Program, game assistance system, information processing device, and game assistance method

The game assistance system addresses turn-based game delays by graphically displaying elapsed time per player turn, automating turn transitions, and using a touch panel to manage game progression, ensuring smooth gameplay without player-specific time limits.

JP2026101833AActive Publication Date: 2026-06-23THE POKEMON CO

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
THE POKEMON CO
Filing Date
2024-12-11
Publication Date
2026-06-23

AI Technical Summary

Technical Problem

Existing game systems fail to effectively suppress delays when two players take turns, especially in trading card games, as introducing player-specific time limits complicates delay resolution and can lead to inconsistent time management.

Method used

A game assistance system that outputs elapsed time information graphically for each player's turn without displaying remaining play time, allowing players to switch turns automatically based on turn completion, using a device with a touch panel and instruction buttons to manage game progression.

Benefits of technology

The system effectively prevents game delays by visually indicating turn duration and switching turns, enabling players to recognize and reduce delays proactively, facilitating smooth gameplay without complex time management.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present invention provides a program, a game assistance system, an information processing device, and a game assistance method that can suppress game lag. [Solution] In a trading card game in which a time limit for each match is predetermined and the game progresses with two players taking turns playing, a program is provided that does not output the remaining play time for each of the two players, but instead outputs elapsed time that changes according to the time elapsed since the start of one player's turn, receives input for an instruction to end one player's turn, and stops the change in elapsed time when an instruction to end is received, and outputs information that it is one player's turn from the start of the turn until the instruction to end is received.
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Description

Technical Field

[0001] The present invention relates to a program, a game assistance system, an information processing apparatus, and a game assistance method. In particular, the present invention relates to a program, a game assistance system, an information processing apparatus, and a game assistance method for assisting a game in which two players play alternately.

Background Art

[0002] Conventionally, in a game in which a plurality of game parts are arranged on a board, there is an information processing apparatus that records the time related to the game for each of a plurality of players who play the game. Based on the change in the arrangement of the game parts recognized from the photographed image data on the board, there is an image processing means for measuring the time related to the game, a use selection reception means for receiving a selection of whether to use a game clock or not, and when a selection to use a game clock is received, the time related to the game measured using the game clock is saved, and when a selection not to use the game clock is received, there is known an information processing apparatus having a save control means for controlling to save the time related to the game measured by the image processing means (for example, see Patent Document 1).

Prior Art Documents

Non-Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In the information processing apparatus described in Patent Document 1, although the time related to a game in which two players play alternately can be automatically recorded, it is impossible to suppress the situation where at least one player spends a long time on the play in the order of their play and the game is delayed.

[0005] Therefore, the object of the present invention is to provide a program, a game assistance system, an information processing device, and a game assistance method that can suppress game delays. [Means for solving the problem]

[0006] To achieve the above objective, the present invention provides a program for execution on a computer equipped with a processor and memory, wherein the program causes the processor to perform the following steps in a trading card game in which a predetermined time limit for one match is set and the game progresses with two players taking turns playing: outputting elapsed time information that changes according to the time elapsed from the start of one player's turn, without outputting the remaining play time for each of the two players; receiving input of an instruction to end one player's turn; and stopping the change of the elapsed time information when an instruction to end is received, and the program provides outputting information that it is one player's turn from the start of one turn until an instruction to end is received. [Effects of the Invention]

[0007] The program, game assistance system, information processing device, and game assistance method according to the present invention can provide a program, game assistance system, information processing device, and game assistance method that can suppress game delays. [Brief explanation of the drawing]

[0008] [Figure 1] This is a schematic diagram of the display of the information processing device according to this embodiment. [Figure 2] This is a schematic diagram of the display of the information processing device according to this embodiment. [Figure 3] This is a functional configuration diagram of the information processing device according to this embodiment. [Figure 4] This is a flowchart of the processing in the information processing device according to this embodiment. [Figure 5]This is a schematic diagram of a modified example of the display of the information processing device according to this embodiment. [Modes for carrying out the invention]

[0009] [Embodiment] <Overview of Information Processing Device 1> Figures 1 and 2 show an example of the display overview of the information processing device according to this embodiment. Specifically, Figures 1(a) and 2(a) show an overview of the display content during gameplay for one player, while Figures 1(b) and 2(b) show an overview of the display content during gameplay for the other player. Note that each figure shows an example where time progresses in the order of Figure 1(a), Figure 1(b), Figure 2(a), and Figure 2(b).

[0010] The information processing device 1 according to this embodiment is a device used in a game played by two players. In this embodiment, the game has a predetermined time limit for each match, and progresses with the two players taking turns playing. In this game, no time limit is set for each of the two players. That is, for example, in games such as shogi, each player may have a time limit, but in the game according to this embodiment, although a time limit is set for each match, no time limit is set for each player. Therefore, the information processing device 1 does not output the time limit for each of the two players in the game.

[0011] In this game, each player takes turns acting to advance the game. For example, when one player finishes their turn, it becomes the other player's turn. When the other player takes their turn and finishes their actions, it becomes the first player's turn again. Thus, the game according to this embodiment is a game in which turns are repeated alternately until a time limit is reached, and is, for example, a competitive game using trading cards. It should be noted that the game according to this embodiment may be any other game, such as shogi, as long as each player takes turns acting to advance the game and no time limit is set for each player.

[0012] In games such as competitive games where two players take turns, it has been conventionally considered to set a time limit for each player, as in shogi (Japanese chess), in order to suppress delaying tactics by each player. However, in competitive games using trading cards, for example, if a play occurs during a match that raises doubts in light of the rules, the referee may interrupt the game, confirm the rules, and then resume the game. In this case, if a time limit system were to be introduced, it would be difficult to resolve situations such as whether the time spent by the referee confirming the rules should be deducted from one player's time limit or the other player's time limit. In other words, there are games in which it is difficult to introduce a time limit system for each player from the perspective of suppressing / eliminating delaying tactics. Therefore, the present inventors have conceived of an information processing device 1 according to this embodiment that can suppress / eliminate delaying tactics by each player without introducing a time limit system in games in which it is difficult to introduce a time limit system. For this reason, this embodiment will mainly describe an example in which the game is a competitive game using trading cards.

[0013] Specifically, in a game between two players, the information processing device 1 outputs progress information (progress information for one player) that changes according to the time elapsed since the start of one player's turn, as well as information indicating that it is that player's turn (information indicating that the player's turn). Then, at the time when one player's turn ends, the information processing device 1 erases the progress information and the player's turn information for that player and starts the other player's turn. The information processing device 1 outputs progress information (progress information for the other player) that changes according to the time elapsed since the start of the other player's turn, as well as information indicating that it is that player's turn (information indicating that the other player's turn). At the time when the other player's turn ends, the information processing device 1 erases the other player's progress information and the player's turn information for that player, starts one player's turn again, and outputs the progress information and the player's turn information for that player. In this way, the information processing device 1 outputs progress information and turn information for each player in a game that progresses by taking turns alternately.

[0014] Here, the information processing device 1 outputs progress information not as numerical values, but as a graphic such as a graph. The information processing device 1 includes at least an output unit 100 that outputs predetermined information and an instruction button 108 that receives predetermined instructions from each player. The output unit 100 may be a touch panel, and as shown in Figures 1 and 2, the instruction button 108 may be an icon of a predetermined shape that is output to the output unit 100, and may be a button-shaped icon that receives predetermined instructions by receiving touch operations from each player.

[0015] For example, let's consider a case where a game is played between two players. In this game, a predetermined time limit is set for each round (hereinafter, one player will be referred to as "Player 1" and the other as "Player 2"). When the game begins, Player 1's first turn starts. During Player 1's turn, the output unit 100 outputs first progress information, which changes according to the time elapsed since the start of the turn (however, if this is Player 1's second or subsequent turn, the first progress information changes with the total lap time of each of the previous turns plus the time elapsed since the start of the current turn) and first turn information, which indicates Player 1's turn. Next, as soon as the first player's turn ends, the second player's turn begins, and the output unit 100 outputs a second set of progress information that changes according to the time elapsed since the start of the second player's turn (however, if this is the second or subsequent turn for the second player, the second set of progress information changes with the total lap time of each of the previous turns plus the time elapsed since the start of this turn) and a second turn information that indicates the second player's turn. Then, as soon as the second player's turn ends, the first player's turn begins, and the above process is repeated until the time limit is reached.

[0016] More specifically, first, the first player starts the game. In this case, the information processing device 1 receives a game start instruction from the first player via the instruction button 108. Based on the game start instruction, the information processing device 1 starts counting down the time limit and outputs the first player's progress information, which changes according to the elapsed time since the start of the first player's first turn, to the output unit 100.

[0017] As an example, as shown in FIG. 1(a), the information processing apparatus 1 starts counting down the time limit from the timing of the start of the first turn of the first player, and causes the remaining time of the time limit for one game (for example, 25 minutes) to be displayed in the time limit display area 250 of the output unit 100. In the example of FIG. 1(a), the time limit display area 250 is provided in a predetermined area above the output unit 100 (in the example of FIG. 1(a), “Remaining time 23 minutes” is displayed in the time limit display area 250).

[0018] Further, the information processing apparatus 1 causes, as elapsed information that changes according to the time elapsed from the start of the first turn of the first player, for example, a bar-shaped or strip-shaped elapsed display 200 to be displayed at a predetermined position of the output unit 100. The elapsed display 200 displays the elapsed time from the start of the turn by the length in a predetermined direction of a predetermined shape (for example, a substantially rectangular shape) that extends according to the elapsed time. In the example of FIG. 1(a), the elapsed display 200 is displayed as a substantially rectangular shape, and is displayed such that the length of the figure extends in the right direction according to the time that the turn of the first player continues. Furthermore, the information processing apparatus 1 displays a turn display 210 indicating that the turn is the turn of the first player at the timing when the turn of the first player is started in a predetermined area of the output unit 100 (in the example of FIG. 1(a), information such as “It's player XX's turn” is displayed as the turn display 210). The turn display 210 may be text, a logo, or the like that can identify the first player.

[0019] Next, the information processing device 1 receives a turn end instruction from the first player via the instruction button 108. The information processing device 1 accepts the timing of the turn end instruction as the end of the first player's turn, and also accepts the turn end instruction as the start instruction for the second player's turn. As shown in Figure 1(b), the information processing device 1 continues the countdown of the time limit that started based on the game start instruction in the first player's first turn, and continues to display the remaining time limit in the time limit display area 250 (in the example in Figure 1(b), "19 minutes remaining" is displayed in the time limit display area 250). In response to the turn end instruction, the information processing device 1 clears the first player's progress display 200 and turn display 210.

[0020] The information processing device 1 then outputs progress information for the second player to the output unit 100, which changes according to the elapsed time since the start of the second player's turn. For example, in response to the turn end instruction, the information processing device 1 displays a bar-shaped or strip-shaped progress indicator 202 in a predetermined location on the output unit 100, similar to the progress indicator 200, as progress information that changes according to the elapsed time since the start of the second player's turn. The progress indicator 202 displays the elapsed time since the start of the turn by the length in a predetermined direction of a predetermined shape that extends according to the elapsed time. In the example in Figure 1(b), the progress indicator 202 is displayed as a roughly rectangular shape, and the length of the shape extends to the right according to the duration of the second player's turn. Furthermore, at the timing when the second player's turn begins, the information processing device 1 displays a turn indicator 212 in a predetermined area of ​​the output unit 100 to indicate that it is the second player's turn (in the example in Figure 1(b), the turn indicator 212 displays "It's △△'s turn"). The turn indicator 212, like the turn indicator 210, may be text or a logo that identifies the second player.

[0021] Subsequently, the information processing apparatus 1 receives a turn end instruction from the second player via the instruction button 108. The information processing apparatus 1 receives the timing of the turn end instruction as the end point of the second player's turn, and also receives the turn end instruction as the start instruction of the first player's turn. Here, the information processing apparatus 1 receives the game start instruction by the first player, the turn end instruction by the first player, and the turn end instruction by the second player via the instruction button 108. That is, the information processing apparatus 1 receives the game start instruction and the turn end instruction via the instruction button 108 commonly used by the two players. Note that the information processing apparatus 1 can also be configured to receive a predetermined play by the other player during the turn of one player. In this case, the information processing apparatus 1 executes a process (a process of switching the turn) of starting a temporary turn by the other player even without a turn end instruction by one player (that is, temporarily transitions from the turn of one player to the turn of the other player). Then, when the play of the other player in the temporary turn by the other player ends, the information processing apparatus 1 resumes the turn of one player. After resuming the turn, the information processing apparatus 1 enables reception of a turn end instruction by one player via the instruction button 108.

[0022] Then, as shown in Figure 2(a), the information processing device 1 continues to display the remaining time limit in the time limit display area 250 (in the example in Figure 2(a), "18 minutes remaining" is displayed). Furthermore, the information processing device 1 erases the second player's progress display 202 and turn display 212, and displays the first player's progress display 200a and turn display 210 on the output unit 100. In this case, the information processing device 1 displays the progress display 200a on the output unit 100, which is determined based on the cumulative time obtained by adding the time elapsed from the start of the current turn to the total time of each of the first player's previous lap times (i.e., the time from the start to the end of each of the previous lap times). In other words, the progress display 200a is displayed by the length in a predetermined direction of a predetermined shape that extends according to the time obtained by adding the time elapsed from the start of the current turn to the total time of each of the previous lap times. In the example shown in Figure 2(a), the progress indicator 200a is displayed as a shape that extends to the right, corresponding to the time accumulated (added) from the lap time of the first player's previous turn to the duration of the current turn. In Figure 2(a), the area corresponding to the duration of the current turn is shown as a shaded area, but a roughly rectangular shape with a length corresponding to the time obtained by adding the duration of the current turn to the accumulated lap times up to the previous turn may also be displayed as a single unit.

[0023] Furthermore, the information processing device 1 receives a turn end instruction from the first player via the instruction button 108. The information processing device 1 accepts the timing of this turn end instruction as the end of the first player's turn, and also accepts this turn end instruction as the start of the second player's turn.

[0024] Then, as shown in Figure 2(b), the information processing device 1 continues to display the remaining time limit in the time limit display area 250 (in the example in Figure 2(b), "12 minutes remaining" is displayed). Furthermore, the information processing device 1 erases the first player's progress display 200a and turn display 210, and displays the second player's progress display 202a and turn display 212 on the output unit 100. In this case, similar to the first player, the information processing device 1 displays the progress display 202a on the output unit 100, which is determined based on the cumulative time obtained by adding the time elapsed from the start of the current turn to the total time of each of the first or more previous turns (i.e., the time from the start to the end of each of the first or more previous turns). In other words, the progress display 202a is displayed by the length in a predetermined direction of a predetermined shape that extends according to the time obtained by adding the time elapsed from the start of the current turn to the total time of each of the first or more previous turns. In the example in Figure 2(b), the progress indicator 202a is displayed so that the shape extends to the right according to the time accumulated (added) from the lap time of the second player's previous turn. Note that, as in Figure 2(a), in Figure 2(b), the area corresponding to the duration of the second player's current turn is shown as a shaded area, but a roughly rectangular shape with a length corresponding to the time obtained by adding the duration of the current turn to the accumulated lap time up to the previous turn may also be displayed as a single unit.

[0025] The information processing device 1 then receives a turn end instruction from the second player via the instruction button 108. The information processing device 1 accepts the timing of the turn end instruction as the end of the second player's turn, and also accepts the turn end instruction as the start of the first player's turn. The information processing device 1 alternates between the first player's turn and the second player's turn in the same manner as described above until the game's time limit expires. That is, the information processing device 1 continuously outputs the remaining time limit until the game's time limit expires, and also outputs the progress and turn number of the player whose turn it is in a given turn.

[0026] The detailed display button 260 is a button that receives instructions from, for example, a referee in a game match to output detailed information. Based on the detailed display button 260 and the instructions from the referee to output detailed information, the information processing device 1 may output detailed information about the passage of time in a game match to the output unit 100, such as the time spent by the first player in each turn (the lap time for each turn of the first player), the cumulative time spent by the first player in each turn (the cumulative time of the lap times for each turn of the first player), the time spent by the second player in each turn (the lap time for each turn of the second player), and the cumulative time spent by the second player in each turn (the cumulative time of the lap times for each turn of the second player).

[0027] Furthermore, in game tournaments, a dedicated information processing device 1 for referees may be provided. In this case, the dedicated information processing device 1 for referees may be able to access the progress information of each game match performed in a single game tournament based on predetermined instructions from the referee received via predetermined icons such as the detailed display button 260. In this case, for example, one or more information processing devices 1 are installed in each of the one or more locations (match locations) where two players who are opponents to each other play a game, and each of these one or more information processing devices 1 and the dedicated information processing device 1 for referees are connected via a communication network or the like to enable bidirectional communication. The dedicated information processing device 1 for referees then acquires various information related to the content output to the output unit 100 by each of the information processing devices 1 at each of the one or more match locations, associating it with each match location (or the information processing device 1 installed at each match location). In this case, each match location (or the information processing device 1 installed at each match location) may be associated with an ID that identifies each match location (or the information processing device 1 installed at each match location). Then, the referee-dedicated information processing device 1 outputs game progress information for each match location to the output unit 100 of the referee-dedicated information processing device 1 based on predetermined instructions from the referee (for example, instructions to specify a match location).

[0028] As a result, according to the information processing device 1, in a game match, each player can grasp the length of time they spent on their turn not as a numerical value, but as a change in the shape of a figure (for example, a change in the length of a rectangular figure). Therefore, with the information processing device 1, each player can roughly grasp how much time they are spending, and can point out to each other the signs of delay, allowing each player to proactively reduce game delays.

[0029] Furthermore, instead of receiving the game start command for the first turn of a match from the first player via the command button 108, the information processing device 1 can receive the game start command via a predetermined server. For example, in a trading card game tournament, multiple groups of players may start playing matches simultaneously at the venue. In this case, the information processing device 1 may be placed at each group's match location, and the information processing device 1 may receive the game start command from a predetermined server and the turn end command for each turn from each player. In this case, the server and the information processing device 1 constitute a game support system.

[0030] The information processing device 1 is a device that can be operated by players and referees, etc. The information processing device 1 may be, for example, a portable information terminal such as a mobile phone, smartphone, or tablet that is compatible with a mobile communication system. The information terminal may also be, for example, a clock, wristwatch, toy, a stationary personal computer (PC), laptop PC, note PC, portable game console, home game console (stationary game device), and / or a dedicated game machine. Furthermore, when the information processing device 1 communicates bidirectionally with a predetermined server, the information processing device 1 and the predetermined server may be made capable of bidirectional communication via a communication network. This communication network may be a mobile phone network and / or the Internet. The communication network may also include wired LAN and wireless LAN. The details of the information processing device 1, etc. according to this embodiment will be described below, but it should be noted that the names and numerical values ​​in the above and below descriptions are merely examples, and the present invention is not limited to these proper names and numerical values, and these proper names and numerical values ​​are not necessarily related to actual proper names and numerical values.

[0031] <Details of Information Processing Device 1> Figure 2 shows an example of the functional configuration of the information processing device according to this embodiment.

[0032] [Overview of the configuration of the information processing device 1] The information processing device 1 according to this embodiment includes an output unit 100 that outputs various types of information, an input unit 102 that receives input of predetermined information, a measurement unit 110 that measures the time limit of a game, the lap time of turns, etc., a control unit 120 that controls various processes such as controlling each component of the information processing device 1 and applying predetermined processing to predetermined information, a storage unit 130 that stores various types of information, and a communication unit 140 that communicates with an external information processing device, a communication terminal and / or a server, etc. The storage unit 130 has a player information storage unit 132 that stores information about the player and a game information storage unit 134 that stores information about the game the player is playing against. In this embodiment, as an example, the case in which a smartphone is the information processing device 1 will be mainly described.

[0033] The information processing device 1 may not only have the above-mentioned multiple components and / or multiple functions physically in the same device or location, but some of the above-mentioned multiple components and / or multiple functions may be installed in physically separate locations (which may be within Japan or outside Japan). In this case, each component may be connected by a communication network such as the Internet. For example, the information processing device 1 may have some of the functions of its components handled by an external server. In this case, the information processing device 1 has at least an output unit 100, an input unit 102, a control unit for the information processing device 1, and a communication unit for the information processing device 1, and the system is composed of this information processing device 1 and the server (this server has at least other components that the information processing device 1 does not have). Alternatively, the system may be composed of the information processing device 1 and one or more servers. In this case, the system is composed by combining the information processing device 1, the components of one server, and the components of other servers. Furthermore, in this embodiment, a set of predetermined components can be understood as a single "information processing device," and the system may be formed as a set of multiple information processing devices. The method of allocating the multiple functions required to implement the system according to this embodiment to one or more hardware can be appropriately determined in view of the processing capabilities of each hardware and / or the specifications required for the system. Furthermore, the information processing device 1 may have some or all of the configuration and functions of the server, or the server may have some of the configuration and functions of the information processing device 1. In addition, the various types of information stored in the storage unit 130 may be updated by player instructions and information received via the input unit 102, or may be updated as needed by obtaining predetermined information from a predetermined server located outside the system.

[0034] [Details of the information processing device 1 configuration] In the following description, the information processing device 1 may have some or all of the configuration and / or functions of the measurement unit 110, the control unit 120, and / or the storage unit 130, or a server capable of bidirectional communication with the information processing device 1 may have them. Furthermore, the information processing device 1 can also connect to various servers and / or other information processing devices via a communication network using wired and / or wireless communication, enabling bidirectional communication and the transmission and reception of predetermined data. The same applies to the server.

[0035] (Output unit 100) The output unit 100 is controlled by the control unit 120 and outputs various types of information. The output unit 100 outputs various processing results and measurement results from the information processing device 1, and various types of information stored in the storage unit 130, in a way that is perceptible to players, referees, etc. Specifically, the output unit 100 outputs various processing results from each component, measurement results related to the progress of the game, and / or information stored in the storage unit 130, etc., as data in a predetermined format, still images, moving images, and / or text, audio, etc. The output unit 100 may also output information received from an external server. Note that if the information processing device 1 is a smartphone or the like, the output unit 100 is a display unit, etc. of the information processing device 1. Furthermore, the output unit 100 may be configured to include elements such as an audio output unit that outputs sound, a vibration unit that emits vibrations, and / or a light-emitting unit that emits light.

[0036] Specifically, the output unit 100 outputs at least one of the following pieces of information. • The remaining time in the game's time limit for a single match. • Progress information that changes according to the time elapsed since the start of each player's turn. In this embodiment, the progress information is not output as a numerical value, but as a progress display that is a predetermined shape, pattern, or color, or a combination thereof. • Turn information for each player during their respective turn. • An icon that accepts input for the start of the game and the end of each turn. An icon that accepts instructions to output detailed information for each of the one or more turns in a game (for example, information such as the lap time for each turn and the cumulative time of each lap). • Other information related to the game.

[0037] (Input section 102) The input unit 102 receives input such as predetermined instructions and operations from players, referees, etc. The input unit 102 supplies the instructions to predetermined components of the information processing device 1. Each component that receives the instructions performs a predetermined function. For example, the input unit 102 is an input device for receiving operation input from players (e.g., a touch panel, touchpad, pointing device such as a mouse, keyboard, motion sensor, controller, microphone, etc.). In this embodiment, an example is described in which the input unit 102 is a touch panel provided by the information processing device 1. The touch panel may be capable of multi-touch detection. Specifically, the touch panel as the input unit 102 has an input surface 104 into which user operations are input and an input control unit 106 that acquires information about the operations input to the input surface 104. The touch panel is placed on top of the display unit of the information processing device 1, and the surface of the touch panel corresponds to the input surface 104. For example, the display unit of the information processing device 1 displays an area that accepts a predetermined instruction, and the input surface 104 detects the predetermined instruction at a specified position based on the player's operation (e.g., touch operation, tap operation, swipe operation, etc.) on the area of ​​the input surface 104. The input surface 104 supplies the detected information, that is, information indicating the predetermined instruction at the detected position, to the input control unit 106. The input control unit 106 acquires the information indicating the predetermined instruction from the input surface 104 and supplies this information to a predetermined component of the information processing device 1.

[0038] In this embodiment, unless otherwise specified, descriptions such as "responding to player instructions," "based on player instructions," or "receiving player instructions," where a predetermined instruction is given by a predetermined operation / action of the player, refer to the instruction being acquired via the input unit 102.

[0039] Specifically, the input unit 102 accepts the following types of inputs. - Input of a game start command, received from one of the two players. Here, as input of a start command, the input unit 102 only accepts the input of the start command for the first turn from the player who will play the first turn of the game in a single game match. However, if the information processing device 1 receives a start command from an external server or other information processing device, the input unit 102 will not accept the input of a start command from the player. - Input of the end-of-turn command for each turn of one player, and input of the end-of-turn command for each turn of the other player. Note that the input of the end-of-turn command for one player becomes the input of the start-of-turn command for the other player that follows that turn, and the input of the end-of-turn command for the other player becomes the input of the start-of-turn command for the one player that follows that turn. The input unit 102 also functions as a common input unit 102 that receives end-of-turn commands from both players. For example, a predetermined icon (for example, an instruction button 108) output to the output unit 100 functions as this common input unit 102. • Input of instructions for outputting detailed information for each of the one or more turns in a game.

[0040] (Measurement unit 110) The measurement unit 110 measures the time elapsed from the start of a game (match start) and the lap time from the start to the end of each of the one or more turns played by each player in the game. The measurement unit 110 can also calculate the cumulative time for each of the two players by accumulating the lap times of each of the one or more turns played by each player. Lap time is the time from the start of a turn to the end of that turn, and cumulative time is the time obtained by accumulating (i.e., adding up) the lap times of each of the one or more turns played by a single player in a game. The measurement unit 110 supplies the measurement results, processing results, and / or calculation results to the control unit 120 and the storage unit 130.

[0041] (Control unit 120) The control unit 120 controls various processes executed by the information processing device 1 based on information related to the game and instructions received from players, referees, etc. These processes may include, but are not limited to, the following: • Processing to retrieve information about each player. • Processing of various instructions received by the input unit 102. • Output control processing for various types of information to the output unit 100. • Output control processing, deletion control processing, change start and stop control processing, and update control processing for the output unit 100 of progress information during each player's turn. • Output control processing and deletion control processing for turn information output unit 100 during each player's turn. • Output control processing to the output unit 100 for measurement results, processing results, and / or calculation results obtained from the measurement unit 110 (for example, output control processing for information regarding the elapsed time of the match, i.e., the remaining time of the match limit by countdown). • Processing to acquire predetermined information received from an external computer (e.g., an external server or an external information processing device, etc.), and / or processing predetermined information based on predetermined instructions. • Processing of various other game processes and predetermined measurement results measured by the measurement unit 110.

[0042] (Storage unit 130) The storage unit 130 stores various programs executed in the information processing device 1 and / or the server, and / or various data used in those programs. Specifically, the storage unit 130 stores programs executed in the information processing device 1, various information supplied from each component of the information processing device 1, and / or various information relating to the results of various processing performed in the information processing device 1. The storage unit 130 supplies predetermined information to predetermined components in response to requests from other components of the information processing device 1. In the various IDs described below, if one ID is associated with another ID, and another ID is associated with yet another ID, predetermined information can be made available by tracing the IDs.

[0043] (Storage unit 130: Player information storage section 132) The player information storage unit 132 stores player information relating to the player performing the game, associated with a player ID that identifies the player. The player information includes the player's name or title (including nickname), the player's contact information, information relating to the match (such as match results) associated with the date and time the player played the match, the player ID of the opponent player in the game, the lap time for each of the one or more turns played by the player in the game, and the cumulative time of the one or more lap times in that game. For example, the player information storage unit 132 stores, associated with the player ID, the lap time for each of the one or more turns measured by the measurement unit 110 in the game the player played, and / or the cumulative time obtained by cumulatively adding up the lap times for each of the one or more turns. The measurement unit 110 may have a storage area for temporarily or permanently storing the lap time and / or cumulative time associated with the player ID.

[0044] Furthermore, the control unit 120 can output various information, such as the trend of lap times and cumulative time in each game match of a player, stored in the player information storage unit 132, to the output unit 100 based on a predetermined instruction from a player. Specifically, based on an instruction from a player to output information regarding lap times, the control unit 120 obtains the lap times for one or more turns in each of one or more game matches, which are stored in the player information storage unit 132 in association with that player. The control unit 120 then outputs to the output unit 100, in a way that allows comparison between the lap times for one or more turns and / or the cumulative time of one or more laps in one or more game matches, which are held before or after the first game match (hereinafter referred to as "elapsed information" in other game matches). Furthermore, the control unit 120 may output to the output unit 100 the progress information of a game match and the lap time of one or more turns and / or the cumulative time of one or more lap times (hereinafter referred to as the current "progress information") in a way that allows comparison between them.

[0045] This allows a player to compare the lap time of the nth turn or the cumulative time elapsed up to the nth turn in a past game match (where n is an integer greater than or equal to 1) with the lap time of the nth turn or the cumulative time elapsed up to the nth turn in another game match or the current game match, thereby understanding how much time they have used in other game matches or the current game match. For example, if the lap time of the nth turn or the cumulative time up to the nth turn in the current game match is longer than the lap time of the nth turn or the cumulative time up to the nth turn in a past game match, the player can understand that continuing to play the game in the same way may result in not having enough time to play the game in the later stages of the match. Therefore, according to the information processing device 1, each player can strategically consider the time required for thinking in each turn while playing the game.

[0046] The control unit 120 may also use the average lap time and / or the average cumulative time from the current game match or game matches played before a predetermined game match. That is, based on an output instruction regarding lap time information from a player, the control unit 120 obtains the lap time for one or more turns in each of one or more game matches (excluding the game match currently being played by a player, or game matches after the game match specified by a player) that are stored in the player information storage unit 132 in association with that player. In a game match, a player will play from the first turn to the mth turn (where m is an integer of 1 or more). Therefore, the control unit 120 calculates the average lap time for each turn and the average cumulative time obtained by accumulating the average lap times for each turn based on the lap time in each turn of one or more game matches (hereinafter referred to as "average progress information"). The control unit 120 may also output to the output unit 100 the average progress information and the current progress information or the progress information from a past game match specified by that player, so that they can be compared.

[0047] (Storage unit 130: Game information storage section 134) The game information storage unit 134 stores various types of game-related information in a game match, associating them with the game ID. This game information includes, for example, the game name, information about the organizer, and information about the time limit for a single match.

[0048] (Communications Section 140) The communication unit 140 enables bidirectional communication between the information processing device 1 and external servers or other information processing devices via a communication network such as the Internet.

[0049] [Processing flow of Information Processing Device 1] In the following description, we will mainly describe an example in which the information processing device 1 comprises the components shown in Figure 3. However, as described above, some of these components may be handled by an external server. Furthermore, various processes are controlled and executed by the control unit 120. The processing results from the control unit 120 are output to the output unit 100. That is, based on the various processing results, the control unit 120 causes the output unit 100 to output various information such as the remaining time limit in the match, the elapsed time, and the turn number. Then, players and / or referees of the game match can play the game while understanding the progress and current status of the game match based on the information output to the output unit 100. Furthermore, in the following description, the various instructions and operations that the control unit 120 receives may be various instruction inputs received from players and / or referees via the input unit 102, unless otherwise specified.

[0050] <Example of game support processing> Figure 4 shows an example of the overview of the processing flow in the information processing device according to this embodiment.

[0051] Information Processing Device 1 assists in a trading card game in which two players (i.e., Player 1 and Player 2) take turns playing, with a predetermined time limit for each match. When a turn changes, Information Processing Device 1 receives a turn-end instruction from the players via a common button, and treats this instruction as the start of the next turn. It measures the lap time for each turn and outputs the progress information and turn information of each player for each turn.

[0052] First, the control unit 120 receives an input from the first player via the input unit 102 to start a game (step 10; hereafter, steps will be denoted as "S"). For example, the control unit 120 displays an instruction button 108 on the output unit 100 as shown in Figure 1(a), and receives a start instruction input for the instruction button 108 (for example, an input by tapping) from the first player. This starts the game. At this point, based on the game start instruction input, the control unit 120 also starts controlling the system so that it does not output the remaining play time for each of the two players. Then, the measurement unit 110 starts measuring the elapsed time from the start of the match (hereinafter sometimes referred to as "game elapsed time") and the elapsed time from the start of the first player's turn (hereinafter sometimes referred to as "turn elapsed time") in response to the start instruction input received from the first player via the input unit 102. Furthermore, the control unit 120 causes the output unit 100 to output the remaining time limit for the game match, which is calculated based on the elapsed game time measured by the measurement unit 110, the progress information of the first player generated based on the measurement result, and turn information indicating that it is the first player's turn (S12).

[0053] The measurement unit 110 may start measuring the elapsed game time based on a game start instruction (i.e., a timing instruction) for a single match received from a computer different from the information processing device 1 (for example, an external server or external information processing device). In this case, the measurement unit 110 may be located in the different computer. Therefore, if there are multiple information processing devices 1, the measurement of the elapsed game time will start simultaneously in each of the multiple information processing devices 1.

[0054] For example, as shown in Figure 1(a), the control unit 120 displays the remaining time for the match in the time limit display area 250 based on the elapsed game time measured by the measurement unit 110. In other words, the measurement unit 110 measures the match time from the start of a match until the time limit for that match is reached, i.e., the elapsed game time, and the control unit 120 outputs information regarding the elapsed match time (i.e., information regarding the time limit that decreases according to the elapsed game time from the start of a match) to the output unit 100. Specifically, the control unit 120 displays the remaining time calculated by subtracting the elapsed game time measured by the measurement unit 110 from a predetermined time limit in real time in the time limit display area 250 (i.e., the control unit 120 displays the remaining time as a countdown).

[0055] The control unit 120 may obtain information regarding the duration of a match, from the start of the match to the end of the match's time limit, such as information indicating the length of the time limit, from a computer different from the information processing device 1 (for example, an external server or an external information processing device), and output the remaining time for the match to the output unit 100 based on the obtained match time information. For example, the control unit 120 may obtain information regarding the length of the time limit from an external server, and output the remaining time for the time limit to the time limit display area 250 based on the obtained information regarding the length of the time limit and the elapsed game time measured by the measurement unit 110. Alternatively, the measurement unit 110 of an external server or the like may measure and / or calculate the elapsed time from the start of the match and the remaining time for the match's time limit, and the control unit 120 may obtain the elapsed time and / or remaining time measured and / or calculated by the measurement unit 110 of the external server or the like, and output the obtained elapsed time and / or remaining time to the output unit 100.

[0056] Furthermore, the control unit 120 outputs progress information to the output unit 100, which changes according to the turn elapsed since the start of the first player's turn. For example, as shown in Figure 1(a), the control unit 120 displays the progress information as a progress display 200, which is a rod-shaped or strip-shaped figure, in a predetermined area of ​​the output unit 100. The progress display 200 may be a linear figure (line segment) at the start of the turn. The position of the line segment of the progress display 200 output to the output unit 100 at the start of the turn is used as the starting point. The control unit 120 then changes the shape of the progress display 200 according to the time elapsed since the start of the turn. As an example, the control unit 120 moves the line segment in a predetermined direction from the starting point according to the turn elapsed since the start of the turn and displays its trajectory on the output unit 100 (or widens the width of the line segment according to the turn elapsed since the start of the turn), or displays the figure formed by the trajectory on the output unit 100. In the example shown in Figure 1(a), the progress indicator 200 is displayed as a roughly rectangular shape. However, the progress indicator 200 is not limited to a roughly rectangular shape, as long as its shape, pattern, color, or combination thereof changes according to the elapsed turn time.

[0057] Furthermore, when the turn of the first player begins, the control unit 120 causes the output unit 100 to output turn information indicating that it is the first player's turn. For example, the control unit 120 uses the first player's name or nickname, which is associated with the first player's player ID stored in the player information storage unit 132, to display a turn display 210, which consists of text indicating that it is the first player's turn, in a predetermined area of ​​the output unit 100. The control unit 120 may also display information indicating whether the first player is "going first" or "going second" (for example, text information indicating "going first" or text information indicating "going second") in a predetermined area of ​​the output unit 100 instead of the first player's name or nickname (i.e., without using information about the first player).

[0058] Next, if the elapsed game time measured by the measurement unit 110 exceeds the time limit (Yes in S14), the control unit 120 ends the game (S24). On the other hand, if the elapsed game time measured by the measurement unit 110 has not reached the time limit (No in S14), the control unit 120 checks whether there is a turn end instruction from the first player received via the input unit 102 (S16). If the control unit 120 does not receive a turn end instruction from the first player via the input unit 102 (No in S16), it repeats the steps from S14 onward. The control unit 120 may end the game not only when the elapsed game time exceeds the time limit, but also when it receives a predetermined instruction from the first player and / or the second player. Specifically, the control unit 120 may, for example, output a button to the output unit 100 to accept the end of the game (surrender) from each player (for example, a "end match" button). When the control unit 120 receives a command from the first or second player to press the end match button, it will end the game match even if the elapsed time at the time the command is received has not exceeded the time limit (S24). The control unit 120 may be configured to accept commands for the end match button at any time.

[0059] On the other hand, if the control unit 120 receives a turn end instruction from the first player via the input unit 102 (Yes in S16), it ends the first player's turn and starts the second player's turn. For example, the control unit 120 displays an instruction button 108 as shown in Figure 1(a) on the output unit 100 and receives an end instruction input for the instruction button 108 (for example, an input by tap instruction) from the first player. This ends the first player's turn and starts the second player's turn.

[0060] Here, when the control unit 120 receives an input indicating the end of a turn, it stops changing the progress information of the first player. The measurement unit 110 also stops measuring the turn elapsed time from the start of the turn in response to the input indicating the end of a turn, and records the time from the start to the end of that turn as the lap time. That is, the measurement unit 110 stores the measured lap time in the player information storage unit 132, associating it with the first player's player ID. Furthermore, when the control unit 120 receives an input indicating the end of a turn from the first player via the input unit 102, it erases the progress display 200 and turn display 210 of the first player that were displayed on the output unit 100 at the start of that turn. That is, from the start of a turn until the input indicating the end of that turn is received, the control unit 120 outputs a turn display 210 to the output unit 100 indicating that it is the first player's turn.

[0061] When the control unit 120 receives an input from the first player indicating the end of their turn, it also accepts this input as an input indicating the start of the second player's turn, which follows the first player's turn. In response to this start instruction, the measurement unit 110 begins measuring the elapsed time of the second player's turn. The measurement unit 110 continuously measures the game elapsed time from the start of the game (that is, the measurement unit 110 continuously measures the game elapsed time from the start of a single match until the time limit is reached). Furthermore, the control unit 120 causes the output unit 100 to output the remaining time limit for the match, which is calculated based on the game elapsed time measured by the measurement unit 110, the second player's progress information generated based on the measurement result, and turn information indicating that it is the second player's turn (S18).

[0062] For example, as shown in Figure 1(b), the control unit 120 continues to display the remaining time of the match, calculated based on the elapsed game time measured by the measurement unit 110, in the time limit display area 250 even after the second player's turn has begun. The control unit 120 also outputs elapsed time information, which changes according to the elapsed turn time since the start of the second player's turn, to the output unit 100. For example, as shown in Figure 1(b), the control unit 120 displays the elapsed time information as an elapsed time display 202, which is a bar or strip-shaped figure, in a predetermined area of ​​the output unit 100. The form and way in which the elapsed time display 202 changes are the same as the first player's elapsed time display 200, so a detailed explanation is omitted. Furthermore, when the second player's turn begins, the control unit 120 outputs turn information to the output unit 100 indicating that it is the second player's turn. For example, the control unit 120 uses the name or nickname of the second player, which is associated with the player ID of the second player stored in the player information storage unit 132, to display a turn indicator 212, which consists of text indicating that it is the second player's turn, in a predetermined area of ​​the output unit 100. Alternatively, the control unit 120 may display information indicating whether the second player is "going first" or "going second" as turn information in a predetermined area of ​​the output unit 100, instead of using the second player's name or nickname (i.e., without using information about the second player).

[0063] Next, if the elapsed game time measured by the measurement unit 110 exceeds the time limit (Yes in S20), the control unit 120 ends the game (S24). On the other hand, if the elapsed game time measured by the measurement unit 110 has not reached the time limit (No in S20), the control unit 120 checks whether there is a turn end instruction from the second player received via the input unit 102 (S22). If the control unit 120 does not receive a turn end instruction from the second player via the input unit 102 (No in S22), it repeats the steps from S20 onward. In addition, the control unit 120 may end the game not only when the elapsed game time exceeds the time limit, but also when it receives a predetermined instruction from the first player and / or the second player. In other words, the control unit 120 may output a "end match" button to the output unit 100, and when it receives an instruction from the first player or the second player regarding the "end match" button, it will end the game match even if the elapsed game time has not exceeded the time limit at the time the instruction is received (S24).

[0064] On the other hand, if the control unit 120 receives a turn end instruction from the second player via the input unit 102 (Yes in S22), it ends the second player's turn and starts the first player's turn. For example, the control unit 120 displays an instruction button 108, as shown in Figure 1(b), on the output unit 100 and receives an end instruction input for the instruction button 108 from the second player. This ends the second player's turn and starts the first player's turn.

[0065] Here, the control unit 120 stops changing the progress information of the second player when the second player inputs an instruction to end the turn, similar to when the first player's turn ends. The measurement unit 110 stops measuring the turn elapsed time from the start of the turn in response to the input of the turn end instruction, and records the time from the start to the end of the turn as the lap time. That is, the measurement unit 110 stores the measured lap time in the player information storage unit 132, associating it with the second player's player ID. Furthermore, when the control unit 120 receives an input of a turn end instruction from the second player via the input unit 102, it erases the progress display 202 and turn number display 212 of the second player that were displayed on the output unit 100 at the start of the turn. That is, from the start of the turn until the input of the turn end instruction is received, the control unit 120 outputs a turn number display 212 to the output unit 100 indicating that it is the second player's turn.

[0066] Then, when the control unit 120 receives an input from the second player indicating the end of their turn, it also accepts this input as an input indicating the start of the first player's turn that follows the current turn. From this point onward, the processing from S12 (the second S12) onward is repeated.

[0067] (Regarding cumulative time) However, in the second S12 and subsequent steps, that is, in the steps after S12 in a game match, when the first player plays their first turn after the start of the match, and after the second player plays their first turn after the end of that first turn, the control unit 120 outputs the progress information of the first player and the second player to the output unit 100 as information that accumulates the lap times of the turns of the first player and the second player. That is, the measurement unit 110 measures the lap time of one or more turns for each player and calculates the cumulative time by accumulating the measured lap times of one or more turns. Note that the calculation of the cumulative time may be performed by the control unit 120. Then, for each player, when each player's turn begins, the control unit 120 updates the progress information of each player with the added time and outputs it. The added time is the time obtained by adding the time that has elapsed since the start of each player's turn to the cumulative time.

[0068] Specifically, the time from the start to the end of the nth turn of the first player (the nth turn) is defined as the nth lap time (where n is an integer greater than or equal to 2), and the time from the start to the end of the mth turn of the second player (the mth turn) is defined as the mth lap time (where m is an integer greater than or equal to 2). Furthermore, the lap time of the first turn of the first player (the first turn) is defined as the first lap time of the first player, and the lap time of the first turn of the second player (the first turn) is defined as the first lap time of the second player.

[0069] The control unit 120 calculates an added time in the nth turn of the first player by adding the turn elapsed time of the nth turn (i.e., the elapsed time from the start of the nth turn) to the cumulative time obtained by cumulatively adding the lap times from the first lap time to the (n-1)th lap time of the first player. The control unit 120 then updates the elapsed time information to this added time information and outputs it to the output unit 100. For example, as shown in Figure 2(a), in the nth turn, the control unit 120 outputs an elapsed time display 200a to the output unit 100, which corresponds to the added time obtained by adding the lap times from the first turn to the (n-1)th turn to the elapsed time from the start of the nth turn of the first player. Since the elapsed time from the start of the turn changes in real time, the control unit 120 changes the form of the elapsed time display 200a and outputs it according to the elapsed time from the start of the turn which changes in real time (i.e., increases in real time).

[0070] In other words, the control unit 120 adds a region corresponding to the time obtained by adding the turn elapsed time of the nth turn to the elapsed time of the nth turn displayed in the (n-1)th turn (for example, the elapsed time displayed in Figure 1(a), which corresponds to the added time obtained by adding the turn elapsed time of the (n-1)th turn to the time obtained by cumulatively adding the turn lap times of the turns from the lap time of the first turn to the lap time of the (n-2)th turn. Note that in the example of Figure 1(a), the turn elapsed time of the (n-1)th turn and the lap time of the (n-1)th turn are the same), and updates this as the elapsed time display 200a in real time. Note that in Figure 2(a), the region corresponding to the turn elapsed time of the nth turn is shown with diagonal lines, but the elapsed time display 200a may be displayed as a single unit.

[0071] Similarly, in the second player's m-th turn, the control unit 120 calculates an added time by adding the turn elapsed time of the m-th turn (i.e., the elapsed time from the start of the m-th turn) to the cumulative time obtained by cumulatively adding the lap times from the second player's first lap time to the (m-1)-th lap time. The control unit 120 then updates the elapsed information to this added time and outputs it to the output unit 100. For example, as shown in Figure 2(b), in the m-th turn, the control unit 120 outputs an elapsed time display 202a to the output unit 100, which corresponds to the added time obtained by adding the lap times from the first turn to the (m-1)-th turn to the time elapsed from the start of the second player's m-th turn. Since the time elapsed from the start of a turn changes in real time, the control unit 120 changes the form of the elapsed time display 202a and outputs it according to the time elapsed from the start of the turn, which changes in real time (i.e., increases in real time).

[0072] In other words, the control unit 120 adds a region corresponding to the time obtained by adding the turn elapsed time of the m-1 turn to the elapsed time of the m-1 turn displayed in the m-1 turn (for example, the elapsed time 202 shown in Figure 1(b), which corresponds to the added time obtained by adding the turn elapsed time of the m-1 turn to the time obtained by cumulatively adding the turn lap times of the turns from the lap time of the 1st turn to the lap time of the m-1 turn. Note that in the example of Figure 1(b), the turn elapsed time of the m-1 turn and the lap time of the m-1 turn are the same.) and updates the elapsed time 202a in real time. Note that in Figure 2(b), the region corresponding to the turn elapsed time of the m-1 turn is shown with diagonal lines, but the elapsed time 202a may be displayed as a single unit.

[0073] [Modified examples of the embodiment] Figure 5 shows an example of a modified display configuration of the information processing device according to this embodiment. Specifically, Figure 5(a) shows an example of an output unit 100 in which the display area is divided into upper and lower sections, and Figure 5(b) shows an example in which the longitudinal direction of the output unit 100 is oriented horizontally.

[0074] (Variation 1) As shown in Figure 5(a), the control unit 120 can make the upper half of the output unit 100 a display area for the first player and the lower half a display area for the second player. That is, the first player and the second player are positioned opposite each other, and the information processing device 1 is placed between the first player and the second player. In this case, the upper half of the output unit 100 is provided with an area that is facing the first player, where the remaining time limit is displayed along with the progress display 200 for the first player and the turn display 210 for the first player. The lower half of the output unit 100 is provided with an area that is facing the second player, where the remaining time limit is displayed along with the progress display 202 for the second player and the turn display 212 for the second player.

[0075] For example, the control unit 120 outputs only the progress display and turn display of the player whose turn it is during a given turn to the output unit 100. In this case, in response to an instruction to end one player's turn, the control unit 120 stops outputting the progress display and turn display of that player to the output unit 100, and starts outputting only the progress display and turn display of the other player to the output unit 100. Figure 5(a) shows an example where it is the turn of the first player, and the progress display 200 and turn display 210 of the first player are displayed, while the progress display 202 and turn display 212 of the second player are erased (for the sake of explanation, the progress display 202 and turn display 212 are shown as dotted lines). If the control unit 120 receives an instruction from the first player to end their turn in this state, the first player's progress display 200 and turn display 210 are cleared, and the second player's progress display 202 and turn display 212 are displayed. Only one instruction button 108 is displayed on the output unit 100, and it serves as a common instruction input area for both the first and second players. The control unit 120 may provide a time limit display area 250 for both the first player's display area and the second player's display area. The content displayed in the first player's time limit display area 250 and the second player's time limit display area 250 is the same, the first player's time limit display area 250 is accessible from the front of the first player, and the second player's time limit display area 250 is accessible from the front of the second player.

[0076] (Modification 2) The control unit 120 can display various information horizontally along the longitudinal direction when the output unit 100 is roughly rectangular (in the examples in Figures 1 to 4, various information is displayed vertically along the longitudinal direction). In this case, when the control unit 120 receives an input indicating the end of one player's turn, it inverts the output content of the output unit 100 vertically. In other words, the control unit 120 may invert the output content of the output unit 100, which can be viewed from the position of one player, so that it can be viewed, for example, from the position of the other player located opposite the first player.

[0077] For example, suppose the first player and the second player are positioned opposite each other, and the information processing device 1 is placed between the first player and the second player. That is, as shown in Figure 5(b), suppose the output unit 100 is positioned in front of the first player 300 and the second player 310. In this case, during the first player 300's turn, the control unit 120 arranges the output content of the output unit 100 so that the content can be understood from the first player 300's side. In response to the first player 300's turn end instruction, the control unit 120 stops outputting the first player 300's progress indicator 200 and turn indicator 210 to the output unit 100, and starts outputting the second player 310's progress indicator 202 and turn indicator 212 to the output unit 100. In this case, during the second player 310's turn, the control unit 120 arranges the output content of the output unit 100 so that the content can be understood from the second player 310's side. In the example shown in Figure 5(b), the output content of the output unit 100 is changed to the content for the second player 310, and the image is inverted vertically (not shown).

[0078] [program] Each component of the information processing device 1 according to this embodiment and its modified examples, as shown in Figures 1 to 5, can be realized by having a processing unit (processor) such as a Central Processing Unit (CPU) execute a program (for example, a program capable of running a game assistance system), that is, by software processing. Alternatively, it can be realized by pre-writing a program to hardware such as an integrated circuit (IC) as an electronic component. The processor is hardware for executing the instruction set described in the program, and is composed of an arithmetic unit, registers, peripheral circuits, etc. Furthermore, software and hardware can be used in combination.

[0079] In other words, the program according to this embodiment is a program to be executed by a computer equipped with a processor and memory. The program according to this embodiment can be pre-installed in, for example, an IC or ROM. The program can also be provided as a computer program by recording it on a computer-readable recording medium such as a magnetic recording medium, optical recording medium, or semiconductor recording medium in an installable or executable file format. The recording medium storing the program may be a non-transient recording medium such as a CD-ROM or DVD. Furthermore, the program can be pre-stored on a computer connected to a communication network such as the Internet, and made available for download via the communication network.

[0080] The program according to this embodiment interacts with the CPU and other components to cause the program to function as the output unit 100, input unit 102, measurement unit 110, control unit 120, storage unit 130, and communication unit 140, etc., as described in Figures 1 to 5.

[0081] [Effects of the embodiment] The information processing device 1 according to this embodiment can output information regarding the time elapsed from the start to the end of each player's turn (elapsed time information) and information indicating which player's turn it is, in a game between two players (for example, a trading card game). Here, the game has a set time limit for each game, and each player does not have a set time limit. The information processing device 1 displays the elapsed time information for each player's turn not as a numerical value, but as a predetermined graphic that changes according to the elapsed time of the turn. This allows each player to recognize how much time their opponent has spent in a turn by seeing the change in the graphic. Therefore, with the information processing device 1, each player will naturally become more conscious of speeding up their gameplay to avoid delays in the game's progress. In addition, by displaying the elapsed time information as a predetermined graphic, each player can easily grasp how much time their opponent has spent playing in a turn. As a result, in a game where the time limit is predetermined and players are not given a set time limit, the information processing device 1 can immediately detect any delays caused by players, making it easier to resolve game delays.

[0082] Furthermore, if a time limit is set, and the player forgets to input a turn-end instruction to the information processing device 1, confusion may occur in measuring the time limit. However, since this embodiment is not a time-limited game, such confusion is prevented.

[0083] Furthermore, the information processing device 1 can treat one player's turn end instruction as another player's next turn start instruction. That is, the information processing device 1 sets one player's turn end instruction as both the end of that turn and the start of the other player's next turn. As a result, the information processing device 1 can prevent the occurrence of unmeasured time in each player's turn when a predetermined time limit for a single game is set (for example, if one player inputs a start instruction at the start of their turn and an end instruction at the end of that turn, and then another player inputs a start instruction for their turn, there will be unmeasured time between the end instruction of one player and the start instruction for the next turn of the other player).

[0084] Although embodiments of the present invention have been described above, the embodiments described above do not limit the invention as defined in the claims. Furthermore, it should be noted that not all combinations of features described in the embodiments are necessarily essential for solving the problem of the invention. Moreover, the technical elements of the embodiments described above may be applied individually or may be divided into multiple parts, such as program components and hardware components, and applied accordingly.

[0085] Furthermore, the functions realized by the components described herein may be implemented in a circuit or processing circuitry, including general-purpose processors, application-specific processors, integrated circuits, Application Specific Integrated Circuits (ASICs), a Central Processing Unit (CPU), conventional circuits, and / or combinations thereof, programmed to realize the described functions. A processor, including transistors and other circuits, is considered a circuit or processing circuitry. A processor may be a programmed processor that executes a program stored in memory. In this specification, circuitry, unit, and means are hardware programmed to realize or perform the described functions. Such hardware may be any hardware disclosed herein, or any hardware known to be programmed to realize or perform the described functions. If such hardware is a processor that is considered a type of circuitry, then such circuitry, means, or unit is a combination of hardware and software used to constitute such hardware and / or processor.

[0086] Furthermore, the program according to this embodiment may also be referred to in the following supplementary information, which should not be confused with the claims.

[0087] (Additional note 1) A program to be executed on a computer having a processor and memory, The program is provided to the processor: In a game in which a predetermined time limit is set for each match, and the game progresses with two players taking turns playing alternately, and in which no time limit is set for each of the two players, the input of an end-of-turn instruction from one player is received as an input of a start-of-turn instruction from the other player following the first turn played by that player, At least one of the following steps: outputting first progress information during the first turn, which changes according to the time elapsed since the start of the first turn of the one player; and outputting second progress information during the other turn, which changes according to the time elapsed since the start of the other turn of the other player; The steps include: stopping the change of the first progress information when receiving an input from one of the players indicating the end of the first turn; and stopping the change of the second progress information when receiving an input from the other player indicating the end of the other turn; Make it run, The step of outputting the first progress information during the first turn includes outputting information that the first turn is the turn of the first player until the input of the termination instruction from the first player is received. A program that outputs information that the other turn is the other player's turn until it receives input of the termination instruction from the other player, in which step of outputting the second progress information during the other turn. [Explanation of symbols]

[0088] 1. Information Processing Device 100 Output section 102 Input section 104 Input surface 106 Input Control Unit 108 Instruction Buttons 110 Measurement Unit 120 Control Unit 130 Storage Unit 132 Player Information Storage Unit 134 Game Information Storage Unit 140 Communications Department 200, 202 Elapsed time displayed 200a, 202a Progress display 210, 212 Turn Indicator 250 Time limit display area 260 Detailed View Button 300 First Player 310 Second Player

Claims

1. A program to be executed on a computer having a processor and memory, The program is provided to the processor: In a trading card game where a time limit is predetermined for each match, and the game progresses with two players taking turns playing, The steps include outputting elapsed time information that changes according to the time elapsed since the start of one player's turn, without outputting the remaining play time for each of the two players, The steps include receiving input from one of the players indicating the end of the first turn, When the aforementioned termination instruction is input, the steps include stopping the change in the progress information and Make it run, The output step is a program that outputs information that the first turn is the turn of the one player, from the start of the first turn until the input of the end instruction is received.

2. The program according to claim 1, wherein the step of receiving the termination instruction is also to receive the termination instruction of the first turn of one player as input for the start of another turn of the other player following the first turn.

3. In the aforementioned match, the player who plays the first turn of the game is the aforementioned player, and the aforementioned turn is the first turn. The program according to claim 1, further comprising the step of receiving input only the start instruction for the first turn from one of the aforementioned players.

4. For each of the two aforementioned players, the step of measuring the lap time from the start to the end of each of their one or more turns. Let's execute this further, The measurement step involves calculating the cumulative time for each of the two players by accumulating the lap times for each of the one or more turns played by each player. The program according to claim 1, wherein the output step, for each of the two players, when each player's turn begins, updates the progress information to an added time obtained by adding the time elapsed since the start to the cumulative time and outputs it.

5. The program according to claim 1, wherein the step of receiving the termination instruction input is to receive the termination instruction input from each of the two players via a common input unit.

6. The program according to claim 1, wherein the output step outputs the progress information as shape, pattern, color, or a combination thereof, and does not output it as a numerical value.

7. The next step involves measuring the match time from the start of the match until the aforementioned time limit is reached. The program according to claim 1, wherein the output step further outputs information relating to the elapsed time of the match.

8. The program according to claim 7, wherein the step of measuring the match time starts measuring the match time based on a timing instruction received from a computer different from the computer.

9. The program according to claim 1, wherein the output step involves obtaining information regarding the match time from the start of the match to the time limit from a computer other than the computer, and further outputting the remaining time for the match based on the obtained information regarding the match time.

10. A game assistance system comprising means for performing all steps performed in the invention according to any one of claims 1 to 9.

11. An information processing apparatus comprising a control unit and a storage unit, wherein the control unit performs all steps performed in the invention according to any one of claims 1 to 9.

12. A method to be performed on a computer having a processor and memory, A game assistance method wherein the processor performs all steps performed in the invention according to any one of claims 1 to 9.