix 6) The program according to any one of (Supplementary Note 1) to (Supplementary Note 5), wherein in the calculating step, a card for which the likelihood is calculated is selected based on information about the card. (Appendix 7) A program as described in claim 6, in which in the calculation step, the card for which the likelihood is calculated is selected based on the player's own play history or the play history of other players. (Appendix 8) A program as described in claim 6, wherein in the calculation step, a card designated by a player before the match is selected as the card for which the likelihood is calculated. (Appendix 9) The program according to any one of (Supplementary Note 1) to (Supplementary Note 5), wherein in the calculating step, a card designated by the player from among the cards included in the second card group is selected as the card for which the likelihood is calculated. (Appendix 10) A program described in any one of (Appendix 1) to (Appendix 9), wherein in the display step, a first indicator is displayed if the player can directly acquire at least one card based on the card effects available to the player. (Appendix 11) A program described in any one of (Appendix 1) to (Appendix 10), in which, in the display step, a second indicator is displayed if the player can indirectly obtain at least one card based on the card effect available to the player. (Appendix 12) A program described in any one of (Appendix 1) to (Appendix 11), which displays a third indicator in the display step if the player can obtain at least one card by lottery based on the card effects available to the player. (Appendix 13) The program according to claim 12, wherein in the displaying step, the third index is a numerical value. (Appendix 14) The program according to any one of (Supplementary Note 1) to (Supplementary Note 13), wherein in the displaying step, if at least any one of the cards cannot be acquired, a fourth indicator is displayed. (Appendix 15) The program according to claim 3, wherein in the displaying step, if at least any card is in the fourth card group, a fifth indicator is displayed. (Appendix 16) A program described in any one of (Appendix 1) to (Appendix 15), in which in the calculation step, after the card becomes recognizable, the likelihood that at least one of the cards will be added to the hand in response to a request from the player is calculated. (Appendix 17) The program according to any one of (Supplementary Note 1) to (Supplementary Note 16), wherein in the displaying step, when a card to be displayed is selected by a player, a procedure for acquiring the selected card is displayed. (Appendix 18) A program to be executed by a computer having a processor and a memory, the program causing the processor to execute the following steps: after a plurality of cards contained in a deck at the start of a match are separated into a first card group which constitutes the player's hand and a second card group which includes other cards, determining whether or not the cards in the second card group have become recognizable by the player; if the cards have become recognizable, calculating the likelihood that at least one of the cards in the second card group will be added to the player's hand based on the card effects available to the player; and displaying at least one of the cards and an indicator representing the likelihood in an area different from the display area of the second card group. (Appendix 19) A program to be executed by a computer having a processor and a memory, the program causing the processor to execute the following steps: a) dividing a plurality of cards contained in a deck used by a player playing a TCG match into a first card group which constitutes the player's hand and a second card group which contains other cards; b) obtaining a likelihood that at least one of the cards contained in the second card group will be added to the player's hand based on card effects available to the player; and c) displaying at least one of the cards and an indicator representing the likelihood in an area different from the display area of the second card group. (Appendix 20) A program to be executed by a computer having a processor and a memory, the program causing the processor to perform the steps of: dividing a plurality of cards included in a deck at the start of a match into a first card group as a player's hand, and a second card group including other cards; determining after the start of the match whether a used card included in the first card group has been used; designating a specific card included in the second card group corresponding to the effect of the used card as a card included in the first card group based on the use of the used card; calculating a likelihood that at least one of the cards included in the second card group will be added to the hand based on card effects available to the player based on the use of the used card; and displaying at least one of the cards and an indicator indicating the likelihood in an area different from the display area of the second card group. A program that executes the following. (Appendix 21) A method executed by a computer having a processor and a memory, the method comprising the steps of: dividing a plurality of cards included in a deck at the start of a match into a first card group which is the player's hand, and a second card group which includes other cards, determining after the start of the match whether or not the cards included in the second card group have become recognizable by the player, and if so, calculating the likelihood that at least one of the cards included in the second card group will be added to the player's hand based on the card effects available to the player, and displaying at least one of the cards and an indicator representing the likelihood in an area different from the display area of the second card group. (Appendix 22) An information processing device having a control unit and a memory unit, wherein the control unit executes the steps of: dividing a plurality of cards included in a deck at the start of a match into a first card group which is the player's hand, and a second card group which includes other cards; determining whether or not the cards included in the second card group have become recognizable by the player after the match has started; if the cards have become recognizable, calculating the likelihood that at least one of the cards included in the second card group will be added to the player's hand based on card effects that the player can use; and displaying at least one of the cards and an indicator representing the likelihood in an area different from the display area of the second card group. (Appendix 23) A system comprising: means for dividing a plurality of cards contained in a deck at the start of a match into a first card group which is a player's hand, and a second card group which includes other cards; means for determining whether or not cards contained in the second card group are in a state in which the player can recognize them after the start of the match; means for calculating, when the cards are in a state in which they can be recognized, a likelihood that at least one of the cards contained in the second card group will be added to the player's hand based on card effects available to the player; and means for displaying at least one of the cards and an indicator representing the likelihood in an area separate from the display area of the second card group. [Explanation of symbols]
[0219] 1. System 10...Terminal device 12…Communication Interface 120…Communications Department 13...Input device 131...Touch-sensitive devices 14...Output device 141…Display 15…Memory 150...Location information sensor 16…Storage 160…Camera 17...Audio processing unit 171…Mike 172…Speaker 180...Storage section 19…Processor 190...Control unit 20…Server
Claims
1. A program for causing a computer having a processor and a memory to execute the program, the program causing the processor to: Dividing a plurality of cards included in the deck at the start of a match into a first card group as the player's hand and a second card group including other cards; a step of determining whether or not the cards included in the second card group have become recognizable by the player after the start of the match; When the card becomes recognizable, a step of calculating a likelihood that at least one of the cards included in the second card group can be added to the hand based on a card effect available to the player; displaying at least one of the cards and an indicator representing the likelihood in an area different from a display area of the second card group; A program that executes the following.
2. 2. The program according to claim 1, wherein in the determining step, the state in which the player can recognize the cards included in the second card group is the state in which the first card group is revealed to the player.
3. the second card group includes a third card group for the player to draw cards during a match, and a fourth card group for representing the progress of the match; 2. The program according to claim 1, wherein in the determining step, a state in which the player can recognize the cards included in the second card group is a state in which the first card group is revealed to the player and the player confirms the third card group.
4. the second card group includes a third card group for the player to draw cards during a match, and a fourth card group for representing the progress of the match; 2. The program according to claim 1, wherein in the determining step, the state in which the player can recognize the cards included in the second card group is when the first card group is revealed to the player and the player confirms the fourth card group.
5. 2. The program according to claim 1, wherein in said determining step, cards included in said second card group are made recognizable to said player by a predetermined in-game effect.
6. 2. The program according to claim 1, wherein in said calculating step, a card for which said likelihood is calculated is selected based on information about the card.
7. 7. The program according to claim 6, wherein in said calculating step, a card for which the likelihood is calculated is selected based on one's own play history or the play history of another player.
8. 7. The program according to claim 6, wherein in said calculating step, a card designated by said player before said match is selected as the card for which said likelihood is calculated.
9. 2. The program according to claim 1, wherein in the calculating step, a card designated by the player from among the cards included in the second card group is selected as the card for which the likelihood is calculated.
10. 2. The program according to claim 1, wherein in said displaying step, a first indicator is displayed if said player can directly acquire at least one of said cards based on the card effects available to said player.
11. 2. The program according to claim 1, wherein in the displaying step, a second indicator is displayed if the player can indirectly acquire at least one of the cards based on the card effects available to the player.
12. 2. The program according to claim 1, wherein in the displaying step, a third indicator is displayed if the player can obtain at least one of the cards by lottery based on the card effects available to the player.
13. 13. The program according to claim 12, wherein in the displaying step, the third index is a numerical value.
14. 2. The program according to claim 1, wherein in the displaying step, a fourth indicator is displayed if at least one of the cards cannot be acquired.
15. 4. The program according to claim 3, wherein in said displaying step, a fifth indicator is displayed if said at least any one of said cards is in said fourth card group.
16. 2. The program according to claim 1, wherein said calculating step calculates a likelihood that at least one of said cards will be added to a hand in response to a request from said player after said card becomes recognizable.
17. 2. The program according to claim 1, wherein, when the displayed card is selected by the player in the displaying step, a procedure for acquiring the selected card is displayed.
18. A program for causing a computer having a processor and a memory to execute the program, the program causing the processor to: a step of determining whether or not a plurality of cards included in a deck at the start of a match are separated into a first card group as a player's hand and a second card group including other cards, and then the player is able to recognize cards included in the second card group; When the card becomes recognizable, a step of calculating a likelihood that at least one of the cards included in the second card group will be added to the player's hand based on a card effect that the player can use; displaying at least one of the cards and an indicator representing the likelihood in an area different from a display area of the second card group; A program that executes the following.
19. A program for causing a computer having a processor and a memory to execute the program, the program causing the processor to: a step of dividing a plurality of cards included in a deck used by a player playing a TCG match into a first card group as the player's hand and a second card group including other cards, and obtaining a likelihood that at least one of the cards included in the second card group will be added to the player's hand based on a card effect that the player can use; displaying at least one of the cards and an indicator representing the likelihood in an area different from a display area of the second card group; A program that executes the following.
20. A program for causing a computer having a processor and a memory to execute the program, the program causing the processor to: Dividing a plurality of cards included in the deck at the start of a match into a first card group as the player's hand and a second card group including other cards; a step of determining whether or not a card included in the first card group has been used after the start of a match; a step of designating a specific card, which corresponds to the effect of the used card, among the cards included in the second card group as a card included in the first card group based on the use of the used card; calculating a likelihood that at least one of the cards included in the second card group will be added to a hand based on the card effects available to the player, based on the fact that the used card has been used; displaying at least one of the cards and an indicator representing the likelihood in an area different from a display area of the second card group; A program that executes the following.
21. 1. A computer-implemented method comprising a processor and a memory, the processor comprising: Dividing a plurality of cards included in the deck at the start of a match into a first card group as the player's hand and a second card group including other cards; a step of determining whether or not the cards included in the second card group have become recognizable by the player after the start of the match; When the card becomes recognizable, a step of calculating a likelihood that at least one of the cards included in the second card group will be added to the player's hand based on a card effect that the player can use; displaying at least one of the cards and an indicator representing the likelihood in an area different from a display area of the second card group; How to do it.
22. An information processing device including a control unit and a storage unit, Dividing a plurality of cards included in the deck at the start of a match into a first card group as the player's hand and a second card group including other cards; a step of determining whether or not the cards included in the second card group have become recognizable by the player after the start of the match; When the card becomes recognizable, a step of calculating a likelihood that at least one of the cards included in the second card group will be added to the player's hand based on a card effect that the player can use; displaying at least one of the cards and an indicator representing the likelihood in an area different from a display area of the second card group; An information processing device that executes the above.
23. A means for dividing a plurality of cards included in a deck at the start of a match into a first group of cards which are the player's hand, and a second group of cards which includes other cards; a means for determining whether or not the cards included in the second card group have become recognizable by the player after the start of a match; a means for calculating, when the card can be recognized, a likelihood that at least one of the cards included in the second card group can be added to the player's hand based on a card effect that the player can use; a means for displaying at least one of the cards and an indicator representing the likelihood in an area different from a display area of the second card group; A system comprising:
Citation Information
Patent Citations
Game device for displaying information about games.
JP2010502391A
