Information processing apparatus and program
The information processing device and program evaluate and adjust game states to ensure fair and enjoyable gameplay continuation after network abnormalities, addressing the limitations of conventional systems by generating conditions for resuming the game based on predetermined criteria.
Patent Information
- Application Number
- JP2025195068
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-11-14
- Publication Date
- 2026-01-29
AI Technical Summary
Conventional game systems fail to provide fair and enjoyable gameplay continuation after network abnormalities, especially in competitive games or tournaments, by simply interrupting the game or using alternative processing.
An information processing device and program that evaluates the game status at interruption, generates information for resuming the game based on predetermined conditions, and adjusts game indicators or states to ensure fairness and enjoyment.
Enables a more enjoyable and satisfying gameplay experience by fairly resuming the game under conditions that consider the advantages and disadvantages of the game status at interruption, ensuring a seamless continuation.
Smart Images

Figure 2026015503000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing device and a program. [Background technology]
[0002] 2. Description of the Related Art It has been known that in a game system played over a network, if an abnormality occurs in the network or in the connection of devices, the progress of the game can be significantly affected. In this regard, a game system has been proposed that, in the event of an abnormality in the connection between each terminal device and the server, can rationally harmonize the interests of the user of the terminal device whose connection to the server has experienced an abnormality with the interests of the users of other terminal devices whose connections are maintained (see Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2014-104253 Summary of the Invention [Problem to be solved by the invention]
[0004] However, conventional technologies, including the technology described in Patent Document 1 mentioned above, are only capable of determining whether to interrupt the game or continue the game using alternative processing based on the game situation at the time an abnormality occurs in the connection between the terminal device and the server, and are not intended to, for example, resume the game under fairer conditions. In particular, in competitive game systems or game tournaments with prize money, it is not possible to continue the game simply by using alternative processing, and even if the game is interrupted due to some kind of accident, more satisfactory handling is required.
[0005] The present invention has been made in view of the above circumstances, and provides a game system that is more enjoyable and satisfying even when the game is interrupted. [Means for solving the problem]
[0006] The first aspect is An information processing device for a game in which multiple users can participate, a progress status acquisition means for acquiring, when the game is interrupted, the progress status of the game at the time the game is interrupted; a generation means for generating information about the progress of the game to be resumed based on the progress of the game at the time the game was interrupted, which is acquired by the progress acquisition means; The information processing device includes:
[0007] Also in the first aspect, The generation means can execute processing based on predetermined conditions based on the progress status at the time of interruption, and generate information regarding the progress status of the game to be resumed based on the results of the processing.
[0008] Also in the first aspect, The process based on a predetermined condition is an evaluation process that evaluates the advantages and disadvantages of the progress status at the time of interruption, The generating means can generate information relating to the progress of the game to be resumed based on the result of the evaluation process.
[0009] Also in the first aspect the evaluation of the advantage or disadvantage by the evaluation process is determined based on the indicators used in the game or the state of the character of the game at the time of interruption; The generating means can generate information relating to the progress of the game to be resumed, including adjustment of the indicator or the state.
[0010] Also in the first aspect, The generating means can generate information relating to the progress of the game that restarts the game in response to a user operation as a trigger.
[0011] Also in the first aspect, The process based on a predetermined condition is a completion process that, if a process for progressing the game is incomplete at the time the game is paused regardless of the user's operation, treats the process as having been completed; The generating means can generate information relating to the progress of the game to be resumed based on the result of the completion process.
[0012] Also in the first aspect, The completion process may include any of a process relating to a winning or losing condition of the game, an object action, or a predetermined condition relating to an object action.
[0013] Also in the first aspect, The generating means can generate information relating to the progress of the game to be resumed based on an arbitrary operation or instruction.
[0014] The second aspect is A computer for a game in which multiple users can participate, a progress status acquisition means for acquiring, when the game is interrupted, the progress status of the game at the time the game is interrupted; a generation means for generating information about the progress of the game to be resumed based on the progress of the game at the time the game was interrupted, which is acquired by the progress acquisition means; It is a program that functions as a
[0015] A program according to one aspect of the present invention is also provided as a program corresponding to the information processing device according to one aspect of the present invention. [Effects of the Invention]
[0016] According to the present invention, a game system is provided that is more enjoyable and satisfying even when the game is interrupted. [Brief explanation of the drawings]
[0017] [Figure 1] 1 is a block diagram illustrating an example of an information processing system according to an information processing apparatus according to an embodiment of the present invention. [Figure 2] FIG. 2 is a block diagram illustrating an example of a hardware configuration of a server according to an embodiment of the present invention. [Figure 3] 3 is a functional block diagram showing an example of the functional configuration of the server of FIG. 2 and the player device of FIG. 1. [Figure 4] FIG. 10 is a diagram for explaining an image of the state of the character when the game is interrupted. [Figure 5] FIG. 10 is an image diagram illustrating an example of a method for generating a progress status when a game is restarted. [Figure 6] 4 is a flowchart illustrating a flow of a progress status generation process among the processes executed by the server of FIG. 3. [Figure 7] FIG. 6 is an image diagram for explaining an example of a method for generating a progress status when the game is restarted, and shows an example different from the example of FIG. 5. [Figure 8] FIG. 8 is an image diagram for explaining an example of a method for generating a progress status when the game is restarted, and shows an example different from the examples of FIGS. 5 and 7. DETAILED DESCRIPTION OF THE INVENTION
[0018] [Embodiment] An information processing system according to one embodiment of the present invention (hereinafter referred to as "this system") will be described with reference to the drawings.
[0019] <Summary> FIG. 1 is a block diagram showing an example of an information processing system according to one embodiment of the present invention. As shown in Fig. 1, the system includes a server 1 managed by an administrator of the system, a player device 2-A (A is any integer value equal to or greater than 1) used by a first player, and a player device 2-B (B is any integer value equal to or greater than 1 and different from A) used by a second player. The server 1, player device 2-A, and player device 2-B are connected to each other via a predetermined network N such as the Internet. In this embodiment, a so-called network-based fighting game is provided on each of the player device 2-A and the player device 2-B. In the following description, the player device 2-A and the player device 2-B will be collectively referred to as the player device 2 unless otherwise necessary.
[0020] Here, the game according to this embodiment is, for example, a so-called fighting game. Specifically, it is a fighting game in which each player controls a character of their choice and fights in a virtual space. Such games are played using a player device 2, which may be, for example, a home game console such as PlayStation (registered trademark), a portable game console such as Nintendo Switch (registered trademark), or an electronic device such as a personal computer, smartphone, or tablet. The player device 2 then executes a predetermined game based on the player's operation. Furthermore, the player device 2 acquires various information required for the progress of the game from the server 1. As a result, the player device 2 progresses the game while outputting various images, sounds, and the like related to the game to the output unit 102, which will be described later. In the following description, when simply referring to an "image," it is intended to include both a "moving image" and a "still image." Furthermore, hereinafter, when simply referring to "voice," it is intended to broadly include not only the voice produced by the human vocal cords, but also music, background music, sound effects, and the like.
[0021] <Hardware configuration> FIG. 2 is a block diagram showing an example of a hardware configuration of a server according to one embodiment of the present invention. The server 1 is configured as a personal computer or the like. As shown in FIG. 2, the server 1 includes a control unit 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a bus 14, an input / output interface 15, an output unit 16, an input unit 17, a memory unit 18, a communication unit 19, and a drive 20.
[0022] The control unit 11 is configured with a microcomputer or the like including a CPU, a GPU, and a semiconductor memory, and executes various processes according to a program recorded in a ROM 12 or a program loaded from a storage unit 18 into a RAM 13 . The RAM 13 also stores information necessary for the control unit 11 to execute various processes as needed.
[0023] The control unit 11, ROM 12, and RAM 13 are interconnected via a bus 14. An input / output interface 15 is also connected to this bus 14. An output unit 16, an input unit 17, a memory unit 18, a communication unit 19, and a drive 20 are connected to the input / output interface 15.
[0024] The output unit 16 is composed of various liquid crystal displays and the like, and outputs various information.
[0025] The input unit 17 is configured with various hardware components and the like, and inputs various pieces of information.
[0026] The storage unit 18 is configured with a hard disk drive (HDD), a solid state drive (SSD), etc., and stores various types of information. For example, various programs including a part of the program according to this embodiment, as well as various types of information including a game information DB 300 and an evaluation criteria DB 400 are stored. The communication unit 19 controls communications with other devices (for example, each of the player devices 2) via a network N including the Internet.
[0027] The drive 20 is provided as needed. Removable media 21, such as a magnetic disk, optical disk, magneto-optical disk, or semiconductor memory, is appropriately attached to the drive 20. A program read from the removable media 21 by the drive 20 is installed in the storage unit 18 as needed. The removable media 21 can also store various pieces of information stored in the storage unit 18 in the same way as the storage unit 18.
[0028] Here, the hardware configuration of the player device 2-A and the player device 2-B can be basically the same as the hardware configuration of the server 1, so only the necessary explanation will be given with reference to FIG.
[0029] The control unit 100-A of the player device 2-A is composed of a microcomputer or the like including a CPU, GPU, and semiconductor memory, and executes various processes according to a program recorded in a storage unit or the like (not shown), or a program loaded from a storage unit or the like (not shown) into a RAM or the like.
[0030] The communication unit 101-A controls communication with other devices (for example, the server 1 and other player devices 2) via a network N including the Internet.
[0031] The output unit 102-A is configured, for example, with a speaker or headphones that output sounds, etc., from a game. Specifically, for example, the output unit 102-A outputs sounds, etc., related to the game to the outside as a result of executing a program, etc. The output unit 102-A is configured, for example, with a liquid crystal display that outputs images in a game, etc. Specifically, for example, the 102-A displays an image related to the game (hereinafter referred to as a "game image") on the display as a result of executing a program, etc.
[0032] The input unit 103-A is configured, for example, with a game controller or the like. It accepts various game operations performed by the player. Information corresponding to the operations (hereinafter referred to as "operation information") is processed as input information by the game processing execution means 120-A of the control unit 100-A or the like. The player device 2-A and the player device 2-B can basically have the same configuration. However, for ease of explanation, the player device 2-A will have an "A" added to the end of its reference number, and the player device 2-B will have a "B" added to the end of its reference number. Furthermore, when there is no particular need to distinguish between "A" and "B," the "A" or "B" at the end of the reference number will be omitted. This also applies to the following explanation.
[0033] <Functional configuration> FIG. 3 is a functional block diagram showing an example of the functional configuration of the server of FIG. 2 and the player device of FIG. As shown in FIG. 3, the control unit 11 of the server 1 executes various programs and functions as a game information acquisition means 60, a game information matching means 61, a game status acquisition means at the time of interruption 62, a process execution means at the time of interruption 63, and a progress status generation means at the time of resumption 64. Here, a game information DB 300 and an evaluation criteria DB 400 are provided in one area of the storage unit 18 of the server 1. The evaluation criteria DB 400 stores various information such as specific evaluation items and evaluation criteria for the progress of the game at the time of interruption, which will be described later with reference to Fig. 5. It should be noted that this information is assumed to be determined in advance by the provider of the system or the like and stored in the evaluation criteria DB 400.
[0034] Here, each player device 2 acquires or generates various types of information (hereinafter referred to as “game information”), and the game information is transmitted from the player device 2 to the server 1, as will be described in detail later. Therefore, the game information acquisition means 60 acquires game information transmitted from each of the player devices 2 and stores the information in the game information DB 300. In addition to information such as images and sounds related to the game, the game information includes input information associated with operations by the player (hereinafter referred to as "operation information") and information regarding the time at which each piece of operation information was input (hereinafter referred to as "time information"). The server 1 or the player device 2 can refer to a combination of these pieces of information, which enables the server 1 or the player device 2 to grasp what operations each player is performing in each progress state (frame) of the game, and also enables the generation of replay images, etc.
[0035] The game information checking means 61 checks the game information acquired by the game information acquiring means 60 and determines the progress of the game in progress. That is, the game information acquisition means 60 acquires game information transmitted from each of the player devices 2-A and 2-B. The game progress status at the next point in time is determined only after both the game information transmitted from the player device 2-A and the game information transmitted from the player device 2-B have been acquired for the game progress status at a certain point in time. On the other hand, if game information cannot be acquired from either player device 2 due to a connection error or the like, the game is suspended. In other words, if the game information acquired by the game information acquisition means 60 includes information acquired from each of the player devices 2 and the game progress status can be determined, the game information matching means 61 determines the game progress status and records the game progress status at that time. Conversely, if the game information acquired by the game information acquisition means 60 is only game information transmitted from some of the player devices 2, the game information matching means 61 determines to suspend the game. The game information matching means 61 stores necessary information in the game information DB 300 as appropriate.
[0036] When the game information matching means 61 decides to suspend the game, the interrupted game status acquisition means 62 acquires the game progress status at that time (game images, game audio, operation information, time information, etc., hereinafter referred to as the "interrupted game status") from the game information DB 300.
[0037] The interruption process execution means 63 executes a process based on a predetermined condition (hereinafter referred to as "interruption process") based on the progress of the game at the time the game was interrupted. Here, the process based on a predetermined condition executed by the interruption process execution means 63 is, for example, a process of evaluating the advantage or disadvantage of each player in the progress of the game at the time of interruption. Note that the specific evaluation method by the interruption process execution means 63 will be described later with reference to Figures 4 and 5.
[0038] The restart progress generating means 64 generates information relating to the progress of the game to be resumed (hereinafter referred to as "restart progress") based on the result of the evaluation by the interruption process executing means 63. The restart progress generating means 64 also transmits the generated restart progress to each of the player devices 2 via the communication unit 19. A specific method for generating a restart progress status by the restart progress status generating means 64 will be described later with reference to FIGS.
[0039] Next, the functional configuration of the player device 2 will be described. Since the player device 2-A and the player device 2-B can both have the same configuration, the player devices 2-A and 2-B will be described together here, with the reference numerals A and B for the player devices 2 omitted. As shown in FIG. 3, the control unit 100 of the player device 2 functions as a game processing execution means 120 and an input / output control means 121 by executing various programs and the like.
[0040] The game processing execution means 120 executes various processes related to the game. Specifically, for example, the game processing execution means 120 reads data such as virtual game space objects and textures contained in the game data from a storage unit (not shown) in accordance with various input information entered by operations by a player, etc., and generates information regarding images, sounds, etc. related to a two-dimensional or three-dimensional game (hereinafter referred to as "game information") while executing the game program. Furthermore, the game processing execution means 120 places characters on the game image in accordance with the player's operations, etc., and controls the behavior of the characters in the game space in accordance with the player's operations, etc. Specifically, for example, the game processing execution means 120 controls the character's position, action, etc. in accordance with the player's operations, etc.
[0041] Here, the game processing execution means 120 includes operation information reception means 140, time information acquisition means 141, and restart progress status acquisition means 142. The operation information receiving means 140 receives various input information corresponding to the player's operation as operation information in the game processing.
[0042] The time information acquiring means 141 acquires the time information when the operation information accepting means 140 accepts the operation information.
[0043] The restart progress status acquisition means 142 acquires the restart progress status transmitted from the server 1 via the communication unit 101. The game processing execution means 120 resumes the game based on the restart progress status acquired by the restart progress status acquisition means 142.
[0044] The input / output control means 121 controls input / output via the output unit 102 and the input unit 103 when various programs and other processes are executed.
[0045] <Example> FIG. 4 is a diagram for explaining the image of the state of the character when the game is interrupted. The example in FIG. 4 shows an example of a game image when the game is interrupted due to an unexpected connection failure. The example at the top of FIG. 4 shows a character C1 that has unleashed a special move and a character C2 that is in a defensive position (hereinafter referred to as "guard") against the special move. In the fighting game of this embodiment, parameters used to determine the outcome of a battle include, for example, hit points (hereinafter referred to as "HP") and a parameter called a special move gauge. HP decreases when a character is hit by an attack or special move made by an opponent's character, and when HP reaches 0, the character loses the battle. The special move gauge accumulates under certain conditions during the game, and when the accumulated gauge exceeds a certain value, the character can use a special move that is even more powerful than a normal special move. In contrast to this, the example at the bottom of FIG. 4 shows a character C1 who unleashed a special move and a character C2 who received the special move without guarding against it.
[0046] In the fighting game of this embodiment, differences are made between guarding an enemy attack and not guarding an enemy attack and being hit (hereinafter referred to as a "hit"), such as the amount of HP lost and the time of stiffness after being attacked (the time during which the player's character operation is restricted). During this time, a character cannot perform any action, making them vulnerable to many attacks, including other attacks. In fighting games, taking advantage of a character's time when they are frozen to land multiple consecutive attacks (hereafter referred to as a "combo") has a major impact on the outcome of the game, so the presence or absence of a time when they are frozen is one of the most important indicators for determining the advantage or disadvantage of a match.
[0047] Furthermore, the difference in stiffness time between guard and hit in the fighting game of this embodiment will be specifically explained. For example, if a character guards against an enemy attack, they cannot move for a certain period of time (until the freeze-up period wears off), but they can still perform some actions, such as continuing to guard. On the other hand, if an enemy attack hits, they cannot perform any actions, including guarding, for a certain period of time (until the freeze-up period wears off). In this way, by providing the player with an incentive to guard, the game's appeal can be enhanced. In this embodiment, the system evaluates the advantages and disadvantages of the match based on the situation at the time the game was interrupted. Next, a more detailed method for evaluating advantages and disadvantages will be described with reference to FIG. 5, along with a method for generating the progress status at the time of resumption.
[0048] FIG. 5 is an image diagram illustrating an example of a method for generating a progress status when the game is restarted. The example in Figure 5 shows a specific evaluation of the situation in which the game is interrupted when the special move used by character C1 hits character C2, as shown in the example at the bottom of Figure 4, and a specific example of the progress status generated from that when the game is resumed. Looking at Figure 5, the specific evaluation items shown are "whether or not there is a guard," "whether or not there is a combo continuation," "freeze time (who can move first)," "position (including hit back, etc.)," "damage," "other," "HP and special move gauge," and "remaining time (the shorter the remaining time, the more advantageous it is for the winning side)." In the example of FIG. 5, when the special move unleashed by character C1 hits character C2, the specific evaluation of character C1 is as follows: "Whether or Not to Guard" = 4 points, "Whether or Not to Continue the Combo" = 0 points, "Stiffness Time (Which One Can Move First)" = 5 points, "Position (including Hit Back, etc.)" = 3 points, "Damage" = 5 points, "Other" = 0 points, "HP and Special Move Gauge" = 3 points, and "Remaining Time (The Winning Side Has an Advantage the Less Time Remaining)" = 5 points, for a total of 25 points. In contrast, although not shown, character C2's evaluation was a total of 20 points. In other words, it can be considered that character C1 had a 5-point advantage over character C2 when the game was paused. In the example of Figure 5, based on this evaluation, a restart progress status is generated for restarting the game under the conditions, for example, "Character C2 has 80% HP (20% decrease), character C1 has a 0.5 second advantage, and starts from the beginning."
[0049] Here, the other items include, for example, whether or not there is recoverable damage, and corrections for advantages and disadvantages due to combos. Recoverable damage is a special type of damage that occurs when an attack is received under certain conditions, and when recoverable damage is received, HP is reduced in a manner different from normal. If the character remains unattacked, HP recovers over time, but if attacked by an enemy, HP is reduced in the same manner as normal. In other words, a state in which a character has received recoverable damage means that for a certain period of time, the character must fight while bearing a greater risk of HP reduction than normal.
[0050] <Progress status generation process flow> FIG. 6 is a flowchart illustrating the flow of the progress status generation process among the processes executed by the server of FIG. In step S1, the game information acquisition means 60 of the server 1 acquires game information transmitted from each of the player devices 2.
[0051] In step S2, the game information checking means 61 checks the game information acquired in step S1 and determines whether or not there is any deficiency in the game information. If game information has been acquired from all of the player devices 2, the determination in step S2 is NO, and the process proceeds to step S3. On the other hand, if game information has been acquired from only some of the player devices 2, the game information checking means 61 determines to suspend the game. In this case, the determination in step S2 is YES, and the process proceeds to step S4.
[0052] In step S3, the game information checking means 61 determines the progress of the game and stores the necessary information in the game information DB 300 as appropriate.
[0053] In step S4, when it is determined in step S2 that the game is to be suspended, the interrupted game status acquisition means 62 acquires the game progress status at that time, that is, the interrupted game status, from the game information DB 300.
[0054] In step S5, the interruption process execution means 63 executes a process based on a predetermined condition, that is, an interruption process, based on the progress of the game at the time the game was interrupted.
[0055] In step S6, the restart-time progress generating means 64 generates a restart-time progress status based on the result of the processing (evaluation) executed in step S5. The restart-time progress generating means 64 also transmits the generated restart-time progress status to each of the player devices 2. This is the end of the progress status generation process.
[0056] Although one embodiment of the present invention has been described above, the present invention is not limited to the above-described embodiment, and modifications, improvements, etc. within the scope that can achieve the object of the present invention are included in the present invention.
[0057] <Other embodiments> In the above-described embodiment, the interruption processing is not necessarily limited to the above-described processing, and other types of interruption processing may also be adopted. Specific modified examples of the interruption processing will be described with reference to FIG. In the modified example of FIG. 7, the game image when the game is interrupted is shown on the left, and the game image when the game is resumed is shown on the right. Looking at the image on the left at the time the game was paused, character C1 unleashes a move on character C2. Character C2 is slow to defend (guard) against the move, and the game is paused just before the move hits character C2. 7, the situation immediately after character C1 unleashes the deathblow, i.e., immediately before the deathblow hits character C2, is generated as the restart status. Then, the same situation as when the deathblow hits character C2 is reproduced by the user's operation, and the game is restarted from that point. 7 generates the progress status just before the game was interrupted, and then the user's operation is used to recreate a status similar to the status at the time of interruption, thereby restarting the game triggered by the user's operation. This allows both players to enjoy conditions similar to the status at the time of interruption and to naturally immerse themselves in a new game. Note that the user's operation to resume the game may be the same as the operation during the game, and such a user's operation does not have to be the operation of a single user. Specifically, for example, if the game is interrupted when the opponent has blocked a punch (attack), the game may be resumed by the defending player performing a guard operation and then the attacking player performing a punch (attack) operation.
[0058] Furthermore, with reference to FIG. 8, a further modified example of the interruption process will be described. In the modified example of FIG. 8, similar to the example of FIG. 7, the game image when the game is interrupted is shown on the left side, and the game image when the game is resumed is shown on the right side. Looking at the game image at the time of game interruption on the left, character C1 is about to use a technique on character C2, just like the example in Figure 7. Then, just like the example in Figure 7, character C2 is late in defending (guarding) against the technique, and the game is interrupted just before the technique hits character C2. In this regard, in the modified example of Figure 7, the situation immediately after character C1 unleashes his special move, i.e., immediately before the special move hits character C2, is generated as the progress status at the time of restart, and the game is restarted in response to a user operation as a trigger. In contrast, in the modified example of FIG. 8, for example, a special move unleashed by character C1 is processed as if it had hit character C2, and the situation after that is assumed, and the progress status at the time of restart is generated. In other words, even if the process of a special move hitting character C2 was incomplete at the time of interruption, if the situation is such that the probability of a hit is extremely high (a situation in which guarding is not possible in time), the process is forcibly completed, and the game is restarted from the subsequent state. Therefore, for example, in the game image at the time of restart shown on the right side of FIG. 8, it can be seen that the hit points (HP) displayed above character C2 have decreased from about 80% to about 60%. As a result, although it cannot be said that a completely fair situation has been reproduced, the game can be restarted without any sense of unfairness for either player.
[0059] In the example of FIG. 8, the interrupted process to be completed is, for example, <1> Processing the conditions for winning or losing a battle, such as whether HP reaches 0 when an attack hits, <2> Processing related to object movements, such as generating a character at a location after moving an expected distance when the character moves quickly and continuously. <3> This includes processing of predetermined conditions related to the object's actions, such as whether or not a guard operation or counter operation (counter) was performed during a surprise attack.
[0060] Furthermore, for example, although not described in the above embodiment, the circumstances under which the game is restarted may be determined based on any operation or instruction by, for example, the provider of the system, the organizer of the game tournament, the player, etc. This allows the person making the decision to determine the circumstances under which the game is restarted to take into account the situation at the venue of the game tournament or other conditions, thereby enabling more flexible design of the restart of the game. Specifically, for example, the organizer of a game tournament may present possible restartable progress states from among the progress states at the time of restart, and the restart status may be determined by spectators voting on these, or the restart status may be determined by spectators voting while replaying replay images, etc. Furthermore, the ratio of opinions between the organizer and spectators (e.g., 30% organizer, 70% spectators) may be taken into consideration comprehensively to determine the degree to which player the situation at the time of interruption was advantageous.
[0061] Furthermore, for example, the evaluation items and point calculation criteria described in the above-described embodiment (particularly FIGS. 4 and 5) are merely examples and are not limiting. It can be adopted at will depending on the content of the game and the purpose of the match, and the detailed point calculation method can also be freely changed. For example, various parameters (indicators) used in the game, such as HP and special move gauges, and all game-related items, such as the state of the character, can be used as evaluation items. Specifically, for example, some games have unique character states such as poison or waiting to recover, and some games involve battles using weapons, vehicles, etc. In such cases, not only poison or waiting to recover, but also the presence or absence of weapons, vehicles, items, etc. can be used as an evaluation item to indicate the character's state. In this case, for example, the server 1 may generate the game progress status at the time of resumption by adjusting the various parameters (indicators) and character status (including the presence or absence of weapons, vehicles, items, etc.) described above based on the results of the evaluation.
[0062] Also, for example, although explanation was omitted in the above embodiment, the points to consider when evaluating the advantages and disadvantages of the progress status at the time of interruption and the progress status to be generated at the time of resumption will be explained below based on specific examples. The criteria and ideas for generating the progress status at the time of restart are as already described in the above embodiment. (1) You may evaluate the status of your HP and special move gauge. For example, the game may be resumed after the loss of HP is evaluated and reflected in the special move gauge. Also, for example, the progress status immediately before the HP or special move gauge changes may be generated, and the game may be restarted using the player's operation as a trigger. Also, for example, the game may be resumed from the situation after the HP or special move gauge has changed. (2) Distance to the edge of the screen (it is generally considered that in fighting games, characters with their backs to the edge of the screen are at a disadvantage) may also be evaluated. For example, the screen could be divided into three sections (left, center, and right), and if both players are in the center area, the score would be even, but if either player is in the left or right area, the character not in that area (in the center) could be given a higher score. Also, for example, the game may be restarted by generating a progress status immediately before a guard or a hit back, and triggered by a player's operation. Also, for example, the game may be resumed after processing a guard or hit. Also, for example, in this case, if the interruption occurs during a guard or a hit back, the area in which the character retreats (backs up) may also be included in the evaluation. Note that even if one character simply has their back to the edge of the screen, if the distance between them is far enough, it may not have much of an effect on the advantage or disadvantage. In such cases, the advantage or disadvantage may be evaluated not simply by whether their back is to the edge of the screen, but also by taking into consideration the relative positions of the characters and the range of movement of the character with their back to the edge of the screen (whether it is difficult to move due to the edge of the screen), etc. (3) The frame and character status at the time of the hit or block (whether the character is standing, crouching, counter or kneeling hit, down, defensive, etc.) may be evaluated. For example, as in the example of FIG. 5, the data may be specifically quantified and used as a parameter at the time of restart, so that the game can be restarted from an advantageous situation. Also, for example, the progress status before a guard or hit may be generated, and the game may be restarted using the player's operation as a trigger. Also, for example, the game may be resumed after processing a guard or hit. (4) It may also be possible to evaluate whether input operations for guarding or counterattacking against a surprise attack are performed. For example, only frames where the player was unable to react may be given a high rating, whereas frames where the player was able to react and could counterattack may be given a high rating. However, if the situation is difficult to judge, the rating may be even. Also, for example, after inputting a surprise attack, the game may be restarted with an advantageous situation for the frames in which the player was unable to react, or with additional advantageous frames given that it was a surprise attack. Also, for example, if the player was able to react to a surprise attack, the game may be resumed after a counterattack hit or evasive action. Also, for example, the game may be resumed after a surprise attack is processed.
[0063] Also, for example, although explanation was omitted in the above embodiment, the concept of a frame in fighting games will be explained in detail. The term "frame" is known as a term meaning an image expressed at a certain point in time in a video or animation, but in fighting games it is also used as a word with a slightly different meaning. In other words, the term "frame" in fighting games is also used to refer to a unit of time used to manage the passage of time in the game and game images. Generally, fighting games manage time in units of 60 parts per second, with 1 frame = 1 / 60. In other words, in fighting games, various input information is processed on a frame-by-frame basis, and the game progresses. Furthermore, in fighting games, for each of the various character actions, there are set frames (time) until each action becomes effective, and frames after that action during which no other input from the player is accepted, i.e., a stiffness time. Therefore, in fighting games, understanding the length of the frames (time) leading up to the execution of such movements and techniques, as well as the frames that cannot be input after the movement, can be used as a technique to improve the chances of winning. The advantage of being granted the above-mentioned advantageous frames is, for example, an advantage in that the character to which the advantage has been granted can be controlled without any restrictions, while the character to which the advantage has not been granted can proceed through the game for 12 frames (approximately 0.2 seconds) with some of their operations restricted.
[0064] Also, for example, although not described in the above embodiment, fighting games also include techniques (so-called "charged moves") that only become effective when the character is continuously operated in a certain direction, and these operations are usually valid even before the game starts. Therefore, the provider of the present system may enable or disable charged operations when resuming. Furthermore, if a charged operation was performed at the time of interruption, the server 1 may generate a progress status at the time of resumption by treating the charged operation as valid at the time of resumption.
[0065] Similarly, we will briefly explain specific examples of adopting other game genres. (1) In the case of a baseball game (a) For example, the position of the ball and the runner may be used to determine whether the runner is safe or out. If the player is caught between bases, the chances of being out are high and the score is low. Conversely, if the chances of being safe are high, the score is high. Depending on the score, points or runners may be awarded, or the player's parameters may be increased and the game may resume. Also, for example, the game may be resumed just before the ball is hit, and the game may be resumed from the point where the player swings the bat and the ball flies. Also, for example, the game may be resumed after all processing for whether the player is out or safe has been completed. (b) The position of the ball and the bat may be used to determine whether the ball is a strike, ball, or hit out. For example, an evaluation score may be determined from the derived results, and points or runners may be awarded according to the evaluation, or the game may be restarted with the player's parameters increased. Also, for example, if the game is interrupted during a pitching motion, the game may be resumed from a pitching operation using the same type of ball and on the same course. For example, if the probability of a strike is extremely high, the game may be resumed after processing the ball as a strike. Also, if the ball is confirmed to pass through the strike zone and the player does not hit the ball even if they swing the bat from there, the game may be resumed after processing the ball as a strike. (2) In the case of a soccer game (a) For example, while play is continuing on the pitch, it may be determined whether play has been interrupted by a throw-in or other reason. Also, for example, the score difference may be evaluated and the score or parameters may be adjusted when the game is restarted. Also, for example, the game may be restarted from a shooting or defensive operation. For example, the game may be restarted with a dropped ball after evaluating which ball it is. (b) Furthermore, for example, it may be determined whether the ball is likely to go into the goal. For example, if a goal is about to be scored, a high score may be given and a benefit may be awarded when the goal is restarted. Also, benefits may be awarded depending on whether a goal has already been scored, or whether a warning or expulsion has occurred. Also, for example, the game may be restarted from a shooting or defensive operation. For example, if a shot is likely to go in, the game may be resumed after the shot goes in. If the game is interrupted during a play that is likely to result in a foul, the game may be resumed from the warning or dismissal following the foul, or from the resulting free kick or penalty kick.
[0066] The same applies to game genres other than those mentioned above. In other words, one of the key points of the present invention is that it determines the advantages and disadvantages of each player from the in-game parameters and the in-game situation at the time of interruption, determines the situation at the time of restart based on that evaluation, and generates information for restarting the game. For example, in a racing game, factors to be considered include time difference, ranking, number of laps, and whether or not in-game items are available. Similarly, in a puzzle game, factors to consider include how the blocks are stacked, the next block, the state of the opponent's board, whether or not special attack gauges are accumulated, skill usage, and the compatibility of the characters used. Similarly, in a game of the RTS (Real Time Strategy) genre, possible information would be the situation on the battlefield (waypoint or base), the character's level, and held items. Similarly, in a battle royale game, factors to consider include the number of kills, remaining time, held items, and (in asymmetrical games) the status of captured characters. Similarly, in a card game, factors to consider include the number of life points, the number of cards in hand, the contents of the hand, the remaining cards in the deck, and the state of the board. Similarly, in the case of a music game, factors to be considered include the number of combos and the score.
[0067] In summary, the present invention can be applied to games of various genres, including fighting games that do not involve a network, sports games, puzzle games, racing games, RTS, FPS (First Person Shooter), card games, battle royale games (symmetric and asymmetric), music games, and other games of any genre.
[0068] Here, we will further supplement the important points of the present invention, including the above-described embodiments. Especially in online competitive games, interruptions to the game due to communication disconnections are not uncommon. In such cases, according to conventional techniques, the game in progress is usually terminated and the game is restarted from the beginning. However, this approach is undeniably unfair, especially to players whose game is interrupted when they are in an advantageous position. Furthermore, malicious players may commit fraud by intentionally disconnecting from the network when they are in an unfavorable position. In this regard, in the case of games such as Go and Shogi, which do not progress quickly in real time, it is thought that it would be possible to resume the game by simply reproducing the game progress based on the game record, etc. However, in fighting games and action games, particularly those that use a network, there is a lag during communication and many processes occur in a short period of time, so it is not easy to simply reproduce the game progress at the time of interruption. Furthermore, even if the game were to be resumed by reproducing the state of progress of the game at the time of interruption, the state would not necessarily be fair and satisfactory to each player. In other words, in fighting games and action games, whether or not you can take effective actions in a short, limited time environment (for example, what moves to make when your opponent is frozen, what combo to choose), and whether or not you can perform accurate input operations are major factors in determining victory or defeat. Therefore, if the time constraints are removed by pausing the game, it cannot necessarily be said to be fair, even if the game is restarted with the same progress. Furthermore, even though it is assumed that input operations are performed within the flow of the game, if the game is suddenly restarted, it is difficult for the player to regain a sense of control over the game.
[0069] In other words, one of the important points of the present invention is that "rather than deliberately reproducing the game progress at the time of interruption exactly, the game progress is generated so that each player is given a satisfactory incentive before resuming." This idea is different from the pause function during a game, the resume function that restarts the game from the same situation when the power is cut off, and other similar functions (for example, the function to recover from a sleep screen or the switching between active and inactive states in a smartphone app), and the idea of the present invention is to generate a new game progress status based on the situation at the time of interruption. For example, in fighting game tournaments, for the reason that a truly fair match cannot be achieved by simply recreating the situation at the time of interruption, if a player erroneously uses the pause function (presses the start button), the match itself is invalidated and the player who made the erroneous operation is deemed to have lost. However, by using the above-described system according to the present invention, even in such a case, the match can be managed so that the player who made the erroneous operation can resume the game from a disadvantageous situation. Similarly, even if a malicious player intentionally cuts off communication when the match becomes unfavorable, the game will simply be resumed from the progress status that was generated based on the unfavorable situation at the time of interruption. Therefore, the above-described system according to the present invention may be effective against such malicious acts.
[0070] Furthermore, although not described in the above embodiment, for example, the situation at the time of resumption may be changed depending on the type of interruption of the game. Specifically, for example, if the interruption is due to a communication failure that depends on the player's communication environment or a malicious interruption of communication, the server 1 may evaluate the advantages and disadvantages at the time of interruption and generate a situation at the time of resumption, as in the above-described embodiment. On the other hand, if the interruption is due to an unavoidable circumstance that makes it difficult for the player to intervene, such as a server or provider down, the server 1 may not particularly evaluate the advantages and disadvantages, and may generate a situation at the time of resumption without evaluating the advantages and disadvantages.
[0071] Also, for example, although not explained in the above embodiment, if the difference between the advantage and disadvantage at the time of interruption is large, the game may not be resumed and the match may be deemed to have been decided. Specifically, for example, if the difference in points is greater than a certain amount by the end of the seventh inning of a baseball game, the advantageous team may be declared the winner. Also, in the case of a soccer game, if the remaining time and the difference in points indicate that the possibility of a comeback is generally extremely low, the advantageous team may be declared the winner.
[0072] Furthermore, for example, the above-described series of processes can be executed by hardware or software. In other words, the functional configuration of FIG. 3 is merely an example and is not particularly limited. That is, it is sufficient if the information processing system is provided with a function that can execute the above-described series of processes as a whole, and the type of functional block used to realize this function is not particularly limited to the example in Fig. 3. Furthermore, the location of the functional block is not particularly limited to Fig. 3 and may be arbitrary. Furthermore, one functional block may be configured as a single piece of hardware, a single piece of software, or a combination thereof.
[0073] Furthermore, for example, the number and users of the various hardware components (server 1 and player device 2) constituting this system are arbitrary, and the system may also include other hardware, etc. Specifically, for example, the same computer or the like may be used for the server 1 and the player device 2.
[0074] Furthermore, for example, when a series of processes is executed by software, the programs that make up the software are installed into a computer or the like from a network or a recording medium. The computer may be a computer built on dedicated hardware. The computer may also be a computer that can execute various functions by installing various programs, such as a server, a general-purpose smartphone, or a personal computer. That is, for example, the various hardware components (server 1 and player device 2) in the above-described embodiments may be freely adopted as any computer, any mobile terminal such as a smartphone, any game console, etc. Furthermore, any combination of types and contents of various input units and various output units may be adopted.
[0075] Furthermore, for example, the recording medium containing such a program may be configured not only as a removable medium (not shown) provided separately from the device main body in order to provide the program to the player, but also as a recording medium provided to the player in a state where it is pre-installed in the device main body.
[0076] In this specification, the steps of describing a program to be recorded on a recording medium include not only processes that are performed chronologically in accordance with the order, but also processes that are not necessarily performed chronologically but are performed in parallel or individually. In addition, in this specification, the term "system" refers to an overall device that is made up of a plurality of devices, a plurality of means, etc.
[0077] To sum up, the information processing device to which the present invention is applied can take various forms having the following configurations. That is, the information processing device to which the present invention is applied is An information processing device (for example, a server 1) for a game in which multiple users can participate, a progress status acquisition means (for example, a game status acquisition means 62 at the time of interruption) for acquiring the progress status of the game at the time the game is interrupted when the game is interrupted; generation means (e.g., restart progress generation means 64) for generating information about the progress of the game to be resumed based on the progress at the time the game was interrupted, which is acquired by the progress acquisition means; may include:
[0078] <Effects> This allows the user to enjoy the game even more, since even if the game is interrupted during the game, the user can resume the game at a fair and satisfactory state of progress.
[0079] This also allows the user to enjoy the game even more, since even if the game is interrupted during the game, the user can resume the game at a more fair and satisfactory state of progress.
[0080] This also allows the user to resume the game with the progress taking into account the evaluation of the advantages and disadvantages at the time of interruption, allowing the user to resume the game in a more fair and satisfactory state.
[0081] This also allows the user to resume the game with the game parameters and character status adjusted according to the user's evaluation of the progress at the time of interruption, allowing the user to resume the game in a state that more clearly and specifically reflects the battle situation at the time of interruption.
[0082] This also allows the user to faithfully reproduce the battle situation at the time of interruption more clearly and specifically, and to resume the game without feeling rushed when the game is restarted.
[0083] This also allows the user to resume the game with the progress completed, with any processes that were incomplete at the time of interruption, so the game situation at the time of interruption is more faithfully reproduced and the user can resume the game without feeling rushed.
[0084] This also allows users to resume the game at a progress level arbitrarily specified by, for example, the tournament organizer, allowing them to resume the game in a state that takes into account perspectives that are difficult to specifically reflect in evaluations, etc.
[0085] This also allows the user to resume the game while performing user operations within the flow of the game, allowing the game to be resumed in a more natural flow. [Explanation of symbols]
[0086] 1 server 11 Control section 60 Game information acquisition means 61 Game information verification means 62 Game status acquisition means when suspended 63 Interruption processing execution means 64 Resume progress generation method 300 Game Information DB 400 Evaluation Criteria DB 2-A Player Device 100-A control section 120-A Game Processing Execution Means 140-A Operation Information Receiving Means 141-A Time information acquisition means 142-A How to obtain progress when restarting 121-A Input / Output Control Means 2-B Player device 100-B Control Unit 120-B Game Processing Execution Means 140-B Operation Information Receiving Means 141-B Time information acquisition means 142-B Progress acquisition method upon restart 121-B Input / Output Control Means
Claims
1. An information processing device for a game, progress status acquisition means for acquiring the progress status of the game; a generation means for generating information about the game to be newly started from the beginning based on the progress status of the game acquired by the progress status acquisition means; Equipped with the progress status includes at least operation information relating to input operations for the game; the generation means is capable of restarting the game from a predetermined timing in the game that is started anew from the beginning, The timing is a predetermined timing determined in response to an input operation by a user. Information processing device.
2. An information processing device for a game, progress status acquisition means for acquiring the progress status of the game; a generation means for generating information about the game to be newly started from the beginning based on the progress status of the game acquired by the progress status acquisition means; Equipped with the progress status includes at least operation information relating to input operations for the game; the generation means is capable of restarting the game from a predetermined timing in the game that is started anew from the beginning, the timing is a predetermined timing determined in response to an input operation by a provider or administrator of the game who is different from the user of the game; Information processing device.
3. The game is managed in predetermined time units, restarting the game based on a time unit prior to restarting the game; 3. The information processing device according to claim 1.
4. The game can be restarted by reflecting the content of the input operation performed before restarting the game.
3. The information processing device according to claim 1.
5. The computer involved in the game, progress status acquisition means for acquiring the progress status of the game; a generation means for generating information about the game to be newly started from the beginning based on the progress status of the game acquired by the progress status acquisition means; It functions as the progress status includes at least operation information relating to input operations for the game; the generation means is capable of restarting the game from a predetermined timing in the game that is started anew from the beginning, The timing is a predetermined timing determined in response to an input operation by a user. program.
6. An information processing system for a game, progress status acquisition means for acquiring the progress status of the game; a generation means for generating information about the game to be newly started from the beginning based on the progress status of the game acquired by the progress status acquisition means; Equipped with the progress status includes at least operation information relating to input operations for the game; the generation means is capable of restarting the game from a predetermined timing in the game that is started anew from the beginning, The timing is a predetermined timing determined in response to an input operation by a user. Information processing system.
Citation Information
Patent Citations
Game system, game system processing interruption control method, and computer program
JP2014104253A