Information processing method, information processing program and information processing device
The information processing method and system for Pair Go addresses the instructor's burden by managing multiple games and utilizing AI, enabling efficient instructional Go sessions.
Patent Information
- Application Number
- JP2024018918
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-02-09
- Publication Date
- 2025-08-22
AI Technical Summary
Instructors in traditional Go instruction are burdened by the need to play multiple games, while Pair Go allows teaching three students simultaneously, reducing the instructor's load.
An information processing method and system that supports Pair Go by registering teaching players and students, controlling game progress, and utilizing a computer to manage multiple games, including AI partners when necessary.
Enables efficient instructional Go games by supporting Pair Go, allowing instructors to teach multiple students simultaneously and reducing the burden through automated game management.
Smart Images

Figure 2025123064000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing method, an information processing program, and an information processing device for supporting Go instruction. [Background technology]
[0002] Go instruction follows the following steps: The person receiving instruction plays against a player with a higher skill level than the person receiving instruction. After the game, the person receiving instruction receives instruction from the instructor while reflecting on the game. Reflecting on the game is also called a post-game discussion.
[0003] With the development of information and communication technology, a multi-player instruction game communication system has been proposed in which one instructor can play instructional games with multiple students in remote locations (Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Publication No. 6-218143
[0005] In recent years, Pair Go (registered trademark) has become popular as a way to play Go. In Pair Go, a game is played between a male and female pair, as a rule. Summary of the Invention [Problem to be solved by the invention]
[0006] In teaching Go, the instructor must play as many games as there are students, which places a heavy burden on the instructor. In contrast, in Pair Go, the instructor can teach three students per game, which reduces the instructor's burden.
[0007] The present invention has been made in view of the above circumstances, and its object is to provide an information processing method, an information processing program, and an information processing device that support instructional Go in pair Go. [Means for solving the problem]
[0008] An information processing method according to one aspect of the present application accepts registration of a teaching player in a teaching game consisting of multiple games of Pair Go (registered trademark), accepts registration of three students who will participate in each game, sets the operating mode to game mode, and controls the progress of the teaching player and the student for each game by a computer. [Effects of the Invention]
[0009] In one aspect of the present invention, it is possible to support instructional Go games using pair Go. [Brief explanation of the drawings]
[0010] [Figure 1] FIG. 1 is an explanatory diagram showing an example of the configuration of a game system. [Figure 2] FIG. 2 is a block diagram illustrating an example of a hardware configuration of a server. [Figure 3] FIG. 2 is a block diagram showing an example of the hardware configuration of a first user terminal. [Figure 4] FIG. 2 is a block diagram showing an example of a hardware configuration of an instructor terminal. [Figure 5] FIG. 10 is an explanatory diagram illustrating an example of a user DB. [Figure 6] FIG. 10 is an explanatory diagram showing an example of an instructor DB. [Figure 7] FIG. 10 is an explanatory diagram showing an example of a match allocation DB. [Figure 8] FIG. 10 is an explanatory diagram showing an example of a game DB. [Figure 9] FIG. 1 is an explanatory diagram showing an example of a game record DB. [Figure 10] FIG. 10 is an explanatory diagram showing an example of a reservation DB. [Figure 11] FIG. 10 is an explanatory diagram showing an example of a remuneration DB. [Figure 12] 10 is a flowchart showing an example of a procedure for executing a teaching game. [Figure 13] 10 is a flowchart showing an example of a procedure for game processing. [Figure 14]10 is a flowchart illustrating an example of a procedure for a teaching process. [Figure 15] FIG. 10 is an explanatory diagram illustrating an example of an authority definition table. [Figure 16] 10 is a flowchart illustrating an example of a procedure for a training mode setting process. [Figure 17] 10 is a flowchart showing an example of a procedure for calculating a teaching fee. [Figure 18] FIG. 10 is an explanatory diagram showing an example of a user switching screen. [Figure 19] FIG. 10 is an explanatory diagram showing an example of a two-sided printing screen. [Figure 20] FIG. 10 is an explanatory diagram showing an example of a review screen. [Figure 21] FIG. 10 is an explanatory diagram showing an example of a hybrid screen. [Figure 22] FIG. 10 is an explanatory diagram showing an example of a video playback screen. [Figure 23] 10 is a flowchart illustrating an example of a procedure for a matching process. [Figure 24] FIG. 10 is an explanatory diagram showing an example of a schedule input screen. [Figure 25] FIG. 10 is an explanatory diagram showing an example of a result output screen. DETAILED DESCRIPTION OF THE INVENTION
[0011] An embodiment of the present invention will be described below with reference to the drawings. Prior to the description, Pair Go will be described. In Pair Go, a game is played between pairs of men and women. The two members of a pair are called partners. In a Pair Go game, partners sit next to each other across the Go board, facing the other pair. Also, players of the same gender sit facing each other. The order of moves is Black: Female → White: Female → Black: Male → White: Male, and this round is called the regular rotation. Players must always make moves in accordance with this regular rotation. In games with no placed stones, such as even or first, the first move is made by the female player with black. In games with two or more placed stones, the first move is made by the female player with white. Pairs may also be made by players of the same gender.
[0012] Furthermore, in Pair Go, exchanging information between partners is prohibited during the game. Players may not communicate their intentions, advice, or exchange information with their partner through consultations, gestures, or other means other than making a move. Consultations regarding resignation and conversations to confirm their turn are permitted as exceptions. When discussing resignation, the player whose turn it is must consult with their partner, and the content of the consultation must be limited to whether or not they agree to resign. The player whose turn it is must propose resignation. The partner cannot overturn this proposal.
[0013] FIG. 1 is an explanatory diagram showing an example of the configuration of a game system. The game system 100 includes a server 1, a first user terminal 2, a second user terminal 3, a third user terminal 4, and an instructor terminal 5. The server 1, the first user terminal 2, the second user terminal 3, the third user terminal 4, and the instructor terminal 5 are connected to each other via a network N so that they can communicate with each other. In Pair Go instruction, the instructor is expected to play two games simultaneously, so the first user terminal 2, the second user terminal 3, and the third user terminal 4 each include two devices. Note that when three or more games are played, the first user terminal 2, the second user terminal 3, and the third user terminal 4 each include the number of devices corresponding to the number of games. As will be described later, if there are not enough trainees to match the number of games to be played, an AI partner is used. Therefore, the number of first user terminals 2, the second user terminals 3, and the third user terminals 4 may be less than the number of games. Hereinafter, the trainees receiving instruction will also be referred to as users. Furthermore, when describing the three users receiving instruction in each game, they will be referred to as the first user, the second user, and the third user. The first user uses the first user terminal 2, the second user uses the second user terminal 3, and the third user uses the third user terminal 4. The first user terminal 2, the second user terminal 3, and the third user terminal 4 will be collectively referred to as user terminals.
[0014] Server 1 controls the game and post-game discussion. Server 1 is composed of a server computer, a workstation, a PC (Personal Computer), etc. Server 1 may also be composed of a multi-computer consisting of multiple computers, a virtual machine virtually constructed by software, or a quantum computer. Furthermore, the functions of server 1 may be realized by a cloud service.
[0015] 2 is a block diagram showing an example of the hardware configuration of the server 1. The server 1 includes a control unit 11, a main memory unit 12, an auxiliary memory unit 13, a communication unit 14, and a reading unit 15. Each client is connected via a bus B.
[0016] The control unit 11 has one or more arithmetic processing devices such as a CPU (Central Processing Unit), an MPU (Micro-Processing Unit), a GPU (Graphics Processing Unit), etc. The control unit 11 reads and executes a control program 1P (program, program product) stored in the auxiliary storage unit 13, thereby performing various information processing, control processing, etc., and realizing various functional units.
[0017] The main memory unit 12 is a static random access memory (SRAM), a dynamic random access memory (DRAM), a flash memory, etc. The main memory unit 12 mainly temporarily stores data required for the control unit 11 to execute arithmetic processing.
[0018] The auxiliary storage unit 13 is a hard disk or an SSD (Solid State Drive), etc., and stores the control program 1P and various DBs (Databases) required for the control unit 11 to execute processing. The auxiliary storage unit 13 stores a user DB 131, an instructor DB 132, a match distribution DB 133, a game DB 134, a game record DB 135, a reservation DB 136, a reward DB 137, and a video DB 138. The auxiliary storage unit 13 may be separate from the server 1 and may be an external storage device externally connected. The various DBs, etc. stored in the auxiliary storage unit 13 may be stored in a database server or cloud storage different from the server 1.
[0019] The communication unit 14 communicates with the first user terminal 2, the second user terminal 3, and the third user terminal 4 via the network N. In addition, the control unit 11 may use the communication unit 14 to download the control program 1P from another computer via the network N or the like, and store it in the auxiliary storage unit 13.
[0020] The reading unit 15 reads the portable storage medium 1a including a CD (Compact Disc)-ROM and a DVD (Digital Versatile Disc)-ROM. The control unit 11 may read the control program 1P from the portable storage medium 1a via the reading unit 15 and store it in the auxiliary storage unit 13. The control unit 11 may also read the control program 1P from the semiconductor memory 1b.
[0021] 3 is a block diagram showing an example of the hardware configuration of the first user terminal 2. The first user terminal 2 is configured as a tablet computer, a notebook computer, a smartphone, or the like. The first user terminal 2 includes a control unit 21, a main memory unit 22, an auxiliary memory unit 23, a communication unit 24, an input unit 25, a display unit 26, an imaging unit 27, and an audio input / output unit 28. Each component is connected by a bus B.
[0022] The control unit 21 has one or more arithmetic processing units such as a CPU, an MPU, a GPU, etc. The control unit 21 provides various functions by reading and executing a control program 2P (program, program product) stored in the auxiliary storage unit 23.
[0023] The main memory unit 22 is an SRAM, a DRAM, a flash memory, etc. The main memory unit 22 mainly temporarily stores data necessary for the control unit 21 to execute arithmetic processing.
[0024] The auxiliary storage unit 23 is a hard disk or an SSD, etc., and stores various data necessary for the control unit 21 to execute processing. The auxiliary storage unit 23 may be an external storage device connected to the first user terminal 2. The various DBs, etc. stored in the auxiliary storage unit 23 may be stored in a database server or cloud storage.
[0025] The communication unit 24 communicates with the server 1 via the network N. In addition, the control unit 21 may use the communication unit 24 to download the control program 2P from another computer via the network N or the like, and store it in the auxiliary storage unit 23.
[0026] The input unit 25 is a keyboard and a mouse. The display unit 26 includes a liquid crystal display panel or an organic EL (electroluminescence) display panel. The display unit 26 displays a board image output by the server 1. The input unit 25 and the display unit 26 may be integrated to form a touch panel display. The first user terminal 2 may display on an external display device.
[0027] The imaging unit 27 is, for example, a CCD camera or a CMOS camera, and obtains image data by photoelectrically converting an optical signal input via a CCD or CMOS.
[0028] The audio input / output unit 28 includes a microphone, acquires audio, converts the acquired audio into a digital audio signal, and outputs it to the bus B. The audio input / output unit 28 also includes an audio speaker, and converts the digital audio signal into audio and outputs it. The audio input / output unit 28 may acquire audio from an externally connected microphone and output audio from an externally connected speaker. The first user terminal 2 provides video calls using the imaging unit 27 and the audio input / output unit 28.
[0029] The second user terminal 3 includes a control unit 31, a main memory unit 32, an auxiliary memory unit 33, a communication unit 34, an input unit 35, a display unit 36, an imaging unit 37, and an audio input / output unit 38. Each component is connected by a bus B. The third user terminal 4 includes a control unit 41, a main memory unit 42, an auxiliary memory unit 43, a communication unit 44, an input unit 45, a display unit 46, an imaging unit 47, and an audio input / output unit 48. Each component is connected by a bus B. As such, the second user terminal 3 and the third user terminal 4 have the same hardware configuration as the first user terminal 2, and therefore illustrations and detailed explanations thereof will be omitted.
[0030] 4 is a block diagram showing an example of the hardware configuration of the instructor terminal 5. It includes a control unit 51, a main memory unit 52, an auxiliary memory unit 53, a communication unit 54, an input unit 55, a display unit 56, an imaging unit 57, and an audio input / output unit 58. Each component is connected by a bus B. Each component is the same as that of the first user terminal 2, so a description thereof will be omitted.
[0031] Next, the databases used by the game system 100 will be described. Figure 5 is an explanatory diagram showing an example of the user DB 131. The user DB 131 stores information about users. In this specification, a user is a person who can become a trainee. The user DB 131 includes a user ID column, a name column, a gender column, a playing ability column, and a point column. The user ID column stores a user ID that can uniquely identify a user. The name column stores the user's name. The gender column stores the user's gender. The playing ability column stores the user's playing ability. The point column stores each player's handicap points corresponding to their playing ability. The handicap points are used to calculate the pair's handicap points, which are necessary when determining handicaps during a game. Handicap points will be described later.
[0032] FIG. 6 is an explanatory diagram showing an example of the instructor DB 132. The instructor DB 132 stores information about instructors. In this specification, instructors (instructed players) are assumed to be professional players. The instructor DB 132 includes an instructor ID column, a name column, a gender column, a skill level column, a points column, a basic fee column, and an excess fee column. The instructor ID column stores an instructor ID that can uniquely identify an instructor. The name column stores the name of the instructor. The gender column stores the gender of the instructor. The skill level column stores the instructor's skill level. The points column stores points corresponding to skill level. The basic fee column stores the basic fee collected from each student per game. The basic fee is a fee that is always collected from each student and paid to the instructor. The excess fee column stores a unit fee that is collected from each student and used to calculate an additional fee to be paid to the instructor when the time required for the instructional game exceeds a predetermined time, for example, two hours. For example, the fee to be collected for every 30 minutes exceeded is stored.
[0033] Figure 7 is an explanatory diagram showing an example of the matchup DB 133. The matchup DB 133 stores the definition of the matchup. The matchup refers to a handicap. In Pair Go, the matchup is determined by the difference in pair points between the two players. As mentioned above, players in Pair Go are assigned handicaps based on their skill level. For example, a player with experience as an amateur title holder receives 9 points, a player with experience as a prefectural representative in amateur title matches receives 8 points, and other players are assigned handicaps based on their declared skill level as follows: 7th dan: 7 points, 6th dan: 6 points, 5th dan: 5 points, 4th dan: 4 points, 3rd dan: 3 points, 2nd dan: 2 points, 1st dan: 1 point, 1st kyu: 0 points, 2nd kyu: -1 point, 3rd kyu: -2 points, 4th kyu: -3 points, 5th kyu: -4 points, and 6th kyu: -5 points. The handicap points for a pair are calculated by dividing the total points of the two players by 2. The matchup is determined by the difference in the handicap points between the two players.
[0034] The game distribution DB133 includes a point difference column, a stone placement column, and a komi column. The point difference column stores the difference in points between pairs. The stone placement column stores the number of stones to be placed, determined by the point difference. In Pair Go, the stone placement column is black, and the black player is the weaker pair, the pair with the smaller handicap points. The white player is the stronger pair, the pair with the larger handicap points. When placing a stone, white plays first. The komi column stores the komi number, determined by the point difference. For example, a komi number of 6 means that black has put out 6 komi points. In this case, if white gains 50 points, black must gain 57 points or more to win. If black gains 55 points, white wins by 1 point. If black gains 56 points, it is a draw (hold), but in Pair Go, white wins. If black gains 57 points, black wins by 1 point. Komi -6 means that white has put out 6 komi points (reverse komi).
[0035] FIG. 8 is an explanatory diagram showing an example of the game DB 134. The game DB 134 stores information about games. The game DB 134 includes a teaching ID column, a game ID column, an instructor ID column, a Black 1 column, a Black 2 column, a White 1 column, a White 2 column, a point difference column, a stone placement column, a komi column, a time limit column, a play date column, a win / loss column, a difference column, a start time column, an end time column, and an instruction completion column. The teaching ID column stores a teaching ID that can uniquely identify a teaching go. The game ID column stores a game ID that can uniquely identify a game. If one teaching go consists of two games, two different game IDs correspond to one teaching ID. The instructor ID column stores the instructor ID of the instructor. The Black 1 column stores the ID of the player who played first as Black. The Black 2 column stores the ID of the player who played last as Black. The White 1 column stores the ID of the player who played first as White. The White 2 column stores the ID of the person who played last as White. The Point Difference column stores the difference in handicap points. The Stone Placement column stores the number of stones placed. The Komi column stores the number of komi. The Time Control column stores the time control rules. The Date of Play column stores the date the game was played. The Win / Loss column stores the result of the game. The Difference column stores the difference in land. The Start Time column stores the time the game started, i.e. the time the instruction started. The End Time column stores the time the game ended. The Instruction Ended column stores the time the instruction ended.
[0036] FIG. 9 is an explanatory diagram showing an example of the game record DB 135. The game record DB 135 stores the moves played by both pairs for each game. The game record DB 135 includes a game ID column, a number column, a position column, a move number column, and an actual game column. The game ID column stores the game ID. The number column stores the order number of the move. The position column stores the position where the stone was placed. The alphabet is used so that positions can be represented with two letters even on a 19x19 board. For example, the position of a star in the corner is represented numerically as 44, but represented alphabetically as DD. The move number column stores a string of characters that identifies the player who made the move. B1 indicates the player who is black and will play first. B2 indicates the player who is black and will play second. W1 indicates the player who is white and will play first. W2 indicates the player who is white and will play second. The order of moves is fixed, and the first move is determined as black or white depending on the match division, so the person who made the first move can be stored in the game DB 134, and there is no need to provide a move number column in the game record DB 135. The actual game column stores a flag indicating whether the stored move is an actual game or not. For example, a move with a value of 1 in the actual game column indicates a move played in an actual game, and a move with a value of 0 in the actual game column indicates a move played during review (during instruction or post-game discussion).
[0037] FIG. 10 is an explanatory diagram showing an example of the reservation DB 136. The reservation DB 136 stores information about instructional Go games that are scheduled to be held in the future. The reservation DB 136 includes a lesson ID column, a scheduled date column, a scheduled start column, an instructor column, a participant 1 column, a participant 2 column, a participant 3 column, a participant 4 column, a participant 5 column, and a participant 6 column. The lesson ID column stores a lesson ID that can uniquely identify an instructional Go game. A lesson ID is generated when a new record is added to the reservation DB 136. The scheduled date column stores the scheduled date of the instructional Go game. The scheduled start column stores the scheduled time when the instructional Go game is to start. The instructor column stores the instructor ID of the Go player who will be providing the instruction. The participant 1 column to participant 6 column each store the user ID of the player being taught. Here, two games are played, so there are a total of six players being taught.
[0038] In the reservation DB 136, values are set in the scheduled date column, scheduled start column, and instructor column according to the schedule when the instructor can give instructional Go (available instruction time), and records can be created in which values are not set in the participant 1 to participant 6 columns.The game system 100 uses these records to realize the function of recruiting instructors.In addition, information on instructional Go that has already been conducted can be saved in the reservation DB 136 and used as history data.
[0039] FIG. 11 is an explanatory diagram showing an example of the remuneration DB 137. The remuneration DB 137 stores information about remuneration for instructors. The remuneration DB 137 includes a training ID column, an instructor ID column, a basic fee column, an excess fee column, and a total column. The training ID column stores the training ID. The instructor ID column stores the instructor ID. The basic fee column stores the basic fee. The basic fee is the remuneration amount that is always paid regardless of the required time. The excess fee column is the remuneration amount paid according to the amount of time exceeded if the required time exceeds a specified time, for example, two hours. The excess fee is calculated based on the unit price stored in the excess fee column of the instructor DB 132 and the excess time. The total column is the sum of the basic fee and excess fee.
[0040] Next, the flow of a teaching Go game performed in the game system 100 will be described. FIG. 12 is a flowchart showing an example of the procedure for executing a teaching Go game. The instructor uses the instructor terminal 5 to send an available teaching schedule to the server 1. The control unit 11 of the server 1 registers the schedule (step S1). At this time, the control unit 11 of the server 1 adds a new record to the reservation DB 136 and sets values in the scheduled date column, the scheduled start column, and the instructor column. The user uses the user terminal to access the game system 100. The user selects a schedule in which they wish to participate in a teaching Go game and sends a request to register the trainee to the server 1. The control unit 11 of the server 1 registers the trainee (step S2). The control unit 11 of the server 1 stores the trainee's user ID in the reservation DB 136 in columns with no value set, starting from the participant 1 column. That is, the control unit 11 stores the user ID of the first registered user in the participant 1 column, and the user ID of the second registered user in the participant 2 column. The same applies below. Each time a trainee is registered, the control unit 11 determines whether the trainee is full (step S3). After storing the user ID in the participant 6 column, the control unit 11 determines that the trainee is full. If the control unit 11 determines that the trainee is full (YES in step S3), the control unit 11 proceeds to step S7. If the control unit 11 determines that the trainee is not full (NO in step S3), the control unit 11 determines whether to close the trainee's registration (step S4). The closing date is set several days before the scheduled date of the instructional Go game. If the control unit 11 determines that the trainee's registration is not closed (NO in step S4), the control unit 11 returns to step S2 and waits for a registration request from a new trainee. If the control unit 11 determines that the trainee's registration is closed (YES in step S4), the control unit 11 determines whether to use AI (artificial intelligence) (step S5). If the trainer approves the use of AI, the control unit 11 determines that it will be used. If the trainer does not approve the use of AI, the control unit 11 determines that it will not be used. Information on whether or not to approve the use of AI is stored in advance in the instructor DB 132 or the reservation DB 136. When the control unit 11 determines that AI will not be used (NO in step S5), it notifies the instructor and trainee of the cancellation (step S12) and ends the process.When the control unit 11 determines that an AI will be used (YES in step S5), it sets the AI's playing ability (step S6). The control unit 11 calculates the playing ability using a predetermined calculation method. For example, the average, median, maximum, or minimum value of the student's playing ability may be used. To prevent the match ratio from becoming too large, the instructor's playing ability may be referenced when calculating the playing ability to be set for the AI. The control unit 11 sets the match pair (step S7). At that time, the control unit 11 calculates pair points and also sets the match ratio. Note that the instructor may decide the match pair. On the training day, the control unit 11 performs game processing (step S8). The instructor and the student play a game using the instructor terminal and user terminal, respectively. After the game, the control unit 11 performs training processing (step S9). The student can receive training from the instructor. After the training is completed, the control unit 11 calculates the training fee (step S10). The control unit 11 collects the training fee from the student and pays it to the instructor (step S11), completing the series of processes.
[0041] FIG. 13 is a flowchart showing an example of the game processing procedure. When the instructor and the trainee have logged in to the game system 100, the control unit 11 of the server 1 sets the operating mode of the user terminal and the instructor terminal 5 to game mode and starts the game processing. The control unit 11 stores the start time in the start time column of the game DB 134 (step S21). The control unit 11 starts measuring the thinking time of the instructor or trainee whose turn it is to make a move (step S22). The "instructor or trainee whose turn it is to make a move" is simply referred to as the "player whose turn it is to make a move." The control unit 11 determines whether or not a command has been received from the terminal of the player whose turn it is to make a move (step S23). Commands include specifying the position to place a stone, passing, and resigning. If the control unit 11 determines that a command has been received from the terminal of the player whose turn it is to make a move (YES in step S23), it determines whether or not the game is over (step S24). For example, if three passes have been received from the alternating pair, or if a resignation has been received from one of them, the control unit 11 determines that the game is over. If the control unit 11 determines that the game is not over (NO in step S24), it determines the position of the stone that has been played (step S25). The control unit 11 determines whether or not the determined position is valid (step S26). For example, if the stone is played on a prohibited move point, the control unit 11 determines that the position of the stone is invalid. Since the determination of whether or not the position of a stone is valid can be realized by well-known technology, a description thereof will be omitted. If the control unit 11 determines that the position is valid (YES in step S26), it stores the position of the stone in the game record DB 135 (step S27). The control unit 11 switches the move order (step S28) and returns the process to step S22. If the control unit 11 determines that the position of the stone is invalid (NO in step S26), it notifies a foul (step S31). The control unit 11 stores the result of the game in the game DB 134 (step S30) and ends the process. When the control unit 11 determines that the game is to end (YES in step S24), it calculates the position (step S29). The control unit 11 stores the result of the game in the game DB 134 (step S30) and ends the processing. After determining that the game is to end, the control unit 11 may have the player who made the first move perform work to close any remaining gaps before calculating the position.
[0042] If the control unit 11 determines that it has not received a command from the terminal of the player who is to make the move (NO in step S23), it determines whether or not the player has lost due to time running out (step S32). If the player who is to make the move runs out of time, it loses due to time running out. If the control unit 11 determines that the player has lost due to time running out (YES in step S32), it notifies the player that the player has lost due to a foul (step S31). The control unit 11 stores the result of the game in the game DB 134 (step S30) and ends the processing. If the control unit 11 determines that the player has not lost due to time running out (NO in step S32), it determines whether or not to start a countdown (step S33). The control unit 11 determines whether or not to start a countdown in accordance with the set time limit rules. The method of determination will be described later. If the control unit 11 determines that a countdown should be started (YES in step S33), it sends a countdown instruction to the player's terminal (step S34) and returns the processing to step S23. If the control unit 11 determines that countdown is not to be performed (NO in step S33), the process returns to step S23.
[0043] In the game system 100, for example, the "Pandanet (registered trademark) method," "countdown method," or "cancellation method" can be adopted as the time control rule. In a teaching Go game, the time control rule to be used and the time limit for each pair are specified by, for example, the instructor, who notifies the trainee before the start of the teaching Go game and stores the time limit column in the game DB 134.
[0044] In the Pandanet method, a player has a time limit at the beginning, and when the time runs out, the countdown begins. During the countdown, a certain number of moves must be made within a set time. For example, if the time limit is 1 minute and the countdown is 25 moves or 10 minutes, the rules are as follows: At the beginning, the player has 1 minute of time, and once it is used up, 25 moves must be made within 10 minutes. Once 25 moves are made, 25 more moves must be made in the next 10 minutes. If 25 moves cannot be made within 10 minutes, the player runs out of time and loses.
[0045] In the countdown system, players have a time limit at the beginning, and when the time runs out, the countdown begins. With the countdown, players must make a move within a certain set time each time. If there is also a thinking time, the countdown time is extended a set number of times even if the player is unable to make a move within the countdown time. For example, if the time limit is 1 minute, the countdown is 30 seconds per move, and the thinking time is 60 seconds x 10 times, the rules are as follows. Players have a time limit of 1 minute at the beginning, and once it is used up, they must make a move within 30 seconds each time. If they are unable to make a move, they are given a total of 10 60-second thinking times each.
[0046] In the cancellation method, only the allotted time is given. If the allotted time is used up, the game ends with a time-out loss.
[0047] In order to implement the time limit rules, the control unit 11 stores the time limit of each pair in the main memory unit 12 or the auxiliary memory unit 13, and updates it as appropriate as the game progresses.
[0048] In a teaching Go game, two games are played simultaneously in parallel, so the control unit 11 of the server 1 processes each game separately. Since an instructor participates in two games, two control programs 5P are started simultaneously on the instructor terminal 5. Alternatively, if the control program 5P operates in multi-threading and can process two games, only one control program 5P may be started.
[0049] FIG. 14 is a flowchart showing an example of the procedure for the instruction process. The instruction process is initiated when one of the games in one instruction Go ends. In the following description, the user terminal refers to the terminal of the trainee who has finished the game. The control unit 11 of the server 1 switches the operation mode to the instruction mode (step S41). At this time, the control unit 11 sends a mode switching command to the user terminal and the instructor terminal 5, and the operation modes of the user terminal and the instructor terminal 5 also switch to the instruction mode. The control unit 11 receives a command from the user terminal or the instructor terminal 5 (step S42). Examples of the command will be described later. The control unit 11 determines whether the received command indicates an end (step S43). If the control unit 11 determines that the received command does not indicate an end (NO in step S43), it executes the command (step S44) and returns the process to step S42. If the control unit 11 determines that the received command indicates an end (YES in step S43), it stores the end time in the instruction end column of the game DB 134 (step S45) and ends the process.
[0050] This section explains the commands used in the instruction mode. These commands include starting autoplay, stopping autoplay, setting the playback speed, moving forward one move, moving back one move, jumping to a specific move, going back to the beginning, jumping to the last move, showing the review board, closing the review board, and selecting a game.
[0051] When you start automatic playback, the game will be replayed. If you stop and restart playback, it will start from the move after the one where it was stopped. It is desirable that the playback speed be adjustable.
[0052] Go forward one move, go back one move, jump to a specified move, go back to before the start, and jump to the final move are commands that manually change the move being displayed. Go forward one move will advance the displayed move by one. Go back one move will go back one displayed move. Go to a specified move will display the move specified by the number. Go back to before the start will return the display to before the start of the game. If a stone has been placed, it will be displayed. Go to final move will display the final move. Note that if these commands are executed during autoplay, autoplay will stop.
[0053] The review board display opens a new window and displays the board state. For example, when 123 moves are displayed, the review board also displays 123 moves. On the review board, you can play moves other than the actual moves and examine how the game will turn out. The close review board command closes the window that displays the review board. Note that you can also recreate the actual game and perform a review on the same board without using the review board.
[0054] The "Game Selection" command is available only to instructors. It selects the game for which instruction (post-game analysis) will be conducted. Instruction is assumed to be conducted independently for each game, but if instruction is to be conducted step-by-step with the participation of all students, the "Game Selection" command is used.
[0055] The instruction mode may have submodes. These submodes are enabled when both games have finished and one of the trainees is waiting for instruction. The submodes have different privileges for trainees (non-players) other than the players in the game currently undergoing post-game analysis. The instructor may select which submode to use based on the trainee's wishes. Figure 15 is an explanatory diagram showing an example of a privilege definition table. The privilege definition table defines the privileges of non-players for each submode. In the example shown in Figure 15, three submodes are defined: fully independent submode, access permitted submode, and participation submode. In fully independent submode, post-game analysis is conducted independently. The trainee cannot view the boards of other games or comment on the post-game analysis. Fully independent submode is the default setting, and post-game analysis begins as soon as the game ends. If the other game has not yet concluded, the instructor continues the game while simultaneously providing instruction through post-game analysis. The reference permission submode and participation submode are modes in which instruction is given step by step with the participation of all trainees. In the reference permission submode, non-players are only permitted to watch. They are permitted to refer to the board state, but are not permitted to make comments or operate the review board. Non-players can listen to the conversation between the instructor and trainee as they conduct a post-game analysis. In the participation submode, non-players are permitted to refer to the board state, watch and listen to the instruction content, and comment on the content of the analysis. Operation of the review board can only be performed with permission from the instructor.
[0056] FIG. 16 is a flowchart showing an example of the procedure for the instruction mode setting process. The instruction mode setting process is included in the process executed in the instruction mode switching (step S41) of FIG. 14. The control unit 11 of the server 1 sends a setting screen to the instructor terminal 5 (step S51). The setting screen is, for example, a screen for selecting a submode. The control unit 51 of the instructor terminal 5 receives the setting screen (step S52). The control unit 51 displays the setting screen (step S53). The instructor sets the instruction mode on the setting screen. The control unit 51 accepts the setting (step S54). The control unit 51 sends the setting to the server 1 (step S55). The control unit 11 of the server 1 receives the setting (step S56). A setting command for setting the operation of the user terminal is generated and sent to the user terminal (step S57). Two types of setting commands are generated: a command for the user terminal used by the player in the game where post-game analysis will be conducted, and a command for the user terminal used by the non-player, and each command is sent to the target user terminal. The user terminal receives the setting command (step S58). The user terminal performs operation settings based on the received setting command (step S59). The user terminal transmits a setting completion to the server 1 (step S60). The control unit 11 of the server 1 receives the setting completion (step S61). The control unit 11 transmits the setting completion to the instructor terminal 5 (step S62). The control unit 51 of the instructor terminal 5 receives the setting completion (step S63). The control unit 51 displays the setting completion (step S64) and ends the processing. Note that when the first game of post-game analysis is over and a second game of post-game analysis is to be conducted, at least step S57 and subsequent steps are executed if an instruction to execute a game selection command is given.
[0057] FIG. 17 is a flowchart showing an example of the procedure for the instruction fee calculation process. The instruction fee calculation process is a process executed by the server 1 after the instruction Go has ended. The instruction fee calculation process corresponds to step S10 in FIG. 12. The control unit 11 of the server 1 acquires the start time and end time of the instruction Go to be calculated from the game DB 134 (step S71). The control unit 11 calculates the required time (step S72). The control unit 11 calculates the overtime (step S73). If the required time for the instruction Go exceeds a predetermined time, for example, 2 hours, the amount of time exceeded is calculated. The control unit 11 calculates an overtime fee based on the overtime (step S74). The overtime fee is collected, for example, for every 30 minutes exceeded. The unit price of the overtime fee is stored in the overtime fee column of the instructor DB 132. The control unit 11 calculates the total amount by adding the basic fee acquired from the basic fee column of the instructor DB 132 and the overtime fee (step S75). The control unit 11 stores the basic fee, the excess fee, and the total amount in the remuneration DB 137 (step S76), and ends the process. The instruction fee is then collected from the student and paid to the instructor. Note that when instruction is performed in the completely independent submode, and the instructor does not provide instruction simultaneously but sequentially, if a waiting time occurs for the student in a game that is not the subject of instruction, it is desirable to exclude that waiting time when calculating the required time.
[0058] Next, we will explain the spectator mode for instructional Go. In instructional Go, two games are played simultaneously, and once one game is finished, instruction begins through a post-game discussion. If the post-game discussion is conducted in order with all participants, the three participants who finish their game first will have too much time on their hands until the other games are finished. Therefore, the three participants may be allowed to watch the other games. Since the function of watching games in real time can be realized using well-known technology, a detailed explanation will be omitted. Note that permission to watch a game must be obtained from the participants. Furthermore, if spectating is not allowed, it is desirable to exclude the time from the end of the other games until instruction can be received from the time required when calculating the instruction fee for the three participants who finished their game first.
[0059] Next, we will explain example screens used in the game system 100. FIG. 18 is an explanatory diagram showing an example of a user switching screen. When teaching Go, an instructor must log in with two separate IDs. The game system 100 has a multi-user function that allows multiple IDs to log in from the same instructor terminal. Using this function, the instructor plays a pair Go game on two boards. In the example of FIG. 18, the instructor has two IDs, "YUKARI1" and "YUKARI2." The instructor opens two user switching screens d01, logs in to one with the user name "YUKARI1" and logs in to the other with the user name "YUKARI2," and plays a two-board game. The user switching screen d01 has a connect button d011 and an ID / password setting button d012 for each ID. Operating the connect button d011 logs in to the game system 100 with the corresponding ID. Operating the ID / password setting button d012 displays a screen for setting passwords, etc.
[0060] FIG. 19 is an explanatory diagram showing an example of a two-game screen. The two-game screen d02 is a screen displayed when instructors play two Pair Go games simultaneously. The two-game screen d02 is displayed on the instructor terminal 5. The two-game screen d02 is a screen on which two game screens are displayed side by side. The elements that make up the game screens are the same, so the same elements are assigned the same reference numerals. Each game screen includes a board display d021, a black player display d022, a white player display d023, a move display d024, a final move display d025, a game distribution display d026, a pass button d027, a resignation button d028, a conversation button d029, a secretariat request button d02A, a conversation display box d02B, and a conversation area d02C.
[0061] The board display d021 displays the board. The black player display d022 displays the player who plays black. The white player display d023 displays the player who plays white. It includes a final move display d025, a handicap display d026, a pass button d027, a resignation button d028, a conversation button d029, a secretariat request button d02A, a conversation display box d02B, and a conversation area d02C. The turn display d024 displays a message to that effect when it is your turn, such as "It's your turn." The final move display d025 displays the last move played in the current situation. The handicap display d026 displays the handicap. When it is your turn, operating the pass button d027 will result in passing. When it is your turn, operating the resignation button d028 will result in you offering to resign, and your pair will lose, with the opposing pair winning by pressing the mid-game button. By operating the conversation button d029, you can have a voice conversation with your partner. By operating the secretariat request button d02A, the decision on the outcome will be left to the secretariat. If both players cannot agree on the outcome, the decision can be left to the secretariat. In instructional Go games, the rule is that the decision is left to the instructor and not left to the secretariat. Checking the conversation display box d02B displays the conversation area d02C for text chat. The conversation area d02C allows you to have text chat with other players.
[0062] In Pair Go, conversation with partners is prohibited as a general rule, but the following types of conversation are permitted, so voice conversation or text chat can be used if necessary. The only conversations permitted are discussing resignation and confirming your turn. Regarding resignation, the player whose turn it is to resign must consult their partner, and the partner is only allowed to respond by saying whether or not they agree to resign.
[0063] FIG. 20 is an explanatory diagram showing an example of the review screen. The review screen d03 is a screen for reviewing the game after the game has ended. The review screen d03 includes a board display d031, an operation authority display d032, a first image area d033, a setting area d034, a procedure tree d035, a mark area d036, a delete button d037, a play button d038, a control area d039, an information panel d03A, and a second image area d03B. The board display d031 displays the board. By manipulating the board, new review procedures can be input. The operation authority display d032 displays the ID of the person being trained who has operation authority over the board. The first image area d033 displays a video image of the person being trained who has operation authority. The setting area d034 is an area for setting actions. The setting area d034 includes a microphone button d0341, a camera button d0342, a stone sound button d0343, and a tree button d0344. Operating the microphone button d0341 enables the microphone to be turned on and off. Operating the camera button d0342 enables the camera to be turned on and off. Operating the stone sound button d0343 enables the stone sound that is played when a stone is placed on the board to be turned on and off. Operating the tree button d0344 enables the display / hide of the procedure tree d035. The procedure tree d035 displays the procedure actually performed and the procedure under consideration. The mark area d036 displays a mark tool for writing symbols and numbers on the board. After selecting a button with a mark or number and selecting the board with a mouse click, the selected mark or number will be displayed on the board. In the example shown in Figure 20, A, B, and C are written using the tool. Selecting the delete button d037 allows the board to be restored to its original state. When the actual game button d038 is selected, the marks and numbers are deleted, and stones played during review are also deleted, returning the board to its actual game state. The control area d039 allows for the operation of changing the move (predetermined move) displayed on the board. Operating the information panel d03A makes it possible to display a list of players reviewing the game, comments on the game, game information, etc. The second image area d03B displays video images of the instructor or the player being taught. The control unit 11 stores the moves played during review in the game record DB 135, so that they can be displayed even after the instructional game is over.A local game record DB similar to game record DB 135 may be provided in the user terminal, and game records of games in which the user participated may be stored in the local game record DB.
[0064] 21 is an explanatory diagram showing an example of a hybrid screen. The hybrid screen d04 is an example of a screen displayed on the instructor terminal 5. On the hybrid screen d04, a game screen d041 and a review screen d042 are displayed. The instructor can play a game on the game screen d041 while providing instruction on the review screen d042.
[0065] FIG. 22 is an explanatory diagram showing an example of a video playback screen. The video playback screen d05 is a screen for playing back recorded instruction content. The control unit 11 stores the content displayed on the instructor terminal during instruction as a video with audio in the video DB 138. The trainee can use the video playback screen d05 to review the instructor's explanation.
[0066] Next, the matching function will be described. The matching function is a function that displays a schedule of instructional Go sessions that can be applied for when a time period is specified. Figure 23 is a flowchart showing an example of the procedure for the matching process. Here, we will assume that a first user uses the matching function. The first user operates the first user terminal 2 to instruct the execution of the matching function. The control unit 21 of the first user terminal 2 sends a request for an input screen to the server 1 (step S81). The control unit 11 of the server 1 receives the request (step S82). The control unit 11 sends the screen to the first user terminal 2 (step S83). The control unit 21 of the first user terminal 2 receives and displays the screen (step S84). The first user inputs the date, day of the week, time period, etc., on which the first user wishes to receive instructional Go. The control unit 21 accepts the input (step S85). The control unit 21 transmits the accepted date, day of the week, time period, etc. to the server 1 (step S86). The control unit 11 of the server 1 receives the date, day of the week, time period, etc. (step S87). The control unit 11 performs schedule matching (step S88). The control unit 11 compares the received date, day of the week, time period, etc. with the schedules (dates and scheduled start times) when the instructor is available to provide instruction stored in the reservation DB 136, and extracts matching dates, etc. (available times). The control unit 11 creates a screen showing the matching results (step S89). The control unit 11 sends the created screen to the first user terminal 2 (step S90). The control unit 21 of the first user terminal 2 receives and displays the screen (step S91). The first user looks at the results and decides whether or not to apply, and inputs the decision result. The control unit 21 determines whether or not to apply (step S92). If the control unit 21 determines not to apply (NO in step S92), the process ends. If the control unit 21 determines to apply (YES in step S92), the control unit 21 sends the schedule selected by the first user to the server 1 (step S93). The control unit 11 of the server 1 receives the schedule (step S94). The control unit 11 stores the user ID of the first user in the reservation DB 136 (step S95). The control unit 11 transmits an application completion screen to the first user terminal 2 (step S96). The control unit 21 of the first user terminal 2 receives the application completion screen (step S97).The control unit 21 displays an application completion screen (step S98) and ends the process.
[0067] FIG. 24 is an explanatory diagram showing an example of a schedule input screen. The schedule input screen d06 includes a schedule input area d061, a send button d062, and a clear button d063. The user uses the schedule input area d061 to specify the desired date and time period. In the example of FIG. 24, three preferences can be set. When the send button d062 is operated, the set schedule is sent to the server 1. When the clear button d063 is operated, the schedule input area d061 returns to its initial display.
[0068] FIG. 25 is an explanatory diagram showing an example of a result output screen. The result output screen d07 includes an available application date display area d071 and an application button d072. The available application date display area d071 shows dates that match the user's preferences and for which applications are available. The user selects the date to apply for using the radio buttons. When the application button d072 is operated, the selected date is sent to the server 1.
[0069] This embodiment makes it possible to support instructional Go in pairs consisting of one instructor and six trainees. In the above description, the instructor plays on two boards, but this is not limited to this. Three or more boards may also be used.
[0070] The technical features (constituent elements) described in each embodiment can be combined with each other, and by combining them, new technical features can be formed. The embodiments disclosed herein are to be considered as illustrative in all respects and not restrictive. The scope of the present invention is defined by the claims, not by the above meaning, and is intended to include all modifications within the meaning and scope of the claims. Furthermore, although the claims are written in a format in which a claim cites two or more other claims (multiple claim format), this is not limited to this format. Multiple claims citing at least one other claim (multi-multi claim format) may also be written. [Explanation of symbols]
[0071] 100 Game System 1 server 11 Control section 12 Main memory 13 Auxiliary storage 131 User DB 132 Instructor DB 133 Hand rate DB 134 Game DB 135 Game record DB 136 Reservation DB 137 Reward DB 138 Video DB 14 Communications Department 15 Reading unit 1P control program 1a Portable storage media series 1b semiconductor memory 2. First user terminal 21 Control section 22 Main memory 23 Auxiliary storage 24 Communications Department 25 Input section 26 Display section 27 Imaging unit 28 Audio input / output section 2P control program 3 Second user terminal 4. Third user terminal 5. Instructor terminal 51 Control section 52 Main memory 53 Auxiliary storage section 54 Communications Department 55 Input section 56 Display section 57 Imaging unit 58 Audio input / output section 5P control program B Bus N Network
Claims
1. We accept registrations for instructors for Pair Go (registered trademark) instructional games, which consist of multiple matches. Accept registrations for three participants for each game. Set the operation mode to game mode, Controlling the progress of the instructor and the trainee for each game An information processing method in which processing is performed by a computer.
2. Controlling the two games in which the instructor player participates so that they proceed simultaneously in parallel The information processing method according to claim 1 .
3. Each player has a time limit to consider their next move, and outputs a warning when that time limit expires.
3. The information processing method according to claim 1.
4. After all of the plurality of games have ended, the operation mode is switched to a teaching mode in which the trainee for each game receives instruction from the instructor.
3. The information processing method according to claim 1.
5. In the instruction mode, the instruction content from the instructor for one of the games is transmitted to the terminals of all the players being taught in the multiple games. The information processing method according to claim 4.
6. Based on the input of the instructor, the game state of the predetermined move of the game is reproduced and output. The information processing method according to claim 4.
7. Accept the time slot that the student wishes to play, Determine the time when the instructional Go can be held based on the received time period and the instructional time available to the instructional Go player that has been stored in advance; Output the determined available time 3. The information processing method according to claim 1.
8. Calculate the reward for the instructor based on the number of students, the time required for the instruction, or the skill level of the instructor.
3. The information processing method according to claim 1.
9. If there are not enough trainees, the game will be played by AI (artificial intelligence).
3. The information processing method according to claim 1.
10. We accept registrations for instructors for Pair Go (registered trademark) instructional games, which consist of multiple matches. Accept registrations for three participants for each game. Set the operation mode to game mode, Controlling the progress of the instructor and the trainee for each game An information processing program that causes a computer to perform processing.
11. An information processing device including a control unit, The control unit We accept registrations for instructors for Pair Go (registered trademark) instructional games, which consist of multiple matches. Accept registrations for three participants for each game. Set the operation mode to game mode, Controlling the progress of the instructor and the trainee for each game An information processing device that performs processing.
Citation Information
Patent Citations
Game communication system for multiface playing guidance
JP1994218143A