Link league tournament chart creation system and link league tournament chart creation program
The system addresses the challenge of creating and displaying link league match schedules by inputting participant numbers and match results, ensuring fairness through random placement, thus enhancing schedule visibility and user operability.
Patent Information
- Application Number
- JP2024022456
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-02-16
- Publication Date
- 2025-08-28
- Estimated Expiration
- 2044-02-16
AI Technical Summary
There is no system available that can easily create and display link league match schedules, which are characterized by participants playing against adjacent opponents, leading to issues like unfair advantages and difficulties in displaying and managing match results.
A system that creates link league match schedules by inputting the number of participants, displays match results, and determines winners, featuring a participant number receiving unit, name acquisition unit, match schedule display unit, result acquisition unit, and display unit, with random placement to ensure fairness.
Enables easy creation and display of highly visible match schedules, improving operability and ensuring fairness by allowing simple input and random participant placement.
Smart Images

Figure 2025126076000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a link league match schedule creation system and a link league match schedule creation program. [Background technology]
[0002] In sports where two of multiple participants (opponents) compete against each other to determine the winner, such as in volleyball or badminton tournaments, tournament and round-robin tournament formats are known as ways to determine the final winner and ranking. However, the tournament format has the problem that each participant may only be able to play one match, while the round-robin format takes a long time to complete all the matches.
[0003] Therefore, the Link League method is known as a match method different from the round-robin method. In the Link League method, participants are arranged in an N-sided polygon corresponding to the number of participants N, for example, a square if the total number of participants is 4, a pentagon if it is 5, and so on, and they only play against opponents who are adjacent to them. This method has the advantage of ensuring that each participant plays two matches, and also shortens the time it takes to complete a league, since each league only needs to play as many matches as there are participants. Furthermore, when displaying the progress and results of a match, the link league match display has the advantage of being easier to understand at a glance and more visible than the round-robin match display.
[0004] The results of link league matches are generally recorded on paper. Paper-based recording methods have the advantage that they can be prepared quickly by printing out a template. However, paper-based processing has problems such as the need for a record keeper, difficulty in correcting clerical errors, and the fact that corrections can make the records difficult to read.
[0005] Here, a system that can display the results of tournaments and round-robin matches online and a computer program that creates match schedules online are disclosed. [Prior art documents] [Patent documents]
[0006] [Patent Document 1] Japanese Patent Application Publication No. 10-143590 [Non-patent literature]
[0007] [Non-Patent Document 1] Craft Tech Co., Ltd., “THE TOURNAMENT”, [online], [Retrieved December 29, 2023], Internet<URL:https: / / the-tournament.net / >
[0008] However, the systems described in Patent Document 1 and Non-Patent Document 1 are not compatible with link league matches. Furthermore, if we were to try to apply a round-robin system to link league matches, it would cause inconveniences such as the need to input unnecessary information that does not involve a match. For example, in a round-robin tournament with N participants, the results of (N x (N-1) / 2) matches must be entered. Also, because it is a round-robin display, it is difficult to judge the results of a match at a glance compared to the display of a link league match.
[0009] On the other hand, due to the characteristics of Link League matches mentioned above, there may be cases where you do not play against a designated opponent. For example, in a Link League match with a total of four participants, you will not play against opponents located on the diagonal of a square. For example, if participants A, B, C, and D are arranged counterclockwise at the corners of a square, A will play against B and D, but not against C. Similarly, B will not play against D in this case.
[0010] For this reason, when there are strong players in the league, it is necessary to consider the placement of participants. For example, in the previous example, if A is a strong player, C, who does not play against A, will have an advantage, while B and D, who play against A, will be at a disadvantage.
[0011] This can cause problems when deciding the match positions in link league matches. To ensure fairness, it may be possible to decide the match positions by drawing lots or other methods. However, when it becomes difficult for people to gather together due to the spread of infectious diseases, people may be reluctant to gather for a lottery. Summary of the Invention [Problem to be solved by the invention]
[0012] The problem to be solved is that there is no system available that can easily create and display link league match schedules. [Means for solving the problem]
[0013] The present invention is a system for creating link league match schedules, and its main feature is that it draws the link league match schedule by inputting the number of participants, and also displays the winner and match results of the two competing teams by inputting the match scores, etc.
[0014] The present invention has been made in view of the above problems, and employs the following means. That is, a link league match schedule creation system that creates a match schedule for a link league match, a participant number receiving unit that receives an input of the number N of participants participating in the match (N is an integer of 3 or more); a participant name acquisition unit that acquires the names of the participants; a link league match schedule display unit that displays a link league match schedule corresponding to the number N of participants; a link league match result acquisition unit that acquires match results for N matches for one link league match; a link league match result display unit that displays the link league match schedule, as well as the names of the participants and their results including rankings based on the match results; Equipped with The link league match schedule creating system is characterized in that, when a winner has been determined in a match, the link league match result display unit further displays the winner. [Effects of the Invention]
[0015] We provide a system that makes it easy to create and display a highly visible match schedule (link league match schedule), which is a feature of link league matches, and also improves operability for users by enabling simple input. [Brief explanation of the drawings]
[0016] [Figure 1] 1 is a screen including a link league match schedule created and displayed by the link league match schedule creation system 1. [Figure 2] 1 is a screen transition diagram of the link league match schedule creation system 1. FIG. [Figure 3] FIG. 1 is a diagram showing a home (top page) screen of the link league bracket creation system 1. [Figure 4] FIG. 10 is a diagram showing a tournament list screen (before creation). [Figure 5] FIG. 10 is a diagram showing a tournament creation screen (before input). [Figure 6] FIG. 10 is a diagram showing the tournament creation screen (after input). [Figure 7] FIG. 10 is a diagram showing the tournament list screen (after creation). [Figure 8] FIG. 10 is a diagram showing an editing screen for a tournament. [Figure 9] FIG. 10 is a diagram showing an input screen for game results. [Figure 10] FIG. 10 is a diagram showing a confirmation screen for game results. [Figure 11] FIG. 10 is a diagram showing a confirmation screen for the results of a basketball game. [Figure 12] FIG. 10 is a diagram showing a confirmation screen for the results of a tennis match. [Figure 13] FIG. 10 is a diagram showing a tournament creation screen (finals). [Figure 14] FIG. 10 is a diagram showing another embodiment of the tournament creation screen (finals). [Figure 15] 10 is a flowchart showing a tournament creation process. [Figure 16] 10 is a flowchart showing an array creation process. [Figure 17] 10 is a flowchart showing a drawing process. [Figure 18] 10 is a flowchart showing a match result input process. [Figure 19] 1 is a diagram showing a data flow in the link league bracket creation system 1. FIG. [Figure 20] 1 is a diagram (network configuration diagram) showing an overview of a link league match-making system 1. FIG. [Figure 21] FIG. 2 is a hardware configuration diagram of the server 10. [Figure 22] FIG. 2 is a hardware configuration diagram of a user terminal 20. DETAILED DESCRIPTION OF THE INVENTION
[0017] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS The present invention will be described with reference to the accompanying drawings. In the following embodiments, the same or corresponding parts are designated by the same reference numerals, and the description thereof may be omitted as appropriate. The drawings used below are used to explain the present embodiment, and may differ from the actual device configuration, user interface (UI), database, etc.
[0018] (Outline of the embodiment) FIG. 1 shows a screen including a link league match-up table that is created by the link league match-up table creation system 1 and displayed on the browser of the user terminal 20 or the like.
[0019] The link league match-making system 1 accepts input from a user such as the number of participants in a link league match, and makes a link league match-making system for a competition or the like. Specifically, when the user inputs the number of participants, the link league match-making system 1 draws a link league match-making system corresponding to the number of participants. For example, as shown in FIG. 1, when the number of participants is four, the link league bracket creation system 1 draws a rectangle for the quadrilateral league and displays the participants (or their corresponding displays) at each corner.
[0020] The link league match schedule creation system 1 also accepts input of match results from the user and displays the results such as rankings along with the link league match schedule. For example, in the case of volleyball, the link league bracket creation system 1 accepts input of the number of sets and / or points acquired by the user, calculates the ranking, etc., and displays the ranking. Similarly, in the case of basketball, rankings are calculated from the points scored and winning points, and in the case of soccer and futsal, rankings are calculated from the points scored.
[0021] If there is a winner in each match, the link league match schedule creation system 1 displays the winner so that it can be seen. For example, as shown in FIG. 1, the link league bracket creation system 1 of this embodiment displays the winner by thickening half of the line connecting the competitors (indicated by team marks such as T1).
[0022] (Details of the embodiment) The link league bracket creating system 1 according to this embodiment will be described in detail below. The link league bracket creation system 1 of this embodiment is suitable for use in a competition in which two participants from a plurality of participants compete against each other to determine the winner. For example, it can be used for sports such as volleyball, tennis, and soccer, but it can also be used for a wide range of gaming competitions, including e-sports and table games such as shogi and go. The following description will be given using a volleyball tournament as an example.
[0023] Here, the program used in the link league match-up creation system 1 is referred to as a link league match-up creation program P1. Details of the program will be described later. The link league match-making system 1 is a system in which information processing by the link league match-making program P1 is specifically realized using hardware resources. Below, the components that make up the link league match schedule creation system 1 will be explained in order: 1. User interface (hereinafter sometimes referred to as "UI"), 2. Program processing, 3. Data, and 4. Hardware.
[0024] (Definition of terms) Here we define some terms. A "participant" is someone who takes part in a link league match. This refers to the opponents who take part in the match and compete against each other, but does not include staff such as referees and record keepers. A participant may be an individual or a team. In the following, the term "team" will be used to explain volleyball as an example, but the word "team" is included in the term "participant," so it can be replaced with "participant." The "participant name" is a name used to identify a participant. Examples include an individual name, a team name, or the name of an organization to which a team belongs. This is also called the "participant name." A "user" is a person who uses the link league match schedule creation system 1. For example, in addition to the participants mentioned above, it is assumed that the user is staff such as referees and recorders of link league matches.
[0025] The "Link League Match Schedule" is a table that displays the players and opponents in the Link League matches. In this embodiment, the Link League Match Schedule is a diagram that includes at least shapes (such as triangles and rectangles) and participants (participant names and team marks, which will be described later). The "canvas" is the area where the link league match schedule is drawn. The processor determines the position where the match code and other information are drawn based on the coordinates on the canvas.
[0026] "Match result" refers to the result of a match acquired by the link league bracket creation system 1 through user input or the like. For example, in the case of a volleyball match described later, this would be the score, the number of sets, etc. Acquisition here includes acquisition of information from outside (the second embodiment described later). On the other hand, "results" refers to the results of a match that are received from the user and displayed by the link league match-scoring system 1. For example, this refers to the ranking, winning percentage, winner of a match, etc., and more specifically, the results of a match that the link league match-scoring system 1 of this embodiment displays on a match results confirmation screen (see FIG. 10) described later. Generally, the terms match results and performance include points, wins and losses, rankings, win percentages, etc., but for convenience, in the following, the term match results will be used to refer to those related to user input, and the term (match) performance will be used to refer to win percentages, rankings, etc. displayed by the link league match schedule creation system 1. 1 and 10 show the results of matches displayed by the link league match schedule creation system 1, and the term "match results" is used in these figures.
[0027] A "participant number (team number)" is a number that indicates a participant. A participant number of 1 is assigned to each participant in a tournament. In the following embodiments, this is represented as T1, T2, etc. Furthermore, a symbol that includes a participant number (team number) is referred to as a participant mark (team mark), etc. A "match code" is a number that indicates a match. One match code is assigned to one match in a tournament. In the following embodiments, this code is represented as M1, M2, etc.
[0028] "Random placement (random placement, random placement)" means placing numbers in a way that makes them appear random using a pseudo-random number generator, etc. Here, known methods such as the linear congruential method and the square root method can be used as the random number generation algorithm.
[0029] In the description of UI, a "button" is an icon that is displayed on a display device such as a monitor, and accepts user input. In the diagrams showing the UI below, "buttons" are generally drawn as rounded rectangles. Similarly, if there is a V-shaped arrow inside the rectangle, it indicates a pull-down menu, and accepts user selection input. "Pressing" means selection by clicking, tapping, etc. For example, if the user terminal 20 is a personal computer (hereinafter referred to as "PC"), it is a click by operating a mouse, and if the user terminal 20 is a smartphone or tablet, it is a tap operation.
[0030] In the following, when "XX processing" is mentioned, it means that the computer processor executes processing based on the "XX" program stored in the program storage unit. In this paragraph, the same word will be substituted for "XX". In other words, the "XX" program is a program that causes a computer to function as "XX" means by executing "XX" processing. In this case, the control unit equipped with the processor also functions as the "XX" unit (or "XX" device). In this case, the "XX" part means that "XX" processing is executed based on the "XX" program.
[0031] For example, the link league match-up creation system 1 is a system that uses a program that causes a computer to function as a link league match-up creation means by executing a link league match-up creation process. In addition, at this time, the control unit 12 of the computer that includes the processor 122 functions as a link league match-up creation unit 130 (or a link league match-up creation device). The link league match schedule creation unit 130 includes a tournament creation unit 132 and a match result input unit 134, which will be described later.
[0032] The control unit 12 of the computer equipped with the processor 122 also functions as a participant number reception unit, participant name acquisition unit, link league match schedule display unit, link league match result acquisition unit, link league match score display unit, participant random placement unit, and second match schedule creation unit, which will be described in detail later.
[0033] In the following description of the link league match-making system 1, each terminal (computer) such as the server 10 and the user terminal 20 is equipped with a processor, but when simply referring to a processor, it refers to a processor that performs processing using the link league match-making program P1. For example, when the server 10 executes various processes, the processor refers to the processor 122 of the server 10, and when the link league match schedule creation system 1 does not use a network and is completed in the user terminal 20, the processor refers to the processor 222 of the user terminal 20.
[0034] (First embodiment) 1. User Interface (UI) FIG. 2 is a screen transition diagram of the link league match-making system 1. The screen transition diagram corresponds to the diagram showing the UI described below. The UI that the link league match-making system 1 of this embodiment displays on the user terminal 20 will be described below with reference to the diagram.
[0035] In the link league match-up creating system 1 of this embodiment, the server 10 accepts inputs such as the number of participants and scores from the user, and displays the link league match-up and the like on the website W. The UI described below is a simplified version of what the processor 122 of the server 10 causes the browser of the user terminal 20 to display.
[0036] The display method of website W changes depending on the type of user terminal 20, for example, whether it is a PC or a smartphone (responsive web design). Below, we will explain the screen display when the user terminal 20 is a PC, and omit the screen display when the user terminal 20 is a mobile terminal such as a smartphone.
[0037] For simplicity, "processor 122 of server 10 receives a request from a terminal and returns data to be displayed on the browser of the terminal" may be described as "processor 122 displays (causes) to display on the browser of the terminal" or "processor 122 displays (causes) to display." Similarly, "processor 122 of server 10 causes data to be stored in data storage unit 14b of storage unit 14" may be written as "processor 122 stores (the data)" or the like.
[0038] In the following, only the functions necessary for the explanation will be displayed, and other icons will be omitted. For example, website URLs and icons such as the back button for returning to the previously displayed page will be omitted.
[0039] FIG. 3 is a diagram showing the home (top page) screen of the link league bracket creation system 1. As shown in FIG. In the following description of the UI, the term "link league match schedule creation system 1" will be omitted to avoid repetition.
[0040] The user selects the sport for which they want to create a match schedule and presses the Create button in the figure (the button with the word Create written in a rounded square; the explanation of the button is the same below). For example, if the sport for which the user wants to create a match schedule is volleyball, the user clicks the create button displayed in the volleyball box.
[0041] Although not shown in Figure 3, the Link League Match Schedule Creation System 1 also has options for table tennis, baseball / softball, and tennis in addition to these. In the case of table tennis, the processor 122 calculates rankings from the input of the number of games won and the scores, in the case of baseball and softball, it calculates winning percentages and rankings from the input of scores and winning points, and in the case of tennis, it calculates rankings from the input of the number of sets and the number of games. The following describes the case of volleyball.
[0042] FIG. 4 is a diagram showing the tournament list screen (before creation). On the tournament list screen, the processor 122 displays a list of tournaments. As shown in Figure 4, the processor 122 displays a unique serial number ("No." in the figure), tournament name, tournament format, creation date, expiration date, and operation, each of which will be described later. Figure 4 shows the state before the tournament has been created, so nothing is displayed except for the item names.
[0043] The import button is a button for transitioning to the import screen for the tournament. That is, when the user presses the import button, the processor 122 displays the import screen. The import screen includes a text box for inputting an export key, a cancel button, and an import button (not shown). When the user enters the export key (described later) and presses the import button, the tournament data is transferred to the terminal.
[0044] The "return to home" button is a button for transitioning to the home screen. That is, when the user presses the "return to home" button, the processor 122 displays the home screen.
[0045] FIG. 5 is a diagram showing the tournament creation screen (before input). On the tournament creation screen, the processor 122 accepts input by the user of the tournament name, tournament format, team names (participant names), and, if necessary, the number of teams (participants). In Figure 5, the tournament format has not yet been selected, so the number of teams has not yet been decided and the team name input field described below has not yet been displayed.
[0046] Since the required input items of the tournament name and tournament format have not been entered, even if the user presses the registration button, the processor 122 will not execute registration. As with the registration button in FIG. 5, a state in which a button or the like is not enabled, or a state in which input or the like is not possible or does not require input or the like is indicated by diagonal lines.
[0047] If the user presses the cancel button, the processor 122 discards the input information and displays the tournament list screen. If the user presses the cancel button, the input information is discarded and the screen returns to the previous screen, which is the same as in the following, so the description will be omitted.
[0048] FIG. 6 is a diagram showing the tournament creation screen (after input). The tournament name and team name fields are text boxes. As shown in Figure 6, the user enters "○ Tournament Preliminary A" in the tournament name field, and "Hokkaido Team," "Tokyo Team," "Osaka Team," and "Fukuoka Team" in the team name fields, T1 to T4, respectively.
[0049] In addition, the user can select the tournament format from a pull-down menu: "Tournament," "League (Round-robin)," "Triangle League," "Square League," and "Pentagon League." In Figure 6, the user has selected the Square League.
[0050] If the user selects "Tournament" or "League (Round-Round)" as the tournament format, the processor 122 enables the input field for the number of participating teams. On the other hand, in the example of Fig. 6, the user selects "Square League," and the number of participating teams is fixed at four, so the processor 122 does not enable the input field for the number of participating teams.
[0051] In this embodiment, the processor 122 draws polygons according to the number of participants to create a link league match table. As shown in FIG. 6, for example, if the user selects a square league as the tournament format, the processor 122 renders a link league match schedule UI-12 on the screen. The link league match schedule UI-12 of this embodiment has ruled lines corresponding to the sides of the polygon and team marks at the corners (vertices) of the polygon.
[0052] Here, the team mark is a mark that represents a participant such as a team. In this embodiment, it refers to a mark with T1 or the like written in a circle. As shown in Fig. 6, the processor 122 places the team marks of all participants (T1 to T4) at the four corners of a rectangle.
[0053] Although the link league match schedule on the tournament creation screen and the link league match schedule drawn by the processor 122 on other screens are processed differently, for convenience they will be described using the same reference numeral (UI-12). In addition, in the link league match schedule UI-12 of Figure 6, team marks are placed at the vertices of a rectangle, and although the corners of the rectangle are not visible, such a display is also called a polygon (rectangle).
[0054] 6, the processor 122 places T1 at the top left and T2 to T4 counterclockwise from there. At this time, the match between T1 and T2 is M1, the match between T2 and T3 is M2, the match between T3 and T4 is M3, and the match between T4 and T1 is M4, and the processor 122 displays M1 to M4 on the tournament creation screen. Similarly, if the shape is an odd polygon such as a triangle or pentagon, the top vertex is T1.
[0055] As mentioned above, in Link League matches, teams only play against neighboring teams, so teams that don't have to play against strong teams in the same league have an advantage. Therefore, unlike round-robin matches, the placement of opponents within a league is particularly important.
[0056] Therefore, the link league tournament drawing system 1 of this embodiment includes a participant random placement means for randomly changing the placement of participants in the link league tournament drawing, and therefore the opponents.
[0057] Specifically, when the user presses the random button, processor 122 randomly moves the team names input in the team name input field.
[0058] For example, the order shown in Figure 6, "T1: Hokkaido Team, T2: Tokyo Team, T3: Osaka Team, T4: Fukuoka Team," can be changed to "T1: Tokyo Team, T2: Fukuoka Team, T3: Hokkaido Team, T4: Osaka Team" by pressing the random button.
[0059] The link league match schedule creation system 1 of this embodiment is equipped with a function to randomly arrange participants (participant random arrangement unit), which has the advantage that participant arrangement can be determined simply and fairly without the need for participants to draw lots or other selections.
[0060] After entering the required information, when the user presses the registration button, processor 122 stores the information entered (tournament name, tournament format, number of participating teams, team names, and team placement), and displays the tournament list screen (after creation) described in the next section.
[0061] FIG. 7 is a diagram showing the tournament list screen (after creation). The example in FIG. 7 shows that tournaments have been created with the tournament name "○ Tournament Preliminary A," as well as tournament names "○ Tournament Preliminary B," "× Tournament Preliminary A," and "○ Tournament Final."
[0062] For example, if the tournament name is "○ Tournament Preliminary A," the tournament format will be the square league described above, and the creation date field will be the date you entered the required information on the tournament creation screen and registered it.
[0063] The usage period is the period during which the link league bracket creation system 1 retains the data relating to the tournament, and after the expiration of the period, the data (tournament data D1, match data D2, and match team data D3) is deleted. In this embodiment, the usage period is set to one month from the creation date, but the usage period is not limited to this. The user can extend the usage period by paying a fee.
[0064] As shown in FIG. 7, processor 122 displays an edit button, a match button, and a result button in the operation column for each tournament. When the user presses the edit button, the match button, or the result button, the processor 122 displays a tournament editing screen, a match result input screen, or a match score confirmation screen, respectively. The tournament editing screen, the match result input screen, and the match results confirmation screen will be explained below.
[0065] FIG. 8 shows the tournament editing screen. When the user presses the edit button on the tournament list screen, the processor 122 displays a tournament edit screen. On the tournament editing screen, the user can edit the tournament name and team name of a tournament that has already been created. After editing, when the user presses the register button, the processor 122 updates and stores the content. In this embodiment, the tournament format and the number of participating teams cannot be changed on the tournament editing screen.
[0066] Here, the export key will be described. The processor 122 generates a unique character string (including numbers and symbols) according to the content of the tournament being created as an export key. For example, on the tournament editing screen, the processor 122 displays an export key, which is used to transfer tournament data to another terminal or the like. When a user enters the export key on the import screen and executes the import, the tournament data is transferred from the device where the tournament was created to the device where the import screen is open. At this time, the data is deleted from the original device.
[0067] This function makes it possible to create a tournament on a PC before the day of a match, export the data to a mobile device such as a smartphone, and then enter the match score data on the mobile device on the day of the match.In addition, after the match, the tournament data on the mobile device can be transferred back to the PC and edited there.
[0068] FIG. 9 shows a screen for inputting the match results. As shown in FIG. 9, the processor 122 displays a link league match schedule UI-12, a standings table, and a match result input field UI-14 on the match result input screen. The user inputs the match results in the match result input field UI-14. In this embodiment (volleyball), the processor 122 displays a score field and a set field (text boxes) in the match result input field UI-14, and the user inputs the score and number of sets as the match results.
[0069] The information to be entered in the match result input field UI-14 varies depending on the sport. For example, in basketball it is the number of points scored and the number of winning points, in soccer and futsal it is the number of points scored, and in tennis it is the number of games and the number of sets.
[0070] The team displayed on the left side of the match result input field UI-14 (to the left of "VS" in the figure) is called the home team, and the team displayed on the right side is called the away team. The "Number of games" in the rankings column indicates the number of games that have been completed. Since this is a link league match, if the number of games is 0 or 1, the participant has games remaining to participate in, and if the number of games is 2, the participant's games have ended.
[0071] An example will be described using match M1 in Figure 9. In match M1, team T1 (Hokkaido team) and team T2 (Tokyo team) are playing against each other. In the score field, the user enters the number of points each team has scored in each set. For example, in Figure 9, Team T1 entered "19 / 25 / 25," which means that Team T1 scored 19 points in the first set, 25 points in the second set, and 25 points in the third set.
[0072] Although a slash (" / ") is used as a symbol to separate the scores of each set, the method of indicating the separation is not limited to this. For example, symbols such as plus, hyphen, minus, (semi)colon, or space, or other special characters may be used, and multiple input fields may be provided.
[0073] The user also inputs the number of sets won (acquired) in the set field. In this embodiment, in a game where the first to win 25 points wins, Team T2 won the first set 19 to 25, Team T1 won the second set 25 to 23, and Team T1 won the third set 25 to 21, so Team T1 inputs "2" and Team T2 inputs "1."
[0074] The processor 122 reflects the content entered in the match result input field UI-14 in the link league match schedule. For example, the processor 122 displays the number of sets won by each team for each match (M1 to M4).
[0075] 9, processor 122 thickens the half of the line segment (one side of a rectangle) connecting the competitors that is on the winning team's side. For example, in match M1, because team T1 defeated team T2, processor 122 thickens the line segment on T1's side that connects T1 and T2.
[0076] This display of the winning team (winning participant) has the advantage that you can see at a glance who won. On the other hand, if the match has not yet finished, the line will not be displayed thick, so you can also see at a glance which pairings have not yet finished their matches.
[0077] The display of the winning team is not limited to a thick line, but may be, for example, a different color, or a circle on the winning team's side of the line and an cross on the losing team's side. However, a thick line display has the advantage of being highly visible, as it does not clutter the paper and is easy to read even when printed in black and white. Similarly, in the case of a draw, a display may be displayed to indicate that the game is a draw.
[0078] Processor 122 reflects the content entered in match result input field UI-14 in the standings. That is, as shown in Fig. 9, processor 122 displays the number of completed matches (number of matches), number of wins (wins), number of losses (losses), win rate, total sets won (sets won), total sets lost, sets won and lost, total points scored, total points conceded, and goal difference based on the input in match result input field UI-14.
[0079] Due to space limitations, Figure 9 omits the total sets lost, set difference won and lost, total points scored, and total points conceded. For example, in Figure 9, the T4 team (Fukuoka team) lost a total of 1 set, had a set difference of 3, scored 122 total goals, and conceded 109 total goals. Similarly, the T2 team (Tokyo team) lost a total of 2 sets, had a set difference of 1, scored 119 total goals, and conceded 109 total goals. The T1 team (Hokkaido team) lost a total of 3 sets, had a set difference of 0, scored 135 total goals, and conceded 141 total goals. The T3 team (Osaka team) lost a total of 4 sets, had a set difference of -4, scored 83 total goals, and conceded 100 total goals.
[0080] In the ranking of volleyball in this embodiment, the order of priority is, from top to bottom, win percentage, set difference, goal difference, total sets won, total sets lost (the lower the number, the higher the ranking), total points scored, and total points lost (the lower the number, the higher the ranking). In the example of FIG. 9, using this ranking method, the rankings are, from top to bottom, T4 team (Fukuoka team), T2 team (Tokyo team), T1 team (Hokkaido team), and T3 team (Osaka team).
[0081] When the user presses the registration button, the processor 122 saves the entered information. The content entered by the user in the match result input field UI-14 is immediately (in real time) reflected by the processor 122 in the link league match schedule and standings, even if the user does not press the registration button.
[0082] FIG. 10 shows a screen for checking the match results. As shown in FIG. 10, in this embodiment, the processor 122 displays a result display URL, a result display deadline, a link league match schedule, a standings table column, and a match result (achievement) column on the match result confirmation screen. The link league match schedule, standings, and match results overlap with the contents of the match result input screen, so explanations will be omitted.
[0083] The result display URL is the URL of the page that displays the match results (scores) (the URL of the match results confirmation screen). If the user sends this URL to a third party, the third party can view the match results (scores). The result display URL shown in Figure 10 can be easily copied by the user by pressing it.
[0084] The result display period is the period during which the link league bracket creation system 1 retains data relating to the tournament, and after the period expires, the data (tournament data D1, match data D2, and match team data D3) is deleted. In this embodiment, the result display deadline is one month after the tournament is created on the tournament creation screen, but the result display deadline is not limited to this. The user can extend the result display deadline by paying a fee, etc.
[0085] 11 is a diagram showing a confirmation screen for the results of a basketball game. As shown in FIG. 11, processor 122 displays the link league match schedule, standings, and the like even when the input is scores or winning points.
[0086] FIG. 12 is a diagram showing a confirmation screen for the results of a tennis match. As shown in FIG. 12, processor 122 displays the link league match table, ranking table, etc. even when the number of games or the number of sets is input.
[0087] In FIG. 12, the ranking table omits "sets lost," "set difference won and lost," "total games won," and "total games lost" between "sets won" and "game difference won and lost." The T1 team's "sets lost," "set difference," "total games won," and "total games lost" are 1, 3, 29, and 20, respectively; the T2 team's are 3, -1, 27, and 29, respectively; and the T3 team's are 4, -2, 27, and 34, respectively.
[0088] FIG. 13 is a diagram showing the tournament creation screen (finals). When there are multiple link league matches, the link league match-up creating system 1 of this embodiment can create and display a match-up for the final match with the winners or top performers of each link league match as participants. Below is an example where the final is a tournament.
[0089] In the link league bracket creation system 1 of this embodiment, the processor 122 can call up a team name from the export key and ranking entered in the team name field. Specifically, when "export key" + "#" + "ranking (1, 2, etc.)" is entered in the team name field, the processor 122 calls up the team with that ranking in the tournament for that export key.
[0090] For example, as shown in FIG. 13, assume there are two tournaments with export keys "abc-12...9" and "def9-8...1". In this case, processor 122 obtains the names of the first and second place teams in the tournament whose export keys are "abc-12...9" for teams T1 and T2, respectively, and obtains the names of the first and second place teams in the tournament whose export keys are "def9-8...1" for teams T3 and T4, respectively.
[0091] FIG. 14 is a diagram showing another embodiment of the tournament creation screen (finals). Although the above describes a method in which the user inputs the export key and ranking, the present invention is not limited to this. Processor 122 displays a participating team selection field as shown in Fig. 14. When the user selects the tournament ranking, processor 122 displays the teams corresponding to the ranking in each tournament in the team name field.
[0092] For example, suppose the user presses the ranking "1" buttons in the order of Qualifying Rounds A, B, C, and D of the ○ Tournament. The winners (first place winners) of Qualifying Rounds A through D of the ○ Tournament are Team Tokyo, Team Aichi, Team Miyagi, and Team Kanagawa. In this case, processor 122 automatically displays the names of these teams in the team name field.
[0093] In this case, there is an advantage that it is possible to omit operations such as copying the export key for each tournament and pasting it into the tournament creation screen.
[0094] In summary, processor 122 further functions as a secondary match schedule creation unit that, when link league matches are held multiple times, creates and displays a match schedule in which any participant selected by the user from among the participants in each link league match becomes a new participant. It can be said that the link league match-up drawing program P1 causes the computer to function as a second match-up drawing means by the second match-up drawing process performed by the second match-up drawing section.
[0095] The "○th round" mentioned here refers to a series of matches that are held in order, such as the preliminary round (first round) and the final round (second round). It is also possible to have a third or fourth round, not just the second round. For example, there could be a preliminary round, final round, semi-final round, final round, etc.
[0096] With the above-described configuration, the user can easily create a link league match schedule using the link league match schedule creation system 1. Users can input various information through a graphical user interface (GUI), making it extremely easy and intuitive. For example, when creating a tournament, the only text input required is the tournament name and team names. In addition, after the preliminary tournament, the user can create a final tournament. For example, as mentioned above, the team name can be called up by entering the export key or selecting the tournament ranking, which is useful as it helps the user to avoid inputting mistakes in the team name. The processor 122 displays a URL on the match results confirmation screen, so that tournament participants can check the results on the browser of their own terminal.
[0097] 2. Program processing <Link League Match Schedule Creation Process> The program processing performed in the link league match-making system 1 of this embodiment will be described. In this embodiment, the processor is the processor 122, and the processor 122 performs a link league match-up table creation process based on the link league match-up table creation program P1. More specifically, the link league match schedule creation program P1 includes a tournament creation program P12 and a match result input program P14, and based on these programs, the processor 122 executes the tournament creation process and the match result input process, respectively. The following describes how to create a link league bracket for a volleyball match in which four teams participate.
[0098] <Tournament creation process> The processor 122 performs the tournament creation process based on the tournament creation program P12. That is, the tournament creation program P12 causes the processor 122 to execute the tournament creation process, thereby causing the computer to function as tournament creation means. The tournament creation process displays a tournament creation screen, accepts user input and performs various drawing operations, creates input fields to accept user input, and saves various data.
[0099] FIG. 15 is a flowchart showing the tournament creation process. When the user presses the new creation button on the tournament list screen (see FIG. 4), the processor 122 starts the tournament creation process.
[0100] Processor 122 displays the tournament creation screen (see FIG. 5) (step 1). Processor 122 receives input of the tournament name and tournament format from the user (step 2). When processor 122 receives input regarding the tournament format of the link league, it sets the number of participating teams (step 3). For example, if the user selects a square league as the tournament format, the processor 122 determines that the number of participating teams is four, sets the number of participating teams, and displays it.
[0101] If the tournament format is a tournament or league (round-robin), the processor 122 accepts input of the number of participating teams here.
[0102] After acquiring the participant number information, the processor 122 performs an array creation process (step 4). The array creation process is a process for creating an array related to the match teams and displaying it in a way that does not cause discomfort to the user. Here, the array creation process will be described.
[0103] FIG. 16 is a flowchart showing the array creation process. Processor 122 creates an array (hereinafter referred to as a "match team array") corresponding to the number of participants (teams) (step 21). For example, if the number of participants is 4, then variables 0, 1, 2, and 3 (referred to as "variable n"; hereinafter also referred to as a "match counter") are set, and processor 122 associates each variable with teams T1, T2, T3, and T4, respectively.
[0104] Next, the processor 122 initializes the match counter, that is, sets the variable n=0 (step 22), and starts a loop for arranging the match teams (step 23).
[0105] In the first loop, since it is not the final game (No in step 24) and variable n=0, the team with variable 0 (T1) is set as the home team (step 25), and the team with variable 1 (T2) is set as the away team (step 26).
[0106] Here, the "final game" in step 24 means the Nth game when the number of participants is N, and the fourth game (M4) when the number of participants is 4. Furthermore, the "home team" refers to the team displayed on the left side of a game result display, and the "away team" refers to the team displayed on the right side of a game result display.
[0107] Taking FIG. 6 as an example, when M1 shows "0-0", the score on the left corresponds to the home team, and the score on the right corresponds to the away team.
[0108] Next, processor 122 creates a game array [n] from the home team and the away team (step 29). For example, in the first loop, the processor 122 sets the match between the home team T1 and the away team T2 described above as the match n=0 (corresponding to M1) in the match arrangement.
[0109] Processor 122 also sets the coordinates on the canvas where the match code and score display (for example, the display of M1 "0-0" in FIG. 6) are to be placed.
[0110] Here, the match array [n] uses the same array [n] as the match team array [n]. This is possible because the number of teams and the number of matches are the same in a link league match.
[0111] Processor 122 increments the game counter, that is, adds 1 to n to create a new n (step 30), and ends the first loop (step 31).
[0112] Similarly, the processor 122 stores the T2 team in the game team array n=1 as the home team and the T3 team in the game team array n=2 as the away team in the game array n=1 (game M2). Furthermore, the processor 122 stores the T3 team in the game team array n=2 as the home team and the T4 team in n=3 as the away team in the game array n=2 (game M3).
[0113] The loop is repeated, and in the case of the final game (Yes in step 24), in the case of game array m=3 (game M4), team T1 with n=0 is stored as the home team, and team T4 with n=3 is stored as the away team.
[0114] Here, the reason why we do not store the T4 team (n=3) as the home team and the T1 team (n=0) as the away team as described above is because it would be confusing for users if the T1 team's score was displayed on the right side and the T4 team's score on the left side in the fourth match (M4) on the tournament creation screen (see Figure 6).
[0115] When drawing the polygons (triangles, squares, pentagons) of the link league match schedule, the T1 team is displayed to the left of the TN team (for example, this means the T4 team in a square league, or the T5 team in a pentagon league). Therefore, by doing as described above in the array creation process, there is an advantage that the user does not feel uncomfortable when looking at the link league match schedule, especially for link league matches.
[0116] Regarding the game arrangement, processor 122 repeats the loop from step 23 to step 31, particularly step 29, to create a game arrangement that corresponds to the number of games. For example, in a link league match, if the number of participants is 4, the number of matches is also 4, so variables 0, 1, 2, and 3 (variable n) are set, and the processor 122 associates each variable with teams M1, M2, M3, and M4, respectively.
[0117] Returning to the tournament creation process of Fig. 15, after the array creation process is completed, processor 122 performs drawing process (step 5). The drawing process is a process for drawing a link league match table. Here, the drawing process will be described.
[0118] FIG. 17 is a flowchart showing the drawing process. Processor 122 first clears the drawing canvas (canvas) (step 41). Next, the number of lines, victory marks, and team marks are drawn for each participant (steps 42 to 46).
[0119] As described above, the ruled lines are lines corresponding to the sides of the N-gon in the link league match schedule. Processor 122 draws the ruled lines as line segments connecting the team marks. The victory match indicates the winning team in each match in the league. In this embodiment, processor 122 boldly displays the half of the line segment (one side of a rectangle) connecting the opponents (team marks) that is on the winning team's side (see FIG. 9). However, since the victory match is displayed in a manner that is not visible to the user on the tournament creation screen, details of the victory match will be described later. As shown in Fig. 6, the link league match schedule of this embodiment has ruled lines connecting the team marks. Since Fig. 6 shows an example of a rectangular league, the processor 122 draws four ruled lines and four team marks.
[0120] Next, processor 122 draws the "game code" and "score" for each game (steps 47 to 49). The score is the score of one match in the link league. For example, it is "0-0" below the display of "M1" in Figure 6. The positions at which the match code and score are drawn are determined by the processor 122 in the above-mentioned process (see step 29) and are saved as position data, which will be described later.
[0121] Returning to the tournament creation process of FIG. 15, after the drawing process is completed, processor 122 creates team name input fields for the number of participants (match teams) (steps 6 to 8). Processor 122 receives a user's input into the created team name input field and acquires the team name (step 9).
[0122] When the user presses the registration button (step 10), the processor 122 checks the input (step 11). In this embodiment, the input check checks whether the tournament name field is blank, whether the tournament format has been selected, and whether the number of participants has been entered in certain cases such as tournaments.
[0123] Processor 122 saves the various data (tournament data D1, match data D2, and match team data D3) (step 12), and ends the tournament creation process. The data will be explained in Section 3. Data.
[0124] <Match result input processing> The processor 122 performs a match result input process based on the match result input program P144. That is, the match result input program P144 causes the processor 122 to execute the match result input process, thereby causing the computer to function as a match result input means.
[0125] The match result input process is a process of accepting input from the user regarding the match results such as the score, displaying the rankings, and displaying the winners and the like in the link league match table. The processor 122 of this embodiment acquires match results from the user via a match result input screen, and also displays these match results (scores) on a match score confirmation screen or the like. In this embodiment, the results include rankings, and the processor 122 displays the winners of each match in the link league match schedule.
[0126] FIG. 18 is a flowchart showing the match result input process. When the user presses any of the match buttons (see FIG. 7) of the tournaments displayed on the tournament list screen, processor 122 starts the match result input process.
[0127] Processor 122 first acquires various data (meeting data D1, match data D2, match team data D3) (step 61).
[0128] When the user inputs the number of sets (step 62), processor 122 obtains the number of sets for the home team and the away team (steps 63 and 64). Since this embodiment relates to volleyball, the processor 122 acquires the "number of sets" as the match result, but this differs depending on the sport. For example, the match result may be "score," "number of games," "sets," "points (winning points)," etc.
[0129] Processor 122 then determines the winning team based on the number of sets entered, etc. (step 65). Processor 122 also calculates the match results (score) for each match code, calculates and stores the rankings (step 66).
[0130] Processor 122 performs a drawing process to draw a link league match schedule (step 67). The drawing process is as described above (see FIG. 17), but in the match result input process, a winning match drawing is performed to display the winner so that the user can see (see FIG. 9). That is, processor 122 boldly displays the half of the line segments (sides of a rectangle) connecting the competitors that is on the winning team's side. In addition, even in tournament matches, the winner of the two competitors is displayed clearly.
[0131] Processor 122 performs a ranking table creation process (step 68). The standings table creation process is a process in which the processor 122 creates and displays a standings table including rankings in the link league matches based on the user's input in the match result input field. In the case of a volleyball match in this embodiment, the processor 122 calculates the ranking as well as the number of completed matches, number of wins, number of losses, win percentage, total sets won, total sets lost, sets gained and lost, total points scored, total points lost, and point difference, and displays these in the rankings column (see Figure 9).
[0132] Here, processor 122 calculates the ranking based on the ranking calculation method for each sport. For example, in volleyball, win percentage takes priority, followed by set difference, goal difference, total sets won, total sets lost, total points scored, and total points conceded. If two or more teams have the same win percentage, they will be evaluated based on the next highest set difference.
[0133] [Table 1]
[0134] Table 1 shows which items are prioritized for ranking for each sport. Processor 122 determines the ranking of participants according to the priority of each sport, as in the volleyball example above.
[0135] Table 1 is an example, and the sports are not limited to those listed here. The link league match schedule creation system 1 can add sports events and set criteria for each sports event.
[0136] It should be noted that the processing from step 62 onwards does not stop until the number of sets and other information has been input for all matches in one link league match; rather, the processing continues as soon as the number of sets has been input, and processor 122 draws the link league match schedule and displays the rankings each time. For example, when you input information about a single game in a link league, the processor will draw that game and display the rankings.
[0137] In the case of an N-sided league, by accepting input of the results of N matches, processor 122 displays the ranking in the link league, the number of wins, the number of losses, the winning percentage, and other results.
[0138] The processor 122 also uses these link league match schedules, rankings, etc. to display the match results confirmation screen (see FIG. 10). The displayed content is almost the same, so details will be omitted. On the match results confirmation screen, the processor 122 further sets and displays a URL for displaying the match.
[0139] Here, the main processes included in the link league match schedule creation process will be summarized. As shown in step 3 of the tournament creation process, the processor 122 functions as a participant number receiving unit that receives input of the number N of participants participating in the match (N is an integer of 3 or more). That is, the link league match-table creation program P1 causes the computer to function as a participant number acceptance means through the participant number acceptance process by the participant number acceptance unit.
[0140] As shown in step 9 of the tournament creation process, the processor 122 functions as a participant name acquisition unit that acquires the names of the participants. That is, the link league match-table creation program P1 causes the computer to function as participant name acquisition means through the participant name acquisition process by the participant name acquisition unit.
[0141] As shown in the drawing process, the processor 122 functions as a link league match schedule display unit that displays a link league match schedule corresponding to the number N of participants. That is, the link league match schedule creating program P1 causes the computer to function as link league match schedule display means through the link league match schedule display processing by the link league match schedule display unit.
[0142] As shown in the match result input process, the processor 122 functions as a link league match result acquisition unit that acquires match results for N matches for one link league match. That is, the link league match schedule creation program P1 causes the computer to function as link league match result acquisition means through the link league match result acquisition process by the link league match result acquisition unit.
[0143] Here, N for N matches indicates that the number of participants (N) and the number of matches are the same. In this embodiment, if the number of participants is N, the processor 122 displays match result input fields for N matches and calculates rankings, etc. based on the match results entered therein. Since the number of participants N and the number of matches N are the same, the processing performed by the processor in link league matches has an advantage that is clearly different from other league matches, such as the number of loops required for array creation processing and drawing processing being N.
[0144] As shown in steps 67 and 68 of the match result input process, processor 122 functions as a link league match result display unit that displays the link league match schedule, as well as the names of participants and their results, including rankings based on the match results (entered by the user). Furthermore, as shown in step 67 of the match result input process (see drawing process step 44), if a winner has been determined in the match, the processor 122 functioning as the link league match result display unit further displays the winner. That is, the link league match schedule creation program P1 causes the computer to function as link league match result display means through the link league match result display processing by the link league match result display section.
[0145] <Session management processing> When the tournament list screen (site) or a screen displayed thereafter (hereinafter referred to as the "tournament list screen, etc.") is accessed, the processor 122 of the server 10 checks whether the communication data contains session management information (in this embodiment, a session ID). If a session ID is included, the processor 122 displays a tournament list screen or the like linked to the session ID. If a session ID is not included, the processor 122 displays the home screen.
[0146] When the user terminal 20 accesses the tournament list screen, the user terminal 20 creates a database (IndexedDB) in its own browser and saves the session ID therein. Then, in subsequent communications (communications between the user terminal 20 and the server 10), the processor 222 of the user terminal 20 attaches the session ID to the communications.
[0147] The link league bracket creation system 1 of this embodiment has the advantage that the system can be used easily by this session management process, without the need to create a login ID or the like.
[0148] <Export process / import process> The export process is a process in which the processor 122 generates and displays an export key associated with a registered tournament. In this embodiment, when a tournament is registered in the tournament creation process, the processor 122 generates a character string (export key) associated with the tournament. The processor 122 also displays the export key on the tournament editing screen.
[0149] The import process is a process in which the processor 122 accepts the input of an export key and calls up registered tournament information. In this embodiment, the processor 122 displays an import button on the tournament list screen. As described in the section on user interface, when the user presses the import button, the processor 122 displays an import screen (not shown). When the user enters the export key and presses the import button on the import screen, the processor 122 transfers (imports) the tournament data to the terminal.
[0150] When the tournament data is transferred, the processor 122 deletes the tournament information from the original terminal. For example, if you transfer tournament information from a PC to a smartphone, you will no longer be able to edit the tournament or enter match results from the PC, and you will only be able to edit the tournament from the smartphone.
[0151] By providing the session management process described above and the import / export process explained here, users can edit tournaments and enter tournament results on different devices without creating a login ID. This means, for example, that users can create a link league match schedule on a PC and then enter match data on a mobile device such as a smartphone on the day of the match.
[0152] When issuing login IDs, there is a risk that the system will become unusable if the login ID or the password associated with it is forgotten, and it may take time to make the system usable again. For example, sports matches have a set start time and cannot be restarted. Therefore, rather than issuing login IDs, etc., using session management and data export / import processing has the advantage of greatly improving user convenience.
[0153] <Random participant placement process> The participant random placement process is a process in which the processor 122 randomly determines the placement of each team corresponding to the link league match schedule, that is, the opponents. In this embodiment, the processor 122 arranges the numbers so that they appear random, using a pseudo-random number generator, etc. As a random number generation algorithm, known methods such as the linear congruential method and the square root algorithm can be used.
[0154] The random participant placement process has the advantage of eliminating the need for the time-consuming process of determining team placement by drawing lots, and reducing the sense of unfairness when deciding opponents.
[0155] In a link league match, the random participant placement process is particularly useful when there is an opponent in the same link league that you will not be competing against, that is, when the number of participants is four or more.
[0156] As described above, the processor 122 functions as a participant random placement unit that randomly places participants in the link league matches at corresponding positions in the link league match schedule to determine opponents. That is, the link league match-table creation program P1 causes the computer to function as participant random placement means through the participant random placement process by the participant random placement unit.
[0157] With the above-described configuration, the link league bracket creation system 1 provides the following effects. Users can easily create tournament schedules for link league matches, and by simply entering scores and other information, they can check the link league schedule and winners, as well as view results such as rankings. Since this is a system specialized for link league matches, if the number of participants is N (N is an integer greater than or equal to 3), processor 122 can display the final results of the link league matches by obtaining the results of N matches. Since no login operation is required to use the system, users do not need to remember passwords, etc., and can use the system easily. On the other hand, users can easily transfer data between devices by using export keys and import keys. Furthermore, since the link league match schedule creation system 1 is equipped with a participant random placement process, users can randomly place participants when creating a link league tournament, which makes it less likely that a sense of unfairness will arise among participants when creating a link league (determining opponents).
[0158] 3. Data The data used in this embodiment will be described below. The link league bracket creating system 1 of this embodiment includes, as data, tournament data D1, match data D2, match team data D3, and session data D4.
[0159] Fig. 19 is a diagram showing the data flow in the link league bracket creation system 1. Fig. 19 shows the relationship between the screen displayed on the browser and the database. In FIG. 19, the cylinders represent data, and the squares represent the screens displayed on the browser. Each piece of data will be explained below.
[0160] <Tournament Data D1> The tournament data D1 is data that the processor 122 creates for each tournament. As shown in FIG. 19, the tournament data D1 is created by the processor 122 by tournament registration on the tournament creation screen (see FIG. 6) or by importing a tournament using an import key. The tournament data D1 can also be edited by the user on the tournament editing screen (see FIG. 8).
[0161] As shown in FIG. 19, using the tournament data D1, the processor 122 renders, for example, a tournament list screen (see FIG. 7), a match result input screen (see FIG. 9), or a match performance confirmation screen (see FIG. 10).
[0162] The tournament data D1 of this embodiment includes a unique tournament ID, as well as data on a session ID, competition, tournament name, tournament format, creation date, expiration date, and export key. For example, the data is stored in the storage unit 12 as matrix data consisting of rows corresponding to individual tournaments and columns containing the above-mentioned data (from the unique tournament ID to the export key) as items.
[0163] Here, the sport is a sport such as volleyball or soccer that the user has selected on the home screen (see FIG. 3). In this embodiment, the sports are stored as integer data corresponding to the sport name. For example, the initial value is 0, volleyball is 1, basketball is 2, and so on.
[0164] The tournament format will be a triangular league, tournament, or other competition format. In this embodiment, the tournament format is stored as corresponding integer data. For example, the initial value is 0, the tournament is 1, the league (round robin) is 2, the triangular league is 3, the square league is 4, and the pentagonal league is 5.
[0165] As explained in the user interface section, at least some of the data can be edited on the tournament edit screen.
[0166] <Match Data D2> The game data D2 is data that the processor 122 creates for each game. As shown in FIG. 19, the match data D2 is created by the processor 122 by registering a tournament on a tournament creation screen and registering a match on a match result input screen. The match data D2 can also be edited on the tournament editing screen (see FIG. 8).
[0167] As shown in FIG. 19, using the tournament data D2, the processor 122 renders, for example, a match result input screen (see FIG. 9) or a match score confirmation screen (see FIG. 10).
[0168] The match data D2 includes a unique match ID, as well as a tournament ID, a match code, a winning team ID, a score, a game, a set, points, a home team, an away team, and a position. For example, the data is stored in the storage unit 12 as matrix data consisting of rows corresponding to individual matches and columns including the above-mentioned data (from unique match IDs to positions) as items.
[0169] Furthermore, the initial values of the score, game, set, and points (winning points) are 0-0, but are data that are stored by processor 122 upon receiving input from the user. Upon receiving these data inputs, processor 122 determines the winning team and stores the data in the winning team ID.
[0170] The position is data relating to the drawing position of the match code and the score.
[0171] <Match Team Data D3> The match team data D3 is data that the processor 122 creates about the teams (participants). As shown in FIG. 19, match team data D3 is data created by processor 122 through tournament registration on the tournament creation screen. The match team data D3 can also be edited on the tournament editing screen (see FIG. 8).
[0172] As shown in FIG. 19, using the match team data D3, the processor 122 renders, for example, a match result input screen (see FIG. 9) or a match score confirmation screen (see FIG. 10).
[0173] The match team data D3 includes, as data, a unique match team ID, a tournament ID, a team code (such as T1 or T2), and a team name. For example, the data is stored in the storage unit 12 as matrix data consisting of rows corresponding to individual match teams and columns including the above-mentioned data (from unique match team IDs to team names) as items.
[0174] <Session Data D4> The session data D4 is data necessary for the processor 122 to perform session management. The session data D4 is a unique UUID (Universally Unique Identifier).
[0175] 4. Hardware FIG. 20 is a diagram (network diagram) showing an overview of the link league match-making system 1 of this embodiment. 20, the link league match-table creating system 1 in this embodiment includes a server 10 and a user terminal 20. These devices are connected to each other via a network N. The network N is, for example, the Internet.
[0176] The server 10 includes a link league match-up drawing creation program P1. In addition to the link league match-up drawing creation program P1, software (application software) for operating the link league match-up drawing creation system 1 according to this embodiment is also installed on the server 10, and various processes are executed by the functions of the software. Each piece of hardware will be explained below.
[0177] FIG. 20 is a configuration diagram in which the server 10 is provided with the link league match-up drawing program P1 and the link league match-up drawing system 1 is provided in the form of a web application. On the other hand, there may be a case where the user terminal 20 includes the link league match-up drawing program P1, and the link league match-up drawing system 1 is completed in the user terminal 20 without being connected to the network N (see modified example). However, in this case, you will not be able to use the unique functions that are available by connecting to Network N, such as sharing your results using a URL for displaying results.
[0178] <Server 10> The server 10 is a computer for executing the link league match-making table creation program P1. Although only one server 10 is shown in FIG. 20, the number is not limited to one and may be realized by a plurality of computers. From the viewpoint of load balancing and availability, a plurality of servers may also be used. The server 10 may be a computer of a cloud service provider, or a computer provided by the user.
[0179] FIG. 21 is a diagram showing the hardware configuration of the server 10. As shown in FIG. As shown in FIG. 21, the server 10 includes a control unit 12, a storage unit 14, and a communication control unit 16. The control unit 12 also includes a processor 122, a ROM 124, a RAM 126, and a clock unit 128. The basic functions of each will be explained below.
[0180] The processor 122 also functions as a link league match-up table creating unit 130 (not shown) in the server 10. The link league match-up table creating unit 130 executes a link league match-up table creating program P1 to perform link league match-up table creating processing.
[0181] Furthermore, one program may include other programs. For example, in this embodiment, the link league match-making table creation program P1 includes a tournament creation program P12, a match result input program P14, and the like.
[0182] As shown in FIG. 21, the storage unit 14 includes a program storage unit 14a and a data storage unit 14b, and stores programs and data required for various processes. For example, the program storage unit 14a stores the link league match schedule creation program P1 according to this embodiment, as well as control programs for controlling devices connected to the server 10, such as a communication control program for controlling the communication control unit 16. The data storage unit 14b also stores various data as explained in section 3. Data.
[0183] The communication control unit 16 is a device for communicating between the server 10 and an external terminal, etc. An external terminal is, for example, a user terminal 20, which will be described later. As shown in Fig. 20, the communication control unit 16 connects the server 10 to a network N.
[0184] In addition to the above, the server 10 may also include an input unit (e.g., a keyboard) for inputting commands and data, an output unit (e.g., a voice output device) for outputting information in some form (not shown), etc. Furthermore, the server 10 may also include additional devices required for the use of this embodiment, or devices for improving the convenience of the use of this embodiment.
[0185] <User terminal 20> The user terminal 20 is an information processing device that enables a user to use the link league match-making system 1. A user uses the user terminal 20 to register and edit tournaments, input and refer to match results, and the like.
[0186] In this embodiment, the user terminal 20 is a desktop PC. However, the user terminal 20 is not limited to this, and may be a mobile terminal such as a smartphone or a tablet. Although only one terminal is depicted in Figure 20, as mentioned above, the user can switch between user terminals 20, such as registering for a tournament on a PC and entering match results on a smartphone.
[0187] FIG. 22 is a diagram showing the hardware configuration of the user terminal 20. As shown in FIG. As shown in FIG. 22, the user terminal 20 includes a control unit 22, a storage unit 24, a communication control unit 26, and an input / output unit . Like the control unit 12 of the server 10, the control unit 22 includes a processor (processor 222), as well as a ROM, a RAM, and a clock unit. The basic functions of these components will be described later. However, explanations of the functions of each unit that have already been explained will be omitted.
[0188] A browser for browsing the website W according to this embodiment is stored (installed) in the program storage unit 24a of the user terminal 20, and the processor 222 executes various processes in response to various operations performed by the user on the browser.
[0189] The various processes include output (screen display, audio output) based on information acquired from the server 10, reception of user input, and various communications.
[0190] As described above, when the user terminal 20 is equipped with the link league match schedule creation program P1 and the link league match schedule creation system 1 is completed in the user terminal 20, the processor 222 performs various processing based on the programs described in the hardware configuration diagram of the server 10 above.
[0191] 22, the communication control unit 26 is a device for communicating between the user terminal 20 and an external terminal, etc. The external terminal, etc. is, for example, the server 10. As shown in FIG. 20, the communication control unit 26 connects the user terminal 20 to a network N.
[0192] The link league bracket creating system 1 in this embodiment may include terminals other than those described above. For example, a terminal for an administrator may be provided in addition to the user terminal 20. The administrator terminal is, for example, a terminal for performing maintenance. The hardware configuration of such a terminal is the same as that of the user terminal 20, and therefore a description thereof will be omitted.
[0193] (Explanation of the basic functions of a computer) The control unit (processor, ROM, RAM, and clock unit), storage unit, communication control unit, input unit, and output unit will be described below. In any of the terminals of this embodiment, the connection mode (network topology) between the functional units is not particularly limited, and may be, for example, a bus type, a star type, a mesh type, or the like.
[0194] The processor processes information and controls various devices according to programs stored in a ROM, a storage unit, etc. In this embodiment, the processor is a CPU (Central Processing Unit).
[0195] However, the processor is not limited to a CPU, and various processors such as a CPU, a DSP (Digital Signal Unit), a GPU (Graphics Processing Unit), or a GPGPU (General Purpose Computing on GPU) may be used alone or in combination. For example, a processor that integrates a CPU and a GPU is called an APU (Accelerated Processing Unit), and such a processor may also be used.
[0196] ROM is a read-only memory that stores various programs and data that the processor uses to perform various controls and calculations.
[0197] The RAM is a random access memory used by the processor as a working memory, and various areas can be allocated in the RAM to perform various processes in this embodiment.
[0198] The clock unit performs clocking processes related to obtaining time information, etc. If the computer includes a communication control unit, time information may be obtained from an external source (such as an NTP server) using NTP (Network Time Protocol).
[0199] A memory unit is a device for storing information such as programs and data. A memory unit is also called storage. It does not matter whether the memory unit is built-in or external.
[0200] The storage unit includes a storage medium from which data can be read and written, and a drive that reads and writes data from and to the storage medium. Storage media can be internal or external, and examples include HD (hard disk), CD-ROM, and flash memory. Examples of drives include HDDs (hard disk drives) and SSDs (solid state drives).
[0201] The storage unit includes a program storage unit and a data storage unit as functional units. The program storage unit stores control programs for controlling various devices, such as a communication control program for controlling communication.
[0202] The communication control unit is a device for performing communication between terminals, etc. The communication control unit connects the terminal equipped with the communication control unit to the network N.
[0203] The communication method of the communication control unit is a known method, and a wired method or a wireless method is applied depending on the device. For example, if the terminal is a desktop PC, both wired and wireless communication methods are possible, and if the terminal is a smartphone, a wireless communication method is possible.
[0204] If it is wired, a communication method specified by IEEE802.3 (for example, a bus-type or star-type wired LAN) can be preferably used, but other communication methods such as those specified by IEEE802.5 (for example, a ring-type wired LAN) can also be used.
[0205] For wireless communication, a communication method specified by IEEE802.11 (e.g., Wi-Fi) can be suitably used, but other methods such as IEEE802.15 (e.g., Bluetooth (registered trademark), BLE (Bluetooth (registered trademark)), etc.), IEEE802.16 (e.g., WiMAX), or a communication method specified for optical communication such as infrared communication can also be used.
[0206] The input unit and output unit are devices that handle input and output to and from the terminal, respectively. The input unit and output unit may be collectively referred to as the input / output unit. The input unit is a device that accepts input from a user, and examples of such an input unit include a keyboard, a mouse as a pointing device, a trackpad, a tablet, and a touch panel.
[0207] When the terminal is a tablet, smartphone, or the like, and the input unit is a touch panel, the input unit is disposed on the surface of a display unit, such as a touch screen, that displays images, etc. In this case, the input unit identifies the user's touch position corresponding to various operation icons displayed on the display unit, and accepts input from the user.
[0208] The output unit is, for example, a device for outputting images, sounds, forms, and the like. Examples of the output unit include display devices such as touch screens and displays (liquid crystal displays and organic EL displays), audio output devices such as speakers, and form output devices such as printers.
[0209] With the above configuration, the server 10 provides the website W and accepts tournament registrations from users. The server 10 creates a link league match schedule for the registered tournament and displays it on the user terminal 20. When the user inputs the match results, the server 10 calculates and displays the rankings and other information based on the input, and also displays the winners and other information on the link league match schedule.
[0210] Even if the user terminal 20 changes, the server 10 and the like perform session management processing and export / import processing, allowing the user to continue using ((add) input, change, delete, etc.) tournament and match data without the need for account registration, login operations, etc. In other words, as described above, tournament registration can be performed on a PC, and match results can be entered on a mobile device such as a smartphone.
[0211] (Second embodiment) In the first embodiment described above, an example has been given in which the user directly inputs the results of the match, such as the score, but the present invention is not limited to this. In this embodiment, the processor 122 obtains the match results from an external source.
[0212] For example, Patent No. 7144778 (by the same applicant as the present application) discloses a competition management device that allows game results to be input in real time by operating a smartphone or the like. That is, the processor 122 of this embodiment can obtain the match results, such as scores, that are input and stored in this competition management device.
[0213] (Variation) The present invention is not limited to the above-described embodiment, and includes various modifications to the above-described embodiment without departing from the spirit of the present invention.
[0214] Furthermore, the user's input operations and the processing by the processor in the above-described embodiment are merely examples, and can be adjusted appropriately to suit the actual conditions of the match without departing from the technical scope of the present invention.
[0215] For example, in the above-described embodiment, the server 10 performs various processes, but the link league match-making system 1 may be configured to operate on the user terminal 20 alone. In this case, the processor 222 of the user terminal 20 executes various processes. In this case, the user terminal 20 is a smartphone, a tablet, etc. The user terminal 20 displays various types of UI and the like depending on the screen displayed by the application. Such functionality may be realized by a single page application. However, if you do not connect to Network N, some functions may be limited, such as not being able to share match results (scores).
[0216] In the above-described embodiment, the link league match schedule is a triangle, a rectangle, or a pentagon, but is not limited to this. For example, it is not limited to a display format in which teams are arranged at the vertices of a polygon. It is also possible to draw hexagons or octagons as shapes for the Link League match schedule. On the other hand, if the number of participants is large, the number of participants can be divided. For example, a Link League with 8 participants can be divided into two Link Leagues with 4 participants each. Therefore, it is preferable to be able to draw highly visible triangles, squares, and pentagons as a display method for link league matches, and squares and pentagons are particularly preferable as they allow players to play against opponents who do not play against each other within a single league.
[0217] In the above-described embodiment (first embodiment), the final round is held in a tournament format, but the final round may be held in an N-gonal league format. In other words, both the preliminary round and the final round may be held in an N-gonal league format. Alternatively, the preliminary rounds may be held in a tournament format, and the finals may be held in an N-gon league format.
[0218] In the above-described embodiment, the winner is indicated by thickening the half of the line connecting the competitors that is on the winning team side. However, the method of indicating the winner is not limited to this, and any method that allows the user to recognize the winner may be used. For example, the winner may be labeled with the word "Victory" or "Winner," and the loser may be labeled with the word "Loser." Alternatively, one of the scores may be bolded or decorated, such as "3-1."
[0219] In the above-described embodiment, processor 122 displayed a result display URL on the match results confirmation screen. However, this is not limited to this, and a specific display for displaying the results, such as a QR code (registered trademark), may be displayed instead of or together with the result display URL. This has the advantage of being easier for the user to read.
[0220] In the above-described embodiment, for example, if the number of participants is four, the rankings from 1st to 4th place are displayed, and the rankings of all participants are displayed. However, the display of the rankings is not limited to this, and it is sufficient if some or all of the rankings can be recognized by the user. For example, only the first place may be displayed, or first to third place may be displayed. When only the first place is displayed, the display may be "winner." When displaying first to third place, the rankings may be displayed as "gold medal," "silver medal," and "bronze medal."
[0221] In other words, aspects of the present invention, including this embodiment, have the following features. The following corresponds to the claims at the time of filing of this application. However, due to amendments to the claims after filing, the claims may differ from the description of the amended claims. (1) In a first aspect, a link league match schedule creation system for creating a match schedule for a link league match includes a participant number receiving unit that receives input of the number N of participants participating in the match (N is an integer equal to or greater than 3), a participant name obtaining unit that obtains the names of the participants, a link league match schedule display unit that displays a link league match schedule corresponding to the number N of participants, a link league match result obtaining unit that obtains the match results of N matches per link league match, and a link league match result display unit that displays the link league match schedule together with the names of the participants and results including rankings based on the match results, The link league match schedule creating system is characterized in that, when a winner has been determined in a match, the link league match result display unit further displays the winner. (2) In a second aspect, there is provided a link league match schedule creation system according to the first aspect, further characterized in that N is an integer equal to or greater than 4, and the system comprises a participant random placement unit that randomly places participants in the link league match at corresponding positions in the link league match schedule to determine opponents. In this case, since the opponents in the link league matches can be decided without using a lottery or the like, there is an advantage in that the sense of unfairness among the participants can be reduced. (3) In a third aspect, a match schedule creation system according to the first or second aspect is provided, further comprising a second match schedule creation unit that, when link league matches are held multiple times, creates and displays a match schedule in which any participant selected by the user from among the participants in each link league match becomes a new participant. In this case, even if link league matches are repeated or a tournament final is held after the link league matches, the match schedule can be easily created, and the participants can be easily arranged, which is an advantage. (4) In a fourth aspect, a link league match schedule creation program is provided for creating a match schedule for a link league match, which causes a computer to function as a participant number receiving means for receiving input of the number N of participants participating in the match (N is an integer greater than or equal to 3), a participant name obtaining means for obtaining the names of the participants, a link league match schedule display means for displaying a link league match schedule corresponding to the number N of participants, a link league match result obtaining means for obtaining the match results of N matches for one link league match, and a link league match result display means for displaying the link league match schedule together with the names of the participants and results including rankings based on the match results, and wherein the link league match result display means further displays the winner when a winner has been determined in the match. [Industrial Applicability]
[0222] The link league bracket creation system 1 can be applied to a competition in which two people (two teams) out of N people or N teams compete against each other, such as link league matches in e-sports and various games. [Explanation of symbols]
[0223] 1 Link League Match Table Creation System 10 Servers 12 Control Unit 122 CPU 124 ROM 126 RAM 128 Timing section 130 Link League Match Table Creation Department 132 Tournament Creation Department 134 Match result input section 14 Storage section 14a Program storage section 14b Data storage section 16 Communication control section 20 User terminal 22 Control Unit 222 processors 24 Memory section 24a Program storage section 24b Data storage section 26 Communication control section 28 Input / output section P1 Link League Match Table Creation Program P12 Tournament Creation Program P14 Match result input program D1 Tournament Data D2 Match Data D3 Match Team Data D4 Session Data UI-12 Link League Match Schedule UI-14 Match Result Entry Field
Claims
1. A link league match schedule creation system that creates a match schedule for a link league match, a participant number receiving unit that receives an input of the number N of participants participating in the match (N is an integer of 3 or more); a participant name acquisition unit that acquires the names of the participants; a link league match schedule display unit that displays a link league match schedule corresponding to the number N of participants; a link league match result acquisition unit that acquires match results for N matches for one link league match; a link league match result display unit that displays the link league match schedule, as well as the names of the participants and their results including rankings based on the match results; Equipped with The link league match schedule creating system is characterized in that, when a winner has been determined in a match, the link league match result display unit further displays the winner.
2. Furthermore, N is an integer of 4 or more, a participant random placement unit that randomly places participants in the link league match at positions corresponding to the link league match schedule to determine opponents; 2. The link league match schedule creation system according to claim 1, comprising:
3. The match schedule creation system of claim 1 or claim 2 further comprises a second match schedule creation unit that, when link league matches are held multiple times, creates and displays a match schedule in which any participant selected by the user from among the participants in each link league match becomes a new participant.
4. A link league match schedule creation program for creating a match schedule for a link league match, Computer, a participant number receiving means for receiving an input of the number N of participants participating in the match (N is an integer of 3 or more); a participant name acquisition means for acquiring the names of the participants; a link league match schedule display means for displaying a link league match schedule corresponding to the number N of participants; Link league match result acquisition means for acquiring match results for N matches per link league match; a link league match result display means for displaying the link league match schedule together with the names of the participants and results including rankings based on the match results; It functions as The link league match result display means further displays the winner when the winner is determined in the match. Link league match schedule creation program.