MATCHING PROGRAM, MATCHING SYSTEM, INFORMATION PROCESSING DEVICE, SERVER, AND MATCHING METHOD
The matching program addresses the limitations of existing systems by allowing players in a battle game tournament to set their own match start times and match opponents based on their results, thereby increasing participation beyond the venue's capacity and improving operational efficiency.
Patent Information
- Application Number
- JP2024032463
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-03-04
- Publication Date
- 2025-05-19
- Estimated Expiration
- 2044-03-04
AI Technical Summary
Existing matching systems are ineffective for tournaments of battle games held in real venues, particularly in the Swiss draw system, where the capacity of the venue limits the number of participants and requires all players to wait until all battles are completed in each round.
A matching program that sets a single match start time for a group of players, allows players to receive a matching instruction after this time, and matches opponents based on their match results, enabling players to end their battles early and allowing the tournament to continue beyond the venue's capacity.
This solution enables the efficient advancement of tournaments by allowing more players to participate than the venue can accommodate simultaneously, as players can end their battles early and new matches can be initiated without waiting for all previous matches to conclude.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a matching program, a matching system, an information processing apparatus, a server, and a matching method. In particular, the present invention relates to a matching program, a matching system, an information processing apparatus, a server, and a matching method capable of matching opponents in a tournament of a battle game implemented in a real venue.
Background Art
[0002] Conventionally, there is known a matching system including a plurality of communicatively connected game terminals for performing a matching process to execute a game between the matched players. The matching system includes a predetermined level reach player detection means for detecting a player whose play level has reached a predetermined level based on whether or not a play operation input to the game terminal satisfies a condition preset for determining whether the play operation is a play operation performed by a player whose play level has reached a predetermined level, and a matching process means for performing a matching process so as not to match a player detected by the predetermined level reach player detection means with other players (see, for example, Patent Document 1). In the matching system described in Patent Document 1, in a network game to which an unspecified number of players can connect, it is possible to prevent beginners from leaving the game.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, the matching system described in Patent Document 1 and the like executes matching processing in a battle game executed in a digital space and cannot be used in a tournament of a battle game held in a real venue.
[0005] In addition, in a tournament of a battle game held in a real venue, for example, a tournament adopting a Swiss draw system (Swiss tournament) may be executed. In the Swiss draw system, a predetermined number of battles between two players (or two teams) with different combinations are repeated, and in each battle, players (or teams) with the same winning rate or a winning rate that is close are paired based on the results of the previous battle. In the Swiss draw system, if the number of rounds until the final ranking is determined is n (where n is a positive integer), the number of participating players = 2 n results (for example, if there are 256 participants, if 8 rounds are executed, there will definitely be one player who wins all battles). And in the Swiss draw system, in one round, all players need to wait in the venue until all the battles of all the players participating in that round are completed. Therefore, the number of players who can participate in one round is limited by the number of people (capacity) that can be accommodated in the real venue.
[0006] Therefore, an object of the present invention is to provide a matching program, a matching system, an information processing apparatus, a server, and a matching method that can efficiently advance a tournament in a tournament of a battle game held in a real venue.
Means for Solving the Problems
[0007] The present invention provides a matching program for causing a computer including a processor and a memory to execute matching processing for opponents in a tournament of a competitive game implemented in a real venue. The matching program causes the processor to perform the following steps: setting, for a first group of players among a plurality of players participating in the tournament, a single match start time determined from a plurality of match start times; setting a predetermined end condition for the tournament; after the single match start time, receiving a matching instruction from a player included in the first group of players, and matching an opponent based on the match result of the player who received the matching instruction in the tournament, from among other players included in the first group of players and players included in a second group of players for whom a match start time arriving after the single match start time has been set; after a match is established, notifying the player of information regarding a real-world match venue where the player will execute a competitive game with the opponent; receiving win / loss information regarding the win / loss of the competitive game between the player and the opponent; after receiving the win / loss information, determining whether the tournament of the player has ended based on the end condition, and if it is determined that the tournament has ended, notifying the player that the tournament has ended.
Advantages of the Invention
[0008] According to the matching program, matching system, information processing apparatus, server, and matching method of the present invention, it is possible to provide a matching program, matching system, information processing apparatus, server, and matching method that can efficiently advance a tournament in a competitive game implemented in a real venue.
Brief Description of the Drawings
[0009]
Figure 1
Figure 2
Figure 3
Figure 4
Mode for Carrying Out the Invention
[0010] [Embodiment] <Overview of Matching System 1> FIG. 1 shows an overview of the matching system according to this embodiment. Specifically, FIG. 1(a) shows an overview of an example of the configuration of the matching system 1, and FIG. 1(b) is a conceptual diagram of an example of a venue where a tournament of a battle game is executed.
[0011] The matching system 1 according to this embodiment is a system that executes matching between a player and the player's opponent in a tournament of a battle game or the like held at a real-world (i.e., real) venue 9. Various games can be cited as the battle game, but in this embodiment, a trading card game (TCG) in which a player battles an opponent player (opponent) under a predetermined rule using an analog card (trading card) will be described as an example. Also, various tournament formats can be adopted in the tournament, for example, the Swiss draw format (Swiss tournament) or the McMahon tournament format can be adopted. In this embodiment, a tournament executed using the Swiss draw format will be described as an example.
[0012] Specifically, the matching system 1 assigns a battle start time to each of one or more players participating in a real-time battle game tournament held at the real venue 9, and executes predetermined matching processing, thereby dispersing the peak number of participants in the tournament at the real venue 9 and making it possible to have the total number of participants during the tournament period equal to or greater than the capacity of the venue, while also enabling each player to determine their own battle start timing according to their own will. That is, in the matching system 1, by setting a battle start time for each player, the maximum number of players who can battle simultaneously at the venue 9 is shifted for each battle start time, and players with earlier battle start times can end the battle earlier, enabling tournament operation independent of the capacity of the real venue 9.
[0013] As shown in FIG. 1(a), the matching system 1 includes information terminals (for example, information terminal 3, information terminal 3a, ··· information terminal 3n) of one or more players and a server 7 that executes various processes in the tournament. That is, in FIG. 1(a), an example is shown in which a plurality of information terminals each used by a different player (including the opponent) are connected to the server 7 via the communication network 5. Each information terminal and the server 7 are connected via the communication network 5 so as to enable two-way communication. The matching system 1 may be a server-client type matching system. In the following description, for simplicity of explanation, an example in which one information terminal 3 (the information terminal 3 of the player) is connected to the server 7 via the communication network 5 will be mainly described.
[0014] First, the matching system 1 accepts participation in a battle game tournament held at the real venue 9 from the information terminal 3 of the player connected so as to enable two-way communication. Here, in the tournament, a plurality of battle start times that divide the tournament period into a plurality of segments are set, and an upper limit on the number of participants possible at each battle start time is provided. The matching system 1 sets one battle start time selected from the plurality of battle start times for the player who has accepted participation, and notifies the information terminal 3 of the player of the one battle start time set.
[0015] Then, the player goes to venue 9 where the tournament is held on the tournament date. When the matching system 1 reaches the match start time set for the player, it enables the execution of matching with an opponent on the player's information terminal 3. That is, the matching system 1 displays an icon for receiving an instruction (matching instruction) from the player on the information terminal 3 and enables the reception of a matching instruction from the player for the icon via the information terminal 3 (while making it non-receivable before the match start time). When the matching system 1 receives a matching instruction from the player for the icon after the match start time set for the player, it matches an opponent for the player from among one or more other players.
[0016] Here, the matching system 1 matches an opponent for the player from among other players with a match start time set before the player's match start time, other players with the same match start time as the player, and other players with a match start time set after the player's match start time provided that the time when the player gave the matching instruction is after the latter match start time. However, the matching system 1 does not match with other players who satisfy the predetermined end conditions set in the tournament and other players who have already played against the player at the timing when the player gave the matching instruction. In matching, the matching system 1 preferentially matches players whose matching instruction timings by the player and by other players are closer, and / or players with closer match results.
[0017] The predetermined end condition is a condition for ending the battles by the players who participated in the tournament, and is commonly applied to all players who participated in the tournament. The end condition may be, for example, an end based on information regarding the battle history of the player, an end based on a predetermined operation by the player's voluntary expression of intention, and / or an end based on meeting the condition regarding a predetermined time. Specifically, an end by executing a predetermined number of battles, an end by achieving a predetermined number of victories, an end by suffering a predetermined number of defeats, and / or an end by the player himself / herself withdrawing (dropping out) from the tournament, an end by the arrival of the time when the tournament venue is closed, an end by the elapsed time (i.e., the staying time at the venue) from the time when the player attended the tournament venue (i.e., the entry time) reaching a predetermined time, etc. may be used as the end condition.
[0018] And when the matching is established, the matching system 1 selects a real-world battle location 900 between the player and the other player (opponent) with whom the matching is established in the real venue 9, and notifies the information terminal 3 and the information terminal of the opponent of the information regarding the selected battle location 900. The player refers to the information of the battle location 900 notified to the information terminal 3, and goes to the battle location 900 as shown in FIG. 1(b) to execute a battle with the opponent. The opponent also refers to the information of the battle location 900 notified to his / her own information terminal, and goes to the battle location 900 to execute a battle with the player. The start of the execution of the battle between the player and the opponent can adopt, for example, the following start methods. a) A method of starting the battle by verbally communicating when the player and the opponent actually meet at the battle location 900. b) A method of communicating between the user's information terminal 3 and the information terminal of the opponent, coordinating the information terminal 3 and the information terminal of the opponent, and the matching system 1 grasping the situation of the coordination to grasp the start of the battle between the two. The coordination can be achieved, for example, by communicatively connecting the information terminals of each other by short-range wireless communication, or by displaying a predetermined two-dimensional code on the information terminal 3 and / or the information terminal of the opponent, and reading the two-dimensional code of the other party to coordinate the information terminal 3 and the information terminal of the opponent. c) A method of starting a battle by previously installing a predetermined two-dimensional code at the battle location 900 and having each of the user's information terminal 3 and the information terminal of the battle opponent read the predetermined two-dimensional code.
[0019] Next, after the battle between the player and the battle opponent ends, the person who won the battle (here, assuming the player having the information terminal 3 won) registers the battle result with the server 7 via the information terminal 3. The matching system 1 displays the battle result on the player's information terminal 3 and the information terminal of the battle opponent. Then, the matching system 1 determines whether a predetermined end condition is satisfied based on the battle result of the player. If the matching system 1 determines that the predetermined end condition is not satisfied, it again displays an icon for receiving a matching instruction from the player on the player's information terminal 3 and enables receiving a matching instruction from the player for the icon via the information terminal 3.
[0020] When the matching system 1 receives a matching instruction for the icon from a player, it matches a player's opponent for battle from among one or more other players in the same manner as described above. When the icon is displayed again on the information terminal 3, the player may immediately give a matching instruction for the icon, or may take a break or the like without giving a matching instruction for the icon. A player who has taken a break or the like can return to battle again by giving a matching instruction for the icon. After the matching is established, it is the same as described above. Note that the matching system 1 may set an upper limit on the time when a player can participate in the tournament. For example, the matching system 1 may set the total time that a single player can participate in the tournament to be equal to or less than the time of the tournament period. As an example, when the tournament period is 8 hours, the total time that a single player can participate in the tournament can be set to 4 hours or the like. Then, the matching system 1 calculates the remaining time by subtracting the time from the time when it becomes possible to receive a matching instruction from the player until the time when it actually receives a matching instruction from the player, and the time required for the player to battle with other players, from the available time, and may output the remaining time to the information terminal 3 of the player. Thereby, the player can grasp that the available time becomes shorter due to taking a break or the like. Also, the matching system 1 may be able to receive an instruction to end participation in the tournament from the player at an arbitrary timing. In this case, the matching system 1 may output information regarding the rewards that the player can obtain at the point in time when it receives the end instruction from the player via the information terminal 3 to the information terminal of the player.
[0021] On the other hand, when the matching system 1 determines that a predetermined end condition is satisfied, it determines whether or not a condition (reward acquisition condition) under which a player can acquire a predetermined reward is satisfied. Then, when the matching system 1 determines that the player satisfies the reward acquisition condition, it supplies information (for example, information such as an electronic exchange ticket that can be exchanged for a predetermined reward) indicating that the player can acquire a predetermined reward to the information terminal 3 of the player. The player can obtain a predetermined reward by presenting the information supplied to the information terminal 3 to, for example, the tournament organizer or the like. Note that the predetermined reward may be a reward of a physical object (for example, a crest, a sticker, a trading card, etc.). Further, it is preferable that the tournament venue has a layout such that, for example, after a player acquires a predetermined reward, the player cannot enter the tournament venue again. By adopting such a layout, the number of players in the tournament venue can be controlled. Examples of such a layout include a layout in which the entrance and the exit of the tournament venue are separated, and a region for delivering a predetermined reward to the player is provided near the immediate vicinity of the exit.
[0022] The matching system 1 according to the present embodiment sets, for each player, one match start time selected from a plurality of match start times. Therefore, one player can participate in the tournament after the match start time set for the player. Then, for one player, the matching system 1 enables matching with an opponent after the match start time set for the one player. Further, the matching system 1 provides a predetermined end condition, ends the participation in the tournament in order from the players who satisfy the end condition, and excludes the players whose participation has ended from the matching targets. Note that the matching system 1 may accept in advance the time (entry) at which the player enters the tournament venue. In this case, the matching system 1 may set the match start time so that the time when the player can enter is after the match start time.
[0023] Therefore, in the conventional tournament at the real venue 9, the capacity of venue 9 was the upper limit of the number of players who could participate (for example, in the conventional Swiss draw tournament, all participating players had to participate in the first round, and the upper limit of the number of participating players was restricted by the capacity of venue 9). According to the matching system 1 according to the present embodiment, since the start time of the match for each player is shifted and players who satisfy a predetermined end condition are sequentially excluded from the matching target, the peak of the number of players participating in the tournament can be dispersed. As a result, in the matching system 1, it becomes possible to operate the tournament without depending on the capacity of venue 9. That is, according to the matching system 1, since the number of people staying in venue 9 can be made to transition below the capacity of venue 9, the total number of participants in the tournament during the tournament period can be made to exceed the capacity.
[0024] In addition, in the matching system 1, a player can obtain a predetermined reward by satisfying a predetermined end condition and a predetermined reward acquisition condition. And in the matching system 1, if it is after the start time of the match set for the player, the player can start matching at any timing. Therefore, conventionally, since the matches in one round had to all end before the matches in the next round could be executed, according to the matching system 1, in order to end the match quickly aiming to obtain a predetermined reward, each time the player's own match ends, the player can immediately execute a matching instruction without waiting for the end of the matches of all other players participating in the round of that match.
[0025] Note that the information terminal is a portable information terminal such as a mobile phone, smartphone, notebook computer, tablet PC, and / or portable game machine. When there are a plurality of information terminals, the types of the respective information terminals may be different. Hereinafter, the details of the matching system 1 according to the present embodiment will be described. However, the names, numerical values, etc. in the above description and the following description are merely examples, and the present invention is not limited to these proper names and numerical values. It should be noted that these proper names and numerical values are not necessarily related to actual proper names and numerical values.
[0026] <Details of the Matching System 1> FIG. 2 shows an example of the functional configuration of the matching system according to the present embodiment. FIG. 3 shows an example of the data configuration of each storage unit included in the storage unit included in the matching system according to the present embodiment.
[0027] [Outline of the Configuration of the Matching System 1] The matching system 1 according to the present embodiment includes an output unit 100 that outputs an image such as an icon for receiving an instruction to start a battle or start matching, an output control unit 102 that controls the output of the output unit 100, an input unit 104 that receives an instruction from a player, a participation reception unit 110 that receives the player's participation in a tournament, a battle start time setting unit 112 that sets the battle start time of the player, a matching unit 114 that executes a matching process between the player and an opponent, a notification unit 116 that notifies the battle location to the information terminals of the player and the opponent, a win / loss reception unit 118 that receives the win / loss of the battle game, a determination unit 120 that determines the end condition of the tournament, a reward unit 122 that controls the awarding of rewards to the player, a control unit 124 that controls various functions and operations of the matching system 1, and a storage unit 126 that stores various types of information used in the matching system 1. The storage unit 126 includes a player information storage unit 128 that stores information about the player and a tournament information storage unit 130 that stores information about the tournament.
[0028] The matching system 1 may not only physically have the above-described plurality of components in the same device or location, but also install some of the above-described plurality of components at physically separated positions. In this case, each component may be connected, for example, by a communication network such as the Internet. For example, the matching system 1 may have some of the functions of the components borne by an external server. Further, the matching system 1 may be configured as one or more servers. In this case, the matching system 1 is configured by combining the information terminal and the components of one server and the components of another server. Further, in the present embodiment, an aggregate of predetermined components can be grasped as one "information processing device", and the matching system 1 may be formed as an aggregate of a plurality of information processing devices. The way of distributing the plurality of functions required to implement the matching system 1 according to the present embodiment for one or more pieces of hardware can be appropriately determined in view of the processing capabilities of each piece of hardware and / or the specifications required for the matching system 1. Further, the various types of information stored in the storage unit 126 may be updated according to the instructions and information of the player received via the input unit 104, or predetermined information may be acquired from a predetermined server existing outside the matching system 1 and updated at any time.
[0029] [Details of the Configuration of the Matching System 1] In the following, various types of information provided by the matching system 1 will be mainly described by taking the case where the player executes using the information terminal 3 (for example, a smartphone or the like) as an example. The information terminal 3 is configured to include at least an output unit 100 as a display unit and an input unit 104. Note that the information terminal 3 of the player and the information terminal of the opponent have substantially the same configuration and / or functions, and the same applies even if "player" is replaced with "opponent" or "opponent" is replaced with "player" (that is, the same applies even if the information terminal 3 is replaced with the information terminal of the opponent in the following description). Therefore, in the following description, the functions and outputs of the information terminal 3 used by the player will be mainly described, and detailed descriptions of the functions and outputs of the information terminal of the opponent will be omitted.
[0030] (Control unit 124) The control unit 124 controls various processes such as matching processes in a tournament based on information about the tournament and information about the players. The various processes may include, for example, the following processes. ·Processing related to a player's participation in a tournament ·Processing related to a player's attendance (entry) at a tournament venue ·Processing related to opponent matching ·Processing for searching for and determining a match location between a player and an opponent ·Processing related to the start and end of a match between a player and an opponent ·Processing related to obtaining match results ·Conditions for ending a tournament, and a player's voluntary entry ·Various processes related to the eventual end of the tournament (for example, a process for setting end conditions, etc.) ·Processing related to the provision of rewards after the tournament ends ·Processing related to time, such as the player's arrival time at the tournament venue, the player's departure time, the duration of the match, and the duration of stay in the venue
[0031] In addition, the control unit 124 may be capable of executing a process for matching a player with an opponent and a process for obtaining a predetermined reward for a player, based on various information received from the information terminal 3 and the information terminals of other players (opponents). Furthermore, the control unit 124 can also control the operation of each component of the matching system 1.
[0032] Then, the control unit 124 executes various processes in response to the operation input of the player received via the input unit 104. For example, the control unit 124 executes various processes such as a process related to the player's participation in the tournament, a process of storing the player's own information in the storage unit 126, a process of storing information related to the player's match results in the storage unit 126, information processing related to the granting of rewards to the player, and an instruction to the output control unit 102 to output predetermined information to the output unit 100. As an example, the control unit 124 is a player who has come to the tournament venue, and accepts an entry from the player via the input unit 104, enabling the player to participate in the tournament.
[0033] (Storage unit 126) The storage unit 126 stores various types of information supplied from other components of the matching system 1 and various information related to the matching system 1. Each storage section of the storage unit 126 supplies predetermined information to a predetermined component in response to a request from other components of the matching system 1.
[0034] (Storage unit 126: Player information storage section 128) The player information storage section 128 stores player information, participation information regarding participation in a tournament, battle result information regarding battle results in a tournament, etc., in association with a player ID that identifies a player.
[0035] Examples of player information include information that identifies a player (e.g., information such as the player's name, gender, and / or date of birth), information regarding the social networking service (SNS) used by the player (e.g., SNS account information), the player's email address, the player's phone number, the player name which is a name set by the player, and / or login information (e.g., login ID, password, etc.) to a server for a tournament, etc.
[0036] Examples of the participation information include information regarding a tournament of a battle game in which the player has applied to participate (e.g., tournament name, organizer, venue, date and time of the event, etc.), information regarding the battle start time set for the player in the tournament, and / or information regarding tournaments in which the player has participated so far (e.g., various information regarding past tournaments in which the player has participated, and / or the battle results in the tournament).
[0037] The battle result information is information indicating the battle results of a player in a tournament of a battle game in which the player participates. The battle result information may be updated in real time. The battle result information includes, for example, information regarding the battle results (including win / loss information) in one or more rounds of the player (e.g., information including the matching establishment time, information regarding the opponent, information regarding the battle location including information specifying the battle location, scores in the battle, wins / losses in the battle, the time when the battle results were received from the player's information terminal 3, etc.).
[0038] (Storage unit 126: Tournament information storage unit 130) The tournament information storage unit 130 stores tournament information regarding a tournament identified by a tournament ID for a tournament held at the real venue 9. Examples of the tournament information include information regarding the organizer of the tournament, the tournament period (including the tournament date), the tournament venue, guidance regarding the tournament, the method of participating in the tournament, the capacity of the tournament venue, one or more battle start times, the maximum number of players who can participate at a battle start time, the end conditions of the tournament, the rewards provided in the tournament, and / or information regarding the reward acquisition conditions (reward acquisition conditions), etc.
[0039] (Output unit 100, Output control unit 102) The output unit 100 is controlled by the output control unit 102 and outputs various information such as guidance for the player to participate in the tournament, the eligibility to participate in the tournament, an icon for accepting the execution of the matching process, and / or the battle location with the opponent. The output unit 100 outputs the various processing results and the information stored in the storage unit 126 in a perceptible manner to the player. Specifically, the output control unit 102 causes the output unit 100 to output the various processing results in each component and the information stored in the storage unit 126 as data in a predetermined format, still images, moving images, and / or text, voice, etc. The output unit 100 may output the information received from an external server. Note that the output unit 100 may be a display unit or the like included in the information terminal 3. Further, the output unit 100 may be configured to include elements such as a display unit, an audio output unit that outputs voice, a vibration unit that generates vibration, and / or a light emitting unit that emits light.
[0040] (Input unit 104, input surface 106, input control unit 108) The input unit 104 receives inputs such as predetermined instructions and operations from the player. The input unit 104 supplies the instructions to predetermined components of the matching system 1. Each component that receives the instruction exhibits a predetermined function. For example, the input unit 104 is a touch panel, a tablet, a mouse, a motion sensor, or the like. In the present embodiment, an example in which the input unit 104 is a touch panel included in the information terminal 3 will be described. Note that the touch panel may be capable of multi-touch detection. Specifically, the touch panel as the input unit 104 includes an input surface 106 into which operations from the player are input and an input control unit 108 that acquires information regarding the operations input into the input surface 106. The touch panel is disposed over the display unit that is the output unit 100, and the surface of the touch panel corresponds to the input surface 106.
[0041] For example, a region for receiving a predetermined instruction is provided in the output unit 100, and the input surface 106 detects a predetermined instruction at a position specified by an operation (for example, a touch operation, a tap operation, a swipe operation, a drag operation, a flick operation, etc.) of the player on the corresponding region of the input surface 106. The input surface 106 supplies the detected information, that is, information indicating the predetermined instruction at the detected position, to the input control unit 108. The input control unit 108 acquires information indicating a predetermined instruction from the input surface 106 and supplies the information to predetermined components of the matching system 1.
[0042] (Participation reception unit 110) The participation reception unit 110 receives the participation of players in the tournament of the battle game. Specifically, the control unit 124, in response to a request from the information terminal 3, causes the output unit 100 of the information terminal 3 to output information regarding the tournament and information regarding participation in the tournament based on the information stored in the tournament information storage unit 130. Then, the participation reception unit 110 uses various information (e.g., participation request, personal information of the player, etc.) regarding the request of the player to participate in the tournament received via the input unit 104 to receive the participation of the player in the tournament. The participation reception unit 110 supplies information indicating that the participation has been received to the battle start time setting unit 112. Also, the participation reception unit 110 stores, as part of the participation information, the information indicating that the participation has been received in association with the player ID in the player information storage unit 128.
[0043] (Battle start time setting unit 112) The battle start time setting unit 112 sets, for the player who has been received as participating by the participation reception unit 110, that is, for the player participating in the tournament, one battle start time determined from a plurality of battle start times set in the tournament. The battle start time setting unit 112 divides the plurality of players participating in the tournament into a plurality of player groups, and sets, for each player group, one battle start time determined from a plurality of battle start times. The battle start time setting unit 112 sets different battle start times for each of the plurality of player groups. The battle start time setting unit 112 may set one battle start time by lottery. Here, the tournament holding period (typically, one day) of one tournament is divided into a plurality of time slots, and the start time of one time slot is the one battle start time. Therefore, the battle start times are set in the order of the first battle start time, the second battle start time, ··· the nth battle start time (where n is a positive integer). Note that when the number of applicants who have applied for participants in the tournament within a certain period is more than a predetermined number, the battle start time setting unit 112 determines the participants by lottery and sets the battle start time for the determined participants.
[0044] And at a certain battle start time, an upper limit on the number of players who can participate at that battle start time is set. This upper limit is below the capacity of the real venue 9. That is, there is a physical upper limit (capacity) on the number of players who can battle simultaneously in venue 9. Note that the upper limits on the number of players who can participate at each of the multiple battle start times may be the same or different for each battle start time. From the perspective of appropriately dispersing the peak number of players participating in the tournament during the tournament period (that is, suppressing the concentration of the number of players in a specific time period) and maintaining the number of people staying in venue 9 at an appropriate level, the upper limit on the number of players who can participate at each battle start time may be set. For example, the upper limits on the number of players who can participate at each of the multiple battle start times may be set below the number of battle seats prepared in the tournament venue. Note that in the matching system 1, it may be allowed that there is a time when each player temporarily waits for the next battle. In this case, the capacity of the tournament venue does not have to be the same as the number of battle seats. For example, the tournament venue may be provided with battle seats where battles are executed (that is, seats in the battle location) and seats (other seats and spaces) where players can take breaks, etc. Therefore, the capacity of the tournament venue is the sum of the battle seats and other seats and spaces (As an example, even if the capacity of the entire tournament venue can accommodate about 3000 people, there are 2500 battle seats, and the remaining seats, etc. may be seats or spaces where players can take breaks.). Therefore, the matching system 1 may set the upper limit on the number of players who can participate at each battle start time based on the number of battle seats in the tournament venue.
[0045] The battle start time setting unit 112 supplies and notifies the battle start time set for the player to the player's information terminal 3 via the communication network 5. Also, the battle start time setting unit 112 stores the set battle start time in association with the player ID of the player as part of the participation information in the player information storage unit 128. The player can perceive the battle start time set by the battle start time setting unit 112 at an arbitrary timing via the output unit 100 of the information terminal 3.
[0046] (Matching unit 114) After a certain battle start time set for a player, the matching unit 114 receives a matching instruction from the player and matches an opponent from among one or more other players. That is, after a certain battle start time, the matching unit 114 receives a matching instruction from the player and matches an opponent from among one or more other players with a battle start time different from the certain battle start time based on the battle result at the time of the matching instruction. Specifically, after a certain battle start time, the matching unit 114 receives a matching instruction from a player included in the nth player group and matches an opponent from among other players included in the nth player group and players included in the (n + 1)th player group with a battle start time that arrives after the certain battle start time, based on the battle result of the player who received the matching instruction in the tournament (where n is an integer of 1 or more). Therefore, for example, even a player who ended a battle early in one round can be matched without waiting for the end of the battles of all players participating in that one round as long as there are other players who have ended their battles and are available for matching and the battle results can be referenced.
[0047] The matching unit 114 matches a player's matching opponent from among the following other players. However, when there are other players who have already battled with the player during matching, those other players are excluded. Also, other players who have already satisfied a predetermined end condition are excluded. a) Other players with a battle start time set before the player's battle start time When the battle start time set for a player is the second or later battle start time (i.e., after the second battle start time) among the multiple battle start times set in the tournament, other players with a battle start time set before the battle start time set for the player are included in the matching targets. b) Other players with the same battle start time as the player Other players with the same match start time set as the player are included in the matching targets. c) Other players with a match start time set after the player's match start time, where the time when the player gave a matching instruction is after the said later match start time Even if there are other players with a match start time set after the player's match start time, if the time when the player actually gave a matching instruction is after the said later match start time, the other players with the said later match start time are also included in the matching targets. Therefore, if the time when the player gave a matching instruction is before the said later match start time, the other players with the said later match start time are excluded from the matching targets.
[0048] Also, the matching unit 114 may match a matching partner for the player from among a group (parent population) that includes players who entered after the match start time set for the player and excludes players who have satisfied the end conditions. For example, assume that one player has one match start time set. And assume that one player entered the tournament venue after the one match start time. In this case, from among the group that includes a group of multiple players excluding players who have already satisfied the end conditions at a match start time before the one match start time and players who have already satisfied the end conditions after the one match start time, and the said one player, the matching unit 114 may match a match partner for the said one player.
[0049] For example, the control unit 124 causes the output unit 100 of the player's information terminal 3 to output an icon (matching icon) for receiving an instruction to execute matching with an opponent. The control unit 124 makes it impossible to receive an instruction for the matching icon before a certain match start time set for the player, and makes it possible to receive an instruction for the matching icon after the certain match start time. Then, the matching unit 114 executes a matching process based on a player's instruction (matching instruction) for the matching icon received via the input unit 104.
[0050] In addition, the matching unit 114 preferentially matches players whose timings of the matching instructions by the player (that is, the times of the matching instructions received via the input unit 104) and the timings of the matching instructions by other players (that is, the times of the matching instructions received via the input units of the information terminals of other players) are closer to each other. That is, the matching unit 114, among a plurality of opponent times which are the times when matching instructions are received from each of one or more other players, preferentially matches, as the opponent of the player, the other player who gave a matching instruction at the opponent time closest to the player time which is the time when the matching instruction is received from the player.
[0051] In addition, the matching unit 114 may perform matching based on the match results of the player's battle games in the ongoing tournament and the match results of the battle games in the ongoing tournament of each of one or more other players. That is, when the matching unit 114 receives a matching instruction by the player and a matching instruction by other players, the matching unit 114 refers to the battle result information stored in the player information storage unit 128, and preferentially matches players whose match results are closer (for example, when the winning rates are the same or both winning rates are within a predetermined range, or when the number of victories is the same or the number of victories differs by a predetermined number, etc.). In the Swiss draw system, matching based on match results is essential. The matching unit 114 supplies information indicating the result of the matching process to the notification unit 116.
[0052] Note that the matching unit 114 may perform matching by combining matching based on the timing of the matching instruction and matching based on the battle results. For example, the matching unit 114 may perform matching based on the battle results after performing matching based on the timing of the matching instruction, or may perform matching based on the timing of the matching instruction after performing matching based on the battle results.
[0053] Note that the control unit 124 refers to the position information of the player's information terminal 3 (for example, the position information obtained using the GPS of the information terminal 3), and when the information terminal 3 exists within the venue 9 or within a predetermined range from the venue 9, the control unit 124 may enable the player to give an instruction to the icon for receiving the matching instruction. On the other hand, the control unit 124 refers to the position information of the player's information terminal 3, and when the information terminal 3 exists outside the predetermined range from the venue 9, the control unit 124 may disable the player from giving an instruction to the icon for receiving the matching instruction (in this case, the control unit 124 may determine that the player has dropped, on the premise of prior notification to the player).
[0054] (Notification unit 116) After the matching by the matching unit 114 is successful, the notification unit 116 notifies the player of information regarding the battle location within the real venue 9 where the player and the opponent execute a battle game, that is, the battle location in the real world. The notification unit 116 notifies the battle location to both the player's information terminal 3 and the opponent's information terminal. Specifically, the control unit 124 searches for available battle locations within the tournament venue and determines the battle location to be notified by the notification unit 116 from among the available battle locations. For example, for the first round of the tournament, the control unit 124 notifies a predetermined battle location to one player and one opponent. When the battle between one player and one opponent ends (when receiving the win / loss information from the win / loss reception unit 118 described later), an empty flag indicating that the battle location of the one player and the one opponent who have finished the battle has become available is associated with the corresponding battle location. The control unit 124 performs the same process for the battle locations of other players and other opponents. Then, each time the control unit 124 receives information indicating that the matching by the matching unit 114 is successful, it determines the battle location to be notified by the notification unit 116 from among the battle locations associated with the empty flags, and the notification unit 116 notifies the player and the opponent of the information regarding the determined battle location. Then, the player and the opponent can each refer to the battle location output to the output unit 100 of their own information terminal and go to the corresponding battle location to execute the battle game. Note that the battle location may be information specifying a seat (for example, a seat number) when, for example, a plurality of seats are provided within the venue 9. Therefore, neither the player nor the opponent needs to search for the other party, and they can start the battle simply by going to the battle location.
[0055] In addition, when the physical upper limit (maximum number of players) of the number of players who can play in the venue 9 at one time is exceeded, the matching unit 114 may output information indicating that the player who issued the matching instruction is in the process of matching (matching-information), or information indicating that the player is waiting until being matched (waiting-information) to the information terminal of the player. Specifically, when the matching unit 114 determines that there is no available space in the battle location even if matching is performed based on the maximum number of players and the number of players in the battle, after executing the matching process, until an available space in the battle location occurs, the matching unit 114 outputs the matching-information and / or waiting-information to the information terminals of the players who have been matched and their opponents in the battle (hereinafter, referred to as "battle pairs" in the description of this paragraph). For example, the matching-information may be text information such as "Matching...", and the waiting-information may be text information such as "Please wait as we are securing a battle seat." Even when there is no available space in the battle location, the matching unit 114 may set a plurality of battle pairs through matching. That is, the matching unit 114 generates a virtual waiting queue and arranges the matched battle pairs in the matching order. Then, when an available space in the battle location occurs, the notification unit 116 notifies the information terminals of the players of the battle pairs in the waiting queue and their opponents of the information for guiding the battle pairs in the waiting queue to the available battle location in the matching order.
[0056] (Win / Loss Reception Unit 118) The win / loss reception unit 118 receives win / loss information regarding the win / loss of a battle game between a player and an opponent at the battle location notified by the notification unit 116. Specifically, the player and the opponent execute a battle game at the battle location, and the win / loss is determined according to a predetermined rule. Here, for example, it is assumed that the player becomes the winner. In this case, the player supplies win / loss information, which is the result of the battle game, to the win / loss reception unit 118 of the matching system 1 via the input unit 104 of the information terminal 3. The win / loss reception unit 118 receives the win / loss information and stores the win / loss information as part of the battle result information in the player information storage unit 128. The win / loss information includes information indicating that the player has won, in association with the player ID of the player and the player ID of the opponent (for example, it may include information indicating that the player has won, along with details of the battle content such as the scores of the player and the opponent). The win / loss reception unit 118 stores the win / loss information in each of the player information storage unit 128 of the player and the player information storage unit 128 of the opponent. The win / loss reception unit 118 supplies information indicating that it has received the win / loss information to the determination unit 120.
[0057] (Determination unit 120) After the win / loss reception unit 118 receives the win / loss information, the determination unit 120 determines whether the tournament of the player has ended based on a predetermined end condition of the tournament. If the determination unit 120 determines that the tournament has ended, it notifies the player's information terminal 3 that the tournament has ended. The determination unit 120 supplies the determination result to the matching unit 114 and the reward unit 122. Examples of the end conditions include the following.
[0058] a) A condition for ending the tournament when a predetermined number of battles are executed in the tournament For example, in the Swiss draw system, the number of rounds increases as the number of participants increases. However, in this embodiment, regardless of the number of participants, an upper limit may be set on the number of battles that a single player can participate in, and when the upper limit number of battles is executed, the tournament of the player may end. b) A condition for ending the tournament when a predetermined number of victories are achieved in the battles For example, in a tournament where a maximum of 7 matches can be played, if a player has won 4 times, it may be considered that the condition for ending the tournament has been met. c) Conditions for ending the tournament when a player has suffered a predetermined number of losses in a match For example, in a tournament where a maximum of 7 matches can be played, if a player has suffered 4 losses, the tournament may be automatically ended. d) Conditions for ending the tournament when a player withdraws (drops out) from the tournament For example, when a drop instruction is received from a player via the input unit 104 at any timing, the tournament of the player may be ended.
[0059] Note that when the matching unit 114 determines in the determination unit 120 that the tournament of the player has not ended and notifies the information terminal 3 that the tournament has ended, the matching unit 114 can be made capable of receiving a matching instruction from the player. That is, after the player has played against an opponent, if the player has not yet met the end condition of the tournament, the matching unit 114 determines that the player can play against another opponent and makes it possible to receive a matching instruction from the player.
[0060] (Reward unit 122) The reward section 122 determines whether the player has satisfied the acquisition conditions for obtaining a predetermined reward when it is determined in the determination section 120 that the player's tournament has ended. Then, when the reward section 122 determines that the player has satisfied the acquisition conditions, it grants the player acquisition information that enables the player to obtain the predetermined reward. The reward section 122 supplies the acquisition information to the player's information terminal 3. The player can refer to the acquisition information output to the output section 100 of the information terminal 3. The acquisition information may be, for example, image information such as a voucher that can be exchanged for a real reward (as an example, items such as trading cards, stickers, medals, etc., which are rewards of tangible objects) by presenting the acquisition information output to the output section 100 to the tournament operator, seller, etc. After the player presents the acquisition information output to their own information terminal to the tournament operator, etc. and receives a real reward, the player can leave the tournament venue and start the journey home. Note that after the player has received the reward, the reward section 122 acquires information indicating that the reward has been received (for example, receives a predetermined instruction via the input section 104, or causes the information terminal to read a two-dimensional code attached to the reward, etc.), and can output to the information terminal that the acquisition information has been used.
[0061] Note that a plurality of acquisition conditions can be set. And for each of the plurality of acquisition conditions, different rewards may be made available to the player. For example, the following conditions can be cited as acquisition conditions.
[0062] a) The first acquisition condition that requires executing a certain number of battles or more For example, regardless of the outcome of the battles, if a certain number of battles are executed, the player becomes eligible to obtain the first reward. b) The second acquisition condition that enables obtaining a predetermined reward for each number of battles when a battle is executed For example, regardless of the outcome of the battles, as long as a battle is executed, the player may be made eligible to obtain the second reward for the number of battles. Note that when the player actually obtains the second reward, the second reward may be paid. c) The third acquisition condition that requires achieving a certain number of victories For example, when a player achieves a certain number of victories, the player may be enabled to obtain a third reward. The third reward may have a higher added value than at least the first reward. d) Fourth acquisition condition on the condition of achieving a perfect victory in the tournament For example, when a player wins all the matches in the tournament, the player may be enabled to obtain both the third reward and the fourth reward. The fourth reward may be the same as the third reward or may be a reward with a higher added value than the third reward.
[0063] [Flow of processing of matching system 1] FIG. 4 shows an example of the flow of processing in the matching system according to the present embodiment.
[0064] First, the participation reception unit 110 receives, via the information terminal 3, a player's participation in a tournament held at the real venue 9 (step 10. Hereinafter, steps are represented as "S"). The participation reception unit 110 supplies information indicating that the player's participation has been received to the match start time setting unit 112. The match start time setting unit 112 receives the information and sets a match start time for the player (S12). Here, the tournament period is divided into a plurality of time slots, and the start time of each time slot is set as the match start time. Then, each time slot is set as a predetermined group, and the match start time is set for each group. Further, the number of participants allowed is set for each group. The upper limit of the number of participants allowed is the capacity of the venue 9 (for example, 3,000 in this case). As an example, the time slots during which the matches in the tournament are executed can be divided into groups as shown in Table 1 below. Note that each of the following groups is a group of players.
[0065]
Table 1
[0066] The battle start time setting unit 112 determines one battle start time by lottery from a plurality of battle start times, and sets the determined battle start time as the player's battle start time. The battle start time setting unit 112 supplies the battle start time set for the player to the player's information terminal 3 and stores it in the player information storage unit 128 in association with the player ID.
[0067] The player goes to the venue 9 on the day of the tournament. Until the battle start time set for the player arrives, the matching unit 114 waits for the matching process, and the player also waits at a predetermined location or the like (No in S14). Then, when the battle start time set for the player arrives (Yes in S14), the matching unit 114 enables reception of a matching instruction from the player (S16).
[0068] In a modified example of the processing flow of the matching system 1, the player may be allowed to enter the venue 9 regardless of the set battle start time. In this case, the matching unit 114 may not need to wait for the matching process until the battle start time set for the player. For example, the venue 9 may be provided with a predetermined entrance for the player to enter, and a reception for accepting the player's participation in the tournament may be provided near the entrance. The information terminal 3 causes the output unit 100 to output the battle start time supplied from the battle start time setting unit 112 according to the player's instruction. Then, the person in charge of the reception checks the battle start time output to the output unit 100 and the current time, and checks whether the player is a participant in the tournament at the battle start time (that is, whether the player is included in the group associated with the battle start time). When the person in charge of the reception confirms that the player is a participant at the battle start time, the player may be allowed to enter the venue 9, and when the person in charge of the reception confirms that the player is not a participant at the battle start time, the player may not be allowed to enter the venue 9. In this case, the matching unit 114 may be made capable of receiving a matching instruction from the player regardless of whether the battle start time set for the player has arrived, that is, regardless of whether it is after the battle start time set for the player. However, the matching unit 114 may be made capable of receiving only a matching instruction from a player who has entered the venue 9. For example, when the information terminal 3 receives a predetermined instruction from the person in charge of the reception (as an example, an instruction indicating that the player has entered the venue 9), the matching unit 114 may be made capable of receiving a matching instruction from the player.
[0069] After the matching unit 114 receives a matching instruction via the input unit 104 of the information terminal 3 after the battle start time set for the player (Yes in S16. Or, in the modification example, regardless of whether the battle start time set for the player has arrived, when the matching unit 114 receives a matching instruction via the input unit 104 of the information terminal 3), the matching unit 114 executes matching processing (S20). Note that the player can input a matching instruction to the input unit 104 at any timing after the battle start time (or, in the modification example, the player can input a matching instruction to the input unit 104 at any timing regardless of whether the battle start time has arrived). On the other hand, when the matching unit 114 does not receive a matching instruction (No in S16) and the control unit 124 also does not receive a drop instruction from the player via the input unit 104 (No in S18), the matching unit 114 waits for matching processing.
[0070] Note that the control unit 124 may stop the player's entry (attendance at the tournament) until the battle start time set for the player and enable entry after the battle start time. In this case, the control unit 124 stops the entry of the one player until the one battle start time set for the one player, and after the one battle start time arrives, accepts the entry of the one player. The control unit 124 supplies information about the player who has accepted the entry to the matching unit 114. Then, the matching unit 114 enables the reception of a matching instruction with the player who has accepted the entry as the matching target (the population for matching. That is, a group including the one player with the one battle start time set and one or more other players).
[0071] When the matching by the matching unit 114 is successful (Yes in S22), the notification unit 116 determines the battle location and notifies the determined battle location to the player's information terminal 3 and the information terminal of the battle opponent (S24). On the other hand, when the matching by the matching unit 114 is not successful (No in S22), the matching unit 114 may wait again for a matching instruction from the player. When the matching is successful, the player and the battle opponent go to the battle location respectively and execute the battle (S26). At the start of this battle, the player and the battle opponent may confirm verbally with each other that the other party is the opponent of the battle. Also, either communicate between the player's information terminal 3 and the information terminal of the battle opponent, or at least one of the information terminal 3 and the information terminal of the battle opponent displays a predetermined two-dimensional code, and the other information terminal reads the displayed two-dimensional code, so that the two parties may confirm with each other that the other party is the opponent of the battle. In this case, the control unit 124 may cause the user's information terminal 3 to output the name of the battle opponent and the fact that they are in the middle of the battle, and cause the information terminal of the battle opponent to output the name of the player and the fact that they are in the middle of the battle. The output content of the information terminal 3 may be, for example, "In battle with Mr. B" (Mr. B is the battle opponent), and the output content of the information terminal of the battle opponent may be, for example, "In battle with Mr. A" (Mr. A is the player). Then, the battle continues until the battle ends (No in S28). When the battle ends (Yes in S28), the victory / loss reception unit 118 receives victory / loss information (S30). That is, via the input unit 104 of the information terminal 3, the victory / loss reception unit 118 receives the information on the battle result, that is, the victory / loss information, from the winner in the battle (for example, here the player is the winner and the battle opponent is the loser). The victory / loss reception unit 118 supplies to the determination unit 120 the fact that it has received the victory / loss information.
[0072] The determination unit 120 determines whether the player satisfies a predetermined end condition of the tournament (S32). If the determination unit 120 determines that the player does not satisfy the predetermined end condition (No in S32), the steps after S16 are repeated. On the other hand, if the determination unit 120 determines that the player satisfies the predetermined end condition (Yes in S32), or if the control unit 124 receives a drop instruction from the player via the input unit 104 (Yes in S18), the reward unit 122 determines whether the player can obtain a predetermined reward, that is, whether the player satisfies the acquisition condition for the predetermined reward (S34). If the reward unit 122 determines that the player does not satisfy the predetermined acquisition condition (No in S34), the process ends without allowing the player to obtain the reward (thus, the tournament for the player ends).
[0073] On the other hand, if the reward unit 122 determines that the player satisfies the predetermined acquisition condition (Yes in S34), the reward unit 122 gives the player acquisition information that enables the player to obtain the predetermined reward (S36). Specifically, the reward unit 122 supplies the acquisition information to the information terminal 3 of the player. The player can obtain the predetermined reward by presenting the acquisition information output to the output unit 100 of the information terminal 3 to the tournament operator or the like. Thereby, the processing of the matching system 1 ends.
[0074] [Matching Program] Each component included in the matching system 1 according to the present embodiment shown in FIGS. 1 to 4 can be realized by causing an arithmetic processing device (processor) such as a central processing unit (CPU) to execute a program (that is, a matching program), that is, by processing by software. Further, it can also be realized by pre-writing a program into hardware such as an integrated circuit (IC). Note that the processor is hardware for executing an instruction set described in the program and is composed of an arithmetic unit, a register, a peripheral circuit, and the like. Also, software and hardware can be used in combination.
[0075] That is, the matching program according to this embodiment is a matching program for causing a computer including a processor and a memory to execute matching processing for an opponent in a tournament of a real-time battle game. The matching program according to this embodiment can be pre-embedded in, for example, an IC, a ROM, or the like. Further, the matching program can be provided as a computer program by being recorded in a computer-readable recording medium such as a magnetic recording medium, an optical recording medium, or a semiconductor recording medium in an installable format or an executable format file. The recording medium storing the program may be a non-transitory recording medium such as a CD-ROM or a DVD. Furthermore, the matching program can be pre-stored in a computer connected to a communication network such as the Internet so that it can be provided by downloading via the communication network.
[0076] The matching program according to this embodiment acts on a CPU or the like to cause the matching program to function as the output unit 100, output control unit 102, input unit 104, input surface 106, input control unit 108, participation reception unit 110, battle start time setting unit 112, matching unit 114, notification unit 116, win / loss reception unit 118, determination unit 120, reward unit 122, control unit 124, storage unit 126, player information storage unit 128, and tournament information storage unit 130 described with reference to FIGS. 1 to 4.
[0077] [Effects of the Embodiment] The matching system 1 according to this embodiment is a matching system for a tournament of a battle game held in a real venue 9. When accepting the participation of players who wish to participate in the tournament, a battle start time is set for each player, and the battle start time set for each player's information terminal is notified. Then, in the matching system 1, a player can execute matching with an opponent after the battle start time set for himself / herself, and is matched based on the battle results and the like to determine an opponent. When the opponent is determined, the matching system 1 notifies the battle location in the real venue 9 to the information terminals of each of the player and the opponent, and the player and the opponent start the battle at the battle location. Subsequently, when the matching system 1 receives the win / loss information indicating the result of the battle, it determines for each player (that is, for each player and his / her opponent) whether the tournament of the player has ended based on a predetermined end condition. Thus, conventionally, in a tournament of a battle game in a real venue 9, the capacity of the venue 9 was the upper limit of the number of players participating. However, according to the matching system 1, since the battle start time is set for each player and it is determined whether a predetermined end condition is satisfied for each player, players entering the venue 9 and players leaving the venue 9 occur simultaneously, and the peak of the number of people staying in the venue 9 can be dispersed. Regardless of the capacity of the venue 9, the total number of players during the tournament period can be increased (for example, in the case shown in Table 1, even if the capacity of the venue 9 is 3,000 people, the total number of players during the tournament period can be increased to a number exceeding the capacity, for example, 5,000 people).
[0078] Here, in the matching system 1, a player can supply a matching instruction to the matching system 1 at any timing after the start time of the game set for himself or herself. Then, even after the start time of the game, there may be a player who takes a long time for rest, meals, etc. without giving a matching instruction. Then, it is also assumed that the peak of the number of players entering the venue 9 may not be appropriately dispersed. Therefore, in the matching system 1, for a player who satisfies a predetermined end condition and a predetermined acquisition condition, acquisition information (for example, an exchange code, etc.) for exchange with a predetermined reward (for example, a physical reward. That is, a reward of a tangible object.) is given. As a result, since it is possible to give the player an incentive to end the game early with the idea that a predetermined reward can be obtained depending on the game result after the end of his or her tournament, the peak of the number of players entering the venue 9 can be appropriately dispersed.
[0079] As described above, the embodiments of the present invention have been described. However, the embodiments described above do not limit the invention according to the claims. Also, it should be noted that not all combinations of the features described in the embodiments are essential means for solving the problems of the invention. Furthermore, the technical elements of the above-described embodiments may be applied alone, or may be applied after being divided into a plurality of parts such as program parts and hardware parts.
[0080] Also, the functions realized by the components described in this specification may be implemented in circuitry or processing circuitry including a general-purpose processor, a specific-purpose processor, an integrated circuit, Application Specific Integrated Circuits (ASICs), a Central Processing Unit (CPU), conventional circuits, and / or combinations thereof, programmed to realize the described functions. The processor includes transistors and other circuits and is regarded as circuitry or processing circuitry. The processor may be a programmed processor that executes a program stored in a memory. In this specification, circuitry, unit, and means are hardware programmed to realize the described functions or hardware that executes. The hardware may be any hardware disclosed in this specification or any hardware known to be programmed or execute to realize the described functions. When the hardware is a processor regarded as a type of circuitry, the circuitry, means, or unit is a combination of hardware and software used to configure the hardware and / or the processor.
[0081] Note that the matching system according to this embodiment can also be referred to in the following additional claims that should not be confused with the claims.
[0082] (Additional Claim 1) A matching program for causing a computer including a processor and a memory to execute matching processing for an opponent in a tournament of a real-time venue battle game, wherein the matching program causes the processor to receive participation of a player in the tournament, and A step of setting, for the player who has accepted participation, one battle start time determined by lottery from a plurality of battle start times; After the one battle start time, a step of receiving an instruction from the player and matching the opponent in the battle from among one or more other players; A step of receiving win / loss information regarding the win / loss of the battle game between the player at the battle location and the matched opponent; After receiving the win / loss information, a step of determining whether or not the tournament for the player has ended based on a predetermined end condition of the tournament A matching program for causing the above to be executed.
Explanation of Signs
[0083] 1 Matching system 3, 3a, 3n Information terminal 5 Communication network 7 Server 9 Venue 100 Output unit 102 Output control unit 104 Input unit 106 Input surface 108 Input control unit 110 Participation reception unit 112 Battle start time setting unit 114 Matching unit 116 Notification unit 118 Win / loss reception unit 120 Determination unit 122 Reward unit 124 Control unit 126 Storage unit 128 Player information storage unit 130 Tournament information storage unit 900 Battle location
Claims
1. A matching program for causing a computer having a processor and a memory to execute a process for matching opponents in a tournament of a competitive game held at a real venue, the program comprising: The matching program causes the processor to: setting one match start time determined from a plurality of match start times for a first group of players among a plurality of players participating in the tournament; setting a predetermined end condition for the tournament; receiving a matching instruction from a player included in the first player group after the first match start time, and matching the opponent with another player included in the first player group and a player included in a second player group whose match start time is set to be after the first match start time, based on a match result of the player in the tournament at the time the matching instruction is received; after the matching is established, notifying the player of information regarding a real-world battle location where the player will play the battle game with the opponent; receiving win / loss information regarding a win / loss of the competitive game between the player and the opponent; a step of determining whether or not the tournament for the player has ended based on the end condition after receiving the winning or losing information, and notifying the player that the tournament has ended if it is determined that the tournament has ended; A matching program that executes the above.
2. 2. The matching program according to claim 1, wherein the matching step makes it possible to accept the matching instruction from the player if it is determined in the determining and notifying step that the tournament for the player has not ended.
3. a step of providing the player with acquisition information that enables the player to acquire the predetermined reward, which is a tangible reward, when it is determined in the step of determining and notifying that the tournament for the player has ended and the player satisfies an acquisition condition for acquiring the predetermined reward; The matching program according to claim 1 , further comprising:
4. 2. The matching program according to claim 1, wherein the matching step matches, as the opponent of the player, another player who has issued a matching instruction at an opponent time that is closest to a player time that is the time at which a matching instruction was received from the player, among a plurality of opponent times that are the times at which a matching instruction was received from each of the one or more other players.
5. 2. The matching program according to claim 1, wherein the matching step performs the matching based on the competitive record of the player in the competitive game and the competitive record of each of the one or more other players in the competitive game.
6. 2. The matching program according to claim 1, wherein the venue has a physical upper limit on the number of players who can compete at one time.
7. A matching system comprising means for executing all the steps performed in the invention according to any one of claims 1 to 6.
8. 7. An information processing apparatus comprising a control unit and a storage unit, the control unit executing all the steps executed in the invention according to any one of claims 1 to 6.
9. A server comprising a control unit and a storage unit, the control unit executing all the steps executed in the invention according to any one of claims 1 to 6.
10. 1. A method of matching implemented on a computer having a processor and a memory, comprising: A matching method, wherein the processor performs all of the steps performed in the invention according to any one of claims 1 to 6.
11. A matching program for causing a computer having a processor and a memory to execute a process for matching opponents in a tournament of a competitive game held at a real venue, the program comprising: The matching program causes the processor to: setting one match start time determined from a plurality of match start times for a first group of players among a plurality of players participating in the tournament; setting a predetermined end condition for the tournament; receiving a matching instruction from a player included in the first player group, and matching the opponent from among other players included in the first player group and players included in a second player group whose match start time is set to be after the first match start time, based on match results in the tournament of the player at the time the matching instruction is received; after the matching is established, notifying the player of information regarding a real-world battle location where the player will play the battle game with the opponent; receiving win / loss information regarding a win / loss of the competitive game between the player and the opponent; a step of determining whether or not the tournament for the player has ended based on the end condition after receiving the winning or losing information, and notifying the player that the tournament has ended if it is determined that the tournament has ended; A matching program that executes the above.
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