COMPUTER SYSTEM AND METHOD FOR MANAGING GAME RESULTS - Patent application
A computer system using a distributed ledger to manage and authenticate game results addresses the challenge of tracking and trading game outcomes, enhancing transparency and profitability in gaming.
Patent Information
- Application Number
- JP2023208662
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-12-11
- Publication Date
- 2025-05-21
- Estimated Expiration
- 2040-03-23
AI Technical Summary
Existing systems fail to effectively manage and track game results after a match is over, making it difficult to record and verify the legitimacy of game outcomes.
A computer system utilizing a distributed ledger to record transaction information linking game results with player information, including a recording unit, authentication unit, and transfer unit to manage and authenticate game results, enabling secure and transparent trading of game outcomes.
Enables secure management, tracking, and trading of game results, promoting amateur players to professionals and securing income for professionals by clarifying ownership and attribution of game-related rights.
Smart Images

Figure 0007680686000001 
Figure 0007680686000002 
Figure 0007680686000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a computer system and a method for managing game results. [Background technology]
[0002] A computer system that allows spectators to watch a game tournament is known (see, for example, Patent Document 1). Patent Document 1 discloses a video distribution service that distributes video data of games as the game tournament progresses. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 6522209 Summary of the Invention [Problem to be solved by the invention]
[0004] In the example of the above-mentioned patent document, the game results are not managed, and it is difficult to track the game results after the match is over.
[0005] An object of the present disclosure is to be able to manage the results of games played via a computer. [Means for solving the problem]
[0006] A first aspect is a computer system for managing the results of a game played via a computer, comprising: A recording unit that records transaction information, which is information linking information on a game result of the game with information identifying a player corresponding to the information on the game result, in a distributed ledger. and, a selling unit for managing the sale by the player of the game results corresponding to the transaction information; The game result is a win or loss in the game, or an evaluation based on an index in the game. The present invention relates to a computer system.
[0007] A second aspect is a computer system for managing the results of a game played via a computer, comprising: a recorder that records transaction information, which is information linking information on a game result of the game with information identifying a player corresponding to the information on the game result, in a distributed ledger; an operation unit to which an operator that transmits a signal to the game device is connected; The game result includes a win or loss in the game that occurs when the player operates a character with the controller, and information about the controller used in the game. The present invention relates to a computer system.
[0008] A third aspect is a computer system for managing the results of a game played via a computer, comprising: a recorder that records transaction information, which is information linking information on a game result of the game with information identifying a player corresponding to the information on the game result, in a distributed ledger; an authentication unit that receives a result of an assessor's assessment of legitimacy of the game result determined by the game program; the authentication unit certifies the game result whose legitimacy has been authenticated by the adjudicator as a legitimate result; The recording unit records, as the transaction information, information on the game result that has been authenticated by the authentication unit and information that identifies a player corresponding to the authenticated game result information, in the distributed ledger. The present invention relates to a computer system.
[0009] In the above aspect, Before being recorded on the distributed ledger a transfer unit that transfers the transaction information to a predetermined transfer destination via a communication network; The transfer unit transfers The above It is advisable to transfer the transaction information including information for identifying the transfer source and the transfer destination.
[0010] In the above aspect, the transaction information may include data indicating rights that are obtained in association with the game result. 。
[0011] In the above aspect, the transaction information The above Source and The above An intermediary unit that acts as an intermediary between the destination and the caller may be provided.
[0012] In the above aspect, a notification unit may be provided that notifies at least one of the transfer source and the transfer destination of a request for payment of a consideration when the intermediation is established. 。
[0013] In the above aspect, the information on the game result may include information specifying the tournament in which the game was played.
[0014] Fourth The present invention relates to a method for managing game results carried out via a computer, comprising: a recording step of recording transaction information, which is information linking information on a game result of the game with information for identifying a player corresponding to the information on the game result, in the distributed ledger; and, a listing step for managing a sale by the player of a game result corresponding to the transaction information; The game result is a win or loss in the game, or an evaluation based on an index in the game. child The present invention relates to a method for managing game results, the method being characterized by the above.
[0015] A fifth aspect is a method for managing game results carried out via a computer, comprising: a recording step of recording transaction information, the transaction information being information linking information of a game result of the game with information identifying a player corresponding to the information of the game result, in a distributed ledger; In the game, a controller is used to send a signal to a game device, The game result includes a win or loss in the game that occurs when the player operates a character with the controller, and information about the controller used in the game. The method for managing game results is characterized by the above.
[0016] A sixth aspect is a method for managing game results carried out via a computer, comprising: a recording step of recording transaction information, the transaction information being information linking game result information of the game with information identifying a player corresponding to the game result information, in a distributed ledger; The information on the game result includes a win or loss in the game or an evaluation result regarding the player, an authentication step of accepting a judgment result by an assessor as to the legitimacy of the game result determined by the game program; In the authentication step, the game result whose legitimacy has been authenticated by the adjudicator is authenticated as a legitimate result; In the recording step, information that links information on the game result authenticated as valid in the authentication step with information that identifies a player corresponding to the authenticated information on the game result is recorded in the distributed ledger as the transaction information. The method for managing game results is characterized by the above. Effect of the Invention
[0017] According to the present invention, the results of a game played via a computer can be managed. [Brief description of the drawings]
[0018] [Figure 1] 1 is a block diagram showing a configuration of a game system according to a first embodiment. [Diagram 2] FIG. 2 is a block diagram showing a configuration of a server device. [Diagram 3] FIG. 2 is a block diagram showing the configuration of the game device. [Figure 4] FIG. 2 is a block diagram showing the configuration of each terminal. [Diagram 5] An example of a game image is shown. [Figure 6]2 is a block diagram showing the functions of the control unit in the referee terminal. [Figure 7] 2 is a block diagram showing the functions of a control unit in the player terminal. [Figure 8] 2 is a block diagram showing the functions of a control unit in the purchaser terminal. [Figure 9] The flowchart for conducting a match is shown below. [Figure 10] 1 shows a flowchart for determining the result of a match. [Figure 11] 13 shows a flowchart of match result tokenization. [Figure 12] 1 shows a flowchart of a token transaction. [Figure 13] FIG. 11 is a block diagram showing a configuration of a server device 2 in the second embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0019] Hereinafter, a computer system and a method for managing game results according to the present disclosure will be described with reference to the drawings. The computer system according to the present disclosure is realized as a game system. The method for managing game results according to the present disclosure is implemented as a function of the game system.
[0020] In the following description, a "game" refers to an activity in which some objective is achieved according to certain rules and is carried out using a computer. In some games, multiple participants compete against each other (where a winner is determined), and in other games, each participant is evaluated based on some index, such as points or time. Participants here include both individuals and teams.
[0021] In the following description, the term "game result" includes all information relating to the game (examples of which will be given later).
[0022] In particular, in a competitive game in which participants compete against each other, the participants may be called "opponents." Also, the "game result" of a competitive game may be called the "match result."
[0023] [Embodiment 1] Game System Overview 1 is a block diagram showing the configuration of a game system according to the first embodiment. The game system 1 is used, for example, to manage an e-sports (electric sports) tournament. In a game in the game system 1, a player character is operated by a game player to move around in a three-dimensional virtual game space (hereinafter simply referred to as a virtual space) and to perform various actions on the player character's companions.
[0024] The game described in this embodiment is a fighting action game in which a player character fights against other player characters or non-player characters in a virtual space. More specifically, the game in this embodiment is a so-called fighting game.
[0025] In the fighting game of this embodiment, two game players compete one-on-one. In the battle, each game player selects and operates one character (player character). In the battle, the winner is determined when the vitality value of one of the characters becomes 0, for example.
[0026] In the e-sports tournament of this embodiment, the winner of the tournament is determined, for example, by a tournament format. In other words, in the e-sports tournament, the combination of players to compete is determined by the result of one match. In the e-sports tournament exemplified in this embodiment, the referee judges whether or not the players have cheated.
[0027] Hardware Configuration <overview> The game system 1 includes a server device 2, a referee terminal 4, a game device 5, and an authentication device 7. The server device 2 is configured to be able to communicate with the referee terminal 4, the game device 5, and the authentication device 7 via a communication network 6.
[0028] 1 is a terminal of a person who wishes to purchase a right for a match (described later). The game system 1 may communicate with the purchaser terminal 10 via a communication network 6.
[0029] A player's terminal (hereinafter, player terminal 3) may be connected to the game system 1 via a communication network 6. In the example of Fig. 1, two player terminals 3 are connected to the game system 1. In the following, components that exist in plurality, such as the player terminals 3, are distinguished by adding a subnumber to the reference symbol as necessary (e.g., 3-1, 3-2, etc., hereinafter the same).
[0030] The player terminals 3 are used for trading rights for battles (described later), etc. The player terminal 3-1 is a terminal used by the player P1. The player terminal 3-2 is a terminal used by the player P2.
[0031] The server device 2 manages what is called an e-sports tournament. The server device 2 stores game programs and game data. The server device 2 manages the game data of the game device 5. The server device 2 stores various programs and data for managing the e-sports tournament.
[0032] The game device 5 executes a game (here, a fighting action game) based on operations of the game players. In this embodiment, one game device 5 is configured to accept operations of a pair of players (two players in this example).
[0033] The game device 5 may be, for example, a personal computer, PlayStation (registered trademark), XBox (registered trademark), PlayStation Vita (registered trademark), Nintendo Switch (registered trademark), or other commercially available device.
[0034] The game device 5 may receive (download) a game program and game data from the server device 2 via the communication network 6. Upon receiving the game program and the like, the game device 5 installs the received game program and the like.
[0035] The game device 5 starts a battle in a competitive action game based on the operations of each player (hereinafter, players P1 and P2). The game device 5 progresses the game while outputting game images and sounds to a display 61 and a speaker 62 (both of which will be described later) based on the operations of each player.
[0036] When the match ends, the game device 5 transmits result information indicating the match result to the server device 2. The result information includes, for example, information such as the stage of the match (information on the first round, the final round, etc.) and information identifying the winner of the match.
[0037] <Configuration of Server Device 2> Fig. 2 is a block diagram showing the configuration of the server device 2. As shown in Fig. 2, the server device 2 includes a network interface 21, a storage unit 22, and a control unit 23. The network interface 21 and the storage unit 22 are electrically connected to the control unit 23 via a bus 29.
[0038] The network interface 21 is communicably connected to the game device 5 and the like via a communication network 6 such as the Internet or a LAN.
[0039] The storage unit 22 is composed of an HDD, an SSD, a RAM, a ROM, etc. The storage unit 22 stores game data and various programs including a part of the game program according to the present embodiment. The storage unit 22 stores, for example, ID information of the players P1 and P2 and ID information of the referee.
[0040] The control unit 23 controls the operation of the server device 2. The control unit 23 includes a CPU (microcomputer) and a semiconductor memory (not shown). The semiconductor memory stores programs for operating the CPU, etc.
[0041] <Configuration of Game Device 5> Fig. 3 is a block diagram showing the configuration of the game device 5. As shown in Fig. 3, a display 61, a speaker 62, and a controller 63 are externally connected or built into the game device 5. The game device 5 is provided with two displays 61 (displays 61-1, 61-2). The game device 5 is also provided with two controllers 63 (controllers 63-1, 63-2).
[0042] The display 61-1 and the controller 63-1 are used by the player P1. The display 61-2 and the controller 63-2 are used by the player P2. The controller 63 may be prepared by the players P1 and P2 themselves, instead of the controller 63 that is provided as standard in the game system 1.
[0043] The game device 5 has a network interface 51, a graphics processing unit 52, an audio processing unit 53, an operation unit 54, a storage unit 55, and a control unit 56. The network interface 51, the graphics processing unit 52, the audio processing unit 53, the operation unit 54, and the storage unit 55 are electrically connected to the control unit 56 via a bus 59.
[0044] The network interface 51 is communicatively connected to a communication network 6 in order to transmit and receive various data between the game device 5 and the server device 2.
[0045] The graphics processing unit 52 renders game images including various objects related to the virtual space in a moving image format according to game image information output from the control unit 56. The graphics processing unit 52 is connected to displays 61 (61-1, 61-2), which are, for example, liquid crystal displays. The game images rendered in a moving image format are displayed on the display 61 as a game screen.
[0046] The audio processing unit 53 is connected to a speaker 62. The audio processing unit 53 plays and synthesizes game sounds in accordance with instructions from the control unit 56, and outputs the sounds from the speaker 62.
[0047] The operation unit 54 is connected to the controllers 63 (63-1, 63-2). The operation unit 54 transmits and receives data related to operation inputs to and from the controllers 63. The players P1 and P2 input operation signals to the game device 5 by operating various operators such as buttons of the controllers 63.
[0048] The storage unit 55 is composed of an HDD, an SSD, a RAM, a ROM, etc. The storage unit 55 stores game data downloaded from the server device 2, various programs including a part of the game program, and the like.
[0049] The control unit 56 controls the operation of the game device 5. The control unit 56 includes a CPU (microcomputer) and a semiconductor memory (not shown). The semiconductor memory stores programs for operating the CPU, etc.
[0050] <Configuration of Authentication Device 7> The authentication device 7 performs identity authentication for the players P1 and P2. The authentication device 7 includes a code reader 71 (see FIG. 1). The code reader 71 has a function of reading a QR code (registered trademark).
[0051] In this embodiment, when players P1 and P2 enter the tournament, they are each given a QR code (registered trademark) that indicates that they are a tournament participant (player). As an example, the QR code (registered trademark) can be distributed by transmitting it to the player terminals 3 owned by the players P1 and P2 via the communication network 6.
[0052] The code reader 71 reads the QR code that the players P1 and P2 hold over the code reader 71. The authentication device 7 transmits information associated with the QR code that the code reader 71 reads to the server device 2.
[0053] The server device 2 transfers the verification result of the information accompanying the QR code transmitted from the code reader 71 (information as to whether the player is a legitimate player) to the referee's terminal (referee terminal 4). This enables the referee to verify the identity of the players P1 and P2.
[0054] <Configuration of various terminals> As described above, the game system 1 is provided with the judge terminal 4. In addition, the game system 1 is connected with the player terminals 3 and the purchaser terminal 10.
[0055] In this embodiment, for convenience of explanation, it is assumed that the terminals 3, 4, and 10 have the same hardware configuration. For example, each of the terminals 3, 4, and 10 can be configured by installing predetermined software on a smartphone.
[0056] Fig. 4 is a block diagram showing the configuration of the terminals 3, 4, and 10. As shown in Fig. 4, the terminals 3, 4, and 10 each include a display 91, a speaker 92, and a touch pad 93 built therein.
[0057] The terminals 3, 4, and 10 each have a network interface 81, a graphics processing unit 82, an audio processing unit 83, an operation unit 84, and a storage unit 85. The network interface 81, the graphics processing unit 82, the audio processing unit 83, the operation unit 84, and the storage unit 85 are electrically connected to a control unit 86 via a bus 87.
[0058] The network interface 81 is communicatively connected to the communication network 6 in order to transmit and receive various data. This enables the terminals 3, 4, and 10 to communicate with the server device 2.
[0059] The graphic processing unit 82 is connected to the display 91. The graphic processing unit 82 displays various images on the display 91 in accordance with image information output from the control unit 86.
[0060] The audio processing unit 83 is connected to a speaker 92. The audio processing unit 83 outputs (plays) sound from the speaker 92 in accordance with audio information output from the control unit 86.
[0061] The operation unit 84 is connected to the touchpad 93. An operation signal from a user (e.g., player P1) is input to the operation unit 84 via the touchpad 93. By operating the touchpad 93, the user can execute various programs stored in the storage unit 85. By operating the touchpad 93, the user can input various information.
[0062] In this example, the touch pad 93 is configured integrally with the display 91. A user can touch the display 91 to input an operation signal.
[0063] The storage unit 85 is composed of an HDD, an SSD, a RAM, a ROM, etc. The storage unit 85 stores various programs and the like.
[0064] The control unit 86 controls the terminals 3, 4, and 10 to which it belongs. The control unit 86 includes a CPU (microcomputer) and a semiconductor memory (not shown). The semiconductor memory stores programs for operating the CPU, etc.
[0065] <Functional configuration of the control unit 23 in the server device 2> The control unit 23 functions as a recording unit 231, a transfer unit 232, an intermediation unit 233, and a notification unit 234 as a result of the CPU executing various programs.
[0066] The recording unit 231 performs tokenization. Here, tokenization means expressing matters for which ownership is desired to be clarified as transmittable information. In this embodiment, matters for which ownership is desired to be clarified include the match result and the rights associated therewith.
[0067] The recorder 231 records the tokenized information (corresponding to transaction information described later) in a distributed ledger. The distributed ledger is an electronic ledger (a type of database). The distributed ledger is shared by multiple nodes (generally computers).
[0068] One example of a distributed ledger implementation is a so-called blockchain. In this embodiment, the blockchain mechanism is also adopted as the distributed ledger.
[0069] In the blockchain, data is recorded as multiple blocks linked together, and each node is implemented to share these blocks. The server device 2 functions as a node of the distributed ledger. The first block (origin block) is registered in the distributed ledger as an initial value. Newly generated blocks are linked to the origin block.
[0070] The block includes transaction information. The transaction information in this embodiment includes information that links information on a match result with information that identifies a player corresponding to the information on the match result.
[0071] In this embodiment, the information on the match result includes the following information: (1) Information identifying the tournament (e.g. tournament name, date and time, location, etc.). (2) The stage of the match (e.g. information on the first round, finals, etc.). (3) Rights that may be acquired as a result of the match (4) Information to identify the owner of the rights associated with the results of a match (5) Information to identify the judge (e.g., the referee) who made the decision regarding the match (e.g., the referee’s ID information, etc.) (6) Information to identify the opponent (for example, opponent’s ID information (account), etc.) An example of the "rights obtained in association with the results of a match" is the rights (copyright, neighboring rights, etc.) related to the replay data that reproduces the progress of the match. An example of information that identifies a player is the player's ID information (account). In addition, the "venue" can be represented by an address or GPS (Global Positioning System) information.
[0072] The transfer unit 232 transfers the block including the transaction information to a predetermined transfer destination via a communication network (communication network 6). In this case, the transfer unit 232 transfers the block by including information for identifying the transfer source and the transfer destination in the block to be transferred and recording the information in the distributed ledger.
[0073] This will link the block to the blockchain. Note that the information to identify the source and destination of the transfer can be constructed using encryption keys prepared by the source and destination, similar to the general blockchain mechanism.
[0074] The intermediary unit 233 mediates between the transfer source and transfer destination of transaction information (blocks). In this example, the intermediary unit 233 realizes a market on the communication network 6 that users can access via the communication network 6. Here, the users include both those who want to sell rights (hereinafter, simply called rights) obtained as a result of a match (hereinafter, sellers) and those who want to purchase the rights (hereinafter, potential buyers).
[0075] The intermediation unit 233 accepts listings from sellers who have logged in to the market. Specifically, the intermediation unit 233 transmits data for displaying a user interface (hereinafter also referred to as UI) such as a login screen, menus, and buttons to the player terminal 3. In response to the seller's operation of the UI, the intermediation unit 233 registers the listed rights in a listing management database.
[0076] The intermediary unit 233 displays a predetermined UI on the terminal (purchaser terminal 10) of the intended purchaser who has logged in to the market. For example, the intermediary unit 233 displays information on the put up rights, for example in list form, on the purchaser terminal 10 as the UI. In this case, it is convenient if the list can be searched by tournament name, player name, team name, used character, etc. It is convenient if the list can be sorted. Convenience is enhanced if the sorting conditions can be specified, for example, by tournament results (e.g., selecting only the winners), team name, and type of right (e.g., replay right or trophy).
[0077] The intermediation unit 233 also displays a UI for accepting a purchase request on the purchaser terminal 10. In this example, the intermediation unit 233 displays a button for inputting a purchase intention (for example, a button labeled "Add to Cart") on the purchaser terminal 10 as the UI.
[0078] When there is a purchase request from a potential buyer, the intermediary unit 233 notifies the seller of that information (hereinafter, a transaction request notification) via the communication network 6. Examples of information to be included in the transaction request notification include the potential buyer's ID, purchase conditions (e.g., price), and the like.
[0079] The seller, who has received the transaction request notification, transfers the block corresponding to the right he put up to the buyer (described later), and the transaction is completed. In other words, the ownership of the right is transferred to the buyer. Since this embodiment uses blockchain technology, the buyer becomes the sole owner (right holder) of the block.
[0080] The notification unit 234 notifies at least one of the transfer source (seller) and the transfer destination (potential buyer) of a request for payment of the intermediation fee when a transaction is concluded through the intermediation of the intermediation unit 233. In this example, the notification unit 234 notifies both the transfer source and the transfer destination of a request for payment of the fee.
[0081] <Functional configuration of the control unit 56 in the game device 5> The control unit 56 functions as a match execution unit 561, a result storage unit 562, and a result transmission unit 563 as a result of the CPU executing various programs.
[0082] The match execution unit 561 reads data such as objects and textures included in the game data and executes a game program in accordance with the player's operation of the controller 63. By executing the game program, two-dimensional or three-dimensional game image information is generated.
[0083] The game image information is processed by the graphics processing unit 52. Through the processing of the graphics processing unit 52, a processed game image is displayed on the display 61. For example, a game image Sc as shown in FIG.
[0084] In particular, the match executing unit 561 starts a match in a fighting action game when a predetermined condition is satisfied (for example, when a predetermined operation is performed on the controller 63). The match executing unit 561 ends the match when the outcome of the match is decided (for example, when the vitality value of the character becomes 0).
[0085] The result storage unit 562 records the match results (win / lose, points, match time, etc.) in the storage unit 55. The result storage unit 562 also records history information of inputs made by the controller 63 (hereinafter, input history information) in the storage unit 55. Using the input history information makes it possible to replay the match.
[0086] The result transmitting unit 563 transmits the match result, the information identifying the player (e.g., ID information), and the input history information recorded by the result storage unit 562 to the server device 2 via the communication network 6. The server device 2 transmits the match result, the information identifying the player, and the input history information to the referee terminal 4.
[0087] <Functional configuration of the referee terminal> 6 is a block diagram showing the functions of the control unit 86 in the referee terminal 4. The control unit 86 of the referee terminal 4 functions as a UI display unit 40, a result receiving unit 41, a result verifying unit 42, a result authenticating unit 43, and an authentication result transmitting unit 44 by the CPU executing various programs.
[0088] The UI display unit 40 displays a UI such as a menu on the display 91. A user (here, a referee) can give various instructions to the referee terminal 4 by operating the UI with a touch pad 93 (display 91). In this example, the UI includes a "verification start menu" and a "match result determination UI."
[0089] The result receiving unit 41 receives information on the match result transmitted by the server device 2. The result receiving unit 41 records the received match result in the storage unit 85 in the referee terminal 4. The result receiving unit 41 also receives the input history information transmitted by the server device 2. The result receiving unit 41 records the received input history information in the storage unit 85 in the referee terminal 4.
[0090] The result verification unit 42 constructs replay data in response to the operation of a verification start menu by a user (here, the referee). The result verification unit 42 constructs replay data based on input history information. The result verification unit 42 displays the constructed replay data on the display 91. This allows the referee (judge) to determine whether or not cheating occurred in the match based on the replay data.
[0091] The result authentication unit 43 (authentication unit) accepts the judgment result by the referee. In this example, "OK" and "NG" buttons are displayed on the display 91 as a match result judgment UI. The result authentication unit 43 certifies the match result for which the referee clicks "OK" as a legitimate result and sends it to the authentication result transmission unit 44.
[0092] The authentication result transmitting unit 44 transmits the authentication result, the result information, and the information for identifying the player input from the result authenticating unit 43 to the server device 2.
[0093] <Functional Configuration of Player Terminal 3> 7 is a block diagram showing the functions of the control unit 86 in the player terminal 3. The control unit 86 of the player terminal 3 functions as a UI display unit 30, a token management unit 31, an auction unit 32, a transaction request receiving unit 33, and a transaction permission unit 34 by the CPU executing various programs.
[0094] The UI display unit 30 displays a predetermined UI screen on the display 91. A user (here, a player) can give various instructions to the player terminal 3 by operating the UI with a touch pad 93 (display 91).
[0095] In this example, the UI displayed by the UI display unit 30 includes a "listing menu," a "transaction request confirmation menu," and a "transaction permission UI." In this embodiment, the UI display unit 30 displays buttons for "transaction approval" and "transaction rejection" on the display 91 as the transaction permission UI.
[0096] The token management unit 31 causes the player terminal 3 to function as a block chain node. For example, the token management unit 31 receives a block (transaction information) transferred from the server device 2.
[0097] The token management unit 31 transfers the block to the transaction partner (transfer destination) when a predetermined condition is met (when a transaction is completed). When transferring a block, the token management unit 31 executes the transfer using the same protocol as the transfer unit 232 of the server device 2.
[0098] The selling unit 32 functions when a user (here, a seller, for example, a player) operates the selling menu. The selling unit 32 requests login to the server device 2 and establishes a connection with the intermediation unit 233. The selling unit 32 notifies the intermediation unit 233 of information on the block that the seller wishes to sell via the communication network 6. As a result, the token to be sold is registered in a database for managing selling.
[0099] The transaction request receiving unit 33 receives a transaction request (described later) transmitted to the player terminal 3. In this example, the transaction request is transmitted from the intermediary unit 233 of the server device 2 via the communication network 6. The transaction request can be transmitted and received by communication means such as e-mail or push communication.
[0100] When a user (right holder) operates a transaction request confirmation menu via the touch pad 93, the transaction request receiving unit 33 displays the contents of the transaction request (described later) on the display 91. The user can check the right (block) that is the subject of the transaction by looking at the display 91.
[0101] The transaction permission unit 34 functions when the user (right holder) operates the "transaction approval" button. The transaction permission unit 34 transmits information indicating that the transaction has been approved (hereinafter, approval notice) to the terminal of the prospective purchaser (purchaser terminal 10).
[0102] When the conditions for transferring blocks (tokens) (hereinafter, transaction conditions) are met, the transaction permission unit 34 permits the token management unit 31 to transfer the blocks (tokens) to be traded. As a result, the ownership of the tokens is transferred to the user (purchaser) of the transfer destination. One example of the transaction conditions is the payment of a price.
[0103] <Functional configuration of the purchaser's terminal> 8 is a block diagram showing the functions of the control unit 86 in the purchaser terminal 10. The control unit 86 of the purchaser terminal 10 functions as a UI display unit 101, a token management unit 102, a transaction request unit 103, and a permission receiving unit 104 by the CPU executing various programs.
[0104] The UI display unit 101 displays a predetermined UI screen on the display 91. A user (here, a person intending to purchase) can give various instructions to the player terminal 3 by operating the UI with the touch pad 93 (display 91). In this example, the UI is a "purchase menu."
[0105] The token management unit 102 causes the purchaser terminal 10 to function as a blockchain node. When a predetermined condition is met (when a transaction is completed), the token management unit 102 receives a block (transaction information) transferred from the player terminal 3.
[0106] The token management unit 102 can also transfer blocks. When transferring blocks, the token management unit 102 executes the transfer using the same protocol as that used by the transfer unit 232 of the server device 2.
[0107] The transaction request unit 103 functions when a user (purchaser) operates a purchase menu. The transaction request unit 103 requests login to the server device 2 and establishes a connection with the intermediation unit 233. Once the connection is established, the intermediation unit 233 sends a list of items for sale and UI data (menus, etc.) for purchase reception to the purchaser terminal 10.
[0108] The transaction request unit 103 displays the sent auction listing list, etc. on the display 91. This allows the potential purchaser to select the rights, etc. (tokens) he or she wishes to purchase. The transaction request unit 103 transmits information identifying the auction listing selected by the potential purchaser (hereinafter, transaction information) to the intermediation unit 233 of the server device 2.
[0109] The permission receiving unit 104 receives a permission notification from the seller's terminal (player terminal 3). The purchaser, for example, makes a payment to establish the terms of the transaction. The payment can be made by, for example, remittance via online banking or remittance of virtual currency.
[0110] Example of operation <Conducting the match> A flowchart of the match is shown in FIG. 9. In this embodiment, each player P1, P2 is assumed to have been given a QR code (registered trademark) for personal authentication when they entered the tournament in advance. When starting a match, each player P1, P2 has the authentication device 7 read the QR code. As a result, information associated with the QR code is transferred to the server device 2.
[0111] The server device 2 transfers the verification result (information on whether the player is a legitimate player) of the information accompanying the QR code transmitted from the code reader 71 to the referee's terminal (referee terminal 4). If there is no problem with the verification result transmitted to the referee terminal 4, the referee instructs players P1 and P2 to start the match.
[0112] The players P1 and P2 operate their respective controllers 63, and the match execution unit 561 progresses the match (step S01). In the match, for example, the outcome is determined when the vitality value of either character becomes 0. Once the outcome is determined, the result storage unit 562 stores the match result in the storage unit 55 (step S02). In addition, the result transmission unit 563 transmits the match result to the server device 2 (step S03).
[0113] <Determining the match result> A flowchart for determining the match result is shown in Fig. 10. In the e-sports tournament exemplified in this embodiment, a referee judges whether players P1 and P2 have committed any cheating. In this example, when the match ends, the server device 2 sends information on the match result and input history information to the referee terminal 4.
[0114] The result receiving unit 41 of the referee terminal 4 receives the sent match result, etc. (step S11). When the referee operates the UI of the referee terminal 4, the result verifying unit 42 constructs replay data (step S12). The result verifying unit 42 displays the constructed replay data on the display 91. This allows the referee (judge) to verify whether or not there was any cheating in the match based on the replay data. The referee can input the judgment result by operating the match result judgment UI.
[0115] The result authentication unit 43 receives the verification result input by the referee and authenticates it (step S13). This finalizes the match result. Once the match result has been finalized, the authentication result transmission unit 44 transmits the authentication result to the server device 2 (step S14). Here, it is assumed that the match has been authenticated as legitimate.
[0116] Match Result Tokenization If the match result sent from the authentication result sending unit 44 is not valid, the server device 2 does not tokenize the match result. On the other hand, if the match result is authenticated as valid, the server device 2 tokenizes the match result. Figure 11 shows a flowchart of match result tokenization.
[0117] First, the server device 2 receives the verified match result from the referee terminal 4 (step S21). The recording unit 231 generates a block (token) based on the received match result and records it in the distributed ledger (step S22). That is, in this example, the server device 2 generates the block.
[0118] The transfer unit 232 transfers the block (token) to the player terminal 3 of the winner (the owner of the right related to the match result) (step S23). The player terminal 3 functions as a blockchain node. As a result, the match result is recorded in the distributed ledger as belonging to the winner.
[0119] Token Trading In the present embodiment, the server device 2, the player terminal 3, and the purchaser terminal 10 are used for token trading. FIG. 12 shows a flowchart of token trading. Token trading is premised on one of the rights holders (e.g., the winner of a match) putting up the rights (tokens) he or she owns. For example, the winner of a match can operate his or her player terminal 3 (the selling unit 32) to put up the tokens he or she owns to the intermediary unit 233 of the server device 2.
[0120] A person who wishes to purchase a token logs in to the server device 2 from his / her purchaser terminal 10 and selects the token (right) he / she wishes to purchase. After the purchaser selects the token, the transaction request unit 103 of the purchaser terminal 10 transmits transaction information to the intermediary unit 233 (step S31).
[0121] The intermediary unit 233 transmits the transaction request notification to the player terminal 3 of the right holder (step S32). Then, the player terminal 3 receives the transaction request notification (step S33), and a notification is issued to the user (right holder).
[0122] Here, when the right holder operates the "transaction approval" button, the transaction permission unit 34 transmits a permission notice to the purchaser terminal 10 (step S34). When the permission notice is transmitted, the permission receiving unit 104 in the purchaser terminal 10 receives the permission notice (step S35).
[0123] When the transaction conditions are met, the transaction permission unit 34 permits the transfer of the blocks (tokens) to be traded to the token management unit 31. As a result, the ownership of the tokens is transferred to the user (the person who wishes to purchase) of the transfer destination.
[0124] When the transaction of blocks (tokens) is established as described above, the notification unit 234 of the server device 2 notifies both the transfer source (seller) and the transfer destination (potential buyer) of a request for payment of the intermediation fee (step S36). In the game system 1, tokens are traded through the intermediation of the server device 2.
[0125] To summarize the above, the present invention is a computer system (game system 1) that manages the results of a match (game) played via a computer, and is characterized by having a recording unit 231 that records transaction information, which is information that links information on the game results of the game with information that identifies the player corresponding to the game result information, in a distributed ledger.
[0126] Effects of this embodiment In this embodiment, game results are tokenized and recorded in a distributed ledger. According to this embodiment, the results of games played via a computer can be managed. In addition, in this embodiment, the results of games played via a computer can be easily tracked. In other words, in this embodiment, the attribution of rights arising from a game can be clarified. Furthermore, the rights can be traded safely. This will ultimately lead to the promotion of amateur players to become professionals and the securing of income for professional players.
[0127] In addition, since this embodiment employs a distributed ledger, information on the game results can be shared.
[0128] [Embodiment 2] In the second embodiment, another configuration example of the control unit 23 in the server device 2 will be described. Fig. 13 is a block diagram showing the configuration of the server device 2 in the second embodiment. In this embodiment, the CPU of the control unit 23 executes various programs to function as a recording unit 231, a transferring unit 232, an intermediary unit 233, a notifying unit 234, an information acquiring unit 235, and an authenticating unit 236. The recording unit 231, the transferring unit 232, the intermediary unit 233, and the notifying unit 234 perform the same functions as those described in the first embodiment.
[0129] The information acquisition unit 235 acquires the profile information from a database including the profile information of judges (umpires) (hereinafter, judge database). The profile information can include various types of information.
[0130] In this embodiment, information for evaluating the reliability of the judgments made by the judges is collected in a judge database. The following is an example of a profile used in this embodiment as an index for reliability evaluation. (1) A list of tournaments you have refereed in the past (2) Name of the organization to which the judge belongs (3) The rank of the referee's qualification (e.g., first class, second class, etc., issued by the organization to which the referee belongs) (4) Evaluation of past matches (5) Feedback from tournament participants (6) Evaluations from viewers of the tournament via social networking services (SNS) etc. There is no limitation on the method of implementing the judge database. For example, the judge database can be implemented as a relational database or a distributed ledger such as a blockchain.
[0131] The authentication unit 236 checks the referee's profile and judges the legitimacy of the match result made by the referee. This judgment can be realized, for example, by converting the referee's profile into a numerical value and comparing the value with a threshold. If the authentication unit 236 judges that the referee's judgment is legitimate, it certifies the match result as legitimate.
[0132] The match results that the authentication unit 236 authenticates as valid are tokenized in the same manner as in the first embodiment and recorded in the distributed ledger.
[0133] Effects of this embodiment If the control unit 23 can function as the information acquisition unit 235 and the authentication unit 236, it becomes possible to tokenize the result of a legitimate game even in a game in which the game system 1 is not directly involved in the operation. This further promotes amateur players to become professionals and professional players to secure income.
[0134] [Other embodiments] The game system 1 may be operated as follows.
[0135] (1) Players may be given the right to use a virtual room created by a computer, and may be allowed to place virtual items such as trophies in the virtual room on the condition that they possess a token (block). This promotes participation in the game and increases the use of the game system 1.
[0136] In addition, when a token is transferred, the transferee may be able to place a virtual item such as a trophy in his / her virtual room.
[0137] The rights granted by the token are not limited to trophies. For example, the rights granted by the token may include various items and events related to the game, such as exclusive costumes, equipment, stages, and lottery rights, in addition to trophies. In addition, the rights granted by the token may include video distribution of the state of the inside of a virtual room via a communication network.
[0138] (2) The tokens may be purchased by the tournament organizer after the game. For example, a system could be considered in which the organizer purchases the tokens after a player wins a few games. This would promote participation in the game. In turn, this would increase the use of the game system 1.
[0139] Of course, the buyer of the tokens is not limited to the organizers of the tournament. For example, a sponsor may purchase the tokens after the game. The sponsor may be either a sponsor of the tournament or a sponsor of the player. For example, in a sponsored tournament, the sponsor may purchase the tokens from the entry fee for the tournament.
[0140] In this way, by transferring funds via tokens, the flow of money can be clarified. For example, if this computer system is operated in a country where it is legally required that "participation fees are not the source of prize money," transferring funds via tokens can easily comply with such legislation.
[0141] In addition, the subject of tokenization (subject of transaction) is not limited to rights related to replay data. For example, the following items can be exemplified:
[0142] Save data for a game (data that allows a game to be resumed from where it left off) may be tokenized. This will increase the use of the game system 1.
[0143] For example, the win / loss history associated with a player's account may be tokenized. This would allow, for example, for players to immediately play in a stronger tier if their opponents are ranked by strength.
[0144] The player's account itself may be tokenized, or the player's in-game name (succession right) may be tokenized.
[0145] If you are participating in a game on a team basis, you can tokenize the ownership of the team itself. This allows you to, for example, play in a stronger tier immediately if your opponents are tiered by strength.
[0146] If the game result is not legitimate, the game result information may be tokenized. The blockchain that holds the tokens could be used, for example, as a database of cheating players.
[0147] The type of game is not limited to the fighting game shown as an example. The game system 1 (computer system) can be used for various game plays. For example, the game is not limited to a human-versus-human battle. The game may be a game in which multiple players cooperate with each other to play, or may be an individual game (such as a time attack). The game system 1 may be configured to tokenize the results of these games (for example, the time of a time attack).
[0148] Furthermore, if there is no problem with the verification result, the referee may return the result directly to the server device 2 from the referee terminal 4, or may have the authentication device 7 for the next game read the QR code.
[0149] The authentication of the player and the referee is not limited to the illustrated flow. For example, the referee may transmit information associated with the QR code of a legitimate player to the server device 2, and the server device 2 may transmit the authentication result to the player terminal 3 of the player. Alternatively, the referee and the player may transmit information associated with the QR code to the server device 2, and if both QR codes are legitimate, the authenticity may be authenticated.
[0150] The result information is not limited to the above examples. The game result information includes all information related to the game. For example, the game result information may include the character used, various times, the player ID and information associated with the player ID, the type and number of techniques used, the number of combos (continuous techniques), and the combo that caused the maximum damage. The game result information may also include information that identifies the commentator, commentator, venue name, tournament name, and the name of the controller used.
[0151] If the distributed ledger is configured using a blockchain, it may be possible to configure a cross-chain with other blockchains. For example, it is possible to configure a cross-chain with a blockchain for virtual currency, or a cross-chain with a blockchain for game currency. It may also be possible to configure a cross-chain with a blockchain that manages other games (or tournaments).
[0152] A server (token management server) that holds blocks (i.e., tokens) may be constructed. The server device 2 of the game system 1 may be used as the token management server, or a separate server may be prepared as the token management server. Providing a token management server reduces the burden (e.g., security management) on the token owner. Even in this case, for example, a player (token owner) can replay games on his / her own game device 5 or display virtual trophies in the virtual space based on the ownership of the token.
[0153] If the referee's reliability is low, another referee may help with the judgment, or a joint evaluation with AI (artificial intelligence) may be conducted. Also, a joint evaluation between a human (referee) and AI may be conducted at any time.
[0154] A single player may be allowed to use multiple controllers, for example, a mouse and a keyboard may be allowed to be used in combination.
[0155] There is no limitation on the type of controller as long as it can be used for input. For example, a device that can be operated only by voice or gaze may be adopted as the controller.
[0156] There may be two or more game devices 5 for playing games. Also, online games using a plurality of game devices 5 or games using short-distance communication may be used.
[0157] There is no limitation on the installation location of the authentication device 7. For example, the authentication device 7 may be installed at the venue of the tournament. The authentication device 7 may be configured as a portable terminal. The portable terminal may be, for example, a smartphone, and an authentication app may be installed on it to perform the role of the authentication device.
[0158] The ID of the referee and the player may be the same. For example, this type of operation may be considered when there is a referee who is also a player. In that case, the credibility as a referee (see embodiment 2) may be evaluated according to the track record of the player. For example, a referee who also acts as a player may have a lower credibility as a referee. Furthermore, if it is found that the player's ID and the referee's ID are registered even though the IDs can be shared, penalties may be imposed.
[0159] A video site specializing in playing videos such as replays related to tokens may be constructed, or in-game content based on tokens may be provided.
[0160] The device that performs tokenization is not limited to the server device 2. For example, the game system 1 (computer system) may be configured so that a specific terminal (e.g., a portable terminal such as a smartphone) can be used for tokenization. In this case, the terminal may be configured so as to be able to perform the following operations and processes. (1) Enter the match results into the form displayed on the device. (2) Next, tokenization (block generation) is performed by the device based on the form input. (3) The block is connected to the blockchain via a terminal.
[0161] The game system 1 (computer system) may be configured to transmit the match result to the loser. An example of the destination of the match result is the player terminal 3 of the loser. The match result may be transmitted to the loser by the server device 2, or a separate device may be provided.
[0162] The effects of the present invention can be achieved even when these other embodiments are adopted. In addition, this embodiment can be combined with other embodiments, and other embodiments can be combined with each other as appropriate. [Explanation of symbols]
[0163] 1. Game system (computer system) 5. Game device (computer) 43 Result authentication unit (authentication unit) 236 Authentication Department 231 Recording Department 232 Transfer Department 233 Intermediary Department 234 Notification Department 235 Information Acquisition Department
Claims
1. A computer system for managing the results of a game played via a computer, comprising: a recorder that records transaction information, which is information linking information on a game result of the game with information identifying a player corresponding to the information on the game result, in a distributed ledger; a management unit for managing a sale of game results corresponding to the transaction information by the player, The game result is a win or loss in the game, or an evaluation based on an index in the game.
23. A computer system comprising:
2. In claim 1, A transfer unit that transfers the transaction information before it is recorded in the distributed ledger to a predetermined transfer destination via a communication network, The transfer unit transfers the transaction information to be transferred by including information for identifying a transfer source and a transfer destination in the transaction information.
23. A computer system comprising:
3. In claim 1 or 2, The transaction information includes data indicating rights that are obtained in association with the game result.
23. A computer system comprising:
4. In claim 2, An intermediary unit that mediates between the transfer source and the transfer destination of the transaction information.
23. A computer system comprising:
5. In claim 4, A notification unit is provided for notifying at least one of the transfer source and the transfer destination of a payment request when the intermediation is established.
23. A computer system comprising:
6. In any one of claims 1 to 5, The information on the game results includes information identifying the tournament in which the game was played.
23. A computer system comprising:
7. 1. A method for managing the results of a game played by a computer, comprising the steps of: a recording step of recording transaction information, which is information linking information on a game result of the game with information identifying a player corresponding to the information on the game result, in a distributed ledger; a management step of managing a sale of game results corresponding to the transaction information by the player; The game result is a win or loss in the game, or an evaluation based on an index in the game.
23. A method for managing game results, comprising:
Citation Information
Patent Citations
Stop control method for device due to fault detection
JP1988098001A
Process for extracting and purifying gallium bayer liquor
JP1989004435A
Tobacco flavor modifier
JP1989005478A
Data management system, information processing device, program, data management method, and data structure
JP2018055203A
Computer system and game system
JP2018171271A