Game elements, movement, game system

The game element movement system addresses inaccuracies in conventional game systems by using an imaging and control unit to accurately track and determine game element types and positions, enhancing gameplay precision and complexity while controlling costs.

JP2026111427APending Publication Date: 2026-07-03TAITO KABUSHIKI KAISHA

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
TAITO KABUSHIKI KAISHA
Filing Date
2024-12-23
Publication Date
2026-07-03

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  • Figure 2026111427000001_ABST
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Abstract

This provides a game system for moving game elements that can count the number of times each game element has been manipulated, based on its color. [Solution] A game system for a game in which player P moves a stationary ball B on a moving surface 31 by performing an operation to move the ball B one or more times, wherein the ball B comes in different colors: red, blue, yellow, and green, and comprises an imaging unit that continuously images the inside of the moving surface 31, and a control unit that performs image analysis of the imaging information from the imaging unit, wherein the control unit performs a game element determination process that determines which of the colors the ball B present on the moving surface 31 is, a position information acquisition process that acquires the position information of the ball B on the moving surface 31, and a play progress process that advances the game based on the type of ball B determined in the game element determination process and the position information acquired in the position information acquisition process.
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Description

Technical Field

[0001] The present invention relates to a game element movement game system for a game in which game elements are moved to play.

Background Art

[0002] Conventionally, there have been game systems such as golf game devices using golf balls or the like (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] [[ID=.....]] However, the conventional game system had room for improvement.

Means for Solving the Problems

[0005] One aspect of the present invention is, for example, a game element movement game system for a game in which a player moves a game element by performing an operation of moving a stopped game element in a movement area one or more times. The types of game elements include a first game element of a first color and a second game element of a second color different from the first color. The system includes an imaging unit that continuously images the movement area, and a control unit that analyzes the imaging information of the imaging unit. The control unit executes a game element determination process for determining whether a game element existing in the movement area is either the first game element or the second game element, a position information acquisition process for acquiring position information of the game element in the movement area, and a play progress process for progressing the play based on the type of the game element determined in the game element determination process and the position information acquired in the position information acquisition process.

Brief Description of the Drawings

[0006] [Figure 1] This is a block diagram of the game system 1 of the first embodiment. [Figure 2] This figure shows the total score table 18a and the subtotal score table 58a of the first embodiment. [Figure 3] This is a perspective view of the game unit 20 of the first embodiment. [Figure 4] This diagram illustrates the positional relationships of the play area 30 and the imaging unit 40 (front camera 41, hole camera 42) in the first embodiment. [Figure 5] This is a diagram illustrating the shape of the hole 35 in the first embodiment. [Figure 6] This diagram illustrates the positional relationship between the hole 35 and the hole camera 42 of the first embodiment as viewed from the right side X2. [Figure 7] This figure illustrates the screen transitions of the large monitor 51 during gameplay of the game unit 20 in the first embodiment. [Figure 8] This figure illustrates the screen transitions of the large monitor 51 during gameplay of the game unit 20 in the first embodiment. [Figure 9] This diagram illustrates the positional relationships of the play area 230 and the imaging unit 40 (front camera 41, hole camera 42) of the game system 201 of the second embodiment. [Figure 10] This diagram illustrates the positional relationship of the holes 35, 335, and hole camera 42 of the play area 330 of the game unit 320 in the third embodiment, as viewed from the right side X2. [Modes for carrying out the invention]

[0007] (Embodiment) Hereinafter, an example of an embodiment of the present invention will be described with reference to the drawings and other documents. (First Embodiment) Figure 1 is a block diagram showing the game system 1 of the first embodiment. Figure 2 shows the total score table 18a and the subtotal score table 58a of the first embodiment. Figure 3 is a perspective view of the game unit 20 of the first embodiment. (Overview of Game System 1) Game System 1 (Game Element Movement Game System) is installed primarily in indoor facilities such as sports facilities and shops. Sports facilities include public and private gymnasiums, sports grounds, etc. Shops include amusement facilities and game facilities owned by department stores, etc. The administrator of Game System 1 is the facility operator, etc.

[0008] In game system 1, one group can play sequentially on the three game sections 20, 70, and 80. The order in this case is not limited; for example, one could play on game section 80 first and then on game section 20 last. A group can consist of one to four players P. In this embodiment, we will mainly describe an example where a group consists of four people. Therefore, three groups can play simultaneously in the three game sections 20, 70, and 80. Furthermore, a group that was waiting after finishing play in game section 20 can move to game section 70 to play after another group that was playing there has finished.

[0009] When registering to play, each group will be provided with one box (box 5). Box 5 contains four balls B (first game element, second game element, sphere) in four different colors (red, blue, yellow, green). The group moves between the three game sections 20, 70, and 80 with box 5 and plays in each section. Each player P also selects one of four colored balls B. In this case, player P may choose any color they like.

[0010] Therefore, each group uses the same box 5 from start to finish while playing in the three game sections 20, 70, and 80. Also, each player P uses the same colored ball B in all three game sections 20, 70, and 80. This establishes a correspondence between the colors of the ball B and each player P. When describing the balls B of each color in the embodiment, the color will be appropriately indicated in parentheses for explanation (such as "ball B (red)"). Similarly, when describing the player P playing using the balls B of each color, the color will be appropriately indicated in parentheses for explanation (such as "player P (red)").

[0011] (Configuration of Game System 1) The game system 1 includes a box 5, balls B, a management device 10, and game units 20, 70, 80. The management device 10 and the game units 20, 70, 80 can communicate with each other via a communication network 2 such as a local network or the Internet.

[0012] In the embodiment, the computer refers to an electronic computer equipped with a storage device, a control device, etc. The management device 10 and the game units 20, 70, 80 each include a storage unit and a control unit and are included in the concept of a computer. Each device (management device 10, game units 20, 70, 80) is not limited to being configured by a single electronic computer and may be configured by a plurality of electronic computers as necessary. The storage unit is a storage device such as a hard disk or a semiconductor memory element for storing programs, information, etc. necessary for the operation of each device. The control unit is a device for performing arithmetic processing necessary for the operation of each device and for overall control of each device. The control unit is composed of, for example, a CPU (Central Processing Unit), etc. The control unit realizes various functions of the embodiment by appropriately reading and executing various programs stored in the storage unit.

[0013] (Box 5) The box 5 is a box with an open top. As described above, the box 5 can accommodate four balls B of different colors (red, blue, yellow, green). The box 5 includes an IC tag 5a. The IC tag 5a is provided at the bottom of the box 5. The IC tag 5a can communicate wirelessly with readers 13, 53. The IC tag 5a stores a box ID which is identification information for identifying the box 5. Therefore, a plurality of boxes 5 can be identified by the box ID. (Ball B) As mentioned earlier, Ball B is a golf ball in four colors (red, blue, yellow, and green).

[0014] (Management device 10) The management device 10 is a device that performs overall management of the game system 1, receives player P, and inputs and outputs various types of information. The control device 10 is installed at the facility's reception counter or similar location. The management device 10 includes an operation unit 11, a display unit 12, a reader 13, a storage unit 18, and a control unit 19.

[0015] The control unit 11 is equipped with a keyboard, mouse, etc. The control unit 11 receives input of various information from the operator (facility employee, player P, etc.). The display unit 12 is a display device such as a liquid crystal display device. The reader 13 is a device that reads the box ID by communicating with the IC tag 5a on the box 5.

[0016] As shown in Figure 2(A), the memory unit 18 stores the total score table 18a. The total score table 18a stores information for each box 5 (i.e., each box ID). Figure 2(A) shows the information for box ID 001 and box ID 002. The total score table 18a stores the score information in association with each color of ball B (red, blue, yellow, green). The scoring information includes the scores for each game segment (20, 70, 80) and their total scores. Note that the example in Figure 2(A) shows the information after all game sections 20, 70, and 80 have finished playing. When each group is still playing, the total score table 18a stores the information at that point in time.

[0017] The control unit 19 performs various processes related to the game. The control unit 19, for example, initializes the total score table 18a associated with the box 5 being lent out when a group's play is accepted, based on the operation of the operation unit 11, the output of the reader 13, etc. During each group's play, it compiles the total score table 18a (including interim results) based on information from the game units 20, 70, and 80. At the end of each group's play, it displays the score information associated with the box 5 lent to that group on the display unit 12 or outputs it to a printer (not shown), based on the operation of the operation unit 11, the output of the reader 13, etc.

[0018] (Game Club 20, 70, 80) The three game sections 20, 70, and 80 are the parts where player P plays using ball B. The game content in the three game sections 20, 70, and 80 may be different or the same. However, in the three game sections 20, 70, and 80, player P competes to score points by moving ball B within the play area 30. As will be described later, Game Club 20 will play a game that imitates mini-golf. In the other game sections 70 and 80, for example, a game may be played in which the goal is to place ball B in a circular area on a horizontal plane (a game modeled after curling), or a game in which multiple holes with different point values ​​are provided and players compete to score points by dropping ball B into these holes. In this embodiment, the game unit 20 will be described primarily.

[0019] (Game Club 20) I will now explain Game Club 20 in detail. In the embodiments, the XYZ Cartesian coordinate system will be used as appropriate for the explanation. As shown in Figure 3, etc., the vertical direction is Z (lower side Z1, upper side Z2), and the XY plane is the horizontal plane. The longitudinal direction of the rectangular movable surface 31 (see Figures 3, 4(A), etc.) as viewed from the upper side Z2 is the depth direction Y, with the front side Y1 being the starting point 33 side and the back side Y2 being the hole 35 side. The short direction of the movable surface 31 is the left-right direction X (left side X1, right side X2).

[0020] Furthermore, when indicating XYZ coordinates (X,Y,Z), the numerical values ​​and signs will be shown in parentheses as appropriate (e.g., (0,0,0), (E,E,E)). Player P moves ball B, which is placed at the starting point 33 within the play area 30, at least once using a golf club (putter) to drop it into the hole 35. In this embodiment, the operation of moving ball B refers to the concept of an action in which player P physically moves the stationary ball B by various methods, and includes the action of moving ball B using a club. Furthermore, UV (ultraviolet) lights may be installed above the play area 30 (on the ceiling, etc.) to illuminate the moving surface 31 with ultraviolet light. In this case, the ball B may be colored with fluorescent paint. This will cause the ball B on the moving surface 31 to glow as if it is floating when the play area 30 is darkened, creating a fantastical atmosphere. Each component of the game unit 20 (including the base unit 20a, the back wall unit 30b, etc.) is located within the facility and can be moved as needed. Therefore, the facility operator can store the entire game unit 20, move it within the facility as needed, or move it to another facility.

[0021] The game unit 20 includes a play area 30, an imaging unit 40, a touch panel 50, a large monitor 51, a reader 53, a storage unit 58, and a control unit 59. Play area 30 is the area where player P actually plays the game while standing. The imaging unit 40 is a camera that captures images of the play area 30. Details of the play area 30 and the imaging unit 40 will be described later.

[0022] The touch panel 50 is a device that serves as both a display device and an input device. The touch panel 50 is mounted on the base 20a. The base 20a is located in the area Y1 in front of the moving surface 31, that is, in the area that serves as the entrance to the game unit 20. The touch panel 50 can receive various operations from player P and display various information. For example, the touch panel 50 may receive necessary operations when starting and ending play in the group's game unit 20. In addition, the touch panel 50 may, for example, display play information in the game unit 20 (progress information of play in the game unit 20, progress of the total score for each color in the game unit 20, progress of play, etc.) in response to player P's operations, or display progress information regarding the total score for each color obtained from the management device 10.

[0023] The large monitor 51 is a display unit such as a large (e.g., 50-inch size) liquid crystal display device. The large monitor 51 displays, for example, gameplay information from the game unit 20. The large monitor 51 is located in the back wall section 30b. The back wall section 30b is a wall located on the rear side Y2 of the movable surface 31. The reader 53 is a device that reads the box ID from the IC tag 5a of the box 5. The reader 53 is located on the mounting section 20b of the base 20a. The reader 53 can communicate with the IC tag 5a of the box 5 placed on the mounting section 20b.

[0024] The memory unit 58 stores, for example, the imaging information acquired by the imaging unit 40, as well as various other information necessary for image analysis. The memory unit 58 stores the score subtotal table 58a (see Figure 2(B)). The score subtotal table 58a stores the corresponding information for each color of ball B (red, blue, yellow, green) and the score from the game section 20. Note that the score subtotal table 58a in Figure 2(B) shows the information at the point when all players P in a group have finished. If a group is still playing, the score subtotal table 58a stores the progress information up to that point.

[0025] The control unit 59 performs, for example, game progression processing. In the game progression processing, the control unit 59 obtains the position information of ball B by analyzing the image information acquired by the imaging unit 40. Then, the control unit 59 performs various processing related to the game based on the position information of ball B. Details of the processing performed by the control unit 59 will be described later.

[0026] (Play area 30, imaging unit 40) The play area 30 and the imaging unit 40 will be explained in detail. Figure 4 is a diagram illustrating the positional relationships of the play area 30 and the imaging unit 40 (front camera 41, hole camera 42) in the first embodiment. Figure 4(A) shows these configurations as viewed from the upper side Z2. Figure 4(B) shows these configurations as viewed from the right side X2. Figure 5 is a diagram illustrating the shape of the hole 35 in the first embodiment. Figure 5(A) is a view of the hole 35 from above Z2. Figure 5(B) shows the hole 35 as viewed from the right side X2. Figure 5(C) is a diagram illustrating the outline of the hole 35, and is a perspective view looking down from the right side X2 towards the left side X1. The play area 30 includes a moving surface 31 (movement area), a protrusion 32 (non-stopping part of the game element), a starting point 33, and a hole 35.

[0027] Viewed from above (Z2), the shape of the play area 30 is a long, narrow rectangle in the depth direction (Y). The play area 30 includes a long, narrow rectangular space in the front-to-back direction (the moving surface 31 and the space above the moving surface 31 (Z2)). Basically, the play area 30 is the concept of an area where the ball B can exist, whether stationary or moving, in a normal play scenario. Normally, the player will play while positioned in the play area 30, but depending on the position of the ball B on the moving surface 31 (for example, when the ball B is stopped at the left or right end of the moving surface 31), the player may temporarily stand outside the play area 30 and play.

[0028] In this embodiment, the starting point 33 and the position of the hole 35 in the left-right direction X are the same as the center of the moving surface 31, but this is not limited to this, and they may be set at any position. However, the three players P in the group who are not actually playing will wait outside the play area 30. These players P may, for example, watch the gameplay of the players P who are actually playing, or look at the display on the large monitor 51.

[0029] When viewed from above (Z2), the moving surface 31 constitutes the majority of the play area 30. The moving surface 31 is a horizontal plane. The moving surface 31 is the region on which ball B can move and stop. When viewed from above Z2, the moving surface 31 is an elongated rectangle in the depth direction Y. The dimensions of the moving surface 31 are approximately 1500 mm (width X) x 4000 mm (depth Y). The moving surface 31 is made of a material (grass, carpet, etc.) that provides appropriate resistance to the rolling ball B. Side walls 30a are provided on both the left and right sides of the moving surface 31, and a back wall 30b is provided on the back side Y2. Therefore, in a normal play scenario, the ball B does not move from inside the moving surface 31 to the outside of the left, right, or back side Y2.

[0030] The protrusions 32 are provided on both the left and right sides of the moving surface 31, and in the central area in the longitudinal direction (the central area between the front camera 41 and the hole camera 42 in the longitudinal direction). The protrusions 32 project upward Z2 from the moving surface 31. The height of the protrusions 32 from the moving surface 31 is sufficiently small, for example, about 100 mm. Therefore, when the ball B stops near the protrusions 32, the player P can stand on the top surface of the protrusions 32 or straddle the protrusions 32 to play. The top surface of the projection 32 is sloped downwards towards the moving surface 31, with the slope decreasing towards the lower side Z1. Therefore, when ball B lands on the projection 32 during play, it does not stop on the projection 32 but is guided to the moving surface 31 and falls.

[0031] The starting point 33 is the front Y1 position on the moving surface 31. The starting point 33 is the position where each player P places the ball B at the start of play. The position corresponding to the starting point 33 may be marked with tape or paint as a marker. In this embodiment, the coordinates of ball B positioned at the starting point 33 are also referred to as (F,F,F), but it is not limited to this, and the height of the moving surface 31 may be set to 0, and the starting point 33 may be set to the origin (0,0,0).

[0032] The hole 35 is a bottomed hole provided within the moving surface 31. The hole 35 is located in an area corresponding to the target point (endpoint) where ball B will move. As shown in Figure 5, the hole 35 has a shape in which a cylindrical surface 35a, a frustoconical surface 35b (inclined portion), and a base surface 35c are connected from the upper side Z2 to the lower side Z1. When viewed from above (Z2), the diameter of the cylindrical surface 35a is approximately 108 mm, similar to that of a golf cup. The depth of the cylindrical surface 35a (length in the vertical direction Z) is approximately 40 mm. The frustum cone surface 35b is a frustum cone-shaped surface (side surface of a cone) formed by the plane connecting the outer circumference of the lower end of the cylindrical surface 35a and the outer circumference of the base surface 35c. The depth (length in the vertical direction Z) of the frustum cone surface 35b is approximately 50 mm. When viewed from the upper side Z2, the circle on the upper side Z2 (the outer shape of the cylindrical surface 35a) and the circle on the lower side Z1 (the outer shape of the base surface 35c) that constitute the frustoconical surface 35b are eccentric.

[0033] The base surface 35c is a horizontal plane. When viewed from above (Z2), the outer shape of the base surface 35c is circular. The diameter of the base surface 35c is, for example, about 30 mm. The outer shape of the base surface 35c is in contact with the front Y1 (away from the hole camera 42) portion of the outer shape of the cylindrical surface 35a. Furthermore, the bottom surface 35c is located on the lower side Z1, approximately 90 mm from the movable surface 31 (depth of cylindrical surface 35a: 40 mm + depth of frustoconical surface 35b: 50 mm). In other words, the depth of the hole 35 is approximately 90 mm.

[0034] Due to the shape described above, ball B, upon reaching the target point, falls into the hole 35. The fallen ball B rolls along the frustoconical surface 35b and is guided to the storage position, which is on the bottom surface 35c. When viewed from above Z2, the storage position is inside the hole 35 and is located in front of the center of the hole 35 Y1 (away from the hole camera 42). In this embodiment, the coordinates of ball B when it is positioned in the storage location are also referred to as the fall detection coordinates (E,E,E). The dropped ball B is exposed on the upper side Z2. Furthermore, the surface formed by the frustoconical surface 35b and the base surface 35c is shaped like a mortar with a flat bottom. Therefore, the player P can easily retrieve the ball B that has fallen into the hole 35 and is positioned in the storage location.

[0035] The imaging unit 40 includes a front camera 41 and a hole camera 42 (hole imaging unit). As shown in Figure 3, the front camera 41 and the hole camera 42 are stereo cameras each equipped with two cameras (cameras 41a, 41b and cameras 42a, 42b). Therefore, the front camera 41 and the hole camera 42 can acquire not only the vertical and horizontal position information of the object within the imaging range, but also the distance (depth) information to the object. As a result, the front camera 41 and the hole camera 42 can acquire the XYZ coordinate position information of ball B located within the moving surface 31. In drawings other than Figure 3, the front camera 41 and hole camera 42 are simplified and shown as separate cameras. In these drawings, each camera is positioned in the middle of the stereo camera and is shown to be aligned with the center line of the two optical axes. The optical axis of each camera is defined as this center line.

[0036] The front camera 41 is fixed to the base 20a. Therefore, the front camera 41 is positioned in the middle of the moving surface 31 in the left-right direction X, and at the front end of the moving surface 31 in the depth direction Y. The installation height of the front camera 41 is approximately 1000 to 1200 mm from the moving surface 31. The optical axis O41 of the front camera 41 is parallel to the depth direction Y when viewed from the upper side Z2, and is inclined towards the lower side Z1 as it approaches the rear side Y2. As a result, the front camera 41 has an imaging angle θ41 as shown in Figure 4(B), and can image half of the front Y1 range of the moving surface 31 (see arrow A41 in Figure 4). The imaging range of the front camera 41 includes the starting point 33.

[0037] The hole camera 42 is fixed to the back wall 30b. Therefore, the hole camera 42 is positioned in the middle of the moving surface 31 in the left-right direction X, and at the rear end of the moving surface 31 in the depth direction Y. The installation height of the hole camera 42 is approximately 1000 to 1200 mm from the moving surface 31, similar to the front camera 41. The optical axis O42 of the hole camera 42 is parallel to the depth direction Y when viewed from the upper side Z2, and is inclined towards the lower side Z1 as it approaches the front side Y1.

[0038] As a result, the hole camera 42 has an imaging angle θ42 as shown in Figure 4(B), and can image half of the range of the inner side Y2 of the moving surface 31 (see arrow A42 in Figure 4). The imaging range of the hole camera 42 includes the hole 35. Furthermore, in the depth direction Y, the distance between the center of the hole camera 42 and the center of the hole 35 is sufficiently small (for example, about 200 mm) so that the player P cannot be positioned there. As a result, the hole camera 42 can acquire images of the hole 35 without them being obstructed by the player P.

[0039] As shown in Figure 4, the imaging range of the front camera 41 and the imaging range of the hole camera 42 overlap. Furthermore, the front camera 41 and the hole camera 42 can acquire positional information of objects placed in a single continuous space. The front camera 41 and the hole camera 42 can acquire imaging information of ball B regardless of its position on the moving surface 31. If necessary, the imaging ranges of the front camera 41 and the hole camera 42 may be adjusted during installation, maintenance, etc., so that they form continuous coordinates.

[0040] As shown in Figure 4(A), the area within the play area 30 that is in the center in the depth direction Y and at both ends in the left-right direction X is a non-imaged area 45 that is outside the imaging range of the front camera 41 and the hole camera 42. When viewed from above Z2, the protrusion 32 is positioned to include the entire non-imaged area 45. As mentioned above, ball B does not stop on the projection 32. Therefore, even if ball B temporarily moves onto the projection 32 and is positioned in the non-image-taking area 45, the imaging unit 40 (at least one of the front camera 41 and the hole camera 42) can acquire an image of ball B as it falls onto the moving surface 31. In this case, the control unit 59 is temporarily unable to acquire the position information of ball B, but can acquire it immediately afterward. Therefore, even in this case, there is no disruption to the processing related to the progress of the game.

[0041] In this way, the imaging unit 40 uses two front cameras 41 and a hole camera 42 to share the imaging of the moving surface 31. This allows the front camera 41 and hole camera 42 to use cameras with a standard field of view and resolution that are commonly available on the market, thus keeping costs down. Unlike the embodiment, if a single camera is installed on the ceiling or the like to capture images of the entire moving surface 31 and acquire positional information of ball B, a wide field of view and high resolution are required, which may result in higher costs than the embodiment.

[0042] Furthermore, since the protrusions 32 are placed in the non-image-capture areas 45 of the front camera 41 and hole camera 42, the length of the depth Y of the play area 30 (moving surface 31) can be increased. Also, after the ball B collides with or rides onto the protrusions 32, it moves in complex directions. Therefore, in addition to preventing the ball B from stopping in the non-image-capture areas 45, the protrusions 32 have the effect of making the game more interesting.

[0043] Furthermore, when player P checks ball B from above Z2, their upper body may be positioned above ball B at Z2. Since the imaging unit 40 images the moving surface 31 from the side and from a low height, it can image ball B on the moving surface 31 even in such cases. Unlike the embodiment described above, in a configuration where the camera is installed on the ceiling or elsewhere, the upper body of player P may obstruct the view of ball B, making it impossible to image ball B. Furthermore, since the front camera 41 and the hole camera 42 are pre-attached to the base 20a and back wall 30b, which are components of the game unit 20, installation is easy.

[0044] (Positional relationship between hole 35 and hole camera 42) Figure 6 is a diagram illustrating the positional relationship between the hole 35 and the hole camera 42 of the first embodiment as viewed from the right side X2. As shown in Figure 6, the hole camera 42 images the hole 35 at an oblique angle with respect to the vertical axis (vertical direction Z) (the direction in which the optical axis O42 moves from the front side Y1 to the lower side Z1). Figure 6 shows the state in which ball B1, after falling into the hole 35, is positioned within the front Y1 area of ​​the hole 35 by the frustoconical surface 35b. In this way, since the ball B1 is housed in the front Y1 area of ​​the hole 35, the hole camera 42 can acquire an image of the ball B1 without being obstructed by the rear Y2 edge 35e of the hole 35. Furthermore, the image of ball B1 does not need to include the entire ball B1; it is sufficient to capture only enough of the ball B1's positional information (for example, about 70% of the entire ball B1). In this case, part of the image of ball B1 may be obscured by the edge 35e of the hole 35.

[0045] In Figure 6, ball B2 is shown positioned at the innermost Y2 of the outer edge 35e of the hole 35 (i.e., on the moving surface 31). The straight line L2 connecting the centers of the hole camera 42 and ball B2 is inclined downward Z1 relative to the straight line L1 connecting the centers of the hole camera 42 and ball B1. Furthermore, the imaging range of ball B1 (see range C1) and the imaging range of ball B2 (see range C2) of the hole camera 42 do not overlap. Therefore, the image of ball B1 and the image of ball B2 captured by the hole camera 42 do not overlap.

[0046] As a result, the control unit 59 can clearly distinguish between the captured image of ball B1 and the captured image of ball B2 when performing image analysis. Therefore, the control unit 59 can accurately acquire the position information of ball B1 and ball B2. This prevents the control unit 59 from misidentifying ball B2, which is located on the edge 35e of the hole 35, as ball B1 that has fallen into the hole 35 (and vice versa). As a result, the control unit 59 can accurately execute the play progress processing (described later). Furthermore, the concept that balls B1 and B2 in both captured images do not overlap includes not only complete absence of overlap, but also the idea that they do not overlap to a degree that suppresses the aforementioned misidentification (to a degree that allows the two captured images to be clearly distinguished).

[0047] (Operation of Game Unit 20) This section explains how to play Game Club 20, while also explaining the gameplay progression process. Figures 7 and 8 illustrate the screen transitions of the large monitor 51 during gameplay of the game unit 20 in the first embodiment. The control unit 59 executes the play progression process based on the position information of each colored ball B, as follows: (1) At the start of play When the group moves to the game unit 20, they place the box 5 on the mounting section 20b of the base unit 20a. In response, the reader 53 communicates with the IC tag 5a on the box 5 and reads the box ID. The control unit 59 stores the box ID in the storage unit 58. Player P in the group performs the necessary actions to start the game by operating the touch panel 50.

[0048] The control unit 59 captures images of the play area 30 by controlling the imaging unit 40. Based on the captured information, the control unit 59 starts the following image analysis processes (1a), (1b), and (1c). The image analysis processes (1a), (1b), and (1c) continue until all four players P have finished playing.

[0049] (1a) Ball type determination process (game element determination process) The control unit 59 determines whether the ball B located within the moving surface 31 is one of the four colors by performing image analysis on the captured image of the ball B. (1b) Location information acquisition process The control unit 59 obtains positional information (XYZ coordinates) of game elements within the movement area by performing image analysis on the captured image of ball B. (1c) Stop determination process The control unit 59 determines that the game element is stopped within the moving surface 31 if the position information of the game element does not change during the stop determination period (for example, an interval of 1 second to several seconds). The captured images are acquired at a frame rate such as 30 FPS. Therefore, the control unit 59 can continuously acquire information on the type, position, and whether or not the ball B on the moving surface 31 is stopped at intervals corresponding to the frame rate (for example, every 1 / 30 second) until all players P have finished playing.

[0050] (2) The first player P of the four players takes ball B from box 5 and places it on the starting point 33 of the movement surface 31. The order of play is arbitrary. Therefore, the order of play can be decided within the group. Below, Player P will explain an example using Ball B (red) (elements of the first game, etc.). The imaging unit 40 acquires an image of ball B (red) positioned at the starting point 33.

[0051] (2a) Starting point determination process (processing when the first player starts playing) The control unit 59 determines that the first player P (red) has started playing using ball B (red) if the ball type determination process (1a) determines that ball B is red, the position information acquisition process (1b) determines that ball B (red) is positioned at the starting point 33, and the stop determination process (1c) determines that ball B (red) is stopped. In this case, the front camera 41 acquires an image of ball B (red) placed at the starting point 33, and the control unit 59 acquires the current position information of ball B (red) based on this image. The control unit 59 can determine whether or not ball B (red) is placed at the starting point 33 by comparing the coordinates (F,F,F) of the starting point 33 with the current position coordinates of ball B (red).

[0052] As shown in Figure 7(A), the control unit 59 displays the score sheet on the large monitor 51 accordingly. The score sheet is displayed in a 4x4 grid. Each row corresponds to a different color. The four columns show the color, number of strokes, score (golf score if it's a PAR 5), and total score (subtotal of the scores for each color in game section 20). When Player P (Red) starts playing, "Red" will be displayed on the first line. The score sheet displays the red row, which corresponds to the color of ball B (red) placed at starting point 33, with a thick border. The column corresponding to red and the number of at-bats displays "0".

[0053] (3) Player P (red) putts ball B (red), which is positioned at starting point 33, aiming for hole 35. (3a) Ball tracking process The control unit 59 can determine that a game element has moved based on the image captured from the moving surface 31, in response to a change in the positional information of the game element. Furthermore, the control unit 59 tracks ball B (red) as it moves within the moving surface 31 by performing ball type determination processing (1a) and position information acquisition processing (1b) based on the image captured on the moving surface 31.

[0054] (3b) Hit count processing (operation count processing) When the control unit 59 determines that ball B (red), which was being tracked in the ball tracking process (3a), has stopped due to the stop determination process (1c), it determines that player P (red) has hit the first shot and ball B (red) has stopped. The control unit 59 then counts the first shot in the stroke count accordingly. The control unit 59 displays "+1" in the red column corresponding to the number of at-bats on the score sheet of the large monitor 51 (see Figure 7(B)). Furthermore, the control unit 59 stores the color red, which is the color of ball B (red), and the number of hits "+1" in the score subtotal table 58a of the storage unit 58.

[0055] (4) After that, player P (red) will putt the ball B (red) into the hole 35 each time ball B (red) stops until it falls into the hole 35. The control unit 59 repeats the ball tracking process (3a) and the stroke count process (3b) until it determines in the endpoint determination process (5a), described later, that ball B (red) has fallen into the hole 35. Then, in the stroke counting process (3b), if it is determined that ball B (red) has stopped, the stroke count is increased by 1. The control unit 59 also updates the stroke count in the score subtotal table 58a and the stroke count in the score table to "+2", "+3", etc. in sequence.

[0056] (5) Player P (red) ends play when ball B (red) reaches the end point and falls into hole 35. (5a) End point determination process The control unit 59 determines that the game element has fallen into the hole 35 when it determines, through ball type determination processing (1a), position information acquisition processing (1b), and stop determination processing (1c), that the game element has stopped at the endpoint (hole 35). As mentioned above, the hole camera 42 acquires an image of ball B (red) positioned in the hole 35. The control unit 59 then acquires the current position information of ball B (red) based on the acquired image. By comparing the fall detection coordinates (E,E,E) with the current coordinates of ball B (red), the control unit 59 can determine whether or not ball B (red) has fallen into the hole 35.

[0057] (5b) End of play process for Player P (Red) The control unit 59 determines that the first player's play has ended, based on the determination in the endpoint determination process (5a) that ball B (red) has fallen into the hole 35. The control unit 59 then calculates the number of strokes until ball B (red) falls into the hole 35 by counting the strokes at the end (stroke counting process (3b)). The control unit 59 stores the color red, which is the color of ball B (red), and the number of strokes until it falls into the hole 35 in the score subtotal table 58a of the storage unit 58.

[0058] (5c) Processing of score information for Player P (Red) The control unit 59 also calculates the performance and score of player P (red). The score is calculated based on the number of strokes taken to drop the ball into the hole 35 and the PAR 5 specification of the game unit 20. In the example in Figure 7(C), the number of strokes is "+8", so the score is "+3". Scores are calculated based on performance. This means that games played in other game sections 70 and 80 may not be golf. In this case, because the scoring methods differ between game sections, it is not possible to calculate the total score across all game sections 20, 70, and 80. In this embodiment, the performance in each game section 20, 70, and 80 is converted into a score, allowing for the calculation of the total score across all game sections 20, 70, and 80. This allows the four players P to compete based on their total score.

[0059] In this embodiment, a score of +5 corresponding to PAR5 is set at 100 points, and 10 points are added for each stroke that decreases from this score, while 10 points are subtracted for each stroke that increases from this score. The control unit 59 updates the score subtotal table 58a and the score sheet on the large monitor 51 based on the calculated performance and score. Figures 2(B) and 7(C) show examples of performance and score when player P (red) has a stroke count of "+8".

[0060] (6) Players P from the second player onward will use ball B of a different color (second game element, etc.) than the ball B (red) they selected, and will play in the same way as the first player P (red). The control unit 59 processes balls B other than ball B (red) in the same way as ball B (red). As a result, the control unit 59 can count the number of strokes for each colored ball B from the starting point 33 until it falls into the hole 35. It also manages and updates the score subtotal table 58a and score sheet information for each color.

[0061] (7) The group ends playing in Game Section 20 when all players P have finished playing. (7a) Score information transmission process The control unit 59 determines that the group's play has ended when it determines that all balls B of all colors have fallen into the holes 35. In response, the control unit 59 transmits the information from the score subtotal table 58a and the box ID information to the management device 10. Furthermore, the control unit 19 of the management device 10 updates the information in the score total table 18a in response to receiving this information from the game unit 20.

[0062] (8) When the group finishes playing in the game section 20, they place the four balls B into the box 5 which is placed on the mounting section 20b of the base section 20a. Once the group has finished playing in all game sections 20, 70, and 80, they should take Box 5 to the reception counter and complete the play completion procedure. On the other hand, if the group has not played in other game sections 70 and 80, they should take Box 5 to another game section and play there.

[0063] (8a) Game information initialization process As the group removes box 5 from the mounting unit 20b, the reader 53 changes the communication between it and the IC tag 5a of box 5 from a communication-enabled state to a communication-disabled state. The control unit 59 initializes various game information in response to the fact that communication between it and the IC tag 5a of box 5 has become impossible. Initializing game information involves processes such as initializing the information in the score subtotal table 58a and updating the display on the large monitor 51 (for example, displaying a screen that indicates that the next group can play).

[0064] Game unit 20 has now completed processing for one group and is ready to accept play requests from other groups.

[0065] As explained above, game system 1 can distinguish between multiple balls B based on their color. This allows for the acquisition of positional information for each ball B and the progression of the game without requiring IC tags or similar devices to be attached to the balls B themselves. Furthermore, game system 1 can provide a game in which the number of strokes from the starting point 33 to the point where the ball falls into the hole 35 can be counted for each color of ball B.

[0066] (Second Embodiment) Next, a second embodiment will be described. In the following descriptions and drawings, parts that perform similar functions between each embodiment and other embodiments will be given the same names as appropriate, and the same reference numerals or the same reference numerals at the end (last two digits) will be used as appropriate to omit redundant explanations as necessary. Figure 9 is a diagram illustrating the positional relationships of the play area 230 and the imaging unit 40 (front camera 41, hole camera 42) of the game system 201 of the second embodiment. Figure 9(A) shows these configurations as viewed from the upper side Z2. Figure 9(B) shows these configurations as viewed from the right side X2.

[0067] In the depth direction Y, the length of the play area 230 is greater than the length of the play area in the first embodiment. Therefore, the imaging range of the front camera 41 (see arrow A41) and the imaging range of the hole camera 42 (see arrow A42) are not continuous. As a result, the moving surface 231 forms a non-imaging region 245 where these two imaging ranges do not overlap.

[0068] The moving surface 231 includes a raised portion 232 (a non-stopping portion for game elements). When viewed from above (Z2), the raised portion 232 is formed over an area that includes the entire range of the non-imaging region 245. The raised portion 232 is raised above the horizontal portion of the moving surface 231 by a distance Z2. The surface of the raised portion 232 is a curved surface that is convex upward Z2. Therefore, a ball that rolls onto the raised portion 232 does not stop on the raised portion 232, but is guided to the horizontal portion of the moving surface 231 before coming to a stop. As a result, the control unit of the play section can accurately determine when ball B has stopped moving onto the horizontal surface of the moving surface 231 during the play progression process. Therefore, the control unit can execute each process during the play progression process.

[0069] As explained above, the game system 201 of the second embodiment can make the play area 230 larger.

[0070] (Third embodiment) Figure 10 is a diagram illustrating the positional relationship of the holes 35, 335, and hole camera 42 of the play area 330 of the game unit 320 of the third embodiment, as viewed from the right side X2. In addition to the holes 35, holes 335 are provided on the moving surface 31 of the play area 330. In the XY plane (viewed from above, Z1), the distance between the hole 335 and the hole camera 42 (hole imaging unit) is greater than the distance between the hole 35 and the hole camera 42. In other words, the hole 335 is located further away from the hole camera 42. The shape of the hole 335 is symmetrical to the hole 35 in the left-right direction X, and is deeper than the hole 35. Therefore, the frustoconical surface 335b of the hole 335 guides the ball B that falls into the hole 335, rolling it to a deeper storage position on the side of the hole camera 42 within the hole 335. The ball B 301 is shown in the state where it is positioned in the storage position of the hole 335.

[0071] With the above configuration, the angle at which the hole camera 42 images the hole 335 (the angle between the straight line L301 connecting the hole camera 42 and the hole 335 and the vertical axis) becomes large. As a result, the hole camera 42 cannot acquire an image of the ball B301 because the ball B301 is obstructed by the edge 335e of the hole 335 (see straight line L301). Therefore, the control unit of the game unit 320 can determine that ball B has fallen into the hole 335 (moved to the endpoint) based on the change from a state in which an image of ball B can be acquired (a state in which it is on the moving surface 31) to a state in which an image of ball B cannot be acquired.

[0072] In Figure 10, ball B303 (shown by a dotted line) indicates that ball B is positioned within hole 335 in the same location as ball B5 (see ball B1). If hole 335 were to have the same shape as hole 35, the dropped ball B would be positioned at the location of ball B303. In this case, the captured image of ball B303 and the captured image of ball B302 (shown by the dotted line) on the edge 335e overlap (see the straight line L302 shown by the dotted line). Therefore, the control unit of the game unit 320 may not be able to distinguish between these two balls B302 and B303, potentially leading to a misidentification. In this embodiment, since ball B does not stop at the position indicated by ball B303, the control unit can suppress such misjudgments.

[0073] Thus, the control unit of the game unit 320 can determine that ball B has fallen in hole 35 located near hole camera 42, based on the position information of the fallen ball B1. On the other hand, the control unit can determine that ball B has fallen in hole 335 located far from hole camera 42, based on the fact that it is no longer possible to acquire imaging information of ball B 301. This allows the play area 330 to have multiple holes spread over a wide area. Furthermore, the play area 330 is not limited to having both holes 35 and 335, but may have only one of them.

[0074] Although embodiments of the present invention have been described above, the present invention is not limited to the embodiments described above. Various modifications and changes are possible, such as the modified forms described later, and these are also within the technical scope of the present invention. Furthermore, the effects described in the embodiments are merely a list of the most preferred effects resulting from the present invention, and the effects of the present invention are not limited to those described in the embodiments. Note that the configurations of the embodiments described above and the modified forms described later can be used in part or in combination as appropriate, but a detailed explanation is omitted.

[0075] (Transformed form) (1) In the embodiment, the imaging unit is shown to have two cameras (front camera and hole camera), but is not limited to this. The imaging unit may have only one camera in which the hole is included in the captured image. The imaging unit may also have three or more cameras. (2) In the embodiment, an example was shown in which one ball is placed on the moving surface and the next player's play begins after each player's play is finished, that is, after the ball has fallen from the starting point into the hole. However, the embodiment is not limited to this. Two or more balls of different colors may be placed on the moving surface and two or more players may play simultaneously. In this case, the control unit of the game unit may identify each color ball based on the image information and simultaneously perform game progression processing for each color ball.

[0076] (3) In the embodiment, an example was shown in which the game involves dropping a ball into a hole, but the game is not limited to this. The game may also be one in which the ball is moved on a moving surface, for example, mimicking curling, and the competition is based on the stopping position of the ball on the moving surface. In this case, the control unit of the game unit can score based on the position information of the ball on the moving surface. Furthermore, as mentioned above, in this case, two or more players may play simultaneously. Furthermore, in this case, multiple balls of each color may be used simultaneously (for example, 4 colors x up to 5 balls each (= 20 balls in total)). Because the control unit performs ball tracking, it can identify multiple balls of the same color even if they are present on the moving surface at the same time.

[0077] (4) In the embodiment, if the player is positioned between the imaging unit and the ball, that is, if the player obstructs the ball in front of the imaging unit, and the imaging unit is unable to acquire an image of the ball, the control unit of the game unit may perform a warning process. The warning process may be performed, for example, when the position information of the stopped ball cannot be acquired for a period of several seconds, by notifying the player to move from their current position using a touch panel, monitor, etc.

[0078] (5) In the embodiment, an example was shown in which the control unit of the game unit acquires the XYZ coordinates of the ball, but it is not limited to this. For example, the control unit may acquire only the XY coordinates and perform various processes based on the position information of the ball in the XY plane. In this case, the imaging unit may be a monocular camera instead of a stereo camera.

[0079] (6) In the embodiment, the game element was shown as a golf ball, but it is not limited to this. The game element may be a billiard ball, a gateball ball, etc. Also, the game element may not be a sphere, but a shape other than a sphere (disk, cube, rectangular prism, polyhedron, etc.). (7) In the embodiment, the imaging area is shown as an elliptical shape when viewed from above, but it is not limited to this. The imaging area may be rectangular, for example. [Explanation of Symbols]

[0080] 1,201: Game System 5:Box 5a: IC tag 10: Management device 20, 70, 80, 320: Game Club 30,230,330: Play area 31,231: Moving surface 32: Protrusion 33: Starting point 35,335: Hole 35a, 335a: Cylindrical surface 35b, 335b: truncated cone surface 35c, 335c: Bottom 35e, 335e: Edge 40: Imaging Unit 41: Front camera 42: Hole Camera 45,245: Non-imaging area 59: Control Unit 232: Protuberance

Claims

1. A game system for moving game elements in a game in which the player moves a stationary game element within a movement area by performing an operation to move the game element one or more times, The types of game elements are: It comprises a first game element with a first color and a second game element with a second color that is different from the first color. An imaging unit that continuously images the aforementioned moving region, The system comprises a control unit that performs image analysis on the imaging information from the imaging unit, The control unit, A game element determination process that determines whether a game element present within the aforementioned movement area is a first game element or a second game element, A position information acquisition process that acquires position information of game elements within the aforementioned movement area, Based on the type of game element determined in the aforementioned game element determination process and the location information obtained in the aforementioned location information acquisition process, a play progression process is executed to advance the gameplay. A game system characterized by the movement of game elements.

2. A game is about getting game elements from the starting point to the ending point. The control unit, Based on the positional information of the game elements, the first game element and the second game element each perform an operation counting process to count the number of times they were operated from the starting point to the ending point. The game element movement game system according to feature 1.

3. The game element is a sphere, The aforementioned moving region is The game elements include a movement surface where the character rolls and moves, The moving surface includes a region corresponding to the endpoint, and a hole into which the game element that has moved to the range corresponding to the endpoint falls, The imaging unit is The imaging range includes the aforementioned hole, and the hole imaging unit is provided to image the hole at an angle oblique to the vertical axis. The aforementioned hole portion is The system includes an inclined section that guides the fallen game element to a storage position located within the hole, away from the imaging section, when viewed from above. The hole imaging unit is, The captured image of the game element placed in the aforementioned housing position is acquired without being obstructed by the edge of the hole, to the extent that the positional information of the game element can be obtained. The game element movement game system according to claim 2.

4. The straight line connecting the hole imaging unit and the game element located on the outer edge of the hole is inclined downward with respect to the straight line connecting the hole imaging unit and the game element located in the housing position of the hole. The captured image of the game element located on the outer edge of the hole, captured by the hole imaging unit, and the captured image of the game element located at the housing position of the hole, captured by the hole imaging unit, do not overlap. The game element movement game system according to feature 3.

5. The game element is a sphere, The aforementioned moving region is The game elements include a movement surface where the character rolls and moves, The moving surface includes a region corresponding to the endpoint, and a hole into which the game element that has moved to the range corresponding to the endpoint falls, The imaging unit is The imaging range includes the aforementioned hole, and the hole imaging unit is provided to image the hole at an angle oblique to the vertical axis. The hole imaging unit is, The game element that falls into the hole is positioned so that it is not possible to acquire an image of the game element that falls into the hole because it is obstructed by the edge of the hole. The control unit, Based on the fact that the captured image of the game element is not included in the captured image of the hole imaging unit, it is determined that the game element has moved to the endpoint. The game element movement game system according to claim 2.

6. The system includes a game element non-stopping unit, which is provided outside the imaging range of the imaging unit and guides the moving game element into the imaging range of the imaging unit, thereby preventing the game element from stopping. A game system for moving game elements according to claim 2 or 5, characterized in that it is characterized by the following: