Computer program, game system using same, and control method

The computer program addresses the challenge of unwanted background images in remote gaming by processing images to extract game objects and display other areas differently, thereby simplifying remote match preparation and improving gameplay.

JP7648166B2Active Publication Date: 2025-03-18KONAMI DIGITAL ENTERTAINMENT CO LTD
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Patent Information

Application Number
JP2022061117
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-03-31
Publication Date
2025-03-18
Estimated Expiration
2042-03-31

Smart Images

  • Figure 0007648166000001
    Figure 0007648166000001
  • Figure 0007648166000002
    Figure 0007648166000002
  • Figure 0007648166000003
    Figure 0007648166000003
Patent Text Reader

Abstract

To provide a computer program which can hide an unnecessary portion in an imaging result obtained by imaging a field.SOLUTION: A terminal program 34 makes a control unit 30 which is incorporated in a user terminal device 4 that is connected to a camera CA that images a state where a card game using a card PO of a game field GF is played and generates a play image 51 about progress of the card game on the basis of the imaging result function as next means. Namely, the terminal program 34 makes the control unit 30 function as means which acquires an image of the game field GF before the card PO is arranged as a reference image 70, acquires the image of the game field GF after the card PO is arranged as a processing object image 72, extracts a card image 52 of the processing object image 72 on the basis of the reference image 70 and the processing object image 72, and generates an image obtained by processing a portion other than the card image 52 to mask display as the play image 51.SELECTED DRAWING: Figure 6
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Description

[Technical field]

[0001] The present invention relates to a computer program etc. that is applied to a computer incorporated in a game system that is connected to a camera that captures images of a game being played that includes an element in which physical objects are placed on a designated field, and generates play images relating to the progress of the game based on images captured by the camera. [Background technology]

[0002] There is a game system that is connected to a camera that captures images of a game being played that includes an element in which physical objects are placed on a specific field, and generates play images relating to the progress of the game based on images captured by the camera. Known examples of such games, camera devices, and play images include a competitive game in which players compete against each other using separate fields, a smartphone that captures the field, and a personal computer that functions using images captured by the opponent's smartphone (see, for example, Non-Patent Document 1). [Prior art documents] [Non-patent literature]

[0003] [Non-Patent Document 1] Thunder, “[#Yu-Gi-Oh! at Home] Surprisingly easy! Let's try a remote duel!!”, [online], Thunder Card & Hobby Channel, [Searched on March 28, 2022], Internet<https: / / www.youtube.com / watch?v=P2Dl2qb-K3g> Summary of the Invention [Problem to be solved by the invention]

[0004] In the personal computer of Non-Patent Document 1, remote battles in games using physical cards are realized. In a situation where opportunities for face-to-face battles are decreasing, the need for remote battles in games using such physical cards is increasing. On the other hand, in this personal computer, an image taken with one's smartphone is transmitted directly to the opponent's personal computer connected to the smartphone via the Internet and displayed. For this reason, for example, an undesirable image such as a background may be transmitted to the opponent. In Non-Patent Document 1, a dedicated mat is used to avoid such transmission (reflection). However, it is troublesome to prepare and set up such a mat. Alternatively, measures such as cleaning the area that may be reflected in the shot are required. Even if such a mat is prepared or measures such as cleaning are taken, the possibility of undesirable images being reflected still remains. As a result, these burdens may have made remote battles more difficult.

[0005] SUMMARY OF THE PRESENT DISCLOSURE An object of the present invention is to provide a computer program etc. capable of hiding unnecessary parts of the results of photographing a field. [Means for solving the problem]

[0006] The computer program of the present invention is configured to cause a computer incorporated in a game system that is connected to a photographing device that photographs the state in which a game including an element in which physical objects are placed on a specified field is being played and generates play images related to the progress of the game based on images captured by the photographing device, to function as: reference image acquisition means that acquires an image of the field in a specified reference state with respect to the placement of the objects as a reference image via the photographing device; processed image acquisition means that acquires an image of the field in a state different from the reference state as a processing target image via the photographing device; area extraction means that extracts from the processing target image an image area including the object to be included in the play image based on the reference image and the processing target image; and image processing means that generates as the play image an image in which the portion of the processing target image other than the image area is processed to have a different display from the processing target image.

[0007] On the other hand, the game system of the present invention is a game system that is connected to a photographing device that photographs the state in which a game including an element in which physical objects are placed on a specified field is being played, and generates a play image regarding the progress of the game based on an image acquired as a result of the photographing by the photographing device, and is equipped with a reference image acquisition means that acquires an image of the field in a specified reference state with respect to the placement of the objects as a reference image via the photographing device, a processed image acquisition means that acquires an image of the field in a state different from the reference state as a processing target image via the photographing device, an area extraction means that extracts from the processing target image an image area including the object to be included in the play image based on the reference image and the processing target image, and an image processing means that generates as the play image an image in which the portion of the processing target image other than the image area is processed to have a different display from the processing target image.

[0008] In addition, the control method of the present invention causes a computer incorporated in a game system that is connected to a photographing device that photographs the state in which a game including an element in which physical objects are placed on a specified field is being played and generates play images related to the progress of the game based on images captured by the photographing device, to execute the following steps: a reference image acquisition step of acquiring an image of the field in a specified reference state with respect to the placement of the objects via the photographing device as a reference image; a processing image acquisition step of acquiring an image of the field in a state different from the reference state as a processing target image via the photographing device; an area extraction step of extracting from the processing target image an image area including the object to be included in the play image based on the reference image and the processing target image; and an image processing step of generating, as the play image, an image in which the portion of the processing target image other than the image area is processed to have a display different from that of the processing target image. [Brief description of the drawings]

[0009] [Figure 1] 1 is a diagram showing a schematic configuration of a game system according to an embodiment of the present invention. [Diagram 2] FIG. 1 is an explanatory diagram for explaining an example of a card game. [Diagram 3] FIG. 3 is a diagram showing an example of a procedure for playing the card game in the example of FIG. 2. [Figure 4] FIG. 1 is an explanatory diagram for explaining the role of a game application in a remote battle. [Diagram 5] FIG. 2 is a diagram illustrating an example of a game screen displayed via a game application. [Figure 6] FIG. 11 is an explanatory diagram for explaining a method of generating a play image. [Figure 7] FIG. 2 is a functional block diagram showing the main parts of a control system of the game system. [Figure 8] 11 is a flowchart showing an example of a procedure of a reference obtaining process. [Figure 9] 11 is a flowchart showing an example of a procedure for a play image generation process. [Figure 10] 11 is a flowchart showing an example of a procedure for a play image display process. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] (Overall composition) An example of a game system according to an embodiment of the present invention will be described below. First, the overall configuration of the game system according to an embodiment of the present invention will be described with reference to FIG. 1. The game system 1 includes a center server 2. The center server 2 may be configured as a single logical server device by combining server units as a plurality of computer devices. Alternatively, the center server 2 may be configured logically by using cloud computing.

[0011] A plurality of user terminal devices 4 are connected to the center server 2 as client devices connectable via the network 3. The user terminal devices 4 are computer devices that can be connected to a network and are provided for personal use by users. As the user terminal devices 4, various computer devices that can be connected to a network and are provided for personal use by users, such as stationary or notebook personal computers, stationary home game consoles, portable game consoles, and portable tablet terminal devices, may be used, but in the example of FIG. 1, a smartphone (mobile phone) is used.

[0012] The user terminal device 4 can allow users to enjoy various services provided by the center server 2 by implementing various computer software. The user terminal device 4 functions as a kind of game machine that supports physical games by implementing a game support application (hereinafter, sometimes referred to as a game app) as such software. The game app may have appropriate functions, but has a function of intervening in the progress of a physical game using a predetermined game field GF and physical objects PO placed therein. The game app uses the functions to provide an electronic physical game (hereinafter, sometimes referred to as an app game) that includes a physical game. In other words, the app game is configured as a game that includes an element in which physical objects are placed in a game field GF.

[0013] Specifically, the physical game is played at a predetermined play location PL, such as a home or a predetermined facility. For this reason, the game field GF is installed in such a play location PL. The physical game may be played by an appropriate number of people, and may be configured to be played by one person, but is configured to be played by two players P as an example. Each player P may have an appropriate role, and may have a role of a collaborator who cooperates with each other, but is configured to have a role of an opponent as an example.

[0014] The app game may intervene in the progress of the above-mentioned physical game as appropriate, and as an example, intervene in the progress so that a physical game is realized between two different play locations PL. More specifically, in each play location PL, a player P plays a physical game, and each player P shares the progress of the physical game with a player P in another play location PL via a user terminal device 4 (game app). In other words, the app game is configured to remotely realize a competitive physical game in which two players compete against each other. Such a game app may be played for a fee in exchange for collection of a predetermined fee, but as an example, it is played free of charge (including the case where the game app is provided to the user terminal device 4 for a fee). Details of the physical game and the app game will be described later.

[0015] The network 3 may be configured appropriately as long as the user terminal device 4 can be connected to the center server 2. As an example, the network 3 is configured to realize network communication using the TCP / IP protocol. Typically, the network 3 is configured by combining the Internet as a WAN and an intranet as a LAN. In the example of FIG. 1, the center server 2 is connected to the network 3 via a router 3a, and the user terminal device 4 is connected to the network 3 via an access point 3b. Note that the network 3 is not limited to a form that uses the TCP / IP protocol. As the network 3, various forms that use a wired line for communication or a wireless line (including infrared communication, short-distance wireless communication, etc.) may be used.

[0016] The center server 2 provides various Web services to users of the user terminal devices 4 via the network 3. When the user terminal device 4 provides an application game via a game application, the Web services include game-related services related to the application game. The game-related services may include various services such as a matching service that matches opponents, as appropriate, and include an application game service that transmits and receives information necessary to realize the application game. In addition, the game-related services may include, for example, a distribution service that distributes various data or software such as a game application to each user terminal device 4 (including updates of data, etc.), a community service that provides a place for users to communicate, such as to transmit, exchange, and share information, and a service that assigns a user ID to identify each user.

[0017] (Physical games) Next, the details of the physical game will be described with reference to FIG. 2 and FIG. 3. The physical game may be an appropriate game using various objects as objects PO, such as a shogi game using pieces or a medal game using medals, but the following describes a case where the physical game is configured as a card game using cards. FIG. 2 is an explanatory diagram for explaining an example of a card game. The example of FIG. 2 shows a card game in which two players P play against each other at the same play location PL, that is, a card game in which the card game proceeds without the intervention of an application game. In addition, the placement area used in the card game is often set by a dedicated sheet in which the positions where each card should be placed are specified, or is set by setting such positional distinctions (including not only physical distinctions but also perspective distinctions that arise in the mind of the player P) in a predetermined range such as a table. The example of FIG. 2 shows a case where a dedicated game board GB is used as such a placement area. In this case, as shown in FIG. 2, the first player P1 and the second player P2 as the two players P face each other across the game board GB, and proceed with the game by appropriately placing cards as objects PO in the game field GF formed on the game board GB.

[0018] Specifically, first, in a card game, a plurality of types of cards (hereinafter, cards as object PO may be written as card PO) having different uses, roles, effects, etc. in the game are prepared. As such cards PO, a wide variety of cards are used, such as cards (attack cards) used to attack the opponent's cards, cards used to strengthen or weaken the effect of an attack, cards (summon cards) used to summon special characters (sometimes called monsters, for example) to produce unique effects, and cards (defense cards) used to defend against the opponent's attacks. In addition, these cards PO are appropriately incorporated into a deck DC, which means a bundle of cards PO, and used in the game. However, the details of the types of cards PO may be appropriately determined depending on the content of the game, and detailed explanations of the types of cards PO, etc. will be omitted below. In the example of Figure 2, details of each card PO are omitted, and the cards PO are visually distinguished according to whether they are facing up or down, or whether they are placed vertically (with the long side of the card PO being vertical when viewed from the player P), or horizontally (with the long side of the card PO being horizontal when viewed from the player P).

[0019] The card game is played using a game field GF as an example of a field where two players P should place cards PO. A plurality of card places CP are set in the game field GF. Each card place CP has roughly the same shape and size as one card PO. The card places CP are provided separately in the first game field GF1 and the second game field GF2, except for two card places CP arranged in the center in the direction in which the two players P face each other. The card place CP in the first game field GF1 is used by the first player P1, and the card place CP in the second game field GF2 is used by the second player P2. Basically, each player P uses one of the two central card places CP. For this reason, the two central card places CP are included in both the first game field GF1 and the second game field GF2 so as to be shared by the two players P.

[0020] Also, the card placement areas CP of the first game field GF1 and the second game field GF2 are further divided into a plurality of zones (not shown) according to the purpose, role, etc. in the game. Similarly, in each of the game fields GF1 and GF2, a card placement area CP is provided that functions as a position where each card PO should be placed for each type (purpose, role, etc.) such as an attack card PO, a defense card PO, or a summon card PO. For example, the card placement area CP located on the right end near side as seen from each player P is set as a zone where the deck DC is stacked in a face-down state, and the card placement area CP on the right end far side is set as a zone where cards PO that have been used in the game or that have become unusable due to an attack from an opponent are placed in a face-up state. Alternatively, in each of the game fields GF1 and GF2, a card placement area CP is provided according to the type of card PO, such as a card placement area CP where an attack card PO should be placed, or a card placement area CP where a defense card PO should be placed. The number, size, type, position, and zone division of the card placement area CP may be appropriately determined according to the rules of the game, etc., and detailed explanations thereof will be omitted. In this example, card places CP corresponding to the types of cards PO, such as card places CP where attack cards PO should be placed, function as each placement position of the present invention.

[0021] Each player P1, P2 constructs a deck DC to be used in the game from a large number of cards PO that he owns, and proceeds with the game while appropriately placing the cards PO included in the deck DC in the card placement area CP. In a card game, each player P may hold some of the cards PO as their hand, or place them in an appropriate position outside the game field GF, and may take other actions than placing the cards PO in the game field GF. For example, the example in FIG. 2 shows a state in which the first player P1 holds some of the cards PO as their hand, and the second player P2 turns over his hand and places it in front of him. In addition, in a card game, an external device such as a calculator CL may be used to calculate numerical values ​​that affect the progress of the game, such as the effect of an attack or a score.

[0022] FIG. 3 is a diagram showing an example of the procedure of the card game in the example of FIG. 2. In this case, as shown in FIG. 3, the card game includes a turn of the first player P1 and a turn of the second player P2. Through these turns, the game proceeds in a so-called turn system in which the two players P1 and P2 alternate between playing. Specifically, first, as preparation for the game, for example, each player P shuffles their deck DC and places it in the card placement area CP on the right front side, and draws a predetermined number of cards PO from their own deck DC and holds them as their hand. After the preparation is completed, the game starts with the turn of the leading player P (for example, the first player P1 goes first). One turn is divided into a plurality of phases. A phase is a concept for dividing the procedure to be performed in one turn into a plurality of stages according to the contents and nature of the procedure. In the example of FIG. 3, one turn is divided into six stages from phase 1 to phase 6, but this is merely an example.

[0023] In each phase, the player P who is given a turn can select an appropriate action within a range determined for each phase. An example is as follows. In phase 1, a card PO is drawn from the deck DC, and in phase 2, the effect of the card PO designated as the card to be processed in that phase can be activated. In phase 3, various actions are permitted, such as summoning objects such as monsters to be used in battle, setting cards PO with unique effects such as magic and traps, or activating the effects of the cards PO, while appropriately using the cards PO in the game field GF. In phase 4, a battle is performed using the cards PO. For example, a battle is performed by selecting a card PO used by the player P during his turn to attack and a card PO to be the target of the opponent player P. Instead of or in addition to the card PO, the opponent player himself may be the target of the attack. The result of the battle is determined according to parameters such as the attributes and strength of the card PO. In phase 5, the same actions as in phase 3 are permitted. In phase 6, the end of the turn is declared.

[0024] The battle in phase 4 can be avoided by the player P who has been given a turn. In that case, phases 4 and 5 are skipped. The end of a phase may be explicitly indicated by the operation of a card PO, or may be indicated by a physical action of each player P other than the operation of the card, such as a gesture or other action, or by a certain speech of each player P. In addition, various tools such as dice or coins for coin tossing may be used appropriately in each phase. When one turn ends, the turn is passed to the opposing player P. The game ends when a predetermined end condition is met while the turns are alternately repeated. The end condition is met, for example, when the value of a parameter such as life set for each player P decreases to a predetermined value (for example, 0) through the battle.

[0025] (App game) The details of the application game will be described with reference to FIG. 4 and FIG. 5. The application game is configured to realize a remote battle of the above-mentioned physical game. FIG. 4 is an explanatory diagram for explaining the role of the game application in the remote battle. Moreover, the example of FIG. 4 shows a case where a battle of the card game of the example of FIG. 2 to FIG. 3 is executed between the first play place PL1 and the second play place PL2. The first play place PL1 and the second play place PL2 are play places PL where a game field GF corresponding to the first game field GF1 and a game field GF corresponding to the second game field GF2 are installed, respectively. In this case, as shown in FIG. 4, in order to realize a remote battle between the first play place PL1 and the second play place PL2, the user terminal device 4 of the first play place PL1 and the user terminal device 4 of the second play place PL2 take pictures of the first game field GF1 and the second game field GF2, respectively, via the game application, and transmit the photographed results to each other so that the opponent's game field GF is displayed on the own monitor MO.

[0026] Specifically, each user terminal device 4 is provided with a monitor MO and a camera CA. For example, if the user terminal device 4 is a personal computer, the monitor MO and the camera CA may be appropriately connected to the user terminal device 4 as separate devices, but if the user terminal device 4 is a smartphone, they are built in as general-purpose hardware. The user terminal device 4 of the second play location PL2 takes a picture of the second game field GF2 via a game app and transmits the photographed result to the user terminal device 4 of the first play location PL1. On the other hand, when the user terminal device 4 of the first play location PL1 acquires the photographed result, it displays a game screen including the photographed result on the monitor MO. The first player P1 playing a card game at the first play location PL1 looks at the game screen to grasp the state of the second game field GF2 (the arrangement of the opponent's cards PO) and also looks at the first game field GF1 existing in the real space to grasp the state of the first game field GF1. That is, the first player P1 directs his / her gaze toward the game screen on the monitor MO and the first game field GF1, and proceeds with the card game in the first game field GF1 while referring to them. In this example, the user terminal device 4 in the first play location PL1, the camera CA provided thereon, and the monitor MO function as the first game machine, the photographing device, and the display device, respectively, of the present invention. Also, the first game field GF1 functions as a predetermined field of the present invention.

[0027] Similarly, the user terminal device 4 of the first play location PL1 photographs the first game field GF1 through the game app and transmits the photographed result to the user terminal device 4 of the second play location PL2. When the user terminal device 4 of the second play location PL2 acquires the photographed result, it displays a game screen including the photographed result on the monitor MO. Then, the second player P2 of the second play location PL2 looks at the game screen of the monitor MO and the second game field GF2, and proceeds with the card game in the second game field GF2 while referring to them. In other words, the game app (app game) plays a role corresponding to the progress of the opponent's side in the card game by acquiring the photographed result (the state of the game field GF) from the opponent's user terminal device 4 (game app) and displaying it on the monitor MO. In this example, the user terminal device 4 of the second play location PL2, the camera CA provided thereon, and the monitor MO function as the second game machine, another photographing device, and a display device, respectively, of the present invention. Also, the second game field GF2 functions as another field of the present invention.

[0028] FIG. 5 is a diagram showing an example of a game screen displayed on the monitor MO via a game application. The game screen 50 is a screen that displays the shooting result of shooting the state of the opponent's game field GF. The game screen 50 can be appropriately configured to include the shooting result, but in the example of FIG. 5, three patterns are shown. Specifically, FIG. 5 (A) shows a game screen 50A related to a first pattern, FIG. 5 (B) shows a game screen 50B related to a second pattern, and FIG. 5 (C) shows a game screen 50C related to a third pattern. As shown in FIG. 5, the game screen 50 of each pattern includes a play image 51 related to the progress of the card game. The play image 51 is an image corresponding to the shooting result of shooting the state of the game field GF. The play image 51 may be a still image, but in the example of FIG. 5, it is configured as a moving image. However, the type or display mode of the play image 51 included therein is different between the game screen 50A related to the first pattern to the game screen 50C related to the third pattern.

[0029] Specifically, the game screen 50A according to the first pattern is an example of the game screen 50 displayed when the player's own photographed result is not included. As shown in FIG. 5A, the game screen 50A according to the first pattern includes an opponent's play image 51A. The opponent's play image 51A is a play image 51 transmitted from the opponent's user terminal device 4. In other words, the play image 51 transmitted from the user terminal device 4 of the second play location PL2 is displayed as the opponent's play image 51A on the user terminal device 4 of the first play location PL1, and conversely, the play image 51 transmitted from the user terminal device 4 of the first play location PL1 is displayed as the opponent's play image 51A on the user terminal device 4 of the second play location PL2.

[0030] The opponent play image 51A includes a plurality of card images 52 and a background area 53. The plurality of card images 52 are images corresponding to the photographed results of a plurality of cards PO placed in a plurality of card places CP in the game field GF. Cards PO are appropriately placed in each card place CP in the game field GF, but in the example of FIG. 5, card images 52 are displayed at positions corresponding to all card places CP to show a case where cards PO are placed in all card places CP. Also, each card PO may be appropriately placed in each card place CP in an orientation such as face-up, back-up, horizontally, or vertically. In general play, cards PO are often placed with their face-up facing, but in the example of FIG. 5, all cards are placed vertically with their backs facing for convenience of explanation.

[0031] On the other hand, the background area 53 is an area corresponding to a portion of the game field GF excluding the cards PO (in other words, each card place CP where the cards PO are placed) (hereinafter, may be referred to as the outside placement portion). The background area 53 is displayed in place of the actual photographed result (the photographed result of photographing the outside placement portion) by processing it into a display different from the photographed result. The different display may be realized appropriately, for example, by deleting the image data of the outside placement portion, and as an example, it is realized by a predetermined mask image. That is, a mask image is displayed in place of the photographed result of the outside placement portion in the background area 53. Such a mask image may be an appropriate image, and for example, it is displayed in black in the example of FIG. 5. That is, the opponent play image 51A is configured as a composite image obtained by combining the photographed result of each card place CP (each card image 52) with a mask image (an image in which the background area 53 of the photographed result is masked).

[0032] In the case of the opponent play image 51A, card images 52 corresponding to cards PO placed in each card placement area CP in the opponent's game field GF are displayed as each card image 52. The opponent play image 51A may be arranged in any suitable orientation, size, etc., but in the example of Fig. 5(A), the two central card placement areas CP (parts shared by the first game field GF1 and the second game field GF2) are displayed so as to be positioned downward. In other words, the opponent play image 51A is displayed so as to create a situation in which the opponent's game field GF appears upside down relative to the player's own game field GF in real space.

[0033] The orientation of the opponent play image 51A may be fixed, but as an example, it is set variably. The orientation of the opponent play image 51A (for example, upside down, upward, left or right, inverted, etc.) may be changed as appropriate, for example, randomly or depending on the play situation, etc., but as an example, it changes according to the selection of the player (player using the game screen 50A) P. For example, during the play of the application game, it may be necessary to move or change the orientation of the user terminal device 4 for reasons such as charging. Accordingly, there may be cases where the orientation of the camera CA or monitor MO changes and an image in an appropriate orientation cannot be transmitted, received, or displayed, but in response to such a change in orientation, the player P can appropriately change the orientation of the placement of the opponent play image 51A.

[0034] On the other hand, the game screen 50B according to the second pattern and the game screen 50C according to the third pattern each show an example of the game screen 50 in which both the player's own photographed result and the opponent's photographed result are displayed. Specifically, the game screen 50B according to the second pattern shows the game screen 50 in which the player's own photographed result and the opponent's photographed result are displayed in separate areas. In this case, as shown in FIG. 5B, the game screen 50B according to the second pattern includes a first image area 55 and a second image area 56. The first image area 55 is an area for displaying the opponent's play image 51A (opponent's photographed result). The opponent's play image 51A is as described above. The opponent's play image 51A may be displayed in the first image area 55 in an appropriate direction, size, etc., but in the example of FIG. 5B, the two central card placement areas CP are displayed so as to be positioned downward (corresponding to the appearance of the opponent's game field GF in real space) as in the example of FIG. 5A.

[0035] The second image area 56 is an area for displaying the player's own play image 51B. The player's own play image 51B is a play image 51 corresponding to the photographed result taken by the player's own user terminal device 4. In other words, the play image 51 based on the photographed result of the user terminal device 4 of the first play location PL1 is displayed as the player's own play image 51B on the user terminal device 4 of the first play location PL1, and the play image 51 based on the photographed result of the user terminal device 4 of the second play location PL2 is displayed as the player's own play image 51B on the user terminal device 4 of the second play location PL2.

[0036] The player's play image 51B includes a plurality of card images 52 and a background area 53, similar to the opponent's play image 51A. However, in the case of the player's play image 51B, as each card image 52, a card image 52 corresponding to a card PO placed in each card place CP of the player's game field GF is displayed. The player's play image 51B may be arranged in the second image area 56 in an appropriate direction, size, etc., but in the example of FIG. 5B, the player's play image 51B is arranged so that the two central card places CP are located at the top (corresponding to the appearance of the player's game field GF in real space). The direction of the player's play image 51B and the opponent's play image 51A may also be set appropriately. As an example, it changes according to the selection of the player P like the game screen 50A of the first pattern, but in the example of FIG. 5, they are arranged in different directions as described above. In this example, the opponent's play image 51A and the player's play image 51B function as another play image and a play image, respectively, of the present invention.

[0037] On the other hand, the game screen 50C according to the third pattern shows the game screen 50 in which the player's photographed result and the opponent's photographed result are displayed so as to overlap. The player's photographed result and the opponent's photographed result may be displayed so as to overlap as appropriate, but the example of FIG. 5C shows a case in which the player's photographed result is displayed so as to overlap the opponent's photographed result. In this case, as shown in FIG. 5C, the game screen 50C according to the third pattern includes the opponent's play image 51A (opponent's photographed result) and the player's play image 51B (player's photographed result), but the player's play image 51B is displayed so as to overlap the opponent's play image 51A in a superimposed manner.

[0038] Specifically, the player's play image 51B may be appropriately displayed on the opponent's play image 51A, and for example, the player's play image 51B may be entirely displayed so as to be positioned on the opponent's play image 51A, but in the example of Fig. 5C, a part of the player's play image 51B is displayed so as to be positioned on the opponent's play image 51A. The player's play image 51B may be positioned on an appropriate part of the opponent's play image 51A, but in the example of Fig. 5C, the player's play image 51B is displayed so as to overlap with the card image 52 corresponding to one of the two central card placement areas CP (for example, the card placement area CP used by the player).

[0039] Similarly, the orientation of the player's own play image 51B and the opponent's play image 51A may be any orientation, but in the example of FIG. 5C, both are displayed so that the two central card placement areas CP are positioned at the top. The orientation of the player's own play image 51B and the opponent's play image 51A may also be set appropriately, and as an example, they change according to the selection of the player P in the same way as the game screen 50A of the first pattern, but in the example of FIG. 5, both are arranged in the same orientation (upward) as described above. The application game is configured as a game that provides (takes charge of) the progress of the opponent's side in the card game through such a game screen 50, that is, a game that electronically provides part of the physical game.

[0040] (Generation of play images) Next, the generation of the play image 51 will be described with reference to FIG. 6. FIG. 6 is an explanatory diagram for explaining a method of generating the play image 51. Specifically, the example of FIG. 6 shows a flow of generation when the play image 51 of the example of FIG. 5 is generated. As shown in FIG. 6, each user terminal device 4 first sets a reference image 70 via a game application. The reference image 70 is an image corresponding to a photographing result when the game field GF is in a predetermined reference state with respect to the arrangement of the cards PO. The reference state may be set appropriately, but as an example, it is set to a state (state before the start of play) in which no cards PO are arranged in the game field GF at all in each play location PL. For this reason, the reference image 70 does not include the card image 52, and is composed of only the background area 53 (an image showing the game field GF; in the example of FIG. 6, a landscape background is displayed for convenience of explanation, but is not limited thereto and may be displayed as appropriate).

[0041] The reference state of the game field GF may be determined as appropriate, for example by the user terminal device 4, but as an example, it is determined by designation by the player P. Specifically, the player P photographs the game field GF when it is in the reference state at an appropriate timing (including both arbitrary timing based on a predetermined designation operation and fixed timing within the game app) via the camera CA, and designates the photographed result as the reference image 70. In other words, for example, the photographed result based on a predetermined designation operation, or the photographed result at a fixed time when the reference state should be photographed, is set as the reference image 70.

[0042] Next, each user terminal device 4 sets a processing target image 72 via the game application. The processing target image 72 is an image captured as an image in which the difference from the reference image 70 should be determined. In other words, the processing target image 72 is an image corresponding to the result of capturing an image of the game field GF in a state different from the reference state. Specifically, when the card game is started to be played, the result of capturing an image of the game field GF in a state in which cards PO are placed is set as the processing target image 72. Therefore, the processing target image 72 includes not only the background area 53 but also the card images 52 corresponding to the cards PO placed in the game field GF. Each card PO may be appropriately placed in each card place CP, but the example of FIG. 6 shows the processing target image 72 in the case where each card PO is placed vertically with its back side facing, as in the example of FIG. 5. Moreover, such processing target image 72 is repeatedly set at a predetermined period after the card game is started to be played.

[0043] After the processing target image 72 is set, each user terminal device 4 generates a difference image 73 via a game application. The difference image 73 is an image obtained by extracting the difference between the reference image 70 and the processing target image 72. As such a difference, a card area 52R corresponding to the card image 52 (image of the object PO) of the card PO placed in each card place CP is extracted. Specifically, the game field GF is often set in a place where the background, such as a table, is fixed. Therefore, when photographed under the same shooting conditions (angle of view, shooting angle, etc.), between the reference image 70 and the processing target image 72, the card image 52 corresponding to the card PO placed in each card place CP is extracted as a difference and displayed as the card area 52R. The card area 52R may be displayed appropriately, but in the example of FIG. 6, both are displayed in the same white color (predetermined color scheme). However, the extracted card area 52R differs depending on the reference state indicated by the reference image 70. For example, if a state in which a card PO is placed in a portion of the game field GF is set as the reference image 70, the card image 52 corresponding to that portion is excluded from extraction, but if a state in which no card PO is placed at all is set as the reference image 70, the card area 52R corresponding to all card images 52 in the game field GF is extracted as the difference.

[0044] Similarly, the background area 53 (parts other than the difference) corresponding to the background part other than the card area 52R in the difference image 73 may be displayed (processed) as appropriate, but as an example, it is displayed in a manner different from the actual shooting result. Such a different manner may be realized as appropriate, for example, it may be displayed in a grayscale of 256 gradations, but in the example of Fig. 6, it is displayed uniformly in black (a predetermined color scheme). In addition, the boundary between the background area 53 and the card area 52R may be displayed as appropriate, for example, it may be displayed by a gradation display (for example, in the case of grayscale, it may be displayed by gradually darkening from the white of the card area 52R to the black of the background area 53) so as to show how the image of the shooting result gradually fades as it moves away from the card area 52R side, but in the example of Fig. 6, the card area 52R and the background area 53 are binarized (monochrome) and displayed as a boundary line.

[0045] After the differential image 73 is generated, each user terminal device 4 generates a play image 51 via a game application. The game application may generate the play image 51 by appropriately using other images, such as a background image for displaying a predetermined image to be displayed in the background area 53, but as an example, the game application generates the play image 51 by synthesizing the differential image 73 with the processing target image 72. Specifically, the game application generates the play image 51 by synthesizing the differential image 73 with the processing target image 72 so that the card image 52 of the processing target image 72 is displayed in the card area 52R of the differential image 73. That is, an image in which the part of the background area 53 other than the card image 52 in the processing target image 72 is configured as the differential image 73 is generated as the play image 51. For this reason, the differential image 73 functions as a mask image for realizing a mask display of the background area 53. Meanwhile, the card image 52 of the processing target image 72 functions as an area including the card PO to be included in the play image 51. As an example, the play image 51 is generated at any time during play in such a flow (procedure). In this example, the card image 52 and the background area 53 function as the image area and the portion other than the image area, respectively, of the present invention. Also, the difference image 73 functions as the mask display of the present invention.

[0046] (Configuration of the main parts of the control system) Next, the main part of the control system of the game system 1 will be described with reference to FIG. 7. A plurality of user terminal devices 4 can be connected to the center server 2, but the main part of one of them is shown in the example of FIG. 7. First, the center server 2 is provided with a control unit 10 and a storage unit 11. The control unit 10 is configured as a computer that combines a CPU as an example of a processor that executes various arithmetic processing and operation control according to a predetermined computer program, with an internal memory and other peripheral devices required for the operation. The control unit 10 is connected to the storage unit 11. The storage unit 11 is an external storage device that includes a non-volatile storage medium (computer-readable storage medium) such as a hard disk array. The storage unit 11 may be configured to hold all data on one storage unit, or may be configured to distribute and store data in a plurality of storage units. The storage unit 11 records a server program 15 as an example of a computer program that causes the control unit 10 to execute various processes required to provide an application game service. The storage unit 11 also records server data 14 that is referenced when the server program 15 is executed. The server data 14 may include various data necessary for providing the application game service, but in the example of FIG. 7, composite data MI is shown.

[0047] The synthetic data MI is data for displaying the play image 51. When the play image 51 is configured as a moving image, the synthetic data MI is configured as moving image data for displaying the play image 51 (moving image). The synthetic data MI is appropriately transmitted from each user terminal device 4 and stored in the storage unit 11. Two user terminal devices 4 playing a card game are connected to the center server 2 via a game app, and synthetic data MI is transmitted from each of the two user terminal devices 4. Therefore, synthetic data MI for the two devices is stored in the storage unit 11.

[0048] The control unit 10 is provided with a Web service management unit 17 as a logical device realized by a combination of the hardware resources of the control unit 10 and a server program 15 as a software resource. The Web service management unit 17 executes various processes for realizing the above-mentioned application game service. Note that an input device such as a keyboard, an output device such as a monitor, etc. may be connected to the control unit 10 as necessary. However, these are not shown in the drawings.

[0049] On the other hand, the user terminal device 4 is provided with a control unit 30 and a storage unit 31. The control unit 30 is configured as a computer that combines a CPU, which is an example of a processor that executes various arithmetic processing and operation control according to a predetermined computer program, with an internal memory and other peripheral devices required for the operation. The control unit 30 is provided with an image editing section 38 as a logical device realized by combining the hardware resources of the control unit 30 and a terminal program 34 as a software resource.

[0050] The image editing unit 38 executes various processes for displaying the game screen 50. Such processes include a process for generating a play image 51. For example, the image editing unit 38 executes a reference acquisition process, a play image generation process, and a play image display process as such processes. The details of the procedures for the reference acquisition process, the play image generation process, and the play image display process will be described later.

[0051] The storage unit 31 is connected to the control unit 30. The storage unit 31 is an external storage device including a non-volatile storage medium (computer-readable storage medium) such as a hard disk or a semiconductor storage device. The storage unit 31 stores the above-mentioned terminal program 34 as well as terminal data 35 referenced in association with the execution of the terminal program 34. The terminal data 35 may include various data, and in the example of FIG. 7, reference data RD, photographed data PD, and composite data MI are shown.

[0052] The reference data RD and the photographed data PD are data for displaying the reference image 70 and the processing target image 72, respectively. The reference data RD and the photographed data PD may be configured as appropriate data, but for example, when the play image is configured as a moving image, at least the photographed data PD is configured as moving image data. The reference data RD and the photographed data PD are generated appropriately based on the photographing result of the camera CA and stored in the storage unit 31. The reference data RD and the photographed data PD may include various information appropriately, but as an example, both include information on the photographing conditions. That is, the reference data RD includes information on the photographing conditions when the reference image 70 was photographed, and the photographed data PD includes information on the photographing conditions when the processing target image 72 was photographed. The composite data MI is as described above, but is generated appropriately by the image editing unit 38 based on the reference data RD and the photographed data PD, and is stored in the storage unit 31.

[0053] In addition, the user terminal device 4 is provided with various general-purpose hardware, similar to a general smartphone, and in the example of FIG. 7, a touch panel 32, a speaker 33, a monitor MO, and a camera CA are shown as such hardware. The touch panel 32 is a well-known input device for inputting a touch operation (a touch operation with a finger) as a play action of the player. The speaker 33 is a well-known output device for reproducing sound. The monitor MO is a well-known display device (output device) for displaying a game screen, etc. The camera CA is a well-known optical device for photographing a game field GF, etc. The touch panel 32, the speaker 33, the monitor MO, and the camera CA are all connected to the control unit 30, and the operation is controlled by the control unit 30, and various control signals are output to the control unit 30. In addition to these, various input devices and output devices may be connected to the control unit 30 as necessary. However, illustration of them is omitted.

[0054] (User terminal processing) Next, the procedures of the reference acquisition process, the play image generation process, and the play image display process will be described with reference to Fig. 8 to Fig. 10. The reference acquisition process is a process for acquiring a reference image 70 that serves as a reference for the play image 51. The example of Fig. 8 shows the reference acquisition process in which the reference image 70 is acquired based on a designation by the player. In this case, when a predetermined designation operation is executed, the image editing unit 38 starts the reference acquisition process of Fig. 8, and first captures an image of the game field GF via the camera CA and acquires the image capture result (step S101).

[0055] Next, the image editing unit 38 saves an image corresponding to the shooting result acquired in step S101 as a reference image 70 (step S102). More specifically, the image editing unit 38 generates image data corresponding to the shooting result acquired in step S101, and saves the image data as reference data RD. If the reference data RD includes information on the shooting conditions, the image editing unit 38 also saves information on the shooting conditions of the shooting result acquired in step S101 in association with this image data. Then, after this saving, the image editing unit 38 ends this reference acquisition process. Thereby, the reference image 70 corresponding to the reference state of the game field GF is acquired and saved. More specifically, an image corresponding to the shooting result of the state when the predetermined designation operation is executed is saved as the reference image so that the state of the game field GF becomes the reference state.

[0056] The play image generation process is a process for generating a play image 51. The example of FIG. 9 shows a play image generation process in which editing is performed according to a change in the shooting conditions that occurs between the reference image 70 and the processing target image 72. In this case, the image editing unit 38 starts the play image generation process of FIG. 9 repeatedly at a predetermined cycle after the start of the application game, and first acquires the processing target image 72 (step S201). Specifically, the image editing unit 38 acquires the shooting result of the camera CA at each predetermined cycle, and saves an image corresponding to the shooting result as the processing target image 72. That is, the image editing unit 38 generates and saves the shooting data PD based on the shooting result at each predetermined cycle. In this case, the image editing unit 38 also saves information on the shooting conditions when the processing target image 72 was shot. The shooting conditions may be acquired as appropriate, and for example, changes based on the function of the camera CA, such as changes in the angle of view, are acquired from the camera CA. In addition, the information on the shooting conditions also includes information on the difference in conditions when the shooting conditions of the reference image 70 are used as a reference. For example, the shooting range (one of the shooting conditions) of the camera CA may change as the user terminal device 4 moves. This change is detected, for example, by an acceleration sensor provided as one of the general-purpose hardware in a typical smartphone, and is stored as one of the pieces of information on the shooting conditions.

[0057] Next, the image editing unit 38 determines whether or not the shooting conditions have changed between the reference image 70 and the processing target image 72 (step S202). This determination is realized by comparing the shooting conditions of the reference data RD with the shooting conditions of the shooting data PD. Specifically, the image editing unit 38 refers to the reference data RD and the shooting data PD, and first detects the change in the shooting conditions between the reference image 70 and the processing target image 72. Then, the image editing unit 38 determines whether or not the shooting conditions have changed between the reference image 70 and the processing target image 72 based on the detection result.

[0058] The change in the shooting conditions may occur not only as a change in the conditions on the camera CA side as described above, but also as a change in the shooting range due to movement on the game field GF side. In other words, the conditions on the camera CA side may not change, and may occur due to a change in the situation on the game field GF side. In this case, the change in the shooting conditions may be appropriately detected from the reference image 70 and the processing target image 72. For example, a position correction mark (a sticker with a mark, a card, a two-dimensional code, an AR marker, etc.) may be provided on the game field GF, and the change may be detected based on the position of the position correction mark. Alternatively, the change may be detected based on a Natural Feature Tracking (NFT) technique that uses a characteristic position of the game field GF instead of the position correction mark. In addition, such detection may be realized by comparison with the reference image 70, or may be realized by comparison with the previous frame of the processing target image 72 (video). The same applies when the shooting conditions such as the shooting range of the camera CA with respect to the game field GF change due to the movement of the user terminal device 4, etc.

[0059] If the shooting conditions have changed between the reference image 70 and the processing target image 72 (step S202: Yes), the image editing unit 38 performs editing according to the change in the shooting conditions (step S203). This editing is performed to reflect the change in the shooting conditions. Specifically, for example, if there is a deviation in the shooting range between the reference image 70 and the processing target image 72, the image editing unit 38 performs affine transformation (translation, enlargement / reduction, rotation, etc.) to correct the deviation. Furthermore, if a part not included in the reference image 70 occurs in the processing target image 72 due to this deviation, the image editing unit 38 fills that part with a predetermined color scheme such as a fixed color or the previous color (for example, the color of the pixel at the left edge when the image is shifted to the right), prepares a margin without using the entire image, or uses an appropriate part of the reference image 70 or the processing target image 72 to display it. Alternatively, in the case of a change in the photographing conditions accompanying enlargement or reduction, the image editing unit 38 may use a perspective transformation technique to grasp the position of the three-dimensional game field GF from the camera CA, and may correct the deviation of the plane by regarding the game field GF on which the card PO is placed as being composed of a plane. Also, the image editing unit 38 may perform these edits on an appropriate part or all of the reference image 70, the processing target image 72, and the difference image 73, but as an example, it performs the edits on the reference image 70 (part).

[0060] After the editing in step S203, or if the shooting conditions have not changed between the reference image 70 and the processing target image 72 (step S202: No), the image editing unit 38 extracts the difference between the reference image 70 (the reference image 70 after editing if editing has been performed) and the processing target image 72 (step S204). The image editing unit 38 may appropriately realize the extraction of the difference, for example, based on the pixel difference between the reference image 70 and the processing target image 72, but as an example, it is realized by using AI (artificial intelligence) using a predetermined machine learning model (for example, U-Net, etc.). In the machine learning model, various elements can be learned to improve the detection accuracy of the difference, and as an example, elements such as the presence or absence of a shadow, changes in the three attributes of color (hue, brightness, and saturation), movement in various directions, enlargement / reduction, and the presence or absence of a blur filter are learned. The presence or absence of a shadow is expected to have the effect of eliminating a shadow that may occur on the card PO. In addition, it is assumed that the color may change due to the lens or digital elements of the camera CA, and the brightness and darkness may change due to the lighting in the room. Changes in the three color attributes are expected to improve extraction accuracy when such color changes occur. Similarly, movement in various directions is expected to improve extraction accuracy when the camera CA moves left and right, zooming in and out is expected to improve extraction accuracy when the magnification of the camera CA changes due to changes in the angle of view, and the presence or absence of a blur filter is expected to improve extraction accuracy when the camera CA becomes out of focus.

[0061] Next, the image editing unit 38 generates a play image 51 (step S205). Specifically, the image editing unit 38 first generates a difference image 73 based on the extraction result of step S204. Next, the image editing unit 38 composites the difference image 73 and the processing target image 72 so that the card image 52 of the processing target image 72 is displayed in the card area 52R of the difference image 73. Then, this composite image functions as the play image 51. In other words, the image editing unit 38 generates the play image 51 (composite data MI) by composite the difference image 73 and the processing target image 72.

[0062] Next, the image editing unit 38 transmits the play image 51 generated in step S205 to the opponent's user terminal device 4 (game application) via the center server 2 (step S206). That is, the image editing unit 38 transmits the composite data MI corresponding to the play image 51 generated in step S205 to the center server 2 to provide it to the opponent's user terminal device 4. When both the opponent's play image 51A and the player's own play image 51B are displayed on the game screen 50, such as in the example (B) or (C) of FIG. 5, the image editing unit 38 displays the play image 51 generated in step S205 on the game screen 50 as the player's own play image 51B in step S206. Then, after this transmission (or, in some cases, after the player's own play image 51B is displayed), the image editing unit 38 ends the current play image generation process.

[0063] 9, a play image 51 is generated appropriately and provided to the opponent's user terminal device 4. Specifically, a difference between the reference image 70 and the processing target image 72 is extracted to generate a difference image 73. The processing target image 72 is then synthesized with the difference image 73 to generate a play image 51. The play image 51 is then transmitted to the center server 2 and provided to the opponent's user terminal device 4 via the center server 2.

[0064] The play image display process is a process for displaying a play image 51 of an opponent on the game screen 50. The image editing unit 38 starts the play image display process of FIG. 10 every time an opponent play image 51A (synthetic data MI transmitted from the opponent's user terminal device 4) is transmitted from the center server 2, and first acquires the opponent play image 51A (step S301). Next, the image editing unit 38 displays the acquired play image 51 on the game screen 50 as the opponent play image 51A. After this display, the image editing unit 38 ends the current play image display process. As a result, the opponent play image 51A showing the state of the game field GF of the opponent who is competing in a remote location is displayed on the game screen 50.

[0065] As described above, according to this embodiment, the card images 52 corresponding to the cards PO placed in each card place CP are extracted from the processing target image 72 based on the reference image 70 and the processing target image 72, and an image in which the background area 53 other than the card images 52 is processed into the difference image 73 is generated as the play image 51. In other words, the part other than the card images 52 of the processing target image 72 is processed into a mask display of the difference image 73 different from the image corresponding to the photographed result, and the processed image is used as the play image 51 related to the progress of the card game. Therefore, by using this mask display, it is possible to hide unnecessary parts of the background area 53 in the photographed result of photographing the game field GF. This reduces the time and effort required for preparation for a remote battle. As a result, it is possible to reduce the hurdles to a remote battle of a card game, and it is possible to promote playing of the card game (in other words, the application game).

[0066] Furthermore, if changes in the shooting conditions that occur between the reference image 70 and the processing target image 72 are not reflected when the play image 51 is generated, there is a possibility that the differences cannot be appropriately extracted, for example, the entire processing target image 72 is extracted as a difference. Therefore, when changes in the shooting conditions between the reference image 70 and the processing target image 72 are reflected, a play image that is more suitable for game play can be generated compared to a case where such reflection is not performed. This can improve the appeal of remote card game battles (app games).

[0067] In the above embodiment, the image editing unit 38 of the user terminal device 4 functions as the reference image acquisition means of the present invention by executing step S101 in Fig. 8. Also, the image editing unit 38 of the user terminal device 4 functions as the processed image acquisition means, area extraction means, image processing means, change detection means, and image editing means of the present invention by executing the procedure in Fig. 9. Specifically, the image editing unit 38 functions as the processed image acquisition means by executing step S201 in Fig. 9, as the area extraction means by executing step S204, as the image processing means by executing step S205, as the change detection means by executing step S202, and as the image editing means by executing step S203.

[0068] The present invention is not limited to the above-mentioned embodiment, and may be embodied in an appropriate modified or altered form. The present invention may also be embodied in an appropriate combination of various technical means included in the above-mentioned embodiment and the following modified embodiment. For example, in the above-mentioned embodiment, a card game using a game field GF including a card placement area CP according to the type of card PO is played as a physical game. However, the present invention is not limited to such an embodiment. For example, various trump games in which cards can be placed at any position on a predetermined field may be played as a card game. Alternatively, games such as shogi or sugoroku games using pieces as objects may be played as physical games. In addition, the present invention is not limited to games in which multiple players P compete against each other, such as a competitive or cooperative type, and various games that can be played by one person may be played as physical games. In this case, the play image may be used as an image for delivering the play situation, or an image for assisting various progress such as calculation of points in the game.

[0069] In the above embodiment, the processes in Figs. 8 to 10 are executed by the user terminal device 4. As a result, the user terminal device 4 (control unit 30) functions alone as the game system of the present invention. However, the present invention is not limited to this embodiment. For example, the center server 2 may execute all or part of the role of the user terminal device 4 (for example, the processes in Figs. 8 to 10). Therefore, for example, when the center server 2 executes all of the processes in Figs. 8 to 10, the center server 2 alone (including the case where it is realized by a combination of multiple server devices) may function as the game system of the present invention. Alternatively, conversely, the role of the center server 2 may be executed by the user terminal device 4. In this case, the center server 2 may be omitted.

[0070] Various aspects of the present invention derived from the above-mentioned embodiments and modifications will be described below. In the following description, to facilitate understanding of each aspect of the present invention, corresponding components shown in the accompanying drawings are written in parentheses, but the present invention is not limited to the illustrated forms.

[0071] The computer program (34) of the present invention is configured to cause a computer (30) incorporated in a game system (4) that is connected to a photographing device (CA) that photographs the state in which a game including an element in which a physical object (PO) is placed on a specified field (GF) is being played and generates a play image (51) regarding the progress of the game based on an image captured by the photographing device, to function as: a reference image acquisition means (38) that acquires an image of the field in a specified reference state with respect to the placement of the objects as a reference image (70) via the photographing device; a processing image acquisition means (38) that acquires an image of the field in a state different from the reference state as a processing target image (72) via the photographing device; an area extraction means (38) that extracts from the processing target image an image area (52) including the object to be included in the play image based on the reference image and the processing target image; and an image processing means (38) that generates, as the play image, an image obtained by processing a portion (53) of the processing target image other than the image area so as to display it differently from the processing target image.

[0072] According to the present invention, an image area is extracted from the processing target image based on a reference image and a processing target image, and an image in which the portion other than the image area is processed to have a different display from the processing target image is generated as a play image. In other words, the portion other than the image area of ​​the processing target image is processed to have a different display from the image corresponding to the shooting result, and the processed image is used as a play image related to the progress of the game. Therefore, by using this different display, it is possible to hide unnecessary portions of the shooting result of shooting the field.

[0073] Between the reference image and the processing target image, there may be a shift due to the movement of the field or the photographing device, or a change in the photographing conditions such as the photographing range due to the zooming in and out. Such a change may or may not be reflected in the generation of the play image. For example, as one aspect of the computer program of the present invention, an aspect may be adopted in which the computer is further configured to function as a change detection means (38) for detecting a change in the photographing conditions when the photographing conditions of the photographing device change between the reference image and the processing target image, and an image editing means (38) for editing at least one of the reference image and the processing target image so as to reflect the change in the photographing conditions in response to the change in the photographing conditions. In this case, a play image more suitable for playing the game can be generated.

[0074] The different display of the portion other than the image area may be realized as appropriate. For example, the different display may be realized by erasing data of the portion other than the image area. Alternatively, the different display may be realized by superimposing and displaying an image different from the image to be processed. For example, in one aspect of the computer program of the present invention, the image processing means may use a mask display as a display different from the image to be processed, and generate an image in which the portion other than the image area is masked as the play image.

[0075] As the game, an appropriate game in which objects are arranged on a field may be provided. For example, a game such as shogi (Japanese chess) or sugoroku (a board game) using pieces as objects may be provided. Alternatively, various card games such as playing cards using cards as objects may be provided. For this reason, the objects may be arranged on the field at any position or at a predetermined position depending on the type of game. For example, in one aspect of the computer program of the present invention, the objects include a plurality of types of objects (PO) having different uses in the progress of the game, and the field is provided with a plurality of types of placement positions (CP) that respectively function as positions where each type of object should be placed, and the area extraction means may extract, as the image area, an image (52) of the object arranged at each placement position of the processing target image.

[0076] The game may be played as appropriate. For example, the game may be played by one person. In this case, the play image may be used as appropriate, for example, as an image for distributing the state of the game play. Alternatively, the game may be used as an image for assisting the progress by determining the arrangement of objects in the game and calculating the score. Alternatively, the game may be configured as a game in which multiple players cooperate or compete with each other. In this case, the play image may be used for distribution, etc., as in the case where the game is played by one person. Alternatively, when the game is configured to use multiple fields, the game system may include multiple game machines corresponding to the multiple fields, and the game may progress between these game machines. In this case, the play image may be used as an image for grasping the play situation of other players, such as a collaborator in a cooperative game or an opponent in a competitive game, or may be used as an image for grasping the play situation of both the player and the other player. In this case, the game system may be configured as a device interposed between multiple game machines, or may be configured as any one of the multiple game machines.

[0077] Specifically, for example, in one aspect of the computer program of the present invention, the game is configured as a battle-type game in which the object in the field (GF1) and a physical object (PO) arranged in a field (GF2) separate from the field compete against each other, and the game system functions as the first game machine among a first game machine (4) connected to the photographing device and a second game machine (4) connected to another photographing device (CA) prepared separately from the photographing device to photograph the state of the other field, and a display device (MO) that displays at least one of another play image (51A) generated based on the photographing result of the other photographing device and the play image (51B) is connected to each of the first game machine and the second game machine, and the first game machine and the second game machine may be connected via a network (3) so that the other play image is displayed on the display device of the first game machine and the play image is displayed on the display device of the second game machine, respectively. Also, in this aspect, both the play image and the other play image may be displayed on the display device of the first game machine and the display device of the second game machine, respectively.

[0078] On the other hand, the game system of the present invention is a game system (4) that is connected to a photographing device (CA) that photographs the state in which a game including an element in which a physical object (PO) is placed on a specified field (GF) is being played, and generates a play image (51) relating to the progress of the game based on an image acquired as a result of photographing by the photographing device, and is equipped with: a reference image acquisition means (38) that acquires an image of the field in a specified reference state with respect to the placement of the objects via the photographing device as a reference image (70); a processing image acquisition means (38) that acquires an image of the field in a state different from the reference state as a processing target image (72) via the photographing device; an area extraction means (38) that extracts from the processing target image an image area (52) including the object to be included in the play image based on the reference image and the processing target image; and an image processing means (38) that generates, as the play image, an image in which a portion (53) other than the image area of ​​the processing target image is processed to have a display different from that of the processing target image.

[0079] The control method of the present invention causes a computer (30) incorporated in a game system (4) connected to a camera (CA) for capturing images of a game being played, the game including an element in which a physical object (PO) is placed on a predetermined field (GF), to execute the following steps: a reference image acquisition step of acquiring an image of the field in a predetermined reference state with respect to the placement of the object as a reference image (70) through the camera, a processing image acquisition step of acquiring an image of the field in a state different from the reference state as a processing target image (72) through the camera, an area extraction step of extracting an image area (52) including the object to be included in the play image from the processing target image based on the reference image and the processing target image, and an image processing step of generating an image in which a portion (53) of the processing target image other than the image area is processed to be displayed differently from the processing target image as the play image. The computer program of the present invention can be realized by applying the game system and the control method of the present invention. [Explanation of symbols]

[0080] 3. Network 4. User terminal device (game system, first game machine, second game machine) 30 Control unit (computer) 34 Terminal Programs (Computer Programs) 38 Image editing unit (reference image acquisition means, processed image acquisition means, area extraction means, image processing means, change detection means, image editing means) 52 Card Images (Image Areas, Images of Objects) 53 Background area (area outside the image area) 70 Reference Images 72 Processing target image 51A Opponent play image (another play image) 51B Self-play image (play image) CA Camera (photography device) CP card placement location MO monitor (display device) PO Card (Object) GF1 First Game Field (Field) GF2 Second game field (another field)

Claims

1. A computer that is incorporated in a game system that is connected to a camera that captures images of a game being played, the game including an element in which physical objects are placed on a predetermined field, and generates gameplay images relating to the progress of the game based on images captured by the camera. a reference image acquisition means for acquiring, via the photographing device, an image of the field in a predetermined reference state with respect to the arrangement of the object as a reference image; a processing image acquisition means for acquiring an image of the field in a state different from the reference state via the photographing device as an image to be processed; a region extraction means for extracting an image region including the object to be included in the play image from the processing target image based on the reference image and the processing target image; an image processing means for processing a portion of the image to be processed other than the image region of the image to be processed into a display different from that of the image to be processed, and generating the play image as the play image; A computer program configured to function as a

2. The computer, a change detection means for detecting a change in a photographing condition when the photographing condition of the photographing device changes between the reference image and the processing target image; and an image editing means for editing at least one of the reference image and the processing target image in response to a change in the photographing conditions so as to reflect the change; The computer program product of claim 1 further configured to:

3. 3. The computer program according to claim 1, wherein the image processing means uses a mask display as a display different from the processing target image, and generates, as the play image, an image in which a portion other than the image area is masked.

4. the objects include a plurality of types of objects having different uses in the progression of the game, In the field, a plurality of types of placement positions are provided, each of which functions as a position where each type of object should be placed, 4. The computer program according to claim 1, wherein the area extraction means extracts, as the image area, an image of an object arranged at each arrangement position of the processing target image.

5. the game is configured as a competitive game in which the object of the field competes against a physical object arranged in a field other than the field; the game system functions as a first game machine among a first game machine connected to the photographing device and a second game machine connected to another photographing device prepared separately from the photographing device in order to photograph a state of the other field, a display device is connected to the first game machine, the display device displaying at least one of another play image generated based on the photographing result of the other photographing device and the play image; 5. The computer program according to claim 1, wherein the first game machine is connected via a network so that the different play image is displayed on a display device of the first game machine.

6. The computer program product according to claim 5 , wherein both the play image and the different play image are displayed on a display device of the first game machine.

7. A game system that is connected to a camera that captures images of a game being played, the image including an element in which physical objects are placed on a predetermined field, and generates gameplay images relating to the progress of the game based on images captured by the camera, the game system comprising: a reference image acquisition means for acquiring an image of the field in a predetermined reference state with respect to the arrangement of the object via the photographing device as a reference image; a processing image acquisition means for acquiring an image of the field in a state different from the reference state as an image to be processed via the photographing device; an area extraction means for extracting an image area including the object to be included in the play image from the processing target image based on the reference image and the processing target image; an image processing means for processing a portion of the image to be processed other than the image region of the image to be processed into a display different from that of the image to be processed, and generating the play image as the play image; A game system comprising:

8. A computer is incorporated in a game system that is connected to a camera that captures images of a game being played, the image including an element in which a physical object is placed on a predetermined field, and generates a gameplay image relating to the progress of the game based on an image captured by the camera. a reference image acquisition step of acquiring an image of the field in a predetermined reference state with respect to the arrangement of the object as a reference image via the photographing device; a processing image acquisition step of acquiring an image of the field in a state different from the reference state as a processing target image via the photographing device; a region extraction step of extracting an image region including the object to be included in the play image from the processing target image based on the reference image and the processing target image; an image processing step of processing a portion of the processing target image other than the image area into a display different from that of the processing target image to generate the play image; A control method for executing the above.

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