Matching program, matching system, information processing device, server, and matching method
The matching system addresses venue capacity limitations by staggering match start times and end conditions, enabling efficient tournament management and participant engagement in real-world competitive games.
Patent Information
- Application Number
- JP2025077116
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-05-07
- Publication Date
- 2025-09-17
AI Technical Summary
Existing matching systems are ineffective for competitive game tournaments held in real venues, particularly in formats like the Swiss draw, where the number of participants is limited by venue capacity and players must wait for all matches to complete before progressing.
A matching system that allocates staggered match start times and end conditions for players, allowing matches to be initiated after a set time and enabling players to end early based on predetermined criteria, thereby managing participant numbers and facilitating efficient tournament progression.
The system allows for a larger number of participants than venue capacity, enabling players to start and end matches independently of venue constraints, thus efficiently managing tournament flow and rewarding participants based on end conditions.
Smart Images

Figure 2025134680000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a matching program, a matching system, an information processing device, a server, and a matching method, and more particularly to a matching program, a matching system, an information processing device, a server, and a matching method that are capable of matching opponents in a competitive game tournament held at a real venue. [Background technology]
[0002] A matching system has been known in the past that includes a plurality of game terminals connected for communication to perform a matching process and execute a game between matched players, the matching system including: a predetermined level player detection means that detects players whose playing level has reached a predetermined level based on whether or not a play operation input to a game terminal satisfies a preset condition for determining whether the play operation is a play operation performed by a player who has reached a predetermined level; and a matching processing means that performs matching processing so as not to match players detected by the predetermined level player detection means with other players (see, for example, Patent Document 1). The matching system described in Patent Document 1 can prevent beginners from abandoning a game in a network game that allows an unspecified number of players to connect. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2006-254979 Summary of the Invention [Problem to be solved by the invention]
[0004] However, the matching system described in Patent Document 1 and the like performs matching processing in a competitive game that is executed in a digital space, and cannot be used in competitive game tournaments that are held in real venues.
[0005] Furthermore, in competitive game tournaments held in real venues, tournaments using the Swiss draw method (Swiss tournament) may be held. The Swiss draw method is a method in which two players (or two teams) in different combinations play a predetermined number of matches, and in each match, players (or teams) with the same or similar win rates based on the results of the previous match play against each other. In the Swiss draw method, if the number of rounds until the final ranking is determined is n (where n is a positive integer), then the number of participating players = 2 n (For example, if there are 256 participants, after eight rounds, one player will definitely win all eight rounds.) In the Swiss draw format, all players who participated in a round must wait at the venue until all matches are completed, so the number of players who can participate in a round is limited by the number of people that can be accommodated in the real venue (capacity).
[0006] Therefore, an object of the present invention is to provide a matching program, a matching system, an information processing device, a server, and a matching method that can efficiently progress a competitive game tournament held at a real venue. [Means for solving the problem]
[0007] In order to achieve the above object, the present invention provides a matching program for causing a computer having a processor and a memory to execute a process for matching opponents in a tournament of a competitive game held at a real venue, the matching program including the steps of: setting a first group of players among a plurality of players participating in the tournament to a first group of players; setting a predetermined end condition for the tournament; and receiving a matching instruction from a player included in the first group of players after the first match start time, and matching other players included in the first group of players and opponents at match start times that arrive after the first match start time. The matching program executes the steps of: matching an opponent from among players included in a second group of players for which a time interval has been set, based on the results of a match in the player's tournament at the time the matching instruction is received; notifying the player of information regarding a real-world match location where the player will play a match game with the opponent after the match is established; receiving win / loss information regarding the outcome of the match game between the player and the opponent; and, after receiving the win / loss information, determining whether the player's tournament has ended based on an end condition, and notifying the player that the tournament has ended if it is determined that the tournament has ended. [Effects of the Invention]
[0008] The matching program, matching system, information processing device, server, and matching method according to the present invention can provide a matching program, matching system, information processing device, server, and matching method that can efficiently progress a competitive game tournament held at a real venue. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a schematic diagram of a matching system according to an embodiment of the present invention. [Figure 2] FIG. 1 is a functional configuration block diagram of a matching system according to an embodiment of the present invention. [Figure 3]FIG. 2 is a data configuration diagram of a storage unit of the matching system according to the present embodiment. [Figure 4] FIG. 2 is a flowchart of processing in the matching system according to the present embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0010] [Embodiment Mode] <Overview of Matching System 1> Fig. 1 shows an overview of a matching system according to this embodiment. Specifically, Fig. 1(a) shows an overview of an example of the configuration of the matching system 1, and Fig. 1(b) is a conceptual diagram of an example of a venue where a competitive game tournament is held.
[0011] The matching system 1 according to this embodiment is a system that matches players with their opponents in a competitive game tournament or the like held at a real-world (i.e., real) venue 9. While various types of competitive games are available, this embodiment will be described using as an example a trading card game (TCG) in which players compete against other players (opponents) using analog cards (trading cards) under predetermined rules. Furthermore, various tournament formats can be adopted in the tournament, such as the Swiss draw format (Swiss tournament) or the McMahon format tournament. This embodiment will be described using as an example a tournament held using the Swiss draw format.
[0012] Specifically, the matching system 1 allocates a match start time to each of one or more players participating in a real-time competitive game tournament held at a real venue 9 and executes a predetermined matching process, thereby dispersing the peak number of participants in the tournament at the real venue 9 and making it possible for the total number of participants during the tournament period to exceed the capacity of the venue, while also allowing each player to decide when to start their own match. In other words, the matching system 1 is a system that sets a match start time for each player, thereby shifting the maximum number of players competing simultaneously at the venue 9 for each match start time, and allowing players who start their match earlier to finish their match earlier, thereby enabling the tournament to be run regardless of the capacity of the real venue 9.
[0013] As shown in FIG. 1(a), the matching system 1 includes one or more player information terminals (e.g., information terminal 3, information terminal 3a, ..., information terminal 3n) and a server 7 that executes various processes in the tournament. That is, FIG. 1(a) shows an example in which multiple information terminals used by different players (including opponents) are each connected to the server 7 via a communication network 5. Each information terminal and the server 7 are connected via the communication network 5 so as to be able to communicate bidirectionally. Note that the matching system 1 may be a server-client type matching system. In the following explanation, for the sake of simplicity, an example in which one information terminal 3 (player's information terminal 3) is connected to the server 7 via the communication network 5 will be mainly explained.
[0014] First, the matching system 1 accepts participation in a competitive game tournament to be held at a real venue 9 from the player's information terminal 3 connected for two-way communication. Here, in the tournament, multiple match start times are set, dividing the tournament period into multiple sections, and an upper limit is set on the number of participants who can participate at each match start time. The matching system 1 sets one match start time selected from the multiple match start times for the player whose participation has been accepted, and notifies the information terminal 3 of the player of the set match start time.
[0015] Then, on the tournament day, the player goes to the venue 9 where the tournament is held. When the match start time set for that player arrives, the matching system 1 enables matching with an opponent on the information terminal 3 of that player. That is, the matching system 1 displays an icon that accepts instructions (matching instructions) from the player on the information terminal 3, and enables a matching instruction from the player to be accepted via the information terminal 3 in response to that icon (on the other hand, it does not accept such an instruction before the match start time arrives). When the matching system 1 accepts a matching instruction from the player to that icon after the match start time set for that player, it matches the player with an opponent from among one or more other players.
[0016] Here, the matching system 1 matches a player's opponent from among other players who have a match start time set earlier than the player's match start time, other players who have the same match start time as the player, and other players who have a match start time set later than the player's match start time and whose matching instruction was issued by the player at or after the later match start time. However, the matching system 1 excludes other players who have met a predetermined end condition set in the tournament at the time the player issues the matching instruction and other players who have already played against the player. In matching, the matching system 1 prioritizes matching players whose timing of the player's match instruction and the timing of the other player's match instruction are close, and / or players whose match records are similar.
[0017] The predetermined termination condition is a condition for ending matches between players who participated in the tournament and applies to all players who participated in the tournament. The termination condition may be, for example, termination based on information about a player's match history, termination based on a predetermined operation initiated by a player's voluntary will, and / or termination based on the satisfaction of a predetermined time condition. Specifically, the termination condition may be termination based on a predetermined number of matches being played, termination based on a predetermined number of wins, termination based on a predetermined number of losses, and / or termination based on a player's voluntary withdrawal from the tournament (dropping out), termination based on the tournament venue closing time, termination based on a predetermined amount of time having elapsed since the player first arrived at the tournament venue (i.e., the time of entry) (i.e., the amount of time spent at the venue), etc.
[0018] If a match is made, the matching system 1 selects a real-world battle location 900 in the real venue 9 between the player and the other player (opponent) with whom the match is made, and notifies the information terminal 3 and the information terminal of the opponent of information about the selected battle location 900. The player refers to the information about the battle location 900 notified to the information terminal 3, and goes to the battle location 900 as shown in FIG. 1(b) to play a battle with the opponent. The opponent also refers to the information about the battle location 900 notified to their own information terminal, and goes to the battle location 900 to play a battle with the player. The battle between the player and the opponent can start, for example, using the following starting method. a) A method in which the player and the opponent actually meet at the battle location 900 and start the battle through verbal communication. b) A method in which communication is carried out between the user's information terminal 3 and the opponent's information terminal, the information terminal 3 and the opponent's information terminal are linked, and the matching system 1 grasps the status of this linking and grasps the start of the match between the two parties. Note that this linking can be achieved, for example, by connecting the information terminals of each other via short-range wireless communication, or by displaying a predetermined two-dimensional code on the information terminal 3 and / or the opponent's information terminal and reading the other party's two-dimensional code, thereby linking the information terminal 3 and the opponent's information terminal. c) A method in which a predetermined two-dimensional code is placed in advance at the battle location 900, and the battle begins when the user's information terminal 3 and the opponent's information terminal each read the predetermined two-dimensional code.
[0019] Next, after the match between the player and the opponent is over, the winner of the match (here, let us assume that the player who owns the information terminal 3 wins) registers the match result in the server 7 via the information terminal 3. The matching system 1 displays the match result on the player's information terminal 3 and the opponent's information terminal. The matching system 1 then determines whether or not a predetermined termination condition is met based on the player's match result. If the matching system 1 determines that the predetermined termination condition is not met, it causes the player's information terminal 3 to again display an icon that accepts a matching instruction from the player, and makes it possible to accept a matching instruction from the player via the information terminal 3 in response to the icon.
[0020] When the matching system 1 receives a matching instruction from the player for the icon, it matches the player with an opponent from among one or more other players, as described above. When the icon reappears on the information terminal 3, the player may immediately issue a matching instruction for the icon, or may take a break without issuing a matching instruction for the icon. A player who has taken a break can return to the match by issuing a matching instruction for the icon. After the match is established, the process is the same as described above. The matching system 1 may also set an upper limit on the amount of time a player can participate in the tournament. For example, the matching system 1 may set the total amount of time a player can participate in the tournament to be equal to or less than the duration of the tournament. As an example, if the tournament duration is eight hours, the total amount of time a player can participate in the tournament may be set to four hours, for example. The matching system 1 may then calculate the remaining time by subtracting the time from the time available for participation (i.e., the time from when the system became available to accept a matching instruction from a player to the time when the system actually accepted the matching instruction from the player) and the time the player spent competing against other players), and output the remaining time to the information terminal 3 of the player. This allows the player to understand that the time available for participation will be shortened due to a break, etc. Furthermore, the matching system 1 may be able to accept an instruction to end tournament participation from a player at any time. In this case, the matching system 1 may output information regarding the rewards that the player can earn at the time the instruction to end the tournament is accepted from the player via the information terminal 3 to the player's information terminal.
[0021] On the other hand, if the matching system 1 determines that the predetermined termination condition has been met, it determines whether the condition (reward acquisition condition) under which the player can acquire a predetermined reward has been met. If the matching system 1 determines that the player has satisfied the reward acquisition condition, it supplies information on the player's ability to acquire the predetermined reward (e.g., information such as an electronic voucher that can be exchanged for the predetermined reward) to the player's information terminal 3. The player can obtain the predetermined reward by presenting the information provided to the information terminal 3 to, for example, a tournament organizer. The predetermined reward may be a tangible reward (e.g., a badge, sticker, trading card, etc.). Furthermore, it is preferable to design the layout of the tournament venue so that, for example, after a player has acquired the predetermined reward, the player cannot re-enter the tournament venue. By using such a layout, the number of players competing within the tournament venue can be controlled. For example, one such layout may separate the entrance and exit of the tournament venue, with an area for handing out the predetermined reward to players located immediately before the exit.
[0022] The matching system 1 according to this embodiment sets one match start time selected from multiple match start times for each player. Therefore, a player can participate in the tournament from the match start time set for that player onward. The matching system 1 then enables a player to be matched with an opponent from the match start time set for that player onward. The matching system 1 also sets predetermined termination conditions, and terminates the tournament participation of players who meet the termination conditions in order, excluding players who have terminated participation from the matching list. Note that the matching system 1 may also accept a player's arrival (entry) time at the tournament venue in advance. In this case, the matching system 1 may set the match start time so that the time at which that player can enter is after the match start time.
[0023] Therefore, in a conventional tournament held at a real venue 9, the capacity of the venue 9 was the upper limit on the number of players who could participate (for example, in a conventional Swiss-draw tournament, all participating players must participate in the first round, and the upper limit on the number of participating players is limited by the capacity of the venue 9). However, according to the matching system 1 of this embodiment, the start times of each player's match are staggered, and players who meet certain end conditions are sequentially removed from matching targets, so it is possible to spread out the peak in the number of players participating in the tournament. This makes it possible for the matching system 1 to operate a tournament that is not dependent on the capacity of the venue 9. In other words, according to the matching system 1, the number of people staying in the venue 9 can be kept below the capacity of the venue 9, so the total number of participants in the tournament during the tournament period can be made greater than the capacity.
[0024] Furthermore, in the matching system 1, a player can acquire a predetermined reward by satisfying a predetermined end condition and a predetermined reward acquisition condition. In addition, in the matching system 1, the player can start matching at any timing after the match start time set for the player. Therefore, while in the past, a match in the next round could not be started until all matches in one round had ended, the matching system 1 allows players to end matches early in order to acquire a predetermined reward, and therefore can immediately execute a matching instruction each time their own match ends, without waiting for the matches of all other players participating in that round to end.
[0025] The information terminal may be a portable information terminal such as a mobile phone, smartphone, laptop computer, tablet PC, and / or portable game console. If multiple information terminals are present, the types of the information terminals may be different. The matching system 1 according to this embodiment will be described in detail below. However, it should be noted that the names and numerical values in the above and following descriptions are merely examples, that the present invention is not limited to these proper names and numerical values, and that these proper names and numerical values do not necessarily relate to real proper names or numerical values.
[0026] <Details of Matching System 1> Fig. 2 shows an example of the functional configuration of the matching system according to this embodiment, and Fig. 3 shows an example of the data configuration of each storage section of a storage unit included in the matching system according to this embodiment.
[0027] [Overview of Matching System 1] The matching system 1 according to this embodiment includes an output unit 100 that outputs images such as a match start time and an icon for receiving a command to start matching, an output control unit 102 that controls the output of the output unit 100, an input unit 104 that receives commands from players, a participation acceptance unit 110 that accepts players' participation in the tournament, a match start time setting unit 112 that sets the match start time for players, a matching unit 114 that executes a process for matching players with opponents, a notification unit 116 that notifies the information terminals of the players and opponents of the match location, a win / loss acceptance unit 118 that accepts the results of the match game, a determination unit 120 that determines the end conditions of the tournament, a reward unit 122 that controls the granting of rewards to players, a control unit 124 that controls various functions, operations, etc. of the matching system 1, and a storage unit 126 that stores various information used in the matching system 1. The storage unit 126 also includes a player information storage unit 128 that stores information about players and a tournament information storage unit 130 that stores information about the tournament.
[0028] The matching system 1 may not only have the above-mentioned multiple components in the same physical device or location, but also may have some of the multiple components located in physically separate locations. In this case, the components may be connected via a communication network such as the Internet. For example, the matching system 1 may have some of the functions of the components performed by an external server. The matching system 1 may also be configured as one or more servers. In this case, the matching system 1 is configured by combining an information terminal, components of one server, and components of another server. In addition, in this embodiment, a collection of certain components can be considered as a single "information processing device," and the matching system 1 may be formed as a collection of multiple information processing devices. The allocation of multiple functions required to realize the matching system 1 according to this embodiment to one or more hardware devices can be determined appropriately in consideration of the processing capabilities of each hardware device and / or the specifications required for the matching system 1. Furthermore, the various information stored in the storage unit 126 may be updated based on instructions or information from players received via the input unit 104, or may be updated as needed by obtaining certain information from a predetermined server external to the matching system 1.
[0029] [Details of Matching System 1 Configuration] In the following, an example will be described in which various pieces of information provided by the matching system 1 are executed mainly by a player using an information terminal 3 (for example, a smartphone, etc.). The information terminal 3 is configured to have at least an output unit 100 as a display unit, and an input unit 104. Note that the player's information terminal 3 and the opponent's information terminal have substantially the same configuration and / or function, and it is the same whether "player" is replaced with "opponent" or "opponent" is replaced with "player" (in other words, it is the same whether the information terminal 3 is replaced with the opponent's information terminal in the following description), so in the following description, the functions, output, etc. of the information terminal 3 used by the player will be mainly mentioned and described, and a detailed description of the functions, output, etc. of the opponent's information terminal will be omitted.
[0030] (control unit 124) The control unit 124 controls various processes such as the matching process in the tournament based on the information about the tournament and the information about the players, etc. The various processes may include, for example, the following processes. Processing of players' participation in tournaments Processing of players' attendance (entry) at the tournament venue -Processing for matching opponents -Process of searching and determining the location for a match between the player and opponent Processing related to the start and end of a match between a player and an opponent Processing related to obtaining match results - Various processes related to the tournament's end conditions and players' voluntary end of the tournament (for example, processes for setting end conditions, etc.) · Processing of rewards after the tournament ends Processing of time-related information such as the player's arrival time at the tournament venue, departure time, match duration, and time spent at the venue
[0031] The control unit 124 may also be capable of executing a process for matching a player with an opponent and a process for obtaining a predetermined reward for a player, based on various information received from the information terminal 3 and the information terminals of other players (opponents). Furthermore, the control unit 124 can also control the operation of each component included in the matching system 1.
[0032] The control unit 124 then executes various processes in response to the player's operation input received via the input unit 104. For example, the control unit 124 executes various processes such as processing related to the player's participation in the tournament, storing information about the player himself in the storage unit 126, storing information about the player's match results in the storage unit 126, processing information related to the awarding of rewards to the player, and instructing the output control unit 102 to output predetermined information to the output unit 100. As one example, the control unit 124 accepts an entry from a player who has visited the tournament venue via the input unit 104, and enables the player to participate in the tournament.
[0033] (Storage Unit 126) The storage unit 126 stores various information supplied from other components of the matching system 1 and various information related to the matching system 1. Each storage section of the storage unit 126 supplies predetermined information to a predetermined component in response to a request from the other component of the matching system 1.
[0034] (Storage unit 126: Player information storage section 128) The player information storage unit 128 stores player information, participation information related to participation in the tournament, match result information related to the results of matches in the tournament, and the like, in association with a player ID that identifies the player.
[0035] Player information may include, for example, information that identifies the player (e.g., information such as the player's name, gender, and / or date of birth), information about the social networking service (SNS) used by the player (e.g., SNS account information), the player's email address, the player's phone number, a player name set by the player, and / or login information for tournament servers, etc. (e.g., login ID, password, etc.).
[0036] Participation information may include information about the competitive game tournament in which the player has applied to participate (e.g., tournament name, organizer, venue, date and time, etc.), information about the match start time set for the player in the tournament, and / or information about tournaments the player has previously participated in (e.g., various information about tournaments the player has previously participated in, and / or match results in the tournament).
[0037] The match result information is information indicating the match results of a player in a tournament of a competitive game in which the player is participating. The match result information may be updated in real time. The match result information may be, for example, information regarding the match results (including win / loss information) of the player in each of one or more rounds (for example, the time when matching was established, information regarding the opponent, information regarding the match location including information specifying the match location, the score in the match, the win / loss of the match, the time when the match result was received from the player's information terminal 3, etc.).
[0038] (Storage unit 126: Tournament information storage section 130) The tournament information storage unit 130 stores tournament information about the tournament in association with a tournament ID that identifies the tournament held at the real venue 9. The tournament information may include, for example, information about the tournament organizer, the tournament period (including the tournament date), the tournament venue, tournament information, how to participate in the tournament, the capacity of the tournament venue, one or more match start times, the maximum number of players who can participate at one match start time, tournament end conditions, rewards provided in the tournament, and / or reward acquisition conditions (reward acquisition conditions), etc.
[0039] (output unit 100, output control unit 102) The output unit 100 is controlled by the output control unit 102 and outputs various information to the player, such as information about participating in the tournament, whether or not participation in the tournament is possible, an icon for accepting execution of a matching process, and / or the location of the match with the opponent. The output unit 100 outputs various processing results and information stored in the storage unit 126 in a manner that can be perceived by the player. Specifically, the output control unit 102 causes the output unit 100 to output various processing results in each component and information stored in the storage unit 126 as data in a predetermined format, still images, moving images, and / or text, audio, etc. The output unit 100 may output information received from an external server. The output unit 100 may be a display unit or the like included in the information terminal 3. The output unit 100 may be configured to include elements such as a display unit, an audio output unit that outputs audio, a vibration unit that emits vibrations, and / or a light-emitting unit that emits light.
[0040] (input unit 104, input surface 106, input control unit 108) The input unit 104 accepts inputs such as predetermined instructions and operations from the player. The input unit 104 supplies the instructions to predetermined components of the matching system 1. Each component that accepts the instructions performs its respective predetermined function. For example, the input unit 104 is a touch panel, a tablet, a mouse, a motion sensor, etc. In this embodiment, an example will be described in which the input unit 104 is a touch panel provided in the information terminal 3. Note that the touch panel may be capable of detecting multi-touch. Specifically, the touch panel serving as the input unit 104 has an input surface 106 onto which operations and the like are input from the player, and an input control unit 108 that acquires information related to the operations input to the input surface 106. The touch panel is disposed overlaid on the display unit, which is the output unit 100, and the surface of the touch panel corresponds to the input surface 106.
[0041] For example, the output unit 100 is provided with an area for receiving predetermined instructions, and the input surface 106 detects the predetermined instruction at a position designated by a player's operation (e.g., touch operation, tap operation, swipe operation, drag operation, flick operation, etc.) on the area of the input surface 106. The input surface 106 supplies the detected information, i.e., information indicating the predetermined instruction at the detected position, to the input control unit 108. The input control unit 108 acquires the information indicating the predetermined instruction from the input surface 106 and supplies the information to predetermined components of the matching system 1.
[0042] (Participation reception section 110) The participation accepting unit 110 accepts a player's participation in a competitive game tournament. Specifically, in response to a request from the information terminal 3, the control unit 124 causes the output unit 100 of the information terminal 3 to output information about the tournament and information about participation in the tournament based on the information stored in the tournament information storage unit 130. The participation accepting unit 110 then accepts the player's participation in the tournament using various information (e.g., the participation request, the player's personal information, etc.) related to the player's request to participate in the tournament, which is accepted via the input unit 104. The participation accepting unit 110 supplies information indicating that the participation has been accepted to the match start time setting unit 112. The participation accepting unit 110 also associates the information indicating that the participation has been accepted with the player ID and stores it in the player information storage unit 128 as part of the participation information.
[0043] (Match start time setting unit 112) The match start time setting unit 112 sets a single match start time, determined from multiple match start times set for the tournament, for a player whose participation has been accepted by the participation accepting unit 110, i.e., a player participating in the tournament. The match start time setting unit 112 divides the multiple players participating in the tournament into multiple player groups, and sets a single match start time, determined from multiple match start times, for each player group. The match start time setting unit 112 sets a different match start time for each of the multiple player groups. The match start time setting unit 112 may set a single match start time by lottery. Here, the tournament period of one tournament (typically, one day) is divided into multiple time slots, and the start time of one time slot becomes one match start time. Therefore, the match start times are set in the following order: first match start time, second match start time, ..., nth match start time (where n is a positive integer). If the number of participants who apply to participate in a tournament within a certain period of time is greater than a predetermined number, the match start time setting unit 112 determines the participants by lottery and sets the match start time for the determined participants.
[0044] An upper limit on the number of players who can participate at a given match start time is set for that match start time. This upper limit is equal to or less than the capacity of the real venue 9. In other words, the venue 9 has a physical upper limit (capacity) on the number of players who can compete at one time. The upper limit on the number of players who can participate at each of multiple match start times may be the same or different for each match start time. The upper limit on the number of players who can participate at each match start time may be set from the perspective of appropriately dispersing the peak number of players participating in the tournament throughout the tournament period (i.e., preventing the number of players from concentrating at a specific time period) and maintaining an appropriate level of congestion within the venue 9. For example, the upper limit on the number of players who can participate at each of multiple match start times may be set to be equal to or less than the number of match seats prepared at the tournament venue. Note that the matching system 1 may allow players to temporarily wait for the next match. In this case, the capacity of the tournament venue does not need to be the same as the number of match seats. For example, a tournament venue may be provided with match seats where matches are played (i.e., seats at the match location) and seats where players can rest (other seats and spaces). Therefore, the capacity of the tournament venue is the sum of the match seats and the other seats and spaces (as an example, even if the overall capacity of the tournament venue can accommodate approximately 3,000 people, there may be 2,500 match seats, and the remaining seats and spaces may be seats or spaces where players can rest). Therefore, the matching system 1 may set an upper limit on the number of players who can participate at each match start time based on the number of match seats in the tournament venue.
[0045] The match start time setting unit 112 notifies the player of the match start time set for the player by supplying it to the player's information terminal 3 via the communication network 5. The match start time setting unit 112 also stores the set match start time in association with the player ID of the player as part of the participation information in the player information storage unit 128. The player can perceive the match start time set by the match start time setting unit 112 at any timing via the output unit 100 of the information terminal 3.
[0046] (Matching section 114) The matching unit 114 receives a matching instruction from a player after a match start time set for the player, and matches an opponent from among one or more other players. That is, the matching unit 114 receives a matching instruction from a player after a match start time, and matches an opponent from among the one or more other players who have been set with a match start time and a match start time different from the one match start time, based on the match results at the time of the matching instruction. Specifically, the matching unit 114 receives a matching instruction from a player included in the nth player group after a match start time, and matches an opponent from among other players included in the nth player group and players included in the n+1th player group whose match start times are set to arrive after the one match start time, based on the match results of the player in the tournament at the time the matching instruction was received (where n is an integer greater than or equal to 1). Therefore, for example, even if a player finishes a match early in a round, as long as there are other players who have finished their matches and can be matched, and the match results can be referenced, the player can be matched without waiting for the completion of the matches of all players participating in that round.
[0047] The matching unit 114 matches the player with one of the following other players. However, if there is another player who has already played against the player at the time of matching, the matching unit 114 excludes that other player. In addition, other players who have already satisfied a predetermined end condition are also excluded. a) Other players whose match start time is set before the player's match start time If the match start time set for a player is the second or later match start time (i.e., the second match start time or later) among multiple match start times set for the tournament, other players whose match start times are set before the match start time set for the player will be included in the matching candidates. b) Other players who have the same match start time as the player. Other players who have the same match start time as the match start time set for the player are included in the matching candidates. c) Other players who have a match start time set after the player's match start time and whose matching instruction was issued after that later match start time Even if another player has a match start time set later than the match start time set by the player, if the time the player actually issues a matching instruction is after the later match start time, the other player with the later match start time will also be included in the matching candidates. Therefore, if the time the player issues a matching instruction is before the later match start time, the other player with the later match start time will be excluded from the matching candidates.
[0048] Furthermore, the matching unit 114 may match a player with an opponent from a group (university) that includes players whose entries were accepted after the match start time set for the player, but excludes players who have satisfied the end condition. For example, suppose a match start time is set for a player. Then, suppose the player enters at the tournament venue after the match start time. In this case, the matching unit 114 may match a player with an opponent from a group that includes the player and a group of multiple players that excludes players who have already satisfied the end condition at a match start time prior to the match start time and players who have already satisfied the end condition after the match start time.
[0049] For example, the control unit 124 causes the output unit 100 of the player's information terminal 3 to output an icon (matching icon) that accepts an instruction to perform opponent matching. The control unit 124 disables acceptance of instructions to the matching icon before a match start time set for the player, and enables acceptance of instructions to the matching icon after the match start time. Then, the matching unit 114 executes matching processing based on the player's instruction (matching instruction) to the matching icon received via the input unit 104.
[0050] Furthermore, the matching unit 114 preferentially matches players whose timing of a matching instruction from the player (i.e., the time of the matching instruction received via the input unit 104) is closer to that of another player (i.e., the time of the matching instruction received via the input unit of the information terminal of the other player). That is, the matching unit 114 preferentially matches, as an opponent for the player, another player who issued a matching instruction at an opponent time that is closest to the player time, which is the time at which the matching instruction from the player was received, among a plurality of opponent times, which are the times at which the matching instructions were received from each of one or more other players.
[0051] Furthermore, the matching unit 114 may match players based on the player's match results in a tournament currently being held and the match results of one or more other players in a tournament currently being held. That is, when the matching unit 114 receives a matching instruction from the player and a matching instruction from another player, it refers to the match result information stored in the player information storage unit 128 and preferentially matches players with similar match results (for example, when the win rates are the same or both win rates are within a predetermined range, or when the number of wins is the same or differs by a predetermined number). Note that matching based on match results is essential in the Swiss draw format. The matching unit 114 supplies information indicating the result of the matching process to the notification unit 116.
[0052] The matching unit 114 may perform matching by combining matching based on the timing of a matching instruction and matching based on the match results. For example, the matching unit 114 may perform matching based on the timing of a matching instruction and then perform matching based on the match results, or may perform matching based on the match results and then perform matching based on the timing of a matching instruction.
[0053] The control unit 124 may refer to the location information of the player's information terminal 3 (for example, location information obtained using the GPS of the information terminal 3), and when the information terminal 3 is located inside the venue 9 or within a predetermined range from the venue 9, may enable acceptance of an instruction from the player to the icon that accepts a matching instruction. On the other hand, the control unit 124 may refer to the location information of the player's information terminal 3, and when the information terminal 3 is located outside a predetermined range from the venue 9, may disable acceptance of an instruction from the player to the icon that accepts a matching instruction (in this case, the control unit 124 may determine that the player has dropped, on the premise that the player has been notified in advance).
[0054] (Notification Department 116) After the matching unit 114 has established a match, the notification unit 116 notifies the player of information about the battle location within the real venue 9 where the player will play the battle game with the opponent, i.e., the real-world battle location. The notification unit 116 notifies both the player's information terminal 3 and the opponent's information terminal of the battle location. Specifically, the control unit 124 searches for available battle locations within the tournament venue and determines the battle location to be notified by the notification unit 116 from among the available battle locations. For example, for the first battle of the tournament, the control unit 124 notifies a predetermined battle location to one player and one opponent, and when the battle between the one player and the one opponent ends (when win / loss information is received from the win / loss receiving unit 118, described below), a vacancy flag indicating that the battle location between the one player and the one opponent whose battle has ended has become vacant is associated with the battle location. The control unit 124 performs similar processing for battle locations between other players and other opponents. Then, each time the control unit 124 receives information indicating that matching has been established from the matching unit 114, the control unit 124 determines a battle location to be notified by the notification unit 116 from among the battle locations associated with vacant flags, and the notification unit 116 notifies the player and his / her opponent of information regarding the determined battle location. Then, the player and opponent can each refer to the battle location output to the output unit 100 of their own information terminal, go to the battle location, and play a battle game. Note that, for example, if multiple seats are provided in the venue 9, the battle location may be information specifying a seat (e.g., a seat number). Therefore, neither the player nor the opponent needs to search for an opponent, and can start a battle simply by going to the battle location.
[0055] Note that if the physical limit (maximum number of players) on the number of players who can compete at one time in the venue 9 is exceeded, the matching unit 114 may output information indicating that matching is in progress (matching in progress information) or information indicating that the players are waiting until matching is complete (waiting information) to the information terminal of the player who issued the matching instruction. Specifically, if the matching unit 114 determines that there are no available match locations even after matching based on the maximum number of players and the number of players currently competing, after executing the matching process, it outputs matching in progress information and / or waiting information to the information terminals of the matched players and their opponents (hereinafter referred to as "matching pairs" in the description of this paragraph) until a match location becomes available. For example, the matching in progress information may be text information such as "Matching in progress," and the waiting information may be text information such as "A match seat has been reserved, so please wait for a while." The matching unit 114 may set multiple match pairs for matching even if there are no available match locations. In other words, the matching unit 114 generates a virtual waiting line and arranges the matched match pairs in matching order. When a battle location becomes available, the notification unit 116 notifies the information terminals of the players of the battle pair and their opponents of information for guiding the battle pair in the waiting queue to the available battle location in the order of matching.
[0056] (Win / Loss Reception Section 118) The win / loss receiving unit 118 receives win / loss information regarding the outcome of a competitive game between a player and an opponent at the competition location notified by the notification unit 116. Specifically, the player and the opponent play a competitive game at the competition location, and the outcome is decided in accordance with predetermined rules. Here, for example, it is assumed that the player is the winner. In this case, the player supplies win / loss information, which is the result of the competitive game, to the win / loss receiving unit 118 of the matching system 1 via the input unit 104 of the information terminal 3. The win / loss receiving unit 118 receives the win / loss information and stores the win / loss information in the player information storage unit 128 as part of the competition result information. The win / loss information includes information indicating that the player has won (for example, in addition to the information indicating that the player has won, information regarding details of the competition, such as the scores of the player and the opponent) in association with the player ID of the player and the player ID of the opponent. The win / loss receiving unit 118 stores the win / loss information in both the player's player information storage unit 128 and the opponent's player information storage unit 128. The win / loss receiving unit 118 supplies the determining unit 120 with information indicating that the win / loss information has been received.
[0057] (Judgment unit 120) After the win / loss receiving unit 118 receives the win / loss information, the determining unit 120 determines whether the player's tournament has ended based on a predetermined ending condition for the tournament. If the determining unit 120 determines that the tournament has ended, it notifies the player's information terminal 3 that the tournament has ended. The determining unit 120 supplies the determination result to the matching unit 114 and the reward unit 122. Examples of ending conditions include the following conditions:
[0058] a) The condition for the tournament to end when a predetermined number of matches have been played For example, in a Swiss draw format, the number of rounds increases as the number of participants increases. However, in this embodiment, regardless of the number of participants, a limit may be set on the number of matches a player can play, and the tournament for that player may end when that number of matches has been reached. b) The tournament ends when a predetermined number of victories have been achieved in the matches. For example, in a tournament where a maximum of seven matches can be played, if a player wins four matches, the condition for ending the tournament may be met. c) The condition that the tournament will end when a player has suffered a predetermined number of losses in matches. For example, in a tournament where a maximum of seven matches can be played, if a player suffers four losses, the tournament may be automatically ended. d) Conditions for the tournament to end when a player drops out of the tournament For example, when a drop instruction is received from a player via the input unit 104 at any timing, the tournament for that player may be ended.
[0059] Note that the matching unit 114 can accept a matching instruction from the player if the determination unit 120 determines that the tournament for the player has not ended and notifies the information terminal 3 that the tournament has ended. In other words, after a match between a player and an opponent, if the player has not yet satisfied the conditions for ending the tournament, the matching unit 114 determines that the player is able to further compete against another opponent and can accept a matching instruction from the player.
[0060] (Remuneration Department 122) When the determination unit 120 determines that the player's tournament has ended, the reward unit 122 determines whether the player has satisfied the acquisition conditions for acquiring a predetermined reward. If the reward unit 122 determines that the player has satisfied the acquisition conditions, it grants the player acquisition information that enables the player to acquire the predetermined reward. The reward unit 122 supplies the acquisition information to the player's information terminal 3. The player can refer to the acquisition information output to the output unit 100 of the information terminal 3. The acquisition information may be, for example, image information such as a voucher that can be exchanged for a real reward (e.g., a tangible reward such as a trading card, sticker, medal, or other item) by presenting the acquisition information output to the output unit 100 to a tournament organizer, a retailer, or the like. After presenting the acquisition information output on the player's information terminal to the tournament organizer, the player can receive the real reward and then leave the tournament venue and head home. After the player receives the reward, the reward unit 122 can acquire information indicating that the reward has been received (for example, by having the information terminal read a predetermined instruction received via the input unit 104 or a two-dimensional code attached to the reward, etc.), and output to the information terminal a message indicating that the acquired information has been used.
[0061] It is possible to set multiple acquisition conditions. Different rewards may be given to the player for each of the multiple acquisition conditions. For example, the acquisition conditions include the following conditions:
[0062] a) The first acquisition condition is that you have played a certain number of matches. For example, regardless of whether the match is won or lost, if the player has played a predetermined number of matches, the player can obtain a first reward. b) The second acquisition condition that allows a player to acquire a predetermined reward for each battle. For example, a player may be able to obtain a second reward for each match he or she plays, regardless of whether the match is a win or a loss. Note that if the player actually obtains the second reward, the second reward may be paid for. c) The third condition, which requires a certain number of wins. For example, if a player wins a predetermined number of times, the player may be able to obtain a third reward, which may have at least higher added value than the first reward. d) The fourth condition is to win all tournaments. For example, if a player wins all matches in a tournament, the player may be able to obtain both the third reward and the fourth reward. The fourth reward may be the same as the third reward, or may be a reward with higher added value than the third reward.
[0063] [Matching System 1 Processing Flow] FIG. 4 shows an example of the flow of processing in the matching system according to this embodiment.
[0064] First, the participation acceptance unit 110 accepts participation from a player via the information terminal 3 in a tournament to be held at the real venue 9 (step 10; hereinafter, step will be abbreviated as "S"). The participation acceptance unit 110 provides information indicating that the player's participation has been accepted to the match start time setting unit 112. The match start time setting unit 112 receives the information and sets a match start time for the player (S12). Here, the tournament period is divided into multiple time slots, and the start time of each time slot is set as the match start time. Each time slot is then set as a predetermined group, and a match start time is set for each group. Furthermore, the number of participants that can participate is set for each group. The upper limit of the number of participants is the capacity of the venue 9 (for example, 3,000 people here). As an example, the time slots during which matches in a tournament are held can be divided into groups as shown in Table 1 below. Note that each group below represents one group of players.
[0065] [Table 1]
[0066] The match start time setting unit 112 determines one match start time by lottery from a plurality of match start times, and sets the determined match start time as the match start time for the player. The match start time setting unit 112 supplies the match start time set for the player to the player's information terminal 3, and also stores it in the player information storage unit 128 in association with the player ID.
[0067] The player goes to the venue 9 on the day of the tournament. The matching unit 114 waits for the matching process until the match start time set for the player arrives, and the player also waits in a predetermined location or the like (No in S14). Then, when the match start time set for the player arrives (Yes in S14), the matching unit 114 becomes ready to accept a matching instruction from the player (S16).
[0068] In a modified example of the processing flow of the matching system 1, a player may be allowed to enter the venue 9 regardless of the match start time set for the player. In this case, the matching unit 114 may not wait for the matching process to begin until the match start time set for the player arrives. For example, the venue 9 may be provided with a predetermined entrance through which players enter, and a reception desk may be provided near the entrance to accept players' participation in the tournament. The information terminal 3 outputs the match start time provided by the match start time setting unit 112 to the output unit 100 in response to an instruction from the player. The receptionist then checks the match start time output to the output unit 100 and the current time to confirm whether the player is a participant in the tournament at the match start time (i.e., whether the player is a player included in the group associated with the match start time). If the receptionist confirms that the player is a participant in the tournament at the match start time, the player may be allowed to enter the venue 9. However, if the receptionist confirms that the player is not a participant in the tournament at the match start time, the player may not be allowed to enter the venue 9. In this case, the matching unit 114 may be able to accept a matching instruction from a player regardless of whether the match start time set for the player has arrived or not, that is, regardless of whether the match start time set for the player has arrived or not. However, the matching unit 114 may be able to accept only a matching instruction from a player who has entered the venue 9. For example, when the information terminal 3 receives a predetermined instruction from the reception staff (as an example, an instruction indicating that the player has entered the venue 9), the matching unit 114 may be able to accept a matching instruction from a player.
[0069] Then, if the matching unit 114 receives a matching instruction via the input unit 104 of the information terminal 3 after the match start time set for the player (Yes in S16; or, in a modified example, if the matching unit 114 receives a matching instruction via the input unit 104 of the information terminal 3 regardless of whether the match start time set for the player has arrived), the matching unit 114 executes the matching process (S20). Note that the player can input the matching instruction to the input unit 104 at any timing after the match start time (or, in a modified example, the player can input the matching instruction to the input unit 104 at any timing regardless of whether the match start time has arrived). On the other hand, if the matching unit 114 does not receive a matching instruction (No in S16) and the control unit 124 does not receive a drop instruction from the player via the input unit 104 (No in S18), the matching unit 114 puts the matching process on hold.
[0070] The control unit 124 may suspend player entries (attendance at the tournament) until the match start time set for the player, and allow entries after the match start time. In this case, the control unit 124 suspends entry for a player until the match start time set for the player, and accepts entry for the player after the match start time has arrived. The control unit 124 provides information about the player whose entry has been accepted to the matching unit 114. The matching unit 114 then enables acceptance of matching instructions for the player whose entry has been accepted as a target for matching (a matching population; that is, a group including the player for whom the match start time has been set and one or more other players).
[0071] If the matching unit 114 has established a match (Yes in S22), the notification unit 116 determines a battle location and notifies the determined battle location to the player's information terminal 3 and the opponent's information terminal (S24). On the other hand, if the matching unit 114 has not established a match (No in S22), the matching unit 114 may again wait for a matching instruction from the player. If the match is established, the player and the opponent each go to the battle location and conduct the battle (S26). At the start of the battle, the player and the opponent may verbally confirm that the other is their opponent. Alternatively, the player's information terminal 3 and the opponent's information terminal may communicate with each other, or at least one of the information terminal 3 and the opponent's information terminal may display a predetermined two-dimensional code, and the displayed two-dimensional code may be read by the other information terminal, thereby confirming that the other is their opponent. In this case, the control unit 124 may cause the user's information terminal 3 to output the name of the opponent and a message indicating that a match is in progress, and may cause the opponent's information terminal to output the player's name and a message indicating that a match is in progress. For example, the output content of the information terminal 3 may be "playing against B" (B is the opponent), and the output content of the opponent's information terminal may be "playing against A" (A is the player). The match continues until it ends (No in S28). When the match ends (Yes in S28), the win / loss receiving unit 118 receives win / loss information (S30). That is, the win / loss receiving unit 118 receives information on the match result, i.e., win / loss information, from the winner of the match (for example, the player is the winner and the opponent is the loser) via the input unit 104 of the information terminal 3. The win / loss receiving unit 118 supplies the determination unit 120 with a message indicating that the win / loss information has been received.
[0072] The determination unit 120 determines whether the player satisfies a predetermined end condition of the tournament (S32). If the determination unit 120 determines that the player has not satisfied the predetermined end condition (No in S32), the steps from S16 onwards are repeated. On the other hand, if the determination unit 120 determines that the player has satisfied the predetermined end condition (Yes in S32), or if the control unit 124 has received a drop instruction from the player via the input unit 104 (Yes in S18), the reward unit 122 determines whether the player is able to acquire a predetermined reward, that is, whether the acquisition condition for the predetermined reward has been satisfied (S34). If the reward unit 122 determines that the player has not satisfied the predetermined acquisition condition (No in S34), the processing ends without allowing the player to acquire the reward (this marks the end of the tournament for that player).
[0073] On the other hand, if the reward unit 122 determines that the player meets the predetermined acquisition condition (Yes in S34), the reward unit 122 grants the player acquisition information that enables the player to acquire the predetermined reward (S36). Specifically, the reward unit 122 supplies the acquisition information to the player's information terminal 3. The player can obtain the predetermined reward by presenting the acquisition information output by the output unit 100 of the information terminal 3 to the tournament organizer or the like. This ends the processing of the matching system 1.
[0074] [Matching Program] Each of the components of the matching system 1 according to this embodiment shown in FIGS. 1 to 4 can be realized by having a processor (processor) such as a central processing unit (CPU) execute a program (i.e., a matching program), that is, by software processing. Alternatively, the components can be realized by writing the program in advance to hardware such as an integrated circuit (IC), an electronic component. The processor is hardware for executing an instruction set written in a program, and is composed of an arithmetic unit, a register, peripheral circuits, etc. Alternatively, software and hardware can be used together.
[0075] That is, the matching program according to this embodiment is a matching program that causes a computer having a processor and a memory to execute a process for matching opponents in a competitive game tournament held at a real venue. The matching program according to this embodiment can be pre-installed in, for example, an IC, a ROM, or the like. The matching program can also be provided as a computer program by recording it in an installable or executable file format on a computer-readable recording medium, such as a magnetic recording medium, an optical recording medium, or a semiconductor recording medium. The recording medium storing the program may be a non-transitory recording medium, such as a CD-ROM or a DVD. Furthermore, the matching program can be pre-stored on a computer connected to a communication network, such as the Internet, and provided by downloading it via the communication network.
[0076] The matching program of this embodiment acts on a CPU or the like to cause the matching program to function as the output unit 100, output control unit 102, input unit 104, input screen 106, input control unit 108, participation acceptance unit 110, match start time setting unit 112, matching unit 114, notification unit 116, win / loss acceptance unit 118, judgment unit 120, reward unit 122, control unit 124, storage unit 126, player information storage unit 128, and tournament information storage unit 130 described in Figures 1 to 4.
[0077] [Effects of the embodiment] The matching system 1 according to this embodiment is a matching system for a competitive game tournament held at a real venue 9. When the participation of players wishing to participate in the tournament is accepted, a match start time is set for each player, and the set match start time is notified to each player's information terminal. The matching system 1 then allows players to be matched with opponents after the match start time set for each player, and the opponents are matched based on their match results and the like. Once an opponent is determined, the matching system 1 notifies the information terminals of the player and opponent of the match location within the real venue 9, and the player and opponent begin the match at that location. Next, when the matching system 1 accepts win / loss information indicating the results of the match, it determines for each player (i.e., for each player and their opponent) whether the player's tournament has ended based on a predetermined end condition. As a result, while in the past, in a competitive game tournament held at a real venue 9, the capacity of venue 9 was the upper limit on the number of players who could participate, according to matching system 1, a match start time is set for each player, and it is determined for each player whether or not a predetermined end condition is met, so that players enter venue 9 and players exit venue 9 at the same time, which disperses the peak number of people staying at venue 9 and allows the total number of players during the tournament to be increased regardless of the capacity of venue 9 (for example, in the case shown in Table 1, even if venue 9 has a capacity of 3,000 people, the total number of players during the tournament can exceed the capacity, for example, 5,000 people).
[0078] In the matching system 1, a player can provide a matching instruction to the matching system 1 at any timing after the match start time set for that player. This may result in a player taking a long break, eating, or the like, even after the match start time without providing a matching instruction. This may result in a case where the peak number of players entering the venue 9 is not appropriately distributed. Therefore, the matching system 1 provides acquisition information (e.g., a redemption code, etc.) to players who meet predetermined end conditions and predetermined acquisition conditions to exchange for a predetermined reward (e.g., a physical reward, i.e., a tangible reward). This motivates players to end their matches early, knowing that they can receive a predetermined reward depending on the match results after the end of their tournament, thereby appropriately dispersing the peak number of players entering the venue 9.
[0079] Although the embodiments of the present invention have been described above, the above-described embodiments do not limit the scope of the invention as claimed. It should be noted that not all of the combinations of features described in the embodiments are necessarily essential to the means for solving the problems of the invention. Furthermore, the technical elements of the above-described embodiments may be applied independently, or may be divided into multiple parts, such as program components and hardware components, and then applied.
[0080] Additionally, the functions performed by the components described herein may be implemented in circuitry or processing circuitry, including general-purpose processors, special-purpose processors, integrated circuits, Application Specific Integrated Circuits (ASICs), a Central Processing Unit (CPU), conventional circuits, and / or combinations thereof, programmed to perform the described functions. A processor includes transistors and other circuits and is considered to be circuitry or processing circuitry. A processor may also be a programmed processor that executes a program stored in memory. In this specification, a circuit, unit, or means is hardware that is programmed to perform or executes the described functions. The hardware may be any hardware disclosed herein or any hardware known to be programmed to perform or execute the described functions. When the hardware is a processor, which is considered a type of circuitry, the circuit, means, or unit is a combination of hardware and software used to configure the hardware and / or processor.
[0081] The matching system according to this embodiment can also be referred to in the following appendix, which should not be confused with the claims.
[0082] (Additional note 1) A matching program for causing a computer having a processor and a memory to execute a process for matching opponents in a tournament of a competitive game held at a real venue, the program comprising: The matching program causes the processor to: accepting players' participation in the tournament; setting one match start time selected by lottery from a plurality of match start times for the player whose participation has been accepted; a step of accepting an instruction from the player after the start time of the one match and matching the opponent from one or more other players; receiving win / loss information regarding the outcome of the competitive game between the player and the matched opponent at the competitive location; a step of determining whether the tournament for the player has ended based on a predetermined ending condition of the tournament after receiving the win / loss information; A matching program that executes the above. [Explanation of symbols]
[0083] 1 Matching System 3, 3a, 3n information terminal 5. Communication Network 7 Server 9 Venues 100 Output section 102 Output control section 104 Input section 106 Input Surface 108 Input control section 110 Participation Reception 112 Match start time setting section 114 Matching Section 116 Notification Department 118 Win / Loss Reception 120 Judgment section 122 Compensation Department 124 Control Unit 126 Storage Unit 128 Player Information Storage Unit 130 Tournament Information Storage Unit 900 Battle Location
Claims
1. A matching program for causing a computer having a processor and a memory to execute a process for matching opponents in a tournament of a competitive game held at a real venue, the program comprising: The matching program causes the processor to: setting one match start time determined from a plurality of match start times for a first group of players among a plurality of players participating in the tournament; setting a predetermined end condition for the tournament; receiving a matching instruction from a player included in the first player group after the one match start time, and matching the opponent from among other players included in the first player group and players included in a second player group whose match start time is set to arrive after the one match start time, based on the match results of the player in the tournament at the time the matching instruction was received; after the matching is established, notifying the player of information regarding a real-world battle location where the player will play the battle game with the opponent; receiving win / loss information regarding the outcome of the competitive game between the player and the opponent; a step of determining whether the tournament for the player has ended based on the end condition after receiving the win / loss information, and notifying the player that the tournament has ended if it is determined that the tournament has ended; A matching program that executes the above.
2. 2. The matching program according to claim 1, wherein the step of matching allows the step of determining and notifying the player to accept the matching instruction from the player if the step of determining and notifying the player determines that the tournament for the player has not ended.
3. a step of providing acquisition information to the player that enables the player to acquire the predetermined reward, which is a tangible reward, when it is determined in the step of determining and notifying that the tournament for the player has ended and the player has satisfied an acquisition condition for acquiring the predetermined reward; 2. The matching program according to claim 1, further comprising:
4. 2. The matching program according to claim 1, wherein the matching step matches, as the opponent for the player, another player who issued a matching instruction at an opponent time that is closest to the player time that was the time that the matching instruction was received from the player, among a plurality of opponent times that are the times that the matching instruction was received from each of the one or more other players.
5. 2. The matching program according to claim 1, wherein the matching step performs the matching based on the player's match results in the competitive game and the match results of each of the one or more other players in the competitive game.
6. 2. The matching program according to claim 1, wherein the venue has a physical upper limit on the number of players who can compete at one time.
7. A matching system comprising means for executing all of the steps executed in the invention according to any one of claims 1 to 6.
8. 10. An information processing device comprising a control unit and a storage unit, wherein the control unit executes all of the steps executed in the invention according to any one of claims 1 to 6.
9. A server comprising a control unit and a storage unit, wherein the control unit executes all of the steps executed in the invention according to any one of claims 1 to 6.
10. 1. A computer-implemented matching method comprising a processor and a memory, the method comprising: A matching method in which the processor performs all of the steps performed in the invention according to any one of claims 1 to 6.
11. A matching program for causing a computer having a processor and a memory to execute a process for matching opponents in a tournament of a competitive game held at a real venue, the program comprising: The matching program causes the processor to: setting one match start time determined from a plurality of match start times for a first group of players among a plurality of players participating in the tournament; setting a predetermined end condition for the tournament; receiving a matching instruction from a player included in the first player group, and matching the opponent from among other players included in the first player group and players included in a second player group whose match start time is set to be after the first match start time, based on the match results of the player in the tournament at the time the matching instruction was received; after the matching is established, notifying the player of information regarding a real-world battle location where the player will play the battle game with the opponent; receiving win / loss information regarding the outcome of the competitive game between the player and the opponent; a step of determining whether the tournament for the player has ended based on the end condition after receiving the win / loss information, and notifying the player that the tournament has ended if it is determined that the tournament has ended; A matching program that executes the above.
Citation Information
Patent Citations
Game system, game terminal, server, program and information storage medium
JP2006254979A
Cited By
Battle management system, battle management method, and battle management program
JP7872471B1