Programs and terminals
The game system addresses the lack of replay functionality for matches involving AI-controlled entities by incorporating settings for player and non-player elements, and a replay mechanism, thereby enhancing player engagement.
Patent Information
- Application Number
- JP2024001520
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Priority Date
- 2019-02-18
- Filing Date
- 2024-01-09
- Publication Date
- 2025-05-22
- Estimated Expiration
- 2039-05-31
AI Technical Summary
Existing game replay systems do not allow for the replay of matches involving non-player operated entities competing against human players, leading to diminished player interest.
A program and terminal configuration that enables a game system to include a first setting means for player decks, a second setting means for non-deck game elements that can interact with player elements, and a presentation means for replaying matches involving both player and non-player operated entities.
The solution enhances player interest by providing a comprehensive replay system that includes battle situation analysis and replay functionality for matches involving both human and AI-controlled entities.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a program and a terminal. [Background technology]
[0002] In recent years, a function called "replay" has been provided in computer games that allows gameplay details to be recorded as replay data and the same gameplay details to be reproduced later. The replay data is stored in the terminal on which the game software is installed. When replaying, the replay data stored in the memory unit is read out during game execution or at the end of the game, and past gameplay details are reproduced by playing back the operation history data after the initial state at the start of gameplay is restored (Patent Document 1).
[0003] In recent years, games using platforms such as smartphones and mobile phones have become popular. For example, there are games in which a deck made up of a combination of game elements such as virtual cards is used, and the outcome of a competitive game is determined by the parameter values of each game element that constitutes the deck. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2017-176639 A Summary of the Invention [Problem to be solved by the invention]
[0005] Incidentally, the replay of the invention described in Patent Document 1 reproduces a match between players.
[0006] However, the replay of the invention described in Patent Document 1 does not disclose a replay of a game in which a non-player operated by a computer or the like competes against a player using game elements used by the player. Without such a replay of the game, there was a problem that the interest of the player would be diminished.
[0007] SUMMARY OF THE PRESENT EMBODIMENTS Accordingly, an object of the present invention is to provide a program, a terminal, a game system, and a game management device that can provide a game that enhances the interest of users (players). [Means for solving the problem]
[0008] One aspect of the present invention is a program that causes a computer to execute a game using a first game element possessed by a first player and a first game element possessed by a second player who will be the opponent, the program causing the computer to function as a first setting means for setting a first game element that constitutes the first player's deck, a second setting means for setting a second game element that is a game element that does not constitute the deck and can use the first game element possessed by the first player, and a presentation means for presenting a replay of a match for which the match results have been presented, on the condition that the game match results have been presented.
[0009] One aspect of the present invention is a terminal for playing a game using a first game element possessed by a first player and a first game element possessed by a second player who is the opponent, the terminal comprising: a first setting means for setting a first game element that constitutes the first player's deck; a second setting means for setting a second game element that is a game element that does not constitute the deck and can be used with the first game element possessed by the first player; and a presentation means for presenting a replay of the match for which the match results have been presented, on the condition that the game match results have been presented.
[0010] One aspect of the present invention is a game management device that manages a game using a first game element owned by a first player and a first game element owned by a second player who is the opponent, and the game management device is equipped with a game situation analysis means that analyzes the progress of the game, generates game situation information, and transmits the game situation information to the player's terminal.
[0011] One aspect of the present invention is a game system in which a game is played using a first game element possessed by a first player and a first game element possessed by a second player who will be the opponent, the game system comprising a terminal and a game management device, the terminal comprising a first setting means for setting a first game element that constitutes the deck of the first player, a second setting means for setting a second game element that is a game element that does not constitute the deck and that can be used for the first game element possessed by the first player, and a second setting means for setting a second game element that is a game element that does not constitute the deck and that can be used for the first game element possessed by the first player, and a presentation means for presenting battle situation information of a battle for which a result of the game has been presented, on the condition that a result of the game battle has been presented, and the game management device comprises a battle situation analysis means for analyzing the battle situation of the game battle, generating battle situation information of the battle, and transmitting the battle situation information to the terminal. Effect of the Invention
[0012] The present invention can provide a game that enhances the interest of users who are players. [Brief description of the drawings]
[0013] [Figure 1] FIG. 1 is a diagram showing an example of the overall configuration of a game system according to this embodiment. [Diagram 2] FIG. 2 is a diagram showing an example of the device configuration of a smartphone, which is an example of the player terminal 1. [Diagram 3] FIG. 3 is a diagram for explaining the first battle style (first battle mode). [Figure 4] FIG. 4 is a diagram for explaining the first battle style (first battle mode). [Diagram 5] FIG. 5 is a diagram for explaining the second battle style (second battle mode). [Figure 6] FIG. 6 is a diagram for explaining the third battle style (third battle mode). [Figure 7] FIG. 7 is a diagram for explaining the fourth battle style (fourth battle mode). [Figure 8] FIG. 8 is a diagram showing an example of a screen display displayed on the display 11 of the player terminal 1 in the standby phase or card use preparation phase of a competitive game. [Figure 9] FIG. 9 is a diagram for explaining how a player operates the cards. [Figure 10] FIG. 10 is a block diagram showing an example of the functional configuration of the player terminal 1. As shown in FIG. [Figure 11] FIG. 11 is a diagram showing an example of an image displayed by the operation image display unit 76. As shown in FIG. [Figure 12] FIG. 12 shows an example of a list of match reports. [Figure 13] FIG. 13 is a diagram showing an example of a match report. [Figure 14] FIG. 14 is a diagram showing an example of the card setting data. [Figure 15] FIG. 15 is a diagram showing an example of the deck setting data. [Figure 16] FIG. 16 is a diagram showing an example of the buddy setting data. [Figure 17] FIG. 17 is a diagram showing an example of the rank setting data. [Figure 18] FIG. 18 is a diagram showing an example of the match information. [Figure 19] FIG. 19 is a block diagram showing an example of the functional configuration of the game server 2. [Figure 20] FIG. 20 is a diagram showing an example of user information data. [Figure 21] FIG. 21 is an overall sequence diagram for explaining the operations of the player terminal 1 and the game server 2. As shown in FIG. [Figure 22]FIG. 22 is a diagram showing an example of a battle menu displayed on the player terminal 1. [Figure 23] FIG. 23 is an example of a screen showing the replay footage from turn 12 onwards. [Figure 24] FIG. 24 is a sequence diagram of the matching battle process in Step 106 of the first battle mode. [Diagram 25] FIG. 25 is a sequence diagram of the matching battle process in Step 106 of the second battle mode. [Figure 26] FIG. 26 is a sequence diagram of the matching battle process in Step 106 of the third battle mode. [Figure 27] FIG. 27 is a sequence diagram of the matching battle process in Step 106 of the fourth battle mode. [Figure 28] FIG. 28 is a block diagram showing an example of a functional configuration of the player terminal 1 in the second embodiment. [Figure 29] FIG. 29 is an example of a display of a list of match reports in the second embodiment. [Diagram 30] FIG. 30 is a block diagram showing an example of a functional configuration of the game server 2 in the second embodiment. [Diagram 31] FIG. 31 is an overall sequence diagram for explaining the operations of the player terminal 1 and the game server 2 in the second embodiment. [Diagram 32] FIG. 32 shows an example of a list of match reports displayed in a modified example of the second embodiment. [Diagram 33] FIG. 33 is a block diagram showing an example of a functional configuration of the game server 2 in the third embodiment. [Diagram 34] FIG. 34 is a diagram for explaining level updating by the character information updating unit 107. As shown in FIG. [Diagram 35] FIG. 35 is a diagram for explaining the updating of the card understanding level by the character information updating unit 107. In FIG. [Diagram 36] FIG. 36 is a diagram for explaining personality updating by character information update unit 107. As shown in FIG. [Figure 37]FIG. 37 is a diagram for explaining the update of the sync level by the character information update unit 107. [Figure 38] FIG. 38 is an overall sequence diagram for explaining the operations of the player terminal 1 and the game server 2 in the third embodiment.
Embodiments for Carrying Out the Invention
[0014] <First Embodiment> [Overall Configuration] FIG. 1 is a diagram showing an example of the overall configuration of the game system in this embodiment. As shown in FIG. 1, the game system includes player terminals 1 prepared for each of players A and B of the game, and a game server 2. The player terminal 1 and the game server 2 can be connected to the communication line N and can communicate with each other.
[0015] The communication line N means a communication path capable of data communication. That is, the communication line N includes a dedicated line (dedicated cable) for direct connection, a LAN such as Ethernet (registered trademark), as well as communication networks such as a telephone communication network, a cable network, and the Internet, and the communication method may be wired / wireless.
[0016] The player terminal 1 is a computer capable of executing a game program, connects to the communication line N via a wireless communication base station or the like, and can perform data communication with the game server 2. The player terminal 1 is, for example, a smartphone, a mobile phone, a portable game device, a stationary home game device, a business game device, a personal computer, a tablet computer, a controller of a stationary home game device, etc. Basically, there are a plurality of player terminals 1, which are operated by each player.
[0017] The game server 2 is a server system including one or more server devices, storage devices, etc. The game server 2 provides various services for operating the game of this embodiment, and can manage data required for operating the game, and distribute game programs and data required for executing the game on the player terminals 1, etc.
[0018] Fig. 2 is a diagram showing an example of the device configuration of a smartphone, which is an example of the player terminal 1. As shown in Fig. 2, the player terminal 1 includes a display 11, a touch operation panel 12 that is integral with the display 11, and a speaker 13. The player terminal 1 also includes a control board, a built-in battery, a power button, a volume control button, etc., which are not shown.
[0019] The control board is equipped with various microprocessors such as a CPU, GPU, and DSP, various IC memories such as an ASIC, a VRAM, a RAM, and a ROM, and a wireless communication module for wireless communication with a mobile phone base station. The control board is also equipped with a so-called I / F circuit (interface circuit), such as a driver circuit for the touch operation panel 12. These elements mounted on the control board are electrically connected to each other via a bus circuit or the like, and are connected to enable reading and writing of data and sending and receiving of signals.
[0020] In this embodiment, an example is described in which the above-mentioned game system is applied to a competitive game using a first game element possessed by a first player A and a first game element possessed by an opponent, a second player B.
[0021] Here, the first game element is a character associated with a virtual or real object. Examples of the virtual or real object include, for example, a virtual card displayed on a computer, a real card, and the like. In the game to be executed, the first game element that can be made to appear by using a card is a character whose behavior is controlled based on the operation of a player (including a non-player operated by a computer), and the card is described as having a pattern of the corresponding character (an image showing the appearance of the character). Furthermore, without being limited to this, it goes without saying that the card for specifying the game element of the game to be executed is not limited to one configured to be able to specify a game element such as a character, but may specify other game elements such as an item or an effect to be activated. Note that the object is not limited to a card, and is not limited to a card as long as it is an object configured to be able to specify a game element associated with the object. The object may be, for example, a shaped object such as a figure having the appearance of a game element.
[0022] Furthermore, in a battle game to which this embodiment is applied, a second game element different from the first game element is added. The second game element is a character like the first game element, but does not necessarily need to be associated with a virtual or physical object.
[0023] The second game element uses the first game element possessed by the player in the game. Using the first game element includes determining the selection or action of the first game element in the game. If the first game element is, for example, a card, the second game element autonomously or spontaneously (actively) determines the selection or action of the card possessed by the player in the match in the game. In other words, like the function of a non-player operated by a computer, it performs an operation similar to the determination of the selection or action of the first game element performed by a player. However, while a conventional non-player is operated by a computer instead of a human player, the second game element is different in that it exists separately and independently from the human player and uses the first game element possessed by the player.
[0024] Furthermore, the second game element has character information. This character information is attribute information of the second game element. The character information influences the autonomous or spontaneous (active) behavior of the second game element (use of the first game element). In other words, the character information is the ability of the second game element, and differences in this ability result in different autonomous or spontaneous (active) behavior of the second game element (use of the first game element). Furthermore, this character information differs depending on the acquired second game element.
[0025] The autonomous or spontaneous (active) behavior of the second game element as described above is performed based on information provided by an AI function provided in the game server 2. This AI function is an AI function obtained by machine learning using the contents of game progress and the results of many competitive games as teacher data. A representative machine learning method is deep learning, but is not limited to this. [Game Overview] Next, in order to facilitate understanding of the description of the embodiment, an outline of the game will be described using the display screen of the display 11 of the player terminal 1.
[0026] In the game of this embodiment, players A and B use virtual game cards (cards that embody a first game element, simply referred to as "cards") in the game, which are game objects. Multiple types of cards are prepared, and each is distinguished by a combination of the character's abilities and card attributes associated with it. The card attributes are defined, for example, by a color such as red or blue, or a number from 1 to 7. Each card has ability parameter values, such as level, attack power, and HP, that are used in battles against opponents such as computer-controlled enemy characters and other players.
[0027] When registering an account, players are given the minimum number of cards required for battle play, and can also acquire cards during the game, by purchasing paid items, or through a lottery called gacha. In addition, cards can be acquired by acquiring a physical game card (hereinafter referred to as a "real card") and going through a registration procedure to make the acquired real card usable in the game. Specifically, when players A and B go through the registration procedure for a real card, they can acquire a card of the card type associated with that real card.
[0028] Then, players A and B construct decks using a predetermined number of cards (for example, 40 cards) from the cards they own, and compete in a battle using the decks. In a battle using a deck, the ability parameter values (character information of the first game element) defined in the cards that make up the deck (deck cards) are used to determine victory or defeat against an opponent.
[0029] Before playing the game, players A and B must register an account and organize their decks. Decks can be organized by touching the card menu on the home screen, etc., and selecting the deck organization menu that appears.
[0030] Here, the second game element can be obtained by players A and B by selecting a preferred buddy from a plurality of second game elements (hereinafter, referred to as buddies) when registering an account.
[0031] When preparations for a battle are complete, players A and B select (by touch) the battle menu from the home screen that appears after logging in. In the battle menu, players can select from a number of battle styles.
[0032] In the present embodiment, the battle mode of the battle game includes a normal battle mode in which human players battle against other human players, and a special battle mode. The special battle mode includes the following modes. In the following description, a battle with a player who has been matched as an opponent will be referred to as a matching battle.
[0033] Broadly speaking, there are team matches in which a player and his / her buddy form a team and the team of player A competes against the team of opposing player B, and individual matches in which player A or player A's buddy compete individually against opposing player B's buddy or opposing player B.
[0034] There are the following types of team battles:
[0035] (1) First battle mode In the first battle mode, as shown in Fig. 3, player A and his buddy form a first team, and player B and his buddy form a second team. Then, a battle between player A and his buddy and a battle between player A's buddy and player B are repeated to determine the winner of the matching battle. Hereinafter, the first battle mode will be referred to as the first battle mode.
[0036] Here, the feature of the first battle mode is that the human player's opponent is the buddy of the opponent player (human), and the buddy's opponent is another human player. Furthermore, the feature of the first battle mode is that, similar to how a doubles match in tennis or table tennis uses one ball to decide the outcome, a player and his / her buddy use the same deck, and while inheriting the results of the previous player or buddy's battle, the next player or buddy plays a match using cards from the same deck to decide the outcome of the matching match.
[0037] The first battle mode will be specifically described with reference to FIG. 4. First, a turn is taken in which player A attacks player B's buddy, and player B's buddy defends. Next, a turn is taken in which player B attacks player A's buddy, and player A's buddy defends. Then, a turn is taken in which player A's buddy attacks player B, and player B's buddy defends. Next, a turn is taken in which player B's buddy attacks player A, and player A's buddy defends. Then, a turn is taken in which player A attacks player B's buddy, and player B's buddy defends. In this way, a battle between player A and player B's buddy and a battle between player A's buddy and player B are repeated to determine the winner of the matching battle.
[0038] One of the features of the first battle mode is that the opponent of a human player is the buddy of the opposing player (human), and the buddy's opponent is another human player; however, battles between human players and buddy-versus-buddy battles are not excluded, and these battles may be added as turns.
[0039] (2) Second battle mode In the second battle mode, as shown in FIG. 5, player A and player A's buddy form one team, and player B and player B's buddy form one team. The first battle in which player A and player B's buddy compete against each other to decide the winner, and the second battle in which player B and player A's buddy compete against each other to decide the winner, constitute a match battle. Hereinafter, the second battle mode will be referred to as the second battle mode. In the second battle mode, the decks used by each player and the player's buddy are set from the decks owned by the player. The decks set may be the same for the player and the player's buddy, or different decks may be used for the player and the player's buddy.
[0040] Here, the feature of the second battle mode is that, like the first battle mode, the human player's opponent is the buddy of the battle player (human), and the buddy's opponent is another human player. Furthermore, the feature of the second battle mode is that the outcome of the battle is decided in each of the first and second battles.
[0041] One of the features of the second battle mode is that a human player competes against the buddy of the opposing player (human), and the buddy's opponent is another human player; however, this does not preclude the addition of battles in which human players compete against each other to determine the winner, or battles in which buddy players compete against each other to determine the winner, and these battles may be added.
[0042] There are the following types of single battles:
[0043] (3) Third battle mode In the third battle mode, as shown in Fig. 6, the buddy of player A and the buddy of player B battle individually to determine the winner of the match. Hereinafter, the third battle mode will be referred to as the third battle mode. In the third battle mode, the decks used by each player's buddy are set from the decks owned by the player.
[0044] In addition, since the third battle mode is a battle between players' buddies, a player who selects the third battle mode does not necessarily have to play a game. Therefore, when the third battle mode is selected, all operations after the selection may be left to the player terminal 1 and the game server 2, and only the battle results may be obtained.
[0045] (4) Fourth Battle Mode 7, the fourth battle mode is a battle mode in which player A and the buddy of player B battle individually to determine the winner of the matching battle. Hereinafter, the fourth battle mode will be referred to as the fourth battle mode.
[0046] What is common to the above-mentioned first to fourth battle modes is that in each match, player A always plays against the buddy of player B. In the third and fourth battle modes, a user who has a buddy who will be the opponent can also be the game operator.
[0047] In terms of matching with opponents, opponents can be selected randomly, but being matched with opponents whose levels are too different may cause players to lose interest in the game. Therefore, the concept of ranking is introduced so that players are matched with opponents who have a similar level of understanding of the game. For this reason, rankings for teams (hereafter referred to as team rankings), rankings for players (humans) (hereafter referred to as player rankings), and rankings for buddies (hereafter referred to as buddy rankings) are established.
[0048] The team rank is used in team battles such as the first battle mode, where each team is assigned a team rank and is given victory points according to the battle results. The more victory points a team collects, the higher its team rank will be.
[0049] The player rank and buddy rank are used not only in single battles such as the third and fourth battle modes, but also in team battles such as the second battle mode, in which the player and buddy compete alone, and victory points are awarded to the player and buddy depending on the battle results. The more victory points collected, the higher the player rank and buddy rank will be.
[0050] Basically, matching is done between teams with the same rank, and between players or buddies with the same rank. If a team, player or buddy with the same rank cannot be found, a search is made for teams, players or buddies that are one rank above or below, and matching is done with the team, player or buddy that is found. However, matching is not limited to this, and does not exclude matches between teams, players or buddies that are two or more ranks above or below.
[0051] Once the opponent has been determined through matching, the battle begins.
[0052] A battle is played out alternately between turns by Player A and by the opponent, Player B. Each turn is made up of multiple phases, such as a standby phase in which the player places the deck cards in their hand in their own player area, such as the field, a card use preparation phase in which other deck cards are prepared in order to use the deck cards that have been placed, and a battle phase in which the player attacks the opposing player or the opposing player's cards using the deck cards placed in their player area.
[0053] 8 is a diagram showing an example of a screen display in the standby phase or card use preparation phase of a competitive game displayed on the display 11 of the player terminal 1. The screen of the display 11 has a first area 20 in which cards and the like of player A are set, and a second area 21 in which cards and the like of competing player B are set. In addition, at the boundary between the first area 20 and the second area 21, operation information 30 is displayed that displays information on operations that can currently be performed.
[0054] Each of the first area 20 and the second area 21 includes a field area 22 in which five cards (hand) selected from one's own deck are placed, a base area 23 in which cards that are consumed (action cost) to activate the actions or effects of the cards placed on the field are placed, and a force area 24 in which a first object 31 that has an influence (force) on the activation effect of the cards and has a life (HP) and a second object that also has a life (HP) are placed. In this embodiment, the second object 32 is displayed as the player or a buddy that is a second game element.
[0055] In the battle phase, as shown in Fig. 9, player A touches the card to be used for attack with his / her finger and drags it to the opponent's card to be attacked, the first or second object 31, 32, thereby determining the card to be used for attack and the card of opponent player B to be attacked, the first or second object 31, 32. This starts player A's attack. In addition, in the case of an attack by buddy A, the card to be used for attack and the card of opponent player B to be attacked, the first or second object 31, 32 are determined by card operation information provided by the game server 2.
[0056] Player A and opponent Player B alternate between turns consisting of this series of phases, and the winner is decided when one of the players or buddy's life totals reaches 0, or when there are no cards left in the deck.
[0057] Once the outcome of the match is decided, the outcome of the match (match result) is presented. In this game, a function called "replay" is provided. Replay does not simply mean reproducing in video the play of the match for which the result was presented, but also includes the concept of presenting the play status of the match, for example, battle situation information (the chronological arrangement of cards and the state of hands in the match, and battle situation analysis, which is information on the superiority or inferiority of the match in chronological order).
[0058] In this embodiment, one method of providing a replay function is to provide a match report to the player after the match. The match report will be described in detail later, but the match report includes a video replay function that reproduces the play of the match in video, and a function to present information on the progress of the match.
[0059] In addition, this game can present replays for matches in all match modes, but replays can be categorized from the following perspectives. In matches in which the player operates cards, which are the first game element, the player can directly experience the match. On the other hand, in buddy matches, which are the second game element, the match progresses without the player operating cards, which are the first game element. Therefore, depending on the match mode, a player who owns a buddy may not be able to view the buddy match live. Therefore, a distinction can be made between matches played by the player himself and matches played by his buddy, as follows: (1) First replay If the player viewing the replay is player A, a replay of a match between player A's buddy and player B or player B's buddy is referred to as a first replay. (2) Second replay If the player viewing the replay is player A, the replay of the match between player A and player B or player B's buddy is referred to as the second replay.
[0060] In the battle mode, the second battle mode includes a battle between a buddy and an opponent (the second match of the matching match), which is a second game element in which the player is not directly involved in the battle and acts autonomously or actively, so a player who has a buddy may not be able to view the buddy battle live. Therefore, from the player's point of view, there are cases in which the player wants to know not only the battle result but also the content of the battle, so the first replay, which replays the battle between the buddy and the opponent, is effective.
[0061] In addition, since the third battle mode is a battle between players' buddies, a player who selects the third battle mode does not necessarily have to play a game. Therefore, when the third battle mode is selected and all operations after the selection are left to the player terminal 1 and the game server 2, as in the above-mentioned second battle mode, the player may want to know not only the battle results but also the battle contents, so the first replay that replays the buddy battle is effective.
[0062] In this way, the first replay is particularly effective in the second and third battle modes, so it may be possible to limit the replay to only the first replay, taking into consideration the overall system load.
[0063] In addition, in a second battle mode where there is a first match played by the player and a second match played by a buddy, it may be possible to switch between presenting the second replay, which is a replay of the first match, and the first replay, which is a replay of the second match.
[0064] In addition, the replay function may be provided regardless of the outcome of the match, but the replay function may be enabled only if the match is lost, and disabled (unusable) if the match is won. [Function configuration] FIG. 10 is a block diagram showing an example of the functional configuration of the player terminal 1. As shown in FIG.
[0065] As shown in FIG. 10, the player terminal 1 includes an operation input unit 51, a processing unit 52, an image display unit 53, a sound output unit 54, a communication unit 55, and a storage unit 56.
[0066] The operation input unit 51 is for the player to input various operations related to the game, and outputs an operation input signal corresponding to the operation input to the processing unit 52. The function of the operation input unit 51 can be realized by, for example, an element that is directly operated by the player A with his / her fingers, such as a touch operation pad, a home button, a button switch, a joystick, or a trackball, as well as an element that detects movement or posture, such as an acceleration sensor, an angular velocity sensor, a tilt sensor, or a geomagnetic sensor. In FIG. 2, the touch operation panel 12 corresponds to this.
[0067] The processing unit 52 comprehensively controls the operation of the player terminal 1 based on the programs and data stored in the memory unit 56, the operation input signals from the operation input unit 51, etc. The functions of the processing unit 52 can be realized by electronic components such as a microprocessor such as a CPU or GPU, an ASIC, an IC memory, etc. The processing unit 52 includes a game calculation unit 61, an image generation unit 62, a sound generation unit 63, and a communication control unit 64 as its main functional units.
[0068] The game calculation unit 61 executes various game processes for realizing the game of this embodiment, and outputs the processing results to the image generation unit 62 and the sound generation unit 63. The game calculation unit 61 includes a player information management unit 70, a card setting unit 71, a buddy setting unit 72, a battle mode selection unit 73, an action determination unit 74, an operation information acquisition unit 75, an operation image display unit 76, a replay execution unit 77, and a game management unit 78.
[0069] The player information management unit 70 manages player information, including basic user information such as the player's nickname, team rank, player rank, and buddy rank.
[0070] The card setting unit 71 uses card setting data and deck setting data, which will be described later, to manage the cards currently held by players A and B. It also manages the cards that make up each deck from the held cards, and sets the cards and hands to be set on each field from the decks selected by players A and B in the standby phase and card use preparation phase. It also generates card setting information, which is information regarding the cards and hands to be set on each field, and transmits it to the game server 2 via the communication unit 55.
[0071] The buddy setting unit 72 manages information about the buddy selected by players A and B as the second game element when registering their accounts, using buddy setting data described below. The buddy setting unit 71 sets the character information of the buddy (second game element) at the time of account registration to an initial value (lowest value). Furthermore, if a buddy is changed, the buddy setting unit 72 sets the character information of the changed buddy (second game element) to an initial value (lowest value). Furthermore, the buddy setting unit 71 outputs image information of the buddy to the image generation unit 62 during a match or on other menu screens.
[0072] The battle mode selection unit 73 displays a battle menu and allows the player to select a battle mode. The battle modes displayed on the battle menu are a normal battle mode in which players (humans) battle each other, and special battle modes from the first battle mode to the fourth battle mode. The battle mode can be selected by selecting (touching) the button for the battle mode the player desires from the buttons for the normal battle mode and the first battle mode to the fourth battle mode displayed on the battle menu. Information on the selected battle mode (battle mode selection information) is transmitted to the game server 2 via the communication unit 55.
[0073] The action determination unit 74 determines the selection of cards and the action of the cards through touch operations, etc. of players A and B, generates action selection information which is information on the card selection or action, and transmits it to the game server 2 via the communication unit 55.
[0074] The operation information acquisition unit 75 acquires card operation information, which is information regarding the operation of card selection or action, via the communication unit 55. The card operation information is information generated by the AI function of the game server 2 by referring to the buddy's character information and the status of the card setting information in the battle, and is information for displaying on the player terminal 1 an image of the buddy operating the card selection or action.
[0075] The operation image display unit 76 performs a process of displaying an image in which the buddy operates the selection or action of a card, using the card operation information acquired by the operation information acquisition unit 75. For example, if the acquired card operation information is information regarding the card operation content of "attack the opponent's card B with card A", the operation image display unit 76 displays an image of the buddy's lines and an arrow from card A to the opponent's card B, as shown in FIG.
[0076] The replay execution unit 77 responds to a replay request from a player and performs processing to execute a replay of a match.
[0077] Each time a match ends, the replay execution unit 77 stores match information including the date of the match and match identification information for identifying the match in the storage device 56. The match information also includes match report information and match replay data, which will be described later. Since this match information is generated for each match, it cannot be stored infinitely, considering the capacity of the storage device 56. Therefore, the number of match information items to be stored may be limited. For example, the seven most recent match information items may be stored, and old match information may be automatically deleted. When match information is deleted, it is no longer possible to replay that match information.
[0078] The replay executing unit 77 can present a match report, which is a report of a match, using the match information stored in the storage device 56 at the end of the match or at the player's request. Viewing of a match report begins with the player first selecting the match report he wishes to view from a list of match reports displayed by the replay executing unit 77. FIG. 12 is an example of a list of match reports. In the display example of FIG. 12, three match report boxes are displayed in order of most recent match date, and each match report box is provided with a match report viewing button. The player can touch the button of the match report he wishes to view to display details of that match report.
[0079] The battle report provided by the replay execution unit 77 displays opponent data (opponent player name, rank), battle result (win or loss), name of deck used, and battle progress analysis graph. Figure 13 shows an example of a battle report.
[0080] The battle situation analysis graph in the battle report is a time series of the superiority or inferiority of the battle for each turn from the start of the battle, and is one of the modes of presenting the battle situation information. The display of the battle situation analysis graph can display the superiority or inferiority of the battle from three perspectives: an overall perspective, a player's perspective (yourself), and a competing player's perspective (your opponent). For example, the overall perspective is battle situation information obtained by analyzing the battle situation using information on cards, life, etc. from both the player and the competing player. The player's perspective (yourself) is battle situation information obtained by analyzing the battle situation using information that the player can obtain, in other words, information excluding, for example, information on the competing player's hand that cannot be confirmed by the player. The competing player's perspective (your opponent) is battle situation information obtained by analyzing the battle situation using information that the competing player can obtain, in other words, information excluding, for example, information on the competing player's hand that cannot be confirmed by the competing player. The presentation of such a battle situation analysis graph can be said to present a replay of the battle using text, graphs, etc., and can be said to be one mode of replay. The above-mentioned battle situation analysis is performed for each battle by the game server 2, and is transmitted to each player terminal as battle report information.
[0081] As another mode of replay, the replay executing unit 77 can record the play contents of the match as replay data and present the same play contents as an image (video). Specifically, when the player views the match report shown in Fig. 13 and desires a replay as the image of the match, the replay executing unit 77 presents the image of the match by selecting (touching) the replay button on the screen of the match report.
[0082] The replay execution unit 77 stores replay data for each match in the storage device 56 in order to execute a replay as a video of the match. The replay data is composed of environmental data, card data, operation history data, and the like. The environmental data is data indicating the environment in which the match started, such as identification information of the decks used by the player A side and the opponent player B side, and identification information of the cards that compose the decks. The card data is data of the cards used in the match, and is similar to the card setting data described later. The operation history data is data indicating the operation history of the player A side and the opponent player B side. The replay execution unit 77 reads out the above-mentioned replay data stored in the storage device 56 during the execution of the game or at the end of the game by the player selecting (touching) the replay button, and reproduces the past play contents as a video by playing back the operation history data after aligning the initial state at the start of the match using the environmental data and card data. As for the start position for reproducing the video of the play contents, the slider on the battle situation analysis of the match report can be moved left and right to specify the desired turn, and the play video can be reproduced from that turn.
[0083] Replay of video of a match may be possible in all match modes or regardless of the match result, but there may be restrictions such as not allowing replay in a specific match mode or when a match is won, and allowing replay when a match is lost. In that case, the replay button may be changed to a color different from the active state, or may be made recognizable by text, etc., so that it can be identified as an inactive state in which the replay button cannot be operated.
[0084] Furthermore, in the case of a second match mode in which the player and buddy play different matches in one matching match, a match report (second replay) of the first match played by the player and a match report (first replay) of the second match played by the buddy are prepared, and the match report (second replay) of the first match and the match report (first replay) of the second match are switchably displayed. In this case, the match name (first or second match) is displayed in each match report so that it is possible to identify which match report it is, and a switch button for switching between each match report is provided, so that each match report can be viewed by switching between them.
[0085] The game management section 78 manages the overall progress of the game.
[0086] The image generation unit 62 generates one game screen per frame time (for example, 1 / 60 seconds) based on the processing result of the game calculation unit 61, and outputs an image signal of the generated game screen to the image display unit 103. The function of the image generation unit 62 can be realized by, for example, a processor such as a GPU or a digital signal processor (DSP), a video signal IC, a program such as a video codec, an IC memory for drawing frames such as a frame buffer, an IC memory used for expanding texture data, and the like.
[0087] The sound generation unit 63 generates sound signals such as sound effects and background music related to the game, audio information of operation auxiliary information, various operation sounds, etc. based on the processing results of the game calculation unit 61, and outputs them to the sound output unit 54. The function of the sound generation unit 63 can be realized by, for example, a processor such as a digital signal processor (DSP) or a voice synthesis IC, an audio codec capable of playing back audio files, etc.
[0088] The communication control unit 64 performs communication connection and data processing for data communication with the game server 2 .
[0089] The image display unit 53 displays various game screens based on the image signal input from the image generation unit 62. The function of the image display unit 53 can be realized by a display device such as a flat panel display, a cathode ray tube (CRT), a projector, or a head-mounted display. The image display unit 62 corresponds to, for example, the display 11 in FIG. 2.
[0090] The sound output unit 54 is for outputting sound effects and the like related to the game based on the sound signal input from the sound generation unit 63. The sound output unit 54 corresponds to, for example, the speaker 13 in FIG.
[0091] The communication unit 55 realizes communication by connecting to the communication line N. The function of the communication unit 55 can be realized by, for example, a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, and the like.
[0092] The storage unit 56 stores in advance or temporarily stores each time processing is performed programs for operating the player terminal 1 and implementing various functions of the player terminal 1, and data used during execution of these programs. The storage unit 56 can be realized by, for example, RAM, ROM, IC memory such as flash memory, magnetic disk such as hard disk, optical disk such as CD-ROM or DVD, etc.
[0093] The memory unit 56 stores a system program and a game program. The system program is a program for realizing the basic functions of the player terminal 1 as a computer. The game program is a program for causing the processing unit 52 to function as a game arithmetic unit 61. This program is distributed from the game server 2 or other application distribution servers or the like when the player completes account registration.
[0094] In addition, the memory unit 56 stores card setting data, deck setting data, buddy setting data, and rank setting data managed by the player information management unit 70. In addition, model data, texture data, motion data, effect data, background images of the game screen, sound data such as sound effects, etc. for displaying the characters of the cards and the images of the buddies are distributed as necessary data for the game as appropriate and stored in the memory unit 56.
[0095] The card setting data is character information of the cards held by the player and is prepared for each card type. FIG. 12 is a diagram showing an example of the card setting data of the cards held by the player. FIG. 14 shows the card setting data of one card specified by the card identification information "001" of the cards held by the player. The card setting data includes card identification information, image, card name, card type, cost number, color, race, ability, attack power, hit point, and rarity. Note that FIG. 14 shows an example of the card setting data and is not limited thereto. Also, the card setting data increases or decreases as the cards held by players A and B increase or decrease.
[0096] The deck setting data is data related to each deck of the player and includes the card identification information of the cards constituting each deck. FIG. 15 is a diagram showing an example of the deck setting data. In the example of FIG. 15, it is an example of the deck setting data of deck 1 of player A, showing that deck 1 is composed of cards with card identification information "001" to card identification information "023". Note that FIG. 15 shows an example of the deck setting data and is not limited thereto.
[0097] The buddy setting data is character information of a buddy selected from the menu settings. This buddy character information changes as the game progresses, and when it does change, the changed character information is notified from the game server 2, and the character information is updated. Figure 16 shows an example of buddy setting data, which is an example of data that stores buddy identification information, a buddy character image, a buddy name, and a buddy's strength (character information).
[0098] The rank setting data is data on the rank of a player's team and accumulated victory points up to the present, the player's rank and accumulated victory points up to the present, and the buddy's rank and accumulated victory points up to the present. Fig. 17 shows an example of rank setting data, which is an example of data that stores the rank of player A's team and accumulated victory points up to the present, player A's rank and accumulated victory points up to the present, and player A's buddy's rank and accumulated victory points up to the present. These data are updated by the player information management unit 70 using the rank information transmitted from the game server 2 after the matching battle ends.
[0099] The match information is composed of match identification information for identifying the match, the date of the match, replay data, and match report information. Fig. 18 is an example of match information, and shows that one piece of match information is composed of match identification information, the date of the match, replay data, and match report information.
[0100] The replay data is composed of environmental data, card data, operation history data, etc. The environmental data is data indicating the environment in which the match started, such as identification information of the decks used by player A and opponent player B, and identification information of the cards that make up the decks. The card data is data on the cards used in the match, and is similar to the card setting data described later. The operation history data is data indicating the operation history of player A and opponent player B, etc. The match report information is transmitted from the game server 2, and will be described in detail later.
[0101] Next, a description will be given of the configuration of the game server 2. Fig. 19 is a block diagram showing an example of the functional configuration of the game server 2.
[0102] The game server 2 includes a processing unit 91, a communication unit 92, and a storage unit 93.
[0103] The processing unit 91 comprehensively controls the operation of the game server 2 based on programs and data stored in the memory unit 93, received information, etc. The functions of the processing unit 91 can be realized by electronic components such as a microprocessor such as a CPU or GPU, an ASIC, and an IC memory. The processing unit 91 includes a player management unit 101, a matching processing unit 102, a game management unit 103, an AI processing unit 104, a rank update unit 105, and a battle situation analysis unit 106.
[0104] The player management unit 101 manages the account, game progress, and the like for each connected player terminal 1 using user information data, which will be described later.
[0105] In response to a matching request based on the battle mode selection information from the player terminal 1, the matching processing unit 102 searches for an opponent to match with the player by using the team rank, player rank, and buddy rank of the player of the player terminal 1. Basically, matching is performed between teams with the same rank, players or buddies with the same rank among the logged-in players. If a team, player, or buddy with the same rank cannot be found, the rank is changed up or down (for example, by 1 rank), and matching is performed with a team, player, or buddy.
[0106] The game management unit 103 receives card setting information, action selection information, etc. from the player terminal 1, performs battle processing according to the battle mode by using the card setting information, action selection information, and card data described later, and outputs the battle result.
[0107] The AI processing unit 104 has an algorithm obtained by machine learning the content of the game progress and its results, etc. of many battle games. This algorithm is an algorithm according to the character information of the buddy. The method of machine learning is typically deep learning (deep neural network), but is not limited to this. The AI processing unit 104 inputs the card setting information transmitted from the player terminal 1, the character information of the player's buddy of the player terminal 1, the battle mode, etc., and outputs the card operation information of the buddy in the situation of the card setting information. Note that since the algorithm differs according to the character information of the buddy, even if the card setting information transmitted from the player terminal 1 is the same, different card operation information may be output if the character information of the player's buddy is different.
[0108] Also, the AI processing unit 104 is also used for the battle situation analysis described later.
[0109] The rank update unit 105 calculates the victory points of each team, player, or buddy based on the match results of the match, and grants the victory points to each team, player, or buddy. Furthermore, the rank update unit 105 updates the rank of each team, player, or buddy to a rank corresponding to the accumulated victory points. For example, if a match is won, 150 victory points are granted, and if the accumulated victory points reach 500 points, the rank is updated to "2". Also, if a match is lost, victory points may be subtracted instead of granted. For example, if a match is lost, 150 points may be subtracted from the accumulated victory points. In such a case, depending on the accumulated victory points, the current rank may be demoted to a lower rank.
[0110] The battle situation analysis unit 106 receives card setting information, action selection information, and battle results from the player terminal 1 from the game management unit 103, and analyzes the superiority or inferiority of each turn of the battle. The analysis of the superiority or inferiority of the battle is performed from three perspectives, namely, the above-mentioned overall perspective, the player's perspective (yourself), and the battle player's perspective (opponent). As described above, the AI processing unit 104 has an algorithm obtained by machine learning teaching data such as the contents of the game progress and the results of many battle games. Therefore, it is also possible to use the types of cards placed on the field at each turn, the types of cards held, the remaining amount of life, etc. as input data to analyze the battle situation at that turn.
[0111] For example, in a comprehensive analysis of the battle situation, the battle situation analysis unit 106 utilizes the AI processing unit 104 to analyze the degree of superiority or inferiority of the players using information on both the player and the opposing player obtained at the end of a turn.
[0112] From the player's perspective (oneself), the battle situation analysis unit 106 uses the AI processing unit 104 to analyze the degree of superiority or inferiority of the player by using the player's information obtained at the end of each turn. From the perspective of the opponent in the battle, the battle situation analysis unit 106 uses the AI processing unit 104 to analyze the degree of superiority or inferiority of the player by using the information of the opponent player obtained at the end of each turn. The simplest method of battle situation analysis is the amount of remaining life of each player or buddy in each turn. For example, when the amounts of remaining life of players A and B are the same, it is impossible to determine superiority or inferiority. In contrast, when the amount of remaining life of player A is 70% of the total and the amount of remaining life of player B is 40% of the total, the superiority or inferiority is determined based on the amount of remaining life of the player centered around 50%. It is assumed that player A has a 20% advantage and player B has a 10% disadvantage. Such analysis is performed for each turn to analyze the battle situation.
[0113] Note that the above-described battle situation analysis method is just an example, and other methods are also acceptable.
[0114] At the end of the battle, the battle situation analysis unit 106 transmits to each player terminal 1 the battle report information including at least the battle identification information, the battle situation analysis information analyzed from the above three perspectives, the opponent's opponent data (name and rank of the opponent player), the battle result (win or loss), and the name of the used deck. Note that in the case of a second battle mode or the like where there are different battles between a player and a buddy in one matching battle, a battle report (second replay) of the first battle played by the player and a battle report (first replay) of the second battle played by the buddy are created.
[0115] The communication unit 92 is connected to the communication line N to realize communication.
[0116] The storage unit 93 stores a system program and a game program. The system program is a program for realizing the basic functions of the game server 2 as a computer. The game program is a program for causing the processing unit 91 to function as a player management unit 101, a matching processing unit 102, a game management unit 103, an AI processing unit 104, a rank update unit 105, and a battle situation analysis unit 106.
[0117] Furthermore, the recording unit 93 stores user information data and card data.
[0118] The user information data is the basic data of the players participating in the game, and records the user information data for each player. FIG. 20 is a diagram showing an example of the user information data. In the example of FIG. 20, it includes the player's user identification information, the player's buddy setting data, the deck setting data, the rank of the player's team and the cumulative victory points up to now, the player's rank and the cumulative victory points up to now, and the rank of the player's buddy and the cumulative victory points up to now.
[0119] The card data is the card data of all the cards used in this game. Basically, it stores data similar to the card setting data in FIG. 14 described above for all the cards used in the game. [Operations of Each Device] Next, the operations of the player terminal 1 and the game server 2 will be described. Here, a case where players A and B use the player terminal 1 to play a battle game in which a plurality of special battle modes can be used will be described as an example. FIG. 21 is an overall sequence diagram for explaining the operations of the player terminal 1 and the game server 2.
[0120] First, when registering a game account, each of players A and B performs a buddy setting process to set a buddy (Step 100). The buddy setting process is performed by the buddy setting unit 72. The buddy setting process is performed by selecting buddy setting from a menu screen. In the buddy setting, a preferred buddy can be selected from a number of buddies and set. Information on the selected buddy is sent to the game server 2.
[0121] The player management unit 101 of the game server 2 uses the buddy information received from the player terminal 1 to register character information of the buddy in the user information data corresponding to the user identification information of the player terminal 1 (Step 101). The registered buddy character information is transmitted to the player terminal 1.
[0122] The buddy setting unit 72 of the player terminal 1 registers the character information of the registered buddy as buddy setting data (Step 100).
[0123] After registering their accounts, each of players A and B logs into the game (Step 102). At this time, the player terminal 1 transmits a login request including user identification information.
[0124] In response to the login request, the player management unit 101 of the player terminal 1 performs login processing (Step 103). The login processing includes a process of acquiring user information data corresponding to the user identification information of the player who requested the login and passing the acquired user information data to the game management unit 103.
[0125] Once login is complete, each of players A and B selects a battle mode. The battle mode selection process for the battle mode is performed by the battle mode selection unit 73 of the player terminal 1 (Step 104). The selection of the battle mode for each of players A and B is performed by the battle mode selection unit 73 displaying a battle menu and having the player select the battle mode.
[0126] FIG. 22 is a diagram showing an example of a battle menu displayed on the player terminal 1. The battle modes displayed on the battle menu are a normal battle mode in which players (humans) battle each other, and special battle modes from the first battle mode to the fourth battle mode. The battle mode can be selected by performing a selection operation (touch operation) on the button of the battle mode that the player desires from among the normal battle mode button 41, the first battle mode button 42, the second battle mode button 43, the third battle mode button 44, and the fourth battle mode button 45 displayed on the battle menu. Information on the selected battle mode (battle mode selection information) is transmitted to the game server 2 via the communication unit 55.
[0127] In addition, the selection of the battle mode may be configured so that it cannot be selected unless a certain rank is held, depending on the battle mode. For example, in the first battle mode, it cannot be selected unless the team rank is a certain rank. Also, in the second battle mode, it cannot be selected unless the team rank, player rank, or buddy rank is a certain rank. The third and fourth battle modes can be processed in a similar manner.
[0128] The matching processing unit 102 of the game server 2 searches for matching between teams, players, or buddies with the same rank among players who have selected the battle mode indicated by the battle mode selection information from the player terminal 1. If no matching between teams, players, or buddies with the same rank is found, a search is made for different teams, players, or buddies one rank above or below.
[0129] For example, the matching process for the first battle mode uses the team ranks of the user information data in the recording unit 93 to match teams with the same team rank among players who have selected the first battle mode. If no matching is possible, matching is performed so that opponents are teams with a difference of one rank above or below. If no matching is possible, matching is performed again so that opponents are teams with a difference of two ranks above or below. This is repeated until a match is made. However, since interest in the battle decreases if the ranks are too different, it is preferable to determine a range of ranks for matching. For example, a range of two ranks above or below.
[0130] In the matching process of the second battle mode, using the player rank and buddy rank of the user information data in the recording unit 93, matching is performed so that teams with the same player rank and buddy rank become opponents among players who have selected the second battle mode. If matching is not possible, matching is performed so that opponents are teams with one rank difference above or below. If matching is not possible, matching is performed again so that opponents are teams with two rank differences above or below. This is repeated until matching is possible. However, if the ranks are too different, interest in the battle will decrease, so it is preferable to determine a range of ranks to be matched. For example, a range of two ranks above and below. In the case of the second battle mode, matching may be performed using only one of the team rank, player rank, and buddy rank, taking into consideration the load of the matching process. For example, focusing only on the player rank, matching may be performed between teams of players whose player ranks are the same or within a predetermined range.
[0131] The matching process for the third battle mode uses the buddy rank in the user information data of the recording unit 93 to perform matching so that among the players who have selected the third battle mode, the buddies of the players with the same buddy rank become opponents. If matching cannot be done, matching is performed so that the buddies of players with a rank one different up or down become opponents. If matching still cannot be done after this, matching is further performed so that buddies with a rank two different up or down become opponents. This is done until matching can be achieved. However, since the interest in the battle may decrease if the ranks are too different, it is preferable to define the range of ranks for matching. For example, it could be a range of two ranks up and down.
[0132] Furthermore, the matching process for the third battle mode may use the buddy rank in the user information data of the recording unit 93 to search for players with the same buddy rank as the buddy rank of the players who have selected the third battle mode, and perform matching with the buddies of those players. Since the third battle mode is a battle between players' buddies, the players who will be the opponents of the players who have selected the third battle mode do not necessarily need to play the game, and the players do not necessarily need to be logged in to the game. However, it is also possible to make it a condition for matching that the player is logged in.
[0133] The matching process for the fourth battle mode uses the player rank and buddy rank in the user information data of the recording unit 93 to search for players with the same buddy rank as the player rank of the players who have selected the fourth battle mode, and perform matching. Since the fourth battle mode is a battle between a player and the player's buddy, the buddy side does not necessarily need to play the game, and the player does not necessarily need to be logged in to the game. However, it is also possible to make it a condition for matching that the player is logged in.
[0134] If no matching is possible, matching is performed so that the opponent is a buddy of a player with a buddy rank one rank above or below. If no matching is possible, matching is performed again so that the opponent is a buddy two ranks above or below. This is repeated until a match is made. However, since interest in the match decreases if the ranks are too different, it is preferable to set a range of ranks for matching. For example, a range of two ranks above or below.
[0135] In the third or fourth battle mode, a user who has a buddy to play against may be the game operator, and in this case, the buddy rank may be ignored. In this case, the game operator may prepare buddies with different strengths and personalities for each day of the week, and match a player who has selected the third or fourth battle mode with a buddy that corresponds to the day of the week on which the player selected the third or fourth battle mode. In this way, a player who has selected the third or fourth battle mode can play against a different buddy for each day of the week, which increases the interest of the game.
[0136] When the opponents are determined, the user terminal 1 and the game server 2 start a matched battle process (Step 106). In the matched battle process, the replay execution unit 77 of the user terminal 1 records replay data for replay. The matched battle process for each battle mode will be described later.
[0137] When the matching battle process is completed, the rank update unit 105 of the game server 2 performs a rank update process (Step 107). The rank update unit 105 calculates the victory points of each team, player, or buddy using the match results of the matching battle, and grants the victory points to each team, player, or buddy. For example, in the case of winning the matching battle, the victory points are 150 points. Furthermore, the rank update unit 105 updates the rank of each team, player, or buddy to a rank corresponding to the accumulated victory points. For example, when the accumulated victory points reach 500 points, the rank is updated to "2". Then, rank information including the awarded victory points and the rank of the team, player, or buddy is transmitted to the user terminal 1.
[0138] The player information management unit 70 of the user terminal 1 updates the rank of the team, player, or buddy in the user information using the rank information (Step 108).
[0139] Next, the game server 2's battle situation analysis unit 106 performs a battle situation analysis process (Step 109). As described above, the battle situation analysis process performs battle situation analysis from an overall perspective, a player's perspective, and the opponent player's perspective. Then, the game server 2 transmits to the user terminal 1 battle report information including at least the battle identification information, the opponent's opponent data (opponent player's name, rank), the battle result (win or loss), the battle situation analysis result, and the name of the deck used.
[0140] The replay executing unit 77 of the user terminal 1 performs a match report display process (Step 110). In the match report process, a list of match reports as shown in FIG. 12 is displayed. In FIG. 12, three match report boxes are displayed in order of most recent match date, and each match report box is provided with a match report viewing button. When the player touches the button of the match report that he or she wishes to view, the replay executing unit 77 displays the details of the selected match report. The details of the match report are as shown in FIG. 13.
[0141] Furthermore, if the player wishes to replay the video from a desired turn in the displayed match report, the player touches the replay button. In the example of Fig. 13, the player wishes to replay from turn 12, and when the replay button is touched in this state, the replay execution unit 77 starts the replay display process from turn 12 (Step 111).
[0142] In the replay display process, the replay execution unit 77 reads out the replay data stored in the storage device 56, uses the environment data and card data to set the initial state at the start of the match, and reproduces the play content from the turn specified in the match report's battle situation analysis by playing back the operation history data. FIG. 23 is an example of a screen displaying a replay video from turn 12. A battle situation analysis graph is displayed at the top of the replay video, and the slider on the battle situation analysis graph moves according to the turn of the replay video currently being played, and the turn name is also displayed as the turn of the replay video currently being played. To end the replay, touch the replay end button to transition to the battle report display screen.
[0143] This completes the explanation of the overall game progression.
[0144] Next, the operation of the matching battle process (Step 106) for each battle mode will be described.
[0145] (1) Operation between devices in the first battle mode The operation between the devices in the first battle mode will now be described with reference to Fig. 24, which is a sequence diagram of the matching battle process in Step 106 in the first battle mode.
[0146] First, when matching is completed and the matching battle begins, a card setting process is performed by the card setting unit 71 in the player terminal 1 of each of players A and B (Step 200). The card setting process is performed by selecting one deck from the decks that have been set, and arranging cards from that deck in the field area, base area, force area, and hand. Note that such card placement is performed by the operation of each of players A and B. Card identification information of the placed card and the placement status of the card are transmitted to the game server 2 as card setting information.
[0147] The game management unit 103 of the game server 2 transmits the received card setting information of player A to the player terminal 1 of player B, and transmits the received card setting information of player B to the player terminal 1 of player A.
[0148] At each of the player terminals 1 of the players A and B, a set card display process is performed using the card setting information, and an image of the cards placed on the field is displayed (Step 201).
[0149] Next, a match will take place at each turn.
[0150] First, player A attacks player B's buddy (hereinafter referred to as buddy B), and player B's buddy B takes a defensive turn (player A → buddy B in FIG. 24).
[0151] In the player terminal 1 of player A, an action selection process is performed by the action decision unit 74 (Step 202). The selection of a card or an action is decided by player A. Information on the decided selection of a card or an action is transmitted to the game server 2 by the action decision unit 74 as action selection information.
[0152] The game management unit 103 of the game server 2 receives the action selection information of the player A, and performs a match process using the action selection information of the player A, the card setting information and the card data of each of the players A and B (Step 203). Information on the match result is transmitted to the player terminals 1 of each of the players A and B.
[0153] The game management unit 78 of the player terminal 1 of each of the players A and B receives the match result and performs match result processing (Step 204). The match result processing is processing for displaying the match result on the player terminal 1 of each of the players A and B.
[0154] The above is the action taken in a turn in which player A attacks player B's buddy B and buddy B defends.
[0155] Next, player B attacks player A's buddy (hereinafter referred to as buddy A), and player A's buddy A takes a defensive turn (player B → buddy A in FIG. 24).
[0156] In the player terminal 1 of player B, an action selection process is performed by the action decision unit 74 (Step 202). The selection of a card or an action is decided by the operation of player B. Information on the decided selection of a card or an action is transmitted to the game server 2 by the action decision unit 74 as action selection information.
[0157] The game management unit 103 of the game server 2 receives the action selection information of the player B, and performs a match process using the action selection information of the player B, and the card setting information and card data of each of the players A and B (Step 203). Information on the match result is transmitted to the player terminals 1 of each of the players A and B.
[0158] The game management unit 78 of the player terminal 1 of each of the players A and B receives the match result and performs match result processing (Step 204). The match result processing is processing for displaying the match result on the player terminal 1 of each of the players A and B.
[0159] The above is the action taken in a turn in which player B attacks player A's buddy A and buddy A defends.
[0160] Next, player A's buddy A attacks player B, and player B takes a defensive turn (in FIG. 24, buddy A → player B).
[0161] Since this is an attack by buddy A, the AI processing unit 104 performs a card operation information providing process (Step 205). The card operation information providing process is a process of providing card operation information indicating the selection or action of a card or the like by buddy A to the player terminal 1 of player A.
[0162] The operation information acquisition unit 75 of the player terminal 1 receives the card operation information. The operation image display unit 76 performs processing to display the details of the attack by buddy A, which is indicated by the card operation information (Step 206).
[0163] The game management unit 103 and the AI processing unit 104 of the game server 2 perform a buddy match process using the card operation information of buddy A, and the card setting information and card data of each of players A and B (Step 207). Information on the match result is transmitted to the player terminals 1 of each of players A and B.
[0164] The game management unit 78 of the player terminal 1 of each of the players A and B receives the match result and performs match result processing (Step 204).
[0165] The above is the action taken in a turn in which Player A's buddy A attacks Player B and Player B defends.
[0166] Furthermore, a turn is taken in which player B's buddy B attacks player A and player A defends (in FIG. 24, buddy B → player A).
[0167] Since this is an attack by buddy B, the AI processing unit 104 performs a card operation information providing process (Step 205). The card operation information providing process is a process of providing card operation information indicating the selection or action of a card or the like by buddy B to the player terminal 1 of player B.
[0168] The operation information acquisition unit 75 of the player terminal 1 receives the card operation information. The operation image display unit 76 performs processing to display the details of the attack by buddy B, which is indicated by the card operation information (Step 206).
[0169] The game management unit 103 and the AI processing unit 104 of the game server 2 perform a buddy match process using the card operation information of buddy B, and the card setting information and card data of each of players A and B (Step 203). Information on the match result is transmitted to the player terminals 1 of each of players A and B.
[0170] The game management unit 78 of the player terminal 1 of each of the players A and B receives the match result and performs match result processing (Step 207).
[0171] The above is the action taken in a turn in which Player B's buddy B attacks Player A and Player A defends.
[0172] Then, a turn is taken in which player A attacks player B's buddy B, and player B's buddy B defends (player A → buddy B in FIG. 24).
[0173] In the player terminal 1 of player A, an action selection process is performed by the action decision unit 74 (Step 202). The selection of a card or an action is decided by player A. Information on the decided selection of a card or an action is transmitted to the game server 2 by the action decision unit 74 as action selection information.
[0174] The game management unit 103 of the game server 2 receives the action selection information of the player A, and performs a match process using the action selection information of the player A, the card setting information and the card data of each of the players A and B (Step 203). Information on the match result is transmitted to the player terminals 1 of each of the players A and B.
[0175] The game management unit 78 of the player terminal 1 of each of the players A and B receives the match result and performs match result processing (Step 204). The match result processing is processing for displaying the match result on the player terminal 1 of each of the players A and B.
[0176] The above is the action taken in a turn in which player A attacks player B's buddy B and buddy B defends.
[0177] Player A's side and opponent player B's side repeat such turns until either player's life becomes 0 or there are no cards in the deck. Then, when either player's life becomes 0 or there are no cards in the deck, the game management unit 103 of the game server 2 performs a matching match result process (Step 208). The matching match result process is a process of determining the winner of each team and transmitting the matching match result information to the player terminals 1 of each of players A and B.
[0178] The game management unit 78 of the player terminal 1 receives the matching battle result information and displays the matching battle result (Step 209).
[0179] This completes the explanation of the operations between the devices in the first battle mode.
[0180] (2) Operation between devices in the second battle mode The operation between the devices in the second battle mode will now be described with reference to Fig. 25, which is a sequence diagram of the matching battle process in Step 106 in the second battle mode.
[0181] In the second match mode, the first match between player A and player B's buddy B and the second match between player B and player A's buddy A are performed in parallel in time. Therefore, between player A's player terminal 1 and the game server 2, match processing for the first match between player A and player B's buddy B is performed, and the state of the first match is displayed on player A's player terminal 1. Meanwhile, between player B's player terminal 1 and the game server 2, match processing for the second match between player B and player A's buddy A is performed, and the state of the second match is displayed on player B's player terminal 1. The following explanation will focus on the first match between player A and player B's buddy B.
[0182] First, when matching is completed and the first match of the matching battle begins, a card setting process is performed by the card setting unit 71 in the player terminal 1 of player A (Step 300). The card setting process is performed by selecting one deck from the decks that have been set, and arranging cards from that deck in the field area, base area, force area, and hand. Note that such card placement is performed by the operation of player A. Card identification information of the placed card and the placement status of the card are transmitted to the game server 2 as card setting information.
[0183] Next, a buddy card setting process for buddy B is performed (Step 301). The buddy card setting process is performed by the AI processing unit 104 of the game server 2. The buddy card setting process is performed by selecting one deck from the set decks and placing cards of that deck in the field area, base area, force area, and hand. Card identification information of the placed card and the placement status of the card are transmitted to player terminal 1 of player A as card setting information.
[0184] At each of the player terminals 1 of the players A and B, a set card display process is performed using the card setting information, and an image of the cards placed on the field is displayed (Step 302).
[0185] Next, in a turn in which player A attacks player B's buddy B and player B's buddy B defends, an action selection process is performed by the action decision unit 74 in player A's player terminal 1 (Step 303). The selection of a card or an action is decided by the operation of player A. Information on the decided selection of a card or an action is sent to the game server 2 by the action decision unit 74 as action selection information.
[0186] The game management unit 103 of the game server 2 receives the action selection information of player A, and performs a match process using the action selection information of player A, and the card setting information and card data of player A and buddy B (Step 304). Information on the match result is transmitted to the player terminal 1 of player A.
[0187] The game management unit 78 of the player terminal 1 of player A receives the match result and performs match result processing (Step 305). The match result processing is processing for displaying the match result on the player terminal 1 of player A.
[0188] The above is the action taken in a turn in which player A attacks player B's buddy B, and player B's buddy B defends.
[0189] Next, in the turn when buddy B of player B attacks player A and player A defends, buddy match processing is performed (Step 306). Because it is buddy B's attack, the AI processing unit 104 provides card operation information indicating the selection or action of a card or the like by buddy B to the game management unit 103. The game management unit 103 performs buddy match processing using the card operation information of buddy B and the card setting information and card data of player A (Step 306). Information on the match result is transmitted to player terminal 1 of player A.
[0190] The game management unit 78 of the player terminal 1 of Player A receives the match result and performs match result processing (Step 305).
[0191] The above is the action taken in a turn in which Player B's buddy B attacks Player A and Player A defends.
[0192] Player A and Player B's Buddy B repeat this turn until either Player A or Buddy B's life is 0 or there are no cards left in the deck. When either player or buddy's life is 0 or there are no cards left in the deck, the first game ends.
[0193] The processing of the second match between Player B and Player A's buddy A is carried out between Player B's player terminal 1 and the game server 2 in a manner similar to the processing of the first match described above, and the state of the second match is displayed on Player B's player terminal 1.
[0194] When the first and second matches are completed, a matching match result process is performed (Step 307). The matching match result process is a process of determining the outcome of the first and second matches, and transmitting the matching match result information to the player terminals 1 of each of players A and B. The transmitted content is the result of the first match and the result of the second match.
[0195] The game management unit 78 of the player terminal 1 of each of players A and B receives the matching battle result information and displays the matching battle result (Step 308).
[0196] This completes the explanation of the operations between the devices in the second battle mode.
[0197] In addition, in the second match mode, the first match between Player A and Player B's Buddy B and the second match between Player B and Player A's Buddy A are played in parallel in time, so the match between the player's buddy and the opposing player cannot be viewed.
[0198] However, with the replay function, after the display of the matching battle result, by selecting the first replay that shows the battle report of the player's buddy and the opponent player, it is possible to view the battle situation analysis and replay video of the player's buddy and the opponent player.
[0199] (3) Operations between devices in the third battle mode The operations between devices in the third battle mode will be described. FIG. 26 is a sequence diagram of the matching battle process in Step 106 of the third battle mode.
[0200] In the third battle mode, there are alternating turns where Buddy A of Player A attacks Buddy B of Player B and Buddy B of Player B defends, and then Buddy B of Player B attacks Buddy A of Player A and Buddy A of Player A defends.
[0201] First, the buddy card setting process for Buddy A and Buddy B is performed (Step 400). The buddy card setting process is carried out by the AI processing unit 104 of the game server 2. The buddy card setting process is performed by selecting one deck from the set decks and arranging the cards of that deck in the field area, base area, force area, and hand. The card identification information of the arranged cards and the arrangement status of the cards, etc. are transmitted as card setting information to the player terminals 1 of Players A and B.
[0202] On the player terminals 1 of Players A and B, using the card setting information, the set card display process is performed, and an image with the cards arranged in the field is displayed (Step 401).
[0203] Next, a turn is taken in which Buddy A of Player A attacks Buddy B of Player B, and Buddy B of Player B defends (in FIG. 26, Buddy A → Buddy B). Since it is an attack by Buddy A, the AI processing unit 104 performs a card operation information providing process (Step 402). The card operation information providing process is a process of providing card operation information indicating the selection or action of a card or the like by Buddy A to the player terminals 1 of Players A and B.
[0204] The operation information acquisition unit 75 of the player terminal 1 receives the card operation information. The operation image display unit 76 performs a process of displaying the attack content by Buddy A indicated by the card operation information (Step 403).
[0205] The game management unit 103 of the game server 2 performs a buddy battle process using the card operation information of Buddy A, the card setting information of each of Buddies A and B, and the card data (Step 404). The information on the battle result is transmitted to the player terminals 1 of Players A and B.
[0206] The game management unit 78 of the player terminal 1 of each of Players A and B performs a battle result process in response to the battle result (Step 405).
[0207] The above is the operation of the turn in which Buddy A of Player A attacks Buddy B of Player B, and Buddy B of Player B defends.
[0208] Next, a turn in which Buddy B of Player B defends and a turn in which Buddy B of Player B attacks Buddy A of Player A, and Buddy A of Player A defends are taken (in FIG. 26, Buddy B → Buddy A).
[0209] Since it is an attack by Buddy B, the AI processing unit 104 performs a card operation information providing process (Step 402). The card operation information providing process is a process of providing card operation information indicating the selection or action of a card or the like by Buddy B to the player terminals 1 of Players A and B.
[0210] The operation information acquisition unit 75 of the player terminal 1 receives the card operation information. The operation image display unit 76 performs processing to display the details of the attack by buddy B, which is indicated by the card operation information (Step 403).
[0211] The game management unit 103 of the game server 2 performs a buddy match process using the card operation information of buddy B, and the card setting information and card data of each of players A and B (Step 404). Information on the match result is transmitted to the player terminals 1 of each of players A and B.
[0212] The game management unit 78 of the player terminal 1 of each player A and B receives the match result and performs match result processing (Step 405). The above is the operation of a turn in which buddy B of player B attacks buddy A of player A and buddy A of player A defends.
[0213] Player A's Buddy A and Player B's Buddy B repeat this turn until either Player A's Buddy A or Player B's Buddy B's life reaches 0, or there are no cards left in the deck. When either player's buddy's life reaches 0, or there are no cards left in the deck, the match ends.
[0214] When the matching match between player A's buddy A and player B's buddy B ends, matching match result processing is performed (Step 406). The matching match result processing is a process of determining the outcome of the match between player A's buddy A and player B's buddy B, and transmitting the matching match result information to the player terminals 1 of each of players A and B. The transmitted content is the result of the match between player A's buddy A and player B's buddy B.
[0215] The game management unit 78 of the player terminal 1 receives the matching battle result information and displays the matching battle result (Step 407).
[0216] This completes the explanation of the operations between the devices in the third battle mode.
[0217] In addition, since the third battle mode is a battle between buddies, a player who selects the third battle mode does not necessarily have to play the game. Therefore, if the third battle mode is selected and all operations after the selection are left to the player terminal 1 and the game server 2, after the matching battle ends, a social networking service (SNS) or the like may be used to notify the player that the matching battle has ended and that a battle report can be viewed. In this way, the player who receives the notification can view the battle report and view an analysis of the battle situation and replay footage.
[0218] (4) Operation between devices in the 4th battle mode The operation between the devices in the fourth battle mode will now be described with reference to Fig. 27, which is a sequence diagram of the matching battle process in Step 106 in the fourth battle mode.
[0219] In the fourth battle mode, turns in which player A attacks player B's buddy B and player B's buddy B defends are alternated with turns in which player B's buddy B attacks player A and player A defends.
[0220] First, when matching is completed and the match match begins, a card setting process is performed on the player terminal 1 of player A (Step 500). The card setting process is performed by selecting one deck from the decks that have been set, and arranging cards from that deck in the field area, base area, force area, and hand. Card identification information of the arranged cards and the arrangement status of the cards are transmitted to the game server 2 as card setting information.
[0221] Meanwhile, a buddy card setting process for buddy B of player B is performed (Step 501). The buddy card setting process is performed by the AI processing unit 104 of the game server 2. The AI processing unit 104 selects one deck from the set decks and places cards of that deck in the field area, base area, force area, and hand. Card identification information of the placed card and the placement status of the card are transmitted to the player terminals 1 of players A and B as buddy card setting information.
[0222] At each of the player terminals 1 of the players A and B, a set card display process is performed using the buddy card setting information, and an image of the cards placed on the field is displayed (Step 502).
[0223] Next, in a turn in which player A attacks player B's buddy B and player B's buddy B defends (player A → buddy B in FIG. 27), an action selection process is performed on player A's player terminal 1 (Step 503). Player A decides on a selection of cards or an action. Information on the decided selection of cards or an action is sent to the game server 2 by the action decision unit 74 as action selection information.
[0224] The game management unit 103 of the game server 2 receives the action selection information of player A, and performs a match process using the action selection information of player A and the card setting information and card data of each player A and B (Step 504). Information on the match result is transmitted to the player terminal 1 of each player A and B. The game management units 78 of the player terminals 1 of players A and B receive the match result and perform a match result process (Step 505). The match result process is a process of displaying the result of the match on the player terminal 1 of each player A and B.
[0225] The above is the action taken in a turn in which player A attacks player B's buddy B, and player B's buddy B defends.
[0226] Next, player B's buddy B attacks player A, and player A takes a defensive turn (in FIG. 27, buddy B → player A).
[0227] Since it is an attack by buddy B, the AI processing unit 104 performs a card operation information providing process (Step 506). The card operation information providing process is a process of providing card operation information indicating the selection or action of a card or the like by buddy B to the player terminals 1 of players A and B.
[0228] The operation information acquisition units 75 of the player terminals 1 of the players A and B receive the card operation information. The operation image display units 76 perform an operation image display process to display the details of the attack by buddy B, as indicated by the card operation information (Step 507).
[0229] The game management unit 103 and the AI processing unit 104 of the game server 2 perform a buddy match process using the card operation information of buddy B, and the card setting information and card data of each of players A and B (Step 508). Information on the match result is transmitted to the player terminals 1 of each of players A and B.
[0230] The game management unit 78 of the player terminal 1 of each of the players A and B receives the match result and performs match result processing (Step 505).
[0231] The above is the action taken in a turn in which Player B's buddy B attacks Player A and Player A defends.
[0232] Player A and Player B's Buddy B repeat this turn until either Player A's or Player B's Buddy B's life becomes 0 or there are no cards left in the deck. When either the player's or buddy's life becomes 0 or there are no cards left in the deck, the match ends.
[0233] When the match between player A and player B's buddy B ends, a matching match result process is performed (Step 509). The matching match result process is a process of determining the outcome of the match between player A and player B's buddy B, and transmitting the matching match result information to the player terminals 1 of players A and B. The transmitted content is the result of the match between player A and player B's buddy B.
[0234] The game management unit 78 of the player terminal 1 receives the match battle result information and displays the match battle result (Step 510).
[0235] This completes the explanation of the operations between the devices in the fourth battle mode.
[0236] As described above, according to this embodiment, a replay function for replaying a match is provided, and the player can enjoy replaying the match. In particular, in addition to the aspect of replaying using video, a battle situation analysis graph that analyzes the battle situation is also provided as one of the replay aspects, and the player can objectively analyze the match.
[0237] In addition, this embodiment is equipped with a battle mode in which a buddy who is not directly controlled by the player plays, and the first replay, which replays a buddy battle, is particularly effective in preventing the player from being unable to appreciate the content of the buddy battle.
[0238] Furthermore, players can select from a variety of battle modes, not just human player vs. human player battle modes, making it possible to provide a game that enhances the interest of users who are players. This is made possible by introducing into the game a second game element that is different from the first game element and allows the first game element owned by the player to be used in the game, and by providing a battle mode that uses this second game element.
[0239] Furthermore, the second game element, which acts autonomously or spontaneously, allows the player to enjoy various battle styles, such as team battles and individual battles.
[0240] In the present embodiment, the configuration in which the player terminal 1 stores replay data has been described. However, the game server 2 may store the replay data and transmit the replay data to the player terminal 1 in response to a replay request from the player terminal 1.
[0241] <Second Embodiment> When the opponent includes a human player as in the normal battle mode or the like, due to the convenience of the opponent player, it is difficult to replay the battle with the same player under the same game state (for example, the same deck, rank, etc.) as the battle in which the battle result was presented when the player desires. However, among the above-described battle modes, in the third battle mode and the fourth battle mode, since the opponent is a buddy (second game element) operated by the AI processing unit 104 of the game server 2, if the AI processing unit 104 of the game server 2 is in charge of the opponent buddy, the player can replay the battle at the time the player desires. Therefore, the second embodiment will describe an example in which, in addition to the replay function of the battle, a function of replaying the battle (hereinafter referred to as a rematch) is added in the third battle mode and the fourth battle mode.
[0242] FIG. 28 is a block diagram of the player terminal 1 in the second embodiment. The player terminal 1 in the second embodiment includes a rematch selection unit 79 in addition to the configuration of the first embodiment.
[0243] The rematch selection unit 79 displays a rematch selection button on the battle report presented by the replay execution unit 77, which enables selection of a rematch of the battle specified in the battle report. FIG. 29 is an example of the display of a battle report including the rematch selection button. When the rematch selection button is touched by the player, the rematch selection unit 79 transmits rematch request information including player information and opponent identification information of the opponent to the game server 2. Note that the opponent identification information can be obtained from the opponent data included in the battle report information.
[0244] The rematch selection unit 79 can also specify the start turn of the rematch. In this case, the slider of the battle situation analysis graph is moved to the desired turn, and then the rematch selection button is touched. When the start turn of the rematch is specified, the rematch request information is sent including the information on the start turn of the rematch.
[0245] Rematches can also be restricted depending on the results of the match. For example, if a match is won, a rematch is not allowed, and only if a match is lost, a rematch is allowed. In relation to video replay, if a match is won, video replay may be disabled, but a rematch may be allowed, and if a match is lost, video replay may be enabled, and a rematch may be allowed.
[0246] Furthermore, the start turn of the rematch can be limited depending on the battle result, for example, the superiority or inferiority of the battle situation information. For example, the start turn can be limited to a turn after the battle situation in the lost battle becomes unfavorable.
[0247] 30 is a block diagram of the game server 2 in the second embodiment. The game server 2 in the second embodiment includes a rematch executing unit 107 in addition to the configuration in the first embodiment.
[0248] The rematch executing unit 107 receives rematch request information from the player terminal 1 and executes a rematch between the player who wishes to have a rematch and the opponent buddy included in the rematch request information. The AI processing unit 104 is used to operate the buddy.
[0249] The operation of the second embodiment will be described below. Fig. 31 is a sequence diagram for explaining the operation of the player terminal 1 and the game server 2 in the second embodiment.
[0250] This operation describes an example in which player A and player B's buddy compete in the fourth match mode, and after the match ends with player B's buddy winning, player A views the match report and conducts a rematch.
[0251] First, player A views the battle report (Step600).
[0252] If player A wishes to replay the battle as a result of viewing the battle report, player A touches the replay button on the battle report (Step601). At this time, the turn to start the replay can also be selected from the slider of the battle situation analysis graph. When the replay button is touched, the replay selection unit 79 transmits replay request information including at least the player wishing to replay (player A in this example), the opponent identification information (the buddy of player B in this example), the replay start turn, and the replay data to the game server 2.
[0253] The replay execution unit 107 of the game server 2 receives the replay request information and executes the specified turn reproduction process (Step602). The specified turn reproduction process uses the replay data to reproduce the card settings of the turn specified by player A, and the lives of the players and buddies. Further, the buddy of player B is specified from the opponent identification information, and information for identifying the buddy of player B is notified to the AI processing unit 104. Then, the specified turn reproduction information for reproducing these specified turns is transmitted to the player terminals 1 of players A and B.
[0254] Incidentally, regarding the processing of the game server 2 after the specified turn reproduction process, since the opponent in the replay is a buddy operated by the game server 2, the operation of the player on the opponent side is not required in principle. Also, it is considered that the player on the opponent side rarely operates the player terminal 1 during the replay. Therefore, the game server 2 does not have to transmit the specified turn reproduction information, etc. to the player terminal 1 of player B. Also, the subsequent processing on the player B side can be omitted.
[0255] The player terminal 1 of player A receives the designated turn reproduction information. Then, the operation image display unit 76 of the player terminal 1 performs a designated turn display process (Step 603). Using the designated turn reproduction information, the hand, cards placed, and the life of the player and buddy at the designated turn are displayed. This creates an environment in which a rematch between player A and buddy B of player B can be played starting from the designated turn.
[0256] In the fourth battle mode, turns in which player A attacks player B's buddy B and player B's buddy B defends are alternated with turns in which player B's buddy B attacks player A and player A defends.
[0257] First, in a turn in which player A attacks player B's buddy B and player B's buddy B defends (player A → buddy B in FIG. 31), an action selection process is performed on player A's player terminal 1 (Step 503). Player A decides on a selection of cards or an action. Information on the decided selection of cards or an action is sent to the game server 2 by the action decision unit 74 as action selection information.
[0258] The game management unit 103 of the game server 2 receives the action selection information of player A, and performs a match process using the action selection information of player A, and the card setting information and card data of each of players A and B (Step 504). Information on the match result is sent to player terminal 1 of player A. The game management unit 78 of player terminal 1 of player A receives the match result and performs a match result process (Step 505). The match result process is a process of displaying the result of the match on player terminal 1 of player A.
[0259] The above is the action taken in a turn in which player A attacks player B's buddy B, and player B's buddy B defends.
[0260] Next, player B's buddy B attacks player A, and player A takes a defensive turn (in FIG. 31, buddy B → player A).
[0261] Since this is an attack by buddy B, the AI processing unit 104 performs a card operation information providing process (Step 506). The card operation information providing process is a process of providing card operation information indicating the selection or action of a card or the like by buddy B to the player terminal 1 of player A.
[0262] The operation information acquisition unit 75 of the player terminal 1 of player A receives the card operation information. The operation image display unit 76 performs an operation image display process to display the details of the attack by buddy B, as indicated by the card operation information (Step 507).
[0263] The game management unit 103 and the AI processing unit 104 of the game server 2 perform a buddy match process using the card operation information of buddy B, and the card setting information and card data of each of players A and B (Step 508). Information on the match result is transmitted to player terminal 1 of player A.
[0264] The game management unit 78 of the player terminal 1 of each player A receives the match result and performs match result processing (Step 505).
[0265] The above is the action taken in a turn in which Player B's buddy B attacks Player A and Player A defends.
[0266] Player A and Player B's Buddy B repeat this turn until either Player A's or Player B's Buddy B's life becomes 0 or there are no cards left in the deck. When either the player's or buddy's life becomes 0 or there are no cards left in the deck, the rematch ends.
[0267] When the rematch between player A and player B's buddy B is finished, a matching match result process is performed (Step 509). The matching match result process is a process of determining the outcome of the match between player A and player B's buddy B, and transmitting the matching match result information to player A's player terminal 1. The transmitted content is the result of the match between player A and player B's buddy B.
[0268] The game management unit 78 of the player terminal 1 receives the match battle result information and displays the match battle result (Step 510).
[0269] The above is the rematch action in the 4th battle mode.
[0270] Here, either method may be used to reflect the results of the rematch in updating the rank. If the results are to be reflected, the rank update process (Step 107) in Fig. 21 is performed. On the other hand, if the results of the rematch are not to be reflected in the rank or battle history, the rank update process (Step 107) is not performed.
[0271] The rematch operation in the fourth battle mode has been described above, but a rematch can be performed in a similar manner in the third battle mode, which is a buddy-to-buddy battle. In this case, Steps 600, 601, 602, and 603 can be provided instead of Steps 400 and 401 in Fig. 26, which describes the operation in the third battle mode.
[0272] Furthermore, during a rematch, information on the battle situation (e.g., battle situation analysis information) of the match that is the basis for the rematch, corresponding to the turn of the rematch, may be displayed. In this way, the rematch can be carried out while understanding which turn will affect the outcome of the match.
[0273] Next, a modification of the second embodiment will be described.
[0274] The third battle mode is a battle mode in which the buddy of player A and the buddy of player B battle each other. That is, the buddies battle each other. In this type of battle, if the player's buddy is defeated and the player challenges the buddy of the opponent who won in place of the buddy, the game becomes more interesting. Therefore, in the modified example of the second embodiment, an example will be described in which the player battles the buddy of the opponent instead of the buddy in a rematch of the battle in the third battle mode.
[0275] The rematch selection unit 79 displays a rematch selection button that allows the player to select a rematch of the match specified in the match report on the match report presented by the replay execution unit 77. In a modified example of the second embodiment, two types of rematch selection buttons are displayed: a first rematch button for a rematch between the same players as in the match, and a second rematch button for a rematch by a player instead of a buddy.
[0276] Fig. 32 is an example of a display of a match report including a rematch selection button in a modified example of the second embodiment. If the player wants to play in the same situation as the previous match, that is, if the player wants his / her buddy to play against the opponent's buddy again, the player selects (touches) the first rematch button (the "rematch" button in Fig. 32), and if the player wants to play against the opponent's buddy instead of his / her buddy, the player selects (touches) the second rematch button (the "rematch on behalf of buddy" button in Fig. 32).
[0277] Furthermore, in the display example of the match report shown in FIG. 32, a reward confirmation button is displayed that shows the reward that the player can get if he plays against the opponent buddy on behalf of the buddy and wins. The player can know the reward that he can get if he wins by touching this reward confirmation button. The reward that the player gets if he wins a rematch of a match that the buddy lost is higher than the reward that the player gets if he wins a rematch of a match that the buddy won. This makes it more likely that players who lose a match played by their buddy will want a rematch on behalf of their buddy, which makes the game more interesting.
[0278] The reward is a reward for progressing the game advantageously, such as experience points required to increase rank. The game situation analysis unit 106 of the game server 2 determines the reward amount information based on the opponent's rank, etc., and transmits it together with the battle report information. When the player touches the reward confirmation button, the rematch selection unit 79 obtains the reward amount from the battle report information and displays it on the display 11 of the player terminal 1.
[0279] The subsequent operations when the second rematch button (the "Rematch on behalf of buddy" button in FIG. 32) is touched are basically the same as those in the fourth battle mode described in the second embodiment above, except that the rematch selection unit 79 transmits to the game server 2 that the second rematch button has been selected. This is because the battle mode in which a rematch is held on behalf of a buddy is a battle between the player and the buddy, and is similar to the rematch operations in the fourth battle mode. Therefore, a detailed explanation will be omitted.
[0280] Also, in the above example, the first rematch button (the "Rematch" button in FIG. 32) and the second rematch button (the "Rematch on behalf of buddy" button in FIG. 32) are displayed in the match report, but the first rematch, in which the same players as in the match are rematched, may be made unavailable, and only the second rematch, in which the player rematches on behalf of the buddy, may be made available. In this case, only the second rematch button (the "Rematch on behalf of buddy" button in FIG. 32) is displayed in the match report.
[0281] <Third embodiment> The third embodiment describes an example in which character information of a second game element has various parameters in addition to the rank obtained through a matching battle, and each parameter changes depending on the player's progress in the game, becoming an element of the second game with various abilities and personalities.
[0282] The second game element has a plurality of parameters that change based on predetermined conditions related to the game. These parameters affect the autonomous or spontaneous behavior of the second game element (use of the first game element). In other words, the character information is the ability and personality of the second game element, and the autonomous or spontaneous behavior of the second game element (use of the first game element) differs depending on the difference in ability and personality. This character information changes as the game progresses, just as a human grows through various experiences. For example, the character information changes by achieving predetermined conditions related to the game.
[0283] Here, the predetermined conditions related to the game include not only exchange with compensation (for example, experience points or use of a specific first game element) obtained for the results of a game match, achievement of a predetermined event in the game, but also acquisition of a new first game element as compensation for some action of the player, acquisition of a specific first game element, etc. Here, the action of the player means payment of compensation (money, in-game currency, points obtained by the player by participating in a lottery event held on the Internet, etc.), participation in an event in the game, etc.
[0284] The multiple parameters possessed by the character information include, for example, a parameter (hereinafter referred to as level, which is different from the above-mentioned rank) that changes depending on experience points (different from the victory points mentioned above) gained from the results of game matches, a parameter (hereinafter referred to as card understanding) that changes depending on the frequency of use of the first game element type or the acquisition of a specific card, a parameter (hereinafter referred to as personality) that changes depending on the proportion of use of the first game element type, and a parameter (hereinafter referred to as synchronization level) that changes in response to a specified event.
[0285] The level represents the basic level of the second game element, and increases with experience points gained through battles. As the level increases, the thinking ability of the second game element can increase. The higher the thinking ability, the more appropriately the first game element can be used according to the game situation.
[0286] The card understanding level is the level of understanding of the first game element (the level of understanding of the effect exerted by the character on the card, etc.), and the higher the understanding level, the more appropriately the first game element (card) can be used.
[0287] The personality represents the character of the second game element, and changes depending on the proportion of the attributes of the first game element (each character has an attribute).
[0288] The synchronization level increases as the game progresses. The synchronization level also increases by achieving a predetermined event in the game. The predetermined event includes logging in to the game, acting together with the player in the game, purchasing a card, and obtaining a specific card. In addition to the card battle mode, the game of this embodiment also includes a mode such as an interaction mode in which communication with the second game element is enjoyed. The predetermined event includes a touch operation on the image of the second game element displayed on the screen in the interaction mode. In this interaction mode, the expression content of the second game element differs depending on the synchronization level, and the higher the synchronization level, the higher the expression of intimacy. The synchronization level can also be said to be a parameter indicating the relationship between the player and the second game element.
[0289] By having the second game element have a plurality of parameters as described above, a wide variety of second game elements are generated according to the difference in the progress of the player's game. In other words, the player has the second game element that the player has developed.
[0290] By using such second game elements, the special battle modes (first battle mode to fourth battle mode) in the first embodiment described above become even more varied. This is because the abilities or personalities of the second game elements are different for each player, and therefore, if the opponent is different, the player will battle against second game elements with different abilities or personalities.
[0291] Therefore, in order to change the character information of the second game element as described above, in the second embodiment, a function for updating the character information of the second game element is provided in the game server 2. Fig. 33 is a block diagram showing an example of a functional configuration of the game server 2 in the second embodiment.
[0292] As shown in FIG. 33, a character information update unit 107 is added to the game server 2 .
[0293] The character information update unit 107 updates the various parameters (level, card understanding, personality, synchro level) of the character information of the second game element to increase or change them. Conditions for changing the parameters are set for each parameter (level, card understanding, personality, synchro level) as described below. The character information update unit 107 determines whether the conditions for changing each parameter are met, and updates the parameters if they are met. Timings for determining the conditions for changing the parameters include, for example, when logging in, when a battle ends, when a card is obtained, when a specific card is obtained, when a predetermined operation (touch operation on an image of the second game element) is detected in the interaction mode, and the like. However, the present invention is not limited to these.
[0294] Regarding the levels, as shown in FIG. 34, for example, the experience value required for increasing the level is set for each level. In this case, the character information update unit 107 calculates and updates the player's experience value using the information on the battle (card setting information, action selection information, battle result, etc.) acquired from the game management unit 103 and a predetermined calculation formula at a predetermined timing such as the end of the battle. Then, based on the updated experience value, it is determined whether the experience value required for increasing the level has been reached, and if so, an update is performed to increase the level. Note that the predetermined calculation formula may be set so that the experience value obtained is high by putting a specific card into the deck and using it. The specific card is, for example, a card with the highest rarity among multiple stages of rarity.
[0295] Regarding the card understanding level, for example, as shown in FIG. 35, conditions for increasing the card understanding level and an increase rate corresponding to each condition are set. The card understanding level is a parameter indicating the understanding level for each card for all cards. The condition "put a card into a deck and battle" in FIG. 35 means that a player uses a certain deck in a battle, and 40 cards constituting the deck are cards for which the card understanding level is increased. The increase rate "x%" means that if the condition is met, the card understanding level of each card constituting the deck increases by x%. The condition "use a card" means that a player uses a card in a battle regardless of the type of card, and the card used is a card for which the card understanding level is increased. The increase rate "y%" means that if the condition is met, the card understanding level of the card used in the battle increases by y%. The condition "win using a specific card" means that a player uses a specific card in a battle and wins, and the specific card used in the battle is a card for which the card understanding level is increased. An increase rate of "z%" means that if the condition is met, the understanding of that particular card will increase by z%. The condition "the second game element battles using the player's card" means that the second game element uses a card during the battle, and the card used is the card that is the target for increasing the card understanding. An increase rate of "m%" means that if the condition is met, the card understanding of the card used in the second game element during the battle will increase by m%. Note that FIG. 35 shows only one example, and other examples may be used.
[0296] The character information update unit 107 determines whether the condition is satisfied for each condition at a predetermined timing such as the end of a battle. If any condition is satisfied, the character information update unit 107 updates the card understanding level by increasing the increase rate corresponding to that condition.
[0297] For the personality, one personality is set from among a plurality of personalities (first personality, second personality, . . . n-th personality). For example, as shown in FIG. 36, each of the personalities (first personality, second personality, . . . n-th personality) is associated with one of the card attributes (color in this embodiment). In this case, the character information update unit 107 adds points to the cumulative value for each color set in the personality for the card used in the battle based on the information about the battle (card setting information, action selection information, etc.) acquired from the game management unit 103 at a predetermined timing such as the end of the battle. Then, as a result of the addition, the personality corresponding to the color with the largest cumulative value is selected and set as the personality. Note that, although colors are used as card attributes corresponding to a plurality of personalities, this is not limiting, and other card attributes consisting of a plurality of types may be used.
[0298] For the synchro level, for example, as shown in FIG. 37, conditions for increasing the synchro level and an increase rate corresponding to each condition are set. For example, the conditions for increasing the synchro level include "logging in," "battling," "touching the image of the second game element in the interaction mode," and "purchasing a card pack." The character information update unit 107 determines whether the condition is satisfied for each condition at a predetermined timing such as when logging in, when the battle ends, or when a touch operation is detected in the interaction mode. If any of the conditions is satisfied, the character information update unit 107 updates the synchro level by increasing the increase rate corresponding to that condition. In the example of FIG. 37, the synchro level increases by purchasing a card pack or the like. The synchro level may be set to a variable upper limit value at predetermined intervals. [Operation of each device] Next, a description will be given of the operations of the player terminal 1 and the game server 2. Here, a case will be described in which players A and B use the player terminal 1 to play competitive games in multiple special competitive modes, and rank information and character information are updated at the end of the competitive games.
[0299] Figure 38 is an overall sequence diagram for explaining the operations between the player terminal 1 and the game server 2. Figure 38 differs from Figure 21 in that a character information update process (Step 120) for updating character information on the game server 2 side and a character information update process (Step 121) for updating character information on the player terminal 1 side are newly added.
[0300] When the outcome is decided, the character information update unit 107 of the game server 2 performs a character information update process (Step 120). The character information update unit 107 receives the card setting information during the match and the match result from the game management unit 102, and updates the character information of players A and B to increase or change it according to the result. Specifically, it calculates the level based on the experience points obtained from the match result, calculates the card understanding degree and personality according to the type of card used during the match, and calculates the synchronization level if a specified event is achieved. Then, it updates the buddy setting data of the user information data with the calculated parameter values. The updated character information is transmitted to the player terminal 1.
[0301] The buddy setting unit 72 of the player terminal 1 receives the updated character information and updates the buddy setting data (Step 121).
[0302] This concludes the explanation of the operations of the player terminal 1 and the game server 2.
[0303] As described above, according to the third embodiment, the player's buddy (second game element) battles using cards owned by the player, and the character information changes (increases, grows) in response to the progress of the game, events, the acquisition of new cards (first game element) or specific cards, etc. By changing the character information, appropriate selection or action of the first game element in the battle is determined, so that the special battle modes (first battle mode to fourth battle mode) in the first embodiment described above become even more varied. As a result, a game that is highly interesting to the user can be provided.
[0304] Also, if it is configured to automatically perform a battle that is carried out without the participation of a player, such as the third battle mode, the buddy (second game element) can conduct many battles, and it is also possible to accelerate the change in character information (for example, becoming stronger in battles).
[0305] Also, in a team battle such as the first battle mode or the second battle mode, the strength of the buddy (second game element) in the game affects the victory. Even if the player is strong, if the level of the buddy (second game element) is too low, continuous defeats may occur, and the player's interest in the game may also fade. Therefore, for a team battle such as the first battle mode or the second battle mode, when the overall level or a partial level of the character information of the player's buddy (second game element) exceeds a predetermined level, it is also possible to make the first battle mode or the second battle mode selectable.
[0306] Furthermore, if the player has a buddy (second game element) with excellent character information, the probability of the player winning the matching battle also increases. Therefore, the player can also enjoy a cultivation game by cultivating a buddy (second game element) with excellent character information.
[0307] In addition, in the above-described embodiment, a card game using a virtual game card was exemplified, but the applicable game genres are not limited. For example, it may be a sports battle game with a character associated with the first game element as a player.
[0308] Also, part or all of the above-described embodiment is described as follows in the following supplementary note, but is not limited thereto.
[0309] [Supplementary Note 1] A terminal that conducts a game using the first game element held by the first player and the first game element held by the second player who is the opponent in the battle, comprising a memory storing execution instructions and a processor, The processor, according to the execution instruction, A program that causes a computer to execute a game using a first game element held by a first player and a first game element held by a second player who is an opponent, The program causes the computer to A first setting process for setting first game elements that make up the deck of the first player, A second setting process for setting second game elements that are game elements not included in the deck and that can use the first game elements held by the first player, A presentation process for presenting a replay of a battle for which a battle result has been presented, on the condition that the battle result of the game has been presented A terminal that executes.
[0310] [Appendix 2] A game management device that manages a game using a first game element held by a first player and a first game element held by a second player who is an opponent, Comprising a memory in which execution instructions are stored and a processor, and the processor, according to the execution instructions, A battle situation analysis process that analyzes the battle situation of a game battle, generates battle situation information, and transmits the battle situation information to the terminal of the player A management device that executes.
[0311] [Appendix 3] A game system that plays a game using a first game element held by a player and a first game element held by an opponent player, Comprising a terminal and a game management device, The terminal Comprising a memory in which execution instructions are stored and a processor, and the processor, according to the execution instructions, A first setting process for setting first game elements that make up the deck of the first player, A second setting process for setting second game elements that are game elements not included in the deck and that can use the first game elements held by the first player, a second setting process for setting a second game element that is not part of the deck and that can be used by the first game element owned by the first player; a presentation process for presenting information on the progress of a game match whose results have been presented, on the condition that the game match results have been presented; Run The game management device includes: The present invention includes a memory in which an execution instruction is stored, and a processor, and the processor executes the execution instruction. A game situation analysis process for analyzing the game situation, generating game situation information, and transmitting the game situation information to the terminal. Run Game system.
[0312] Although the present invention has been described above with reference to preferred embodiments, the present invention is not necessarily limited to the above-described embodiments, and can be modified and embodied in various ways within the scope of the technical concept thereof.
[0313] This application claims priority based on Japanese Patent Application No. 2019-026854, filed on February 18, 2019, the disclosure of which is incorporated herein in its entirety. [Explanation of symbols]
[0314] 1 Player terminal 2 Game Server 11 Display 12 Touch panel 13 Speaker 20 1st area 21 Second area 22 Field Area 23 Base Area 24 Force Area 30 Operation information 31 First Object 32 Second Object 41 Normal battle mode button 42 1st battle mode button 43 Second battle mode button 44 3rd battle mode button 45 4th battle mode button 51 Operation input section 52 Processing section 53 Image display unit 54 Sound output section 55 Communications Department 56 Memory section 61 Game Calculation Unit 62 Image Generation Unit 63 Sound generation section 64 Communication control section 70 Player Information Management Unit 71 Card setting section 72 Buddy Setting Section 73 Battle mode selection section 74 Action Decision-Making Department 75 Operation information acquisition section 76 Operation image display section 77 Replay Execution Department 78 Game Management Department 79 Rematch Selection Section 91 Processing section 92 Communications Department 93 Memory section 101 Player Management Unit 102 Matching processing unit 103 Game Management Department 104 AI Processing Unit 105 Rank Update Department 106 War Situation Analysis Department 107 Rematch Executive Department 108 Character Information Update Section
Claims
1. A program for causing a computer to execute a game using game elements owned by a first player and game elements owned by a second player who is an opponent, comprising: The program causes the computer to a non-player character setting means for setting a non-player character capable of using the game element owned by the first player; a match execution means for executing a match between the first player or a non-player character of the first player and a non-player character of the second player by using the game elements; a rematch means for controlling a rematch between the first player or a non-player character of the first player and a non-player character of the second player in response to an instruction to execute a rematch by an operation of the first player, depending on a result of the match; Functioning as a a non-player character of the second player is able to use the game element owned by the second player; the non-player characters of the first player and the second player have ranks that increase with game victory; program.
2. A terminal for executing a game using game elements owned by a first player and game elements owned by a second player who is to be an opponent, a non-player character setting means for setting a non-player character capable of using the game element owned by the first player; a match execution means for executing a match between the first player or a non-player character of the first player and a non-player character of the second player by using the game elements; a rematch means for controlling a rematch between the first player or a non-player character of the first player and a non-player character of the second player in response to an instruction to execute a rematch by an operation of the first player, depending on a result of the match; Equipped with a non-player character of the second player is able to use the game element owned by the second player; the non-player characters of the first player and the second player have ranks that increase with game victories; Terminal.
Citation Information
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