Game system and program

The game system addresses player mismatching issues by dynamically controlling matching periods and conditions based on player-related information, enhancing satisfaction through aligned matches.

JP2025153521APending Publication Date: 2025-10-10BANDAI NAMCO ENTERTAINMENT INC
View PDF 1 Cites 0 Cited by

Patent Information

Application Number
JP2024056049
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-03-29
Publication Date
2025-10-10

AI Technical Summary

Technical Problem

Existing game systems fail to appropriately match players with varying communication environments and levels, leading to reduced player satisfaction due to differences in communication quality and potential mismatches, resulting in prolonged waiting times and unsatisfactory gaming experiences.

Method used

A game system that dynamically controls matching periods and conditions based on player-related information, including communication environment, history, and preferences, to prioritize suitable matches and reduce bias.

Benefits of technology

The system enhances player satisfaction by ensuring matches align with individual player wishes and environments, reducing dissatisfaction and balancing matching outcomes.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025153521000001_ABST
    Figure 2025153521000001_ABST
Patent Text Reader

Abstract

To provide a game system capable of realizing matching between appropriate players while taking into consideration players' preferences, individual player conditions, and communication environments, and also preventing excessive bias in the matching environment.SOLUTION: A server device 10 is configured to execute a matching process to match two or more players participating in a game, select the matched players as matched players, identify communication environments of terminal devices 20 of the respective players, manage, as player-related information, information concerning the player including at least communication environment information indicating information of the identified communication environment for each player, and variably control a given matching special period set within a matching period from a matching start timing at which matching is started to the establishment of matching for each player on the basis of the player-related information of each player.SELECTED DRAWING: Figure 4
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

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

[0002] Conventionally, it has become possible to realize a competitive game without being in the same physical space by connecting the game devices used by each player via a communication network.

[0003] Furthermore, with the development of peripheral devices in communication networks, communication networks using wireless communication have become common, and in such competitive games, there are now many situations in which the game is played using a mixture of wireless and wired communication.

[0004] On the other hand, in such a situation, in a competitive game where players using wireless communication and players using wired communication are mixed, the characteristics of wireless communication can sometimes reduce player satisfaction due to the difference in communication quality (communication speed and communication stability) compared to wired communication.

[0005] For example, recently, a system has emerged that matches players in a competitive game according to the comfort of the players' communication, as a system for preventing such a decrease in player satisfaction (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0006] [Patent Document 1] Patent No. 6194458 Summary of the Invention [Problem to be solved by the invention]

[0007] However, in a game system using matching as described in Patent Document 1, if there are no players with matching communication comfort, players with different game levels are matched, or if there are few players with matching communication comfort, the waiting time until matching becomes long, and so on, and there are cases where appropriate matching is not performed or a comfortable game environment cannot be provided.

[0008] The present invention has been made to solve the above-mentioned problems, and its purpose is to provide a game system that can match players appropriately while taking into consideration the player's wishes, the situation of each player, and the individual communication environment, and that can prevent excessive bias in the matching environment. [Means for solving the problem]

[0009] (1) In order to solve the above problems, the present invention provides: A game system that executes processing related to a game in which multiple players participate using player characters set in a game space, in conjunction with terminal devices owned by players connected via a network, comprising: a matching processing means for executing a matching process for matching two or more players participating in the game and selecting the matched players as matching players; Identification means for identifying the communication environment of each player's terminal device; a management means for managing, for each player, information relating to the player, including at least communication environment information indicating information about the specified communication environment, as player-related information; a control means for variably controlling a given special period set for each player as a period until the matching is established, based on the player-related information of each player; The matching processing means Manage whether or not a special period is in effect during the matching period for each of the players; When the matching process is executed for a first player during the special period, the matching process is executed as a special matching process, in which a second player different from the first player is selected as the matching player based on specially set special matching conditions and player-related information of each player.

[0010] With this configuration, when performing a special matching process, the present invention can preferentially select a matching player based on the player's desired or matching conditions, such as the opponent player's communication environment and level, compared to when performing a uniform matching process.

[0011] Therefore, the present invention can dynamically control the period of time to appropriately match players who do not meet certain conditions, while avoiding player dissatisfaction with matching, such as matching with players in specific communication environments (particularly matching based on a matching request from a player who communicates via wired communication), such as players who communicate via wireless communication, which has a higher probability of slower response speeds and processing slowdowns during the game than wired communication, or matching with players who have different levels.

[0012] In other words, the present invention prioritizes matching players who meet certain conditions during special matching processing, thereby making it possible to match appropriate players together in accordance with the wishes of the players, the situation of each player, and also their individual communication environments, and to achieve matching that is in line with the intentions of the player who requested the matching.In addition, by performing matching broadly without being limited to special matching conditions, it is possible to reduce the occurrence of players who are not matched, and to strike a balance between the wishes of the players and the establishment of appropriate matches.

[0013] Furthermore, by variably controlling the length of the period or timing to achieve matching in line with the player's wishes, the present invention can prevent excessive bias in matching, such as players with the same environment, such as the same communication environment, being repeatedly matched.

[0014] It should be noted that "processing related to the game" may not only refer to processing related to game control necessary for executing the game, such as the movement of the player character or the progress of the game (i.e., game control processing), but may also include processing related to the game other than the game control processing, such as game communication or player character settings.

[0015] In addition, "communication environment information" includes information related to the environment, such as the type of wired and wireless communication line (whether or not wireless communication on a local area network, such as whether or not Wi-Fi is used, and whether or not wireless communication on a wide area network (WWAN), such as whether or not a mobile communication network is used), communication speed (line speed), response speed (ping value), whether or not there is a relay connection, information about the provider involved in the communication, information about the performance of communication connection devices such as routers, and information about the computer's communication processing capabilities.

[0016] Furthermore, in addition to communication environment information, "player-related information" also includes: (A1) History information regarding past matching process execution (hereinafter referred to as "matching history information"); (A2) Player attributes (game level, age, region or country of residence, gender, in-game team), (A3) Information indicating the progress of the game (for example, experience points, acquired points or in-game currency, cleared stages, types and numbers of acquired items, or types and numbers of completed quests), (A4) Billing history (including billing date and amount), and (A5) Information about the player character (hereinafter referred to as "player character information") is included.

[0017] In particular, "matching history information" includes: (B1) the number of times the matching process has already been executed by each player; (B2) The communication environment when the game is executed based on the matching process, (B3) The rate or number of disconnections of communication with the terminal device that occurred during execution of the game, and (B4) the number or frequency of processing delays related to the game during execution of the game, etc. are included.

[0018] And in "Player Character Information" (C1) Character level, (C2) Each ability of the character and parameters that define each ability, (C3) Character attributes, (C4) Battle history, such as the number of battles in a fighting game, and (C5) Items held (including types and ability scores), It includes information such as:

[0019] In addition to the above, "based on player-related information" not only indicates that the player-related information of players who can become matching players is referenced, but also includes cases where player-related information is used as a special matching condition.

[0020] Furthermore, the "period until matching is established" refers to the matching period from the start timing, such as when the player requests the matching process, a specified timing before the start of the game, when the previous game ends, or when the player logs into the game, to the timing specified by a program (time limit), such as 30 seconds from the start timing of matching, until normal matching is established, or to the end timing, such as when the player withdraws from the matching process by instructing a match against an NPC.

[0021] The "special matching conditions" may indicate conditions desired by the player, or may indicate conditions that are preset on a computer or program.

[0022] In particular, the "special matching conditions" include conditions regarding the communication environment with the terminal device when the matched player's game is executed (wireless or wired use of a network connection), as well as conditions regarding the matched player's level, amount charged, whether or not the matched player owns a specified player character or a specified bonus, and the progress of the game (for example, stages cleared, types and number of items acquired, or types and number of quests completed, etc.).

[0023] Furthermore, "variably controlling as a special period" refers to variably controlling, for example, the length of the special period or the timing within the matching period.

[0024] The "second player different from the first player" includes not only an opponent player but also a fellow player who belongs to the same team or group.

[0025] (2) In order to solve the above problems, the present invention provides: A game system that executes processing related to a game in which multiple players participate using player characters set in a game space, in conjunction with terminal devices owned by players connected via a network, comprising: a matching processing means for executing a matching process for matching two or more players participating in the game and selecting the matched players as matching players; Identification means for identifying the communication environment of each player's terminal device; a management means for managing, for each player, information relating to the player, including at least communication environment information indicating information about the specified communication environment, as player-related information; a control means for variably controlling, for each player, an upper limit of the number of times a special matching process indicating a special matching process is executed when the matching process is executed, based on the player-related information; Equipped with The matching processing means managing the number of times the special matching process is executed for each player; When the special matching process is executed for a first player and the number of times the special matching process has been executed for the first player has not yet reached the upper limit, the special matching process is executed to select a second player different from the first player as the matching player based on specially set special matching conditions and player-related information of each player.

[0026] With this configuration, when performing a special matching process, the present invention can preferentially select a matching player based on the player's desired or matching conditions, such as the opponent player's communication environment and level, compared to when performing a uniform matching process.

[0027] Therefore, the present invention avoids player dissatisfaction with matching, such as matching with players in specific communication environments, such as players who communicate via wireless communication, which has a higher probability of slower response speeds and processing slowdowns during the game than wired communication (particularly matching based on a matching request from a player who communicates via wired communication), or matching with differences in level, while limiting the number of times this can be done, so that even players who do not meet certain conditions can be appropriately selected as matching players.

[0028] In other words, by prioritizing matching with players who meet certain conditions during special matching processing, the present invention can realize matching between appropriate players in accordance with the player's wishes, the situation of each player, or individual communication environment, and matching that is in line with the intentions of the player who requested matching.In addition, by performing matching broadly without being limited to special matching conditions, it is possible to reduce the occurrence of players who are not matched, and to strike a balance between the player's wishes and the establishment of appropriate matching.

[0029] Furthermore, by limiting the number of times matching can be achieved in line with the player's wishes, the present invention can prevent excessive bias in matching, such as players with the same environment, such as the same communication environment, being repeatedly matched.

[0030] (3) The present invention also provides the player-related information for each player includes, together with the communication environment information, matching history information indicating information regarding matching when the matching process was executed in the past; The matching history information includes the matching processes already performed by each player. The information includes at least one of the following: the number of times the game is executed; the communication environment with the terminal device during the matching process; the disconnection rate or number of disconnections in communication with the terminal device that occurred during execution of the game; and the number or frequency of processing delays related to the game during execution of the game.

[0031] With this configuration, when the special matching process is executed, the present invention allows for the setting of conditions relating to the player's past matching as special matching conditions, and allows for the selection of a matching player in accordance with the player's past matching tendencies, such as a tendency to play against players who are communicating on a terminal device via wired communication, thereby improving the player's satisfaction with the matching.

[0032] (4) The present invention also provides The player-related information for each player includes, in addition to the communication environment information, at least one of the following information: attributes of each player, information about the progress of the game, information about charges, and information about the player character that each player controls.

[0033] With this configuration, when executing the special matching process, the present invention can select matching players based not only on the communication environment but also on the player's attributes and game situation, so that players can be matched with players in the same situation, such as playing against players of a balanced level or playing against players who want a specific item and are seeking to acquire that item, thereby improving each player's satisfaction with the match.

[0034] (5) The present invention also provides The special matching conditions include at least conditions regarding a communication environment with the terminal device when the game is executed as the matching player.

[0035] With this configuration, when the special matching process is executed, the present invention can select matching players depending on whether or not communication with each player's terminal device is wired communication.

[0036] For example, during the execution of the special matching process, the present invention can also increase the probability of matching with players whose terminal devices communicate via wired communication, for players who wish to avoid matching with players whose terminal devices communicate via wireless communication, which has a higher probability of experiencing slower response speeds and processing slowdowns during the game than wired communication.

[0037] Therefore, the present invention can provide a game that matches players appropriately based on each player's situation or individual communication environment, and prevents excessive bias in the matching environment.

[0038] (6) The present invention also provides When a plurality of special matching conditions are set, a reception processing means is further provided for receiving a priority of each special matching condition from a player who has requested the matching processing; The matching processing means The special matching process is executed in accordance with the received priority.

[0039] With this configuration, when the special matching process is executed, the present invention This increases the probability of selecting a matching player that meets the player's desired conditions.

[0040] Therefore, the present invention can improve the satisfaction of the player who requested the match with the match.

[0041] The "priority" may be information that can be classified into two or more stages, and is preferably defined by numbers such as high, medium, low, or 1 to 5.

[0042] (7) The present invention also provides a determination means for determining whether the first player is a specific player who satisfies a given specific condition; a reception processing means for receiving the special matching conditions input by the specific player; Equipped with The matching processing means The special matching process for the specific player is executed based on the accepted special matching conditions.

[0043] With this configuration, the present invention can increase the probability that a player who meets specific conditions will select a matching player who meets the conditions desired by that player.

[0044] Therefore, by imposing conditions on the player who requests matching, the present invention can execute a match that also meets the requirements of the matching player, and can prevent matching that meets excessive requirements that favor only the player who requests matching, thereby improving satisfaction with the match.

[0045] The "specific conditions" include the use of wired communication between the terminal device and the game system, having a specified game level or item, and completing a specified task in the game.

[0046] (8) The present invention also provides The matching processing means When executing the special matching process for the first player, a player who satisfies at least one of the conditions determined by the player-related information and the special matching conditions is identified as a matching player candidate; The specified candidate for matching is presented to the first player together with information on the conditions that the candidate for matching fulfilled when the candidate for matching was specified.

[0047] With this configuration, the present invention allows the player who requested the matching to make the final selection of the multiplayer, so that the multiplayer can be selected in accordance with the wishes of the player who requested the matching.

[0048] In addition, the "information regarding the conditions met when the candidate matching player was identified" includes the type of special matching conditions met, the number of special matching conditions met or the ratio based thereon, and if a priority is assigned to each special matching condition met, the priority.

[0049] (9) The present invention also provides the player-related information for each player includes matching history information indicating information regarding matching when the matching process was executed in the past; The control means The special period is variably controlled for each player based on the matching history information.

[0050] With this configuration, the present invention can control the special period while recognizing a player's tendency toward matching or past matching situations, so that it is possible to provide benefits such as extending the special period to players who have been dissatisfied with matching in the past, and to balance the game in terms of matching by shortening the special period for players who have been matched in many ways according to their wishes.

[0051] (10) The present invention also provides the player-related information for each player includes matching history information indicating information regarding matching when the matching process was executed in the past; The control means The number of times the special matching process is executed is variably controlled for each player based on the matching history information.

[0052] With this configuration, the present invention can control the upper limit on the number of times the special matching process is executed while recognizing a player's tendencies toward matching or past matching situations, thereby achieving a game balance regarding matching by, for example, increasing the number of times the process is executed for a player who has been dissatisfied with matching in the past, and decreasing the number of times the process is executed for a player who has been matched in accordance with many of their preferences.

[0053] (11) The present invention also provides The matching history information includes at least one of the following information: the communication environment when the game is executed based on the matching process; the disconnection rate or number of disconnections in communication with the terminal device that occurred during execution of the game; and the number or frequency of processing delays related to the game during execution of the game.

[0054] With this configuration, the present invention can change the special period or the upper limit of the number of times the special matching process can be executed, depending on the circumstances regarding past communications.

[0055] Therefore, in the present invention, if a matching process is continuously performed in a poor communication environment, such as when a player using wireless communication is selected as a matching player, the player is deemed to be dissatisfied with past matching, and the special period of the special matching process can be extended or the maximum number of times the special matching process can be performed can be increased.

[0056] Furthermore, in the present invention, if the matching process has been continuously executed in a good communication environment, such as when a player using wired communication is selected as the matching player, the special period of the special matching process can be shortened or the number of times the matching process is executed can be reduced, assuming that there is no dissatisfaction with past matching.

[0057] As a result, the present invention can achieve a game balance for matching for each player.

[0058] (12) The present invention also provides The matching processing means Both the first player and the second player have the special matching condition. The special matching process is configured to match players who are currently playing the game.

[0059] With this configuration, the present invention can prioritize matching between players who meet specific conditions during special matching processing.

[0060] (13) The present invention also provides The control means When a special matching condition is set that requests matching with a second player having the same communication environment as a first communication environment indicating the communication environment of the first player, the length of the special period is variably controlled based on the number of matchable players having the first communication environment.

[0061] With this configuration, the present invention can shorten the length of the special period when there are a large number of players who have a communication environment in which they can communicate via wired communication, and can lengthen the length of the special period when there are a small number of such players.

[0062] Therefore, the present invention can provide a game that matches players appropriately in accordance with the circumstances of the matched players, the wishes of each player, the circumstances of each player, or their individual communication environments, while preventing excessive bias in the matching environment.

[0063] (14) The present invention also provides The control means When a special matching condition is set that requests matching with a second player having the same communication environment as a first communication environment indicating the communication environment of the first player, the upper limit of the number of times the special matching process is executed is adjusted based on the number of matchable players having the first communication environment.

[0064] With this configuration, the present invention can, for example, reduce the upper limit on the number of times the special matching process is executed when there are a large number of players who have a communication environment in which communication is carried out via wired communication as a given communication environment, and can increase the upper limit on the number of times the special matching process is executed when there are a small number of such players.

[0065] Therefore, the present invention can provide a game that matches players appropriately in accordance with the matching environment, taking into account the player's wishes, the situation of each player, or their individual communication environment, while preventing excessive bias in the matching environment.

[0066] (15) The present invention also provides The matching processing means When the special matching process is executed, a second player who meets conditions related to the player-related information of each player and conditions different from the specially set special matching conditions is selected as the matching player depending on the matching status of the matching process.

[0067] With this configuration, for example, if there are many situations in which matching that meets special matching conditions has not been achieved in other matching processes, the present invention can execute a special matching process in which some of the special matching conditions have been changed, or a special matching process in which all of the special matching conditions have been changed, thereby achieving balance in the overall matching process.

[0068] (16) The present invention also provides The matching processing means executes a reset condition determination process for determining whether a given reset condition is met for each player; When the reset condition is met, the length of the special period of the player in question is returned to the original length, or the count of the number of times the special matching process has been executed is reset.

[0069] With this configuration, the present invention can restore a shortened special period or allow the special matching process to be used repeatedly, thereby maintaining motivation for the game or increasing interest, and by restoring a lengthened special period, it is possible to balance the interests of other players.

[0070] The "reset conditions" may include a specified period of time such as 12 hours or one day, being a player with a preferential option, consuming a specific item, making a specified charge, or completing a task.

[0071] (17) The present invention also provides The matching processing means When the special matching process is executed with the special matching condition being that the player is a terminal device that communicates through a first communication environment, a player of a terminal device that communicates through a second communication environment different from the first communication environment and that meets given selection conditions is selected as the matching player.

[0072] With this configuration, the present invention can select a player as a matching player even if the player does not have the desired communication environment, as long as the player has the desired communication environment.This allows for matching in line with the player's wishes, while reducing the occurrence of players who are not matched, and preventing excessive bias in matching, such as players with the same environment, such as the same communication environment, being repeatedly matched.

[0073] It should be noted that "given selection conditions" refer to conditions that are different from, but equivalent to, the special matching conditions. For example, even if a player's terminal device is connected via wireless communication, the communication line disconnection rate or number of disconnections is "0" or significantly low, and the player is equivalent to a player whose terminal device is connected via wired communication, or the player's level is beginner level, but the player has the ability equivalent to an advanced level player, such as being able to operate advanced special moves or setting course records.

[0074] (18) In order to solve the above problems, the present invention provides: A program that executes processing related to a game in which multiple players participate using player characters set in a game space, in conjunction with terminal devices owned by players connected via a network, a matching processing means for executing a matching process for matching two or more players participating in the game and selecting the matched players as matching players; Identification means for identifying the communication environment of each player's terminal device; a management means for managing, for each player, information relating to the player, including at least communication environment information indicating information about the identified communication environment, as player-related information; and For each player, a given characteristic set for the period until the matching is established is set. a control means for variably controlling the different period based on the player-related information of each player; Make the computer function as The matching processing means Manage whether or not a special period is in effect during the matching period for each of the players; When the matching process is executed for a first player during the special period, the matching process is executed as a special matching process, in which a second player different from the first player is selected as the matching player based on specially set special matching conditions and player-related information of each player.

[0075] With this configuration, the present invention can prioritize matching players who meet certain conditions during special matching processing, thereby matching appropriate players in accordance with the player's wishes, the situation of each player, or individual communication environment, and matching that is in line with the intentions of the player who requested the matching.In addition, by performing matching widely without being limited to special matching conditions, it is possible to reduce the occurrence of players who are not matched, and to strike a balance between the player's wishes and the establishment of appropriate matches.

[0076] Furthermore, by variably controlling the length of the period or timing to achieve matching in line with the player's wishes, the present invention can prevent excessive bias in matching, such as players with the same environment, such as the same communication environment, being repeatedly matched.

[0077] (19) In order to solve the above problems, the present invention provides: A program that executes processing related to a game in which multiple players participate using player characters set in a game space, in conjunction with terminal devices owned by players connected via a network, a matching processing means for executing a matching process for matching two or more players participating in the game and selecting the matched players as matching players; Identification means for identifying the communication environment of each player's terminal device; a management means for managing, for each player, information relating to the player, including at least communication environment information indicating information about the identified communication environment, as player-related information; and a control means for variably controlling, for each player, an upper limit of the number of times a special matching process indicating a special matching process is executed when the matching process is executed, based on the player-related information; Make the computer function as The matching processing means managing the number of times the special matching process is executed for each player; When the special matching process is executed for a first player and the number of times the special matching process has been executed for the first player has not yet reached the upper limit, the special matching process is executed to select a second player different from the first player as the matching player based on specially set special matching conditions and player-related information of each player.

[0078] With this configuration, the present invention can prioritize matching of players who meet specific conditions during special matching processing, thereby enabling appropriate matching of players in accordance with the player's wishes, the situation of each player, or the individual communication environment, and matching that meets the intentions of the player who requested matching. In addition, by performing matching broadly without being limited to special matching conditions, it is possible to reduce the occurrence of players who are not matched, and to strike a balance between the player's wishes and the establishment of appropriate matching. do.

[0079] Furthermore, by limiting the number of times matching can be achieved in line with the player's wishes, the present invention can prevent excessive bias in matching, such as players with the same environment, such as the same communication environment, being repeatedly matched. [Brief explanation of the drawings]

[0080] [Figure 1] 1 is a diagram illustrating an example of a system configuration showing a configuration of a game commentary distribution system according to an embodiment; [Figure 2] FIG. 2 is a diagram illustrating functional blocks of a game server device according to an embodiment. [Figure 3] FIG. 2 is a diagram illustrating functional blocks of a terminal device according to an embodiment. [Figure 4] FIG. 10 is a diagram for explaining an overview of the matching process, including the special matching process (special matching process during a special matching period) executed by the server device of one embodiment. [Figure 5] FIG. 10 is a diagram for explaining an overview of a matching process, including a special matching process (special matching process based on whether or not there is an upper limit on the number of times it is executed) executed by a server device of an embodiment. [Figure 6] This is a diagram showing examples of each piece of information stored in a memory unit of one embodiment, including player-related information stored in a player-related information memory unit, matching history information stored in a matching history information memory unit, and player character information stored in a player character information memory unit. [Figure 7] 10 is a flowchart illustrating an operation of a matching process including a special matching process and a special period variable control process executed by the server device of an embodiment. [Figure 8] 10 is a flowchart illustrating an operation of a matching process including a special matching process and a special period variable control process executed by the server device of an embodiment. [Figure 9] 10 is a flowchart illustrating the operation of a matching process including a special matching process and an upper limit number variable control process executed by a server device according to an embodiment. [Figure 10] 10 is a flowchart illustrating the operation of a matching process including a special matching process and an upper limit number variable control process executed by a server device according to an embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0081] The present embodiment will be described below. Note that the present embodiment described below does not unduly limit the content of the present invention described in the claims. Furthermore, not all of the configurations described in the present embodiment are necessarily essential constituent elements of the present invention.

[0082] [1] Game System First, the outline and general configuration of a game system 1 according to this embodiment will be described with reference to Fig. 1. Fig. 1 is a diagram showing an example of a system configuration showing the configuration of the game system 1 according to this embodiment.

[0083] As shown in FIG. 1, the game system 1 of this embodiment is configured such that a server device 10 that provides game services and terminal devices 20 (e.g., terminal devices 20A, 20B, 20C) are connectable to the Internet (an example of a network).

[0084] A user (i.e., a player) can play a game transmitted from the server device 10 via the Internet by accessing the server device 10 from a terminal device 20. Furthermore, by accessing the server device 10 from the terminal device 20, a user can communicate with other users (players).

[0085] The server device 10 is an information processing device capable of providing a service that allows users to play games using terminal devices 20 connected for communication via the Internet. The server device 10 may also function as an SNS server that provides communication-type services. Here, the SNS server may be an information processing device that provides a service that allows communication between multiple users.

[0086] Furthermore, when the server device 10 functions as an SNS server, for example, it is capable of providing a game called a social game that is executed using the operating environment (API (Application Programming Interface), platform, etc.) of the SNS it provides.

[0087] In particular, the server device 10 is capable of providing games that are provided on the web browser of the terminal device 20, such as browser games (games that can be started simply by opening the installation site in the web browser) created in various languages, such as HTML, FLASH, CGI, PHP, shockwave, Java (registered trademark) applet, and JavaScript (registered trademark).

[0088] Unlike existing online games, social games include games that can be played using only a web browser and an SNS account, without requiring dedicated client software. The server device 10 is configured to provide an online game that can be connected to other users' devices (smartphones, PCs, game consoles, etc.) via a network and simultaneously share the same game progress online.

[0089] On the other hand, the server device 10 may be configured with one (device, processor) or multiple (devices, processors).

[0090] Information such as billing information and game information stored in the memory area of ​​the server device 10 (memory unit 140 described later) may be stored in a database (broadly speaking, a storage device, memory) connected via a network (intranet or the Internet), or when functioning as an SNS server, information such as the player-related information storage unit 146 stored in the memory area may be stored in a database (broadly speaking, a storage device, memory) connected via a network (intranet or the Internet).

[0091] Specifically, the server device 10 of this embodiment receives input information based on the operation of the user of the terminal device 20 (i.e., the player who executes the game), and performs game processing based on the received input information. The server device 10 then transmits game processing results to the terminal device 20, and the terminal device 20 performs various processes to provide the game processing results received from the server device 10 to the terminal device 20 so that the user can view them.

[0092] The terminal device 20 is an information processing device such as a smartphone, a mobile phone, a PHS, a computer, a game device, a PDA, a portable game machine, an image generating device, or the like, and is a device that can be connected to the server device 10 via a network such as the Internet (WAN) or a LAN. The communication line between the terminal device 20 and the server device 10 may be wired or wireless.

[0093] The terminal device 20 also has a web browser capable of viewing web pages (HTML format data). That is, the terminal device 20 has a communication control function for communicating with the server device 10, and a web browser function for controlling display using data received from the server device 10 (web data, data created in HTML format, etc.), as well as transmitting user operation data to the server device 10, and executes various processes for providing a game screen to the user, allowing the user to play the game. However, the terminal device The device 20 may acquire game control information provided from the server device 10, execute predetermined game processing, and execute a game based on the game processing.

[0094] Specifically, when the terminal device 20 makes a request to the server device 10 to play a predetermined game, the terminal device 20 is connected to the game site of the server device 10 and the game starts. In particular, the terminal device 20 is configured to use an API as necessary to cause the server device 10 functioning as an SNS server to perform predetermined processing, or to acquire the player-related information storage unit 146 managed by the server device 10 functioning as an SNS server, and execute the game.

[0095] [2] Server device Next, the server device 10 of this embodiment will be described with reference to FIG.

[0096] 2 is a diagram showing functional blocks of the server device 10 of this embodiment. The server device 10 of this embodiment may have a configuration in which some of the components (units) of FIG. 2 are omitted.

[0097] The server device 10 includes an input unit 120 for use by the administrator and other inputs, a display unit 130 for displaying predetermined information, an information storage medium 180 in which predetermined information is stored, a communication unit 196 for communicating with terminal devices 20 and others, a processing unit 100 for mainly executing processing related to the game to be provided, and a memory unit 140 for storing various data mainly used in the game.

[0098] The input unit 120 is used by a system administrator or the like to input game-related settings and other necessary settings and data. For example, the input unit 120 in this embodiment is configured with a mouse, keyboard, and the like.

[0099] The display unit 130 displays an operation screen for the system administrator. For example, the display unit 130 of this embodiment is configured by a liquid crystal display or the like.

[0100] The information storage medium 180 (computer-readable medium) stores programs, data, etc., and its functions are realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.

[0101] The communication unit 196 performs various controls for communicating with the outside (e.g., terminals, other servers, or other network systems), and its functions are configured by hardware such as various processors or communication ASICs, programs, etc.

[0102] The storage unit 140 serves as a work area for the processing unit 100, the communication unit 196, etc., and its functions are realized by RAM (VRAM), etc. The information stored in the storage unit 140 may be managed by a database.

[0103] In addition to the main memory unit 142, the memory unit 140 of this embodiment also has a game data memory unit 144 in which game information indicating information related to the game is stored, a player-related information memory unit 146 in which information about each player and information about the player's game (hereinafter referred to as "player information") is stored, a matching history information memory unit 147 in which information about the matching of each player in a game in which multiple players participate, that is, information about past history (hereinafter referred to as "matching history information"), is stored, and a player character information memory unit 148 in which information about the player characters owned by each player is stored as player character information.

[0104] The processing unit 100 performs various processes using the main memory unit 142 in the memory unit 140 as a work area. The functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs.

[0105] The processing unit 100 performs various processes of this embodiment based on programs (data) stored in the information storage medium 180. That is, the information storage medium 180 stores programs for causing a computer to function as each unit of this embodiment (programs for causing a computer to execute the processing of each unit).

[0106] For example, the processing unit 100 (processor) controls the entire server device 10 based on a program stored in an information storage medium, and performs various processes such as controlling the transfer of data between the various units. Furthermore, the processing unit 100 performs processes to provide various services in response to requests from the terminal device 20.

[0107] Specifically, the processing unit 100 of this embodiment has at least a communication control unit 101, a Web processing unit 102, a game management unit 103, a communication environment management unit 104, a matching processing unit 105, a matching management unit 106, a player-related information management unit 107, a timer management unit 109, and an information provision unit 110.

[0108] The communication control unit 101 performs processing for transmitting and receiving data via the network to and from the terminal device 20. That is, the server device 10 performs various processing based on information received by the communication control unit 101 from the terminal device 20 and the like.

[0109] In particular, the communication control unit 101 of this embodiment accepts a matching request from a player who wishes to be matched (hereinafter referred to as a "matching-desiring player") sent from the player's terminal device 20, and when accepting the matching request, accepts the desired conditions (hereinafter referred to as "matching desired conditions") of the player with whom the player is to be matched (hereinafter also referred to as a "matching player").

[0110] Furthermore, the communication control unit 101 performs processing to transmit a game screen to the terminal device 20 of the corresponding player based on the results of the game processing, including the results of the matching processing.

[0111] The Web processing unit 102 functions as a Web server. For example, the Web processing unit 102 performs a process of transmitting data in response to a request from a Web browser 211 installed in the terminal device 20, and a process of receiving data transmitted by the Web browser 211 of the terminal device 20, via a communication protocol such as HTTP (Hypertext Transfer Protocol).

[0112] In this embodiment, the server device 10 is described as having a function as an SNS server, but the server device 10 may be formed as a server for the game and a server for the SNS separately. Also, the game processing of this embodiment may be performed in part or in whole by the server device 10, or in part by the terminal device 20.

[0113] The game management unit 103 works in conjunction with the terminal device 20 to create a game space as a virtual space, and executes various game processes related to various competitive games such as battle games, action games, racing games, RPGs, sound games, or sports games in which multiple players compete against each other and fight or grapple, based on player operations input via the terminal device 20.

[0114] The communication environment management unit 104 manages wireless communication (e.g., wireless communication in a home LAN or a public line network). The communication environment with each player's terminal device 20 is identified, such as the communication speed (Ping value), communication speed (line speed), whether a relay connection is used, information on the provider involved in the communication, information on the performance of communication connection devices such as routers, information on the computer's communication processing capabilities, and history of the number of processing delays, disconnection rate, or number of disconnections in the past.

[0115] The matching processing unit 105 executes matching processing for matching two or more players in a competitive game.

[0116] In particular, the matching processing unit 105 executes a special matching process that prioritizes matching based on desired matching conditions, etc., from players who wish to be matched, at a predetermined timing within a given period (hereinafter referred to as the "special matching period") that is set within the matching period from the matching start timing to the time when the matching is established.

[0117] Furthermore, instead of executing the special matching process during the special matching period, the matching processing unit 105 may execute the special matching process based on the number of times the special matching process has been executed, which is managed for each player.

[0118] The matching management unit 106 manages the special matching period or the number of times the special matching process is executed and the upper limit number of times for each player.

[0119] The player-related information management unit 107 manages information about each player (hereinafter referred to as "player-related information").

[0120] In particular, the player-related information management unit 107: (A1) Communication environment information of each player, History information regarding past matching process executions (hereinafter "matching history information"); (A2) Player attributes (game level, age, region or country of residence, gender, team in the game), (A3) Information indicating the progress of the game (for example, experience points, acquired points or in-game currency, cleared stages, types and numbers of acquired items, or types and numbers of completed quests), (A4) Billing history (including billing date and amount), and (A5) Manages information about the player character (hereinafter referred to as "player character information").

[0121] The timer management unit 109 has a timer function and is used to manage the progress of the game. In particular, the timer management unit 109 works in conjunction with the game management unit 103 to output the current time and preset times to each unit. The timer management unit 109 is also used to synchronize with each terminal device.

[0122] The information providing unit 110 generates various types of game information to cause the terminal device 20 to process the game, and provides the information to the terminal device 20 .

[0123] In particular, the information providing unit 110 generates information (that is, game information) for controlling the target player character of each player by the corresponding terminal device 20, and provides the generated game information to the corresponding terminal device 20.

[0124] [3] Terminal device Next, the terminal device 20 of this embodiment will be described with reference to FIG.

[0125] 3 is a diagram showing functional blocks of the terminal device 20 of this embodiment. The terminal device 20 of this embodiment may have a configuration in which some of the components (units) of FIG. 2 are omitted.

[0126] The input unit 260 is a device for inputting input information from the player, and outputs the player's input information to the processing unit 200. The input unit 260 of this embodiment includes a detection unit 262 that detects the player's input information (input signal). The input unit 260 may be, for example, a lever, a button, a steering wheel, a microphone, a touch panel display, a keyboard, or a mouse.

[0127] The storage unit 270 serves as a work area for the processing unit 200, the communication unit 296, etc., and its functions can be realized by RAM (VRAM) or the like. The storage unit 270 of this embodiment includes a main memory unit 271 used as a work area, and an image buffer 272 in which the final display image, etc. are stored. Note that a configuration in which some of these components are omitted may also be used.

[0128] The information storage medium 280 (computer-readable medium) stores programs, data, etc., and its functions can be realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.

[0129] The processing unit 200 performs various processes of this embodiment based on programs (data) stored in the information storage medium 280. The information storage medium 280 can store programs for causing a computer to function as each unit of this embodiment (programs for causing a computer to execute the processing of each unit).

[0130] In this embodiment, the programs and game data for causing a computer to function as each unit of this embodiment, which are stored in the information storage medium 180 and storage unit 140 of the server device 10, are received via a network, and the received programs and data are stored in the information storage medium 280. The programs and data received from the server device 10 may also be stored in the storage unit 270. Such cases of receiving programs and data and causing a network system to function are also included within the scope of the present invention.

[0131] The display unit 290 outputs the image generated by this embodiment, and its function can be realized by a CRT, LCD, touch panel display, HMD (head mounted display), or the like.

[0132] The sound output unit 292 outputs the sound generated by this embodiment, and this function can be realized by a speaker, headphones, etc. For example, the display unit 290 constitutes the display means of the present invention.

[0133] The communication unit 296 performs various controls for communicating with the outside (for example, other terminals, servers), and its functions can be realized by hardware such as various processors or communication ASICs, programs, etc.

[0134] The processing unit 200 (processor) performs processing such as game processing, display control, image generation processing, or sound generation processing based on information about the game acquired from the server device 10 via the communication unit 296, input information acquired from the input unit 260, or programs, etc.

[0135] The processing unit 200 performs various processes using a main memory unit 271 in the memory unit 270 as a work area. The functions of the processing unit 200 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs.

[0136] The processing unit 200 includes a communication control unit 210, a web browser 211, a game processing unit 212, a display control unit 213, a drawing unit 220, and a sound processing unit 230. Note that some of these may be omitted.

[0137] The communication control unit 210 performs processing for transmitting and receiving data to and from each server device 10. The communication control unit 210 also performs processing for storing data received from the server device 10 in the storage unit 270, processing for analyzing the received data, and other control processing related to the transmission and reception of data.

[0138] The communication control unit 210 may store and manage destination information (IP address, port number) of the server in the information storage medium 280. The communication control unit 210 may then communicate with the server device 10 when receiving input information from the player to start communication.

[0139] In particular, the communication control unit 210 transmits player identification information and operation information to the server device 10 and performs processing to receive information about the game (player information, game card information, the player's web page, game screen, etc.) from the server device 10.

[0140] The communication control unit 210 may transmit and receive data to and from the server device 10 at a predetermined cycle, or may transmit and receive data to and from the server device 10 when input information is received from the input unit 260. In particular, the communication control unit 210 of this embodiment performs processing to receive a game screen from the server device 10.

[0141] The web browser 211 is an application program for viewing web pages (game screens), downloading HTML files, image files, etc. from the web server (server device 10), analyzing the layout, and controlling the display. The web browser 211 also transmits data to the web server (server device 10) using input forms (links, buttons, text boxes, etc.).

[0142] The web browser 211 of this embodiment can realize a browser game. For example, the web browser 211 may execute a program written in JavaScript (registered trademark), FLASH, Java (registered trademark), or the like, received from a web server (server device 10).

[0143] The terminal device 20 can display information from a web server specified by a URL via the Internet using the web browser 211. For example, the terminal device 20 can display a game screen (data such as HTML) received from the server device 10 using the web browser 211.

[0144] The game processing unit 212 performs various game calculation processes, such as a process for starting a game when a game start condition is met, a process for executing a game, and a process for ending a game when a game end condition is met.

[0145] The game processing unit 212 then creates various objects (objects made up of primitives such as polygons, free-form surfaces, or subdivision surfaces) representing display objects such as player characters, buildings, stadiums, cars, trees, pillars, walls, and maps (terrain) in the object space. A process of setting the layout between the two may be performed.

[0146] Here, the object space is a virtual space, and includes both two-dimensional space and three-dimensional space. Two-dimensional space is a space in which an object is placed, for example, using two-dimensional coordinates (X, Y), and three-dimensional space is a space in which an object is placed, for example, using three-dimensional coordinates (X, Y, Z).

[0147] In addition to setting the game cards as deck data, the game processing unit 212 also controls the sending and receiving of various information at login, executes game processing based on the player's operation when the game is executed in real time in conjunction with the server device 10, and executes game processing including replaying received automatic calculation data when the game is executed by automatic calculation.

[0148] Furthermore, the display control unit 213 performs processing for displaying on the display unit 290. For example, the display control unit 213 may use the web browser 211 for display.

[0149] The drawing unit 220 performs drawing processing based on various processes (for example, game processing) performed by the processing unit 200, thereby generating an image, which is output to the display unit 290 by the display control unit 213. The image generated by the drawing unit 220 may be a so-called two-dimensional image or a so-called three-dimensional image.

[0150] The sound processing unit 230 performs sound processing based on the results of various processes performed by the processing unit 200 , generates game sounds such as background music, sound effects, or voices, and outputs them to the sound output unit 292 .

[0151] [4] Method of this embodiment [4.1] Overview Next, an overview of the matching process, including the special matching process executed by the server device 10 of this embodiment, will be described with reference to FIGS.

[0152] 4 and 5 are diagrams for explaining an overview of the matching process, including the special matching process executed by the server device 10 of this embodiment.

[0153] The server device 10 of this embodiment is configured to work in conjunction with terminal devices 20 owned by players connected via a network, and to execute various games in which multiple players participate using player characters set in a game space (a single game field in a virtual three-dimensional space).

[0154] For example, the server device 10 of this embodiment has a configuration for executing various controls for executing competitive games such as battle games, action games, RPGs, sound games, racing games, or sports games, or cooperative play games.

[0155] The server device 10 of this embodiment is a server device that controls a game in which multiple players participate using player characters set in a game space, and provides information about the game to the terminal device 20.

[0156] The server device 10 is configured to perform not only processes related to game control required to execute a game, such as the movement of a player character or the progress of the game (i.e., game control processes), but also processes other than the game control processes, such as game communication and player character settings (hereinafter, these processes are collectively referred to as "game-related processes").

[0157] In addition, the server device 10 of this embodiment is configured to execute a matching process that matches two or more players participating in the game based on information about each player's player character (i.e., player character information) when a player requests the matching process or before the game starts.

[0158] In particular, the server device 10 has a configuration that allows it to perform a special matching process that preferentially selects a matching player based on the conditions desired by the player wishing to be matched, such as the communication environment and level of the opponent player, or conditions that match the player wishing to be matched, compared to when performing a uniform matching process such as random.

[0159] For example, the server device 10 has a configuration that can appropriately match players who do not meet certain conditions by dynamically controlling the period of time while avoiding player dissatisfaction with matching, such as matching with players in specific communication environments (especially matching based on a matching request from a player who communicates via wired communication), such as players who communicate via wireless communication, which has a higher probability of slower response speeds and processing slowdowns during the game than wired communication, or matching with players who have different levels.

[0160] Specifically, the server device 10: (A1) Execute a matching process to match two or more players participating in the game, and select the matched players as matching players; (A2) executing a communication environment identification process for identifying the communication environment with the terminal device 20 of each player; (A3) managing, for each player, information about the player, including at least communication environment information indicating information about the identified communication environment, as player-related information; (A4) A special period variable control process is executed to variably control, for each player, a given matching special period set within a matching period from the matching start timing to the matching establishment timing, based on the player-related information of each player. It has the following structure.

[0161] The server device 10 is configured to manage, for each player, whether or not a special matching period is in effect during the matching period, and when executing matching processing for a first player during the special matching period, execute the matching processing as a special matching processing, in which a second player different from the first player is selected as the matching player based on specially set special matching conditions and player-related information of each player.

[0162] FIG. 4 shows an example of the management of player-related information and the matching process including the special matching process and the special period variable control process.

[0163] In particular, Figure 4 shows an example in which a special period variable control process is executed to control the special matching period based on the managed player-related information, and when a matching request is executed, a special matching period determination process is executed to determine whether or not it is during the special matching period, and if it is during the special matching period, a special matching process based on special matching conditions is executed, and outside the special matching period, a matching process is executed to execute a normal matching process such as random.

[0164] FIG. 4 also shows an example in which normal matching processing is performed after the end of the special matching period.

[0165] FIG. 4 shows an example in which, after execution of a matching process including a special matching process, information related to the matching is provided as matching-related information to the corresponding terminal device 20 (that is, to the player who made the matching request).

[0166] On the other hand, instead of the above, the server device 10 may manage the number of times the special matching process is executed for each player each time the special matching process is executed, and when an instruction to execute the special matching process for a first player is issued and the number of times the special matching process has been executed for the first player has not yet reached the upper limit, the server device 10 may execute a matching process as the special matching process, in which a second player different from the first player is selected as the matching player based on specially set special matching conditions and player-related information of each player.

[0167] In particular, in this case, when the server device 10 executes the special matching process, it is configured to be able to preferentially select a matching player based on the player's desired conditions or matching conditions, such as the communication environment and level of the opposing player, compared to when the matching process is executed uniformly without a special matching period in which the matching process is executed preferentially based on special matching conditions.

[0168] For example, in this case, the server device 10 is configured to avoid player dissatisfaction with matching, such as matching with players in specific communication environments, such as players who communicate via wireless communication, which has a higher probability of slower response speeds and processing slowdowns during the game than wired communication (particularly matching based on a matching request from a player who communicates via wired communication), or matching with players with different levels, while limiting the number of times, so that even players who do not meet certain conditions can be appropriately selected as matching players.

[0169] In this case, the server device 10 (B1) executing a matching process for matching two or more players participating in the game, and selecting the matched players as matching players; (B2) executing a communication environment identification process for identifying the communication environment with the terminal device 20 of each player; (B3) managing, for each player, information about the player, including at least communication environment information indicating information about the identified communication environment, as player-related information; (B4) performing an upper limit number control process for each player, which variably controls the upper limit number of times a special matching process indicating a special matching process is executed when executing the matching process, based on player-related information; It has the following structure.

[0170] FIG. 5 shows an example of the management of player-related information and the matching process including the special matching process and the upper limit count control process.

[0171] In particular, Figure 5 shows an example in which an upper limit count variable control process is executed to control the upper limit of the number of times the special matching process is executed based on the managed player-related information, and when a matching request is executed, an upper limit count determination process is executed to determine whether the upper limit has been reached for the number of times the special matching process is executed, and if the upper limit has not been reached (i.e., if it is below the upper limit), a special matching process based on the special matching conditions is executed, and if the upper limit has been reached for the number of times the special matching process is executed (i.e., if the upper limit has already been reached), a matching process is executed to execute a normal matching process such as random.

[0172] 5, after the execution of the matching process including the special matching process, information related to the matching is sent to the corresponding terminal device 20 as matching-related information (i.e., matching An example is shown in which the .mp3 file is provided to a player who has made a .mp3 file request.

[0173] With this configuration, the server device 10 of this embodiment and the game system 1 including it can prioritize matching players who meet certain conditions during special matching processing, thereby matching appropriate players in accordance with the player's wishes, the situation of each player, or individual communication environment, and matching that is in line with the intentions of the player who requested the matching.

[0174] Furthermore, the server device 10 of this embodiment and the game system 1 including it can perform wide-ranging matching without being limited to special matching conditions, thereby reducing the occurrence of players who are not matched and achieving a balance between the player's wishes and the establishment of appropriate matching.

[0175] Furthermore, the server device 10 of this embodiment and the game system 1 including it can prevent excessive bias in matching, such as players in the same environment, such as the same communication environment, being repeatedly matched, by variably controlling the length of the period or timing for realizing matching in line with the player's intentions, or by limiting the number of times for realizing matching in line with the player's intentions.

[0176] In the matching process of this embodiment, it is sufficient to match at least two or more players, and it is also possible to match two or three players, and two or more teams consisting of multiple players.

[0177] [4.2] Player-related information Next, the player-related information of this embodiment will be described with reference to FIG.

[0178] Note that Figure 6 is an example of each piece of information stored in the storage unit 140, and is a diagram showing an example of player information stored in the player-related information storage unit 146, matching history information stored in the matching history information storage unit 147, and player character information stored in the player character information storage unit 148.

[0179] Player-related information is stored for each player as follows: (A1) Information regarding the special matching period or the number of times the special matching process has been carried out (hereinafter referred to as "special matching process related information"); (A2) Player information including communication environment information, (A3) Matching history information, and (A4) Player character information, It consists of:

[0180] Special matching process related information includes (B1) Information on the length of the special matching period and the start timing of the special matching period (hereinafter referred to as "special matching period information"), or (B2) Information on the upper limit of the number of times the special matching process can be executed (hereinafter referred to as "special matching execution number upper limit information"); Includes:

[0181] The special matching process related information is transmitted from the terminal device 20 of each player and stored in the player related information storage unit 146 in association with the ID of each player (ie, player ID), as shown in FIG.

[0182] In addition, the special matching period information may include information on the start timing and end timing of the special matching period instead of information on the length of the special matching period and the start timing of the special matching period.

[0183] The player information includes (C1) Communication environment information, (C2) Player attributes such as game level, age, generation, region or country of residence, gender, and in-game team affiliation (hereinafter referred to as "attribute information"); (C3) Information indicating the progress of the game, such as experience points, acquired points or in-game currency, cleared stages, the type and number of acquired items, or the type and number of completed quests (hereinafter referred to as "game progress information"); and (C4) Billing history information including billing date and billing amount information; Includes:

[0184] In addition, communication environment information refers to information about the environment, such as the type of communication line (wired or wireless, whether wireless communication on a local area network (LAN), such as whether Wi-Fi is used, and whether wireless communication on a wide area network (WWAN), such as whether a mobile communication network is used), communication speed (line speed), response speed (ping value), whether frame relay is used, information about the provider involved in the communication, information about the performance of communication connection devices such as routers, and information about the computer's communication processing capabilities.

[0185] Each piece of player information is transmitted from the terminal device 20 of each player and stored in the player-related information storage unit 146 in association with the ID of each player (ie, player ID), as shown in FIG.

[0186] For example, the terminal device 20 is configured to detect whether a wireless communication line is in use, collect communication environment information using a program tool such as a network diagnostic tool or a benchmark tool, and provide the collected communication environment information, along with a player ID, to the server device 10. However, the terminal device 20 may be linked to the server device 10, and the server device 10 may directly collect the communication environment information of each terminal device 20.

[0187] Matching history information includes: (D1) Communication environment information when a game is executed based on matching processing; (D2) The rate or number of disconnections of communication with the terminal device that occurred during execution of the game, and (D3) the number or frequency of processing delays related to the game during execution of the game, etc. are included.

[0188] Then, each piece of the matching history information is stored in the matching history information storage unit 147 in association with the ID of each player (that is, player ID), as shown in FIG.

[0189] The player character information includes: (E1) Character level, (E2) Each ability of the character and parameters that define each ability, (E3) Character attributes, (E4) Battle history, such as the number of battles in a fighting game, and (E5) Items held (including types and ability scores), It includes information such as:

[0190] Each piece of player character information may be, for example, the ID of each player (i.e., The player character information storage unit 148 stores the player character information in association with the player ID and the ID of the player character (hereinafter referred to as the "character ID").

[0191] [4.3] Communication environment identification process Next, a communication environment specifying process executed in the server device 10 of this embodiment will be described.

[0192] The communication environment management unit 104 executes a communication environment identification process to identify the communication environment, including whether or not each player's terminal device 20 is connected to the server device 10 via wired communication, based on the communication environment information acquired from each player's terminal device 20.

[0193] Specifically, the communication environment management unit 104 acquires communication environment information from the terminal device 20 via the communication control unit 101, and based on the communication environment information, identifies the communication environment of each terminal device 20 (i.e., each player), such as whether or not wireless communication is available (whether or not wireless communication is available on a local area network (LAN) within a home or facility, such as whether or not Wi-Fi is used, or on a public line network (i.e., a wide area network) such as a mobile communication network).

[0194] In addition to the above, the communication environment management unit 104 also identifies the communication speed (line speed) and response speed (Ping value) based on the communication environment information.

[0195] The communication environment information of this embodiment may be collected in advance from each terminal device 20 for each player and registered in the player-related information storage unit 146 as communication environment information of player information.

[0196] Furthermore, the communication environment management unit 104 may assign each terminal device 20 to a predetermined communication level (for example, excellent, good, or fair) based on the communication environment information of each terminal device 20.

[0197] In this case, the communication environment management unit 104 also manages the assigned communication level as communication environment information for each terminal device.

[0198] [4.4] Matching condition acceptance and setting process Next, a matching condition acceptance process and a setting process executed by the server device 10 of this embodiment will be described.

[0199] The communication control unit 101 receives a matching request from a player wishing to be matched, transmitted from the terminal device 20 of the player, along with the desired conditions of the matching player (that is, the desired conditions for matching).

[0200] In particular, the communication control unit 101 accepts the desired matching conditions as conditions for executing the special matching process (that is, special matching conditions).

[0201] Specifically, the communication control unit 101 accepts, as the special matching conditions, at least conditions related to the communication environment with the terminal device 20 when the game is executed as a matching player.

[0202] That is, the communication control unit 101 accepts, as the special matching condition, a condition regarding the communication environment with the terminal device 20 when the game of the matching player is executed, such as wireless use or wired use in a network connection.

[0203] In addition to the conditions related to the communication environment, the communication control unit 101 (A1) The level of the matching player, (A2) The amount charged by the matching player, (A3) Whether or not the matching player has a predetermined player character or a predetermined benefit, and (A4) The progress of the matched player's game (for example, the stages cleared, the types and number of items acquired, or the types and number of quests completed, etc.), is accepted as a special matching condition.

[0204] Then, the communication control unit 101 provides the accepted special matching conditions to the matching processing unit 105.

[0205] When a matching request is received from a player and multiple special matching conditions are set, the communication control unit 101 may receive the priority of each special matching condition from the player.

[0206] For example, in this case, the communication control unit 101 receives information that can be classified into two or more levels of priority, such as high, medium, low, or information specified by numbers 1 to 5.

[0207] On the other hand, the matching management unit 106 may provide the matching processing unit 105 with conditions that are set in advance on a computer or a program as special matching conditions when executing the matching process.

[0208] In this case, specifically, when the matching process is executed, the matching management unit 106 executes a special matching condition setting process that sets predefined special matching conditions based on the player's status, the game status, or the status of other matching processes.

[0209] Then, the matching management unit 106 may provide the set special matching conditions to the matching processing unit 105.

[0210] [4.5] Matching process Next, the matching process in this embodiment will be described.

[0211] (Basic principles of matching processing) The matching processing unit 105 of this embodiment executes a matching process in which, when a player requests the matching process or at a given timing such as before the start of a game, at least two or more players are matched from among a plurality of players, and the matched players are determined as matching players.

[0212] That is, the matching processing unit 105 executes the matching process to determine opponents in a competitive game, or to select multiple players for cooperative play to complete a task in a game.

[0213] The matching processing unit 105 of this embodiment then uses attribute information (i.e., player attributes) included in the player-related information as a matching condition, either randomly or by using the attribute information as a matching condition, and matches two or more players who meet the matching condition.

[0214] Specifically, in the case of random matching, the matching processing unit 105 executes a process of matching players who wish to be matched with each other based on random numbers or the like (that is, a normal matching process).

[0215] Furthermore, when attribute information is used, the matching processing unit 105 executes a matching process to match players with the same or similar game level, the same age or generation, the same residential area or country, and the like.

[0216] On the other hand, the matching processing unit 105 executes a special matching process that executes a matching process based on a special matching condition at a predetermined timing.

[0217] In particular, the matching processing unit 105 sets the timing at which the player requests matching processing or a predetermined timing before the start of the game as the matching start timing, sets a special matching period during the matching period from the matching start timing to the timing at which matching is established and completed, and executes the special matching processing during the special matching period.

[0218] In addition, instead of the special matching process that is executed during the special matching period, the matching processing unit 105 executes the special matching process when a preset execution condition is met at the time when a player requests the matching process or at a predetermined time before the start of the game.

[0219] The execution conditions include a player's instruction, the player's execution of the special matching process not reaching the upper limit, or both of these.

[0220] (Special Matching Process Overview) When the matching processing unit 105 executes matching processing for a matching requesting player (first player) who requests matching during a special matching period, the matching processing unit 105 executes special matching processing, which selects a player who is different from the matching requesting player but who is also requesting matching, as a matching player (second player) based on specially set special matching conditions and player-related information of each player.

[0221] That is, in the special matching process, the matching processing unit 105 refers to the player-related information of each player and searches for players who meet the special matching conditions preset by the matching requesting player who requested the matching, or the special matching conditions preset in the program, and selects the player who meets the special matching conditions as the matching player as a result of the search.

[0222] In addition, the matching processing unit 105 performs special matching processing during a given special period (i.e., a special matching period) set within the matching period from the matching start timing, such as the timing at which a matching request is received, to the matching end timing, which is determined by a time limit or the like.

[0223] Specifically, the matching processing unit 105 identifies players who meet the special matching conditions from among players who are already waiting for matching during the special matching period or players who are waiting for matching at the start of the special matching period.

[0224] If the matching processing unit 105 matches with a player who meets the special matching conditions during the special matching period, it selects the player as a matching player, and if the player does not match with a player who meets the special matching conditions during the special matching period, it proceeds to executing normal matching processing.

[0225] For example, the matching processing unit 105 executes the special matching process during a preset special matching period of 10 seconds from the timing of starting matching.

[0226] That is, in this case, the matching processing unit 105 executes the special matching process during the special matching period, and executes the normal matching process after the end of the special matching period.

[0227] On the other hand, instead of executing the special matching process based on the special matching period, the matching processing unit 105 may execute the special matching process if the upper limit on the number of times the special matching process can be executed is not met when executing the matching process, provided that an upper limit on the number of times the special matching process can be executed is specified.

[0228] In this case, when executing the matching process, the matching processing unit 105 determines whether the number of times the special matching process has been executed for the relevant player has reached its limit, and if the number of times the special matching process has been executed has reached its limit, it executes the normal matching process, and if the number of times the special matching process has been executed has not reached its limit, it executes the special matching process.

[0229] The special matching period and the number of times the special matching process is executed by the matching processing unit 105 in this embodiment will be described in detail later.

[0230] (Special matching conditions) The matching processing unit 105 uses, as special matching conditions, conditions related to the communication environment with the terminal device 20 when the game of the matching player is executed (such as wireless or wired use of a network connection), conditions related to the player such as the matching player's level, amount charged, whether or not the player owns a specified player character or a specified benefit, and the game progress status (for example, stages cleared, types and number of items acquired, or types and number of quests completed), and conditions related to past matching processes (i.e., conditions related to the matching history).

[0231] In particular, the matching processing unit 105 uses conditions regarding the communication environment with the terminal device 20 when the game of the matching player is executed, such as the type of wired or wireless communication line (whether or not wireless communication on a local area network, such as whether or not Wi-Fi is used, and whether or not wireless communication on a wide area network (WWAN), such as whether or not a mobile communication network is used), communication speed (line speed), response speed (ping value), whether or not a relay connection is used, information about the provider involved in the communication, information about the performance of communication connection devices such as routers, and information about the computer's communication processing capabilities.

[0232] In addition, the matching processing unit 105 uses, as conditions related to the matching history, the number of times that the matching process has already been executed for each player, the communication environment with the terminal device 20 at the time of the matching process, the disconnection rate or number of disconnections in communication with the terminal device 20 that occurred during the execution of the game, and the number or frequency of processing delays related to the game during the execution of the game.

[0233] The matching processing unit 105 uses the player-related information of each player for the conditions related to the player, and uses the matching history information of each player for the conditions related to the matching history.

[0234] For example, if the matching processing unit 105 sets, as a special matching condition, that the matching requesting player is a player who is only communicating via wired communication, In this case, the corresponding player is searched for based on the player-related information of each player, and a matching player is set from among the players who are communicating only via wired communication.

[0235] In this case, if there are multiple eligible players, the matching processing unit 105 sets the matching player randomly or using other conditions such as the player in the nearest residential area or the player with the same communication environment (including cases where they are considered to be the same).

[0236] Furthermore, for example, if there are many relay connections, it is determined that there are many communication environments with poor communication quality, and therefore the matching processing unit 105 uses a condition regarding relay connections in the matching history, such as the player having never made a relay connection in the past.

[0237] (Special matching process based on multiple special matching conditions) The matching processing unit 105 may execute the special matching process based on a plurality of special matching conditions among the conditions related to the communication environment, the conditions related to the player, and the conditions related to the matching history.

[0238] In particular, the matching processing unit 105 may set as a matching player a player who meets the conditions related to the communication environment, or a player who meets both the conditions related to the communication environment and the conditions related to the player or the conditions related to the matching history.

[0239] (Special matching process based on priority) When a plurality of special matching conditions are set by the matching requesting player, the matching processing unit 105 may execute the special matching process based on the priority set by the matching requesting player.

[0240] In other words, assuming that the communication control unit 101 has accepted multiple special matching conditions set by the matching requesting player and the priority of each special matching condition, the matching processing unit 105 may execute the special matching process based on the priority.

[0241] Specifically, when the matching requesting player sets a hierarchy of priorities for multiple special matching conditions, such as 1st to 3rd or high, medium, or low, the matching processing unit 105 searches for player-related information for each player from the special matching conditions with the highest priority and detects the corresponding player.

[0242] For example, the matching processing unit 105 first searches the player-related information of each player according to the special matching condition with the highest priority, and detects whether or not there is a corresponding player.

[0243] At this time, if a corresponding player exists, the matching processing unit 105 selects a matching player from among the corresponding players, while if a corresponding player does not exist, it searches the player-related information of each player according to the special matching condition of the next priority (i.e., the second priority) to detect whether a corresponding player exists.

[0244] Then, if a corresponding player exists, the matching processing unit 105 selects a matching player from among the corresponding players, whereas if a corresponding player does not exist, it executes special matching processing with the next priority (i.e., the third priority), and repeats this process until the special matching condition with the lowest priority is met.

[0245] If there is no player that satisfies the special matching condition with the lowest priority, the matching processing unit 105 executes the normal matching process of randomly selecting a matching player.

[0246] In addition, when multiple matching players are detected based on special matching conditions with a predetermined priority, the matching processing unit 105 sets the matching players randomly or using other conditions such as players in the nearest residential area, as described above.

[0247] (Special matching process for specific players) When the matching requesting player has specific conditions, the matching processing unit 105 may execute a special matching process for the specific player based on the special matching conditions set by the matching requesting player.

[0248] That is, the matching processing unit 105 determines whether the matching requesting player is a specific player who meets given specific conditions, and if it is determined that the player is the specific player, the communication control unit 101 may accept the special matching conditions input by the specific player and execute special matching processing for the specific player based on the accepted special matching conditions.

[0249] Furthermore, the matching processing unit 105 determines that a specific condition is met, for example, when the communication environment with the terminal device 20 of a specific player is connected to the terminal device 20 by wired communication.

[0250] In addition, the matching processing unit 105 may use other conditions as the specific conditions instead of the above, such as a player having a predetermined game level or higher, a player having a predetermined item, or a player who has completed a predetermined task.

[0251] (Selection of matching players based on player selection) In the special matching process, the matching processing unit 105 may select a matching player from among players who meet special matching conditions (hereinafter referred to as "matching player candidates") based on the selection of the matching request player.

[0252] In other words, when the matching processing unit 105 executes special matching processing for the first player, that is, the matching requesting player, it identifies a player who meets at least one of the conditions determined by the player-related information and the special matching conditions as a matching player candidate, and presents the identified matching player candidate to the matching requesting player together with information regarding the conditions that the identified matching player candidate met when it was identified.

[0253] The matching processing unit 105 may then select a matching player from the presented matching player candidates based on the selection of the matching requesting player, along with information regarding the conditions that the candidate met when identified as a matching player candidate (for example, information for clearly indicating the conditions that the candidate met to the matching requesting player).

[0254] Specifically, in this case, as a special matching process, the matching processing unit 105 identifies multiple candidate matching players as candidate matching players based on the special matching conditions and player-related information, and provides information on the identified candidate matching players to the terminal device 20 of the player requesting matching via the information providing unit 111.

[0255] Then, the matching processing unit 105 receives the match request from the terminal device 20 of the matching request player. When information on a designated matching player candidate is received from among the matching player candidates via the communication control unit 101, the received matching player candidate is selected as the matching player.

[0256] In addition, the matching processing unit 105 may provide information indicating a list of players who meet some of the special matching conditions set by the matching request player as matching player candidates to the terminal device 20 of the matching request player via the information providing unit 111, and select the matching player candidate specified by the matching request player from the matching player candidates indicated in the list as the matching player.

[0257] In addition, the matching processing unit 105 may provide information indicating a list of players who meet some of the special matching conditions set by the matching requesting player as matching player candidates via the information providing unit 111 to the terminal device 20 of the matching requesting player, and may select a matching player from the matching player candidates indicated by the list according to a predetermined program (including randomly).

[0258] [4.6] Various variable control processes [4.6.1] Special period variable control process in special matching process Next, the special matching period variable control process in the special matching process of this embodiment will be described.

[0259] (Principle of special period variable control processing in special matching processing) The matching management unit 106 variably controls the special matching period in the special matching process for each player based on the player-related information of each player.

[0260] In other words, the matching management unit 106 is configured to be able to prevent excessive bias in matching, such as players in the same environment, such as the same communication environment, being repeatedly matched, by variably controlling the length of the period or timing to achieve matching in line with the player's wishes.

[0261] Specifically, the matching management unit 106 variably controls the special matching period in the special matching process for each player based on player-related information for each player, such as matching history information, communication environment information as player information, or other player information (each player's attributes, information about the game progress, information about billing, information about the player character operated by each player, etc.).

[0262] Furthermore, the matching management unit 106 manages the standard special matching period and the start timing of the special matching period as special matching period information using the game data storage unit 144.

[0263] Then, the matching management unit 106 provides the matching processing unit 105 with the matching special period adjusted for each player, the start timing of the matching special period, or both, when the matching processing is executed.

[0264] (Special period variable control processing based on matching history information) The matching management unit 106 variably controls the special matching period in the special matching process for each player based on matching history information that indicates information related to matching when the matching process was executed in the past.

[0265] In particular, the matching management unit 106 variably controls the special matching period for the relevant player based on at least one of the following information as matching history information: the communication environment when the game is executed based on the matching process, the disconnection rate or number of disconnections in communication with the terminal device 20 that occurred during the execution of the game, and the number or frequency of processing delays related to the game during the execution of the game.

[0266] For example, if the matching process continues to be performed in a poor communication environment, such as when a player using wireless communication is selected as a matching player, the matching management unit 106 determines that the player is dissatisfied with past matching, and performs control to extend the special matching period of the special matching process for that player.

[0267] Also, for example, if the matching process has been continuously executed in a good communication environment, such as when a player using wired communication is selected as the matching player, the matching management unit 106 determines that there is no dissatisfaction with past matching and executes control to shorten the special matching period of the special matching process for the relevant player.

[0268] Note that a case where the matching process has been continuously executed in a poor communication environment refers to, for example, a case where the matching requesting player has been matched with a player who has connected via wireless communication three consecutive times in the most recent matching process.

[0269] In addition, a case where the matching process has been continuously executed in a good communication environment refers to, for example, a case where the matching requesting player has been matched with a player connected via wired communication three times in a row in the most recent matching process.

[0270] Furthermore, the control to lengthen the special matching period of the special matching process refers to, for example, control to lengthen the special matching period of the matching requesting player from the normal 10 seconds to 20 seconds, and the control to shorten the special matching period of the special matching process refers to, for example, control to lengthen the special matching period of the matching requesting player from the normal 10 seconds to 5 seconds.

[0271] (Variable control process for special matching periods based on communication environment information) The matching management unit 106 may variably control the special matching period in the special matching process for each player based on the communication environment information of the player requesting the matching.

[0272] For example, in this case, when the matching management unit 106 is connected to the terminal device 20 of the matching requesting player via wired communication, it determines that the communication environment is good and executes control to lengthen or shorten the special matching period of the special matching process of the matching requesting player.

[0273] Also, for example, in this case, when the matching management unit 106 is connected to the terminal device 20 of the matching requesting player via wireless communication, it determines that the communication environment is poor and executes control to lengthen or shorten the special matching period of the special matching process of the matching requesting player.

[0274] In addition, the control to lengthen the special matching period of the special matching process refers to, for example, control to lengthen the special matching period of the matching requesting player from the normal 10 seconds to 20 seconds, and the control to shorten the special matching period of the special matching process refers to, for example, control to lengthen the special matching period of the matching requesting player from the normal 10 seconds to 5 seconds.

[0275] (Special period variable control processing based on other player-related information) The matching management unit 106, instead of the matching history information or the communication environment information, (A1) Player attributes (game level, age, region or country of residence, gender, in-game team) (A2) Information indicating the progress of the game (for example, experience points, acquired points or in-game currency, cleared stages, types and numbers of acquired items, or types and numbers of completed quests), (A3) Billing history (including billing date and amount), or (A4) The special matching period in the special matching process may be variably controlled based on information about the player character (hereinafter referred to as "player character information") or the like.

[0276] For example, in this case, if the matching requesting player has a game level above a certain level (7 or above out of 10), the matching management unit 106 executes control to lengthen or shorten the special matching period of the special matching process for the matching requesting player.

[0277] Also, for example, in this case, if the matching requesting player has a game level below a certain level (3 or below out of 10), the matching management unit 106 executes control to lengthen or shorten the special matching period of the special matching process for the matching requesting player.

[0278] (Special period variable control process based on multiple player-related information) The matching management unit 106 may variably control the special matching period in the special matching process based on two or more pieces of player-related information among the matching history information, the matching history information, and the communication environment information.

[0279] For example, in this case, if the matching process has been continuously executed in a poor communication environment, such as when a player using wireless communication is selected as the matching player, and the matching requesting player has a game level above a certain level (7 or higher out of 10), the matching management unit 106 executes control to lengthen or shorten the special matching period of the special matching process for the matching requesting player.

[0280] (Resetting the special period for special matching processing) When the special matching period of the special matching process is variably controlled for each player, the matching management unit 106 executes a reset condition determination process to determine whether a given reset condition is met, and if the reset condition is met, the matching management unit 106 may restore the length of the special matching period of the relevant player to its original length.

[0281] That is, the matching management unit 106 is configured to restore the matching special period to its original length in order to maintain motivation or increase interest in the game, or to balance the benefits with other players.

[0282] In particular, the matching management unit 106 uses as reset conditions the passage of a predetermined period such as 12 hours or one day, the arrival of a predetermined timing such as midnight every day, the player having a preferential option, the consumption of a specific item, the making of a predetermined charge, or the accomplishment of a predetermined task.

[0283] [4.6.2] Variable control of upper limit of special matching process Next, the upper limit number variable control process in the special matching process of this embodiment will be described. do.

[0284] (Principle of variable upper limit control process in special matching process) The matching management unit 106 variably controls the upper limit of the number of times the special matching process can be executed for each player based on the player-related information of each player.

[0285] In other words, the matching management unit 106 has a configuration that, when repeatedly executing a special matching process in line with the player's wishes, can variably control the upper limit of the number of times the special matching process is executed, thereby preventing excessive bias in matching, such as players in the same environment, such as the same communication environment, being repeatedly matched.

[0286] Specifically, the matching management unit 106 variably controls the upper limit of the number of times each player can execute the special matching process based on player-related information for each player, such as matching history information, communication environment information as player information, or other player information (each player's attributes, information about the game progress, information about billing, information about the player character operated by each player, etc.).

[0287] (Control process for variable upper limit number based on matching history information) The matching management unit 106 variably controls the upper limit of the number of times the special matching process can be executed for each player based on matching history information that indicates information related to matching when the matching process was executed in the past for each player.

[0288] In particular, the matching management unit 106 variably controls the upper limit of the number of times each player can execute the special matching process based on at least one of the following information as matching history information: the communication environment when the game is executed based on the matching process, the disconnection rate or number of disconnections in communication with the terminal device 20 that occurred during the execution of the game, and the number or frequency of processing delays related to the game during the execution of the game.

[0289] For example, if the matching process continues to be performed in a poor communication environment, such as when a player using wireless communication is selected as a matching player, the matching management unit 106 determines that the player is dissatisfied with past matching and performs control to increase the upper limit of the number of times each player can perform the special matching process.

[0290] Furthermore, for example, if the matching process has been continuously performed in a good communication environment, such as when a player using wired communication is selected as a matching player, the matching management unit 106 determines that there is no dissatisfaction with past matching and performs control to reduce the upper limit of the number of times each player can perform the special matching process.

[0291] Note that a case where matching processing has been continuously performed in a poor communication environment refers to, for example, a case where a player has been matched with a player who has connected via wireless communication three times in a row in the most recent matching processing.

[0292] Furthermore, a case where the matching process has been continuously executed in a good communication environment refers to, for example, a case where the player has been matched with a player connected via wired communication three times in a row in the most recent matching process.

[0293] Furthermore, control to increase the number of times the special matching process is executed refers to, for example, control to increase the normal upper limit from three times to five times, and control to decrease the number of times the special matching process is executed refers to, for example, control to reduce the normal upper limit from three times to two times.

[0294] (Special period variable control processing based on communication environment information) The matching management unit 106 may variably control the upper limit of the number of times the special matching process can be executed for each player based on the communication environment information of the player who made the matching request.

[0295] For example, in this case, when the matching management unit 106 is connected to the terminal device 20 of the matching requesting player via wired communication, it executes control to increase or decrease the upper limit of the number of times the special matching process can be executed.

[0296] Also, for example, in this case, when the matching management unit 106 is connected to the terminal device 20 of the matching requesting player via wireless communication, it executes control to increase or decrease the upper limit of the number of times the special matching process can be executed.

[0297] Note that control to increase the number of times the special matching process is executed refers to, for example, control to increase the normal upper limit from three times to five times, and control to decrease the number of times the special matching process is executed refers to, for example, control to reduce the normal upper limit from three times to two times.

[0298] (Special period variable control processing based on other player-related information) The matching management unit 106, instead of the matching history information or the communication environment information, (A1) Player attributes (game level, age, region or country of residence, gender, in-game team) (A2) Information indicating the progress of the game (for example, experience points, acquired points or in-game currency, cleared stages, types and numbers of acquired items, or types and numbers of completed quests), (A3) Billing history (including billing date and amount), or (A4) The upper limit of the number of times the special matching process can be executed for a player may be variably controlled based on information about the player's character (hereinafter referred to as "player character information").

[0299] For example, in this case, if the matching requesting player has a game level above a certain level (7 or above out of 10), the matching management unit 106 executes control to increase or decrease the upper limit of the number of times the special matching process can be executed by that player.

[0300] Also, for example, in this case, if the matching requesting player has a game level below a certain level (3 or below out of 10), the matching management unit 106 executes control to increase or decrease the upper limit of the number of times the special matching process can be executed by that player.

[0301] Note that control to increase the number of times the special matching process is executed refers to, for example, control to increase the normal upper limit from three times to five times, and control to decrease the number of times the special matching process is executed refers to, for example, control to reduce the normal upper limit from three times to two times.

[0302] (Special period variable control process based on multiple player-related information) The matching management unit 106 may variably control the upper limit of the number of times the special matching process is executed for each player based on two or more pieces of player-related information among the matching history information, the matching history information, and the communication environment information.

[0303] For example, in this case, the matching management unit 106 may determine that a matching process has been continuously performed in a poor communication environment, such as when a player using wireless communication is selected as a matching player, and that the matching requesting player has a game level above a certain level (10 levels). In the case where a player has a rank of 7 or more in the special matching process, the upper limit of the number of times the special matching process can be executed by the player may be variably controlled.

[0304] For example, in this case, if the matching requesting player has a game level above a certain level (7 or above out of 10), the matching management unit 106 executes control to increase or decrease the upper limit of the number of times the special matching process can be executed by that player.

[0305] Also, for example, in this case, if the matching requesting player has a game level below a certain level (3 or below out of 10), the matching management unit 106 executes control to increase or decrease the upper limit of the number of times the special matching process can be executed by that player.

[0306] Note that control to increase the number of times the special matching process is executed refers to, for example, control to increase the normal upper limit from three times to five times, and control to decrease the number of times the special matching process is executed refers to, for example, control to reduce the normal upper limit from three times to two times.

[0307] (Resetting the number of times special matching processing is performed) Similar to the reset process for the special matching period of the special matching process, the matching management unit 106 may execute a reset condition determination process for determining whether a given reset condition is met when the number of times the special matching process is executed is variably controlled for each player, and if the reset condition is met, may reset the count of the number of times the special matching process has been executed for the relevant player.

[0308] That is, the matching management unit 106 has a configuration for resetting the upper limit of the number of times the special matching process can be executed in order to maintain motivation for the game or increase interest in the game.

[0309] In particular, the matching management unit 106 uses, as reset conditions, similar to the reset process for the special matching period of the special matching process, conditions such as the passage of a predetermined period such as 12 hours or one day, the arrival of a predetermined timing such as midnight every day, the player having a preferential option, the consumption of a specific item, the making of a predetermined charge, or the accomplishment of a predetermined task.

[0310] [4.7] Information provision processing Next, the information providing process of this embodiment will be described.

[0311] During the game, the information providing unit 110 provides the relevant terminal device 20 with information on the matching process, such as the selected matching player, as matching-related information, along with various game information related to the control and display of the game.

[0312] [4.8] Variations Next, a modification of this embodiment will be described.

[0313] (Variation 1: Adjustment of the special period or upper limit of the number of times for the special matching process) In the special period variable control process or the upper limit number variable control process in the special matching process of this embodiment, the special matching period or the upper limit number may be adjusted based on the matching process of other players.

[0314] In particular, when special matching conditions are set for matching players, such as the same communication environment or player attributes, the matching management unit 106 The length of the special matching period of the special matching process or the upper limit of the number of times it can be performed may be adjusted based on the number of players who meet the matching conditions (the number of players who are candidates for matching players).

[0315] Specifically, in this case, when a special matching condition is set that requests matching with a player who has the same communication environment as a first communication environment indicating the communication environment of the matching requesting player, the matching management unit 106 variably controls the length of the special matching period or the number of times it is executed based on the number of players who can be matched who have the first communication environment.

[0316] In other words, the matching management unit 106 is configured to shorten the length of the special matching period or reduce the number of times it is executed when there are a large number of players who have a communication environment that allows communication via wired communication, and is configured to lengthen the length of the special matching period or increase the number of times it is executed when there are a small number of such players.

[0317] In addition, the matching management unit 106 may be configured to lengthen the length of the special matching period or increase the number of times it is executed when there are a large number of players who have a communication environment that allows communication via wired communication, and may be configured to shorten the length of the special matching period or decrease the number of times it is executed when there are a small number of such players.

[0318] With this configuration, in this modified example, it is possible to provide a game in which appropriate players are matched together in accordance with the circumstances of the matched players, the wishes of each player, the circumstances of each player, or their individual communication environments, while preventing excessive bias in the matching environment.

[0319] (Variation 2: Special matching process based on selection conditions) In the special matching process of this embodiment, the special matching process may be executed based on given selection conditions, such as conditions equivalent to the special matching conditions, instead of the special matching conditions.

[0320] In other words, when the matching processing unit 105 executes a special matching process with the special matching condition that the player is a player of a terminal device 20 that communicates via a first communication environment, the matching processing unit 105 may select as a matching player a player of a terminal device 20 that communicates via a second communication environment different from the first communication environment and that meets given selection conditions.

[0321] In this case, for example, the matching processing unit 105 uses a condition equivalent to the special matching condition as the given selection condition.

[0322] For example, the equivalent of a special matching condition is: (A1) Even if the player is connected to a terminal device via wireless communication, the disconnection rate or number of disconnections of the communication line is "0" or significantly low, or the packet loss rate is low, or the same as that of a player connected to a terminal device via wired communication, or (A2) The player is at a beginner level, but is able to use advanced special moves, has recorded course records, or has the ability equivalent to an advanced level player, such as a fast response speed in operations. Conditions include:

[0323] (Variation 3: Special matching process based on other matching processes) In the special matching process of this embodiment, special matching is performed depending on the situation of other matching processes. A matching process may be performed.

[0324] In other words, when executing a special matching process, the matching processing unit 105 may select a second player as a matching player who meets conditions related to the player-related information of each player and conditions different from the specially set special matching conditions, depending on the matching status of other matching processes.

[0325] Specifically, for example, if there are many situations in which matching that meets special matching conditions has not been achieved in other matching processes, the matching processing unit 105 may execute a special matching process in which some of the special matching conditions have been changed, or a special matching process in which all of the special matching conditions have been changed.

[0326] For example, in this case, if 50% or more of the special matching processes fail in the overall matching process, the matching processing unit 105 changes the special matching condition 2 to the special matching condition 1, and executes the special matching process based on the changed special matching condition 1.

[0327] (Modification 4: Another Example of the Server Device Configuration) In the game system 1 of this embodiment, the game and the matching process are executed by a single server device 10, but this may also be realized by a plurality of server devices.

[0328] [5] Operation in this embodiment [5.1] Operation of matching process including special matching process and special period variable control process Next, the operation of the matching process including the special matching process and the special period variable control process executed by the server device 10 of this embodiment will be described with reference to FIGS.

[0329] 7 and 8 are flowcharts showing the operation of the matching process including the special matching process and the special period variable control process executed by the server device 10 of this embodiment.

[0330] In this operation, it is assumed that player-related information including special matching period information for each player has already been stored, that there are already players who wish to undergo certain matching processing, and that various game processing has already begun to be executed.

[0331] Furthermore, this operation executes a special period variable control process that adjusts the special matching period of the special matching process when a matching request is received. However, the special period variable control process may be executed at a predetermined timing, such as a specific time every day or every week.

[0332] Furthermore, after this operation is completed, the game will start after waiting for an operation by the matching requesting player and predetermined processing by the game management unit 103.

[0333] In this operation, other players who wish to be matched will be placed in a waiting state for matching at the time that the player requests matching, and will be subject to normal matching processing and special matching processing.

[0334] In addition, since the matching process for other players is also executed in parallel during this operation, if a player waiting for matching is selected as a matching player in the matching process for another player, the waiting state will be released and the player will no longer be eligible for matching.

[0335] First, when the matching processing unit 105 receives a matching request together with special matching conditions from the matching requesting player (step S101), the matching management unit 106 acquires standard matching special period information or matching special period information stored in the player-related information storage unit 146 (step S102).

[0336] The matching management unit 106 searches for the matching special period information of the relevant player stored in the player-related information storage unit 146, and if the matching special period information of the relevant player is stored in the player-related information storage unit 146, it reads out the stored matching special period information and provides it to the matching processing unit 105.

[0337] In addition, if the matching special period information for the relevant player is not stored in the player-related information storage unit 146, the matching management unit 106 reads out standard matching special period information from the game data storage unit 144 and provides it to the matching processing unit 105.

[0338] Next, the matching management unit 106 acquires the user-related information, and sets or adjusts the period length of the matching special period based on the acquired user-related information and the read-out matching special period information (step S103).

[0339] At this time, the matching management unit 106 acquires the matching history information or player information of the matching requesting player as user-related information, and adjusts the standard set matching special period or the matching special period specified in the matching special period information of the relevant player based on the acquired matching history information or player information.

[0340] In particular, the matching management unit 106 adjusts the start timing of the special matching period that is set as standard (e.g., the start timing of the matching process) based on the player-related information, or adjusts the start timing of the special matching period when the special matching process was last executed.

[0341] In addition, the matching management unit 106 adjusts the end timing of the standard set special matching period (e.g., the start timing of the matching process), or the end timing of the special matching period when the special matching process was last executed, or the duration of these special matching periods, based on the player-related information.

[0342] Next, the matching processing unit 105 sets the start timing of the special matching process and the period length of the special period of the special matching process (step S104).

[0343] Next, when the matching processing unit 105 starts execution of the matching processing (step S105), it determines whether or not it is time to start the special matching period (step S105).

[0344] At this time, if the matching processing unit 105 determines that it is not the start timing of the special matching period, it proceeds to the processing of step S106, and if it determines that it is the start timing of the special matching period, it proceeds to the processing of step S111.

[0345] Next, if the matching processing unit 105 determines that it is not time to start the special matching period, it starts the normal matching processing (step S106).

[0346] At this time, the matching processing unit 105 selects a player from among other players who wish to be matched. The execution of a normal matching process such as random matching is started, and the matching process is continued until a matching player is selected.

[0347] The matching processing unit 105 may select a matching player from among other players who wish to be matched and are already waiting at the start of the normal matching process, or may select a matching player from among players who have entered the matching process after the start of the normal matching process.

[0348] Next, when the matching players are matched (step S107), the matching processing unit 105 causes the information providing unit 111 to provide information about the matched matching players to the corresponding terminal device 20 as matching-related information (step S108), and then ends this operation.

[0349] On the other hand, when the matching processing unit 105 determines that it is time to start the special matching period, it starts executing the special matching process based on the special matching conditions of the matching requesting player received in the process of step S101 (step S111).

[0350] Next, the matching processing unit 105 determines whether it is the end time of the special period (step S112), and if it determines that it is the end time of the special period, it returns to the processing of step S106, and if it determines that it is not the end time of the special period, it proceeds to the processing of step S113.

[0351] Next, the matching processing unit 105 determines whether or not there is a player who meets the special matching condition among the other players who are already waiting for matching (step S113).

[0352] At this time, if the matching processing unit 105 determines that a player meeting the special matching conditions exists, it causes the information providing unit 111 to provide information about the player meeting the special matching conditions (i.e., matching-related information) to the corresponding terminal device 20 as a matching player (step S114), and then terminates this operation.

[0353] On the other hand, if the matching processing unit 105 determines that there is no player that meets the special matching condition, the process returns to step S112, and the special matching process is executed until the end of the special period.

[0354] [5.2] Matching process including special matching process and upper limit variable control process Next, the operation of the matching process including the special matching process and the upper limit number variable control process executed by the server device 10 of this embodiment will be described with reference to FIGS.

[0355] 9 and 10 are flowcharts showing the operation of the matching process including the special matching process and the upper limit number variable control process executed by the server device 10 of this embodiment.

[0356] In this operation, as with the matching process including the special period variable control process, player-related information including the maximum number of times that each player can perform special matching is already stored, there are already players who wish to perform certain matching processes, and various game processes have already begun to be executed.

[0357] In addition, this operation is performed when a matching request is received. However, the upper limit number variable control process may be executed at a predetermined timing, such as a specific time every day or every week.

[0358] Furthermore, after this operation is completed, the game will start after waiting for the operation of the matching requesting player and predetermined processing by the game management unit 103, just like the matching processing including the special period variable control processing.

[0359] In this operation, as with the matching process including the special period variable control process, other players who wish to be matched will be placed in a waiting state for matching at the time that the player wishes to be matched, and will be subject to the normal matching process and the special matching process.

[0360] Furthermore, in this operation, similar to the matching process including the special period variable control process, the matching process for other players is also executed in parallel, so when a player waiting for matching is selected as a matching player in the matching process for another player, the waiting state is cancelled and the player is no longer eligible for matching.

[0361] First, when the matching processing unit 105 receives a matching request together with special matching conditions from the matching requesting player (step S201), the matching management unit 106 acquires information indicating the upper limit of the number of times the standard special matching process can be executed, or information on the upper limit of the number of times the special matching can be executed, stored in the player-related information storage unit 146 (step S202).

[0362] In addition, the matching management unit 106 searches for the special matching execution count limit information for the relevant player stored in the player-related information storage unit 146, and if the special matching execution count limit information for the relevant player is stored in the player-related information storage unit 146, it reads out the stored special matching execution count limit information and provides it to the matching processing unit 105.

[0363] In addition, if the information on the upper limit of the number of times that the special matching process can be performed for the relevant player is not stored in the player-related information storage unit 146, the matching management unit 106 reads out information indicating the upper limit of the number of times that the standard special matching process can be performed from the game data storage unit 144 and provides it to the matching processing unit 105.

[0364] Next, the matching management unit 106 determines whether or not to change the upper limit of the number of times that the special matching can be performed for the player, based on, for example, the matching history information of the player (step S203a).

[0365] At this time, if the matching management unit 106 determines that the upper limit of the number of times that the special matching can be performed for the relevant player should be changed, it proceeds to processing of step S203b, and if it determines that the upper limit of the number of times that the special matching can be performed for the relevant player should not be changed, it proceeds directly to processing of step S204.

[0366] In addition, in the processing of step S203a, the matching management unit 106 may determine whether or not to change the upper limit of the number of times special matching can be performed for the relevant player based on communication environment information as player information or other player information (such as each player's attributes, information about the game progress status, information about billing, and information about the player character operated by each player) instead of matching history information.

[0367] Next, the matching management unit 106 determines the upper limit of the number of times that the player can perform special matching. If it is determined that the upper limit of the special matching process should be changed, the user-related information is acquired, and the upper limit of the special matching process is set or adjusted based on the acquired user-related information and the read-out upper limit information of the number of times the special matching process can be executed (step S203b).

[0368] At this time, the matching management unit 106 acquires the matching history information or player information of the matching requesting player as user-related information, and adjusts the set upper limit on the number of times the special matching process is executed based on the acquired matching history information or player information.

[0369] Next, when the matching processing unit 105 sets or adjusts the upper limit of the special matching process, or when it determines not to change the upper limit of the number of times the special matching process is executed for the relevant player, it acquires the number of times the special matching process has been executed for the relevant player and determines whether the acquired number of times the special matching process has been executed has reached the upper limit specified in the special matching execution number upper limit information (step S204).

[0370] At this time, if the matching processing unit 105 determines that the acquired number of times the special matching process has been executed has reached the upper limit defined in the special matching execution number upper limit information, the process proceeds to step S206.

[0371] Furthermore, if the matching processing unit 105 determines that the acquired number of times the special matching process has been executed has not reached the upper limit defined in the special matching execution number upper limit information, the process proceeds to step S210.

[0372] Next, when the matching processing unit 105 determines that the number of times the special matching processing has been executed has reached the upper limit defined in the special matching execution number upper limit information, the matching processing unit 105 starts the normal matching processing (step S206).

[0373] At this time, the matching processing unit 105 starts executing a normal matching process such as randomly selecting other players who wish to be matched, and continues the matching process until a matching player is selected.

[0374] The matching processing unit 105 may select a matching player from among other players who wish to be matched and are already waiting at the start of the normal matching process, or may select a matching player from among players who have entered the matching process after the start of the normal matching process.

[0375] Next, when the matching player is matched (step S207), the matching processing unit 105 causes the information providing unit 111 to provide information about the matched matching player to the corresponding terminal device 20 as matching-related information (step S208), and then ends this operation.

[0376] On the other hand, if the matching processing unit 105 determines that the number of times the special matching process has been executed has not reached the upper limit, it increments the number of times the special matching process has been executed for the player by "+1" (step S210), and starts executing the special matching process based on the special matching conditions of the matching requesting player received in the processing of step S201 (step S211).

[0377] At this time, when the matching processing unit 105 starts the special matching process, it executes the special matching process until a matching player is selected.

[0378] Next, when the matching players are matched (step S213), the matching processing unit 105 causes the information providing unit 111 to provide information about the matched matching players to the corresponding terminal device 20 (step S214), and ends this operation.

[0379] [6] Other The present invention is not limited to the above-described embodiments, and various modifications are possible. For example, terms cited in the specification or drawings as broadly defined or synonymous terms can be replaced with broadly defined or synonymous terms in other descriptions in the specification or drawings.

[0380] In this embodiment, each game may be provided to the terminal device 20 by one server device 10, or a server system may be constructed by linking a plurality of server devices 10, and each game may be provided to the terminal device.

[0381] Furthermore, in this embodiment, the game provided by the server device 10 is executed by the terminal device 20, but with the exception of operation input, each function of the processing unit 200 of the terminal device 20 and the execution of the game program may be executed by the server device 10, and the terminal device 20 may realize the above game by executing operation input and image display by streaming.

[0382] In addition, in this embodiment, the game system of the present invention is applied to a server device 10 that runs in conjunction with a terminal device 20 via a network, but it can also be applied to a tablet-type information terminal device, a personal computer, or a game device installed in an amusement park.

[0383] The present invention includes configurations that are substantially the same as the configurations described in the embodiments (for example, configurations with the same functions, methods, and results, or configurations with the same purpose and effects). The present invention also includes configurations in which non-essential parts of the configurations described in the embodiments are replaced. The present invention also includes configurations that achieve the same effects or purposes as the configurations described in the embodiments. The present invention also includes configurations in which publicly known technology is added to the configurations described in the embodiments.

[0384] Although the embodiments of the present invention have been described in detail as above, it will be readily apparent to those skilled in the art that many modifications can be made without substantially departing from the novel features and effects of the present invention. Therefore, all such modifications are intended to be included within the scope of the present invention. [Explanation of symbols]

[0385] 1: Game System 10: Server device 20: Terminal device 100: Processing section 101: Communication control unit 102: Web processing unit 103: Game Management Department 104:Communications Environment Management Department 105: Matching processing unit 106: Matching Management Department 107: Player related information management unit 109: Timer management unit 110: Information provision department 111: Information provision department 120: Input section 130: Display section 140: Storage section 142: Main memory 144: Game data storage unit 146: Player-related information storage unit 147: Matching history information storage unit 148: Player character information storage unit 180: Information storage medium 196: Communications Department 200: Processing section 210: Communication control unit 211: Web browser 212: Game processing section 213: Display control unit 220: Drawing section 230: Sound processing unit 260: Input section 262:Detection unit 270: Storage section 271: Main memory 272: Image buffer 280: Information storage medium 290: Display section 292: Sound output unit 296: Communications Department

Claims

1. A game system that executes processing related to a game in which multiple players participate using player characters set in a game space, in conjunction with terminal devices owned by players connected via a network, comprising: a matching processing means for executing a matching process for matching two or more players participating in the game and selecting the matched players as matching players; Identification means for identifying the communication environment of each player's terminal device; a management means for managing, for each player, information relating to the player, including at least communication environment information indicating information about the specified communication environment, as player-related information; a control means for variably controlling a given special period set for each player as a period until the matching is established, based on the player-related information of each player; The matching processing means Manage whether or not a special period is in effect during the matching period for each of the players; A game system characterized in that, when the matching process for a first player is executed during the special period, the matching process is executed as a special matching process, in which a second player different from the first player is selected as the matching player based on specially set special matching conditions and player-related information of each player.

2. A game system that executes processing related to a game in which multiple players participate using player characters set in a game space, in conjunction with terminal devices owned by players connected via a network, comprising: a matching processing means for executing a matching process for matching two or more players participating in the game and selecting the matched players as matching players; Identification means for identifying the communication environment of each player's terminal device; a management means for managing, for each player, information relating to the player, including at least communication environment information indicating information about the specified communication environment, as player-related information; a control means for variably controlling, for each player, an upper limit of the number of times a special matching process indicating a special matching process is executed when the matching process is executed, based on the player-related information; Equipped with The matching processing means managing the number of times the special matching process is executed for each player; A game system characterized in that, when the special matching process is executed for a first player and the number of times the special matching process has been executed for the first player has not yet reached an upper limit, the matching process is executed as a special matching process, in which a second player different from the first player is selected as the matching player based on specially set special matching conditions and player-related information of each player.

3. 3. The game system according to claim 1, the player-related information for each player includes, together with the communication environment information, matching history information indicating information regarding matching when the matching process was executed in the past; The matching history information includes the number of times the matching process has already been executed for each player, the communication environment with the terminal device at the time of the matching process, the disconnection rate or number of disconnections of communication with the terminal device that occurred during the execution of the game, and A game system including at least one of information on the number of times or frequency of processing delays related to the game.

4. 3. The game system according to claim 1, A game system in which the player-related information for each player includes, together with the communication environment information, at least one of the following information: attributes of each player, information regarding the progress of the game, information regarding charges, and information regarding the player character operated by each player.

5. 3. The game system according to claim 1, The special matching conditions include at least conditions regarding a communication environment with the terminal device when the game is executed as the matching player.

6. 3. The game system according to claim 1, When a plurality of special matching conditions are set, a reception processing means is further provided for receiving a priority of each special matching condition from a player who has requested the matching processing; The matching processing means The game system executes the special matching process according to the received priority.

7. 3. The game system according to claim 1, a determination means for determining whether the first player is a specific player who satisfies a given specific condition; a reception processing means for receiving the special matching conditions input by the specific player; Equipped with The matching processing means The game system executes the special matching process for the specific player based on the accepted special matching conditions.

8. 3. The game system according to claim 1, The matching processing means When the special matching process is executed for the first player, a player who satisfies at least one of the conditions determined by the player-related information and the special matching conditions is identified as a matching player candidate; The game system presents the identified candidate matching players to the first player together with information on the conditions that the candidate matching players met when they were identified.

9. 2. The game system according to claim 1, the player-related information for each player includes matching history information indicating information regarding matching when the matching process was executed in the past; The control means The special period is variably controlled for each player based on the matching history information.

10. 3. The game system according to claim 2, the player-related information for each player includes matching history information indicating information regarding matching when the matching process was executed in the past; The control means The game system variably controls the number of times the special matching process is executed for each player based on the matching history information.

11. 11. The game system according to claim 9, A game system in which the matching history information includes at least one of the following information: the communication environment when a game is executed based on the matching process, the disconnection rate or number of disconnections in communication with a terminal device that occurred during execution of the game, and the number or frequency of processing delays related to the game during execution of the game.

12. 3. The game system according to claim 1, The matching processing means The game system executes the special matching process to match players who both meet the special matching conditions with the first player and the second player.

13. 2. The game system according to claim 1, The control means A game system in which, when a special matching condition is set that requests matching with a second player having the same communication environment as a first communication environment indicating the communication environment of the first player, the length of the special period is variably controlled based on the number of matchable players having the first communication environment.

14. 3. The game system according to claim 2, The control means A game system that, when a special matching condition is set that requests matching with a second player who has the same communication environment as a first communication environment indicating the communication environment of the first player, adjusts the upper limit of the number of times the special matching process is executed based on the number of matchable players who have the first communication environment.

15. 3. The game system according to claim 1, The matching processing means A game system in which, when the special matching process is executed, a second player who meets conditions related to the player-related information of each player and conditions different from the specially set special matching conditions is selected as the matching player depending on the matching status of the matching process.

16. 3. The game system according to claim 1, The matching processing means executes a reset condition determination process for determining whether a given reset condition is met for each player; When the reset condition is met, the game system returns the length of the special period of the player to the original length, or resets the count of the number of times the special matching process has been executed.

17. 3. The game system according to claim 1, The matching processing means A game system in which, when the special matching process is executed with the special matching condition being that the player is a player of a terminal device that communicates via a first communication environment, a player of a terminal device that communicates via a second communication environment different from the first communication environment and that meets given selection conditions is selected as the matching player.

18. A program that executes processing related to a game in which multiple players participate using player characters set in a game space, in conjunction with terminal devices owned by players connected via a network, a matching processing means for executing a matching process for matching two or more players participating in the game and selecting the matched players as matching players; Identification means for identifying the communication environment of each player's terminal device; a management means for managing, for each player, information relating to the player, including at least communication environment information indicating information about the specified communication environment, as player-related information; and a control means for variably controlling a given special period set for each player as a period until the matching is established, based on the player-related information of each player; Make the computer function as The matching processing means Manage whether or not a special period is in effect during the matching period for each of the players; A program characterized by executing, as a special matching process, the matching process in which, when the matching process for a first player is executed during the special period, a second player different from the first player is selected as the matching player based on specially set special matching conditions and player-related information of each player.

19. A program that executes processing related to a game in which multiple players participate using player characters set in a game space, in conjunction with terminal devices owned by players connected via a network, a matching processing means for executing a matching process for matching two or more players participating in the game and selecting the matched players as matching players; Identification means for identifying the communication environment of each player's terminal device; a management means for managing, for each player, information relating to the player, including at least communication environment information indicating information about the specified communication environment, as player-related information; and a control means for variably controlling, for each player, an upper limit of the number of times a special matching process indicating a special matching process is executed when the matching process is executed, based on the player-related information; Make the computer function as The matching processing means managing the number of times the special matching process is executed for each player; When the special matching process is executed for a first player and the number of times the special matching process has been executed for the first player has not yet reached the upper limit, the program executes, as the special matching process, the matching process in which a second player different from the first player is selected as the matching player based on specially set special matching conditions and player-related information of each player.

Citation Information

Patent Citations

  • Television receiver

    JP1986094458A