Program, information processing device, and game system
The game system addresses unintentional disconnections by allowing reconnection based on game mode, reducing costs and maintaining fairness.
Patent Information
- Application Number
- JP2024038386
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-03-12
- Publication Date
- 2025-09-26
- Estimated Expiration
- 2044-03-12
AI Technical Summary
Existing competitive game systems penalize players for communication disconnections, which can occur unintentionally, leading to increased running costs and a hindered playing experience.
A game system that determines whether to reconnect a player based on the game mode, allowing reconnection in certain modes while maintaining fairness and reducing server load.
Reduces running costs and ensures a fair and enjoyable gaming experience by managing communication disconnections effectively.
Smart Images

Figure 2025139445000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a program, an information processing device, and a game system, and more particularly to an electronic game that matches opponents online. [Background technology]
[0002] There are competitive games in which players compete against each other online. Such competitive games are configured so that the communication terminals used by each player connect to a game server and share information such as operational inputs made at each communication terminal via the game server, thereby enabling the game to proceed. Therefore, if the communication connection between the communication terminal and the game server is cut off, the competitive game becomes unable to proceed. Some players take advantage of this characteristic of online competitive games by cutting off communication during a match, causing an abnormal termination and preventing the outcome of the match from being determined. Patent Document 1 discloses a technology that counts the number of abnormal terminations and penalizes players who are suspected of intentionally causing abnormal terminations. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2022-092455 Summary of the Invention [Problem to be solved by the invention]
[0004] However, communication disconnections do not necessarily occur intentionally by players. For example, communication disconnections can occur due to events not caused by players, such as a failure in the network used by the player's communication terminal or a malfunction in an application. Therefore, a system that penalizes players based on the frequency of abnormal terminations, as in Patent Document 1, may hinder a desirable playing experience in a competitive game.
[0005] In contrast, there are also competitive games that are configured to allow players to return after a communication disconnection occurs. Such a return-enabling configuration can be realized by, for example, a game server sequentially storing information on the operation history and progress of the competitive game, and upon receiving a return request from the communication terminal used by the player, identifying and sharing information indicating the progress and other information associated with the player, and reconnecting the player to the corresponding session.
[0006] However, if all competitive games are configured to allow players to return when a communication disconnection occurs, there is a risk that the scale of the game server will become excessive, resulting in increased running costs.
[0007] The present invention aims to provide a program, an information processing device, and a game system that reduce running costs while ensuring the entertainment value of a competitive game. [Means for solving the problem]
[0008] One aspect of the present invention is a program that causes a computer that provides a service related to a competitive game in which a player participates to execute the following: a login process that places the player in a service login state in response to receiving a service login request from a communication terminal used by the player; a determination process that determines a communication session for sending and receiving progress information related to the progress of the competitive game in which the player participates in response to receiving a request to start a competitive game related to a player in the service login state; a connection process that connects the communication terminal used by the player related to the start request to the communication session determined by the determination process; and a detection process that detects the communication connection state of the communication terminal in the communication session, wherein the competitive game includes a plurality of game modes, and the connection process controls whether or not to connect the first communication terminal used by the first player to the first communication session in response to the game mode of the competitive game related to the first communication session when a communication disconnection of the communication terminal of a first player is detected in a first communication session without the competitive game being completed and the first player again enters a service login state. [Effects of the Invention]
[0009] According to the present invention, it is possible to reduce running costs while ensuring the entertainment value of a competitive game. [Brief explanation of the drawings]
[0010] [Figure 1] FIG. 1 is a diagram illustrating the configuration of a game system according to an embodiment and a modification of the present invention. [Figure 2] FIG. 1 is a block diagram illustrating a hardware configuration of a player terminal 100 according to an embodiment and a modification of the present invention. [Figure 3] FIG. 1 is a block diagram illustrating a hardware configuration of a server 200 according to an embodiment and a modification of the present invention. [Figure 4] FIG. 4 is a diagram illustrating an example of a query screen 400 for inquiring about returning to an interrupted session according to an embodiment and a modification of the present invention. [Figure 5] 10 is a flowchart illustrating a restoration process executed by the server 200 according to the first embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION
[0011] [Embodiment 1] Hereinafter, the embodiments will be described in detail with reference to the accompanying drawings. Note that the following embodiments do not limit the scope of the invention as claimed, and not all combinations of features described in the embodiments are necessarily essential to the invention. Two or more of the features described in the embodiments may be combined in any desired manner. Furthermore, the same reference numerals are used to designate identical or similar components, and redundant descriptions will be omitted.
[0012] In the embodiment described below, the present invention is applied to a game system in which a server connected to player terminals (communication terminals or game devices) used by each player matches two players connected at the same time and provides a service (battle service) to realize a battle game in which both players participate. However, the present invention can be applied to a system realized by any device configuration capable of progressing an electronic game in which multiple players participate. In addition, in this specification, the term "player" refers to a user who logs in to use the battle service provided by the server 200 in this game system.
[0013] <Game System Configuration> 1 is a diagram showing the configuration of a game system according to this embodiment. As shown in the figure, the game system is configured so that a server 200 and a plurality of player terminals 100 can be connected for communication via a network 300. In this embodiment, the server 200 matches two players of the connected player terminals 100 as players of a competitive game, establishes a communication session for transmitting and receiving various information related to the competitive game, and provides a competitive service that realizes a competitive game in which the two players participate.
[0014] Each player can log in to the battle service by launching a predetermined client application on the player terminal 100 used by that player. The client application allows the player to perform various settings and preparations for the battle game to be executed, set a player profile, and play (match, play) the battle game. As will be described in detail later, the battle game (electronic game) that can be played in the battle service of this embodiment is a trading card game (TCG) in which players progress by placing game elements such as cards on a predetermined game field. The player terminal 100 can also be any communication terminal equipped with a communication function, such as a PC or smartphone.
[0015] <Hardware configuration of the player terminal> Next, the hardware configuration of the player terminal 100 will be described with reference to Fig. 2. Fig. 2 is a block diagram illustrating the hardware configuration of the player terminal 100.
[0016] The control unit 101 is a processor such as a CPU, and performs various controls including operational control of each piece of hardware included in the player terminal 100. Specifically, the control unit 101 performs the relevant controls by, for example, reading out a necessary program stored in the storage device 102, expanding it into the memory 103, and executing it.
[0017] The storage device 102 is a device capable of permanently storing information, such as a non-volatile memory or HDD. The storage device 102 stores an operating system for operating the player terminal 100 and programs related to various applications, as well as parameter information required to realize various controls and various data used for display and communication functions related to the browser. The memory 103 is a storage device used for temporary data storage, such as a volatile memory. The memory 103 may be used not only as a development area for each program, but also as a storage area for temporarily storing data output during the operation of various hardware and various controls.
[0018] The GPU 104 is a drawing device that executes various drawing processes related to the generation of display screens for the player terminals 100. The GPU 104 also executes drawing processes for game screens during play of a competitive game. The GPU 104 includes a GPU memory (not shown), and develops various graphics data read from the storage device 102 and performs predetermined calculations to generate various images, including screens. Screens and images generated by the GPU 104 are presented to a player by being displayed on a display 110 provided in the player terminal 100, for example. The display 110 is a device for displaying information, such as a liquid crystal display, that is provided in the player terminal 100 or is detachably connected to the player terminal 100. The display 110 displays the screens generated by the GPU 104.
[0019] The operation I / F 105 is a user interface provided in the player terminal 100 and receives operation input. When the operation I / F 105 detects that an operation input has been made, it outputs a control signal corresponding to the operation input to the control unit 101. In one aspect, the operation I / F 105 includes, for example, operation members such as buttons provided on the exterior of the player terminal 100, various sensors, and the like. Furthermore, the display 110 provided in the player terminal 100 of this embodiment is configured to be able to detect touch input, and the operation I / F 105 includes a touch input detection sensor provided on the display 110.
[0020] The communication I / F 106 is a communication interface with an external device provided in the player terminal 100. Information communication between the communication I / F 106 and the external device may be performed via a wide area network (WAN) such as the Internet, or via a LAN or the like. Information communication performed by the communication I / F 106 will be described as being performed wirelessly, but this does not exclude wired communication.
[0021] The speaker 120 is an audio output interface provided in the player terminal 100. The speaker 120 outputs various types of audio information including audio related to the client application.
[0022] <Server hardware configuration> 3 is a block diagram showing the hardware configuration of the server 200 according to this embodiment. In the following description, the hardware configuration that realizes the same functions as the player terminal 100 will be prefixed with the letter "server" to clearly distinguish it from the configuration of the player terminal 100.
[0023] The server control unit 201 is a processor such as a CPU, and performs control related to the realization of various functions, including operational control of each piece of hardware provided in the server 200, player management related to the battle service, a player matching function, and transmission and reception of information about the battle game being executed, as well as information sharing. Specifically, the server control unit 201 performs the relevant control by, for example, reading out necessary programs stored in the server storage device 202, expanding them into the server memory 203, and executing them.
[0024] The server storage device 202 is a device capable of permanently storing information, such as a non-volatile memory or HDD. The server storage device 202 stores an operating system for operating the server 200 and programs related to matching, as well as parameter information required for implementing various controls and various data required for providing the matching function. The server storage device 202 also has a database function for managing information on each player registered as a player of the game system. The server memory 203 is a storage device used for temporary data storage, such as a volatile memory. The server memory 203 may be used not only as a development area for each program, but also as a storage area for temporarily storing data output during the operation of various hardware and various controls.
[0025] The server communication I / F 204 is a communication interface with an external device provided in the server 200. Information communication between the server communication I / F 204 and the external device may be performed via a wide area network (WAN) such as the Internet, or via a LAN or the like. Information communication performed by the server communication I / F 204 may be performed either wired or wirelessly.
[0026] Overview of the match game The following provides an overview of a competitive game in which a play experience is provided in the game system of this embodiment.
[0027] <Service login> When the client application is executed on the player terminal 100, a game window related to service use is displayed on the display 110 of the player terminal 100. The player can perform a service login procedure by, for example, entering a player ID and password in the game window. This procedure causes a service login request to be transmitted from the player terminal 100 to the server 200 together with the input information. Upon receiving the service login request, the server control unit 201 checks the authenticity of the input information, for example, by referring to player information registered in association with the player ID, and if the authenticity is confirmed, manages the player as being in a logged-in state. Once the player is in a logged-in state, they can use various functions related to playing the competitive game and provided by the service via the game window.
[0028] Deck Building The features offered by the service include deck building functionality.
[0029] The competitive game is played on a predetermined field set by the game. Each player builds a "deck" by registering a set of game elements for the competitive game, and can play the competitive game using the deck they built.
[0030] To build a deck, a player must obtain game elements, for example, through a lottery function that can be used by paying a fee. In other words, the game elements that a player can include in a deck to be built are limited to, for example, game elements that the player has already obtained. Furthermore, the number of decks that a player can build is not limited to one, and a player may be able to build multiple decks that have at least some of the registered game elements different from one another.
[0031] Information about game elements that a player has acquired and decks that the player has constructed is managed by being associated with identification information (player ID) that uniquely identifies the player and registered in the server storage device 202. More specifically, the server storage device 202 also functions as a database (DB) that manages various information about each player as player information, and manages the player ID, information about game elements that the player has acquired, and information about decks that the player has constructed, in association with each other in the player information, which is one record in the DB.
[0032] For example, for game elements acquired by a player, an element ID that uniquely identifies the game element and the number of the element IDs are included in the player information, thereby making it possible to manage how many of the game elements the player owns. Also, for example, for a deck constructed by a player, identification information for the deck (deck ID) and the element IDs of the game elements included in the deck are included in the player information, thereby managing the information on the deck constructed by the player (deck information).
[0033] As described above, the competitive game that the competitive service of this embodiment provides a play experience in is a TCG, and the game elements that are given to players and can be registered in their decks and used are cards (virtual cards that can be owned in an electronic game). In the competitive game of this embodiment, the cards that players can use are classified into two types: leader cards and member cards, which have different roles in the competitive game, and a deck must include one leader card. In other words, a deck is constructed from one leader card and multiple (one or more) member cards. Each card has a cost that is determined, for example, according to the degree to which it provides an advantage in the competitive game, and the player must register a group of cards to be included in the deck so that the total cost of the deck reaches a specified value.
[0034] Here, the leader card and the member card are cards that have different roles in the battle game, and have the following differences, for example.
[0035] Leader cards have the aspect of restricting the member cards that can be included in a deck, and determine the direction of the deck (the strategic direction that should be taken to win a competitive game). In other words, including one leader card in a deck determines to some extent how a competitive game using that deck will unfold. On the other hand, member cards do not generally restrict the other cards that can be included in a deck.
[0036] The game is played in turns, with each player taking turns to act. During each player's turn, the player places cards registered in the player's deck on the field in order. Leader cards are placed on the field at the start of the game and remain there throughout the game. Member cards, on the other hand, are randomly selected from the deck and added to a player's hand, and are placed on the field at the player's discretion during each turn. In other words, leader cards and member cards differ in whether their placement on the field is mandatory or optional.
[0037] Here, in the competitive game, a specified value of life (a parameter indicating the number of attacks that can be made against the leader card) is set for each player's leader card at the start of the competitive game. In the competitive game of this embodiment, to ensure fairness between players, the life of each leader card is set to a fixed value of 8. The competitive game ends when the life of one of the players' leader cards reaches 0, or when one of the players' decks (hand, deck, and member cards on the field) reaches 0 cards. That is, a player can win against an opponent by reducing the life of the opponent's leader card to 0, or by first reducing the opponent's deck to 0 cards. A player is defeated by an opponent when the life of his or her own leader card reaches 0, or when his or her deck reaches 0 cards before the opponent.
[0038] Each card is assigned an effect that occurs when it is placed on the field in the competitive game, but a member card is assigned a single effect that does not change depending on the progression parameters of the competitive game. In contrast, a leader card differs from a member card in that it is assigned multiple effects that change depending on the progression parameters of the competitive game. Here, the progression parameter of the competitive game may be, for example, the life of the leader card, and it may be set so that halving the life can activate an effect that gives the player an advantage in the progression of the competitive game.
[0039] Therefore, when a player selects the "Build a New Deck" or "Edit an Existing Deck" menu related to the deck building function, the game enters a state in which one deck is being edited, and a list of cards managed as being available to the player is displayed in the game window. The player can select cards to be registered in the deck to be edited by performing an operation input to select a desired card from the list. Specifically, the identification information (card ID) of the card selected to be registered in the deck is added to the deck information of the deck to be edited. The deck information of the deck to be edited is temporarily stored, for example, in memory 103 of player terminal 100, and is updated each time a card to be registered is selected.
[0040] Here, when the "Build a New Deck" menu is selected, new deck information is generated and stored in memory 103 as deck information related to the deck to be edited. On the other hand, when the "Edit an Already Constructed Deck" menu is selected, deck information related to the corresponding deck is downloaded from server 200 to player terminal 100 and stored in memory 103 as deck information related to the deck to be edited.
[0041] Then, in response to an operation input related to the completion of construction, deck information related to the deck to be edited is uploaded from the player terminal 100 to the server 200, and is managed as part of the player information related to the player. At this time, if the deck is a new deck, a new deck ID is assigned to the player in the server 200, and the deck ID is associated with the uploaded deck information and added to the player's player information. Also, if the deck is an already constructed deck, a deck ID is already associated with the deck information related to the deck to be edited, and therefore, deck information of the player's player information that has the same deck ID as the uploaded deck information is updated based on the uploaded deck information.
[0042] <Mode selection> By using the deck constructed by the deck construction function, players can play competitive games related to TCGs. In the competitive service, multiple game modes are provided for the competitive game, and players must select the desired game mode when playing the game.
[0043] In the battle service of this embodiment, the multiple game modes can be categorized into two types based on the opponent in the battle game. More specifically, the two game modes can be categorized into a first mode in which the opponent is a real player and a second mode in which the opponent is a virtual player. Here, the real player corresponds to another player who, like the player, is logged into the service using the player terminal 100. The virtual player corresponds to, for example, an NPC (Non-Player Character) or an artificial intelligence (AI) whose behavior is determined based on a behavior program executed by the server control unit 201. Therefore, the first mode is a game mode that provides a play experience of a human-versus-computer battle, and the second mode is a game mode that provides a play experience of a CPU-versus-CPU battle. Examples of battle games related to the second mode include a tutorial game that explains the rules and operations of the battle game to the player, and a so-called story mode game in which the player battles against an NPC in an order based on a predetermined scenario.
[0044] In either of the two game modes, playing of the competitive game is realized by the player terminals 100 connecting (participating) in a communication session initiated by the server 200 and transmitting and receiving various information for progressing the game (hereinafter referred to as progress information) via the communication session. In one aspect, progress information transmitted from a player terminal 100 participating in the communication session is stored at a predetermined address in the server memory 203 of the server 200. Other player terminals 100 participating in the communication session and the server 200 can then obtain the progress information by referencing the predetermined address in the server memory 203. In other words, in either the first mode or the second mode, progress information based on operation inputs made by players in the competitive game is transmitted to and stored in the server 200, and is referenced and shared as necessary to progress playing the competitive game.
[0045] On the other hand, the first mode and the second mode differ in the types of opponents in the competitive game, and therefore the processing required before play can begin also differs. More specifically, in the second mode, an opponent can be determined by, for example, selecting a program to be executed from among predetermined action determination programs, whereas in the first mode, an opponent player must be matched from among players who are logged in to the service and have simultaneously requested to start play of the competitive game related to the first mode. Furthermore, because of these differences in processing related to the determination of an opponent, the trigger and timing for starting a communication session related to each game mode also differ.
[0046] Here, the play start request for each game mode includes a player ID that identifies the player, mode information that indicates the game mode selected by the player, and information that indicates the battle deck used by the player. The information that indicates the battle deck can be, for example, a deck ID. The server control unit 201 can refer to deck information related to the battle deck from the corresponding player information based on the player ID and deck ID, and can identify cards registered in the battle deck. Therefore, the server control unit 201 changes the content of the process related to starting a communication session and the process related to determining an opponent based on the mode information included in the play start request.
[0047] When a request to start playing a competitive game in the first mode is received, the server control unit 201 executes a matching process (described below) that matches the player who made the request to start playing with an opponent player. Then, when the server control unit 201 has completed the matching of opponents, it starts a communication session for the competitive game and controls the player terminals 100 used by each player to participate in the communication session. Thereafter, on the condition that a prescribed number (two) of player terminals 100 have participated in the communication session, transmission and reception of progress information in the communication session becomes possible, and play of the competitive game begins. At this time, the progress information transmitted and received in the communication session includes information based on operation inputs made by the player and information based on operation inputs made by the opponent.
[0048] On the other hand, when a request to start playing a competitive game in the second mode is received, the server control unit 201 starts a communication session for the competitive game in response to the request to start playing, and controls the player terminal 100 used by the player who made the request to start playing to participate in the communication session. Thereafter, on the condition that a prescribed number (one) of player terminals 100 have participated in the communication session, transmission and reception of progress information in the communication session becomes possible, and playing of the competitive game begins. At this time, the progress information transmitted and received in the communication session includes information based on operation inputs made by the player and information based on, for example, an action determination program prepared by the server control unit 201.
[0049] <matching> The following describes the matching of players performed in the first mode battle game of this embodiment. In the first mode battle game, two players battle against each other, so when starting game play, the player needs to transmit a play start request including mode information indicating the first mode from the player terminal 100 to the server 200. When the server control unit 201 receives such a play start request, it determines that a matching request has been made, and executes a matching process to match two players to battle from among logged-in players who have simultaneously made matching requests.
[0050] Once the player matching is complete, the server control unit 201 starts a communication session for the competitive game in which the two matched players will participate. Information about the communication session is sent to the player terminals 100 used by each of the two players, together with, for example, information about the matching result. Upon receiving the information about the communication session, the control unit 101 of the player terminal 100 starts processing for connecting to the communication session.
[0051] Gameplay When a predetermined number of player terminals 100 have joined the communication session, game play of the competitive game in which the players have joined can begin. At this time, the client application running on the player terminal 100 starts processing related to playing the competitive game and displays a game screen, on the condition that the predetermined number of player terminals 100 have connected to the communication session.
[0052] Here, the competitive game is played on the condition that the competitive deck contains one leader card and one or more member cards, and once processing related to playing the competitive game begins, the competitive deck is controlled so that it cannot be edited to ensure fairness.
[0053] In the process related to playing the competitive game executed in each player terminal 100, as described above, progress information is constructed based on operation inputs made by the players in relation to the competitive game, and is transmitted to the server 200. The server 200 manages progress information for each communication session, and for the competitive game related to the first mode, a process is performed in which progress information received from a player terminal 100 is transmitted (shared) to other player terminals 100 participating in the communication session. In the process related to playing the competitive game, when progress information related to the opponent is received from the server 200, display control of the game screen is performed based on the progress information. In this way, the game system can provide a play experience in which players in remote locations compete against each other via the server 200 (first mode), or a play experience in which a player competes against a virtual player via the server 200 (second mode).
[0054] The progress information transmitted and received in the communication session is managed by the server 200 at least for the period during which the communication session is established. Furthermore, for the period during which the communication session is established, the server control unit 201 monitors the communication connection for each of the player terminals 100 participating in the communication session and detects changes in the communication connection status. The communication session is basically maintained until the playing of the competitive game related to the communication session ends, that is, until the server control unit 201 determines that the conditions for ending the playing of the competitive game have been satisfied.
[0055] <Return Decision> Incidentally, the communication connection of a player terminal 100 to a communication session may be disconnected for various reasons even during game play of a competitive game. When such a communication disconnection occurs, progress information that was periodically transmitted and received between the player terminal 100 in the communication session is lost, and the server control unit 201 changes the player who was logged in to the service using that player terminal 100 to a logged-out state. For example, a communication disconnection may occur due to at least one of the following: an error occurring in processing related to playing the competitive game, the termination of a client application running on the player terminal 100, or a player performing a logout operation for the competitive service. In either case, the player's state changes from a logged-in state to a logged-out state. At this time, information indicating that the player's state has been changed to a logged-out state due to the communication disconnection is stored in association with the player information of the player using the player terminal 100 in which the communication disconnection was detected.
[0056] When a communication disconnection occurs, the competitive game being played through the corresponding communication session becomes unable to proceed. Therefore, some game systems treat the player associated with the player terminal 100 where the communication disconnection occurred as having lost the competitive game, and do not allow the player to return to the communication session even if the cause of the communication disconnection is subsequently resolved.
[0057] On the other hand, treating a player who has experienced a communication disconnection as a loss or not allowing them to return to the communication session can be harsh to the player. For example, communication disconnections can occur due to problems with the internet service provider or power outages, so not all communication disconnections are necessarily the fault of the player. Furthermore, for players who have not experienced a communication disconnection, it is undesirable for the opponent's communication disconnection to prevent the game from progressing smoothly, or for them to be treated as having won in such a situation.
[0058] Therefore, the battle service of this embodiment is configured so that, even if a communication disconnection occurs, the player can return to the battle game that he or she was participating in before the communication disconnection only if a predetermined condition is met and the player is logged in to the service again. That is, for a communication session that allows return, the progress of the battle game being carried out in the communication session is temporarily suspended, and the reception history of the progress information is maintained so that the game can be resumed after the player returns.
[0059] In the following description, for ease of understanding of the invention, the player on the side where communication has been interrupted will be described as attempting to return to the competitive game using the same player terminal 100; however, the implementation of the present invention is not limited to this. In a service in which various information related to players is managed in the server 200, such as the competitive service of this embodiment, as long as the same player ID is used, the player can continue using the service from the state of previous usage status regardless of which communication terminal they log in to the service from. Therefore, the communication terminal used by the player on the side where communication has been interrupted when attempting to return to the competitive game does not necessarily have to be the same as the communication terminal used before communication was interrupted. In other words, the server control unit 201 may be configured not to consider whether the communication terminal connected is the same or different when determining whether to return to the communication session.
[0060] To facilitate understanding of the invention, hereinafter, a player associated with a player terminal 100 in a communication session that has experienced a communication disconnection will be referred to as an "interrupted player," meaning that the player has caused the progress of the competitive game to be interrupted. Also, a communication session in which the progress of the competitive game is interrupted due to a communication disconnection of a player terminal 100 associated with any player participating in the competitive game will be referred to as an "interrupted session."
[0061] When the interrupted player logs in to the service again after a communication disconnection occurs, the server control unit 201 determines whether or not to permit the player terminal 100 used by the interrupted player to return to the interrupted session (whether or not to permit reconnection). In the battle service of this embodiment, whether or not to permit the player to return to the interrupted session is determined based on the game mode of the battle game being played in the session. Here, the game mode of the battle game being played in the interrupted session can be identified by the mode information in the play start request that caused the interrupted session to be established.
[0062] The server control unit 201 determines that returning to the interrupted session is permitted if the game mode of the competitive game being played in the interrupted session is the first mode. On the other hand, the server control unit 201 determines that returning to the interrupted session is not permitted if the game mode of the competitive game being played in the interrupted session is the second mode. This is because, in a competitive game in the second mode, the opponent is not a real player, and the opponent's enjoyment and experience will not be hindered even if the competitive game is ended without permitting the return.
[0063] When allowing the suspending player to return to the suspended session, the server control unit 201 executes processing to inquire of the suspending player whether or not he wishes to return. That is, when returning to the suspended session is allowed and the player terminal 100 used by the suspending player is capable of reconnecting to the suspended session, the server control unit 201 transmits information related to an inquiry about return to the player terminal 100. Upon receiving this information, an inquiry screen 400 including selection items 401 and 402 for whether or not to return is displayed on the display 110 of the player terminal 100 used by the suspending player, as shown in FIG. 4 .
[0064] The suspended player can select either selection item 401 or selection item 402 on the inquiry screen 400, and when the control unit 101 receives an operation input related to the selection, it transmits information indicating that selection to the server 200. More specifically, when the control unit 101 receives an operation input to select selection item 401, it transmits a return request to the server 200. When the server control unit 201 receives the return request, it executes processing to reconnect the player terminal 100 used by the suspended player to the suspended session. Furthermore, when the control unit 101 receives an operation input to select selection item 402, it transmits a withdrawal request to the server 200. When the server control unit 201 receives the withdrawal request, it executes processing to end the competitive game related to the suspended session.
[0065] When the player terminal 100 used by the interrupted player is reconnected to the interrupted session, the player terminal 100 may not retain information indicating the progress of the competitive game. For example, if the client application is forcibly terminated or if the player terminal 100 is powered off and restarted, various pieces of information indicating the progress of the competitive game in which the interrupted player participated before the communication was cut off will not be present in the cache memory (e.g., the server memory 203). For this reason, when the server control unit 201 reconnects the player terminal 100 used by the interrupted player to the interrupted session based on a return request, the server control unit 201 may transmit progress information to the player terminal 100 based on the reception history of the progress information stored for the interrupted session, thereby restoring the competitive game to the latest state related to the interrupted session. In other words, in order to restore the processing related to the competitive game currently being played on the player terminal 100 used by the interrupted player to the latest state of the competitive game in which the interrupted player participated before the communication was cut off, the server control unit 201 transmits at least a portion of the progress information transmitted and received for the interrupted session to the player terminal 100 used by the interrupted player. Here, the progress information transmitted to the player terminal 100 used by the suspended player may exclude some of the progress information, as long as it allows the player to return to the latest state.
[0066] In the competitive game related to the interrupted session, the state in which the competitive game can be progressed before the interrupted player returns varies depending on which player's turn it is when communication disconnection is detected.
[0067] For example, if it is the suspending player's turn when a communication disconnection is detected, the reception of progress information from the player terminal 100 used by the suspending player will cease, and the competitive game will be unable to proceed at that point. In other words, if it is the suspending player's turn when a communication disconnection is detected, the server control unit 201 will suspend the progress of the competitive game related to the suspended session at that point, and put the processing related to the suspended session on hold until the suspending player returns and subsequent progress information is received.
[0068] Also, for example, if it is the action turn of a player other than the suspending player (the opponent of the suspending player) when a communication disconnection is detected, it is possible to receive progress information from the player terminal 100 used by that player, and the competitive game can proceed until the progress information related to that player's action turn is received. In other words, if it is not the action turn of the suspending player when a communication disconnection is detected, the server control unit 201 advances the progress of the competitive game related to the suspended session until progress information is received from the player terminal 100 used by the player whose action turn it is, and then suspends the progress, and puts the processing related to the suspended session on hold. In other words, even in this case, it is possible to suspend the processing related to the competitive game until the suspending player returns and waits for the reception of subsequent progress information.
[0069] Incidentally, interruptions to a competitive game due to a communication disconnection should not be permitted indefinitely, considering that the opposing player is unable to progress in the game and must wait, and that the reception history of progress information must be stored in the server memory 203. Therefore, the competitive service of this embodiment is configured to permit the interrupted player to return to the competitive game on the condition that a predetermined time (e.g., three minutes) has not elapsed since the communication disconnection occurred (e.g., until the interrupted player's service login request or return request is received). In other words, the player terminal 100 used by the interrupted player is reconnected to the interrupted session on the condition that a predetermined time has not elapsed since the communication disconnection occurred.
[0070] Note that if the game mode of the competitive game being played in connection with the interrupted session is the second mode and the interrupted player is not permitted to return, that is, if the player terminal 100 used by the interrupted player cannot reconnect to the interrupted session, the interrupted session can be terminated. In this case, for example, warning information indicating that return is impossible may be associated with player information related to the interrupted player for the competitive game being played in connection with the interrupted session, and when the interrupted player is logged in to the service again, a message indicating that return is impossible may be displayed on the display 110 of the player terminal 100 used by the interrupted player based on the warning information. At this time, the reception history of progress information stored in connection with the interrupted session may also be deleted.
[0071] In addition, the process of terminating the interrupted session and the process of deleting the progress information reception history may also be executed assuming that reconnection to the interrupted session is not possible when the game mode of the competitive game is the first mode but a withdrawal request is received, or when a predetermined time has elapsed since the communication disconnection occurred. In this manner, if the player terminal 100 used by the interrupting player is unable to connect to the interrupted session, there is no communication session to which the player terminal 100 should return, and therefore a new play start request from the interrupting player can be accepted. In other words, by performing an operation input related to a new play start request, the interrupting player can connect the player terminal 100 used for another communication session corresponding to the play start request, and can start playing the competitive game.
[0072] <Determining the outcome of a match> If a communication disconnection occurs during play of a competitive game, the result of the competitive game may be determined in a different manner than in a (normal) competitive game in which no communication disconnection occurs.
[0073] Here, as described above, a normal competitive game ends when, for example, the life of a leader card related to one of the players reaches 0, or when the deck of one of the players reaches 0 cards. That is, a player can win against an opponent by reducing the life of the opponent's leader card to 0, or by forcing the opponent's deck to reach 0 cards first. A player is defeated by an opponent when the life of his / her own leader card reaches 0, or when the deck reaches 0 cards before the opponent.
[0074] Such conditions for determining the outcome of a normal competitive game are also used when the interrupted player is able to return to the competitive game in which he or she participated before the communication disconnection. That is, if the competitive game in which the interrupted player participated is a game of the first mode, and a return request is received before a predetermined period of time has elapsed since the communication disconnection was detected, the server control unit 201 determines the outcome of the competitive game according to the state when the termination condition of the competitive game is satisfied, even when the interrupted player involved in the interrupted session plays the competitive game after returning. That is, if the competitive game progresses until the termination condition is satisfied, the outcome of the competitive game is determined in the same way as in a normal competitive game, regardless of whether communication has been disconnected, and the outcome of each player is determined.
[0075] On the other hand, if the interrupted player is unable to return to the competitive game in which he or she was participating before the communication was cut off, the result of the competitive game in the interrupted session is determined as follows.
[0076] First, if the player terminal 100 used by the interrupted player was able to connect to the interrupted session but did not receive a return request within a predetermined time after the communication disconnection was detected, the server control unit 201 determines the match result by assuming that the interrupted player was defeated in the match game related to the interrupted session.
[0077] Furthermore, if the player terminal 100 used by the suspended player was able to connect to the suspended session but received a withdrawal request from that player terminal 100, the server control unit 201 determines the match result as if the suspended player had lost the match game related to the suspended session.
[0078] Note that if the conditions for ending the competitive game have already been met and the match result for the competitive game has already been determined at the time the communication disconnection is detected, the server control unit 201 may retain information about the match result, and, for example, when the suspending player logs in again for service, transmit information about the match result to the player terminal 100 used by the suspending player to display the result. That is, if a communication disconnection occurs in the player terminal 100 used by the suspending player after the match result for the competitive game has been determined, the match result does not change, and even when the suspending player logs in again for service, the server control unit 201 is controlled so that no inquiry about returning is made to the suspending player. Furthermore, since the already determined match result is not overturned even if a predetermined period of time has elapsed since the communication disconnection was detected, the match result for the suspending player is determined based on the situation of the suspending player at the time the communication disconnection was detected. In this case, the competitive game related to the suspended session does not progress any further, and there is no need to wait for the suspending player to return, so the suspended session may be terminated and the progress information reception history may be deleted. Instead, the player information of the suspended player may be associated with the match results of the competitive game related to the suspended session, and the match results may be displayed when the suspended player logs in to the service again.
[0079] In addition, if the competitive game related to the suspended session was in the second mode, the result of the competitive game may be determined in response to the detection of a communication disconnection, and the competitive game may be terminated. The result determined at this time may be a predetermined result, such as a loss or a draw, regardless of the progress of the competitive game.
[0080] <<Return Process>> In the player terminal 100 of this embodiment having such a configuration, specific processing will be described with reference to the flowchart in Fig. 5 regarding the return processing executed to determine whether or not to return to an interrupted session when a communication disconnection is detected. The processing corresponding to this flowchart can be realized by the server control unit 201 reading out a corresponding processing program stored in, for example, the server storage device 202, and expanding and executing the program in the server memory 203. Note that this return processing will be described as being started, for example, when a service login request is received from the player terminal 100 used by the player.
[0081] In S501, the server control unit 201 determines whether a communication disconnection occurred in the most recent communication session of the competitive game in which the player who made the service login request participated. The determination in this step can be made based on whether information indicating that the player has been changed to a logged-out state due to a communication disconnection is associated with the player information. If the server control unit 201 determines that a communication disconnection occurred in the most recent communication session in which the player who made the service login request participated, it proceeds to S502, and if it determines that a communication disconnection did not occur, it completes the return process. Here, if a communication disconnection occurred in the most recent communication session in which the player participated, the player who made the service login request corresponds to the suspended player, and therefore in the following steps, this player will be referred to as the "suspended player" and the session in which the communication disconnection occurred will be referred to as the "suspended session."
[0082] In S502, the server control unit 201 determines whether the game mode of the fighting game related to the suspended session is the first mode or the second mode. If the server control unit 201 determines that the game mode of the fighting game related to the suspended session is the first mode, it proceeds to S503, and if it determines that the game mode is the second mode, it proceeds to S509.
[0083] In S503, the server control unit 201 determines whether a predetermined time has elapsed since the communication disconnection was detected in the suspended session. If the server control unit 201 determines that the predetermined time has elapsed since the communication disconnection was detected in the suspended session, the process proceeds to S509, and if the server control unit 201 determines that the predetermined time has not elapsed, the process proceeds to S504.
[0084] In S504, the server control unit 201 determines whether the outcome of the competitive game related to the suspended session has been determined. If the server control unit 201 determines that the outcome of the competitive game related to the suspended session has been determined, the process proceeds to S509, and if the server control unit 201 determines that the outcome has not been determined, the process proceeds to S505.
[0085] In S505, the server control unit 201 transmits information related to the return inquiry to the player terminal 100 used by the suspended player (the player terminal 100 that transmitted the service login request).
[0086] In S506, the server control unit 201 determines whether a return request or a leave request has been received in response to the information transmitted in S505. If the server control unit 201 determines that a return request has been received, it proceeds to S507, and if it determines that a leave request has been received, it proceeds to S508.
[0087] In S507, the server control unit 201 connects (returns) the player terminal 100 of the suspended player to the suspended session, and transmits a control command related to the return operation to the player terminal 100, thereby completing this return process.
[0088] On the other hand, if it is determined in S506 that a withdrawal request has been received, the server control unit 201 in S508 does not connect the player terminal 100 related to the suspended player to the suspended session, and executes processing related to ending the suspended session (confirming the match result of the competitive game related to the suspended session, displaying the match result, ending the suspended session, and deleting the reception history of the progress information), thereby completing this return processing.
[0089] Furthermore, if it is determined in S502 that the competitive game related to the suspended session is in the second mode, if it is determined in S503 that a predetermined time has elapsed since the communication disconnection was detected, or if it is determined in S504 that the outcome of the competitive game related to the suspended session has been determined, the server control unit 201 controls the player terminal 100 related to the suspended player not to connect to the suspended session in S509, and completes this return processing. When this step is reached, the processing related to ending the suspended session has already been executed, so the server control unit 201 may transmit information about the match result and information that the player cannot return to the player terminal 100 used by the suspended player, and perform control to notify this information.
[0090] As described above, according to the information processing device of this embodiment, it is possible to reduce running costs while ensuring the entertainment value of a competitive game.
[0091] [Embodiment 2] In the above-described embodiment, the return process is described as being different depending on whether the game mode of the competitive game is a first mode that provides a playing experience of competing against a real player or a second mode that provides a playing experience of competing against a virtual player. However, the implementation of the present invention is not limited to this. For example, in a game mode in which rank points are awarded based on the results of the competitive game and a player's rank is determined based on the accumulated number of points awarded, i.e., in a game mode that includes an element of player evaluation, each player's own performance is important, so it is desirable to be able to return to the interrupted session if a communication disconnection occurs. On the other hand, in a game mode that does not include an element of player evaluation, each player's own performance is not evaluated, so it is considered that there is no problem even if a communication disconnection occurs and the player loses the game.
[0092] Therefore, in S502 of the return process, the server control unit 201 may determine whether the game mode of the competitive game related to the interrupted session is the third mode, in which the match results are used to evaluate the player, or the fourth mode, in which the match results are not used to evaluate the player, and may control the process to proceed to S503 in the former case, or to S508 in the latter case.
[0093] According to this aspect, whether or not to allow a player to return to a suspended session is controlled depending on the importance of the match result to the player, making it easier for the player to return to a suspended session in which the player is highly interested in the match result, while making it possible to proactively terminate a suspended session in which the player is less interested in the match result, thereby reducing running costs while maintaining the interest of the competitive game.
[0094] [Summary of the embodiment] The above-described embodiments disclose at least the following programs, information processing devices, and game systems.
[0095] (1) A computer that provides services related to a competitive game in which players participate, a login process for placing the player in a service login state in response to receiving a service login request from a communication terminal used by the player; a determination process for determining a communication session for transmitting and receiving progress information regarding the progress of the competitive game in which the player is participating in response to receiving a request to start the competitive game related to the player who is in a service login state; a connection process for connecting a communication terminal used by a player related to the start request to the communication session determined by the determination process; a detection process for detecting a communication connection state of a communication terminal in a communication session; A program for executing the competitive game includes a plurality of game modes; The connection processing is a program that controls whether or not to connect the first communication terminal used by a first player to the first communication session, when a communication disconnection of the communication terminal of the first player is detected before the competitive game is finished in the first communication session, and the first player returns to the service login state, depending on the game mode of the competitive game related to the first communication session.
[0096] (2) The game modes of the competitive game include a first mode in which the opponent is a real player and a second mode in which the opponent is a virtual player; The connection process includes: When a game mode of the competitive game related to the first communication session is the first mode, controlling the first communication terminal to be connectable to the first communication session; The program according to (1), wherein when a game mode of the competitive game related to the first communication session is the second mode, the program controls the first communication terminal so as to be unable to connect to the first communication session.
[0097] (3) The competitive game includes an element for evaluating a player; the game modes of the competitive game include a third mode in which a match result is used to evaluate a player, and a fourth mode in which a match result is not used to evaluate a player; The connection process includes: When a game mode of the competitive game related to the first communication session is the third mode, control the first communication terminal to be connectable to the first communication session; The program according to (1), wherein when a game mode of the competitive game related to the first communication session is the fourth mode, the program controls the first communication terminal so as to be unable to connect to the first communication session.
[0098] (4) The program further causes the computer to execute, when the first communication terminal is connectable to the first communication session, an acceptance process of accepting a request from the first player to return to the competitive game related to the first communication session; The program according to any one of (1) to (3), wherein the connection process connects the first communication terminal to the first communication session when a return request of the first player is accepted.
[0099] (5) The program according to (4), wherein the connection process connects the first communication terminal to the first communication session on the condition that a predetermined time has not elapsed since the communication was disconnected.
[0100] (6) The program further causes the computer to execute a termination process for determining a result of the competitive game based on a progress status of the competitive game related to the communication session and terminating the competitive game; The program described in (5) wherein the termination process determines a match result in which the first player is defeated for the competitive game related to the first communication session, on the condition that the elapsed time since the communication disconnection has exceeded the predetermined time.
[0101] (7) The program described in (6), wherein the termination process determines a match result in which the first player loses the match game related to the first communication session if the first player's return request is not accepted.
[0102] (8) A program described in (6) or (7), wherein the termination process determines the outcome of the competitive game in response to the detection of the communication disconnection when the game mode of the competitive game related to the first communication session is a game mode that does not allow additional connections to the first communication session, and terminates the competitive game.
[0103] (9) A program described in any one of (6) to (8), wherein the termination process maintains the match result of the competitive game related to the first communication session when the communication disconnection is detected after the match result of the competitive game related to the first communication session is determined, regardless of whether the first communication terminal connects to the first communication session or not.
[0104] (10) A program described in any one of (4) to (9), wherein the determination process determines a second communication session different from the first communication session in response to receiving a new start request related to the first player when the first communication terminal cannot connect to the first communication session.
[0105] (11) A program described in any one of (4) to (10), wherein the program further causes the computer to execute a transmission process that transmits at least a portion of the progress information transmitted and received for the competitive game related to the first communication session to the first communication terminal when the first communication terminal is connected to the first communication session based on a return request from the first player.
[0106] (12) The competitive game is a turn-based game in which multiple players take turns playing. the program further causes the computer to execute a management process for receiving the progress information from the communication terminal used by the action target player for each turn of the competitive game related to the communication session, and managing the progress status of the competitive game; The program described in any one of (1) to (11), wherein the management process receives the progress information from a second communication terminal used by a second player different from the first player when the communication disconnection is detected in the competitive game related to the first communication session.
[0107] (13) The program according to (12), wherein the management process waits for reception of the progress information relating to the first player if the player who is the action target at the time when the communication disconnection is detected is the first player.
[0108] (14) A program described in any one of (1) to (13), wherein the communication disconnection is caused by at least one of an error occurring in processing related to the competitive game executed on the first communication terminal, the termination of processing related to the competitive game on the first communication terminal, and the first player logging out of the service.
[0109] (15) The competitive game is progressed using game elements for the competitive game registered for each player, the game elements including a first type of game element and a second type of game element; The program according to any one of (1) to (14), wherein the game elements for the battle include one game element of the first type and a plurality of game elements of the second type.
[0110] (16) The communication terminal in which the communication disconnection is detected in the first communication session is a third communication terminal, The program described in any one of (1) to (15), wherein the connection processing determines whether or not to connect the first communication terminal to the first communication session, without the condition that the first communication terminal and the third communication terminal are the same.
[0111] (17) An information processing device that provides a service related to a competitive game in which players participate, a login means for placing a player in a service login state in response to receiving a service login request from a communication terminal used by the player; a determination means for determining a communication session for transmitting and receiving progress information relating to the progress of the competitive game in which the player is participating in response to receiving a request to start the competitive game related to the player who is in a service login state; a connection means for connecting a communication terminal used by a player related to the start request to the communication session determined by the determination means; a detection means for detecting a communication connection state of a communication terminal in a communication session; Equipped with the competitive game includes a plurality of game modes; The connection means is an information processing device that controls, when a first player whose communication terminal has been detected to have been disconnected before the competitive game has ended in a first communication session enters the service login state again, whether or not to connect the first communication terminal used by the first player to the first communication session, depending on the game mode of the competitive game related to the first communication session.
[0112] (18) A game system including an information processing device that provides services related to a competitive game in which players participate, and a communication terminal used by the players, the competitive game includes a plurality of game modes; The information processing device includes: a login means for placing a player using the communication terminal in a service login state in response to receiving a service login request from the communication terminal; a determination means for determining a communication session for transmitting and receiving progress information relating to the progress of the competitive game in which the player is participating in response to receiving a request to start the competitive game related to the player who is in a service login state; a connection means for connecting the communication terminal that has transmitted the start request to the communication session determined by the determination means; a detection means for detecting a communication connection state of the communication terminal in a communication session; Equipped with The communication terminal a first transmission means for transmitting the service login request to the information processing device; an execution means for executing a process related to the competitive game on the condition that the player using the game has entered the service login state; a selection means for selecting a game mode of the competitive game for the processing related to the competitive game to be executed; a second transmitting means for transmitting the start request together with information about the game mode selected by the selecting means to the information processing device; a communication means for transmitting and receiving the progress information regarding the processing related to the executed competitive game via a communication session; a display control means for displaying a screen relating to the competitive game on a display device; Equipped with The connection means controls whether or not to connect the first communication terminal used by a first player to the first communication session, when a communication disconnection of the communication terminal of the first player is detected before the competitive game is completed in the first communication session, according to the game mode of the competitive game related to the first communication session, when the first player re-enters the service login state.
[0113] [Other embodiments] The invention is not limited to the above-described embodiment, and various modifications and variations are possible within the scope of the gist of the invention. [Explanation of symbols]
[0114] 100: Player terminal, 101: Control unit, 102: Storage device, 103: Memory, 104: GPU, 105: Operation I / F, 106: Communication I / F, 110: Display, 120: Speaker, 200: Server, 201: Server control unit, 202: Server storage device, 203: Server memory, 204: Server communication I / F, 300: Network
Claims
1. A computer that provides a service related to a competitive game in which players participate, a login process for placing the player in a service login state in response to receiving a service login request from a communication terminal used by the player; a determination process for determining a communication session for transmitting and receiving progress information regarding the progress of the competitive game in which the player is participating in response to receiving a request to start the competitive game related to the player who is in a service login state; a connection process for connecting a communication terminal used by a player related to the start request to the communication session determined by the determination process; a detection process for detecting a communication connection state of a communication terminal in a communication session; A program for executing the competitive game includes a plurality of game modes; The connection processing is a program that controls whether or not to connect the first communication terminal used by a first player to the first communication session, when a communication disconnection of the communication terminal of the first player is detected without the competitive game being terminated in the first communication session, and the first player returns to the service login state, depending on the game mode of the competitive game related to the first communication session.
2. the game modes of the competitive game include a first mode in which a real player is an opponent, and a second mode in which a virtual player is an opponent; The connection process includes: When a game mode of the competitive game related to the first communication session is the first mode, controlling the first communication terminal to be connectable to the first communication session; When the game mode of the competitive game related to the first communication session is the second mode, the first communication terminal is controlled so as to be unable to connect to the first communication session. The program according to claim 1.
3. the competitive game includes an element for evaluating a player; the game modes of the competitive game include a third mode in which a match result is used to evaluate a player, and a fourth mode in which a match result is not used to evaluate a player; The connection process includes: When a game mode of the competitive game related to the first communication session is the third mode, control the first communication terminal to be connectable to the first communication session; When the game mode of the competitive game related to the first communication session is the fourth mode, the first communication terminal is controlled so as to be unable to connect to the first communication session. The program according to claim 1.
4. the program further causes the computer to execute, when the first communication terminal is connectable to the first communication session, an acceptance process of accepting a request from the first player to return to the competitive game related to the first communication session; The connection process connects the first communication terminal to the first communication session when a return request of the first player is accepted. The program according to any one of claims 1 to 3.
5. 5. The program according to claim 4, wherein the connection process connects the first communication terminal to the first communication session on condition that a predetermined time has not elapsed since the communication was disconnected.
6. the program further causes the computer to execute a termination process of determining a battle result of the competitive game based on a progress status of the competitive game related to the communication session and terminating the competitive game; The program according to claim 5, wherein the termination process determines a battle result in which the first player is defeated for the battle game related to the first communication session, on the condition that the elapsed time since the communication disconnection has exceeded the predetermined time.
7. The program according to claim 6 , wherein the termination process determines a match result in which the first player loses the match game related to the first communication session if a return request from the first player is not accepted.
8. The program described in claim 6, wherein the termination processing determines the result of the competitive game in response to the detection of the communication disconnection when the game mode of the competitive game related to the first communication session is a game mode that does not allow additional connections to the first communication session, and terminates the competitive game.
9. The program described in claim 6, wherein the termination processing maintains the match result of the competitive game related to the first communication session when the communication disconnection is detected after the match result of the competitive game related to the first communication session has been determined, regardless of whether the first communication terminal connects to the first communication session or not.
10. The program described in claim 4, wherein the determination process determines a second communication session different from the first communication session in response to receiving a new start request related to the first player when the first communication terminal cannot connect to the first communication session.
11. The program described in claim 4, further causing the computer to execute a transmission process that, when the first communication terminal is connected to the first communication session based on a return request from the first player, transmits at least a portion of the progress information transmitted and received for the competitive game related to the first communication session to the first communication terminal.
12. The competitive game is a turn-based game in which multiple players take turns playing, the program further causes the computer to execute a management process for receiving the progress information from the communication terminal used by the action target player for each turn of the competitive game related to the communication session, and managing the progress status of the competitive game; The management process includes receiving the progress information from a second communication terminal used by a second player when the action target player at the time of detecting the communication disconnection is a second player different from the first player in the competitive game related to the first communication session. The program according to claim 1.
13. The program according to claim 12 , wherein the management process waits for reception of the progress information related to the first player when the player who is the action target at the time when the communication disconnection is detected is the first player.
14. The program described in claim 1, wherein the communication disconnection is caused by at least one of an error occurring in processing related to the competitive game executed on the first communication terminal, termination of processing related to the competitive game on the first communication terminal, and service logging out of the first player.
15. the competitive game is progressed using game elements for the competitive game registered for each player, the game elements including a first type of game element and a second type of game element; The program according to claim 1 , wherein the game elements for the battle include one game element of the first type and a plurality of game elements of the second type.
16. the communication terminal in which the communication disconnection has been detected in the first communication session is a third communication terminal, The connection process determines whether to connect the first communication terminal to the first communication session without the condition that the first communication terminal and the third communication terminal are the same. The program according to claim 1.
17. An information processing device that provides a service related to a competitive game in which players participate, a login means for placing a player in a service login state in response to receiving a service login request from a communication terminal used by the player; a determination means for determining a communication session for transmitting and receiving progress information relating to the progress of the competitive game in which the player is participating in response to receiving a request to start the competitive game related to the player who is in a service login state; a connection means for connecting a communication terminal used by a player related to the start request to the communication session determined by the determination means; a detection means for detecting a communication connection state of a communication terminal in a communication session; Equipped with the competitive game includes a plurality of game modes; The connection means is an information processing device that controls, when a first player whose communication terminal has been detected to have been disconnected before the competitive game has been completed in a first communication session enters the service login state again, whether or not to connect the first communication terminal used by the first player to the first communication session, depending on the game mode of the competitive game related to the first communication session.
18. A game system including an information processing device that provides services related to a competitive game in which players participate, and a communication terminal used by the players, the competitive game includes a plurality of game modes; The information processing device includes: a login means for placing a player using the communication terminal in a service login state in response to receiving a service login request from the communication terminal; a determination means for determining a communication session for transmitting and receiving progress information relating to the progress of the competitive game in which the player is participating in response to receiving a request to start the competitive game related to the player who is in a service login state; a connection means for connecting the communication terminal that has transmitted the start request to the communication session determined by the determination means; a detection means for detecting a communication connection state of the communication terminal in a communication session; Equipped with The communication terminal a first transmitting means for transmitting the service login request to the information processing device; an execution means for executing a process related to the competitive game on the condition that the player using the game has entered the service login state; a selection means for selecting a game mode of the competitive game for the processing related to the competitive game to be executed; a second transmitting means for transmitting the start request together with information about the game mode selected by the selecting means to the information processing device; a communication means for transmitting and receiving the progress information regarding the processing related to the executed competitive game via a communication session; a display control means for displaying a screen relating to the competitive game on a display device; Equipped with The connection means controls whether or not to connect the first communication terminal used by a first player to the first communication session, when a communication disconnection of the communication terminal of the first player is detected before the competitive game is completed in a first communication session and the first player is logged in to the service again, depending on the game mode of the competitive game related to the first communication session.
Citation Information
Patent Citations
Information processing unit, program and information processing method
JP2022092455A