Game system, server device, and program

By introducing a computer-controlled character matching mechanism based on player game information in the game system, the problems of unsatisfactory matching and insufficient development of ghost character games in the existing technology are solved, and the gameplay development and player satisfaction improvement of the game system are achieved.

JP2025061566APending Publication Date: 2025-04-10BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Application Number
JP2025008770
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-01-21
Publication Date
2025-04-10

AI Technical Summary

Technical Problem

When matching players, existing game systems match randomly and it is difficult to ensure matching satisfaction. Especially when matching ghost characters, they lack gameplay development and player satisfaction.

Method used

A gaming system is designed, including a first round matching processing unit and a second round matching processing unit, matching characters based on player game information, and conducting a second round of human-computer battle when specific conditions are met.

Benefits of technology

The gameplay based on player game information was effectively developed for computer-controlled characters, and the player's interest and satisfaction with computer-controlled characters games was improved.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game system or the like capable of generating development properties in game play with a character controlled by a computer on the basis of a player's play information, and amplifying the willingness of playing a game with a character controlled by the computer.SOLUTION: A plurality of characters including a character corresponding to a player controlled by a computer on the basis of the player's game play information can be subject to first matching. In a game in which a plurality of characters matched by the first matching participate, a plurality of players corresponding to each of the plurality of matched characters can be subject to second matching when it is determined that a predetermined condition is satisfied.SELECTED DRAWING: Figure 11
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Description

[Technical field]

[0001] The present invention relates to a game system, a server device, and a program. [Background technology]

[0002] 2. Description of the Related Art Conventionally, there have been game systems in which a player controls a player character in a game space to play a game against an opponent player character.

[0003] For example, there is a system in which a game is played against a computer-controlled character (also called a "ghost character") (see Patent Document 1).

[0004] The technology described in Patent Document 1 involves a match between a computer-controlled character (COM character) controlled based on the play data of a selected opponent and a player character based on the player's operational input, and if the player's COM character is defeated, a rematch is held with a computer-controlled character controlled based on the opponent player's play data.

[0005] There is also a game device that generates a game screen in which a pseudo-player playing according to received play history information of other players participates in the game together with the player and plays the game (see Patent Document 2).

[0006] Furthermore, there is a system in which, when a player selects a ghost (a virtual opponent) in a competitive play and uses the ghost's data in the game, the game results are reflected in the ghost's data (see Patent Document 3). [Prior art documents] [Patent documents]

[0007] [Patent Document 1] Patent No. 5068080 [Patent Document 2] JP 2004-146956 A [Patent Document 3] JP 2013-99439 A Summary of the Invention [Problem to be solved by the invention]

[0008] In such game systems, matching between players is often done randomly, and even if there is filtering by rank, etc., it is uncertain whether the matching will be highly satisfying. Even when matching is performed using ghost characters, it is expected that matching will be performed in a way that increases player satisfaction.

[0009] Furthermore, before playing a competitive game against other real players, players often play games using ghost characters simply for practice, which results in a problem that there is little room for development in game play with ghost characters.

[0010] The present invention has been made to solve the above-mentioned problems, and its object is to provide a game system etc. that can create development in game play with a character controlled by a computer based on the player's game play information, and increase the desire to play a game involving the character controlled by the computer. [Means for solving the problem]

[0011] (1) The present invention provides A game system for performing game processing of a game in which characters corresponding to multiple players participate in the game, comprising: a first matching processing unit that performs processing for enabling matching of a plurality of characters including a character corresponding to a player controlled by a computer based on game play information of the player; a game processing unit that progresses a game in which the plurality of characters matched by the first matching processing unit participate; a determination unit that determines whether a predetermined condition is satisfied in a game in which the plurality of characters matched by the first matching processing unit participates; a second matching processing unit that performs a process for enabling matching of a plurality of players corresponding to the plurality of characters matched by the first matching processing unit when it is determined that the predetermined condition is satisfied, The game processing unit: The present invention relates to a game system characterized in that a game in which each character corresponding to each of the multiple players participates is progressed based on input information of each of the multiple players matched by the second matching processing unit.

[0012] The present invention also relates to a server device including the above-mentioned units. The present invention also relates to a program for causing a computer to function as the above-mentioned units. The present invention also relates to a computer-readable information storage medium storing a program for causing a computer to function as the above-mentioned units.

[0013] According to the present invention, it is possible to create possibilities for gameplay with a computer-controlled character based on the player's gameplay information, thereby increasing the desire to play a game involving the computer-controlled character.

[0014] Note that the "processing that enables matching" includes both the meaning of enabling matching of multiple players with a 100% probability and the meaning of enabling matching with a given probability (e.g., 75%) (the same interpretation will be used in the following explanation).

[0015] (2) In addition, in the game system, the program, the information storage medium, and the server device according to the present invention, a game play information control unit that performs a process of updating the game play information of a player according to the progress of the game in which the player has participated, The game processing unit: A character corresponding to a player controlled by the computer may be controlled based on the most recently updated game play information of that player.

[0016] According to the present invention, the latest game play information of a player is used for a character controlled by a computer based on the game play information of the player, so that the entertainment value of the game can be further increased.

[0017] (3) In addition, in the game system, the program, the information storage medium, and the server device according to the present invention, The first matching processing unit includes: The plurality of randomly extracted characters may be matched, or a predetermined player's character may be matched with a plurality of characters including another character selected based on the selection operation of the player. According to the present invention, the first matching can be made appropriate.

[0018] (4) In addition, in the game system, the program, the information storage medium, and the server device according to the present invention, The system may further include a display control unit that displays, on a terminal device of each player corresponding to the plurality of characters matched by the first matching processing unit, at least one of information about the matched other characters and information about the other players corresponding to the matched other characters.

[0019] According to the present invention, each player can know the characters and information of other players during the first matching.

[0020] (5) In addition, in the game system, the program, the information storage medium, and the server device according to the present invention, The determination unit is Whether or not the predetermined condition is satisfied may be determined based on at least one of progress information of a game in which the multiple characters matched by the first matching processing unit participate and result information of the game.

[0021] According to the present invention, whether or not a predetermined condition has been met is determined based on at least one of game progress information in the first matching and result information of the game, so that it is possible to appropriately determine whether or not to progress to a second matching, thereby increasing motivation to play a game involving a computer-controlled character.

[0022] (6) In addition, in the game system, the program, the information storage medium, and the server device according to the present invention, The system may further include a notification unit that, when the specified condition is satisfied, notifies a terminal device of each player corresponding to each of the plurality of characters matched by the first matching processing unit of information indicating that the specified condition has been satisfied.

[0023] According to the present invention, the player corresponding to the character matched in the first matching can know that a predetermined condition has been met in the game in the first matching.

[0024] (7) In addition, in the game system, the program, the information storage medium, and the server device according to the present invention, The terminal device of each player may further include a display control unit that displays a list of information on opponent players who meet the predetermined conditions for the player. According to the present invention, the player can see at a glance the list of opponent players who may develop into a second matching.

[0025] (8) In addition, in the game system, the program, the information storage medium, and the server device according to the present invention, The terminal device of each player may further include a display control unit that displays a list of the judgment results of the judgment unit in each game in which the player's character participates with another character matched by the first matching processing unit.

[0026] According to the present invention, a player can see at a glance a list of the judgment results of the first matching game in which the player's character participated, thereby increasing the player's motivation to play the next second matching game.

[0027] (9) In addition, in the game system, the program, the information storage medium, and the server device according to the present invention, The determination unit is The predetermined condition may be controlled so as to be set based on information input by the player. According to the present invention, the predetermined condition can be set to reflect the player's will.

[0028] (10) In addition, in the game system, the program, the information storage medium, and the server device according to the present invention, The second matching processing unit includes: When it is determined that the specified condition is satisfied, it may be determined whether or not multiple players corresponding to each of the multiple characters matched by the first matching processing unit are in a state where they can participate in the same game, and when it is determined that they are in a state where they can participate, a process may be performed to make the multiple players matchable.

[0029] According to the present invention, the second matching is possible when the situation is such that the other player can definitely participate, so that the second matching can be performed at an appropriate timing.

[0030] (11) In addition, in the game system, the program, the information storage medium, and the server device according to the present invention, The system may further include a notification unit that, when it is determined that the specified condition is satisfied, notifies a terminal device of each player corresponding to each of the plurality of characters matched by the first matching processing unit of information indicating the login tendencies of players of the other matched characters.

[0031] According to the present invention, it is possible to know the login tendency of the other player in the first matching, and to log in when the other player is able to participate, thereby giving the player an opportunity for second matching.

[0032] (12) In addition, in the game system, the program, the information storage medium, and the server device according to the present invention, a reception unit that receives, for each player, whether or not the player desires to be matched by the second matching processing unit, The second matching processing unit includes: When it is determined that the specified condition is satisfied, and a plurality of players corresponding to each of the plurality of characters matched by the first matching processing unit have accepted a request for matching by the second matching processing unit as acceptable, processing may be performed to make the plurality of players eligible for matching.

[0033] According to the present invention, it is possible to reflect the player's intention regarding matching through the second matching.

[0034] (13) In addition, in the game system, the program, the information storage medium, and the server device according to the present invention, The system may further include a notification unit that, when the game processing unit progresses a game in which characters corresponding to each of the multiple players matched by the second matching processing unit participate, notifies the multiple players as to whether or not a predetermined relationship is established between the multiple players based on input information of each of the multiple players.

[0035] According to the present invention, the notification provides an opportunity to consider establishing a predetermined relationship. In this way, it is possible to encourage continued game play between players who have been matched with each other through the second matching.

[0036] (14) In addition, in the game system, the program, the information storage medium, and the server device according to the present invention, The determination unit is It may also be possible to determine whether or not the abilities of the multiple characters matched by the first matching processing unit are comparable in a game in which they participate, and if it is determined that they are comparable, to determine that the specified condition is satisfied.

[0037] According to the present invention, when the skills of the players in the first matching game are comparable, it is determined that a predetermined condition is met and the game is advanced to a second matching game, thereby enabling a high-quality second matching game. [Brief description of the drawings]

[0038] [Figure 1] FIG. 1 is a diagram showing an example of a system configuration showing the configuration of a game system according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a diagram showing functional blocks of a server device according to the embodiment. [Diagram 3] FIG. 2 is a diagram showing functional blocks of a terminal device according to the embodiment. [Figure 4] FIG. 4 is a diagram showing an example of player information according to the embodiment. [Diagram 5] 5A and 5B are diagrams showing an example of information on a character corresponding to a player according to the embodiment; [Figure 6] FIG. 4 is a diagram showing an example of game play information of a player according to the embodiment. [Figure 7] FIG. 11 is a diagram showing an example of a screen relating to a first matching in this embodiment. [Figure 8] FIG. 4 is a diagram showing an example of a setting screen for a predetermined condition according to the embodiment. [Figure 9] FIG. 13 is a diagram showing an example of a list screen of match results in each game of the embodiment. [Figure 10] FIG. 13 is a diagram showing an example of a list screen of second matching candidates (real match candidates) in this embodiment. [Figure 11] 4 is a flowchart showing an example of processing according to the present embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0039] The present embodiment will be described below. Note that the present embodiment described below does not unduly limit the contents of the present invention described in the claims. Furthermore, not all of the configurations described in the present embodiment are necessarily essential components of the present invention.

[0040] [1] Game system First, an overview and a general configuration of the game system of this embodiment will be described with reference to Fig. 1. Fig. 1 is a diagram showing an example of a system configuration showing the configuration of the game system of this embodiment.

[0041] The server device 10 is an information processing device capable of providing given services (e.g., a service of exchanging business cards with players or a service of allowing players to play games) using a terminal device (game device) 20 communicatively connected via the Internet (an example of a network).

[0042] The terminal device 20 is an information processing device such as a game device, smartphone, mobile phone, PHS, computer, game device, PDA, portable game machine, image generating device, etc., and is a device that can be connected to the server device 10 via a network such as the Internet (WAN) or LAN.

[0043] [1.1] Game system configured in a client-server model As shown in FIG. 1, the game system of this embodiment includes a server device 10 and a terminal device 20. (For example, the terminal devices 20A, 20B, and 20C) may be configured to be connectable to the Internet (an example of a network).

[0044] By accessing the server device 10 from the terminal device 20, the player can play the game based on information transmitted from the server device 10 via the Internet.

[0045] In this embodiment, each game may be provided to the terminal device 20 by one server device 10, or a server system may be constructed by linking a plurality of server devices 10 to provide each game to the terminal device 20.

[0046] Although not shown, the game system may be a system in which a game server device that executes the game, a matching server device that performs matching control, and terminal device 20 are mutually connected via the Internet.

[0047] It should be noted that the various processes related to the present invention may be performed only by the server device 10, or may be performed only by the terminal device 20.

[0048] [1.2] Terminal equipment In this embodiment, the server device 10 may be realized by a single game device having the functions of the server device 10, that is, a device (standalone) that operates independently without relying on other devices such as a server device.

[0049] In addition, in this embodiment, the present invention may be realized by the terminal device 20 alone, without being connected to the server device 10. For example, the present invention may be realized by a game system realized by a plurality of terminal devices 20 through P2P (peer-to-peer) communication.

[0050] A plurality of such terminal devices may be connected by wire or wirelessly, and one terminal device may function as the server device 10, thereby realizing the system.

[0051] The terminal device is not limited to a game device, but may be a tablet information terminal device, a personal computer, or a game device (casing) installed in an amusement park.

[0052] [1.3] Cloud-based gaming system The game system of this embodiment may be a cloud-type game system. For example, in a cloud-type game system, basic processing (including game processing, drawing processing, etc.) is performed only by the server device 10 (cloud device), and the terminal device 20 only controls the display of the processing results of the server device 10 (cloud device). The terminal device 20 only transmits information such as input information of the controller to the server device 10. In this case, the terminal device 20 may transmit information other than the input information.

[0053] Furthermore, in this embodiment, except for input, each function of the processing unit 200 of the terminal device 20 and the execution of the game program may be executed by the server device 10, and the terminal device 20 may realize the above game by executing input and image display by streaming.

[0054] Furthermore, the game system may store the information stored in the server device 10 and the information stored in the terminal device 20 in a given storage area on the Internet.

[0055] [1.4] Terminal device with multiple controllers In this embodiment, one terminal device 20 has a plurality of controllers (input units 260). When multiple players play a game using their own controllers on one terminal device 20, it is assumed that the multiple players are actually close to each other.

[0056] [1.5] Examples of social games The server device 10 may also function as an SNS server that provides a communication-type service. Here, the SNS server may be an information processing device that provides a service that allows communication between multiple players.

[0057] In addition, when the server device 10 functions as an SNS server, for example, it is capable of providing a game called a social game that is executed using the operating environment (API (Application Programming Interface), platform, etc.) of the SNS it provides.

[0058] Social games, unlike existing online games, do not require dedicated client software and include games that can be played with just a web browser and an SNS account. The server device 10 is configured to provide an online game that can connect to other players' terminal devices 20 via a network and share the same game progress online at the same time.

[0059] [1.6] Examples of browser games In particular, the server device 10 may provide games that are provided on the web browser of the terminal device 20, such as browser games (games that can be launched simply by opening the installation site in the web browser) created in various languages, such as HTML, FLASH (registered trademark), CGI, PHP, shockwave, Java (registered trademark) applet, and JavaScript (registered trademark).

[0060] The terminal device 20 also includes a Web browser capable of browsing Web pages (data in HTML format). That is, the terminal device 20 includes a communication control function for communicating with the server device 10, a display control function using data received from the server device 10 (Web data, data created in HTML format, etc.), a Web browser function for transmitting data of player operation to the server device 10, and the like, and executes various processes for providing a game screen to the player and allows the player to play the game. However, the terminal device 20 may also acquire game control information provided by the server device 10, execute a predetermined game process, and play a game based on the game process.

[0061] Specifically, when the terminal device 20 makes a request to the server device 10 to play a predetermined game, the terminal device 20 is connected to a game site of the server device 10 and the game starts. In particular, the terminal device 20 may have a configuration to cause the server device 10 functioning as an SNS server to perform a predetermined process by using an API as necessary, or to obtain information on players managed by the server device 10 functioning as an SNS server, and execute the game.

[0062] [1.7] Other The server device 10 may be composed of one (device, processor) or multiple (devices, processors). Information (e.g., player information, game information, etc.) stored in the memory area (memory unit 170 described later) of the server device 10 may be stored in a database (broadly speaking, a storage device, memory) connected via a network (intranet or internet). The communication line between the terminal device 20 and the server device 10 may be wired or wireless.

[0063] [2] Server equipment Next, the server device 10 of the present embodiment will be described with reference to Fig. 2. Fig. 2 is a diagram showing functional blocks of the server device 10 of the present embodiment. The server device 10 of the present embodiment may have a configuration in which some of the components (units) of Fig. 2 are omitted.

[0064] The server device 10 includes an input unit 160 for use in input by the administrator and others, an information storage medium 180 in which specified information is stored, a communication unit 196 for communicating with terminal devices 20 and others, a processing unit 100 that mainly executes processing related to the game to be provided, and a memory unit 170 that mainly stores various data used in the game.

[0065] The input unit 160 is used by a system administrator or the like to input game-related settings and other necessary settings and data. For example, the input unit 160 in this embodiment is configured with a mouse, a keyboard, and the like.

[0066] Information storage medium 180 (computer-readable medium) stores programs, data, etc., and its functions are realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.

[0067] The communication unit 196 performs various controls for communicating with the outside (e.g., terminals, other servers, or other network systems), and its functions are configured by hardware such as various processors or communication ASICs, programs, etc.

[0068] The storage unit 170 serves as a work area for the processing unit 100, the communication unit 196, etc., and its functions are realized by a RAM (VRAM), etc. The information stored in the storage unit 170 may be managed by a database.

[0069] In addition to the main memory unit 171, the memory unit 170 of this embodiment also has an image buffer 172, a game data memory unit 174 in which game information indicating information related to the game is stored, and a player information memory unit (user information memory unit) 176.

[0070] In particular, the game data storage unit 174 stores information about the game space (game field) in which the game is played, information about the virtual camera, setting values ​​used in the game, and the like.

[0071] Furthermore, player information (user information) is stored in association with a player ID for each player (user) in the player information storage unit 176. The player ID is player identification information for identifying a player.

[0072] It should be noted that the player information may be a concept that includes not only the player information associated with the player, but also the player's character information, the player's game play information, and so on.

[0073] The processing unit 100 performs various processes using a main memory unit 171 in a memory unit 170 as a work area. The functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs.

[0074] The processing unit 100 performs various processes of this embodiment based on programs (data) stored in the information storage medium 180. That is, the information storage medium 180 stores programs for making a computer function as each unit of this embodiment (programs for making a computer execute the processes of each unit).

[0075] For example, the processing unit 100 (processor) controls the entire server device 10 based on a program stored in the information storage medium 180, and performs various processes such as controlling the transfer of data between the various units. Furthermore, the processing unit 100 performs processes for providing various services in response to requests from the terminal device 20.

[0076] In this embodiment, the server device 10 may perform part or all of the processing of the processing unit 100, or the terminal device 20 may perform part of the processing of the processing unit 100.

[0077] The processing unit 100 includes a first matching processing unit 111, a second matching processing unit 112, a game processing unit 113, a judgment unit 114, a game play information control unit 115, a display control unit 116, a reception unit 119, a communication control unit 120, a Web processing unit 121, a management unit 122, a notification unit 123, an image generation unit 130, and a sound processing unit 140.

[0078] The first matching processing unit 111 performs processing to enable matching of a plurality of characters including a character corresponding to a player controlled by a computer based on game play information of the player.

[0079] In addition, the first matching processing unit 111 may be configured to enable matching of multiple randomly extracted characters, or to enable matching of a specified player's character with multiple characters including another character (a character corresponding to another player) selected based on the player's selection operation.

[0080] When it is determined that a predetermined condition is satisfied, the second matching processing unit 112 performs processing to enable matching of a plurality of players corresponding to each of the plurality of characters matched by the first matching processing unit 111.

[0081] In addition, when it is determined that a predetermined condition is satisfied, the second matching processing unit 112 determines whether or not multiple players corresponding to each of the multiple characters matched by the first matching processing unit 111 are in a state where they can participate in the same game, and when it is determined that they are in a state where they can participate, performs processing to make the multiple players matchable.

[0082] In addition, when it is determined that a predetermined condition is satisfied and a plurality of players corresponding to each of the plurality of characters matched by the first matching processing unit 111 have accepted the request for matching by the second matching processing unit as acceptable, the second matching processing unit 112 performs processing to enable matching of the plurality of players.

[0083] The game processing unit 113 executes game processing. For example, the game processing unit 113 progresses a game in which a plurality of characters matched by the first matching processing unit 111 participate.

[0084] Furthermore, based on input information of each of the multiple players matched by the second matching processing unit 112, the game processing unit 113 progresses a game in which each character corresponding to each of the multiple players participates.

[0085] Furthermore, the game processing unit 113 may control a character corresponding to a player controlled by a computer based on the latest updated game play information of that player.

[0086] The determination unit 114 determines whether or not a predetermined condition is satisfied in a game in which a plurality of characters matched by the first matching processing unit 111 participate.

[0087] For example, the determination unit 114 determines whether or not a predetermined condition is satisfied based on at least one of progress information of a game in which a plurality of characters matched by the first matching processing unit 111 participates and result information of the game.

[0088] In addition, the judgment unit 114 may determine whether or not the abilities of multiple characters matched by the first matching processing unit 111 are comparable in a game in which the characters participate, and if it is determined that the abilities are comparable, determine that a predetermined condition is satisfied.

[0089] Furthermore, the determination unit 114 may determine that a predetermined condition is satisfied when a predetermined event occurs during a game in which a plurality of characters matched by the first matching processing unit 111 participate.

[0090] Furthermore, the determination unit 114 may be configured to perform control so that a predetermined condition can be set based on information input by the player.

[0091] The game play information control unit 115 performs processing to update the game play information of a player in accordance with the progress of the game in which the player has participated.

[0092] The display control unit 116 performs control so that given information is displayed on the terminal device 20. The display control unit 116 may perform transmission control so that a game screen is displayed on the terminal device 20. In other words, the display control unit 116 generates display control information for a game screen or the like, and performs control so that the generated display control information is displayed on the terminal device 20 of the player.

[0093] The display control unit 116 performs control for displaying a game image (game screen) on the display unit 290 of the terminal device 20.

[0094] In addition, the display control unit 116 may be configured to display, on the terminal device of each player corresponding to the multiple characters matched by the first matching processing unit 111, at least one of information about the matched other characters and information about the other players corresponding to the matched other characters.

[0095] In addition, the display control unit 116 may display, on the terminal device of each player matched by the second matching processing unit 112, information about the character to be operated by the other player matched with the player, and information about the other player.

[0096] Furthermore, the display control unit 116 may display, on the terminal device 20 of each player, a list of information on opponent players who satisfy a predetermined condition for the player.

[0097] In addition, the display control unit 116 may display a list of the judgment results of the judgment unit 114 in each game in which the player's character participates with another character matched by the first matching processing unit 111 for each player.

[0098] The receiving unit 119 receives input from the player. The receiving unit 119 may also receive touch input on a touch panel as the player's input. The receiving unit 119 receives and accepts the contents of the input (touch position, timing, etc.) from the terminal device 20.

[0099] The reception unit 119 also receives a given instruction from the player. The reception unit 119 also receives, for each player, whether or not the player wishes to be matched by the second matching processing unit 112. wear.

[0100] Furthermore, the receiving unit 119 may receive inputs and instructions from the player, whether or not they wish to be matched, and the like, by sending and receiving data via the communication control unit 120 .

[0101] The communication control unit 120 establishes a connection (session or connection) with the terminal device 20 and performs processing for transmitting and receiving data via the network.

[0102] The Web processing unit 121 functions as a Web server. For example, the Web processing unit 121 performs a process of transmitting data in response to a request from a Web browser installed in the terminal device 20, and a process of receiving data transmitted by the Web browser of the terminal device 20, through a communication protocol such as HTTP (Hypertext Transfer Protocol).

[0103] The management unit 122 manages game information and player information associated with player identification information for each player.

[0104] Furthermore, the notification unit 123 notifies the player of given information. Note that "notifying" information means notifying (providing, presenting, displaying) the information to the player (player's terminal device 20).

[0105] For example, the notification unit 123 may accept a selection of a candidate player based on a player's input, and perform notification processing (notification processing by sound output, notification processing by display output, notification processing by vibration, etc.) on the terminal device of the selected candidate player.

[0106] The "notification" means at least one of the following: the server device 10 sends information to the player's terminal device 20 by email (may be a mail magazine or the like) sent and received by SMTP (Simple Mail Transfer Protocol), sending information by a given protocol other than SMTP, making a push notification, presenting (displaying) a given screen (banner display screen, notice screen, pop-up screen, etc.) of a given application, and the Web processing unit 121 of the server device 10 notifying the player by a Web page, and indicates that the server device 10 actively sends information to the player's terminal device 20. The server device 10 may also send information to the requested terminal device 20 in response to a request from the player's terminal device 20, which may be considered as one aspect of the "notification". The push notification means displaying a message window in a partial area (such as the top edge) of the screen of the terminal (smartphone).

[0107] In particular, when a specified condition is met, the notification unit 123 notifies the terminal device of each player corresponding to each of the multiple characters matched by the first matching processing unit 111 of information indicating that the specified condition has been met.

[0108] In addition, when it is determined that a predetermined condition is satisfied, the notification unit 123 may notify the terminal device of each player corresponding to each of the multiple characters matched by the first matching processing unit 111 of information indicating the login tendencies of the players of the other matched characters.

[0109] In addition, when the game processing unit 113 progresses a game in which each character corresponding to each of the multiple players matched by the second matching processing unit 112 participates, the notification unit 123 notifies the multiple players of whether or not a predetermined relationship is established between the multiple players. You can do so.

[0110] The image generation unit 130 is realized by, for example, a processor such as a GPU or a digital signal processor (DSP), a video signal IC, a program such as a video codec, an IC memory for drawing frames such as a frame buffer, etc. The image generation unit 130 generates an image of one game screen per frame time (for example, 1 / 60 seconds) in accordance with the progress of the game. The generated image is transmitted to the terminal device 20.

[0111] The image generation unit 130 performs drawing processing based on the results of various processes performed by the processing unit 100, thereby generating a game image, which is output to the image buffer 172 or transmitted to the terminal device 20. The image generation unit 130 may generate an image (a so-called three-dimensional image) that can be seen from a virtual camera (a given viewpoint) in the object space (game space).

[0112] For example, when generating a three-dimensional game image, the image generating unit 130 first performs geometry processing such as coordinate transformation (world coordinate transformation, camera coordinate transformation), clipping processing, or perspective transformation, and creates drawing data (position coordinates of vertices of primitive surfaces, texture coordinates, color data, normal vectors, alpha values, etc.) based on the processing results. Then, based on this drawing data (primitive surface data), the object (one or more primitive surfaces) after perspective transformation (after geometry processing) is drawn in the image buffer 172 (a buffer that can store image information in pixel units, such as a frame buffer or work buffer; VRAM). As a result, an image seen from a virtual camera (a given viewpoint) in the object space is generated.

[0113] The sound processing unit 140 performs sound processing based on the results of various processes performed by the processing unit 100 , generates game sounds such as background music, sound effects, or voices, and transmits them to the terminal device 20 .

[0114] The processing unit 100 works in conjunction with the terminal device 20 and executes game processing for the game provided in this embodiment for each player based on the player's input input via the terminal device 20.

[0115] The processing unit 100 may also have a timer function, which may be used to manage the progress of the game and to synchronize with each terminal device 20. In particular, the current time and a preset time may be output to each unit.

[0116] [3] Terminal device Next, the terminal device 20 of this embodiment will be described with reference to Fig. 3. Fig. 3 is an example of a functional block diagram showing the configuration of the terminal device 20 of this embodiment. Also, the terminal device 20 of this embodiment may have a configuration in which some of the components (units) of Fig. 3 are omitted.

[0117] The input unit 260 is for the player to input operation data, and the function can be realized by a touch panel or a touch panel display, etc. That is, the input unit 260 includes a detection unit 262 capable of detecting two-dimensional pointed position coordinates (x, y) on a screen on which an image is displayed. For example, the input unit 260 includes a detection unit 262 capable of detecting two-dimensional contact position coordinates (x, y) in a contact detection area (touch panel).

[0118] The touch operation on the display screen (hereinafter, unless otherwise specified, referred to as a "touch panel") may be performed using a fingertip or an input device such as a touch pen.

[0119] The input unit 260 includes buttons and levers that can input input information (operation signals) other than the designated position. It may also be equipped with a bar, keyboard, steering wheel, microphone, acceleration sensor, etc.

[0120] The storage unit 270 serves as a work area for the processing unit 200, the communication unit 296, etc., and its functions can be realized by a RAM (VRAM) or the like. The storage unit 270 of this embodiment includes a main memory unit 271 used as a work area, an image buffer 272 in which the final display image and the like are stored, a game data storage unit 274, and a player information storage unit 276. Note that some of these may be omitted, or the storage unit 170 of the server device 10 may form part of them.

[0121] In the image buffer 272, image data generated by the image generating unit 230 or image data received from the server device 10 may be stored.

[0122] The game data storage unit 274 stores information on the game space (game field) in which the game is played, information on each character, information on the virtual camera, other setting values ​​used in the game, etc. Note that the terminal device 20 may store information received from the server device 10 in the game data storage unit 274.

[0123] The player information storage unit 276 stores information about the player. The terminal device 20 may receive information about the player corresponding to the player ID from the server device 10 and store the information in the player information storage unit 276.

[0124] Information storage medium 280 (computer-readable medium) stores programs, data, etc., and its functions can be realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.

[0125] Moreover, the information storage medium 280 can store a program for making a computer function as each unit of the present embodiment (a program for making a computer execute the processing of each unit). The processing unit 200 performs various processes of the present embodiment based on the program (data) stored in the information storage medium 280, as described later.

[0126] The display unit 290 outputs the image generated by this embodiment, and the function thereof can be realized by a CRT, an LCD, a touch panel display, an HMD (head mounted display), or the like.

[0127] In particular, in this embodiment, the display unit 290 also functions as an input unit 260 where the player operates the game by using a touch panel display. Here, as the touch panel, for example, a resistive film type (four-wire type, five-wire type), a capacitance type, an electromagnetic induction type, an ultrasonic surface acoustic wave type, an infrared scanning type, or the like can be used.

[0128] The sound output unit 292 outputs the sound generated by this embodiment, and the function thereof can be realized by a speaker, a headphone, or the like.

[0129] The communication unit 296 performs various controls for communicating with the outside (e.g., the server device 10 or other terminal devices 20), and its functions can be realized by hardware such as various processors or communication ASICs, programs, etc.

[0130] The terminal device 20 receives the programs and data for causing a computer to function as each unit of the present embodiment, which are stored in the information storage medium 180 or the storage unit 170 of the server device 10, via the network, and stores the received programs and data in the information storage medium 28. 0 or the storage unit 270. The case where the terminal device 20 functions by receiving the program or data in this manner is also included within the scope of the present invention.

[0131] The processing unit 200 (processor) performs processing such as game processing, image generation processing, and sound generation processing in conjunction with the server device 10 based on input data from the input unit 260, programs, and the like.

[0132] In particular, in this embodiment, game processing includes processing for starting a game when a game start condition is satisfied, processing for progressing the game, processing for placing objects such as characters and enemy characters, processing for displaying objects, processing for calculating game results, and processing for ending the game when a game end condition is satisfied.

[0133] Moreover, the processing unit 200 performs game processing (e.g., processing of a competitive game, etc.) based on the input information of the player inputted by the input unit 260. Moreover, the processing unit 200 may be executed in conjunction with the server device 10, or a part or the whole of the processing unit 200 may be formed in the server device 10.

[0134] The processing unit 200 performs various processes using the storage unit 270 as a work area. The functions of the processing unit 200 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs.

[0135] The processing unit 200 includes a display control unit 211, a receiving unit 212, a notification unit 213, a communication control unit 220, a Web browser 221, an image generation unit 230, and a sound processing unit 240. Note that some of these may be omitted.

[0136] The display control unit 211 performs a process of displaying a game screen on the display unit 290. For example, the display control unit 211 may display the game screen using a Web browser 221. Furthermore, the display control unit 211 causes the display unit 290 to display information required during the game based on information transmitted from the server device 10. For example, the terminal device 20 displays display information of the game screen received from the server device 10.

[0137] Furthermore, the display control unit 211 may perform all or a part of the same processes as the display control unit 116 of the server device 10.

[0138] The receiving unit 212 performs a process of receiving input from a player. For example, the receiving unit 212 may transmit input information received by the terminal device 20 to the server device 10, and the server device 10 may receive the input information. Also, the receiving unit 212 may perform all or part of the same processes as the receiving unit 119 of the server device 10.

[0139] The notification unit 213 notifies the player of given information. For example, the notification unit 213 displays the information on a game screen. The notification unit 213 may perform all or a part of the same processing as the notification unit 123 of the server device 10.

[0140] The communication control unit 220 performs processing for transmitting and receiving data to and from each server device 10. In addition, the communication control unit 220 performs processing for storing data received from the server device 10 in the storage unit 270, processing for analyzing the received data, and other control processing related to the transmission and reception of data.

[0141] The communication control unit 220 stores destination information (network information such as IP addresses and port numbers) of other terminal devices 20 and the server device 10 in the storage unit 270 or the information storage medium 280. The communication control unit 220 may perform a process of managing the received information and the received information. The communication control unit 220 may perform communication with the server device 10 when receiving input information for starting communication from the player.

[0142] In particular, the communication control unit 220 performs processing for transmitting player identification information and input information to the server device 10 and receiving data (player's web page, game screen, etc.) from the server device 10.

[0143] The communication control unit 220 may transmit and receive data to and from the server device 10 at a predetermined cycle, or may transmit and receive data to and from the server device 10 when input information is received from the input unit 260. In particular, the communication control unit 220 of this embodiment performs a process of receiving given screen information (for example, information on a game screen, etc.) from the server device 10.

[0144] The Web browser 221 is an application program for viewing Web pages (game screens), downloading HTML files, image files, and the like from the Web server (server device 10), analyzing the layout, and controlling the display. The Web browser 221 also transmits data to the Web server (server device 10) using input forms (links, buttons, text boxes, and the like).

[0145] The Web browser 221 of this embodiment can realize a browser game. For example, the Web browser 221 may execute a program written in JavaScript (registered trademark), FLASH (registered trademark), Java (registered trademark), or the like, received from a Web server (server device 10).

[0146] The terminal device 20 can display information from a Web server specified by a URL (short for Uniform Resource Locator) via the Internet using the Web browser 221. For example, the terminal device 20 can display a game screen (data such as HTML) received from the server device 10 using the Web browser 221.

[0147] The image generating unit 230 performs drawing processing based on various processes (e.g., game processing) performed by the processing unit 200, thereby generating an image, which is output to the display unit 290 by the display control unit 211. The image generated by the image generating unit 230 may be a so-called two-dimensional image or a so-called three-dimensional image. Note that the image generating unit 230 may perform the same processing as the image generating unit 130 of the server device 10 in whole or in part.

[0148] The sound processing unit 240 performs sound processing based on the results of various processes performed in the processing unit 200, generates game sounds such as background music, sound effects, or voices, and outputs them to the sound output unit 292. Note that the sound processing unit 240 may perform all or a part of the same processes as the sound processing unit 140 of the server device 10.

[0149] In the case where the terminal device 20 of the present embodiment plays a game with a plurality of terminal devices 20 by P2P or the like, one terminal device 20 may act as a host and execute processing. In such a case, the terminal device 20 as the host may perform the processing of the server device 10, such as the first matching processing unit 111, the second matching processing unit 112, the game processing unit 113, the determination unit 114, and the game play information control unit 115, just like the server device 10.

[0150] [4] Overview In this embodiment, a plurality of players play a game (for example, a battle game, a communication game, etc.) using characters operated by each player.

[0151] Conventionally, there are games using characters (hereinafter also referred to as "ghost characters") that are controlled by a computer (CPU) using the game play information of the player. For example, in a battle game, there are many players who practice using ghost characters beforehand and then try playing in practice.

[0152] Also, when a character CA1 controlled by player A based on input information from player A and a character CB1 controlled by player B based on input information from player B are made to play a realistic game, if the two players have the same level of skill, they may be able to play a satisfying game. However, there are many things that cannot be known until they actually play against each other, such as whether the game content was good or whether the opponent was a good match for them, and so matching that allows a game that gives both players a sense of satisfaction is an issue.

[0153] Therefore, in this embodiment, a ghost character CA1 of player A and a ghost character CB1 of player B are pitted against each other, and when certain conditions are met, such as a competitive game in which the two are closely matched, player A and player B are matched, and character CA1 is controlled based on input information from player A, and character CB1 is controlled based on input information from player B to execute the competitive game.

[0154] In this way, the ghost character can be used not simply for practice, but also as a preliminary battle before the player actually enters into a battle through input operations.

[0155] Furthermore, by playing against the opponent's ghost character in advance, the player can know what kind of player the opponent is, what character he / she uses, and how he / she fights, without having to fight directly with the player. Therefore, it is possible to actually play a game after knowing the opponent's gameplay habits in advance. In other words, according to this embodiment, when players play against each other in real time, a fulfilling battle environment can be provided for both players, enabling high-quality matching.

[0156] [5] Player information description In this embodiment, as shown in FIG. 4, the server device 10 manages information on a plurality of players (for example, players A, B, C, D, etc.) to which the game is provided.

[0157] For example, the server device 10 associates the player ID with the player information for each player and stores the player information in the player information storage unit 176. For example, the server device 10 of the present embodiment stores the player name, player level, game play time, and results (the number of victories, number of draws, and number of losses by the opponent) in the game (e.g., a competitive game) provided as player information in the player information storage unit 176.

[0158] The player level is a value indicating the overall level of the player's game, and is a parameter that increases as the game progresses. The player level may also be a value indicating the player's skill or ability. In such a case, the higher the value, the higher the level (skill, ability).

[0159] The game play time is the total time that the player has played the game. The results indicate the results of the game played by the player against the opponent player (number of wins, draws, losses). The results may be managed separately for the results of the game played based on the player's own input information and the results of the game controlled by the computer based on the player's game play information, or may be managed together.

[0160] The server device 10 receives game data from game management servers of various game operating companies. The game experience history of the player may be obtained and stored as part of the player's information in association with the player ID. The game experience history includes information other than the games provided by the server device 10. For example, for each game, the history may include whether or not the game has been played, the game play time if there has been game play experience, the history of game results, the player level, the character level, etc.

[0161] Furthermore, the server device 10 may store the player's login history (login date and time and logout date and time) in association with the player ID for each player as part of the player's information in the player information storage unit 176. The server device 10 may analyze the login tendency (login time zone, login day of the week, etc.) based on the login history for each player.

[0162] Additionally, the player information may further include at least one of the following information: (1) Player nickname (2) the player's current experience points, points, and rewards earned; (3) Information on other players with whom you have a specific relationship (friendship) (4) Billing information, such as billing history and billing amounts (5) Player parameters (points) (6) If the player belongs to a team, the name of the team, its ID, and information about the team's performance The player information is updated at predetermined intervals, such as every five minutes, when the player logs in or out, at a specific time in the game (e.g., 8:00 a.m.), when a specific event occurs (when any individual or team match ends), etc.

[0163] It should be noted that the terminal device 20 of the player may receive player information of the player's player ID from the server device 10 and store it in the player information storage unit 276 of the terminal device 20 .

[0164] [6] Character information description In this embodiment, the server device 10 stores, for each player, in the player information storage unit 176, information on a character corresponding to the player, as shown in FIG.

[0165] It should be noted that the "character corresponding to the player" can be rephrased as "the player's character," "a character owned by the player," or "a character associated with a player ID (player identification information)."

[0166] For example, the server device 10 stores, in the player information storage unit 176, a character ID (identification information for identifying a character), a character name, a character level, game play time, and results (number of victories, number of draws, number of losses, etc.) in association with the player ID as character information.

[0167] The character ID is information for identifying a character. In this embodiment, the player can own different types of characters. In this embodiment, the player may own only one character of the same type, or may own multiple characters of the same type.

[0168] The level is a value indicating the ability of a character, and may be referred to as a rank or a rank. The higher the level value, the higher the ability of the character. For example, in the battle game provided in this embodiment, the higher the level, the stronger the character.

[0169] The level of each character is a parameter separate from the player's level. Game play time is the total time spent playing the game using that character. Performance indicates the results (number of wins, draws, and losses) of a match game played by a player using that character against an opposing player. The total of the number of wins, draws, and losses for each character becomes the number of wins, draws, and losses for the player. For example, the total of the number of wins for player A's characters CA1 and CA2 becomes the number of wins for player A.

[0170] In this embodiment, one player may be associated with (possess) one character, or one player may be associated with (possess) multiple characters.

[0171] Furthermore, the character information may further include at least one of the following information: (1) Character parameters (stamina, experience, level, ability), characteristics and attributes, (2) Information on characters of other players with whom you have a specific relationship (friendship) (3) Position information indicating the character's position within the game space; (4) If the player belongs to a team, the character IDs of the characters belonging to the team and the location information indicating the location of each character in the game space. The terminal device 20 of the player may receive information on the character associated with the player's player ID from the server device 10 and store the information in the player information storage unit 276 of the terminal device 20.

[0172] [7] Gameplay information Furthermore, in this embodiment, as shown in FIG. 6, the server device 10 stores the game play information of each player in the player information storage unit 176 in association with the player ID.

[0173] "Game play information" is information recorded in a format that can be used as control data for a character (ghost character) controlled by a computer (CPU). In other words, "game play information" is associated with at least a player ID.

[0174] For example, the server device 10 stores the player ID, the character ID of the character, and the input history (operation history) in the player information storage unit 176 as game play information.

[0175] When there are a plurality of stages (missions, quests), game play information may be stored for each stage in association with a stage ID (stage identification number).

[0176] For example, the server device 10 stores in the storage area of ​​the player information storage unit 176 an input history CA1-1 associated with the player ID=A and the character ID=CA1.

[0177] "Input history" refers to a history of input information actually input by a player over time from the start of a game to the end of a game period, such as a round, stage, or quest. For example, "input history" can refer to the presence or absence of a command input by the player for each frame (e.g., every 1 / 60th of a second), and if a command is input, the content of that command (such as commands to move, punch, kick, jump, walk, dash, crouch, move sideways, guard, etc.). In other words, "input history" refers to the presence or absence of an input signal by the player for each frame (e.g., every 1 / 60th of a second), and if an input signal is input, the content of that input signal, for example, the direction input by the player (for example, the up, down, left, or right directions indicated by the lever). The input signal may be an input signal corresponding to a limb activation technique (right punch, left punch, right kick, left kick) input by the player.

[0178] The server device 10 may determine whether or not a "predetermined event" has been triggered based on the input history, and if a predetermined event has been triggered, may store the triggering details of the predetermined event as part of the game play information in the player information storage unit 176. The "predetermined event" may be a special attack (for example, a throwing technique, a combo, etc.).

[0179] The server device 10 may determine a battle pattern based on the input history and store the battle pattern as a part of the game play information in the player information storage unit 176. For example, the server device 10 determines a battle pattern from the input history, which may be an upper attack pattern, an interruption attack pattern, or a lower attack pattern.

[0180] In addition, if a character violates etiquette (for example, attacking a fallen enemy), the server device 10 may associate information about the violation with the character ID (or a player ID corresponding to the character ID) and store the information in the player information storage unit 176 as part of the game play information.

[0181] Furthermore, the server device 10 may store information about the character's design (such as information about clothing and hairstyle) in the player information storage unit 176 as game play information in association with the character ID.

[0182] Furthermore, the server device 10 may record the update date and time in association with the game play information.

[0183] For example, the server device 10 performs a process of updating the game play information of a player in accordance with the progress of the game in which the player has participated.

[0184] It should be noted that the terminal device 20 of the player may receive game play information of the player's player ID from the server device 10 and store it in the player information storage unit 276 of the terminal device 20.

[0185] [8] Character Control [8.1] Character control based on input information The server device 10 controls a character associated with a player based on input information (operation information, input operation) of the player.

[0186] For example, in a "competitive game between real players", a character CA1 associated with player A is controlled based on input information from player A, and a character CB1 associated with player B is controlled based on input information from player B, and a competitive game is executed in which character CA1 and character CB1 compete against each other.

[0187] In this embodiment, in the battle in the second matching, the characters are controlled based on the input information of the player.

[0188] [8.2] Character control based on computer control Furthermore, the server device 10 may control a character associated with a player by a computer based on game play information associated with the player.

[0189] In this embodiment, in the first match, at least one of the characters, or Both characters are computer controlled.

[0190] The server device 10 controls the character corresponding to the computer-controlled player based on the latest updated game play information of the player. In this way, a ghost character battle can be conducted based on the latest information.

[0191] [9] First Match In this embodiment, first, a process is performed to enable matching (combination) of a plurality of characters including a ghost character (a character corresponding to a player controlled by a computer based on the game play information of the player). In other words, the server device 10 performs a process to generate a group consisting of a plurality of characters that participate in the same game together.

[0192] [9.1] Matching including ghost characters For example, the server device 10 may enable matching between ghost characters in a one-on-one battle game.

[0193] Furthermore, in a one-on-one battle game, the server device 10 may enable matching between one player as a ghost character and the other as a character controlled based on information input by the player.

[0194] Furthermore, in a game in which three or more characters participate as a group, the server device 10 may set at least one character as a ghost character, enabling matching of the characters.

[0195] [9.2] First Matching Rule The server device 10 may be configured to enable matching between a plurality of randomly extracted characters.

[0196] In addition, the server device 10 may be configured to enable matching of a specific player's character (a character controlled based on the player's input information, or a character controlled by a computer based on game play information corresponding to the player) with multiple characters, including a character corresponding to another player selected based on the player's selection operation.

[0197] For example, when server device 10 accepts a selection of a ghost character as an opponent from player A, server device 10 may also accept a selection from player A of a character (e.g., character CB1) to be used as a ghost character from among a plurality of characters other than the character corresponding to player A (e.g., characters CB1, CC1, CD1).

[0198] The server device 10 may be configured to enable matching regardless of the levels of the multiple characters to be matched or the player level.

[0199] In addition, the server device 10 may be configured to match multiple characters so that the levels of the multiple characters to be matched are the same or the level difference is within a predetermined value (for example, the level difference between the multiple characters to be matched is within 5).

[0200] In addition, when the player level indicates skill, the server device 10 determines whether the levels of the players corresponding to the multiple characters to be matched are the same or the level difference is within a predetermined value. In this way, matching may be possible.

[0201] [9.3] Display control The server device 10 may be configured to display, on the terminal device of each player corresponding to the multiple characters matched by the first matching, at least one of information about the matched other characters and information about the other players corresponding to the matched other characters.

[0202] For example, as shown in Fig. 7, when a character CA1 corresponding to player A and a character CB1 corresponding to player B are matched in the first matching, the server device 10 displays information about player A and information about the opponent on the terminal device 20A of player A. The opponent information is, for example, information about character CB1 and information about player B. To be more specific, the server device 10 displays the player name, character name, and character level of player A himself on the terminal device 20A of player A, and displays the player name, character name, and character level of the opponent player B.

[0203] Although not shown, the server device 10 controls the terminal device 20B of the player B to display information on the opponent, that is, at least one of the information on the character CA1 and the information on the player A.

[0204]

[10] Game processing by first matching The server device 10 allows the multiple characters matched in the first matching to participate in the same game, and progresses the game in which they play together.

[0205] For example, the game of this embodiment is a competitive game, and the player whose vitality value reaches 0 first within the time limit (for example, within 60 seconds) loses, or the player who is judged to have been knocked out first loses. The other player is then judged to have won. If neither player's vitality value has reached 0 when the time limit is 0, the player with the greater vitality value is judged to have won. Also, if both players are judged to have been knocked out or if both players have the same vitality value when the time limit is 0, the game is judged to be a draw.

[0206] In a competitive game, the winner of one round (one stage, one quest) may be determined. For example, the player who wins a certain number of rounds (e.g., three rounds) first (e.g., three rounds first) may be determined as the winner, and the other player may be determined as the loser.

[0207] For example, in a "battle game matching ghost characters", character CA1 associated with player A is controlled by a computer based on game play information associated with player ID=A and character ID=CA1, and character CB1 associated with player B is controlled by a computer based on game play information associated with player ID=B and character ID=CB1, and a battle game is played in which character CA1 and character CB1 battle each other.

[0208] Also, the player who operates the character matched in the first matching inputs commands and plays a battle game. For example, the character CA1 associated with the player A may be controlled based on the input information of the player A, and the character CB1 associated with the player B may be controlled by a computer based on game play information associated with the player ID=B and the character ID=CB1, and a battle game may be executed in which the character CA1 and the character CB1 battle against each other.

[0209] The player corresponding to the ghost character matched in the first match is The player may be able to view the game as it progresses in real time on his / her terminal device.

[0210] Also, the player corresponding to the ghost character matched in the first matching does not have to view the game proceeding in real time. For example, the player's terminal device may be configured to be able to view the battle results and the replay video of the battle game after the battle game ends based on the player's operation. In this way, the player can know how the ghost character fought.

[0211]

[11] Judgment process Then, the server device 10 determines whether or not a predetermined condition is satisfied in a game in which the multiple characters matched in the first matching participate.

[0212] The predetermined condition is a condition for transitioning from a battle between computer-controlled ghost characters (ghost battle) to a battle between characters controlled based on input operations by the player (real battle).

[0213] In other words, the predetermined conditions are conditions for evaluating whether the first match was a good match, a good match, etc. In other words, if the match content is good, the player is deemed to have passed the match and is permitted to take part in a second match to challenge a real match, whereas if the match content is poor, the player is deemed to have failed the match and is not permitted to take part in a second match to challenge a real match.

[0214] Specifically, below, an example will be described in which the server device 10 matches a character CA1 (ghost character CA1) corresponding to computer-controlled player A with a character CB1 (ghost character CB1) corresponding to computer-controlled player B through the first matching.

[0215] [11.1] Specific Conditions For example, the server device 10 may determine whether or not a game involving multiple characters CA1 and CB1 matched through a first matching is close, and if it is determined that the game is close, determine that a predetermined condition is satisfied.

[0216] For example, the server device 10 determines whether or not the game is evenly matched based on the game result, the length of the game period until the game result is determined, the level of each character, and the like.

[0217] For example, if the level of the character CA1 is lower than the level of the character CB1 and the character CA1 wins or draws, it may be determined that the game is close and that the predetermined condition is satisfied.

[0218] Also, for example, even if it is determined that character CA1 wins by winning three rounds first and character CB1 loses, if there is a round in which character CA1 loses, it may be determined that the game is evenly matched.

[0219] Also, if the game period from the start of the game to when the game result is determined is a predetermined period or longer (three minutes or longer), it may be determined that the game is closely matched.

[0220] In addition, the server device 10 may determine that a predetermined condition is satisfied when at least one character in a game in which multiple characters matched through the first matching participates performs a predetermined event (e.g., a special technique such as a "body drop") during the game.

[0221] Furthermore, in a game in which a plurality of characters matched in the first matching participate, the server device 10 may determine that a predetermined condition is satisfied when the fighting patterns of the plurality of characters are the same.

[0222] Furthermore, the server device 10 may determine whether or not a predetermined condition is satisfied in a game in which a plurality of characters matched in the first matching participates, based on the parameters of the characters, such as the winning rate and stamina value.

[0223] The server device 10 may perform control so that a predetermined condition can be set based on input information from the player.

[0224] Fig. 8 shows an example of a setting screen for the predetermined conditions displayed on the terminal device 20A of player A. For example, as shown in Fig. 8, the server device 10 receives an input from player A as to whether or not each condition is set. The condition may be one or more. Then, in the game by the first matching, if all the set conditions are satisfied, it is determined that the predetermined conditions of player A are satisfied.

[0225] As a condition for transitioning from a ghost match to a real match, Player A sets the condition "if a player wins or draws against an opponent stronger than the player" to "Yes" and the condition "if a specified event occurs" to "No", and then inputs the "Set" button.If Player A wins or draws against an opponent stronger than the player (a character with a higher level than the player's character) in the ghost match, it will be determined that the specified condition has been met and the player will be able to challenge a real match.

[0226] Note that the server device 10 basically determines whether or not a specified condition has been satisfied at the end of the first matching game, but may also determine whether or not a specified condition has been satisfied at various times during the game (e.g., when an event occurs), when saving, etc.

[0227] In addition, the server device 10 sets a predetermined condition for each player in association with the player ID. That is, the predetermined conditions for each of the multiple players may be the same or different. For example, if the predetermined conditions are different for player A and player B, even if player B exists as a player who satisfies the predetermined conditions for player A, player A may not exist as a player who satisfies the predetermined conditions for player B. In such a case, player A may challenge player B to a match for the second matching, and if player B accepts, the second matching between player A and player B may be made possible.

[0228] [11.2] List display In addition, the server device 10 may display on each player's terminal device 20 a list of judgment results (judgment results determining whether or not a predetermined condition is satisfied) for each game in which multiple characters, including the characters of the players matched through the first matching, participate.

[0229] For example, as shown in FIG. 9, the server device 10 displays on the terminal device 20A of the player A (the display unit of the terminal device 20A) a screen (ghost battle result screen) including the battle number, the battle date, the character of the player A used in the battle, the opponent's information (the opponent's player name, the opponent's character name), the ghost battle result, success / failure (the success / fail result of whether or not a predetermined condition for shifting from a ghost battle to a real battle is satisfied), the evaluation of the ghost battle, a "Battle" button corresponding to an instruction to a real battle, and the opponent's login status for each game battle of the first matching. Control is performed to indicate the

[0230] As shown in FIG. 9, if a predetermined condition associated with player A is met, the player is judged as “passed,” and if a predetermined condition for transitioning from a ghost match to a real match is not met, the player is judged as “failed.”

[0231] For example, the ghost match numbered "2" is a match between the player's character CA2 and character CB1, and if character CA2's level is "6" and opponent character CB1's level is "35", then the player's character CA2 will have defeated character CB1, whose level is 10 or more levels higher. In such a case, the content of the match is judged to be highly rated by character CA2, and a star mark is displayed. If a player with a lower level defeats a player with a higher level and the level difference is a predetermined value or more (for example, 10 or more), a strong message such as "overthrowing the ruling class" may be displayed.

[0232] Also, the ghost match numbered "6" is a match between the player's character CA1 and character CE1, with character CA1's level being "30" and opponent character CE1's level being "35." In other words, character CA1 is matched up against character CE1 who is at a higher level than the player's character and whose level difference is less than a predetermined value (e.g., less than 10). If character CA1 wins against character CE1, the match content is judged to be an average evaluation for character CA1, and a circle mark is displayed.

[0233] In addition, the ghost matches with numbers "1," "3," and "5" did not meet the specified conditions, so they were judged to have failed and were marked with the lowest rating of a cross.

[0234] Also, the ghost match numbered "4" was unsuccessful because it did not satisfy the predetermined conditions, but if the predetermined conditions associated with the opponent player were satisfied, the game content is judged to be low-rated by the character CA1, and a triangular mark is displayed. For example, suppose that the game is between the player's character CA1 and character CD1, and the character CA1's level is "30" and the opponent character CD1's level is "20". In this case, character CA1 loses to CD1, whose level is lower than the player's, so the game content is judged to be low-rated by character CA1, and a triangular mark is displayed.

[0235] In addition, since the ghost battles with numbers "2" and "6" have met the predetermined conditions, the "Battle" button is displayed to accept command input for the real battle.

[0236] Also, Michael, the opponent in the ghost match with number "2," is currently logged in, indicating that Player A is currently in a situation where he can play a real match with an actually existing opponent by inputting input operations.

[0237] Furthermore, the server device 10 may display, on the terminal device 20 of each player, a list of information on opponent players who satisfy a predetermined condition for the player.

[0238] That is, as shown in FIG. 10, the server device 10 displays on the terminal device 20A of player A (the display unit of the terminal device 20A) a list of players who will be opponents of player A's character (any of the characters, if there are multiple characters such as CA1 and CA2) in each game resulting from the first matching and who satisfy predetermined conditions, that is, a list of second matching candidates (real match candidates).

[0239] For example, as shown in FIG. 10, the server device 10 notifies the terminal device 20A of the player A that the character CA1 of the player A and the character CB1, which is an opponent character, are in a first match. When a predetermined condition is satisfied by playing a game by matching, control is performed to display information of player B (player name) of character CB1 as a second matching candidate. For example, as shown in FIG. 10, the evaluation of the first matching and information on whether the opponent is logged in or not may be displayed. In addition, although not shown, the character name, level, and battle result of the opponent in the first matching may also be displayed.

[0240] [11.3] Notification In addition, when a predetermined condition is satisfied, the server device 10 may notify the terminal device of each player corresponding to each of the multiple characters matched by the first matching of information indicating that the predetermined condition has been satisfied.

[0241] For example, in a first matching game, player A's character CA1 and player B's character CB1 compete against each other, character CA1's level is "30," opponent player B's character CB1's level is "35," character CA1 wins and character CB1 is defeated.

[0242] Then, the server device 10 may notify a common message to the terminal device 20A of the player A and the terminal device 20B of the player B. For example, the server device 10 may notify a message M1 saying "Character CA1 (level 30) has defeated character CB1 (level 35)."

[0243] The server device 10 may notify the terminal device 20A of the player A and the terminal device 20B of the player B of different messages.

[0244] For example, in this embodiment, the notification content may be changed depending on the hierarchical relationship between player A and player B.

[0245] Specifically, when a character CA1 of player A and a character CB1 of player B compete against each other in a first matching game, the server device 10 determines one of the players A and B as the higher rank player and the other as the lower rank player.

[0246] For example, the upper and lower rank players may be determined based on the level of the characters. In other words, if the level of the character CA1 used by player A in the first matching game is "30" and the level of the character CB1 used by player B in the first matching game is "35", player B will be the upper rank player and player A will be the lower rank player.

[0247] In this embodiment, the player with a higher level may be the higher tier player and the player with a lower level may be the lower tier player, or the player with a longer game play time may be the higher tier player and the player with a shorter game play time may be the lower tier player. Also, the player with a longer experience time of a specified game may be the higher tier player and the player with a shorter experience time of a specified game may be the lower tier player. Also, the player who possesses a specific item may be the higher tier player and the player who does not possess the specific item may be the lower tier player. Also, the higher and lower tier players may be determined based on this information.

[0248] Then, in the first matching game of this embodiment, it is assumed that the character CA1 wins and the character CB1 loses.

[0249] The server device 10 then notifies the terminal device 20A of the lower-ranked player A of a message M2 saying, "You have been granted the right to challenge Player B in real life." On the other hand, the server device 10 notifies the terminal device 20B of the upper-ranked player B of a message M3 saying, "Player A has appeared as a challenge candidate." In this way, This can motivate both Player A, who is a lower rank player, and Player B, who is a higher rank player, to play a match, and can provide a motivation to challenge the second matching match.

[0250] The notification content may be changed based on the difference between the levels (for example, the level difference). For example, in the first matching game, the character CA1 of the player A and the character CB1 of the player B compete against each other, and the level of the character CA1 is "30", the level of the opponent player B's character CB1 is "55", and the level difference is 11 or more.

[0251] The server device 10 then notifies the terminal device 20A of the lower-ranked player A of a message M4 saying, "You have obtained the right to challenge player B in real life. You can now fight a strong opponent!". Meanwhile, the server device 10 notifies the terminal device 20B of the higher-ranked player B of a message M5 saying, "A rival has appeared! Player A has finally appeared as a challenge candidate." In this way, appropriate notifications can be made according to player A and player B, which can inspire the fighting spirit of both players and further motivate both players to challenge the second matching battle.

[0252]

[12] Second Matching When it is determined that a predetermined condition is satisfied, the server device 10 performs a process of making it possible to match (make it possible to combine) a plurality of players corresponding to the plurality of characters matched by the first matching. In other words, the server device 10 performs a process of generating a group made up of a plurality of players who will participate in the same game.

[0253] In the second matching of this embodiment, when it is determined that a predetermined condition is met, such as a game in which the game play in the first matching is a close game, matching is made possible so that a game can be played based on the input operation of the player. In other words, the game played in the second matching is characterized in that the characters are not computer-controlled but are operated and controlled by an actual player (human). In other words, the second matching may be interpreted as re-matching based on the input operation of the player.

[0254] In addition, the second matching allows multiple players to be matched, but if there is only one character associated with one player, "allowing multiple players to be matched" may mean "allowing multiple characters to be matched."

[0255] The server device 10 may automatically enable the second matching by computer control (CPU control). For example, the server device 10 randomly selects one candidate from among multiple match candidates (players B, D, and G) that satisfy a predetermined condition for one player A, and enables the second matching in which player A is paired with the selected player.

[0256] The opponent player for the second matching may be determined from among a plurality of match candidates that satisfy a predetermined condition by a selection operation of the player. For example, as shown in Figures 9 and 10, Player A may click a "Match" button to select an opponent.

[0257] Furthermore, when it is determined that a predetermined condition is satisfied, the server device 10 may determine whether or not the multiple players corresponding to the multiple characters matched by the first matching are in a state in which they can participate in the same game, and when it is determined that they are in a state in which they can participate, perform a process to enable matching of the multiple players. For example, the server device 10 determines whether or not the multiple players are logged in, and when they are logged in, determines that they are in a state in which they can participate.

[0258] [12.1]Display Before the game starts, the server device 10 may display, on the terminal device of each player matched through the second matching, information about the character to be operated by the other player matched with the player, and information about the other player.

[0259] [12.2] Notification In addition, when it is determined that a specified condition is satisfied, the server device 10 may notify the terminal device 20 of each player corresponding to each of the multiple characters matched by the first matching of information indicating the login tendencies of the players of the other matched characters.

[0260] For example, when the character CA1 of the player A plays a ghost match with the character CB1 of the opponent player B and meets a predetermined condition, the server device 10 notifies the terminal device 20 of the player A of the match result, the judgment result of the judgment condition (pass / fail result), and the login time zone and login day of the week (one example of login tendency) of the opponent player B in the real match. As a result, the player A can log in when the opponent player B can participate, and can give the player A an opportunity for the second matching. The login tendency includes the login time zone (for example, the time zone from 8:00 p.m. to 9:00 p.m.) and login day of the week (for example, Saturday, Sunday), etc. of the player B. The server device 10 also notifies the terminal device 20 of the player B of the judgment result and the login tendency of the player A.

[0261] [12.3] Second matching request Furthermore, the server device 10 may receive and manage in advance for each player whether or not he / she wishes to be matched in the second matching.

[0262] Then, when it is determined that a predetermined condition is satisfied and a plurality of players corresponding to each of the plurality of characters matched in the first matching have accepted a request for matching in the second matching, the server device 10 may perform processing to make the plurality of players available for matching.

[0263] In addition, the server device 10 may perform control to hide the "Battle" button for real battle shown in FIG. 9, for example, when at least one of the multiple players paired in the second matching declines the desire to be matched in the second matching.

[0264] [12.4] Cancellation of the second match Furthermore, the server device 10 may cancel the second matching when receiving an instruction to cancel the second matching from at least one of the players in the second matching.

[0265] Furthermore, for example, when an instruction to cancel matching by the second matching is received, the server device 10 may perform control so as to hide the "Battle" button for the real match shown in FIG.

[0266] [12.5] Other Furthermore, the server device 10 may perform control so as not to carry out the second matching when at least one of the multiple players who have been combined to be able to perform the second matching has a history of manner violations.

[0267]

[13] Second matching game processing The server device 10 progresses a game in which characters corresponding to the multiple players matched by the second matching participate, based on input information of each of the multiple players. The game is a battle game similar to the game by the first matching, but differs in that the characters are controlled in real time based on input operations by the players, rather than being computer-controlled.

[0268] For example, assume that the server device 10 has matched a character CA1 (ghost character CA1) corresponding to a computer-controlled player A with a character CB1 (ghost character CB1) corresponding to a computer-controlled player B through the first matching.

[0269] Then, it is assumed that a predetermined condition is determined to be satisfied in a game in which the multiple characters CA1 and CB1 matched in the first matching participate.

[0270] Then, the server device 10 performs a second matching process for matching a character corresponding to the player A (for example, the character CA1) with a character corresponding to the player B (for example, the character CB1), and proceeds with the game.

[0271] For example, when the server device 10 receives a match instruction (real match instruction) for the second matching from at least one of player A and player B, it inquires of the other player as to whether or not to play the match, and if an agreement instruction is received from the other player, it matches a character corresponding to player A (e.g., character CA1) with a character corresponding to player B (e.g., character CB1), and starts the game.

[0272] The characters to be operated by each player matched in the second matching may be limited to be the same as the characters in the first matching, or may be different characters.

[0273] For example, if in the first matching, a character CA1 (ghost character CA1) corresponding to computer-controlled player A is matched with a character CB1 (ghost character CB1) corresponding to computer-controlled player B, and in the second matching, player A and player B are matched, the game may proceed with the character corresponding to player A being the same character CA1 and the character corresponding to player B being the same character CB1.

[0274] Furthermore, before the start of the second matching game, the player may be allowed to select a character to be used in the second matching game based on a selection instruction from the player.

[0275] For example, if a character CA1 (ghost character CA1) corresponding to computer-controlled player A is matched with a character CB1 (ghost character CB1) corresponding to computer-controlled player B in the first matching, and player A and player B are matched in the second matching, the game of the second matching may proceed with the character corresponding to player A being the character CA2 selected by player A, and the character corresponding to player B being the character CB2 selected by player B.

[0276]

[14] Friendship In addition, the server device 10 may After the game in which each character corresponding to each of the multiple players participates is progressed based on the input information of each player, for example, at the end of the game, the multiple players may be notified as to whether or not to establish a predetermined relationship (friend relationship) with the multiple players. In this way, the notification can provide an opportunity to consider establishing a predetermined relationship, and encourage continuous game play between players through the second matching.

[0277] In other words, the second matching is expected to be a more suitable game, but if a player actually plays the game in the second matching and recognizes that it was a suitable match, there may be cases where the player wants to play against the other player in the future. Therefore, when multiple players matched in the second matching indicate a friend relationship, the server device 10 establishes a friend relationship between the multiple players and encourages continuous game play.

[0278]

[15] Flowchart Next, a process flow of the server device 10 will be described with reference to Fig. 11. First, a first matching for combining a plurality of characters including a ghost character is enabled (step S1).

[0279] Next, a game is played in which the multiple characters matched in the first matching participate (step S2).

[0280] Then, in a game in which the multiple characters matched in the first matching participate, it is determined whether or not a predetermined condition is satisfied (step S3).

[0281] If it is determined that the predetermined condition is met (Y in step S3), a second matching is made possible (step S4) in which players corresponding to the multiple characters matched in the first matching are paired together. On the other hand, if the predetermined condition is not met (N in step S3), the process ends.

[0282] Then, based on the input information of each of the multiple players matched by the second matching, a game is progressed in which each character corresponding to each of the multiple players participates (step S5). This ends the process.

[0283]

[16] Ranking display In this embodiment, among many players, a plurality of players are made to compete against each other, and the players are ranked based on the number of wins, level, and the like.

[0284] In particular, in this embodiment, the data used in the ranking is data in which the control of the characters participating in the game is based on the input operation of the player. In other words, for games including ghost characters, the number of wins and losses is not used when tallying up the rankings. In this way, achievements in serious competitive games are reflected in the ranking evaluation, the significance of the rankings is increased, honor is given to those who rank highly, and a ranking that satisfies players can be carried out. Note that there may be a ranking specifically for games using ghost characters.

[0285]

[17] AI-based characters In this embodiment, the control of the ghost character may include control by artificial intelligence (AI). That is, the server device 10 performs machine learning for each player based on the character ID, level, and game play information (input history) of the player, and creates a learning model. The server device 10 uses the learning model of the player to input the character ID and level corresponding to the player, and computer-controls the character based on the game play information that is output.

[0286]

[18] Team Battles The first and second matching in this embodiment may include matching between teams.

[0287] That is, this embodiment may also be applied to a game in which teams (groups) each made up of one or more characters (one or more players) compete against each other.

[0288] For example, a first team is generated that is made up of one or more characters including a ghost character, and a second team is generated that is made up of one or more characters, which may or may not be ghost characters.

[0289] Then, a process is performed to enable a first match between the first team and the second team, and when a predetermined condition is satisfied in the first matching game, a process is performed to enable a second match in which a player corresponding to each character constituting the first team can be combined with a player corresponding to each character constituting the second team, and in the second matching, a real competitive game in which characters are controlled based on input information of each player is played.

[0290]

[19] Game Applications In this embodiment, an example of a competitive game (mainly a fighting game) has been described, but the present invention can also be applied to other competitive games, such as sports games, racing games, action games, music games, training games, simulation games, puzzle games, RPG games, etc.

[0291] In addition, this embodiment may be applied to various games in which multiple characters appear in a game space. For example, it may be applied to a raising game in which the character CA1 of the player A makes a house or vegetables in a game space that is a virtual three-dimensional space, or a communication type game in which the character CA1 converses with the character CB1 of the player B. In such a case, when at least one of the ghost character CA1 and the ghost character CB1 activates a predetermined event (for example, when the ghost character CA1 and the ghost character CB1 obtain a specific item together), it may be determined that a predetermined condition is satisfied. Then, when the predetermined condition is satisfied, the character CA1 may be controlled based on the input information of the player A, and the character CB1 may be controlled based on the input information of the player B.

[0292]

[20] Supplementary explanation of specified conditions In this embodiment, various predetermined conditions for transitioning to a real match are considered. For example, the server device 10 may determine that the predetermined conditions are satisfied when at least one of the above-described conditions and the following conditions (A) to (H) is satisfied.

[0293] (A) When playing against the same opponent multiple times For example, the server device 10 may determine that a predetermined condition is met when the same multiple characters play a fighting game against each other a predetermined number of times or more (eg, three or more times) in the first matching.

[0294] (B) When an enemy character uses a specific character For example, the server device 10 may determine that a specified condition is met when the other party uses the same character CA1 as the player's character CA1 in the first matching, or when the other party uses a character CX1 that is incompatible with the player's character CA1 in the first matching.

[0295] (C) After a match, if a player requests matching For example, the server device 10 may determine that a predetermined condition is met when at least one of a plurality of players A and B corresponding to a plurality of characters CA1 and CB1 who competed in the first matching wishes to be matched.

[0296] (D) If the match contains specific techniques or combos For example, the server device 10 may determine that a predetermined condition is satisfied when the content of the battle between the multiple characters CA1 and CB1 who competed in the first matching includes a special technique or combo.

[0297] (E) If the match is determined to have a specific playing style For example, when the server device 10 determines that the content of the match between the multiple characters CA1 and CB1 who competed in the first matching is a specific play style, it may determine that a predetermined condition is satisfied. Note that the server device 10 determines whether or not the play style is a specific play style based on the ratio and order of the techniques used by the characters.

[0298] (F) When the match content includes content that the player has set in advance. For example, the server device 10 may determine that a predetermined condition is met if the content of the match between multiple characters CA1 and CB1 competing in the first matching includes content that the player has pre-set (e.g., content such as executing a specific event).

[0299] (G) When a player is watching a match between ghosts For example, the server device 10 may determine that a predetermined condition is satisfied when at least one of the players A and B corresponding to the characters CA1 and CB1 who competed in the first matching is watching a battle video of the characters CA1 and CB1 who competed in the first matching. Also, the server device 10 may determine that a predetermined condition is satisfied when at least one of the players A and B is watching the battle video for a predetermined period of time or more (e.g., 3 minutes or more).

[0300] (H) When the player has consumed the specified amount For example, the server device 10 may determine that a specified condition has been satisfied when at least one of a plurality of players A and B corresponding to a plurality of characters CA1 and CB1 who competed in the first matching consumes a specified amount of compensation.

[0301] For example, if player A is a professional gamer (character CA1 is the ghost of the professional gamer), and an ordinary player B wishes to play a real match against the professional gamer, control may be performed so that player B can spend a specified amount (money such as 100 yen, in-game currency such as 100 points, or a given item, etc.) to become eligible for a second match with professional gamer player A.

[0302]

[21] Other The present invention is not limited to the above-described embodiment, and various modifications are possible. For example, a term cited as a broadly defined or synonymous term in the description in the specification or drawings can be replaced with a broadly defined or synonymous term in other descriptions in the specification or drawings.

[0303] The present invention includes configurations that are substantially the same as the configurations described in the embodiments (for example, configurations with the same functions, methods and results, or configurations with the same purpose and effect). The present invention also includes configurations in which non-essential parts of the configurations described in the embodiments are replaced. The present invention also includes configurations that achieve the same effects as the configurations described in the embodiments or that can achieve the same purpose. The present invention also includes configurations in which publicly known technology is added to the configurations described in the embodiments.

[0304] Although the embodiments of the present invention have been described in detail as above, it will be easily understood by those skilled in the art that many modifications are possible without substantially departing from the novel features and effects of the present invention. Therefore, all such modifications are intended to be included within the scope of the present invention. [Explanation of symbols]

[0305] 10 Server device, 20, 20A, 20B, 20C Terminal device, 100 processing unit, 111 first matching processing unit, 112 second matching processing unit, 113 game processing unit, 114 determination unit, 115 game play information control unit, 116 display control unit, 119 reception unit, 120 communication control unit, 121 Web processing unit, 122 Management unit, 123 Notification unit, 130 image generation unit, 140 sound processing unit, 160 input unit, 170 memory unit, 171 main memory unit, 172 image buffer 174 game data storage unit, 176 player information storage unit, 180 Information storage media, 196 Communications Department, 200 processing unit, 211 display control unit, 212 reception unit, 213 notification unit, 220 communication control unit, 221 Web browser, 230 image generation unit, 240 generation unit, 260 input unit, 262 detection unit, 270 storage unit, 271 main memory unit, 272 image buffer, 274 game data memory unit, 276 player information storage unit, 280 Information storage medium, 290 Display section, 292 Sound output section, 296 Communication section

Claims

1. A game system for performing game processing of a game in which characters corresponding to multiple players participate in the game, comprising: a first matching processing unit that performs processing for enabling matching of a plurality of characters including a character corresponding to a player controlled by a computer based on game play information of the player; a game processing unit that progresses a game in which the plurality of characters matched by the first matching processing unit participate; a determination unit that determines whether or not a predetermined condition is satisfied in a game in which the plurality of characters matched by the first matching processing unit participate; a second matching processing unit that performs processing for enabling matching of a plurality of players corresponding to the plurality of characters matched by the first matching processing unit when it is determined that the predetermined condition is satisfied, The game processing unit: A game system characterized by progressing a game in which each character corresponding to each of the multiple players participates, based on input information of each of the multiple players matched by the second matching processing unit.

2. Regarding claim 1, a game play information control unit that performs a process of updating the game play information of a player according to the progress of the game in which the player has participated, The game processing unit: A game system characterized in that a character corresponding to a player controlled by the computer is controlled based on the latest updated game play information of the player.

3. In claim 1 or 2, The first matching processing unit includes: A game system characterized by making it possible to match the multiple randomly extracted characters, or making it possible to match a specified player's character with multiple characters including other characters selected based on the player's selection operation.

4. In any one of claims 1 to 3, A game system further comprising a display control unit that displays at least one of information about the matched other characters and information about the other players corresponding to the matched other characters on a terminal device of each player corresponding to the multiple characters matched by the first matching processing unit.

5. In any one of claims 1 to 4, The determination unit is A game system characterized by determining whether or not the specified conditions are met based on at least one of progress information of a game in which the multiple characters matched by the first matching processing unit participate and result information of the game.

6. In any one of claims 1 to 5, A game system further comprising a notification unit that, when the specified conditions are met, notifies a terminal device of each player corresponding to each of the multiple characters matched by the first matching processing unit of information indicating that the specified conditions have been met.

7. In any one of claims 1 to 6, The game system further comprises a display control unit, in the terminal device of each player, for displaying a list of information on opponent players who satisfy the predetermined condition for the player.

8. In any one of claims 1 to 7, A game system further comprising a display control unit that displays a list of the judgment results of the judgment unit in each game in which the player's character participates with another character matched by the first matching processing unit on each player's terminal device.

9. In any one of claims 1 to 8, The determination unit is A game system characterized by controlling the predetermined conditions in a configurable manner based on information input by a player.

10. In any one of claims 1 to 9, The second matching processing unit includes: A game system characterized in that, when it is determined that the specified condition is satisfied, it is determined whether or not multiple players corresponding to each of the multiple characters matched by the first matching processing unit are in a state where they are able to participate in the same game, and when it is determined that they are in a state where they are able to participate, a processing is performed to make the multiple players matchable.

11. In any one of claims 1 to 10, A game system characterized in that, when it is determined that the specified condition is satisfied, a notification unit notifies a terminal device of each player corresponding to each of the multiple characters matched by the first matching processing unit of information indicating the login tendencies of players of the other matched characters.

12. In any one of claims 1 to 11, a reception unit that receives, for each player, whether or not the player desires to be matched by the second matching processing unit, The second matching processing unit includes: A game system characterized in that, when it is determined that the specified conditions are met and a plurality of players corresponding to each of the plurality of characters matched by the first matching processing unit have accepted a request for matching by the second matching processing unit as acceptable, a processing is performed to make the plurality of players available for matching.

13. In any one of claims 1 to 12, A game system characterized in that the game system further includes a notification unit that, when the game processing unit progresses a game in which each character corresponding to each of the multiple players matches the multiple players by the second matching processing unit based on input information of the multiple players, notifies the multiple players of whether or not a predetermined relationship is established between the multiple players.

14. In any one of claims 1 to 13, The determination unit is A game system characterized by determining whether or not the skills of the multiple characters matched by the first matching processing unit are comparable in a game in which they participate, and determining that the specified condition is met if it is determined that the skills are comparable.

15. A server device for performing game processing of a game in which characters corresponding to a plurality of players participate in the game, a first matching processing unit that performs processing for enabling matching of a plurality of characters including a character corresponding to a player controlled by a computer based on game play information of the player; a game processing unit that progresses a game in which the plurality of characters matched by the first matching processing unit participate; a determination unit that determines whether or not a predetermined condition is satisfied in a game in which the plurality of characters matched by the first matching processing unit participate; a second matching processing unit that performs processing for enabling matching of a plurality of players corresponding to the plurality of characters matched by the first matching processing unit when it is determined that the predetermined condition is satisfied, The game processing unit: A server device characterized in that a game in which each character corresponding to each of the multiple players participates is progressed based on input information of each of the multiple players matched by the second matching processing unit.

16. A program for performing game processing for a game in which characters corresponding to multiple players participate in the game, a first matching processing unit that performs processing for enabling matching of a plurality of characters including a character corresponding to a player controlled by a computer based on game play information of the player; a game processing unit that progresses a game in which the plurality of characters matched by the first matching processing unit participate; a determination unit that determines whether or not a predetermined condition is satisfied in a game in which the plurality of characters matched by the first matching processing unit participate; causing a computer to function as a second matching processing unit that performs processing for enabling matching of a plurality of players corresponding to the plurality of characters matched by the first matching processing unit when it is determined that the predetermined condition is satisfied; The game processing unit: A program for progressing a game in which each character corresponding to each of the plurality of players participates, based on input information of each of the plurality of players matched by the second matching processing unit.

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