Competitive game management server and competitive game management program

The battle game management server and program address the challenges of fair winner determination, user point management, and fraud detection in online competitive games, ensuring integrity and fairness.

JP2026070331AInactive Publication Date: 2026-04-27BANCOR CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
BANCOR CO LTD
Filing Date
2024-10-15
Publication Date
2026-04-27
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Existing battle game management systems lack effective mechanisms to determine winners and losers fairly, manage user points, and prevent fraud in online competitive games, especially when multiple users are involved.

Method used

A battle game management server and program that acquires result images from user terminals, determines winners based on these images, manages user points, and includes fraud detection mechanisms to ensure fair gameplay.

Benefits of technology

Ensures fair determination of winners and losers, manages user points effectively, and detects fraud, enhancing the integrity of online competitive games.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a new online multiplayer game management server and online multiplayer game management program. [Solution] A game management server 10 is connected to a plurality of user terminals 20, 30 via a communication network and includes: a game content determination means that determines the type of game and the opponents based on the intentions expressed by the user terminals 20, 30; a result image acquisition means that acquires result images from the opponent's user terminals 20, 30 when the outcome of the game is decided; a winner determination means that determines the winner based on the result images acquired from the result image acquisition means; and a point management means that records and manages user points, reduces the user points of the loser of the game, and increases the user points of the winner.
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Description

Technical Field

[0001] The present invention relates to a battle game management server and a battle game management program used for a plurality of users to play a battle game online, reducing the user points of the loser and increasing the user points of the winner.

Background Art

[0002] In recent years, skill games in which a plurality of users play battles online while wagering points on battle games have become popular, and it is considered that the number of users will further increase in the future (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] An object of the present invention is to provide a novel battle game management server and a battle game management program.

Means for Solving the Problems

[0005] The inventors of the present invention have found a novel system capable of acquiring a result image at the time of determining the victory or defeat of a battle game from the user terminals of the players of the battle game, determining the winner based on the acquired result image, and increasing or decreasing the points of the players, and have completed the present invention.

[0006] That is, the present invention is as follows. [1] A battle game management server to which a plurality of user terminals are connected via a communication network, Battle content determination means for determining the type of battle game and the players based on the intention indication from the user terminal, A result image acquisition means that acquires a result image of the outcome of the match from the user terminal of the opponent, A winner determination means that determines the winner based on the result image obtained from the result image acquisition means, A point management means for recording and managing user points, reducing the user points of the loser of the aforementioned competitive game, and increasing the user points of the winner, A competitive game management server characterized by having the following features.

[0007] [2] The competitive game management server according to [1] above, characterized in that the winner determination means includes fraud detection means for detecting fraud in the result image obtained from the user terminal. [3] The competitive game management server according to [2] above, characterized in that the fraud detection means is a means for detecting fraud when the result image is obtained from two or more user terminals. [4] The online game management server according to [3] above, characterized in that the fraud detection means comprises a contradiction detection unit that detects contradictions in the result images obtained from the user terminal.

[0008] [5] The competitive game management server according to any one of [1] to [4] above, characterized in that the result image acquisition means includes an image acquisition limiting unit that terminates the acquisition of the result image when a predetermined time has elapsed.

[0009] [6] The fraud detection means, An AI learning unit that learns images of the victory screen and defeat screen of the aforementioned battle game, A win / loss determination unit identifies whether the result image obtained from the user terminal is a win or a loss based on the learning results of the AI ​​learning unit, A fraud determination unit detects fraud from the result image acquired from the user terminal and identifies whether or not fraud is occurring, A competitive game management server as described in any of the above [2] to [4], characterized by being equipped with the following:

[0010] [7] A means for disclosing match preference information, which, based on an expression of intent from the user terminal, discloses the user information of the user terminal and match preference information including the desired match game, In response to the disclosure of the aforementioned match request information, a means for determining an opponent is provided that receives match requests from a user terminal other than the user terminal that made the information disclosure and determines the opponent. A competitive game management server according to any one of the above [1] to [6], further comprising the features described above.

[0011] [8] An odds display means for displaying odds for a particular match, The system includes a betting acceptance means that accepts bets of user points for a specific match from the user terminal, The point management means reduces the user points of a user who has placed a bet from the user points of that user, and increases the user points of a user who correctly predicted the outcome of the bet, based on the user points placed and the odds. The competitive game management server described in [1] above, characterized in that

[0012] [9] A battle game management server according to any one of [1] to [7] above, characterized in that the result image is an image obtained by taking a screenshot of the screen at the time the outcome of the battle game is decided.

[10] A competitive game management server according to any one of [1] to [9] above, characterized in that the competitive game is a competitive game operated on a separate server provided by an operator other than the server operator.

[0013]

[11] A competitive game management program to be executed by a competitive game management server to which multiple user terminals are connected via a communication network, When the server receives the declaration of intent transmitted from the user terminal, the game content determination step determines the type of game and the opponents, When a result image at the time of determining the winner or loser of the battle game is transmitted from the user terminal of the opponent to the server, a result image acquisition step in which the server acquires the result image; A winner determination step of determining a winner based on the acquired result image; A point management step of reducing the user points of the user recorded and managed in the server from the loser and increasing them to the winner; To be executed by the battle game management server A battle game management program characterized by the above.

[0014]

[12] In the winner determination step, an illegal detection step of detecting the illegality of the result image transmitted from the user terminal To be executed by the battle game management server The battle game management program according to

[11] above, characterized by the above.

[13] In the result image acquisition step, when the result image is transmitted and acquired from two or more of the user terminals to the server, in the illegal detection step, a step of detecting the illegality of the result image To be executed by the battle game management server The battle game management program according to

[12] above, characterized by the above.

[14] In the illegal detection step, a contradiction detection step of detecting a contradiction in the result image To be executed by the battle game management server The battle game management program according to

[13] above, characterized by the above.

[0015]

[15] In the result image acquisition step, an image acquisition limitation step of ending the acquisition of the result image transmitted from the user terminal by the server after a predetermined time has elapsed To be executed by the battle game management server The battle game management program according to any one of

[11] to

[14] above, characterized by the above.

[0016]

[16] In the illegal detection step, An AI learning step that learns images of the victory screen and defeat screen of the aforementioned battle game, A win / loss determination step that identifies whether the result image obtained from the user terminal is a win or a loss based on the learning results of the AI ​​learning step, A fraud determination step is performed to detect fraud in the result image obtained from the user terminal and to determine whether or not fraud is occurring. To be executed by the aforementioned online game management server. A competitive game management program according to any one of the above

[12] to

[14] , characterized in that

[0017]

[17] In the step of determining the content of the match, When the server receives a declaration of intent transmitted from the user terminal, the server performs a match preference information disclosure step, which includes disclosing the user information of the user terminal and match preference information, including the desired match game. In response to the disclosure of the aforementioned match request information, if the server receives a match request from a user terminal other than the user terminal that made the information disclosure, the server performs a match opponent determination step to determine the opponent. To be executed by the aforementioned online game management server. A competitive game management program according to any one of the above

[11] to

[16] , characterized in that

[0018]

[18] An odds display step that displays the odds for a particular match, When the server receives a bet of user points sent from the user terminal for the aforementioned specific match, In the aforementioned point management step, the user points of a user who placed a bet are reduced from the user points of the user who placed the bet, and the user points of a user whose prediction of the outcome was correct are increased by the user points of the user who placed the bet and the user points calculated based on the odds. To be executed by the aforementioned online game management server. The competitive game management program described in

[11] above, characterized in that

[0019]

[19] A battle game management program according to any one of

[11] to

[17] above, characterized in that the result image acquired by the server in the result image acquisition step is an image obtained from a screenshot of the screen at the time the outcome of the battle game is decided.

[20] A competitive game management program according to any one of

[11] to

[19] above, characterized in that the competitive game is a competitive game operated on a separate server provided by an operator other than the server operator. [Effects of the Invention]

[0020] The present invention provides a novel management server and management program for competitive games. [Brief explanation of the drawing]

[0021] [Figure 1] This is an explanatory diagram showing the basic system configuration of a system using a competitive game management server according to one embodiment of the present invention. [Figure 2] This flowchart illustrates the operation of the system and how competitive games are managed. [Figure 3] This is a flowchart illustrating the operation of the fraud detection system. [Modes for carrying out the invention]

[0022] The present invention relates to a competitive game management server in which multiple user terminals are connected via a communication network, A means for determining the type of game and the opponents based on the user's input from the user terminal, A means for acquiring result images that obtains the result image at the time the outcome of a game is decided from the user terminal of the opponent, A winner determination means that determines the winner based on the result image obtained from the result image acquisition means, A point management system that records and manages user points, reduces the user points of losers in competitive games, and increases the user points of winners, It is characterized by having the following features.

[0023] Furthermore, in the competitive game management system (hereinafter simply referred to as the system) using the competitive game management server (hereinafter simply referred to as the server) of the present invention, result images of the outcome of the competitive game are obtained from the user terminals of the players in the competitive game. By determining the winner based on these obtained result images, it is possible to reduce the user points of the loser and increase the user points of the winner.

[0024] In this invention, "opponent" refers to a user (game user) who plays a competitive game, and there may be two or more such users, but two is preferred. In this invention, a user terminal refers to a terminal used by a user to play a competitive game and connected to the competitive game management server of this invention. This terminal is not necessarily the same terminal used to play the competitive game, and may be a different terminal. Examples of terminals that can be used include computers, smartphones, game consoles, and arcade game cabinets, with computers and smartphones being particularly preferred.

[0025] The types of competitive games in this invention include any game that allows two or more users to compete against each other online via a communication network, such as fighting games, battle royale games, adventure games, role-playing games (RPGs), sandbox games, action games, puzzle games, simulation games, shooting games, sports games, racing games, card games, music games, and the like.

[0026] In using the competitive game management server (competitive game management system) of the present invention, users who play competitive games typically register as members and log in. (Membership registration) Users access the server from their terminals via a communication network and register as members to use the system. Information required for registration includes, for example, name, age, address, telephone number, email address, credit card information, and bank account details.

[0027] (Login) To use the server, registered users must, for example, set a login ID and password. For instance, a login ID could be an email address, and a password could be any combination of uppercase and lowercase letters, symbols, and numbers chosen by the user. The login ID can also be set in the same way as the password. Furthermore, the server can automatically send a custom login ID and password to registered users, who can then change and use the provided login ID and password.

[0028] The following describes each of the means in the competitive game management server of the present invention. (Method for determining the match content) The means for determining the content of a match is a means of determining the type of game and the opponents based on the user's expression of intent from their terminal. For example, if there are two users in a competitive game, the means for determining the content of the match will, based on a request from one user's terminal to disclose the desired match information, which includes user information and the desired game, will disclose the desired match information, receive the desired match information from the other user's terminal in response to the disclosed desired match information, and thereby determine the opponent and the game to be played.

[0029] Furthermore, the means for determining the content of a match may be a means for determining an opponent and a match game by matching users whose desired match game matches and whose skill levels are the same or similar, based on match requests from multiple user terminals, which include user information and desired match game information. Here, the competitive game management server of the present invention acquires user information such as the user points required for a match, the user's favorite games, the user's skill level, and past match results (opponent, win rate, user points earned). By using this information to perform matching, it becomes possible to determine opponents so that matches are between players of appropriate skill levels.

[0030] The competitive game management server of the present invention may target competitive games operated on a separate server provided by an operator other than the server operator, or it may further target competitive games provided by the server operator.

[0031] (Method for obtaining the resulting image) The result image acquisition method is a means of acquiring the result image at the time the outcome of the game is decided from the user terminal of the opposing player. In a competitive game, the result images at the time of victory or defeat include both victory and defeat screens. While it is generally assumed that only the winner's user terminal will send the victory screen result image, both the winner and the loser may send both victory and defeat result images. Examples of result images include screenshots of the screen at the time of victory or defeat in a competitive game, and various forms are included depending on the type of competitive game and the type of screen at the time of victory or defeat. Preferably, the resulting image should include, for example, the date and time the screenshot was taken, as well as other various metadata, which can enhance the reliability of the resulting image.

[0032] This result image acquisition means preferably includes an image acquisition limiting unit that terminates the acquisition of the result image after a predetermined time has elapsed. This allows for restrictions on the timing of transmissions from user terminals, enabling faster determination of the winner using the winner determination method described later. Furthermore, if result images have been sent from only one user terminal at that point, the user of that terminal can be recognized as the winner.

[0033] The time limit for this transmission can be, for example, within 3 hours, within 2 hours, or within 1 hour from the time the outcome of the match is decided. Furthermore, if the game management server of the present invention cannot recognize the time when the outcome of the match is decided, or depending on the type of game (match duration), the transmission time can be within 3 hours, within 2 hours, or within 1 hour from the start of the game.

[0034] (Method for determining the winner) The winner determination means is a means of determining the winner based on the result image obtained from the result image acquisition means. For example, by pre-training expected result images for each type of competitive game, and identifying matching points (matching regions) or approximation points (approximation regions) of feature parts between these trained result images and result images obtained from the result image acquisition means, the winner can be determined by identifying the winning image. For example, if there are two users in a competitive game, the rule is that only the winner of the game sends the result image to the server. In this case, the result image is usually sent by one user. The server identifies the acquired result image as a victory screen, and if it is identified as a victory screen image, it determines that the user who sent this image is the winner. The identification of the winner screen is performed based on the results of pre-training the AI ​​learning unit with images of victory screens (and defeat screens if necessary) from competitive games.

[0035] The winner determination means preferably includes a fraud detection means for detecting fraudulent results images obtained from the user terminal. This allows for the detection of fraud, for example, if a loser in a competitive game sends a forged victory screen result image to the server.

[0036] Here, it is preferable that the fraud detection means is a means for detecting fraud when the server acquires result images from two or more user terminals, and it is preferable that this fraud detection means includes a contradiction detection unit.

[0037] If the result images sent and acquired from both users of the competitive game are the result images for the victory screen and the defeat screen, the inconsistency detection unit will not detect any inconsistencies, and the winner can be determined.

[0038] On the other hand, if both the transmitted and acquired result images are victory screen result images, the inconsistency detection unit will detect an inconsistency in the results, making it impossible to determine a winner. It will be considered that one of the result images is forged, and the unit will determine that there is fraud in one of the result images and detect this fraud. In this case, it is preferable to first train the AI ​​learning unit with images of victory and defeat screens from the game, then the win / loss determination unit will identify whether the result image acquired from the user terminal is a victory or a defeat based on the learning results of the AI ​​learning unit, and then the fraud detection unit will detect fraud from the result image acquired from the user terminal and determine whether or not fraud occurred. Here, the win / loss determination unit can use methods such as image integrity, metadata matching, and pattern recognition for identification. Specifically, identification is possible by detecting image coarseness or unnatural editing traces. Furthermore, reliability can be further improved by attaching the date and time of shooting and other metadata to the transmitted result image.

[0039] Furthermore, if this fraud detection unit cannot determine which result image is fraudulent or which is genuine, it can notify the server administrator. It is also preferable to request both users to resend a more accurate image. In other words, it is preferable that the server of the present invention is equipped with a means for notifying the inability to determine fraud and a means for requesting image retransmission.

[0040] (Point management method) The point management system records and manages user points, and is a means of reducing the user points of losers in competitive games while increasing the user points of winners. Examples of user points include points (tokens) newly provided by server operators, or publicly known points operated by multiple companies. These points can be exchanged for money on the user's terminal using a point redemption method.

[0041] When adjusting user points between the winner and loser of a competitive game, for example, the server operator may deduct points equivalent to the usage fee for the management server (system) set in advance from the loser's user points (for example, around 5-15%), and add the remainder to the winner's user points. These user points can be increased or decreased, for example, after the winner is determined by the winner determination mechanism. They can also be decreased for both players before the winner is determined by the winner determination mechanism (before the start of the game or during the game), and increased for the winner of the game after the winner is determined.

[0042] The competitive game management server of the present invention preferably includes a function for placing user point bets for specific matches. In other words, it is preferable that the system includes an odds display means for displaying odds for a specific match, and a bet acceptance means for accepting user point bets for a specific match from a user terminal, and that the point management means has the function of reducing the user points bet by the user points of the user who placed the bet, and increasing the user points of users whose predictions for the outcome of the match were correct by the user points calculated from the odds.

[0043] Specifically, for example, a user could recruit individuals with the ability to attract an audience as opponents in a competitive game, have them compete in a game of their choice, and then bet on which of these users will win. Here, potential opponents could include, for example, influencers (celebrities or entertainers), YouTubers, or athletes. The game itself could be an existing competitive game, or a new game designed with advertising in mind.

[0044] (Method of accepting bets) The betting system is a means of accepting user point bets from users who predict the outcome of a specific match.

[0045] (Method of displaying odds) The odds display means is a means for displaying the odds for a specific match, and is calculated and displayed each time a user makes a bet using user points to predict the outcome. Preferably, this odds display means displays odds calculated taking into account the various costs incurred in setting up the specific match.

[0046] The competitive game management server of the present invention operates by executing the competitive game management program of the present invention.

[0047] Hereinafter, one embodiment for carrying out the present invention will be described with reference to the drawings. Figure 1 shows the basic system configuration of a system using a competitive game management server according to one embodiment of the present invention. As shown in Figure 1, in the competitive game management system, the competitive game management server 10 (competitive game management device) and user terminals 20 and 30 are connected via a communication network. Note that the competitive game management server 10 may consist of multiple physical devices and may be located in separate locations. Also, although only two user terminals are shown, three or more user terminals may be connected.

[0048] The competitive game management server 10 in the present invention can be configured using commonly available computers or supercomputers. Specifically, for example, the competitive game management server 10 includes a control unit equipped with a CPU for executing software, a memory unit for storing software and various data, a network interface unit for connecting the terminal to a network, and a monitor interface unit for connecting a monitor. Furthermore, the user terminals 20 and 30 in the present invention can be connected to a communication network and, as long as they are configured to run competitive games, they can use commonly available computers, similar to the competitive game management server 10, or they can use smartphones, game consoles, arcade game cabinets, etc.

[0049] As shown in Figure 1, the competitive game management server 10 is A means for determining the type of game and the opponents based on the user terminals 20 and 30, A means for acquiring result images that obtain result images when the outcome of a game is decided from the user terminals 20 and 30 of the opposing players, A winner determination means that determines the winner based on the result image obtained from the result image acquisition means, A point management means that records and manages the user points of users operating user terminals 20 and 30, reduces the user points of losers in competitive games, and increases the user points of winners. It is equipped with.

[0050] The operation and game management method of the competitive game management system configured as described above will now be explained. Here, Figure 2 is a diagram showing an example of the system's operation and game management method flow, and Figure 3 is a diagram showing an example of the system's fraud detection operation flow.

[0051] As shown in Figure 2, users A and B of the competitive game first log in to the system (Step 1) by using user terminals 20 and 30 to click on the "Login" or similar display on the display unit (screen) and entering their ID and password. If they have not yet registered as members, they must register in advance by clicking on the "Register" or similar display on the display unit and entering the required information. Additionally, after logging in, users A and B exchange money (cash) for user points in advance.

[0052] User A, who has logged in, creates a room (site) to make their match request public. For example, by clicking on the "Create Room" option displayed in the display area, entering user information as needed, and selecting their desired game from the multiple games displayed in the display area, their match request information is made public to other users (Step 2). On the other hand, user B, who has logged in, can join the room (enter a game against user A) by clicking on the "Room" displayed in the display area that user A has published (Step 3). This determines the opponents and type of game in the competitive game, allowing User A and User B to play the game within the competitive game system (Step 4). Note that this competitive game system is operated using servers other than Server 10, for example.

[0053] When the match ends, User A and / or User B send the result image at the time of the win or loss to Server 10 (Step 5). Server 10 then identifies whether the acquired result image is a win or a loss based on the learning results of the AI ​​learning unit, and further detects for cheating from the result image to determine whether cheating occurred (Step 6). The AI ​​learning unit has already been trained on images of victory and defeat screens from competitive games.

[0054] First, let's explain the case where only one of the users, A or B, sends the result image at the time the winner is decided. Normally, only the winner of the game between users A and B sends the result image at the time the match is decided, i.e., the victory screen image, to server 10. In this case, server 10 only needs to identify that the result image it receives is the victory screen. As a result, if the result image acquired by server 10 is identified as a victory screen image, the user who submitted this image is determined to be the winner, and the user points of the loser of the game are reduced while the user points of the winner are increased (step 7).

[0055] Next, we will explain the case where both users A and B submit images of the results when the winner is decided. As shown in Figure 3, the system identifies whether there is a contradiction in the result images sent from users A and B to server 10 at the time the match was decided. Specifically, based on the learning results of the AI ​​learning unit, it identifies whether the two images are an image of the victory screen and an image of the defeat screen, or whether it is only an image of the victory screen (step 61).

[0056] Here, if the two images are an image of a victory screen and an image of a defeat screen, it is determined that there is no contradiction, the user who submitted the victory screen image is determined to be the winner, and the user who submitted the defeat screen image is determined to be the loser, reducing the user points of the loser of the game and increasing the user points of the winner (Step 7). On the other hand, if both images consist only of victory screen images, it is determined that there is a contradiction and fraud is detected (step 62). The user who submitted the image that did not involve fraud is determined to be the winner, and the user who submitted the image that involved fraud is determined to be the loser. The user points of the loser of the game are reduced, and the user points of the winner are increased (step 7).

[0057] Next, other embodiments for carrying out the present invention will be described. This is a form in which the above configuration is further enhanced with the ability to place user point bets on specific matches. First, the type of competitive game and the users who will participate in the game are determined for the specific match. Popular or new games can be chosen for the competitive game, and well-known figures with strong drawing power can be recruited as users. This can increase the level of attention given to specific matches.

[0058] A user who places a bet on this particular match (a predictor) connects to server 10 via a communication network from their user terminal, predicts the outcome of the match, and bets a predetermined amount of user points from their pre-held user points on the user they believe will win. When placing a bet, users can refer to the odds displayed on the user terminal's display.

[0059] After betting closes, users compete against each other in specific matches to determine a winner. This reduces the user points of users who placed bets on the outcome, while increasing the user points of users who correctly predicted the outcome by adding the user points that were bet and the user points calculated based on the odds. [Industrial applicability]

[0060] The present invention is industrially useful because it can provide a novel competitive game management server and competitive game management program. [Explanation of Symbols]

[0061] 10. Competitive Game Management Server 20 User Terminals 30 User terminals

Claims

1. A multiplayer game management server to which multiple user terminals are connected via a communication network, A means for determining the type of game and the opponents based on the user's declaration of intent from the user terminal, A result image acquisition means that acquires a result image of the outcome of the match from the user terminal of the opponent, A winner determination means that determines the winner based on the result image obtained from the result image acquisition means, A point management means for recording and managing user points, reducing the user points of the loser of the aforementioned competitive game, and increasing the user points of the winner, A competitive game management server characterized by having the following features.

2. The competitive game management server according to claim 1, characterized in that the winner determination means includes fraud detection means for detecting fraudulent activity in the result image acquired from the user terminal.

3. The online game management server according to claim 2, characterized in that the fraud detection means is a means for detecting fraud when the result images are obtained from two or more user terminals.

4. The online game management server according to claim 3, characterized in that the fraud detection means comprises a contradiction detection unit that detects contradictions in the result images acquired from the user terminal.

5. The competitive game management server according to claim 1, characterized in that the result image acquisition means includes an image acquisition limiting unit that terminates the acquisition of the result image after a predetermined time has elapsed.

6. The fraud detection means, An AI learning unit that learns the images of the victory screen and defeat screen of the aforementioned battle game, A win / loss determination unit identifies whether the result image obtained from the user terminal is a win or a loss based on the learning results of the AI ​​learning unit, A fraud determination unit detects fraud from the result image acquired from the user terminal and identifies whether or not fraud is occurring, The competitive game management server according to claim 2, characterized by comprising the features described above.

7. A means for disclosing match preference information, which, based on the user's expression of intent from the user terminal, discloses the user information of the user terminal and match preference information, including the desired match game. In response to the disclosure of the aforementioned match request information, a means for determining an opponent is provided that receives match requests from a user terminal other than the user terminal that made the information disclosure and determines the opponent. The competitive game management server according to claim 1, further comprising the features described above.

8. An odds display means for displaying odds for a specific match, The system includes a betting acceptance means that accepts bets of user points for a specific match from the user terminal, The point management means reduces the user points of a user who has placed a bet from the user points of that user, and increases the user points of a user who correctly predicted the outcome of the bet, based on the user points placed and the odds. The competitive game management server according to claim 1, characterized in that it is a competitive game management server.

9. The competitive game management server according to claim 1, characterized in that the result image is an image obtained by taking a screenshot of the screen at the time the outcome of the competitive game was decided.

10. The competitive game management server according to any one of claims 1 to 9, characterized in that the competitive game is a competitive game operated on a separate server provided by an operator other than the server operator.

11. A game management program for a game management server to run on, where multiple user terminals are connected via a communication network, When the server receives the declaration of intent transmitted from the user terminal, the game content determination step determines the type of game and the opponents, When the result image of the outcome of the match is sent from the user terminal of the opponent to the server, the server acquires the result image in the result image acquisition step. A winner determination step in which a winner is determined based on the acquired result image, A point management step is used to reduce user points recorded and managed on the server for losers and increase them for winners. To be executed by the aforementioned online game management server. A competitive game management program characterized by the following features.

12. In the winner determination step, a fraud detection step is performed to detect fraudulent activity in the result image transmitted from the user terminal. To be executed by the aforementioned online game management server. The competitive game management program according to claim 11, characterized in that it is a competitive game management program.

13. In the result image acquisition step, if the result image is transmitted to the server from two or more user terminals and acquired, the fraud detection step includes a step of detecting fraud in the result image. To be executed by the aforementioned online game management server. The competitive game management program according to claim 12, characterized in that it is a competitive game management program.

14. In the fraud detection step, a discrepancy detection step is performed to detect discrepancies in the result image. To be executed by the aforementioned online game management server. The competitive game management program according to claim 13, characterized in that it is a competitive game management program.

15. In the result image acquisition step, an image acquisition restriction step is performed to terminate the acquisition of the result image transmitted from the user terminal by the server after a predetermined time has elapsed. To be executed by the aforementioned online game management server. The competitive game management program according to claim 11, characterized in that it is a competitive game management program.

16. In the fraud detection step, An AI learning step that learns the images of the victory screen and defeat screen of the aforementioned battle game, A win / loss determination step that identifies whether the result image obtained from the user terminal is a win or a loss based on the learning results of the AI ​​learning step, A fraud determination step is performed to detect fraud in the result image obtained from the user terminal and to determine whether or not fraud is occurring. To be executed by the aforementioned online game management server. The competitive game management program according to claim 12, characterized in that it is a competitive game management program.

17. In the aforementioned step of determining the match content, When the server receives a declaration of intent transmitted from the user terminal, the server performs a match preference information disclosure step, which includes disclosing the user information of the user terminal and match preference information, including the desired match game. In response to the disclosure of the aforementioned match request information, if the server receives a match request from a user terminal other than the user terminal that made the information disclosure, the server performs a match opponent determination step to determine the opponent. To be executed by the aforementioned online game management server. The competitive game management program according to claim 11, characterized in that it is a competitive game management program.

18. An odds display step that displays the odds for a specific match, When the server receives a bet of user points sent from the user terminal for the aforementioned specific match, In the aforementioned point management step, the user points of a user who placed a bet are reduced from the user points of the user who placed the bet, and the user points of a user whose prediction of the outcome was correct are increased by the user points of the user who placed the bet and the user points calculated based on the odds. To be executed by the aforementioned online game management server. The competitive game management program according to claim 11, characterized in that it is a competitive game management program.

19. The competitive game management program according to claim 11, characterized in that, in the result image acquisition step, the result image acquired by the server is an image obtained from a screenshot of the screen at the time the outcome of the competitive game is decided.

20. The competitive game management program according to any one of claims 11 to 19, characterized in that the competitive game is a competitive game operated on a separate server provided by an operator other than the server operator.

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