Programs and Systems

The program and system provide comprehensive control over character elements in multiplayer games, enhancing interaction and communication through advanced management and rule flexibility, addressing limitations in existing systems.

JP2026045804APending Publication Date: 2026-03-13BANDAI CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-08-30
Publication Date
2026-03-13

AI Technical Summary

Technical Problem

Existing game systems lack effective mechanisms for character element assignment, execution, presentation, and operation control, particularly in multiplayer environments, limiting interactive depth and communication between players.

Method used

A program and system that includes an assignment unit, execution unit, presentation unit, and operation unit, controlled by a central control unit, to manage character elements in a multiplayer game, enabling dynamic gameplay and communication through a networked environment.

Benefits of technology

Enhances multiplayer game interaction by allowing complex character element management, communication, and rule flexibility, improving player engagement and strategic depth.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026045804000001_ABST
    Figure 2026045804000001_ABST
Patent Text Reader

Abstract

A program that causes a computer to function as: an assignment unit that controls the assignment of character elements to multiple players of a game; an execution unit that controls the execution of the game using the character elements assigned to the multiple players; a presentation unit that controls the presentation of the character elements assigned to the multiple players on the game's playfield; an operation unit that controls the multiple players to operate the character elements presented on the playfield; and a control unit that controls the assignment unit, the execution unit, the presentation unit, and the operation unit, wherein the control unit enables the presentation of a list of character information for communication between the multiple players on the playfield.
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Description

Technical Field

[0001] The present invention relates to a program and a system.

Background Art

[0002] Patent Document 1 describes a game system that enables voice chat between users. (Prior Art Document) (Patent Document) (Patent Document 1) Japanese Patent Application Laid-Open No. 2024-062819

Summary of the Invention

[0003] In a first aspect of the present invention, a program is provided. The program causes a computer to function as an imparting unit that performs control for imparting character elements to a plurality of players of a game, an execution unit that controls the execution of a game using the character elements imparted to the plurality of players, a presentation unit that performs control for presenting the character elements imparted to the plurality of players in a game play field, an operation unit that performs control for the plurality of players to operate the character elements presented in the play field by the plurality of players, and a control unit that controls the imparting unit, the execution unit, the presentation unit, and the operation unit. The control unit enables a list of character information for information transmission between a plurality of players to be presented in the play field.

[0004] In a second aspect of the present invention, a system is provided. The system comprises an assignment unit that controls the assignment of character elements to multiple players of a game; an execution unit that controls the execution of a game using the character elements assigned to the multiple players; a presentation unit that controls the presentation of the character elements assigned to the multiple players on the game's playfield; an operation unit that controls the operation of the character elements presented on the playfield by the multiple players; and a control unit that controls the assignment unit, execution unit, presentation unit, and operation unit. The control unit enables the presentation of a list of character information for communication between multiple players on the playfield.

[0005] It should be noted that the above summary of the invention does not enumerate all of its features. Furthermore, subcombinations of these features may also constitute an invention. [Brief explanation of the drawing]

[0006] [Figure 1] An example of the overall configuration of System 5 in the first embodiment is shown. [Figure 2] This is a block diagram showing the functional configuration of the information processing device 10. [Figure 3] This is a block diagram showing the functional configuration of user terminal 20. [Figure 4] This shows the player name input screen 400 displayed on the user terminal 20. [Figure 5] This shows the character selection screen 500 displayed on the user terminal 20. [Figure 6] This shows the participation method selection screen 600 displayed on the user terminal 20. [Figure 7] This shows the game start screen 700 displayed on user terminal 20. [Figure 8] This shows the game execution screen 800 displayed on the user terminal 20. [Figure 9] This shows 900 images of character elements used in games. [Figure 10]Here is an example of a character image used in the game. [Figure 11] This shows the score sheet display screen 1100 displayed on the user terminal 20. [Figure 12] This shows the scoring rules setting screen 1200 displayed on the user terminal 20. [Figure 13] This shows the rule change approval screen 1300 displayed on the user terminal 20. [Figure 14] This shows another rule change approval screen 1400 displayed on user terminal 20. [Figure 15] An example of rule information regarding rules for game execution stored in the information processing device 10 and / or user terminal 20 is shown. [Figure 16] This is the game execution screen 1600 during gameplay. [Figure 17] This shows the game execution screen 1700 during movement operations on character element 1660. [Figure 18] This shows the game execution screen 1800 after the movement operation on character element 1660 has been completed. [Figure 19] This shows the game execution screen 1900 when the placement operation of character elements 1660 is performed in the second area 1620. [Figure 20] This shows the game execution screen 2000 when a movement operation is performed from the first area 1610 to the third area 1630. [Figure 21] This shows the game execution screen 2100 when the placement operation of character elements 1660 is performed in the third area 1630. [Figure 22] This shows an example of a game screen during gameplay when character elements are moved within the first area 1610. [Figure 23] This shows an example of a game screen during gameplay when character elements are moved within the first area 1610. [Figure 24] This shows an example of a game screen during gameplay when a move operation is performed in the first area 1610 on a character element discarded by another player 30. [Figure 25] An example of a screen during game execution when a moving operation of the first area 1610 with respect to the character element discarded by another player 30 is performed is shown. [Figure 26] An example of a screen during game execution when a moving operation of the first area 1610 with respect to the character element discarded by another player 30 is performed is shown. [Figure 27] An example of a screen during game execution when a moving operation of the first area 1610 with respect to the character element discarded by another player 30 is performed is shown. [Figure 28] In the game execution screen 800 of FIG. 8, a game execution screen 2800 when the player 30 performs an operation of pressing the button 860 is shown. [Figure 29] A game execution screen 2900 when the player 30 selects an icon is shown. [Figure 30] A game execution screen 3000 displayed on the screen of the user terminal 20 used by another player 30 is shown. [Figure 31] A game execution screen 3100 when the player 30 continuously selects different icons 2820 is shown. [Figure 32] An example of a screen during game execution for displaying character information for information transmission between players 30 is shown. [Figure 33] An example of an item transfer screen displayed on the user terminal 20 when items are transferred between players 30 is shown. [Figure 34] An example of an item transfer screen displayed on the user terminal 20 when items are transferred between players 30 is shown. [Figure 35] An example of an item transfer screen displayed on the user terminal 20 when items are transferred between players 30 is shown. [Figure 36] An example of a computer 5000 in which multiple embodiments of the present invention can be embodied in whole or in part is shown.

Embodiments for Carrying Out the Invention

[0007] The present invention will be described below through embodiments, but these embodiments are not intended to limit the scope of the claims. Furthermore, not all combinations of features described in the embodiments are necessarily essential to the solution of the invention.

[0008] Figure 1 shows an example of the overall configuration of System 5 in the first embodiment. System 5 comprises an information processing device 10 and a plurality of user terminals 20.

[0009] The information processing device 10 and the user terminal 20 can communicate with each other via a communication network 90. ​​The communication network 90 may be a data transmission path. The communication network 90 may be a wired communication transmission path, a wireless communication transmission path, or a combination thereof. The communication network 90 may include the Internet, a dedicated line network, a wireless communication network, a telephone line network, various cable networks, or a combination thereof. The communication network 90 may also include a P2P network such as an ad hoc network.

[0010] The communication method in a wireless communication network may be a mobile communication method or a wireless data communication method. Examples of mobile communication methods include 3G, LTE, 4G, and 5G. Examples of wireless data communication methods include wireless PAN, wireless LAN, wireless MAN, and wireless WAN. The communication method in a wireless communication network may also be various short-range wireless communication methods.

[0011] The user terminal 20 is an electronic device used by the game player 30. The user terminal 20 may be, for example, a smartphone, mobile phone, PDA (registered trademark), tablet, personal computer, wearable computer, etc.

[0012] The information processing device 10 controls the game played on the user terminal 20. In this embodiment, the game played on the user terminal 20 is a competitive game in which multiple players 30 compete against each other on a computer system. The user terminal 20 and the information processing device 10 cooperate with each other to execute the game based on the actions of the players 30. The user terminal 20 acquires the actions of the players 30 and transmits information about the actions of the players 30 and / or information about the game state calculated by the user terminal 20 based on the actions of the players 30 to the information processing device 10. Based on the information received from each of the user terminals 20, the information processing device 10 calculates the overall game state and the game state for each of the user terminals 20, and transmits the calculated information to each of the user terminals 20. Based on the information received from the information processing device 10, the user terminal 20 displays information to be presented to the players 30 on the screen.

[0013] In this embodiment, the game played on the user terminal 20 is a type of board game on a computer system. Specifically, the game played on the user terminal 20 is a type of tile game on a computer system. In this embodiment, the user terminal 20 displays character elements corresponding to tiles in the tile game, and the game progresses as the player 30 displayed on the user terminal 20 operates them. In this embodiment, the game state is determined by the character elements held by each player 30, and the points and / or rankings given to the players 30 are determined.

[0014] In this embodiment, the game executed on the user terminal 20 may be implemented on a web browser running on the user terminal 20. The game executed on the user terminal 20 may be executed on application software installed on the user terminal 20.

[0015] Figure 2 is a block diagram showing the functional configuration of the information processing device 10. The information processing device 10 comprises a processing unit 100a, a storage unit 190, and a communication unit 192.

[0016] The information processing device 10 is implemented by a computer. The processing unit 100a is implemented by an arithmetic processing unit including a processor. The processing unit 100a performs various calculations executed in the information processing device 10 and is also responsible for controlling the storage unit 190 and the communication unit 192. The processing unit 100a comprises an assignment unit 110a, an execution unit 120a, a presentation unit 130a, a control unit 140a, and an operation unit 150a.

[0017] The communication unit 192 is primarily responsible for communication with the user terminal 20 via the communication network 90. ​​The storage unit 190 is implemented using volatile and non-volatile storage media. The storage unit 190 stores programs for enabling the computer to function as an information processing device 10, as well as data necessary for calculations performed by the processing unit 100a.

[0018] Figure 3 is a block diagram showing the functional configuration of the user terminal 20. The user terminal 20 comprises a processing unit 100b, a storage unit 290, a communication unit 292, a display unit 294, and an operation input unit 296.

[0019] The user terminal 20 is implemented by a computer. The processing unit 100b is implemented by an arithmetic processing unit including a processor. The processing unit 100b performs various calculations executed on the user terminal 20 and is also responsible for controlling the storage unit 290, the communication unit 292, the display unit 294, and the operation input unit 296. The processing performed by the user terminal 20 as described in this embodiment is realized by the processing unit 100b taking the lead in controlling each unit.

[0020] The communication unit 292 is primarily responsible for communication with the information processing device 10 via the communication network 90. ​​The storage unit 290 is implemented using a volatile storage medium. The storage unit 290 stores a program for enabling the computer to function as a user terminal 20, as well as data necessary for calculations performed by the processing unit 100b.

[0021] The display unit 294 displays an image based on the image information generated by the processing unit 100b. The display unit 294 may be configured to include, for example, a display device such as a flat panel display such as a liquid crystal display, a cathode ray tube (CRT), or a head-mounted display.

[0022] The operation input unit 296 acquires operations performed by the player 30 on the user terminal 20. The operation input unit 296 outputs an operation signal based on the acquired operation to the processing unit 100b. The operation input unit 296 can be implemented by, for example, a touchpad, buttons, a joystick, a trackball, an accelerometer, an angular velocity sensor, etc.

[0023] The processing unit 100a in the information processing device 10 and the processing unit 100b in the user terminal 20 cooperate with each other to control the game. Therefore, in this embodiment, the granting unit 110a and granting unit 110b are collectively referred to as "granting unit 110", the execution unit 120a and execution unit 120b are collectively referred to as "execution unit 120", the presentation unit 130a and presentation unit 130b are collectively referred to as "presentation unit 130", the control unit 140a and control unit 140b are collectively referred to as "control unit 140", and the operation unit 150b and operation unit 150a are collectively referred to as "operation unit 150".

[0024] The assignment unit 110 performs control for assigning character elements to the game player 30. The assignment unit 110 may perform control for assigning character elements to multiple game players 30.

[0025] The execution unit 120 controls the execution of the game using the character elements assigned to the player 30. The presentation unit 130 controls the presentation of the character elements assigned to the player 30 on the game's playfield. The operation unit 150 controls the player 30 to operate the character elements presented on the playfield. The control unit 140 controls the assignment unit 110, the execution unit 120, the presentation unit 130, and the operation unit 150. The control unit 140 enables the player 30 to move the character elements in the entire area of ​​the playfield and enables the player 30 to place the character elements in a portion of the playfield. The control unit 140 may make placement operations impossible in areas of the playfield other than the portion.

[0026] The control unit 140 does not need to show the player 30 the boundary between a portion of the playfield and the portion of the playfield that is not part of it. The playfield includes a first region, a second region which is part of it, and a third region which is the area other than the first and second regions. The first region, the second region, and the third region may be adjacent to each other.

[0027] The control unit 140 may enable placement operations in the second region on the condition that a movement operation is performed from the first region to the second region, and may make placement operations in the third region impossible on the condition that a movement operation is performed from the first region to the third region. The control unit 140 may make placement operations in the third region impossible on the condition that a movement operation is performed from the first region to the third region, and may make placement operations in the third region impossible on the condition that a movement operation is performed from the first region to the third region, and may make placement operations in the first region possible without requiring a movement operation to the first region.

[0028] The control unit 140 may change the character element that is the target of a movement operation from a first mode to a second mode, depending on whether a movement operation is performed from a first mode to a second mode or a third mode. The first mode is a mode in which the character element that is the target of the movement operation is presented at a first size, and the second mode is a mode in which the character element that is the target of the movement operation is presented at a second size which is smaller than the first size.

[0029] When the control unit 140 changes the character element to be moved from a first state to a second state, it may reduce the size of the character element to be moved according to the distance from the first region to the character element to be moved.

[0030] The control unit 140 may align and arrange multiple character elements in the first region.

[0031] The game may be a competitive game played by multiple players 30 using character elements. The control unit 140 may make it impossible for a second player 30 (another player 30) to see some of the character elements placed in the first area through the actions of a first player 30, and may make it impossible for the first player 30 to see some of the character elements placed in the first area through the actions of the second player 30.

[0032] The game may be a competitive game played by multiple players 30 using character elements. The control unit 140 may make it possible to present character elements placed in the second area by the operation of the first player 30 among the multiple players 30 to the second player 30, and to present character elements placed in the second area to the first player 30 by the operation of the second player 30.

[0033] The control unit 140 may change the size of the second region according to the number of players 30 in the competitive game.

[0034] Each of the multiple character elements may include an item image corresponding to an item and a character image corresponding to a character. The item image may be the same image across multiple character elements.

[0035] The game may be a competitive game played by multiple players 30 using character elements. The playfield may include a first area, a second area which is a part of the area, and a third area which is an area other than the first and second areas. The control unit 140 may make it impossible for the second player 30, another player 30 of the multiple players 30, to see the character images of character elements placed in the first area through the actions of the first player 30, and may make it impossible for the first player 30 to see the character images of character elements placed in the first area through the actions of the second player 30.

[0036] The game may be a competitive game played by multiple players 30 using character elements. The playfield may include a first area, a second area which is a part of the area, and a third area which is an area other than the first and second areas. The control unit 140 may make it possible to present the item images of character elements placed in the first area to a second player 30, who is another player 30 among the multiple players 30, through the operation of a first player 30, and may make it possible to present the item images of character elements placed in the first area to the first player 30 through the operation of the second player 30.

[0037] The game may be a competitive game played by multiple players 30 using character elements. The control unit 140 does not need to automatically calculate the results of the matches between the multiple players 30 in the competitive game.

[0038] The game may be a competitive game played by multiple players 30 using character elements. The granting unit 110 may perform control to grant items to the multiple players 30 further. The control unit 140 may make it possible to transfer items granted to the multiple players 30 to each other after the matches of the multiple players 30 in the competitive game.

[0039] The control unit 140 may cause the multiple players 30 to present information indicating items that should be passed between them in the competitive game according to the outcome of the match.

[0040] The control unit 140 may enable the display of a list of textual information for communication between multiple players 30 on the playfield. The control unit 140 may switch between a state in which the list of textual information is displayed on the playfield and a state in which the list of textual information is not displayed on the playfield.

[0041] The control unit 140 may display one selected character information on the playfield from the list of character information displayed on the playfield. The control unit 140 may display one selected character information on the playfield after the display of the list of character information on the playfield has finished.

[0042] The control unit 140 causes the player 30 who has been instructed to present the list of text information to do so, and does not need to cause the other players 30 who have not been instructed to do so to present the list of text information.

[0043] The control unit 140 may present one selected piece of text information from the list of text information displayed on the playfield to players 30 other than the player 30 who selected the piece of text information. The control unit 140 may make it possible to select one piece of text information from the list of text information from the start to the end of the game.

[0044] The game may be a turn-based game played by multiple players 30. The control unit 140 may allow each of the multiple players 30 to select one character from the list of character information only during their turn.

[0045] The game may be a turn-based game played by multiple players 30. The control unit 140 may limit the number of times each player 30 selects one character from a list of character information during their turn to a predetermined number or less.

[0046] The control unit 140 may terminate the display of a single character information when an operation is performed on that single character information selected from the list of character information that is being displayed on the playfield.

[0047] The control unit 140 may display multiple selected character information on the playfield in a time-sequential manner. The control unit 140 may display multiple selected character information on the playfield side by side.

[0048] The control unit 140 may display a predetermined list of standardized character information on the playfield. The control unit 140 may select one character information from the list of character information displayed on the playfield and display it on the playfield as an icon.

[0049] The control unit 140 may present the same list of character information to each of the multiple players 30. The control unit 140 may present one selected piece of character information from the list of character information at a position on the playfield designated by each of the multiple players 30.

[0050] The control unit 140 may display one selected character from the list of character information at a position other than the position where the character element is displayed.

[0051] The control unit 140 may make it impossible for each of the multiple players 30 to select one piece of text information that each player 30 has previously selected from the list of text information.

[0052] The control unit 140 may display one selected character information and character information as an icon on the playfield. Multiple players 30 may be assigned multiple character elements associated with different character information. The character information displayed as an icon may be selected from multiple character information associated with multiple character elements.

[0053] The control unit 140 may control the display of icons to be larger than the character elements displayed on the playfield.

[0054] The control unit 140 may allow the rules to be changed before the game starts. The control unit 140 may make it impossible to change the rules after the game starts. The control unit 140 may allow the rules to be changed based on the actions of the first player 30.

[0055] The control unit 140 may enable rule changes subject to approval by the second player 30 for rule changes based on the actions of the first player 30. When a rule is changed, the control unit 140 may present the changed rule to multiple players participating in the game.

[0056] The control unit 140 may allow multiple game runs based on the modified rules. The control unit 140 may allow changes to the rules within a predetermined range.

[0057] If a rule is changed, the control unit 140 may present the player 30 with the changed portion of the rule in a way that distinguishes between the content of the rule before the change and the content of the rule after the change.

[0058] The rules include a first rule and a second rule, and the control unit 140 may only modify the second rule. The first rule may include rules for presenting the character elements assigned to player 30 on the playfield, and the second rule may include rules for determining the rewards that player 30 will receive based on the outcome of the game. The control unit 140 may perform control to determine the rewards that player 30 will receive based on the modified second rule and the outcome of the game.

[0059] The control unit 140 may enable the player 30 to move character elements in the entire area of ​​the playfield, and enable the player 30 to place character elements in a portion of the playfield.

[0060] Figure 4 shows the player name input screen 400 displayed on the user terminal 20. The player name input screen 400 is displayed on the user terminal 20, for example, when the execution of game software is started on a web browser or when game application software is launched on the user terminal 20. The player name input screen 400 includes a text input box 410 and a button 420. When player 30 enters a player name on the player name input screen 400 and presses the button 420, the control unit 140 performs a process to associate the player name entered in the text input box 410 with player 30.

[0061] Figure 5 shows the character selection screen 500 displayed on the user terminal 20. The character selection screen 500 is displayed on the user terminal 20 when the button 420 is pressed on the player name input screen 400. The character selection screen 500 includes objects 510, 520, 530, and 540 representing characters, and a button 550.

[0062] Objects 510, 520, 530, and 540 each contain images of different characters. In this embodiment, the characters represent, but are not limited to, fictional people, such as virtual idols. The characters may represent real people, living beings including animals, or various types of equipment such as robots and ships. In addition, the characters may represent various concepts such as emotions, nature, and nations.

[0063] When player 30 selects one object from among objects 510, 520, 530, and 540 on user terminal 20 and presses button 550, control unit 140 processes a process to associate the character corresponding to the selected object with player 30. The character associated with player 30 is used as the character representing player 30 in the game running on the computer system. Multiple players 30 can select any character. This does not prevent the same character from being associated with multiple players 30 participating in the same game.

[0064] Figure 6 shows the participation method selection screen 600 displayed on the user terminal 20. The participation method selection screen 600 is displayed on the user terminal 20 when the operation of pressing button 550 is performed on the character selection screen 500. The participation method selection screen 600 includes buttons 610 and 620. Button 610 is a button for opening a room (also called an environment, etc.) to run the game. Button 620 is a button for joining a room that has already been opened.

[0065] Figure 7 shows the game start screen 700 displayed on the user terminal 20. The game start screen 700 is displayed on the user terminal 20 when the button 610 is pressed on the participation method selection screen 600. The game start screen 700 includes object 710, button 720, object 730, and button 740.

[0066] Object 710 indicates a game ID that identifies the game to be played in the opened room. The game ID is used by other players 30 to join the room. The player 30 who opened the room notifies other players 30 of the game ID using any means of communication. When another player 30 presses button 620 on the participation method selection screen 600, a game ID input screen is displayed on the user terminal 20 of the other player 30. By entering the game ID on this screen, the control unit 140 enables the other player 30 to join the game.

[0067] Button 720 is used to set the rules regarding scoring. The process for setting the rules will be described later.

[0068] Object 730 contains information indicating the names of players who are able to join the game. Player 30, who created the room, can check the names of players who are able to join the game through object 730. When player 30, who created the room, presses button 740, the control unit 140 performs the process of starting the game.

[0069] Figure 8 shows the game execution screen 800 displayed on the user terminal 20. The game execution screen 800 is an example of a screen presented to the user terminal 20 immediately after the game starts. The game execution screen 800 is displayed on the user terminal 20 when the player 30 presses button 740 on the game start screen 700.

[0070] The game execution screen 800 corresponds to the entire game playfield. The game execution screen 800 includes object 801, object 802, object 803, and object 804. Object 801 includes an image of a character associated with the first player 30 and information indicating the player's name. Object 802 includes an image of a character associated with the second player 30 and information indicating the player's name. Object 803 includes an image of a character associated with the third player 30 and information indicating the player's name. Object 804 includes an image of a character associated with the fourth player 30 and information indicating the player's name.

[0071] The game execution screen 800 includes objects 811, 812, 813, and 814. Object 811 represents the character elements assigned to the first player 30. Object 812 represents the character elements assigned to the second player 30. Object 813 represents the character elements assigned to the third player 30. Object 814 represents the character elements assigned to the fourth player 30.

[0072] The game execution screen 800 includes objects 821, 822, 823, and 824. Object 821 represents an item held by the first player 30 in the game environment. The item represents, for example, the score awarded to the first player 30 in the game. The score is an example of a reward. Object 822 represents an item held by the second player 30 in the game environment. Object 813 represents an item held by the third player 30 in the game environment. Object 814 represents an item held by the fourth player 30 in the game environment.

[0073] The game execution screen 800 includes object 830 and buttons 840, 850, 852, 854, and 860. Object 830 shows the remaining number of character elements that can be assigned to player 30. Character elements correspond to tiles in a tile game. Button 852 is a button that receives instructions from player 30 to draw a character element. Button 854 is a button that receives instructions from player 30 to change a character element assigned to player 30 back to a character element that player 30 can draw. Button 850 is a button that receives instructions from player 30 to reveal the character elements that player 30 holds.

[0074] Button 840 is for displaying the score sheet. The score sheet displays information indicating the items that should be passed between players 30 according to the match results in the game (for example, the combination of character elements assigned to player 30). The score sheet will be described later. Button 860 is for receiving instructions from player 30 to display a list of text information used for communication between players 30. The list of text information will be described later in relation to Figures 28 to 32, etc.

[0075] Figure 9 shows an image 900 of a character element used in the game. The character element image 900 includes an item image 910 corresponding to an item and a character image 920 corresponding to a character. The item image 910 represents an item that generally has a rectangular shape. An item corresponds to, for example, a tile in a tile game. The item image 910 shows the shape of the tile. The character image 920 is an image drawn on one face of a rectangular item. The shape of the item image changes depending on the orientation in which the character element is placed. However, the item image is an image that is represented with the same shape parameters for all character elements.

[0076] Figure 10 shows an example of character images used in the game. As shown in Figure 10, the character images are images that show various aspects of multiple characters, including the character presented to player 30 for selection in Figure 5. Each character image is associated with a specific color that can be recognized from the type of character or the aspect of the character.

[0077] In this embodiment, when player 30 presses button 852, the control unit 140 assigns character elements to player 30. Player 30 can end the game (finish) if the combination of character elements assigned to player 30 satisfies the conditions shown in the scoring table described later. To end the game, when player 30 presses button 850, the control unit 140 performs a process to disclose the character elements assigned to player 30 to the other players 30. The other players 30 also press their respective buttons 850. Player 30 calculates their score according to the combination of character elements assigned to each player 30 and the scoring table, and exchanges items with other players 30 according to their calculated scores.

[0078] If the combination of character elements assigned to Player 30 does not meet the conditions shown on the score sheet, Player 30 decides which character element to discard from among the character elements assigned to Player 30 and performs the operation to discard the decided character element (for example, by moving one character element out of object 811). Each Player 30 takes turns pressing button 852, and the game continues until one of the Player 30s finishes or there are no more character elements to discard. At the end of the game, each Player 30's score is calculated according to the combination of character elements assigned to them and the score sheet, and items are exchanged between the Player 30s according to the calculated scores.

[0079] Figure 11 shows the score sheet display screen 1100 displayed on the user terminal 20. The score sheet display screen 1100 is displayed on the user terminal 20 when the player 30 presses button 840. The score sheet display screen 1100 includes object 1110 and button 1120.

[0080] Object 1110 is an object that contains information for determining the score that player 30 will receive based on the combination of character elements assigned to player 30. The score awarded to player 30 is determined, for example, based on at least one of the color assigned to the character element and the type of character element. In this way, object 1110 shows the rules for determining the rewards that player 30 will receive based on the outcome of the game.

[0081] Figure 11 shows three scoring rules for determining the score that player 30 will earn. For example, the first scoring rule indicates that player 30 can earn 50 points, provided that 9 character elements are associated with the same color. The second scoring rule indicates that player 30 can earn 30 points, provided that 6 character elements are associated with the same color (sometimes called the "first condition"), and 3 character elements are associated with a different color than those associated with the 6 character elements (sometimes called the "second condition"). The third scoring rule indicates that player 30 can earn 15 points, provided that 3 character elements are associated with the same color, 3 character elements are associated with a different color than those associated with the 3 character elements, and 3 character elements are associated with yet another different color.

[0082] Player 30 refers to the score sheet to determine the points each player 30 will earn. In other words, in this embodiment, the control unit 140 does not automatically calculate the match results for player 30 in the game.

[0083] Figure 12 shows the scoring rule setting screen 1200 displayed on the user terminal 20. The scoring rule setting screen 1200 is displayed on the user terminal 20 when the player 30 presses button 720 on the game start screen 700 in Figure 7 and performs an operation to change the rules for calculating the score.

[0084] For example, when the button 720 is pressed on the game start screen 700, the control unit 140 displays a screen on the user terminal 20 similar to the score sheet shown in Figure 11. On this screen, the player 30 specifies the part of the rules to be changed and inputs the changed rules. The score rule setting screen 1200 shows the state in which the scoring part of the first score rule is being changed. The player 30 inputs the changed score into the rule input box 1210 on the score rule setting screen 1200 and presses the button 1250 to register the rule change. In this way, the control unit 140 enables rule changes based on the operation of the first player 30.

[0085] Figure 13 shows the rule change approval screen 1300 displayed on the user terminal 20. The rule change approval screen 1300 is displayed on the user terminals 20 of players 30 other than the player 30 who changed the rule before the game starts. The rule change approval screen 1300 includes an object 1310 and a button 1350. Object 1310 indicates that the points that player 30 can earn based on the first scoring rule will be changed from 50 points before the rule change to 60 points. In this way, when a rule is changed, the control unit 140 presents the player 30 with the content of the rule before the change and the content of the rule after the change in a way that makes them distinguishable. The control unit 140 determines whether all players 30 who have joined the room have approved it via the button 1350, and changes the rule if it is detected that all players 30 who have joined the room have approved it.

[0086] In this way, when a rule is to be changed, the control unit 140 presents the changed rule to the multiple players 30 participating in the game. The control unit 140 enables the rule change on the condition that the second player 30 approves the rule change based on the actions of the first player 30. The control unit 140 starts the game on the condition that the approval of the rule change has been obtained from the other players 30 before the game starts. This makes it impossible to change the rule after the game has started. Once the approval of the other players 30 for the changed rule has been obtained, the control unit 140 updates the rule information to confirm the rule change. This makes it possible to run the game multiple times after the game has started based on the changed rule.

[0087] Figure 14 shows other rule change approval screens 1400 displayed on the user terminal 20. Unlike the rule change approval screen 1300, the rule change approval screen 1400 is a rule change approval screen used when changing rules regarding the conditions that combinations of character elements must satisfy.

[0088] The rule change approval screen 1400 includes object 1410 and button 1450. Object 1410 is an object that indicates a change to the content of the "second condition section" explained in relation to Figure 11, which is one of the conditions that character elements must satisfy in order for player 30 to acquire based on the second scoring rule. Specifically, object 1410 indicates a change from the condition "three of the same color" to the condition "three of the same color (excluding character 1)". As a result, if player 30 has been given three character elements of the same color associated with a particular character, the second condition section will not be satisfied.

[0089] In this embodiment, player 30 can change the wording of the condition section of the scoring rules. In this embodiment, the score that player 30 earns is calculated by player 30 based on the score sheet. Therefore, only the wording of the condition section of the scoring rules needs to be changed, and there is no need to change the scoring logic in the game. As a result, player 30 can change the scoring rules relatively freely, allowing players to enjoy the game in various ways.

[0090] Figure 15 shows an example of rule information related to the execution of a game stored in the information processing device 10 and / or the user terminal 20. The rule information is referenced when the control unit 140 performs control related to the game. The rule information includes "rule type", "value", and "change information". "Rule type" indicates the type of rule. "Rule type" includes, for example, "maximum number of character elements", "total number of character elements", "scoring rule 1", and "scoring rule 2". "maximum number of character elements" indicates the upper limit of the number of character elements that can be assigned to each player 30 at the same time. "total number of character elements" indicates the total number of character elements that can be assigned to player 30. "Scoring rule 1" indicates the first scoring rule described above, and "scoring rule 2" indicates the second scoring rule described above.

[0091] In the rule information, "value" indicates the value that constitutes the rule. "Value" can store data in any format, such as numbers, strings, or arrays. For example, in the rule information, "maximum number of character elements" stores the numerical data "9". In the rule information, "total number of character elements" stores the numerical data "80". In the rule information, "scoring rule 1" stores array data that includes "same color" as the first element and the numerical value "50" as the second element. The first element, "same color," is data that defines the wording of the condition part, and the numerical value "50" indicates that player 30 can earn 50 points.

[0092] In the rule information, "change information" indicates attribute information related to rule changes. As shown in Figure 15, the change information for "maximum number of character elements in possession" contains "cannot be changed," therefore, the maximum number of character elements in possession cannot be changed.

[0093] On the other hand, the change information for "Total Character Elements" stores information indicating the range within which the rules can be changed. Specifically, the change information for "Total Character Elements" stores the array [50, 100]. This indicates that the value of "Total Character Elements" can be changed within the range of 50 or more and less than 100.

[0094] Similarly, the change information in "Scoring Rule 1" stores information indicating the scope of rule changes. Specifically, the change information in "Scoring Rule 1" stores array data containing two elements, a first element and a second element. For example, the first element "*" in the change information in "Scoring Rule 1" indicates that the content of the condition "9 of the same color" can be freely changed. The array [30,70], which is the second element of the change information in "Scoring Rule 1", indicates that the score value "50" can be changed within the range of 30 or more and less than 70. This allows the control unit 140 to change the rule within a predetermined range.

[0095] The control unit 140 is used to control the display of the score sheet screen 1100 on the user terminal 20 by referring to the rule information. For example, the control unit 140 refers to the "rule type" and "value" of the rule information to display the first scoring rule, the second scoring rule, and the third scoring rule on the user terminal 20.

[0096] The "maximum number of character elements in hand" mentioned above is an example of Rule 1. Rule 1 includes rules for presenting the character elements assigned to Player 30 on the playfield. "Scoring Rule 1," "Scoring Rule 2," "Scoring Rule 3," and "Total number of character elements" are examples of Rule 2. Rule 2 is an example of Rule 2 for determining the rewards that Player 30 will receive based on the outcome of the game. The control unit 140 may only allow Player 30 to modify Rule 2.

[0097] Thus, according to System 5, Player 30 can easily change the rules for running the game. Therefore, they can enjoy the game with the new rules.

[0098] In relation to Figures 16 to 35, various presentation controls from the start of the game to the end of the game will be explained.

[0099] Figure 16 shows the game execution screen 1600 during game execution. The game execution screen 1600 is the screen that appears when player 30 (sometimes referred to as "Player 1" or "Player 1's Player 30"), whose player name is associated with the game execution screen 800, presses button 852.

[0100] The playfield includes a first area 1610, a second area 1620, and a third area 1630. Specifically, the first area 1610, the second area 1620, and the third area 1630 constitute the playfield. In other words, the third area 1630 is the area of ​​the playfield other than the first area 1610 and the second area 1620. The second area 1620 is an example of a "partial area" where the placement of character elements 1660 is permitted. The first area 1610 may be an example of a "partial area" where the placement of character elements 1660 is permitted. The first area 1610, the second area 1620, and the third area 1630 are adjacent to each other.

[0101] In Figure 16, for illustrative purposes, the boundaries of the first region 1610 and the second region 1620 are shown with dotted lines. However, as shown in Figure 8 and other figures, the control unit 140 does not show the player 30 the boundary between a portion of the playfield and the portion of the playfield that is not part of the playfield.

[0102] Player 30 of Player 1 can only see the item images of the character elements contained in Player 30's objects 812, 813, and 814. In other words, Player 30 of Player 1 cannot see the character images of the character elements contained in Player 30's objects 812, 813, and 814. Similarly, Player 30 of Player 1 can only see the item images of the character elements contained in Player 30's object 811. In other words, Player 30 of Player 1 cannot see the character images of the character elements contained in Player 30's object 811.

[0103] In this way, the control unit 140 makes it impossible to show the character images of character elements located in the first area 1610 of the first player 30 to the second player 30, and also makes it impossible to show the character images of character elements located in the first area of ​​other players 30 to the first player 30 through the actions of the second player 30. On the other hand, it makes it possible to show the item images of character elements located in the first area 1610 to the other player 30, the second player 30, and makes it possible to show the item images of character elements located in the first area of ​​the second player 30 to the first player.

[0104] In response to the operation of pressing button 852, the control unit 140 executes the following processes: a process to determine one character element to be assigned to player 30 by player 1, a process to display the assigned character element 1660 on object 811, and a process to reduce the remaining number of character elements that can be assigned to player 30 by one in object 830. In the game execution screen 1600, object 811 is displayed in the first area 1610 within the play field.

[0105] Player 30 of Player 1 decides which character element to discard, taking into account the nine character elements currently assigned to Player 30 and the scoring rules. In this case, let's assume that character element 1660 is selected as the character element to discard. In this case, Player 1 selects character element 1660, moves character element 1660 into the second area 1620, and places character element 1660 in the second area 1620. The second area 1620 is the area where the character element discarded by Player 30 of Player 1 should be placed.

[0106] In this embodiment, the case where four players 30 play the game is described, but the number of players 30 may be two, three, or four. The fewer the number of players 30, the more character elements are discarded. Therefore, the control unit 140 may increase the size of the second region 1620 as the number of players in the game decreases. In this way, the control unit 140 may change the size of the second region 1620 according to the number of players in the game.

[0107] Figure 17 shows the game execution screen 1700 during a movement operation on character element 1660. Figure 18 shows the game execution screen 1800 after the movement operation on character element 1660 has finished.

[0108] Movement of character element 1660 can be performed by dragging. For example, when moving character element 1660 using a mouse, player 30 can move character element 1660 by moving the mouse while holding down the left button with pointer 1740 positioned over character element 1660. Movement of character element 1660 can also be performed by dragging when using touch operations on a touch panel.

[0109] The control unit 140 changes the display mode of the character element 1660 when the player 30 is performing a movement operation on the character element 1660. Specifically, the control unit 140 reduces the size of the character element 1660 when the player 30 is performing a movement operation on the character element 1660 from the first area 1610 to the second area 1620. More specifically, when the player 30 is performing a movement operation on the character element 1660 from the first area 1610 to the second area 1620, the control unit 140 reduces the size of the character element 1660 as the distance from the first area 1610 to the position of the character element 1660 increases.

[0110] For example, the size of the character element 1660 shown in Figure 17 is smaller than the size of the character element 1660 in Figure 16. The size of the character element 1660 shown in Figure 18 is smaller than the size of the character element 1660 in Figure 16, and also smaller than the size of the character element 1660 shown in Figure 17. In this way, the control unit 140 changes the character element 1660 that is the target of a movement operation from the first region 1610 to the second region 1620, from the first mode to the second mode. Specifically, the first mode is a mode in which the character element 1660 that is the target of the movement operation is presented at a first size, and the second mode is a mode in which the character element 1660 that is the target of the movement operation is presented at a second size which is smaller than the first size. More specifically, when the control unit 140 changes the character element 1660 that is the target of the movement operation from a first state to a second state, it reduces the size of the character element that is the target of the movement operation according to the distance from the first area to the character element 1660 that is the target of the movement operation. This makes it possible to provide the player 30 with a highly realistic game experience.

[0111] Figure 19 shows the game execution screen 1900 when a character element 1660 is placed in the second region 1620. The character element 1660 placement operation is, for example, the operation to end a drag operation on the character element 1660. For example, if the character element 1660 is being moved with a mouse, the character element 1660 placement operation is the operation to end the left mouse button press. If the character element 1660 is being moved with a touch operation, the character element 1660 placement operation is the operation to end the touch on the touch panel.

[0112] The control unit 140 places the character element 1660 within the second region 1620, provided that the placement operation of the character element 1660 has been performed in the second region 1620. In this way, the control unit 140 enables the placement operation of the character element 1660 in the second region 1620, provided that a movement operation of the character element 1660 from the first region 1610 to the second region 1620 has been performed on the character element 1660.

[0113] Figure 20 shows the game execution screen 2000 when a movement operation is performed from the first area 1610 to the third area 1630. Figure 21 shows the game execution screen 2100 when a placement operation of character element 1660 is performed in the third area 1630.

[0114] As shown in Figure 20, the control unit 140 enables movement from the first region 1610 to the third region 1630. Similar to the case of player 30 moving character element 1660 from the first region 1610 to the second region 1620, the control unit 140 changes the display mode of character element 1660 when player 30 is performing a movement operation on character element 1660. Specifically, when player 30 is performing a movement operation on character element 1660 from the first region 1610 to the third region 1630, the control unit 140 reduces the size of character element 1660 as the distance from the first region 1610 to the position of character element 1660 increases.

[0115] On the other hand, the control unit 140 does not allow placement operations of the character element 1660 in the third region 1630. For example, if player 30 performs a placement operation of the character element 1660 in the third region 1630, the control unit 140 returns the character element 1660 to the first region 1610. In this way, the control unit 140 makes it impossible to place the character element 1660 in the third region 1630, conditional on a movement operation from the first region 1610 to the third region 1630. The control unit 140 makes it impossible to place the character element 1660 in the third region 1630, conditional on a movement operation of the character element 1660 from the first region 1610 to the third region 1630, and places the character element 1660 that is the target of the movement operation in the first region 1610. At this time, the control unit 140 makes it impossible to place the character element 1660 in the third area 1630, conditional on the character element 1660 being moved from the first area 1610 to the third area 1630, and places the character element 1660 that is the target of the movement operation in the first area 1610 without requiring the character element 1660 to be moved. In this way, the control unit 140 allows the character element 1660 to be moved from the first area 1610 to any position in the play field, but does not allow placement operations in the third area 1630. This makes it possible to provide a more realistic game experience while suppressing the accidental placement of character elements in locations other than predetermined positions.

[0116] Figures 22 and 23 show an example of a game execution screen when character elements are moved within the first region 1610. Here, we will explain the movement operation of character element 2260 within the first region 1610.

[0117] The control unit 140 enables the movement of the character element 2260 within the first region 1610. The control unit 140 enables the placement of the character element 2260 within the first region 1610, conditional on the movement operation of the character element 2260 within the first region 1610.

[0118] For example, as shown in the game execution screen 2200 in Figure 22 and the game execution screen 2300 in Figure 23, when player 30 performs a drag operation on a character element 2260 in the first area 1610, moves the character element 2260 into the first area 1610 with the drag operation, and then finishes the drag operation, the control unit 140 places the character element 2260 in a position near where the drag operation ended. At this time, the control unit 140 adjusts the position of each character element in the first area 1610 and aligns them in a line. For example, the control unit 140 shifts the positions of character elements 2261 and 2262. In this way, the control unit 140 aligns and places multiple character elements in the first area 1610.

[0119] Figures 24 to 27 show examples of gameplay screens when a move operation is performed in the first area 1610 on a character element discarded by another player 30. Here, we will explain the move operation on a character element 2460 discarded by player 30, who is associated with the player name "Player 2".

[0120] The control unit 140 enables movement and placement operations for the character element 2460 to the first area 1610. For example, as shown in the game execution screen 2400 of Figure 24, a drag operation is initiated on the character element 2460. As shown in the game execution screen 2500 of Figure 25 and the game execution screen 2600 of Figure 26, the control unit 140 moves the character element 2460 in response to the drag operation.

[0121] The control unit 140 changes the display mode of the character element 2460 when the player 30 is performing a movement operation on the character element 2460. Specifically, the control unit 140 increases the size of the character element 2460 when the player 30 is performing a movement operation on the character element 2460. More specifically, the control unit 140 increases the size of the character element 2460 as the distance from the position of the character element 2460 when the player 30 starts the movement operation on the character element 2460 increases. This makes it possible to provide the player 30 with a highly realistic game experience.

[0122] Figure 27 shows the game execution screen 2700 when a placement operation is performed on the character element 2460. As shown in the game execution screen 2700, when a placement operation is performed on the character element 2460 within the first region 1610, the control unit 140 causes the first region 1610 to be placed in a predetermined position within the first region 1610. The "predetermined position" is the position of the outermost part of the character element included in object 811. At this time, the control unit 140 adjusts the position of each character element within the first region 1610 and aligns them in a line. In this way, the control unit 140 aligns and places multiple character elements within the first region 1610.

[0123] Figures 28 to 32 show examples of game execution screens for displaying text information for communication between players 30. Figure 28 shows game execution screen 2800 when player 30 presses button 860 in the game execution screen 800 of Figure 8.

[0124] When button 860 is pressed, the control unit 140 displays object 2810. Object 2810 contains a list of textual information for communication between players 30. As shown in Figure 28, the textual information is image information of characters such as "Itadakimasu" (thank you for the meal) and "Nobarimasu" (I'm coming up).

[0125] Object 2810 includes multiple icons 2820 containing textual information and character images for information transmission. Here, the character images included in the icons 2820 are the images of the characters associated with player 30 through the character selection screen 500 in Figure 5. Therefore, the character images included in the icons may differ for each player 30.

[0126] The text information contained in object 2810 may be the same among multiple players 30. The text information contained in object 2810 may be predetermined standard text information. Thus, the control unit may present the same list of text information to each of the multiple players 30, and the control unit 140 may present a predetermined standard list of text information on the playfield.

[0127] Figure 29 shows the game execution screen 2900 when player 30 selects an icon. When player 30 selects one icon 2820 from among several icons 2820 using the pointer 1740, the control unit 140 displays the object 2910 containing the selected icon 2820 on the user terminal 20. In this way, the control unit 140 presents one selected character information and character information from the list of character information as an icon on the play field.

[0128] As shown in the game execution screen 2900, on the screen of the user terminal 20 used by player 30 of player 1, the control unit 140 causes object 2910 to be displayed near object 801. Object 2910 includes a callout 2912 directed toward object 801. As described above, object 801 includes an image of the character associated with player 30 through the character selection screen 500 in Figure 5 and information indicating the player's name.

[0129] As shown in the game execution screen 2900, the character image contained in the icon contained in object 2910 is larger than the character image (e.g., image 2930) contained in the character element assigned to player 30. In this way, the control unit 140 presents the icon at a size larger than the character element presented on the playfield.

[0130] As explained in relation to Figure 10, etc., player 30 can be assigned multiple character elements, each associated with a different character. The character information presented as an icon is selected from among the multiple character information associated with the multiple character elements that can be assigned to player 30.

[0131] In this way, the control unit 140 causes one selected character information to be displayed on the playfield from the list of character information displayed on the playfield. The control unit 140 may make it possible to select one character information from the list of character information from the start to the end of the game.

[0132] If the game is a turn-based game playable by multiple players, the control unit 140 may allow each of the multiple players 30 to select one character from the list of character information only during their turn. In this embodiment, one turn consists of drawing one character element and discarding one character element. The control unit 140 may limit the number of times each of the multiple players 30 can select one character from the list of character information during their turn to a predetermined number or less. The control unit 140 may prevent each of the multiple players 30 from selecting a character that they have previously selected from the list of character information. The control unit 140 may prevent each of the multiple players 30 from selecting a character that they have previously selected from the list of character information during the entire duration of a game, from start to finish.

[0133] The control unit 140 displays one selected character from the list of character information at a location other than the location where the character element is displayed. Specifically, the control unit 140 may display object 2910 at a location different from the first area 2610. The location where object 2910 is displayed may be instructed by the player 30. The control unit 140 may display one selected character from the list of character information at a location in the playfield instructed by the player.

[0134] The control unit 140 may terminate the display of object 2910 after a predetermined amount of time has elapsed since object 2910 was displayed. The control unit 140 may terminate the display of object 2910 if an operation is performed on object 2910 while it is displayed. In this way, the control unit 140 may terminate the display of a single piece of text information when an operation is performed on a single piece of text information selected from a list of text information and presented to the player.

[0135] The control unit 140 may be able to switch between a state in which a list of text information is displayed on the playfield and a state in which a list of text information is not displayed on the playfield. When the player 30 presses button 860 on the game execution screen 2900, the control unit 140 may terminate the display of object 2810. After terminating the display of object 2810, the control unit 140 may continue to display object 2910 on the playfield. When one icon is selected from object 2810, the control unit 140 may display object 2910 and terminate the display of object 2810.

[0136] Figure 30 shows the game execution screen 3000 displayed on the screen of the user terminal 20 used by player 30 (sometimes referred to as "Player 3" or "Player 30 of Player 3"), whose player name is associated with "Player 3".

[0137] As shown in the game execution screen 3000, the control unit 140 causes player 30 of player 3 to display object 3010, which corresponds to object 2910, on the user terminal 20 used by player 30. Object 3010 includes the same icon as icon 2820 included in object 2910. As shown in the game execution screen 3000, in the game execution screen 3000, the control unit 140 does not display the object corresponding to object 2810, which is displayed in the game execution screen 2900. This prevents the object corresponding to object 2810 from being presented to other players 30.

[0138] In this way, the control unit 140 causes the player 30 other than the player 30 who selected the character information from the list of character information displayed on the playfield to present that character information. At this time, the control unit 140 causes the player 30 who instructed the presentation of the list of character information to present the list of character information, and does not cause the other players 30 to present the list of character information.

[0139] Figure 31 shows the game execution screen 3100 when player 30 selects different icons 2820 consecutively. When the game execution screen 2900 of Figure 29 is displayed on the user terminal 20, if player 30 selects a different icon 2820, the control unit 140 terminates the display of object 2910 and displays object 3110 containing the selected icon 2820. In this way, the control unit 140 may display multiple pieces of character information selected from a list of character information in a time-sequential manner on the playfield.

[0140] Figure 32 shows the game execution screen 3200 when player 30 selects different icons 2820 consecutively. When the game execution screen 2900 of Figure 29 is displayed on the user terminal 20, if player 30 selects different icons 2820, unlike the game execution screen 3100, the control unit 140 does not terminate the display of object 2910, but instead displays object 3210 containing the selected icons 2820 alongside object 2910. In this way, the control unit 140 may display multiple selected character information from a list of character information side by side on the playfield.

[0141] As explained in relation to Figures 28 to 32, according to System 5, player 30 can communicate with other players 30 through icon 2820. Therefore, players 30 can enjoy exchanging information during gameplay.

[0142] Figures 33, 34, and 35 show examples of item transfer screens displayed on the user terminal 20 when items are transferred between players 30. Here, we will explain the case where an item is transferred from player 30 of player 1 to player 30 of player 3. Specifically, let's assume that, based on the score sheet, it has been decided that player 30 of player 1 will transfer an item corresponding to 10 points to player 30 of player 3.

[0143] In the item transfer screen 3300 shown in Figure 33, player 30 of player 1 drags object 3320, which is included in object 821 and has a value of "10 points", toward object 3323, which is included in object 823. The control unit 140 receives this drag operation as a move operation for object 3320 and moves object 3320 in response to the drag operation.

[0144] In the item transfer screen 3400 shown in Figure 33, when the object 3320 to be moved is moved to the position of the "10 points" object 3323 included in the object 823 on the player 3 side, the control unit 140 performs the process of transferring the item corresponding to 10 points from player 1's player 30 to player 30 of player 3. Specifically, the control unit 140 decreases the number of 10 points items held in association with player 1's player 30 by one, and increases the number of 10 points items held in association with player 30 of player 3 by one.

[0145] Figure 35 shows the item transfer completion screen 3500 displayed on the user terminal 20 when the item transfer is complete. As shown on the item transfer completion screen 3500, the control unit 140 reduces the number of items associated with the player 1 object 3320 from 5 to 4, and increases the number of items associated with the player 3 object 3323 from 5 to 6.

[0146] In this embodiment, the control unit 140 may enable the transfer of items between players 30 at any time. In another embodiment, the control unit 140 may enable the transfer of items assigned to player 30 between players 30 after a match in the game. The control unit 140 may enable the transfer of items assigned to player 30 between players 30 on the condition that the character elements assigned to player 30 are open.

[0147] As explained above, System 5 allows players 30 to easily change the rules for running the game, enabling them to enjoy the game with new rules. Furthermore, System 5 enables highly realistic character movement, providing players 30 with a highly realistic gaming experience. Additionally, players 30 can enjoy exchanging information with other players 30 during gameplay.

[0148] Figure 36 shows an example of a computer 5000 in which multiple embodiments of the present invention may be embodied in whole or in part. A program installed on the computer 5000 can cause the computer 5000 to function as a system 5 or parts of said system, a user terminal 20 or parts of said user terminal, or an information processing device 10 or parts of said device, to perform operations associated with said system or parts of said system, said user terminal or parts of said user terminal, or said device or parts of said device, and / or to perform a process or a stage of said process according to the embodiment. Such a program may be executed by the CPU 5012 to cause the computer 5000 to perform specific operations associated with some or all of the processing procedures and blocks of the block diagram described herein.

[0149] The computer 5000 according to this embodiment includes a CPU 5012 and RAM 5014, which are interconnected by a host controller 5010. The computer 5000 also includes a ROM 5026, flash memory 5024, communication interface 5022, and input / output chip 5040. The ROM 5026, flash memory 5024, communication interface 5022, and input / output chip 5040 are connected to the host controller 5010 via an input / output controller 5020.

[0150] The CPU 5012 operates according to the programs stored in the ROM 5026 and RAM 5014, thereby controlling each unit.

[0151] The communication interface 5022 communicates with other electronic devices via a network. The flash memory 5024 stores programs and data used by the CPU 5012 in the computer 5000. The ROM 5026 stores boot programs and / or hardware-dependent programs of the computer 5000, such as those executed by the computer 5000 when activated. The input / output chip 5040 may also connect various input / output units such as keyboards, mice, and monitors to the input / output controller 5020 via input / output ports such as serial ports, parallel ports, keyboard ports, mouse ports, monitor ports, USB ports, and HDMI® ports.

[0152] The program is provided via a computer-readable storage medium such as a CD-ROM, DVD-ROM, or memory card, or via a network. RAM 5014, ROM 5026, or flash memory 5024 are examples of computer-readable storage media. The program is installed in flash memory 5024, RAM 5014, or ROM 5026 and executed by CPU 5012. The information processing described within these programs is read by computer 5000, resulting in coordination between the program and the various types of hardware resources described above. The apparatus or method may be configured to realize the operation or processing of information in accordance with the use of computer 5000.

[0153] For example, when communication is performed between computer 5000 and an external device, CPU 5012 may execute a communication program loaded into RAM 5014 and instruct the communication interface 5022 to perform communication processing based on the processing described in the communication program. Under the control of CPU 5012, the communication interface 5022 reads the transmission data stored in the transmission buffer processing area provided in the recording medium such as RAM 5014 and flash memory 5024, transmits the read transmission data to the network, and writes the received data received from the network to the receive buffer processing area provided on the recording medium.

[0154] Furthermore, the CPU 5012 may read all or necessary parts of a file or database stored on a recording medium such as flash memory 5024 into RAM 5014, and perform various types of processing on the data in RAM 5014. The CPU 5012 then writes the processed data back to the recording medium.

[0155] Various types of information, such as various types of programs, data, tables, and databases, may be stored on the recording medium and subjected to information processing. The CPU 5012 may perform various types of processing on the data read from RAM 5014, including various types of operations, information processing, conditional judgments, conditional branching, unconditional branching, information retrieval / replacement, etc., as described herein and specified by the program instruction sequence, and write the results back to RAM 5014. The CPU 5012 may also retrieve information in files, databases, etc., within the recording medium. For example, if multiple entries are stored in the recording medium, each having an attribute value of a first attribute associated with an attribute value of a second attribute, the CPU 5012 may search among the multiple entries for an entry that matches the condition where the attribute value of the first attribute is specified, read the attribute value of the second attribute stored in that entry, and thereby obtain the attribute value of the second attribute associated with the first attribute that satisfies a predetermined condition.

[0156] The programs or software modules described above may be stored on or near computer 5000 on a computer-readable storage medium. Recording media such as hard disks or RAM provided within a server system connected to a dedicated communication network or the Internet can be used as computer-readable storage media. Programs stored on computer-readable storage media may be provided to computer 5000 via the network.

[0157] A program installed on the computer 5000, which causes the computer 5000 to function as an information processing device 10, may, when executed by the computer, act on the CPU 5012, etc., causing the computer 5000 to function as a part of the information processing device 10. The information processing described in these programs is read by the computer 5000, causing the computer 5000 to function as a part of the information processing device 10, which is a concrete means of cooperation between software and the various hardware resources described above. Then, by realizing the calculation or processing of information according to the purpose of use of the computer 5000 in this embodiment, a specific information processing device 10 suited to the purpose of use is constructed.

[0158] A program installed on computer 5000, which causes computer 5000 to function as a user terminal 20, may, when executed by the computer, act on the CPU 5012, etc., causing computer 5000 to function as a part of the user terminal 20. The information processing described in these programs is read by computer 5000, causing computer 5000 to function as a part of the user terminal 20, which is a concrete means of cooperation between software and the various hardware resources described above. Then, by realizing the calculation or processing of information according to the purpose of use of computer 5000 in this embodiment, a unique user terminal 20 according to the purpose of use is constructed.

[0159] Various embodiments have been described with reference to block diagrams, etc. In a block diagram, each block may represent (1) a stage in a process in which an operation is performed, or (2) a part of a device that has the role of performing an operation. A particular stage and part may be implemented by a dedicated circuit, a programmable circuit supplied with computer-readable instructions stored on a computer-readable storage medium, and / or a processor supplied with computer-readable instructions stored on a computer-readable storage medium. The dedicated circuit may include digital and / or analog hardware circuits, and may include integrated circuits (ICs) and / or discrete circuits. The programmable circuit may include reconfigurable hardware circuits, including logic AND, logic OR, logic XOR, logic NAND, logic NOR, and other logic operations, flip-flops, registers, memory elements such as field-programmable gate arrays (FPGAs), programmable logic arrays (PLAs), etc.

[0160] A computer-readable storage medium may include any tangible device capable of storing instructions that are executed by a suitable device, and as a result, a computer-readable storage medium having instructions stored therein constitutes at least part of a product containing instructions that can be executed to provide a means for performing an operation specified in a processing procedure or block diagram. Examples of computer-readable storage media may include electronic storage media, magnetic storage media, optical storage media, electromagnetic storage media, semiconductor storage media, etc. More specific examples of computer-readable storage media may include floppy disks, diskettes, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), electrically erasable programmable read-only memory (EEPROM), static random access memory (SRAM), compact disk read-only memory (CD-ROM), digital multipurpose disc (DVD), Blu-ray® disc, memory stick, integrated circuit card, etc.

[0161] Computer-readable instructions may include assembler instructions, instruction set architecture (ISA) instructions, machine instructions, machine-dependent instructions, microcode, firmware instructions, state setting data, or source code or object code written in any combination of one or more programming languages, including object-oriented programming languages ​​such as Smalltalk®, Java®, C++, and traditional procedural programming languages ​​such as the C programming language or similar programming languages.

[0162] Computer-readable instructions may be provided locally or via a wide area network (WAN) such as a local area network (LAN) or the internet to the processor or programmable circuit of a programmable data processing device such as a computer, and may be executed to provide a means for performing the described processing procedure or the operation specified in the block diagram.

[0163] Here, "computer" can refer to a personal computer (PC), tablet computer, smartphone, workstation, server computer, or general-purpose computer, and may also refer to a computer system in which multiple computers are connected. Such a computer system in which multiple computers are connected is also called a distributed computing system and is a computer in a broad sense. In a distributed computing system, each of the multiple computers executes a part of the program, and the multiple computers execute the program collectively by passing data from the computers during program execution as needed.

[0164] Examples of processors include computer processors, central processing units (CPUs), processing units, microprocessors, digital signal processors, controllers, and microcontrollers. A computer may have one or more processors. In a multiprocessor system with multiple processors, each processor executes a portion of the program, and the processors collectively execute the program by passing program execution data between them as needed. For example, in the execution of multitasking, each of the multiple processors may execute a portion of each task in small chunks by switching tasks at each time slice. In this case, which part of a program each processor executes changes dynamically. Alternatively, which part of a program each of the multiple processors executes may be statically determined by multiprocessor-aware programming.

[0165] Although the present invention has been described above using embodiments, the technical scope of the present invention is not limited to the scope described in the above embodiments. It will be apparent to those skilled in the art that various modifications or improvements can be made to the above embodiments. It will be clear from the claims that such modified or improved forms may also be included in the technical scope of the present invention.

[0166] It should be noted that the execution order of operations, procedures, steps, and stages in the apparatus, systems, programs, and methods shown in the claims, specifications, and drawings is not explicitly stated as "before," "prior to," etc., and that these can be implemented in any order unless the output of a previous process is used in a later process. Even if the operation flow in the claims, specifications, and drawings is described using phrases such as "first," "next," etc. for convenience, it does not mean that it is essential to perform the operations in that order.

[0167] Furthermore, some or all of the above embodiments may also be described as follows, but are not limited to these. [Note 1] Computers, An assignment unit that controls the assignment of character elements to multiple players in a game. An execution unit that controls the execution of the game using the character elements assigned to the plurality of players. A display unit that controls the display of the character elements assigned to the plurality of players on the game's playfield. An operating unit that controls the operation of the character elements presented on the playfield by the multiple players, and Control unit that controls the granting unit, the execution unit, the presentation unit, and the operation unit, To make it function as, The control unit enables the display of a list of textual information for communication between the multiple players on the playfield. program. [Note 2] The control unit switches between a state in which the list of text information is displayed on the playfield and a state in which the list of text information is not displayed on the playfield. The program described in Appendix 1. [Note 3] The control unit causes one character information selected from the list of character information displayed on the playfield to be displayed on the playfield. The program described in Appendix 1 or 2. [Note 4] The control unit causes the one character information selected from the list of character information displayed on the playfield to be displayed on the playfield after the display of the list of character information on the playfield has ended. The program described in any one of the appendices 1 to 3. [Note 5] The control unit, The player who was instructed to present the list of textual information among the aforementioned group of players is instructed to present the list of textual information. Among the aforementioned multiple players, players other than the one who was instructed to present the list of textual information will not be allowed to present the list of textual information. The program described in any one of the items in Appendix 1 to 4. [Note 6] The control unit causes the player other than the player who selected the character information to display the selected character information from the list of character information displayed on the playfield. The program described in any one of the items 1 through 5 of the appendix. [Note 7] The control unit makes it possible to select one character from the list of character information between the start and end of the game. The program described in any one of the items from Appendix 1 to 6. [Note 8] The aforementioned game is a turn-based game in which multiple players can play, The control unit allows the selection of one character from the list of character information only during each of the turns of the multiple players. The program described in any one of the items from Appendix 1 to 7. [Note 9] The aforementioned game is a turn-based game in which multiple players can play, The control unit limits the number of times each of the multiple players selects one piece of text information from the list of text information during their turn to a predetermined number or less. The program described in any one of the appendices 1 through 8. [Note 10] The control unit terminates the display of the selected character information when an operation is performed on the displayed character information while the selected character information is displayed in the playfield. The program described in any one of the appendices 1 through 9. [Note 11] The control unit causes a plurality of character information selected from the list of character information to be displayed sequentially in time on the playfield. The program described in any one of the appendices 1 through 9. [Note 12] The control unit causes the multiple pieces of character information selected from the list of character information to be displayed in the playfield. The program described in any one of the items from Appendix 1 to 11. [Note 13] The control unit causes a predetermined list of standardized character information to be displayed on the playfield. The program described in any one of the appendices 1 through 12. [Note 14] The control unit causes the one character information selected from the list of character information displayed on the playfield to be displayed on the playfield as an icon. The program described in any one of the appendices 1 through 13. [Note 15] The control unit causes each of the multiple players to be presented with the same list of text information. The program described in any one of the appendices 1 through 14. [Note 16] The control unit causes the selected character information to be displayed at the positions indicated by each of the multiple players on the playfield. The program described in any one of the appendices 1 through 15. [Note 17] The control unit causes the one character information selected from the list of character information to be displayed at a position other than the position where the character element is displayed. The program described in any one of the appendices 1 through 16. [Note 18] The control unit makes it impossible for each of the multiple players to select the one character information that they previously selected from the list of character information. A program described in any one of the items from Appendix 1 to 17. [Note 19] The control unit causes the selected character information and character information from the list of character information to be displayed as icons on the playfield. The program described in any one of the appendices 1 through 18. [Note 20] The aforementioned multiple players can be assigned multiple character elements, each associated with different character information. The character information presented as the aforementioned icon is character information selected from among multiple pieces of character information associated with the aforementioned multiple character elements. The program described in any one of the appendices 1 through 19. [Note 21] The control unit controls the display of the icon to be larger than the character element displayed on the playfield. The program described in any one of the items from Appendix 1 to 20. [Note 22] An assignment unit that controls the assignment of character elements to multiple players in the game, An execution unit that controls the execution of the game using the character elements assigned to the plurality of players, A display unit that controls the display of the character elements assigned to the multiple players on the game's playfield, An operating unit that controls the operation of the character elements presented on the playfield by the multiple players, A control unit that controls the granting unit, the execution unit, the presentation unit, and the operation unit, Equipped with, The control unit enables the display of a list of textual information for communication between the multiple players on the playfield. system. [Explanation of symbols]

[0168] 10 Information Processing Devices 20 User Terminals 30 players 90 Communication Networks 100 Processing Unit 190 Memory section 192 Communications Department 290 Storage section 292 Communications Department 294 Display section 296 Operation Input Section 5000 Computers 5010 Host Controller 5012 CPU 5014 RAM 5020 Input / Output Controller 5022 Communication Interface 5024 Flash Memory 5026 ROM 5040 Input / Output Chip

Claims

1. Computers, An assignment unit that controls the assignment of character elements to multiple players in a game. An execution unit that controls the execution of the game using the character elements assigned to the plurality of players. A display unit that controls the display of the character elements assigned to the plurality of players on the game's playfield. An operating unit that controls the operation of the character elements presented on the playfield by the multiple players, and Control unit that controls the granting unit, the execution unit, the presentation unit, and the operation unit, To make it function as, The control unit enables the display of a list of textual information for communication between the multiple players on the playfield. program.

2. The control unit switches between a state in which the list of text information is displayed on the playfield and a state in which the list of text information is not displayed on the playfield. The program according to claim 1.

3. The control unit causes one character information selected from the list of character information displayed on the playfield to be displayed on the playfield. The program according to claim 1 or 2.

4. The control unit causes the one character information selected from the list of character information displayed on the playfield to be displayed on the playfield after the display of the list of character information on the playfield has ended. The program according to claim 3.

5. The control unit, The player who was instructed to present the list of textual information among the aforementioned group of players is instructed to present the list of textual information. Among the aforementioned multiple players, players other than the one who was instructed to present the list of textual information shall not be allowed to present the list of textual information. The program according to claim 1 or 2.

6. The control unit causes the player other than the player who selected the character information to display the selected character information from the list of character information displayed on the playfield. The program according to claim 3.

7. The control unit makes it possible to select one character from the list of character information between the start and end of the game. The program according to claim 3.

8. The aforementioned game is a turn-based game in which multiple players can play, The control unit allows the selection of one character from the list of character information only during each of the turns of the multiple players. The program according to claim 3.

9. The aforementioned game is a turn-based game in which multiple players can play, The control unit limits the number of times each of the multiple players selects one piece of text information from the list of text information during their turn to a predetermined number or less. The program according to claim 3.

10. The control unit terminates the display of the selected character information when an operation is performed on the displayed character information while the selected character information is displayed in the playfield. The program according to claim 3.

11. The control unit causes the multiple pieces of character information selected from the list of character information to be displayed sequentially in time on the playfield. The program according to claim 3.

12. The control unit causes the multiple pieces of character information selected from the list of character information to be displayed in the playfield. The program according to claim 3.

13. The control unit causes a predetermined list of standardized character information to be displayed on the playfield. The program according to claim 1 or 2.

14. The control unit causes the selected character information to be displayed on the playfield as an icon on the playfield. The program according to claim 3.

15. The control unit causes each of the multiple players to be presented with the same list of text information. The program according to claim 1 or 2.

16. The control unit causes the selected character information to be displayed at the positions indicated by each of the multiple players on the playfield. The program according to claim 3.

17. The control unit causes the selected character information to be displayed at a position other than the position where the character element is displayed. The program according to claim 3.

18. The control unit makes it impossible for each of the multiple players to select the single character information that they previously selected from the list of character information. The program according to claim 3.

19. The control unit causes the selected character information and character information from the list of character information to be displayed as icons on the playfield. The program according to claim 14.

20. The aforementioned multiple players can be assigned multiple character elements, each associated with different character information. The character information presented as the aforementioned icon is character information selected from among multiple pieces of character information associated with the aforementioned multiple character elements. The program according to claim 19.

21. The control unit controls the display of the icon to be larger than the character element displayed on the playfield. The program according to claim 14.

22. An assignment unit that controls the assignment of character elements to multiple players in the game, An execution unit that controls the execution of the game using the character elements assigned to the plurality of players, A display unit that controls the display of the character elements assigned to the multiple players on the game's playfield, An operating unit that controls the operation of the character elements presented on the playfield by the multiple players, A control unit that controls the granting unit, the execution unit, the presentation unit, and the operation unit. Equipped with, The control unit enables the display of a list of textual information for communication between the multiple players on the playfield. system.

Citation Information

Patent Citations

  • Game system and game control method

    JP2014050477A