Game program and game system

The game program dynamically manages virtual rooms based on user access counts to optimize server capacity, addressing the challenge of setting the right number of virtual rooms and ensuring efficient server utilization.

JP7674671B2Active Publication Date: 2025-05-12CAPCOM CO LTD
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Patent Information

Application Number
JP2023171141
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-10-02
Publication Date
2025-05-12
Estimated Expiration
2043-10-02

AI Technical Summary

Technical Problem

In multiplayer games, it is challenging to properly set the number of virtual rooms to optimize server capacity, leading to potential overload or underutilization.

Method used

A game program and system that dynamically generates and manages virtual rooms based on user access counts, adding new rooms when a predetermined user threshold is reached and deleting underutilized rooms to adjust server capacity accordingly.

Benefits of technology

This approach allows for optimal server capacity utilization by adjusting the number of virtual rooms in real-time based on user demand, reducing costs associated with unnecessary server capacity and ensuring smooth gameplay.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game program and a game system capable of appropriately setting the number of virtual rooms for matching.SOLUTION: A game program causes a computer to function as lobby generation means for generating a lobby on a predetermined server, in which the lobby has a virtual room with a predetermined maximum number of users that can access the virtual room and for synchronizing multiple users accessing the virtual room within a game. The lobby generation means includes: counting means for counting the number of users accessing the virtual room; and virtual room adding means for generating one or more new virtual rooms when the number of users accessing the virtual room becomes equal to or greater than a first reference value.SELECTED DRAWING: Figure 4
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Description

[Technical field]

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

[0002] Some games allow multiple users to synchronize multiple computers operated by multiple users to jointly execute missions such as quests, play against each other, or chat with each other. In such games, a place called a lobby is set as a virtual space for synchronizing multiple computers. The lobby has at least one virtual room. A user moves to the lobby in the virtual space of the game and performs an operation to select a desired virtual room, and a user to be synchronized is matched from among multiple users accessing the virtual room (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 5933084 Summary of the Invention [Problem to be solved by the invention]

[0004] In the above-mentioned games, the number of virtual rooms needs to be appropriately set due to the need to reduce server capacity.

[0005] SUMMARY OF THE PRESENT DISCLOSURE An object of the present invention is to provide a game program and a game system that are capable of appropriately setting the number of virtual rooms for matching. [Means for solving the problem]

[0006] A game program according to one embodiment of the present invention causes a computer to function as lobby generation means for generating a lobby on a specified server, the lobby having a virtual room with a predetermined maximum number of users that can access the virtual room and synchronizing multiple users accessing the virtual room within the game, the lobby generation means including counting means for counting the number of users accessing the virtual room, and virtual room adding means for generating a new virtual room when the number of users accessing the virtual room becomes equal to or greater than a first reference value.

[0007] The lobby generation means may include a virtual room deletion means for, when there are a plurality of virtual rooms, prohibiting new access by users to any one of the plurality of virtual rooms after a predetermined period of time has elapsed since the number of users accessing the plurality of virtual rooms becomes equal to or less than a second reference value lower than the first reference value, and deleting the virtual room when the number of users accessing the virtual room to which new access has been prohibited becomes equal to or less than a third reference value lower than the second reference value.

[0008] The lobby generation means may generate different virtual rooms for each predetermined attribute, and when the number of users accessing a virtual room belonging to a certain attribute becomes equal to or greater than the first reference value, the virtual room adding means may generate a virtual room having the same attributes as the virtual room belonging to that attribute as the new virtual room.

[0009] The virtual room adding means may, when there are multiple virtual rooms with the same attribute, determine the first reference value from a first reference ratio, which is a predetermined ratio to the total value of the maximum number of users who can access the multiple virtual rooms with the same attribute, and when the number of users accessing the multiple virtual rooms with the same attribute becomes equal to or greater than the first reference ratio to the total value of the maximum number of users who can access the multiple virtual rooms with the same attribute, generate a virtual room with the same attribute as the new virtual room.

[0010] The lobby generation means generates different virtual rooms for each predetermined attribute, and when the number of users accessing a virtual room belonging to one attribute becomes equal to or greater than the first reference value, the virtual room adding means generates a virtual room having the same attribute as the virtual room as the new virtual room, and when there are multiple virtual rooms with the same attribute, the virtual room adding means determines the second reference value from a second reference ratio which is a predetermined ratio lower than the first reference ratio to a total value of a maximum number of users who can access the multiple virtual rooms with the same attribute, and may prohibit new access by a user to any one of the multiple virtual rooms with the same attribute after the predetermined period has elapsed since the number of users accessing the multiple virtual rooms with the same attribute becomes equal to or less than the second reference ratio to a total value of a maximum number of users who can access the multiple virtual rooms with the same attribute.

[0011] The lobby generating means may include a capacity increasing means for transmitting a data capacity increase instruction signal to the server when the new virtual room is generated.

[0012] The lobby generating means may include a capacity reducing means for transmitting a data capacity reducing instruction signal to the server when deleting the virtual room.

[0013] The computer may function as a virtual room data display means that causes a computer operated by a user to display data of the virtual room generated in the lobby, and the virtual room data may include information on the number of users accessing the virtual room and the maximum number of users that can access the virtual room.

[0014] The lobby generation means generates different virtual rooms for each predetermined attribute, and when the number of users accessing a virtual room belonging to a certain attribute becomes equal to or greater than the first reference value, the virtual room adding means generates a virtual room having the same attributes as the virtual room as the new virtual room, and the data of the virtual room may include information on the attributes of the virtual room.

[0015] The virtual room data may include information that is assigned based on the time when the virtual room was generated.

[0016] A game system according to another aspect of the present invention includes a program storage unit that stores the above-mentioned game program, and a computer that executes the program stored in the program storage unit. Effect of the Invention

[0017] According to the present invention, it is possible to provide a game program and a game system that are capable of appropriately setting the number of virtual rooms for matching. [Brief description of the drawings]

[0018] [Figure 1] FIG. 1 is a block diagram showing the hardware configuration of a game system to which a game program according to an embodiment of the present invention is applied. [Diagram 2] FIG. 2 is a diagram showing the concept of a lobby in this embodiment. [Diagram 3] FIG. 3 is a block diagram showing the functional configuration of the game system according to the present embodiment. [Figure 4] FIG. 4 is a flowchart showing the flow of the lobby adjustment process in this embodiment, and is a flowchart showing the flow of the process of increasing the number of virtual rooms. [Diagram 5] FIG. 5 is a flowchart showing the flow of the lobby adjustment process in this embodiment, and is a flowchart showing the flow of the process of prohibiting access to virtual rooms as a preprocessing for reducing the number of virtual rooms. [Figure 6] FIG. 6 is a flowchart showing the flow of the lobby adjustment process in this embodiment, and is a flowchart showing the flow of the process of reducing virtual rooms. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0019] [Embodiment] Hereinafter, a game program and a game system according to an embodiment of the present invention will be described with reference to the drawings.

[0020] [Hardware configuration] 1 is a block diagram showing a hardware configuration of a game system to which a game program according to an embodiment of the present invention is applied. The game system 1 is configured such that a game device 2 configured as a computer device operated by a user, a management server 3 that operates based on a game program and manages the progress of the game, and a matching server 4 for synchronizing a plurality of game devices 2 are communicatively connected to each other via a communication network NW such as the Internet or a LAN (Local Area Network). Of these, the game device 2 includes a processor such as a CPU (Central Processing Unit) 10 that controls the operation thereof, and an operation input unit 12, a storage device 14, a ROM (Read Only Memory) 15, and a RAM (Random Access Memory) 16 are connected to the CPU 10 via a bus 11.

[0021] The game device 2 is configured so that a user holds a movable housing provided with a monitor 19 serving as a display unit. The movable housing is provided with an operation input unit 12. In this embodiment, each component of the game device 2 is housed within the movable housing. The game device 2 is configured, for example, by a portable information terminal such as a smartphone or a tablet PC.

[0022] The ROM 15 is a semiconductor memory such as a mask ROM or a PROM, and stores a boot program for booting the game device 2. The RAM 16 is composed of a DRAM or an SRAM, and reads and temporarily stores a game program 30a to be executed by the CPU 10, game data 30b required for the execution of the game program 30a, etc., according to the game play situation.

[0023] Furthermore, a graphics processing unit 17 , an audio synthesis unit 20 , and a network interface 25 are connected to the CPU 10 via the bus 11 .

[0024] Of these, the graphics processing unit 17 renders game images including the virtual game space and each character, etc., in accordance with instructions from the CPU 10. A monitor 19 built into the game device 2 is also connected to the graphics processing unit 17 via a video conversion unit 18, and the game images rendered by the graphics processing unit 17 are converted into a video format by the video conversion unit 18 and are displayed on the monitor 19.

[0025] The audio synthesis unit 20 reproduces and synthesizes digital game sounds in accordance with instructions from the CPU 10. In addition, an external speaker 22 is connected to the audio synthesis unit 20 via an audio conversion unit 21. Therefore, the game sounds reproduced and synthesized by the audio synthesis unit 20 are decoded into analog format by the audio conversion unit 21 and output from the speaker 22 to the outside.

[0026] The operation input unit 12 is composed of a touch panel provided on the monitor 19, and a user touches an operation button or the like displayed on the monitor 19 to perform a corresponding operation input. Note that, although Fig. 1 shows the configuration of only one game device 2, the other game devices 2 also have the same configuration.

[0027] On the other hand, the management server 3 comprises a processor such as a high-performance CPU 40 that controls the operation of the management server 3 . A storage device 42 , a ROM 43 , a RAM 44 and a network interface 45 are connected to the CPU 40 via a high-speed bus 41 .

[0028] The ROM 43 of the management server 3 is a semiconductor memory such as a mask ROM or PROM, and stores basic programs for realizing the basic operation of the management server 3, such as a program for controlling communication between the management server 3 and other game devices 2.

[0029] The RAM 44 is composed of a DRAM or an SRAM, and temporarily stores the programs to be executed by the CPU 40 and data required for the execution of the programs, which are read from the storage device 42, etc.

[0030] In this embodiment, the game system 1 operates using a so-called native application.

[0031] The storage device 42 of the management server 3 is a large-capacity storage medium built into the management server 3. The management server 3 stores a game program 42a and game data 42b in the storage device 42. The CPU 40 manages save data 42c of each game device 2 (account). The management server 3 and the game devices 2 communicate with each other via a communication network NW.

[0032] In order to execute (play) a predetermined game based on a user's operation, the game device 2 receives (downloads and installs) a game program 42a and game data 42b stored in the storage device 42 of the management server 3 via the game device 2. Furthermore, the game device 2 receives (downloads and installs) an update game program and game data from the management server 3.

[0033] The game device 2 progresses the game on the basis of the installed game program and game data, and outputs game effects (game images, sounds) accompanying the game progress to a monitor 19, a speaker 22, etc., which will be described later.

[0034] Each game device 2 and each user is assigned different account information (unique identification information), and an ID (identification code) is assigned to each piece of account information.

[0035] The management server 3 manages the account information of each user, receives data relating to the game progress status of each account from the game device 2, and stores the data in the storage device .

[0036] For example, when a user performs an operation to start a game, each game device 2 communicates with the management server 3 via the communication network NW, and account information is transmitted from this game device 2. The management server 3 performs a predetermined authentication based on the transmitted account information, and transmits data required for game progress (data related to the game progress status) to the game device 2.

[0037] The game device 2 receives data related to the game progress of this account and progresses the game on the game device 2. The game device 2 transmits data related to the game progress to the management server 3 not only at the start of the game but also at predetermined times during the game progress (when data is updated when an item is consumed or a game task is completed, etc.). In this way, in the game system in this embodiment, the management server 3 and the game device 2 communicate with each other at predetermined times and the game progresses in synchronization with each other.

[0038] In the game described in this embodiment, a user selects at least one character from among a plurality of characters as a player character and controls the player character to fight against enemy characters in a virtual space. This game is also an online multiplayer game in which a plurality of computers (a plurality of game devices 2) operated by a plurality of users are synchronized via a communication network NW, and the plurality of users form a party and cooperate to progress in the game on a common game stage.

[0039] To enable such online multi-play games, a lobby is generated in the matching server 4, and matching is performed between a plurality of game devices 2 operated by a plurality of users. The matching server 4 has a similar configuration to the management server 3. The matching server 4 is virtually divided into a plurality of operating areas by a predetermined program. For example, the plurality of operating areas in the matching server 4 are called containers. Each container operates independently of each other using the hardware of the matching server 4.

[0040] The owner of the matching server 4 is different from the administrator of the game program (game operator). The game operator rents the operating area of ​​the matching server 4 from the owner of the matching server 4 and uses it, paying a fee to the owner of the matching server 4. Generally, the fee for using the matching server 4 is determined by a pay-as-you-go system that increases or decreases according to the amount of secured data capacity used. The amount of secured data capacity can be increased or decreased by a unit amount based on the amount of secured operating area or the number of servers used, etc.

[0041] 2 is a diagram showing the concept of a lobby in this embodiment. The lobby has at least one virtual room. A user moves to the lobby in the virtual space of the game and performs an operation to select a desired virtual room, whereby a user to be synchronized is matched from among a plurality of users accessing the virtual room.

[0042] The virtual rooms included in the lobby are set to be different from each other depending on the purpose of synchronization. For example, in the example of FIG. 2, virtual room A1 is set as a virtual room for advanced players to compete. Virtual rooms B1 and B2 are set as virtual rooms for beginners to compete. Virtual room C1 is set as a virtual room for chatting. A, B, C, etc. in the names of the virtual rooms shown in FIG. 2 indicate different attributes. This means that virtual room B1 and virtual room B2 are set as virtual rooms with the same attributes.

[0043] An upper limit is set for the number of users that can simultaneously access a virtual room. The maximum number of users that can access a virtual room is set according to the processing capacity of one matching server 4 or the containers virtually divided within one matching server 4. In other words, the maximum number of users that can access a virtual room is set based on the data capacity required when accessing the virtual room. In this embodiment, the maximum number of users that can access a virtual room is determined based on the unit amount in the reserved amount of data capacity. In this embodiment, the maximum number of users that can access each virtual room is set to 100.

[0044] Since the maximum number of users who can access a virtual room is determined in advance, if the number of users attempting to access a virtual room exceeds this maximum number, it becomes necessary to increase the number of virtual rooms. When one virtual room is added, the amount of data capacity reserved in the matching server 4 increases by a certain amount. In this way, there is a one-to-one correspondence between the number of virtual rooms and the required amount of data capacity reserved in the matching server 4.

[0045] [Functional configuration of the game device] FIG. 3 is a block diagram showing a functional configuration of the game system in this embodiment. The game device 2 constituting the game system 1 operates as a computer (a computer operated by a user) equipped with a control unit 5a including a CPU 10, a storage device 14, a ROM 15, a RAM 16, a graphic processing unit 17, an audio synthesis unit 20, etc. The management server 3 operates as a computer equipped with a control unit 5b including a CPU 40, a storage device 42, a ROM 43, a RAM 44, etc. As shown in FIG. 3, the control unit 5 of the game system 1 constituted by the control unit 5a of the game device 2 and the control unit 5b of the management server 3 working together executes game programs 30a, 42a, thereby exerting functions such as a lobby generation means 50, a virtual room data display means 56, a matching means 57, and a game execution means 58 under the control of each processor. The lobby generation means 50 includes a counting means 51, a virtual room addition means 52, a capacity increase means 53, a virtual room deletion means 54, and a capacity decrease means 55.

[0046] Among these, the lobby generation means 50 generates the lobby in the matching server 4. The lobby generation means 50 also executes a lobby adjustment process for adjusting the number of virtual rooms that is the reference for the amount of data capacity reserved in the matching server 4 according to the number of users accessing the virtual rooms. The virtual room data display means 56 causes the game device 2 operated by the user to display the data of the virtual rooms generated in the lobby. The matching means 57 performs matching for synchronizing two or more users from among a plurality of users who have accessed the virtual rooms. The game execution means 58 executes a predetermined game synchronized between two or more users matched in a predetermined virtual room.

[0047] For example, the game execution means 58 places the player characters operated by each user in a common virtual space and causes the player characters to act in the virtual space based on the user's operation input, thereby progressing the game. At this time, the game execution means 58 generates a two-dimensional or three-dimensional virtual space (game space) in which the player characters operated by each user act. For example, the game execution means 58 reads data such as objects and textures included in the game data 30b, 42b in accordance with the movement of the player characters, and generates a two-dimensional or three-dimensional virtual game space.

[0048] Furthermore, the game execution means 58 also generates each object that operates in the virtual space. Moreover, the game execution means 58 positions a virtual camera based on the position of the player character. A two-dimensional image captured by the virtual camera positioned in the virtual space is displayed on the monitor 19 as a game progress image. The game execution means 58 controls the operation of the player character and the virtual camera in response to an operation input by a user to the operation input unit 12 or the progress of the game, thereby progressing through the game tasks during the game. Furthermore, the game execution means 58 controls the operation of non-player characters such as characters acting in the virtual space.

[0049] As described above, different virtual rooms are set in the lobby depending on the purpose of synchronization. Also, an upper limit is set for the number of users who can simultaneously access a virtual room. Therefore, if there is a possibility that the number of accesses to a virtual room for one attribute will exceed the upper limit, it is necessary to prepare multiple virtual rooms for one attribute in advance.

[0050] On the other hand, in recent games, as described above, the matching server 4 that generates the lobby is increasingly being owned by a server administrator other than the game operator. In this case, the game operator pays the server administrator a fee according to the amount of data capacity secured in the matching server 4. In other words, the game operator rents the matching server 4 to the server administrator on a pay-per-use basis.

[0051] Therefore, preparing multiple virtual rooms for one attribute in advance may lead to an increase in the amount of data capacity reserved in the matching server 4, which may result in a sharp increase in the fee paid to the server administrator. For this reason, in this embodiment, a lobby adjustment process is performed to appropriately set the number of virtual rooms in order to reduce the data capacity in the matching server 4 and prevent a sharp increase in the fee paid to the server administrator.

[0052] [Lobby adjustment process] The lobby adjustment process in this embodiment will be described below. Figures 4 to 6 are flowcharts showing the flow of the lobby adjustment process in this embodiment. Figure 4 is a flowchart showing the flow of the process of increasing virtual rooms. Figure 5 is a flowchart showing the flow of the process of prohibiting access to virtual rooms as pre-processing for decreasing virtual rooms. Figure 6 is a flowchart showing the flow of the process of decreasing virtual rooms.

[0053] As described above, the lobby generating means 50 includes counting means 51, virtual room adding means 52, capacity increasing means 53, virtual room deleting means 54, and capacity decreasing means 55. In the flowchart of FIG. 4, the counting means 51 counts the number of users accessing the virtual rooms (step S1). For example, the counting means 51 accesses the matching server 4 and obtains data on the number of users accessing the virtual rooms from the matching server 4. The counting means 51 obtains the number of user accesses for each virtual room. For example, a predetermined identification number (e.g., A1, B1, B2, C1, etc. in FIG. 2) is assigned to the virtual rooms, and attributes and the number of user accesses are associated with the identification number of the virtual room.

[0054] The virtual room addition means 52 judges whether the number of users accessing the virtual room is equal to or greater than a first reference value (step S2). In this embodiment, the virtual room addition means 52 determines the first reference value from a predetermined ratio (first reference ratio) to the maximum number of users who can access a predetermined virtual room. The virtual room addition means 52 judges whether the number of users accessing the virtual room is equal to or greater than the first reference ratio to the maximum number of users who can access the virtual room. As described above, in this embodiment, the maximum number of users who can access a virtual room is set to 100. Moreover, the first reference ratio is set to, for example, 80%.

[0055] The virtual room addition means 52 judges whether the number of users accessing a virtual room belonging to one attribute is equal to or greater than a first reference ratio with respect to the maximum number of users who can access the virtual room. That is, the virtual room addition means 52 performs the judgment of step S2 for each attribute. When there are multiple virtual rooms with the same attribute, the virtual room addition means 52 judges whether the total number of users accessing the multiple virtual rooms with the same attribute is equal to or greater than a first reference ratio with respect to the total number of the maximum number of users who can access the multiple virtual rooms with the same attribute.

[0056] In the example of FIG. 2, each of the four virtual rooms belongs to one of three attributes A, B, and C. For attribute A, the virtual room addition means 52 judges whether the number of users who can access one virtual room A1 is 80% or more of the maximum number of 100 users (i.e., the number of users accessing the virtual room A1 is 80 or more). Such a judgment may be made when the number of users increases or decreases, or may be made at predetermined time intervals. For attribute B, the virtual room addition means 52 judges whether the number of users who can access two virtual rooms B1 and B2 is 80% or more of the maximum number of 200 users (i.e., the total number of users accessing the virtual rooms B1 and B2 is 160 or more). For attribute C, the virtual room addition means 52 judges whether the number of users who can access one virtual room C1 is 80% or more of the maximum number of 100 users (i.e., the number of users accessing the virtual room C1 is 80 or more).

[0057] If the number of users accessing the virtual room of the same attribute is equal to or greater than the first reference value (first reference ratio) (Yes in step S2), the virtual room addition means 52 generates a new virtual room (step S3). At this time, the new virtual room generated is a virtual room of the same attribute as the virtual room whose ratio is equal to or greater than the first reference ratio. In the example of FIG. 2, the ratio is equal to or greater than the first reference ratio for attribute A having one virtual room A1. Therefore, the virtual room addition means 52 generates a virtual room A2 belonging to the same attribute A as the virtual room A1 as a new virtual room. Note that, for attribute B, the number of users (85 people) that is equal to or greater than the first reference ratio has accessed virtual room B2 itself, but only 20 people have accessed virtual room B1, which has the same attribute B, and the entire attribute B is less than the first reference ratio, so no virtual room is added.

[0058] When generating a new virtual room, the capacity increase means 53 transmits a data capacity increase instruction signal to the matching server 4 (step S4). The data capacity increase instruction signal includes data indicating that the secured amount of data capacity should be increased by a unit amount according to the number of virtual rooms to be added. In the example of FIG. 2, since virtual room B2 is added, the data capacity increase instruction signal includes data to increase the secured amount of data capacity by one unit amount. As a result, the secured amount of data capacity in the lobby generated in the matching server 4 changes from the initial 4 units amount to 5 units amount.

[0059] The matching server 4 charges four units of the fee for the period up to the timing of receiving the data capacity increase instruction signal, and charges five units of the fee for the period after the timing of receiving the data capacity increase instruction signal.

[0060] The virtual room data display means 56 causes the game device 2 operated by the user to display data of the virtual room generated in the lobby. When the user operates the game device 2 to enter the lobby, a lobby screen such as that shown in Fig. 2 is displayed. The currently generated virtual rooms are displayed on the lobby screen. On the lobby screen, the user can arbitrarily select one virtual room from among a plurality of virtual rooms based on the user's operation.

[0061] However, virtual rooms that are prohibited from new access, which will be described later, cannot be selected. Also, the attributes of the virtual rooms may limit the virtual rooms that a user can access. For example, a user with a low player level in the game cannot select (access) the virtual room A1, which belongs to attribute A for advanced players, whose player level is set high.

[0062] The virtual room data displayed on the lobby screen includes information such as the number of users accessing each virtual room, the maximum number of users that can access each virtual room, and attributes of each virtual room. Furthermore, the virtual room data display means 56 displays information that is assigned based on the time when the virtual room was generated. In the example of FIG. 2, the label "new!" is displayed in the display column of the virtual room for a certain period of time after the virtual room is generated.

[0063] If the number of users accessing the virtual room is less than the first reference value (first reference ratio) (No in step S2), the process proceeds to the flowchart FC-A in FIG. 5. At this time, the virtual room deletion means 54 judges whether or not there is a virtual room to which new access is prohibited, which will be described later, among the virtual rooms belonging to one attribute (step SA1). If there is no virtual room to which new access is prohibited (No in step SA1), the virtual room deletion means 54 judges whether or not the number of users accessing the virtual room belonging to the one attribute is equal to or less than a second reference value that is lower than the first reference value (step SA2). In this embodiment, the virtual room deletion means 54 determines the second reference value from a predetermined ratio (second reference ratio) to the maximum number of users who can access a predetermined virtual room. The virtual room deletion means 54 judges whether or not the number of users accessing the virtual room is equal to or less than the second reference ratio to the maximum number of users who can access the virtual room. For example, the second reference ratio is set to 20%.

[0064] When there are multiple virtual rooms with the same attribute, the virtual room deletion means 54 determines whether the total number of users accessing the multiple virtual rooms with the same attribute is equal to or less than a second reference ratio to the maximum number of users who can access the multiple virtual rooms with the same attribute.

[0065] If the number of users accessing a virtual room with the same attribute is equal to or less than a second reference value (second reference ratio) relative to the maximum number of users who can access the virtual room (Yes in step SA2), the virtual room deletion means 54 judges whether there are multiple virtual rooms with the same attribute (2 or more) (step SA3). If there are multiple virtual rooms with the same attribute (Yes in step SA3), the virtual room deletion means 54 prohibits new access to any one of the multiple virtual rooms with the same attribute after a predetermined period of time has elapsed (step SA4).

[0066] For example, the virtual room deletion means 54 prohibits new access to a virtual room with the fewest number of accessing users at the time among multiple virtual rooms with the same attribute. For example, if there are virtual rooms D1 accessed by 30 people and virtual room D2 accessed by 5 people as virtual rooms belonging to attribute D, the total number of users accessing the virtual rooms of attribute D, 35 people, is (35 / 200)×100=17.5%<20%, which is less than the second reference rate. Therefore, new access to virtual room D2 with the fewest number of accessing users among the two virtual rooms D1 and D2 is prohibited.

[0067] If there is only one virtual room with the same attribute (No in step SA3), the virtual room deletion means 54 maintains the state in which the virtual room is accessible to new users.

[0068] On the lobby screen, a virtual room to which new access is prohibited is not displayed to users who subsequently enter the lobby. On the other hand, a message indicating that new access is prohibited may be displayed to users who are already accessing the virtual room to which new access is prohibited. In a virtual room to which new access is prohibited, users who have already accessed the room can synchronize with each other and play multiplayer games, etc. After playing multiplayer games, etc., the synchronization between the multiple users may be automatically released. Note that users who are accessing the virtual room can also exit the virtual room by user operation. However, once a user has exited a virtual room, they cannot access the virtual room again.

[0069] In this way, when step SA1 is executed at a timing after a virtual room to which new access is prohibited is set (when it is judged as Yes in step SA1), the process proceeds to the flowchart FC-B in Fig. 6. At this time, the virtual room deletion means 54 judges whether the number of users accessing the virtual room to which new access is prohibited is equal to or less than a third reference value (step SB1). The third reference value is a value lower than the second reference value. The third reference value is set to 0, for example.

[0070] When the number of users accessing a virtual room to which new access is prohibited falls below the third reference value (Yes in step SB1), the virtual room deletion means 54 deletes the virtual room to which new access is prohibited (step SB2). Furthermore, when deleting the virtual room, the capacity reduction means 55 transmits a data capacity reduction instruction signal to the matching server 4 (step SB3).

[0071] The data capacity reduction instruction signal includes data indicating that the reserved amount of data capacity is to be reduced by a unit amount corresponding to the number of virtual rooms to be deleted. For example, when one virtual room is to be deleted, the data capacity reduction instruction signal includes data for reducing the reserved amount of data capacity by one unit amount. As a result, the reserved amount of data capacity in the lobby generated in the matching server 4 is reduced by one unit amount.

[0072] [Effects of the invention] To summarise, one aspect of this embodiment is a game program which causes a computer (control unit 5) to function as lobby generation means 50 which generates a lobby on a specified server (matching server 4) having a virtual room and synchronising multiple users accessing the virtual room within the game, the lobby generation means 50 including counting means 51 which counts the number of users accessing the virtual room, and virtual room adding means 52 which generates a new virtual room when the number of users accessing the virtual room becomes equal to or exceeds a first reference ratio with respect to a predetermined maximum number of users who can access the virtual room.

[0073] According to the game program in this embodiment, virtual rooms are added according to the number of users accessing the virtual rooms, and when virtual rooms are added, the data capacity in the server (matching server 4) for generating the lobby can be increased.

[0074] If the number of virtual rooms is prepared in advance based on the expected number of users who will play online, it is necessary to secure data capacity according to the number of virtual rooms prepared in advance even if the number of users actually accessing the virtual rooms is small. Therefore, when renting a server (matching server 4) that is charged per use, it may be necessary to pay a fee that does not match the actual situation (which is unnecessary). In addition, if the number of users accessing the server is greater than expected, it may be impossible to handle the situation.

[0075] In contrast, according to the present embodiment, the data capacity of the server (matching server 4) required to generate a lobby where multiple users can play a game synchronously can be adjusted in real time according to the number of virtual rooms without reserving it in advance. This makes it possible to appropriately set the number of virtual rooms for matching, and reduces the costs associated with using a rental server on a pay-per-use basis.

[0076] In addition, in this embodiment, the lobby generation means 50 further includes a virtual room deletion means 54 which, when there are multiple virtual rooms, prohibits new access by users to any one of the multiple virtual rooms after a predetermined period of time has elapsed since the number of users accessing the multiple virtual rooms falls to or below a second reference rate that is lower than the first reference value, and deletes the virtual room when the number of users accessing the virtual room to which new access has been prohibited falls to or below a predetermined number.

[0077] According to the above configuration, by deleting virtual rooms according to the number of actual accessing users, it is possible to reduce the amount of data capacity reserved in the server (matching server 4) for generating the lobby. Therefore, the amount of data capacity reserved in the server (matching server 4) according to the number of virtual rooms can be reduced to the minimum necessary. This makes it possible to reduce the cost of using rental servers that are charged on a pay-per-use basis. In addition, when the number of users accessing virtual rooms decreases, it is possible to prevent the occurrence of a situation in which a user who is already accessing a virtual room suddenly becomes unable to synchronize with other users by prohibiting new access by users to one virtual room from among multiple virtual rooms and then deleting the virtual room.

[0078] Furthermore, in this embodiment, the generation of new virtual rooms and the deletion of virtual rooms are performed for each attribute. This allows the amount of data capacity reserved in the server (matching server 4) to be increased or decreased according to the increase or decrease in the number of virtual rooms. Therefore, when various attribute settings are made, even if a bias occurs in the number of user accesses according to the attributes, the amount of data capacity reserved in the server (matching server 4) can be kept to a necessary minimum. This allows the cost of using rental servers, which are charged on a pay-per-use basis, to be reduced.

[0079] In addition, in this embodiment, when there are multiple virtual rooms with the same attribute, the number of users accessing the multiple virtual rooms with the same attribute is counted in total. By using the total number of users in the multiple virtual rooms with the same attribute as a standard, the amount of data capacity reserved can be kept to a minimum. In other words, if a new virtual room is added when any one virtual room becomes equal to or greater than the first reference value, waste will occur in the amount of reserved data capacity if there is a bias in the number of users among the multiple virtual rooms with the same attribute. In this embodiment, it is possible to prevent such waste from occurring.

[0080] In this embodiment, the first and second reference values ​​are determined from a predetermined ratio (the first and second reference ratios) to the total value of the maximum number of users who can access multiple virtual rooms with the same attribute. This allows virtual rooms to be added and deleted based on the same criteria even if the number of virtual rooms changes.

[0081] In this embodiment, when adding or deleting a virtual room, a signal for changing the data capacity is sent to the server (matching server 4). This ensures that the data capacity can be changed in the server (matching server 4). By storing a log of the signal transmission history, the game operator can easily grasp the history of changes in the data capacity.

[0082] In this embodiment, the number of users accessing each virtual room and the maximum number of users who can access the virtual room are displayed as the data of the virtual rooms generated in the lobby. This allows the user to be informed of the access status of the virtual rooms and to refer to it when accessing the virtual rooms.

[0083] [Other embodiments] Although the embodiment of the present invention has been described above, the present invention is not limited to the above embodiment, and various improvements, changes, and modifications are possible without departing from the spirit of the present invention.

[0084] For example, in the above embodiment, an embodiment is illustrated in which attributes are classified according to the purpose of the game (attributes A and B are for battle games, and attribute C is for chat) and attributes are classified according to the player level (attribute A is for advanced players, attribute B is for beginners), but the method of classifying attributes is not limited to this. Attributes include player level (advanced, intermediate, beginner, etc.), game difficulty (easy, normal, hard, etc.), game purpose (quest type such as cooperation quest, battle quest, sub game, chat, etc.), user's location area (Asia, America, Europe, etc.), etc., and these can be combined in various ways. In addition, in a game in which matching is performed for each of a plurality of quests, attributes may be classified according to a quest identification number that identifies the quest. Note that the present invention is also applicable to a game in which there are no attributes in matching, in other words, there is only one type of attribute.

[0085] In addition, in the above embodiment, a configuration has been exemplified in which one virtual room can be arbitrarily selected from a plurality of virtual rooms on the lobby screen based on a user's operation, but the lobby generation means 50 may automatically assign a corresponding virtual room in accordance with user attributes determined from the user's player level, the region to which the user belongs, and the like.

[0086] In the above embodiment, the first reference ratio is 80% of the maximum number of users who can access the virtual room, but is not limited to this. The first reference ratio may be greater or smaller than 80%, and is preferably 50% or more. In the above embodiment, the second reference ratio is 20% of the maximum number of users who can access the virtual room, but is not limited to this. The second reference ratio may be greater or smaller than 20% as long as it is smaller than the first reference ratio, and is preferably less than 50%.

[0087] In the above embodiment, the first reference value is determined from the first reference ratio, and the second reference value is determined from the second reference ratio, but the present invention is not limited to this. For example, these reference values ​​themselves may be determined numerically in advance.

[0088] In the above embodiment, the third reference value serving as a criterion for deleting a virtual room is 0 people, but the third reference value may be set to a predetermined number of 1 or more. For example, when a multiplay of attribute E is a four-person cooperative format, the third reference value may be set to four people, which is the maximum number of people in the multiplay of attribute E. When a multiplay of attribute A is a one-on-one battle format, the third reference value may be set to two people, which is the minimum number of people in the multiplay of attribute A.

[0089] When the third reference value is a predetermined number of one or more, the lobby generation means 50 may transition a user who was accessing the virtual room when the virtual room was deleted to a state in which access to the virtual room is temporarily released, or may forcibly change the user's access destination to another virtual room with the same attributes.

[0090] In the above embodiment, the virtual room to be deleted and to which new access is prohibited is the virtual room with the fewest number of accessing users at that time, but this is not limited to the above. For example, new access may be prohibited to the virtual room that was created the oldest among multiple virtual rooms with the same attribute.

[0091] In the above embodiment, when determining whether to add a virtual room or prohibit new access, the total number of users accessing multiple virtual rooms with the same attribute is compared with the total number of the maximum number of users who can access multiple virtual rooms with the same attribute, but the present invention is not limited to this. For example, a new virtual room may be generated when the number of users accessing any one of the multiple virtual rooms with the same attribute is equal to or greater than a first reference value.

[0092] In the above embodiment, the maximum number of users who can access one virtual room is fixed (100 people) regardless of the attribute, but the maximum number may be different depending on the attribute. For example, the maximum number in a virtual room for performing quests, etc. may be 100 people, and the maximum number in a virtual room with a lower load due to synchronization such as chat may be a larger number (e.g., 200 people).

[0093] In the above embodiment, the capacity increasing means 53 transmits a data capacity increase instruction signal to the matching server 4 when generating a new virtual room, and the capacity reducing means 55 transmits a data capacity decrease instruction signal to the matching server 4 when deleting a virtual room. However, these signal transmissions do not have to be performed. In other words, the control unit 5 does not have to function as the capacity increasing means 53 and the capacity reducing means 55. In this case, for example, the matching server 4 may automatically change the secured amount of available data capacity in response to a change in the amount of data capacity used for the lobby.

[0094] In the above embodiment, the virtual room to which new access is prohibited is not displayed to users who enter the lobby after that on the lobby screen, but this is not limiting. For example, the virtual room to which new access is prohibited may be displayed on the lobby screen while indicating that access to the virtual room is prohibited.

[0095] In the above embodiment, a label that is attached for a predetermined period from the time of creation is displayed on the lobby screen as information that is added based on the time of creation of the virtual room, but the present invention is not limited to this. For example, the date and time when the virtual room was created or the period since the virtual room was created may be displayed on the lobby screen.

[0096] In the above embodiment, the display screen configured by the selection frame with the text display is exemplified as the lobby screen, but the lobby screen is not limited to this. For example, the lobby screen may be formed as a three-dimensional virtual space in which the player character operated by the user can move. In this case, the virtual room may be formed as a virtual booth arranged in the three-dimensional virtual space. In this case, it is determined that the corresponding virtual room has been selected by making the player character enter the booth associated with the desired attribute through the user's operation. In addition, the virtual room may be formed as a non-player character arranged in the three-dimensional virtual space. In this case, it is determined that the corresponding virtual room has been selected by making the player character talk to the non-player character associated with the desired attribute through the user's operation.

[0097] The increase or decrease in the amount of data capacity allocated due to the addition or deletion of virtual rooms may be achieved by increasing or decreasing the number of matching servers 4, by increasing or decreasing the number of divided containers within the matching server 4, or by a combination of these.

[0098] In the above embodiment, the owner of the matching server 4 is different from the administrator of the game program (game operator), but the owner of the management server 3 may also be different from the game operator. In other words, the game operator may rent both the management server 3 and the matching server 4 from others for use.

[0099] In addition, the lobby generation means 50, the virtual room data display means 56, the matching means 57, and the game execution means 58 may be configured as functional blocks of the game device 2, may be configured as functional blocks of the management server 3, or may be configured as functional blocks of the matching server 4.

[0100] Furthermore, the present invention can be applied to various types of games, such as action games, role-playing games, simulation games, puzzle games, and racing games.

[0101] In the above embodiment, the game device 2 has been described assuming a portable information terminal such as a smartphone or a tablet PC, or a portable dedicated game device, but the game device 2 is not limited to these, and the present invention can also be suitably applied to a computer device such as a stationary game device or a personal computer.

[0102] Furthermore, the game device 2 may be equipped with a disk drive, a memory card slot, or a HDD, etc. In a game device equipped with a disk drive, a disk-type storage medium such as a DVD-ROM may be loaded into the disk drive so that the game device 2 can acquire the game program and game data. In a game device equipped with a memory card slot, a card-type storage medium may be loaded so that save data can be stored in the card-type storage medium.

[0103] The effects of the present invention can be achieved even when these other embodiments are adopted. In addition, the above-described embodiment and other embodiments, and other embodiments can be combined with each other as appropriate.

[0104] [Disclosure Summary] Each of the following sections discloses a preferred embodiment.

[0105] [Item 1] Computer, a virtual room has a predetermined maximum number of accessible users, and functions as a lobby generating means for generating a lobby in a predetermined server for synchronizing a plurality of users accessing the virtual room in the game; The lobby generating means includes: A counting means for counting the number of users accessing the virtual room; a virtual room adding means for generating a new virtual room when the number of users accessing the virtual room becomes equal to or greater than a first reference value.

[0106] [Item 2] The game program described in item 1, wherein the lobby generation means includes a virtual room deletion means for, when there are a plurality of virtual rooms, prohibiting new access by users to any one of the plurality of virtual rooms after a predetermined period of time has elapsed since the number of users accessing the plurality of virtual rooms falls to or below a second reference value lower than the first reference value, and deleting the virtual room when the number of users accessing the virtual room to which new access has been prohibited falls to or below a third reference value lower than the second reference value.

[0107] [Item 3] the lobby generating means generates the virtual room different for each predetermined attribute; The game program described in item 1 or 2, wherein the virtual room addition means generates a virtual room having the same attributes as the virtual room belonging to a certain attribute as the new virtual room when the number of users accessing the virtual room belonging to a certain attribute becomes equal to or greater than the first reference value.

[0108] [Item 4] The game program described in item 3, wherein the virtual room adding means, when there are multiple virtual rooms with the same attribute, determines the first reference value from a first reference ratio that is a predetermined ratio to a total value of a maximum number of users who can access the multiple virtual rooms with the same attribute, and when the number of users accessing the multiple virtual rooms with the same attribute becomes equal to or greater than the first reference ratio to the total value of the maximum number of users who can access the multiple virtual rooms with the same attribute, generates a virtual room with the same attribute as the new virtual room.

[0109] [Item 5] the lobby generating means generates the virtual room different for each predetermined attribute; the virtual room addition means, when the number of users accessing a virtual room belonging to one attribute becomes equal to or greater than the first reference value, generates a virtual room having the same attribute as the virtual room belonging to the one attribute as the new virtual room; The game program described in item 2, wherein the virtual room adding means, when there are multiple virtual rooms with the same attribute, determines the second reference value from a second reference ratio that is a predetermined ratio lower than the first reference ratio to a total value of a maximum number of users who can access the multiple virtual rooms with the same attribute, and prohibits new access by a user to any one of the multiple virtual rooms with the same attribute after the predetermined period has elapsed since the number of users accessing the multiple virtual rooms with the same attribute becomes equal to or lower than the second reference ratio to the total value of the maximum number of users who can access the multiple virtual rooms with the same attribute.

[0110] [Item 6] 6. The game program according to any one of items 1 to 5, wherein the lobby generating means includes a capacity increasing means for transmitting a data capacity increase instruction signal to the server when generating the new virtual room.

[0111] [Item 7] 6. The game program according to item 2 or 5, wherein the lobby generation means includes a capacity reduction means for transmitting a data capacity reduction instruction signal to the server when deleting the virtual room.

[0112] [Item 8] The computer, causing a computer operated by a user to function as a virtual room data display means for displaying the data of the virtual room generated in the lobby; 6. The game program according to any one of items 1 to 5, wherein the virtual room data includes information on the number of users accessing the virtual room and the maximum number of users who can access the virtual room.

[0113] [Item 9] the lobby generating means generates the virtual room different for each predetermined attribute; the virtual room addition means, when the number of users accessing a virtual room belonging to one attribute becomes equal to or greater than the first reference value, generates a virtual room having the same attribute as the virtual room belonging to the one attribute as the new virtual room; Item 9. The game program according to item 8, wherein the virtual room data includes information on attributes of the virtual room.

[0114] [Item 10] 10. The game program according to item 8 or 9, wherein the virtual room data includes information that is assigned based on the time when the virtual room was generated.

[0115] [Item 11] A program storage unit that stores the game program according to any one of items 1 to 10; A game system comprising: a computer configured to be capable of communicating with a computer terminal operated by a user, and executing a program stored in the program storage unit. [Industrial Applicability]

[0116] The present invention is useful for providing a game program and a game system that can appropriately set the number of virtual rooms for matching. [Explanation of symbols]

[0117] 1. Game System 2. Game device (user-operated computer) 4 Matching Server (Server) 5. Control unit (computer) 50 Lobby Generation Method 51 Counting methods 52 Virtual room addition method 53 Capacity expansion means 54 Virtual room deletion method 55 Capacity reduction means 56 Virtual room data display means

Claims

1. Computer, a virtual room has a predetermined maximum number of accessible users, and functions as a lobby generating means for generating a lobby in a predetermined server for synchronizing a plurality of users accessing the virtual room in the game; The lobby generating means includes: A counting means for counting the number of users accessing the virtual room; a virtual room adding means for generating a new virtual room when the number of users accessing the virtual room becomes equal to or greater than a first reference value, The lobby generating means includes a virtual room deletion means for, when there are a plurality of virtual rooms, prohibiting new access by users to any one of the plurality of virtual rooms after a predetermined period of time has elapsed since the number of users accessing the plurality of virtual rooms falls to or below a second reference value lower than the first reference value, and deleting the virtual room when the number of users accessing the virtual room to which new access has been prohibited falls to or below a third reference value lower than the second reference value.

2. A computer, a virtual room has a predetermined maximum number of accessible users, and functions as a lobby generating means for generating a lobby in a predetermined server for synchronizing a plurality of users accessing the virtual room in the game; The lobby generating means includes: A counting means for counting the number of users accessing the virtual room; a virtual room adding means for generating a new virtual room when the number of users accessing the virtual room becomes equal to or greater than a first reference value, the lobby generating means generates the virtual room different for each predetermined attribute; the virtual room adding means, when a number of users accessing a virtual room belonging to one attribute becomes equal to or greater than the first reference value, generates a virtual room having the same attribute as the virtual room belonging to the one attribute as the new virtual room; The virtual room adding means, when there are multiple virtual rooms with the same attribute, determines the first reference value from a first reference ratio that is a predetermined ratio to a total value of a maximum number of users who can access the multiple virtual rooms with the same attribute, and when the number of users accessing the multiple virtual rooms with the same attribute becomes equal to or greater than the first reference ratio to the total value of the maximum number of users who can access the multiple virtual rooms with the same attribute, generates a virtual room with the same attribute as the new virtual room.

3. the lobby generating means generates the virtual room different for each predetermined attribute; the virtual room adding means, when a number of users accessing a virtual room belonging to one attribute becomes equal to or greater than the first reference value, generates a virtual room having the same attribute as the virtual room belonging to the one attribute as the new virtual room; When there are a plurality of virtual rooms having the same attribute, the virtual room adding means determining the first reference value from a first reference ratio that is a predetermined ratio to a total value of a maximum number of users who can access a plurality of virtual rooms with the same attribute, and when the number of users accessing the plurality of virtual rooms with the same attribute becomes equal to or greater than the first reference ratio to the total value of the maximum number of users who can access the plurality of virtual rooms with the same attribute, generating a virtual room with the same attribute as the new virtual room; 2. The game program according to claim 1, wherein the second reference value is determined from a second reference ratio, which is a predetermined ratio lower than the first reference ratio with respect to a total value of a maximum number of users who can access a plurality of virtual rooms with the same attribute, and new access by a user to any one of the plurality of virtual rooms with the same attribute is prohibited after the predetermined period has elapsed since the number of users accessing the plurality of virtual rooms with the same attribute becomes equal to or lower than the second reference ratio with respect to the total value of the maximum number of users who can access the plurality of virtual rooms with the same attribute.

4. 3. The game program according to claim 1, wherein said lobby generating means includes a capacity increasing means for transmitting a data capacity increase instruction signal to said server when said new virtual room is generated.

5. 2. The game program according to claim 1, wherein said lobby generating means includes a capacity reducing means for transmitting a data capacity reducing instruction signal to said server when said virtual room is deleted.

6. The computer, causing a computer operated by a user to function as a virtual room data display means for displaying the data of the virtual room generated in the lobby; 3. The game program according to claim 1, wherein the data of the virtual room includes information on the number of users accessing the virtual room and the maximum number of users who can access the virtual room.

7. the lobby generating means generates the virtual room different for each predetermined attribute; the virtual room adding means, when a number of users accessing a virtual room belonging to one attribute becomes equal to or greater than the first reference value, generates a virtual room having the same attribute as the virtual room belonging to the one attribute as the new virtual room; The game program according to claim 6 , wherein the data of the virtual room includes information on attributes of the virtual room.

8. The game program according to claim 6 , wherein the virtual room data includes information that is added based on a time when the virtual room was generated.

9. A program storage unit that stores the game program according to claim 1 or 2; A game system comprising: a computer configured to be capable of communicating with a computer terminal operated by a user, and executing a program stored in the program storage unit.

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